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UndefineClass("CheckTime")
-- UI
table.iappend(XRollover.properties, {
{ category = "Rollover", id = "RolloverTitle", editor = "text", default = "", translate = true, },
{ category = "Rollover", id = "RolloverDisabledTitle", editor = "text", default = "", translate = true, },
{ category = "Rollover", id = "RolloverHint", editor = "text", default = "", translate = true, },
{ category = "Rollover", id = "RolloverHintGamepad", editor = "text", default = "", translate = true, },
})
XGenerateGetSetFuncs(XRollover)
local prev_XPropControl_UpdatePropertyNames = XPropControl.UpdatePropertyNames
function XPropControl:UpdatePropertyNames(prop_meta)
if prop_meta.help and editor ~= "help" then
self:SetRolloverTitle(prop_meta.name or prop_meta.id)
end
return prev_XPropControl_UpdatePropertyNames(self, prop_meta)
end
function OnMsg.InitSatelliteView()
BlinkStartButtonAndSatellite(false)
end
function OnMsg.ConflictEnd(sector)
local campaignPreset = GetCurrentCampaignPreset()
if not sector or not campaignPreset then return end
local questVarState = gv_Quests["01_Landing"] and GetQuestVar("01_Landing", "TCE_InitialConflictLock")
if sector.Id == campaignPreset.InitialSector and not TutorialHintsState.TravelPlaced and questVarState == "done" then
BlinkStartButtonAndSatellite(true)
end
end
function BlinkStartButtonAndSatellite(on)
local igi = GetInGameInterfaceModeDlg()
local startBut = igi and igi:ResolveId("idStartButton")
if not startBut then return end
startBut:DeleteThread("blink")
if not on then
if startBut.idLargeText then
startBut.idLargeText:SetTextStyle("HUDHeaderBigger")
end
return
end
startBut:CreateThread("blink", function()
local textWnd = startBut.idLargeText
local tick = 0
while true do
local startMenuOpen = startBut.desktop.modal_window
startMenuOpen = startMenuOpen and startMenuOpen.Id == "idStartMenu" and startMenuOpen
if startMenuOpen then
local contentTemplate = startMenuOpen.idContent
if contentTemplate then
-- Prevents messing with the blink, and it only matters in sat view
contentTemplate.RespawnOnContext = false
end
local satButton = startMenuOpen:ResolveId("actionToggleSatellite")
if satButton and not satButton.rollover then
local style = tick % 2 ~= 0 and "SatelliteContextMenuText" or "PDACursorHint"
satButton:SetTextStyle(style)
satButton:Invalidate()
end
end
local textStyleButton = tick % 2 ~= 0 and "HUDHeaderBigger" or "MMButtonText"
if startMenuOpen or startBut.rollover then textStyleButton = "HUDHeaderBigger" end
textWnd:SetTextStyle(textStyleButton)
tick = tick + 1
Sleep(300)
end
end)
end
local prev_time
local prev_table
local prev_timeType
function GetTimeAsTable(time, real_time)
if prev_time ~= time or prev_timeType ~= real_time then
prev_timeType = real_time
prev_time = time
prev_table = os.date(real_time and "*t" or "!*t", time)
end
return prev_table
end
function GetCampaignDay(time)
local t = time or Game.CampaignTime
local campaignStartHour = GetTimeAsTable(Game.CampaignTimeStart).hour
local campaignHour = (t - Game.CampaignTimeStart) / const.Scale.h
return ((campaignHour + campaignStartHour) / 24) + 1
end
function GetCampaignWeek(time)
local campaignDays = GetCampaignDay(time)
return (campaignDays / 7) + 1
end
local days = {
T(815763551374, "SUN"),
T(400037616455, "MON"),
T(935033754448, "TUE"),
T(101979463778, "WED"),
T(441351859413, "THU"),
T(653126156790, "FRI"),
T(488038247478, "SAT"),
}
TFormat.day = function(context_obj, time)
local t = GetTimeAsTable(time or Game.CampaignTime)
return t and t.day or 1
end
TFormat.day_name = function(context_obj, time)
local t = GetTimeAsTable(time or Game.CampaignTime)
return days[t and t.wday or 1]
end
TFormat.day_name_number = function(context_obj, dayIdx)
--%w - Weekday as decimal number (1 - 7; Sunday is 1)
local actualDay = dayIdx and dayIdx + 1
if dayIdx and dayIdx == 7 then
dayIdx = 1
elseif dayIdx then
dayIdx = dayIdx + 1
end
return days[dayIdx or 1]
end
function TFormat.Multiply(context_obj, m1, m2)
local result = m1*m2
return T{263297552624, "<result>", result = result}
end
function TFormat.IsGameRuleActive(ctx, rule_id)
return IsGameRuleActive(rule_id)
end
function GetDamageRangeText(min, max)
if min == max then
return T{263148752783, "<min>", min = min}
else
return T{451168511282, "<minDamage>-<maxDamage>", minDamage = min, maxDamage = max}
end
end
local months = {
T(386097767149, "JAN"),
T(496426864332, "FEB"),
T(650065772304, "MAR"),
T(732475195762, "APR"),
T(807996486426, "MAY"),
T(807327180752, "JUN"),
T(396147045845, "JUL"),
T(855339557928, "AUG"),
T(560140242221, "SEP"),
T(757023515681, "OCT"),
T(542161812894, "NOV"),
T(235231286112, "DEC")
}
TFormat.month = function(context_obj, time)
local t = GetTimeAsTable(time or Game.CampaignTime)
return months[t and t.month or 1]
end
TFormat.date = function(context_obj, time)
local t = GetTimeAsTable(time or Game.CampaignTime)
local month = string.format("%02d", t and t.month or 1)
local day = string.format("%02d", t and t.day or 1)
local year = tostring(t and t.year or 1)
-- This is called in just one place, so its fine I guess.
-- Might make sense to cache the format though.
local systemDateFormat = GetDateTimeOrder()
for i, unit in ipairs(systemDateFormat) do
systemDateFormat[i] = "<u(" .. unit .. ")>"
end
systemDateFormat = table.concat(systemDateFormat, ".")
return T{systemDateFormat, month = month, day = day, year = year}
end
TFormat.date_mdy = function(context_obj, month, day, year)
local systemDateFormat = GetDateTimeOrder()
for i, unit in ipairs(systemDateFormat) do
systemDateFormat[i] = "<u(" .. unit .. ")>"
end
systemDateFormat = table.concat(systemDateFormat, "-")
return T{systemDateFormat, month = month, day = day, year = year}
end
TFormat.time = function(context_obj, time)
local t = GetTimeAsTable(time or Game.CampaignTime)
local mins = string.format("%02d", t.min)
local hours = string.format("%02d", t.hour)
return T{109987777732, "<hours>:<mins>", hours = Untranslated(hours), mins = Untranslated(mins) }
end
TFormat.timeSecs = function(context_obj, time)
local minNum = time / 1000 / 60
local mins = string.format("%01d", minNum)
local secs = string.format("%02d", (time - minNum * 1000 * 60) / 1000)
return T{537833878288, "<mins>:<secs>", mins = Untranslated(mins), secs = Untranslated(secs) }
end
TFormat.timeDuration = function(context_obj, time)
-- Satellite time is stored in seconds, not milliseconds
local minutes = time / 60
local hours = minutes / 60
local days = hours / 24
if days > 0 then
local hoursLeft = hours - days * 24
if hoursLeft > 0 then
return T{407759704918, "<days>D <hours>h", days = days, hours = hoursLeft}
else
return T{582737918674, "<days>D", days = days}
end
end
if hours > 0 then
local minutesLeft = minutes - hours * 60
if minutesLeft > 0 then
return T{310898452498, "<hours>h <minutes>m", hours = hours, minutes = minutesLeft}
else
return T{527198904622, "<hours>h", hours = hours}
end
else
return T{880672979292, "<mins>m", mins = minutes}
end
end
TFormat.year = function(context_obj, time)
local t = GetTimeAsTable(time or Game.CampaignTime)
return Untranslated(t.year)
end
TFormat.money = function(context_obj, value)
if value >= 0 then
return T{114756924541, --[[currency formatting positive]] "$<money>", money = FormatNumber(value, false)}
else
return T{259741266711, --[[currency formatting negative]] "-$<money>", money = FormatNumber(abs(value), false)}
end
end
TFormat.balanceDisplay = function(context_obj, value)
if value >= 0 then
return T{114756924541, --[[currency formatting positive]] "$<money>", money = FormatNumber(value, false)}
else
return T{212953538446, --[[currency formatting negative]] "<red>-$<money></red>", money = FormatNumber(abs(value), false)}
end
end
TFormat.moneyRounded = function(context_obj, value, granularity)
granularity = granularity or 500
value = round(value, granularity)
return T{729420047388, "~<money(value)>", value = value}
end
TFormat.moneyWithSign = function(context_obj, value)
if value > 0 then
return T{950883598077, --[[currency formatting positive with sign]] "+$<money>", money = FormatNumber(value, false)}
elseif value == 0 then
return T{114756924541, --[[currency formatting positive]] "$<money>", money = FormatNumber(value, false)}
else
return T{464630604806, --[[currency formatting negative with sign]] "-$<money>", money = FormatNumber(abs(value), false)}
end
end
TFormat.moneyWithIcon = function(context_obj, value)
return T{581847052427, --[[currency formatting]] "<money><image UI/SectorOperations/T_Icon_Money 2000>", money = FormatNumber(value, true)}
end
TFormat.numberWithSign = function(context_obj, value)
return FormatNumber(value, true)
end
TFormat.countCtx = function(context_obj)
return context_obj and #context_obj
end
function FormatNumber(value, withSign)
if not value then
value = 0
end
local prefix = ""
if withSign then
if value > 0 then
prefix = "+"
end
end
return T{269645844644, "<prefix><value>", prefix = prefix, value = value}
end
TFormat.GetMercOperationText = function(context_obj)
if context_obj and context_obj.Operation then
return SectorOperations[context_obj.Operation].display_name
else
return T(601695937982, "None")
end
end
function GetSectorName(sector)
if not IsKindOf(sector, "SatelliteSector") then
sector = ResolvePropObj(sector)
sector = IsKindOf(sector, "SatelliteSector") and sector
end
if sector then
return (sector.display_name or "").." ("..GetSectorId(sector)..")"
end
return ""
end
TFormat.SectorName = function(context_obj, sector)
if type(sector) == "string" then sector = gv_Sectors and gv_Sectors[sector] end
sector = sector or context_obj
return GetSectorName(sector)
end
function GetSectorId(sector)
if not sector then return false end
if sector.GroundSector then return Untranslated(sector.GroundSector) .. T(367876597727, --[[suffix added to ground sector to get the underground sector ID. For example, the sector under H3 will become H3U]] "U") end
return Untranslated(sector.name)
end
TFormat.SectorId = function(context_obj, sectorId)
return GetSectorId(gv_Sectors and gv_Sectors[sectorId])
end
TFormat.SectorIdColored = function(context_obj, sectorId)
local sector
if context_obj and context_obj.metadata and context_obj.metadata.sector then
sector = {}
sector.Side = context_obj.metadata.side
sector.GroundSector = context_obj.metadata.ground_sector
sector.name = sectorId
else
sector = gv_Sectors and gv_Sectors[sectorId]
end
if not sector then return false end
local _, _, _, textColor = GetSectorControlColor(sector.Side)
local sectorId = GetSectorId(sector)
local concat = textColor .. sectorId .. "</color>"
return T{concat}
end
TFormat.SectorIdColored2 = function(context_obj, sectorId)
local sector = gv_Sectors and gv_Sectors[sectorId]
if not sector then return false end
local _, textColor, _, _ = GetSectorControlColor(sector.Side)
local sectorId = GetSectorId(sector)
local concat = textColor .. sectorId .. "</color>"
return T{concat}
end
TFormat.SectorList = function(context_obj, list, emphasize)
list = list or context_obj
return ConcatListWithAnd(table.map(list, function(o)
if emphasize then
return T{962039320355, "<em><SectorName(sector)></em>", sector = gv_Sectors[o]}
end
return GetSectorName(gv_Sectors[o]);
end))
end
TFormat.SectorMilitiaCount = function(context_obj, sector)
if not context_obj and not sector then return 0 end
return Untranslated(GetSectorMilitiaCount((sector or context_obj).Id))
end
TFormat.UnitsCountOnly = function (context_obj)
if not context_obj then return 0 end
local unitCount = 0
for i, s in ipairs(context_obj) do
if s.units then
local count = #s.units
unitCount = unitCount + count
end
end
if unitCount > 0 then
return T{429365736153, "<unitCount>", unitCount = unitCount }
else
return T(720023491189, "?")
