├── materials
├── grid_overlay.vtex_c
└── range_overlay.vtex_c
├── panorama
├── layout
│ └── custom_game
│ │ ├── selection.xml
│ │ └── building_helper.xml
└── scripts
│ ├── clicks.js
│ ├── selection
│ ├── selection.js
│ └── selection_filter.js
│ └── building_helper.js
├── scripts
├── custom_net_tables.txt
├── vscripts
│ ├── libraries
│ │ ├── modifiers
│ │ │ ├── repair_modifiers.lua
│ │ │ ├── grid_modifiers.lua
│ │ │ ├── modifier_tree_cut.lua
│ │ │ ├── modifier_builder_hidden.lua
│ │ │ ├── modifier_out_of_world.lua
│ │ │ └── modifier_building.lua
│ │ ├── selection.lua
│ │ └── keyvalues.lua
│ ├── repair.lua
│ └── builder.lua
├── npc
│ └── items
│ │ └── item_building_cancel.txt
└── kv
│ └── building_settings.kv
├── README.md
├── particles
└── buildinghelper
│ ├── square_sprite.vpcf
│ ├── square_overlay.vpcf
│ ├── range_overlay.vpcf
│ ├── ghost_model.vpcf
│ └── square_projected.vpcf
└── LICENSE.txt
/materials/grid_overlay.vtex_c:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/MNoya/BuildingHelper/HEAD/materials/grid_overlay.vtex_c
--------------------------------------------------------------------------------
/materials/range_overlay.vtex_c:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/MNoya/BuildingHelper/HEAD/materials/range_overlay.vtex_c
--------------------------------------------------------------------------------
/panorama/layout/custom_game/selection.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
--------------------------------------------------------------------------------
/scripts/custom_net_tables.txt:
--------------------------------------------------------------------------------
1 |
2 | {
3 | custom_net_tables =
4 | [
5 | "builders",
6 | "selection",
7 | "construction_size",
8 | "building_settings",
9 | ]
10 | }
--------------------------------------------------------------------------------
/scripts/vscripts/libraries/modifiers/repair_modifiers.lua:
--------------------------------------------------------------------------------
1 | modifier_repairing = class({}) -- Stackable modifier on the target being repaired
2 | modifier_builder_repairing = class({}) -- Tooltip builder repairing
3 |
4 | function modifier_repairing:IsPurgable() return false end
5 | function modifier_builder_repairing:IsPurgable() return false end
--------------------------------------------------------------------------------
/panorama/layout/custom_game/building_helper.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
9 |
10 |
--------------------------------------------------------------------------------
/scripts/vscripts/libraries/modifiers/grid_modifiers.lua:
--------------------------------------------------------------------------------
1 | modifier_grid_blight = class({})
2 |
3 | function modifier_grid_blight:IsHidden() return true end
4 | function modifier_grid_blight:IsPurgable() return false end
5 | function modifier_grid_blight:GetAttributes() return MODIFIER_ATTRIBUTE_PERMANENT end
6 |
7 | LinkLuaModifier("modifier_grid_blight", "libraries/modifiers/grid_modifiers", LUA_MODIFIER_MOTION_NONE)
--------------------------------------------------------------------------------
/scripts/npc/items/item_building_cancel.txt:
--------------------------------------------------------------------------------
1 | "item_building_cancel"
2 | {
3 | "BaseClass" "item_datadriven"
4 | "AbilityTextureName" "item_cancel"
5 | "AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_NO_TARGET | DOTA_ABILITY_BEHAVIOR_IMMEDIATE | DOTA_ABILITY_BEHAVIOR_IGNORE_CHANNEL | DOTA_ABILITY_BEHAVIOR_IGNORE_PSEUDO_QUEUE"
6 | "AbilityCastPoint" "0"
7 |
8 | "ItemDroppable" "0"
9 | "ItemPurchasable" "0"
10 | "ItemSellable" "0"
11 |
12 | "OnSpellStart"
13 | {
14 | "RunScript"
15 | {
16 | "ScriptFile" "builder.lua"
17 | "Function" "CancelBuilding"
18 | }
19 | }
20 | }
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/scripts/vscripts/libraries/modifiers/modifier_tree_cut.lua:
--------------------------------------------------------------------------------
1 | modifier_tree_cut = class({})
2 |
3 | function modifier_tree_cut:CheckState()
4 | local state = {
5 | [MODIFIER_STATE_NO_UNIT_COLLISION] = true,
6 | [MODIFIER_STATE_NO_TEAM_MOVE_TO] = true,
7 | [MODIFIER_STATE_NO_TEAM_SELECT] = true,
8 | [MODIFIER_STATE_COMMAND_RESTRICTED] = true,
9 | [MODIFIER_STATE_ATTACK_IMMUNE] = true,
10 | [MODIFIER_STATE_INVULNERABLE] = true,
11 | [MODIFIER_STATE_NOT_ON_MINIMAP] = true,
12 | [MODIFIER_STATE_UNSELECTABLE] = true,
13 | [MODIFIER_STATE_NO_HEALTH_BAR] = true,
14 | }
15 | return state
16 | end
17 |
18 | function modifier_tree_cut:IsPurgable() return false end
--------------------------------------------------------------------------------
/scripts/vscripts/libraries/modifiers/modifier_builder_hidden.lua:
--------------------------------------------------------------------------------
1 | modifier_builder_hidden = class({})
2 |
3 | -- Builder can send build orders while inside the building
4 | -- Builder is selectable while inside the building
5 | if IsServer() then
6 | function modifier_builder_hidden:CheckState()
7 | local state = {
8 | [MODIFIER_STATE_NO_UNIT_COLLISION] = true,
9 | [MODIFIER_STATE_INVULNERABLE] = true,
10 | [MODIFIER_STATE_ROOTED] = true,
11 | [MODIFIER_STATE_DISARMED] = true,
12 | [MODIFIER_STATE_NOT_ON_MINIMAP] = true,
13 | [MODIFIER_STATE_NO_HEALTH_BAR] = true,
14 | [MODIFIER_STATE_BLIND] = true,
15 | }
16 |
17 | return state
18 | end
19 | end
20 |
21 | function modifier_builder_hidden:IsHidden()
22 | return true
23 | end
24 |
25 | function modifier_builder_hidden:IsPurgable()
26 | return false
27 | end
--------------------------------------------------------------------------------
/scripts/vscripts/libraries/modifiers/modifier_out_of_world.lua:
--------------------------------------------------------------------------------
1 | modifier_out_of_world = class({})
2 |
3 | if IsServer() then
4 | function modifier_out_of_world:CheckState()
5 | local state = {
6 | [MODIFIER_STATE_OUT_OF_GAME] = self.serverside,
7 | [MODIFIER_STATE_PASSIVES_DISABLED] = true,
8 | [MODIFIER_STATE_PROVIDES_VISION] = false,
9 | [MODIFIER_STATE_NO_UNIT_COLLISION] = true,
10 | [MODIFIER_STATE_NOT_ON_MINIMAP] = true,
11 | [MODIFIER_STATE_NO_HEALTH_BAR] = true,
12 | [MODIFIER_STATE_UNSELECTABLE] = true,
13 | [MODIFIER_STATE_INVULNERABLE] = true,
14 | [MODIFIER_STATE_NO_TEAM_MOVE_TO] = true,
15 | [MODIFIER_STATE_NO_TEAM_SELECT] = true,
16 | [MODIFIER_STATE_STUNNED] = true,
17 | [MODIFIER_STATE_BLIND] = true,
18 | [MODIFIER_STATE_COMMAND_RESTRICTED] = true,
19 | }
20 |
21 | return state
22 | end
23 |
24 | function modifier_out_of_world:OnCreated( params )
25 | local unit = self:GetParent()
26 | self.serverside = params.clientside ~= 1
27 | end
28 |
29 | function modifier_out_of_world:IsPurgable()
30 | return false
31 | end
32 | end
--------------------------------------------------------------------------------
/scripts/vscripts/libraries/modifiers/modifier_building.lua:
--------------------------------------------------------------------------------
1 | modifier_building = class({})
2 |
3 | function modifier_building:OnCreated(event)
4 | self.disable_turning = event.disable_turning == 1 and 1 or 0
5 | self.magic_immune = event.magic_immune == 1
6 | self.deniable = event.deniable == 1
7 | end
8 |
9 | function modifier_building:GetModifierDisableTurning()
10 | return self.disable_turning
11 | end
12 |
13 | function modifier_building:GetModifierIgnoreCastAngle()
14 | return self.disable_turning or 1
15 | end
16 |
17 | function modifier_building:CheckState()
18 | return { [MODIFIER_STATE_MAGIC_IMMUNE] = self.magic_immune or true,
19 | [MODIFIER_STATE_SPECIALLY_DENIABLE] = self.deniable or true,
20 | [MODIFIER_STATE_ROOTED] = true,
21 | [MODIFIER_STATE_LOW_ATTACK_PRIORITY] = true,
22 | [MODIFIER_STATE_NO_UNIT_COLLISION] = true, }
23 | end
24 |
25 | function modifier_building:DeclareFunctions()
26 | return { MODIFIER_PROPERTY_DISABLE_TURNING,
27 | MODIFIER_PROPERTY_IGNORE_CAST_ANGLE,
28 | MODIFIER_PROPERTY_MOVESPEED_LIMIT, }
29 | end
30 |
31 | function modifier_building:GetAttributes()
32 | return MODIFIER_ATTRIBUTE_PERMANENT
33 | end
34 |
35 | function modifier_building:GetModifierMoveSpeed_Limit()
36 | return 0
37 | end
38 |
39 | function modifier_building:IsHidden()
40 | return true
41 | end
42 |
43 | function modifier_building:IsPurgable()
44 | return false
45 | end
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Dota 2 Building Helper
2 |
3 | After months of improvements accomplished in various gamemodes, the library has been refined and its ready for a wonderful year of strategy mods!
4 |
5 | For installation steps and documentation, [head over the wiki](https://github.com/MNoya/BuildingHelper/wiki) and check various of the current implementations of this codebase. There will be updates to the docs and the scripts, so do Watch/Star the repo to get the latest news and progress being done.
6 |
7 | ## Help, Bug Reports and Feature Requests
8 |
9 | We can be reached through various ways:
10 |
11 | * [Create an issue on GitHub](https://github.com/Myll/Dota-2-Building-Helper/issues/new)
12 | * At `irc.gamesurge.net` [#dota2mods & #dota2modhelpdesk](https://kiwiirc.com/client/irc.gamesurge.net/?#dota2mods,#dota2modhelpdesk)
13 | * At [moddota.com](https://moddota.com/forums/), throught the dedicated [Tools subforum](https://moddota.com/forums/categories/tools)
14 |
15 | ## Contributing
16 |
17 | Contributing to this repo is absolutely welcomed. Building Helper's goal is to make Dota 2 a fully compatible platform to create RTS-style and Tower Defense mods. It will take a community effort to achieve this goal.
18 |
19 | If you implement any fix or feature you'd like to see it included in this library, make a pull request or make an issue with the necessary script changes.
20 |
21 | ## Credits
22 |
23 | * [Noya](https://github.com/MNoya), release, updates and maintenance
24 | * [BMD](https://github.com/bmddota), made the encoding grid system and ton of previous work
25 | * [Myll](https://github.com/stephenfournier), original dev
26 | * [Perry](https://github.com/perryvw), contributed to the old scaleform version
27 | * [snipplets](https://github.com/snipplets/), first panorama implementation and queue system
28 |
29 | ## Notes
30 |
31 | If you're a new modder we highly recommend forking a new starter addon using [D2ModKit](https://github.com/Myll/Dota-2-ModKit) program.
32 |
33 | ## License
34 |
35 | Building Helper is licensed under the GNU General Public license. If you use Building Helper in your mod, please state so in your credits.
--------------------------------------------------------------------------------
/particles/buildinghelper/square_sprite.vpcf:
--------------------------------------------------------------------------------
1 |
2 | {
3 | _class = "CParticleSystemDefinition"
4 | m_flCullRadius = -1.000000
5 | m_flConstantRadius = 64.000000
6 | m_nMaxParticles = 4
7 | m_Operators =
8 | [
9 | {
10 | _class = "C_OP_Decay"
11 | m_bDisableOperator = true
12 | },
13 | {
14 | _class = "C_OP_PositionLock"
15 | },
16 | {
17 | _class = "C_OP_RemapCPtoVector"
18 | m_nCPInput = 2
19 | m_nFieldOutput = 6
20 | m_vInputMax =
21 | [
22 | 255.000000,
23 | 255.000000,
24 | 255.000000,
25 | ]
26 | m_vOutputMax =
27 | [
28 | 1.000000,
29 | 1.000000,
30 | 1.000000,
31 | ]
32 | },
33 | ]
34 | m_Renderers =
35 | [
36 | {
37 | _class = "C_OP_RenderSprites"
38 | m_nOrientationType = 2
39 | m_hTexture = resource:"materials/particle/particle_whitebox.vtex"
40 | },
41 | {
42 | _class = "C_OP_RenderProjected"
43 | m_hProjectedMaterial = resource:"materials/particle/particle_whitebox_projected.vmat"
44 | m_bDisableOperator = true
45 | },
46 | ]
47 | m_Initializers =
48 | [
49 | {
50 | _class = "C_INIT_RemapCPtoScalar"
51 | m_nCPInput = 1
52 | m_flInputMax = 128.000000
53 | m_flOutputMax = 128.000000
54 | },
55 | {
56 | _class = "C_INIT_CreateWithinSphere"
57 | },
58 | {
59 | _class = "C_INIT_RandomLifeTime"
60 | m_fLifetimeMin = 1.000000
61 | m_fLifetimeMax = 1.000000
62 | m_bDisableOperator = true
63 | },
64 | {
65 | _class = "C_INIT_RemapCPtoVector"
66 | m_nCPInput = 2
67 | m_nFieldOutput = 6
68 | m_vInputMax =
69 | [
70 | 255.000000,
71 | 255.000000,
72 | 255.000000,
73 | ]
74 | m_vOutputMax =
75 | [
76 | 1.000000,
77 | 1.000000,
78 | 1.000000,
79 | ]
80 | m_bDisableOperator = true
81 | },
82 | {
83 | _class = "C_INIT_PositionPlaceOnGround"
84 | m_flOffset = 5.000000
85 | m_bDisableOperator = true
86 | },
87 | {
88 | _class = "C_INIT_RemapCPtoScalar"
89 | m_nCPInput = 3
90 | m_nFieldOutput = 7
91 | m_flInputMax = 100.000000
92 | },
93 | {
94 | _class = "C_INIT_PositionOffset"
95 | m_OffsetMin =
96 | [
97 | 0.000000,
98 | 0.000000,
99 | 6.000000,
100 | ]
101 | m_OffsetMax =
102 | [
103 | 0.000000,
104 | 0.000000,
105 | 6.000000,
106 | ]
107 | },
108 | ]
109 | m_Emitters =
110 | [
111 | {
112 | _class = "C_OP_InstantaneousEmitter"
113 | m_nParticlesToEmit = 1
114 | },
115 | ]
116 | }
--------------------------------------------------------------------------------
/particles/buildinghelper/square_overlay.vpcf:
--------------------------------------------------------------------------------
1 |
2 | {
3 | _class = "CParticleSystemDefinition"
4 | m_flCullRadius = -1.000000
5 | m_flConstantRadius = 64.000000
6 | m_nMaxParticles = 4
7 | m_Operators =
8 | [
9 | {
10 | _class = "C_OP_Decay"
11 | m_bDisableOperator = true
12 | },
13 | {
14 | _class = "C_OP_PositionLock"
15 | },
16 | {
17 | _class = "C_OP_RemapCPtoVector"
18 | m_nCPInput = 2
19 | m_nFieldOutput = 6
20 | m_vInputMax =
21 | [
22 | 255.000000,
23 | 255.000000,
24 | 255.000000,
25 | ]
26 | m_vOutputMax =
27 | [
28 | 1.000000,
29 | 1.000000,
30 | 1.000000,
31 | ]
32 | },
33 | {
34 | _class = "C_OP_RemapCPtoScalar"
35 | m_nCPInput = 3
36 | m_nFieldOutput = 7
37 | m_flInputMax = 100.000000
38 | },
39 | ]
40 | m_Renderers =
41 | [
42 | {
43 | _class = "C_OP_RenderSprites"
44 | m_nOrientationType = 2
45 | m_hTexture = resource:"materials/grid_overlay.vtex"
46 | },
47 | {
48 | _class = "C_OP_RenderProjected"
49 | m_hProjectedMaterial = resource:"materials/particle/particle_whitebox_projected.vmat"
50 | m_bDisableOperator = true
51 | },
52 | ]
53 | m_Initializers =
54 | [
55 | {
56 | _class = "C_INIT_RemapCPtoScalar"
57 | m_nCPInput = 1
58 | m_flInputMax = 128.000000
59 | m_flOutputMax = 128.000000
60 | },
61 | {
62 | _class = "C_INIT_CreateWithinSphere"
63 | },
64 | {
65 | _class = "C_INIT_RandomLifeTime"
66 | m_fLifetimeMin = 1.000000
67 | m_fLifetimeMax = 1.000000
68 | m_bDisableOperator = true
69 | },
70 | {
71 | _class = "C_INIT_RemapCPtoVector"
72 | m_nCPInput = 2
73 | m_nFieldOutput = 6
74 | m_vInputMax =
75 | [
76 | 255.000000,
77 | 255.000000,
78 | 255.000000,
79 | ]
80 | m_vOutputMax =
81 | [
