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function ScryerCavalier_OnEnterCombat(Unit,Event) Unit:CastSpell(30931) Unit:registerEvent("ScryerCavalier_Spellbreaker", 24000, 0) end function ScryerCavalier_Spellbreaker(Unit,Event) Unit:FullCastSpellOnTarget(35871,Unit:GetClosestPlayer()) end function ScryerCavalier_OnLeaveCombat(Unit,Event) Unit:RemoveEvents() end function ScryerCavalier_OnDied(Unit,Event) Unit:RemoveEvents() end RegisterUnitEvent(22967, 1, "ScryerCavalier_OnEnterCombat") RegisterUnitEvent(22967, 2, "ScryerCavalier_OnLeaveCombat") RegisterUnitEvent(22967, 4, "ScryerCavalier_OnDied")
-- HANDLER KUPOWANIA JAK SKIN = 0 TO NIE DAJ RADY -- Troche zmiennych local temp_arr = nil local order_step = 0 -- na jednym GUI to rozwiążemy local orderGroupArray = nil local clothes = false local dummy = nil local selected = 1 -- Tablica na ubranka local clothes = {} clothes[1] = {2, 100, "Ubranie dziwaka"} clothes[2] = {7, 200, "Dres"} clothes[3] = {1, 300, "Przetarte ubrania"} clothes[4] = {298, 35, "Warszawski cwaniaczek"} clothes[5] = {9, 150, "Brązowy garnitur"} clothes[6] = {10, 70, "Babciny 1"} clothes[7] = {11, 160, "Kelnerka 1"} clothes[8] = {12, 180, "Czarna sukienka"} clothes[9] = {13, 85, "Fioletowa koszulka"} clothes[10] = {14, 90, "Koszula w kwiaty"} clothes[11] = {15, 75, "Koszula w kratkę"} clothes[12] = {16, 120, "Kamizelka odblaskowa"} clothes[13] = {17, 210, "Ciemny garnitur"} clothes[14] = {18, 140, "Szorty"} clothes[15] = {19, 50, "Czerwone dresy"} clothes[16] = {20, 60, "Dresy ortalionowe"} clothes[17] = {21, 70, "Koszula w paski"} clothes[18] = {22, 65, "Pomarańczowe dresy"} clothes[19] = {23, 90, "Beżowe spodenki"} clothes[20] = {24, 110, "Kurtka LS"} clothes[21] = {25, 125, "Bejsbolówka"} clothes[22] = {26, 135, "Komplet podróżniczy"} clothes[23] = {27, 50, "Komplet budowniczy"} clothes[24] = {28, 60, "Czarna podkoszulka"} clothes[25] = {29, 90, "Bluza z kapturem"} clothes[26] = {30, 60, "Szara podkoszulka"} clothes[27] = {31, 80, "Komplet Rodeo damski"} clothes[28] = {32, 40, "Zniszczona koszula"} clothes[29] = {33, 50, "Bagienny komplet"} clothes[30] = {34, 80, "Komplet Rodeo męski"} clothes[31] = {35, 150, "Różowa koszula"} clothes[32] = {36, 140, "Niebieskie spodenki"} clothes[33] = {37, 140, "Jasno-niebieska koszula"} clothes[34] = {38, 70, "Beżowo-biała koszulka"} clothes[35] = {39, 85, "Brązowy żakiet"} clothes[36] = {40, 210, "Jasno-czerwona sukienka"} clothes[37] = {41, 120, "Aqua komplet"} clothes[38] = {43, 115, "Fioletowa koszula"} clothes[39] = {44, 95, "Niebieska koszula w kratkę"} clothes[40] = {45, 120, "Zielone bermudy"} clothes[41] = {46, 140, "Biała koszula"} clothes[42] = {47, 75, "Jasno-brązowa koszula"} clothes[43] = {48, 65, "Koszulka w paski"} clothes[44] = {49, 140, "Komplet mistrza sztuk walki"} clothes[45] = {50, 80, "Szary kombinezon"} clothes[46] = {51, 140, "Komplet sportowy żółty"} clothes[47] = {52, 140, "Komplet sportowy pasiak"} clothes[48] = {53, 70, "Koszula w kropki"} clothes[49] = {54, 85, "Różowa spódnica"} clothes[50] = {55, 180, "Sukienka w paski"} clothes[51] = {56, 110, "Koszulka na ramiączkach"} clothes[52] = {57, 250, "Ciemny garnitur"} clothes[53] = {58, 50, "Przetarte jeansy"} clothes[54] = {59, 130, "Elegancka koszula"} clothes[55] = {60, 100, "Jasno-brązowa koszulka"} clothes[56] = {61, 300, "Strój pilota"} clothes[57] = {62, 90, "Pidżama"} clothes[58] = {63, 100, "Bikini"} clothes[59] = {64, 110, "Minispódniczka"} clothes[60] = {66, 140, "Niebiesko-biała bejsbolówka"} clothes[61] = {67, 80, "Szara bluza"} clothes[62] = {68, 190, "Czarna sutanna"} clothes[63] = {69, 95, "Komplet jeanoswy"} clothes[64] = {70, 250, "Kitel lekarski"} clothes[65] = {71, 250, "Mundur PD1"} clothes[66] = {72, 100, "Jeansy dzwony"} clothes[67] = {73, 100, "Spodnie moro"} clothes[68] = {75, 70, "Strój jednoczęściowy"} clothes[69] = {76, 210, "Niebieski żakiet"} clothes[70] = {77, 15, "Podarta spódnica"} clothes[71] = {78, 10, "Porwane ubrania"} clothes[72] = {79, 8, "Podarta kamizelka"} clothes[73] = {80, 150, "Czerwony strój bokserski"} clothes[74] = {81, 150, "Niebieski strój bokserski"} clothes[75] = {82, 250, "Gwiazda Rocka 1"} clothes[76] = {83, 250, "Gwiazda Rocka 2"} clothes[77] = {84, 250, "Gwiazda Rocka 3"} clothes[78] = {85, 100, "Sztuczne futro"} clothes[79] = {87, 140, "Bikini"} clothes[80] = {88, 150, "Jasna spódnica"} clothes[81] = {89, 90, "Niebieska suknia"} clothes[82] = {90, 160, "Czarna minispódniczka"} clothes[83] = {91, 230, "Biała sukienka"} clothes[84] = {92, 160, "Bikini z chustą"} clothes[85] = {93, 140, "Czarne jeansy"} clothes[86] = {94, 160, "Kremowa koszula"} clothes[87] = {95, 65, "Wyblakła koszula"} clothes[88] = {96, 140, "Komplet sportowy czarny"} clothes[89] = {97, 120, "Czerwone bermudy"} clothes[90] = {98, 150, "Koszula z kołnierzykiem"} clothes[91] = {99, 140, "Komplet sporowy z kaskiem"} clothes[92] = {100, 135, "Kamizelka skórzana"} clothes[93] = {101, 110, "Zielona koszula"} clothes[94] = {102, 80, "Fioletowe szorty"} clothes[95] = {103, 80, "Fioletowa chusta"} clothes[96] = {104, 75, "Fioletowy TankTop"} clothes[97] = {105, 68, "Zielona bluza"} clothes[98] = {106, 65, "Zielona koszula w kratkę"} clothes[99] = {107, 80, "Zielony podkoszulek"} clothes[100] = {108, 60, "Czarne dresy"} clothes[101] = {109, 60, "Biały podkoszulek"} clothes[102] = {110, 70, "Spodenki jeansowe"} clothes[103] = {111, 210, "Czarny garnitur ze swetrem"} clothes[104] = {112, 110, "Brązowa kurtka"} clothes[105] = {113, 290, "Szary garnitur"} clothes[106] = {114, 60, "Koszulka z kołnierzykiem"} clothes[107] = {115, 90, "Luźne dresy"} clothes[108] = {116, 80, "Biały TankTop"} clothes[109] = {117, 160, "Czarna koszula"} clothes[110] = {118, 160, "Czarna koszula"} clothes[111] = {120, 275, "Szarawy garnitur"} clothes[112] = {121, 110, "Koszulka ARMY"} clothes[113] = {122, 140, "Beżowe luźne spodnie"} clothes[114] = {123, 120, "Koszula z kwiatami"} clothes[115] = {124, 110, "Obcisła koszulka"} clothes[116] = {125, 130, "Skórzana kurtka"} clothes[117] = {126, 150, "Ciemno-niebieska koszula"} clothes[118] = {127, 220, "Brązowe futro"} clothes[119] = {128, 90, "Podwinięte jeansy"} clothes[120] = {129, 75, "Długa spódnica"} clothes[121] = {130, 80, "Spódnica XXL"} clothes[122] = {131, 110, "Slim jeansy"} clothes[123] = {132, 50, "Stara koszula"} clothes[124] = {133, 50, "Ubrodzone jeansy"} clothes[125] = {134, 20, "Zniszczone ubrania"} clothes[126] = {135, 15, "Rozpięta brudna koszula"} clothes[127] = {136, 18, "Fioletowe porawne spodnie"} clothes[128] = {137, 25, "Porwane jeansy"} clothes[129] = {138, 160, "Białe bikini"} clothes[130] = {139, 160, "Żółte bikini"} clothes[131] = {140, 160, "Czerwone bikini"} clothes[132] = {141, 240, "Żakiet w paski"} clothes[133] = {142, 110, "Pomarańczowo-niebieska koszulka"} clothes[134] = {143, 140, "Jasno-niebieska koszula"} clothes[135] = {144, 135, "Czarno-czerwona koszulka"} clothes[136] = {145, 140, "Stringi"} clothes[137] = {146, 150, "Czarne szorty"} clothes[138] = {147, 220, "Jasno-ciemny garnitur"} clothes[139] = {148, 240, "Grynszpanowy żakiet"} clothes[140] = {150, 220, "Atramentowy żakiet"} clothes[141] = {151, 95, "Jeansowa spódnica"} clothes[142] = {152, 100, "Czerwona minispódniczka"} clothes[143] = {153, 210, "Garnitur z kaskiem"} clothes[144] = {154, 150, "Kobaltowe szorty"} clothes[145] = {155, 170, "Żółto-czerwona koszulka"} clothes[146] = {156, 160, "Błękitna koszula"} clothes[147] = {157, 90, "Jeanoswe szelki"} clothes[148] = {158, 95, "Jeansowe szelki"} clothes[149] = {159, 70, "Szelki"} clothes[150] = {160, 35, "Zniszczona koszula"} -- Kupowane local buy_name = nil local buy_price = nil local buy_count = nil local buy_uid = nil -- -- Część na ubrania -- -- Init GUI addEventHandler("onClientResourceStart", resourceRoot, function() local screenx, screeny = guiGetScreenSize() ---------------------------------------------------------- -- GUI -- SKLEPOWE ---------------------------------------------------------- cloth_arrow_left = guiCreateStaticImage(screenx * 0.285, screeny * 0.70, screeny * 0.15, screeny * 0.15, "icons/a_left.png", false) addEventHandler("onClientGUIClick", cloth_arrow_left, function() stepCloth("prev") end, false) cloth_arrow_right = guiCreateStaticImage ( screenx * 0.625, screeny * 0.70, screeny * 0.15, screeny * 0.15, "icons/a_right.png", false ) addEventHandler("onClientGUIClick", cloth_arrow_right, function() stepCloth("next") end, false) cloth_btn_buy = guiCreateStaticImage ( screenx * 0.41, screeny * 0.72, screeny * 0.12, screeny * 0.12, "icons/cash.png", false ) addEventHandler("onClientGUIClick", cloth_btn_buy, function() buyCloth() end, false) cloth_btn_cancel = guiCreateStaticImage ( screenx * 0.52, screeny* 0.72, screeny * 0.12, screeny * 0.12, "icons/cancel.png", false ) addEventHandler("onClientGUIClick", cloth_btn_cancel, function() stopPlayerDummy() end, false) setShoppingGui(false) ---------------------------------------------------------- -- GUI -- ZAMAWIANIE ---------------------------------------------------------- wnd_order = guiCreateWindow(0.32, 0.24, 0.35, 0.52, "Zamów produkty", true) guiWindowSetSizable(wnd_order, false) grid_order = guiCreateGridList(0.03, 0.07, 0.94, 0.76, true, wnd_order) guiGridListSetSortingEnabled(grid_order, false) guiGridListAddColumn(grid_order, "Nr", 0.2) guiGridListAddColumn(grid_order, "Kategoria", 0.8) guiGridListAddRow(grid_order) guiGridListSetItemText(grid_order, 0, 1, "1", false, false) guiGridListSetItemText(grid_order, 0, 2, "Żarcie", false, false) btn_order_sel = guiCreateButton(0.09, 0.87, 0.33, 0.08, "Wybierz", true, wnd_order) addEventHandler("onClientGUIClick", btn_order_sel, function() finishStep() end, false) guiSetProperty(btn_order_sel, "NormalTextColour", "FFAAAAAA") btn_order_cancel = guiCreateButton(0.58, 0.87, 0.33, 0.08, "Anuluj", true, wnd_order) addEventHandler("onClientGUIClick", btn_order_cancel, function() guiSetVisible(wnd_order, false) showCursor(false) guiSetInputEnabled(false) end, false) guiSetProperty(btn_order_cancel, "NormalTextColour", "FFAAAAAA") guiSetVisible(wnd_order, false) ---------------------------------------------------------- -- GUI -- ILOŚĆ ---------------------------------------------------------- wnd_order_count = guiCreateWindow(0.30, 0.38, 0.40, 0.23, "Finalizacja zamówienia", true) guiWindowSetSizable(wnd_order_count, false) btn_count_accept = guiCreateButton(0.13, 0.61, 0.29, 0.21, "Gotowe", true, wnd_order_count) addEventHandler("onClientGUIClick", btn_count_accept, function() checkoutPlayerOrder() end, false) guiSetProperty(btn_count_accept, "NormalTextColour", "FFAAAAAA") btn_count_cancel = guiCreateButton(0.57, 0.61, 0.30, 0.22, "Anuluj", true, wnd_order_count) addEventHandler("onClientGUIClick", btn_count_cancel, function() guiSetVisible(wnd_order_count, false) showCursor(false) guiSetInputEnabled(false) end, false) guiSetProperty(btn_count_cancel, "NormalTextColour", "FFAAAAAA") ipt_order_count = guiCreateEdit(0.13, 0.33, 0.74, 0.21, "999", true, wnd_order_count) guiEditSetMaxLength(ipt_order_count, 4) lab_order_count = guiCreateLabel(0.13, 0.18, 0.73, 0.09, "Ile sztuk produktu chcesz kupić?", true, wnd_order_count) guiSetVisible(wnd_order_count, false) ---------------------------------------------------------- -- GUI -- Koszt ---------------------------------------------------------- wnd_cost = guiCreateWindow(0.30, 0.38, 0.40, 0.23, "Finalizacja zamówienia", true) guiWindowSetSizable(wnd_cost, false) btn_cost_accept = guiCreateButton(0.13, 0.61, 0.29, 0.21, "Gotowe", true, wnd_cost) addEventHandler("onClientGUIClick", btn_cost_accept, function() setProductCost() end, false) guiSetProperty(btn_cost_accept, "NormalTextColour", "FFAAAAAA") btn_cost_cancel = guiCreateButton(0.57, 0.61, 0.30, 0.22, "Anuluj", true, wnd_cost) addEventHandler("onClientGUIClick", btn_cost_cancel, function() guiSetVisible(wnd_cost, false) showCursor(false) guiSetInputEnabled(false) end, false) guiSetProperty(btn_cost_cancel, "NormalTextColour", "FFAAAAAA") ipt_order_cost = guiCreateEdit(0.13, 0.33, 0.74, 0.21, "999", true, wnd_cost) guiEditSetMaxLength(ipt_order_cost, 4) lab_order_cost = guiCreateLabel(0.13, 0.18, 0.73, 0.09, "Ile ma kosztować każda sztuka tego produktu?", true, wnd_cost) guiSetVisible(wnd_cost, false) ---------------------------------------------------------- -- GUI -- Finalizacja, ile kosztuje i czy akcept? ---------------------------------------------------------- wnd_final = guiCreateWindow(0.30, 0.38, 0.40, 0.23, "Finalizacja zamówienia", true) guiWindowSetSizable(wnd_final, false) btn_final_accept = guiCreateButton(0.13, 0.61, 0.29, 0.21, "Kup", true, wnd_final) addEventHandler("onClientGUIClick", btn_final_accept, function() finalPlayerOrder() end, false) guiSetProperty(btn_final_accept, "NormalTextColour", "FFAAAAAA") btn_final_cancel = guiCreateButton(0.57, 0.61, 0.30, 0.22, "Anuluj", true, wnd_final) addEventHandler("onClientGUIClick", btn_final_cancel, function() guiSetVisible(wnd_final, false) showCursor(false) guiSetInputEnabled(false) end, false) guiSetProperty(btn_final_cancel, "NormalTextColour", "FFAAAAAA") lab_final = guiCreateLabel(0.13, 0.18, 0.73, 0.09, "Czy jesteś pewien, że chcesz kupić DE x1000?", true, wnd_final) lab_final_price = guiCreateLabel(0.13, 0.33, 0.74, 0.12, "Całkowity koszt: $1500", true, wnd_final) guiSetVisible(wnd_final, false) end) -- GUI func function setShoppingGui(state) guiSetVisible(cloth_arrow_right, state) guiSetVisible(cloth_arrow_left, state) guiSetVisible(cloth_btn_cancel, state) guiSetVisible(cloth_btn_buy, state) end function buyCloth() local p_money = tonumber(getElementData(localPlayer, "player.cash")) local cost = tonumber(clothes[selected][2]) if cost > p_money then outputChatBox("Błąd: Nie masz wystarczająco pieniędzy.") return end stopPlayerDummy() setPlayerMoney(p_money - cost) setElementData(localPlayer, "player.cash", (p_money - cost)) triggerServerEvent("onPlayerClothBuy", getRootElement(), getLocalPlayer(), tonumber(clothes[selected][1]), clothes[selected][3]) end function stepCloth(nav) if nav == "prev" then if (selected - 1) < 1 then selected = 1 else selected = selected - 1 end else if (selected + 1) > table.getn(clothes) then selected = 1 else selected = selected + 1 end end setElementModel(dummy, clothes[selected][1]) end -- Spawnowanie manekina, freezowanie gracza i w ogóle początek kupowania ciuchów function spawnPlayerDummy() local static_x, static_y, static_z = getElementPosition(localPlayer) local x, y, z = getElementPosition(localPlayer) local a, b, r = getElementRotation(localPlayer) x = x - math.sin ( math.rad(r) ) * 4 y = y + math.cos ( math.rad(r) ) * 4 if dummy == nil then dummy = createPed ( 0, x, y, z ) -- Poprawka z kamerą local cam = getCamera() detachElements( cam ) setElementPosition( cam, 0,0,0 ) setCameraTarget(localPlayer) setElementInterior(dummy, getElementInterior(localPlayer)) setElementDimension(dummy, getElementDimension(localPlayer)) setElementRotation(dummy, 0, 0, r + 180) addEventHandler("onClientRender",getRootElement(), drawDummyText) setElementFrozen(localPlayer, true) setCameraMatrix ( static_x, static_y, static_z, x, y, z ) selected = 1 setShoppingGui(true) showCursor(true) guiSetInputEnabled(true) end end -- Koniec kupowania function stopPlayerDummy() removeEventHandler("onClientRender", getRootElement(), drawDummyText) destroyElement(dummy) setElementFrozen(localPlayer, false) setCameraTarget ( localPlayer ) dummy = nil setShoppingGui(false) showCursor(false) guiSetInputEnabled(false) end function drawDummyText() if dummy ~= nil then local px, py, pz = getElementPosition(localPlayer) local x, y, z = getPedBonePosition( dummy, 8 ) local is_coll = processLineOfSight(px, py, pz, x, y, z, true, false, false, true, false, false) if is_coll == false then local distance = getDistanceBetweenPoints3D ( px, py, pz, x, y, z ) if distance < 15.0 then local sX, sY = getScreenFromWorldPosition( x, y, z + 0.25 ); if sX then dxDrawText("#006600$"..clothes[selected][2], sX, sY, sX, sY, tocolor(5,150,200,255), 2.0, "pricedown", "center", "bottom", false, false, false, true ) end else stopPlayerDummy() end end end end -- Pokazywanie asortymentu function showPlayerBuyMenu( theArray) if theArray then temp_arr = theArray guiGridListClear(grid_shopping) local item_num = table.getn(theArray) for i = 0, item_num do guiGridListAddRow(grid_shopping) end for i = 0, item_num do guiGridListSetItemText(grid_shopping, i, 1, theArray[i]["product_name"], false, false) guiGridListSetItemText(grid_shopping, i, 2, theArray[i]["product_count"], false, false) guiGridListSetItemText(grid_shopping, i, 3, "$"..theArray[i]["product_price"], false, false) end guiSetVisible(wnd_shopping, true) guiSetInputEnabled(true) showCursor(true) end end -- kupowajka function finishPlayerShopping() -- pobieranie select grid ID, sprawdzanie czy ma wystarczająco kasiory etc. local index = guiGridListGetSelectedItem ( grid_shopping ) local p_money = tonumber(getElementData(localPlayer, "player.cash")) local cost = temp_arr[index]["product_price"] if temp_arr[index]["product_price"] > p_money then outputChatBox("Błąd: Nie masz wystarczająco pieniędzy.", 200, 200, 200) return end if temp_arr[index]["product_count"] <= 0 then outputChatBox("Błąd: Ten produkt już się skończył.", 200, 200, 200) return end -- pobierz kaskę setElementData(localPlayer, "player.cash", (p_money - cost)) setPlayerMoney(p_money - cost) -- dodaj itema i odejmij jeden z p_count if temp_arr[index]["product_count"] > 1 then triggerServerEvent("onPlayerCreateItemRequest", getRootElement(), getLocalPlayer(), temp_arr[index]["product_name"], temp_arr[index]["product_type"], temp_arr[index]["product_value1"], temp_arr[index]["product_value2"], temp_arr[index]["product_uid"], false) else triggerServerEvent("onPlayerCreateItemRequest", getRootElement(), getLocalPlayer(), temp_arr[index]["product_name"], temp_arr[index]["product_type"], temp_arr[index]["product_value1"], temp_arr[index]["product_value2"], temp_arr[index]["product_uid"], true) end temp_arr[index]["product_count"] = temp_arr[index]["product_count"] - 1 end -- Wypełnianie tabelki itemkami function showOrders(array, type) -- POKAŻ KATEGORIE if type == 1 then orderGroupArray = array guiGridListClear(grid_order) order_step = 1 for i = 0, table.getn(array) do guiGridListAddRow(grid_order) end for i=0, table.getn(array) do guiGridListSetItemText(grid_order, i, 1, array[i]["cat_uid"], false, false) --uid guiGridListSetItemText(grid_order, i, 2, array[i]["cat_name"], false, false) --nazwa end end -- POKAŻ PRODUKTY if type == 2 then order_step = 2 orderGroupArray = array guiGridListClear(grid_order) for i = 0, table.getn(array) do guiGridListAddRow(grid_order) end for i=0, table.getn(array) do guiGridListSetItemText(grid_order, i, 1, array[i]["order_uid"], false, false) --uid guiGridListSetItemText(grid_order, i, 2, array[i]["order_name"], false, false) --nazwa end end guiSetVisible(wnd_order, true) showCursor(true) guiSetInputEnabled(true) end addEvent("showOrders", true) addEventHandler("showOrders", localPlayer, showOrders) function finishStep() if order_step == 1 then local option, _ = guiGridListGetSelectedItem ( grid_order ) local cat_id = orderGroupArray[option]["cat_uid"] triggerServerEvent( "onPlayerShowAvaiableProducts", getRootElement(), getLocalPlayer(), cat_id ) end if order_step == 2 then local option, _ = guiGridListGetSelectedItem ( grid_order ) local name = orderGroupArray[option]["order_name"] buy_name = name buy_price = tonumber(orderGroupArray[option]["order_price"]) buy_uid = tonumber(orderGroupArray[option]["order_uid"]) guiSetText(lab_order_count, "Ile sztuk produktu "..buy_name.." chcesz kupić?") guiSetVisible(wnd_order, false) guiSetVisible(wnd_order_count, true) --local message = "Kupujesz "..name..". To kosztuje $"..orderGroupArray[option]["order_price"].." za sztukę" end end function checkoutPlayerOrder() -- sprawdź kasę, sprawdź czy ilość jest OK local count = tonumber(guiGetText(ipt_order_count)) if not count then outputChatBox("Błąd: Podano błędną ilość!") return end if count > 9999 or count < 1 then outputChatBox("Błąd: Podano błędną ilość!") return end buy_count = count guiSetText(lab_final, "Czy jesteś pewien, że chcesz kupić "..buy_name.." x"..buy_count.."?") guiSetText(lab_final_price, "Całkowity koszt zamówienia: $"..tonumber(buy_count * tonumber(buy_price)).." ($".. buy_price .."/sztuka)") guiSetVisible(wnd_order_count, false) --guiSetVisible(wnd_final, true) guiSetText(ipt_order_cost, "") guiSetVisible(wnd_cost, true) end function finalPlayerOrder() local cash = tonumber(buy_count * tonumber(buy_price)) local pcash = tonumber(getElementData(localPlayer, "player.cash")) if cash > pcash then outputChatBox("Błąd: Nie posiadasz tyle pieniędzy!") return end local beforeCash = pcash - cash triggerServerEvent("onPlayerFinishOrder", getRootElement(), getLocalPlayer(), beforeCash, buy_uid, buy_count, productPrice) guiSetVisible(wnd_final, false) guiSetInputEnabled(false) showCursor(false) end function setProductCost() local cost = tonumber(guiGetText(ipt_order_cost)) if not cost then outputChatBox("Błąd: Podano błędną cenę!") return end if cost > 9999 or cost < 1 then outputChatBox("Błąd: Podano błędną cenę!") return end productPrice = cost guiSetVisible(wnd_cost, false) guiSetVisible(wnd_final, true) end -- -- Eventy -- addEvent("onPlayerStartShopping", true) addEventHandler("onPlayerStartShopping", localPlayer, showPlayerBuyMenu) addEvent("onPlayerStartClothesSelect", true) addEventHandler("onPlayerStartClothesSelect", localPlayer, spawnPlayerDummy)
local Pattern = Pattern local M_PI = math.pi local sw, sh = stage:getSize() stage:addChild(DisplayShape.new(sw, sh) :setSource(Pattern.image(assets:loadImage("bg.png")):setExtend("repeat")) :paint()) local a = assets:loadDisplay("planet-earth.png"):setPosition(sw / 2, sh / 2):setScale(0.5):setAnchor(0.5, 0.5) stage:addChild(a) local s = nil local count = 0; local function onEnterFrame(d, e) count = count + 0.1 stage:removeChild(s) s = nil s = DisplayShape.new(sw / 2, sh / 2) :setAnchor(0.5, 0.5) :setPosition(sw / 2, sh / 2) s:setLineWidth(10) :moveTo(40 + math.sin(count) * 40, 40 + math.cos(count) * 40) :lineTo(260 + math.cos(count) * 40, 40 + math.sin(count) * 40) :lineTo(260 + math.sin(count) * 40, 200 + math.cos(count) * 40) :lineTo(40 + math.cos(count)* 40, 200 + math.sin(count) * 40) :lineTo(40 + math.sin(count) * 40, 40 + math.cos(count) * 40) :closePath() :setSourceColor(1, 1, 0, 0.5) :fillPreserve() :setSourceColor(1, 0, 0, 1) :stroke() a:setRotation(a:getRotation() + 1) s:setRotation(count * 0.02 * 360) stage:addChild(s) end stage:addEventListener("enter-frame", onEnterFrame) stage:showfps(true)
Notification = Widget:subclass("Notification") function Notification:initialize(name, x, y, width, height, title, body, fg, bg, progresscolor, opacity) Widget.initialize(self, name, x, y, width, height) self.title = title self.body = body self.fg = fg self.bg = bg self.progresscolor = progresscolor self.opacity = opacity self.progress = 0 self.bodyparts = {} end function Notification:createComponents(bridge) -- Progress self.components[1] = bridge.addBox(self.x, self.y, self.width * self.progress, 1, self.progresscolor, self.opacity) self.components[1].setZ(-1) -- Background self.components[2] = bridge.addBox(self.x, self.y, self.width, self.height, self.bg, self.opacity) self.components[2].setZ(-2) -- Text local charlen = textWidthScale(bridge, "M", 0.5) -- Title self.components[3] = bridge.addText(self.x + 2, self.y + 3, self.title, self.fg) self.components[3].setScale(0.57) -- Body local wrapped = wrapText(self.body, self.width / charlen) local ydiff = 9 for i,line in ipairs(wrapped) do self.components[3+i] = bridge.addText(self.x + 2, self.y + ydiff, line, self.fg) self.components[3+i].setScale(0.5) ydiff = ydiff + 5 end end function Notification:setProgress(val) self.progress = val self.components[1].setWidth(self.width * self.progress) end
--- @param lsp LSP --- @param params table --- @return boolean return function (lsp, params) local doc = params.textDocument lsp:close(doc.uri) return true end
local K = unpack(select(2, ...)) local _G = _G local print = _G.print local CreateFrame = _G.CreateFrame local GetSpellInfo = _G.GetSpellInfo local IsPlayerSpell = _G.IsPlayerSpell local function Defaults(priorityOverride) return {["enable"] = true, ["priority"] = priorityOverride or 0, ["stackThreshold"] = 0} end local function SpellName(id) local name = GetSpellInfo(id) if not name then print("|cff3c9bedKkthnxUI:|r SpellID is not valid: " .. id .. ". Please check for an updated version, if none exists report to Kkthnx in Discord.") return "Impale" else return name end end K.DebuffsTracking = {} K.TicksPenance = SpellName(47540) K.DebuffsTracking["RaidDebuffs"] = { ["type"] = "Whitelist", ["spells"] = { -- Mythic+ Dungeons [209858] = Defaults(), -- Necrotic [226512] = Defaults(), -- Sanguine [240559] = Defaults(), -- Grievous [240443] = Defaults(), -- Bursting [196376] = Defaults(), -- Grievous Tear [288388] = Defaults(), -- Reap Soul [288694] = Defaults(), -- Shadow Smash --BFA Dungeons --Freehold [258323] = Defaults(), -- Infected Wound [257775] = Defaults(), -- Plague Step [257908] = Defaults(), -- Oiled Blade [257436] = Defaults(), -- Poisoning Strike [274389] = Defaults(), -- Rat Traps [274555] = Defaults(), -- Scabrous Bites [258875] = Defaults(), -- Blackout Barrel [256363] = Defaults(), -- Ripper Punch --Shrine of the Storm [264560] = Defaults(), -- Choking Brine [268233] = Defaults(), -- Electrifying Shock [268322] = Defaults(), -- Touch of the Drowned [268896] = Defaults(), -- Mind Rend [268104] = Defaults(), -- Explosive Void [267034] = Defaults(), -- Whispers of Power [276268] = Defaults(), -- Heaving Blow [264166] = Defaults(), -- Undertow [264526] = Defaults(), -- Grasp of the Depths [274633] = Defaults(), -- Sundering Blow [268214] = Defaults(), -- Carving Flesh [267818] = Defaults(), -- Slicing Blast [268309] = Defaults(), -- Unending Darkness [268317] = Defaults(), -- Rip Mind [268391] = Defaults(), -- Mental Assault [274720] = Defaults(), -- Abyssal Strike --Siege of Boralus [257168] = Defaults(), -- Cursed Slash [272588] = Defaults(), -- Rotting Wounds [272571] = Defaults(), -- Choking Waters [274991] = Defaults(), -- Putrid Waters [275835] = Defaults(), -- Stinging Venom Coating [273930] = Defaults(), -- Hindering Cut [257292] = Defaults(), -- Heavy Slash [261428] = Defaults(), -- Hangman's Noose [256897] = Defaults(), -- Clamping Jaws [272874] = Defaults(), -- Trample [273470] = Defaults(), -- Gut Shot [272834] = Defaults(), -- Viscous Slobber [257169] = Defaults(), -- Terrifying Roar [272713] = Defaults(), -- Crushing Slam -- Tol Dagor [258128] = Defaults(), -- Debilitating Shout [265889] = Defaults(), -- Torch Strike [257791] = Defaults(), -- Howling Fear [258864] = Defaults(), -- Suppression Fire [257028] = Defaults(), -- Fuselighter [258917] = Defaults(), -- Righteous Flames [257777] = Defaults(), -- Crippling Shiv [258079] = Defaults(), -- Massive Chomp [258058] = Defaults(), -- Squeeze [260016] = Defaults(), -- Itchy Bite [257119] = Defaults(), -- Sand Trap [260067] = Defaults(), -- Vicious Mauling [258313] = Defaults(), -- Handcuff [259711] = Defaults(), -- Lockdown [256198] = Defaults(), -- Azerite Rounds: Incendiary [256101] = Defaults(), -- Explosive Burst (mythic) [256105] = Defaults(), -- Explosive Burst (mythic+) [256044] = Defaults(), -- Deadeye [256474] = Defaults(), -- Heartstopper Venom --Waycrest Manor [260703] = Defaults(), -- Unstable Runic Mark [263905] = Defaults(), -- Marking Cleave [265880] = Defaults(), -- Dread Mark [265882] = Defaults(), -- Lingering Dread [264105] = Defaults(), -- Runic Mark [264050] = Defaults(), -- Infected Thorn [261440] = Defaults(), -- Virulent Pathogen [263891] = Defaults(), -- Grasping Thorns [264378] = Defaults(), -- Fragment Soul [266035] = Defaults(), -- Bone Splinter [266036] = Defaults(), -- Drain Essence [260907] = Defaults(), -- Soul Manipulation [260741] = Defaults(), -- Jagged Nettles [264556] = Defaults(), -- Tearing Strike [265760] = Defaults(), -- Thorned Barrage [260551] = Defaults(), -- Soul Thorns [263943] = Defaults(), -- Etch [265881] = Defaults(), -- Decaying Touch [261438] = Defaults(), -- Wasting Strike [268202] = Defaults(), -- Death Lens [278456] = Defaults(), -- Infest -- Atal'Dazar [252781] = Defaults(), -- Unstable Hex [250096] = Defaults(), -- Wracking Pain [250371] = Defaults(), -- Lingering Nausea [253562] = Defaults(), -- Wildfire [255582] = Defaults(), -- Molten Gold [255041] = Defaults(), -- Terrifying Screech [255371] = Defaults(), -- Terrifying Visage [252687] = Defaults(), -- Venomfang Strike [254959] = Defaults(), -- Soulburn [255814] = Defaults(), -- Rending Maul [255421] = Defaults(), -- Devour [255434] = Defaults(), -- Serrated Teeth [256577] = Defaults(), -- Soulfeast --King's Rest [270492] = Defaults(), -- Hex [267763] = Defaults(), -- Wretched Discharge [276031] = Defaults(), -- Pit of Despair [265773] = Defaults(), -- Spit Gold [270920] = Defaults(), -- Seduction [270865] = Defaults(), -- Hidden Blade [271564] = Defaults(), -- Embalming Fluid [270507] = Defaults(), -- Poison Barrage [267273] = Defaults(), -- Poison Nova [270003] = Defaults(), -- Suppression Slam [270084] = Defaults(), -- Axe Barrage [267618] = Defaults(), -- Drain Fluids [267626] = Defaults(), -- Dessication [270487] = Defaults(), -- Severing Blade [266238] = Defaults(), -- Shattered Defenses [266231] = Defaults(), -- Severing Axe [266191] = Defaults(), -- Whirling Axes [272388] = Defaults(), -- Shadow Barrage [271640] = Defaults(), -- Dark Revelation [268796] = Defaults(), -- Impaling Spear [268419] = Defaults(), -- Gale Slash --Motherlode [263074] = Defaults(), -- Festering Bite [280605] = Defaults(), -- Brain Freeze [257337] = Defaults(), -- Shocking Claw [270882] = Defaults(), -- Blazing Azerite [268797] = Defaults(), -- Transmute: Enemy to Goo [259856] = Defaults(), -- Chemical Burn [269302] = Defaults(), -- Toxic Blades [280604] = Defaults(), -- Iced Spritzer [257371] = Defaults(), -- Tear Gas [257544] = Defaults(), -- Jagged Cut [268846] = Defaults(), -- Echo Blade [262794] = Defaults(), -- Energy Lash [262513] = Defaults(), -- Azerite Heartseeker [260829] = Defaults(), -- Homing Missle (travelling) [260838] = Defaults(), -- Homing Missle (exploded) [263637] = Defaults(), -- Clothesline --Temple of Sethraliss [269686] = Defaults(), -- Plague [268013] = Defaults(), -- Flame Shock [268008] = Defaults(), -- Snake Charm [273563] = Defaults(), -- Neurotoxin [272657] = Defaults(), -- Noxious Breath [267027] = Defaults(), -- Cytotoxin [272699] = Defaults(), -- Venomous Spit [263371] = Defaults(), -- Conduction [272655] = Defaults(), -- Scouring Sand [263914] = Defaults(), -- Blinding Sand [263958] = Defaults(), -- A Knot of Snakes [266923] = Defaults(), -- Galvanize [268007] = Defaults(), -- Heart Attack --Underrot [265468] = Defaults(), -- Withering Curse [278961] = Defaults(), -- Decaying Mind [259714] = Defaults(), -- Decaying Spores [272180] = Defaults(), -- Death Bolt [272609] = Defaults(), -- Maddening Gaze [269301] = Defaults(), -- Putrid Blood [265533] = Defaults(), -- Blood Maw [265019] = Defaults(), -- Savage Cleave [265377] = Defaults(), -- Hooked Snare [265625] = Defaults(), -- Dark Omen [260685] = Defaults(), -- Taint of G'huun [266107] = Defaults(), -- Thirst for Blood [260455] = Defaults(), -- Serrated Fangs --Operation: Mechagon [291928] = Defaults(), -- Giga-Zap [292267] = Defaults(), -- Giga-Zap [302274] = Defaults(), -- Fulminating Zap [298669] = Defaults(), -- Taze [295445] = Defaults(), -- Wreck [294929] = Defaults(), -- Blazing Chomp [297257] = Defaults(), -- Electrical Charge [294855] = Defaults(), -- Blossom Blast [291972] = Defaults(), -- Explosive Leap [285443] = Defaults(), -- "Hidden" Flame Cannon [291974] = Defaults(), -- Obnoxious Monologue [296150] = Defaults(), -- Vent Blast [298602] = Defaults(), -- Smoke Cloud [296560] = Defaults(), -- Clinging Static [297283] = Defaults(), -- Cave In [291914] = Defaults(), -- Cutting Beam [302384] = Defaults(), -- Static Discharge -- Uldir -- MOTHER [268277] = Defaults(), -- Purifying Flame [268253] = Defaults(), -- Surgical Beam [268095] = Defaults(), -- Cleansing Purge [267787] = Defaults(), -- Sundering Scalpel [268198] = Defaults(), -- Clinging Corruption [267821] = Defaults(), -- Defense Grid -- Vectis [265127] = Defaults(), -- Lingering Infection [265178] = Defaults(), -- Mutagenic Pathogen [265206] = Defaults(), -- Immunosuppression [265212] = Defaults(), -- Gestate [265129] = Defaults(), -- Omega Vector [267160] = Defaults(), -- Omega Vector [267161] = Defaults(), -- Omega Vector [267162] = Defaults(), -- Omega Vector [267163] = Defaults(), -- Omega Vector [267164] = Defaults(), -- Omega Vector -- Mythrax --[272146] = Defaults(), -- Annihilation [272536] = Defaults(), -- Imminent Ruin [274693] = Defaults(), -- Essence Shear [272407] = Defaults(), -- Oblivion Sphere -- Fetid Devourer [262313] = Defaults(), -- Malodorous Miasma [262292] = Defaults(), -- Rotting Regurgitation [262314] = Defaults(), -- Deadly Disease -- Taloc [270290] = Defaults(), -- Blood Storm [275270] = Defaults(), -- Fixate [271224] = Defaults(), -- Plasma Discharge [271225] = Defaults(), -- Plasma Discharge -- Zul [273365] = Defaults(), -- Dark Revelation [273434] = Defaults(), -- Pit of Despair --[274195] = Defaults(), -- Corrupted Blood [272018] = Defaults(), -- Absorbed in Darkness [274358] = Defaults(), -- Rupturing Blood -- Zek'voz, Herald of N'zoth [265237] = Defaults(), -- Shatter [265264] = Defaults(), -- Void Lash [265360] = Defaults(), -- Roiling Deceit [265662] = Defaults(), -- Corruptor's Pact [265646] = Defaults(), -- Will of the Corruptor -- G'huun [263436] = Defaults(), -- Imperfect Physiology [263227] = Defaults(), -- Putrid Blood [263372] = Defaults(), -- Power Matrix [272506] = Defaults(), -- Explosive Corruption [267409] = Defaults(), -- Dark Bargain [267430] = Defaults(), -- Torment [263235] = Defaults(), -- Blood Feast [270287] = Defaults(), -- Blighted Ground -- Siege of Zuldazar -- Ra'wani Kanae/Frida Ironbellows [283573] = Defaults(), -- Sacred Blade [283617] = Defaults(), -- Wave of Light [283651] = Defaults(), -- Blinding Faith [284595] = Defaults(), -- Penance [283582] = Defaults(), -- Consecration -- Grong [285998] = Defaults(), -- Ferocious Roar [283069] = Defaults(), -- Megatomic Fire [285671] = Defaults(), -- Crushed [285875] = Defaults(), -- Rending Bite --[282010] = Defaults(), -- Shaken -- Jaina [285253] = Defaults(), -- Ice Shard [287993] = Defaults(), -- Chilling Touch [287365] = Defaults(), -- Searing Pitch [288038] = Defaults(), -- Marked Target [285254] = Defaults(), -- Avalanche [287626] = Defaults(), -- Grasp of Frost [287490] = Defaults(), -- Frozen Solid [287199] = Defaults(), -- Ring of Ice [288392] = Defaults(), -- Vengeful Seas -- Stormwall Blockade [284369] = Defaults(), -- Sea Storm [284410] = Defaults(), -- Tempting Song [284405] = Defaults(), -- Tempting Song [284121] = Defaults(), -- Thunderous Boom [286680] = Defaults(), -- Roiling Tides -- Opulence [286501] = Defaults(), -- Creeping Blaze [283610] = Defaults(), -- Crush [289383] = Defaults(), -- Chaotic Displacement [285479] = Defaults(), -- Flame Jet [283063] = Defaults(), -- Flames of Punishment [283507] = Defaults(), -- Volatile Charge -- King Rastakhan [284995] = Defaults(), -- Zombie Dust [285349] = Defaults(), -- Plague of Fire [285044] = Defaults(), -- Toad Toxin [284831] = Defaults(), -- Scorching Detonation [289858] = Defaults(), -- Crushed [284662] = Defaults(), -- Seal of Purification [284676] = Defaults(), -- Seal of Purification [285178] = Defaults(), -- Serpent's Breath [285010] = Defaults(), -- Poison Toad Slime -- Jadefire Masters [282037] = Defaults(), -- Rising Flames [284374] = Defaults(), -- Magma Trap [285632] = Defaults(), -- Stalking [288151] = Defaults(), -- Tested [284089] = Defaults(), -- Successful Defense [286988] = Defaults(), -- Searing Embers -- Mekkatorque [288806] = Defaults(), -- Gigavolt Blast [289023] = Defaults(), -- Enormous [286646] = Defaults(), -- Gigavolt Charge [288939] = Defaults(), -- Gigavolt Radiation [284168] = Defaults(), -- Shrunk [286516] = Defaults(), -- Anti-Tampering Shock [286480] = Defaults(), -- Anti-Tampering Shock [284214] = Defaults(), -- Trample -- Conclave of the Chosen [284663] = Defaults(), -- Bwonsamdi's Wrath [282444] = Defaults(), -- Lacerating Claws [282592] = Defaults(), -- Bleeding Wounds [282209] = Defaults(), -- Mark of Prey [285879] = Defaults(), -- Mind Wipe [282135] = Defaults(), -- Crawling Hex [286060] = Defaults(), -- Cry of the Fallen [282447] = Defaults(), -- Kimbul's Wrath [282834] = Defaults(), -- Kimbul's Wrath [286811] = Defaults(), -- Akunda's Wrath [286838] = Defaults(), -- Static Orb --Crucible of Storms --The Restless Cabal [282386] = Defaults(), -- Aphotic Blast [282384] = Defaults(), -- Shear Mind [282566] = Defaults(), -- Promises of Power [282561] = Defaults(), -- Dark Herald [282432] = Defaults(), -- Crushing Doubt [282589] = Defaults(), -- Mind Scramble [292826] = Defaults(), -- Mind Scramble --Fa'thuul the Feared [284851] = Defaults(), -- Touch of the End [286459] = Defaults(), -- Feedback: Void [286457] = Defaults(), -- Feedback: Ocean [286458] = Defaults(), -- Feedback: Storm [285367] = Defaults(), -- Piercing Gaze of N'Zoth [284733] = Defaults(), -- Embrace of the Void [284722] = Defaults(), -- Umbral Shell [285345] = Defaults(), -- Maddening Eyes