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ta.lua
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ta.lua
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-- ta.lua
-- Toribash Assistant
-- by dotproduct/Tinyboss Games
local commandName = "ta"
local playerName = get_master().master.nick
local debug_on = playerName == "dotproduct" and true
local version = "0.4"
local loadTime = os.clock()
local colorBPBlue = {.09,.55,1,1}
local moveButtonWidth = 124
-- predefines:
local moveSaveButtons0, moveSaveButtons1, lblSave0, lblSave1, moveButton, btnLastOpen
local getPosition, setPosition, setKeyBindings
local animals, verbings, adjectives, weapons, bodyparts, transverbs, wordLists, firstWords, secondWords
local CC, HC, EC
local function dbg(str)
if debug_on then echo(CC.."["..EC.."D"..CC.."] "..tostring(str)) end
end
local oldEcho = echo
local function echo(str)
oldEcho(CC.."["..HC.."TA"..CC.."] "..tostring(str))
end
local function choose(t,suffix)
suffix = suffix or " "
return t[math.random(#t)]..suffix
end
local function twoRandomWords()
local valid = false
local str
while not valid do
local first, second, t
t = firstWords[math.random(#firstWords)]
first = t[math.random(#t)]
t = secondWords[math.random(#secondWords)]
second = t[math.random(#t)]
str = first.." "..second
valid = get_string_length(str, 1) < moveButtonWidth - 12
end
return str
end
local function moveName()
local m = math.random(21)
if m == 1 then return choose(verbings)..choose(weapons)
elseif m == 2 then return choose(verbings)..choose(animals)..choose(bodyparts)
elseif m == 3 then return choose(adjectives)..choose(animals)..choose(weapons)
elseif m == 4 then return choose(adjectives)..choose(weapons).."of the "..choose(animals)
elseif m == 5 then return choose(animals).." and "..choose(animals)
elseif m == 6 then return choose(verbings)..choose(animals)
elseif m == 7 then return choose(bodyparts).."of the "..choose(animals)
elseif m == 8 then return choose(verbings)..choose(weapons)
elseif m == 9 then return choose(adjectives)..choose(animals)..choose(moves)
elseif m == 10 then return choose(animals).."breath "..choose(moves)
elseif m == 11 then return choose(adjectives)..choose(verbings)..choose(moves)
elseif m == 12 then return choose(animals)..choose(bodyparts)..choose(moves)
elseif m == 13 then return choose(numbers)..choose(objects)..choose(moves)
elseif m == 14 then return choose(verbings)..choose(objects)
elseif m == 15 then return choose(adjectives)..choose(objects)..choose(bodyparts)
elseif m == 16 then return choose(numbers)..choose(verbings)..choose(objects,"s")
elseif m == 17 then return choose(animals)..choose(transverbs).."the "..choose(animals)
elseif m == 18 then return choose(weapons)..choose(moves)
elseif m == 19 then return choose(animals)..choose(moves)
elseif m == 20 then return choose(adjectives)..choose(animals)
elseif m == 21 then return choose(adjectives)..choose(bodyparts)..choose(moves)
end
end
function serialize(o, indent)
local indent = indent or ""
local str = ""
if type(o) == "number" then
str = str..o
elseif type(o) == "string" then
str = str..string.format("%q", o)
elseif type(o) == "boolean" then
if o then str = str.."true" else str = str.."false" end
elseif type(o) == "function" then
str = str.."function() supported=false end"
elseif type(o) == "table" then
str = str.."{\n"
for k,v in pairs(o) do
str = str..indent.." ["..serialize(k).."] = "..serialize(v, indent.." ")..",\n"
end
str = str..indent.."}"
else
str = "cannot serialize a " .. type(o)
end
return str
end
function copyTable(t)
-- Return a copy of table t.
-- This is only for tables with no cycles!
local copy = {}
for k, v in pairs(t) do
if type(v) == "table" then
copy[k] = copyTable(v)
else
copy[k] = v
end
end
return copy
end
-- Chat colors:
CC = "^28" -- chat color
HC = "^61" -- highlight color
EC = "^41" -- error color
local playerPlaying = false
local canControl = false
local dragging = false
local guiMoving = false
local guiMoveX, guiMoveY
local paintState, jointHover, jointHoverInfo
local moveTimerEnd = 0
local spaceGuard = 0
local spaceGuardActivated
local committedMove
local commitMargin = 0.5 -- seconds before timer ends to restore the last committed move
local winWidth, winHeight = get_window_size()
local gui = {}
gui.visible = true
gui.mx = 0
gui.my = 0
gui.tick = 0
gui.padding = 5
local jointButtons = {} -- populated in the draw2d callback function
local grabButtons = {} -- populated in the draw2d callback function
local miscButtons = {}
local labels = {}
local match = {}
match.moves = {}
match.started = false
local data = {} -- All persistent data goes here.