end
end
function FormatCampaignTime(time, in_days)
if in_days=="all" then -- XD XH XM
local days = Max(0, time / const.Scale.day)
local hours = Max(0, (time - days * const.Scale.day) / const.Scale.h)
local mins = (time - (time / const.Scale.h) * const.Scale.h) / const.Scale.min
if days == 0 then
return T{211297072165, "<hours>H <mins>M", hours = Untranslated(string.format("%02d", hours)), mins = Untranslated(string.format("%02d", mins))}
elseif mins == 0 then
return T{457936384867, "<days>D <hours>H", days = days, hours = Untranslated(string.format("%02d", hours))}
else
return T{574423138475, "<days>D <hours>H <mins>M", days = days,hours = Untranslated(string.format("%02d", hours)), mins = Untranslated(string.format("%02d", mins))}
end
elseif in_days then -- XD || XH
local days = Max(0, time / const.Scale.day)
local hours = Max(0, (time - days * const.Scale.day) / const.Scale.h)
if hours == 0 then
return T{582737918674, "<days>D", days = days}
end
if days == 0 then
return T{402839920108, "<hours>H", hours = hours}
end
return T{344180072111, "<days>D", days = days}
else -- XH XM
local hours = time / const.Scale.h
local mins = (time - hours * const.Scale.h) / const.Scale.min
return T{211297072165, "<hours>H <mins>M", hours = Untranslated(string.format("%02d", hours)), mins = Untranslated(string.format("%02d", mins))}
end
end
-- Prediction magic
-- add already assigned units + merc that are newly added and are not with that profession/operation
function GetOperationTimeLeftAssign(merc, operation, context)
if (not context or not next(context.add_units)) and not merc then
return 0
end
local operationPreset = SectorOperations[operation]
local additional_units = context.add_units
if merc then
table.insert(additional_units, 1, merc)
end
local merc = merc or additional_units[1]
local sector = context.sector or merc:GetSector()
local sector_id = sector.Id
if operation=="RAndR" then
return GetActorOperationTimeLeft(merc, "RAndR", "Restman")
end
if operation=="TrainMercs" then
local teacher = context.list_as_prof=="Teacher" and merc
if not teacher then
local mercs = GetOperationProfessionalsGroupedByProfession(sector_id, "TrainMercs")
local teachers = mercs["Teacher"] or mercs["Student"]
teacher = teachers and teachers[1] or merc
end
return GetActorOperationTimeLeft(teacher, "TrainMercs")
end
local already_assigned = GetOperationProfessionals(sector_id, operation,context.list_as_prof)
if IsOperationHealing(operation) then
local slowest
if context.list_as_prof=="Patient" then
for _, unit_data in ipairs(additional_units or empty_table) do
slowest = Max(slowest or 0, GetPatientHealingTimeLeft(unit_data))
end
end
for _, unit in ipairs(GetOperationProfessionals(sector_id, operation, "Patient")) do
slowest = Max(slowest or 0, GetPatientHealingTimeLeft(unit))
end
return slowest
end
if operation == "RepairItems" then
local queue = SectorOperationItems_GetItemsQueue(sector_id,"RepairItems")
local min_time = SectorOperations["RepairItems"]:ResolveValue("min_time")
if not next(queue) then
return min_time*const.Scale.h
end
local progress_per_tick = GetSumOperationStats(already_assigned, "Mechanical", operationPreset:ResolveValue("stat_multiplier"))
progress_per_tick = progress_per_tick + GetSumOperationStats(additional_units, "Mechanical", operationPreset:ResolveValue("stat_multiplier"))
local current_progress = operationPreset:ProgressCurrent(already_assigned[1] or merc, sector, "prediction") or 0
local left_progress = operationPreset:ProgressCompleteThreshold(already_assigned[1] or merc, sector,"prediction") - current_progress
local ticks_left = progress_per_tick>0 and Max(0,left_progress / progress_per_tick) or 0
return min_time*const.Scale.h + Max(ticks_left*const.Satellite.Tick, 0)
end
--intel, militia, repairitems, craft some custom thatare not heal
-- get already assigned
local progress_per_tick = 0
for _, unit_data in ipairs(already_assigned or empty_table) do
progress_per_tick = progress_per_tick + operationPreset:ProgressPerTick(unit_data)
end
for _, unit_data in ipairs(additional_units or empty_table) do
progress_per_tick = progress_per_tick + operationPreset:ProgressPerTick(unit_data, "prediction")
end
if CheatEnabled("FastActivity") then
progress_per_tick = progress_per_tick*100
end
local current_progress = operationPreset:ProgressCurrent(already_assigned[1] or merc, sector) or 0
local left_progress = operationPreset:ProgressCompleteThreshold(already_assigned[1] or merc, sector) - current_progress
local ticks_left = progress_per_tick>0 and left_progress / progress_per_tick or 0
if left_progress > 0 then
ticks_left = Max(ticks_left, 1)
end
return ticks_left*const.Satellite.Tick
end
-- merc
function GetOperationTimeLeft(merc, operation, context)
local operationPreset = SectorOperations[operation]
if context and context.add_units and #context.add_units > 0 then
return GetOperationTimeLeftAssign(merc, operation, context)
end
-- not assigning / rollvoer,timeline, progress/
if operation == "Arriving" then
return operationPreset:ProgressCompleteThreshold(merc, false) - merc.arriving_progress
end
if operation == "Traveling" then
return operationPreset:ProgressCompleteThreshold(merc, false) - merc.traveling_progress
end
if operation == "Idle" then
return SatelliteUnitRestTimeRemaining(merc) or 0
end
if operation=="RAndR" then
context = context or {}
context.merc = merc
return GetActorOperationTimeLeft(merc,"RAndR", "Restman")
end
-- healing
if IsOperationHealing(operation) then
context = context or {}
context.merc = merc
if context.all then
context.list_as_prof = false -- slowlest
return TreatWoundsTimeLeft(context,operation)
else
return TreatWoundsTimeLeft(context,operation)
end
end
local sector = context and context.sector or merc and merc:GetSector()
local sector_id = sector and sector.Id
if operation == "TrainMercs" then
context = context or {}
context.merc = merc
local mercs = GetOperationProfessionalsGroupedByProfession(sector_id, "TrainMercs")
local students = mercs["Student"]
local teachers = mercs["Teacher"]
if not context.prediction and not next(students) then
return 0
end
return GetActorOperationTimeLeft(teachers[1] or context.merc or students[1], "TrainMercs")
end
if operation == "RepairItems" then
local left_time = merc and GetActorOperationTimeLeft(merc, "RepairItems","prediction") or 0
local min_time = operationPreset:ResolveValue("min_time")
local time = sector.started_operations and sector.started_operations["RepairItems"]
if not time or type(time)~= "number" then
time = Game.CampaignTime
end
return Max(0,left_time) + Max(0,min_time*const.Scale.h - (Game.CampaignTime - time))
end
-- other operations
local already_assigned = GetOperationProfessionals(sector_id, operation, context and context.list_prof)
local progress_per_tick = 0
for _, unit_data in ipairs(already_assigned or empty_table) do
progress_per_tick = progress_per_tick + operationPreset:ProgressPerTick(unit_data, "prediction")
end
if CheatEnabled("FastActivity") then
progress_per_tick = progress_per_tick*100
end
local left_progress = operationPreset:ProgressCompleteThreshold(merc, sector, "prediction") - operationPreset:ProgressCurrent(merc, sector, "prediction")
local ticks_left = progress_per_tick>0 and left_progress / progress_per_tick or 0
return ticks_left*const.Satellite.Tick
end
function GetOperationTimerETA(merc, prediction)
local list_as_prof
if IsPatient(merc) and not IsDoctor(merc) then
list_as_prof = "Patient"
end
if merc.OperationProfession == "Student" then
list_as_prof = "Student"
end
return merc.Operation ~= "Idle" and GetOperationTimeLeft(merc, merc.Operation, {list_as_prof = list_as_prof, prediction = prediction})
end
function GetOperationTimerInitialETA(merc)
if merc.Operation == "Traveling" then
local squad = merc.Squad and gv_Squads[merc.Squad]
if squad then
local breakdown = GetRouteInfoBreakdown(squad, squad.route)
local total = breakdown.total
return total.travelTime
end
end
return GetOperationTimerETA(merc)
end
TFormat.MercContractTime = function(context_obj)
if not IsKindOfClasses(context_obj, "UnitData", "Unit") or not context_obj.HiredUntil then return "" end
local remaining_time = context_obj.HiredUntil - Game.CampaignTime
if remaining_time <= 0 then
return T(659003766070, "Expired")
else
return FormatCampaignTime(remaining_time, "in_days")
end
end
TFormat.OtherPlayerName = function(context_obj)
if not netInGame then return "" end
if not netGamePlayers then return "" end
for i, p in ipairs(netGamePlayers) do
if p.id ~= netUniqueId then
return Untranslated(p.name)
end
end
return ""
end
TFormat.CampaignTime = function(context_obj, value)
return FormatCampaignTime(value)
end
TFormat.ForgivingModeText = function(context_obj)
if Platform.ps5 or Platform.ps4 or g_TestUIPlatform == "ps4" or g_TestUIPlatform == "ps5" then
return T(284695860080, --[[GameRuleDef ForgivingMode Playstation description]] 'Lowers the impact of attrition and makes it easier to recover from bad situations (faster healing and repair, better income).<newline><newline><flavor>You cannot unlock the "Ironman" trophy while Forgiving mode is enabled.</flavor><newline><newline><flavor>You can change this option at any time during gameplay.</flavor>')
end
return T(823257619450, --[[GameRuleDef ForgivingMode description]] 'Lowers the impact of attrition and makes it easier to recover from bad situations (faster healing and repair, better income).<newline><newline><flavor>You cannot unlock the "Ironman" achievement while Forgiving mode is enabled.</flavor><newline><newline><flavor>You can change this option at any time during gameplay.</flavor>')
end
table.insert(BlacklistedDialogClasses, "TacticalNotification")
table.insert(BlacklistedDialogClasses, "Intro")
table.insert(BlacklistedDialogClasses, "MPPauseHint")
local function lGetTacticalNotificationState()
local dlg = GetDialog("TacticalNotification")
if dlg then
if dlg.state then return dlg.state, dlg end
dlg.state = {}
return dlg.state, dlg
end
return false
end
local function lTacticalNotificationRemoveExpired(state)
local now = RealTime()
for i, notify in pairs(state) do
local endPoint = notify.start + notify.duration
if notify.duration ~= -1 and now >= endPoint then
state[i] = nil
end
end
table.compact(state)
end
local function lUpdateTacticalNotificationShown(instant_hide)
local state, dlg = lGetTacticalNotificationState()
if not state then return end
lTacticalNotificationRemoveExpired(state)
dlg:DeleteThread("updater");
local top, topPrio = false, false -- Smallest priority integer on top
for i, notification in ipairs(state) do
if not topPrio or notification.priority < topPrio then
top = notification
topPrio = notification.priority
end
end
local currentlyPlaying = dlg:GetVisible()
if top then
dlg:SetMode(top.style or "red")
local txtBox = dlg:ResolveId("idText")
txtBox:SetText(top.text)
if top.secondaryText then
txtBox = dlg:ResolveId("idBottomText")
txtBox:SetText(top.secondaryText)
end
if top.duration ~= -1 then
dlg:CreateThread("updater", function()
local endPoint = top.start + top.duration
Sleep(endPoint - RealTime())
DelayedCall(0, lUpdateTacticalNotificationShown)
end)
end
if not currentlyPlaying then
dlg:SetVisible(true)
if top.combatLog then
CombatLog(top.combatLogType,top.text)
end
end
return
end
-- not top (no notification active)
if currentlyPlaying then
dlg:SetVisible(false, instant_hide)
end
end
function GetTacticalNotificationText(groupOrId)
local state = lGetTacticalNotificationState()
for i, notify in ipairs(state) do
if notify.mode == groupOrId or notify.group == groupOrId then
return notify.text
end
end
end
function HideTacticalNotification(groupOrId, instant)
local state = lGetTacticalNotificationState()
for i, notify in ipairs(state) do
if notify.mode == groupOrId or notify.group == groupOrId then
notify.start = 0
notify.duration = 0
end
end
lUpdateTacticalNotificationShown(instant)
end
local function lSetTacticalNotificationMode(mode, on)
local dlg = GetDialog("TacticalNotification")
if not dlg then return end
if not dlg.orderMode then
dlg.orderMode = {}
end
dlg.orderMode[mode] = on
local setpieceOn = dlg.orderMode["setpiece"]
local pdaOn = dlg.orderMode["pda"]
if setpieceOn then
dlg:SetDrawOnTop(true)
dlg:SetZOrder(100)
return
end
if pdaOn then
dlg:SetDrawOnTop(false)
dlg:SetZOrder(0)
return
end
dlg:SetDrawOnTop(false)
dlg:SetZOrder(1)
end
function OnMsg.WillStartSetpiece()
lSetTacticalNotificationMode("setpiece", true)
end
function OnMsg.SetpieceDialogClosed()
lSetTacticalNotificationMode("setpiece", false)
if not cameraTac.IsActive() then
print("setpiece left camera as not tac")
cameraTac.Activate()
end
end
function OnMsg.OpenPDA()
lSetTacticalNotificationMode("pda", true)
end
function OnMsg.ClosePDA()
lSetTacticalNotificationMode("pda", false)
end
function OnMsg.DoneMap()
local tactNot = GetDialog("TacticalNotification")
if tactNot then
tactNot.FadeOutTime = 0
tactNot:Close()
end
end
-- mode - This is the id of a listitem tactical notifiction
-- keepVisible - Whether to keep the notification visible until the hide func is called
-- text - Can override the preset's text. Currently unused
-- context - for the text.
function ShowTacticalNotification(mode, keepVisible, text, context)
if CheatEnabled("CombatUIHidden") then return end
local state, dlg = lGetTacticalNotificationState()
if not dlg then
dlg = OpenDialog("TacticalNotification")
lSetTacticalNotificationMode("setpiece", IsSetpiecePlaying())
lSetTacticalNotificationMode("pda", GetDialog("PDADialogSatellite"))
state = {}
dlg.state = state
end
local startTime = RealTime()
-- Check if already exists in state.
if table.find(state, "mode", mode) and mode ~= "customText" then
return
end
-- Add to list.