of N'Zoth [285477] = Defaults(), -- Obscurity [285652] = Defaults(), -- Insatiable Torment --Eternal Palace --Lady Ashvane [296693] = Defaults(), -- Waterlogged [296725] = Defaults(), -- Barnacle Bash [296942] = Defaults(), -- Arcing Azerite [296938] = Defaults(), -- Arcing Azerite [296941] = Defaults(), -- Arcing Azerite [296939] = Defaults(), -- Arcing Azerite [296943] = Defaults(), -- Arcing Azerite [296940] = Defaults(), -- Arcing Azerite [296752] = Defaults(), -- Cutting Coral [297333] = Defaults(), -- Briny Bubble [297397] = Defaults(), -- Briny Bubble --Abyssal Commander Sivara --[294715] = Defaults(), -- Toxic Brand --[294711] = Defaults(), -- Frost Mark [300701] = Defaults(), -- Rimefrost [300705] = Defaults(), -- Septic Taint [294847] = Defaults(), -- Unstable Mixture [295850] = Defaults(), -- Delirious [295421] = Defaults(), -- Overflowing Venom [295807] = Defaults(), -- Frozen [300883] = Defaults(), -- Inversion Sickness [295705] = Defaults(), -- Toxic Bolt --The Queen’s Court [301830] = Defaults(), -- Pashmar's Touch [296851] = Defaults(), -- Fanatical Verdict [297836] = Defaults(), -- Potent Spark [297586] = Defaults(), -- Suffering [304410] = Defaults(), -- Repeat Performance [299914] = Defaults(), -- Frenetic Charge [303306] = Defaults(), -- Sphere of Influence [300545] = Defaults(), -- Mighty Rupture --Radiance of Azshara [296566] = Defaults(), -- Tide Fist [296737] = Defaults(), -- Arcane Bomb [296746] = Defaults(), -- Arcane Bomb [295920] = Defaults(), -- Ancient Tempest [296462] = Defaults(), -- Squall Trap [299152] = Defaults(), -- Waterlogged --Orgozoa [298156] = Defaults(), -- Desensitizing Sting [298306] = Defaults(), -- Incubation Fluid --Blackwater Behemoth [292127] = Defaults(), -- Darkest Depths [292138] = Defaults(), -- Radiant Biomass [292167] = Defaults(), -- Toxic Spine [301494] = Defaults(), -- Piercing Barb --Za’qul [295495] = Defaults(), -- Mind Tether [295480] = Defaults(), -- Mind Tether [295249] = Defaults(), -- Delirium Realm [303819] = Defaults(), -- Nightmare Pool [293509] = Defaults(), -- Manifest Nightmares [295327] = Defaults(), -- Shattered Psyche [294545] = Defaults(), -- Portal of Madness [298192] = Defaults(), -- Dark Beyond [292963] = Defaults(), -- Dread [300133] = Defaults(), -- Snapped --Queen Azshara [298781] = Defaults(), -- Arcane Orb [297907] = Defaults(), -- Cursed Heart [302999] = Defaults(), -- Arcane Vulnerability [302141] = Defaults(), -- Beckon [299276] = Defaults(), -- Sanction [303657] = Defaults(), -- Arcane Burst [298756] = Defaults(), -- Serrated Edge [301078] = Defaults(), -- Charged Spear [298014] = Defaults(), -- Cold Blast [298018] = Defaults(), -- Frozen } } -- CC DEBUFFS (TRACKING LIST) K.DebuffsTracking["CCDebuffs"] = { ["type"] = "Whitelist", ["spells"] = { --Death Knight [47476] = Defaults(2), -- Strangulate [108194] = Defaults(4), -- Asphyxiate UH [221562] = Defaults(4), -- Asphyxiate Blood [207171] = Defaults(4), -- Winter is Coming [206961] = Defaults(3), -- Tremble Before Me [207167] = Defaults(4), -- Blinding Sleet [212540] = Defaults(1), -- Flesh Hook (Pet) [91807] = Defaults(1), -- Shambling Rush (Pet) [204085] = Defaults(1), -- Deathchill [233395] = Defaults(1), -- Frozen Center [212332] = Defaults(4), -- Smash (Pet) [212337] = Defaults(4), -- Powerful Smash (Pet) [91800] = Defaults(4), -- Gnaw (Pet) [91797] = Defaults(4), -- Monstrous Blow (Pet) -- [?????] = Defaults(), -- Reanimation (missing data) [210141] = Defaults(3), -- Zombie Explosion --Demon Hunter [207685] = Defaults(4), -- Sigil of Misery [217832] = Defaults(3), -- Imprison [221527] = Defaults(5), -- Imprison (Banished version) [204490] = Defaults(2), -- Sigil of Silence [179057] = Defaults(3), -- Chaos Nova [211881] = Defaults(4), -- Fel Eruption [205630] = Defaults(3), -- Illidan's Grasp [208618] = Defaults(3), -- Illidan's Grasp (Afterward) [213491] = Defaults(4), -- Demonic Trample (it's this one or the other) [208645] = Defaults(4), -- Demonic Trample --Druid [81261] = Defaults(2), -- Solar Beam [5211] = Defaults(4), -- Mighty Bash [163505] = Defaults(4), -- Rake [203123] = Defaults(4), -- Maim [202244] = Defaults(4), -- Overrun [99] = Defaults(4), -- Incapacitating Roar [33786] = Defaults(5), -- Cyclone [209753] = Defaults(5), -- Cyclone Balance [45334] = Defaults(1), -- Immobilized [102359] = Defaults(1), -- Mass Entanglement [339] = Defaults(1), -- Entangling Roots [2637] = Defaults(1), -- Hibernate --Hunter [202933] = Defaults(2), -- Spider Sting (it's this one or the other) [233022] = Defaults(2), -- Spider Sting [213691] = Defaults(4), -- Scatter Shot [19386] = Defaults(3), -- Wyvern Sting [3355] = Defaults(3), -- Freezing Trap [203337] = Defaults(5), -- Freezing Trap (Survival PvPT) [209790] = Defaults(3), -- Freezing Arrow [24394] = Defaults(4), -- Intimidation [117526] = Defaults(4), -- Binding Shot [190927] = Defaults(1), -- Harpoon [201158] = Defaults(1), -- Super Sticky Tar [162480] = Defaults(1), -- Steel Trap [212638] = Defaults(1), -- Tracker's Net [200108] = Defaults(1), -- Ranger's Net --Mage [61721] = Defaults(3), -- Rabbit (Poly) [61305] = Defaults(3), -- Black Cat (Poly) [28272] = Defaults(3), -- Pig (Poly) [28271] = Defaults(3), -- Turtle (Poly) [126819] = Defaults(3), -- Porcupine (Poly) [161354] = Defaults(3), -- Monkey (Poly) [161353] = Defaults(3), -- Polar bear (Poly) [61780] = Defaults(3), -- Turkey (Poly) [161355] = Defaults(3), -- Penguin (Poly) [161372] = Defaults(3), -- Peacock (Poly) [277787] = Defaults(3), -- Direhorn (Poly) [277792] = Defaults(3), -- Bumblebee (Poly) [118] = Defaults(3), -- Polymorph [82691] = Defaults(3), -- Ring of Frost [31661] = Defaults(3), -- Dragon's Breath [122] = Defaults(1), -- Frost Nova [33395] = Defaults(1), -- Freeze [157997] = Defaults(1), -- Ice Nova [228600] = Defaults(1), -- Glacial Spike [198121] = Defaults(1), -- Forstbite --Monk [119381] = Defaults(4), -- Leg Sweep [202346] = Defaults(4), -- Double Barrel [115078] = Defaults(4), -- Paralysis [198909] = Defaults(3), -- Song of Chi-Ji [202274] = Defaults(3), -- Incendiary Brew [233759] = Defaults(2), -- Grapple Weapon [123407] = Defaults(1), -- Spinning Fire Blossom [116706] = Defaults(1), -- Disable [232055] = Defaults(4), -- Fists of Fury (it's this one or the other) --Paladin [853] = Defaults(3), -- Hammer of Justice [20066] = Defaults(3), -- Repentance [105421] = Defaults(3), -- Blinding Light [31935] = Defaults(2), -- Avenger's Shield [217824] = Defaults(2), -- Shield of Virtue [205290] = Defaults(3), -- Wake of Ashes --Priest [9484] = Defaults(3), -- Shackle Undead [200196] = Defaults(4), -- Holy Word: Chastise [200200] = Defaults(4), -- Holy Word: Chastise [226943] = Defaults(3), -- Mind Bomb [605] = Defaults(5), -- Mind Control [8122] = Defaults(3), -- Psychic Scream [15487] = Defaults(2), -- Silence [64044] = Defaults(1), -- Psychic Horror --Rogue [2094] = Defaults(4), -- Blind [6770] = Defaults(4), -- Sap [1776] = Defaults(4), -- Gouge [1330] = Defaults(2), -- Garrote - Silence [207777] = Defaults(2), -- Dismantle [199804] = Defaults(4), -- Between the Eyes [408] = Defaults(4), -- Kidney Shot [1833] = Defaults(4), -- Cheap Shot [207736] = Defaults(5), -- Shadowy Duel (Smoke effect) [212182] = Defaults(5), -- Smoke Bomb --Shaman [51514] = Defaults(3), -- Hex [211015] = Defaults(3), -- Hex (Cockroach) [211010] = Defaults(3), -- Hex (Snake) [211004] = Defaults(3), -- Hex (Spider) [210873] = Defaults(3), -- Hex (Compy) [196942] = Defaults(3), -- Hex (Voodoo Totem) [269352] = Defaults(3), -- Hex (Skeletal Hatchling) [277778] = Defaults(3), -- Hex (Zandalari Tendonripper) [277784] = Defaults(3), -- Hex (Wicker Mongrel) [118905] = Defaults(3), -- Static Charge [77505] = Defaults(4), -- Earthquake (Knocking down) [118345] = Defaults(4), -- Pulverize (Pet) [204399] = Defaults(3), -- Earthfury [204437] = Defaults(3), -- Lightning Lasso [157375] = Defaults(4), -- Gale Force [64695] = Defaults(1), -- Earthgrab --Warlock [710] = Defaults(5), -- Banish [6789] = Defaults(3), -- Mortal Coil [118699] = Defaults(3), -- Fear [6358] = Defaults(3), -- Seduction (Succub) [171017] = Defaults(4), -- Meteor Strike (Infernal) [22703] = Defaults(4), -- Infernal Awakening (Infernal CD) [30283] = Defaults(3), -- Shadowfury [89766] = Defaults(4), -- Axe Toss [233582] = Defaults(1), -- Entrenched in Flame --Warrior [5246] = Defaults(4), -- Intimidating Shout [7922] = Defaults(4), -- Warbringer [132169] = Defaults(4), -- Storm Bolt [132168] = Defaults(4), -- Shockwave [199085] = Defaults(4), -- Warpath [105771] = Defaults(1), -- Charge [199042] = Defaults(1), -- Thunderstruck [236077] = Defaults(2), -- Disarm --Racial [20549] = Defaults(4), -- War Stomp [107079] = Defaults(4), -- Quaking Palm } } -- Raid Buffs (Squared Aura Tracking List) K.RaidBuffsTracking = { PRIEST = { {194384, "TOPRIGHT", {1, 0, 0.75}}, -- Atonement {214206, "TOPRIGHT", {1, 0, 0.75}}, -- Atonement PvP {41635, "BOTTOMRIGHT", {0.2, 0.7, 0.2}}, -- Prayer of Mending {193065, "BOTTOMRIGHT", {0.54, 0.21, 0.78}}, -- Masochism {139, "BOTTOMLEFT", {0.4, 0.7, 0.2}}, -- Renew {6788, "BOTTOMLEFT", {0.89, 0.1, 0.1}}, -- Weakened Soul {17, "TOPLEFT", {0.81, 0.85, 0.1}, true}, -- Power Word: Shield {47788, "LEFT", {221 / 255, 117 / 255, 0}, true}, -- Guardian Spirit {33206, "LEFT", {227 / 255, 23 / 255, 13 / 255}, true} -- Pain Suppression }, DRUID = { {774, "TOPRIGHT", {0.8, 0.4, 0.8}}, -- Rejuvenation {155777, "RIGHT", {0.8, 0.4, 0.8}}, -- Germination {8936, "BOTTOMLEFT", {0.2, 0.8, 0.2}}, -- Regrowth {33763, "TOPLEFT", {0.4, 0.8, 0.2}}, -- Lifebloom {48438, "BOTTOMRIGHT", {0.8, 0.4, 0}}, -- Wild Growth {207386, "TOP", {0.4, 0.2, 0.8}}, -- Spring Blossoms {102351, "LEFT", {0.2, 0.8, 0.8}}, -- Cenarion Ward (Initial Buff) {102352, "LEFT", {0.2, 0.8, 0.8}}, -- Cenarion Ward (HoT) {200389, "BOTTOM", {1, 1, 0.4}} -- Cultivation }, PALADIN = { {53563, "TOPRIGHT", {0.7, 0.3, 0.7}}, -- Beacon of Light {156910, "TOPRIGHT", {0.7, 0.3, 0.7}}, -- Beacon of Faith {200025, "TOPRIGHT", {0.7, 0.3, 0.7}}, -- Beacon of Virtue {287280, "RIGHT", {0.7, 0.3, 0.7}}, -- Glimmer of Light {1022, "BOTTOMRIGHT", {0.2, 0.2, 1}, true}, -- Hand of Protection {1044, "BOTTOMRIGHT", {0.89, 0.45, 0}, true}, -- Hand of Freedom {6940, "BOTTOMRIGHT", {0.89, 0.1, 0.1}, true}, -- Hand of Sacrifice {223306, "BOTTOMLEFT", {0.7, 0.7, 0.3}, true} -- Bestow Faith }, SHAMAN = { {61295, "TOPRIGHT", {0.7, 0.3, 0.7}}, -- Riptide {974, "BOTTOMRIGHT", {0.2, 0.2, 1}} -- Earth Shield }, MONK = { {119611, "TOPLEFT", {0.8, 0.4, 0.8}}, --Renewing Mist {116849, "TOPRIGHT", {0.2, 0.8, 0.2}}, -- Life Cocoon {124682, "BOTTOMLEFT", {0.4, 0.8, 0.2}}, -- Enveloping Mist {124081, "BOTTOMRIGHT", {0.7, 0.4, 0}} -- Zen Sphere }, ROGUE = { {57934, "TOPRIGHT", {227 / 255, 23 / 255, 13 / 255}} -- Tricks of the Trade }, WARRIOR = { {114030, "TOPLEFT", {0.2, 0.2, 1}}, -- Vigilance {147833, "TOPRIGHT", {227 / 255, 23 / 255, 13 / 255}} -- Intervene }, PET = { -- Warlock Pets {193396, "TOPRIGHT", {0.6, 0.2, 0.8}, true}, -- Demonic Empowerment -- Hunter Pets {19615, "TOPLEFT", {227 / 255, 23 / 255, 13 / 255}, true}, -- Frenzy {136, "TOPRIGHT", {0.2, 0.8, 0.2}, true} -- Mend Pet }, HUNTER = {}, DEMONHUNTER = {}, WARLOCK = {}, MAGE = {}, DEATHKNIGHT = {}, } K.RaidBuffsTrackingPosition = { TOPLEFT = {6, 1}, TOPRIGHT = {-6, 1}, BOTTOMLEFT = {6, 1}, BOTTOMRIGHT = {-6, 1}, LEFT = {6, 1}, RIGHT = {-6, 1}, TOP = {0, 0}, BOTTOM = {0, 0} } K.DebuffHighlightColors = { [25771] = { enable = false, style = "FILL", color = {r = 0.85, g = 0, b = 0, a = 0.85} }, } -- Filter this. Pointless to see. K.UnimportantBuffs = { [SpellName(113942)] = true, -- Demonic: Gateway [SpellName(117870)] = true, -- Touch of The Titans [SpellName(123981)] = true, -- Perdition [SpellName(124273)] = true, -- Stagger [SpellName(124274)] = true, -- Stagger [SpellName(124275)] = true, -- Stagger [SpellName(126434)] = true, -- Tushui Champion [SpellName(126436)] = true, -- Huojin Champion [SpellName(131493)] = true, -- B.F.F. Friends forever! [SpellName(143625)] = true, -- Brawling Champion [SpellName(15007)] = true, -- Ress Sickness [SpellName(170616)] = true, -- Pet Deserter [SpellName(182957)] = true, -- Treasures of Stormheim [SpellName(182958)] = true, -- Treasures of Azsuna [SpellName(185719)] = true, -- Treasures of Val"sharah [SpellName(186401)] = true, -- Sign of the Skirmisher [SpellName(186403)] = true, -- Sign of Battle [SpellName(186404)] = true, -- Sign of the Emissary [SpellName(186406)] = true, -- Sign of the Critter [SpellName(188741)] = true, -- Treasures of Highmountain [SpellName(199416)] = true, -- Treasures of Suramar [SpellName(225787)] = true, -- Sign of the Warrior [SpellName(225788)] = true, -- Sign of the Emissary [SpellName(227723)] = true, -- Mana Divining Stone [SpellName(231115)] = true, -- Treasures of Broken Shore [SpellName(233641)] = true, -- Legionfall Commander [SpellName(23445)] = true, -- Evil Twin [SpellName(237137)] = true, -- Knowledgeable [SpellName(237139)] = true, -- Power Overwhelming [SpellName(239645)] = true, -- Fel Treasures [SpellName(239647)] = true, -- Epic Hunter [SpellName(239648)] = true, -- Forces of the Order [SpellName(239966)] = true, -- War Effort [SpellName(239967)] = true, -- Seal Your Fate [SpellName(239968)] = true, -- Fate Smiles Upon You [SpellName(239969)] = true, -- Netherstorm [SpellName(240979)] = true, -- Reputable [SpellName(240980)] = true, -- Light As a Feather [SpellName(240985)] = true, -- Reinforced Reins [SpellName(240986)] = true, -- Worthy Champions [SpellName(240987)] = true, -- Well Prepared [SpellName(240989)] = true, -- Heavily Augmented [SpellName(24755)] = true, -- Tricked or Treated [SpellName(25163)] = true, -- Oozeling"s Disgusting Aura [SpellName(26013)] = true, -- Deserter [SpellName(36032)] = true, -- Arcane Charge [SpellName(36893)] = true, -- Transporter Malfunction [SpellName(36900)] = true, -- Soul Split: Evil! [SpellName(36901)] = true, -- Soul Split: Good [SpellName(39953)] = true, -- A"dal"s Song of Battle [SpellName(41425)] = true, -- Hypothermia [SpellName(44212)] = true, -- Jack-o"-Lanterned! [SpellName(55711)] = true, -- Weakened Heart [SpellName(57723)] = true, -- Exhaustion (heroism debuff) [SpellName(57724)] = true, -- Sated (lust debuff) [SpellName(57819)] = true, -- Argent Champion [SpellName(57820)] = true, -- Ebon Champion [SpellName(57821)] = true, -- Champion of the Kirin Tor [SpellName(58539)] = true, -- Watcher"s Corpse [SpellName(71041)] = true, -- Dungeon Deserter [SpellName(72968)] = true, -- Precious"s Ribbon [SpellName(80354)] = true, -- Temporal Displacement (timewarp debuff) [SpellName(8326)] = true, -- Ghost [SpellName(85612)] = true, -- Fiona"s Lucky Charm [SpellName(85613)] = true, -- Gidwin"s Weapon Oil [SpellName(85614)] = true, -- Tarenar"s Talisman [SpellName(85615)] = true, -- Pamela"s Doll [SpellName(85616)] = true, -- Vex"tul"s Armbands [SpellName(85617)] = true, -- Argus" Journal [SpellName(85618)] = true, -- Rimblat"s Stone [SpellName(85619)] = true, -- Beezil"s Cog [SpellName(8733)] = true, -- Blessing of Blackfathom [SpellName(89140)] = true, -- Demonic Rebirth: Cooldown [SpellName(93337)] = true, -- Champion of Ramkahen [SpellName(93339)] = true, -- Champion of the Earthen Ring [SpellName(93341)] = true, -- Champion of the Guardians of Hyjal [SpellName(93347)] = true, -- Champion of Therazane [SpellName(93368)] = true, -- Champion of the Wildhammer Clan [SpellName(93795)] = true, -- Stormwind Champion [SpellName(93805)] = true, -- Ironforge Champion [SpellName(93806)] = true, -- Darnassus Champion [SpellName(93811)] = true, -- Exodar Champion [SpellName(93816)] = true, -- Gilneas Champion [SpellName(93821)] = true, -- Gnomeregan Champion [SpellName(93825)] = true, -- Orgrimmar Champion [SpellName(93827)] = true, -- Darkspear Champion [SpellName(93828)] = true, -- Silvermoon Champion [SpellName(93830)] = true, -- Bilgewater Champion [SpellName(94158)] = true, -- Champion of the Dragonmaw Clan [SpellName(94462)] = true, -- Undercity Champion [SpellName(94463)] = true, -- Thunder Bluff Champion [SpellName(95809)] = true, -- Insanity debuff (hunter pet heroism: ancient hysteria) [SpellName(97340)] = true, -- Guild Champion [SpellName(97341)] = true, -- Guild Champion [SpellName(97821)] = true -- Void-Touched } K.ChannelingTicks = { [SpellName(740)] = 4, -- 宁静 [SpellName(755)] = 3, -- 生命通道 [SpellName(5143)] = 5, -- 奥术飞弹 [SpellName(12051)] = 3, -- 唤醒 [SpellName(15407)] = 4, -- 精神鞭笞 [SpellName(47540)] = 3, -- 苦修 [SpellName(64843)] = 4, -- 神圣赞美诗 [SpellName(198590)] = 5, -- 吸取灵魂 [SpellName(205021)] = 5, -- 冰霜射线 [SpellName(205065)] = 6, -- 虚空洪流 [SpellName(234153)] = 5, -- 吸取生命 -- [SpellName(291944)] = 6, -- 再生 } local updateTicks = CreateFrame("Frame") updateTicks:RegisterEvent("PLAYER_LOGIN") updateTicks:RegisterEvent("ACTIVE_TALENT_GROUP_CHANGED") updateTicks:SetScript("OnEvent", function() if K.Class ~= "PRIEST" then return end local numTicks = 3 if IsPlayerSpell(193134) then -- Enhanced Mind Flay numTicks = 4 end K.ChannelingTicks[K.TicksPenance] = numTicks end)
--------------------------------- --! @file OutPortConnectorBase.lua --! @brief OutPortコネクタ基底クラス定義 --------------------------------- --[[ Copyright (c) 2017 Nobuhiko Miyamoto ]] local OutPortConnector= {} --_G["openrtm.OutPortConnector"] = OutPortConnector local ConnectorBase = require "openrtm.ConnectorBase" -- OutPortコネクタ基底オブジェクト初期化 -- @param info プロファイル -- @return InPortコネクタ OutPortConnector.new = function(info) local obj = {} setmetatable(obj, {__index=ConnectorBase.new()}) local Manager = require "openrtm.Manager" obj._rtcout = Manager:instance():getLogbuf("OutPortConnector") --print(obj._rtcout) obj._ReturnCode_t = Manager:instance():getORB().types:lookup("::RTC::ReturnCode_t").labelvalue obj._profile = info obj._endian = true -- プロファイル取得 -- @return プロファイル function obj:profile() self._rtcout:RTC_TRACE("profile()") return self._profile end -- コネクタID取得 -- @return コネクタID function obj:id() self._rtcout:RTC_TRACE("id() = "..self:profile().id) return self:profile().id end -- コネクタ名取得 -- @return コネクタ名 function obj:name() self._rtcout:RTC_TRACE("name() = "..self:profile().name) return self:profile().name end -- プロファイル設定 -- @param profile プロファイル -- @return リターンコード function obj:setConnectorInfo(profile) self._profile = profile return self._ReturnCode_t.RTC_OK end return obj end return OutPortConnector
-------------------------------------------------------------------------------- -- frame.lua -- a custom window like object -------------------------------------------------------------------------------- local AddonName, Addon = ... local Frame = Addon:CreateClass('Frame') local L = LibStub('AceLocale-3.0'):GetLocale(AddonName) local FlyPaper = LibStub('LibFlyPaper-1.0') local active = {} local unused = {} local function frame_OnSetAlpha(frame, alpha) frame:OnSetAlpha(alpha) end local function frame_OnSetScale(frame, scale) frame:OnSetScale(scale) end local frame_UpdateShown = [[ if self:GetAttribute("state-hidden") then self:Hide() return end local isOverrideUIShown = self:GetAttribute('state-overrideui') and true or false local isPetBattleUIShown = self:GetAttribute('state-petbattleui') and true or false if isPetBattleUIShown and not self:GetAttribute('state-showinpetbattleui') then self:Hide() return end if isOverrideUIShown and not self:GetAttribute('state-showinoverrideui') then self:Hide() return end local displayState = self:GetAttribute('state-display') if displayState == 'hide' then if self:GetAttribute('state-alpha') then self:SetAttribute('state-alpha', nil) end self:Hide() return end local stateAlpha = tonumber(displayState) if self:GetAttribute('state-alpha') ~= stateAlpha then self:SetAttribute('state-alpha', stateAlpha) end self:Show() ]] local frame_CallUpdateShown = "self:RunAttribute('UpdateShown')" -- constructor function Frame:New(id, tooltipText) id = tonumber(id) or id local frame = self:Restore(id) or self:Create(id) frame:LoadSettings() frame:SetTooltipText(tooltipText) Addon.OverrideController:Add(frame) frame:OnAcquire(id) active[id] = frame return frame end function Frame:Create(id) local frameName = ('%sFrame%s'):format(AddonName, id) local frame = self:Bind(CreateFrame('Frame', frameName, UIParent, 'SecureHandlerStateTemplate')) frame:SetClampedToScreen(true) frame:SetMovable(true) -- compatibility: -- in old versions of dominos, frames had an extra header frame to control -- visibility, which pushed things up by one frame level -- so increase the frame level of frames to account for that frame:SetFrameLevel(frame:GetFrameLevel() + 1) frame.id = id frame:SetAttribute('id', id) frame:SetAttribute('_onstate-alpha', "self:CallMethod('FadeOut')") frame:SetAttribute('_onstate-display', frame_CallUpdateShown) frame:SetAttribute('_onstate-hidden', frame_CallUpdateShown) frame:SetAttribute('_onstate-overrideui', frame_CallUpdateShown) frame:SetAttribute('_onstate-petbattleui', frame_CallUpdateShown) frame:SetAttribute('_onstate-showinoverrideui', frame_CallUpdateShown) frame:SetAttribute('_onstate-showinpetbattleui', frame_CallUpdateShown) frame:SetAttribute('UpdateShown', frame_UpdateShown) hooksecurefunc(frame, 'SetAlpha', frame_OnSetAlpha) hooksecurefunc(frame, 'SetScale', frame_OnSetScale) frame:OnCreate(id) return frame end function Frame:Restore(id) local frame = unused[id] if frame then unused[id] = nil frame:OnRestore(id) return frame end end -- destructor function Frame:Free(deleteSettings) active[self.id] = nil UnregisterStateDriver(self, 'display', 'show') Addon.MouseOverWatcher:Remove(self) Addon.OverrideController:Remove(self) self.docked = nil self:ClearAllPoints() self:SetUserPlaced(nil) self:Hide() self:OnRelease(self.id, deleteSettings) unused[self.id] = self end -------------------------------------------------------------------------------- -- Lifecycle Hooks -------------------------------------------------------------------------------- -- called when a frame is acquired from the pool function Frame:OnAcquire(id) if self.OnEnable then Addon:Printf('Bar %q called deprecated method OnEnable', id) self:OnEnable() end end -- called when a frame is first created function Frame:OnCreate(id) end -- called when a frame is pulled in from the inactive pool function Frame:OnRestore(id) end -- called when a frame is sent to the inactive pool function Frame:OnRelease(id, deleteSettings) if self.OnFree then Addon:Printf('Bar %q called deprecated method OnFree', id) self:OnFree() end end function Frame:OnLoadSettings() end function Frame:OnSetAlpha(alpha) end function Frame:OnSetScale(scale) end -------------------------------------------------------------------------------- -- Persistence -------------------------------------------------------------------------------- function Frame:LoadSettings() -- get defaults must be provided by anything implementing the Frame type self.sets = Addon:GetFrameSets(self.id) or Addon:SetFrameSets(self.id, self:GetDefaults()) self:Reposition() if self.sets.hidden then self:HideFrame() else self:ShowFrame() end self:UpdateShowStates() self:ShowInOverrideUI(self:ShowingInOverrideUI()) self:ShowInPetBattleUI(self:ShowingInPetBattleUI()) self:OnLoadSettings() end -------------------------------------------------------------------------------- -- Layout and Sizing -------------------------------------------------------------------------------- function Frame:SetPadding(width, height) width = tonumber(width) or 0 height = tonumber(height) or width self.sets.padW = width ~= 0 and width or nil self.sets.padH = height ~= 0 and height or nil self:Layout() end function Frame:GetPadding() local width = self.sets.padW or 0 local height = self.sets.padH or width return width, height end function Frame:Layout() local width, height = 32, 32 local paddingW, paddingH = self:GetPadding() self:TrySetSize(width + paddingW * 2, height + paddingH * 2) end function Frame:TrySetSize(width, height) if InCombatLockdown() then return end self:SetSize(width, height) end -------------------------------------------------------------------------------- -- Scaling -------------------------------------------------------------------------------- function Frame:SetFrameScale(newScale, scaleAnchored) newScale = tonumber(newScale) or 1 local oldScale = self:GetFrameScale() local ratio = oldScale / newScale self.sets.scale = newScale self:Rescale() if not self:GetAnchor() then local point, x, y = self:GetSavedFramePosition() self:SetAndSaveFramePosition(point, x * ratio, y * ratio) end if scaleAnchored then for _, f in self:GetAll() do if f:GetAnchor() == self then f:SetFrameScale(newScale, true) end end end end function Frame:Rescale() self:SetScale(self:GetFrameScale()) end function Frame:GetFrameScale() return self.sets.scale or 1 end -------------------------------------------------------------------------------- -- Frame Opacity/Fading -------------------------------------------------------------------------------- function Frame:SetFrameAlpha(alpha) if alpha == 1 then self.sets.alpha = nil else self.sets.alpha = alpha end self:UpdateAlpha() end function Frame:GetFrameAlpha() return self.sets.alpha or 1 end --faded opacity (mouse not over the frame) function Frame:SetFadeMultiplier(alpha) alpha = tonumber(alpha) or 1 if alpha == 1 then self.sets.fadeAlpha = nil else self.sets.fadeAlpha = alpha end self:UpdateWatched() self:UpdateAlpha() end function Frame:GetFadeMultiplier() return self.sets.fadeAlpha or 1 end function Frame:SetFadeInDelay(delay) delay = tonumber(delay) or 0 self.sets.fadeInDelay = delay ~= 0 and delay self:UpdateWatched() end function Frame:GetFadeInDelay() return self.sets.fadeInDelay or 0 end function Frame:SetFadeOutDelay(delay) delay = tonumber(delay) or 0 self.sets.fadeOutDelay = delay ~= 0 and delay self:UpdateWatched() end function Frame:GetFadeOutDelay() return self.sets.fadeOutDelay or 0 end function Frame:SetFadeInDuration(duration) duration = tonumber(duration) or 0.1 self.sets.fadeInDuration = duration ~= 0.1 and duration self:UpdateWatched() end function Frame:GetFadeInDuration() return self.sets.fadeInDuration or 0.1 end function Frame:SetFadeOutDuration(duration) duration = tonumber(duration) or 0.1 self.sets.fadeOutDuration = duration ~= 0.1 and duration self:UpdateWatched() end function Frame:GetFadeOutDuration() return self.sets.fadeOutDuration or 0.1 end function Frame:UpdateAlpha() self:SetAlpha(self:GetExpectedAlpha()) if Addon:IsLinkedOpacityEnabled() then self:ForDocked('UpdateAlpha') end end -- returns the opacity value we expect the frame to be at in its current state function Frame:GetExpectedAlpha() -- if this is a docked frame and linked opacity is enabled -- then return the expected opacity of the parent frame if Addon:IsLinkedOpacityEnabled() then local anchor = (self:GetAnchor()) if anchor and anchor:FrameIsShown() then return anchor:GetExpectedAlpha() end end -- if there's a statealpha value for the frame, then use it local stateAlpha = self:GetAttribute('state-alpha') if stateAlpha then return stateAlpha / 100 end -- if the frame is moused over, then return the frame's normal opacity if self.focused then return self:GetFrameAlpha() end return self:GetFrameAlpha() * self:GetFadeMultiplier() end -------------------------------------------------------------------------------- -- Focus Checking -------------------------------------------------------------------------------- local function isChildFocus(...) local focus = GetMouseFocus() for i = 1, select('#', ...) do if focus == select(i, ...) then return true end end for i = 1, select('#', ...) do local f = select(i, ...) if f:IsShown() and isChildFocus(f:GetChildren()) then return true end end return false end local function isDescendant(frame, ...) for i = 1, select('#', ...) do local f = select(i, ...) if frame == f then return true end end for i = 1, select('#', ...) do local f = select(i, ...) if isDescendant(frame, f:GetChildren()) then return true end end return false end -- returns all frames docked to the given frame function Frame:IsFocus() if self:IsMouseOver(1, -1, -1, 1) then return (GetMouseFocus() == WorldFrame) or isChildFocus(self:GetChildren()) end if SpellFlyout and SpellFlyout:IsMouseOver(1, -1, -1, 1) and isDescendant(SpellFlyout:GetParent(), self) then return true end return Addon:IsLinkedOpacityEnabled() and self:IsDockedFocus() end function Frame:IsDockedFocus() local docked = self.docked if docked then for _, frame in pairs(docked) do if frame:IsFocus() then return true end end end return false end -------------------------------------------------------------------------------- -- Fading -------------------------------------------------------------------------------- function Frame:FadeIn() self:Fade(self:GetExpectedAlpha(), self:GetFadeInDelay(), self:GetFadeInDuration()) end function Frame:FadeOut() self:Fade(self:GetExpectedAlpha(), self:GetFadeOutDelay(), self:GetFadeOutDuration()) end function Frame:Fade(targetAlpha, delay, duration) if floor(abs(targetAlpha * 100 - self:GetAlpha() * 100)) == 0 then return end Addon:Fade(self, targetAlpha, delay, duration) if Addon:IsLinkedOpacityEnabled() then self:ForDocked('Fade', targetAlpha, delay, duration) end end -------------------------------------------------------------------------------- -- Frame Visibility -------------------------------------------------------------------------------- function Frame:ShowFrame() self.sets.hidden = nil self:SetAttribute('state-hidden', nil) self:UpdateWatched() self:UpdateAlpha() if Addon:IsLinkedOpacityEnabled() then self:ForDocked('ShowFrame') end end function Frame:HideFrame() self.sets.hidden = true self:SetAttribute('state-hidden', true) self:UpdateWatched() self:UpdateAlpha() if Addon:IsLinkedOpacityEnabled() then self:ForDocked('HideFrame') end end function Frame:ToggleFrame() if self:FrameIsShown() then self:HideFrame() else self:ShowFrame() end end function Frame:FrameIsShown() return not self.sets.hidden end -------------------------------------------------------------------------------- -- Override UI Visibility -------------------------------------------------------------------------------- function Frame:ShowInOverrideUI(enable) self.sets.showInOverrideUI = enable and true or false self:SetAttribute('state-showinoverrideui', enable) end function Frame:ShowingInOverrideUI() return self.sets.showInOverrideUI end -------------------------------------------------------------------------------- -- Pet Battle UI Visibility -------------------------------------------------------------------------------- function Frame:ShowInPetBattleUI(enable) self.sets.showInPetBattleUI = enable and true or false self:SetAttribute('state-showinpetbattleui', enable) end function Frame:ShowingInPetBattleUI() return self.sets.showInPetBattleUI end -------------------------------------------------------------------------------- -- Click through bars -------------------------------------------------------------------------------- function Frame:SetClickThrough(enable) self.sets.clickThrough = enable and true or false self:UpdateClickThrough() end function Frame:GetClickThrough() return self.sets.clickThrough end function Frame:UpdateClickThrough() end -------------------------------------------------------------------------------- -- Showstates -------------------------------------------------------------------------------- function Frame:SetShowStates(states) self.sets.showstates = states self:UpdateShowStates() end function Frame:GetShowStates() local states = self.sets.showstates -- hack to convert [combat] into [combat]show;hide in case a user is using -- the old style of showstates if states then if states:sub(#states) == ']' then states = states .. 'show;hide' self.sets.showstates = states end end return states end function Frame:UpdateShowStates() local showstates = self:GetShowStates() if showstates and showstates ~= '' then RegisterStateDriver(self, 'display', showstates) else UnregisterStateDriver(self, 'display') if self:GetAttribute('state-display') then self:SetAttribute('state-display', nil) end end end -------------------------------------------------------------------------------- -- Positioning -------------------------------------------------------------------------------- -- how far away a frame can be from another frame/edge to trigger anchoring Frame.stickyTolerance = 16 -- edge anchoring function Frame:StickToEdge() local point, x, y = self:GetRelativeFramePosition() local rTolerance = self.stickyTolerance / self:GetFrameScale() local changed = false if abs(x) <= rTolerance then x = 0 changed = true end if abs(y) <= rTolerance then y = 0 changed = true end --save this junk if we've done something if changed then self:SetAndSaveFramePosition(point, x, y) end end -- bar anchoring function Frame:Stick() local rTolerance = self.stickyTolerance / self:GetFrameScale() self:ClearAnchor() -- only do sticky code if the alt key is not currently down if Addon:Sticky() and not IsAltKeyDown() then -- try to stick to a bar, then try to stick to a screen edge for _, f in self:GetAll() do if f ~= self then local point = FlyPaper.Stick(self, f, rTolerance) if point then self:SetAnchor(f, point) break end end end if not self:GetAnchor() then self:StickToEdge() end end self:SaveRelativeFramePosition() end function Frame:Reanchor() local f, point = self:GetAnchor() if not (f and FlyPaper.StickToPoint(self, f, point)) then self:ClearAnchor() self:Reposition() else self:SetAnchor(f, point) end end function Frame:SetAnchor(anchor, point) self:ClearAnchor() if anchor.docked then local found = false for i, f in pairs(anchor.docked) do if f == self then found = i break end end if not found then tinsert(anchor.docked, self) end else anchor.docked = {self} end self.sets.anchor = anchor.id .. point self:UpdateWatched() self:UpdateAlpha() end function Frame:ClearAnchor() local anchor = self:GetAnchor() if anchor and anchor.docked then for i, f in pairs(anchor.docked) do if f == self then tremove(anchor.docked, i) break end end if not next(anchor.docked) then anchor.docked = nil end end self.sets.anchor = nil self:UpdateWatched() self:UpdateAlpha() end function Frame:GetAnchor() local anchorString = self.sets.anchor if anchorString then local pointStart = #anchorString - 1 return self:Get(anchorString:sub(1, pointStart - 1)), anchorString:sub(pointStart) end end -- absolute positioning function Frame:SetFramePosition(...) self:ClearAllPoints() self:SetPoint(...) end function Frame:SetAndSaveFramePosition(point, x, y) self:SetFramePosition(point, x, y) self:SaveFramePosition(point, x, y) end -- relative positioning function Frame:SaveRelativeFramePosition() self:SaveFramePosition(self:GetRelativeFramePosition()) end function Frame:GetRelativeFramePosition() local scale = self:GetScale() or 1 local left = self:GetLeft() or 0 local top = self:GetTop() or 0 local right = self:GetRight() or 0 local bottom = self:GetBottom() or 0 local parent = self:GetParent() or UIParent local pwidth = parent:GetWidth() / scale local pheight = parent:GetHeight() / scale local x, y, point if left < (pwidth - right) and left < abs((left + right) / 2 - pwidth / 2) then x = left point = 'LEFT' elseif (pwidth - right) < abs((left + right) / 2 - pwidth / 2) then x = right - pwidth point = 'RIGHT' else x = (left + right) / 2 - pwidth / 2 point = '' end if bottom < (pheight - top) and bottom < abs((bottom + top) / 2 - pheight / 2) then y = bottom point = 'BOTTOM' .. point elseif (pheight - top) < abs((bottom + top) / 2 - pheight / 2) then y = top - pheight point = 'TOP' .. point else y = (bottom + top) / 2 - pheight / 2 end if point == '' then point = 'CENTER' end return point, x, y end -- loading and positionin local function roundPoint(point) point = point or 0 if point > 0 then point = floor(point + 0.5) else point = ceil(point - 0.5) end return point end function Frame:Reposition() self:Rescale() self:SetFramePosition(self:GetSavedFramePosition()) end function Frame:SaveFramePosition(point, x, y) point = point or 'CENTER' x = roundPoint(x) y = roundPoint(y) local sets = self.sets sets.point = point ~= 'CENTER' and point or nil sets.x = x ~= 0 and x or nil sets.y = y ~= 0 and y or nil self:SetUserPlaced(true) end function Frame:GetSavedFramePosition() local sets = self.sets local point = sets.point or 'CENTER' local x = sets.x or 0 local y = sets.y or 0 return point, x, y end -------------------------------------------------------------------------------- -- Context Menus -------------------------------------------------------------------------------- function Frame:CreateMenu() local menu = Addon:NewMenu() if menu then self:OnCreateMenu(menu) return menu end end function Frame:OnCreateMenu(menu) menu:AddLayoutPanel() menu:AddAdvancedPanel() menu:AddFadingPanel() end function Frame:ShowMenu() local menu = self.menu if not menu then menu = self:CreateMenu() self.menu = menu end if menu then menu:Hide() menu:SetOwner(self) menu:ShowPanel(LibStub('AceLocale-3.0'):GetLocale('Dominos-Config').Layout) menu:Show() end end -------------------------------------------------------------------------------- -- Tooltip Text -------------------------------------------------------------------------------- function Frame:GetDisplayName() return L.BarDisplayName:format(tostring(self.id):gsub('^%l', string.upper)) end function Frame:SetTooltipText(text) self.tooltipText = text end function Frame:GetTooltipText() return self.tooltipText end -------------------------------------------------------------------------------- -- Mouseover -------------------------------------------------------------------------------- function Frame:UpdateWatched() local shouldWatch = self:FrameIsShown() and self:GetFadeMultiplier() < 1 and not (Addon:IsLinkedOpacityEnabled() and self:GetAnchor()) if shouldWatch then Addon.MouseOverWatcher:Add(self) else Addon.MouseOverWatcher:Remove(self) end end -------------------------------------------------------------------------------- -- Metamethods -------------------------------------------------------------------------------- function Frame:Get(id) return active[tonumber(id) or id] end function Frame:GetAll() return pairs(active) end function Frame:CallMethod(method, ...) local func = self[method] if type(func) == 'function' then return func(self, ...) else error(('Frame %s does not have a method named %q'):format(self.id, method), 2) end end function Frame:MaybeCallMethod(method, ...) local func = self[method] if type(func) == 'function' then return func(self, ...) end end function Frame:ForAll(method, ...) for _, frame in self:GetAll() do frame:MaybeCallMethod(method, ...) end end function Frame:ForDocked(method, ...) local docked = self.docked if docked then for _, frame in pairs(docked) do frame:CallMethod(method, ...) end end end -- takes a frameId, and performs the specified action on that frame -- this adds two special ids: 'all' for all frames and '<number>-<number>' for -- a range of IDs function Frame:ForFrame(id, method, ...) if id == 'all' then self:ForAll(method, ...) else local startID, endID = tostring(id):match('(%d+)-(%d+)') startID = tonumber(startID) endID = tonumber(endID) if startID and endID then if startID > endID then local t = startID startID = endID endID = t end for i = startID, endID do local f = self:Get(i) if f then f:MaybeCallMethod(method, ...) end end else local f = self:Get(id) if f then f:MaybeCallMethod(method, ...) end end end end -- exports Addon.Frame = Frame