local function saveData()
txt = io.open("tadata.lua","w")
txt:write("function tadata() return "..serialize(data).."\n end \n")
txt:close()
end
-- Restore saved data:
txt = io.open("tadata.lua","r")
if txt == nil then
saveData()
else
txt:close()
end
chunk, err = loadfile("tadata.lua")
if err then dbg("error code "..err) else
chunk()
data = tadata()
end
-- Default values:
local function setDefault(key, value)
if not data[key] then
data[key] = value
end
end
defaultMoves = {
[1] = {
["created"] = 1418682409,
["name"] = "The Shoveler",
["copiedFrom"] = "dotproduct",
["buttonX"] = 104,
["buttonY"] = 224,
["moves"] = {
[6] = "3331223223333322112211",
[1] = "3331213213333333333311",
[3] = "3331223223333322112211",
[7] = "3331223223333322112211",
[8] = "3331223223333322112211",
[4] = "3331223223333322112211",
[9] = "3331223223333311221100",
[2] = "3331223223333322112211",
[5] = "3331223223333322112211",
},
},
[2] = {
["created"] = 1418686951,
["name"] = "Judo Kick",
["copiedFrom"] = "dotproduct",
["buttonX"] = 104,
["buttonY"] = 256,
["moves"] = {
[1] = "4221244144442221441401",
},
},
}
setDefault("version", 40)
setDefault("sequences", defaultMoves)
setDefault("guiX", winWidth/2)
setDefault("guiY", winHeight - 600)
setDefault("keyCommit", string.byte("q"))
setDefault("settings", {})
-- Default settings:
--if data.settings.moveNames == nil then
--data.settings.moveNames = {
--value = 5,
--type = "number",
--desc = "Your character "..HC.."/emote"..CC.."s a random kung-fu sounding move name every "..
--HC.."moveNames"..CC.." turns. Set to zero to disable."
--}
--end
if data.settings.guiSize == nil then
data.settings.guiSize = {
value = 60,
type = "number",
desc = "The size of the joint layout. Recommended between 50 and 80."
}
end
gui.pos = {}
gui.pos.x, gui.pos.y = data.guiX, data.guiY
saveData()
local jointButtonWidth = data.settings.guiSize.value
local jointButtonHeight = data.settings.guiSize.value
local jointData = {
-- table index is the Toribash joint index
-- labels are descriptive of states 1, 2.
-- states 3, 4 are always hold, relax.
-- Position is the (logical) position of this joint in the 2D layout
-- Five columns (0..4) and eight rows (0..7)
-- rev indicates to swap the two force options because they make more sense that way
[0] = {name="Neck", labels={"F","B"}, position={x=2,y=0}},
[1] = {name="Chest", labels={"R","L"}, position={x=2,y=1}, rev=1},
[2] = {name="Lumbar", labels={"R","L"}, position={x=2,y=2}, rev=1},
[3] = {name="Abs", labels={"F","B"}, position={x=2,y=3}},
[4] = {name="R.Pec", labels={"E","C"}, position={x=4,y=0}, rev=1},
[5] = {name="R.Shld", labels={"L","R"}, position={x=5,y=1}},
[6] = {name="R.Elbow", labels={"E","C"}, position={x=5,y=2}, rev=1},
[7] = {name="L.Pec", labels={"E","C"}, position={x=0,y=0}},
[8] = {name="L.Shld", labels={"L","R"}, position={x=-1,y=1}, rev=1},
[9] = {name="L.Elbow", labels={"E","C"}, position={x=-1,y=2}},
[10]= {name="R.Wrist", labels={"E","C"}, position={x=5,y=3}, rev=1},
[11]= {name="L.Wrist", labels={"E","C"}, position={x=-1,y=3}},
[12]= {name="R.Glute", labels={"C","E"}, position={x=3,y=4}},
[13]= {name="L.Glute", labels={"C","E"}, position={x=1,y=4}, rev=1},
[14]= {name="R.Hip", labels={"C","E"}, position={x=4,y=5}},
[15]= {name="L.Hip", labels={"C","E"}, position={x=0,y=5}, rev=1},
[16]= {name="R.Knee", labels={"E","C"}, position={x=4,y=6}, rev=1},
[17]= {name="L.Knee", labels={"E","C"}, position={x=0,y=6}},
[18]= {name="R.Ankle", labels={"C","E"}, position={x=4,y=7}},