local preset = Presets.TacticalNotification.Default[mode]
assert(preset)
text = text or preset.text
local secondaryText = preset.secondaryText
if context then
text = Untranslated(_InternalTranslate(T{text, context}))
secondaryText = secondaryText and Untranslated(_InternalTranslate(T{secondaryText, context}))
end
local newEntry = {
mode = mode,
group = preset.removalGroup,
text = text,
secondaryText = secondaryText,
start = RealTime(),
priority = preset.SortKey,
duration = keepVisible and -1 or preset.duration or 0,
style = preset.style,
combatLog = preset.combatLog,
combatLogType = preset.combatLogType
}
state[#state + 1] = newEntry
lUpdateTacticalNotificationShown()
end
function OnMsg.TurnEnded()
HideTacticalNotification("turn")
end
function ShowTurnNotification()
if CheatEnabled("CombatUIHidden") then return end
local dlg = GetInGameInterfaceModeDlg()
if not dlg then return end
local idTurnText = dlg:ResolveId("idTurnText")
if not idTurnText then return end
if not netGamePlayers or #netGamePlayers < 2 then return end
local currentTeamSide = g_Teams[g_CurrentTeam].side
local playerName
if currentTeamSide == "player1" then
playerName = netGamePlayers[1].name
elseif currentTeamSide == "player2" then
playerName = netGamePlayers[2].name
end
idTurnText:SetText(T{845626429475, "<name>'s TURN", name = Untranslated(playerName)})
idTurnText:SetVisible(true)
-- Fast fingers
idTurnText:DeleteThread("fadeOutThread")
idTurnText:CreateThread("fadeOutThread", function(self)
Sleep(1000)
self:SetVisible(false)
end, idTurnText)
end
-- Squads and sectors
if FirstLoad then
g_SquadsArray = false
g_PlayerSquads = false
g_PlayerAndMilitiaSquads = false
g_MilitiaSquads = false
g_EnemySquads = false
end
function AddSquadToLists(squad)
table.insert(g_SquadsArray, squad)
if (squad.Side == "enemy1" or squad.Side == "enemy2") then
g_EnemySquads[#g_EnemySquads + 1] = squad
elseif (squad.Side == "player1" or squad.Side == "player2" or squad.Side == "ally") then
if not squad.militia then
g_PlayerSquads[#g_PlayerSquads + 1] = squad
else
g_MilitiaSquads[#g_MilitiaSquads + 1] = squad
end
g_PlayerAndMilitiaSquads[#g_PlayerAndMilitiaSquads + 1] = squad
end
AddSquadToSectorList(squad,squad.CurrentSector)
end
function RemoveSquadsFromLists(squad)
table.remove_value(g_SquadsArray, squad)
table.remove_value(g_PlayerSquads, squad)
table.remove_value(g_PlayerAndMilitiaSquads, squad)
table.remove_value(g_MilitiaSquads,squad)
table.remove_value(g_EnemySquads,squad)
RemoveSquadFromSectorList(squad)
end
function OnMsg.PreLoadSessionData()
g_SquadsArray = {}
g_PlayerSquads = {}
g_PlayerAndMilitiaSquads = {}
g_MilitiaSquads = {}
g_EnemySquads = {}
for id, squad in sorted_pairs(gv_Squads) do
AddSquadToLists(squad)
end
end
function OnMsg.NewGame()
g_SquadsArray = {}
g_PlayerSquads = {}
g_PlayerAndMilitiaSquads = {}
g_MilitiaSquads = {}
g_EnemySquads = {}
end
function GetPlayerMercSquads(include_militia)
return include_militia and g_PlayerAndMilitiaSquads or g_PlayerSquads or empty_table
end
function GetHiredMercIds()
local ids = {}
for _, squad in ipairs(g_PlayerSquads) do
table.iappend(ids, squad.units)
end
return ids
end
function AnyPlayerSquads()
return next(g_PlayerSquads)
end
function AnyPlayerSquadsInSector(sector_id)
local sectorData = gv_Sectors[sector_id]
for _, s in ipairs(g_PlayerSquads) do
local squadSector = s.CurrentSector
local squadSectorData = gv_Sectors[squadSector]
local here = not sectorData or (squadSectorData and
(squadSector == sector_id or squadSectorData.GroundSector == sector_id or sectorData.GroundSector == squadSector))
if here then return true, s end
end
return false
end
function TFormat.PlayerMercCount()
return CountPlayerMercsInSquads()
end
function CountPlayerMercsInSquads(affiliation, includeImp)
local count = 0
for _, s in ipairs(g_PlayerSquads) do
for i, u in ipairs(s.units) do
local ud = gv_UnitData[u]
local affiliated = (not affiliation or ud.Affiliation == affiliation)
if not affiliated and includeImp then
local template = UnitDataDefs[ud.class]
affiliated = template and template.group == "IMP"
end
if ud and affiliated then
count = count + 1
end
end
end
return count
end
function CountUnitsInSquads(squads)
local count = 0
for _, squad in ipairs(squads) do
count = count + #squad.units
end
return count
end
function GetMilitiaSquads(sector)
local squads = {}
for _, squad in ipairs(g_MilitiaSquads) do
if squad.CurrentSector == sector.Id then
squads[#squads+1] = squad
end
end
return squads
end
--player and allySquads
--enemySquads
--player and militia
--underground
function RemoveSquadFromSectorList(squad, prev_sector_id)
prev_sector_id = prev_sector_id or squad.CurrentSector
if not prev_sector_id then return end
local prev_sector = gv_Sectors[prev_sector_id]
table.remove_value(prev_sector.underground_squads, squad)
table.remove_value(prev_sector.enemy_squads, squad)
table.remove_value(prev_sector.ally_squads, squad)
table.remove_value(prev_sector.militia_squads, squad)
table.remove_value(prev_sector.ally_and_militia_squads, squad)
table.remove_value(prev_sector.all_squads, squad)
if prev_sector.GroundSector then
local ground = gv_Sectors[prev_sector.GroundSector]
table.remove_value(ground.underground_squads, squad)
table.remove_value(ground.all_squads, squad)
end
end
function AddSquadToSectorList(squad, sector_id)
if not sector_id then return end
local sector = gv_Sectors[sector_id]
-- add to sector_lists
sector.all_squads = sector.all_squads or {}
assert(not table.find(sector.all_squads, squad))
sector.all_squads[#sector.all_squads + 1] = squad
if sector.GroundSector then
local ground = gv_Sectors[sector.GroundSector]
ground.underground_squads = ground.underground_squads or {}
ground.underground_squads[#ground.underground_squads + 1] = squad
ground.all_squads = ground.all_squads or {}
ground.all_squads[#ground.all_squads + 1] = squad
end
if (squad.Side == "player1" or squad.Side == "ally") then
if not squad.militia then
sector.ally_squads = sector.ally_squads or {}
sector.ally_squads[#sector.ally_squads + 1] = squad
else
sector.militia_squads = sector.militia_squads or {}
sector.militia_squads[#sector.militia_squads + 1] = squad
end
sector.ally_and_militia_squads = sector.ally_and_militia_squads or {}
sector.ally_and_militia_squads[#sector.ally_and_militia_squads + 1] = squad
else -- Mirror behavior of GetSquadsInSector where non player squads are returned as enemy
sector.enemy_squads = sector.enemy_squads or {}
sector.enemy_squads[#sector.enemy_squads + 1] = squad
end
end
function SquadsReindexArray(array, first)
local idx = table.find(array, first)
if not idx or idx == 1 then return end
for i=1, idx-1 do
table.remove(array, 1)
table.insert(array)
end
return array
end
function GetSquadsInSector(sector_id, excludeTravelling, includeMilitia, excludeArriving, excludeRetreating)
local sectorData = gv_Sectors[sector_id]
-- in allmost all of calls only sector_id is passed, so precalc that result
if sectorData and not excludeTravelling and not includeMilitia and not excludeArriving then
return sectorData.ally_squads or empty_table, sectorData.enemy_squads or empty_table
end
-- Passing in no sector returns all squads
local squadList = sectorData and sectorData.all_squads or g_SquadsArray
local alliedSquads = {}
local enemySquads = {}
for i, s in ipairs(squadList) do
if #s.units == 0 then goto continue end -- Squad being despawned
if s.militia and not includeMilitia then goto continue end
if s.arrival_squad and excludeArriving then goto continue end
if excludeTravelling and IsSquadTravelling(s) then goto continue end
if excludeTravelling and IsTraversingShortcut(s) then goto continue end
if excludeRetreating and s.Retreat then goto continue end
local squadSector = s.CurrentSector
if not sectorData or squadSector == sector_id then
if s.Side == "player1" or s.Side == "ally" then
alliedSquads[#alliedSquads + 1] = s
else
enemySquads[#enemySquads + 1] = s
end
end
::continue::
end
return alliedSquads, enemySquads
end
function GetSquadsInSectorCombined(...)
local newTable = {} -- We gotta copy cuz the return tables could be immutable/stateful
local ally, enemy = GetSquadsInSector(...)
table.iappend(newTable, ally)
table.iappend(newTable, enemy)
return newTable
end
function GetUngroupedSquadsInSector(sector)
local squads = {}
local sectorData = gv_Sectors[sector]
for i, s in ipairs(g_SquadsArray) do
if not s.militia then
local squadSector = s.CurrentSector
local squadSectorData = gv_Sectors[squadSector]
if not sectorData or (squadSectorData and (squadSector == sector or squadSectorData.GroundSector == sector or sectorData.GroundSector == squadSector)) then
squads[#squads + 1] = s
end
end
end
return squads
end
function GetPlayerMercsInSector(sector_id)
local mercs = {}
local squads = GetSquadsInSector(sector_id)
for i, s in ipairs(squads) do
table.iappend(mercs, s.units)
end
return mercs
end
function GetEnemiesInSector(sector, ...)
local _, squads = GetSquadsInSector(sector, ...)
if #squads == 0 and gv_Sectors[sector].conflict then
return {{
DisplayName = T(496804530535, "UNKNOWN ENEMIES"),
units = false,
Count = T(548893794472, "UNKNOWN STRENGTH")
}}
end
return squads
end
function GetSquadsOnMap(references)
local team = GetCurrentTeam()
if not team then return {}, false end
local squads = {}
for i, u in ipairs(team.units) do
local squad = u:GetSatelliteSquad()
if squad and not table.find(squads, squad.UniqueId) and not IsSquadTravelling(squad) and squad.CurrentSector == gv_CurrentSectorId then
squads[#squads + 1] = squad.UniqueId
end
end
table.sort(squads, function (a, b)
return a > b
end)
if references then
for i, s in ipairs(squads) do
squads[i] = gv_Squads[s]
end
end
return squads, team
end
function SortSquads(squads)
table.sort(squads, function (a, b)
return a.UniqueId < b.UniqueId
end)
return squads
end
function GetSquadsOnMapUI()
local team = GetCurrentTeam()
if not team then return {}, false end
local deadUnits = {}
local squads = {}
for i, u in ipairs(team.units) do
-- Dead units retain a reference to which squad they were part in, but the squads dont link back to dead units.
if u:IsDead() then
local squadId = u.Squad;
if not deadUnits[squadId] then deadUnits[squadId] = {} end
table.insert(deadUnits[squadId], u)
end
-- Record all unique squads in the friendly combat team AKA all player controlled units on the map.
local squad = IsValid(u) and u:GetSatelliteSquad()
local squadHere = squad and squad.CurrentSector == gv_CurrentSectorId
if squad and squadHere and not table.find(squads, squad.UniqueId) then
squads[#squads + 1] = squad.UniqueId
end
end
table.sort(squads, function (a, b)
return a < b
end)
local squadsRefs = {}
for i, s in ipairs(squads) do
local squadObj = gv_Squads[s]
local sId = squadObj.UniqueId
local units = {}
squadsRefs[#squadsRefs + 1] =
{
Name = squadObj.Name,
UniqueId = sId,
units = units,
image = squadObj.image,
morale = MoraleLevelName[team.morale] or team.morale,
}
for i, u in ipairs(squadObj.units) do
units[#units + 1] = g_Units[u]
end
for i, dUnit in ipairs(deadUnits[sId]) do
units[#units + 1] = dUnit
end
end
return squadsRefs
end
function GetCurrentMapUnits(enemy)
return MapGet("map", "Unit", function(o, enemy)
local squad = o:GetSatelliteSquad()
local side = (o.team and o.team.side) or (squad and squad.Side) or (IsKindOf(o.spawner, "UnitMarker") and o.spawner.Side)
if enemy == "enemy" then
return (side == "enemy1" or side == "enemy2") and not o:IsDead() and not o:IsDefeatedVillain()
else
return side == "player1" and not o:IsDead()
end
end, enemy) or {}
end
function GetCurrentMapPlayerUnits()
return MapGet("map", "Unit", function(o)
local squad = o:GetSatelliteSquad()
local side = (o.team and o.team.side) or (squad and squad.Side) or (IsKindOf(o.spawner, "UnitMarker") and o.spawner.Side)
return (side == "enemy1" or side == "enemy2") and not o:IsDead() and not o:IsDefeatedVillain()
end) or {}
end
function GroupEnemyMercs(squads, separateDead)
local totalCount = 0
local units = {}
for i, s in ipairs(squads) do
local shipmentPreset = false
if (s.diamond_briefcase and gv_Sectors[s.CurrentSector].intel_discovered) or s.diamond_briefcase_dynamic then
shipmentPreset = s.shipment_preset_id or "DiamondShipment"
shipmentPreset = ShipmentPresets[shipmentPreset]
end
for _, u in ipairs(s.units or empty_table) do
local data = gv_UnitData[u]
if data then
totalCount = totalCount + 1
local is_dead = false
local name = _InternalTranslate(data.Name)
if separateDead and data.HitPoints == 0 then
name = name .. "_dead"
is_dead = true
end
local hasShipment = false
if shipmentPreset and data:HasItem(shipmentPreset.item) then
hasShipment = shipmentPreset.badge_icon
end
-- Count the units with the same name.
if units[name] then
local c = units[name].count
units[name].count = c + 1
local temps = units[name].templates
temps[#temps + 1] = data
else
units[name] = {
name = name,
villain = data.villain,
count = 1,
template = data,
DisplayName = data.Name,
templates = { data },
Side = s.Side,
hasShipment = hasShipment,
is_dead = separateDead and is_dead or false,
}
end
end
end
end
units = table.values(units)
table.sort(units, function(a, b)
-- villain
if a.villain and not b.villain then
return true
end
if b.villain and not a.villain then
return false
end
if a.count == b.count then
return a.name<b.name
end
-- count
return a.count < b.count
end)
units.totalCount = totalCount
return units
end
function GetSquadsEnroute(sector, side)
local squads = side=="enemy1" and g_EnemySquads or g_PlayerSquads
local enroute = {}
for i, s in ipairs(squads) do
if not s.route then goto continue end
if s.CurrentSector == sector then goto continue end
local breakOut = false
for _, rs in ipairs(s.route) do
for __, sec in ipairs(rs) do
if sec == sector then
enroute[#enroute + 1] = s
breakOut = true
break
end
end
if breakOut then break end
end
::continue::
end
return enroute
end
function GetGroupedSquads(sector, includeMilitia, get_enemies, skip_retreat, exclude_travelling)
local squads = {}
local joiningSquads = {}
local satSquads = {}
local ally, enemy = GetSquadsInSector(sector, exclude_travelling, includeMilitia)
if get_enemies then
satSquads = enemy
else
satSquads = ally
end
for i, s in ipairs(satSquads) do
if skip_retreat and s.Retreat then goto continue end
squads[#squads + 1] = s
::continue::
end
-- Add joining squads to squads, or as seperate squads
--[[for i, s in ipairs(joiningSquads) do
if not merge_joining then
squads[#squads + 1] = s
else
local targetSquadIdx = table.find(squads, "UniqueId", s.joining_squad)
-- If a sector filter is applied the squad joining will not be here.
if targetSquadIdx then
local targetSquad = squads[targetSquadIdx]
for ii, m in ipairs(s.units) do
targetSquad.units[#targetSquad.units + 1] = m
end
end
end
end]]
table.sort(squads, function (a, b)
return a.UniqueId < b.UniqueId
end)
return #squads > 0 and squads or false
end
function GetSquadUnitCountWithJoining(squad_id)
local squad = gv_Squads[squad_id]
if not squad then return end
local unitCount = #squad.units
local unitCountWithJoining = unitCount
for i, s in ipairs(g_SquadsArray) do
if s.joining_squad == squad_id then
unitCountWithJoining = unitCountWithJoining + #s.units
end
end
return unitCount, unitCountWithJoining
end
function GetMercArrayUnitData(units)
local curList = {}
for i, m in ipairs(units) do
curList[#curList + 1] = gv_UnitData[m]
end
return curList
end
function IsEnemySquad(squad_id)
local side = gv_Squads[squad_id] and gv_Squads[squad_id].Side
return side == "enemy1" or side == "enemy2"
end
function GetSquadMercsSplit(squad)
local mercs = {}
local curList = {}
local units = squad.units
for i, m in ipairs(units) do
curList[#curList + 1] = m
if #curList == const.Satellite.MercSquadMaxPeople then
mercs[#mercs + 1] = curList
curList = {}
end
end
if #curList ~= 0 then
mercs[#mercs + 1] = curList
end
return mercs
end
TFormat.ItemsGroupByTypeText = function(context_obj)
if not context_obj then return end
local countTable = {}
for _, i in ipairs(context_obj) do
if countTable[i.DisplayName] then
countTable[i.DisplayName].count = countTable[i.DisplayName].count + 1
else
countTable[i.DisplayName] = { template = i, count = 1 }
end
end
local textConstruct = T{""}
for name, c in pairs(countTable) do
if c.count > 1 then
name = c.template.DisplayNamePlural
end
textConstruct = textConstruct .. T{800603753488, "<left><name><right><count><newline>", name = name, count = c.count}
end
return textConstruct
end
DefineClass.XZuluScroll = {
__parents = { "XSleekScroll" },
properties = {
{ id = "BGColor", default = GameColors.DarkA, editor = "color" },
},
Image = false,
src_rect = false,
ThumbScale = point(350, 350)
}
function XZuluScroll:CalcSrcRect()
if not self.src_rect then
local w, h = UIL.MeasureImage(self.Image)
self.src_rect = sizebox(0, 0, w, h)
end
return self.src_rect
end
function XZuluScroll:DrawBackground()
local b = self.content_box
UIL.DrawSolidRect(b, self.BGColor)
end
DefineClass.XTextLinger = {
__parents = { "XText" },
original = false,
originalBox = false,
time = false
}
function XTextLinger:Clone(originalXText)
assert(IsKindOf(originalXText, "XText"))
self:SetTranslate(originalXText.Translate)
self:SetTextStyle(originalXText.TextStyle)
self:SetText(originalXText.Text)
self.original = originalXText
self.UseClipBox = false
self.Clip = false
self:SetMargins(originalXText.Margins)
self:SetPadding(originalXText.Padding)
self:SetHandleMouse(false)
self.originalBox = originalXText.content_box
self:Invalidate()
end
function XTextLinger:LingerFor(time, fadeOut)
self.time = time
self:AddInterpolation{
id = "fade",
type = const.intAlpha,
startValue = 255,
endValue = 0,
duration = fadeOut,
visible = true,
start = GetPreciseTicks() + time,
on_complete = function(self, int)
if self.window_state == "destroying" then return end
self:delete()
end,
}
end
function XTextLinger:SetBox(...)