-- Copyright 2021 Zach Varberg, SmartThings -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. local capabilities = require "st.capabilities" local zcl_clusters = require "st.zigbee.zcl.clusters" local OnOff = zcl_clusters.OnOff local ReportAttribute = require "st.zigbee.zcl.global_commands.report_attribute".ReportAttribute -- Use a global attribute handler to work around limitation of multiple attribute records from the same -- attribute being reported in a single message local report_attribute_handler = function(self, device, zb_rx) for _, record in ipairs(zb_rx.body.zcl_body.attr_records) do if record.attr_id.value == OnOff.attributes.OnOff.ID and record.data.value == true then device:emit_event(capabilities.button.button.pushed({state_change = true})) end end end local function can_handle(opts, driver, device) return device:get_model() == "lumi.sensor_switch.aq2" end local xiaomi_button_subdriver = { NAME = "Xiaomi/Aqara Button", zigbee_handlers = { global = { [OnOff.ID] = { [ReportAttribute.ID] = report_attribute_handler } }, cluster = {}, attr = { [OnOff.ID] = { -- include no-op handler to override the contact default of the parent [OnOff.attributes.OnOff.ID] = function(...)end, } } }, can_handle = can_handle } return xiaomi_button_subdriver
-- _.iter.lua -- _.iter = function(value) if _.isString(value) then local i = 0 return function() if _.lt(i, #value) then i = i + 1 local c = value:sub(i, i) return i, c end end elseif _.isTable(value) then return iterCollection(value) else return function() end end end
ESX = nil TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) RegisterServerEvent("xp_system:server:getPlayerXP") AddEventHandler("xp_system:server:getPlayerXP", function() local _source = source local identifier = GetPlayerIdentifier(source, 0) getPlayerXP(_source, identifier) end) RegisterServerEvent("xp_system:server:addPlayerXP") AddEventHandler("xp_system:server:addPlayerXP", function() local _source = source addPlayerXP(_source) end) RegisterServerEvent("xp_system:server:giveItem") AddEventHandler("xp_system:server:giveItem", function(item) local _source = source local identifier = GetPlayerIdentifier(_source, 0) local xPlayer = ESX.GetPlayerFromId(_source) for k,v in pairs(Config.Items) do if (v.name == item) then if (v.item == "item_standard") then if xPlayer.canCarryItem(v.name, 1) then print("works") end elseif (v.item == "item_weapon") then if (Player.PlayerData[_source].xp >= v.price) then if not xPlayer.hasWeapon(v.name) then xPlayer.addWeapon(v.name, v.ammo) Player.PlayerData[_source].xp = Player.PlayerData[_source].xp - v.price TriggerClientEvent("xp_system:client:updateHUD", _source, Player.PlayerData[_source]) xPlayer.showNotification("You have successfully purchased ~g~" .. v.name .. "~s~", true, false, 140) break else xPlayer.addWeaponAmmo(v.name, v.ammo) Player.PlayerData[_source].xp = Player.PlayerData[_source].xp - v.price xPlayer.showNotification("You successfully purchased ammo for ~g~" .. v.name .. "~s~", true, false, 140) break end else xPlayer.showNotification("You don't have enough XP points", true, false, 140) break end end end end end) AddEventHandler("playerDropped", function() local _source = source local identifier = GetPlayerIdentifier(_source, 0) MySQL.Async.execute("UPDATE exp_system SET xp = @xp WHERE identifier = @identifier", { ['xp'] = Player.PlayerData[_source].xp, ['identifier'] = identifier }, function(rows) if rows then return end end) end) RegisterServerEvent("xp_system:server:retrievePlayerXP") AddEventHandler("xp_system:server:retrievePlayerXP", function() local _source = source local player = retrievePlayerXP(_source) TriggerClientEvent("xp_system:client:retrievePlayerXP", _source, player) end) RegisterServerEvent("xp_system:server:getPromo") AddEventHandler("xp_system:server:getPromo", function(promo) local _source = source checkPromo(source, promo) end) --[[ Commands ]] RegisterCommand("createpromo", function(source, args, raw) local xPlayer = ESX.GetPlayerFromId(source) local group = xPlayer.getGroup() if (group == "admin" or group == "superadmin" or group == "moderator" or group == "user") then if args[1] ~= nil then if args[2] ~= nil then local promo = args[1] local xp = args[2] createPromo(source, promo, xp) else TriggerClientEvent("chatMessage", source, "[Promo Code]", {220, 0, 0}, "Invalid Arguments ( createpromo code xp )") end else TriggerClientEvent("chatMessage", source, "[Promo Code]", {220, 0, 0}, "Invalid Arguments ( createpromo code xp )") end else TriggerClientEvent("chatMessage", source, "[Promo Code]", {220, 0, 0}, "You dont have access for this command") end end, false) AddEventHandler("onResourceStop", function(resource) for k,v in pairs(Player.PlayerData) do MySQL.Async.execute("UPDATE exp_system SET xp = @xp WHERE identifier = @identifier", { ['xp'] = v.xp, ['identifier'] = v.identifier }, function(rows) if rows then print("SAVED") end end) end end) function printToServer(text) print("[^1XP-SYSTEM^7] " ..text .. ": ^2true^7") end function dump(o) if type(o) == 'table' then local s = '{ ' for k,v in pairs(o) do if type(k) ~= 'number' then k = '"'..k..'"' end s = s .. '['..k..'] = ' .. dump(v) .. ',' end return s .. '} ' else return tostring(o) end end
glyph_0 = { 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 1, 1, 1, 0, } glyph_1 = { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 0, } glyph_2 = { 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1, } glyph_3 = { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 1, 1, 1, 0, } glyph_4 = { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, } glyph_5 = { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 1, 1, 1, 0, }; glyph_6 = { 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 1, 1, 1, 0, } glyph_7 = { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, }; glyph_table = { glyph_0, glyph_1, glyph_2, glyph_3, glyph_4, glyph_5, glyph_6, glyph_7 } function square(xpos, ypos, w, h, c) for y = 0, h-1 do for x = 0, w-1 do pixku.pt(x + xpos, y + ypos, c) end end end glyph_width = 5 glyph_height = 8 function glyph(g, xpos, ypos, c) local pos = 1 for y = 0, glyph_height - 1 do for x = 0, glyph_width - 1 do if (g[pos] == 1) then pixku.pt(xpos + x, ypos + y, c) end pos = pos + 1 end end end for x=0,7 do square(x * 32, 0, 32, 32 * (x + 1), x % 8) end local xoff = 16 - (glyph_width - 2) local yoff = 4 g = glyph_table[1] for x=0,7 do glyph(glyph_table[x + 1], xoff + x*32, yoff, 7 - x) end pixku.save("out.png")
ones = {"two", "three", "four", "five", "six", "seven", "eight", "nine"} tens = {"twenty", "thirty", "forty", "fifty", "sixty", "seventy", "eighty", "ninety"} msg_two = "two" msg_hundred = {"hundred", "hundred"} msg_thousand = {"thousand", "thousand"}
object_tangible_item_entertainer_console_stage_smoke_machine = object_tangible_item_entertainer_console_shared_stage_smoke_machine:new { } ObjectTemplates:addTemplate(object_tangible_item_entertainer_console_stage_smoke_machine, "object/tangible/item/entertainer_console/stage_smoke_machine.iff")
ID = "Shader" shaders = { particle_init = { cs = { "data/shader/particle.hlsl", "InitializeParticleCS" }, }, particle_copy_moon_vertex_dead = { cs = { "data/shader/particle.hlsl", "CopyDeadMoonVertexCountCS" }, }, particle_emit_in_sphere = { cs = { "data/shader/particle.hlsl", "EmitInSphereCS" }, }, particle_emit_in_box = { cs = { "data/shader/emitter_box.hlsl", "EmitInBoxCS" }, }, particle_emit_moon = { cs = { "data/shader/particle.hlsl", "MoonEmitterCS" }, }, particle_simulate = { cs = { "data/shader/particle.hlsl", "SimulateParticleCS" }, }, particle_no_simulate = { cs = { "data/shader/particle.hlsl", "NoSimulateParticleCS" }, }, particle_simulate_a = { cs = { "data/shader/particle.hlsl", "SimulateParticleACS" }, }, particle_simulate_color = { cs = { "data/shader/particle.hlsl", "SimulateParticleColorCS" }, }, particle_simulate_moon = { cs = { "data/shader/particle.hlsl", "SimulateParticleMoonCS" }, }, particle_sort = { cs = { "data/shader/particlesort.hlsl", "BitonicSortCS" }, }, particle_sort_transpose = { cs = { "data/shader/particlesort.hlsl", "MatrixTransposeCS" }, }, particle_render = { vs = { "data/shader/particle.hlsl", "VS" }, gs = { "data/shader/particle.hlsl", "GS" }, ps = { "data/shader/particle.hlsl", "PS" }, }, particle_moon_render = { vs = { "data/shader/particle.hlsl", "MoonVS" }, gs = { "data/shader/particle.hlsl", "GS" }, ps = { "data/shader/particle.hlsl", "PS" }, }, particle_shadow = { vs = { "data/shader/particleShadow.hlsl", "VS" }, gs = { "data/shader/particleShadow.hlsl", "GS" }, }, fluid_advect = { cs = { "data/shader/fluid3d.hlsl", "AdvectCS" }, }, fluid_advect_backward = { cs = { "data/shader/fluid3d.hlsl", "AdvectBackwardCS" }, }, fluid_advect_maccormack = { cs = { "data/shader/fluid3d.hlsl", "AdvectMacCormackCS" }, }, fluid_divergence = { cs = { "data/shader/fluid3d.hlsl", "DivergenceCS" }, }, fluid_jacobi = { cs = { "data/shader/fluid3d.hlsl", "JacobiCS" }, }, fluid_project = { cs = { "data/shader/fluid3d.hlsl", "ProjectCS" }, }, fluid_add_pressure = { cs = { "data/shader/fluid3d.hlsl", "AddPressureCS" }, }, fluid_reset = { cs = { "data/shader/fluid3d.hlsl", "ResetCS" }, }, fluid_render_volume = { vs = { "data/shader/fluid3d.hlsl", "RenderVolumeVS" }, ps = { "data/shader/fluid3d.hlsl", "RenderVolumePS" }, }, fluid_render_grid = { vs = { "data/shader/fluid3d.hlsl", "RenderVolumeVS" }, ps = { "data/shader/fluid3d.hlsl", "RenderGridPS" }, }, }
--[[ This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:25' using the latest game version. NOTE: This file should only be used as IDE support; it should NOT be distributed with addons! **************************************************************************** CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC. **************************************************************************** ]] local ICON_PER_ROW = 6 local ICON_PADDING = 40 local ICON_SIZE = 64 local ICON_OFFSET_X = 0 local ICON_OFFSET_Y = 0 ZO_ICONSELECTOR_MOVEMENT_TYPES = { MOVE_RIGHT = 1, MOVE_LEFT = 2, MOVE_UP = 3, MOVE_DOWN = 4, -- LAST allows derived classes to start their movement enumerations after the base movements LAST = 5, } function ZO_IconSelectorPlaySound(type) if type == ZO_ICONSELECTOR_MOVEMENT_TYPES.MOVE_RIGHT then PlaySound(SOUNDS.HOR_LIST_ITEM_SELECTED) elseif type == ZO_ICONSELECTOR_MOVEMENT_TYPES.MOVE_LEFT then PlaySound(SOUNDS.HOR_LIST_ITEM_SELECTED) elseif type == ZO_ICONSELECTOR_MOVEMENT_TYPES.MOVE_UP then PlaySound(SOUNDS.GAMEPAD_MENU_UP) elseif type == ZO_ICONSELECTOR_MOVEMENT_TYPES.MOVE_DOWN then PlaySound(SOUNDS.GAMEPAD_MENU_DOWN) end end -------------------- -- Util Functions -- -------------------- local function GetGridRowCol(index, itemsPerRow) local row = zo_floor((index - 1) / itemsPerRow) local col = (index - 1) % itemsPerRow return row, col end local function GetGridIndex(row, col, itemsPerRow) local index = (row * itemsPerRow) + col return index end ---------------------------- -- ZO_GamepadIconSelector -- ---------------------------- ZO_GamepadIconSelector = ZO_Object:Subclass() function ZO_GamepadIconSelector:New(...) local object = ZO_Object.New(self) object:Initialize(...) return object end function ZO_GamepadIconSelector:Initialize(control, settings) self.control = control self.control.iconSelectorObject = self self.iconsPerRow = ICON_PER_ROW self.iconPadding = ICON_PADDING self.iconSize = ICON_SIZE self.iconOffsetX = ICON_OFFSET_X self.iconOffsetY = ICON_OFFSET_Y if(settings.iconsPerRow) then self.iconsPerRow = settings.iconsPerRow end if(settings.iconPadding) then self.iconPadding = settings.iconPadding end if(settings.iconSize) then self.iconSize = settings.iconSize end if(settings.iconOffsetX) then self.iconOffsetX = settings.iconOffsetX end if(settings.iconOffsetY) then self.iconOffsetY = settings.iconOffsetY end if(settings.totalIcons > self.iconsPerRow) then self.vertMovementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_VERTICAL) end self.horzMovementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL) self.onPlaySoundFunction = ZO_IconSelectorPlaySound self.iconHighlight = control:GetNamedChild("Highlight") self.iconHighlight:SetHidden(true) self.iconHighlightHint = self.iconHighlight:GetNamedChild("Hint") self.iconSelectorControls = {} local iconSelectorId = 0 for i = 1, settings.totalIcons do local iconSelector = CreateControlFromVirtual(settings.uniqueName, control, "ZO_GamepadIconSelectorElementTemplate", iconSelectorId) iconSelector.iconIndex = i iconSelector:SetDimensions(self.iconSize, self.iconSize) local row, col = GetGridRowCol(i, self.iconsPerRow) iconSelector:SetAnchor(TOPLEFT, nil, TOPLEFT, col * (self.iconSize + self.iconPadding) + self.iconOffsetX, row * (self.iconSize + self.iconPadding) + self.iconOffsetY) settings.initFunc(iconSelector, i) iconSelectorId = iconSelectorId + 1 table.insert(self.iconSelectorControls, iconSelector) end local defaultHighlightIndex = 1 if(settings.defaultHighlightIndex) then defaultHighlightIndex = settings.defaultHighlightIndex end self:HighlightIconControl(defaultHighlightIndex) end function ZO_GamepadIconSelector:ForAllIconControls(func, ...) for i = 1, #self.iconSelectorControls do func(self.iconSelectorControls[i], i, ...) end end ------------------------ -- Selector Highlight -- ------------------------ function ZO_GamepadIconSelector:ModifyHighlightIndex(rowDiff, colDiff) local oldHighlightIndex = self.highlightIndex local itemsPerRow = self.iconsPerRow local totalItems = #self.iconSelectorControls local minCol = 0 local minRow = 0 local row, col = GetGridRowCol(self.highlightIndex, itemsPerRow) local maxRow, maxCol = GetGridRowCol(totalItems, itemsPerRow) col = col + colDiff if(row ~= maxRow) then if(col < minCol) then col = itemsPerRow - 1 elseif(col > itemsPerRow - 1) then col = minCol end else if(col < minCol) then col = maxCol elseif(col > maxCol) then col = minCol end end row = row + rowDiff if(row < minRow) then row = maxRow elseif (row > maxRow) then row = 0 end if(row == maxRow and col > maxCol) then if(rowDiff > 0) then row = minRow else row = row - 1 end end local newHighlightIndex = GetGridIndex(row, col, itemsPerRow) + 1 self:HighlightIconControl(newHighlightIndex) return newHighlightIndex ~= oldHighlightIndex end function ZO_GamepadIconSelector:HighlightIconControl(index) local control = self.iconSelectorControls[index] self.highlightIndex = index self.iconHighlight:ClearAnchors() self.iconHighlight:SetAnchor(CENTER, control, CENTER, 0, 0) self.iconHighlight:SetHidden(false) if(control.highlightHint) then self.iconHighlightHint:SetText(control.highlightHint) self.iconHighlightHint:SetHidden(false) else self.iconHighlightHint:SetHidden(true) end end function ZO_GamepadIconSelector:GetHighlightIndex() return self.highlightIndex end function ZO_GamepadIconSelector_RefreshIconSelectionIndicator(control, index, selectedIconIndex) local selectedIndicator = control:GetNamedChild("SelectedIndicator") selectedIndicator:SetHidden(index ~= selectedIconIndex) end ------------------------- -- Movement Controller -- ------------------------- function ZO_GamepadIconSelector:Activate() self:SetDirectionalInputEnabled(true) end function ZO_GamepadIconSelector:Deactivate() self:SetDirectionalInputEnabled(false) end function ZO_GamepadIconSelector:SetDirectionalInputEnabled(enabled) if(self.directionInputEnabled ~= enabled) then self.directionInputEnabled = enabled self.iconHighlight:SetHidden(not enabled) if enabled then DIRECTIONAL_INPUT:Activate(self, self.control) else DIRECTIONAL_INPUT:Deactivate(self) end end end function ZO_GamepadIconSelector:UpdateDirectionalInput() if(self.horzMovementController) then local result = self.horzMovementController:CheckMovement() if result == MOVEMENT_CONTROLLER_MOVE_NEXT then self:MoveRight() elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then self:MoveLeft() end end if(self.vertMovementController) then local result = self.vertMovementController:CheckMovement() if result == MOVEMENT_CONTROLLER_MOVE_NEXT then self:MoveDown() elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then self:MoveUp() end end end function ZO_GamepadIconSelector:MoveUp() if self:ModifyHighlightIndex(-1, 0) then self.onPlaySoundFunction(ZO_ICONSELECTOR_MOVEMENT_TYPES.MOVE_UP) end end function ZO_GamepadIconSelector:MoveDown() if self:ModifyHighlightIndex(1, 0) then self.onPlaySoundFunction(ZO_ICONSELECTOR_MOVEMENT_TYPES.MOVE_DOWN) end end function ZO_GamepadIconSelector:MoveLeft() if self:ModifyHighlightIndex(0, -1) then self.onPlaySoundFunction(ZO_ICONSELECTOR_MOVEMENT_TYPES.MOVE_LEFT) end end function ZO_GamepadIconSelector:MoveRight() if self:ModifyHighlightIndex(0, 1) then self.onPlaySoundFunction(ZO_ICONSELECTOR_MOVEMENT_TYPES.MOVE_RIGHT) end end function ZO_GamepadIconSelector:SetPlaySoundFunction(fn) self.onPlaySoundFunction = fn end
local SkillFsm = require "gameplay.fsm.skillfsm" local BaseSkillFsm = Inherit(SkillFsm) local Damage = require "gameplay.damage" function BaseSkillFsm:Ctor(Owner, SkillInfo, SkillLevel, Target) self:Enter("Before") end function BaseSkillFsm:CalDamage() local LevelInfo = self.m_LevelInfo local DamageAmout = LevelInfo.AttackPower + self.m_Owner:GetBaseAttackPower()*LevelInfo.AttackPowerFactor return Damage:NewIns(DamageAmout, self.m_Owner) end return BaseSkillFsm
ITEM.name = "Патроны 12x70" ITEM.ammo = "12x70" ITEM.ammoAmount = 60 ITEM.desc = "Коробка с патронами калибра 12x70" ITEM.category = "Патроны" ITEM.price = 1200 ITEM.exRender = false ITEM.model = "models/kek1ch/ammo_12x70_buck.mdl" ITEM.width = 2 ITEM.height = 1 ITEM.iconCam = { pos = Vector(81.237319946289, 68.166198730469, 50.932453155518), ang = Angle(25, 220, 0), fov = 6.3057324840764 }
---@class nil @内建空类型 ---@class boolean @内建布尔类型 ---@class number @内建浮点类型 ---@class int @内建整数类型 ---@class function @内建函数类型 ---@class userdata @内建C++对象类型 ---@class thread @内建协程类型 ---@class table @内建表类型 ---@class any @内建任意类型 ---@class void @内建无类型 ---@class string @内建字符串类型
object_tangible_collection_rare_melee_strike_assault_lance = object_tangible_collection_shared_rare_melee_strike_assault_lance:new { } ObjectTemplates:addTemplate(object_tangible_collection_rare_melee_strike_assault_lance, "object/tangible/collection/rare_melee_strike_assault_lance.iff")
-- Button.lua -- This tab contains the Unit.button class, which is simply a touch-sensitive version of Unit.textPanel. -- The init method requires a table of touch event functions, and can optionally include a highlight style and children. -- Don't ask me why there isn't a class for buttons without text. Buttons have got to have SOMETHING on them, right? Unit.button = class(Unit.textPanel) function Unit.button:init(params, children) Unit.textPanel.init(self, params, children) self.touchEvents = params.touchEvents or Unit.style.touchEvents self.hold = params.hold self.isHeld = false self.defaultStyle = self.style self.priority = params.priority or self.layer local h = params.highlight self.highlightTouchEvent = params.highlightTouchEvent or Unit.style.highlightTouchEvent if h then self.highlightStyle = { asset = h.asset or self.style.asset, tint = h.tint or self.style.tint, fill = h.fill or self.style.fill, stroke = h.stroke or self.style.stroke, strokeWidth = h.strokeWidth or self.style.strokeWidth, scale = h.scale or self.style.scale, rotate = h.rotate or self.style.rotate } else self.highlightStyle = self.defaultStyle end self.toucher = Unit.addToucher(self, self.touchEvents, self.priority, params.share) --self.styleTween = tween.delay(1) end function Unit.button:draw() Unit.textPanel.draw(self) if self.hold and self.isHeld then self.hold(self) end end function Unit.button:hit(touch) local bl, tr = self:getCorners() if touch.x > bl.x and touch.y > bl.y and touch.x < tr.x and touch.y < tr.y then return true end return false end function Unit.button:highlight(bool) if bool then self.style = self.highlightStyle else self.style = self.defaultStyle end end -- This is the uber-spooky screen that appears if you deleted Defaults.lua and still refused to define a screen!! :O Unit.noScreen = Unit.screen({},{ Unit.textPanel({w=1,text="UI error:\nNo screen defined",textFill=color(255),size=20}) })
-- decode quoted-printable text T=read"*a" T=gsub(T,"=\n","") T=gsub(T,"=(%x%x)",function (x) return strchar(tonumber(x,16)) end) write(T)
---@diagnostic disable: unbalanced-assignments local SWFtRywD='2.1.0'local e,v,l6Sm5=next,type,pcall;local oUA,QFKEzBf=setmetatable,getmetatable local odpE,p=table.insert,table.sort;local lIpFkbLI,JdUtcU=table.remove,table.concat local GQLN,toXyq,S9TO=math.randomseed,math.random,math.huge;local pS78Y,BCf7,RlMSrmdD,VCD=math.floor,math.max,math.min,math.ceil local OV7=coroutine.wrap;local X83a=coroutine.yield;local PizLA9mj=rawget local hUL=table.unpack or unpack;local l,kyWtqIf0=pairs,ipairs;local zupvsz=error;local Mw=os and os.clock or nil local S1wg_DG={}local function sf0(cmWo_v,RoXZEsn)return cmWo_v>RoXZEsn end;local function qxZa6ozV(BKLwtAVx,BMZNmf0) return BKLwtAVx<BMZNmf0 end;local function hgW2H5(qL9C)local Colg=0 for ex2xo17,I in l(qL9C)do Colg=Colg+1 end;return Colg end local function z5i2i(K66,Tq,jmB,...) jmB=jmB or S1wg_DG.identity;local bjO;for QoYPziln,Hj in l(K66)do if not bjO then bjO=jmB(Hj,...)else local KBlIVi=jmB(Hj,...)bjO= Tq(bjO,KBlIVi)and bjO or KBlIVi end end;return bjO end local function MGSnnzOI(OR8it1,GAqAsa,Oc_,Qj) for Ybp8=0,#OR8it1,GAqAsa do local ZmzyNm=S1wg_DG.slice(OR8it1,Ybp8+1,Ybp8+GAqAsa) if#ZmzyNm>0 then while(#ZmzyNm<GAqAsa and Qj)do ZmzyNm[#ZmzyNm+1]=Qj end;Oc_(ZmzyNm)end end end local function B0o5xpg7(akG0mUnS,iy,gc7SaW,FnbJWd2) for cpdLk=0,#akG0mUnS,iy-1 do local FbQX=S1wg_DG.slice(akG0mUnS,cpdLk+1,cpdLk+iy)if#FbQX>0 and cpdLk+1 <#akG0mUnS then while (#FbQX<iy and FnbJWd2)do FbQX[#FbQX+1]=FnbJWd2 end gc7SaW(FbQX)end end end local function VQT(ejMVLYZd,eS0X,XDQS4ASf,IiNU) for gUfudNUg=0,#ejMVLYZd,1 do local d3=S1wg_DG.slice(ejMVLYZd,gUfudNUg+1,gUfudNUg+eS0X) if#d3 >0 and gUfudNUg+eS0X<=#ejMVLYZd then while (#d3 <eS0X and IiNU)do d3[#d3+1]=IiNU end;XDQS4ASf(d3)end end end local function Id(gTOcAHv,vY_4HT1n,DzPbzg)if vY_4HT1n==0 then DzPbzg(gTOcAHv)end for UMD=1,vY_4HT1n do gTOcAHv[vY_4HT1n],gTOcAHv[UMD]=gTOcAHv[UMD],gTOcAHv[vY_4HT1n]Id(gTOcAHv,vY_4HT1n-1,DzPbzg) gTOcAHv[vY_4HT1n],gTOcAHv[UMD]=gTOcAHv[UMD],gTOcAHv[vY_4HT1n]end end;local function Ub(K3ZE7Ou)return K3ZE7Ou>=0 and 1 or-1 end local qJExeUn2=-1;S1wg_DG.operator={} S1wg_DG.operator.add=function(fBI,wMSY)return fBI+wMSY end S1wg_DG.operator.sub=function(_nD2rl,aVh8xSly)return _nD2rl-aVh8xSly end S1wg_DG.operator.mul=function(i,P_NNVDyt)return i*P_NNVDyt end S1wg_DG.operator.div=function(cVEyN,uj2AiF)return cVEyN/uj2AiF end S1wg_DG.operator.mod=function(W,lbHN2)return W%lbHN2 end S1wg_DG.operator.exp=function(PwgW3lfq,z)return PwgW3lfq^z end;S1wg_DG.operator.pow=S1wg_DG.operator.exp;S1wg_DG.operator.unm=function(K)return -K end S1wg_DG.operator.neg=S1wg_DG.operator.unm S1wg_DG.operator.floordiv=function(xx,aYb)return pS78Y(xx/aYb)end S1wg_DG.operator.intdiv=function(JM2,bmAjLT)return JM2 >=0 and pS78Y(JM2/bmAjLT)or VCD(JM2/bmAjLT)end S1wg_DG.operator.eq=function(eExYnwnh,XMBmJyiP)return eExYnwnh==XMBmJyiP end S1wg_DG.operator.neq=function(nowqEU6m,iKD8V)return nowqEU6m~=iKD8V end S1wg_DG.operator.lt=function(YtRS,A)return YtRS<A end S1wg_DG.operator.gt=function(mHJ,Q57BJ)return mHJ>Q57BJ end S1wg_DG.operator.le=function(vM,JeGCDX)return vM<=JeGCDX end S1wg_DG.operator.ge=function(A,UFZlp)return A>=UFZlp end S1wg_DG.operator.land=function(VsrKM,uhIq)return VsrKM and uhIq end S1wg_DG.operator.lor=function(EEOUzhy,hbrt)return EEOUzhy or hbrt end;S1wg_DG.operator.lnot=function(D)return not D end;S1wg_DG.operator.concat=function(Q,mRqle)return Q..mRqle end;S1wg_DG.operator.length=function(sBEZ8)return #sBEZ8 end S1wg_DG.operator.len=S1wg_DG.operator.length;function S1wg_DG.clear(WhHB0ygh)for rYSD0 in l(WhHB0ygh)do WhHB0ygh[rYSD0]=nil end return WhHB0ygh end;function S1wg_DG.each(BIL5,GQLlkH)for aN4J2zRQ,eWca in l(BIL5)do GQLlkH(eWca,aN4J2zRQ)end end function S1wg_DG.eachi(AGUR2QK,FK) local _=S1wg_DG.sort(S1wg_DG.select(S1wg_DG.keys(AGUR2QK),S1wg_DG.isInteger)) for YQZ729qQ,rZh2wG in kyWtqIf0(_)do FK(AGUR2QK[rZh2wG],rZh2wG)end end;function S1wg_DG.at(sef4eW6Q,...)local Z={} for UacO6D,FdnzjW in kyWtqIf0({...})do Z[#Z+1]=sef4eW6Q[FdnzjW]end;return Z end function S1wg_DG.adjust(o,lMAL,CpQ) if( o[lMAL]==nil)then zupvsz("key not existing in table")end;local L=S1wg_DG.clone(o)L[lMAL]= v(CpQ)=='function'and CpQ(L[lMAL])or CpQ;return L end function S1wg_DG.count(HnQS_Z,rib) if rib==nil then return S1wg_DG.size(HnQS_Z)end;local hgW2H5=0;for w,YT6wZ in l(HnQS_Z)do if S1wg_DG.isEqual(YT6wZ,rib)then hgW2H5=hgW2H5+1 end end;return hgW2H5 end function S1wg_DG.countf(VYv,gU)local hgW2H5=0;for JzG8W4Ya,dZ54oc in l(VYv)do if gU(dZ54oc,JzG8W4Ya)then hgW2H5=hgW2H5+1 end end;return hgW2H5 end function S1wg_DG.allEqual(v_LoR,gRY)local z,ad=e(v_LoR) for z,Ui0Qa in l(v_LoR)do if gRY then if not gRY(ad,Ui0Qa)then return false end else if not S1wg_DG.isEqual(ad,Ui0Qa)then return false end end end;return true end function S1wg_DG.cycle(g,Itx)Itx=Itx or 1;if Itx<=0 then return S1wg_DG.noop end local JpoaGH,cyAcCT;local RCA=0 while true do return function()JpoaGH=JpoaGH and e(g,JpoaGH)or e(g)cyAcCT=not cyAcCT and JpoaGH or cyAcCT;if Itx then RCA= (JpoaGH==cyAcCT)and RCA+1 or RCA if RCA>Itx then return end end;return g[JpoaGH],JpoaGH end end end function S1wg_DG.map(L46S,GKTYT)local hXSTz8FJ={} for C24r7o4G,b_4Q38cU in l(L46S)do local N,JbPw,j=C24r7o4G,GKTYT(b_4Q38cU,C24r7o4G)hXSTz8FJ[ j and JbPw or N]=j or JbPw end;return hXSTz8FJ end function S1wg_DG.mapi(S,cg4FV7bl)local flf9sWX={}for uNoS,ZWoH9V08 in kyWtqIf0(S)do local RWo,GWBQL,PCldTUn9=uNoS,cg4FV7bl(ZWoH9V08,uNoS) flf9sWX[PCldTUn9 and GWBQL or RWo]=PCldTUn9 or GWBQL end;return flf9sWX end function S1wg_DG.reduce(sO_,ALbdmINL,b)for DUgF0E,vGxJ6f in l(sO_)do if b==nil then b=vGxJ6f else b=ALbdmINL(b,vGxJ6f)end end;return b end function S1wg_DG.best(a4ga2I,syGyB_)local VO,J1r=e(a4ga2I) for iBcU3_7D,N in l(a4ga2I)do if J1r==nil then J1r=N else J1r=syGyB_(J1r,N)and J1r or N end end;return J1r end function S1wg_DG.reduceBy(M4V,_feve,OPz_7bk,H64aD)return S1wg_DG.reduce(S1wg_DG.select(M4V,OPz_7bk),_feve,H64aD)end function S1wg_DG.reduceRight(ny7,QDj6GAX,k6pXzd)return S1wg_DG.reduce(S1wg_DG.reverse(ny7),QDj6GAX,k6pXzd)end function S1wg_DG.mapReduce(hsLwu,R,JKZ)local yHbsh={}for d4z,i in l(hsLwu)do yHbsh[d4z]=not JKZ and i or R(JKZ,i)JKZ=yHbsh[d4z]end;return yHbsh end function S1wg_DG.mapReduceRight(HyEk4lbh,PhU,rWwbNge)return S1wg_DG.mapReduce(S1wg_DG.reverse(HyEk4lbh),PhU,rWwbNge)end function S1wg_DG.include(SKxD,o3uQKvJ)local vAZm=(v(o3uQKvJ)=='function')and o3uQKvJ or S1wg_DG.isEqual;for q,fFuE in l(SKxD)do if vAZm(fFuE,o3uQKvJ)then return true end end;return false end function S1wg_DG.detect(KypMW,JJT4nKO)local TFLF=(v(JJT4nKO)=='function')and JJT4nKO or S1wg_DG.isEqual;for hEoAa,PGN in l(KypMW)do if TFLF(PGN,JJT4nKO)then return hEoAa end end end function S1wg_DG.where(K2_kF5,YpimJ) local Gg7Ttui=S1wg_DG.select(K2_kF5,function(_)for EGeAf in l(YpimJ)do if _[EGeAf]~=YpimJ[EGeAf]then return false end end;return true end)return#Gg7Ttui>0 and Gg7Ttui or nil end function S1wg_DG.findWhere(ymP,z5pHKyoa) local h=S1wg_DG.detect(ymP,function(xwT)for y33ux in l(z5pHKyoa)do if z5pHKyoa[y33ux]~=xwT[y33ux]then return false end end;return true end)return h and ymP[h]end function S1wg_DG.select(Ut,GOijBp)local oUi={}for b2a3,xer in l(Ut)do if GOijBp(xer,b2a3)then oUi[#oUi+1]=xer end end;return oUi end function S1wg_DG.reject(SQHAAR,qybRcP1)local z={}for N0NaR,FBfW in l(SQHAAR)do if not qybRcP1(FBfW,N0NaR)then z[#z+1]=FBfW end end;return z end;function S1wg_DG.all(lnM4,_oDmX_) for t,K in l(lnM4)do if not _oDmX_(K,t)then return false end end;return true end function S1wg_DG.invoke(ppm021I,ASUXhD) return S1wg_DG.map(ppm021I,function(KCm,u) if( v(KCm)=='table')then if KCm[ASUXhD]then if S1wg_DG.isCallable(KCm[ASUXhD])then return KCm[ASUXhD](KCm,u)else return KCm[ASUXhD]end else if S1wg_DG.isCallable(ASUXhD)then return ASUXhD(KCm,u)end end elseif S1wg_DG.isCallable(ASUXhD)then return ASUXhD(KCm,u)end end)end function S1wg_DG.pluck(fDk,gxYY)local sVMxk={}for SyD,v4 in l(fDk)do if v4[gxYY]then sVMxk[#sVMxk+1]=v4[gxYY]end end;return sVMxk end;function S1wg_DG.max(j7siW,Hl)return z5i2i(j7siW,sf0,Hl)end;function S1wg_DG.min(AP060rq,DIEKD10)return z5i2i(AP060rq,qxZa6ozV,DIEKD10)end function S1wg_DG.same(lLJ,EicsS) return S1wg_DG.all(lLJ,function(JubU)return S1wg_DG.include(EicsS,JubU)end)and S1wg_DG.all(EicsS,function(L)return S1wg_DG.include(lLJ,L)end)end;function S1wg_DG.sort(JKci,SsBe)p(JKci,SsBe)return JKci end function S1wg_DG.sortedk(o,ZOmcmO) local _G19JrRB=S1wg_DG.keys(o)p(_G19JrRB,ZOmcmO)local m0r3_J=0 return function()m0r3_J=m0r3_J+1;return _G19JrRB[m0r3_J], o[_G19JrRB[m0r3_J]]end end function S1wg_DG.sortedv(MLrs,hP5)local oqjhEZb0=S1wg_DG.keys(MLrs)hP5=hP5 or qxZa6ozV p(oqjhEZb0,function(G,MOrzq4)return hP5(MLrs[G],MLrs[MOrzq4])end)local Pha=0;return function()Pha=Pha+1;return oqjhEZb0[Pha],MLrs[oqjhEZb0[Pha]]end end function S1wg_DG.sortBy(bEMp,dd,MOQN)local O=dd or S1wg_DG.identity;if(v(dd)=='string')then O=function(bEMp)return bEMp[dd]end end;MOQN= MOQN or qxZa6ozV p(bEMp,function(FEpet,P)return MOQN(O(FEpet),O(P))end)return bEMp end function S1wg_DG.groupBy(G,EcLLM)local wo={}for ur,XTX in l(G)do local wc8hjKp1=EcLLM(XTX,ur) if wo[wc8hjKp1]then wo[wc8hjKp1][# wo[wc8hjKp1]+1]=XTX else wo[wc8hjKp1]={XTX}end end;return wo end function S1wg_DG.countBy(f,Hjag)local Yg={}for uc,bw in l(f)do local ad=Hjag(bw,uc) Yg[ad]=(Yg[ad]or 0)+1 end;return Yg end function S1wg_DG.size(...)local EG344W={...}local MVlUhPEM=EG344W[1]return (v(MVlUhPEM)=='table')and hgW2H5(EG344W[1])or hgW2H5(EG344W)end;function S1wg_DG.containsKeys(LT,pfiWYrg) for smnX9H6 in l(pfiWYrg)do if not LT[smnX9H6]then return false end end;return true end function S1wg_DG.sameKeys(FzRhHR,mMBxOoQa) for xYSLIT in l(FzRhHR)do if not mMBxOoQa[xYSLIT]then return false end end for Eae7ILmk in l(mMBxOoQa)do if not FzRhHR[Eae7ILmk]then return false end end;return true end function S1wg_DG.sample(Jy23ZRAA,V8IWw,uyYdf)V8IWw=V8IWw or 1;if V8IWw==0 then return{}end;if V8IWw==1 then if uyYdf then GQLN(uyYdf)end return{Jy23ZRAA[toXyq(1,#Jy23ZRAA)]}end;return S1wg_DG.slice(S1wg_DG.shuffle(Jy23ZRAA,uyYdf),1,V8IWw)end function S1wg_DG.sampleProb(K,ZX,tbdC)if tbdC then GQLN(tbdC)end;local VaY3={} for HK7Mbgze,VXPfx in kyWtqIf0(K)do if toXyq()<ZX then VaY3[ #VaY3+1]=VXPfx end end;return VaY3 end function S1wg_DG.nsorted(j3Qk,X1,GpruB)GpruB=GpruB or qxZa6ozV;X1=X1 or 1;local r,hgW2H5={},0 for V7YqV,JbvH7 in S1wg_DG.sortedv(j3Qk,GpruB)do if hgW2H5 <X1 then hgW2H5=hgW2H5+1;r[hgW2H5]=JbvH7 end end;return r end function S1wg_DG.shuffle(Cqk9Luq,PeAP9X)if PeAP9X then GQLN(PeAP9X)end;local vN5AF9={}for j,EOgmP in kyWtqIf0(Cqk9Luq)do local jmJof=pS78Y( toXyq()*j)+1;vN5AF9[j]=vN5AF9[jmJof] vN5AF9[jmJof]=EOgmP end;return vN5AF9 end;function S1wg_DG.pack(...)return{...}end;function S1wg_DG.find(yz1Kuwby,KVE6TG,YY) for r9=YY or 1,#yz1Kuwby do if S1wg_DG.isEqual(yz1Kuwby[r9],KVE6TG)then return r9 end end end;function S1wg_DG.reverse(mtUG) local PFRuf={} for KhK1gRj9=#mtUG,1,-1 do PFRuf[#PFRuf+1]=mtUG[KhK1gRj9]end;return PFRuf end;function S1wg_DG.fill(Xgj,Ko,A,IU6Om)IU6Om= IU6Om or S1wg_DG.size(Xgj) for A=A or 1,IU6Om do Xgj[A]=Ko end;return Xgj end;function S1wg_DG.zeros(sKIIqz)return S1wg_DG.fill({},0,1,sKIIqz)end;function S1wg_DG.ones(wmhARqEa)return S1wg_DG.fill({},1,1,wmhARqEa)end;function S1wg_DG.vector(_RT3,V)return S1wg_DG.fill({},_RT3,1,V)end function S1wg_DG.selectWhile(BTA,QVEYENaX)local gxqa={} for q4,QyKi in kyWtqIf0(BTA)do if QVEYENaX(QyKi,q4)then gxqa[q4]=QyKi else break end end;return gxqa end function S1wg_DG.dropWhile(_o3FE,n)local WM;for zb8b,YBqeh in kyWtqIf0(_o3FE)do if not n(YBqeh,zb8b)then WM=zb8b;break end end;if(WM==nil)then return{}end;return S1wg_DG.rest(_o3FE,WM)end function S1wg_DG.sortedIndex(WRkIg,RH_vLUg,aEH,g20N7)local puZN=aEH or qxZa6ozV if(g20N7 ==true)then p(WRkIg,puZN)end;for _Dy=1,#WRkIg do if not puZN(WRkIg[_Dy],RH_vLUg)then return _Dy end end;return#WRkIg+1 end;function S1wg_DG.indexOf(MC,WOBSVeqF) for A=1,#MC do if MC[A]==WOBSVeqF then return A end end end function S1wg_DG.lastIndexOf(vqW6,R4oRlgh) local rBRXA=S1wg_DG.indexOf(S1wg_DG.reverse(vqW6),R4oRlgh)if rBRXA then return#vqW6-rBRXA+1 end end function S1wg_DG.findIndex(qfFSJN,Va8fT08T)for d778=1,#qfFSJN do if Va8fT08T(qfFSJN[d778],d778)then return d778 end end end function S1wg_DG.findLastIndex(aZT,ni9je9bJ) local uwwNE=S1wg_DG.findIndex(S1wg_DG.reverse(aZT),ni9je9bJ)if uwwNE then return#aZT-uwwNE+1 end end;function S1wg_DG.addTop(X40cF,...) for EW,asgq in kyWtqIf0({...})do odpE(X40cF,1,asgq)end;return X40cF end;function S1wg_DG.prepend(IQybL1,...)return S1wg_DG.append({...},IQybL1)end;function S1wg_DG.push(hYKT45,...) local Rq7={...} for LQ_EIcl,uaL in kyWtqIf0({...})do hYKT45[#hYKT45+1]=uaL end;return hYKT45 end function S1wg_DG.shift(gujcrFp,ph06vXj)ph06vXj=RlMSrmdD( ph06vXj or 1,#gujcrFp)local nH0LB4c={} for ALwJ9=1,ph06vXj do local _X=gujcrFp[1]nH0LB4c[#nH0LB4c+1]=_X;lIpFkbLI(gujcrFp,1)end;return hUL(nH0LB4c)end function S1wg_DG.unshift(ruXMob,E)E=RlMSrmdD(E or 1,#ruXMob)local jcgjAE={} for BZmaGN=1,E do local HSav=ruXMob[#ruXMob]jcgjAE[#jcgjAE+1]=HSav;lIpFkbLI(ruXMob)end;return hUL(jcgjAE)end function S1wg_DG.pull(sDjMr,...)local biQX3Ut={...} for BLEXN_=#sDjMr,1,-1 do local Ljc=false for fpN7T,FNSk_ in kyWtqIf0(biQX3Ut)do if(Ljc==false)then if S1wg_DG.isEqual(sDjMr[BLEXN_],FNSk_)then lIpFkbLI(sDjMr,BLEXN_)Ljc=true end end end end;return sDjMr end function S1wg_DG.removeRange(LmE,pZTFVP,XL)pZTFVP=pZTFVP or 1;XL=XL or#LmE;if pZTFVP>XL then zupvsz("start cannot be greater than finish.")end for L5vC0Jx=XL,pZTFVP,-1 do lIpFkbLI(LmE,L5vC0Jx)end;return LmE end function S1wg_DG.chunk(vpONJ,A)local LN,dA14qP,JcQc,hDih6_D={},0;A=A or S1wg_DG.identity for QKbZ464i,F1TsZ in kyWtqIf0(vpONJ)do hDih6_D=A(F1TsZ,QKbZ464i)dA14qP=( (hDih6_D~=JcQc)and(dA14qP+1)or dA14qP)JcQc= (JcQc==nil)and hDih6_D or JcQc;if not LN[dA14qP]then LN[dA14qP]={vpONJ[QKbZ464i]}else LN[dA14qP][#LN[dA14qP]+1]=vpONJ[QKbZ464i]end;JcQc=hDih6_D end;return LN end;function S1wg_DG.slice(uF2,T,pC_)local ju={} for deu1=T or 1,pC_ or#uF2 do ju[#ju+1]=uF2[deu1]end;return ju end;function S1wg_DG.first(IgZ6,kVRiv3F)kVRiv3F= kVRiv3F or 1;local kWMf={} for DawC=1,kVRiv3F do kWMf[DawC]=IgZ6[DawC]end;return kWMf end function S1wg_DG.initial(cP,w)local UZ= #cP w=w and UZ- (RlMSrmdD(w,UZ))or UZ-1;local tdH={}for ymt=1,w do tdH[ymt]=cP[ymt]end;return tdH end function S1wg_DG.last(WxGA,jBuHkH)local E3=#WxGA;jBuHkH= jBuHkH and E3-RlMSrmdD(jBuHkH-1,E3-1)or 2;local CZi_zK={}for _6KCMph=jBuHkH,E3 do CZi_zK[#CZi_zK+1]=WxGA[_6KCMph]end;return CZi_zK end;function S1wg_DG.rest(PY3VqYZ8,V)local y={} for QF=V or 1,#PY3VqYZ8 do y[#y+1]=PY3VqYZ8[QF]end;return y end;function S1wg_DG.nth(hN,hVflx4kh)return hN[hVflx4kh]end function S1wg_DG.compact(GP)local oCZYv2dT={} for RLaqM3,PoH in l(GP)do if PoH then oCZYv2dT[ #oCZYv2dT+1]=PoH end end;return oCZYv2dT end function S1wg_DG.flatten(xM709D,z50)z50=z50 or false;local sAPD;local AVFi={} for GGKI,gWaGu in kyWtqIf0(xM709D)do if v(gWaGu)=='table'then sAPD=z50 and gWaGu or S1wg_DG.flatten(gWaGu) for SFKM,j6jQmlbr in kyWtqIf0(sAPD)do AVFi[#AVFi+1]=j6jQmlbr end else AVFi[#AVFi+1]=gWaGu end end;return AVFi end function S1wg_DG.difference(m403CY,dL) if not dL then return S1wg_DG.clone(m403CY)end return S1wg_DG.select(m403CY,function(PrTsHeT) return not S1wg_DG.include(dL,PrTsHeT)end)end;function S1wg_DG.union(...) return S1wg_DG.unique(S1wg_DG.flatten({...}))end function S1wg_DG.intersection(...)local eNI3MT7={...