82 | 1.000000,
83 | 1.000000,
84 | 1.000000,
85 | ]
86 | m_bDisableOperator = true
87 | },
88 | {
89 | _class = "C_INIT_PositionPlaceOnGround"
90 | m_flOffset = 4.000000
91 | m_bDisableOperator = true
92 | },
93 | {
94 | _class = "C_INIT_RemapCPtoScalar"
95 | m_nCPInput = 3
96 | m_nFieldOutput = 7
97 | m_flInputMax = 100.000000
98 | },
99 | {
100 | _class = "C_INIT_PositionOffset"
101 | m_OffsetMin =
102 | [
103 | 0.000000,
104 | 0.000000,
105 | 5.000000,
106 | ]
107 | m_OffsetMax =
108 | [
109 | 0.000000,
110 | 0.000000,
111 | 5.000000,
112 | ]
113 | },
114 | ]
115 | m_Emitters =
116 | [
117 | {
118 | _class = "C_OP_InstantaneousEmitter"
119 | m_nParticlesToEmit = 1
120 | },
121 | ]
122 | }
--------------------------------------------------------------------------------
/particles/buildinghelper/range_overlay.vpcf:
--------------------------------------------------------------------------------
1 |
2 | {
3 | _class = "CParticleSystemDefinition"
4 | m_flCullRadius = -1.000000
5 | m_flConstantRadius = 64.000000
6 | m_nMaxParticles = 4
7 | m_Operators =
8 | [
9 | {
10 | _class = "C_OP_Decay"
11 | m_bDisableOperator = true
12 | },
13 | {
14 | _class = "C_OP_PositionLock"
15 | },
16 | {
17 | _class = "C_OP_RemapCPtoVector"
18 | m_nCPInput = 2
19 | m_nFieldOutput = 6
20 | m_vInputMax =
21 | [
22 | 255.000000,
23 | 255.000000,
24 | 255.000000,
25 | ]
26 | m_vOutputMax =
27 | [
28 | 1.000000,
29 | 1.000000,
30 | 1.000000,
31 | ]
32 | },
33 | {
34 | _class = "C_OP_RemapCPtoScalar"
35 | m_nCPInput = 3
36 | m_nFieldOutput = 7
37 | m_flInputMax = 100.000000
38 | },
39 | ]
40 | m_Renderers =
41 | [
42 | {
43 | _class = "C_OP_RenderSprites"
44 | m_nOrientationType = 2
45 | m_hTexture = resource:"materials/range_overlay.vtex"
46 | },
47 | {
48 | _class = "C_OP_RenderProjected"
49 | m_hProjectedMaterial = resource:"materials/particle/particle_whitebox_projected.vmat"
50 | m_bDisableOperator = true
51 | },
52 | ]
53 | m_Initializers =
54 | [
55 | {
56 | _class = "C_INIT_RemapCPtoScalar"
57 | m_nCPInput = 1
58 | m_flInputMax = 2000.000000
59 | m_flOutputMax = 2000.000000
60 | },
61 | {
62 | _class = "C_INIT_CreateWithinSphere"
63 | },
64 | {
65 | _class = "C_INIT_RandomLifeTime"
66 | m_fLifetimeMin = 1.000000
67 | m_fLifetimeMax = 1.000000
68 | m_bDisableOperator = true
69 | },
70 | {
71 | _class = "C_INIT_RemapCPtoVector"
72 | m_nCPInput = 2
73 | m_nFieldOutput = 6
74 | m_vInputMax =
75 | [
76 | 255.000000,
77 | 255.000000,
78 | 255.000000,
79 | ]
80 | m_vOutputMax =
81 | [
82 | 1.000000,
83 | 1.000000,
84 | 1.000000,
85 | ]
86 | m_bDisableOperator = true
87 | },
88 | {
89 | _class = "C_INIT_PositionPlaceOnGround"
90 | m_flOffset = 4.000000
91 | m_bDisableOperator = true
92 | },
93 | {
94 | _class = "C_INIT_RemapCPtoScalar"
95 | m_nCPInput = 3
96 | m_nFieldOutput = 7
97 | m_flInputMax = 100.000000
98 | },
99 | {
100 | _class = "C_INIT_PositionOffset"
101 | m_OffsetMin =
102 | [
103 | 0.000000,
104 | 0.000000,
105 | 5.000000,
106 | ]
107 | m_OffsetMax =
108 | [
109 | 0.000000,
110 | 0.000000,
111 | 5.000000,
112 | ]
113 | },
114 | ]
115 | m_Emitters =
116 | [
117 | {
118 | _class = "C_OP_InstantaneousEmitter"
119 | m_nParticlesToEmit = 1
120 | },
121 | ]
122 | }
--------------------------------------------------------------------------------
/panorama/scripts/clicks.js:
--------------------------------------------------------------------------------
1 | "use strict"
2 | var right_click_repair = CustomNetTables.GetTableValue("building_settings", "right_click_repair").value;
3 |
4 | function GetMouseTarget()
5 | {
6 | var mouseEntities = GameUI.FindScreenEntities( GameUI.GetCursorPosition() )
7 | var localHeroIndex = Players.GetPlayerHeroEntityIndex( Players.GetLocalPlayer() )
8 |
9 | for ( var e of mouseEntities )
10 | {
11 | if ( !e.accurateCollision )
12 | continue
13 | return e.entityIndex
14 | }
15 |
16 | for ( var e of mouseEntities )
17 | {
18 | return e.entityIndex
19 | }
20 |
21 | return 0
22 | }
23 |
24 | // Handle Right Button events
25 | function OnRightButtonPressed()
26 | {
27 | var iPlayerID = Players.GetLocalPlayer()
28 | var selectedEntities = Players.GetSelectedEntities( iPlayerID )
29 | var mainSelected = Players.GetLocalPlayerPortraitUnit()
30 | var targetIndex = GetMouseTarget()
31 | var pressedShift = GameUI.IsShiftDown()
32 |
33 | // Builder Right Click
34 | if ( IsBuilder( mainSelected ) )
35 | {
36 | // Cancel BH
37 | if (!pressedShift) SendCancelCommand()
38 |
39 | // Repair rightclick
40 | if (right_click_repair && IsCustomBuilding(targetIndex) && Entities.GetHealthPercent(targetIndex) < 100 && IsAlliedUnit(targetIndex, mainSelected)) {
41 | GameEvents.SendCustomGameEventToServer( "building_helper_repair_command", {targetIndex: targetIndex, queue: pressedShift})
42 | return true
43 | }
44 | }
45 |
46 | return false
47 | }
48 |
49 | // Handle Left Button events
50 | function OnLeftButtonPressed() {
51 | return false
52 | }
53 |
54 | function IsCustomBuilding(entIndex) {
55 | return (Entities.GetAbilityByName( entIndex, "ability_building") != -1)
56 | }
57 |
58 | function IsBuilder(entIndex) {
59 | var tableValue = CustomNetTables.GetTableValue( "builders", entIndex.toString())
60 | return (tableValue !== undefined) && (tableValue.IsBuilder == 1)
61 | }
62 |
63 | function IsAlliedUnit(entIndex, targetIndex) {
64 | return (Entities.GetTeamNumber(entIndex) == Entities.GetTeamNumber(targetIndex))
65 | }
66 |
67 | // Main mouse event callback
68 | GameUI.SetMouseCallback( function( eventName, arg ) {
69 | var CONSUME_EVENT = true
70 | var CONTINUE_PROCESSING_EVENT = false
71 | var LEFT_CLICK = (arg === 0)
72 | var RIGHT_CLICK = (arg === 1)
73 |
74 | if ( GameUI.GetClickBehaviors() !== CLICK_BEHAVIORS.DOTA_CLICK_BEHAVIOR_NONE )
75 | return CONTINUE_PROCESSING_EVENT
76 |
77 | var mainSelected = Players.GetLocalPlayerPortraitUnit()
78 |
79 | if ( eventName === "pressed" || eventName === "doublepressed")
80 | {
81 | // Builder Clicks
82 | if (IsBuilder(mainSelected))
83 | if (LEFT_CLICK)
84 | return (state == "active") ? SendBuildCommand() : OnLeftButtonPressed()
85 | else if (RIGHT_CLICK)
86 | return OnRightButtonPressed()
87 |
88 | if (LEFT_CLICK)
89 | return OnLeftButtonPressed()
90 | else if (RIGHT_CLICK)
91 | return OnRightButtonPressed()
92 |
93 | }
94 | return CONTINUE_PROCESSING_EVENT
95 | } )
--------------------------------------------------------------------------------
/scripts/kv/building_settings.kv:
--------------------------------------------------------------------------------
1 | "BH_Settings"
2 | {
3 | // Particle settings
4 | "GRID_ALPHA" "30" //Defines the transparency of the base green/red squares in Panorama
5 | "ALT_GRID_ALPHA" "90" //Defines the transparency of the alt grid white/red squares in Panorama
6 | "ALT_GRID_SQUARES" "4" //Defines how many small squares to create to each side of the building construction size
7 | "RANGE_OVERLAY_ALPHA" "30" //Defines the transparency of the range overlay showed when placing a building with attack capabilities
8 | "MODEL_ALPHA" "100" //Defines the transparency of both the ghost model in Panorama and Building Placed in Lua
9 | "RECOLOR_GHOST_MODEL" "false" //Recolor the ghost model green when valid or just default color
10 | "RED_MODEL_WHEN_INVALID" "true" //Recolor red when ghosting over an invalid position
11 | "RECOLOR_BUILDING_PLACED" "true" //Recolor green the queue of buildings placed in Lua
12 | "PERMANENT_ALT_GRID" "false"
13 |
14 | // Does this game have tree cutting methods and allows for building on them?
15 | "UPDATE_TREES" "true"
16 |
17 | // Percentage health that buildings should start at
18 | "INITIAL_HEALTH_FACTOR" "0.1"
19 |
20 | // Percentage health at which buildings should play their FireEffect
21 | "FIRE_EFFECT_FACTOR" "0.5"
22 |
23 | // Min Height buildings are able to be placed, leave it empty for none. If a value is defined, all building placements strictly below this number will be invalid
24 | "HEIGHT_RESTRICTION" ""
25 |
26 | // Should buildings be immune to magic damage? Should also be careful with healing abilities targeting them.
27 | "MAGIC_IMMUNE_BUILDINGS" "true"
28 |
29 | // Should buildings be deniable from 100% HP?
30 | "DENIABLE_BUILDINGS" "true"
31 |
32 | // Should we disable building turnrate by default? Defining a "DisableTurning" kv on the unit will still override the global setting
33 | "DISABLE_BUILDING_TURNING" "true"
34 |
35 | // Path of the builder callbacks, can be changed to somewhere else within vscripts
36 | "BUILD_PATH" "builder"
37 |
38 | // Should we try to tie allied building rightclick to a "RepairAbility" usage ?
39 | "RIGHT_CLICK_REPAIR" "true"
40 |
41 | // Path of the repair callbacks, can be changed to somewhere else within vscripts
42 | "REPAIR_PATH" "repair"
43 |
44 | // The following can be overriden in each ability KV if different ratios are necessary
45 | "REPAIR_SETTINGS"
46 | {
47 | "RepairCostRatio" "0.35" //Resource cost needed to heal the buildings HP based on the original cost
48 | "RepairTimeRatio" "1.5" //Time needed to heal the buildings HP based on the original time
49 |
50 | // Powerbuild is applied for every extra builder working on the same building
51 | "PowerbuildCost" "0.15" //Cost Ratio = RepairCostRatio + PowerbuildCost*(Builders-1)
52 | "PowerbuildRate" "0.6" //Time Ratio = RepairTimeRatio * PowerbuildRate^(Builders-1)
53 | }
54 |
55 | // Turn this off to hide the console print messages
56 | "TESTING" "true"
57 | }
--------------------------------------------------------------------------------
/particles/buildinghelper/ghost_model.vpcf:
--------------------------------------------------------------------------------
1 |
2 | {
3 | _class = "CParticleSystemDefinition"
4 | m_bShouldHitboxesFallbackToRenderBounds = false
5 | m_nMaxParticles = 1
6 | m_flConstantRadius = 1.000000
7 | m_ConstantColor =
8 | [
9 | 0,
10 | 0,
11 | 0,
12 | 255,
13 | ]
14 | m_nConstantSequenceNumber1 = 18
15 | m_bShouldSort = false
16 | m_Renderers =
17 | [
18 | {
19 | _class = "C_OP_RenderModels"
20 | m_nManualFrameField = 18
21 | m_nSubModelField = 19
22 | m_nBodyGroupField = 19
23 | m_bManualAnimFrame = true
24 | m_bOrientZ = true
25 | m_nSkin = 1
26 | m_nModelCP = 1
27 | m_ModelList =
28 | [
29 | {
30 | m_model = resource:"models/heroes/storm_spirit/storm_spirit.vmdl"
31 | },
32 | ]
33 | m_nLOD = 1
34 | },
35 | ]
36 | m_Operators =
37 | [
38 | {
39 | _class = "C_OP_Orient2DRelToCP"
40 | m_nFieldOutput = 12
41 | m_flRotOffset = 90.000000
42 | m_flOpStartFadeOutTime = 0.100000
43 | m_flOpEndFadeOutTime = 0.100000
44 | m_bDisableOperator = true
45 | },
46 | {
47 | _class = "C_OP_RemapCPtoScalar"
48 | m_flOutputMax = 10.100000
49 | m_flInputMax = 10.000000
50 | m_nCPInput = 2
51 | m_nField = 1
52 | m_bDisableOperator = true
53 | },
54 | {
55 | _class = "C_OP_SequenceFromModel"
56 | m_flOpEndFadeOutTime = 0.250000
57 | m_flOpStartFadeOutTime = 0.250000
58 | m_flOutputMax = 1000.000000
59 | m_nFieldOutput = 13
60 | m_flInputMax = 1000.000000
61 | m_nControlPointNumber = 1
62 | },
63 | {
64 | _class = "C_OP_EndCapTimedDecay"
65 | },
66 | {
67 | _class = "C_OP_RampScalarLinearSimple"
68 | m_flEndTime = 0.500000
69 | m_Rate = 30.000000
70 | m_nField = 18
71 | },
72 | {
73 | _class = "C_OP_RemapCPtoVector"
74 | m_nCPInput = 2
75 | m_nFieldOutput = 6
76 | m_vInputMax =
77 | [
78 | 255.000000,
79 | 255.000000,
80 | 255.000000,
81 | ]
82 | m_vOutputMax =
83 | [
84 | 1.000000,
85 | 1.000000,
86 | 1.000000,
87 | ]
88 | },
89 | {
90 | _class = "C_OP_PositionLock"
91 | },
92 | ]
93 | m_Initializers =
94 | [
95 | {
96 | _class = "C_INIT_RemapInitialCPDirectionToRotation"
97 | m_nCP = 1
98 | m_nFieldOutput = 12
99 | m_flOffsetRot = 90.000000
100 | },
101 | {
102 | _class = "C_INIT_RandomLifeTime"
103 | m_fLifetimeMin = 1.000000
104 | m_fLifetimeMax = 1.000000
105 | },
106 | {
107 | _class = "C_INIT_CreateWithinSphere"
108 | },
109 | {
110 | _class = "C_INIT_PositionOffset"
111 | m_OffsetMin =
112 | [
113 | 2.000000,
114 | 0.000000,
115 | 0.000000,
116 | ]
117 | m_OffsetMax =
118 | [
119 | 2.000000,
120 | 0.000000,
121 | 0.000000,
122 | ]
123 | m_bLocalCoords = true
124 | },
125 | {
126 | _class = "C_INIT_RandomAlphaWindowThreshold"
127 | m_flMin = 18.000000
128 | m_flMax = 18.000000
129 | },
130 | {
131 | _class = "C_INIT_RemapCPtoScalar"
132 | m_nCPInput = 3
133 | m_nFieldOutput = 7
134 | m_flInputMax = 100.000000
135 | },
136 | {
137 | _class = "C_INIT_RemapCPtoScalar"
138 | m_nCPInput = 4
139 | m_flInputMax = 1000.000000
140 | m_flOutputMax = 1000.000000
141 | },
142 | ]
143 | m_Emitters =
144 | [
145 | {
146 | _class = "C_OP_InstantaneousEmitter"
147 | m_nParticlesToEmit = 1
148 | },
149 | ]
150 | m_flCullRadius = -1.000000
151 | }
--------------------------------------------------------------------------------
/panorama/scripts/selection/selection.js:
--------------------------------------------------------------------------------
1 | "use strict";
2 |
3 | var skip = false
4 |
5 | // Recieves a list of entities to replace the current selection
6 | function Selection_New(msg)
7 | {
8 | var entities = msg.entities
9 | //$.Msg("Selection_New ", entities)
10 | for (var i in entities) {
11 | if (i==1)
12 | GameUI.SelectUnit(entities[i], false) //New
13 | else
14 | GameUI.SelectUnit(entities[i], true) //Add
15 | };
16 | OnUpdateSelectedUnit()
17 | }
18 |
19 | // Recieves a list of entities to add to the current selection
20 | function Selection_Add(msg)
21 | {
22 | var entities = msg.entities
23 | //$.Msg("Selection_Add ", entities)
24 | for (var i in entities) {
25 | GameUI.SelectUnit(entities[i], true)
26 | };
27 | OnUpdateSelectedUnit()
28 | }
29 |
30 | // Removes a list of entities from the current selection
31 | function Selection_Remove(msg)
32 | {
33 | var remove_entities = msg.entities
34 | //$.Msg("Selection_Remove ", remove_entities)
35 | var selected_entities = GetSelectedEntities();
36 | for (var i in remove_entities) {
37 | var index = selected_entities.indexOf(remove_entities[i])
38 | if (index > -1)
39 | selected_entities.splice(index, 1)
40 | };
41 |
42 | if (selected_entities.length == 0)
43 | {
44 | Selection_Reset()
45 | return
46 | }
47 |
48 | for (var i in selected_entities) {
49 | if (i==0)
50 | GameUI.SelectUnit(selected_entities[i], false) //New
51 | else
52 | GameUI.SelectUnit(selected_entities[i], true) //Add
53 | };
54 | OnUpdateSelectedUnit()
55 | }
56 |
57 | // Fall back to the default selection
58 | function Selection_Reset(msg)
59 | {
60 | var playerID = Players.GetLocalPlayer()
61 | var heroIndex = Players.GetPlayerHeroEntityIndex(playerID)
62 | GameUI.SelectUnit(heroIndex, false)
63 | OnUpdateSelectedUnit()
64 | }
65 |
66 | // Filter & Sending
67 | function OnUpdateSelectedUnit()
68 | {
69 | //$.Msg( "OnUpdateSelectedUnit ", Players.GetLocalPlayerPortraitUnit() );