[19]= {name="L.Ankle", labels={"C","E"}, position={x=0,y=7}, rev=1},
}
local keyList = {
{code="neck", name="Neck", rec="Numpad *"},
{code="chest", name="Chest", rec="Numpad 8"},
{code="lumbar", name="Lumbar", rec="Numpad 5"},
{code="abs", name="Abs", rec="Numpad 2"},
{code="lpec", name="Left Pec/Glute", rec="Numpad /"},
{code="rpec", name="Right Pec/Glute", rec="Numpad -"},
{code="lsho", name="Left Shoulder/Hip", rec="Numpad 7"},
{code="rsho", name="Right Shoulder/Hip", rec="Numpad 9"},
{code="lelb", name="Left Elbow/Knee", rec="Numpad 4"},
{code="relb", name="Right Elbow/Knee", rec="Numpad 6"},
{code="lwri", name="Left Wrist/Ankle", rec="Numpad 1"},
{code="rwri", name="Right Wrist/Ankle", rec="Numpad 3"},
{code="lowmod", name="Lower body modifier", rec="Numpad +"},
{code="holdmod", name="Hold/relax modifier", rec="Numpad 0"},
{code="grab", name="Grab left/right", rec="Numpad Del"},
}
local keybindInProgress
local activeSequence -- the sequence we're executing now, if any
local sequencePos
local function centerText(text, x, y, font)
draw_text(text, x-get_string_length(text, font)/2, y, font)
end
local function backColor()
set_color(.8,.8,.8,1)
--set_color(.55,.85,1,1)
end
local function hoverColor()
set_color(.7,.7,.7,1)
end
local function clickColor()
set_color(.6,.6,.8,1)
end
local function hilightColor()
set_color(1,.4,.4,1)
--set_color(1,.6,.2,1)
end
local function lockColor()
set_color(.4,1,.4,1)
end
local function fracColor()
set_color(.5,.5,1,1)
end
local function dmColor()
set_color(1,.1,.1,1)
end
local function player()
-- return current player index
if get_world_state().selected_player == 1 then return 1 else return 0 end
end
local function opponent()
-- return current opponent index
if get_world_state().selected_player == 1 then return 0 else return 1 end
end
local function multiPlayer()
-- Return whether we're in a multiplayer game
return get_world_state().game_type == 1
end
local function getTimeLimit()
if multiPlayer() then return get_world_state().turn_timelimit else return 1000000 end
end
function addButton(x, y, w, h, text, func)
local btn = {}
btn.x = x
btn.y = y
btn.w = w
btn.h = h
btn.text = text
btn.func = func
btn.visible = true
btn.timestamp = os.clock()
table.insert(miscButtons, btn)
return btn
end
function mouseInButton(btn)
return gui.mx>btn.x and gui.my>btn.y and gui.mx<btn.x+btn.w and gui.my<btn.y+btn.h
end
function addLabel(text, x, y, font, color)
local lbl = {}
lbl.x = x
lbl.y = y
lbl.text = text
lbl.font = font
lbl.color = color
lbl.visible = true
table.insert(labels, lbl)
return lbl
end
function drawLabel(lbl)
if lbl.visible then
set_color(lbl.color[1], lbl.color[2], lbl.color[3], lbl.color[4])
draw_text(lbl.text, lbl.x, lbl.y+1, lbl.font)
end
end
local moveButtonsVisible
local function showMoveButtons(vis)
if vis then moveButtonsVisible=true else moveButtonsVisible=false end
for _, btn in pairs(miscButtons) do
if btn.isMoveButton then btn.visible = moveButtonsVisible end
end
end
local function posToStr(pos)
local str = ""
for i = 0, 21 do str = str..pos[i] end
return str
end
local function strToPos(str)
local pos = {}
for i = 1, string.len(str) do
local state = tonumber(string.sub(str, i, i))
pos[i-1] = state
end
return pos
end
local function drawJointGui(index)
-- Draw the GUI for a single joint:
local joint = jointData[index]
local state = get_joint_info(player(), index).state
local fractured = get_joint_fracture(player(), index)
local dismembered = get_joint_dismember(player(), index)