if not self.originalBox then return end
self.content_box = self.originalBox
self.box = self.originalBox
end
function TableTake(table, number)
if #table <= number then return table end
local subTable = {}
for i=1, number do
subTable[i] = table[i]
end
return subTable
end
DefineClass.XContextImage = {
__parents = { "XImage", "XContextWindow" }
}
DefineClass.XContextFrame = {
__parents = { "XFrame", "XContextWindow" }
}
DefineClass.StatusEffectIcon = {
__parents = { "XContextImage" },
HandleMouse = true,
UseClipBox = false,
RolloverTemplate = "RolloverGeneric",
RolloverText = T(304252861693, "<Description>"),
RolloverTitle = T(733545694003, "<DisplayName>"),
ImageScale = point(750, 750),
IdNode = true
}
function StatusEffectIcon:Open()
if self.context and self.context.Icon then self:SetImage(self.context.Icon) end
XContextWindow.Open(self)
end
function AnyAttackInterrupt(unit, target, action, target_dummy)
if action and (action.id == "CancelShot" or action.id == "CancelShotCone") or not target then return false end
if not unit:CallReactions_And("OnCheckInterruptAttackAvailable", target, action) then
return false
end
-- Pindown type interrupt
local target_dummies = { target_dummy or unit.target_dummy or unit }
local any = unit:CheckProvokeOpportunityAttacks(action, "attack interrupt", target_dummies, true, "any")
if any then
return true
end
-- Overwatch type interrupt
any = unit:CheckProvokeOpportunityAttacks(action, "attack reaction", target_dummies, true, "any")
if any then
return true
end
return false
end
function AnyInterruptsAlongPath(unit, path, allInterrupts, action)
local gotoDummies = unit:GenerateTargetDummiesFromPath(path)
local mask = unit:GetItemInSlot("Head", "GasMaskBase")
local check_gas = (not mask or mask.Condition <= 0) and (next(g_SmokeObjs) ~= nil)
local check_fire = next(g_Fire) ~= nil
if check_gas or check_fire then
local voxels = {}
for i, dummy in ipairs(gotoDummies) do
local _, headVoxel = unit:GetVisualVoxels(dummy.pos, dummy.stance, voxels)
local smoke = g_SmokeObjs[headVoxel]
if smoke and smoke:GetGasType() ~= "smoke" then
if unit:GetDist(dummy.pos) < const.SlabSizeX / 2 then
-- target dummies come in order of distance from the start, if we're already inside the gas there's no need to give off warnings
break
end
return true
end
if AreVoxelsInFireRange(voxels) then
if unit:GetDist(dummy.pos) < const.SlabSizeX / 2 then
-- target dummies come in order of distance from the start, if we're already inside the gas there's no need to give off warnings
break
end
return true
end
end
end
local interrupts = unit:CheckProvokeOpportunityAttacks(action or CombatActions.Move, "move", gotoDummies, true, allInterrupts and "all" or "any")
if interrupts then
return interrupts
end
return false
end
function IsMerc(o)
local id
if IsKindOf(o, "Unit") then
id = o.unitdatadef_id
elseif IsKindOf(o, "UnitData") then
id = o.class
elseif IsKindOf(o, "UnitDataCompositeDef") then
return o.IsMercenary
end
return id and UnitDataDefs[id].IsMercenary
end
function VME_ViewPos_Game(obj, pos)
if IsValid(obj) then
if IsKindOf(obj, "Unit") then
ViewAndSelectObject(obj)
else
ViewObject(obj)
end
else
ViewPos(pos)
end
end
function GetCurrentUITarget()
local dlg = GetInGameInterfaceModeDlg()
if dlg and IsKindOf(dlg, "IModeCombatAttackBase") and dlg.window_state ~= "destroying" then return dlg.target end
end
function GetZDifference(pos, d)
if not pos:IsValidZ() and not d:IsValidZ() then return 0 end
local start_z = pos:z() or terrain.GetHeight(pos)
local z = d:z() or terrain.GetHeight(d)
local z_diff = abs(start_z - z)
return z_diff
end
function PlaceShrinkingObj(class, time, pos, scale, color, fx)
local obj = PlaceObject(class)
obj:SetPos(pos)
obj:SetScale(scale or 100)
if color then
obj:SetColorModifier(color)
end
PlayFX(fx or "MoveCommand", "start", "Unit", false, pos)
CreateGameTimeThread(function(o, time)
local time_delta = 20
local scale = obj:GetScale()
local scale_delta = MulDivRound(time_delta, scale, time)
while scale > 0 do
Sleep(time_delta)
scale = scale - scale_delta
o:SetScale(scale > 0 and scale or 0)
end
DoneObject(o)
end, obj, time)
end
function RunWhenXWindowIsReady(wnd, func, ...)
if not wnd.layout_update then
func(...)
else
local params = {...}
local oldComplete = wnd.OnLayoutComplete
wnd.OnLayoutComplete = function()
wnd.OnLayoutComplete = oldComplete
func(table.unpack(params))
wnd:OnLayoutComplete()
end
end
end
TFormat.SquadName = function (context_obj)
if not context_obj then return end
if context_obj.militia then
return T(121560205347, "MILITIA")
end
return T{788441578526, "<u(Name)>", context_obj}
end
TFormat.SquadNameColored = function (context_obj)
if not context_obj then return end
local _, colorTag = GetSectorControlColor(context_obj.Side)
if context_obj.militia then
return T{481087267106, "<controlColor>MILITIA</color>", controlColor = colorTag}
end
return T{492224151656, "<controlColor><u(Name)></color>", Name = context_obj.Name, controlColor = colorTag}
end
if Platform.developer then
function DebugDrawVoxelBBox(pos, voxel_range)
local b = GetVoxelBBox(pos, voxel_range)
local minx, miny = b:minxyz()
local maxx, maxy = b:maxxyz()
DbgAddBox(b, const.clrRed)
DbgAddVector(point(minx, miny))
DbgAddVector(point(minx, maxy))
DbgAddVector(point(maxx, miny))
DbgAddVector(point(maxx, maxy))
end
end
function GetVoxelBBox(pos, voxel_range, withZ, dontSnap)
local x, y
if dontSnap then
x, y = pos:xy()
else
x, y = SnapToVoxel(pos:xyz())
end
local grow = (2 * (voxel_range or 0) + 1) * const.SlabSizeX / 2
if withZ and pos:IsValidZ() then
return box(x - grow, y - grow, pos:z() - grow, x + grow, y + grow, pos:z() + grow)
else
return box(x - grow, y - grow, x + grow, y + grow)
end
end
function ConcatListWithAnd(list)
local output = T{""}
for i, item in ipairs(list) do
if i == #list then
output = output .. item
elseif i == #list - 1 then
if #list > 2 then
output = output .. item .. T(289661130557, ", and ")
else
output = output .. item .. T(103700051305, " and ")
end
else
output = output .. item .. T(642697486575, ", ")
end
end
return output
end
function GetPlayerUnitsMaxDist()
local max_dist = 0
for i, team in ipairs(g_Teams) do
if team.side == "player1" then
for _, unit1 in ipairs(team.units) do
for _, unit2 in ipairs(team.units) do
if unit1 ~= unit2 then
max_dist = Max(max_dist, unit1:GetDist2D(unit2))
end
end
end
end
end
return max_dist
end
DefineClass.XPopupSnapToWidth = {
__parents = { "XPopup" },
width_wnd = false
}
function XPopupSnapToWidth:SetBox(x, y, width, height)
if self.width_wnd then
local b = self.width_wnd.content_box
if x < b:minx() then
x = b:minx()
end
if x + width > b:maxx() then
x = b:maxx() - width
end
end
XPopup.SetBox(self, x, y, width, height)
end
function GetUnitInVoxel(pos)
local cursorPos = pos or GetCursorPos()
return MapGetFirst(GetVoxelBBox(cursorPos), "Unit", function (o, cursorZ)
if not o:IsDead() then
if not o.visible then return end
local x, y, z = o:GetPosXYZ()
return (not z and not cursorZ) or z == cursorZ
end
end, cursorPos:z())
end
function InvokeShortcutAction(self, actionName, host, checkState)
host = host or XShortcutsTarget
if not host then return end
local action = host:ActionById(actionName)
if not action then return end
if checkState then
local state, err = action:ActionState(host)
if state and state ~= "enabled" then return err end
end
host:OnAction(action, self)
end
function GetShortcutActionState(actionName, host)
host = host or XShortcutsTarget
if not host then return end
local action = host:ActionById(actionName)
if not action then return end
return action:ActionState(host)
end
function GetSectorTimer(sector)
local gp = sector.Guardpost and sector.guardpost_obj
if gp then
local time = gp and gp.next_spawn_time and gp.next_spawn_time - Game.CampaignTime
return time and time > 0 and time < const.Satellite.GuardPostShowTimer and time
else
-- this counter may be used for debug purposes at some point
--[[local _, enemy_squads = GetSquadsInSector(sector.Id, "excludeTravelling")
for _, squad in ipairs(enemy_squads) do
if squad.wait_in_sector then
return Max(squad.wait_in_sector - Game.CampaignTime, 0)
end
end]]
end
end
-- function TFormat.ShortcutButton(ctx, actionName, altShortcut)
-- function TFormat.ShortcutButton(ctx, keyboardShortcut, gamepadShortcut)
function TFormat.ShortcutButton(ctx, arg1, arg2)
if not arg1 then return false end
if arg2 and type(arg1) == "string" and type(arg2) == "string" then arg1 = { arg1, arg2 } end
return GetShortcutButtonT(arg1) or ""
end
function TFormat.GamepadShortcutName(context_obj, shortcut)
if not shortcut or shortcut == "" then
return T(879415238341, "<negative>Unassigned</negative>")
end
local buttons = SplitShortcut(shortcut)
for i, button in ipairs(buttons) do
if GetAccountStorageOptionValue("GamepadSwapTriggers") then
if button == "LeftTrigger" then
button = "RightTrigger"
elseif button == "RightTrigger" then
button = "LeftTrigger"
end
end
buttons[i] = const.TagLookupTable[button] or GetPlatformSpecificImageTag(button) or "?"
end
return Untranslated(table.concat(buttons))
end
local lDisplayKeyOverrides = {
["Escape"] = T(939588806542, "ESC"),
["Enter"] = T(122085236350, "ENT"),
["Insert"] = T(442527171248, "INS")
}
function GetShortcutButtonT(action)
local shortcut1 = false
local shortcutGamepad = false
if type(action) == "string" then
local shortcuts = GetShortcuts(action)
if not shortcuts then return false end
shortcut1 = shortcuts[1]
shortcutGamepad = shortcuts[3]
elseif IsKindOf(action, "XAction") then
shortcut1 = action.ActionShortcut
shortcutGamepad = action.ActionGamepad
elseif type(action) == "table" then
shortcut1 = action[1]
shortcutGamepad = action[2]
end
if GetUIStyleGamepad() then
if #(shortcutGamepad or "") == 0 then return false end
local buttons = SplitShortcut(shortcutGamepad)
for i, button in ipairs(buttons) do
if GetAccountStorageOptionValue("GamepadSwapTriggers") then
if button == "LeftTrigger" then
button = "RightTrigger"
elseif button == "RightTrigger" then
button = "LeftTrigger"
end
end
buttons[i] = button
end
for i, button in ipairs(buttons) do
button = const.ShortenedButtonNames[button] or button
buttons[i] = TLookupTag("<"..button..">") or "?"
end
return Untranslated(table.concat(buttons))
else
if #(shortcut1 or "") == 0 then return false end
local buttons = SplitShortcut(shortcut1)
for i, button in ipairs(buttons) do
buttons[i] = lDisplayKeyOverrides[button] or KeyNames[VKStrNamesInverse[button]] or Untranslated(button)
end
return T{116208420630, "<key>", key = table.concat(buttons, "-")}
end
end
function TFormat.Bool(context_obj, val)
return Untranslated(tostring(not not val))
end
if FirstLoad then
g_ZuluMessagePopup = false
NewGameObj = false
NewGameObjOriginal = {difficulty = "Normal", game_rules = {}, settings = { HintsEnabled = true }, campaign_name = "", campaignId = "HotDiamonds"}
MouseButtonImagesInText = {
-- Add zulu specific images
["MouseL"] = "UI/Icons/left_click.tga",
["MouseR"] = "UI/Icons/right_click.tga",
["MouseM"] = "UI/Icons/middle_click.tga",
["MouseX1"] = "UI/Icons/button_3.tga",
["MouseX1"] = "UI/Icons/button_4.tga",
["MouseX2"] = "UI/Icons/button_5.tga",
["MouseWheelFwd"] = "UI/Icons/scroll_up.tga",
["MouseWheelBack"] = "UI/Icons/scroll_down.tga",
}
end
AppendClass.GameRuleDef = {
properties = {
{ id = "advanced", name = "Advanced", category = "General",help = "Advanced game rule", editor = "bool", default = false}
}
}
function OnMsg.DataLoaded()
ForEachPreset("GameRuleDef", function(rule)
if rule.init_as_active then
NewGameObjOriginal.game_rules[rule.id] = true
end
end)
end
-- This modal steals mouse focus only when appropriate.