70 | if (skip == true){
71 | skip = false;
72 | return
73 | }
74 |
75 | // Skips units from the selected group
76 | SelectionFilter(GetSelectedEntities())
77 |
78 | $.Schedule(0.03, SendSelectedEntities);
79 | }
80 |
81 | // Updates the list of selected entities on server for this player
82 | function SendSelectedEntities() {
83 | GameEvents.SendCustomGameEventToServer("selection_update", {entities: GetSelectedEntities()})
84 | }
85 |
86 | // Local player shortcut
87 | function GetSelectedEntities() {
88 | return Players.GetSelectedEntities(Players.GetLocalPlayer());
89 | }
90 |
91 | // Returns an index of an override defined on lua with npcHandle:SetSelectionOverride(reselect_unit)
92 | function GetSelectionOverride(entityIndex) {
93 | var table = CustomNetTables.GetTableValue("selection", entityIndex)
94 | return table ? table.entity : -1
95 | }
96 |
97 | function OnUpdateQueryUnit()
98 | {
99 | //$.Msg( "OnUpdateQueryUnit ", Players.GetQueryUnit(Players.GetLocalPlayer()));
100 | }
101 |
102 | (function () {
103 | // Custom event listeners
104 | GameEvents.Subscribe( "selection_new", Selection_New);
105 | GameEvents.Subscribe( "selection_add", Selection_Add);
106 | GameEvents.Subscribe( "selection_remove", Selection_Remove);
107 | GameEvents.Subscribe( "selection_reset", Selection_Reset);
108 |
109 | // Built-In Dota client events
110 | GameEvents.Subscribe( "dota_player_update_selected_unit", OnUpdateSelectedUnit );
111 | GameEvents.Subscribe( "dota_player_update_query_unit", OnUpdateQueryUnit );
112 | })();
--------------------------------------------------------------------------------
/scripts/vscripts/repair.lua:
--------------------------------------------------------------------------------
1 | --------------------------------
2 | -- Repair Scripts --
3 | --------------------------------
4 |
5 | function Repair(event)
6 | local caster = event.caster
7 | local target = event.target
8 |
9 | BuildingHelper:AddRepairToQueue(caster, target, false)
10 | end
11 |
12 | -- Right before starting to move towards the target
13 | function BuildingHelper:OnPreRepair(builder, target)
14 | -- Custom repair target rules
15 | local bValidRepair = target:GetClassname() == "npc_dota_creature" and IsCustomBuilding(target) and target:GetHealthPercent() < 100
16 |
17 | -- Return false to stop the repair process
18 | return bValidRepair
19 | end
20 |
21 | -- As soon as the builder reaches the building
22 | function BuildingHelper:OnRepairStarted(builder, building)
23 | self:print("OnRepairStarted "..builder:GetUnitName().." "..builder:GetEntityIndex().." -> "..building:GetUnitName().." "..building:GetEntityIndex())
24 |
25 | local repair_ability = self:GetRepairAbility(builder)
26 | if repair_ability and repair_ability:GetToggleState() == false then
27 | repair_ability:ToggleAbility() -- Fake toggle the ability
28 | end
29 |
30 | builder:StartGesture(ACT_DOTA_ATTACK)
31 | builder.repair_animation_timer = Timers:CreateTimer(function()
32 | if builder.state == "repairing" then
33 | builder:StartGesture(ACT_DOTA_ATTACK)
34 | end
35 | return 1
36 | end)
37 | end
38 |
39 | function BuildingHelper:OnRepairTick(building, hpGain, costFactor)
40 | local playerID = building:GetPlayerOwnerID()
41 | local goldCost = building:GetKeyValue("GoldCost")
42 | local buildTime = building:GetKeyValue("BuildTime")
43 | building.GoldAdjustment = building.GoldAdjustment or 0
44 | building.gold_used = 0
45 |
46 | -- Keep adding the floating point values every tick
47 | local pct_healed = hpGain / building:GetMaxHealth()
48 | local gold_tick = pct_healed * goldCost * costFactor
49 | local gold_float = gold_tick - math.floor(gold_tick)
50 | gold_tick = math.floor(gold_tick)
51 |
52 | if PlayerResource:GetGold(playerID) >= gold_tick then
53 | building.GoldAdjustment = building.GoldAdjustment + gold_float
54 | if building.GoldAdjustment > 1 then
55 | PlayerResource:ModifyGold(playerID, -gold_tick, false, 0)
56 | building.GoldAdjustment = building.GoldAdjustment - 1
57 | building.gold_used = building.gold_used + gold_tick + 1
58 | else
59 | PlayerResource:ModifyGold(playerID, -gold_tick, false, 0)
60 | building.gold_used = building.gold_used + gold_tick
61 | end
62 | else
63 | building.gold_used = nil
64 | return false -- cancels the repair on all builders
65 | end
66 | end
67 |
68 | -- After an ongoing move-to-building or repair process is cancelled
69 | function BuildingHelper:OnRepairCancelled(builder, building)
70 | self:print("OnRepairCancelled "..builder:GetUnitName().." "..builder:GetEntityIndex().." -> "..building:GetUnitName().." "..building:GetEntityIndex())
71 |
72 | if builder.repair_animation_timer then
73 | builder:RemoveGesture(ACT_DOTA_ATTACK)
74 | Timers:RemoveTimer(builder.repair_animation_timer)
75 | end
76 | end
77 |
78 | -- After a building is fully constructed via repair ("RequiresRepair" buildings), or is fully repaired
79 | function BuildingHelper:OnRepairFinished(builder, building)
80 | self:print("OnRepairFinished "..builder:GetUnitName().." "..builder:GetEntityIndex().." -> "..building:GetUnitName().." "..building:GetEntityIndex())
81 |
82 | if builder.repair_animation_timer then
83 | builder:RemoveGesture(ACT_DOTA_ATTACK)
84 | Timers:RemoveTimer(builder.repair_animation_timer)
85 | end
86 | end
--------------------------------------------------------------------------------
/panorama/scripts/selection/selection_filter.js:
--------------------------------------------------------------------------------
1 | // Defines scripts to set selection redirects
2 |
3 | var DESELECT_BUILDINGS = false; // Get only the units when units&buildings are on the same list
4 | var SELECT_ONLY_BUILDINGS = false; // Get only the buildings when units&buildings are on the same list
5 | var DISPLAY_RANGE_PARTICLE = false; // Uses the main selected entity to update a particle showing attack range
6 | var rangedParticle
7 |
8 | function SelectionFilter( entityList ) {
9 |
10 | if (DESELECT_BUILDINGS) {
11 | if (entityList.length > 1 && IsMixedBuildingSelectionGroup(entityList) ){
12 | $.Schedule(1/60, DeselectBuildings)
13 | }
14 | }
15 |
16 | else if (SELECT_ONLY_BUILDINGS) {
17 | if (entityList.length > 1 && IsMixedBuildingSelectionGroup(entityList) ){
18 | $.Schedule(1/60, SelectOnlyBuildings)
19 | }
20 | }
21 |
22 | if (DISPLAY_RANGE_PARTICLE) {
23 | var mainSelected = Players.GetLocalPlayerPortraitUnit();
24 |
25 | // Remove old particle
26 | if (rangedParticle)
27 | Particles.DestroyParticleEffect(rangedParticle, true)
28 |
29 | // Create range display on the selected ranged attacker
30 | if (IsCustomBuilding(mainSelected) && Entities.HasAttackCapability(mainSelected))
31 | {
32 | var range = Entities.GetAttackRange(mainSelected)
33 | rangedParticle = Particles.CreateParticle("particles/ui_mouseactions/range_display.vpcf", ParticleAttachment_t.PATTACH_CUSTOMORIGIN, mainSelected)
34 | var position = Entities.GetAbsOrigin(mainSelected)
35 | position[2] = 380 //Offset
36 | Particles.SetParticleControl(rangedParticle, 0, position)
37 | Particles.SetParticleControl(rangedParticle, 1, [range, 0, 0])
38 | }
39 | }
40 |
41 | for (var i = 0; i < entityList.length; i++) {
42 | var overrideEntityIndex = GetSelectionOverride(entityList[i])
43 | if (overrideEntityIndex != -1) {
44 | GameUI.SelectUnit(overrideEntityIndex, false);
45 | }
46 | };
47 | }
48 |
49 | function DeselectBuildings() {
50 | var iPlayerID = Players.GetLocalPlayer();
51 | var selectedEntities = Players.GetSelectedEntities( iPlayerID );
52 |
53 | skip = true;
54 | var first = FirstNonBuildingEntityFromSelection(selectedEntities)
55 | GameUI.SelectUnit(first, false); // Overrides the selection group
56 |
57 | for (var unit of selectedEntities) {
58 | skip = true; // Makes it skip an update
59 | if (!IsCustomBuilding(unit) && unit != first){
60 | GameUI.SelectUnit(unit, true);
61 | }
62 | }
63 | }
64 |
65 | function FirstNonBuildingEntityFromSelection( entityList ){
66 | for (var i = 0; i < entityList.length; i++) {
67 | if (!IsCustomBuilding(entityList[i])){
68 | return entityList[i]
69 | }
70 | }
71 | return 0
72 | }
73 |
74 | function GetFirstUnitFromSelectionSkipUnit ( entityList, entIndex ) {
75 | for (var i = 0; i < entityList.length; i++) {
76 | if ((entityList[i]) != entIndex){
77 | return entityList[i]
78 | }
79 | }
80 | return 0
81 | }
82 |
83 | // Returns whether the selection group contains both buildings and non-building units
84 | function IsMixedBuildingSelectionGroup ( entityList ) {
85 | var buildings = 0
86 | var nonBuildings = 0
87 | for (var i = 0; i < entityList.length; i++) {
88 | if (IsCustomBuilding(entityList[i])){
89 | buildings++
90 | }
91 | else {
92 | nonBuildings++
93 | }
94 | }
95 | return (buildings>0 && nonBuildings>0)
96 | }
97 |
98 | function SelectOnlyBuildings() {
99 | var iPlayerID = Players.GetLocalPlayer();
100 | var selectedEntities = Players.GetSelectedEntities( iPlayerID );
101 |
102 | skip = true;
103 | var first = FirstBuildingEntityFromSelection(selectedEntities)
104 | GameUI.SelectUnit(first, false); // Overrides the selection group
105 |
106 | for (var unit of selectedEntities) {
107 | skip = true; // Makes it skip an update
108 | if (IsCustomBuilding(unit) && unit != first){
109 | GameUI.SelectUnit(unit, true);
110 | }
111 | }
112 | }
113 |
114 | function FirstBuildingEntityFromSelection( entityList ){
115 | for (var i = 0; i < entityList.length; i++) {
116 | if (IsCustomBuilding(entityList[i])){
117 | return entityList[i]
118 | }
119 | }
120 | return 0
121 | }
122 |
123 | function IsCustomBuilding( entityIndex ){
124 | var ability_building = Entities.GetAbilityByName( entityIndex, "ability_building")
125 | var ability_tower = Entities.GetAbilityByName( entityIndex, "ability_tower")
126 | return (ability_building != -1 || ability_tower != -1)
127 | }
128 |
129 | function IsMechanical( entityIndex ) {
130 | var ability_siege = Entities.GetAbilityByName( entityIndex, "ability_siege")
131 | return (ability_siege != -1)
132 | }
133 |
134 | function IsCityCenter( entityIndex ){
135 | return (Entities.GetUnitLabel( entityIndex ) == "city_center")
136 | }
137 |
--------------------------------------------------------------------------------
/scripts/vscripts/builder.lua:
--------------------------------------------------------------------------------
1 | -- A build ability is used (not yet confirmed)
2 | function Build( event )
3 | local caster = event.caster
4 | local ability = event.ability
5 | local ability_name = ability:GetAbilityName()
6 | local building_name = ability:GetAbilityKeyValues()['UnitName']
7 | local gold_cost = ability:GetGoldCost(1)
8 | local hero = caster:IsRealHero() and caster or caster:GetOwner()
9 | local playerID = hero:GetPlayerID()
10 |
11 | -- If the ability has an AbilityGoldCost, it's impossible to not have enough gold the first time it's cast
12 | -- Always refund the gold here, as the building hasn't been placed yet
13 | hero:ModifyGold(gold_cost, false, 0)
14 |
15 | -- Makes a building dummy and starts panorama ghosting
16 | BuildingHelper:AddBuilding(event)
17 |
18 | -- Additional checks to confirm a valid building position can be performed here
19 | event:OnPreConstruction(function(vPos)
20 |
21 | -- Check for minimum height if defined
22 | if not BuildingHelper:MeetsHeightCondition(vPos) then
23 | BuildingHelper:print("Failed placement of " .. building_name .." - Placement is below the min height required")
24 | SendErrorMessage(playerID, "#error_invalid_build_position")
25 | return false
26 | end
27 |
28 | -- If not enough resources to queue, stop
29 | if PlayerResource:GetGold(playerID) < gold_cost then
30 | BuildingHelper:print("Failed placement of " .. building_name .." - Not enough gold!")
31 | SendErrorMessage(playerID, "#error_not_enough_gold")
32 | return false
33 | end
34 |
35 | return true
36 | end)
37 |
38 | -- Position for a building was confirmed and valid
39 | event:OnBuildingPosChosen(function(vPos)
40 | -- Spend resources
41 | hero:ModifyGold(-gold_cost, false, 0)
42 |
43 | -- Play a sound
44 | EmitSoundOnClient("DOTA_Item.ObserverWard.Activate", PlayerResource:GetPlayer(playerID))
45 | end)
46 |
47 | -- The construction failed and was never confirmed due to the gridnav being blocked in the attempted area
48 | event:OnConstructionFailed(function()
49 | local playerTable = BuildingHelper:GetPlayerTable(playerID)
50 | local building_name = playerTable.activeBuilding
51 |
52 | BuildingHelper:print("Failed placement of " .. building_name)
53 | end)
54 |
55 | -- Cancelled due to ClearQueue
56 | event:OnConstructionCancelled(function(work)
57 | local building_name = work.name
58 | BuildingHelper:print("Cancelled construction of " .. building_name)
59 |
60 | -- Refund resources for this cancelled work
61 | if work.refund then
62 | hero:ModifyGold(gold_cost, false, 0)
63 | end
64 | end)
65 |
66 | -- A building unit was created
67 | event:OnConstructionStarted(function(unit)
68 | BuildingHelper:print("Started construction of " .. unit:GetUnitName() .. " " .. unit:GetEntityIndex())
69 | -- Play construction sound
70 |
71 | -- If it's an item-ability and has charges, remove a charge or remove the item if no charges left
72 | if ability.GetCurrentCharges and not ability:IsPermanent() then
73 | local charges = ability:GetCurrentCharges()
74 | charges = charges-1
75 | if charges == 0 then
76 | ability:RemoveSelf()
77 | else
78 | ability:SetCurrentCharges(charges)
79 | end
80 | end
81 |
82 | -- Units can't attack while building
83 | unit.original_attack = unit:GetAttackCapability()
84 | unit:SetAttackCapability(DOTA_UNIT_CAP_NO_ATTACK)
85 |
86 | -- Give item to cancel
87 | unit.item_building_cancel = CreateItem("item_building_cancel", hero, hero)
88 | if unit.item_building_cancel then
89 | unit:AddItem(unit.item_building_cancel)
90 | unit.gold_cost = gold_cost
91 | end
92 |
93 | -- FindClearSpace for the builder
94 | FindClearSpaceForUnit(caster, caster:GetAbsOrigin(), true)
95 | caster:AddNewModifier(caster, nil, "modifier_phased", {duration=0.03})
96 |
97 | -- Remove invulnerability on npc_dota_building baseclass
98 | unit:RemoveModifierByName("modifier_invulnerable")
99 | end)
100 |
101 | -- A building finished construction
102 | event:OnConstructionCompleted(function(unit)
103 | BuildingHelper:print("Completed construction of " .. unit:GetUnitName() .. " " .. unit:GetEntityIndex())
104 |
105 | -- Play construction complete sound
106 |
107 | -- Remove the item
108 | if unit.item_building_cancel then
109 | UTIL_Remove(unit.item_building_cancel)
110 | end
111 |
112 | -- Give the unit their original attack capability
113 | unit:SetAttackCapability(unit.original_attack)
114 |
115 | end)
116 |
117 | -- These callbacks will only fire when the state between below half health/above half health changes.
