├── scripts ├── ui │ ├── MI2Bar.js │ ├── teamInfo.js │ ├── emoji.js │ ├── logicHelper.js │ ├── Mi2ndow.js │ └── mapinfo.js ├── main.js └── healthBar.js ├── .gitignore ├── README.md ├── mod.json ├── bundles ├── bundle_zh_CN.properties └── bundle.properties └── LICENSE /scripts/ui/MI2Bar.js: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | *.bat 2 | /参考/ 3 | *.lnk 4 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | [Stop updating. See java version here.](https://github.com/BlackDeluxeCat/MI2-Utilities-Java/) 2 | # MI2-Utilities Testing 3 | A Mindustry Mod That Adds Useful Vanilla Utilities. MI2-Client Transplantation. 4 | 5 | Mindustry模组,添加一些实用原版辅助。MI2端移植。 6 | 7 | (MI2端的终极目标是Mod化,本Mod是MI2端移植的尝试。会添加怪浪怪浪的新功能。) 8 | 9 | # Features 特性列表(won't timely update 不会即时更新) 10 | 11 | 1.Hud: /sync, rebuild all, map info entry, MI2's unit hp bar 12 | 13 | 2.Map Info(Dialog): check map settings & wave info. 14 | 15 | 3.Logic Helper: UI in LogicDialog. Check and sort all var names, split names into snippets with a certain string, click to copy any snippet. 16 | 17 | 4.Drag the title to move UI. 18 | 19 | == 20 | 21 | 1.HUD界面:/sync,一键重建,地图信息入口,MI2式单位血条显示 22 | 23 | 2.地图信息:检视大部分地图属性、下一波出怪情况 24 | 25 | 3.逻辑辅助:ui在逻辑编辑器。检视、整理变量名,可使用分隔符对变量名切片。点击切片可复制到剪切板。 26 | 27 | 4.UI按住标题拖拽 -------------------------------------------------------------------------------- /mod.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "MI2-Utilities", 3 | "displayName": "MI2 Utilities", 4 | "author": "BlackDeluxeCat", 5 | "description": "# MI2-Utilities Testing\nA Mindustry Mod That Adds Useful Vanilla Utilities. MI2-Client Transplantation.\nMindustry模组,添加一些实用原版辅助。MI2端移植。\n(MI2端的终极目标是Mod化,本Mod是MI2端移植的尝试。会添加怪浪怪浪的新功能。)\n\n# Features 特性列表(won't timely update 不会即时更新)\n1.Hud: /sync, rebuild all, map info entry, MI2's unit hp bar\n2.Map Info(Dialog): check map settings & wave info.\n3.Logic Helper: UI in LogicDialog. Check and sort all var names, split names into snippets with a certain string, click to copy any snippet.\n4.Drag the title to move UI.\n==\n1.HUD界面:/sync,一键重建,地图信息入口,MI2式单位血条显示\n2.地图信息:检视大部分地图属性、下一波出怪情况\n3.逻辑辅助:ui在逻辑编辑器。检视、整理变量名,可使用分隔符对变量名切片。点击切片可复制到剪切板。\n4.UI按住标题拖拽", 6 | "version": "0.6.2", 7 | "minGameVersion": 132, 8 | "hidden": true 9 | } 10 | -------------------------------------------------------------------------------- /bundles/bundle_zh_CN.properties: -------------------------------------------------------------------------------- 1 | main.buttons.rebuild = 重建 2 | main.buttons.mapInfo = 地图信息 3 | main.buttons.unitHpBar = 单位血条 4 | main.buttons.emoji = [] 5 | main.MI2U = MI2U 6 | 7 | 8 | logicHelper.MI2U = 逻辑辅助 9 | logicHelper.splitField.msg = 分隔符 10 | 11 | mapInfo.MI2U = MI2U 地图信息 12 | mapInfo.unitCapacity = 单位上限:{0} 13 | mapInfo.buildingHpMutil = 建筑血量 14 | mapInfo.buildingDamageMutil = 建筑伤害 15 | mapInfo.unitDamageMutil = 单位伤害 16 | mapInfo.buildCostMutil = 建造耗材 17 | mapInfo.buildSpeedMutil = 建造速度 18 | mapInfo.buildRefundMutil = 拆除返还 19 | mapInfo.unitConstructSpeedMutil = 单位构造速度 20 | mapInfo.wave = 波次 {0} 21 | mapInfo.team = 队伍 22 | mapInfo.infAmmo = 无限弹药 23 | mapInfo.infRes = 无限资源 24 | mapInfo.cheat = 作弊 25 | mapInfo.ai = AI 26 | mapInfo.aiAndTier = 等级: {0} 27 | mapInfo.aiCoreSpawn = (生成核心机) 28 | 29 | emoji.MI2U = Emoji 30 | 31 | teamInfo.MI2U = 队伍信息 32 | 33 | mi2ndow.uiInfo = Mi2ndow是MI2U开发的简易窗体。\ 34 | \n每个Mi2ndow都有标题栏,标题栏有标题文本+5个按钮,各部件均有功能。其他部件均在[accent]内容[]区域。\ 35 | \n[#cce6ff]标题文本[]:按住标题可拖拽。\n[gray]若拖拽到其他Mi2ndow窗体的标题文本下方,则吸附该窗体,吸附状态的窗体[][#1a9999]标题颜色[][gray]不同。[]\ 36 | \n帮助信息:切换内容显示该窗体定义的帮助信息+Mi2ndow帮助信息。\ 37 | \n重建ui:重建整个窗体。用于测试。\ 38 | \n保持前置:将窗体固定前置(与窗体所在层级有关)。[gray]同时只有一个Mi2ndow可以保持前置,但吸附状态的窗体跟随吸附目标的前置状态。[]\ 39 | \n最小化:隐藏窗体的[accent]内容[]。\ 40 | \n关闭:隐藏窗体。 41 | mi2ndow.uiInfoTitle = Mi2ndow帮助 42 | mi2ndow.customInfoTitle = 帮助信息 43 | main.info = MI2U Mod的主窗口。\ 44 | \n[cyan]窗体属性:关闭=禁用. 45 | emoji.info = 方便键入Mindustry提供的Emoji字符。\ 46 | \n有两种列表模式,其一仅罗列所有Emoji,其二列出emoji和对应的目录名。\ 47 | \n点击滚动面板中的任意emoji或文本可复制到剪切板。\ 48 | \n点击列表图标的按钮切换列表模式。 49 | logicHelper.info = 旨在处理以属性引用形式命名的变量,例如unit1.coords.x, task.itemtype等等。\ 50 | \n有分隔符输入框。当分隔符为空,仅罗列变量名;当分隔符非空,将变量名用分隔符切分显示。\ 51 | \n例如: "unit1.coords.x" => "unit1.","coords.","x"\ 52 | \n可点击复制切片,也可点击左侧粘贴按钮复制完整变量名。\ 53 | \n注意:编辑完成后需退出编辑器界面以更新变量名列表。\ 54 | \n[cyan]窗体属性:层级=LogicDialog,关闭=禁用. 55 | teamInfo.info = 一个更详细的核心信息板。可以检视核心物品数量(及其变化)、单位数量。 -------------------------------------------------------------------------------- /bundles/bundle.properties: -------------------------------------------------------------------------------- 1 | main.buttons.rebuild = RB 2 | main.buttons.mapInfo = MapInfo 3 | main.buttons.unitHpBar = UHp 4 | main.buttons.emoji = [] 5 | main.buttons.teamInfo = MyTeam 6 | main.MI2U = MI2U 7 | 8 | logicHelper.MI2U = Logic Helper 9 | logicHelper.splitField.msg = Split 10 | 11 | mapInfo.MI2U = MI2U Map Info 12 | mapInfo.unitCapacity = Unit Cap: {0} 13 | mapInfo.buildingHpMutil = BHp 14 | mapInfo.buildingDamageMutil = BDmg 15 | mapInfo.unitDamageMutil = UDmg 16 | mapInfo.buildCostMutil = BCost 17 | mapInfo.buildSpeedMutil = BSpd 18 | mapInfo.buildRefundMutil = BRe 19 | mapInfo.unitConstructSpeedMutil = USpd 20 | mapInfo.wave = Wave {0} 21 | mapInfo.team = Team 22 | mapInfo.infAmmo = Inf Ammo 23 | mapInfo.infRes = Inf Res 24 | mapInfo.cheat = Cheat 25 | mapInfo.ai = AI 26 | mapInfo.aiAndTier = AI: {0} 27 | mapInfo.aiCoreSpawn = (Core Spawn) 28 | 29 | emoji.MI2U = Emoji 30 | 31 | teamInfo.MI2U = My Team 32 | 33 | mi2ndow.uiInfo = Mi2ndow is a lite window developed by MI2U.\ 34 | \nEach Mi2ndow has a title bar, in which there are 1 title label + 5 buttons with function. All other items should be in [accent]cont[].\ 35 | \n[#cce6ff]Title Label[]: Drag the label to move window.\n[gray]If move to the back of another Mi2ndow's title, itself will snap to that window 's bottom. Snapping window has a special [][#1a9999]title color[][gray].[]\ 36 | \nHelp: show custom help of this window + Mi2ndow help.\ 37 | \nRebuild: Rebuild the form, mainly for development use.\ 38 | \nTopmost: Set window to stay on front(accroding to its layer). [gray]Only 1 window can set to topmost at the same time, while snapping windows will keep with its snap target.[]\ 39 | \nMinimize: Hide the [accent]cont[].\ 40 | \nClose: Hide the window. 41 | mi2ndow.uiInfoTitle = Mi2ndow-Help 42 | mi2ndow.customInfoTitle = Help 43 | main.info = MI2U Main Window.\ 44 | \n[cyan]Attr: closable = false 45 | emoji.info = Emoji let you simply type in Mindustry Emojis. \ 46 | \nThere are two list mode. One displays all emojis, the other lists both emojis and its content name. \ 47 | \nClick any emoji or text in the scrollpane to copy. \ 48 | \nClick list-icon button to switch listmode. 49 | logicHelper.info = Aiming at handling variables named as an attribute reference, such as "unit1.coords.x", "task.itemtype".\ 50 | \nHas a split TextField. \nIf split is empty, var names will be listed. Else, var names will be cut with the split. \ 51 | \nExample: "unit1.coords.x" => "unit1.", "coords.", "x"\ 52 | \nClick to copy the frag, or click left-side button to copy entire name.\ 53 | \nCAUTION: LogicDialog should be closed to refresh var list.\ 54 | \n[cyan]Attr: Layer = LogicDialog, closable = false. 55 | teamInfo.info = Detailed team info. Check core item(also its fluctuation), unit count. -------------------------------------------------------------------------------- /scripts/ui/teamInfo.js: -------------------------------------------------------------------------------- 1 | const drag = require("ui/Mi2ndow"); 2 | var teamTable, gamestate, core; 3 | var lastItemsAmt, lastLastItemsAmt, interval; 4 | module.exports={ 5 | init:function(){ 6 | var content = Vars.content; 7 | var iconSmall = Vars.iconSmall; 8 | 9 | 10 | lastItemsAmt = new ObjectIntMap(); 11 | lastLastItemsAmt = new ObjectIntMap(); 12 | interval = new Interval(); 13 | 14 | teamTable = drag.new("@teamInfo.MI2U"); 15 | teamTable.customInfo = "@teamInfo.info"; 16 | teamTable.rebuildCont = function(){ 17 | this.cont.update(() => { 18 | if(gamestate != Vars.state.isGame()){ 19 | teamTable.rebuildCont(); 20 | gamestate = Vars.state.isGame(); 21 | } 22 | 23 | core = Vars.player.team().core(); 24 | 25 | if(Vars.state.isGame() && core != null && interval.get(60)){ 26 | content.items().each(item => { 27 | lastLastItemsAmt.put(item, lastItemsAmt.get(item)); 28 | lastItemsAmt.put(item, core.items.get(item)); 29 | }); 30 | } 31 | }); 32 | 33 | let i = 0; 34 | 35 | 36 | this.cont.clear(); 37 | content.items().each(item => { 38 | this.cont.stack( 39 | new Image(item.uiIcon), 40 | new Table(cons(t => t.label(() => core == null ? "" : (lastItemsAmt.get(item) - lastLastItemsAmt.get(item) >= 0 ? "[green]+" : "[red]") + (lastItemsAmt.get(item) - lastLastItemsAmt.get(item))).get().setFontScale(0.6))).right().bottom() 41 | ).size(iconSmall).padRight(3).tooltip(cons(t => t.background(Styles.black6).margin(4).add(item.localizedName).style(Styles.outlineLabel))); 42 | //image(item.uiIcon).size(iconSmall).padRight(3).tooltip(t => t.background(Styles.black6).margin(4).add(item.localizedName).style(Styles.outlineLabel)); 43 | //TODO leaks garbage 44 | this.cont.label(() => core == null ? "0" : 45 | UI.formatAmount(core.items.get(item))) 46 | .padRight(3).minWidth(52).left(); 47 | 48 | if(++i % 4 == 0){ 49 | this.cont.row(); 50 | } 51 | 52 | }); 53 | 54 | //unittypes in a new line 55 | i = 0; 56 | this.cont.row(); 57 | 58 | content.units().each(type => { 59 | this.cont.image(type.uiIcon).size(iconSmall).padRight(3).tooltip(cons(t => t.background(Styles.black6).margin(4).add(type.localizedName).style(Styles.outlineLabel))); 60 | this.cont.label(() => core == null ? "0" : UI.formatAmount(core.team.data().countType(type))).padRight(3).minWidth(52).left(); 61 | 62 | if(++i % 5 == 0){ 63 | this.cont.row(); 64 | } 65 | }); 66 | }; 67 | teamTable.rebuildCont(); 68 | }, 69 | 70 | setShow:function(state){ 71 | teamTable.setShow(state); 72 | }, 73 | 74 | getShow:function(){ 75 | return teamTable.getShow(); 76 | } 77 | } -------------------------------------------------------------------------------- /scripts/main.js: -------------------------------------------------------------------------------- 1 | const drag = require("ui/Mi2ndow"); 2 | const mapInfo = require("ui/mapinfo"); 3 | const healthBar = require("healthBar"); 4 | const logicHelper = require("ui/logicHelper"); 5 | const emojis = require("ui/emoji"); 6 | const teamInfo = require("ui/teamInfo"); 7 | var enUnitHealthBar = false; 8 | 9 | Events.on(EventType.ClientLoadEvent, e => { 10 | const buttonStyleTogglet = Styles.clearToggleMenut; 11 | const buttonStyle = Styles.cleart; 12 | var funcSetTextb = c => {c.getLabel().setWrap(false);c.getLabelCell().pad(6)}; 13 | 14 | const dragTable = drag.new("@main.MI2U"); 15 | dragTable.name = "MI2U_Main"; 16 | dragTable.customInfo = "@main.info"; 17 | dragTable.closable = false; 18 | dragTable.setShow(true); 19 | initModules(); 20 | 21 | dragTable.left().bottom(); 22 | 23 | dragTable.cont.table(cons(t => { 24 | t.table(cons(tt => { 25 | tt.button(String.fromCharCode(Iconc.refresh), buttonStyle, () => { 26 | Call.sendChatMessage("/sync"); 27 | }).with(funcSetTextb); 28 | 29 | tt.button("@main.buttons.rebuild", buttonStyle, () => { 30 | unitRebuildBlocks(); 31 | }).with(funcSetTextb); 32 | 33 | tt.button("@main.buttons.unitHpBar", buttonStyleTogglet, () => { 34 | enUnitHealthBar = !enUnitHealthBar; 35 | }).update(b => { 36 | b.setChecked(enUnitHealthBar); 37 | }).with(funcSetTextb); 38 | })); 39 | 40 | t.row(); 41 | 42 | t.table(cons(rqb => { 43 | rqb.button("@main.buttons.mapInfo", buttonStyle, () => { 44 | mapInfo.show(); 45 | }).with(funcSetTextb); 46 | })); 47 | 48 | t.row(); 49 | 50 | //mindow buttons 51 | t.table(cons(tt => { 52 | tt.button("@main.buttons.teamInfo", buttonStyleTogglet, () => { 53 | teamInfo.setShow(!teamInfo.getShow()); 54 | }).update(b => { 55 | b.setChecked(teamInfo.getShow()); 56 | }).with(funcSetTextb); 57 | 58 | tt.button("@main.buttons.emoji", buttonStyleTogglet, () => { 59 | emojis.setShow(!emojis.getShow()); 60 | }).update(b => { 61 | b.setChecked(emojis.getShow()); 62 | }).with(funcSetTextb); 63 | })); 64 | 65 | })).get().background(Styles.none); 66 | }); 67 | 68 | function unitRebuildBlocks(){ 69 | var player = Vars.player; 70 | if(!player.unit().canBuild()) return; 71 | var p = 0; 72 | for(let bpid = 0; bpid < Vars.state.teams.get(player.team()).blocks.size; bpid++){ 73 | let block = Vars.state.teams.get(player.team()).blocks.get(bpid); 74 | if(Mathf.len(block.x - player.tileX(), block.y - player.tileY()) >= 200) continue; 75 | p++; 76 | if(p > 511) break; 77 | player.unit().addBuild(new BuildPlan(block.x, block.y, block.rotation, Vars.content.block(block.block), block.config)); 78 | } 79 | } 80 | 81 | function initModules(){ 82 | logicHelper.init(); 83 | emojis.init(); 84 | teamInfo.init(); 85 | } 86 | 87 | Events.run(Trigger.draw, () => { 88 | if(!Vars.state.isGame() || !enUnitHealthBar) return; 89 | healthBar.drawAll(); 90 | }); -------------------------------------------------------------------------------- /scripts/healthBar.js: -------------------------------------------------------------------------------- 1 | var content; 2 | var state; 3 | var teamData; 4 | module.exports={ 5 | drawAll:function(){ 6 | state = Vars.state; 7 | content = Vars.content; 8 | for(let tid = 0; tid < state.teams.getActive().size; tid++){ 9 | teamData = state.teams.getActive().get(tid); 10 | for(let uid = 0; uid < teamData.units.size; uid++){ 11 | draw(teamData.units.get(uid)); 12 | } 13 | } 14 | } 15 | } 16 | 17 | function draw(unit){ 18 | //display healthbar by MI2 19 | if(Math.abs(unit.x - Core.camera.position.x) > (Core.camera.width / 2) || Math.abs(unit.y - Core.camera.position.y) > (Core.camera.height / 2)) return; 20 | Draw.z(Layer.shields + 6); 21 | Draw.reset(); 22 | if(unit.hitTime > 0){ 23 | Lines.stroke(4 + Mathf.lerp(0, 2, Mathf.clamp(unit.hitTime))); 24 | Draw.color(Color.white, Mathf.lerp(0.1, 1, Mathf.clamp(unit.hitTime))); 25 | Lines.line(unit.x - unit.hitSize * 0.6, unit.y + (unit.hitSize / 2), unit.x + unit.hitSize * 0.6, unit.y + (unit.hitSize / 2)); 26 | } 27 | Lines.stroke(4); 28 | Draw.color(unit.team.color, 0.5); 29 | Lines.line(unit.x - unit.hitSize * 0.6, unit.y + (unit.hitSize / 2), unit.x + unit.hitSize * 0.6, unit.y + (unit.hitSize / 2)); 30 | Draw.color((unit.health > 0 ? Pal.health:Color.gray), 0.8); 31 | Lines.stroke(2); 32 | Lines.line( 33 | unit.x - unit.hitSize * 0.6, unit.y + (unit.hitSize / 2), 34 | unit.x + unit.hitSize * ((unit.health > 0 ? unit.health : Mathf.maxZero(unit.maxHealth + unit.health)) / unit.maxHealth * 1.2 - 0.6), unit.y + (unit.hitSize / 2)); 35 | Lines.stroke(2); 36 | if(unit.shield > 0){ 37 | for(let didgt = 1; didgt <= Mathf.digits(unit.shield / unit.maxHealth) + 1; didgt++){ 38 | //if(didgt == Mathf.digits((int)(unit.shield / unit.maxHealth)) + 1) continue; 39 | Draw.color(Pal.shield, 0.8); 40 | let barLength = Mathf.mod(unit.shield / unit.maxHealth, Mathf.pow(10, didgt - 1)) / Mathf.pow(10, didgt - 1); 41 | if(didgt > 1){ 42 | //let x = unit.x - (1 - Mathf.floor(barLength * 10) / 10) / 2 * 1.2 * unit.hitSize; 43 | let y = unit.y + unit.hitSize / 2 + didgt * 2; 44 | //let w = 1.2 * Mathf.floor(barLength * 10) / 10 * unit.hitSize; 45 | for(let i = 1; i <= Mathf.floor(barLength * 10); i++){ 46 | Fill.rect(unit.x - 0.55 * unit.hitSize + (i - 1) * 0.12 * unit.hitSize, y, 0.1 * unit.hitSize, 2); 47 | } 48 | }else{ 49 | let x = unit.x - (1 - barLength) / 2 * 1.2 * unit.hitSize; 50 | let y = unit.y + unit.hitSize / 2 + didgt * 2; 51 | let w = 1.2 * barLength * unit.hitSize; 52 | Fill.rect(x, y, w, 2); 53 | } 54 | } 55 | } 56 | 57 | var index = 0; 58 | for(let effi = 0; effi < content.statusEffects().size; effi++){ 59 | let eff = content.statusEffects().get(effi); 60 | if(unit.hasEffect(eff)){ 61 | let iconSize = Mathf.ceil(unit.hitSize / 4); 62 | Draw.rect(eff.uiIcon, 63 | unit.x - unit.hitSize * 0.6 + 0.5 * iconSize * Mathf.mod(index, 4), 64 | unit.y + (unit.hitSize / 2) + 3 + iconSize * Mathf.floor(index / 4), 65 | 4, 4); 66 | index++; 67 | } 68 | } 69 | } -------------------------------------------------------------------------------- /scripts/ui/emoji.js: -------------------------------------------------------------------------------- 1 | const drag = require("ui/Mi2ndow"); 2 | var emojiTable; 3 | var textbStyle; 4 | let tmpindex; 5 | module.exports={ 6 | init:function(){ 7 | textbStyle = Styles.nonet; 8 | var funcSetTextb = c => { 9 | c.getLabel().setAlignment(Align.left) 10 | c.getLabel().setWrap(false); 11 | c.getLabelCell().pad(2) 12 | }; 13 | emojiTable = drag.new("@emoji.MI2U"); 14 | emojiTable.customInfo = "@emoji.info"; 15 | emojiTable.listMode = false; 16 | emojiTable.rebuildCont = function(){ 17 | this.cont.clear(); 18 | this.cont.table(cons(t => { 19 | t.table(cons(tt => { 20 | tt.button(String.fromCharCode(Iconc.list), Styles.clearToggleMenut, () => { 21 | this.listMode = !this.listMode; 22 | this.rebuild(); 23 | }).size(36, 36).update(b => { 24 | b.setChecked(this.listMode); 25 | }); 26 | })); 27 | if(this.minimized) return; 28 | 29 | t.row(); 30 | 31 | try{ 32 | let map = Reflect.get(Fonts, "stringIcons"); 33 | 34 | t.pane(cons(tt => { 35 | if(this.listMode){ 36 | map.each((name, emoji) => { 37 | tt.button(name, textbStyle, () => { 38 | Core.app.setClipboardText(name); 39 | }).growX().with(funcSetTextb); 40 | tt.button(emoji, textbStyle, () => { 41 | Core.app.setClipboardText(emoji); 42 | }).growX().with(funcSetTextb); 43 | tt.row(); 44 | }); 45 | }else{ 46 | tmpindex = 0; 47 | map.each((name, emoji) => { 48 | let cell = tt.button(emoji, textbStyle, () => { 49 | Core.app.setClipboardText(emoji); 50 | }).growX().with(funcSetTextb); 51 | if(++tmpindex > 8){ 52 | tt.row(); 53 | tmpindex = 0; 54 | } 55 | }); 56 | } 57 | })).maxHeight(Core.graphics.getHeight() / 3).growX().update(p => { 58 | let e = Core.scene.hit(Core.input.mouseX(), Core.input.mouseY(), true); 59 | if(e != null && e.isDescendantOf(p)){ 60 | p.requestScroll(); 61 | }else if(p.hasScroll()){ 62 | Core.scene.setScrollFocus(null); 63 | } 64 | }); 65 | }catch(e){ 66 | t.row(); 67 | t.pane(cons(tt=> {tt.add(e.toString())})); 68 | } 69 | })); 70 | }; 71 | emojiTable.rebuildCont(); 72 | }, 73 | 74 | setShow:function(state){ 75 | emojiTable.setShow(state); 76 | }, 77 | 78 | getShow:function(){ 79 | return emojiTable.getShow(); 80 | } 81 | } -------------------------------------------------------------------------------- /scripts/ui/logicHelper.js: -------------------------------------------------------------------------------- 1 | const drag = require("ui/Mi2ndow"); 2 | var lhTable = null, varsTable = null; 3 | var field = null, exec = null, lastexec = null, lastvarslen = 0; 4 | var split = "", depth = 6; 5 | var textbStyle; 6 | module.exports={ 7 | init:function(){ 8 | textbStyle = Styles.nonet; 9 | lhTable = drag.new("@logicHelper.MI2U"); 10 | lhTable.customInfo = "@logicHelper.info"; 11 | lhTable.closable = false; 12 | lhTable.rebuildCont = function(){ 13 | this.cont.clear(); 14 | this.cont.table(cons(t => { 15 | t.clear(); 16 | t.table(cons(tt => { 17 | let f = tt.field(split, Styles.nodeField, () => { 18 | split = f.getText(); 19 | rebuildVars(varsTable); 20 | }).fillX().get(); 21 | f.setMessageText("@logicHelper.splitField.msg"); 22 | })); 23 | 24 | t.row() 25 | 26 | varsTable = new Table(); 27 | rebuildVars(varsTable); 28 | t.pane(varsTable).growX().maxSize(Core.graphics.getWidth() / 4, Core.graphics.getHeight() / 3); 29 | })); 30 | }; 31 | 32 | var dialog = Vars.ui.logic; 33 | dialog.addChild(lhTable); 34 | field = dialog.getClass().getDeclaredField("executor"); 35 | field.setAccessible(true); 36 | dialog.update(() => { 37 | exec = field.get(dialog); 38 | }); 39 | 40 | lhTable.rebuild(); 41 | lhTable.left().top().margin(4); 42 | lhTable.update(() => { 43 | lhTable.curx = Mathf.clamp(lhTable.curx, 0, (lhTable.hasParent ? lhTable.parent.getWidth() : Core.graphics.getWidth()) - lhTable.getWidth()); 44 | lhTable.cury = Mathf.clamp(lhTable.cury, 0, (lhTable.hasParent ? lhTable.parent.getHeight() : Core.graphics.getHeight()) - lhTable.getHeight()); 45 | lhTable.setPosition(lhTable.curx, lhTable.cury); 46 | lhTable.keepInStage(); 47 | lhTable.invalidateHierarchy(); 48 | lhTable.pack(); 49 | if(lastexec != null && lastvarslen != exec.vars.length || exec != lastexec){ 50 | rebuildVars(varsTable); 51 | lastexec = exec; 52 | lastvarslen = exec.vars.length; 53 | } 54 | }); 55 | } 56 | 57 | 58 | } 59 | 60 | 61 | function rebuildVars(tt){ 62 | tt.clear(); 63 | if(exec != null){ 64 | if(split != ""){ 65 | deepSplit(tt, depth); 66 | }else{ 67 | for(let vi = 0; vi < exec.vars.length; vi++){ 68 | let lvar = exec.vars[vi]; 69 | tt.button(lvar.name, textbStyle, () => { 70 | Core.app.setClipboardText(lvar.name); 71 | }).growX().get().getLabel().setAlignment(Align.left); 72 | tt.row(); 73 | } 74 | } 75 | } 76 | } 77 | 78 | function deepSplit(t, d){ 79 | let seq = new Seq(); 80 | exec.vars.forEach(v => { 81 | if(v.constant && v.name.startsWith("___")) return; 82 | seq.add(v.name); 83 | }); 84 | 85 | seq.sort(); 86 | 87 | seq.each(name => { 88 | t.button(String.fromCharCode(Iconc.paste), textbStyle, () => { 89 | Core.app.setClipboardText(name); 90 | }).size(36,24); 91 | 92 | let blocks = name.split(split, d); 93 | for(let bi = 0; bi < Math.min(d, blocks.length); bi++){ 94 | let str = blocks[bi] + (bi == blocks.length - 1 ? "":split); 95 | t.button(str, textbStyle, () => { 96 | Core.app.setClipboardText(str); 97 | }).left().with(c => { 98 | c.getLabel().setWrap(false); 99 | c.getLabelCell().width(Math.min(c.getLabelCell().prefWidth(), 140)); 100 | c.getLabel().setWrap(true); 101 | c.getLabel().setAlignment(Align.left); 102 | }); 103 | } 104 | /* 105 | t.button(name, textbStyle, () => { 106 | Core.app.setClipboardText(name); 107 | }); 108 | */ 109 | t.row(); 110 | }) 111 | } -------------------------------------------------------------------------------- /scripts/ui/Mi2ndow.js: -------------------------------------------------------------------------------- 1 | let currTopmost = null; 2 | let titleStyleNormal, titleStyleSnapped; 3 | /** 4 | * Mi2ndow is a dragable Table that partly works like a window. 5 | * cont is a container for user items. 6 | * rebuildCont() can be set(with js) as a member method, which will be called when rebuild(). 