} local Rfoo=eNI3MT7[1]lIpFkbLI(eNI3MT7,1)local eUJhGD={} for wot8,j9vJ in kyWtqIf0(Rfoo)do if S1wg_DG.all(eNI3MT7,function(J6Qr27Mh)return S1wg_DG.include(J6Qr27Mh,j9vJ)end)then eUJhGD[#eUJhGD+1]=j9vJ end end;return eUJhGD end;function S1wg_DG.disjoint(...)return (#S1wg_DG.intersection(...)==0)end function S1wg_DG.symmetricDifference(AwxW8Do,_u)return S1wg_DG.difference(S1wg_DG.union(AwxW8Do,_u),S1wg_DG.intersection(AwxW8Do,_u))end function S1wg_DG.unique(B)local cdxFVpZw={} for Y=1,#B do if not S1wg_DG.find(cdxFVpZw,B[Y])then cdxFVpZw[# cdxFVpZw+1]=B[Y]end end;return cdxFVpZw end;function S1wg_DG.isunique(o9Uh)return #o9Uh==# (S1wg_DG.unique(o9Uh))end function S1wg_DG.duplicates(BuX1r) local Wyf83f2=S1wg_DG.invert(BuX1r)local P0olj={}for z,EHCCkt in kyWtqIf0(BuX1r)do if Wyf83f2[EHCCkt]~=z and not S1wg_DG.find(P0olj,EHCCkt)then P0olj[#P0olj+1]=EHCCkt end end;return P0olj end function S1wg_DG.zip(...)local x={...} local xNWVmS=S1wg_DG.max(x,function(Pkis6H28)return#Pkis6H28 end)local kGWnkgDu={} for tSE=1,xNWVmS do if not kGWnkgDu[tSE]then kGWnkgDu[tSE]={}end for abKH,LDp in kyWtqIf0(x)do if(LDp[tSE]~=nil)then kGWnkgDu[tSE][#kGWnkgDu[tSE]+1]=LDp[tSE]end end end;return kGWnkgDu end function S1wg_DG.zipWith(GWouUlzZ,...)local MqJhIr={...} local Q9=S1wg_DG.max(MqJhIr,function(qnZ81I)return#qnZ81I end)local c={}for N9uN=1,Q9 do c[N9uN]=GWouUlzZ(hUL(S1wg_DG.pluck(MqJhIr,N9uN)))end;return c end function S1wg_DG.append(QGC,K8iFU)local gbU={}for h,hS7 in kyWtqIf0(QGC)do gbU[h]=hS7 end;for KQjMKhN,R6PYgHHE in kyWtqIf0(K8iFU)do gbU[#gbU+1]=R6PYgHHE end;return gbU end function S1wg_DG.interleave(...)local ZwCXrLO={...} local lI=S1wg_DG.max(ZwCXrLO,S1wg_DG.size)local iMSMP5Lp={} for WoARZdZ3=1,lI do for n,Uj in kyWtqIf0(ZwCXrLO)do if Uj[WoARZdZ3]then iMSMP5Lp[#iMSMP5Lp+1]=Uj[WoARZdZ3]end end end;return iMSMP5Lp end;function S1wg_DG.interpose(HpN_N,yP3QEJ)for pwi=#HpN_N,2,-1 do odpE(HpN_N,pwi,yP3QEJ)end;return HpN_N end function S1wg_DG.range(QP,Iy,O9P0mj) if (QP==nil)and(Iy==nil)and(O9P0mj==nil)then return{}elseif(QP~=nil)and (Iy==nil)and(O9P0mj==nil)then QP,Iy,O9P0mj=Ub(QP),QP,Ub(QP)elseif(QP~=nil)and(Iy~=nil)and(O9P0mj==nil)then O9P0mj=Ub(Iy-QP)end;local eFGwPxi={QP} local m4x8ZsD4=BCf7(pS78Y((Iy-QP)/O9P0mj),0) for _witc0Pe=1,m4x8ZsD4 do eFGwPxi[#eFGwPxi+1]=QP+O9P0mj*_witc0Pe end;return eFGwPxi end function S1wg_DG.rep(Y8E,h)local EnMMG={}for HzO7UpZ=1,h do EnMMG[HzO7UpZ]=Y8E end;return EnMMG end function S1wg_DG.powerset(B)local RNTu=#B;local Q_={} for S8GB,W7yjGm in kyWtqIf0(B)do for X=1,#Q_ do local Y=Q_[X] odpE(Q_,S1wg_DG.push(S1wg_DG.slice(Y),W7yjGm))end;odpE(Q_,{W7yjGm})end;odpE(Q_,{})return Q_ end;function S1wg_DG.partition(qqvEf3,Wriu,I0Pxr5F)if Wriu<=0 then return end return OV7(function() MGSnnzOI(qqvEf3,Wriu or 1,X83a,I0Pxr5F)end)end function S1wg_DG.overlapping(ukGf_,uZpt01P,hJk0n8bR)if uZpt01P<=1 then return end return OV7(function() B0o5xpg7(ukGf_,uZpt01P or 2,X83a,hJk0n8bR)end)end function S1wg_DG.aperture(o9DTTJig,v4)if v4 <=1 then return end;return OV7(function()VQT(o9DTTJig,v4 or 2,X83a)end)end function S1wg_DG.pairwise(Uaq2_Xzk)return S1wg_DG.aperture(Uaq2_Xzk,2)end;function S1wg_DG.permutation(S0DM)return OV7(function()Id(S0DM,#S0DM,X83a)end)end function S1wg_DG.concat(GHasi5,QeX_U9tm,Dp9m,sJjNM)return JdUtcU(S1wg_DG.map(GHasi5,tostring),QeX_U9tm,Dp9m,sJjNM)end function S1wg_DG.xprod(GnSs,XP)local Sj={}for yKj1,F9WZ in kyWtqIf0(GnSs)do for A5,nY_O in kyWtqIf0(XP)do Sj[#Sj+1]={F9WZ,nY_O}end end;return Sj end;function S1wg_DG.xpairs(QAJAyj5,EZ)local n={} for M,AADiL1 in kyWtqIf0(EZ)do n[M]={QAJAyj5,AADiL1}end;return n end function S1wg_DG.xpairsRight(Arw,b) local _ZM1Yj3={} for rmSU,L2RHrI in kyWtqIf0(b)do _ZM1Yj3[rmSU]={L2RHrI,Arw}end;return _ZM1Yj3 end function S1wg_DG.sum(XW7Y5Rz)local C=0;for NhwEkTd,XGz in kyWtqIf0(XW7Y5Rz)do C=C+XGz end;return C end;function S1wg_DG.product(Tf4P2eIf)local TF3Htu=1 for K5yUw1t,Mi in kyWtqIf0(Tf4P2eIf)do TF3Htu=TF3Htu*Mi end;return TF3Htu end function S1wg_DG.mean(WWyrqnSL)return S1wg_DG.sum(WWyrqnSL)/ (#WWyrqnSL)end function S1wg_DG.median(gVTyP) local Ck=S1wg_DG.sort(S1wg_DG.clone(gVTyP))local CRG=#Ck;if CRG==0 then return elseif CRG==1 then return Ck[1]end local dkz=VCD(CRG/2)return CRG%2 ==0 and(Ck[dkz]+Ck[dkz+1])/2 or Ck[dkz]end;function S1wg_DG.noop()return end;function S1wg_DG.identity(zrCq)return zrCq end;function S1wg_DG.call(azXMvVdM,...)return azXMvVdM(...)end;function S1wg_DG.constant(CBgxHfbq)return function()return CBgxHfbq end end function S1wg_DG.applySpec(WO)return function(...)local H={}for C28NuJ3,sz in l(WO)do H[C28NuJ3]=sz(...)end;return H end end function S1wg_DG.thread(qH,...)local u=qH;local uJ1Vn4uYP={...} for Z,pJ in kyWtqIf0(uJ1Vn4uYP)do if v(pJ)=='function'then u=pJ(u)elseif v(pJ)=='table'then local NAjg=pJ[1]lIpFkbLI(pJ,1) u=S1wg_DG.reduce(pJ,NAjg,u)end end;return u end function S1wg_DG.threadRight(con,...)local I=con;local TxmZR6UE={...} for I1b4o,nAt in kyWtqIf0(TxmZR6UE)do if v(nAt)=='function'then I=nAt(I)elseif v(nAt)=='table'then local pNJ=nAt[1]lIpFkbLI(nAt,1)odpE(nAt,I) I=S1wg_DG.reduce(nAt,pNJ)end end;return I end function S1wg_DG.dispatch(...)local RQ={...}return function(...)for wnZcHKf,Lv_8 in kyWtqIf0(RQ)do local UQ={Lv_8(...)}if#UQ>0 then return hUL(UQ)end end end end function S1wg_DG.memoize(FG)local vLzqjJw=oUA({},{__mode='kv'}) return function(v2dsC21)if (vLzqjJw[v2dsC21]==nil)then vLzqjJw[v2dsC21]=FG(v2dsC21)end;return vLzqjJw[v2dsC21]end end function S1wg_DG.unfold(O,wx)local u,V_84V={}while true do V_84V,wx=O(wx) if V_84V~=nil then u[#u+1]=V_84V else break end end;return u end function S1wg_DG.once(qF)local IZbOX7TW=0;local Dd6ZLpU={}return function(...)IZbOX7TW=IZbOX7TW+1 if IZbOX7TW<=1 then Dd6ZLpU={...}end;return qF(hUL(Dd6ZLpU))end end;function S1wg_DG.before(MP,hgW2H5)local w4c=0;local C58={} return function(...)w4c=w4c+1;if w4c<=hgW2H5 then C58={...}end;return MP(hUL(C58))end end function S1wg_DG.after(Jk6Nh,hgW2H5) local s1Ws,desLYv=hgW2H5,0;return function(...)desLYv=desLYv+1;if desLYv>=s1Ws then return Jk6Nh(...)end end end function S1wg_DG.compose(...)local COq2NY9I=S1wg_DG.reverse{...} return function(...)local aoBEg65S,x6=true for t3cNa2l,Ik in kyWtqIf0(COq2NY9I)do if aoBEg65S then aoBEg65S=false;x6=Ik(...)else x6=Ik(x6)end end;return x6 end end function S1wg_DG.pipe(SeHOs,...)return S1wg_DG.compose(...)(SeHOs)end;function S1wg_DG.complement(P2rGsUx) return function(...)return not P2rGsUx(...)end end;function S1wg_DG.juxtapose(c,...)local v12AhMm={}for F2uxGC,Xs0 in kyWtqIf0({...})do v12AhMm[F2uxGC]=Xs0(c)end return hUL(v12AhMm)end function S1wg_DG.wrap(QK8ibF,TEio7k0z)return function(...)return TEio7k0z(QK8ibF,...)end end;function S1wg_DG.times(u,N)local O2YgxDc={} for VLsC67=1,(N or 1)do O2YgxDc[VLsC67]=u(VLsC67)end;return O2YgxDc end function S1wg_DG.bind(OHw4,FKZ)return function(...)return OHw4(FKZ,...)end end;function S1wg_DG.bind2(Fl,QhS8FvKI) return function(FaZIJL,...)return Fl(FaZIJL,QhS8FvKI,...)end end;function S1wg_DG.bindn(sOT2O5,...)local x={...} return function(...)return sOT2O5(hUL(S1wg_DG.append(x,{...})))end end function S1wg_DG.bindall(Wswd_OC,...) local E={...} for A0Un,nRHrI in kyWtqIf0(E)do local k=Wswd_OC[nRHrI]if k then Wswd_OC[nRHrI]=S1wg_DG.bind(k,Wswd_OC)end end;return Wswd_OC end;function S1wg_DG.cond(Zp) return function(...) for A,_L_ in kyWtqIf0(Zp)do if _L_[1](...)then return _L_[2](...)end end end end function S1wg_DG.both(...) local WHpm={...} return function(...) for g,HiR3yiw in kyWtqIf0(WHpm)do if not HiR3yiw(...)then return false end end;return true end end function S1wg_DG.either(...)local KeKbiDqN={...}return function(...)for WfrZqHH8,YX9s9O in kyWtqIf0(KeKbiDqN)do if YX9s9O(...)then return true end end;return false end end function S1wg_DG.neither(...)local y64dF={...} return function(...) for sNSsH,K in kyWtqIf0(y64dF)do if K(...)then return false end end;return true end end function S1wg_DG.uniqueId(o8T)qJExeUn2=qJExeUn2+1;if o8T then if v(o8T)=='string'then return o8T:format(qJExeUn2)elseif v(o8T)=='function'then return o8T(qJExeUn2)end end;return qJExeUn2 end function S1wg_DG.iterator(xeP,Tv_3VlmX,BT)local _y3z=0 return function()_y3z=_y3z+1;if BT and _y3z>BT then return end Tv_3VlmX=xeP(Tv_3VlmX)return Tv_3VlmX end end;function S1wg_DG.skip(rdl,NAP_5jYs) for BZnlpW=1,(NAP_5jYs or 1)do if rdl()==nil then return end end;return rdl end function S1wg_DG.tabulate(...) local isN={}for yRADzw1v in...do isN[#isN+1]=yRADzw1v end;return isN end function S1wg_DG.iterlen(...)local Jafp=0;for XWh8Ee in...do Jafp=Jafp+1 end;return Jafp end;function S1wg_DG.castArray(kpezL1e)return (v(kpezL1e)~='table')and{kpezL1e}or kpezL1e end function S1wg_DG.flip(h)return function(...)return h(hUL(S1wg_DG.reverse({...})))end end function S1wg_DG.nthArg(R7yfz_l9)return function(...)local D35PFLu={...}return D35PFLu[(R7yfz_l9 <0)and (#D35PFLu+R7yfz_l9+1)or R7yfz_l9]end end;function S1wg_DG.unary(wK) return function(...)local qeEwE={...}return wK(qeEwE[1])end end function S1wg_DG.ary(cbtvFnSa,fYKH_)fYKH_=fYKH_ or 1 return function(...) local W={...}local o={}for Mm99M=1,fYKH_ do o[Mm99M]=W[Mm99M]end return cbtvFnSa(hUL(o))end end function S1wg_DG.noarg(l6YH)return function()return l6YH()end end function S1wg_DG.rearg(gf2,F744Ew)return function(...)local zgxKF4={...}local UlvVvSBR={}for i2i,uRGAL in kyWtqIf0(F744Ew)do UlvVvSBR[i2i]=zgxKF4[uRGAL]end;return gf2(hUL(UlvVvSBR))end end function S1wg_DG.over(...)local UUlqXyb6={...}return function(...)local fOR92g8={}for jU26,WIPTsAPz in kyWtqIf0(UUlqXyb6)do fOR92g8[#fOR92g8+1]=WIPTsAPz(...)end;return fOR92g8 end end function S1wg_DG.overEvery(...)local DgUx8=S1wg_DG.over(...) return function(...) return S1wg_DG.reduce(DgUx8(...),function(imac,xX) return imac and xX end)end end function S1wg_DG.overSome(...)local Mfb6Kb=S1wg_DG.over(...) return function(...) return S1wg_DG.reduce(Mfb6Kb(...),function(RRjV,TDOaFo)return RRjV or TDOaFo end)end end function S1wg_DG.overArgs(tLo4,...)local m72l={...} return function(...)local npM3DSU={...}for HGp4e1=1,#m72l do local uzJt7E=m72l[HGp4e1] if npM3DSU[HGp4e1]then npM3DSU[HGp4e1]=uzJt7E(npM3DSU[HGp4e1])end end;return tLo4(hUL(npM3DSU))end end function S1wg_DG.converge(sRe5S32N,Bp,rg)return function(...)return sRe5S32N(Bp(...),rg(...))end end function S1wg_DG.partial(S,...)local Fem={...} return function(...)local cHmVGY={...}local g29sXR={}for Vat,sfnkWAy8 in kyWtqIf0(Fem)do g29sXR[Vat]= (sfnkWAy8 =='_')and S1wg_DG.shift(cHmVGY)or sfnkWAy8 end;return S(hUL(S1wg_DG.append(g29sXR,cHmVGY)))end end function S1wg_DG.partialRight(hbJSGe9,...)local pI={...} return function(...)local B7jhm={...}local hj3={}for FKxU4=1,#pI do hj3[FKxU4]= (pI[FKxU4]=='_')and S1wg_DG.shift(B7jhm)or pI[FKxU4]end;return hbJSGe9(hUL(S1wg_DG.append(B7jhm,hj3)))end end function S1wg_DG.curry(UW,tReY)tReY=tReY or 2;local lex={} local function h79Pm(vksQpy4) if tReY==1 then return UW(vksQpy4)end;if vksQpy4 ~=nil then lex[#lex+1]=vksQpy4 end if#lex<tReY then return h79Pm else local gPCIWPt={UW(hUL(lex))}lex={}return hUL(gPCIWPt)end end;return h79Pm end;function S1wg_DG.time(l4Byxa7,...)local Fn8OR=Mw()local X1Z0van={l4Byxa7(...)} return Mw()-Fn8OR,hUL(X1Z0van)end function S1wg_DG.keys(C_ACFsd)local GC={}for SC7gSvMB in l(C_ACFsd)do GC[#GC+1]=SC7gSvMB end;return GC end;function S1wg_DG.values(Ei)local GFuK1ut={} for SXmRY3i,b in l(Ei)do GFuK1ut[#GFuK1ut+1]=b end;return GFuK1ut end function S1wg_DG.path(KApFr,...) local jE,yVVmXC=KApFr,{...} for MkxwoCeK,AT in kyWtqIf0(yVVmXC)do if(jE[AT]==nil)then return end;jE=jE[AT]end;return jE end function S1wg_DG.spreadPath(_8KO,...)local NI={...}for PE,a in kyWtqIf0(NI)do if _8KO[a]then for GhVWeuQs,kQlY in l(_8KO[a])do _8KO[GhVWeuQs]=kQlY;_8KO[a][GhVWeuQs]=nil end end end;return _8KO end function S1wg_DG.flattenPath(xIl1shq,...)local qv={...}for pbEt6T,MBdHQ in kyWtqIf0(qv)do if xIl1shq[MBdHQ]then for STXAhhM,assFn in l(xIl1shq[MBdHQ])do xIl1shq[STXAhhM]=assFn end end end return xIl1shq end;function S1wg_DG.kvpairs(EXpWzv)local kq={} for up,wlI_l in l(EXpWzv)do kq[#kq+1]={up,wlI_l}end;return kq end;function S1wg_DG.toObj(nK7J) local xv={} for IWG,XVipkEh in kyWtqIf0(nK7J)do xv[XVipkEh[1]]=XVipkEh[2]end;return xv end function S1wg_DG.invert(Y_xg20) local lOn={}for Mn29lGrm,y in l(Y_xg20)do lOn[y]=Mn29lGrm end;return lOn end;function S1wg_DG.property(ye3DyN) return function(XoIfNq)return XoIfNq[ye3DyN]end end function S1wg_DG.propertyOf(zCZ)return function(KOblE1BH) return zCZ[KOblE1BH]end end;function S1wg_DG.toBoolean(YPFM2F)return not not YPFM2F end function S1wg_DG.extend(iA,...) local f={...}for W,_ in kyWtqIf0(f)do if v(_)=='table'then for _TPK9KUS,CcTDi in l(_)do iA[_TPK9KUS]=CcTDi end end end;return iA end function S1wg_DG.functions(HNz,_T9Gn3b2)HNz=HNz or S1wg_DG;local mx={}for X,j in l(HNz)do if v(j)=='function'then mx[#mx+1]=X end end if _T9Gn3b2 then local hwLm=QFKEzBf(HNz) if hwLm and hwLm.__index then local Jf1lygU=S1wg_DG.functions(hwLm.__index,_T9Gn3b2)for uCC,VoL in kyWtqIf0(Jf1lygU)do mx[#mx+1]=VoL end end end;return mx end function S1wg_DG.clone(J1Qkmucu,uy8VNDqE)if v(J1Qkmucu)~='table'then return J1Qkmucu end local LCuIIfa={} for SUcXQMl,lyRouGA3 in l(J1Qkmucu)do if v(lyRouGA3)=='table'then if not uy8VNDqE then LCuIIfa[SUcXQMl]=S1wg_DG.clone(lyRouGA3,uy8VNDqE)else LCuIIfa[SUcXQMl]=lyRouGA3 end else LCuIIfa[SUcXQMl]=lyRouGA3 end end;return LCuIIfa end;function S1wg_DG.tap(Q3y7y2,xPOK4sH)xPOK4sH(Q3y7y2)return Q3y7y2 end;function S1wg_DG.has(Px1,SUg)return Px1[SUg]~=nil end function S1wg_DG.pick(Wf0F6,...) local G3=S1wg_DG.flatten{...}local D={}for Yghyekk,axo in l(G3)do if(Wf0F6[axo])~=nil then D[axo]=Wf0F6[axo]end end;return D end function S1wg_DG.omit(Sv,...)local aKiYWdc=S1wg_DG.flatten{...}local tSTVAx={} for E4dT34,L0 in l(Sv)do if not S1wg_DG.include(aKiYWdc,E4dT34)then tSTVAx[E4dT34]=L0 end end;return tSTVAx end function S1wg_DG.template(wY,ilY2)if not ilY2 then return wY end;for oe1We,jQLYx1y in l(ilY2)do if not wY[oe1We]then wY[oe1We]=jQLYx1y end end;return wY end function S1wg_DG.isEqual(m_zjn,TyjL,JVvqdW4)local kDuC=v(m_zjn)local AUw=v(TyjL) if kDuC~=AUw then return false end;if kDuC~='table'then return(m_zjn==TyjL)end local vCkLg=QFKEzBf(m_zjn)local A3mjn=QFKEzBf(TyjL) if JVvqdW4 then if(vCkLg or A3mjn)and (vCkLg.__eq or A3mjn.__eq)then return vCkLg.__eq(m_zjn,TyjL)or A3mjn.__eq(TyjL,m_zjn)or(m_zjn==TyjL)end end if S1wg_DG.size(m_zjn)~=S1wg_DG.size(TyjL)then return false end;local Wt5k;for fv5Y2j,bSgv in l(m_zjn)do Wt5k=TyjL[fv5Y2j] if Wt5k==nil or not S1wg_DG.isEqual(bSgv,Wt5k,JVvqdW4)then return false end end;for Wa5 in l(TyjL)do if m_zjn[Wa5]==nil then return false end end return true end function S1wg_DG.result(JyrC7,QP) if JyrC7[QP]then if S1wg_DG.isCallable(JyrC7[QP])then return JyrC7[QP](JyrC7)else return JyrC7[QP]end end;if S1wg_DG.isCallable(QP)then return QP(JyrC7)end end;function S1wg_DG.isTable(_N)return v(_N)=='table'end function S1wg_DG.isCallable(U)return ( ( v(U)=='function')or((v(U)=='table')and QFKEzBf(U)and QFKEzBf(U).__call~=nil)or false)end function S1wg_DG.isArray(e5qv6Q) if not(v(e5qv6Q)=='table')then return false end;local S6XO=0;for p7ogY in l(e5qv6Q)do S6XO=S6XO+1 if e5qv6Q[S6XO]==nil then return false end end;return true end;function S1wg_DG.isIterable(ZDP5SDwL) return S1wg_DG.toBoolean((l6Sm5(l,ZDP5SDwL)))end function S1wg_DG.type(T7H)local cdPmXFla=v(T7H)if cdPmXFla== 'userdata'then local gOp2cWZ=QFKEzBf(T7H) local A1=io and io.stdout or nil if A1 ~=nil and gOp2cWZ==QFKEzBf(A1)then return'file'end end;return cdPmXFla end function S1wg_DG.isEmpty(t51v)if(t51v==nil)then return true end;if v(t51v)=='string'then return #t51v==0 end if v(t51v)=='table'then return e(t51v)==nil end;return true end;function S1wg_DG.isString(Hp)return v(Hp)=='string'end;function S1wg_DG.isFunction(Tee9V)return v(Tee9V)=='function'end;function S1wg_DG.isNil(znHly)return znHly==nil end function S1wg_DG.isNumber(cD)return v(cD)=='number'end function S1wg_DG.isNaN(I)return v(I)=='number'and I~=I end function S1wg_DG.isFinite(AN9)if v(AN9)~='number'then return false end;return AN9 >-S9TO and AN9 <S9TO end;function S1wg_DG.isBoolean(CCI)return v(CCI)=='boolean'end;function S1wg_DG.isInteger(Ax_b) return v(Ax_b)=='number'and pS78Y(Ax_b)==Ax_b end do S1wg_DG.forEach=S1wg_DG.each;S1wg_DG.forEachi=S1wg_DG.eachi;S1wg_DG.update=S1wg_DG.adjust S1wg_DG.alleq=S1wg_DG.allEqual;S1wg_DG.loop=S1wg_DG.cycle;S1wg_DG.collect=S1wg_DG.map S1wg_DG.inject=S1wg_DG.reduce;S1wg_DG.foldl=S1wg_DG.reduce S1wg_DG.injectr=S1wg_DG.reduceRight;S1wg_DG.foldr=S1wg_DG.reduceRight S1wg_DG.mapr=S1wg_DG.mapReduce;S1wg_DG.maprr=S1wg_DG.mapReduceRight S1wg_DG.any=S1wg_DG.include;S1wg_DG.some=S1wg_DG.include;S1wg_DG.contains=S1wg_DG.include S1wg_DG.filter=S1wg_DG.select;S1wg_DG.discard=S1wg_DG.reject;S1wg_DG.every=S1wg_DG.all S1wg_DG.takeWhile=S1wg_DG.selectWhile;S1wg_DG.rejectWhile=S1wg_DG.dropWhile;S1wg_DG.pop=S1wg_DG.shift S1wg_DG.remove=S1wg_DG.pull;S1wg_DG.rmRange=S1wg_DG.removeRange S1wg_DG.chop=S1wg_DG.removeRange;S1wg_DG.sub=S1wg_DG.slice;S1wg_DG.head=S1wg_DG.first S1wg_DG.take=S1wg_DG.first;S1wg_DG.tail=S1wg_DG.rest;S1wg_DG.without=S1wg_DG.difference S1wg_DG.diff=S1wg_DG.difference;S1wg_DG.symdiff=S1wg_DG.symmetricDifference S1wg_DG.xor=S1wg_DG.symmetricDifference;S1wg_DG.uniq=S1wg_DG.unique;S1wg_DG.isuniq=S1wg_DG.isunique S1wg_DG.transpose=S1wg_DG.zip;S1wg_DG.part=S1wg_DG.partition;S1wg_DG.perm=S1wg_DG.permutation S1wg_DG.transposeWith=S1wg_DG.zipWith;S1wg_DG.intersperse=S1wg_DG.interpose S1wg_DG.sliding=S1wg_DG.aperture;S1wg_DG.mirror=S1wg_DG.invert;S1wg_DG.join=S1wg_DG.concat S1wg_DG.average=S1wg_DG.mean;S1wg_DG.always=S1wg_DG.constant;S1wg_DG.cache=S1wg_DG.memoize S1wg_DG.juxt=S1wg_DG.juxtapose;S1wg_DG.uid=S1wg_DG.uniqueId;S1wg_DG.iter=S1wg_DG.iterator S1wg_DG.nAry=S1wg_DG.ary;S1wg_DG.methods=S1wg_DG.functions;S1wg_DG.choose=S1wg_DG.pick S1wg_DG.drop=S1wg_DG.omit;S1wg_DG.defaults=S1wg_DG.template S1wg_DG.compare=S1wg_DG.isEqual;S1wg_DG.matches=S1wg_DG.isEqual end do local Hgc1S={}local gszf={}gszf.__index=Hgc1S;local function GnYt(L7g) return oUA({_value=L7g,_wrapped=true},gszf)end oUA(gszf,{__call=function(_IO9,zcnTZ6pI)return GnYt(zcnTZ6pI)end,__index=function(sIPPW,jrXq,...)return Hgc1S[jrXq]end})function gszf.chain(T5V8Jm3h)return GnYt(T5V8Jm3h)end;function gszf:value() return self._value end;Hgc1S.chain,Hgc1S.value=gszf.chain,gszf.value for yYkU,n0 in l(S1wg_DG)do if yYkU~='operator'then Hgc1S[yYkU]=function(nOa2,...)local r= v(nOa2)=='table'and PizLA9mj(nOa2,'_wrapped')or false if r then local zx=nOa2._value;local crsA2=n0(zx,...)return GnYt(crsA2)else return n0(nOa2,...)end end end end;Hgc1S.operator=S1wg_DG.operator;Hgc1S.op=S1wg_DG.operator Hgc1S.import=function(uIdK8yDV,e7iD7y21)uIdK8yDV= uIdK8yDV or _ENV or _G;local ec=S1wg_DG.functions() for x,Ca in kyWtqIf0(ec)do if PizLA9mj(uIdK8yDV,Ca)~=nil then if not e7iD7y21 then rawset(uIdK8yDV,Ca,S1wg_DG[Ca])end else rawset(uIdK8yDV,Ca,S1wg_DG[Ca])end end;return uIdK8yDV end;gszf._VERSION='Moses v'..SWFtRywD gszf._URL='http://github.com/Yonaba/Moses' gszf._LICENSE='MIT <http://raw.githubusercontent.com/Yonaba/Moses/master/LICENSE>' gszf._DESCRIPTION='utility-belt library for functional programming in Lua'return gszf end
local Weapons = ACF.Classes.Weapons function EFFECT:Init(Data) local Gun = Data:GetEntity() if not IsValid(Gun) then return end local Propellant = Data:GetScale() local ReloadTime = Data:GetMagnitude() local Sound = Gun:GetNWString("Sound") local Class = Gun:GetNWString("Class") local ClassData = Weapons[Class] local Attachment = "muzzle" local LongBarrel = ClassData.LongBarrel if LongBarrel and Gun:GetBodygroup(LongBarrel.Index) == LongBarrel.Submodel then Attachment = LongBarrel.NewPos end if not ACF.IsValidSound(Sound) then Sound = ClassData.Sound end if Propellant > 0 then local GunPos = Gun:GetPos() if Sound ~= "" then local SoundPressure = (Propellant * 1000) ^ 0.5 -- NOTE: Wiki documents level tops out at 180, but seems to fall off past 127 sound.Play(Sound, GunPos, math.Clamp(SoundPressure, 75, 127), 100, ACF.Volume) if not (Class == "MG" or Class == "RAC") then sound.Play(Sound, GunPos, math.Clamp(SoundPressure, 75, 127), 100, ACF.Volume) if SoundPressure > 127 then sound.Play(Sound, GunPos, math.Clamp(SoundPressure - 127, 1, 127), 100, ACF.Volume) end end end local Effect = ClassData.MuzzleFlash local AttachID = Gun:LookupAttachment(Attachment) if AttachID > 0 then ParticleEffectAttach(Effect, PATTACH_POINT_FOLLOW, Gun, AttachID) else ParticleEffect(Effect, GunPos, Gun:GetAngles(), Gun) end Gun:Animate(ReloadTime, false) else Gun:Animate(ReloadTime, true) end end function EFFECT:Think() return false end function EFFECT:Render() end
local utils = require('nvim-autopairs.utils') local log = require('nvim-autopairs._log') local api = vim.api local helpers = {} function helpers.feed(text, feed_opts) feed_opts = feed_opts or 'n' local to_feed = vim.api.nvim_replace_termcodes(text, true, false, true) vim.api.nvim_feedkeys(to_feed, feed_opts, true) end function helpers.insert(text) helpers.feed('i' .. text, 'x') end utils.insert_char = function(text) api.nvim_put({text}, "c", true, true) end utils.feed = function(text,num) local result = '' for _ = 1, num, 1 do result = result .. text end api.nvim_feedkeys (api.nvim_replace_termcodes( result, true, false, true), "x", true) end _G.eq = assert.are.same _G.Test_filter = function (data) local run_data = {} for _, value in pairs(data) do if value.only == true then table.insert(run_data, value) break end end if #run_data == 0 then run_data = data end return run_data end _G.Test_withfile = function(test_data, cb) for _, value in pairs(test_data) do it("test "..value.name, function() local text_before = {} local pos_before = { linenr = value.linenr, colnr = 0 } if not vim.tbl_islist(value.before) then value.before = {value.before} end local numlnr = 0 for _, text in pairs(value.before) do local txt = string.gsub(text, '%|' , "") table.insert(text_before, txt ) if string.match( text, "%|") then pos_before.colnr = string.find(text, '%|') pos_before.linenr = pos_before.linenr + numlnr end numlnr = numlnr + 1 end local after = string.gsub(value.after, '%|' , "") local p_after = string.find(value.after , '%|') vim.bo.filetype = value.filetype if vim.fn.filereadable(vim.fn.expand(value.filepath)) == 1 then vim.cmd(":bd!") if cb.before then cb.before(value) end vim.cmd(":e " .. value.filepath) if value.filetype then vim.bo.filetype = value.filetype vim.cmd(":e") end vim.api.nvim_buf_set_lines(0, pos_before.linenr -1, pos_before.linenr +#text_before, false, text_before) vim.fn.cursor(pos_before.linenr, pos_before.colnr) log.debug("insert:"..value.key) helpers.insert(value.key) vim.wait(10) helpers.feed("<esc>") if value.key == '<cr>' then local result = vim.fn.getline(pos_before.linenr + 2) local pos = vim.fn.getpos('.') eq(pos_before.linenr + 1, pos[2], '\n\n breakline error:' .. value.name .. "\n") eq(after, result , "\n\n text error: " .. value.name .. "\n") else local result = vim.fn.getline(pos_before.linenr) local pos = vim.fn.getpos('.') eq(after, result , "\n\n text error: " .. value.name .. "\n") eq(p_after, pos[3] + 1, "\n\n pos error: " .. value.name .. "\n") end if cb.after then cb.after(value) end else eq(false, true, "\n\n file not exist " .. value.filepath .. "\n") end end) end end
local site = {} function site.doc(page) return page:redirect('docs') end return site
local c; local player = Var "Player"; local ShowComboAt = THEME:GetMetric("Combo", "ShowComboAt"); local Pulse = THEME:GetMetric("Combo", "2ndPulseCommand"); local PulseLabel = THEME:GetMetric("Combo", "2ndPulseLabelCommand"); local NumberMinZoom = THEME:GetMetric("Combo", "NumberMinZoom"); local NumberMaxZoom = THEME:GetMetric("Combo", "NumberMaxZoom"); local NumberMaxZoomAt = THEME:GetMetric("Combo", "NumberMaxZoomAt"); local LabelMinZoom = THEME:GetMetric("Combo", "LabelMinZoom"); local LabelMaxZoom = THEME:GetMetric("Combo", "LabelMaxZoom"); local t = Def.ActorFrame { LoadFont( "combo", "2ndMIX" ) .. { Name="Number"; OnCommand=THEME:GetMetric("Combo", "Number2ndOnCommand"); }; LoadActor("_2ndMIX") .. { Name="Label"; OnCommand=THEME:GetMetric("Combo", "Label2ndOnCommand"); }; InitCommand = function(self) c = self:GetChildren(); c.Number:visible(false); c.Label:visible(false); end; ComboCommand=function(self, param) local iCombo = param.Combo; if not iCombo or iCombo < ShowComboAt then c.Number:visible(false); c.Label:visible(false); return; end c.Label:visible(false); param.Zoom = scale( iCombo, 0, NumberMaxZoomAt, NumberMinZoom, NumberMaxZoom ); param.Zoom = clamp( param.Zoom, NumberMinZoom, NumberMaxZoom ); param.LabelZoom = scale( iCombo, 0, NumberMaxZoomAt, LabelMinZoom, LabelMaxZoom ); param.LabelZoom = clamp( param.LabelZoom, LabelMinZoom, LabelMaxZoom ); c.Number:visible(true); c.Label:visible(true); c.Number:settext( string.format("%i", iCombo) ); -- Pulse Pulse( c.Number, param ); PulseLabel( c.Label, param ); end; }; return t;
local typedefs = require "kong.db.schema.typedefs" return { name = "graphql-operation-whitelist", fields = { { consumer = typedefs.no_consumer }, { run_on = typedefs.run_on_first }, { protocols = typedefs.protocols_http }, { config = { type = "record", fields = { { block_introspection_queries = { type = "boolean", default = false}, }, }, }, }, }, }
local debug = require('cmp.utils.debug') local autocmd = {} autocmd.events = {} ---Subscribe autocmd ---@param event string ---@param callback function ---@return function autocmd.subscribe = function(event, callback) autocmd.events[event] = autocmd.events[event] or {} table.insert(autocmd.events[event], callback) return function() for i, callback_ in ipairs(autocmd.events[event]) do if callback_ == callback then table.remove(autocmd.events[event], i) break end end end end ---Emit autocmd ---@param event string autocmd.emit = function(event) debug.log(' ') debug.log(string.format('>>> %s', event)) autocmd.events[event] = autocmd.events[event] or {} for _, callback in ipairs(autocmd.events[event]) do callback() end end return autocmd
---@meta ---@class cc.EaseCircleActionOut :cc.ActionEase local EaseCircleActionOut={ } cc.EaseCircleActionOut=EaseCircleActionOut ---* ---@param action cc.ActionInterval ---@return self function EaseCircleActionOut:create (action) end ---* ---@return self function EaseCircleActionOut:clone () end ---* ---@param time float ---@return self function EaseCircleActionOut:update (time) end ---* ---@return cc.ActionEase function EaseCircleActionOut:reverse () end ---* ---@return self function EaseCircleActionOut:EaseCircleActionOut () end
--[[ -- added by wsh @ 2017-12-11 -- Lua侧带有可复用功能的管理组,配合Unity原生组件UIScrollRect使用,负责管理和调度组下的可复用组件刷新 -- 可根据需要带有按钮组---注意:按钮组中按钮的bind_data会被占用,不要再绑定数据 -- 注意: -- 1、添加的组件必须是UIWrapComponent的子类、或者实现了它的接口的任何其它类 -- 2、如果组件逻辑功能足够简单,不想再另行创建UIWrapComponent子类,可以直接设置本脚本回调 -- 3、Unity侧在ScrollContent节点挂GridLayoutGroup脚本执行配置,对配置要求如下: -- A)ScrollRect的父节点锚点和中心点都在中间,配置可滑动区域大小和位置 -- B)ScrollRect节点设置为向4个方向的Stretch -- C)RectTansform锚点、中心点设置到左上角,保证初始化位置的localPosition必须为(0, 0, 0) -- D)使用GridLayoutGroup组件padding中的Top、Left来设置ScrollContent在可滑动区域的偏移 -- E)使用GridLayoutGroup组件cellSize来配置Item的尺寸(宽度、高度) -- F)使用GridLayoutGroup组件spacing来配置Item间隙 -- G)GridLayoutGroup组件startConer、childAlignment设置为UpperLeft -- H)ScrollRect水平滑动时,StartAxis设置为Vertical,Constraint设置为FixedRowCount,ConstraintCount指定每列Item的个数 -- I)ScrollRect竖直滑动时,StartAxis设置为Horizontal,Constraint设置为FixedColumnCount,ConstraintCount指定每行Item的个数 -- J)Item锚点会自动设置到左上角、中心点设置到重点,Item拼预设的时候按这个配置来拼 -- 4、GridLayoutGroup脚本只是用来执行配置,以及Prefab效果预览,配置读取后将禁用,Item排布全部由本脚本托管,另行计算 -- 5、初始Item数量要保证在最大可能分辨率下能布满整个可滑动区域,再额外多3个行(竖直滑动)/列(水平滑动),否则Item不能复用 -- 使用方式: -- self.xxx_wrapgroup = self:AddComponent(UIWrapGroup, scroll_content_path, UIWrapComponentTypeClass)--初始化 -- self.xxx_wrapgroup:SetLength(100)--数据长度 -- self.xxx_wrapgroup:ResetToBeginning()--复位 -- TODO: -- 1、由官方最佳实践得知,带重复项的Item最好只加载一个再执行instantiate:https://unity3d.com/cn/learn/tutorials/temas/best-practices/assets-objects-and-serialization --]] local UIWrapGroup = BaseClass("UIWrapGroup", UIBaseContainer) local base = UIBaseContainer -- 创建 local function OnCreate(self, wrap_class, ...) assert(type(wrap_class) == "table" and wrap_class.__ctype == ClassType.class, "wrap_class err : "..tostring(wrap_class)) base.OnCreate(self) -- Unity侧原生组件 self.unity_scrollrect = self.transform:GetComponentInParent(typeof(CS.UnityEngine.UI.ScrollRect)) self.unity_grid = self.transform:GetComponent(typeof(CS.UnityEngine.UI.GridLayoutGroup)) self.unity_sizefitter = self.transform:GetComponent(typeof(CS.UnityEngine.UI.ContentSizeFitter)) assert(not IsNull(self.unity_scrollrect), "No found UnityEngine.UI.ScrollRect!") assert(not IsNull(self.unity_grid), "No found UnityEngine.UI.GridLayoutGroup!") self.unity_grid.enabled = false if not IsNull(self.unity_sizefitter) then self.unity_sizefitter.enabled = false end -- 由原生组件配置初始化数据 -- 尺寸、间隔、边框--->左上角顶点偏移,粘合边框的Item尺寸 local cell_size = self.unity_grid.cellSize local spacing = self.unity_grid.spacing local padding = self.unity_grid.padding self.item_size = cell_size self.item_spacing = spacing self.cell_size = Vector2.New(cell_size.x + spacing.x, cell_size.y + spacing.y) self.topleft_offset = Vector3.New(padding.left - spacing.x / 2, padding.top - spacing.y / 2, 0) -- 行/列数限制 self.constraint_count = self.unity_grid.constraintCount -- 是否为水平拖动 self.horizontal = self.unity_scrollrect.horizontal -- 通过四角坐标(左下、左上、右上、右下)计算scroll_rect中心点在局部坐标系中的坐标 self.rectTransform.anchoredPosition = Vector2.zero local scroll_rect_trans = self.unity_scrollrect.transform:GetComponent(typeof(CS.UnityEngine.RectTransform)) local scroll_world_corners = { Vector3.zero, Vector3.zero, Vector3.zero, Vector3.zero} scroll_rect_trans:GetWorldCorners(scroll_world_corners) local bottom_left = self.transform:InverseTransformPoint(scroll_world_corners[1]) local top_right = self.transform:InverseTransformPoint(scroll_world_corners[3]) self.center = Vector2.zero self.center_original = Vector2.zero self.center_original.x = (bottom_left.x + top_right.x) / 2 self.center_original.y = (bottom_left.y + top_right.y) / 2 -- 其它成员数据 -- 最小索引 self.min_index = 0 -- 最大索引 self.max_index = 0 -- 缓存用 self.tmp_vec3 = Vector3.zero -- 按钮组 self.__btngroup = nil -- 当前选中虚拟索引 self.__cur_check_index = nil -- 自动添加当前挂载节点下的所有孩子 local child_count = self.transform.childCount for i = 0, child_count - 1 do self:AddComponent(wrap_class, i, ...) end -- 计算孩子布局宽度/高度 local count = math.floor(((self:GetComponentsCount() - 1) / self.constraint_count) + 1) if self.horizontal then self.extents = self.cell_size.x * count else self.extents = self.cell_size.y * count end self.half_extents = self.extents / 2 -- 回调 -- 注册scroll拖动回调 self.__onmove = function(vec2) self:WrapContent(false) end self.unity_scrollrect.onValueChanged:AddListener(self.__onmove) -- 刷新回调:void __onrefresh(wrap_component, real_index, check) self.__onrefresh = nil -- 点击回调:void __onclick(wrap_component, toggle_btn, virtual_index, check) self.__onclick = nil end -- 设置刷新回调 local function SetOnRefresh(self, ...) self.__onrefresh = BindCallback(...) end -- 设置点击回调 local function SetOnClick(self, ...) self.__onclick = BindCallback(...) end -- 获取索引对应位置 local function GetLocalPosition(self, real_index, local_position) if self.horizontal then local_position.x = math.floor(real_index / self.constraint_count) * self.cell_size.x local_position.x = local_position.x + self.cell_size.x / 2 local_position.y = -math.floor(real_index % self.constraint_count) * self.cell_size.y local_position.y = local_position.y - self.cell_size.y / 2 local_position.z = 0 local_position = local_position + self.topleft_offset else local_position.x = math.floor(real_index % self.constraint_count) * self.cell_size.x local_position.x = local_position.x + self.cell_size.x / 2 local_position.y = -math.floor(real_index / self.constraint_count) * self.cell_size.y local_position.y = local_position.y - self.cell_size.y / 2 local_position.z = 0 local_position = local_position + self.topleft_offset end end -- 获取真实索引 local function GetRealIndex(self, local_position) local offset = local_position - self.topleft_offset local raw_index = math.floor(-offset.y / self.cell_size.y) local column_index = math.floor(offset.x / self.cell_size.x) if self.horizontal then return column_index * self.constraint_count + raw_index else return raw_index * self.constraint_count + column_index end end -- 设置长度:多余的孩子会被隐藏 local function SetLength(self, length) assert(length >= 0) self.min_index = 0 self.max_index = length - 1 local index = 0 self:Walk(function(component) component:SetActive(index <= self.max_index) index = index + 1 end) -- 设置滑动范围 local scroll_size = Vector2.New(0, 0) local alignment_index = math.floor((length + self.constraint_count - 1)/ self.constraint_count) * self.constraint_count - 1 GetLocalPosition(self, alignment_index, self.tmp_vec3) scroll_size.x = math.abs(self.tmp_vec3.x) + self.cell_size.x / 2 scroll_size.y = math.abs(self.tmp_vec3.y) + self.cell_size.y / 2 self.rectTransform.sizeDelta = scroll_size end -- 添加UIWrapComponent:必须保证一个名字只对应一个组件 local function AddComponent(self, component_target, var_arg, ...) local cmp = base.AddComponent(self, component_target, var_arg, ...) -- 调试模式下强行检测,避免手误 if Config.Debug then local lookup_table = {} self:Walk(function(componet) local cmp_name = componet:GetName() assert(lookup_table[cmp_name] == nil, "Aready exists component named : "..cmp_name) lookup_table[cmp_name] = true end) end -- 设置锚点到左上角、中心点到中点 cmp.rectTransform.anchorMin = Vector2.New(0, 1) cmp.rectTransform.anchorMax = Vector2.New(0, 1) cmp.rectTransform.pivot = Vector2.New(0.5, 0.5) -- 设置Item宽、高 cmp.rectTransform.sizeDelta = self.item_size return cmp end -- 按钮点击统一回调 local function ButtonGroupOnClick(self, toggle_btn, check) local virtual_index = toggle_btn:GetBindData() if virtual_index == nil then return end -- 选中时记录选中索引 if check then self.__cur_check_index = virtual_index end -- 上层回调 local wrap_component = nil if virtual_index >= 0 then wrap_component = self:GetComponent(toggle_btn:GetName()) wrap_component:OnClick(toggle_btn, virtual_index, check) end if self.__onclick ~= nil then self.__onclick(wrap_component, toggle_btn, virtual_index, check) end end -- 添加按钮组 -- @togglebtn_class:按钮组中的按钮类 -- 注意: -- 1、按钮的bind_data被占用,用于保存该按钮对于的real_index local function AddButtonGroup(self, togglebtn_class, ...) local btngroup = UIButtonGroup.New(self, "") btngroup:OnCreate(togglebtn_class) btngroup.__name = "__btngroup" btngroup:SetOnClick(ButtonGroupOnClick, self) self.__btngroup = btngroup return btngroup end -- 检测虚拟索引是否已经存在 local function CheckVirtualIndexExists(self, virtual_index) local found_cmp = nil self.__btngroup:Walk(function(btn_cmp) if btn_cmp:GetBindData() == virtual_index then found_cmp = btn_cmp end end) return found_cmp end -- 往按钮组中添加其它按钮 -- 多种重载方式 -- 注意: -- 1、按钮的bind_data被占用,由于列表中的项都有real_index做索引,所以这里要加个虚拟索引到bind_data -- 2、所有外部回调、交互都需要这个虚拟索引来标识是哪个按钮 -- 3、虚拟索引一定要是负数,避免与列表中的按钮冲突 -- 4、虚拟索引要保证唯一性 local function AddButton(self, togglebtn_class, var_arg, virtual_index, ...) assert(self.__btngroup ~= nil, "You should add button group first!") assert(type(virtual_index) == "number" and virtual_index < 0, "Virtual index must be negative number!") local togglebtn = self.__btngroup:AddComponent(togglebtn_class, var_arg, ...) -- 调试模式下检测virtual_index是否存在,避免手误 local found_cmp = CheckVirtualIndexExists(self, virtual_index) if Config.Debug and found_cmp then error("Aready exists virtual index : "..tostring(virtual_index)) end togglebtn:SetBindData(virtual_index) return togglebtn end -- 设置按钮初始选中索引 local function SetOriginal(self, original_index) assert(self.__btngroup ~= nil, "You should add button group first!") assert(original_index == nil or type(original_index) == "number", "Original index must be nil or number!") -- 只有在初始选中外部按钮时,才需要在这里设置初始按钮,列表中的按钮在复用检测中会自定虚拟点击 if original_index ~= nil and original_index < 0 then local found_cmp = nil found_cmp = CheckVirtualIndexExists(self, original_index) self.__btngroup:SetOriginal(found_cmp and found_cmp:GetName()) else self.__btngroup:SetOriginal(nil) end self.__cur_check_index = original_index end -- 子节点复位 local function ResetChildPositions(self) local index = 0 self:Walk(function(component) GetLocalPosition(self, index, self.tmp_vec3) component.rectTransform.localPosition = self.tmp_vec3 index = index + 1 end) end -- 如有必要,清空列表绑定数据 local function ResetChildBindData(self) if self.__btngroup == nil then return end self:Walk(function(component) component:SetBindData(nil) end) end -- 如果有按钮组,复位 local function ResetButtonGroup(self) if self.__btngroup ~= nil then self.__btngroup:ResetToBeginning() end end -- 复位 local function ResetToBeginning(self) self.rectTransform.anchoredPosition = Vector2.zero ResetChildPositions(self) ResetChildBindData(self) -- 如果初始按钮为外部按钮,这里会选中,如果不是,则全部切换到非选中(包括列表按钮) ResetButtonGroup(self) -- 这里强制刷新时,如果初始按钮为列表按钮,会执行一次虚拟点击 self:WrapContent(true) end -- 检测,必要时刷新Item local function CheckAndUpdateItemIfNeeded(self, component, local_position) local real_index = GetRealIndex(self, local_position) if self.min_index <= real_index and real_index <= self.max_index then -- 调试用 if Config.Debug then component.gameObject.name = tostring(real_index) end -- 重置位置 component.transform.localPosition = local_position local check = real_index == self.__cur_check_index -- 如果有按钮组则更新 if self.__btngroup ~= nil then local current = self.__btngroup:GetCurrent() local toggle_btn = self.__btngroup:GetComponent(component:GetName()) local bind_data = toggle_btn:GetBindData() -- 如果被复用的是选中按钮,则允许交互 if bind_data ~= nil and bind_data == self.__cur_check_index then toggle_btn.unity_uibutton.interactable = true end -- 更新绑定数据 toggle_btn:SetBindData(real_index) -- 如果要更新的是选中按钮,则关闭交互;首次刷新时执行虚拟点击 if check then toggle_btn.unity_uibutton.interactable = false if not current then self.__btngroup:ClickOn(component:GetName()) end end end -- 刷新回调 component:OnRefresh(real_index, check) if self.__onrefresh ~= nil then self.__onrefresh(component, real_index, check) end end end -- 检测复用 local function WrapContent(self, force_reset) if self:GetComponentsCount() > self.max_index and not force_reset then return end -- 更新scroll_rect中心点在局部坐标系中的坐标 local anchored_position = self.rectTransform.anchoredPosition self.center.x = self.center_original.x - anchored_position.x self.center.y = self.center_original.y - anchored_position.y self:Walk(function(component) local unity_position = component.transform.localPosition self.tmp_vec3:Set(unity_position.x, unity_position.y, 0) local distance = self.horizontal and (self.tmp_vec3.x - self.center.x) or (self.tmp_vec3.y - self.center.y) if force_reset then -- update all CheckAndUpdateItemIfNeeded(self, component, self.tmp_vec3) elseif math.abs(distance) > self.half_extents then -- if out of panel, update if self.horizontal then self.tmp_vec3.x = distance < 0 and (self.tmp_vec3.x + self.extents) or (self.tmp_vec3.x - self.extents) else self.tmp_vec3.y = distance < 0 and (self.tmp_vec3.y + self.extents) or (self.tmp_vec3.y - self.extents) end CheckAndUpdateItemIfNeeded(self, component, self.tmp_vec3) end end) end -- 销毁 local function OnDestroy(self) if self.__onmove ~= nil then self.unity_scrollrect.onValueChanged:RemoveListener(self.__onmove) end if self.__btngroup ~= nil then self.__btngroup:Delete() end self.unity_scrollrect = nil self.unity_grid = nil self.unity_sizefitter = nil self.__btngroup = nil self.__onmove = nil self.__onrefresh = nil self.__onclick = nil base.OnDestroy(self) end UIWrapGroup.OnCreate = OnCreate UIWrapGroup.SetOnRefresh = SetOnRefresh UIWrapGroup.SetOnClick = SetOnClick UIWrapGroup.SetLength = SetLength UIWrapGroup.AddComponent = AddComponent UIWrapGroup.AddButtonGroup = AddButtonGroup UIWrapGroup.AddButton = AddButton UIWrapGroup.SetOriginal = SetOriginal UIWrapGroup.ResetToBeginning = ResetToBeginning UIWrapGroup.WrapContent = WrapContent UIWrapGroup.OnDestroy = OnDestroy return UIWrapGroup
