242 lines
6.0 KiB
Lua
242 lines
6.0 KiB
Lua
-- 猫猫虫的 LuaEngine 插件管理框架
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-- @version: 1.0.6
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--
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-- 自动加载以下目录的lua模块:
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-- ./eigeen_modules
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--
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-- 模块编写:
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-- 样例:
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-- return {
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-- version = 1,
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-- name = "chong_qiang",
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-- onTime = onTime,
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-- conditions = {{
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-- type = "weapon",
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-- value = {
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-- eq = 7
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-- }
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-- }},
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-- priority = 0,
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-- }
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--
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-- 具体用法请参考具体插件示例
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--
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local Speed = require("utils.Speed")
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local Keypad = require("utils.Keypad")
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local Macro = require("utils.Macro")
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local Utils = require("utils.Utils")
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-- consts
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local MODULE_ROOT = "./Lua/eigeen_modules"
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-- globals
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-- 所有模块列表,仅在初始化时加载。后续处理都基于此列表,因此增删改mod需要重载。
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local Modules = {}
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local Ctx = {}
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-- 需要执行的模块函数,每次执行前进行处理。
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local ExecuteModules = {}
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-- 上一次使用的武器ID,用于判断武器是否变更。
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local LastWeaponType = 0
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-- 上一次的地图ID
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local LastMapID = 0
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local function loadAllModules()
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local modules = {}
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-- 自动导入
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local moduleFiles = engine.GetAllFiles(MODULE_ROOT)
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for _, mFile in pairs(moduleFiles) do
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-- 模块合法性判断
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if mFile.file:sub(-4) ~= ".lua" then
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goto continueIterModules
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end
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local eModule = dofile(MODULE_ROOT .. "/" .. mFile.file)
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if eModule == nil or eModule.version ~= 1 then
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goto continueIterModules
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end
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table.insert(modules, eModule)
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::continueIterModules::
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end
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return modules
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end
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local function _checkCondition(value, condValue)
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local result = true
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local function setCondResult(_res)
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if result == false then
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return
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end
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if result == true and _res == false then
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result = false
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return
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end
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end
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for key, condVal in pairs(condValue) do
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if key == "eq" then
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setCondResult(value == condVal)
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elseif key == "gt" then
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setCondResult(value > condVal)
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elseif key == "lt" then
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setCondResult(value < condVal)
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elseif key == "ne" then
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setCondResult(value ~= condVal)
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elseif key == "ge" then
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setCondResult(value >= condVal)
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elseif key == "le" then
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setCondResult(value <= condVal)
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elseif key == "tin" then
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setCondResult(Utils:IsIn(condVal, value))
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elseif key == "nin" then
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setCondResult(not Utils:IsIn(condVal, value))
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else
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setCondResult(false)
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end
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end
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return result
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end
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local function checkCondition(ctx, module)
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local conds = module.conditions
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if conds == nil or #conds == 0 then
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return true
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end
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local result = true
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local function setCondResult(_res)
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if result == false then
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return
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end
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if result == true and _res == false then
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result = false
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return
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end
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end
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for _, cond in ipairs(conds) do
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if type(cond) == "function" then
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setCondResult(cond(ctx))
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elseif cond.type == "weapon" then
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setCondResult(_checkCondition(ctx.playerData.Weapon.type, cond.value))
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elseif cond.type == "map" then
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setCondResult(_checkCondition(ctx.worldData.MapId, cond.value))
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end
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end
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return result
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end
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local function executeOnInit(modules)
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for _, module in ipairs(modules) do
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if module.onInit ~= nil then
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module.onInit()
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end
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end
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end
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local function executeOnSwitchScenes(ctx, modules)
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for _, module in ipairs(modules) do
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if module.onSwitchScenes ~= nil then
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module.onSwitchScenes(ctx)
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end
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end
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end
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local function executeOnImgui(ctx, modules)
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for _, module in ipairs(modules) do
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if module.onImgui ~= nil then
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module.onImgui(ctx)
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end
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end
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end
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local function executeOnTime(ctx, modules)
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for _, module in ipairs(modules) do
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if module.onTime ~= nil then
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module.onTime(ctx)
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end
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end
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end
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local function buildExecuteModules(ctx)
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local exeModules = {}
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-- 条件检查
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for _, module in ipairs(Modules) do
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if checkCondition(ctx, module) then
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table.insert(exeModules, module)
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end
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end
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-- 优先级调整
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for i = 1, #exeModules do
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if exeModules[i].priority == nil or exeModules[i].priority < 0 then
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exeModules[i].priority = 0
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end
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end
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table.sort(exeModules, function(m1, m2)
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return m1.priority > m2.priority
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end)
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return exeModules
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end
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-- Hooks
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function on_time()
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local playerData = engine.Player:new()
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Ctx = {
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playerData = playerData,
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worldData = engine.World:new(),
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questData = engine.Quest:new(),
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Speed = Speed:new(playerData),
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Keypad = Keypad,
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Macro = Macro
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}
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-- 一键重载功能
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-- 同时按下左右花括号键
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Keypad.UseChronoscope({219, 221}, 1, function ()
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on_init()
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ExecuteModules = buildExecuteModules(Ctx)
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Message("已重载所有模块")
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return
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end)
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-- 建立遍历专用表,而不是遍历modules主表。条件判断操作更改后刷新遍历专用表。
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local wpType = Ctx.playerData.Weapon.type
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if Ctx.playerData.Weapon.type ~= LastWeaponType then
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ExecuteModules = buildExecuteModules(Ctx)
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LastWeaponType = Ctx.playerData.Weapon.type
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end
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if Ctx.worldData.MapId ~= LastMapID then
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ExecuteModules = buildExecuteModules(Ctx)
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LastMapID = Ctx.worldData.MapId
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end
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-- 执行onTime方法
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executeOnTime(Ctx, ExecuteModules)
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end
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function on_imgui()
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executeOnImgui(Ctx, ExecuteModules)
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end
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function on_init()
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Modules = loadAllModules()
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ExecuteModules = {}
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executeOnInit(Modules)
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end
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function on_switch_scenes()
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executeOnSwitchScenes(Ctx, ExecuteModules)
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end
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function on_monster_create()
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end
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function on_monster_destroy()
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end
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