118 | -- i.e. it won't fire multiple times unnecessarily.
119 | event:OnBelowHalfHealth(function(unit)
120 | BuildingHelper:print(unit:GetUnitName() .. " is below half health.")
121 | end)
122 |
123 | event:OnAboveHalfHealth(function(unit)
124 | BuildingHelper:print(unit:GetUnitName().. " is above half health.")
125 | end)
126 | end
127 |
128 | -- Called when the Cancel ability-item is used
129 | function CancelBuilding( keys )
130 | local building = keys.unit
131 | local hero = building:GetOwner()
132 | local playerID = building:GetPlayerOwnerID()
133 |
134 | BuildingHelper:print("CancelBuilding "..building:GetUnitName().." "..building:GetEntityIndex())
135 |
136 | -- Refund here
137 | if building.gold_cost then
138 | hero:ModifyGold(building.gold_cost, false, 0)
139 | end
140 |
141 | -- Eject builder
142 | local builder = building.builder_inside
143 | if builder then
144 | BuildingHelper:ShowBuilder(builder)
145 | end
146 |
147 | building:ForceKill(true) --This will call RemoveBuilding
148 | end
149 |
150 | -- Requires notifications library from bmddota/barebones
151 | function SendErrorMessage( pID, string )
152 | Notifications:ClearBottom(pID)
153 | Notifications:Bottom(pID, {text=string, style={color='#E62020'}, duration=2})
154 | EmitSoundOnClient("General.Cancel", PlayerResource:GetPlayer(pID))
155 | end
156 |
--------------------------------------------------------------------------------
/scripts/vscripts/libraries/selection.lua:
--------------------------------------------------------------------------------
1 | SELECTION_VERSION = "1.00"
2 |
3 | --[[
4 | Lua-controlled Selection Library by Noya
5 |
6 | Installation:
7 | - "require" this file inside your code in order to add the new API functions to the PlayerResource global
8 | - Additionally, ensure your game scripts custom_net_tables.txt has a "selection" entry
9 | - Finally, ensure that you have the following files correctly added and included in your panorama content folder
10 | selection.xml, and include line on custom_ui_manifest.xml, on layout/custom_game/ folder
11 | selection folder containing selection.js and selection_filter.js, on /scripts/ folder
12 |
13 | Usage:
14 | - Functions with unit_args can recieve an Entity Index, a NPC Handle, or a table of each type.
15 | - Functions with unit can recieve an Entity Index or NPC Handle
16 |
17 | * Create a new selection for the player
18 | PlayerResource:NewSelection(playerID, unit_args)
19 |
20 | * Add units to the current selection of the player
21 | PlayerResource:AddToSelection(playerID, unit_args)
22 |
23 | * Remove units by index from the player selection group
24 | PlayerResource:RemoveFromSelection(playerID, unit_args)
25 |
26 | * Returns the list of units by entity index that are selected by the player
27 | PlayerResource:GetSelectedEntities(playerID)
28 |
29 | * Deselect everything, selecting the main hero (which can be redirected to another entity)
30 | PlayerResource:ResetSelection(playerID)
31 |
32 | * Get the index of the first selected unit of the player
33 | PlayerResource:GetMainSelectedEntity(playerID)
34 |
35 | * Check if a unit is selected or not by a player, returns bool
36 | PlayerResource:IsUnitSelected(playerID, unit_args)
37 |
38 | * Force a refresh of the current selection on all players, useful after abilities are removed
39 | PlayerResource:RefreshSelection()
40 |
41 | * Redirects the selection of the main hero to another entity of choice
42 | PlayerResource:SetDefaultSelectionEntity(playerID, unit)
43 |
44 | * Redirects the selection of any entity to another entity of choice
45 | hero:SetSelectionOverride(unit)
46 |
47 | * Use -1 to reset to default
48 | PlayerResource:SetDefaultSelectionEntity(playerID, -1)
49 | hero:SetSelectionOverride(-1)
50 |
51 | Notes:
52 | - Enemy units that you don't control can't be added to the selection group of a player
53 | - This library requires "libraries/timers.lua" to be present in your vscripts directory.
54 |
55 | --]]
56 |
57 | function CDOTA_PlayerResource:NewSelection(playerID, unit_args)
58 | local player = self:GetPlayer(playerID)
59 | if player then
60 | local entities = Selection:GetEntIndexListFromTable(unit_args)
61 | CustomGameEventManager:Send_ServerToPlayer(player, "selection_new", {entities = entities})
62 | end
63 | end
64 |
65 | function CDOTA_PlayerResource:AddToSelection(playerID, unit_args)
66 | local player = self:GetPlayer(playerID)
67 | if player then
68 | local entities = Selection:GetEntIndexListFromTable(unit_args)
69 | CustomGameEventManager:Send_ServerToPlayer(player, "selection_add", {entities = entities})
70 | end
71 | end
72 |
73 | function CDOTA_PlayerResource:RemoveFromSelection(playerID, unit_args)
74 | local player = self:GetPlayer(playerID)
75 | if player then
76 | local entities = Selection:GetEntIndexListFromTable(unit_args)
77 | CustomGameEventManager:Send_ServerToPlayer(player, "selection_remove", {entities = entities})
78 | end
79 | end
80 |
81 | function CDOTA_PlayerResource:ResetSelection(playerID)
82 | local player = self:GetPlayer(playerID)
83 | if player then
84 | CustomGameEventManager:Send_ServerToPlayer(player, "selection_reset", {})
85 | end
86 | end
87 |
88 | function CDOTA_PlayerResource:GetSelectedEntities(playerID)
89 | return Selection.entities[playerID] or {}
90 | end
91 |
92 | function CDOTA_PlayerResource:GetMainSelectedEntity(playerID)
93 | local selectedEntities = self:GetSelectedEntities(playerID)
94 | return selectedEntities and selectedEntities["0"]
95 | end
96 |
97 | function CDOTA_PlayerResource:IsUnitSelected(playerID, unit)
98 | if not unit then return false end
99 | local entIndex = type(unit)=="number" and unit or IsValidEntity(unit) and unit:GetEntityIndex()
100 | if not entIndex then return false end
101 |
102 | local selectedEntities = self:GetSelectedEntities(playerID)
103 | for _,v in pairs(selectedEntities) do
104 | if v==entIndex then
105 | return true
106 | end
107 | end
108 | return false
109 | end
110 |
111 | function CDOTA_PlayerResource:RefreshSelection()
112 | Timers:CreateTimer(0.03, function()
113 | FireGameEvent("dota_player_update_selected_unit", {})
114 | end)
115 | end
116 |
117 | function CDOTA_PlayerResource:SetDefaultSelectionEntity(playerID, unit)
118 | if not unit then unit = -1 end
119 | local entIndex = type(unit)=="number" and unit or unit:GetEntityIndex()
120 | local hero = self:GetSelectedHeroEntity(playerID)
121 | if hero then
122 | hero:SetSelectionOverride(unit)
123 | end
124 | end
125 |
126 | function CDOTA_BaseNPC:SetSelectionOverride(reselect_unit)
127 | local unit = self
128 | local reselectIndex = type(reselect_unit)=="number" and reselect_unit or reselect_unit:GetEntityIndex()
129 |
130 | CustomNetTables:SetTableValue("selection", tostring(unit:GetEntityIndex()), {entity = reselectIndex})
131 | end
132 |
133 | ------------------------------------------------------------------------
134 | -- Internal
135 | ------------------------------------------------------------------------
136 |
137 | require('libraries/timers')
138 |
139 | if not Selection then
140 | Selection = class({})
141 | end
142 |
143 | function Selection:Init()
144 | Selection.entities = {} --Stores the selected entities of each playerID
145 | CustomGameEventManager:RegisterListener("selection_update", Dynamic_Wrap(Selection, 'OnUpdate'))
146 | end
147 |
148 | function Selection:OnUpdate(event)
149 | local playerID = event.PlayerID
150 | Selection.entities[playerID] = event.entities
151 | end
152 |
153 | -- Internal function to build an entity index list out of various inputs
154 | function Selection:GetEntIndexListFromTable(unit_args)
155 | local entities = {}
156 | if type(unit_args)=="number" then
157 | table.insert(entities, unit_args) -- Entity Index
158 | -- Check contents of the table
159 | elseif type(unit_args)=="table" then
160 | if unit_args.IsCreature then
161 | table.insert(entities, unit_args:GetEntityIndex()) -- NPC Handle
162 | else
163 | for _,arg in pairs(unit_args) do
164 | -- Table of entity index values
165 | if type(arg)=="number" then
166 | table.insert(entities, arg)
167 | -- Table of npc handles
168 | elseif type(arg)=="table" then
169 | if arg.IsCreature then
170 | table.insert(entities, arg:GetEntityIndex())
171 | end
172 | end
173 | end
174 | end
175 | end
176 | return entities
177 | end
178 |
179 | if not Selection.entities then Selection:Init() end
--------------------------------------------------------------------------------
/scripts/vscripts/libraries/keyvalues.lua:
--------------------------------------------------------------------------------
1 | KEYVALUES_VERSION = "1.00"
2 |
3 | -- Change to false to skip loading the base files
4 | LOAD_BASE_FILES = false
5 |
6 | --[[
7 | Simple Lua KeyValues library
8 | Author: Martin Noya // github.com/MNoya
9 |
10 | Installation:
11 | - require this file inside your code
12 |
13 | Usage:
14 | - Your npc custom files will be validated on require, error will occur if one is missing or has faulty syntax.
15 | - This allows to safely grab key-value definitions in npc custom abilities/items/units/heroes
16 |
17 | "some_custom_entry"
18 | {
19 | "CustomName" "Barbarian"
20 | "CustomKey" "1"
21 | "CustomStat" "100 200"
22 | }
23 |
24 | With a handle:
25 | handle:GetKeyValue() -- returns the whole table based on the handles baseclass
26 | handle:GetKeyValue("CustomName") -- returns "Barbarian"
27 | handle:GetKeyValue("CustomKey") -- returns 1 (number)
28 | handle:GetKeyValue("CustomStat") -- returns "100 200" (string)
29 | handle:GetKeyValue("CustomStat", 2) -- returns 200 (number)
30 |
31 | Same results with strings:
32 | GetKeyValue("some_custom_entry")
33 | GetKeyValue("some_custom_entry", "CustomName")
34 | GetKeyValue("some_custom_entry", "CustomStat")
35 | GetKeyValue("some_custom_entry", "CustomStat", 2)
36 |
37 | - Ability Special value grabbing:
38 |
39 | "some_custom_ability"
40 | {
41 | "AbilitySpecial"
42 | {
43 | "01"
44 | {
45 | "var_type" "FIELD_INTEGER"
46 | "some_key" "-3 -4 -5"
47 | }
48 | }
49 | }
50 |
51 | With a handle:
52 | ability:GetAbilitySpecial("some_key") -- returns based on the level of the ability/item
53 |
54 | With string:
55 | GetAbilitySpecial("some_custom_ability", "some_key") -- returns "-3 -4 -5" (string)
56 | GetAbilitySpecial("some_custom_ability", "some_key", 2) -- returns -4 (number)
57 |
58 | Notes:
59 | - In case a key can't be matched, the returned value will be nil
60 | - Don't identify your custom units/heroes with the same name or it will only grab one of them.