-- Handle reversed labels:
local l1, l2 = 1, 2
if joint.rev then l1, l2 = 2, 1 end
local w, h = jointButtonWidth, jointButtonHeight
local jx, jy = joint.position.x, joint.position.y
local x, y = gui.pos.x + (jx-2.5)*(gui.padding+w/2), gui.pos.y + jy*(gui.padding+h)
local mx, my = gui.mx, gui.my
if mx>x and my>y and mx<x+w and my<y+h then hoverColor() else
if fractured then fracColor() elseif dismembered then dmColor() else backColor() end
end
draw_quad(x, y, w, h)
jointButtons[index] = {}
jointButtons[index].x = x
jointButtons[index].y = y
jointButtons[index].w = w
jointButtons[index].h = h
if not (fractured or dismembered) then
-- Indicate current state:
if state == 3 then
set_color(0,0,0,1)
draw_quad(x-1, y-1, w+2, h+2)
if mx>x and my>y and mx<x+w and my<y+h then hoverColor() else backColor() end
draw_quad(x+3, y+3, w-6, h-6)
elseif state == l1 then
hilightColor()
draw_quad(x,y,w/2.5,20)
elseif state == l2 then
hilightColor()
draw_quad(x+w-w/2.5,y,w/2.5,20)
end
end
local function tcolor(st)
if state == st then set_color(1,1,1,1) else set_color(0,0,0,0.5) end
end
if not (fractured or dismembered) then
tcolor(3)
centerText("X", x+10, y+h-18, 1)
tcolor(4)
centerText("O", x+w-10, y+h-18, 1)
tcolor(l1)
centerText(joint.labels[l1], x+10, y+2, 1)
tcolor(l2)
centerText(joint.labels[l2], x+w-10, y+2, 1)
end
set_color(0,0,0,1)
centerText(joint.name, x+w/2, y+h/2-9, 1)
end
local function hookDraw3d()
-- Have to find screen coordinates of the joint in the draw3d event, doesn't work from draw2d:
if jointHover then
if canControl then
local jx, jy, jz = get_joint_pos(player(), jointHover)
local sx, sy = get_screen_pos(jx, jy, jz)
jointHoverInfo = {sx=sx,sy=sy,jx=jx,jy=jy,jz=jz}
set_color(0,1,0,.75)
draw_sphere(jx, jy, jz, 1.1*get_joint_radius(player(), jointHover))
end
else
jointHoverInfo = nil
end
end
local function hookDraw2d()
-- Handle timing stuff:
local timeRemaining = moveTimerEnd - os.clock()
if timeRemaining > 0 then
if canControl and committedMove and timeRemaining < commitMargin then
-- Time is running out and a committed move exists. Revert to it and disable control:
setPosition(player(), committedMove)
canControl = false
echo(CC.."Reverting to committed move.")
else
set_color(0,0,0,math.max(0, 1-timeRemaining/10))
local w = 40*timeRemaining
draw_quad(gui.pos.x+100-w/2, gui.pos.y-100, w, 10)
end
else
canControl = false
end
-- Draw the GUI:
for _, lbl in pairs(labels) do drawLabel(lbl) end
local mx, my = gui.mx, gui.my
guiDrawn = false
if player() ~= -1 then
if gui.visible then
if match.started and playerPlaying then
guiDrawn = true
-- Draw the joint buttons:
for i=0, #jointData do drawJointGui(i) end
-- Draw the grab buttons:
local w, h = jointButtonWidth, jointButtonHeight
local handSize = jointButtonWidth*0.7
-- Left hand:
local jx, jy = -3.5, 4
local x, y = gui.pos.x-2+jx*(gui.padding+jointButtonWidth/2), gui.pos.y + jy*(gui.padding+jointButtonHeight)
local lock = get_grip_lock(player(), BODYPARTS.L_HAND)
local grab = get_grip_info(player(), BODYPARTS.L_HAND)
if grab==1 then
set_color(0,0,0,1)
draw_quad(x, y, handSize, handSize)
end
if lock==1 then lockColor() else
if mx>x and my>y and mx<x+handSize and my<y+handSize then hoverColor() else backColor() end
end
draw_quad(x+2, y+2, handSize-4, handSize-4)
set_color(0,0,0,1)
local gb = {}
gb.x, gb.y, gb.w, gb.h = x, y, handSize, handSize
gb.index = BODYPARTS.L_HAND
grabButtons[1] = gb
-- Right hand:
local jx, jy = 7, 4