-- Project ZOrder Legend (Things that are spawned in desktop only)
-- 0: Tactical Notifications when PDA is open
-- 99: InGameMenu
-- 99: SetpieceDlg
-- 100: Tactical Notifications during setpiece
-- 100: Floor Display
-- 1000: ZuluMessageDialog
-- 1000000000: Loading Screen
DefineClass.ZuluModalDialog = {
__parents = { "XDialog" },
properties = {
{ id = "GamepadVirtualCursor", editor = "bool", default = false }
},
HandleMouse = true,
}
function ZuluModalDialog:Open(...)
LockCamera(self)
if not g_ZuluMessagePopup then g_ZuluMessagePopup = {} end
g_ZuluMessagePopup[#g_ZuluMessagePopup + 1] = self
SetEnabledMouseViaGamepad(self.GamepadVirtualCursor, self)
SetDisableMouseViaGamepad(not self.GamepadVirtualCursor, self)
XDialog.Open(self, ...)
Msg("ZuluMessagePopup", "open")
end
function ZuluModalDialog:Done(...)
UnlockCamera(self)
XDialog.Done(self, ...)
if g_ZuluMessagePopup then
table.remove_value(g_ZuluMessagePopup, self)
if not next(g_ZuluMessagePopup) then g_ZuluMessagePopup = false end
end
Msg("ZuluMessagePopup", "close")
SetEnabledMouseViaGamepad(false, self)
SetDisableMouseViaGamepad(false, self)
end
function OnMsg.ZuluMessagePopup()
ObjModified("layerButton")
ObjModified("pda_tab")
end
function ZuluModalDialog:MouseInWindow(pt)
return self:IsVisible() and self.window_state ~= "destroying"
end
function ZuluModalDialog:OnMousePos(...)
XDialog.OnMousePos(self, ...)
return "break"
end
function ZuluModalDialog:OnMouseButtonDown(pt, button)
XDialog.OnMouseButtonDown(self, pt, button)
if RolloverWin and button == "M" then return end -- More info
return "break"
end
function ZuluModalDialog:OnMouseButtonUp(pt, button)
XDialog.OnMouseButtonUp(self, pt, button)
if RolloverWin and button == "M" then return end
return "break"
end
function ZuluModalDialog:OnShortcut(shortcut, ...)
if string.sub(shortcut, 1, 1) == "+" then return end
local result = XDialog.OnShortcut(self, shortcut, ...)
if result == "break" then return result end
local action = XShortcutsTarget:ActionByShortcut(shortcut, ...)
if action and action.ActionId and (action.ActionId:sub(1, 3) == "DE_" or action.ActionId=="idBugReport") then
XShortcutsTarget:OnShortcut(shortcut, ...)
end
-- Special exception :P
if action and action.ActionId == "rolloverMoreInfo" then
return
end
return "break"
end
function ZuluModalDialog:OnSetFocus()
DelayedCall(0, RefreshPopupFocus)
end
function ZuluModalDialog:OnKillFocus()
DelayedCall(0, RefreshPopupFocus)
end
function ZuluModalDialog:SetVisibleInstant(...)
XDialog.SetVisibleInstant(self, ...)
DelayedCall(0, RefreshPopupFocus)
end
function RefreshPopupFocus()
if #(g_ZuluMessagePopup or empty_table) == 0 then return end
local desktop = terminal.desktop
local top, topZ = false, 0
for i, popup in ipairs(g_ZuluMessagePopup) do
if desktop and
popup:IsWithin(desktop) and
(not top or popup.ZOrder > topZ or popup.ZOrder == topZ) then
top = popup
topZ = popup.ZOrder
end
end
local currentFocus = desktop.keyboard_focus
if top and (not currentFocus or not currentFocus:IsWithin(top)) then
top:SetFocus()
end
end
function GetEnvironmentEffects(sectorId)
if IsSectorUnderground(sectorId or gv_CurrentSectorId) then
return { GameStateDefs.Underground }
end
if sectorId then
local weather = GetCurrentSectorWeather(sectorId) or "ClearSky"
local weatherPreset = GameStateDefs[weather]
local tod = (Game and Game.Campaign and Game.CampaignTime) and CalculateTimeOfDay(Game.CampaignTime) or "Day"
local todPreset = GameStateDefs[tod]
return { weatherPreset, todPreset }
end
local effects = {}
return ForEachPreset("GameStateDef", function(preset, group, effects)
if #effects < 2 and GameState[preset.id] and preset.Icon and not table.find(effects, preset) then
effects[#effects + 1] = preset
end
end, effects)
end
function TFormat.EnvironmentEffects()
local effects = GetEnvironmentEffects()
local str = false
for i, ef in ipairs(effects) do
local hLink = "<hyperlink " .. ef.id .. ">" .. _InternalTranslate(ef:GetDisplayName()) .. "</hyperlink>"
if str then
str = str .. " / " .. hLink
else
str = hLink
end
end
return Untranslated(str)
end
function TFormat.OwnedPOI(ctx, poiName)
local count = 0
for i, s in pairs(gv_Sectors) do
if s[poiName] and s.Side == "player1" then
count = count + 1
end
end
return count
end
-- temp, but possibly not
SyncCheck_NetSyncEventDispatch = return_true
SyncCheck_InGameInterfaceMode = return_true
function ShouldResetHashLogOnMapChange()
return false
end
function TFormat.MercFlagImage(context_obj)
if not context_obj or not context_obj.Nationality then return "" end
local nationalityPreset = Presets.MercNationalities.Default[context_obj.Nationality]
if nationalityPreset.Icon then
return Untranslated("<image " .. nationalityPreset.Icon .. ">")
end
return ""
end
function TFormat.StatPercent(context_obj, stat, percent)
local statAmount = ResolveValue(context_obj, stat)
if not statAmount then statAmount = ResolveValue(context_obj, "unit", stat) end
if not statAmount then return end
local result = MulDivRound(statAmount, percent, 100)
return result
end
-- Expected an array of arrays in which the first element is the weight and the second is the item.
function GetWeightedRandom(weights, seed)
local totalPool = 0
for i, weight in ipairs(weights) do
totalPool = totalPool + weight[1]
end
local rand = BraidRandom(seed or AsyncRand(), totalPool) + 1
for i, weight in ipairs(weights) do
rand = rand - weight[1]
if rand <= 0 then
return weight[2]
end
end
end
DefineClass.UnitFloatingText = {
__parents = { "XFloatingText" },
interpolate_opacity = true,
default_spot = "Headstatic",
pushUpExtra = 20,
}
function UnitFloatingText:OffsetBox(x, y)
if not self.context then return x, y end
local extraPush = self.pushUpExtra
local minPushUp = extraPush
if not IsKindOf(self.context, "Unit") then
minPushUp = 80
end
if IsSetpiecePlaying() then
return x, y - extraPush
end
local igi = GetInGameInterfaceModeDlg()
if igi and IsKindOf(igi, "IModeCombatAttackBase") and igi.crosshair and igi.crosshair.context and igi.crosshair.context.target == self.context then
return x, y - igi.crosshair.box:sizey() / 2
end
local unitBadges = g_Badges[self.context]
if not unitBadges then return x, y end
-- Find the badge with the highest Y (lowest since Y axis is negative up)
local highestY = false
for i, b in ipairs(unitBadges) do
if b and b.ui and b.ui.visible then
local badgeUI = b.ui
-- Wait layout
while badgeUI.box == empty_box do
Sleep(1)
end
local badgeMin = badgeUI.box:miny()
if not highestY then
highestY = badgeMin
else
highestY = Min(badgeMin, highestY)
end
end
end
if not highestY then highestY = 0 end
local push = highestY - minPushUp
return x, y + push
end
function UnitFloatingText:RecalculateBox()
local width, height = self:Measure(self.MaxWidth, self.MaxHeight)
local minx, miny, maxx, maxy = self:GetEffectiveMargins()
local xLoc = -(width / 2) + minx
local yLoc = -height + miny
height = height + -yLoc
xLoc, yLoc = self:OffsetBox(xLoc, yLoc)
local x1, y1, x2, y2 = ScaleXY(self.scale, self.Padding:xyxy())
self:SetBox(xLoc - x1, yLoc - y1, width + maxx + x1 + x2, height + maxy + y1 + y2, false)
end
DefineClass.CantAttackFloatingText = {
__parents = { "XFloatingText" },
TextStyle = "FloatingTextError",
exclusive = true,
stagger_spawn = false,
exclusive_discard = true
}
function CheckImpossibleAttack(unit, action, args)
if HasCombatActionInProgress(unit) and not unit.interruptable then
return false
end
args = args or {}
local state, err = action:GetUIState({unit}, args)
local weapon = action:GetAttackWeapons(unit)
local canAttack, reason = unit:CanAttack(
args.target,
weapon, action,
args and args.aim,
args and args.goto_pos,
nil,
args.free_aim
)
reason = reason or not canAttack and T(138935217566, "Action not possible")
if state == "enabled" then
return canAttack and "enabled" or "disabled", reason
end
return state, err
end
function CheckAndReportImpossibleAttack(unit, action, args)
if HasCombatActionInProgress(unit) and not unit.interruptable then
return false
end
args = args or empty_table
local state, err = action:GetUIState({unit}, args)
local weapon = action:GetAttackWeapons(unit)
local canAttack, reason = unit:CanAttack(
args.target,
weapon, action,
args and args.aim,
args and args.goto_pos,
nil,
args.free_aim
)
reason = reason or not canAttack and T(138935217566, "Action not possible")
if reason then ReportAttackError(IsValid(args.target) and args.target or unit, reason) end
if state == "enabled" then
return canAttack and "enabled" or "disabled"
end
ReportAttackError(IsValid(args.target) and args.target or unit, err or T(818027394095, "Action not available."))
return state
end
function ReportAttackError(obj, err)
local floatingErr = _InternalTranslate(err, {["flavor"] = "<color FloatingTextError>"})
local front, pt = GameToScreen(IsPoint(obj) and obj or obj:GetPos())
if not front or not terminal.desktop.box:PointInside(pt) then
CreateCustomFloatingText(XTemplateSpawn("CantAttackFloatingText", GetDialog("FloatingTextDialog")), GetTerrainCursor(), floatingErr )
else
CreateCustomFloatingText(XTemplateSpawn("CantAttackFloatingText", GetDialog("FloatingTextDialog")), obj, floatingErr )
end
CombatLog("short", err)
end
function FindBandagingUnit(downedUnit)
if not downedUnit:IsDowned() then return end
local allies = GetAllAlliedUnits(downedUnit)
for i, ally in ipairs(allies) do
if ally:GetBandageTarget() == downedUnit then
return ally
end
end
return false
end
function IsPausedByGameLogic()
return (IsPaused() and not IsActivePaused()) and not (GetDialog("PDADialogSatellite") or gv_Deployment or GetDialog("RadioBanterDialog") or GetDialog("FullscreenGameDialogs"))
end
-- Used by UI to delay certain animations and actions until after various gameplay interruptions.
function AnyPlayerControlStoppers(params)
if GetDialog("ConversationDialog") then return true end
if IsSetpiecePlaying() then return true end
if IsRepositionPhase() then return true end
if GetDialog("PopupNotification") then return true end
if not params or not params.skip_pause then
if IsPausedByGameLogic() then return true end
end
end
function WaitPlayerControl(params)
local anyStoppersAtAll = false
local anyStoppers = true
while anyStoppers do
anyStoppers = false
if GetDialog("ConversationDialog") then
anyStoppers = true
WaitMsg("CloseConversationDialog", 100)
end
if GetDialog("CoopMercsManagement") then
anyStoppers = true
Sleep(500)
end
if not params or not params.skip_setpiece then
if IsSetpiecePlaying() then
anyStoppers = true
WaitMsg("SetpieceDialogClosed", 100)
end
end
while IsRepositionPhase() and not IsSetpiecePlaying() do
anyStoppers = true
WaitMsg("RepositionEnd", 100)
end
if not params or not params.skip_popup then
while GetDialog("PopupNotification") do
anyStoppers = true
local popupNot = GetDialog("PopupNotification")
WaitMsg(popupNot, 100)
end
end
if IsPausedByGameLogic() and (not params or not params.no_coop_pause or IsCampaignPausedByRemotePlayerOnly()) then
anyStoppers = true
end
if anyStoppers then
Sleep(1000) -- The above interruptors can spawn another interruptor.
anyStoppersAtAll = true
end
end
return anyStoppersAtAll
end
function FindTextStyle(fontName, color)
local results = {}
for i, t in pairs(TextStyles) do
local nameTranslated = _InternalTranslate(t.TextFont)
if nameTranslated == fontName and t.TextColor == color then
results[#results + 1] = t.id
end
end
return #results == 0 and "create a new one" or results
end
function FindDuplicateTextStyles()
local duplicate = {}
local dedupePair = {}
for i, t in pairs(TextStyles) do
for i2, t2 in pairs(TextStyles) do
local nameTranslated = _InternalTranslate(t.TextFont)
local nameTranslated2 = _InternalTranslate(t2.TextFont)
if
t.group ~= "Common" and t2.group ~= "Common" and
t.group ~= "Zulu Old" and t2.group ~= "Zulu Old" and
not string.find(nameTranslated, "droid") and not string.find(nameTranslated2, "droid") and
i ~= i2 and
nameTranslated == nameTranslated2 and
t.TextColor == t2.TextColor and
t.RolloverTextColor == t2.RolloverTextColor and
t.ShadowType == t2.ShadowType and t.ShadowColor == t2.ShadowColor and
t.DisabledTextColor == t2.DisabledTextColor and
t.DisabledRolloverTextColor == t2.DisabledRolloverTextColor then
if not dedupePair[t.id] or not dedupePair[t.id][t2.id] then
duplicate[#duplicate + 1] = t.id .. " is like " .. t2.id
end
if not dedupePair[t.id] then dedupePair[t.id] = {} end
dedupePair[t.id][t2.id] = true
if not dedupePair[t2.id] then dedupePair[t2.id] = {} end
dedupePair[t2.id][t.id] = true
end
end
end
return duplicate, #duplicate
end
DefineClass.ZuluContextMenu = {
__parents = { "XPopup", "XDrawCache", "XActionsHost" },
RefreshInterval = 1000,
MinWidth = 200,
Background = GameColors.B,
FocusedBackground = GameColors.B,
BackgroundRectGlowSize = 1,
BackgroundRectGlowColor = GameColors.A,
BorderColor = GameColors.A,
FocusedBorderColor = GameColors.A,
BorderWidth = 2,
ChildAnchorType = false,
applied_virtual_cursor_disable = false
}
function ZuluContextMenu:Init()
if not ZuluMouseViaGamepadDisableReasons or not table.find(ZuluMouseViaGamepadDisableReasons, "context-menu") then
SetDisableMouseViaGamepad(true, "context-menu")
self.applied_virtual_cursor_disable = true
end
end
function ZuluContextMenu:Done()
if self.applied_virtual_cursor_disable then
SetDisableMouseViaGamepad(false, "context-menu")
end
end
function ZuluContextMenu:Open()
if self.RefreshInterval then
self:CreateThread("UpdateRolloverContent", function(self)
while true do
Sleep(self.RefreshInterval)
self:UpdateRolloverContent()
end
end, self)
end
XPopup.Open(self)
local popparent = self.popup_parent
if IsKindOf(popparent, "XPopup") and popparent.ChildAnchorType then
self:SetAnchorType(popparent.ChildAnchorType)
end
local pda = gv_SatelliteView and GetDialog("PDADialogSatellite")
pda = pda and pda.visible
self:SetMouseCursor(pda and "UI/Cursors/Pda_Cursor.tga" or const.DefaultMouseCursor)
end
function ZuluContextMenu:UpdateRolloverContent()
local content = rawget(self, "idContent")
if content then
content:OnContextUpdate(content.context)
end
end
function ZuluContextMenu:GetCustomAnchor(x, y, width, height, anchor)
local margins_x1, margins_y1, margins_x2, margins_y2 = ScaleXY(self.scale, self.Margins:xyxy())
local safe_area_x1, safe_area_y1, safe_area_x2, safe_area_y2 = self:GetSafeAreaBox()
-- right
x = anchor:maxx() + margins_x1
y = anchor:miny() - margins_y1
self.ChildAnchorType = "right"
--left
if x + 2*width + margins_x2 > safe_area_x2 then
x = anchor:minx() - width - margins_x2 --move to left side
self.ChildAnchorType = "left"
end
return x, y, width, height
end
DefineClass.AutoFitText = {
__parents = { "XText" },
WordWrap = false,
properties = {
{ id = "SafeSpace", editor = "number", default = 0 }
}
}
function AutoFitText:UpdateMeasure(...)