--[[-------------------------------------------------------------------]]--[[ Copyright wiltOS Technologies LLC, 2020 Contact: www.wiltostech.com ----------------------------------------]]-- wOS = wOS or {} wOS.ALCS = wOS.ALCS or {} wOS.ALCS.Config = wOS.ALCS.Config or {} wOS.ALCS.Config.GTN = wOS.ALCS.Config.GTN or {} /* What amount of money should we take from the poster when they make a listing? If you want no tax, set it to 0! */ wOS.ALCS.Config.GTN.PostingTax = 5000 /* What amount of money should we take from the poster when they want to remove a listing? If you want no tax, set it to 0! */ wOS.ALCS.Config.GTN.CancelTax = 500 /* How many days should a listing be made available for bidding? CAN HAVE DECIMALS! EX: 6.5 ( Six and a half days ) CAN EVEN BE A DECIMAL! EX: 0.5 ( half a day ) */ wOS.ALCS.Config.GTN.PostingDays = 2 /* What is the minimum amount of credits that can be placed as the starting bid when making an auction? This will also be the minimum for BUY IT NOW prices */ wOS.ALCS.Config.GTN.MinimumStart = 1 /* What is the minimum amount of credits that can be placed as the starting bid when making an auction? */ wOS.ALCS.Config.GTN.MaximumStart = false /* What is the maximum amount of credits that can be placed as the BUY IT NOW price when making an auction? */ wOS.ALCS.Config.GTN.MaximumBuyNow = false
local rcon = { id = 0, PACKET_TYPES = { AUTH = 3, AUTH_RESPONSE = 2, EXECCOMMAND = 2, RESPONSE_VALUE = 0, }, PACKET_FULL_SIZE_INCREMENT = 4, -- size width (i32) is not included in 'size' part of packets PACKET_MIN_BYTES_AFTER_SIZE = 10, -- i32, i32, \0, \0 ID_MAX = math.pow(2, 31) - 1, } rcon.PACKET_MIN_SIZE = rcon.PACKET_MIN_BYTES_AFTER_SIZE + rcon.PACKET_FULL_SIZE_INCREMENT -- packer and unpacker adapted from https://github.com/iryont/lua-struct local packer = { i32 = function(stream, val) local bytes = {} for _ = 1, 4 do table.insert(bytes, string.char(val % (2 ^ 8))) val = math.floor(val / (2 ^ 8)) end table.insert(stream, table.concat(bytes)) end, str = function(stream, val) table.insert(stream, val) table.insert(stream, string.char(0)) end, chain = function(fns, ...) local stream = {} local vals = {...} for i, fn in ipairs(fns) do fn(stream, vals[i]) end return table.concat(stream) end, } packer.rcon = function(...) return packer.chain({packer.i32, packer.i32, packer.i32, packer.str, packer.str}, ...) end local unpacker = { i32 = function(stream, i) if i == nil then i = 1 end local width = 4 local val = 0 for j = 1, width do local byte = string.byte(stream:sub(i, i)) val = val + byte * (2 ^ ((j - 1) * 8)) i = i + 1 end -- signedness if val >= 2 ^ (width * 8 - 1) then val = val - 2 ^ (width * 8) end return math.floor(val), i end, str = function(stream, i) if i == nil then i = 1 end local bytes = {} for j = i, stream:len() do if stream:sub(j, j) == string.char(0) then break end table.insert(bytes, stream:sub(j, j)) end return table.concat(bytes), i + #bytes + 1 end, strlen = function(stream, i, len) if len == 0 then return "", i end return stream:sub(i, i+(len-1)), i+len end, chain = function(fns, stream) local vals = {} local i, val for _, fn in ipairs(fns) do val, i = fn(stream, i) table.insert(vals, val) end return unpack(vals) end, } unpacker.rcon = function(stream) local size, id, packetType, body, empty, i size, i = unpacker.i32(stream) id, i = unpacker.i32(stream, i) packetType, i = unpacker.i32(stream, i) local expectedBodySize = size - rcon.PACKET_MIN_BYTES_AFTER_SIZE body, i = unpacker.strlen(stream, i, expectedBodySize) empty = unpacker.str(stream, i) return size, id, packetType, body, empty end function rcon.pack(packetType, body) body = body or "" local size = #body + rcon.PACKET_MIN_BYTES_AFTER_SIZE local id = rcon.id local packed = packer.rcon(size, id, packetType, body, "") rcon.id = (rcon.id + 1) % (rcon.ID_MAX + 1) return packed, id end function rcon.pack_cmd(cmd) return rcon.pack(rcon.PACKET_TYPES.EXECCOMMAND, cmd) end function rcon.pack_auth(password) return rcon.pack(rcon.PACKET_TYPES.AUTH, password) end function rcon.unpack(packet) local size, id, packetType, body, empty = unpacker.rcon(packet) local expectedBodySize = size - rcon.PACKET_MIN_BYTES_AFTER_SIZE if #body ~= expectedBodySize then return nil, "expected body of size "..expectedBodySize..", got "..#body end if empty ~= "" then return nil, "expected empty string after body, got '"..tostring(empty).."'" end return { id = id, type = packetType, body = body, size = size + rcon.PACKET_FULL_SIZE_INCREMENT, } end function rcon.check_auth(packet) assert(packet.type == rcon.PACKET_TYPES.AUTH_RESPONSE) return packet.id ~= -1 end -- Decoder for use with coro-wrapper.lua function rcon.decoder(data, index) if not data or index > #data then return end local packet = rcon.unpack(data:sub(index)) if packet then local nextIndex = nil if index+packet.size < #data then nextIndex = index+packet.size end return packet, nextIndex end end return rcon
-- Validate either gear sets or inventory. -- gs validate [inv|set] [filterlist] -- Where inv == i or inv or inventory -- Where set == s or set or sets -- Where filterlist can use - to negate a value (eg: -charis for everything except charis, instead of only charis) function validate(options) local validateType = 'sets' if options and #options > 0 then if S{'sets','set','s'}:contains(options[1]:lower()) then table.remove(options,1) elseif S{'inventory','inv','i'}:contains(options[1]:lower()) then validateType = 'inv' table.remove(options,1) end end if validateType == 'inv' then validate_inventory(options) else validate_sets(options) end end -- Function specifically for seeing what of a player's inventory is not in their gear sets function validate_inventory(filter) local extraitems = L{} local alreadyChecked = S{} windower.add_to_chat(123,'GearSwap: Checking for items in inventory that are not used in your gear sets.') for k,v in pairs(player.inventory) do if v.id then if not alreadyChecked[v.id] and not find_in_sets(v, sets) and tryfilter(v.longname or v.shortname, filter) then extraitems:append(v.longname or v.shortname) end alreadyChecked:add(v.id) end end extraitems = extraitems:sort() extraitems:map(function(item) windower.add_to_chat(120, item) end) windower.add_to_chat(123,'GearSwap: Final count = '..tostring(extraitems:length())) end -- Utility support for validate_inventory. function find_in_sets(item, tab, stack) if stack and stack:contains(tab) then return false end for _,v in pairs(tab) do nam = v.name or v if type(nam) == 'string' then nam = nam:lower() if item.shortname == nam then return true elseif item.longname and item.longname == nam then return true end else if not stack then stack = S{} end stack:add(tab) local try = find_in_sets(item, v, stack) stack:remove(tab) if try then return true end end end return false end -- Function specifically for seeing what of a player's gear sets is not in their inventory function validate_sets(filter) local missingitems = S{} windower.add_to_chat(123,'GearSwap: Checking for items in gear sets that are not in your inventory.') windower.add_to_chat(123,' (does not detect multiple identical items or look at augments)') recurse_sets(sets, missingitems, filter) missingitems = missingitems:sort() missingitems:map(function(item) windower.add_to_chat(120, item) end) windower.add_to_chat(123,'GearSwap: Final count = '..tostring(missingitems:length())) end -- Utility support for validate_sets. function recurse_sets(tab, accum, filter, stack) if stack and stack:contains(tab) then return end if type(tab) ~= 'table' then return end for i,v in pairs(tab) do nam = v.name or v if type(nam) == 'string' and nam ~= 'empty' then if type(i) == 'string' and not slot_map[i:lower()] then windower.add_to_chat(123,'GearSwap: '..tostring(i)..' contains a "name" element but is not a valid slot.') elseif not player.inventory[nam] and tryfilter(nam:lower(), filter) and type(i)=='string' and slot_map[i:lower()] then accum:add(nam) end elseif type(nam) == 'table' and nam ~= empty then if not stack then stack = S{} end stack:add(tab) recurse_sets(v, accum, filter, stack) stack:remove(tab) end end end -- Utility support function for filtering results. function tryfilter(name, filter) if not filter or #filter == 0 then return true end local pass = true for _,v in pairs(filter) do if v[1] == '-' then pass = false v = v:sub(2) end if not v or type(v) ~= 'string' then print_set(filter,'filter with bad v') end if name:contains(v:lower()) then return pass end end return not pass end
-- creates sphere object and makes it as a gaze target b = BinooAPI; b:CreateSphere("sphere",1,3,0,0); b:AddGazeTarget("sphere");
ELEMENT_ALL = -2 ELEMENT_NONE = -1 ELEMENT_FIRE = 0 ELEMENT_ICE = 1 ELEMENT_ELECTRICITY = 2 -- Combat actions COMBAT_WAITING = 0 COMBAT_DECIDING = 1 COMBAT_DEAD = 2 COMBAT_ATTACKING = 3 COMBAT_USING = 4 COMBAT_CASTING = 5 COMBAT_RUNNING = 6 COMBAT_DEFENDING = 7 COMBAT_BUSY = 8 COMBAT_SKIP = 9 -- Which side of the screen LOCATION_LEFT = 0 LOCATION_RIGHT = 1 COMBATENTITY_TYPE_PLAYER = 0 COMBATENTITY_TYPE_ENEMY = 1 COMBATENTITY_TYPE_FRILL = 2
local plr = game:GetService('Players').LocalPlayer; local char = plr.Character; local Torso = char.Torso pplr = game.Workspace.TycoonKing1981 game.Workspace.TycoonKing1981.Head.face:Remove() torso = pplr.Torso head = pplr.Head leftarm = pplr["Left Arm"] rightarm = pplr["Right Arm"] leftleg = pplr["Left Leg"] rightleg = pplr["Right Leg"] head.Transparency = 1 rightarm.Transparency = 1 leftarm.Transparency = 1 rightleg.Transparency = 1 leftleg.Transparency = 1 torso.Transparency = 1 function cycle(num) local section=num % 1 * 3; local secondary=0.5 * math.pi * (section % 1); if section < 1 then return 1,1 - math.cos(secondary),1 - math.sin(secondary); elseif section < 2 then return 1 - math.sin(secondary),1,1 - math.cos(secondary); else return 1 - math.cos(secondary),1 - math.sin(secondary),1; end end --weld------ local weld = function(p0,p1,x,y,z,ax,ay,az) p0.Position=p1.Position local w = Instance.new("Motor",p0) w.Part0=p0 w.Part1=p1 w.C0=CFrame.new(x,y,z)*CFrame.Angles(ax,ay,az) end wait(1) local play = false local Pause = false --function chat end-- local Songs = { {SongName = 'Trigger', SongDesc = 'Nil', Creator = 'Ayeekillerpro', ID = 301999080}; {SongName = 'Lindsey Sterling - Crystallize', SongDesc = 'Nil', Creator = 'Nil', ID = 165000427}; {SongName = 'Charli XCX - Boom clap', SongDesc = 'Nil', Creator = 'brightnikki', ID = 160594536}; {SongName = 'Elle King - Exs & Ohs', SongDesc = 'Nil', Creator = 'Nil', ID = 270207539}; {SongName = 'Burnt Rice - Shawn Wasabi', SongDesc = 'Nil', Creator = 'Nil', ID = 327095350}; {SongName = 'KSI', SongDesc = 'Nil', Creator = 'Violisse', ID = 455542293}; {SongName = 'Desiigner - Timmy Turner (Official Sound)', SongDesc = 'Nil', Creator = 'Nil', ID = 469009274}; {SongName = 'Fall Out Boy - Centuries', SongDesc = 'Nil', Creator = 'Nil', ID = 181547615}; {SongName = 'Black Beatles', SongDesc = 'Nil', Creator = 'Nil', ID = 492272696}; {SongName = 'Nil', SongDesc = 'Nil', Creator = 'Nil', ID = 492272696}; {SongName = 'Nil', SongDesc = 'Nil', Creator = 'Nil', ID = 181086214}; {SongName = 'Nil', SongDesc = 'Nil', Creator = 'Nil', ID = 435358295}; {SongName = 'Nil', SongDesc = 'Nil', Creator = 'Nil', ID = 462185312}; {SongName = 'Nil', SongDesc = 'Nil', Creator = 'Nil', ID = 462185312}; {SongName = 'Nil', SongDesc = 'Nil', Creator = 'Nil', ID = 320597966}; {SongName = 'Nil', SongDesc = 'Nil', Creator = 'Nil', ID = 142319852}; {SongName = 'Nil', SongDesc = 'Nil', Creator = 'Nil', ID = 467369212}; {SongName = 'Nil', SongDesc = 'Nil', Creator = 'Nil', ID = 325360758}; {SongName = 'Nil', SongDesc = 'Nil', Creator = 'Nil', ID = 166667250}; {SongName = 'Nil ', SongDesc = 'Nil', Creator = 'Nil', ID = 320597966}; {SongName = 'Nil', SongDesc = 'Nil', Creator = 'Nil', ID = 411577574}; } local Sound = Instance.new("Sound",Torso) function PlayList() local sng = Songs[math.random(1,#Songs)] Sound.SoundId = 'rbxassetid://'..sng.ID Sound:Play() repeat wait() until Sound.IsPaused == true if play == false then return end if Pause == true then return end PlayList() end local Loop = false local Locked p = game:GetService('Players').LocalPlayer p.Chatted:connect(function(msg) if msg:sub(1,5):lower()=='play ' then play = true local val = Instance.new("NumberValue", p.Character) val.Name = "SongID" val.Value = tonumber(msg:sub(6)) local id = val.Value Sound:Stop() Sound.SoundId='rbxassetid://'..id Sound:Play() wait(1) val:Remove() elseif msg:sub(1,4):lower()=='vol/' then local val = Instance.new("NumberValue", p.Character) val.Name = "VolID" val.Value = tonumber(msg:sub(5)) if val.Value > 10 then val.Value = 10 end local id = val.Value Sound.Volume = id val:Remove() elseif msg:sub(1,6) == 'start' then play = true PlayList() elseif msg:sub(1,6) == 'change' then play = false Sound:Stop() play = true PlayList() elseif msg:sub(1,5) == 'end' then play = false Sound:Stop() end end) --156332473 --222095512 --394260844 --301999080 --181086214 --435358295 --462185312 --Chest local q = Instance.new("Part") q.CanCollide=false q.FormFactor="Custom" q.Material="SmoothPlastic" q.BrickColor=BrickColor.new("Black") q.Size = Vector3.new(2.01,2.01,1.01) weld(q,char['Torso'],0,0,0,0,0,0) --local w = Instance.new("Part") --w.CanCollide=false --w.FormFactor="Custom" --w.Material="SmoothPlastic" --w.BrickColor=BrickColor.new("Grey") --w.Size = Vector3.new(2.001,.1,.1) --weld(w,char['Torso'],0,.89,.411,0,0,0) --Visulisers local Feedback = Instance.new("Part",char) Feedback.Anchored = true Feedback.CanCollide=false Feedback.TopSurface='Smooth' Feedback.BrickColor=BrickColor.new("Bright red") Feedback.Material = Enum.Material.Neon local Feedback2 = Instance.new("Part",char) Feedback2.Anchored = true Feedback2.CanCollide=false Feedback2.TopSurface='Smooth' Feedback2.BrickColor=BrickColor.new("Bright red") Feedback2.Material = Enum.Material.Neon local Feedback3 = Instance.new("Part",char) Feedback3.Anchored = true Feedback3.CanCollide=false Feedback3.TopSurface='Smooth' Feedback3.BrickColor=BrickColor.new("Bright red") Feedback3.Material = Enum.Material.Neon local Feedback4 = Instance.new("Part",char) Feedback4.Anchored = true Feedback4.CanCollide=false Feedback4.TopSurface='Smooth' Feedback4.BrickColor=BrickColor.new("Bright red") Feedback4.Material = Enum.Material.Neon local Feedback5 = Instance.new("Part",char) Feedback5.Anchored = true Feedback5.CanCollide=false Feedback5.TopSurface='Smooth' Feedback5.BrickColor=BrickColor.new("Bright red") Feedback5.Material = Enum.Material.Neon local Feedback6 = Instance.new("Part",char) Feedback6.Anchored = true Feedback6.CanCollide=false Feedback6.TopSurface='Smooth' Feedback6.BrickColor=BrickColor.new("Bright red") Feedback6.Material = Enum.Material.Neon local Feedback7 = Instance.new("Part",char) Feedback7.Anchored = true Feedback7.CanCollide=false Feedback7.TopSurface='Smooth' Feedback7.BrickColor=BrickColor.new("Bright red") Feedback7.Material = Enum.Material.Neon local Feedback8 = Instance.new("Part",char) Feedback8.Anchored = true Feedback8.CanCollide=false Feedback8.TopSurface='Smooth' Feedback8.BrickColor=BrickColor.new("Bright red") Feedback8.Material = Enum.Material.Neon ------------------------------Parent to workspace--------------- Sound.Parent = char Feedback.Parent = char Feedback2.Parent = char Feedback3.Parent = char Feedback4.Parent = char Feedback5.Parent = char Feedback6.Parent = char Feedback7.Parent = char Feedback8.Parent = char q.Parent = char --w.Parent = game.Workspace local MaxHeight = .2 game:GetService('RunService').Stepped:connect(function() for _,v in pairs(char:GetChildren()) do Feedback.BrickColor = BrickColor.new(Color3.new(cycle(tick()))); Feedback2.BrickColor = BrickColor.new(Color3.new(cycle(tick()))); Feedback3.BrickColor = BrickColor.new(Color3.new(cycle(tick()))); Feedback4.BrickColor = BrickColor.new(Color3.new(cycle(tick()))); Feedback5.BrickColor = BrickColor.new(Color3.new(cycle(tick()))); Feedback6.BrickColor = BrickColor.new(Color3.new(cycle(tick()))); Feedback7.BrickColor = BrickColor.new(Color3.new(cycle(tick()))); Feedback8.BrickColor = BrickColor.new(Color3.new(cycle(tick()))); local Height = Sound.PlaybackLoudness/100 * MaxHeight local Height2 = Sound.PlaybackLoudness/150 * MaxHeight local Height3 = Sound.PlaybackLoudness/200 * MaxHeight local Height4 = Sound.PlaybackLoudness/250 * MaxHeight local Height5 = Sound.PlaybackLoudness/250 * MaxHeight local Height6 = Sound.PlaybackLoudness/200 * MaxHeight local Height7 = Sound.PlaybackLoudness/150 * MaxHeight local Height8 = Sound.PlaybackLoudness/100 * MaxHeight Feedback.Size = Vector3.new(.01, (Height ~= 0 and Height or .01), .01) Feedback.CFrame = plr.Character.Torso.CFrame * CFrame.new(.7,-.8,-.41) +Vector3.new(0,(Height == 0 and 0 or Height/2),0) Feedback2.Size = Vector3.new(.01, (Height2 ~= 0 and Height2 or .01), .01) Feedback2.CFrame = plr.Character.Torso.CFrame * CFrame.new(.5,-.8,-.41) +Vector3.new(0,(Height2 == 0 and 0 or Height2/2),0) Feedback3.Size = Vector3.new(.01, (Height3 ~= 0 and Height3 or .01), .01) Feedback3.CFrame = plr.Character.Torso.CFrame * CFrame.new(.3,-.8,-.41) +Vector3.new(0,(Height3 == 0 and 0 or Height3/2),0) Feedback4.Size = Vector3.new(.01, (Height4 ~= 0 and Height4 or .01), .01) Feedback4.CFrame = plr.Character.Torso.CFrame * CFrame.new(.1,-.8,-.41) +Vector3.new(0,(Height4 == 0 and 0 or Height4/2),0) Feedback5.Size = Vector3.new(.01, (Height5 ~= 0 and Height5 or .01), .01) Feedback5.CFrame = plr.Character.Torso.CFrame * CFrame.new(-.1,-.8,-.41) +Vector3.new(0,(Height5 == 0 and 0 or Height5/2),0) Feedback6.Size = Vector3.new(.01, (Height6 ~= 0 and Height6 or .01), .01) Feedback6.CFrame = plr.Character.Torso.CFrame * CFrame.new(-.3,-.8,-.41) +Vector3.new(0,(Height6 == 0 and 0 or Height6/2),0) Feedback7.Size = Vector3.new(.01, (Height7 ~= 0 and Height7 or .01), .01) Feedback7.CFrame = plr.Character.Torso.CFrame * CFrame.new(-.5,-.8,-.41) +Vector3.new(0,(Height7 == 0 and 0 or Height7/2),0) Feedback8.Size = Vector3.new(.01, (Height8 ~= 0 and Height8 or .01), .01) Feedback8.CFrame = plr.Character.Torso.CFrame * CFrame.new(-.7,-.8,-.41) +Vector3.new(0,(Height8 == 0 and 0 or Height8/2),0) end end)
local component = require("component") local cassette = component.getPrimary("tape_drive") function demo_mesa() while true do cassette.play() os.sleep(93) cassette.stop() cassette.seek(-math.huge) end end demo_mesa()
local libs = {} local SEARCH_PATH = PS2_SCRIPT_PATH .. "?.lua" --[[ local myreq = function(name) print("require " .. name) local l = libs[name] if l ~= nil then return l else l = dofile(SEARCH_PATH .. name .. ".lua") libs[name] = l return l end end require = myreq function loadFnl(name) local f = myreq("fennel") print("loaded fennel") local l = libs[name] if l ~= nil then return l else l = f.dofile(SEARCH_PATH .. "foo" .. ".fnl") libs[name] = l return l end end ]] print("setting up package searchers") --table.insert(package.serchers or package.loaders, function package.path = SEARCH_PATH local fennel = require ("fennel") --fennel.path = "host:script/?.fnl" fennel.path = PS2_SCRIPT_PATH .. "?.fnl" print("seting fennel path = " .. fennel.path) table.insert(package.loaders or package.searchers, fennel.searcher) return function() end
AddCSLuaFile() DEFINE_BASECLASS("sd_turret_base") ENT.Base = "sd_turret_base" ENT.PrintName = "Small Turret" ENT.Category = "Squirrel Defense" ENT.Spawnable = true ENT.SpawnRotation = 180 ENT.Model = false ENT.UseCustomPhys = true ENT.PhysMin = Vector(-10, -10, -12) ENT.PhysMax = Vector(10, 10, 24) ENT.TurretClass = "sd_gun_small" ENT.TurretOffset = Vector(0, 0, 15) if CLIENT then function ENT:SetupParts() BaseClass.SetupParts(self) local part part = TankLib.Part:Create(TankLib.Part.Model, self) part:SetModel("models/maxofs2d/button_05.mdl") part:SetCentered(true) part:SetPos(Vector(0, 0, 7)) part:SetAngles(Angle(0, 0, 0)) for i = 1, 4 do local pos = Vector(9, 0, -5) pos:Rotate(Angle(0, i * 90 + 45, 0)) part = TankLib.Part:Create(TankLib.Part.Model, self) part:SetModel("models/props_c17/utilityconnecter005.mdl") part:SetCentered(true) part:SetPos(pos) part:SetAngles(Angle(-20, i * 90 + 45, 90)) end end function ENT:Draw() TankLib.Part:Draw(self) end end
--[[ --MIT License -- --Copyright (c) 2019 PapyElGringo --Copyright (c) 2019 Tom Meyers -- --Permission is hereby granted, free of charge, to any person obtaining a copy --of this software and associated documentation files (the "Software"), to deal --in the Software without restriction, including without limitation the rights --to use, copy, modify, merge, publish, distribute, sublicense, and/or sell --copies of the Software, and to permit persons to whom the Software is --furnished to do so, subject to the following conditions: -- --The above copyright notice and this permission notice shall be included in all --copies or substantial portions of the Software. -- --THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR --IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, --FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE --AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER --LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, --OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE --SOFTWARE. ]] local filesystem = require('gears.filesystem') local mat_colors = require('theme.mat-colors') local theme_dir = filesystem.get_configuration_dir() .. '/theme' local dpi = require('beautiful').xresources.apply_dpi local theme = {} theme.icons = theme_dir .. '/icons/' theme.font = 'Roboto medium 10' --HERE theme.titlebars_enabled = true theme.titlebar_size = dpi(54) -- Colors Pallets -- Primary theme.primary = mat_colors.indigo theme.primary.hue_500 = '#8AB4F8' --#003f6b -- Accent theme.accent = mat_colors.pink -- Background theme.background = mat_colors.blue_grey theme.background.hue_800 = '#000000' .. '66' --99 theme.background.hue_900 = '#000000' .. '66' -- 121e25 local awesome_overrides = function(theme) -- end return { theme = theme, awesome_overrides = awesome_overrides }
-- @docclass UIScrollBar = extends(UIWidget, "UIScrollBar") -- private functions local function calcValues(self) local slider = self:getChildById('sliderButton') local decrementButton = self:getChildById('decrementButton') local incrementButton = self:getChildById('incrementButton') local pxrange, center if self.orientation == 'vertical' then pxrange = (self:getHeight() - decrementButton:getHeight() - decrementButton:getMarginTop() - decrementButton:getMarginBottom() - incrementButton:getHeight() - incrementButton:getMarginTop() - incrementButton:getMarginBottom()) center = self:getY() + math.floor(self:getHeight() / 2) else -- horizontal pxrange = (self:getWidth() - decrementButton:getWidth() - decrementButton:getMarginLeft() - decrementButton:getMarginRight() - incrementButton:getWidth() - incrementButton:getMarginLeft() - incrementButton:getMarginRight()) center = self:getX() + math.floor(self:getWidth() / 2) end local range = self.maximum - self.minimum + 1 local proportion if self.pixelsScroll then proportion = pxrange/(range+pxrange) else proportion = math.min(math.max(self.step, 1), range)/range end local px = math.max(proportion * pxrange, 10) px = px - px % 2 + 1 local offset = 0 if range == 0 or self.value == self.minimum then if self.orientation == 'vertical' then offset = -math.floor((self:getHeight() - px) / 2) + decrementButton:getMarginRect().height else offset = -math.floor((self:getWidth() - px) / 2) + decrementButton:getMarginRect().width end elseif range > 1 and self.value == self.maximum then if self.orientation == 'vertical' then offset = math.ceil((self:getHeight() - px) / 2) - incrementButton:getMarginRect().height else offset = math.ceil((self:getWidth() - px) / 2) - incrementButton:getMarginRect().width end elseif range > 1 then offset = (((self.value - self.minimum) / (range - 1)) - 0.5) * (pxrange - px) end return range, pxrange, px, offset, center end local function updateValueDisplay(widget) if widget == nil then return end if widget:getShowValue() then widget:setText(widget:getValue() .. (widget:getSymbol() or '')) end end local function updateSlider(self) local slider = self:getChildById('sliderButton') if slider == nil then return end local range, pxrange, px, offset, center = calcValues(self) if self.orientation == 'vertical' then slider:setHeight(px) slider:setMarginTop(offset) else -- horizontal slider:setWidth(px) slider:setMarginLeft(offset) end updateValueDisplay(self) local status = (self.maximum ~= self.minimum) self:setOn(status) for _i,child in pairs(self:getChildren()) do child:setEnabled(status) end end local function parseSliderPos(self, slider, pos, move) local delta, hotDistance if self.orientation == 'vertical' then delta = move.y hotDistance = pos.y - slider:getY() else delta = move.x hotDistance = pos.x - slider:getX() end if (delta > 0 and hotDistance + delta > self.hotDistance) or (delta < 0 and hotDistance + delta < self.hotDistance) then local range, pxrange, px, offset, center = calcValues(self) local newvalue = self.value + delta * (range / (pxrange - px)) self:setValue(newvalue) end end local function parseSliderPress(self, slider, pos, button) if self.orientation == 'vertical' then self.hotDistance = pos.y - slider:getY() else self.hotDistance = pos.x - slider:getX() end end -- public functions function UIScrollBar.create() local scrollbar = UIScrollBar.internalCreate() scrollbar:setFocusable(false) scrollbar.value = 0 scrollbar.minimum = -999999 scrollbar.maximum = 999999 scrollbar.step = 1 scrollbar.orientation = 'vertical' scrollbar.pixelsScroll = false scrollbar.showValue = false scrollbar.symbol = nil scrollbar.mouseScroll = true return scrollbar end function UIScrollBar:onSetup() self.setupDone = true local sliderButton = self:getChildById('sliderButton') g_mouse.bindAutoPress(self:getChildById('decrementButton'), function() self:decrement() end, 300) g_mouse.bindAutoPress(self:getChildById('incrementButton'), function() self:increment() end, 300) g_mouse.bindPressMove(sliderButton, function(mousePos, mouseMoved) parseSliderPos(self, sliderButton, mousePos, mouseMoved) end) g_mouse.bindPress(sliderButton, function(mousePos, mouseButton) parseSliderPress(self, sliderButton, mousePos, mouseButton) end) updateSlider(self) end function UIScrollBar:onStyleApply(styleName, styleNode) for name,value in pairs(styleNode) do if name == 'maximum' then self:setMaximum(tonumber(value)) elseif name == 'minimum' then self:setMinimum(tonumber(value)) elseif name == 'step' then self:setStep(tonumber(value)) elseif name == 'orientation' then self:setOrientation(value) elseif name == 'value' then self:setValue(value) elseif name == 'pixels-scroll' then self.pixelsScroll = true elseif name == 'show-value' then self.showValue = true elseif name == 'symbol' then self.symbol = value elseif name == 'mouse-scroll' then self.mouseScroll = value end end end function UIScrollBar:decrement(count) count = count or self.step self:setValue(self.value - count) end function UIScrollBar:increment(count) count = count or self.step self:setValue(self.value + count) end function UIScrollBar:setMaximum(maximum) if maximum == self.maximum then return end self.maximum = maximum if self.minimum > maximum then self:setMinimum(maximum) end if self.value > maximum then self:setValue(maximum) else updateSlider(self) end end function UIScrollBar:setMinimum(minimum) if minimum == self.minimum then return end self.minimum = minimum if self.maximum < minimum then self:setMaximum(minimum) end if self.value < minimum then self:setValue(minimum) else updateSlider(self) end end function UIScrollBar:setRange(minimum, maximum) self:setMinimum(minimum) self:setMaximum(maximum) end function UIScrollBar:setValue(value) value = math.max(math.min(value, self.maximum), self.minimum) if self.value == value then return end local delta = value - self.value self.value = value updateSlider(self) if self.setupDone then signalcall(self.onValueChange, self, math.round(value), delta) end end function UIScrollBar:setMouseScroll(scroll) self.mouseScroll = scroll end function UIScrollBar:setStep(step) self.step = step end function UIScrollBar:setOrientation(orientation) self.orientation = orientation end function UIScrollBar:setText(text) local valueLabel = self:getChildById('valueLabel') if valueLabel then valueLabel:setText(text) end end function UIScrollBar:onGeometryChange() updateSlider(self) end function UIScrollBar:onMouseWheel(mousePos, mouseWheel) if not self.mouseScroll then return false end if mouseWheel == MouseWheelUp then if self.orientation == 'vertical' then self:decrement() else self:increment() end else if self.orientation == 'vertical' then self:increment() else self:decrement() end end return true end function UIScrollBar:getMaximum() return self.maximum end function UIScrollBar:getMinimum() return self.minimum end function UIScrollBar:getValue() return math.round(self.value) end function UIScrollBar:getStep() return self.step end function UIScrollBar:getOrientation() return self.orientation end function UIScrollBar:getShowValue() return self.showValue end function UIScrollBar:getSymbol() return self.symbol end function UIScrollBar:getMouseScroll() return self.mouseScroll end
local BUILDER, PART = pac.PartTemplate("base") PART.ClassName = "bodygroup" PART.Group = "legacy" PART.Icon = 'icon16/user.png' BUILDER:StartStorableVars() BUILDER:GetSet("BodyGroupName", "", { enums = function() return pace.current_part:GetBodyGroupNameList() end }) BUILDER:GetSet("ModelIndex", 0) BUILDER:EndStorableVars() function PART:OnShow() self:SetBodyGroupName(self:GetBodyGroupName()) end function PART:GetNiceName() return self.BodyGroupName ~= "" and self.BodyGroupName or "no bodygroup" end function PART:SetBodyGroupName(str) local owner = self:GetOwner() if owner:IsValid() and not self.markedFailed and self.bodygroup_index and self.oldBodygroup then owner:SetBodygroup(self.bodygroup_index, self.oldBodygroup) if owner:IsPlayer() then owner.pac_bodygroups_torender = owner.pac_bodygroups_torender or {} owner.pac_bodygroups_torender[self.bodygroup_index] = self.oldBodygroup end self.oldBodygroup = nil end self.BodyGroupName = str self.markedFailed = false self:UpdateBodygroupData() end function PART:SetModelIndex(i) self.ModelIndex = math.floor(tonumber(i) or 0) self.markedFailed = false self:UpdateBodygroupData() end function PART:UpdateBodygroupData() self.bodygroup_index = nil self.minIndex = 0 self.maxIndex = 0 local ent = self:GetOwner() if not IsValid(ent) or not ent:GetBodyGroups() then return end local fName = self.BodyGroupName:lower():Trim() if fName == '' then return end for i, info in ipairs(ent:GetBodyGroups()) do if info.name:lower():Trim() == fName then self.bodygroup_index = info.id self.maxIndex = info.num - 1 self.markedFailed = false self.oldBodygroup = ent:GetBodygroup(info.id) return end end if not self.markedFailed then pac.Message(self, ' - Unable to find bodygroup ' .. fName .. ' on ', ent) self.markedFailed = true end end function PART:OnBuildBonePositions() if self.markedFailed then return end local owner = self:GetOwner() if not owner:IsValid() then return end if not self.bodygroup_index then self:UpdateBodygroupData() return end owner:SetBodygroup(self.bodygroup_index, self.ModelIndex) if owner:IsPlayer() then owner.pac_bodygroups_torender = owner.pac_bodygroups_torender or {} owner.pac_bodygroups_torender[self.bodygroup_index] = self.ModelIndex end end -- for the editor function PART:GetModelIndexList() local out = {} local ent = self:GetOwner() if ent:IsValid() then for _, info in pairs(ent:GetBodyGroups()) do if info.id == self.bodygroup_info.id then for _, model in pairs(info.submodels) do table.insert(out, model) end break end end end return out end function PART:GetBodyGroupNameList() local out = {} local ent = self:GetOwner() if ent:IsValid() then for _, info in pairs(ent:GetBodyGroups()) do out[info.name] = info.name end end return out end BUILDER:Register()
CAMERA_FOLLOW_AVERAGE = false --Create Camera local xscale = t_world.size.x * t_world.tile_size.x * t_world.tile_scale[1] local yscale = t_world.size.y * t_world.tile_size.y * t_world.tile_scale[2] Camera = Gamera.new(64, 64, xscale, yscale) --Set Window size WINDOW_WIDTH = 800 WINDOW_HEIGHT = 600 love.window.setMode(WINDOW_WIDTH, WINDOW_HEIGHT) function updateCamera() if CAMERA_FOLLOW_AVERAGE then updateCamerAv() else updateCameraTr() end end function updateCameraTr() --which car? local car = car1 --where is it? local x, y = car:getScreenPos() --leave room in front of car (cool visual effect) local offdist = 64 local xoff = math.cos(car.angle) * offdist local yoff = math.sin(car.angle) * offdist --set Cam position Camera:setPosition(x + xoff, y + yoff) end function updateCameraAv() --get p1 pos local p1x, p1y = car1:getScreenPos() local p2x, p2y = car2:getScreenPos() --set pos to average Camera:setPosition((p1x+p2x) / 2, (p1y+p2y) / 2) --difference in x local dx = math.abs(p2x - p1x) local dy = math.abs(p2y - p1y) --get bigger difference local dd if dx > dy then dd = dx else dd = dy end --get in terms of screen size ( plus padding ) dd = (dd + 64) / (WINDOW_WIDTH - 128) --clamp it dd = math.max(dd, 1) --set zoom Camera:setScale((1 / dd), (1 / dd)) end
local saga = require('lspsaga') -- add your config value here -- default value -- use_saga_diagnostic_sign = true -- error_sign = '', -- warn_sign = '', -- hint_sign = '', -- infor_sign = '', -- dianostic_header_icon = '  ', -- code_action_icon = ' ', -- code_action_prompt = { -- enable = true, -- sign = true, -- sign_priority = 20, -- virtual_text = true, -- }, -- finder_definition_icon = ' ', -- finder_reference_icon = ' ', -- max_preview_lines = 10, -- preview lines of lsp_finder and definition preview -- finder_action_keys = { -- open = 'o', vsplit = 's',split = 'i',quit = 'q',scroll_down = '<C-f>', scroll_up = '<C-b>' -- quit can be a table -- }, -- code_action_keys = { -- quit = 'q',exec = '<CR>' -- }, -- rename_action_keys = { -- quit = '<C-c>',exec = '<CR>' -- quit can be a table -- }, -- definition_preview_icon = ' ' -- "single" "double" "round" "plus" -- border_style = "single" -- rename_prompt_prefix = '➤', -- if you don't use nvim-lspconfig you must pass your server name and -- the related filetypes into this table -- like server_filetype_map = {metals = {'sbt', 'scala'}} -- server_filetype_map = {} saga.init_lsp_saga { error_sign = '', warn_sign = '', hint_sign = '', infor_sign = '', dianostic_header_icon = '  ', code_action_icon = ' ', code_action_prompt = { enable = true, sign = true, sign_priority = 20, virtual_text = true, }, finder_definition_icon = ' ', finder_reference_icon = ' ', max_preview_lines = 10, -- preview lines of lsp_finder and definition preview finder_action_keys = { open = 'o', vsplit = 's', split = 'i', quit = 'q', scroll_down = '<C-f>', scroll_up = '<C-b>' }, code_action_keys = { quit = 'q', exec = '<CR>' }, rename_action_keys = { quit = '<C-c>', exec = '<CR>' -- quit can be a table }, definition_preview_icon = ' ', -- "single" "double" "round" "plus" border_style = "single", rename_prompt_prefix = '➤', -- if you don't use nvim-lspconfig you must pass your server name and -- the related filetypes into this table -- like server_filetype_map = {metals = {'sbt', 'scala'}} server_filetype_map = {} } vim.cmd([[ " Finder nnoremap <silent> gh <Cmd>Lspsaga lsp_finder<CR> " code action nnoremap <silent> <leader>ca <cmd>lua require('lspsaga.codeaction').code_action()<CR> vnoremap <silent> <leader>ca :<C-U>lua require('lspsaga.codeaction').range_code_action()<CR> " show hover doc nnoremap <silent>K :Lspsaga hover_doc<CR> " scroll down hover doc or scroll in definition preview nnoremap <C-f> <cmd>lua require('lspsaga.action').smart_scroll_with_saga(1)<CR> " scroll up hover doc nnoremap <C-b> <cmd>lua require('lspsaga.action').smart_scroll_with_saga(-1)<CR> " Signature Help nnoremap <silent> gs :Lspsaga signature_help<CR> " Rename nnoremap <silent> gr :Lspsaga rename<CR> " Preview Defination nnoremap <silent> pd :Lspsaga preview_definition<CR> " Show diagnostic nnoremap <silent> <leader>cd <cmd>lua require('lspsaga.diagnostic').show_line_diagnostics()<CR> nnoremap <silent> <leader>cd :Lspsaga show_line_diagnostics<CR> " only show diagnostic if cursor is over the area nnoremap <silent> <leader>cc <cmd>lua require('lspsaga.diagnostic').show_cursor_diagnostics()<CR> " jump diagnostic nnoremap <silent> [e :Lspsaga diagnostic_jump_next<CR> nnoremap <silent> ]e :Lspsaga diagnostic_jump_prev<CR> " float terminal also you can pass the cli command in open_float_terminal function nnoremap <leader>ft :Lspsaga open_floaterm<CR> tnoremap <leader>ft <C-\><C-n>:Lspsaga close_floaterm<CR> ]])