61 | ]]
62 |
63 | if not KeyValues then
64 | KeyValues = {}
65 | end
66 |
67 | local split = function(inputstr, sep)
68 | if sep == nil then sep = "%s" end
69 | local t={} ; i=1
70 | for str in string.gmatch(inputstr, "([^"..sep.."]+)") do
71 | t[i] = str
72 | i = i + 1
73 | end
74 | return t
75 | end
76 |
77 | -- Load all the necessary key value files
78 | function LoadGameKeyValues()
79 | local scriptPath ="scripts/npc/"
80 | local override = LoadKeyValues(scriptPath.."npc_abilities_override.txt")
81 | local files = { AbilityKV = {base="npc_abilities",custom="npc_abilities_custom"},
82 | ItemKV = {base="items",custom="npc_items_custom"},
83 | UnitKV = {base="npc_units",custom="npc_units_custom"},
84 | HeroKV = {base="npc_heroes",custom="npc_heroes_custom"}
85 | }
86 |
87 | -- Load and validate the files
88 | for k,v in pairs(files) do
89 | local file = {}
90 | if LOAD_BASE_FILES then
91 | file = LoadKeyValues(scriptPath..v.base..".txt")
92 | end
93 |
94 | -- Replace main game keys by any match on the override file
95 | for k,v in pairs(override) do
96 | if file[k] then
97 | file[k] = v
98 | end
99 | end
100 |
101 | local custom_file = LoadKeyValues(scriptPath..v.custom..".txt")
102 | if custom_file then
103 | for k,v in pairs(custom_file) do
104 | file[k] = v
105 | end
106 | else
107 | print("[KeyValues] Critical Error on "..v.custom..".txt")
108 | return
109 | end
110 |
111 | GameRules[k] = file --backwards compatibility
112 | KeyValues[k] = file
113 | end
114 |
115 | -- Merge All KVs
116 | KeyValues.All = {}
117 | for name,path in pairs(files) do
118 | for key,value in pairs(KeyValues[name]) do
119 | if not KeyValues.All[key] then
120 | KeyValues.All[key] = value
121 | end
122 | end
123 | end
124 |
125 | -- Merge units and heroes (due to them sharing the same class CDOTA_BaseNPC)
126 | for key,value in pairs(KeyValues.HeroKV) do
127 | if not KeyValues.UnitKV[key] then
128 | KeyValues.UnitKV[key] = value
129 | else
130 | if type(KeyValues.All[key]) == "table" then
131 | print("[KeyValues] Warning: Duplicated unit/hero entry for "..key)
132 | end
133 | end
134 | end
135 | end
136 |
137 | -- Works for heroes and units on the same table due to merging both tables on game init
138 | function CDOTA_BaseNPC:GetKeyValue(key, level)
139 | if level then return GetUnitKV(self:GetUnitName(), key, level)
140 | else return GetUnitKV(self:GetUnitName(), key) end
141 | end
142 |
143 | -- Dynamic version of CDOTABaseAbility:GetAbilityKeyValues()
144 | function CDOTABaseAbility:GetKeyValue(key, level)
145 | if level then return GetAbilityKV(self:GetAbilityName(), key, level)
146 | else return GetAbilityKV(self:GetAbilityName(), key) end
147 | end
148 |
149 | -- Item version
150 | function CDOTA_Item:GetKeyValue(key, level)
151 | if level then return GetItemKV(self:GetAbilityName(), key, level)
152 | else return GetItemKV(self:GetAbilityName(), key) end
153 | end
154 |
155 | function CDOTABaseAbility:GetAbilitySpecial(key)
156 | return GetAbilitySpecial(self:GetAbilityName(), key, self:GetLevel())
157 | end
158 |
159 | -- Global functions
160 | -- Key is optional, returns the whole table by omission
161 | -- Level is optional, returns the whole value by omission
162 | function GetKeyValue(name, key, level, tbl)
163 | local t = tbl or KeyValues.All[name]
164 | if key and t then
165 | if t[key] and level then
166 | local s = split(t[key])
167 | if s[level] then return tonumber(s[level]) or s[level] -- Try to cast to number
168 | else return tonumber(s[#s]) or s[#s] end
169 | else return t[key] end
170 | else return t end
171 | end
172 |
173 | function GetUnitKV(unitName, key, level)
174 | return GetKeyValue(unitName, key, level, KeyValues.UnitKV[unitName])
175 | end
176 |
177 | function GetAbilityKV(abilityName, key, level)
178 | return GetKeyValue(abilityName, key, level, KeyValues.AbilityKV[abilityName])
179 | end
180 |
181 | function GetItemKV(itemName, key, level)
182 | return GetKeyValue(itemName, key, level, KeyValues.ItemKV[itemName])
183 | end
184 |
185 | function GetAbilitySpecial(name, key, level)
186 | local t = KeyValues.All[name]
187 | if key and t then
188 | local tspecial = t["AbilitySpecial"]
189 | if tspecial then
190 | -- Find the key we are looking for
191 | for _,values in pairs(tspecial) do
192 | if values[key] then
193 | if not level then return values[key]
194 | else
195 | local s = split(values[key])
196 | if s[level] then return tonumber(s[level]) -- If we match the level, return that one
197 | else return tonumber(s[#s]) end -- Otherwise, return the max
198 | end
199 | break
200 | end
201 | end
202 | end
203 | else return t end
204 | end
205 |
206 | if not KeyValues.All then LoadGameKeyValues() end
--------------------------------------------------------------------------------
/particles/buildinghelper/square_projected.vpcf:
--------------------------------------------------------------------------------
1 |
2 | CParticleSystemDefinition CParticleSystemDefinition_0
3 | {
4 | int m_nInitialParticles = 0
5 | float(3) m_BoundingBoxMin = ( -10.000000, -10.000000, -10.000000 )
6 | float(3) m_BoundingBoxMax = ( 10.000000, 10.000000, 10.000000 )
7 | int m_nSnapshotControlPoint = 0
8 | string m_pszSnapshotName = ""
9 | string m_pszTargetLayerID = ""
10 | string m_hReferenceReplacement = ""
11 | string m_pszCullReplacementName = ""
12 | float m_flCullRadius = -1.000000
13 | float m_flCullFillCost = 1.000000
14 | int m_nCullControlPoint = 0
15 | float m_flMaxRecreationTime = 0.000000
16 | string m_hFallback = ""
17 | int m_nFallbackMaxCount = -1
18 | string m_hLowViolenceDef = ""
19 | uint(4) m_ConstantColor = ( 255, 255, 255, 255 )
20 | float(3) m_ConstantNormal = ( 0.000000, 0.000000, 1.000000 )
21 | float m_flConstantRadius = 64.000000
22 | float m_flConstantRotation = 0.000000
23 | float m_flConstantRotationSpeed = 0.000000
24 | float m_flConstantLifespan = 1.000000
25 | int m_nConstantSequenceNumber = 0
26 | int m_nConstantSequenceNumber1 = 0
27 | int m_nGroupID = 0
28 | float m_flMaximumTimeStep = 0.100000
29 | float m_flMaximumSimTime = 0.000000
30 | float m_flMinimumSimTime = 0.000000
31 | float m_flMinimumTimeStep = 0.000000
32 | int m_nMinimumFrames = 0
33 | int m_nMinCPULevel = 0
34 | int m_nMinGPULevel = 0
35 | bool m_bViewModelEffect = false
36 | bool m_bScreenSpaceEffect = false
37 | float m_flMaxDrawDistance = 100000.000000
38 | float m_flStartFadeDistance = 200000.000000
39 | float m_flNoDrawTimeToGoToSleep = 8.000000
40 | int m_nMaxParticles = 4
41 | int m_nSkipRenderControlPoint = -1
42 | int m_nAllowRenderControlPoint = -1
43 | int m_nAggregationMinAvailableParticles = 0
44 | float m_flAggregateRadius = 0.000000
45 | float m_flStopSimulationAfterTime = 1000000000.000000
46 | float(3) m_vControlPoint1DefaultOffsetRelativeToControlPoint0 = ( 0.000000, 0.000000, 0.000000 )
47 | string m_Name = ""
48 | ParticleChildrenInfo_t[] m_Children =
49 | [
50 |
51 | ]
52 | bool m_bShouldSort = true
53 | bool m_bShouldBatch = false
54 | float m_flDepthSortBias = 0.000000
55 | bool m_bShouldHitboxesFallbackToRenderBounds = true
56 | CParticleOperatorInstance*[] m_Operators =
57 | [
58 | &C_OP_Decay_0,
59 | &C_OP_PositionLock_0,
60 | &C_OP_RemapCPtoVector_0
61 | ]
62 | CParticleOperatorInstance*[] m_Renderers =
63 | [
64 | &C_OP_RenderSprites_0,
65 | &C_OP_RenderProjected_0
66 | ]
67 | CParticleOperatorInstance*[] m_Initializers =
68 | [
69 | &C_INIT_RemapCPtoScalar_0,
70 | &C_INIT_CreateWithinSphere_0,
71 | &C_INIT_RandomLifeTime_0,
72 | &C_INIT_RemapCPtoVector_0,
73 | &C_INIT_PositionPlaceOnGround_0,
74 | &C_INIT_RemapCPtoScalar_6
75 | ]
76 | CParticleOperatorInstance*[] m_Emitters =
77 | [
78 | &C_OP_InstantaneousEmitter_0
79 | ]
80 | CParticleOperatorInstance*[] m_ForceGenerators =
81 | [
82 |
83 | ]
84 | CParticleOperatorInstance*[] m_Constraints =
85 | [
86 |
87 | ]
88 | }
89 |
90 | C_OP_Decay C_OP_Decay_0
91 | {
92 | float m_flOpStartFadeInTime = 0.000000
93 | float m_flOpEndFadeInTime = 0.000000
94 | float m_flOpStartFadeOutTime = 0.000000
95 | float m_flOpEndFadeOutTime = 0.000000
96 | float m_flOpFadeOscillatePeriod = 0.000000
97 | float m_flOpTimeOffsetMin = 0.000000
98 | float m_flOpTimeOffsetMax = 0.000000
99 | int m_nOpTimeOffsetSeed = 0
100 | int m_nOpStrengthScaleSeed = 0
101 | float m_flOpStrengthMinScale = 1.000000
102 | float m_flOpStrengthMaxScale = 1.000000
103 | int m_nOpTimeScaleSeed = 0
104 | float m_flOpTimeScaleMin = 1.000000
105 | float m_flOpTimeScaleMax = 1.000000
106 | bool m_bDisableOperator = true
107 | int m_nOpEndCapState = -1
108 | int m_nOpScaleCP = -1
109 | string m_Notes = ""
110 | }
111 |
112 | C_OP_PositionLock C_OP_PositionLock_0
113 | {
114 | int m_nControlPointNumber = 0
115 | float m_flStartTime_min = 1.000000
116 | float m_flStartTime_max = 1.000000
117 | float m_flStartTime_exp = 1.000000
118 | float m_flEndTime_min = 1.000000
119 | float m_flEndTime_max = 1.000000
120 | float m_flEndTime_exp = 1.000000
121 | float m_flRange = 0.000000
122 | float m_flJumpThreshold = 512.000000
123 | float m_flPrevPosScale = 1.000000
124 | bool m_bLockRot = false
125 | float m_flOpStartFadeInTime = 0.000000
126 | float m_flOpEndFadeInTime = 0.000000
127 | float m_flOpStartFadeOutTime = 0.000000
128 | float m_flOpEndFadeOutTime = 0.000000
129 | float m_flOpFadeOscillatePeriod = 0.000000
130 | float m_flOpTimeOffsetMin = 0.000000
131 | float m_flOpTimeOffsetMax = 0.000000
132 | int m_nOpTimeOffsetSeed = 0
133 | int m_nOpStrengthScaleSeed = 0
134 | float m_flOpStrengthMinScale = 1.000000
135 | float m_flOpStrengthMaxScale = 1.000000
136 | int m_nOpTimeScaleSeed = 0
137 | float m_flOpTimeScaleMin = 1.000000
138 | float m_flOpTimeScaleMax = 1.000000
139 | bool m_bDisableOperator = false
140 | int m_nOpEndCapState = -1
141 | int m_nOpScaleCP = -1
142 | string m_Notes = ""
143 | }
144 |
145 | C_OP_RemapCPtoVector C_OP_RemapCPtoVector_0
146 | {
147 | int m_nCPInput = 2
148 | int m_nFieldOutput = 6
149 | int m_nLocalSpaceCP = -1
150 | float(3) m_vInputMin = ( 0.000000, 0.000000, 0.000000 )
151 | float(3) m_vInputMax = ( 255.000000, 255.000000, 255.000000 )
152 | float(3) m_vOutputMin = ( 0.000000, 0.000000, 0.000000 )
153 | float(3) m_vOutputMax = ( 1.000000, 1.000000, 1.000000 )
154 | float m_flStartTime = -1.000000
155 | float m_flEndTime = -1.000000
156 | float m_flInterpRate = 0.000000
157 | bool m_bScaleInitialRange = false
158 | bool m_bScaleCurrent = false
159 | bool m_bOffset = false
160 | bool m_bAccelerate = false
161 | float m_flOpStartFadeInTime = 0.000000
162 | float m_flOpEndFadeInTime = 0.000000
163 | float m_flOpStartFadeOutTime = 0.000000
164 | float m_flOpEndFadeOutTime = 0.000000
165 | float m_flOpFadeOscillatePeriod = 0.000000
166 | float m_flOpTimeOffsetMin = 0.000000
167 | float m_flOpTimeOffsetMax = 0.000000
168 | int m_nOpTimeOffsetSeed = 0
169 | int m_nOpStrengthScaleSeed = 0
170 | float m_flOpStrengthMinScale = 1.000000
171 | float m_flOpStrengthMaxScale = 1.000000
172 | int m_nOpTimeScaleSeed = 0
173 | float m_flOpTimeScaleMin = 1.000000
174 | float m_flOpTimeScaleMax = 1.000000
175 | bool m_bDisableOperator = false
176 | int m_nOpEndCapState = -1
177 | int m_nOpScaleCP = -1
178 | string m_Notes = ""
179 | }
180 |
181 | C_OP_RenderSprites C_OP_RenderSprites_0
182 | {
183 | int m_nSequenceOverride = -1
184 | int m_nOrientationType = 2
185 | int m_nOrientationControlPoint = -1
186 | float m_flMinSize = 0.000000
187 | float m_flMaxSize = 5000.000000
188 | float m_flStartFadeSize = 100000000.000000
189 | float m_flEndFadeSize = 200000000.000000
190 | float m_flStartFadeDot = 1.000000
191 | float m_flEndFadeDot = 2.000000
192 | float m_flDepthBias = 0.000000
193 | float m_flFinalTextureScaleU = 1.000000
194 | float m_flFinalTextureScaleV = 1.000000
195 | float m_flFinalTextureOffsetU = 0.000000
196 | float m_flFinalTextureOffsetV = 0.000000
197 | float m_flCenterXOffset = 0.000000
198 | float m_flCenterYOffset = 0.000000
199 | float m_flZoomAmount0 = 1.000000
200 | float m_flZoomAmount1 = 1.000000
201 | bool m_bDistanceAlpha = false
202 | bool m_bSoftEdges = false
203 | float m_flEdgeSoftnessStart = 0.600000
204 | float m_flEdgeSoftnessEnd = 0.500000
205 | bool m_bOutline = false
206 | uint(4) m_OutlineColor = ( 255, 255, 255, 255 )
207 | int m_nOutlineAlpha = 255
208 | float m_flOutlineStart0 = 0.500000
209 | float m_flOutlineStart1 = 0.600000
210 | float m_flOutlineEnd0 = 0.700000
211 | float m_flOutlineEnd1 = 0.800000
212 | float m_flAnimationRate = 0.100000
213 | bool m_bFitCycleToLifetime = false
214 | bool m_bAnimateInFPS = false
215 | bool m_bPerVertexLighting = false
216 | float m_flSelfIllumAmount = 0.000000
217 | float m_flDiffuseAmount = 1.000000
218 | float m_flSourceAlphaValueToMapToZero = 0.000000
219 | float m_flSourceAlphaValueToMapToOne = 1.000000
220 | bool m_bGammaCorrectVertexColors = true
221 | bool m_bSaturateColorPreAlphaBlend = true
222 | symbol m_nSequenceCombineMode = 0
223 | float m_flAnimationRate2 = 0.000000
224 | float m_flSequence0RGBWeight = 0.500000
225 | float m_flSequence0AlphaWeight = 0.500000
226 | float m_flSequence1RGBWeight = 0.500000
227 | float m_flSequence1AlphaWeight = 0.500000
228 | float m_flAddSelfAmount = 0.000000
229 | bool m_bAdditive = false
230 | bool m_bMod2X = false
231 | bool m_bMaxLuminanceBlendingSequence0 = false
232 | bool m_bMaxLuminanceBlendingSequence1 = false
233 | bool m_bRefract = false
234 | float m_flRefractAmount = 1.000000
235 | int m_nRefractBlurRadius = 0
236 | symbol m_nRefractBlurType = 0
237 | string m_stencilTestID = ""
238 | string m_stencilWriteID = ""
239 | bool m_bWriteStencilOnDepthPass = true
240 | bool m_bWriteStencilOnDepthFail = false
241 | bool m_bReverseZBuffering = false
242 | bool m_bDisableZBuffering = false
243 | bool m_bParticleFeathering = false
244 | float m_flFeatheringMinDist = 0.000000
245 | float m_flFeatheringMaxDist = 15.000000
246 | float m_flOverbrightFactor = 1.000000
247 | string m_hTexture = "materials/particle/particle_whitebox.vtex"
248 | CParticleVisibilityInputs VisibilityInputs = CParticleVisibilityInputs
249 | {
250 | float m_flCameraBias = 0.000000
251 | float m_flInputMin = 0.000000
252 | float m_flInputMax = 0.000000
253 | float m_flAlphaScaleMin = 0.000000
254 | float m_flAlphaScaleMax = 1.000000
255 | float m_flRadiusScaleMin = 1.000000
256 | float m_flRadiusScaleMax = 1.000000
257 | float m_flRadiusScaleFOVBase = 0.000000
258 | float m_flProxyRadius = 1.000000
259 | float m_flDistanceInputMin = 0.000000
260 | float m_flDistanceInputMax = 0.000000
261 | float m_flDotInputMin = 0.000000
262 | float m_flDotInputMax = 0.000000
263 | float m_flNoPixelVisibilityFallback = 1.000000
264 | int m_nCPin = -1
265 | }
266 | float m_flOpStartFadeInTime = 0.000000
267 | float m_flOpEndFadeInTime = 0.000000
268 | float m_flOpStartFadeOutTime = 0.000000
269 | float m_flOpEndFadeOutTime = 0.000000
270 | float m_flOpFadeOscillatePeriod = 0.000000
271 | float m_flOpTimeOffsetMin = 0.000000
272 | float m_flOpTimeOffsetMax = 0.000000
273 | int m_nOpTimeOffsetSeed = 0
274 | int m_nOpStrengthScaleSeed = 0
275 | float m_flOpStrengthMinScale = 1.000000
276 | float m_flOpStrengthMaxScale = 1.000000
277 | int m_nOpTimeScaleSeed = 0
278 | float m_flOpTimeScaleMin = 1.000000
279 | float m_flOpTimeScaleMax = 1.000000
280 | bool m_bDisableOperator = true
281 | int m_nOpEndCapState = -1
282 | int m_nOpScaleCP = -1
283 | string m_Notes = ""
284 | }
285 |
286 | C_OP_RenderProjected C_OP_RenderProjected_0
287 | {
288 | bool m_bProjectCharacter = false
289 | bool m_bProjectWorld = true
290 | bool m_bProjectWater = true
291 | string m_hProjectedMaterial = "materials/particle/particle_whitebox_projected.vmat"
292 | CParticleVisibilityInputs VisibilityInputs = CParticleVisibilityInputs
293 | {
294 | float m_flCameraBias = 0.000000
295 | float m_flInputMin = 0.000000
296 | float m_flInputMax = 0.000000
297 | float m_flAlphaScaleMin = 0.000000
298 | float m_flAlphaScaleMax = 1.000000
299 | float m_flRadiusScaleMin = 1.000000
300 | float m_flRadiusScaleMax = 1.000000