7 | * @author BlackDeluxeCat 8 | */ 9 | module.exports={ 10 | new:function(titleText){ 11 | titleStyleNormal = new Label.LabelStyle(Fonts.def, new Color(0.8,0.9,1,1)); 12 | titleStyleNormal.background = Tex.whiteui.tint(1, 0.1, 0.2, 0.8) 13 | titleStyleSnapped = new Label.LabelStyle(Fonts.def, new Color(0.1,0.6,0.6,1)); 14 | titleStyleSnapped.background = Tex.whiteui.tint(1, 0.1, 0.2, 0.2) 15 | 16 | let table = extend(Table, Styles.black5, { 17 | curx : 0, cury : 0, fromx : 0, fromy : 0, aboveSnap : null, 18 | titleText : null, titleButtons : null, customInfo : "", cont : new Table(), 19 | topmost : false, minimized : false, infoview : false, closable : true, 20 | 21 | rebuild(){ 22 | this.clear(); 23 | this.setupTitle(); 24 | this.row(); 25 | try{ 26 | /** rebuild cont table */ 27 | this.rebuildCont(); 28 | }catch(e){}; 29 | if(!this.minimized) this.add(this.infoview ? 30 | new Table(cons(t => { 31 | t.pane(cons(tt => { 32 | tt.add(String.fromCharCode(Iconc.info) + " " + Core.bundle.format("mi2ndow.customInfoTitle")).pad(4).width(Core.graphics.getWidth() / 3).get().setWrap(true); 33 | tt.row(); 34 | tt.add(this.customInfo).width(Core.graphics.getWidth() / 3).padBottom(8).get().setWrap(true); 35 | tt.row(); 36 | tt.add(String.fromCharCode(Iconc.info) + " " + Core.bundle.format("mi2ndow.uiInfoTitle")).pad(4).width(Core.graphics.getWidth() / 3).get().setWrap(true); 37 | tt.row(); 38 | tt.add("@mi2ndow.uiInfo").width(Core.graphics.getWidth() / 3).get().setWrap(true); 39 | })).maxHeight(200).growX().update(p => { 40 | let e = Core.scene.hit(Core.input.mouseX(), Core.input.mouseY(), true); 41 | if(e != null && e.isDescendantOf(p)){ 42 | p.requestScroll(); 43 | }else if(p.hasScroll()){ 44 | Core.scene.setScrollFocus(null); 45 | } 46 | }); 47 | })) : this.cont).colspan(2); 48 | }, 49 | 50 | setupTitle(){ 51 | let title = new Label(this.titleText); 52 | this.add(title).update(() => { 53 | this.curx = Mathf.clamp(this.curx, 0, (this.hasParent ? this.parent.getWidth() : Core.graphics.getWidth()) - this.getWidth()); 54 | this.cury = Mathf.clamp(this.cury, 0, (this.hasParent ? this.parent.getHeight() : Core.graphics.getHeight()) - this.getHeight()); 55 | if(this.aboveSnap != null){ 56 | this.curx = this.aboveSnap.jsSelf().curx; 57 | this.cury = this.aboveSnap.jsSelf().cury - this.getHeight(); 58 | } 59 | this.setPosition(this.curx, this.cury); 60 | this.keepInStage(); 61 | this.invalidateHierarchy(); 62 | this.pack(); 63 | if(this == currTopmost || this.shouldTopMost()) this.setZIndex(1000); 64 | title.setStyle(this.aboveSnap == null ? titleStyleNormal : titleStyleSnapped); 65 | }).growX().fillY(); 66 | title.name = "Mindow"; 67 | title.setAlignment(Align.center); 68 | title.addListener(extend(InputListener, { 69 | touchDown(event, x, y, pointer, button){ 70 | table.fromx = x; 71 | table.fromy = y; 72 | return true; 73 | }, 74 | touchDragged(event, x, y, pointer){ 75 | let v = table.localToStageCoordinates(Tmp.v1.set(x, y)); 76 | let hit = Core.scene.hit(v.x + title.x, v.y + title.y, false); 77 | if(hit != null && hit.hasParent() && hit.name == "Mindow" && hit != title && hit.parent.jsSelf().aboveSnap != table){ 78 | table.aboveSnap = hit.parent; 79 | }else{ 80 | table.aboveSnap = null; 81 | table.curx = v.x - table.fromx; 82 | table.cury = v.y - table.fromy; 83 | } 84 | } 85 | })); 86 | 87 | this.titleButtons = new Table(); 88 | this.titleButtons.button(String.fromCharCode(Iconc.info), Styles.clearToggleMenut, () => { 89 | this.infoview = !this.infoview; 90 | this.rebuild(); 91 | }).size(24, 24).update(b => { 92 | this.topmost = currTopmost == this; 93 | b.setChecked(this.infoview); 94 | }); 95 | this.titleButtons.button(String.fromCharCode(Iconc.refresh), Styles.cleart, () => { 96 | this.rebuild(); 97 | }).size(24, 24); 98 | this.titleButtons.button(String.fromCharCode(Iconc.lock), Styles.clearToggleMenut, () => { 99 | this.topmost = !this.topmost; 100 | if(this.topmost){ 101 | currTopmost = this; 102 | }else{ 103 | if(currTopmost == this) currTopmost = null; 104 | } 105 | this.rebuild(); 106 | }).size(24, 24).update(b => { 107 | this.topmost = currTopmost == this; 108 | b.setChecked(this.topmost); 109 | }); 110 | this.titleButtons.button("-", Styles.clearToggleMenut, () => { 111 | this.minimized = !this.minimized; 112 | this.rebuild(); 113 | if(this.minimized){ 114 | this.cury += this.cont.getHeight(); 115 | }else{ 116 | this.cury -= this.cont.getHeight(); 117 | } 118 | }).size(24, 24).update(b => { 119 | b.setChecked(this.minimized); 120 | }); 121 | this.titleButtons.button("X", Styles.cleart, () => { 122 | this.setShow(false); 123 | }).size(24, 24).update(b => { 124 | b.setDisabled(!this.closable); 125 | }); 126 | this.add(this.titleButtons); 127 | }, 128 | 129 | /** @return the js-extended-table, not arc.scene.ui.layout.Table */ 130 | jsSelf(){ 131 | return table; 132 | }, 133 | 134 | shouldTopMost(){ 135 | return (this.topmost || (this.aboveSnap !