-- -- Created by IntelliJ IDEA. -- User: alexandre -- Date: 29/10/2019 -- Time: 14:45 -- To change this template use File | Settings | File Templates. -- return { title = 'Store', party = {'warrior', 'druid', 'archer', 'priest'}, encounters = { {'unguentoPW', 'unguentoRE', 'unguentoVE'}, } }
loadstring(exports.utils:load('require'))(); require 'general'; local rockets = {}; local camEnabled = false; local targetable = "player"; local targetSeekDist = 250; function Rocket(x, y, z, force, target, lifespan, creator) local self = {}; self.index = nil; self.pos = Vector3(x, y, z); self.vel = force or Vector3(); self.target = target; self.creator = creator; self.isDead = false; local life = getTickCount(); self.lifespan = lifespan or 10000; self.groundCheckDist = 0.06; local targetHit = false; self.fall = true; self.gravity = 0.008; local deflected = getTickCount(); self.deflectCount = 0; self.maxDeflections = 4; self.deflectMinDelay = 200; local trail = {}; local trailUpdated = getTickCount(); self.trailColor = {math.random(255), math.random(255), math.random(255)}; self.trailUpdateRate = 50; self.trailLength = 120; self.trailThickness = 5; self.marker = Marker(self.pos, "corona", 0.5, self.trailColor[1], 100, 255); self.light = Light(0, self.pos, 5, self.trailColor[1], 100, 255, _,_,_, true); --self.obj = Object(3003, self.pos); --self.obj.mass = 10; --self.obj:setCollisionsEnabled(false); function self.update(dt) if (type(self.target) == "userdata") then self.vel = self.vel * 0.99; end self.pos = self.pos + self.vel * (dt/25); local gp = getGroundPosition(self.pos.x, self.pos.y, self.pos.z) + self.groundCheckDist; if (self.pos.z <= gp) then self.vel.x = self.vel.x * 0.98; self.vel.y = self.vel.y * 0.98; self.vel.z = 0; self.pos.z = gp; else if (not self.target) then if (self.fall) then self.addVel(0, 0, -self.gravity); end end end end function self.addVel(x, y, z) self.vel = self.vel + Vector3(x, y, z); end function self.show() local vel = (-self.vel); dxDrawLine3D(self.pos, self.pos+self.vel, tocolor(255,0,0), 5); Effect.addBulletImpact(self.pos, vel*5, 6, 0, .5); Effect.addSparks(self.pos, vel, 30, 10, 0,0,0, true, .05, .2); self.marker.position = self.pos; self.light.position = self.pos; --self.obj.position = self.pos; --self.obj.velocity = self.vel; local x,y = sfw(self.pos); if (x) then local t = isElement(self.target) and self.target.name; if (t) then local d = getDistanceBetweenPoints3D(self.pos, Camera.matrix.position); dxDrawText(t, x, y, x, y, tocolor(255,255,255), 35/d); end end end function self.expired(ls) return getTickCount() > life + (ls or self.lifespan); end function self.destroy() --self.obj:destroy(); self.light:destroy(); self.marker:destroy(); table.remove(rockets, self.index); end function self.explode() createExplosion(self.pos, 12); self.destroy(); end function self.deflect() local col = self.colliding(); if (col) then if (getTickCount() < deflected + self.deflectMinDelay) then self.deflectCount = self.deflectCount + 1; if (self.deflectCount == self.maxDeflections) then self.isDead = true; end else if (self.deflectCount > 0) then self.deflectCount = self.deflectCount - 1; end end deflected = getTickCount(); self.vel.x = self.vel.x * 0.65; self.vel.y = self.vel.y * 0.65; if (self.deflectCount > 0) then self.vel.z = self.vel.z * 0.3; else self.vel.z = self.vel.z * 0.62; end self.vel = self.vel - (col.normal * self.vel:dot(col.normal) * 2); end end function self.colliding(target) local targetPos = self.pos + self.vel * 1.5; local hit = process(self.pos, targetPos, { vehicles = true, ignoredElement = self.obj, includeWorldModelInfo= true }); if (hit and hit.element) then if (hit.element == self.target) then targetHit = true; end self.onhit(hit.element, hit.piece); end return hit; end function self.onhit(elem, piece) if (elem.type == "player") then fxAddBlood(self.pos, self.vel, 3, 1 ); playSFX3D("genrl", 20, 9, self.pos, false); playSFX3D("pain_a", 0, math.random(25,33), elem.position, false); elem.health = elem.health - 4; setPedLookAt(elem, self.pos); if (math.random(4) == 1) then local p = elem.position; p.z = p.z + 0.015; elem.position = p; elem.velocity = elem.velocity + self.vel * 1.5; end --[[if (math.random(4) == 1) then setPedAnimation(elem, "ped", "floor_hit", 1000, false, true, false); end]] if (piece == 9) then setPedHeadless(elem, true); setTimer(function(elem) setPedHeadless(elem, false); end, 9000, 1, elem); end end end function self.follow() self.target = isElement(self.target) and self.target or nil; local target = isElement(self.target) and self.target.position or nil; if (type(target) == "userdata") then local force = (target - self.pos):getNormalized(); self.vel = self.vel + force * 0.02; local d = (self.pos-target).length; if (targetHit) then self.isDead = true; end end end function self.trail() if (#trail == self.trailLength) then table.remove(trail, 1); end if (getTickCount() > self.trailUpdateRate + trailUpdated) then trailUpdated = getTickCount(); table.insert(trail, Vector3(self.pos.x, self.pos.y, self.pos.z)); end for i=#trail, 1, -1 do local alpha = (255 / #trail) * i; local color = tocolor(self.trailColor[1], self.trailColor[2], self.trailColor[3], alpha); if (trail[i+1]) then dxDrawLine3D(trail[i], trail[i+1], color, self.trailThickness); end end end table.insert(rockets, self); return self; end addEventHandler("onClientPreRender", root, function(dt) for i=#rockets, 1, -1 do local r = rockets[i]; r.index = i; r.follow(); r.deflect(); r.update(dt); r.show(); r.trail(); if (r.expired() or r.isDead) then if (i == #rockets and camEnabled) then if (#rockets == 1) then resetCamera(); end end r.destroy(); end end if (camEnabled) then local r = rockets[#rockets]; if (r and r.creator == localPlayer) then Camera.setMatrix(r.pos, r.pos+r.vel, 0, 100); end end localPlayer:setData("rocket_target", false); if (getControlState("aim_weapon")) then getTargetOnScreen(targetable); end dxDrawText("Rockets: "..#rockets,0,0); end); function getTargetOnScreen(targetType) local plrs = getElementsByType(targetType, root, true); for i=1, #plrs do if (plrs[i].onScreen and plrs[i] ~= localPlayer) then local aimStart = Vector2(sfw(plrs[i].position)); local aimEnd = Vector2(sfw(getPedTargetEnd(localPlayer))); local d = (aimStart-aimEnd).length; if (d < targetSeekDist) then localPlayer:setData("rocket_target", plrs[i]); dxDrawLine(aimStart,aimEnd); break; end end end end addCommandHandler("cam", function() camEnabled = not camEnabled; if (not camEnabled) then resetCamera(); else localPlayer.frozen = true; end end) function resetCamera() localPlayer.frozen = false; setCameraTarget(localPlayer); end
require("src.misc.keybindings.default") require("src.misc.keybindings.global")
class = require 'hump.class' VectorLight = require 'hump/vector-light' local scale = 0.001 local font = love.graphics.newFont(10) DebugVector = Class { init = function(self, label, x0 , y0, dx, dy) self.x0 = x0; self.y0 = y0; self.dx = dx; self.dy = dy; self.label = label; end; draw = function(self, labelDistance) love.graphics.setColor(255, 0, 0) love.graphics.line(self.x0, self.y0, self.x0 + self.dx * scale, self.y0 + self.dy * scale); if self.label then love.graphics.setColor(0,0,0) love.graphics.setFont(font) local unit_x, unit_y = VectorLight.div(VectorLight.len(self.dx, self.dy), self.dx, self.dy) local dist_x, dist_y = self.dx * scale, self.dy * scale local distance = math.min(labelDistance, VectorLight.len(dist_x, dist_y)) dist_x, dist_y = VectorLight.mul(distance, unit_x, unit_y) love.graphics.printf(string.format("%s %f", self.label, VectorLight.len(self.dx, self.dy)), self.x0 + dist_x, self.y0 + dist_y, 100, "left") end end; } DebugCircle = Class { init = function(self, label, x0 , y0) self.x0 = x0; self.y0 = y0; self.label = label; end; draw = function(self, distance) love.graphics.setColor(255, 0, 0) love.graphics.circle("fill", self.x0, self.y0, 5, 20); -- if self.label then -- love.graphics.setColor(0,0,0) -- love.graphics.setFont(font) -- local unit_x, unit_y = VectorLight.div(VectorLight.len(self.dx, self.dy), self.dx, self.dy) -- local dist_x, dist_y = self.dx * scale, self.dy * scale -- local distance = math.min(100, VectorLight.len(dist_x, dist_y)) -- dist_x, dist_y = VectorLight.mul(distance, unit_x, unit_y) -- love.graphics.printf(string.format("%s %f", self.label, VectorLight.len(self.dx, self.dy)), self.x0 + dist_x, self.y0 + dist_y, 100, "left") -- end end; } debugEnabled = false drawDebug = function(debugVectors) if debugEnabled and debugVectors then local labelDistance = 100 for key, debugVector in pairs(debugVectors) do debugVector:draw(labelDistance); labelDistance = labelDistance + 50 end end end;
local function printTable(t,offset) offset = offset or '' for i,v in pairs(t) do if(type(v)=='table') then print(offset ..i ..' :') printTable(v,offset..'\t') else print(offset ..i ..' : '..tostring(v)) end end end local tableToBeSaved = { i_am_boolean = true, name = 'myTable', randomNumbers = {}, point = { x=0, y=0, z=0, label = 'originPoint' } } for i=1,10 do table.insert(tableToBeSaved.randomNumbers,math.random(50)) end local tableIO = require('tableIO') --Saving table to .lua file tableIO.save(tableToBeSaved,'savedTable.lua') local p = io.open('savedTable.txt','w') --Getting string selrialization and writing it p:write(tableIO.tableToString(tableToBeSaved)) p:close() --Getting back the string serialization p = io.open('savedTable.txt','r') local str = p:read('*all') p:close() --Getting .lua table with require local tableRead = require 'savedTable' --Geting table from deserialization local tableRead2 = tableIO.stringToTable(str) print('\nTable from .lua') printTable(tableRead) print('\nTable from .txt') printTable(tableRead2)
-- status line vim.cmd([[ hi PrimaryBlock ctermfg=white ctermbg=grey guifg=white guibg=grey hi SecondaryBlock ctermfg=white ctermbg=grey guifg=white guibg=grey hi Blanks ctermfg=white ctermbg=grey guifg=white guibg=grey ]]) local mode_map = { ['n'] = 'NORMAL ', ['no'] = 'NORMAL·OPERATOR PENDING ', ['v'] = 'VISUAL ', ['V'] = 'V·LINE ', [''] = 'V·BLOCK ', ['s'] = 'SELECT ', ['S'] = 'S·LINE ', [''] = 'S·BLOCK ', ['i'] = 'INSERT ', ['R'] = 'REPLACE ', ['Rv'] = 'V·REPLACE ', ['c'] = 'COMMAND ', ['cv'] = 'VIM EX ', ['ce'] = 'EX ', ['r'] = 'PROMPT ', ['rm'] = 'MORE ', ['r?'] = 'CONFIRM ', ['!'] = 'SHELL ', ['t'] = 'TERMINAL ', } function mode() local m = vim.api.nvim_get_mode().mode if mode_map[m] == nil then return m end return mode_map[m] end function status_line() local stl = { '%#PrimaryBlock#', mode(), '%3n ', '%#SecondaryBlock#', '%#Blanks#', '%f ', '%h%m%r%w ', '%=', '%{&fileformat} ', '| %{&fenc} ', '| %{&filetype} ', '%#SecondaryBlock#', ' %<%p%% ', '%-4.(%l:%c%)', '%#PrimaryBlock#', } return table.concat(stl) end vim.opt.statusline = "%{%v:lua.status_line()%}"
local L --------------- -- Hellfire Assault -- --------------- L= DBM:GetModLocalization(1426) L:SetTimerLocalization({ timerSiegeVehicleCD = "Next Vehicle %s", }) L:SetOptionLocalization({ timerSiegeVehicleCD = "Show timer for when new siege vehicles spawn" }) L:SetMiscLocalization({ AddsSpawn1 = "Comin' in hot!",--Blizzard seems to have disabled these AddsSpawn2 = "Fire in the hole!",--Blizzard seems to have disabled these BossLeaving = "I'll be back..." }) --------------------------- -- Iron Reaver -- --------------------------- L= DBM:GetModLocalization(1425) --------------------------- -- Hellfire High Council -- --------------------------- L= DBM:GetModLocalization(1432) L:SetWarningLocalization({ reapDelayed = "Reap after Visage ends" }) L:SetOptionLocalization({ reapDelayed = DBM_CORE_AUTO_ANNOUNCE_OPTIONS.soon:format(184476) }) ------------------ -- Kormrok -- ------------------ L= DBM:GetModLocalization(1392) L:SetMiscLocalization({ ExRTNotice = "%s sent ExRT position assignents. Your positions: Orange:%s, Green:%s, Purple:%s" }) -------------- -- Kilrogg Deadeye -- -------------- L= DBM:GetModLocalization(1396) L:SetMiscLocalization({ BloodthirstersSoon = "Come brothers! Seize your destiny!" }) -------------------- --Gorefiend -- -------------------- L= DBM:GetModLocalization(1372) L:SetTimerLocalization({ SoDDPS2 = "Next Shadows (%s)", SoDTank2 = "Next Shadows (%s)", SoDHealer2 = "Next Shadows (%s)" }) L:SetOptionLocalization({ SoDDPS2 = "Show timer for next $spell:179864 affecting Damagers", SoDTank2 = "Show timer for next $spell:179864 affecting Tanks", SoDHealer2 = "Show timer for next $spell:179864 affecting Healers", ShowOnlyPlayer = "Only show HudMap for $spell:179909 if you are a participant" }) -------------------------- -- Shadow-Lord Iskar -- -------------------------- L= DBM:GetModLocalization(1433) L:SetWarningLocalization({ specWarnThrowAnzu = "Throw Eye of Anzu to %s!" }) L:SetOptionLocalization({ specWarnThrowAnzu = "Show special warning when you need to throw $spell:179202" }) -------------------------- -- Fel Lord Zakuun -- -------------------------- L= DBM:GetModLocalization(1391) L:SetOptionLocalization({ SeedsBehavior = "Set seeds yell behavior for raid (Requires raid leader)", Iconed = "Star, Circle, Diamond, Triangle, Moon. Usuable for any strat using flare positions",--Default Numbered = "1, 2, 3, 4, 5. Usable for any strat using numbered positions.", DirectionLine = "Left, Middle Left, Middle, Middle Right, Right. Typical for straight line strat", FreeForAll = "Free for all. Assign no positions, just use basic yell" }) L:SetMiscLocalization({ DBMConfigMsg = "Seed configuration set to %s to match raid leaders configuration.", BWConfigMsg = "Raid leader is using Bigwigs, DBM automatically configured to use Numbered." }) -------------------------- -- Xhul'horac -- -------------------------- L= DBM:GetModLocalization(1447) L:SetOptionLocalization({ ChainsBehavior = "Set Fel Chains warning behavior", Cast = "Only give original target on cast start. Timer syncs to cast start.", Applied = "Only give targets affected on cast end. Timer syncs to cast end.", Both = "Give original target on cast start and targets affected on cast end." }) -------------------------- -- Socrethar the Eternal -- -------------------------- L= DBM:GetModLocalization(1427) L:SetOptionLocalization({ InterruptBehavior = "Set interrupt behavior for raid (Requires raid leader)", Count3Resume = "3 person rotation that resumes where left off when barrier drops",--Default Count3Reset = "3 person rotation that resets to 1 when barrier drops", Count4Resume = "4 person rotation that resumes where left off when barrier drops", Count4Reset = "4 person rotation that resets to 1 when barrier drops" }) -------------------------- -- Tyrant Velhari -- -------------------------- L= DBM:GetModLocalization(1394) -------------------------- -- Mannoroth -- -------------------------- L= DBM:GetModLocalization(1395) L:SetOptionLocalization({ CustomAssignWrath = "Set $spell:186348 icons based on player roles (Must be enabled by raid leader. May conflict with BW or out of date DBM versions)" }) L:SetMiscLocalization({ felSpire = "begins to empower the Fel Spire!" }) -------------------------- -- Archimonde -- -------------------------- L= DBM:GetModLocalization(1438) L:SetWarningLocalization({ specWarnBreakShackle = "Shackled Torment: Break %s!" }) L:SetOptionLocalization({ specWarnBreakShackle = "Show special warning when affected by $spell:184964. This warning auto assigns break order to minimize similtanious damage.", ExtendWroughtHud3 = "Extend the HUD lines beyond the $spell:185014 target (May diminish line accuracy)", AlternateHudLine = "Use alternate line texture for HUD lines between $spell:185014 targets", NamesWroughtHud = "Show player names HUD for $spell:185014 targets", FilterOtherPhase = "Filter out warnings for events not in same phase as you", MarkBehavior = "Set Mark of Legion yell behavior for raid (Requires raid leader)", Numbered = "Star, Circle, Diamond, Triangle. Usable for any strat using flare positions.",--Default LocSmallFront = "Melee L/R(Star,Circle), Ranged L/R(Diamond,Triangle). Short debuffs in melee.", LocSmallBack = "Melee L/R(Star,Circle), Ranged L/R(Diamond,Triangle). Short debuffs at ranged.", NoAssignment = "Disable all position yells/messages, icons, and HUD for entire raid.", overrideMarkOfLegion = "Do not allow raid leader to override Mark of Legion behavior (Recommended only for experts that are confident their own settings do not conflict with raid leaders intent)" }) L:SetMiscLocalization({ phase2point5 = "Look upon the endless forces of the Burning Legion and know the folly of your resistance.",--3 seconds faster than CLEU, used as primary, slower CLEU secondary First = "First", Second = "Second", Third = "Third" }) ------------- -- Trash -- ------------- L = DBM:GetModLocalization("HellfireCitadelTrash") L:SetGeneralLocalization({ name = "Hellfire Citadel Trash" })
object_draft_schematic_furniture_must_furniture_throw_pillow_02 = object_draft_schematic_furniture_shared_must_furniture_throw_pillow_02:new { } ObjectTemplates:addTemplate(object_draft_schematic_furniture_must_furniture_throw_pillow_02, "object/draft_schematic/furniture/must_furniture_throw_pillow_02.iff")
meta.name = "Vlad's cape multi-jump" meta.version = "WIP" meta.description = "Unlimited jumping with Vlad's cape" meta.author = "Zappatic" -- give unlimited jumps to all vlad's capes -- note that this disables floating! set_callback(function() vladscapes = get_entities_by_type(ENT_TYPE.ITEM_VLADS_CAPE) for i, cape_uid in ipairs(vladscapes) do get_entity(cape_uid).can_double_jump = true end end, ON.GAMEFRAME)
local _test = TEST or require "u-test" local _ok, _elios = pcall(require, "eli.os") if not _ok then _test["eli.os available"] = function() _test.assert(false, "eli.os not available") end if not TEST then _test.summary() os.exit() else return end end _test["eli.os available"] = function() _test.assert(true) end if not _elios.EOS then if not TEST then _test.summary() print "EOS not detected, only basic tests executed..." os.exit() else print "EOS not detected, only basic tests executed..." return end end _test["sleep"] = function() local _referencePoint = os.date("%S") _elios.sleep(10) local _afterSleep = os.date("%S") local _diff = _afterSleep - _referencePoint if _diff < 0 then _diff = _diff + 60 end _test.assert(_diff > 8 and _diff < 12) end _test["chdir & cwd"] = function() local _cwd = _elios.cwd() _elios.chdir("tmp") local _newCwd = _elios.cwd() _test.assert(_cwd ~= _newCwd) _elios.chdir(_cwd) _newCwd = _elios.cwd() _test.assert(_cwd == _newCwd) end if not TEST then _test.summary() end
local playsession = { {"Arusu", {2770}}, {"Krono", {22776}}, {"PogomanD", {152316}}, {"teomarx", {738}}, {"Lithidoria", {1507}}, {"neuronich", {3033}} } return playsession
-- =================================================================== -- Initialization -- =================================================================== local awful = require("awful") local gears = require("gears") local naughty = require("naughty") local beautiful = require("beautiful") -- local dpi = beautiful.xresources.apply_dpi local hotkeys_popup = require("awful.hotkeys_popup") -- Alt-tab library -- local cyclefocus = require('cyclefocus') -- Import logger local logger = require("utils.log") -- Default Applications local apps = require("config.apps").default -- Icons local icon_paths = require("themes.icons").icon_paths -- Screens local screens = require("config.screens") -- Define mod keys local modkey = "Mod4" local altkey = "Mod1" local ctrlkey = "Control" local shiftkey = "Shift" -- Define mouse buttons local leftclick = 1 local rightclick = 3 local scrollup = 4 local scrolldown = 5 local XF86Binds = { -- Brightness (laptop) brightnessUp = "XF86MonBrightnessUp", brightnessDown = "XF86MonBrightnessDown", -- Audio Control audioRaiseVolume = "XF86AudioRaiseVolume", audioLowerVolume = "XF86AudioLowerVolume", audioMute = "XF86AudioMute", audioNext = "XF86AudioNext", audioPrev = "XF86AudioPrev", audioPlay = "XF86AudioPlay", -- Macro keypad (bind spare XF86 keys to functions) macro1 = "XF86Launch1", macro2 = "XF86Launch2", macro3 = "XF86Launch3", macro4 = "XF86Launch4", } -- define module table local keys = {} local spotlight_source_screen = nil local spotlight_source_tag = nil local spotlight_client = nil -- Get home dir local home_dir = os.getenv("HOME") local getScreenshotBaseDir = function (subdir) if(subdir) then return home_dir .. "/Content/Screenshots/" .. subdir .. "/" end return home_dir .. "/Content/Screenshots/" end local generateScreenshotFileName = function (client_name) local prefix = "Screenshot-" if client_name then -- remove spaces and /slashes/ prefix = string.gsub(client_name, "(%s+)", "") prefix = string.gsub(prefix, "(/+)", "") .. "-" end return prefix .. os.date("%Y-%m-%d_%Hh%Mm%Ss") .. ".png" end -- =================================================================== -- Movement Functions (Called by some keybinds) -- =================================================================== -- =================================================================== -- Mouse bindings -- =================================================================== keys.clientbuttons = gears.table.join( -- Enable click to focus awful.button({ }, leftclick, function (c) -- c:emit_signal("request::activate", "mouse_click", {raise = true}) client.focus = c c:raise() end), -- Enable mod + click to move awful.button({ modkey }, leftclick, function (c) -- c:emit_signal("request::activate", "mouse_click", {raise = true}) awful.mouse.client.move(c) end), -- Enable mod + click to resize awful.button({ modkey }, rightclick, function (c) -- c:emit_signal("request::activate", "mouse_click", {raise = true}) awful.mouse.client.resize(c) end) ) -- TODO: Figure out how to bind these to the titlebar only (scroll to change tags) -- awful.button({ }, 3, function () mymainmenu:toggle() end), -- awful.button({ }, scrollup, awful.tag.viewnext), -- awful.button({ }, scrolldown, awful.tag.viewprev) -- =================================================================== -- Desktop Key bindings -- =================================================================== keys.globalkeys = gears.table.join( -- ========================================= -- SPAWN APPLICATION KEY BINDINGS -- ========================================= -- Spawn terminal awful.key({ modkey }, "Return", function() awful.spawn(apps.terminal) end, {description = "open a terminal", group = "launcher"} ), -- Spawn launcher awful.key({ modkey }, "r", function() awful.spawn(apps.launcher) end, {description = "application launcher", group = "launcher"} ), -- Spawn task manager awful.key({ ctrlkey, shiftkey }, "Escape", function() awful.spawn(apps.task_manager) end, {description = "task manager", group = "launcher"} ), -- Spawn file explorer awful.key({ modkey }, "e", function() awful.spawn(apps.filebrowser) end, {description = "file explorer", group = "launcher"} ), -- Spawn web browser awful.key({ modkey }, "w", function() awful.spawn(apps.webbrowser) end, {description = "web browser", group = "launcher"} ), -- Spawn web browser private window awful.key({ modkey, shiftkey }, "w", function() awful.spawn(apps.webbrowser .. " --private-window") end, {description = "web browser, private window", group = "launcher"} ), -- Spawn brave browser awful.key({ modkey }, "d", function() awful.spawn(apps.bravebrowser) end, {description = "web browser", group = "launcher"} ), -- Spawn brave browser private window awful.key({ modkey, shiftkey }, "d", function() awful.spawn(apps.bravebrowser .. " --incognito") end, {description = "web browser, private window", group = "launcher"} ), -- Show help popup awful.key({ modkey }, "s", hotkeys_popup.show_help, {description="show help", group="awesome"}), -- Lock screen awful.key({ modkey }, "l", function() awful.spawn(apps.lock) end, {description="lock screen", group="awesome"}), -- ========================================= -- FUNCTION KEYS -- ========================================= -- Brightness awful.key({}, XF86Binds.brightnessUp, function() awful.spawn("xbacklight -inc 10", false) end, {description = "+10%", group = "hotkeys"} ), awful.key({}, XF86Binds.brightnessDown, function() awful.spawn("xbacklight -dec 10", false) end, {description = "-10%", group = "hotkeys"} ), -- ALSA volume control awful.key({}, XF86Binds.audioRaiseVolume, function() awful.spawn("amixer -D pulse sset Master 5%+", false) awesome.emit_signal("volume_change") end, {description = "volume up", group = "hotkeys"} ), awful.key({}, XF86Binds.audioLowerVolume, function() awful.spawn("amixer -D pulse sset Master 5%-", false) awesome.emit_signal("volume_change") end, {description = "volume down", group = "hotkeys"} ), awful.key({}, XF86Binds.audioMute, function() awful.spawn("amixer -D pulse set Master 1+ toggle", false) awesome.emit_signal("volume_change") end, {description = "toggle mute", group = "hotkeys"} ), -- https://wiki.archlinux.org/index.php/MPRIS awful.key({}, XF86Binds.audioNext, function() awful.spawn(apps.mediaKeys .. " next", false) end, {description = "next music", group = "hotkeys"} ), awful.key({}, XF86Binds.audioPrev, function() awful.spawn(apps.mediaKeys .. " previous", false) end, {description = "previous music", group = "hotkeys"} ), awful.key({}, XF86Binds.audioPlay, function() awful.spawn(apps.mediaKeys .. " play-pause", false) end, {description = "play/pause music", group = "hotkeys"} ), -- Screenshot current active client awful.key({}, "Print", function() -- Get class of window to make a directory for it local class = client.focus.class class = string.gsub(client.focus.class, "%s+", "-") if class == "" then class = "Unknown" end local screenshotDir = getScreenshotBaseDir(class) -- Do getactivewindow first, incase we're tabbing out or other shenanigans awful.spawn.easy_async_with_shell(apps.x_helpers.xdotool .. " getactivewindow > /tmp/awesome-active-client.txt", function() awful.spawn.easy_async_with_shell("mkdir -p " .. screenshotDir, function() awful.spawn.easy_async_with_shell("cat /tmp/awesome-active-client.txt", function(client_id_string) if(client_id_string) then local client_id = string.gsub(client_id_string, "\n", "") local file_name = screenshotDir .. generateScreenshotFileName(client.focus.name) local command = (apps.screenshot .. " -i " .. client_id .. " " .. file_name) logger.log("Screenshot: " .. command) awful.spawn.easy_async_with_shell(command, function() end) end end) end) end) end, {description = "screenshot current client", group = "hotkeys"} ), -- Screenshot area awful.key({modkey, shiftkey}, "s", -- for snipping tool screenshot in windows: -- windows key + shift + s function() local screenshotDir = getScreenshotBaseDir("SnippingTool") awful.spawn.easy_async_with_shell("mkdir -p " .. screenshotDir, function() local file_name = screenshotDir .. generateScreenshotFileName() local command = (apps.screenshot .. " -s " .. file_name) logger.log("Screenshot area snip: " .. command) awful.spawn.easy_async_with_shell(command, function() -- copy to clipboard awful.spawn.easy_async_with_shell(apps.x_helpers.xclip .. " -selection clipboard -t image/png -i " .. file_name) end) end) end, {description = "screenshot selection area", group = "hotkeys"} ), -- Screenshot whole desktop awful.key({altkey}, "Print", function() local screenshotDir = getScreenshotBaseDir("Desktop") awful.spawn.easy_async_with_shell("mkdir -p " .. screenshotDir, function() local file_name = screenshotDir .. generateScreenshotFileName() local command = (apps.screenshot .. " " .. file_name) logger.log("Screenshot: " .. command) awful.spawn.easy_async_with_shell(command, function() end) end) end, {description = "screenshot whole desktop", group = "hotkeys"} ), -- ========================================= -- PROGRAM LAUNCHERS -- ========================================= awful.key({modkey}, "#90", -- num pad 0 function () awful.spawn.easy_async_with_shell(apps.calculator, function() end) end, {description = "calculator", group = "launcher"} ), awful.key({modkey}, "t", function () awful.spawn.easy_async_with_shell(apps.rofiTimer, function() end) end, {description = "timer", group = "launcher"} ), awful.key({modkey, shiftkey}, "p", function () awful.spawn.easy_async_with_shell(apps.password_prompt, function() end) end, {description = "timer", group = "launcher"} ), awful.key({modkey}, "y", function () awful.spawn.easy_async_with_shell(apps.youtube_dl_rofi_prompt, function() end) end, {description = "timer", group = "launcher"} ), -- ========================================= -- MACRO KEYPAD SHORTCUTS -- ========================================= awful.key({}, XF86Binds.macro1, function () awful.spawn.easy_async_with_shell(apps.infographics.weather, function() end) end, {description = "macro key 1 - weather", group = "launcher"} ), awful.key({}, XF86Binds.macro2, function () -- Error log: -- Spotlight tag exists, not focused, no client inside. Can't send any new clients to spotlight from any screen. -- Can focus and unfocus the spotlight tag but it doesn't close itself. -- had to move a client onto the tag, and remove it so the spotlight tag closed itself. Then things worked as normal again. -- Get the main screen local main_screen = screens.getScreenByOutput(screens.screen_center_primary.output) -- bail for laptop etc if main_screen == nil then -- TODO: Just check for ML_DEVICE? return end local spotlight_tag = awful.tag.find_by_name(main_screen, "Spotlight") local addSpotlightTag = function() awful.tag.add("Spotlight", { layout = awful.layout.suit.tile, screen = main_screen, selected = true, volatile = true, gap_single_client = false }) spotlight_tag = awful.tag.find_by_name(main_screen, "Spotlight") end local addClientToSpotlight = function(c) -- save info before moving client spotlight_client = c spotlight_source_screen = spotlight_client.screen spotlight_source_tag = spotlight_source_screen.selected_tag -- move client to spotlight tag spotlight_client:move_to_tag(main_screen.tags[spotlight_tag.index]) spotlight_client.fullscreen = true -- focus spotlight spotlight_client:raise() spotlight_tag:view_only() end local restoreClient = function() -- TODO use clients previous fullscreen value rather than just false spotlight_client.fullscreen = false spotlight_client:move_to_tag(spotlight_source_screen.tags[spotlight_source_tag.index]) -- Apply rules (for spotify etc, not sure if this will break other stuff) awful.rules.apply(spotlight_client) end -- if no spotlight tag exists if spotlight_tag == nil then addSpotlightTag() addClientToSpotlight(client.focus) -- spotlight tag exists, restore client to where it came from, swap focused client in -- bit ugly to use name rather than ID, but was the closest thing elseif spotlight_client.name ~= client.focus.name then -- get new spotlight client local next_spotlight_client = client.focus -- return existing client back to where it came from restoreClient() -- Spotlight tag is probably destroyed at this point as it is volatile addSpotlightTag() -- move new client into spotlight addClientToSpotlight(next_spotlight_client) -- spotlight tag exists and we have triggered this on the spotlight client, return client to where it came from elseif spotlight_client ~= nil then -- return spotlight client back to where it came from restoreClient() -- focus it spotlight_client:raise() -- cleanup spotlight_client = nil spotlight_source_screen = nil spotlight_source_tag = nil else -- incase of weirdness. Should not happen awful.spawn.easy_async_with_shell("notify-send 'spotlight bug'", function() end) logger.log("SPOTLIGHT - DELETE EDGE CASE") logger.log("client.focus.name: " .. client.focus.name) end end, {description = "macro key 2 - spotlight", group = "launcher"} ), awful.key({}, XF86Binds.macro3, function () awful.spawn.easy_async_with_shell(apps.scripts.keyboardToggle, function(state) local side_screen = screens.getScreenByOutput(screens.screen_right_secondary.output) for line in state:gmatch("[^\r\n]+") do if line == "guest" then naughty.notify({ title = "Attaching devices to guest", screen = side_screen, icon = icon_paths.windows10, timeout = 1, position = "top_left" }) awesome.emit_signal("kb_state_change", line) elseif line == "host" then naughty.notify({ title = "Attaching devices to host", screen = side_screen, icon = icon_paths.linux, timeout = 1, position = "top_left" }) awesome.emit_signal("kb_state_change", line) end end end) end, {description = "macro key 3 - keyboard toggle", group = "launcher"} ), awful.key({}, XF86Binds.macro4, function () -- Teamspeak Mute local old_coords = mouse.coords() mouse.coords { x = 812, y = 1340 } awful.spawn.easy_async_with_shell(apps.x_helpers.xdotool .. " click 1", function() mouse.coords { x = old_coords.x, y = old_coords.y } end) end, {description = "macro key 4", group = "launcher"} ), -- ========================================= -- RELOAD / QUIT AWESOME -- ========================================= -- Reload Awesome awful.key({modkey, ctrlkey}, "r", awesome.restart, {description = "reload awesome", group = "awesome"} ), -- Quit Awesome awful.key({modkey, shiftkey}, "Escape", awesome.quit, {description = "toggle exit screen", group = "awesome"} ), -- awful.key({}, "XF86PowerOff", -- function() -- -- emit signal to show the exit screen -- awesome.emit_signal("show_exit_screen") -- end, -- {description = "toggle exit screen", group = "hotkeys"} -- ), -- ========================================= -- CLIENT FOCUSING -- ========================================= awful.key({ modkey }, "u", awful.client.urgent.jumpto, {description = "jump to urgent client", group = "client"}), awful.key({altkey}, "Tab", -- Holding ALT when pressing tab repeatedly will just keep -- opening the same rofi dialog, -- rather than cycling the list of items in rofi -- FIX: do not spawn the command if the rofi dialog box is open function () awful.spawn.easy_async_with_shell(apps.altTab, function() end) end, {description = "Open alt-tab prompt", group = "client"}), -- ========================================= -- CLIENT RESIZING -- ========================================= -- ========================================= -- NUMBER OF MASTER / COLUMN CLIENTS -- ========================================= -- ========================================= -- GAP CONTROL -- ========================================= awful.key({modkey}, "-", function() awful.tag.incgap(5, nil) end, {description = "increment gaps size for the current tag", group = "gaps"} ), awful.key({modkey, shiftkey}, "=", function() awful.tag.incgap(-5, nil) end, {description = "decrement gap size for the current tag", group = "gaps"} ), -- ========================================= -- LAYOUT SELECTION -- ========================================= -- select next layout awful.key({modkey}, "space", function() awful.layout.inc(1) end, {description = "select next", group = "layout"} ), -- select previous layout awful.key({modkey, shiftkey}, "space", function() awful.layout.inc(-1) end, {description = "select previous", group = "layout"} ), -- ========================================= -- CLIENT MINIMIZATION -- ========================================= -- restore minimized client awful.key({modkey, shiftkey}, "n", function() local c = awful.client.restore() -- Focus restored client if c then client.focus = c c:raise() end end, {description = "restore minimized", group = "client"} ) ) -- =================================================================== -- Client Key bindings -- =================================================================== -- Move given client to given direction local function move_client(c, direction) -- If client is floating, move to edge if c.floating or (awful.layout.get(mouse.screen) == awful.layout.suit.floating) then local workarea = awful.screen.focused().workarea if direction == "up" then c:geometry({nil, y = workarea.y + beautiful.useless_gap * 4, nil, nil}) elseif direction == "down" then c:geometry({nil, y = workarea.height + workarea.y - c:geometry().height - beautiful.useless_gap * 4 - beautiful.border_width * 2, nil, nil}) elseif direction == "left" then c:geometry({x = workarea.x + beautiful.useless_gap * 4, nil, nil, nil}) elseif direction == "right" then c:geometry({x = workarea.width + workarea.x - c:geometry().width - beautiful.useless_gap * 4 - beautiful.border_width * 2, nil, nil, nil}) end -- Otherwise swap the client in the tiled layout elseif awful.layout.get(mouse.screen) == awful.layout.suit.max then if direction == "up" or direction == "left" then awful.client.swap.byidx(-1, c) elseif direction == "down" or direction == "right" then awful.client.swap.byidx(1, c) end else awful.client.swap.bydirection(direction, c, nil) end end keys.clientkeys = gears.table.join( -- Move to edge or swap by direction awful.key({modkey, shiftkey}, "Down", function(c) move_client(c, "down") end ), awful.key({modkey, shiftkey}, "Up", function(c) move_client(c, "up") end ), awful.key({modkey, shiftkey}, "Left", function(c) move_client(c, "left") end ), awful.key({modkey, shiftkey}, "Right", function(c) move_client(c, "right") end ), awful.key({modkey, shiftkey}, "j", function(c) move_client(c, "down") end ), awful.key({modkey, shiftkey}, "k", function(c) move_client(c, "up") end ), awful.key({modkey, shiftkey}, "h", function(c) move_client(c, "left") end ), awful.key({modkey, shiftkey}, "l", function(c) move_client(c, "right") end ), -- toggle fullscreen awful.key({modkey}, "f", function(c) c.fullscreen = not c.fullscreen end, {description = "toggle fullscreen", group = "client"} ), -- toggle pinned awful.key({modkey}, "p", function (c) c.ontop = not c.ontop end, {description = "toggle keep on top", group = "client"} ), -- toggle floating awful.key({ modkey, ctrlkey }, "space", awful.client.floating.toggle, {description = "toggle floating", group = "client"}), -- close client awful.key({modkey, shiftkey}, "c", function(c) c:kill() end, {description = "close", group = "client"} ), -- close client 2 awful.key({modkey}, "q", function(c) c:kill() end, {description = "close", group = "client"} ), -- Minimize awful.key({modkey}, "n", function(c) c.minimized = true end, {description = "minimize", group = "client"} ), -- Maximize awful.key({modkey}, "m", function(c) c.maximized = not c.maximized c:raise() end, {description = "(un)maximize", group = "client"} ) ) -- ========================================= -- TASK BINDINGS -- ========================================= keys.tasklist_buttons = gears.table.join( awful.button({ }, leftclick, function (c) if c == client.focus then c.minimized = true else c:emit_signal( "request::activate", "tasklist", {raise = true} ) end end), awful.button({ }, rightclick, function() awful.menu.client_list({ theme = { width = 250 } }) end), awful.button({ }, scrollup, function () awful.client.focus.byidx(1) end), awful.button({ }, scrolldown, function () awful.client.focus.byidx(-1) end ) ) -- ========================================= -- TAG KEYBOARD BINDINGS -- ========================================= -- Keyboard mod + 1-9 for i = 1, 9 do keys.globalkeys = gears.table.join(keys.globalkeys, -- Switch to tag awful.key({modkey}, "#" .. i + 9, function() local screen = awful.screen.focused() local tag = screen.tags[i] if tag then tag:view_only() end end, {description = "view tag #"..i, group = "tag"} ), -- Move client to tag awful.key({modkey, shiftkey}, "#" .. i + 9, function() if client.focus then local tag = client.focus.screen.tags[i] if tag then client.focus:move_to_tag(tag) end end end, {description = "move focused client to tag #"..i, group = "tag"} ), -- Toggle tag on focused client. awful.key({ modkey, ctrlkey, shiftkey }, "#" .. i + 9, function () if client.focus then local tag = client.focus.screen.tags[i] if tag then client.focus:toggle_tag(tag) end end end, {description = "toggle focused client on tag #" .. i, group = "tag"}) ) end -- ========================================= -- TAG MOUSE BINDINGS -- ========================================= keys.taglist_buttons = gears.table.join( -- View tag awful.button({ }, leftclick, function(t) t:view_only() end), -- View tag & send current client to the tag with you awful.button({ modkey }, leftclick, function(t) if client.focus then client.focus:move_to_tag(t) end end), -- Focus this tag also (merges clients) awful.button({ }, rightclick, awful.tag.viewtoggle), -- Also show client on the tag you clicked awful.button({ modkey }, rightclick, function(t) if client.focus then client.focus:toggle_tag(t) end end), -- Scroll next tag awful.button({ }, scrollup, function(t) awful.tag.viewnext(t.screen) end), -- Scroll previous tag awful.button({ }, scrolldown, function(t) awful.tag.viewprev(t.screen) end) ) return keys