301 | float m_flRadiusScaleFOVBase = 0.000000
302 | float m_flProxyRadius = 1.000000
303 | float m_flDistanceInputMin = 0.000000
304 | float m_flDistanceInputMax = 0.000000
305 | float m_flDotInputMin = 0.000000
306 | float m_flDotInputMax = 0.000000
307 | float m_flNoPixelVisibilityFallback = 1.000000
308 | int m_nCPin = -1
309 | }
310 | float m_flOpStartFadeInTime = 0.000000
311 | float m_flOpEndFadeInTime = 0.000000
312 | float m_flOpStartFadeOutTime = 0.000000
313 | float m_flOpEndFadeOutTime = 0.000000
314 | float m_flOpFadeOscillatePeriod = 0.000000
315 | float m_flOpTimeOffsetMin = 0.000000
316 | float m_flOpTimeOffsetMax = 0.000000
317 | int m_nOpTimeOffsetSeed = 0
318 | int m_nOpStrengthScaleSeed = 0
319 | float m_flOpStrengthMinScale = 1.000000
320 | float m_flOpStrengthMaxScale = 1.000000
321 | int m_nOpTimeScaleSeed = 0
322 | float m_flOpTimeScaleMin = 1.000000
323 | float m_flOpTimeScaleMax = 1.000000
324 | bool m_bDisableOperator = false
325 | int m_nOpEndCapState = -1
326 | int m_nOpScaleCP = -1
327 | string m_Notes = ""
328 | }
329 |
330 | C_INIT_RemapCPtoScalar C_INIT_RemapCPtoScalar_0
331 | {
332 | int m_nCPInput = 1
333 | int m_nFieldOutput = 3
334 | int m_nField = 0
335 | float m_flInputMin = 0.000000
336 | float m_flInputMax = 128.000000
337 | float m_flOutputMin = 0.000000
338 | float m_flOutputMax = 128.000000
339 | float m_flStartTime = -1.000000
340 | float m_flEndTime = -1.000000
341 | bool m_bScaleInitialRange = false
342 | bool m_bRunForParentApplyKillList = true
343 | float m_flOpStartFadeInTime = 0.000000
344 | float m_flOpEndFadeInTime = 0.000000
345 | float m_flOpStartFadeOutTime = 0.000000
346 | float m_flOpEndFadeOutTime = 0.000000
347 | float m_flOpFadeOscillatePeriod = 0.000000
348 | float m_flOpTimeOffsetMin = 0.000000
349 | float m_flOpTimeOffsetMax = 0.000000
350 | int m_nOpTimeOffsetSeed = 0
351 | int m_nOpStrengthScaleSeed = 0
352 | float m_flOpStrengthMinScale = 1.000000
353 | float m_flOpStrengthMaxScale = 1.000000
354 | int m_nOpTimeScaleSeed = 0
355 | float m_flOpTimeScaleMin = 1.000000
356 | float m_flOpTimeScaleMax = 1.000000
357 | bool m_bDisableOperator = false
358 | int m_nOpEndCapState = -1
359 | int m_nOpScaleCP = -1
360 | string m_Notes = ""
361 | }
362 |
363 | C_INIT_CreateWithinSphere C_INIT_CreateWithinSphere_0
364 | {
365 | float m_fRadiusMin = 0.000000
366 | float m_fRadiusMax = 0.000000
367 | float(3) m_vecDistanceBias = ( 1.000000, 1.000000, 1.000000 )
368 | float(3) m_vecDistanceBiasAbs = ( 0.000000, 0.000000, 0.000000 )
369 | int m_nControlPointNumber = 0
370 | int m_nScaleCP = -1
371 | float m_fSpeedMin = 0.000000
372 | float m_fSpeedMax = 0.000000
373 | float m_fSpeedRandExp = 1.000000
374 | bool m_bLocalCoords = false
375 | bool m_bUseHighestEndCP = false
376 | float m_flEndCPGrowthTime = 0.000000
377 | float(3) m_LocalCoordinateSystemSpeedMin = ( 0.000000, 0.000000, 0.000000 )
378 | float(3) m_LocalCoordinateSystemSpeedMax = ( 0.000000, 0.000000, 0.000000 )
379 | bool m_bRunForParentApplyKillList = true
380 | float m_flOpStartFadeInTime = 0.000000
381 | float m_flOpEndFadeInTime = 0.000000
382 | float m_flOpStartFadeOutTime = 0.000000
383 | float m_flOpEndFadeOutTime = 0.000000
384 | float m_flOpFadeOscillatePeriod = 0.000000
385 | float m_flOpTimeOffsetMin = 0.000000
386 | float m_flOpTimeOffsetMax = 0.000000
387 | int m_nOpTimeOffsetSeed = 0
388 | int m_nOpStrengthScaleSeed = 0
389 | float m_flOpStrengthMinScale = 1.000000
390 | float m_flOpStrengthMaxScale = 1.000000
391 | int m_nOpTimeScaleSeed = 0
392 | float m_flOpTimeScaleMin = 1.000000
393 | float m_flOpTimeScaleMax = 1.000000
394 | bool m_bDisableOperator = false
395 | int m_nOpEndCapState = -1
396 | int m_nOpScaleCP = -1
397 | string m_Notes = ""
398 | }
399 |
400 | C_INIT_RandomLifeTime C_INIT_RandomLifeTime_0
401 | {
402 | float m_fLifetimeMin = 1.000000
403 | float m_fLifetimeMax = 1.000000
404 | float m_fLifetimeRandExponent = 1.000000
405 | bool m_bRunForParentApplyKillList = true
406 | float m_flOpStartFadeInTime = 0.000000
407 | float m_flOpEndFadeInTime = 0.000000
408 | float m_flOpStartFadeOutTime = 0.000000
409 | float m_flOpEndFadeOutTime = 0.000000
410 | float m_flOpFadeOscillatePeriod = 0.000000
411 | float m_flOpTimeOffsetMin = 0.000000
412 | float m_flOpTimeOffsetMax = 0.000000
413 | int m_nOpTimeOffsetSeed = 0
414 | int m_nOpStrengthScaleSeed = 0
415 | float m_flOpStrengthMinScale = 1.000000
416 | float m_flOpStrengthMaxScale = 1.000000
417 | int m_nOpTimeScaleSeed = 0
418 | float m_flOpTimeScaleMin = 1.000000
419 | float m_flOpTimeScaleMax = 1.000000
420 | bool m_bDisableOperator = true
421 | int m_nOpEndCapState = -1
422 | int m_nOpScaleCP = -1
423 | string m_Notes = ""
424 | }
425 |
426 | C_INIT_RemapCPtoVector C_INIT_RemapCPtoVector_0
427 | {
428 | int m_nCPInput = 2
429 | int m_nFieldOutput = 6
430 | float(3) m_vInputMin = ( 0.000000, 0.000000, 0.000000 )
431 | float(3) m_vInputMax = ( 255.000000, 255.000000, 255.000000 )
432 | float(3) m_vOutputMin = ( 0.000000, 0.000000, 0.000000 )
433 | float(3) m_vOutputMax = ( 1.000000, 1.000000, 1.000000 )
434 | float m_flStartTime = -1.000000
435 | float m_flEndTime = -1.000000
436 | bool m_bScaleInitialRange = false
437 | bool m_bOffset = false
438 | bool m_bAccelerate = false
439 | int m_nLocalSpaceCP = -1
440 | bool m_bRunForParentApplyKillList = true
441 | float m_flOpStartFadeInTime = 0.000000
442 | float m_flOpEndFadeInTime = 0.000000
443 | float m_flOpStartFadeOutTime = 0.000000
444 | float m_flOpEndFadeOutTime = 0.000000
445 | float m_flOpFadeOscillatePeriod = 0.000000
446 | float m_flOpTimeOffsetMin = 0.000000
447 | float m_flOpTimeOffsetMax = 0.000000
448 | int m_nOpTimeOffsetSeed = 0
449 | int m_nOpStrengthScaleSeed = 0
450 | float m_flOpStrengthMinScale = 1.000000
451 | float m_flOpStrengthMaxScale = 1.000000
452 | int m_nOpTimeScaleSeed = 0
453 | float m_flOpTimeScaleMin = 1.000000
454 | float m_flOpTimeScaleMax = 1.000000
455 | bool m_bDisableOperator = false
456 | int m_nOpEndCapState = -1
457 | int m_nOpScaleCP = -1
458 | string m_Notes = ""
459 | }
460 |
461 | C_INIT_PositionPlaceOnGround C_INIT_PositionPlaceOnGround_0
462 | {
463 | float m_flOffset = 5.000000
464 | float m_flMaxTraceLength = 128.000000
465 | string m_CollisionGroupName = "NONE"
466 | bool m_bKill = false
467 | bool m_bIncludeWater = false
468 | bool m_bSetNormal = false
469 | bool m_bSetPXYZOnly = false
470 | float m_flOffsetByRadiusFactor = 0.000000
471 | bool m_bRunForParentApplyKillList = true
472 | float m_flOpStartFadeInTime = 0.000000
473 | float m_flOpEndFadeInTime = 0.000000
474 | float m_flOpStartFadeOutTime = 0.000000
475 | float m_flOpEndFadeOutTime = 0.000000
476 | float m_flOpFadeOscillatePeriod = 0.000000
477 | float m_flOpTimeOffsetMin = 0.000000
478 | float m_flOpTimeOffsetMax = 0.000000
479 | int m_nOpTimeOffsetSeed = 0
480 | int m_nOpStrengthScaleSeed = 0
481 | float m_flOpStrengthMinScale = 1.000000
482 | float m_flOpStrengthMaxScale = 1.000000
483 | int m_nOpTimeScaleSeed = 0
484 | float m_flOpTimeScaleMin = 1.000000
485 | float m_flOpTimeScaleMax = 1.000000
486 | bool m_bDisableOperator = true
487 | int m_nOpEndCapState = -1
488 | int m_nOpScaleCP = -1
489 | string m_Notes = ""
490 | }
491 |
492 | C_INIT_RemapCPtoScalar C_INIT_RemapCPtoScalar_6
493 | {
494 | int m_nCPInput = 3
495 | int m_nFieldOutput = 7
496 | int m_nField = 0
497 | float m_flInputMin = 0.000000
498 | float m_flInputMax = 100.000000
499 | float m_flOutputMin = 0.000000
500 | float m_flOutputMax = 1.000000
501 | float m_flStartTime = -1.000000
502 | float m_flEndTime = -1.000000
503 | bool m_bScaleInitialRange = false
504 | bool m_bRunForParentApplyKillList = true
505 | float m_flOpStartFadeInTime = 0.000000
506 | float m_flOpEndFadeInTime = 0.000000
507 | float m_flOpStartFadeOutTime = 0.000000
508 | float m_flOpEndFadeOutTime = 0.000000
509 | float m_flOpFadeOscillatePeriod = 0.000000
510 | float m_flOpTimeOffsetMin = 0.000000
511 | float m_flOpTimeOffsetMax = 0.000000
512 | int m_nOpTimeOffsetSeed = 0
513 | int m_nOpStrengthScaleSeed = 0
514 | float m_flOpStrengthMinScale = 1.000000
515 | float m_flOpStrengthMaxScale = 1.000000
516 | int m_nOpTimeScaleSeed = 0
517 | float m_flOpTimeScaleMin = 1.000000
518 | float m_flOpTimeScaleMax = 1.000000
519 | bool m_bDisableOperator = false
520 | int m_nOpEndCapState = -1
521 | int m_nOpScaleCP = -1
522 | string m_Notes = ""
523 | }
524 |
525 | C_OP_InstantaneousEmitter C_OP_InstantaneousEmitter_0
526 | {
527 | int m_nParticlesToEmit = 1
528 | int m_nMinParticlesToEmit = -1
529 | float m_flStartTime = 0.000000
530 | float m_flStartTimeMax = -1.000000
531 | float m_flInitFromKilledParentParticles = 0.000000
532 | int m_nMaxEmittedPerFrame = -1
533 | int m_nScaleControlPoint = -1
534 | int m_nScaleControlPointField = 0
535 | int m_nSnapshotControlPoint = -1
536 | float m_flOpStartFadeInTime = 0.000000
537 | float m_flOpEndFadeInTime = 0.000000
538 | float m_flOpStartFadeOutTime = 0.000000
539 | float m_flOpEndFadeOutTime = 0.000000
540 | float m_flOpFadeOscillatePeriod = 0.000000
541 | float m_flOpTimeOffsetMin = 0.000000
542 | float m_flOpTimeOffsetMax = 0.000000
543 | int m_nOpTimeOffsetSeed = 0
544 | int m_nOpStrengthScaleSeed = 0
545 | float m_flOpStrengthMinScale = 1.000000
546 | float m_flOpStrengthMaxScale = 1.000000
547 | int m_nOpTimeScaleSeed = 0
548 | float m_flOpTimeScaleMin = 1.000000
549 | float m_flOpTimeScaleMax = 1.000000
550 | bool m_bDisableOperator = false
551 | int m_nOpEndCapState = -1
552 | int m_nOpScaleCP = -1
553 | string m_Notes = ""
554 | }
--------------------------------------------------------------------------------
/panorama/scripts/building_helper.js:
--------------------------------------------------------------------------------
1 | 'use strict';
2 |
3 | GameUI.SetRenderBottomInsetOverride( 0 );
4 |
5 | var state = 'disabled';
6 | var frame_rate = 1/30;
7 | var tree_update_interval = 1;
8 | var size = 0;
9 | var overlay_size = 0;
10 | var range = 0;
11 | var pressedShift = false;
12 | var altDown = false;
13 | var invalid = false;
14 | var requires;
15 | var modelParticle;
16 | var propParticle;
17 | var propScale;
18 | var offsetZ;
19 | var modelOffset;
20 | var gridParticles;
21 | var overlayParticles;
22 | var rangeOverlay;
23 | var rangeOverlayActive;
24 | var builderIndex;
25 | var entityGrid = [];
26 | var tree_entities = [];
27 | var distance_to_gold_mine;
28 | var last_tree_update = Game.GetGameTime();
29 | var treeGrid = [];
30 | var cutTrees = [];
31 |
32 | // building_settings.kv options
33 | var grid_alpha = CustomNetTables.GetTableValue( "building_settings", "grid_alpha").value
34 | var alt_grid_alpha = CustomNetTables.GetTableValue( "building_settings", "alt_grid_alpha").value
35 | var alt_grid_squares = CustomNetTables.GetTableValue( "building_settings", "alt_grid_squares").value;
36 | var range_overlay_alpha = CustomNetTables.GetTableValue( "building_settings", "range_overlay_alpha").value
37 | var model_alpha = CustomNetTables.GetTableValue( "building_settings", "model_alpha").value
38 | var recolor_ghost = CustomNetTables.GetTableValue( "building_settings", "recolor_ghost").value;
39 | var turn_red = CustomNetTables.GetTableValue( "building_settings", "turn_red").value;
40 | var permanent_alt_grid = CustomNetTables.GetTableValue( "building_settings", "permanent_alt_grid").value;
41 | var update_trees = CustomNetTables.GetTableValue( "building_settings", "update_trees").value;
42 |
43 | var height_restriction
44 | if (CustomNetTables.GetTableValue( "building_settings", "height_restriction") !== undefined)
45 | height_restriction = CustomNetTables.GetTableValue( "building_settings", "height_restriction").value;
46 |
47 | var GRID_TYPES = CustomNetTables.GetTableValue( "building_settings", "grid_types")
48 | CustomNetTables.SubscribeNetTableListener( "building_settings", function() {
49 | GRID_TYPES = CustomNetTables.GetTableValue( "building_settings", "grid_types")
50 | })
51 |
52 | var Root = $.GetContextPanel()
53 | var localHeroIndex
54 |
55 | if (! Root.loaded)
56 | {
57 | Root.GridNav = [];
58 | Root.squareX = 0;
59 | Root.squareY = 0;
60 | Root.loaded = true;
61 | }
62 |
63 | function StartBuildingHelper( params )
64 | {
65 | if (params !== undefined)
66 | {
67 | // Set the parameters passed by AddBuilding
68 | localHeroIndex = Players.GetPlayerHeroEntityIndex( Players.GetLocalPlayer() );
69 | state = params.state;
70 | size = params.size;
71 | range = params.range;
72 | overlay_size = size + alt_grid_squares * 2;
73 | builderIndex = params.builderIndex;
74 | var scale = params.scale;
75 | var entindex = params.entindex;
76 | var propScale = params.propScale;
77 | offsetZ = params.offsetZ;
78 | modelOffset = params.modelOffset;
79 |
80 | requires = GetRequiredGridType(entindex)
81 | distance_to_gold_mine = HasGoldMineDistanceRestriction(entindex)
82 |
83 | // If we chose to not recolor the ghost model, set it white
84 | var ghost_color = [0, 255, 0]
85 | if (!recolor_ghost)
86 | ghost_color = [255,255,255]
87 |
88 | pressedShift = GameUI.IsShiftDown();
89 |
90 | if (modelParticle !== undefined) {
91 | Particles.DestroyParticleEffect(modelParticle, true)
92 | Particles.ReleaseParticleIndex(modelParticle)
93 | }
94 | if (propParticle !== undefined) {
95 | Particles.DestroyParticleEffect(propParticle, true)
96 | Particles.ReleaseParticleIndex(propParticle)
97 | }
98 | if (gridParticles !== undefined) {
99 | for (var i in gridParticles) {
100 | Particles.DestroyParticleEffect(gridParticles[i], true)
101 | Particles.ReleaseParticleIndex(gridParticles[i])
102 | }
103 | }
104 | if (overlayParticles !== undefined) {
105 | for (var i in overlayParticles) {
106 | Particles.DestroyParticleEffect(overlayParticles[i], true)
107 | Particles.ReleaseParticleIndex(overlayParticles[i])
108 | }
109 | }
110 | if (rangeOverlay !== undefined) {
111 | Particles.DestroyParticleEffect(rangeOverlay, true)
112 | Particles.ReleaseParticleIndex(rangeOverlay)
113 | }
114 |
115 | // Building Ghost
116 | modelParticle = Particles.CreateParticle("particles/buildinghelper/ghost_model.vpcf", ParticleAttachment_t.PATTACH_CUSTOMORIGIN, 0);
117 | Particles.SetParticleControlEnt(modelParticle, 1, entindex, ParticleAttachment_t.PATTACH_ABSORIGIN_FOLLOW, "follow_origin", Entities.GetAbsOrigin(entindex), true)
118 | Particles.SetParticleControl(modelParticle, 2, ghost_color)
119 | Particles.SetParticleControl(modelParticle, 3, [model_alpha,0,0])
120 | Particles.SetParticleControl(modelParticle, 4, [scale,0,0])
121 |
122 | // Grid squares
123 | gridParticles = [];
124 | for (var x=0; x < size*size; x++)
125 | {
126 | var particle = Particles.CreateParticle("particles/buildinghelper/square_sprite.vpcf", ParticleAttachment_t.PATTACH_CUSTOMORIGIN, 0)
127 | Particles.SetParticleControl(particle, 1, [32,0,0])
128 | Particles.SetParticleControl(particle, 3, [grid_alpha,0,0])
129 | gridParticles.push(particle)
130 | }
131 |
132 | // Prop particle attachment
133 | if (params.propIndex !== undefined)
134 | {
135 | propParticle = Particles.CreateParticle("particles/buildinghelper/ghost_model.vpcf", ParticleAttachment_t.PATTACH_CUSTOMORIGIN, 0);
136 | Particles.SetParticleControlEnt(propParticle, 1, params.propIndex, ParticleAttachment_t.PATTACH_ABSORIGIN_FOLLOW, "attach_hitloc", Entities.GetAbsOrigin(params.propIndex), true)
137 | Particles.SetParticleControl(propParticle, 2, ghost_color)
138 | Particles.SetParticleControl(propParticle, 3, [model_alpha,0,0])
139 | Particles.SetParticleControl(propParticle, 4, [propScale,0,0])
140 | }
141 |
142 | rangeOverlayActive = false;
143 | overlayParticles = [];
144 | }
145 |
146 | if (state == 'active')
147 | {
148 | $.Schedule(frame_rate, StartBuildingHelper);
149 |
150 | // Get all the visible entities
151 | var entities = Entities.GetAllEntitiesByClassname('npc_dota_building')
152 | var hero_entities = Entities.GetAllHeroEntities()
153 | var creature_entities = Entities.GetAllEntitiesByClassname('npc_dota_creature')