=null && this.aboveSnap.shouldTopMost())); 136 | }, 137 | 138 | /** control Mi2ndow's show. TODO add target parent sooner 139 | * @param state if true, set the parent to Core.scene.root. if false, do this.remove() */ 140 | setShow(state){ 141 | if(state == true){ 142 | Core.scene.add(this); 143 | }else{ 144 | this.remove(); 145 | } 146 | }, 147 | 148 | getShow(){ 149 | if(this.hasParent()) return true; 150 | return false; 151 | } 152 | }); 153 | 154 | 155 | 156 | table.titleText = titleText; 157 | table.margin(4); 158 | table.rebuild(); 159 | 160 | return table; 161 | } 162 | } -------------------------------------------------------------------------------- /scripts/ui/mapinfo.js: -------------------------------------------------------------------------------- 1 | module.exports={ 2 | show:function(){ 3 | Log.info("MI2U_MapInfo"); 4 | 5 | var mapInfoD = extend(BaseDialog, "@mapInfo.MI2U", { 6 | setup(){ 7 | var state = Vars.state; 8 | var control = Vars.control; 9 | var iconMed = Vars.iconMed; 10 | var content = Vars.content; 11 | var world = Vars.world; 12 | 13 | let colorEnable = new Color(1,1,1); 14 | let colorDisable = new Color(1,0.3,0.3,0.8); 15 | 16 | this.cont.clear(); 17 | this.buttons.clear(); 18 | 19 | let trule = new Table(); 20 | this.cont.add(trule); 21 | this.cont.row(); 22 | 23 | let twave = new Table(); 24 | this.cont.add(twave); 25 | this.cont.row(); 26 | 27 | let tmap = new Table(); 28 | let teamPane = new ScrollPane(tmap); 29 | this.cont.add(teamPane); 30 | 31 | this.addCloseButton(); 32 | 33 | /* rules */ 34 | trule.table(cons(t => { 35 | 36 | t.label(() => "" + String.fromCharCode(Iconc.statusBurning)).get().setColor((state.rules.fire?colorEnable:colorDisable)); 37 | t.label(() => "" + String.fromCharCode(Iconc.itemBlastCompound)).get().setColor((state.rules.damageExplosions?colorEnable:colorDisable)); 38 | t.label(() => "" + String.fromCharCode(Iconc.blockThoriumReactor)).get().setColor((state.rules.reactorExplosions?colorEnable:colorDisable)); 39 | t.label(() => "" + String.fromCharCode(Iconc.itemCopper)).get().setColor((state.rules.unitAmmo?colorEnable:colorDisable)); 40 | t.label(() => "" + String.fromCharCode(Iconc.blockMicroProcessor)).get().setColor((state.rules.logicUnitBuild?colorEnable:colorDisable)); 41 | t.row(); 42 | 43 | t.label(() => "" + String.fromCharCode(Iconc.blockIlluminator)).get().setColor((state.rules.lighting?colorEnable:colorDisable)); 44 | t.label(() => "" + String.fromCharCode(Iconc.blockIncinerator)).get().setColor((state.rules.coreIncinerates?colorEnable:colorDisable)); 45 | t.label(() => "" + String.fromCharCode(Iconc.paste)).get().setColor((state.rules.schematicsAllowed?colorEnable:colorDisable)); 46 | t.label(() => "" + String.fromCharCode(Iconc.blockCoreNucleus)).get().setColor((state.rules.coreCapture?colorEnable:colorDisable)); 47 | t.label(() => "" + String.fromCharCode(Iconc.grid)).get().setColor((state.rules.polygonCoreProtection?colorEnable:colorDisable)); 48 | t.row(); 49 | 50 | t.label(() => world != null ? (world.width() + "x" + world.height()):"ohno").colspan(5); 51 | t.row(); 52 | t.label(() => Core.bundle.format("mapInfo.unitCapacity", state.rules.unitCap) + (state.rules.unitCapVariable ? "+" + String.fromCharCode(Iconc.blockCoreShard) : "")).colspan(5); 53 | })); 54 | trule.table(cons(t => { 55 | t.label(() => "@mapInfo.buildingHpMutil").pad(2); 56 | t.label(() => "@mapInfo.buildingDamageMutil").pad(2); 57 | t.label(() => "@mapInfo.unitDamageMutil").pad(2); 58 | t.label(() => "@mapInfo.buildCostMutil").pad(2); 59 | t.label(() => "@mapInfo.buildSpeedMutil").pad(2); 60 | t.label(() => "@mapInfo.buildRefundMutil").pad(2); 61 | t.label(() => "@mapInfo.unitConstructSpeedMutil").pad(2); 62 | t.row(); 63 | 64 | t.label(() => "" + fixNum(state.rules.blockHealthMultiplier, 2)).pad(2); 65 | t.label(() => "" + fixNum(state.rules.blockDamageMultiplier, 2)).pad(2); 66 | t.label(() => "" + fixNum(state.rules.unitDamageMultiplier, 2)).pad(2); 67 | t.label(() => "" + fixNum(state.rules.buildCostMultiplier, 2)).pad(2); 68 | t.label(() => "" + fixNum(state.rules.buildSpeedMultiplier, 2)).pad(2); 69 | t.label(() => "" + fixNum(state.rules.deconstructRefundMultiplier, 2)).pad(2); 70 | t.label(() => "" + fixNum(state.rules.unitBuildSpeedMultiplier, 2)).pad(2); 71 | })); 72 | 73 | /* Stats */ 