object_tangible_storyteller_prop_pr_gravestone_03 = object_tangible_storyteller_prop_shared_pr_gravestone_03:new { } ObjectTemplates:addTemplate(object_tangible_storyteller_prop_pr_gravestone_03, "object/tangible/storyteller/prop/pr_gravestone_03.iff")
-- test_nativewindow.lua local WindowKind = require("WindowKind"); local NativeWindow = require("NativeWindow"); local Application = require("Application"); local windowkind, err = WindowKind:create("test_windowkind"); if not windowkind then print("Window kind not created, ERROR: ", err); return false, err; end local function main() local win = windowkind:createWindow(640, 480, "Window Title"); win:Show(); --win:Maximize(); sleep(5000); end run(main)
--[[* @authors Centauri Soldier @copyright Public Domain @description <h2>pot</h2> <p>A logical potentiometer object. The client can set minimum and maximum values for the object, as well as rate of increase/decrease. Note: 'increase' and 'decrease' are logical terms referring to motion along a line based on the current direction. E.g., If a pot is alternating and descening, 'increase' would cause the positional value to be absolutely reduced, while 'decrease' would have the opposite affect. By default, values are clamped at min and max; however, if the object is set to be revolving (or alternating), any values which exceed the minimum or maximum boundaries, are carried over. For example, imagine a pot is set to have a min value of 0 and a max of 100. Then, imagine its position is set to 120. If revolving, it would have a final positional value of 19; if alternating it would have a final positional value of 80 and, if neither, its final positional value would be 100.</p> @license <p>The Unlicense<br> <br> @moduleid pot @version 1.2 @versionhistory <ul> <li> <b>1.3</b> <br> <p>Added serialization and deserialization methods.</p> </li> <li> <b>1.2</b> <br> <p>Fixed a bug in the revolution mechanism.</p> <p>Added the ability which allows the potentiometer to be continuous in a revolving or alternating manner.</p> </li> <li> <b>1.1</b> <br> <p>Added the option for the potentiometer to be continuous in a revolving manner.</p> </li> <li> <b>1.0</b> <br> <p>Created the module.</p> </li> </ul> @website https://github.com/CentauriSoldier *]] local tPots = {}; local pot; --make these publicy available constant("POT_CONTINUITY_NONE", 0); constant("POT_CONTINUITY_REVOLVE", 1); constant("POT_CONTINUITY_ALT", 2); --now localize them local POT_CONTINUITY_NONE = POT_CONTINUITY_NONE; local POT_CONTINUITY_REVOLVE = POT_CONTINUITY_REVOLVE; local POT_CONTINUITY_ALT = POT_CONTINUITY_ALT; local class = class; local serialize = serialize; local deserialize = deserialize; local math = math; local function continuityIsValid(nVal) print("printing the local value of POT_CONTINUITY_NONE: "..POT_CONTINUITY_NONE) return rawtype(nVal) == "number" and (nVal == POT_CONTINUITY_NONE or nVal == POT_CONTINUITY_REVOLVE or nVal == POT_CONTINUITY_ALT); end local function clampMin(oPot) if (oPot.min >= oPot.max) then oPot.min = oPot.max - 1; end end local function clampMax(oPot) if (oPot.max <= oPot.min) then oPot.max = oPot.min + 1; end end --this is a placeholder so clampPosMin can call clampPosMax local function clampPosMax()end local function clampPosMin(oPot) if (oPot.pos < oPot.min) then if (oPot.continuity == POT_CONTINUITY_REVOLVE) then oPot.pos = oPot.min + math.abs(oPot.max - math.abs(-oPot.pos + 1)); clampPosMin(oPot); elseif (oPot.continuity == POT_CONTINUITY_ALT) then oPot.pos = oPot.min + (oPot.min - oPot.pos); oPot.toggleAlternator = true; clampPosMax(oPot); else oPot.pos = oPot.min; end else --check if the alternator needs toggled if (oPot.toggleAlternator) then oPot.alternator = oPot.alternator * -1; oPot.toggleAlternator = false; end end end local function clampPosMax(oPot) if (oPot.pos > oPot.max) then if (oPot.continuity == POT_CONTINUITY_REVOLVE) then oPot.pos = oPot.pos - math.abs(oPot.max - oPot.min + 1); clampPosMax(oPot); elseif (oPot.continuity == POT_CONTINUITY_ALT) then oPot.pos = oPot.max - (oPot.pos - oPot.max); oPot.toggleAlternator = true; clampPosMin(oPot); else oPot.pos = oPot.max; end else --check if the alternator needs toggled if (oPot.toggleAlternator) then oPot.alternator = oPot.alternator * -1; oPot.toggleAlternator = false; end end end local function clampRate(oPot) local nVariance = oPot.max - oPot.min; if (math.abs(oPot.rate) > math.abs(nVariance)) then oPot.rate = nVariance; end end pot = class "pot" { __construct = function(this, nMin, nMax, nPos, nRate, nContinuity) tPots[this] = { alternator = 1, continuity = continuityIsValid(nContinuity) and nContinuity or POT_CONTINUITY_NONE, min = 0, max = 100, pos = 0, toggleAlternator = false, rate = 1, }; local oPot = tPots[this]; --set the min if (rawtype(nMin) == "number") then oPot.min = nMin; end --set the max if (rawtype(nMax) == "number") then oPot.max = nMax; clampMax(oPot); end --set the position if (rawtype(nPos) == "number") then oPot.pos = nPos; clampPosMin(oPot); clampPosMax(oPot); end --set the rate if (rawtype(nRate) == "number") then oPot.rate = nRate; clampRate(oPot); end end, adjust = function(this, nValue) local oPot = tPots[this]; local nAmount = oPot.rate; --allow correct input if (rawtype(nValue) == "number") then nAmount = nValue; end --set the value oPot.pos = oPot.pos + nAmount; --clamp it clampPosMin(oPot); clampPosMax(oPot); return this; end, decrease = function(this, nTimes) local oPot = tPots[this]; local nCount = 1; if (rawtype(nTimes) == "number") then nCount = nTimes; end --set the value oPot.pos = oPot.pos - oPot.rate * nCount * oPot.alternator; --clamp it if (oPot.continuity == POT_CONTINUITY_ALT) then clampPosMax(oPot); end clampPosMin(oPot); return this; end, deserialize = function(this, sData) local oPot = tPots[this]; local tData = deserialize.table(sData); oPot.alternator = tData.alternator; oPot.continuity = tData.continuity; oPot.min = tData.min; oPot.max = tData.max; oPot.pos = tData.pos; oPot.toggleAlternator = tData.toggleAlternator; oPot.rate = tData.rate; return this; end, destroy = function(this) table.remove(tPots, this); this = nil; end, getMax = function(this) return tPots[this].max; end, getMin = function(this) return tPots[this].min; end, getPos = function(this) return tPots[this].pos; end, getRate = function(this) return tPots[this].rate; end, getContinuity = function(this) return tPots[this].continuity; end, increase = function(this, nTimes) local oPot = tPots[this]; local nCount = 1; if (rawtype(nTimes) == "number") then nCount = nTimes; end --set the value oPot.pos = oPot.pos + oPot.rate * nCount * oPot.alternator; --clamp it if (oPot.continuity == POT_CONTINUITY_ALT) then clampPosMin(oPot); end clampPosMax(oPot); return this; end, isAlternating = function(this) return tPots[this].continuity == POT_CONTINUITY_ALT; end, isAscending = function(this) return ( (tPots[this].continuity == POT_CONTINUITY_REVOLVE or tPots[this].continuity == POT_CONTINUITY_ALT) and tPots[this].alternator == 1 ); end, isDescending = function(this) return ( (tPots[this].continuity == POT_CONTINUITY_REVOLVE or tPots[this].continuity == POT_CONTINUITY_ALT) and tPots[this].alternator == -1 ); end, isRevolving = function(this) return tPots[this].revolving == POT_CONTINUITY_REVOLVE; end, --[[! @desc Serializes the object's data. @func pot.serialize @module pot @param bDefer boolean Whether or not to return a table of data to be serialized instead of a serialize string (if deferring serializtion to another object). @ret sData StringOrTable The data returned as a serialized table (string) or a table is the defer option is set to true. !]] serialize = function(this, bDefer) local oPot = tPots[this]; local tData = { alternator = oPot.alternator, continuity = oPot.continuity, min = oPot.min, max = oPot.max, pos = oPot.pos, toggleAlternator = oPot.toggleAlternator, rate = oPot.rate, }; if (not bDefer) then tData = serialize.table(tData); end return tData; end, setMax = function(this, nValue) local oPot = tPots[this]; if (rawtype(nValue) == "number") then oPot.max = nValue; clampMax(oPot); clampPosMax(oPot) end return this; end, setMin = function(this, nValue) local oPot = tPots[this]; if (rawtype(nValue) == "number") then oPot.min = nValue; clampMin(oPot); clampPosMin(oPot) end return this; end, setPos = function(this, nValue) local oPot = tPots[this]; if (rawtype(nValue) == "number") then oPot.pos = nValue; clampPosMin(oPot); clampPosMax(oPot); end return this; end, setRate = function(this, nValue) local oPot = tPots[this]; if (rawtype(nValue) == "number") then oPot.rate = math.abs(nValue); clampRate(oPot); end return this; end, setContinuity = function(this, nContinuity) local oPot = tPots[this]; oPot.continuity = continuityIsValid(nContinuity) and nContinuity or oPot.continuity; print("Continuity Set to :"..oPot.continuity.." from input value of: "..nContinuity); return this; end, }; return pot;
workspace "Infinite" architecture "x64" configurations { "Debug", "Release", "Dist" } outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" project "Infinite" location "Infinite" kind "SharedLib" language "C++" targetdir("bin/" .. outputdir .. "/%{prj.name}") objdir("bin-int/" .. outputdir .. "/%{prj.name}") pchheader "infpch.h" pchsource "Infinite/src/infpch.cpp" files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp" } includedirs { "%{prj.name}/src", "%{prj.name}/vendor/spdlog/include" } filter "system:windows" cppdialect "C++17" staticruntime "On" systemversion "latest" defines { "INF_PLATFORM_WINDOWS", "INF_BUILD_DLL" } postbuildcommands { ("{COPY} %{cfg.buildtarget.relpath} ../bin/" .. outputdir .. "/Sandbox") } filter "configurations:Debug" defines "INF_DEBUG" symbols "On" filter "configurations:Release" defines "INF_RELEASE" optimize "On" filter "configurations:Dist" defines "INF_DIST" optimize "On" project "Sandbox" location "Sandbox" kind "ConsoleApp" language "C++" targetdir("bin/" .. outputdir .. "/%{prj.name}") objdir("bin-int/" .. outputdir .. "/%{prj.name}") files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp" } includedirs { "Infinite/vendor/spdlog/include", "Infinite/src" } links { "Infinite" } filter "system:windows" cppdialect "C++17" staticruntime "On" systemversion "latest" defines { "INF_PLATFORM_WINDOWS", } filter "configurations:Debug" defines "INF_DEBUG" symbols "On" filter "configurations:Release" defines "iNF_RELEASE" optimize "On" filter "configurations:Dist" defines "INF_DIST" optimize "On"
return function (data) if data.group == 261037783 then CQApi:SetGroupMemberVisitingCard(data.group,data.qq,"可能是单推") return end CQApi:SetGroupMemberVisitingCard(data.group,data.qq,"没有名字的笨蛋") end
local test = "test"
streets.workshop = {} streets.workshop.register_sign = function(nodename, desc, img, rrecipe, rtime) minetest.register_node(nodename, { description = desc, tiles = {img}, inventory_image = img, wield_image = img, groups = {snappy = 1,attached_node = 1}, on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("infotext", desc) end, drawtype = "nodebox", node_box = { type = "wallmounted", fixed = { {-0.4,-0.5,-0.4,0.4,-0.4,0.4} } }, paramtype = "light", paramtype2 = "wallmounted", walkable = false, sunlight_propagates = true, selection_box = { type = "wallmounted" }, streets = { signworkshop = { recipe = rrecipe, time = rtime } } }) end local forms = { inactive = { "size[12,10]", "label[3.5,0;"..streets.S("Sign workshop - Create signs for your roads!").."]", "label[0,0.5;"..streets.S("Available signs:").."]", "list[context;streets:signworkshop_list;0,1;5,4]", "label[9,0.5;"..streets.S("Needed stuff:").."]", "list[context;streets:signworkshop_recipe;8,1;4,1]", "label[9,2;"..streets.S("Put it here:").."]", "list[context;streets:signworkshop_input;8,3;4,1]", "button[8,4;2,1;streets:signworkshop_send;"..streets.S("Start!").."]", "label[5.8,0.5;"..streets.S("Selected:").."]", "list[context;streets:signworkshop_select;6,1;1,1]", "label[5.8,2.5;"..streets.S("Output:").."]", "list[context;streets:signworkshop_output;6,3;1,1]", "list[current_player;main;2,6;8,1]", "list[current_player;main;2,7.25;8,3;8]", default.gui_bg, default.gui_bg_img, default.gui_slots, default.get_hotbar_bg(2, 6) }, active = { "size[12,10]", "label[3.5,0;"..streets.S("Sign workshop - Create signs for your roads!").."]", "label[0,0.5;"..streets.S("Available signs:").."]", "list[context;streets:signworkshop_list;0,1;5,4]", "label[9,0.5;"..streets.S("Needed stuff:").."]", "list[context;streets:signworkshop_recipe;8,1;4,1]", "label[9,2;"..streets.S("Put it here:").."]", "list[context;streets:signworkshop_input;8,3;4,1]", "label[5.8,0.5;"..streets.S("Selected:").."]", "list[context;streets:signworkshop_select;6,1;1,1]", "label[5.8,2.5;"..streets.S("Output:").."]", "list[context;streets:signworkshop_output;6,3;1,1]", "list[current_player;main;2,6;8,1]", "list[current_player;main;2,7.25;8,3;8]", default.gui_bg, default.gui_bg_img, default.gui_slots, default.get_hotbar_bg(2, 6), } } streets.workshop.signs = {} minetest.after(0, function() for k, v in pairs(minetest.registered_nodes) do if v.streets and v.streets.signworkshop then table.insert(streets.workshop.signs, k) end end end) minetest.register_node("streets:signworkshop",{ description = streets.S("Sign workshop"), tiles = {"streets_signworkshop_top.png","streets_signworkshop_bottom.png","streets_signworkshop_side.png","streets_signworkshop_side.png","streets_signworkshop_side.png","streets_signworkshop_front.png"}, groups = {cracky = 1, level = 2}, paramtype2 = "facedir", after_place_node = function(pos) minetest.get_meta(pos):set_string("formspec",table.concat(forms.inactive)) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() inv:set_size("streets:signworkshop_list",5*4) inv:set_size("streets:signworkshop_recipe",3*2) inv:set_size("streets:signworkshop_input",4*1) inv:set_size("streets:signworkshop_select",1*1) inv:set_size("streets:signworkshop_output",1*1) -- Fill for k, v in pairs(streets.workshop.signs) do inv:add_item("streets:signworkshop_list", v) end -- Meta meta:set_string("infotext",streets.S("Sign workshop idle")) meta:set_string("idle","y") end, allow_metadata_inventory_put = function(pos, listname, index, stack, player) if listname ~= "streets:signworkshop_input" then return 0 else return 1 end end, allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) -- Move items inside input slots if to_list == "streets:signworkshop_input" and from_list == "streets:signworkshop_input" then return 1 -- List -> selection elseif from_list == "streets:signworkshop_list" and to_list == "streets:signworkshop_select" then local inv = minetest.get_meta(pos):get_inventory() local selected = inv:get_stack("streets:signworkshop_list",from_index):to_table() local need = minetest.registered_nodes[selected.name].streets.signworkshop.recipe inv:set_list("streets:signworkshop_recipe",{need[1],need[2],need[3],need[4]}) return 1 -- selection -> list elseif from_list == "streets:signworkshop_select" and to_list == "streets:signworkshop_list" then local inv = minetest.get_meta(pos):get_inventory() inv:set_list("streets:signworkshop_recipe",{"","","",""}) return 1 -- Every other case else return 0 end end, allow_metadata_inventory_take = function(pos, listname, index, stack, player) if listname == "streets:signworkshop_input" or listname == "streets:signworkshop_output" then return 99 else return 0 end end, on_receive_fields = function(pos, formname, fields, sender) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() -- if inv:is_empty("streets:signworkshop_input") ~= true and inv:is_empty("streets:signworkshop_select") ~= true and meta:get_string("idle") == "y" then local selection = inv:get_stack("streets:signworkshop_select",1):get_name() local def = minetest.registered_nodes[selection].streets.signworkshop local need = inv:get_list("streets:signworkshop_recipe") local has = inv:get_list("streets:signworkshop_input") for k, v in pairs(need) do need[k] = need[k]:to_table() if need[k] == nil then need[k] = { name = "" } end end for k, v in pairs(has) do has[k] = has[k]:to_table() if has[k] == nil then has[k] = { name = "" } end end if need[1].name == has[1].name and need[2].name == has[2].name and need[3].name == has[3].name and need[4].name == has[4].name then meta:set_string("infotext",streets.S("Sign workshop working")) meta:set_string("idle","n") meta:set_string("formspec",table.concat(forms.active) .. "label[8,4;"..streets.S("Please wait %s seconds..."):format(def.time).."]") -- Clear input inv:set_list("streets:signworkshop_input",{"","","",""}) minetest.after(def.time,function() -- Reset infotext and meta meta:set_string("infotext",streets.S("Sign workshop idle")) meta:set_string("idle","y") meta:set_string("formspec",table.concat(forms.inactive)) -- Fill output inv:add_item("streets:signworkshop_output",selection) end) end end end }) minetest.register_craft({ output = "streets:signworkshop", recipe = { {"default:steel_ingot","default:glass","default:steel_ingot"}, {"default:steel_ingot","default:diamond","default:steel_ingot"}, {"default:cobble","default:cobble","default:cobble"} } }) streets.workshop.register_sign("streets:sign_blank", streets.S("Empty sign"), "streets_sign_back.png", {"default:steel_ingot","","",""}, 3) streets.workshop.register_sign("streets:sign_lava", streets.S("Warning sign (lava)"), "streets_sign_lava.png", {"streets:sign_blank","bucket:bucket_lava","",""}, 5) streets.workshop.register_sign("streets:sign_water", streets.S("Warning sign (water)"), "streets_sign_water.png", {"streets:sign_blank","bucket:bucket_water","",""}, 5) streets.workshop.register_sign("streets:sign_construction", streets.S("Warning sign (Construction area)"), "streets_sign_construction.png", {"streets:sign_blank","default:dirt","",""}, 5) streets.workshop.register_sign("streets:sign_mine", streets.S("Notice sign (Public Mine Ahead)"), "streets_sign_mine.png", {"streets:sign_blank","default:dirt","",""}, 5) streets.workshop.register_sign("streets:sign_shop", streets.S("Notice sign (Shop/Mall Ahead)"), "streets_sign_construction.png", {"streets:sign_blank","default:dirt","",""}, 5) streets.workshop.register_sign("streets:sign_workshop", streets.S("Notice sign (Public Workshop Ahead)"), "streets_sign_workshop.png", {"streets:sign_blank","default:dirt","",""}, 5) streets.workshop.register_sign("streets:sign_grasswalk", streets.S("Warning sign (No walking on the grass)"), "streets_sign_grasswalk.png", {"streets:sign_blank","default:dirt","",""}, 5)
function getSignBit(a) if (a > 0) then return 1 else return -1 end end local Pos = {} local T = {} function GETAXIS_Trace_Calculate(time_s,Pos,T) local n --后期根据time_s判断 第n条贝塞尔曲线 local as,bs,cs local at,bt,ct,dt local trace local A,B,C,Y1,Y2,t1,t2,t3,Temp,sita,t local deta local Sptr = {} local Tptr = {} if(time_s <= T[3]) then n = 0 elseif(time_s <= T[6]) then n = 1 elseif(time_s <= T[9]) then n = 2 elseif(time_s <= T[12]) then n = 3 elseif(time_s <= T[15]) then n = 4 elseif(time_s <= T[18]) then n = 5 elseif(time_s <= T[21]) then n = 6 elseif(time_s <= T[24]) then n = 7 elseif(time_s <= T[27]) then n = 8 elseif(time_s <= T[30]) then n = 9 else n = 10 end Sptr = Pos Tptr = T cs = 3*(Sptr[2] - Sptr[1]) bs = 3*(Sptr[3] - Sptr[2]) - cs as = Sptr[4] - Sptr[1] - cs - bs ct = 3*(Tptr[2] - Tptr[1]) bt = 3*(Tptr[3] - Tptr[2]) - ct at = Tptr[4] - Tptr[1] - ct - bt dt = Tptr[1] - time_s A=bt*bt-3*at*ct B=bt*ct-9*at*dt C=ct*ct-3*bt*dt deta=B*B-4*A*C if(A==0 and B==0) then t=-ct/bt elseif(deta>0) then Y1=A*bt+3*at*( -B+math.sqrt(deta) )/2 Y2=A*bt+3*at*( -B-math.sqrt(deta) )/2 t1 = getSignBit(Y1) t2 = getSignBit(Y2) t=( -bt-( t1* math.abs(Y1) ^ (1.0 / 3.0) +t2* math.abs(Y2)^(1.0/3)))/at/3.0 print(type(math.abs)) elseif(deta==0) then t1=-bt/at+B/A t2=-B/A/2.0 if(t1>=0 and t1<=1) then t=t1 else t=t2 end else Temp=(2*A*bt-3*at*B)/A/2.0/math.sqrt(A) sita = math.acos(Temp) t1=( -bt-2* math.sqrt(A)* math.cos(sita/3) ) / at /3 t2=( -bt+math.sqrt(A)*( math.cos(sita/3)+math.sin(sita/3)*math.sqrt(3.0) ) ) / at /3 t3=( -bt+math.sqrt(A)*( math.cos(sita/3)-math.sin(sita/3)*math.sqrt(3.0) ) ) / at /3 t=t3 if(t1 >= 0.0000 and t1 <= 1.00000) then t = t1 end if(t2 >= 0.0000 and t2 <= 1.00000) then t = t2 end if(t3 >= 0.0000 and t3 <= 1.00000) then t = t3 end end print() trace =as*t*t*t+bs*t*t+cs*t+Sptr[1]; if(time_s <= T[1]) then trace = Pos[1] end return trace end -- + (NSArray *)recursionGetsubLevelPointsWithSuperPoints:(NSArray *)points progress:(CGFloat)progress{ -- if (points.count == 1) return points; -- -- NSMutableArray *tempArr = [[NSMutableArray alloc] init]; -- for (int i = 0; i < points.count-1; i++) { -- NSValue *preValue = [points objectAtIndex:i]; -- CGPoint prePoint = preValue.CGPointValue; -- -- NSValue *lastValue = [points objectAtIndex:i+1]; -- CGPoint lastPoint = lastValue.CGPointValue; -- CGFloat diffX = lastPoint.x-prePoint.x; -- CGFloat diffY = lastPoint.y-prePoint.y; -- -- CGPoint currentPoint = CGPointMake(prePoint.x+diffX*progress, prePoint.y+diffY*progress); -- [tempArr addObject:[NSValue valueWithCGPoint:currentPoint]]; -- } -- return [self recursionGetsubLevelPointsWithSuperPoints:tempArr progress:progress]; -- } local points = {} function GetArray(points, progress) a = points[1] print("get:",a[1]) return tempArr end -- local c = {{1,2},{2,3}} -- GetArray(c)
local old_ptd000001_init = PlayerTweakData.init function PlayerTweakData:init(tweak_data) old_ptd000001_init(self, tweak_data) self.movement_state.standard.movement.speed.STANDARD_MAX = 700 self.movement_state.standard.movement.speed.RUNNING_MAX = 1150 self.movement_state.standard.movement.speed.CROUCHING_MAX = 450 self.movement_state.standard.movement.speed.STEELSIGHT_MAX = 1150 self.movement_state.standard.movement.speed.INAIR_MAX = 700 self.movement_state.standard.movement.speed.CLIMBING_MAX = 1150 end
local Menu = script.Parent local App = Menu.Parent local UIBlox = App.Parent local Packages = UIBlox.Parent local Roact = require(Packages.Roact) local t = require(Packages.t) local withStyle = require(UIBlox.Core.Style.withStyle) local ImageSetComponent = require(Packages.UIBlox.Core.ImageSet.ImageSetComponent) local Images = require(Packages.UIBlox.App.ImageSet.Images) local GenericTextLabel = require(UIBlox.Core.Text.GenericTextLabel.GenericTextLabel) local divideTransparency = require(UIBlox.Utility.divideTransparency) local Controllable = require(Packages.UIBlox.Core.Control.Controllable) local ControlState = require(Packages.UIBlox.Core.Control.Enum.ControlState) local KeyLabel = require(script.Parent.KeyLabel) local TEXT_ONLY_PADDING = 24 --Text only padding at the start and end of cells local ELEMENT_PADDING = 12 --Padding between elements local SELECTED_ICON_PADDING = 24 --Padding for selected icons at the end of cells local KEYLABEL_PADDING = 16 --Padding for key labels at the end of cells local ICON_SIZE = 36 local SELECTED_ICON_SIZE = 16 local CELL_BACKGROUND_ASSET = Images["component_assets/circle_17"] local function makeCell(backgroundThemeKey) local cellComponent = Roact.PureComponent:extend("CellFor" ..backgroundThemeKey) cellComponent.validateProps = t.strictInterface({ -- Icon can either be an Image in a ImageSet or a regular image asset icon = t.optional(t.union(t.table, t.string)), text = t.string, onActivated = t.callback, -- A KeyCode to display a keycode hint for, the display string based on the users keyboard is displayed. keyCodeLabel = t.optional(t.enum(Enum.KeyCode)), selected = t.optional(t.boolean), iconColorOverride = t.optional(t.Color3), textColorOverride = t.optional(t.Color3), elementHeight = t.integer, hasRoundTop = t.boolean, hasRoundBottom = t.boolean, hasDivider = t.boolean, disabled = t.optional(t.boolean), layoutOrder = t.integer, setButtonRef = t.optional(t.union(t.callback, t.table)), }) cellComponent.defaultProps = { selected = false, disabled = false, } function cellComponent:init() self.state = { controlState = ControlState.Default, keyLabelWidth = 0, } self.keyLabelSizeChanged = function(rbx) self:setState({ keyLabelWidth = rbx.AbsoluteSize.X, }) end self.setControlState = function(controlState) self:setState({ controlState = controlState, }) end end function cellComponent:getImageProperties() local imageSize = CELL_BACKGROUND_ASSET.ImageRectSize local imageOffset = CELL_BACKGROUND_ASSET.ImageRectOffset local xOffset = 8 * Images.ImagesResolutionScale local yOffset = 8 * Images.ImagesResolutionScale local imageCenter = Rect.new(xOffset, yOffset, imageSize.x - xOffset, imageSize.y - yOffset) local imageWidth = imageSize.X local halfImageWidth = math.floor(imageWidth / 2) local imageRectSize, imageRectOffset, sliceCenter if self.props.hasRoundTop and self.props.hasRoundBottom then imageRectSize = imageSize imageRectOffset = imageOffset sliceCenter = imageCenter elseif self.props.hasRoundTop then imageRectSize = Vector2.new(imageWidth, halfImageWidth) imageRectOffset = imageOffset sliceCenter = Rect.new(halfImageWidth - 1, halfImageWidth - 1, halfImageWidth +1, halfImageWidth) elseif self.props.hasRoundBottom then imageRectSize = Vector2.new(imageWidth, halfImageWidth) imageRectOffset = imageOffset + Vector2.new(0, halfImageWidth) sliceCenter = Rect.new(halfImageWidth - 1, 0, halfImageWidth + 1, 1) else imageRectSize = Vector2.new(1, 1) imageRectOffset = imageOffset + Vector2.new(halfImageWidth, halfImageWidth) sliceCenter = Rect.new(0, 0, 0, 0) end return imageRectSize, imageRectOffset, sliceCenter end function cellComponent:render() return withStyle(function(stylePalette) local theme = stylePalette.Theme local font = stylePalette.Font local leftPadding = TEXT_ONLY_PADDING if self.props.icon then leftPadding = ELEMENT_PADDING end local rightPadding = 0 if self.props.keyCodeLabel then rightPadding = KEYLABEL_PADDING elseif self.props.selected then rightPadding = SELECTED_ICON_PADDING end local overlayTheme = { Color = Color3.new(1, 1, 1), Transparency = 1, } if self.state.controlState == ControlState.Pressed then overlayTheme = theme.BackgroundOnPress elseif self.state.controlState == ControlState.Hover then overlayTheme = theme.BackgroundOnHover end local imageRectSize, imageRectOffset, sliceCenter = self:getImageProperties() local textLengthOffset = 0 local textOnly = true if self.props.icon then textOnly = false leftPadding = ELEMENT_PADDING textLengthOffset = ELEMENT_PADDING + ICON_SIZE end if self.props.selected then textOnly = false textLengthOffset = textLengthOffset + SELECTED_ICON_SIZE + SELECTED_ICON_PADDING end if self.props.keyCodeLabel then textOnly = false textLengthOffset = textLengthOffset + KEYLABEL_PADDING + self.state.keyLabelWidth end -- Add start and end padding for text. if textOnly then textLengthOffset = textLengthOffset + TEXT_ONLY_PADDING * 2 else textLengthOffset = textLengthOffset + ELEMENT_PADDING * 2 end local textTheme = theme.TextEmphasis if self.props.textColorOverride then textTheme = { Color = self.props.textColorOverride, Transparency = theme.TextEmphasis.Transparency } end if self.state.controlState == ControlState.Pressed or self.props.disabled then textTheme = { Color = textTheme.Color, Transparency = divideTransparency(theme.TextEmphasis.Transparency, 2) } end local cellStyle = theme[backgroundThemeKey] return Roact.createElement(Controllable, { controlComponent = { component = "ImageButton", props = { Size = UDim2.new(1, 0, 0, self.props.elementHeight), BackgroundTransparency = 1, Image = CELL_BACKGROUND_ASSET.Image, ScaleType = Enum.ScaleType.Slice, SliceCenter = sliceCenter, ImageRectSize = imageRectSize, ImageRectOffset = imageRectOffset, SliceScale = 1 / Images.ImagesResolutionScale, ImageTransparency = cellStyle.Transparency, ImageColor3 = cellStyle.Color, AutoButtonColor = false, LayoutOrder = self.props.layoutOrder, BorderSizePixel = 0, [Roact.Ref] = self.props.setButtonRef, [Roact.Event.Activated] = self.props.onActivated, }, children = { Divider = Roact.createElement("Frame", { BackgroundColor3 = theme.Divider.Color, BackgroundTransparency = theme.Divider.Transparency, BorderSizePixel = 0, Size = UDim2.new(1, 0, 0, 1), Position = UDim2.fromScale(0, 1), AnchorPoint = Vector2.new(0, 1), Visible = self.props.hasDivider, }), StateOverlay = Roact.createElement("ImageLabel", { BackgroundTransparency = 1, Image = CELL_BACKGROUND_ASSET.Image, ScaleType = Enum.ScaleType.Slice, SliceCenter = sliceCenter, ImageRectSize = imageRectSize, ImageRectOffset = imageRectOffset, SliceScale = 1 / Images.ImagesResolutionScale, ImageColor3 = overlayTheme.Color, ImageTransparency = overlayTheme.Transparency, BorderSizePixel = 0, Size = UDim2.fromScale(1, 1), ZIndex = 2, }), LeftAlignedContent = Roact.createElement("Frame", { BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), }, { Layout = Roact.createElement("UIListLayout", { HorizontalAlignment = Enum.HorizontalAlignment.Left, VerticalAlignment = Enum.VerticalAlignment.Center, FillDirection = Enum.FillDirection.Horizontal, SortOrder = Enum.SortOrder.LayoutOrder, Padding = UDim.new(0, ELEMENT_PADDING), }), LeftPadding = Roact.createElement("UIPadding", { PaddingLeft = UDim.new(0, leftPadding) }), Icon = self.props.icon and Roact.createElement(ImageSetComponent.Label, { Image = self.props.icon, Size = UDim2.fromOffset(ICON_SIZE, ICON_SIZE), BackgroundTransparency = 1, ImageColor3 = self.props.iconColorOverride or theme.IconEmphasis.Color, ImageTransparency = divideTransparency( theme.IconEmphasis.Transparency, self.props.disabled and 2 or 1 ), LayoutOrder = 1, }), Text = Roact.createElement(GenericTextLabel, { fontStyle = font.Header2, colorStyle = textTheme, BackgroundTransparency = 1, Size = UDim2.new(1, -textLengthOffset, 1, 0), Text = self.props.text, TextTruncate = Enum.TextTruncate.AtEnd, TextXAlignment = Enum.TextXAlignment.Left, LayoutOrder = 2, }), }), RightAlignedContent = Roact.createElement("Frame", { BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), }, { Layout = Roact.createElement("UIListLayout", { HorizontalAlignment = Enum.HorizontalAlignment.Right, VerticalAlignment = Enum.VerticalAlignment.Center, FillDirection = Enum.FillDirection.Horizontal, SortOrder = Enum.SortOrder.LayoutOrder, Padding = UDim.new(0, ELEMENT_PADDING), }), RightPadding = Roact.createElement("UIPadding", { PaddingRight = UDim.new(0, rightPadding) }), KeyLabel = self.props.keyCodeLabel and Roact.createElement(KeyLabel, { keyCode = self.props.keyCodeLabel, layoutOrder = 2, [Roact.Change.AbsoluteSize] = self.keyLabelSizeChanged }), SelectedIcon = Roact.createElement(ImageSetComponent.Label, { Image = Images["icons/status/success_small"], Size = UDim2.fromOffset(SELECTED_ICON_SIZE, SELECTED_ICON_SIZE), LayoutOrder = 1, BackgroundTransparency = 1, ImageColor3 = theme.IconEmphasis.Color, ImageTransparency = theme.IconEmphasis.Transparency, Visible = self.props.selected }), }), }, }, onStateChanged = function(_, newState) self.setControlState(newState) end, isDisabled = self.props.disabled, }) end) end return cellComponent end return makeCell
