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local DF = _G ["DetailsFramework"]
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if (not DF or not DetailsFrameworkCanLoad) then
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return
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end
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local UnitExists = UnitExists
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local atan2 = math.atan2
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local pi = math.pi
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local abs = math.abs
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SMALL_FLOAT = 0.000001
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--find distance between two players
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function DF:GetDistance_Unit (unit1, unit2)
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if (UnitExists (unit1) and UnitExists (unit2)) then
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local u1X, u1Y = UnitPosition (unit1)
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local u2X, u2Y = UnitPosition (unit2)
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local dX = u2X - u1X
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local dY = u2Y - u1Y
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return ((dX*dX) + (dY*dY)) ^ .5
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end
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return 0
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end
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--find distance between two points
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function DF:GetDistance_Point (x1, y1, x2, y2)
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local dx = x2 - x1
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local dy = y2 - y1
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return ((dx * dx) + (dy * dy)) ^ .5
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end
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--find a rotation for an object from a point to another point
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function DF:FindLookAtRotation (x1, y1, x2, y2)
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return atan2 (y2 - y1, x2 - x1) + pi
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end
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--find the value scale between two given values. e.g: value of 500 in a range 0-100 result in 10 in a scale for 0-10
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function DF:MapRangeClamped (inputX, inputY, outputX, outputY, value)
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return DF:GetRangeValue (outputX, outputY, Clamp (DF:GetRangePercent (inputX, inputY, value), 0, 1))
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end
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--find the value scale between two given values. e.g: value of 75 in a range 0-100 result in 7.5 in a scale for 0-10
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function DF:MapRangeUnclamped (inputX, inputY, outputX, outputY, value)
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return DF:GetRangeValue (outputX, outputY, DF:GetRangePercent (inputX, inputY, value))
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end
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--find the normalized percent of the value in the range. e.g range of 200-400 and a value of 250 result in 0.25
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function DF:GetRangePercent (minValue, maxValue, value)
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return (value - minValue) / max((maxValue - minValue), SMALL_FLOAT)
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end
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--find the value in the range given from a normalized percent. e.g range of 200-400 and a percent of 0.8 result in 360
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function DF:GetRangeValue (minValue, maxValue, percent)
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return Lerp (minValue, maxValue, percent)
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end
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--dot product of two 2D Vectors
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function DF:GetDotProduct (value1, value2)
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return (value1.x * value2.x) + (value1.y * value2.y)
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end
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--normalized value 0-1 result in the value on the range given, e.g 200-400 range with a value of .5 result in 300
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function DF:LerpNorm (minValue, maxValue, value)
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return (minValue + value * (maxValue - minValue))
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end
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--change the color by the deltaTime
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function DF:LerpLinearColor (deltaTime, interpSpeed, r1, g1, b1, r2, g2, b2)
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deltaTime = deltaTime * interpSpeed
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local r = r1 + (r2 - r1) * deltaTime
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local g = g1 + (g2 - g1) * deltaTime
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local b = b1 + (b2 - b1) * deltaTime
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return r, g, b
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end
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--check if a number is near another number by a tolerance
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function DF:IsNearlyEqual (value1, value2, tolerance)
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tolerance = tolerance or SMALL_FLOAT
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return abs (value1 - value2) <= tolerance
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end
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--check if a number is near zero
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function DF:IsNearlyZero (value, tolerance)
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tolerance = tolerance or SMALL_FLOAT
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return abs (value) <= tolerance
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end
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--check if a number is within a two other numbers, if isInclusive is true, it'll include the max value
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function DF:IsWithin (minValue, maxValue, value, isInclusive)
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if (isInclusive) then
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return ((value >= minValue) and (value <= maxValue))
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else
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return ((value >= minValue) and (value < maxValue))
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end
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end
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--dont allow a number ot be lower or bigger than a certain range
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function DF:Clamp (minValue, maxValue, value)
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return value < minValue and minValue or value < maxValue and value or maxValue
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end
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--from http://lua-users.org/wiki/SimpleRound cut fractions on a float
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function DF:Round (num, numDecimalPlaces)
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local mult = 10^(numDecimalPlaces or 0)
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return math.floor(num * mult + 0.5) / mult
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end
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function DF:ScaleBack ()
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end
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