local x, y = gui.pos.x-3+(jx-2.5)*(gui.padding+jointButtonWidth/2)-handSize-gui.padding, gui.pos.y + jy*(gui.padding+jointButtonHeight)
local lock = get_grip_lock(player(), BODYPARTS.R_HAND)
local grab = get_grip_info(player(), BODYPARTS.R_HAND)
if grab==1 then
set_color(0,0,0,1)
draw_quad(x, y, handSize, handSize)
end
if lock==1 then lockColor() else
if mx>x and my>y and mx<x+handSize and my<y+handSize then hoverColor() else backColor() end
end
draw_quad(x+2, y+2, handSize-4, handSize-4)
local gb = {}
gb.x, gb.y, gb.w, gb.h = x, y, handSize, handSize
gb.index = BODYPARTS.R_HAND
grabButtons[2] = gb
end
end
end
for _, btn in pairs({btnCopy, btnPaste, btnMirror, btnDrag}) do btn.visible = guiDrawn end
-- Draw miscellaneous buttons:
for _, btn in pairs(miscButtons) do
if btn.visible then
if btn.isMoving then btn.x, btn.y = 8*math.floor((gui.mx+btn.offx)/8), 8*math.floor((gui.my+btn.offy)/8) end
backColor()
if gui.mx>btn.x and gui.my>btn.y and gui.mx<btn.x+btn.w and gui.my<btn.y+btn.h then
if dragging then clickColor() else hoverColor() end
else
backColor()
end
draw_quad(btn.x, btn.y, btn.w, btn.h)
set_color(0,0,0,1)
centerText(btn.text, btn.x+btn.w/2, btn.y+btn.h/2-9, 1)
if btn.isMoveButton and btn.index<0 then
-- This is a special move button, so distinguish it:
set_color(0,0,0,1)
local lw = 0.1
local inset = 3
draw_line(btn.x+inset, btn.y+inset, btn.x+btn.w-inset, btn.y+inset, lw)
draw_line(btn.x+inset, btn.y+inset, btn.x+inset, btn.y+btn.h-inset, lw)
draw_line(btn.x+btn.w-inset, btn.y+btn.h-inset, btn.x+btn.w-inset, btn.y+inset, lw)
draw_line(btn.x+btn.w-inset, btn.y+btn.h-inset, btn.x+inset, btn.y+btn.h-inset, lw)
end
-- Help text for the drag button:
if btn.text == "+" and not data.hasRepositioned then
set_color(.40,.7,1,1)
draw_disk(btn.x+btn.w/2, btn.y+btn.h/2, 15, 20, 32, 1, 0, 360, 0)
draw_text("Click and drag to reposition", btn.x-150, btn.y+30, 2)
end
end
end
end
local function jointButtonAtXY(x, y)
-- Return an index if (x,y) is inside a joint button, nil otherwise
for i = 0, #jointButtons do
local jb = jointButtons[i]
if jb then if x>jb.x and x<=jb.x+jb.w and y>jb.y and y<=jb.y+jb.h then return i end end
end
return nil
end
-- Mouse clicks:
local function hookMouseDown(btn, x, y)
--dbg("click: "..x..","..y)
-- btn: 1=left, 2=middle, 3=right
dragging = true
if canControl then -- only process these when control is enabled
-- Check whether a joint button was clicked:
i = jointButtonAtXY(x, y)
if i then
-- A joint button was clicked:
if not (get_joint_fracture(player(),i) or get_joint_dismember(player(),i)) then
local jb = jointButtons[i]
local joint = jointData[i]
-- Handle reversed labels:
local l1, l2 = 1, 2
if joint.rev then l1, l2 = 2, 1 end
rx, ry = x-jb.x, y-jb.y -- click position relative to button
newState = 0
if rx<jb.w/2 and ry<jb.h/2 then newState = l1 paintState = 1 end
if rx>jb.w/2 and ry<jb.h/2 then newState = l2 paintState = 2 end
if rx<jb.w/2 and ry>jb.h/2 then newState = 3 paintState = 3 end
if rx>jb.w/2 and ry>jb.h/2 then newState = 4 paintState = 4 end
--dbg(newState)
if newState > 0 then set_joint_state(player(), i, newState) set_ghost(2) end
end
end
-- Check whether a grab button was clicked:
for _, gb in ipairs(grabButtons) do
if x>gb.x and x<=gb.x+gb.w and y>gb.y and y<=gb.y+gb.h then
local currentState = get_grip_info(player(), gb.index)
if currentState == 0 then
set_grip_info(player(), gb.index, 1)
else
set_grip_info(player(), gb.index, 0)
end
end
end
end
-- Check whether a miscellaneous button was clicked:
for _, mb in pairs(miscButtons) do