154 | var dummy_entities = Entities.GetAllEntitiesByName('npc_dota_base')
155 | var building_entities = Entities.GetAllBuildingEntities()
156 | entities = entities.concat(hero_entities)
157 | entities = entities.concat(building_entities)
158 | entities = entities.concat(creature_entities)
159 | entities = entities.concat(dummy_entities)
160 |
161 | // Build the entity grid with the construction sizes and entity origins
162 | entityGrid = []
163 | for (var i = 0; i < entities.length; i++)
164 | {
165 | if (!Entities.IsAlive(entities[i]) || Entities.IsOutOfGame(entities[i]) || !HasModifier(entities[i], "modifier_building")) continue
166 | var entPos = Entities.GetAbsOrigin( entities[i] )
167 | var squares = GetConstructionSize(entities[i])
168 |
169 | if (squares > 0)
170 | {
171 | // Block squares centered on the origin
172 | BlockGridSquares(entPos, squares, GRID_TYPES["BLOCKED"])
173 | }
174 | else
175 | {
176 | // Put tree dummies on a separate table to skip trees
177 | if (Entities.GetUnitName(entities[i]) == 'npc_dota_units_base')
178 | {
179 | if (HasModifier(entities[i], "modifier_tree_cut"))
180 | cutTrees[entPos] = entities[i]
181 | }
182 | // Block 2x2 squares if its an enemy unit
183 | else if (Entities.GetTeamNumber(entities[i]) != Entities.GetTeamNumber(builderIndex) && !HasModifier(entities[i], "modifier_out_of_world"))
184 | {
185 | BlockGridSquares(entPos, 2, GRID_TYPES["BLOCKED"])
186 | }
187 | }
188 |
189 | var specialGrid = GetCustomGrid(entities[i])
190 | if (specialGrid)
191 | {
192 | for (var gridType in specialGrid)
193 | {
194 | if (specialGrid[gridType].Square)
195 | {
196 | //$.Msg("Setting ",specialGrid[gridType].Square," grid squares with ",gridType.toUpperCase()," [",GRID_TYPES[gridType.toUpperCase()],"]")
197 | BlockGridSquares(entPos, Number(specialGrid[gridType].Square), GRID_TYPES[gridType.toUpperCase()])
198 | }
199 | else if (specialGrid[gridType].Radius)
200 | {
201 | //$.Msg("Setting ",specialGrid[gridType].Radius," grid radius with ",gridType.toUpperCase()," [",GRID_TYPES[gridType.toUpperCase()],"]")
202 | BlockGridInRadius(entPos, Number(specialGrid[gridType].Radius), GRID_TYPES[gridType.toUpperCase()])
203 | }
204 | }
205 | }
206 | }
207 |
208 | // Update treeGrid (slowly, as its the most expensive)
209 | if (update_trees)
210 | {
211 | var time = Game.GetGameTime()
212 | var time_since_last_tree_update = time - last_tree_update
213 | if (time_since_last_tree_update > tree_update_interval)
214 | {
215 | last_tree_update = time
216 | tree_entities = Entities.GetAllEntitiesByClassname('ent_dota_tree')
217 | treeGrid = [];
218 | for (var i = 0; i < tree_entities.length; i++)
219 | {
220 | var treePos = Entities.GetAbsOrigin(tree_entities[i])
221 | // Block the grid if the tree isn't chopped
222 | if (cutTrees[treePos] === undefined)
223 | BlockGridSquares(treePos, 2, "TREE")
224 | }
225 | }
226 | }
227 |
228 | var mPos = GameUI.GetCursorPosition();
229 | var GamePos = Game.ScreenXYToWorld(mPos[0], mPos[1]);
230 | if ( GamePos !== null )
231 | {
232 | SnapToGrid(GamePos, size)
233 |
234 | invalid = false
235 | var color = [0,255,0]
236 | var part = 0
237 | var halfSide = (size/2)*64
238 | var boundingRect = {}
239 | boundingRect["leftBorderX"] = GamePos[0]-halfSide
240 | boundingRect["rightBorderX"] = GamePos[0]+halfSide
241 | boundingRect["topBorderY"] = GamePos[1]+halfSide
242 | boundingRect["bottomBorderY"] = GamePos[1]-halfSide
243 |
244 | if (GamePos[0] > 10000000) return
245 |
246 | var closeToGoldMine = TooCloseToGoldmine(GamePos)
247 |
248 | // Building Base Grid
249 | for (var x=boundingRect["leftBorderX"]+32; x <= boundingRect["rightBorderX"]-32; x+=64)
250 | {
251 | for (var y=boundingRect["topBorderY"]-32; y >= boundingRect["bottomBorderY"]+32; y-=64)
252 | {
253 | var pos = SnapHeight(x,y,GamePos[2])
254 | if (part>size*size)
255 | return
256 |
257 | var gridParticle = gridParticles[part]
258 | Particles.SetParticleControl(gridParticle, 0, pos)
259 | part++;
260 |
261 | // Grid color turns red when over invalid position
262 | color = [0,255,0]
263 | if (IsBlocked(pos) || closeToGoldMine)
264 | {
265 | color = [255,0,0]
266 | invalid = true
267 | }
268 |
269 | Particles.SetParticleControl(gridParticle, 2, color)
270 | }
271 | }
272 |
273 | // Overlay Grid, visible with Alt pressed
274 | altDown = permanent_alt_grid || GameUI.IsAltDown();
275 | if (altDown)
276 | {
277 | // Create the particles
278 | if (overlayParticles && overlayParticles.length == 0)
279 | {
280 | for (var y=0; y < overlay_size*overlay_size; y++)
281 | {
282 | var particle = Particles.CreateParticle("particles/buildinghelper/square_overlay.vpcf", ParticleAttachment_t.PATTACH_CUSTOMORIGIN, 0)
283 | Particles.SetParticleControl(particle, 1, [32,0,0])
284 | Particles.SetParticleControl(particle, 3, [alt_grid_alpha,0,0])
285 | overlayParticles.push(particle)
286 | }
287 | }
288 |
289 | color = [255,255,255]
290 | var part2 = 0
291 | var halfSide2 = (overlay_size/2)*64
292 | var boundingRect2 = {}
293 | boundingRect2["leftBorderX"] = GamePos[0]-halfSide2
294 | boundingRect2["rightBorderX"] = GamePos[0]+halfSide2
295 | boundingRect2["topBorderY"] = GamePos[1]+halfSide2
296 | boundingRect2["bottomBorderY"] = GamePos[1]-halfSide2
297 |
298 | for (var x2=boundingRect2["leftBorderX"]+32; x2 <= boundingRect2["rightBorderX"]-32; x2+=64)
299 | {
300 | for (var y2=boundingRect2["topBorderY"]-32; y2 >= boundingRect2["bottomBorderY"]+32; y2-=64)
301 | {
302 | var pos2 = SnapHeight(x2,y2,GamePos[2])
303 | if (part2>=overlay_size*overlay_size)
304 | return
305 |
306 | color = [255,255,255] //White on empty positions
307 | var overlayParticle = overlayParticles[part2]
308 | Particles.SetParticleControl(overlayParticle, 0, pos2)
309 | part2++;
310 |
311 | if (IsBlocked(pos2) || TooCloseToGoldmine(pos2))
312 | color = [255,0,0]
313 |
314 | Particles.SetParticleControl(overlayParticle, 2, color)
315 | }
316 | }
317 | }
318 | else
319 | {
320 | // Destroy the particles, only once
321 | if (overlayParticles && overlayParticles.length != 0)
322 | {
323 | for (var i in overlayParticles) {
324 | Particles.DestroyParticleEffect(overlayParticles[i], true)
325 | Particles.ReleaseParticleIndex(overlayParticles[i])
326 | }
327 | overlayParticles = [];
328 | }
329 | }
330 |
331 | var modelPos = SnapHeight(GamePos[0],GamePos[1],GamePos[2])
332 |
333 | // Destroy the range overlay if its not a valid building location
334 | if (invalid)
335 | {
336 | if (rangeOverlayActive && rangeOverlay !== undefined)
337 | {
338 | Particles.DestroyParticleEffect(rangeOverlay, true)
339 | Particles.ReleaseParticleIndex(rangeOverlay)
340 | rangeOverlayActive = false
341 | }
342 | }
343 | else
344 | {
345 | if (!rangeOverlayActive)
346 | {
347 | rangeOverlay = Particles.CreateParticle("particles/buildinghelper/range_overlay.vpcf", ParticleAttachment_t.PATTACH_CUSTOMORIGIN, localHeroIndex)
348 | Particles.SetParticleControl(rangeOverlay, 1, [range,0,0])
349 | Particles.SetParticleControl(rangeOverlay, 2, [255,255,255])
350 | Particles.SetParticleControl(rangeOverlay, 3, [range_overlay_alpha,0,0])
351 | rangeOverlayActive = true
352 | }
353 | }
354 |
355 | if (rangeOverlay !== undefined)
356 | Particles.SetParticleControl(rangeOverlay, 0, modelPos)
357 |
358 | // Update the model particle
359 | modelPos[2]+=modelOffset
360 | Particles.SetParticleControl(modelParticle, 0, modelPos)
361 |
362 | if (propParticle !== undefined)
363 | {
364 | var pedestalPos = SnapHeight(GamePos[0],GamePos[1],GamePos[2])
365 | pedestalPos[2]+=offsetZ
366 | Particles.SetParticleControl(propParticle, 0, pedestalPos)
367 | }
368 |
369 | // Turn the model red if we can't build there
370 | if (turn_red){
371 | invalid ? Particles.SetParticleControl(modelParticle, 2, [255,0,0]) : Particles.SetParticleControl(modelParticle, 2, [255,255,255])
372 | if (propParticle !== undefined)
373 | invalid ? Particles.SetParticleControl(propParticle, 2, [255,0,0]) : Particles.SetParticleControl(propParticle, 2, [255,255,255])
374 | }
375 | }
376 |
377 | if ( (!GameUI.IsShiftDown() && pressedShift) || !Entities.IsAlive( builderIndex ) )
378 | {
379 | EndBuildingHelper();
380 | }
381 | }
382 | }
383 |
384 | function EndBuildingHelper()
385 | {
386 | state = 'disabled'
387 | if (modelParticle !== undefined){
388 | Particles.DestroyParticleEffect(modelParticle, true)
389 | Particles.ReleaseParticleIndex(modelParticle)
390 | }
391 | if (propParticle !== undefined){
392 | Particles.DestroyParticleEffect(propParticle, true)
393 | Particles.ReleaseParticleIndex(propParticle)
394 | }
395 | if (rangeOverlay !== undefined){
396 | Particles.DestroyParticleEffect(rangeOverlay, true)
397 | Particles.ReleaseParticleIndex(rangeOverlay)
398 | }
399 | for (var i in gridParticles) {
400 | Particles.DestroyParticleEffect(gridParticles[i], true)
401 | Particles.ReleaseParticleIndex(gridParticles[i])
402 | }
403 | for (var i in overlayParticles) {
404 | Particles.DestroyParticleEffect(overlayParticles[i], true)
405 | Particles.ReleaseParticleIndex(overlayParticles[i])
406 | }
407 | }
408 |
409 | function SendBuildCommand( params )
410 | {
411 | if (invalid)
412 | {
413 | CreateErrorMessage({message:"#error_invalid_build_position"})
414 | return true
415 | }
416 |
417 | pressedShift = GameUI.IsShiftDown();
418 | var mainSelected = Players.GetLocalPlayerPortraitUnit();
419 |
420 | var mPos = GameUI.GetCursorPosition();
421 | var GamePos = Game.ScreenXYToWorld(mPos[0], mPos[1]);
422 |
423 | GameEvents.SendCustomGameEventToServer( "building_helper_build_command", { "builder": mainSelected, "X" : GamePos[0], "Y" : GamePos[1], "Z" : GamePos[2] , "Queue" : pressedShift } );
424 |
425 | // Cancel unless the player is holding shift
426 | if (!GameUI.IsShiftDown())
427 | {
428 | EndBuildingHelper(params);
429 | return true;
430 | }
431 | return true;
432 | }
433 |
434 | function SendCancelCommand( params )
435 | {
436 | EndBuildingHelper();
437 | GameEvents.SendCustomGameEventToServer( "building_helper_cancel_command", {} );
438 | }
439 |
440 | function CreateErrorMessage(msg)
441 | {
442 | var reason = msg.reason || 80;
443 | if (msg.message){
444 | GameEvents.SendEventClientSide("dota_hud_error_message", {"splitscreenplayer":0,"reason":reason ,"message":msg.message} );
445 | }
446 | else{
447 | GameEvents.SendEventClientSide("dota_hud_error_message", {"splitscreenplayer":0,"reason":reason} );
448 | }
449 | }
450 |
451 | function RegisterGNV(msg){
452 | var GridNav = [];
453 | var squareX = msg.squareX
454 | var squareY = msg.squareY
455 | var boundX = msg.boundX
456 | var boundY = msg.boundY
457 | $.Msg("Registering GNV ["+squareX+","+squareY+"] ","Min Bounds: X="+boundX+", Y="+boundY)
458 |
459 | var arr = [];
460 | // Thanks to BMD for this method
461 | for (var i=0; i=0; j-=2){
464 | var g = (code & (3 << j)) >> j;
465 | if (g != 0)
466 | arr.push(g);
467 | }
468 | }
469 |
470 | // Load the GridNav
471 | var x = 0;
472 | for (var i = 0; i < squareY; i++) {
473 | GridNav[i] = []
474 | for (var j = 0; j < squareX; j++) {
475 | GridNav[i][j] = (arr[x] == 1) ? GRID_TYPES["BUILDABLE"] : GRID_TYPES["BLOCKED"]
476 | x++
477 | }
478 | }
479 |
480 | Root.GridNav = GridNav
481 | Root.squareX = squareX
482 | Root.squareY = squareY
483 | Root.boundX = boundX
484 | Root.boundY = boundY
485 |
486 | // ASCII Art
487 | /*
488 | for (var i = 0; i= boundingRect["bottomBorderY"]+32; y-=64)
614 | {
615 | BlockTreeGrid([x,y,0])
616 | }
617 | }
618 | }
619 | else
620 | {
621 | for (var x=boundingRect["leftBorderX"]+32; x <= boundingRect["rightBorderX"]-32; x+=64)
622 | {
623 | for (var y=boundingRect["topBorderY"]-32; y >= boundingRect["bottomBorderY"]+32; y-=64)
624 | {
625 | BlockEntityGrid([x,y,0], gridType)
626 | }
627 | }
628 | }
629 | }
630 |
631 | function BlockGridInRadius (position, radius, gridType) {
632 | var boundingRect = {}
633 | boundingRect["leftBorderX"] = position[0]-radius
634 | boundingRect["rightBorderX"] = position[0]+radius
635 | boundingRect["topBorderY"] = position[1]+radius
636 | boundingRect["bottomBorderY"] = position[1]-radius
637 |
638 | for (var x=boundingRect["leftBorderX"]+32; x <= boundingRect["rightBorderX"]+32; x+=64)
639 | {
640 | for (var y=boundingRect["topBorderY"]+32; y >= boundingRect["bottomBorderY"]+32; y-=64)
641 | {
642 | if (Length2D(position, [x,y]) <= radius)
643 | {
644 | BlockEntityGrid([x,y,0], gridType)
645 | }
646 | }
647 | }
648 | }
649 |
650 | function WorldToGridPosX(x){
651 | return Math.floor(x/64)
652 | }
653 |
654 | function WorldToGridPosY(y){
655 | return Math.floor(y/64)
656 | }
657 |
658 | function GetConstructionSize(entIndex) {
659 | var entName = Entities.GetUnitName(entIndex)
660 | var table = CustomNetTables.GetTableValue("construction_size", entName)
661 | return table ? table.size : 0
662 | }
663 |
664 | function GetRequiredGridType(entIndex) {
665 | var entName = Entities.GetUnitName(entIndex)
666 | var table = CustomNetTables.GetTableValue("construction_size", entName)
667 | if (table && table.requires !== undefined)
668 | {
669 | var types = table.requires.split(" ")
670 | var value = 0
671 | for (var i = 0; i < types.length; i++)
672 | {
673 | value+=GRID_TYPES[types[i]]
674 | }
675 | return value
676 | }
677 | else
678 | return GRID_TYPES["BUILDABLE"]
679 | }
680 |
681 | function GetCustomGrid(entIndex) {
682 | var entName = Entities.GetUnitName(entIndex)
683 | var table = CustomNetTables.GetTableValue("construction_size", entName)
684 | if (table && table.grid !== undefined)
685 | {
686 | var gridType = table.grid
687 | for (var type in gridType)
688 | if (HasModifier(entIndex, "modifier_grid_"+type.toLowerCase()))
689 | return table.grid
690 | }
691 | }
692 |
693 | function HasGoldMineDistanceRestriction(entIndex) {
694 | var entName = Entities.GetUnitName(entIndex)
695 | var table = CustomNetTables.GetTableValue("construction_size", entName)
696 | return table ? table.distance_to_gold_mine : 0
697 | }
698 |
699 | function GetClosestDistanceToGoldMine(position) {
700 | var building_entities = Entities.GetAllEntitiesByClassname('npc_dota_building')
701 |
702 | var minDistance = 99999
703 | for (var i = 0; i < building_entities.length; i++)
704 | {
705 | if (Entities.GetUnitName(building_entities[i]) == "gold_mine")
706 | {
707 | var distance_to_this_mine = Length2D(position, Entities.GetAbsOrigin(building_entities[i]))
708 | if (distance_to_this_mine < minDistance)
709 | minDistance = distance_to_this_mine
710 | }
711 | }
712 | return minDistance
713 | }
714 |
715 | function TooCloseToGoldmine(position) {
716 | return (distance_to_gold_mine > 0 && GetClosestDistanceToGoldMine(position) < distance_to_gold_mine)
717 | }
718 |
719 | function Length2D(v1, v2) {
720 | return Math.sqrt( (v2[0]-v1[0])*(v2[0]-v1[0]) + (v2[1]-v1[1])*(v2[1]-v1[1]) )
721 | }
722 |
723 | function PrintGridCoords(x,y) {
724 | $.Msg('(',x,',',y,') = [',WorldToGridPosX(x),',',WorldToGridPosY(y),']')
725 | }
726 |
727 | function HasModifier(entIndex, modifierName) {
728 | var nBuffs = Entities.GetNumBuffs(entIndex)
729 | for (var i = 0; i < nBuffs; i++) {
730 | if (Buffs.GetName(entIndex, Entities.GetBuff(entIndex, i)) == modifierName)
731 | return true
732 | };
733 | return false
734 | };
735 |
--------------------------------------------------------------------------------
/LICENSE.txt:
--------------------------------------------------------------------------------
1 | GNU GENERAL PUBLIC LICENSE
2 | Version 3, 29 June 2007
3 |
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261 | model, to give anyone who possesses the object code either (1) a
262 | copy of the Corresponding Source for all the software in the
263 | product that is covered by this License, on a durable physical
264 | medium customarily used for software interchange, for a price no
265 | more than your reasonable cost of physically performing this
266 | conveying of source, or (2) access to copy the
267 | Corresponding Source from a network server at no charge.