self.scale = self.parent.scale
return XText.UpdateMeasure(self, ...)
end
function AutoFitText:Measure(max_width, max_height)
self.scale = self.parent.scale
self.content_measure_width = max_width
self.content_measure_height = max_height
if self.WordWrap then
self:UpdateDrawCache(max_width, max_height, true)
else
self:UpdateDrawCache(9999999, max_height, true)
end
local scaleDiff = 1000
local sizeNeeded = self.text_width + ScaleXY(self.scale, self.SafeSpace)
local height = Clamp(self.text_height, self.font_height, max_height)
local redoMeasure = false
if sizeNeeded > max_width then
scaleDiff = MulDivRound(max_width, 1000, sizeNeeded)
redoMeasure = self.HAlign == "center" or self.HAlign == "right"
end
self.ScaleModifier = point(scaleDiff, scaleDiff)
self.scale = point(ScaleXY(self.parent.scale, self.ScaleModifier:xy()))
if redoMeasure then self:UpdateDrawCache(max_width, max_height, true) end
return self.text_width, height
end
DefineClass.XTextWithStyleBasedOnSize = {
__parents = { "XText" },
properties = {
{ editor = "text", id = "TextStyleSmall", editor = "preset_id", default = "GedDefault", invalidate = "measure", preset_class = "TextStyle", editor_preview = true }
}
}
function XTextWithStyleBasedOnSize:Measure(max_width, max_height)
self:SetTextStyle(self.TextStyle)
local text = _InternalTranslate(self.Text, self.context)
local break_candidate = utf8.FindNextLineBreakCandidate(text, 1)
local largestBreakSize = false
while break_candidate and break_candidate <= #text + 1 do
local breakSize = UIL.MeasureText(text, self:GetFontId(), 1, break_candidate - 1)
largestBreakSize = Max(largestBreakSize or 0, breakSize)
break_candidate = utf8.FindNextLineBreakCandidate(text, break_candidate)
end
if largestBreakSize and largestBreakSize > max_width then
self:SetTextStyle(self.TextStyleSmall)
end
return XText.Measure(self, max_width, max_height)
end
function EnemySquadsComboItems(excl_test)
if excl_test then
local res = {}
for _, squad in pairs(EnemySquadDefs) do
if squad.group ~= "Test Encounters" then
table.insert(res, squad)
end
end
return res
end
return table.keys(EnemySquadDefs, true)
end
function GetPersistentSessionIds()
local res = {}
for _, unitT in pairs(UnitDataDefs) do
if unitT.PersistentSessionId then
table.insert(res, unitT.PersistentSessionId)
end
end
return res
end
function PercentModifyByDifficulty(diff_value)
local baseValDiffPerc = 100
if type(diff_value) == "number" then
baseValDiffPerc = baseValDiffPerc + diff_value
end
return baseValDiffPerc
end
-- Dirty fix for std popups until we get out own.
StdDialog.ZOrder = 100
function XDesktop:UpdateCursor(pt)
pt = pt or self.last_mouse_pos
if not pt then return end
local target, cursor = self.modal_window:GetMouseTarget(pt)
target = target or self.modal_window
if self.mouse_capture and target ~= self.mouse_capture then
cursor = self.mouse_capture:GetMouseCursor()
target = false
end
local pda = gv_SatelliteView and GetDialog("PDADialogSatellite")
pda = pda and pda.visible and pda
local curr_cursor = pda and pda.mouse_cursor or cursor or const.DefaultMouseCursor
if prev_cursor ~= curr_cursor then
SetUIMouseCursor(curr_cursor)
Msg("MouseCursor", curr_cursor)
prev_cursor = curr_cursor
end
return target
end
local oldRestoreFocus = XDesktop.RestoreFocus
function XDesktop:RestoreFocus(...)
oldRestoreFocus(self, ...)
RefreshPopupFocus()
end
if FirstLoad then
TermsInText = false
end
function TFormat.GameTerm(context_obj, word)
if not word then
print("no game term specified in tag!")
return
end
if not TermsInText then TermsInText = {} end
if not TermsInText[word] then
TermsInText[#TermsInText + 1] = word
TermsInText[word] = word
end
local terms = Presets.GameTerm.Default
if terms[word] then
return T{961635936261, "<em><TermName></em>", TermName = terms[word].Name }
end
return Untranslated(word .. "(GameTerm preset missing)")
end
function TFormat.AdditionalTerm(context_obj, word)
if not word then
print("no game term specified in tag!")
return
end
if not TermsInText then TermsInText = {} end
if not TermsInText[word] then
TermsInText[#TermsInText + 1] = word
TermsInText[word] = word
end
local terms = Presets.GameTerm.Default
if terms[word] then
return ""
end
return Untranslated(word .. "(GameTerm preset missing)")
end
function GetGameTermsInText(text)
if not TermsInText then TermsInText = {} end
table.clear(TermsInText)
_InternalTranslate(text)
return table.copy(TermsInText)
end
DefineClass.TermClarifyingRollover = {
__parents = { "XRolloverWindow", "XContextWindow" },
ContextUpdateOnOpen = true,
termUI = false
}
function TermClarifyingRollover:OnContextUpdate()
local textControl = self and self.idContent and self.idContent.idText
local terms = textControl and GetGameTermsInText(textControl.Text) or empty_table
self:ShowTerms(terms)
return terms
end
function TermClarifyingRollover:GetCustomAnchor(x, y, width, height, anchor)
if self.context and self.context.control and self.context.control.bottomAnchor then
return self:GetBottomAnchor(x, y, width, height, anchor)
end
local margins_x1, margins_y1, margins_x2, margins_y2 = ScaleXY(self.scale, self.Margins:xyxy())
local termWidth = (self.termUI and self.termUI.measure_width or 0)
x = anchor:minx() + ((anchor:maxx() - anchor:minx()) - (width + termWidth))/2
y = anchor:miny() - height - margins_y2
local safe_area_x1, safe_area_y1, safe_area_x2, safe_area_y2 = self:GetSafeAreaBox()
if self.termUI then
--local dock = x < safe_area_x1 and "right" or "left" bad idea
local dock = "right"
if self.termUI.Dock ~= dock then
self.termUI:SetDock(dock)
end
if dock == "right" then
x = x + termWidth
end
end
return x, y, width, height
end
function TermClarifyingRollover:GetBottomAnchor(x, y, width, height, anchor)
local margins_x1, margins_y1, margins_x2, margins_y2 = ScaleXY(self.scale, self.Margins:xyxy())
local termWidth = (self.termUI and self.termUI.measure_width or 0)
x = anchor:minx() + ((anchor:maxx() - anchor:minx()) - (width + termWidth))/2
y = anchor:maxy() + margins_y2
local safe_area_x1, safe_area_y1, safe_area_x2, safe_area_y2 = self:GetSafeAreaBox()
if self.termUI then
local dockX = x < safe_area_x1 and "right" or "left"
if self.termUI.Dock ~= dockX then
self.termUI:SetDock(dockX)
end
if dockX == "right" then
x = x + termWidth
end
if y + height + margins_y2 > safe_area_y2 then
y = anchor:miny() - height - margins_y2
self.idContent:SetVAlign("bottom")
else
self.idContent:SetVAlign("top")
end
end
return x, y, width, height
end
DefineClass.PDATermClarifyingRollover = {
__parents = { "PDARolloverClass", "TermClarifyingRollover" },
}
function PDATermClarifyingRollover.Open(self)
PDARolloverClass.Open(self)
self:OnContextUpdate(self.context, "open")
end
function TermClarifyingRollover:ShowTerms(terms)
local ctx = SubContext(self.context, { terms = terms })
if not self.termUI then
local clarification = XTemplateSpawn("RolloverTermClarification", self, ctx)
clarification:Open()
self.termUI = clarification
end
self.termUI.idContent:SetContext(ctx)
if #terms == 0 then
self.termUI:SetVisible(false)
end
end
function TermClarifyingRollover:OnDelete()
if self.termUI and self.termUI.window_state ~= "destroying" then
self.termUI:Close()
end
end
function numberToTimeDate(number, real_time)
if type(number) ~= "number" and real_time then
number = os.time()
end
local osDateFormat = GetDateTimeOrder()
local saveTimeAsTable = GetTimeAsTable(number, real_time)
local saveTime = string.format("%02d", saveTimeAsTable.hour) .. ":" .. string.format("%02d", saveTimeAsTable.min)
local saveDate = {}
for i, unit in ipairs(osDateFormat) do
saveDate[i] = saveTimeAsTable[unit]
end
saveDate = table.concat(saveDate, "/")
local finalTimeDate = saveTime .. " " .. saveDate
return finalTimeDate
end
function TFormat.StatusEffectParam(context_obj, effect, param)
local effect = g_Classes[effect]
if not effect then return Untranslated("Couldn't find effect ".. effect) end
local val = effect:ResolveValue(param) or 0
return val
end
local SaveStatesT = {
Exploration = T(995350103389, "Exploration"),
TurnEnd = T(987479599419, "Turn <number> End"),
Turn = T(214899348072, "Turn <number>"),
CombatEnd = T(399785668141, "Combat End"),
CombatStart = T(742715930390, "Combat Start"),
NewDay = T(763044143109, "New Day"),
SectorEnter = T(874301202187, "Sector Enter"),
ExitGame = T(184190822120, "Exit Game"),
Ending = T(658082619539, "Ending"),
}
function GetSaveState(state, saveStateTurnNumber)
if SaveStatesT[state] then
return T{SaveStatesT[state], number = saveStateTurnNumber}
end
return T(831373652255, "Satellite")
end
function TFormat.MercClass(context_obj)
local specName = Presets.MercSpecializations.Default
specName = context_obj and specName[context_obj.Specialization]
specName = specName and specName.name
return specName
end
if FirstLoad then
g_RolloverShowMoreInfo = false
g_RolloverShowMoreInfoFakeRollover = false
end
local energyEffects = {
"WellRested"
}
RedEnergyEffects = {
"Tired",
"Exhausted",
"Unconscious"
}
local noEnergyEffect = T(102280983313, "Normal")
function TFormat.EnergyStatusEffect(context_obj)
-- Check for red
for i, ef in ipairs(RedEnergyEffects) do
if context_obj:HasStatusEffect(ef) then
if g_Classes[ef]:ResolveValue("ap_loss") then
return T{648417490486, "<error><EffectName></error> (<ApValue>AP)", EffectName = g_Classes[ef].DisplayName, ApValue = g_Classes[ef]:ResolveValue("ap_loss")}
else
return T{753249704554, "<error><EffectName></error>", EffectName = g_Classes[ef].DisplayName}
end
end
end
-- Check for effect
for i, ef in ipairs(energyEffects) do
if context_obj:HasStatusEffect(ef) then
if g_Classes[ef]:ResolveValue("ap_gain") then
return T{213633160729, "<effectName> (+<apValue>AP)", effectName = g_Classes[ef].DisplayName, apValue = g_Classes[ef]:ResolveValue("ap_gain")}
else
return g_Classes[ef].DisplayName
end
end
end
return noEnergyEffect
end
function TFormat.MercMoraleText(context_obj)
local personalMorale = context_obj:GetPersonalMorale()
return MoraleLevelName[personalMorale] .. ( personalMorale ~= 0 and T{450959430309, " (<apValue>AP)", apValue = personalMorale > 0 and (Untranslated("+") .. personalMorale) or personalMorale} or "")
end
function TFormat.MoreInfoDynamic()
return T(998024303154, "[<ShortcutButton('rolloverMoreInfo')>] ") ..
(g_RolloverShowMoreInfo and T(917639413507, "Hide Info") or T(979175068963, "More Info"))
end
function HasMoreInfo(context)
if not context then return false end
if g_RolloverShowMoreInfoFakeRollover then
return true
end
local moreInfo
if context.termUI and context.termUI.context.terms then
moreInfo = #context.termUI.context.terms > 0
else
moreInfo = context:ResolveId("idMoreInfo")
if not moreInfo then
local content = context:ResolveId("idContent")
moreInfo = content and content:ResolveId("idMoreInfo")
end
end
return not not moreInfo
end
date_format_cache = {}
function GetDateFormat(to_remove)
to_remove = to_remove or "don't remove anything"
if date_format_cache[to_remove] then return date_format_cache[to_remove] end
-- Prepare date formats used through the PDA.
local systemDateFormat = GetDateTimeOrder()
local dateFormat = {}
for i, unit in ipairs(systemDateFormat) do
if unit ~= to_remove then
dateFormat[#dateFormat + 1] = "<" .. unit .. "(t)>"
end
end
date_format_cache[to_remove] = table.concat(dateFormat, " ")
return date_format_cache[to_remove]
end
function TFormat.DateFormatted(context, time)
return T{GetDateFormat("year"), t = time}
end
function TFormat.DateFormattedIncludingYear(context, time)
return T{GetDateFormat(), t = time}
end
local neverGuilty = { "Psycho", "StressManagement", "Optimist", "Drunk", "TheGrim" }
local superstitious = { "Spiritual", "GloryHog", "Pessimist", "Nazdarovya" }
local neverProud = { "OldDog", "TheGrim" }
local prideful = { "Spiritual", "GloryHog", "BunsPerk", "BuildingConfidence" }
function ApplyGuiltyOrRighteousEffect(applyEffect)
assert(gv_CurrentSectorId)
assert(applyEffect)
local mercs = GetPlayerMercsInSector(gv_CurrentSectorId)
if gv_SatelliteView then
mercs = table.map(mercs, function(oId) return gv_UnitData[oId] end)
else
mercs = table.map(mercs, function(oId) return g_Units[oId] end)
end
for i, merc in ipairs(mercs) do
local effectType = applyEffect == "positive" and "Conscience_Proud" or "Conscience_Guilty"
for _, effect in ipairs(applyEffect == "positive" and neverProud or neverGuilty) do
if merc:HasStatusEffect(effect) then
effectType = false
break
end
end
if effectType then
for _, effect in ipairs(applyEffect == "positive" and prideful or superstitious) do
if merc:HasStatusEffect(effect) then
effectType = applyEffect == "positive" and "Conscience_Righteous" or "Conscience_Sinful"
break
end
end
end
if effectType then
merc:AddStatusEffect(effectType)
end
end
end
function AllUnitsOfGroupAreNeutral(group)
local anyOfGroup = false
for i, u in ipairs(g_Units) do
if u:IsInGroup(group) then
anyOfGroup = true
if IsPlayerEnemy(u) then
return false
end
end
end
return anyOfGroup
end
-- Used for tracking one time UI animations such as
-- when an event or UI elements shows up for the first time.