--if mb.visible and x>mb.x and x<=mb.x+mb.w and y>mb.y and y<=mb.y+mb.h then
if mb.visible and mouseInButton(mb) then
if mb.isMoving then
if os.clock()-mb.timestamp > 0.2 then
mb.isMoving = false
if mb.isMoveButton then
-- Save the location of this move button:
if mb.index == -1 then
data.lastOpenX, data.lastOpenY = mb.x, mb.y
elseif mb.index == -2 then
data.lastOppOpenX, data.lastOppOpenY = mb.x, mb.y
else
local seq = data.sequences[mb.index]
seq.buttonX, seq.buttonY = mb.x, mb.y
end
saveData()
end
end
else
-- Mouse button clicked inside a button:
mb.clicking = true
if mb.text == "+" then mb.func() end -- kind of a hack to make the GUI drag button work
if mb.isMoveButton then
mb.oldmx, mb.oldmy = gui.mx, gui.my
mb.oldx, mb.oldy = mb.x, mb.y
end
end
end
end
end
local function hookMouseUp(btn, x, y)
dragging = false
paintState = nil
if guiMoving then
-- GUI was dragged, so save the position:
data.guiX, data.guiY = gui.pos.x, gui.pos.y
saveData()
else
for _, mb in pairs(miscButtons) do
if mb.clicking and x>mb.x and x<=mb.x+mb.w and y>mb.y and y<=mb.y+mb.h and mb.text~="+" then
-- Mouse button released inside the same button it was pressed down on:
if mb.isMoving then
mb.isMoving=false
dbg("ismoving=false")
if mb.isMoveButton then
if mouseInButton(btnDelete) then
if mb.index < 0 then
-- Can't delete the last opener buttons!
mb.isMoving = false
mb.x, mb.y = mb.oldx, mb.oldy
else
-- Delete this move:
table.remove(data.sequences, mb.index)
-- Remove the button:
mb.visible = false
mb.isMoveButton = false
-- Readjust indices of other buttons:
for _, btn in pairs(miscButtons) do
if btn.isMoveButton and btn.index>mb.index then
btn.index=btn.index-1
btn.func = function() moveButton(btn.index) end
end
end
end
else
-- Save the new location:
if mb.index == -1 then
data.lastOpenX, data.lastOpenY = mb.x, mb.y
elseif mb.index == -2 then
data.lastOppOpenX, data.lastOppOpenY = mb.x, mb.y
else
local seq = data.sequences[mb.index]
seq.buttonX, seq.buttonY = mb.x, mb.y
end
end
saveData()
end
else
mb.func()
end
end
mb.clicking = false
mb.oldmx, mb.oldmy = nil, nil
end
end
guiMoving = false
btnDelete.visible = false
for _, btn in pairs(miscButtons) do
if os.clock()-btn.timestamp > 0.2 then btn.isMoving = false else dbg("too new to release") end
end
end
local function hookMouseMove(x, y)
gui.mx, gui.my = x, y
local i = jointButtonAtXY(x, y)
jointHover = i
--if jointHover then dbg("hover "..jointHover) end
if dragging and canControl and paintState then
if i then -- hovering over a joint button
local joint = jointData[i]
local newState = paintState
if joint.rev then if newState==1 then newState=2 elseif newState==2 then newState=1 end end
if get_joint_info(player(), i).state ~= newState then
set_joint_state(player(), i, newState)
set_ghost(2)
end
end
end
if dragging and guiMoving then
data.hasRepositioned = true
local dx = gui.mx - guiMoveX
local dy = gui.my - guiMoveY
gui.pos.x = gui.pos.x + dx
gui.pos.y = gui.pos.y + dy
for _, btn in pairs({btnCopy, btnPaste, btnMirror, btnDrag}) do
btn.x = btn.x + dx
btn.y = btn.y + dy
end
guiMoveX, guiMoveY = gui.mx, gui.my
end
for _, btn in pairs(miscButtons) do
-- Draggable move buttons
if btn.oldmx and btn.oldmy then
if not btn.isMoving and (math.abs(gui.mx-btn.oldmx)>16 or math.abs(gui.my-btn.oldmy)>16) then
btn.isMoving = true
btn.offx, btn.offy = btn.x-gui.mx, btn.y-gui.my
btn.offx, btn.offy = -btn.w/2, -btn.h/2
btnDelete.visible = true
end
end
end
end
local function hookEnterFreeze()
--dbg("Enter freeze.")