268 |
269 | c) Convey individual copies of the object code with a copy of the
270 | written offer to provide the Corresponding Source. This
271 | alternative is allowed only occasionally and noncommercially, and
272 | only if you received the object code with such an offer, in accord
273 | with subsection 6b.
274 |
275 | d) Convey the object code by offering access from a designated
276 | place (gratis or for a charge), and offer equivalent access to the
277 | Corresponding Source in the same way through the same place at no
278 | further charge. You need not require recipients to copy the
279 | Corresponding Source along with the object code. If the place to
280 | copy the object code is a network server, the Corresponding Source
281 | may be on a different server (operated by you or a third party)
282 | that supports equivalent copying facilities, provided you maintain
283 | clear directions next to the object code saying where to find the
284 | Corresponding Source. Regardless of what server hosts the
285 | Corresponding Source, you remain obligated to ensure that it is
286 | available for as long as needed to satisfy these requirements.
287 |
288 | e) Convey the object code using peer-to-peer transmission, provided
289 | you inform other peers where the object code and Corresponding
290 | Source of the work are being offered to the general public at no
291 | charge under subsection 6d.
292 |
293 | A separable portion of the object code, whose source code is excluded
294 | from the Corresponding Source as a System Library, need not be
295 | included in conveying the object code work.
296 |
297 | A "User Product" is either (1) a "consumer product", which means any
298 | tangible personal property which is normally used for personal, family,
299 | or household purposes, or (2) anything designed or sold for incorporation
300 | into a dwelling. In determining whether a product is a consumer product,
301 | doubtful cases shall be resolved in favor of coverage. For a particular
302 | product received by a particular user, "normally used" refers to a
303 | typical or common use of that class of product, regardless of the status
304 | of the particular user or of the way in which the particular user
305 | actually uses, or expects or is expected to use, the product. A product
306 | is a consumer product regardless of whether the product has substantial
307 | commercial, industrial or non-consumer uses, unless such uses represent
308 | the only significant mode of use of the product.
309 |
310 | "Installation Information" for a User Product means any methods,
311 | procedures, authorization keys, or other information required to install
312 | and execute modified versions of a covered work in that User Product from
313 | a modified version of its Corresponding Source. The information must
314 | suffice to ensure that the continued functioning of the modified object
315 | code is in no case prevented or interfered with solely because
316 | modification has been made.
317 |
318 | If you convey an object code work under this section in, or with, or
319 | specifically for use in, a User Product, and the conveying occurs as
320 | part of a transaction in which the right of possession and use of the
321 | User Product is transferred to the recipient in perpetuity or for a
322 | fixed term (regardless of how the transaction is characterized), the
323 | Corresponding Source conveyed under this section must be accompanied
324 | by the Installation Information. But this requirement does not apply
325 | if neither you nor any third party retains the ability to install
326 | modified object code on the User Product (for example, the work has
327 | been installed in ROM).
328 |
329 | The requirement to provide Installation Information does not include a
330 | requirement to continue to provide support service, warranty, or updates
331 | for a work that has been modified or installed by the recipient, or for
332 | the User Product in which it has been modified or installed. Access to a
333 | network may be denied when the modification itself materially and
334 | adversely affects the operation of the network or violates the rules and
335 | protocols for communication across the network.
336 |
337 | Corresponding Source conveyed, and Installation Information provided,
338 | in accord with this section must be in a format that is publicly
339 | documented (and with an implementation available to the public in
340 | source code form), and must require no special password or key for
341 | unpacking, reading or copying.
342 |
343 | 7. Additional Terms.
344 |
345 | "Additional permissions" are terms that supplement the terms of this
346 | License by making exceptions from one or more of its conditions.
347 | Additional permissions that are applicable to the entire Program shall
348 | be treated as though they were included in this License, to the extent
349 | that they are valid under applicable law. If additional permissions
350 | apply only to part of the Program, that part may be used separately
351 | under those permissions, but the entire Program remains governed by
352 | this License without regard to the additional permissions.
353 |
354 | When you convey a copy of a covered work, you may at your option
355 | remove any additional permissions from that copy, or from any part of
356 | it. (Additional permissions may be written to require their own
357 | removal in certain cases when you modify the work.) You may place
358 | additional permissions on material, added by you to a covered work,
359 | for which you have or can give appropriate copyright permission.
360 |
361 | Notwithstanding any other provision of this License, for material you
362 | add to a covered work, you may (if authorized by the copyright holders of
363 | that material) supplement the terms of this License with terms:
364 |
365 | a) Disclaiming warranty or limiting liability differently from the
366 | terms of sections 15 and 16 of this License; or
367 |
368 | b) Requiring preservation of specified reasonable legal notices or
369 | author attributions in that material or in the Appropriate Legal
370 | Notices displayed by works containing it; or
371 |
372 | c) Prohibiting misrepresentation of the origin of that material, or
373 | requiring that modified versions of such material be marked in
374 | reasonable ways as different from the original version; or
375 |
376 | d) Limiting the use for publicity purposes of names of licensors or
377 | authors of the material; or
378 |
379 | e) Declining to grant rights under trademark law for use of some
380 | trade names, trademarks, or service marks; or
381 |
382 | f) Requiring indemnification of licensors and authors of that
383 | material by anyone who conveys the material (or modified versions of
384 | it) with contractual assumptions of liability to the recipient, for
385 | any liability that these contractual assumptions directly impose on
386 | those licensors and authors.
387 |
388 | All other non-permissive additional terms are considered "further
389 | restrictions" within the meaning of section 10. If the Program as you
390 | received it, or any part of it, contains a notice stating that it is
391 | governed by this License along with a term that is a further
392 | restriction, you may remove that term. If a license document contains
393 | a further restriction but permits relicensing or conveying under this
394 | License, you may add to a covered work material governed by the terms
395 | of that license document, provided that the further restriction does
396 | not survive such relicensing or conveying.
397 |
398 | If you add terms to a covered work in accord with this section, you
399 | must place, in the relevant source files, a statement of the
400 | additional terms that apply to those files, or a notice indicating
401 | where to find the applicable terms.
402 |
403 | Additional terms, permissive or non-permissive, may be stated in the
404 | form of a separately written license, or stated as exceptions;
405 | the above requirements apply either way.
406 |
407 | 8. Termination.
408 |
409 | You may not propagate or modify a covered work except as expressly
410 | provided under this License. Any attempt otherwise to propagate or
411 | modify it is void, and will automatically terminate your rights under
412 | this License (including any patent licenses granted under the third
413 | paragraph of section 11).
414 |
415 | However, if you cease all violation of this License, then your
416 | license from a particular copyright holder is reinstated (a)
417 | provisionally, unless and until the copyright holder explicitly and
418 | finally terminates your license, and (b) permanently, if the copyright
419 | holder fails to notify you of the violation by some reasonable means
420 | prior to 60 days after the cessation.
421 |
422 | Moreover, your license from a particular copyright holder is
423 | reinstated permanently if the copyright holder notifies you of the
424 | violation by some reasonable means, this is the first time you have
425 | received notice of violation of this License (for any work) from that
426 | copyright holder, and you cure the violation prior to 30 days after
427 | your receipt of the notice.
428 |
429 | Termination of your rights under this section does not terminate the
430 | licenses of parties who have received copies or rights from you under
431 | this License. If your rights have been terminated and not permanently
432 | reinstated, you do not qualify to receive new licenses for the same
433 | material under section 10.
434 |
435 | 9. Acceptance Not Required for Having Copies.
436 |
437 | You are not required to accept this License in order to receive or
438 | run a copy of the Program. Ancillary propagation of a covered work
439 | occurring solely as a consequence of using peer-to-peer transmission
440 | to receive a copy likewise does not require acceptance. However,
441 | nothing other than this License grants you permission to propagate or
442 | modify any covered work. These actions infringe copyright if you do
443 | not accept this License. Therefore, by modifying or propagating a
444 | covered work, you indicate your acceptance of this License to do so.
445 |
446 | 10. Automatic Licensing of Downstream Recipients.
447 |
448 | Each time you convey a covered work, the recipient automatically
449 | receives a license from the original licensors, to run, modify and
450 | propagate that work, subject to this License. You are not responsible
451 | for enforcing compliance by third parties with this License.
452 |
453 | An "entity transaction" is a transaction transferring control of an
454 | organization, or substantially all assets of one, or subdividing an
455 | organization, or merging organizations. If propagation of a covered
456 | work results from an entity transaction, each party to that
457 | transaction who receives a copy of the work also receives whatever
458 | licenses to the work the party's predecessor in interest had or could
459 | give under the previous paragraph, plus a right to possession of the
460 | Corresponding Source of the work from the predecessor in interest, if
461 | the predecessor has it or can get it with reasonable efforts.
462 |
463 | You may not impose any further restrictions on the exercise of the
464 | rights granted or affirmed under this License. For example, you may
465 | not impose a license fee, royalty, or other charge for exercise of
466 | rights granted under this License, and you may not initiate litigation
467 | (including a cross-claim or counterclaim in a lawsuit) alleging that
468 | any patent claim is infringed by making, using, selling, offering for
469 | sale, or importing the Program or any portion of it.
470 |
471 | 11. Patents.
472 |
473 | A "contributor" is a copyright holder who authorizes use under this
474 | License of the Program or a work on which the Program is based. The
475 | work thus licensed is called the contributor's "contributor version".
476 |
477 | A contributor's "essential patent claims" are all patent claims
478 | owned or controlled by the contributor, whether already acquired or
479 | hereafter acquired, that would be infringed by some manner, permitted
480 | by this License, of making, using, or selling its contributor version,
481 | but do not include claims that would be infringed only as a
482 | consequence of further modification of the contributor version. For
483 | purposes of this definition, "control" includes the right to grant
484 | patent sublicenses in a manner consistent with the requirements of
485 | this License.
486 |
487 | Each contributor grants you a non-exclusive, worldwide, royalty-free
488 | patent license under the contributor's essential patent claims, to
489 | make, use, sell, offer for sale, import and otherwise run, modify and
490 | propagate the contents of its contributor version.
491 |
492 | In the following three paragraphs, a "patent license" is any express
493 | agreement or commitment, however denominated, not to enforce a patent
494 | (such as an express permission to practice a patent or covenant not to
495 | sue for patent infringement). To "grant" such a patent license to a
496 | party means to make such an agreement or commitment not to enforce a
497 | patent against the party.
498 |
499 | If you convey a covered work, knowingly relying on a patent license,
500 | and the Corresponding Source of the work is not available for anyone
501 | to copy, free of charge and under the terms of this License, through a
502 | publicly available network server or other readily accessible means,
503 | then you must either (1) cause the Corresponding Source to be so
504 | available, or (2) arrange to deprive yourself of the benefit of the
505 | patent license for this particular work, or (3) arrange, in a manner
506 | consistent with the requirements of this License, to extend the patent
507 | license to downstream recipients. "Knowingly relying" means you have
508 | actual knowledge that, but for the patent license, your conveying the
509 | covered work in a country, or your recipient's use of the covered work
510 | in a country, would infringe one or more identifiable patents in that
511 | country that you have reason to believe are valid.
512 |
513 | If, pursuant to or in connection with a single transaction or
514 | arrangement, you convey, or propagate by procuring conveyance of, a
515 | covered work, and grant a patent license to some of the parties
516 | receiving the covered work authorizing them to use, propagate, modify
517 | or convey a specific copy of the covered work, then the patent license
518 | you grant is automatically extended to all recipients of the covered
519 | work and works based on it.
520 |
521 | A patent license is "discriminatory" if it does not include within
522 | the scope of its coverage, prohibits the exercise of, or is
523 | conditioned on the non-exercise of one or more of the rights that are
524 | specifically granted under this License. You may not convey a covered
525 | work if you are a party to an arrangement with a third party that is
526 | in the business of distributing software, under which you make payment
527 | to the third party based on the extent of your activity of conveying
528 | the work, and under which the third party grants, to any of the
529 | parties who would receive the covered work from you, a discriminatory
530 | patent license (a) in connection with copies of the covered work
531 | conveyed by you (or copies made from those copies), or (b) primarily
532 | for and in connection with specific products or compilations that
533 | contain the covered work, unless you entered into that arrangement,
534 | or that patent license was granted, prior to 28 March 2007.
535 |
536 | Nothing in this License shall be construed as excluding or limiting
537 | any implied license or other defenses to infringement that may
538 | otherwise be available to you under applicable patent law.
539 |
540 | 12. 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 | {one line to give the program's name and a brief idea of what it does.}
635 | Copyright (C) {year} {name of author}
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 | {project} Copyright (C) {year} {fullname}
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 | .
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