It is the code being fed to epScript.
epScript then outputs something like this
Collapsable Box
[pre=#272822]## NOTE: THIS FILE IS GENERATED BY EPSCRIPT! DO NOT MODITY
from eudplib import *
def _SRET(v, klist):
return List2Assignable([v[k] for k in klist])
def _SV(dL, sL):
[d << s for d, s in zip(FlattenList(dL), FlattenList(sL))]
class _ATTW:
def __init__(self, obj, attrName):
self.obj = obj
self.attrName = attrName
def __lshift__(self, r):
setattr(self.obj, self.attrName, r)
class _ARRW:
def __init__(self, obj, index):
self.obj = obj
self.index = index
def __lshift__(self, r):
self.obj[self.index] = r
def _L2V(l):
ret = EUDVariable()
if EUDIf()(l):
ret << 1
if EUDElse()():
ret << 0
EUDEndIf()
return ret
def _MVAR(vs):
return List2Assignable([
v.makeL() if IsEUDVariable(v) else EUDVariable() << v
for v in FlattenList(vs)])
def _LSH(l, r):
if IsEUDVariable(l): return f_bitlshift(l, r)
else: return l << r
## NOTE: THIS FILE IS GENERATED BY EPSCRIPT! DO NOT MODITY
# (Line 1) import stages.py_timeline;
from stages import timeline
# (Line 3) import stages.pattern01;
from stages._epspy import pattern01
# (Line 4) import stages.pattern02;
from stages._epspy import pattern02
# (Line 5) import stages.pattern02_var;
from stages._epspy import pattern02_var
# (Line 6) import stages.pattern03;
from stages._epspy import pattern03
# (Line 8) import player.lifesys as lSys;
from player._epspy import lifesys as lSys
# (Line 10) const stagesFuncs = [
# (Line 11) pattern02.funcs, // Basic tutorial
# (Line 12) pattern02_var.funcs, // Basic tutorial 2
# (Line 13) pattern01.funcs, // Thing
# (Line 14) pattern03.funcs,
# (Line 15) 0
# (Line 16) ];
_t1 = EUDArray(FlattenList([pattern02.funcs, pattern02_var.funcs, pattern01.funcs, pattern03.funcs, 0]))
stagesFuncs = _t1
# (Line 20) var currentStage = 0;
currentStage = EUDVariable(0)
# (Line 21) const currentStageProc = EUDFuncPtr(0, 0)();
currentStageProc = EUDFuncPtr(0, 0)()
# (Line 22) var isGameCompleted = 0;
isGameCompleted = EUDVariable(0)
# (Line 24) function nextStage() {
@EUDFunc
def f_nextStage():
# (Line 25) if(isGameCompleted) return;
if EUDIf()(isGameCompleted):
EUDReturn()
# (Line 26) const stageFuncs = stagesFuncs[currentStage];
EUDEndIf()
stageFuncs = stagesFuncs[currentStage]
# (Line 27) currentStage++;
currentStage.__iadd__(1)
# (Line 28) if(stageFuncs == 0) {
if EUDIf()(stageFuncs == 0):
# (Line 29) isGameCompleted = 1;
isGameCompleted << (1)
# (Line 30) return;
EUDReturn()
# (Line 31) }
# (Line 33) KillUnit('(any unit)', Force2);
EUDEndIf()
# (Line 34) RemoveUnit('Avoider', Force1);
# (Line 35) lSys.createPlayers();
DoActions([
KillUnit('(any unit)', Force2),
RemoveUnit('Avoider', Force1)
])
# (Line 37) const stageFunc2 = EUDArray(stageFuncs);
lSys.f_createPlayers()
stageFunc2 = EUDArray(stageFuncs)
# (Line 38) const stageName, stageStarter, stageProc =
# (Line 39) DBString(stageFunc2[0]),
# (Line 40) EUDFuncPtr(0, 0)(stageFunc2[1]),
# (Line 41) EUDFuncPtr(0, 0)(stageFunc2[2]);
stageName, stageStarter, stageProc = List2Assignable([DBString(stageFunc2[0]), EUDFuncPtr(0, 0)(stageFunc2[1]), EUDFuncPtr(0, 0)(stageFunc2[2])])
# (Line 43) SetCurrentPlayer(getuserplayerid());
# (Line 45) const buffer = DBString(50);
DoActions(SetCurrentPlayer(f_getuserplayerid()))
buffer = DBString(50)
# (Line 46) const k1 = dbstr_print(buffer, "\x0F#", currentStage, ". \x04");
k1 = f_dbstr_print(buffer, "\x0F#", currentStage, ". \x04")
# (Line 47) dbstr_addstr(k1, stageName.GetStringMemoryAddr());
# (Line 48) DoActions(buffer.GetDisplayAction());
f_dbstr_addstr(k1, stageName.GetStringMemoryAddr())
# (Line 49) EUDFuncPtr(0, 0)(stageStarter)();
DoActions(buffer.GetDisplayAction())
# (Line 50) currentStageProc.setFunc(stageProc);
EUDFuncPtr(0, 0)(stageStarter)()
# (Line 51) }
currentStageProc.setFunc(stageProc)
# (Line 53) function gameCompleteProc();
# (Line 55) function runStageProc() {
@EUDFunc
def f_runStageProc():
# (Line 57) if(currentStage == 0 || Bring(Force1, AtLeast, 1, 'Avoider', 'stageEnd')) {
if EUDIf()(EUDOr(currentStage == 0, Bring(Force1, AtLeast, 1, 'Avoider', 'stageEnd'))):
# (Line 58) nextStage();
# (Line 59) }
f_nextStage()
# (Line 60) if(isGameCompleted) {
EUDEndIf()
if EUDIf()(isGameCompleted):
# (Line 61) gameCompleteProc();
# (Line 62) return;
f_gameCompleteProc()
EUDReturn()
# (Line 63) }
# (Line 64) (currentStageProc)();
EUDEndIf()
# (Line 65) }
(currentStageProc)()
# (Line 67) function gameCompleteProc() {
@EUDFunc
def f_gameCompleteProc():
# (Line 69) }
pass
[/pre]
Resulting python code is then fed to eudplib to generate triggers.
EUD