-- Save both players' positions:
--dbg("saving player moves...")
match.moves[0][match.round] = getPosition(0)
match.moves[1][match.round] = getPosition(1)
-- If the first round just ended, save the openers:
if match.round == 1 and playerPlaying then
dbg("saving openers")
data.lastOpener = getPosition(player())
data.lastOppOpener = getPosition(opponent())
end
lblSave0.visible = true
lblSave1.visible = true
for i = 1, match.round do
if moveSaveButtons1[i] then moveSaveButtons1[i].visible = true end
if moveSaveButtons0[i] then
moveSaveButtons0[i].visible = true
moveSaveButtons0[i].x = winWidth - 300 - 25*(math.min(10,match.round)-1-i)
end
end
lblSave0.x = moveSaveButtons0[1].x -- - 10 - get_string_length(lblSave0.text, 1)
lblSave0.y = lblSave1.y
committedMove = nil
if playerPlaying then
if activeSequence then
sequencePos = sequencePos + 1
if data.sequences[activeSequence].moves[sequencePos] then
setPosition(player(), data.sequences[activeSequence].moves[sequencePos])
echo(CC.."Advancing to move "..sequencePos.." of sequence "..activeSequence)
else
echo(CC.."Sequence "..activeSequence.." completed!")
activeSequence = nil
end
end
--if data.settings.moveNames.value > 0 then
--if match.round % data.settings.moveNames.value == 1 then run_cmd("emote "..moveName().."\n") end
--end
end
match.round = match.round + 1
--dbg("Starting round "..match.round)
if playerPlaying then
moveTimerEnd = os.clock()+getTimeLimit()
canControl = true
else
moveTimerEnd = 0
end
end
local function hookExitFreeze()
-- This event doesn't seem to fire in multiplayer.
--dbg("Exit freeze.")
end
local function hookMatchBegin()
--dbg("Match beginning, starting round 1.")
match.started = true
match.round = 1
match.player = {}
match.moves = {}
match.moves[0] = {}
match.moves[1] = {}
committedMove = nil
playerPlaying = false
for i = 0, 1 do
local pinfo = get_player_info(i)
match.player[i] = pinfo
if string.find(pinfo.name, playerName) then playerPlaying = true end
--dbg("Player "..i.." information:")
--for k,v in pairs(pinfo) do dbg(" "..k..": "..v) end
end
lblSave0.visible = false
lblSave1.visible = false
for i, btn in ipairs(moveSaveButtons0) do btn.visible = false end
for i, btn in ipairs(moveSaveButtons1) do btn.visible = false end
activeSequence = nil
if playerPlaying then
moveTimerEnd = os.clock()+getTimeLimit()
canControl = true
spaceGuard = os.clock()+1
else
moveTimerEnd = 0
end
math.randomseed(os.clock()*1000)
end
function getPosition(player)
local pos = {}
for i = 0, 19 do
pos[i] = get_joint_info(player, i).state
end
pos[20] = get_grip_info(player, BODYPARTS.L_HAND)
pos[21] = get_grip_info(player, BODYPARTS.R_HAND)
return posToStr(pos)
end
function setPosition(player, pos)
if pos == nil then return 0 end
pos = strToPos(pos)
for i = 0, 19 do
set_joint_state(player, i, pos[i])
end
set_grip_info(player, BODYPARTS.L_HAND, pos[20])
set_grip_info(player, BODYPARTS.R_HAND, pos[21])
set_ghost(2)
end
function mirrorPosition(spos)
local pos = strToPos(spos)
local mpos = {}
-- Mirror the left/right symmetrical parts:
local mirrorPairs = {{4,7}, {5,8}, {6,9}, {10,11},
{12,13}, {14,15}, {16,17}, {18,19}, {20, 21}}
for _, p in ipairs(mirrorPairs) do mpos[p[1]], mpos[p[2]] = pos[p[2]], pos[p[1]] end
-- Neck and abs are unchanged:
mpos[0], mpos[3] = pos[0], pos[3]
-- Change direction of chest and lumbar:
mpos[1], mpos[2] = pos[1], pos[2]
if mpos[1]==1 then mpos[1]=2 elseif mpos[1]==2 then mpos[1]=1 end
if mpos[2]==1 then mpos[2]=2 elseif mpos[2]==2 then mpos[2]=1 end
return posToStr(mpos)
end
local function copyPos()
data.savedPos = getPosition(player())
saveData()
end
local function pastePos()
if data.savedPos ~= nil then
setPosition(player(), data.savedPos)
else
echo(CC.."No saved position to paste!")