-- Also for tracking UI animation start times
GameVar("UIAnimationsShown", function() return {} end)
function WasAnimationShown(id)
return not not UIAnimationsShown[id]
end
function AnimationWasShown(id)
UIAnimationsShown[id] = true
end
function AnimationShownReset(id)
UIAnimationsShown[id] = false
end
function TFormat.Nick(context_obj, id)
local merc = gv_UnitData[id]
if IsMerc(merc) then
return merc.Nick
end
end
function TFormat.CombatTask(context_obj, id)
local def = CombatTaskDefs[id]
if def then
return def.name
end
end
function TFormat.Quest(context_obj, id)
local def = Quests[id]
if def then
return def.DisplayName
end
end
DefineClass.XWindowWithRolloverFX = {
__parents = { "XContextWindow" }
}
function XWindowWithRolloverFX:OnSetRollover(rollover)
if rollover then PlayFX("buttonRollover", "start") end
end
DefineClass.RespawningButton = {
__parents = { "XButton", "XContentTemplate" }
}
function RespawningButton:OnShortcut(...)
XButton.OnShortcut(self, ...)
end
ForbiddenShortcutKeys = {
Lwin = true,
Rwin = true,
Menu = true,
MouseL = true,
MouseR = true,
Enter = true,
}
function DifficultyToNumber(diff, wisdom)
if type(diff) == "number" then
assert(false, "The difficulty should be of type string.")
return diff
end
local entry = wisdom and table.find_value(const.DifficultyPresetsWisdomMarkersNew, "id", diff) or table.find_value(const.DifficultyPresetsNew, "id", diff)
if entry then
return entry.value
elseif tonumber(diff) then
return tonumber(diff) -- Edge case in conversion to new values, some were leftover and converted to string
else
assert(false, "This difficulty is non-existent.")
return 0
end
end
function BoxIntersectsBox(boxOne, boxTwo)
return boxTwo:minx() < boxOne:maxx() and
boxOne:minx() < boxTwo:maxx() and
boxTwo:miny() < boxOne:maxy() and
boxOne:miny() < boxTwo:maxy()
end
function PointMax(po, max)
return point(Max(po:x(), max), Max(po:y(), max))
end
function PointMin(po, min)
return point(Min(po:x(), min), Min(po:y(), min))
end
DefineClass.ZuluFrameProgress = {
__parents = { "XFrameProgress" },
ProgressClip = true
}
function IsPlayerSide(side)
return side == "player1" or side == "player2"
end
function IsEnemySide(side)
return side == "enemy1" or side == "enemy2" or side == "enemyNeutral"
end
local commonGetShortcuts = GetShortcuts
function GetShortcuts(action_id)
local shortcuts = commonGetShortcuts(action_id)
if shortcuts then
for i, sh in ipairs(shortcuts) do
if sh == "" then
shortcuts[i] = false
end
end
end
return shortcuts
end
function OpenStartButton()
local startBut
local satDiag = GetDialog("PDADialogSatellite")
satDiag = satDiag and satDiag.idContent
local pda = GetDialog("PDADialog")
pda = pda and pda.idContent
local browser = pda and pda.idBrowserContent
pda = browser or pda
local inventoryUI = GetDialog("FullscreenGameDialogs")
if pda then
startBut = pda:ResolveId("idStartButton")
elseif inventoryUI then
startBut = inventoryUI.idStartButton
startBut = startBut and startBut:ResolveId("idStartButtonInner")
elseif satDiag then
-- Don't allow opening of the command menu while selecting a travel destination.
-- This is doable via gamepad and steals the focus away.
if g_SatelliteUI and g_SatelliteUI.travel_mode then return end
startBut = satDiag:ResolveId("idStartButton")
startBut = startBut and startBut:ResolveId("idStartButtonInner")
else
local igi = GetInGameInterfaceModeDlg()
startBut = igi and igi:ResolveId("idStartButton")
startBut = startBut and startBut:ResolveId("idStartButtonInner")
end
if not startBut or not startBut:IsVisible() then return end
startBut:OnPress()
end
function TFormat.PercentInvert(context_obj, value)
if not value then return 0 end
return 100 - value
end
-- Version of this command that works with the Unit class and our voxel system
function SetpieceTeleportNear:Exec(state, Actors, DestinationActor, Radius, Face)
if Actors == "" or DestinationActor=="" then return end
local ptCenter = GetWeightPos(DestinationActor)
local ptActors = GetWeightPos(Actors)
local base_angle = #DestinationActor > 0 and DestinationActor[1]:GetAngle()
if ptCenter:Dist(ptActors) < Radius * guim then return end
local radiusBbox = GetVoxelBBox(ptCenter, Radius, "with_z")
local dest_pos = false
ForEachPassSlab(radiusBbox, function(x, y, z)
if z == ptCenter:z() and not IsOccupiedExploration(nil, x, y, z) then
local p = point(x, y, z)
if not dest_pos or IsCloser(p, ptCenter, dest_pos) then
dest_pos = p
end
end
end)
if not dest_pos then return end
if not ptActors:IsValidZ() then
ptActors = ptActors:SetTerrainZ()
end
local base_angle = #Actors > 0 and Actors[1]:GetAngle()
for _, actor in ipairs(Actors) do
local pos = actor:GetVisualPos()
local offset = Rotate(pos - ptActors, actor:GetAngle() - base_angle)
local dest = actor:GetPos() + offset
actor:SetAcceleration(0)
actor:SetPos(dest_pos, 0)
if IsKindOf(actor, "Unit") then
actor:SetTargetDummy(false)
end
if Face then
actor:Face(ptCenter)
end
end
end
function GoToSubMenu_OnAction(self, host, source, ...)
if self:ActionState() == "enabled" then
local subMenuList = host:ResolveId("idSubMenu"):ResolveId("idScrollArea")
if subMenuList then
subMenuList:SelectFirstValidItem()
end
end
end
function GoToSubMenu_ActionState(self, host)
local dlg = GetDialog(terminal.desktop.keyboard_focus)
local focusOnMMButton = dlg.Id == "idMainMenuButtonsContent"
return focusOnMMButton and "enabled" or "disabled"
end
-- Used for quests or custom stuff where the player has to pick a merc.
function UIChooseMerc(text)
assert(CanYield())
local dlg = OpenDialog("MercSelectionDialog", GetInGameInterface())
dlg.idHeaderText:SetText(text)
return dlg:Wait()
end
DefineConstInt("Default", "InteractionActionProgressBarTime", 1500, false, "The time it takes for the interaction progress bar to fill up in milliseconds")
function SpawnProgressBar(time, text)
local bar = XTemplateSpawn("InteractionProgressBar", GetInGameInterface())
bar.idBar:SetTimeProgress(GameTime(), GameTime() + time, true)
bar:Open()
bar:CreateThread("after", function()
Sleep(time + 10)
bar:Close()
end)
return bar;
end
function CloseOptionsChoiceSubmenu(ui)
local dialog = GetDialog(ui):ResolveId("idSubSubContent")
local choiceProp = GetDialogModeParam(dialog)
if choiceProp then
if choiceProp.idImgBcgrSelected then
choiceProp.idImgBcgrSelected:SetVisible(false)
end
choiceProp.isExpanded = false
end
dialog:SetMode("empty")
GetDialog(ui):ResolveId("idSubMenu"):ResolveId("idScrollArea"):SetMouseScroll(true)
end
function GetCampaignNameTranslated()
local campaign = DefaultCampaign or "HotDiamonds"
local dName = CampaignPresets[campaign] and CampaignPresets[campaign].DisplayName
local campaignName = _InternalTranslate(dName)
return campaignName
end
local function RecreateTags()
const.TagLookupTable["ButtonASmall"] = GetPlatformSpecificImageTag("ButtonA", 650)
const.TagLookupTable["ButtonBSmall"] = GetPlatformSpecificImageTag("ButtonB", 650)
const.TagLookupTable["ButtonYSmall"] = GetPlatformSpecificImageTag("ButtonY", 650)
const.TagLookupTable["ButtonXSmall"] = GetPlatformSpecificImageTag("ButtonX", 650)
const.TagLookupTable["ButtonAHold"] = T{944700099636, "<img>(Hold)",img = GetPlatformSpecificImageTag("ButtonA") }
const.TagLookupTable["ButtonASmallHold"] = T{944700099636, "<img>(Hold)",img = GetPlatformSpecificImageTag("ButtonA", 650) }
end
function OnMsg.OnControllerTypeChanged()
RecreateTags()
end
OnMsg.XInputInitialized = RecreateTags
RecreateTags()
-- Requirements are for these to be the same size as other gamepad buttons. (219357)
local smallerButtons = {
["rsup"] = true,
["rsdown"] = true,
["rsright"] = true,
["rsleft"] = true,
["lsup"] = true,
["lsdown"] = true,
["lsright"] = true,
["lsleft"] = true,
}
local commonGetPlatformSpecificImageTag = GetPlatformSpecificImageTag
function GetPlatformSpecificImageTag(btn, scale)
if smallerButtons[btn] and not scale then
scale = 516
end
return commonGetPlatformSpecificImageTag(btn, scale)
end
RecreateButtonsTagLookupTable()
function DbgFindFreePassPositions(pos, count, max_radius, seed)
local result = {}
local x0, y0, z0 = VoxelToWorld(WorldToVoxel(pos))
local result = {}
for i = 1 + (sqrt(count) - 1) / 2, max_radius do
local r = i * const.SlabSizeX
ForEachPassSlab(box(x0 - r, y0 - r, 0, x0 + r + 1, y0 + r + 1, 100000), function(x, y, z, result)
local p = point_pack(x, y, z)
if not result[p] and CanDestlock(point(x,y,z), 1) then
table.insert(result, p)
result[p] = true
end
end, result)
if #result >= count then
local list = {}
for i = 1, count do
local idx
idx, seed = BraidRandom(seed, #result)
idx = idx + 1
list[i] = point(point_unpack(result[idx]))
result[idx] = result[#result]
result[#result] = nil
end
return list
end
end
end
local dbgStartExplorationSpamGuard = false
function DbgStartExploration(map, units)
DbgStopCombat()
if map and map ~= GetMapName() then
CreateRealTimeThread(function(map, units)
ChangeMap(map)
DbgStartExploration(map, units)
end, map, units)
return
end
if not mapdata.GameLogic then
print("This map doesn't have game logic enabled, therefore you cannot test on it.")
return
end
if dbgStartExplorationSpamGuard and RealTime() - dbgStartExplorationSpamGuard < 50 then
return
end
dbgStartExplorationSpamGuard = RealTime()
-- link debug exploration to satellite sector
if not HasGameSession() then
NewGameSession(nil, {KeepUnitData = true})
end
local dbg_sector = next(gv_Sectors)
if not dbg_sector then
print("No available sector in gv_Sectors to use as a test.")
return
end
gv_Sectors[dbg_sector].Map = map or GetMapName()
gv_CurrentSectorId = dbg_sector
g_TestExploration = true
local party = units or { "Ivan", "Vicki", "Buns" }
local p = GetTerrainCursorXY(UIL.GetScreenSize()/2)
local pts = DbgFindFreePassPositions(p, #party, 20, xxhash(p))
if not pts then
print("Can't find passable point.")
return
end
SetupTeamsFromMap()
local player1_team = table.find_value(g_Teams, "side", "player1")
for i, class in ipairs(party) do
gv_UnitData[class] = CreateUnitData(class, class, 0)
local unit = g_Units[class] or SpawnUnit(class, class, pts[i])
SendUnitToTeam(unit, player1_team)
end
CreateNewSatelliteSquad({Side = "player1", CurrentSector = dbg_sector, Name = "GAMETEST"},party, 14, 1234567)
if not g_Exploration then StartExploration() end
if not g_AmbientLifeSpawn then
AmbientLifeToggle()
end
gv_InitialHiringDone = true
Msg("DbgStartExploration")
end
function OnMsg.CanSaveGameQuery(query)
query.test_exploration = g_TestExploration or nil
end
function MakeUnitNonVillain(boss)
local bossUnit = not gv_SatelliteView and g_Units[boss.session_id]
if bossUnit then
bossUnit.villain = false
bossUnit.villain_defeated = false
bossUnit.immortal = false
bossUnit.DefeatBehavior = false
bossUnit.invulnerable = false
if bossUnit.command == "VillainDefeat" then
bossUnit:SetCommand("Idle")
end
end
local bossUD = gv_UnitData[boss.session_id]
if bossUD then
bossUD.villain = false
bossUD.villain_defeated = false
bossUD.immortal = false
bossUD.DefeatBehavior = false
end
-- ughhh just in case
if boss ~= bossUD and boss ~= bossUnit then
boss.villain = false
boss.villain_defeated = false
boss.immortal = false
boss.DefeatBehavior = false
end
end
function GetParentOfKindPopupAware(win, class)
while win and not IsKindOf(win, class) do
if win.popup_parent then
win = win.popup_parent
else
win = win.parent
end
end
return win
end
-- Disable button pressing using Enter.