74 | twave.table(cons(t => { 75 | t.label(() => (control.saves.getCurrent() != null ? ("Time: " + control.saves.getCurrent().getPlayTime() + "\n"):"") + 76 | "Kill: " + state.stats.enemyUnitsDestroyed).pad(5); 77 | t.label(() => "Build: " + state.stats.buildingsBuilt + 78 | "\nDescons: " + state.stats.buildingsDeconstructed + 79 | "\nDestroy: " + state.stats.buildingsDestroyed).pad(5); 80 | })).left(); 81 | twave.row(); 82 | 83 | twave.label(() => Core.bundle.format("mapInfo.wave", state.wave)); 84 | twave.row(); 85 | 86 | twave.table(cons(t => { 87 | t.update(() => { 88 | if(!this.isShown()) return; 89 | t.clear(); 90 | var curInfoWave = state.wave; 91 | 92 | for(let sgi = 0; sgi < state.rules.spawns.size; sgi++){ 93 | let group = state.rules.spawns.get(sgi); 94 | if(group.getSpawned(curInfoWave) > 0){ 95 | t.image(group.type.uiIcon).size(iconMed).scaling(Scaling.fit); 96 | } 97 | } 98 | 99 | t.row(); 100 | 101 | for(let sgi = 0; sgi < state.rules.spawns.size; sgi++){ 102 | let group = state.rules.spawns.get(sgi); 103 | if(group.getSpawned(curInfoWave) > 0){ 104 | let l = t.label(() => "" + group.getSpawned(curInfoWave) + "\n" + group.getShield(curInfoWave)) 105 | .padLeft(2).padRight(2).get(); 106 | l.setAlignment(Align.center); 107 | l.setFontScale(0.9); 108 | } 109 | } 110 | 111 | t.row(); 112 | 113 | for(let sgi = 0; sgi < state.rules.spawns.size; sgi++){ 114 | let group = state.rules.spawns.get(sgi); 115 | if(group.getSpawned(curInfoWave) > 0){ 116 | if(group.effect != null && group.effect != content.getByName(ContentType.status, "none")){ 117 | t.image(group.effect.uiIcon).size(iconMed).scaling(Scaling.fit); 118 | }else{ 119 | t.labelWrap("-"); 120 | } 121 | } 122 | } 123 | 124 | t.row(); 125 | for(let sgi = 0; sgi < state.rules.spawns.size; sgi++){ 126 | let group = state.rules.spawns.get(sgi); 127 | if(group.getSpawned(curInfoWave) > 0){ 128 | if(group.items != null){ 129 | t.image(group.items.item.uiIcon).size(iconMed).scaling(Scaling.fit); 130 | }else{ 131 | t.labelWrap("-"); 132 | } 133 | } 134 | } 135 | t.row(); 136 | for(let sgi = 0; sgi < state.rules.spawns.size; sgi++){ 137 | let group = state.rules.spawns.get(sgi); 138 | if(group.getSpawned(curInfoWave) > 0){ 139 | if(group.items != null){ 140 | let l = t.label(() => "" + group.items.amount) 141 | .padLeft(2).padRight(2).get(); 142 | l.setAlignment(Align.center); 143 | l.setFontScale(0.9); 144 | }else{ 145 | t.labelWrap("-"); 146 | } 147 | } 148 | } 149 | }); 150 | })); 151 | 152 | tmap.add("@mapInfo.team").padLeft(5).padRight(5); 153 | tmap.add("@mapInfo.unitConstructSpeedMutil").padLeft(5).padRight(5); 154 | tmap.add("@mapInfo.unitDamageMutil").padLeft(5).padRight(5); 155 | tmap.add("@mapInfo.buildingHpMutil").padLeft(5).padRight(5); 156 | tmap.add("@mapInfo.buildingDamageMutil").padLeft(5).padRight(5); 157 | tmap.add("@mapInfo.buildSpeedMutil").padLeft(5).padRight(5); 158 | tmap.add("@mapInfo.infAmmo").padLeft(5).padRight(5); 159 | tmap.add("@mapInfo.infRes").padLeft(5).padRight(5); 160 | tmap.add("@mapInfo.cheat").padLeft(5).padRight(5); 161 | tmap.add("@mapInfo.ai").padLeft(5).padRight(5); 162 | for(let ti = 0; ti < state.teams.getActive().size; ti++){ 163 | let teamData = state.teams.getActive().get(ti); 164 | tmap.row(); 165 | let teamRule = state.rules.teams.get(teamData.team); 166 | tmap.add("[#" + teamData.team.color + "]" + teamData.team.localized()); 167 | tmap.add("" + teamRule.unitBuildSpeedMultiplier).color(teamData.team.color); 168 | tmap.add("" + teamRule.unitDamageMultiplier).color(teamData.team.color); 169 | tmap.add("" + teamRule.blockHealthMultiplier).color(teamData.team.color); 170 | tmap.add("" + teamRule.blockDamageMultiplier).color(teamData.team.color); 171 | tmap.add("" + teamRule.buildSpeedMultiplier).color(teamData.team.color); 172 | tmap.add("" + teamRule.infiniteAmmo).color(teamData.team.color); 173 | tmap.add("" + teamRule.infiniteResources).color(teamData.team.color); 174 | tmap.add("" + teamRule.cheat).color(teamData.team.color); 175 | tmap.add("" + (teamRule.ai ? Core.bundle.format("mapInfo.aiAndTier", teamRule.aiTier) + (teamRule.aiCoreSpawn ? "" + Core.bundle.format("mapInfo.aiCoreSpawn") : "") : "")).color(teamData.team.color); 176 | } 177 | } 178 | }); 179 | mapInfoD.setup(); 180 | mapInfoD.show(); 181 | } 182 | } 183 | 184 | function fixNum(numObj, n){ 185 | return (numObj + 0).toFixed(n); 186 | } -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | --------------------------------------------------------------------------------