end
end
-- This function receives every command entered, and responds to the ones meant for BodyPlan:
local function hookCommand(cmdString)
if cmdString:sub(1, 1+string.len(commandName)) == commandName.." " then
local s = cmdString:sub(4)
--dbg("bodyplan got command: ^07"..s)
if s:sub(1, 4) == "set " then
dbg("set")
s = s:sub(5)
for settingName, settingData in pairs(data.settings) do
if string.lower(s:sub(1, 1+string.len(settingName))) == string.lower(settingName).." " then
dbg(settingName)
local value = s:sub(2+string.len(settingName))
if settingData.type == "number" then
value = tonumber(value)
if value == nil then
echo(settingName.." must be a number.")
return 1
end
end
-- If we get here, then we have a valid settingName and value.
settingData.value = value
saveData()
echo(HC..settingName..CC.." is now "..HC..value..CC..".")
end
end
elseif s == "save" then
copyPos()
elseif s == "load" then
pastePos()
elseif s == "ser" then
echo(serialize(copyTable({[0]=9,1,2,3,{5,6,7}})))
elseif s:sub(1, 2)=="do" then
-- no error checking, this is only for testing!
local i = tonumber(s:sub(4))
--dbg("do "..i)
local r = match.round
activeSequence = i
sequencePos = 1
-- Load the first move
setPosition(player(), data.sequences[i][1])
echo(CC.."Sequence "..i.." activated!")
elseif s:sub(1, 4)=="stop" then
echo(CC.."Stopping active sequence.")
activeSequence = nil
elseif s:sub(1, 4)=="time" then
echo(tostring(os.clock()))
elseif s:sub(1, 3)=="pos" then
local p = strToPos(data.savedPos)
for i=0,21 do echo(i..": "..p[i]) end
elseif s:sub(1, 7)=="setkeys" then setKeyBindings()
elseif s:sub(1, 5)=="rname" then for i=1,10 do echo(twoRandomWords()) end
elseif s:sub(1, 5)=="name " then
local newName = s:sub(6)
if renameButton then
local seq = data.sequences[renameButton.index]
if seq then
seq.name = newName
renameButton.text = newName
saveData()
end
end
elseif s:sub(1, 8)=="resetpos" then
dbg("resetting position")
-- Reposition the GUI so the repositioning button is near the center of the screen
dx, dy = winWidth/2-gui.pos.x, winHeight/2-7*jointButtonHeight-gui.pos.y
gui.pos.x, gui.pos.y = gui.pos.x+dx, gui.pos.y+dy
btnCopy.x, btnCopy.y = btnCopy.x+dx, btnCopy.y+dy
btnPaste.x, btnPaste.y = btnPaste.x+dx, btnPaste.y+dy
btnMirror.x, btnMirror.y = btnMirror.x+dx, btnMirror.y+dy
btnDrag.x, btnDrag.y = btnDrag.x+dx, btnDrag.y+dy
data.hasRepositioned = nil
elseif s:sub(1, 4)=="help" then
echo("Press "..HC.."M"..CC.." to show/hide saved moves.")
echo("Click and drag move buttons to rearrange them.")
echo("Press "..HC.."Q"..CC.." to commit a move.")
echo("More information here:")
echo("http://forum.toribash.com/showthread.php?t=492156")
end
return 1
end
end
local function hookEndGame()
--dbg("Match ended.")
match.started = false
activeSequence = nil
end
function moveButton(index)
-- A move button was clicked
if index == -1 then
-- This is the "last opener" button
dbg("loading last opener")
if data.lastOpener then setPosition(player(), data.lastOpener) else dbg("no last opener to load") end
elseif index == -2 then
-- Last opponent opener:
dbg("loading last opponent's opener")
if data.lastOppOpener then setPosition(player(), data.lastOppOpener) else dbg("no last opponent's opener to load") end
else
activeSequence = index
sequencePos = 1
-- Load the first move
dbg("index is "..index)
setPosition(player(), data.sequences[index].moves[1])
echo("Sequence "..HC..data.sequences[index].name..CC.." activated!")
end
end
local function saveSequence(playerIndex, numMoves)
-- Save a player's moves:
local seq = {moves={}}
for i = 1, numMoves do table.insert(seq.moves, match.moves[playerIndex][i]) end
seq.name = twoRandomWords()
seq.copiedFrom = get_player_info(playerIndex).name
seq.created = os.time()
table.insert(data.sequences, seq)
saveData()
-- Make a new button for this sequence:
local index = #data.sequences
local btn = addButton(gui.mx-40, gui.my-15, moveButtonWidth, 28, seq.name, function() moveButton(index) end)
btn.isMoveButton = true
btn.index = index
btn.isMoving = true