-- It's weird and prevents the dev console from opening.
local old = XButton.OnShortcut
function XButton:OnShortcut(shortcut, source, ...)
if shortcut == "Enter" then
if not Platform.developer or not GetParentOfKindPopupAware(self, "DeveloperInterface") then
return
end
end
return old(self, shortcut, source, ...)
end
DefineClass.XContextWindowVisibleReasons = {
__parents = { "XContextWindow" },
visible_reasons = false
}
function XContextWindowVisibleReasons:Init()
self.visible_reasons = {
["logic"] = true
}
end
function XContextWindowVisibleReasons:SetVisible(visible, reason, instant)
reason = reason or "logic"
if self.visible_reasons[reason] == visible then return end
self.visible_reasons[reason] = visible
local show = true
for reason, v in pairs(self.visible_reasons) do
if not v then
show = false
break
end
end
if show == self.visible then return end
return XContextWindow.SetVisible(self, visible, instant)
end
table.insert(XFitContent.properties, { id = "UseMeasureCache", editor = "bool", default = true })
-- Optimized version of XFitContent's UpdateMeasure that uses
-- a cache to reduce remeasures
local one = point(1000, 1000)
function XFitContent:UpdateMeasure(max_width, max_height)
if not self.measure_update then return end
local fit = self.Fit
if fit == "none" then
XControl.UpdateMeasure(self, max_width, max_height)
return
end
if self.cached_data and self.UseMeasureCache then
-- Check if the cache is still valid
local cached_data = self.cached_data
local chMW = cached_data[1]
local chMH = cached_data[2]
local chFit = cached_data[3]
if chMW == max_width and chMH == max_height and chFit == fit then
local scaleX = cached_data[4]
local scaleY = cached_data[5]
self:SetScaleModifier(point(scaleX, scaleX))
XControl.UpdateMeasure(self, max_width, max_height)
return
end
end
for _, child in ipairs(self) do
child:SetOutsideScale(one)
end
self.scale = one
XControl.UpdateMeasure(self, 1000000, 1000000)
local content_width, content_height = ScaleXY(self.parent.scale, self.measure_width, self.measure_height)
assert(content_width > 0 and content_height > 0)
if content_width == 0 or content_height == 0 then
XControl.UpdateMeasure(self, max_width, max_height)
return
end
if fit == "smallest" or fit == "largest" then
local space_is_wider = max_width * content_height >= max_height * content_width
fit = space_is_wider == (fit == "largest") and "width" or "height"
end
local scale_x = max_width * 1000 / content_width
local scale_y = max_height * 1000 / content_height
if fit == "width" then
scale_y = scale_x
elseif fit == "height" then
scale_x = scale_y
end
self:SetScaleModifier(point(scale_x, scale_y))
XControl.UpdateMeasure(self, max_width, max_height)
self.cached_data = {
max_width,
max_height,
self.Fit,
scale_x,
scale_y
}
end
function SetTestGamepadUIPlatform(platform)
ChangeGamepadUIStyle({ false })
g_PCActiveControllerType = false
g_TestUIPlatform = platform
RecreateButtonsTagLookupTable()
UpdateActiveControllerType()
ChangeGamepadUIStyle({ true })
end
DefineClass.XTextButtonZulu = {
__parents = { "XTextButton" }
}
function XTextButtonZulu:SetSelected(selected)
if selected then
self:SetFocus(true)
end
if not selected and self.state == "pressed-out" then
self:OnButtonUp(false, true)
end
end
function XTextButtonZulu:IsSelectable()
return self:GetEnabled()
end
function XTextButtonZulu:OnSetRollover(rollover)
XTextButton.OnSetRollover(self, rollover)
if not rollover and self.state == "pressed-out" then
self:OnButtonUp(false, true)
end
end
function GetInvertPDAThumbsShortcut(shortcut)
local shrct = shortcut
if GetAccountStorageOptionValue("InvertPDAThumbs") then
local leftIdx = table.find(XInput.LeftThumbDirectionButtons, shrct)
local rightIdx = table.find(XInput.RightThumbDirectionButtons, shrct)
if leftIdx then
shrct = XInput.RightThumbDirectionButtons[leftIdx]
elseif rightIdx then
shrct = XInput.LeftThumbDirectionButtons[rightIdx]
end
end
return shrct
end
local commonActionHostOnShortcut = XActionsHost.OnShortcut
function XActionsHost:OnShortcut(shortcut, source, ...)
if shortcut == "+TouchPadClick" then shortcut = "+Back"
elseif shortcut == "TouchPadClick" then shortcut = "Back"
elseif shortcut == "-TouchPadClick" then shortcut = "-Back" end
shortcut = GetInvertPDAThumbsShortcut(shortcut)
return commonActionHostOnShortcut(self, shortcut, source, ...)
end
local commonIsCtrlButtonPressed = XInput.IsCtrlButtonPressed
function XInput.IsCtrlButtonPressed(id, shortcut, ...)
if GetAccountStorageOptionValue("GamepadSwapTriggers") then
if shortcut == "LeftTrigger" then
shortcut = "RightTrigger"
elseif shortcut == "RightTrigger" then
shortcut = "LeftTrigger"
end
end
return commonIsCtrlButtonPressed(id, shortcut, ...)
end
local commonXInputShortcut = XInputShortcut
function XInputShortcut(button, controller_id)
if not GetAccountStorageOptionValue("GamepadSwapTriggers") then
return commonXInputShortcut(button, controller_id)
end
if button == "LeftTrigger" then
button = "RightTrigger"
elseif button == "RightTrigger" then
button = "LeftTrigger"
end
return commonXInputShortcut(button, controller_id)
end
local commonGetPlatformSpecificImageName = GetPlatformSpecificImageName
function GetPlatformSpecificImageName(button, ...)
if GetAccountStorageOptionValue("GamepadSwapTriggers") then
if button == "LeftTrigger" then
button = "RightTrigger"
elseif button == "RightTrigger" then
button = "LeftTrigger"
end
end
return commonGetPlatformSpecificImageName(button, ...)
end
local commonGetPlatformSpecificImagePath = GetPlatformSpecificImagePath
function GetPlatformSpecificImagePath(button, ...)
if GetAccountStorageOptionValue("GamepadSwapTriggers") then
if button == "LeftTrigger" then
button = "RightTrigger"
elseif button == "RightTrigger" then
button = "LeftTrigger"
end
end
return commonGetPlatformSpecificImagePath(button, ...)
end
local commonGetPlatformSpecificImageTag = GetPlatformSpecificImageTag
function GetPlatformSpecificImageTag(button, ...)
if GetAccountStorageOptionValue("GamepadSwapTriggers") then
if button == "LeftTrigger" then
button = "RightTrigger"
elseif button == "RightTrigger" then
button = "LeftTrigger"
end
end
return commonGetPlatformSpecificImageTag(button, ...)
end
if FirstLoad then
CheckForConflictingBinding_Checked = false
end
function OnMsg.AccountStorageLoaded()
CheckForConflictingBinding_Checked = false
end
function OnMsg.ShortcutsReloaded()
if not CheckForConflictingBinding_Checked then
CheckForConflictingBinding()
CheckForConflictingBinding_Checked = true
end
end
function CheckForConflictingBinding()
if not Platform.desktop then return end
local optionsObj = OptionsObj or OptionsCreateAndLoad()
local optionEntries = optionsObj:GetProperties()
local bindings = table.ifilter(optionEntries, function(_, o) return o.category == "Keybindings" end)
local conflicts = {}
for _, binding1 in ipairs(bindings) do
local shortcutsFor1 = optionsObj[binding1.id] or empty_table
for _, binding2 in ipairs(bindings) do
if binding1 == binding2 then goto continue end
if binding1.id == binding2.id then goto continue end
-- Check if using the same shortcut.
local shortcutsFor2 = optionsObj[binding2.id] or empty_table
local conflictingShortcut = false
for _, sh1 in ipairs(shortcutsFor1) do
for _, sh2 in ipairs(shortcutsFor2) do
conflictingShortcut = sh1 == sh2
if conflictingShortcut then break end
end
end
if not conflictingShortcut then goto continue end
if not EnabledInModes(binding1.mode, binding2.mode) then goto continue end
-- Collect conflicting bindings.
-- (there are actions with duplicate ids sp we use ids)
local binding1Id = binding1.id
local binding2Id = binding2.id
local existInReverse = conflicts[binding2Id]
if existInReverse and table.find(existInReverse, binding1Id) then goto continue end
local conflictListForMe = conflicts[binding1Id] or {}
conflicts[binding1Id] = conflictListForMe
if table.find(conflictListForMe, binding2Id) then goto continue end
conflictListForMe[#conflictListForMe + 1] = binding2Id
::continue::
end
end
local unboundShortcuts = {}
for con, conList in pairs(conflicts) do
local data1 = table.ifilter(bindings, function(_, o) return o.id == con end)
local defs1 = {}
for i, d in ipairs(data1) do
table.iappend(defs1, d.default)
end
local shortcutsFor1 = optionsObj[con] or empty_table
for i, con2 in ipairs(conList) do
-- Find which one of the two is the default binding (if any)
local data2 = table.ifilter(bindings, function(_, o) return o.id == con2 end)
local defs2 = {}
for i, d in ipairs(data2) do
table.iappend(defs2, d.default)
end
local shortcutsFor2 = optionsObj[con2] or empty_table
local defaultIs1, defaultIs2 = false, false
for _, sh1 in ipairs(shortcutsFor1) do
for _, sh2 in ipairs(shortcutsFor2) do
if sh1 == sh2 then
defaultIs1 = not not table.find(defs1, sh1)
defaultIs2 = not not table.find(defs2, sh2)
break
end
end
end
if (defaultIs1 and not defaultIs2) or (defaultIs2 and not defaultIs1) then
if defaultIs1 then
unboundShortcuts[#unboundShortcuts + 1] = con
optionsObj:SetProperty(con, {""})
else
unboundShortcuts[#unboundShortcuts + 1] = con2
optionsObj:SetProperty(con2, {""})
end
end
end
end
local unboundActionsDisplayNames = {}
for i, sh in ipairs(unboundShortcuts) do
local binding = table.find_value(bindings, "id", sh)
unboundActionsDisplayNames[#unboundActionsDisplayNames + 1] = binding.name
end
if #unboundActionsDisplayNames > 0 then
optionsObj:SaveToTables()
ReloadShortcuts()
local popupText = T{515533608396, "A game update has added new key bindings that conflict with your personalized bindings. The new key bindings have been removed.<newline>To assign buttons to these new actions go to the Keybindings section in the Options menu and look for the following: <newline><newline><actions>",
actions = table.concat(unboundActionsDisplayNames, ", ")
}
CreateMessageBox(terminal.desktop, T(498221418682, "Information"), popupText)
end
end
if FirstLoad then
ui_TimeSinceTurnStarted = false
ui_SuppressNextEndTurnAnimation = false
ui_EndTurnAnimationDuration = 500
ui_FastForwardButtonAnimationStarted = false
ui_FastForwardButtonShown = false
ui_FastForwardButtonSlideDownAfter = 3000
end
function OnMsg.TurnStart(team)
if ui_SuppressNextEndTurnAnimation then
ui_SuppressNextEndTurnAnimation = false
return
end
local teamData = g_Teams[team]
if teamData and teamData.player_team then
ui_TimeSinceTurnStarted = GetPreciseTicks()
ui_FastForwardButtonAnimationStarted = false
elseif not ui_FastForwardButtonAnimationStarted then -- Reset animation on player turn only.
ui_FastForwardButtonAnimationStarted = GetPreciseTicks()
end
ObjModified("EndTurnAnimation")
end
function OnMsg.RepositionEnd()
ui_TimeSinceTurnStarted = GetPreciseTicks()
ObjModified("EndTurnAnimation")
ui_SuppressNextEndTurnAnimation = true
end
function HasEndTurnAnimationPassed() -- pepega
if not ui_TimeSinceTurnStarted then return true end
--if ui_FastForwardButtonAnimationStarted then return false end
if GetPreciseTicks() - ui_TimeSinceTurnStarted > ui_EndTurnAnimationDuration then return true end
return false
end
function ShowInGameMenuBlurRect()
if GetDialog("PDADialog") then return false end
if GetDialog("PDADialogSatellite") then return false end
if GetDialog("ConversationDialog") then return false end
if GetDialog("FullscreenGameDialogs") then return false end
return true
end
function EndTurnAnimationOnLayoutComplete(interp, window)
local dlg = GetDialog(window)
local bottom = dlg.box:maxy()
local distanceToBottomFromMe = bottom - window.box:miny()
interp.targetRect = sizebox(0, distanceToBottomFromMe, 1000, 1000)
end
function Conscience_CheckExpiration(effect, target, timer)
local duration = effect:ResolveValue("days")
local startTime = effect:ResolveValue(timer) or 0
local dayStarted = GetTimeAsTable(startTime)
dayStarted = dayStarted and dayStarted.day
local dayNow = GetTimeAsTable(Game.CampaignTime)
dayNow = dayNow and dayNow.day
-- Intentionally check if days have passed calendar, and not time wise.
if dayNow - dayStarted >= duration then
target:RemoveStatusEffect(effect.class)
end
end
function ApplyCthModifier_Add(effect, data, value, text, meta_text)
data.mod_add = data.mod_add + value
if data.modifiers then
data.modifiers[#data.modifiers + 1] = {
id = effect.class,
value = value,
name = text or effect.DisplayName,
metaText = meta_text,
}
end
end
function ConstCategoryToCombo(constList)
local res = {}
for k,v in pairs(constList) do
res[#res+1] = { k, v }
end
table.sortby_field(res, 2)
return table.map(res, 1)
end
function ForEachPresetInCampaign(class, func, ...)
class = g_Classes[class] or class
class = class.PresetClass or class.class
for group_index, group in ipairs(Presets[class]) do
for preset_index, preset in ipairs(group) do
local id = preset.id
local presetCampaign = preset.campaign
if not presetCampaign then
assert(presetCampaign, "TODO: (maybe no assert just treat them as true)Do not use this function for non-campaign related presets.")
return ...
end
local campaignRelated = preset.campaign == "<all>" or GetCurrentCampaignPreset().id == preset.campaign
if (id == "" or group[id] == preset) and not preset.Obsolete and campaignRelated then
if func(preset, group, ...) == "break" then
return ...
end
end
end
end
return ...
end
function ForEachPresetInCampaignAndGroup(class, group, func, ...)
if type(class) == "table" then
class = class.PresetClass or class.class
end
group = (Presets[class] or empty_table)[group]
for preset_index, preset in ipairs(group) do
local campaignRelated = preset.campaign == "<all>" or GetCurrentCampaignPreset().id == preset.campaign
if group[preset.id] == preset and not preset.Obsolete and campaignRelated then
if func(preset, group, ...) == "break" then
return ...
end
end
end
return ...
end
function PresetsInCampaignArray(class, func, ...)
return ForEachPresetInCampaign(class, function(preset, group, presets, func, ...)
if not func or func(preset, group, ...) then
presets[#presets + 1] = preset
end
end, {}, func, ...)
end
function PresetsGroupInCampaignArray(class, input_group, func, ...)
return ForEachPresetInCampaignAndGroup(class, input_group, function(preset, group, presets, func, ...)
if not func or func(preset, group, ...) then
presets[#presets + 1] = preset
end
end, {}, func, ...)
end |