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--[[
A library to handle ingame resources, as provided by the Radsources XMLs. It will look for the files in Windower/plugins/resources.
]]
_libs = _libs or {}
require('functions')
require('tables')
require('strings')
local functions, table, string = _libs.functions, _libs.tables, _libs.strings
local files = require('files')
local xml = require('xml')
local fns = {}
local slots = {}
local language_string = _addon and _addon.language and _addon.language:lower() or windower.ffxi.get_info().language:lower()
local language_string_log = language_string .. '_log'
local language_string_short = language_string .. '_short'
-- The metatable for all sub tables of the root resource table
local resource_mt = {}
-- The metatable for the root resource table
local resources = setmetatable({}, {__index = function(t, k)
if fns[k] then
t[k] = setmetatable(fns[k](), resource_mt)
return t[k]
end
end})
_libs.resources = resources
local redict = {
name = language_string,
name_log = language_string_log,
name_short = language_string_short,
english = 'en',
japanese = 'ja',
english_log = 'enl',
japanese_log = 'ja',
english_short = 'ens',
japanese_short = 'jas',
}
-- The metatable for a single resource item (an entry in a sub table of the root resource table)
local resource_entry_mt = {__index = function()
return function(t, k)
return redict[k] and t[redict[k]] or table[k]
end
end()}
function resource_group(r, fn, attr)
fn = type(fn) == 'function' and fn or functions.equals(fn)
attr = redict[attr] or attr
local res = {}
for value, id in table.it(r) do
if fn(value[attr]) then
res[id] = value
end
end
slots[res] = slots[r]
return setmetatable(res, resource_mt)
end
resource_mt.__class = 'Resource'
resource_mt.__index = function(t, k)
local res = slots[t] and slots[t]:contains(k) and resource_group:endapply(k)
if not res then
res = table[k]
if class(res) == 'Resource' then
slots[res] = slots[t]
end
end
return res
end
resource_mt.__tostring = function(t)
return '{' .. t:map(table.get:endapply('name')):concat(', ') .. '}'
end
local resources_path = windower.windower_path .. 'res/'
local flag_cache = {}
local parse_flags = function(bits, lookup, values)
flag_cache[lookup] = flag_cache[lookup] or {}
if values and not flag_cache[lookup][bits] and lookup[bits] then
flag_cache[lookup][bits] = S{lookup[bits]}
elseif not flag_cache[lookup][bits] then
local res = S{}
local rem
local num = bits
local count = 0
while num > 0 do
num, rem = (num/2):modf()
if rem > 0 then
res:add(values and lookup[2^count] or count)
end
count = count + 1
end
flag_cache[lookup][bits] = res
end
return flag_cache[lookup][bits]
end
local language_strings = S{'english', 'japanese', 'german', 'french'}
-- Add resources from files
local post_process
local res_names = S(windower.get_dir(resources_path)):filter(string.endswith-{'.lua'}):map(string.sub-{1, -5})
for res_name in res_names:it() do
fns[res_name] = function()
local res, slot_table = dofile(resources_path .. res_name .. '.lua')
res = table.map(res, (setmetatable-{resource_entry_mt}):cond(functions.equals('table') .. type))
slots[res] = S(slot_table)
post_process(res)
return res
end
end
local lookup = {}
local flag_keys = S{
'flags',
'targets',
}
local fn_cache = {}
post_process = function(t)
local slot_set = slots[t]
for key in slot_set:it() do
if lookup[key] then
if flag_keys:contains(key) then
fn_cache[key] = function(flags)
return parse_flags(flags, lookup[key], true)
end
else
fn_cache[key] = function(flags)
return parse_flags(flags, lookup[key], false)
end
end
elseif lookup[key .. 's'] then
fn_cache[key] = function(value)
return value
end
end
end
for _, entry in pairs(t) do
for key, fn in pairs(fn_cache) do
if entry[key] ~= nil then
entry[key] = fn(entry[key])
end
end
end
for key in pairs(redict) do
slot_set:add(key)
end
end
lookup = {
elements = resources.elements,
jobs = resources.jobs,
slots = resources.slots,
races = resources.races,
skills = resources.skills,
targets = {
[0x01] = 'Self',
[0x02] = 'Player',
[0x04] = 'Party',
[0x08] = 'Ally',
[0x10] = 'NPC',
[0x20] = 'Enemy',
[0x60] = 'Object',
[0x9D] = 'Corpse',
},
flags = {
[0x0001] = 'Flag00',
[0x0002] = 'Flag01',
[0x0004] = 'Flag02',
[0x0008] = 'Flag03',
[0x0010] = 'Can Send POL',
[0x0020] = 'Inscribable',
[0x0040] = 'No Auction',
[0x0080] = 'Scroll',
[0x0100] = 'Linkshell',
[0x0200] = 'Usable',
[0x0400] = 'NPC Tradeable',
[0x0800] = 'Equippable',
[0x1000] = 'No NPC Sale',
[0x2000] = 'No Delivery',
[0x4000] = 'No PC Trade',
[0x8000] = 'Rare',
[0x6040] = 'Exclusive',
},
}
return resources
--[[
Copyright © 2013-2015, Windower
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
* Neither the name of Windower nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL Windower BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
]]
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