ESX = nil TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) local InventorySlots = {} local settings = { cache = {}, cache_used = {}, timer = { [1] = 0, [2] = 0, [3] = 0, [4] = 0, [5] = 0, }, weapons = { 'pistol', } } LoadSlots = function(source) local xPlayer = ESX.GetPlayerFromId(source) local PreSlots = {} MySQL.Async.fetchAll("SELECT identifier, slots FROM users WHERE identifier = @identifier", { ["@identifier"] = xPlayer.getIdentifier() }, function(result) if result[1].slots ~= nil then local data = json.decode(result[1].slots) table.insert(PreSlots , { identifier = tostring(result[1].identifier), first = tostring(data.first), second = tostring(data.second), third = tostring(data.third), fourth = tostring(data.fourth), fifth = tostring(data.fifth), }) table.insert(InventorySlots , { identifier = tostring(result[1].identifier), first = tostring(data.first), second = tostring(data.second), third = tostring(data.third), fourth = tostring(data.fourth), fifth = tostring(data.fifth), }) else table.insert(PreSlots , { identifier = tostring(result[1].identifier), first = tostring("Brak"), second = tostring("Brak"), third = tostring("Brak"), fourth = tostring("Brak"), fifth = tostring("Brak"), }) table.insert(InventorySlots , { identifier = tostring(result[1].identifier), first = tostring("Brak"), second = tostring("Brak"), third = tostring("Brak"), fourth = tostring("Brak"), fifth = tostring("Brak"), }) end end) return PreSlots end RegisterNetEvent("definitelynotPK:LoadSlots") AddEventHandler("definitelynotPK:LoadSlots", function() local _source = source local slots = LoadSlots(_source) Wait(2000) TriggerClientEvent("szymczakovv:updatebinds", _source, slots) end) SelectSlot = function(identifier) local toreturn for i=1, #InventorySlots, 1 do local slot = InventorySlots[i] if (tostring(slot.identifier) == tostring(identifier)) then toreturn = slot end end return toreturn end CheckWeapons = function(item) local send = false for i=1, #settings.weapons, 1 do if (string.lower(item) == string.lower(settings.weapons[i])) then send = true end end return send end CanUse = function(source, identifier, itemName, data) local _source = source local xPlayer = ESX.GetPlayerFromId(_source) if (itemName == tostring('Brak') or itemName == nil) then xPlayer.showNotification('Brak przypisanego klawisza') else if CheckWeapons(itemName) == true then local count = xPlayer.getInventoryItem(itemName).count if count > 0 then TriggerClientEvent('szymczakovv:IsWeapon', _source, itemName) else xPlayer.showNotification("You don't have assigned item - deleted from database item") DeleteFromSlot(source, identifier, data) end else local count = xPlayer.getInventoryItem(itemName).count if count > 0 then return true else xPlayer.showNotification("You don't have assigned item - deleted from database item") DeleteFromSlot(source, identifier, data) end end end end UseSlot = function(source, identifier, slot_out) local _source = source local xPlayer = ESX.GetPlayerFromId(_source) for i=1, #InventorySlots, 1 do if ((tostring(InventorySlots[i].identifier)) == tostring(identifier)) then local sloty = InventorySlots[i] local data = slot_out if data == 'first' then to_use = sloty.first elseif data == 'second' then to_use = sloty.second elseif data == 'third' then to_use = sloty.third elseif data == 'fourth' then to_use = sloty.fourth elseif data == 'fifth' then to_use = sloty.fifth end if CanUse(_source, identifier, to_use, data) == true then TriggerClientEvent('szymczakovv:useItem', _source, to_use) end end end end RegisterItemToSlot = function(source, slot_out, item) local _source = source local xPlayer = ESX.GetPlayerFromId(_source) for i=1, #InventorySlots, 1 do local sloty = InventorySlots[i] if ((tostring(sloty.identifier)) == tostring(xPlayer.getIdentifier())) then local data = slot_out if data == 'first' then sloty.first = item elseif data == 'second' then sloty.second = item elseif data == 'third' then sloty.third = item elseif data == 'fourth' then sloty.fourth = item elseif data == 'fifth' then sloty.fifth = item end UpdateSlotsDB(sloty, item, xPlayer.getIdentifier(), _source) end end end DeleteFromSlot = function(source, identifier, slot_out) local _source = source local xPlayer = ESX.GetPlayerFromId(_source) for i=1, #InventorySlots, 1 do local sloty = InventorySlots[i] if ((tostring(sloty.identifier)) == tostring(identifier)) then local data = slot_out if data == 'first' then sloty.first = "Brak" elseif data == 'second' then sloty.second = "Brak" elseif data == 'third' then sloty.third = "Brak" elseif data == 'fourth' then sloty.fourth = "Brak" elseif data == 'fifth' then sloty.fifth = "Brak" end UpdateSlotsDB(sloty, item, xPlayer.getIdentifier(), _source) end end end UpdateSlotsDB = function(sloty, item, identifier, source) local _source = source TriggerClientEvent("szymczakovv:updatebinds", _source, sloty) MySQL.Async.execute('UPDATE users SET slots = @sloty WHERE identifier = @license', { ['@sloty'] = json.encode(sloty), ['@license'] = identifier }) end RegisterServerEvent('szymczakovv:RegisterItemToSlot') AddEventHandler('szymczakovv:RegisterItemToSlot', function(itemnum, item) local _source = source local xPlayer = ESX.GetPlayerFromId(_source) RegisterItemToSlot(_source, itemnum, item) end) RegisterServerEvent('szymczakovv:UseItemFromBind') AddEventHandler('szymczakovv:UseItemFromBind', function(num) local _source = source local xPlayer = ESX.GetPlayerFromId(_source) UseSlot(_source, xPlayer.getIdentifier(), num) end) RegisterServerEvent('szymczakovv:deleteBind') AddEventHandler('szymczakovv:deleteBind', function(num) local _source = source local xPlayer = ESX.GetPlayerFromId(_source) DeleteFromSlot(_source, xPlayer.getIdentifier(), num) end) ESX.RegisterServerCallback('szymczakovv:getBinds', function(source, cb) local xPlayer = ESX.GetPlayerFromId(source) local data = SelectSlot(xPlayer.getIdentifier()) if data ~= nil then cb(data.first, data.second, data.third, data.fourth, data.fifth) else cb("Brak","Brak","Brak","Brak","Brak") end end)
local oldMarineInit = Marine.OnInitialized function Marine:OnInitialized() oldMarineInit(self) InitMixin(self, WalkMixin) end local networkVars = { } AddMixinNetworkVars(WalkMixin, networkVars) Shared.LinkClassToMap("Marine", Marine.kMapName, networkVars, true) if Client then local oldTriggerFootstep = Player.TriggerFootstep function Player:TriggerFootstep() if HasMixin(self, "Walk") and self:GetWalking() then return end return oldTriggerFootstep(self) end end local oldGetPlayFootsteps = Player.GetPlayFootsteps function Player:GetPlayFootsteps() if not Client then return false end return oldGetPlayFootsteps(self) and not (HasMixin(self, "Walk") and self:GetWalking()) end
local BasePlugin = require "kong.plugins.base_plugin" local basic_serializer = require "kong.plugins.log-serializers.basic" local producers = require "kong.plugins.verifi-kafka-log.producers" local cjson = require "cjson" local cjson_encode = cjson.encode local cjson_decode = cjson.decode local utils = require "kong.tools.utils" local concat = table.concat local ngx = ngx local kong = kong local gsub = string.gsub local res_get_headers = ngx.resp.get_headers local table_concat = table.concat local KafkaLogHandler = BasePlugin:extend() KafkaLogHandler.PRIORITY = 5 KafkaLogHandler.VERSION = "0.0.1" local mt_cache = { __mode = "k" } local producers_cache = setmetatable({}, mt_cache) local plugin_uuid = utils.uuid() --- Computes a cache key for a given configuration. local function cache_key(conf) -- here we rely on validation logic in schema that automatically assigns a unique id -- on every configuartion update -- return conf.uuid return plugin_uuid end function KafkaLogHandler:new() KafkaLogHandler.super.new(self, "verifi-kafka-log") end function KafkaLogHandler:access(conf) KafkaLogHandler.super.access(self) ngx.ctx.rt_body_chunks = {} ngx.ctx.rt_body_chunk_number = 1 end function KafkaLogHandler:body_filter(conf) KafkaLogHandler.super.body_filter(self) if conf.log_response_body then local cache_key = cache_key(conf) if not cache_key then ngx.log(ngx.ERR, "[verifi-kafka-log] cannot log a given request because configuration has no uuid") return end local producer = producers_cache[cache_key] if not producer then kong.log.notice("creating a new Kafka Producer for cache key: ", cache_key) local err producer, err = producers.new(conf) if not producer then ngx.log(ngx.ERR, "[verifi-kafka-log] failed to create a Kafka Producer for a given configuration: ", err) return end producers_cache[cache_key] = producer end local chunk, eof = ngx.arg[1], ngx.arg[2] if not eof then ngx.ctx.rt_body_chunks[ngx.ctx.rt_body_chunk_number] = chunk ngx.ctx.rt_body_chunk_number = ngx.ctx.rt_body_chunk_number + 1 -- ngx.arg[1] = nil else local body = table_concat(ngx.ctx.rt_body_chunks) local ok, err = producer:send(conf.topic, nil, cjson_encode(body)) -- ngx.arg[1] = body end end end --- Publishes a message to Kafka. -- Must run in the context of `ngx.timer.at`. local function log(premature, conf, message) if premature then return end local cache_key = cache_key(conf) if not cache_key then ngx.log(ngx.ERR, "[verifi-kafka-log] cannot log a given request because configuration has no uuid") return end local producer = producers_cache[cache_key] if not producer then kong.log.notice("creating a new Kafka Producer for cache key: ", cache_key) local err producer, err = producers.new(conf) if not producer then ngx.log(ngx.ERR, "[verifi-kafka-log] failed to create a Kafka Producer for a given configuration: ", err) return end producers_cache[cache_key] = producer end local ok, err = producer:send(conf.topic, nil, cjson_encode(message)) if not ok then ngx.log(ngx.ERR, "[verifi-kafka-log] failed to send a message on topic ", conf.topic, ": ", err) return end end function KafkaLogHandler:log(conf, other) KafkaLogHandler.super.log(self) local message = basic_serializer.serialize(ngx) local ok, err = ngx.timer.at(0, log, conf, message) if not ok then ngx.log(ngx.ERR, "[verifi-kafka-log] failed to create timer: ", err) end end return KafkaLogHandler
--[[ __________ __ ___. Open \______ \ ____ ____ | | _\_ |__ _______ ___ Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ \/ \/ \/ \/ \/ $Id$ Port of test_viewports.c to Lua Copyright (C) 2009 by Maurus Cuelenaere This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. ]]-- -- TODO: outsource this rb.DRMODE_SOLID = 3 rb.LCD_BLACK = rb.lcd_rgbpack(0, 0, 0) rb.LCD_WHITE = rb.lcd_rgbpack(255, 255, 255) rb.LCD_DEFAULT_FG = rb.LCD_WHITE rb.LCD_DEFAULT_BG = rb.LCD_BLACK BGCOLOR_1 = rb.lcd_rgbpack(255,255,0) BGCOLOR_2 = rb.lcd_rgbpack(0,255,0) FGCOLOR_1 = rb.lcd_rgbpack(0,0,255) local vp0 = { x = 0, y = 0, width = rb.LCD_WIDTH, height = 20, font = rb.FONT_UI, drawmode = rb.DRMODE_SOLID, fg_pattern = rb.LCD_DEFAULT_FG, bg_pattern = BGCOLOR_1 } local vp1 = { x = rb.LCD_WIDTH / 10, y = 20, width = rb.LCD_WIDTH / 3, height = rb.LCD_HEIGHT / 2, font = rb.FONT_SYSFIXED, drawmode = rb.DRMODE_SOLID, fg_pattern = rb.LCD_DEFAULT_FG, bg_pattern = rb.LCD_DEFAULT_BG }; local vp2 = { x = rb.LCD_WIDTH / 2, y = 40, width = rb.LCD_WIDTH / 3, height = (rb.LCD_HEIGHT / 2), font = rb.FONT_UI, drawmode = rb.DRMODE_SOLID, fg_pattern = FGCOLOR_1, bg_pattern = BGCOLOR_2 }; local vp3 = { x = rb.LCD_WIDTH / 4, y = (5 * rb.LCD_HEIGHT) / 8, width = rb.LCD_WIDTH / 2, height = (rb.LCD_HEIGHT / 4), font = rb.FONT_SYSFIXED, drawmode = rb.DRMODE_SOLID, fg_pattern = rb.LCD_BLACK, bg_pattern = rb.LCD_WHITE }; rb.set_viewport(vp0) rb.clear_viewport() rb.lcd_puts_scroll(0,0,"Viewport testing plugin - this is a scrolling title") rb.set_viewport(vp1); rb.clear_viewport(); for i = 0, 3 do rb.lcd_puts_scroll(0,i,string.format("Left text, scrolling_line %d",i)); end rb.set_viewport(vp2); rb.clear_viewport(); for i = 0, 3 do rb.lcd_puts_scroll(1,i,string.format("Right text, scrolling line %d",i)); end local y = -10 for i = -10, vp2.width + 10, 5 do rb.lcd_drawline(i, y, i, vp2.height - y); end rb.set_viewport(vp3); rb.clear_viewport(); for i = 1, 2 do rb.lcd_puts_scroll(2,i,string.format("Bottom text, a scrolling line %d",i)); end rb.lcd_puts_scroll(4,3,"Short line") rb.lcd_update() rb.button_get(true) rb.set_viewport(nil)
local CEmitter = require 'nelua.cemitter' local iters = require 'nelua.utils.iterators' local traits = require 'nelua.utils.traits' local errorer = require 'nelua.utils.errorer' local stringer = require 'nelua.utils.stringer' local bn = require 'nelua.utils.bn' local cdefs = require 'nelua.cdefs' local cbuiltins = require 'nelua.cbuiltins' local typedefs = require 'nelua.typedefs' local CContext = require 'nelua.ccontext' local types = require 'nelua.types' local primtypes = typedefs.primtypes local function izipargnodes(vars, argnodes) local iter, ts, i = iters.izip2(vars, argnodes) local lastargindex = #argnodes local lastargnode = argnodes[#argnodes] local calleetype = lastargnode and lastargnode.attr.calleetype if lastargnode and lastargnode.tag:sub(1,4) == 'Call' and (not calleetype or not calleetype.is_type) then -- last arg is a runtime call assert(calleetype) -- we know the callee type return function() local var, argnode i, var, argnode = iter(ts, i) if not i then return nil end if i >= lastargindex and lastargnode.attr.multirets then -- argnode does not exists, fill with multiple returns type -- in case it doest not exists, the argtype will be false local callretindex = i - lastargindex + 1 local argtype = calleetype:get_return_type(callretindex) return i, var, argnode, argtype, callretindex, calleetype else local argtype = argnode and argnode.attr.type return i, var, argnode, argtype, nil end end else -- no calls from last argument return function() local var, argnode i, var, argnode = iter(ts, i) if not i then return end -- we are sure this argument have no type, set argtype to false local argtype = argnode and argnode.attr.type return i, var, argnode, argtype end end end local function destroy_variable(context, emitter, vartype, varname) if not vartype:has_destroyable() then return end local destroymt = vartype.metafields.__destroy if destroymt then emitter:add_indent_ln(context:declname(destroymt), '(&', varname, ');') end for _,field in ipairs(vartype.fields) do if field.type:has_destroyable() then destroy_variable(context, emitter, field.type, varname..'.'..field.name) end end end local function destroy_callee_returns(context, emitter, retvalname, calleetype, ignoreindexes) for i,returntype in ipairs(calleetype.rettypes) do if returntype:has_destroyable() and not ignoreindexes[i] then local retargname if calleetype:has_multiple_returns() then retargname = string.format('%s.r%d', retvalname, i) else retargname = retvalname end destroy_variable(context, emitter, returntype, retargname) end end end local function destroy_scope_variables(context, emitter, scope) for i=#scope.symbols,1,-1 do local symbol = scope.symbols[i] if not symbol.moved then local symtype = scope.symbols[i].type if symbol.scopedestroy then destroy_variable(context, emitter, symtype, context:declname(symbol)) end end end if scope.deferblocks then for i=#scope.deferblocks,1,-1 do local deferblock = scope.deferblocks[i] emitter:add_indent_ln('{') context:push_scope(deferblock.scope.parent) emitter:add(deferblock) context:pop_scope() emitter:add_indent_ln('}') end end end local function destroy_upscopes_variables(context, emitter, kind) local scope = context.scope repeat destroy_scope_variables(context, emitter, scope) scope = scope.parent until (scope[kind] or scope == context.rootscope) destroy_scope_variables(context, emitter, scope) end local function copy_variable(context, emitter, vartype, varname, srcvarname) local copymt = vartype.metafields.__copy if copymt then emitter:add_indent_ln(context:declname(copymt), '(&', varname, ', &', srcvarname, ');') end for _,field in ipairs(vartype.fields) do if field.type:has_copyable() then copy_variable(context, emitter, field.type, varname..'.'..field.name, srcvarname..'.'..field.name) end end end local function create_variable(context, emitter, type, val, valtype) if not valtype and traits.is_astnode(val) then valtype = val.attr.type end local copying = false if type == valtype and traits.is_astnode(val) and val.attr.lvalue and type:has_copyable() then if not val.attr.maymove or val.attr.moved then copying = true else val.attr.moved = true end end if copying then emitter:add_ln('({') emitter:inc_indent() emitter:add_indent_ln(type, ' _t1 = {0};') emitter:add_indent(type, '* _t2 = &') emitter:add_val2type(type, val, valtype) emitter:add_ln(';') copy_variable(context, emitter, type, '_t1', '(*_t2)') emitter:add_indent_ln('_t1;') emitter:dec_indent() emitter:add_indent('})') else emitter:add_val2type(type, val, valtype) end end local function visit_assignments(context, emitter, varnodes, valnodes, decl) local usetemporary = false if not decl and #valnodes > 1 then -- multiple assignments must assign to a temporary first (in case of a swap) usetemporary = true end local defemitter = CEmitter(context, emitter.depth) local multiretvalname for _,varnode,valnode,valtype,lastcallindex in izipargnodes(varnodes, valnodes or {}) do local varattr = varnode.attr local noinit = varattr.noinit or varattr.cexport local vartype = varattr.type if not vartype.is_type and (not varattr.nodecl or not decl) and not varattr.comptime then local declared, defined = false, false if decl and varattr.staticstorage then -- declare main variables in the top scope local decemitter = CEmitter(context) decemitter:add_indent() if not varattr.nostatic and not varattr.cexport then decemitter:add('static ') end decemitter:add(varnode) if valnode and valnode.attr.initializer then -- initialize to const values decemitter:add(' = ') assert(not lastcallindex) local state = context:push_state() state.ininitializer = true decemitter:add_val2type(vartype, valnode) context:pop_state() defined = true else -- pre initialize to zeros if not noinit then decemitter:add(' = ') decemitter:add_zeroinit(vartype) end end decemitter:add_ln(';') context:add_declaration(decemitter:generate()) declared = true end if lastcallindex == 1 then -- last assigment value may be a multiple return call multiretvalname = context:genuniquename('ret') local retctype = context:funcretctype(valnode.attr.calleetype) emitter:add_indent_ln(retctype, ' ', multiretvalname, ' = ', valnode, ';') end local dodestroy = not decl and vartype:has_destroyable() and traits.is_astnode(valnode) local docopy = vartype:has_copyable() and traits.is_astnode(valnode) if docopy or dodestroy then usetemporary = true end local retvalname if lastcallindex then retvalname = string.format('%s.r%d', multiretvalname, lastcallindex) elseif usetemporary then retvalname = context:genuniquename('asgntmp') emitter:add_indent(vartype, ' ', retvalname, ' = ') create_variable(context, emitter, vartype, valnode) emitter:add_ln(';') if dodestroy then destroy_variable(context, emitter, vartype, context:declname(varnode.attr)) end end if not declared or (not defined and (valnode or lastcallindex)) then -- declare or define if needed defemitter:add_indent() if not declared then defemitter:add(varnode) else defemitter:add(context:declname(varattr)) end if not noinit or not decl then -- initialize variable defemitter:add(' = ') if retvalname then defemitter:add_val2type(vartype, retvalname, valtype, varnode.checkcast) elseif valnode then defemitter:add_val2type(vartype, valnode) else defemitter:add_zeroinit(vartype) end end defemitter:add_ln(';') end elseif varattr.cinclude then -- not declared, might be an imported variable from C context:add_include(varattr.cinclude) end end emitter:add(defemitter:generate()) end local typevisitors = {} local function emit_type_attributes(decemitter, type) if type.aligned then decemitter:add(' __attribute__((aligned(', type.aligned, ')))') end if type.packed then decemitter:add(' __attribute__((packed))') end end typevisitors[types.ArrayType] = function(context, type) local decemitter = CEmitter(context, 0) decemitter:add('typedef struct {', type.subtype, ' data[', type.length, '];} ', type.codename) emit_type_attributes(decemitter, type) decemitter:add_ln(';') decemitter:add_ln('nelua_static_assert(sizeof(',type.codename,') == ', type.size, ', "Nelua and C disagree on type size");') table.insert(context.declarations, decemitter:generate()) end typevisitors[types.PointerType] = function(context, type) local decemitter = CEmitter(context, 0) local index = nil if type.subtype.is_composite and not type.subtype.nodecl and not context.declarations[type.subtype.codename] then -- offset declaration of pointers before records/unions index = #context.declarations+2 end if type.subtype.is_array and type.subtype.length == 0 then decemitter:add_ln('typedef ', type.subtype.subtype, '* ', type.codename, ';') else decemitter:add_ln('typedef ', type.subtype, '* ', type.codename, ';') end if not index then index = #context.declarations+1 end table.insert(context.declarations, index, decemitter:generate()) end local function typevisitor_CompositeType(context, type) local decemitter = CEmitter(context, 0) local kindname = type.is_record and 'struct' or 'union' decemitter:add_ln('typedef ',kindname,' ', type.codename, ' ', type.codename, ';') table.insert(context.declarations, decemitter:generate()) local defemitter = CEmitter(context, 0) --if #type.fields > 0 then defemitter:add(kindname, ' ', type.codename) defemitter:add_ln(' {') for _,field in ipairs(type.fields) do local fieldctype if field.type.is_array then fieldctype = field.type.subtype else fieldctype = context:ctype(field.type) end defemitter:add(' ', fieldctype, ' ', field.name) if field.type.is_array then defemitter:add('[', field.type.length, ']') end defemitter:add_ln(';') end defemitter:add('}') emit_type_attributes(defemitter, type) defemitter:add_ln(';') --end defemitter:add_ln('nelua_static_assert(sizeof(',type.codename,') == ', type.size, ', "Nelua and C disagree on type size");') table.insert(context.declarations, defemitter:generate()) end typevisitors[types.RecordType] = typevisitor_CompositeType typevisitors[types.UnionType] = typevisitor_CompositeType typevisitors[types.EnumType] = function(context, type) local decemitter = CEmitter(context, 0) decemitter:add_ln('typedef ', type.subtype, ' ', type.codename, ';') table.insert(context.declarations, decemitter:generate()) end typevisitors[types.FunctionType] = function(context, type) local decemitter = CEmitter(context, 0) decemitter:add('typedef ', context:funcretctype(type), ' (*', type.codename, ')(') for i,argtype in ipairs(type.argtypes) do if i>1 then decemitter:add(', ') end decemitter:add(argtype) end decemitter:add_ln(');') table.insert(context.declarations, decemitter:generate()) end typevisitors.FunctionReturnType = function(context, functype) if not functype:has_multiple_returns() then return context:ctype(functype:get_return_type(1)) end local retctype = functype.codename .. '_ret' if context:is_declared(retctype) then return retctype end local numrets = functype:get_return_count() local retemitter = CEmitter(context) retemitter:add_indent_ln('typedef struct ', retctype, ' {') retemitter:inc_indent() for i=1,numrets do local rettype = functype:get_return_type(i) assert(rettype) retemitter:add_indent_ln(rettype, ' ', 'r', i, ';') end retemitter:dec_indent() retemitter:add_indent_ln('} ', retctype, ';') context:add_declaration(retemitter:generate(), retctype) return retctype end --[[ typevisitors[types.PolyFunctionType] = function(context, type) if type.nodecl or context:is_declared(type.codename) then return end local decemitter = CEmitter(context, 0) decemitter:add_ln('typedef void* ', type.codename, ';') context:add_declaration(decemitter:generate(), type.codename) end ]] typevisitors[types.Type] = function(context, type) if type.is_any then --luacov:enable context:ensure_runtime_builtin('nlany') elseif type.is_niltype then context:ensure_runtime_builtin('nlniltype') else errorer.assertf(cdefs.primitive_ctypes[type.codename], 'C type visitor for "%s" is not defined', type) end end local visitors = {} function visitors.Number(context, node, emitter) local attr = node.attr if not attr.type.is_float and not attr.untyped and not context.state.ininitializer then emitter:add_ctypecast(attr.type) end emitter:add_numeric_literal(attr) end function visitors.String(_, node, emitter) local attr = node.attr if attr.type.is_stringy then emitter:add_string_literal(attr.value, attr.type.is_cstring) else if attr.type == primtypes.cchar then emitter:add("'", string.char(bn.tointeger(attr.value)), "'") else emitter:add_numeric_literal(attr) end end end function visitors.Boolean(_, node, emitter) emitter:add_booleanlit(node.attr.value) end function visitors.Nil(_, _, emitter) emitter:add_nil_literal() end function visitors.Varargs(_, _, emitter) --luacov:disable assert('not implemented yet') emitter:add('...') end --luacov:enable function visitors.VarargsType(_, _, emitter) emitter:add('...') end function visitors.Table(context, node, emitter) local attr = node.attr local childnodes, type = node[1], attr.type local len = #childnodes if len == 0 and (type.is_composite or type.is_array) then if not context.state.ininitializer then emitter:add_ctypecast(type) end emitter:add_zeroinit(type) elseif type.is_record then if context.state.ininitializer then local state = context:push_state() state.inrecordinitializer = true emitter:add('{', childnodes, '}') context:pop_state() else local compactemit = false if #childnodes == #type.fields then compactemit = true local hascall = false for _,childnode in ipairs(childnodes) do local childvalnode if childnode.tag == 'Pair' then childvalnode = childnode[2] else childvalnode = childnode end local childvaltype = childvalnode.attr.type local iscall = childnode.tag:match('^Call') if childvaltype.is_array or (hascall and iscall) then compactemit = false break end if iscall then hascall = true end end end if compactemit then emitter:add('(',type,'){') else emitter:add_ln('({') emitter:inc_indent() emitter:add_indent(type, ' __rec = ') emitter:add_zeroinit(type) emitter:add_ln(';') end for i,childnode in ipairs(childnodes) do local fieldname = childnode.fieldname local named = false local childvalnode if childnode.tag == 'Pair' then childvalnode = childnode[2] named = true else childvalnode = childnode end local childvaltype = childvalnode.attr.type if compactemit then if i > 1 then emitter:add(', ') end if named then emitter:add('.', fieldname, ' = ') end else if childvaltype.is_array then emitter:add_indent('(*(', childvaltype, '*)__rec.', fieldname, ') = ') else emitter:add_indent('__rec.', fieldname, ' = ') end end local fieldtype = type.fields[fieldname].type assert(fieldtype) create_variable(context, emitter, fieldtype, childvalnode, childvaltype) if not compactemit then emitter:add_ln(';') end end if compactemit then emitter:add('}') else emitter:add_indent_ln('__rec;') emitter:dec_indent() emitter:add_indent('})') end end elseif type.is_array then if context.state.ininitializer then if context.state.inrecordinitializer then emitter:add('{', childnodes, '}') else emitter:add('{{', childnodes, '}}') end else emitter:add_ctypecast(type) emitter:add('{{', childnodes, '}}') end else --luacov:disable error('not implemented yet') end --luacov:enable end function visitors.Pair(context, node, emitter) local namenode, valuenode = node:args() local parenttype = node.parenttype if parenttype and parenttype.is_composite then assert(traits.is_string(namenode)) emitter:add('.', cdefs.quotename(namenode), ' = ') local fieldtype = parenttype.fields[namenode].type create_variable(context, emitter, fieldtype, valuenode, valuenode.attr.type) else --luacov:disable error('not implemented yet') end --luacov:enable end -- TODO: Function function visitors.PragmaCall(context, node, emitter) local name, args = node:args() if name == 'cinclude' then context:add_include(table.unpack(args)) elseif name == 'cemit' then local code = args[1] if traits.is_string(code) and not stringer.endswith(code, '\n') then code = code .. '\n' end if traits.is_string(code) then emitter:add(code) elseif traits.is_function(code) then code(emitter) end elseif name == 'cemitdecl' then local code = args[1] if traits.is_string(code) and not stringer.endswith(code, '\n') then code = code .. '\n' end if traits.is_string(code) then context:add_declaration(code) elseif traits.is_function(code) then local decemitter = CEmitter(context) code(decemitter) context:add_declaration(decemitter:generate()) end elseif name == 'cemitdef' then local code = args[1] if traits.is_string(code) and not stringer.endswith(code, '\n') then code = code .. '\n' end if traits.is_string(code) then context:add_definition(code) elseif traits.is_function(code) then local defemitter = CEmitter(context) code(defemitter) context:add_definition(defemitter:generate()) end elseif name == 'cdefine' then context:add_declaration(string.format('#define %s\n', args[1])) elseif name == 'cflags' then table.insert(context.compileopts.cflags, args[1]) elseif name == 'ldflags' then table.insert(context.compileopts.ldflags, args[1]) elseif name == 'linklib' then table.insert(context.compileopts.linklibs, args[1]) end end function visitors.Id(context, node, emitter) local attr = node.attr assert(not attr.type.is_comptime) if attr.type.is_nilptr then emitter:add_null() elseif attr.comptime then emitter:add_literal(attr) else emitter:add(context:declname(attr)) end end function visitors.Paren(_, node, emitter) local innernode = node:args() emitter:add(innernode) --emitter:add('(', innernode, ')') end visitors.FuncType = visitors.Type visitors.ArrayType = visitors.Type visitors.PointerType = visitors.Type function visitors.IdDecl(context, node, emitter) local attr = node.attr local type = attr.type if attr.comptime or type.is_comptime then emitter:add(context:ensure_runtime_builtin('nlniltype'), ' ', context:declname(attr)) return end if attr.funcdecl then emitter:add(context:declname(attr)) return end if type.is_type then return end if attr.cexport then emitter:add(context:ensure_runtime_builtin('nelua_cexport'), ' ') end if attr.register then emitter:add('register ') end if attr.const and attr.type.is_pointer then emitter:add('const ') end if attr.volatile then emitter:add('volatile ') end if attr.restrict then emitter:add('__restrict ') end if attr.static then emitter:add('static ') end if attr.cqualifier then emitter:add(attr.cqualifier, ' ') end emitter:add(type, ' ', context:declname(attr)) if attr.cattribute then emitter:add(' __attribute__((', attr.cattribute, '))') end if type:has_destroyable() then attr.scopedestroy = true end end local function visitor_Call(context, node, emitter, argnodes, callee, calleeobjnode) local isblockcall = context:get_parent_node().tag == 'Block' if isblockcall then emitter:add_indent() end local attr = node.attr local calleetype = attr.calleetype if calleetype.is_procedure then -- function call local tmpargs = {} local tmpcount = 0 local lastcalltmp local sequential = false local serialized = false local callargtypes = attr.pseudoargtypes or calleetype.argtypes local callargattrs = attr.pseudoargattrs or calleetype.argattrs local ismethod = attr.ismethod for i,funcargtype,argnode,_,lastcallindex in izipargnodes(callargtypes, argnodes) do if funcargtype.is_cvarargs and not argnode then break end if (argnode and argnode.attr.sideeffect) or lastcallindex == 1 then -- expressions with side effects need to be evaluated in sequence -- and expressions with multiple returns needs to be stored in a temporary tmpcount = tmpcount + 1 local tmpname = '__tmp' .. tmpcount tmpargs[i] = tmpname if lastcallindex == 1 then lastcalltmp = tmpname end if tmpcount >= 2 or lastcallindex then -- only need to evaluate in sequence mode if we have two or more temporaries -- or the last argument is a multiple return call sequential = true serialized = true end end end local handlereturns local retvalname local returnfirst local enclosed = calleetype:has_multiple_returns() local destroyable = calleetype:has_destroyable_return() if not attr.multirets and (enclosed or destroyable) then -- we are handling the returns returnfirst = not isblockcall handlereturns = true serialized = true end if serialized then -- break apart the call into many statements if not isblockcall then emitter:add('(') end emitter:add_ln('{') emitter:inc_indent() end if sequential then for _,tmparg,argnode,argtype,_,lastcalletype in izipargnodes(tmpargs, argnodes) do -- set temporary values in sequence if tmparg then if lastcalletype then -- type for result of multiple return call argtype = context:funcretctype(lastcalletype) end emitter:add_indent_ln(argtype, ' ', tmparg, ' = ', argnode, ';') end end end if serialized then emitter:add_indent() if handlereturns then -- save the return type local retctype = context:funcretctype(calleetype) retvalname = context:genuniquename('ret') emitter:add(retctype, ' ', retvalname, ' = ') end end if ismethod then emitter:add(context:declname(attr.calleesym), '(') emitter:add_val2type(calleetype.argtypes[1], calleeobjnode) else if attr.pointercall then emitter:add('(*') end if not traits.is_string(callee) and attr.calleesym then emitter:add(context:declname(attr.calleesym)) else emitter:add(callee) end if attr.pointercall then emitter:add(')') end emitter:add('(') end for i,funcargtype,argnode,argtype,lastcallindex in izipargnodes(callargtypes, argnodes) do if funcargtype.is_cvarargs and not argnode then break end if i > 1 or ismethod then emitter:add(', ') end local arg = argnode if sequential then if lastcallindex then arg = string.format('%s.r%d', lastcalltmp, lastcallindex) elseif tmpargs[i] then arg = tmpargs[i] end end if callargattrs[i].comptime then -- compile time function argument emitter:add_nil_literal() else create_variable(context, emitter, funcargtype, arg, argtype) end end emitter:add(')') if serialized then -- end sequential expression emitter:add_ln(';') if handlereturns and destroyable then local ignoredestroyindexes = {} if returnfirst then ignoredestroyindexes[1] = true end destroy_callee_returns(context, emitter, retvalname, calleetype, ignoredestroyindexes) end if returnfirst then -- get just the first result in multiple return functions if enclosed then emitter:add_indent_ln(retvalname, '.r1;') else emitter:add_indent_ln(retvalname, ';') end end emitter:dec_indent() emitter:add_indent('}') if not isblockcall then emitter:add(')') end end else --TODO: handle better calls on any types emitter:add(callee, '(', argnodes, ')') end if isblockcall then emitter:add_ln(";") end end function visitors.Call(context, node, emitter) if node.attr.omitcall then return end local argnodes, calleenode = node:args() local calleetype = node.attr.calleetype local callee = calleenode if calleenode.attr.builtin then local builtin = cbuiltins.inlines[calleenode.attr.name] callee = builtin(context, node, emitter) end if calleetype.is_type then -- type cast local type = node.attr.type if #argnodes == 1 then local argnode = argnodes[1] if argnode.attr.type ~= type then -- type really differs, cast it emitter:add_val2type(type, argnode, argnode.attr.type) else -- same type, no need to cast emitter:add(argnode) end else emitter:add_ctyped_zerotype(type) end elseif callee then visitor_Call(context, node, emitter, argnodes, callee, nil) end end function visitors.CallMethod(context, node, emitter) local name, argnodes, calleeobjnode = node:args() visitor_Call(context, node, emitter, argnodes, nil, calleeobjnode) --[[ local name, args, callee, block_call = node:args() if block_call then emitter:add_indent() end local sep = #args > 0 and ', ' or '' emitter:add(callee, '.', cdefs.quotename(name), '(', callee, sep, args, ')') if block_call then emitter:add_ln() end ]] end -- indexing function visitors.DotIndex(context, node, emitter) local name, objnode = node:args() local attr = node.attr local type = attr.type local objtype = objnode.attr.type local poparray = false if type.is_array then if objtype:implict_deref_type().is_composite and context.state.inarrayindex == node then context.state.recordindexed = node elseif not attr.globalfield then emitter:add('(*(', type, '*)') poparray = true end end if objtype.is_type then objtype = node.indextype if objtype.is_enum then local field = objtype.fields[name] emitter:add_numeric_literal(field, objtype.subtype) elseif objtype.is_composite then if attr.comptime then emitter:add_literal(attr) else emitter:add(context:declname(attr)) end else --luacov:disable error('not implemented yet') end --luacov:enable elseif objtype.is_pointer then emitter:add(objnode, '->', cdefs.quotename(name)) else emitter:add(objnode, '.', cdefs.quotename(name)) end if poparray then emitter:add(')') end end visitors.ColonIndex = visitors.DotIndex function visitors.ArrayIndex(context, node, emitter) local indexnode, objnode = node:args() local objtype = objnode.attr.type local pointer = false if objtype.is_pointer and not objtype.is_generic_pointer then -- indexing a pointer to an array objtype = objtype.subtype pointer = true end if objtype.is_record then local atindex = node.attr.calleesym and node.attr.calleesym.name:match('.__atindex') if atindex then emitter:add('(*') end visitor_Call(context, node, emitter, {indexnode}, nil, objnode) if atindex then emitter:add(')') end else if not objtype.is_array then --luacov:disable error('not implemented yet') end --luacov:enable if pointer then if objtype.length == 0 then emitter:add('(',objnode, ')[') else emitter:add('((', objtype.subtype, '*)', objnode, ')[') end elseif objtype.length == 0 then emitter:add('((', objtype.subtype, '*)&', objnode, ')[') else context:push_state().inarrayindex = objnode emitter:add(objnode) if context.state.recordindexed ~= objnode then emitter:add('.data') end emitter:add('[') context:pop_state() end if not node.attr.checkbounds then emitter:add(indexnode) else local indextype = indexnode.attr.type emitter:add(context:ensure_runtime_builtin('nelua_assert_bounds_', indextype)) emitter:add('(', indexnode, ', ', objtype.length, ')') end emitter:add(']') end end function visitors.Block(context, node, emitter) local statnodes = node:args() emitter:inc_indent() local scope = context:push_forked_scope(node) do emitter:add_traversal_list(statnodes, '') end if not node.attr.returnending and not scope.alreadydestroyed then destroy_scope_variables(context, emitter, scope) end context:pop_scope() emitter:dec_indent() end function visitors.Return(context, node, emitter) local retnodes = node:args() local numretnodes = #retnodes -- destroy parent blocks local defemitter = CEmitter(context, emitter.depth) local desemitter = CEmitter(context, emitter.depth) local funcscope = context.scope:get_up_return_scope() or context.rootscope context.scope.alreadydestroyed = true funcscope.has_return = true if funcscope == context.rootscope then -- in main body node:assertraisef(numretnodes <= 1, "multiple returns in main is not supported yet") if numretnodes == 0 then -- main must always return an integer defemitter:add_indent_ln('return 0;') else -- return one value (an integer expected) local retnode = retnodes[1] defemitter:add_indent('return ') defemitter:add_val2type(primtypes.cint, retnode) defemitter:add_ln(';') end elseif funcscope.is_doexpr then defemitter:add_indent_ln('__expr = ', retnodes[1], ';') else local functype = funcscope.functype local numfuncrets = functype:get_return_count() if not functype:has_multiple_returns() then if numfuncrets == 0 then -- no returns assert(numretnodes == 0) defemitter:add_indent_ln('return;') elseif numfuncrets == 1 then -- one return local retnode, rettype = retnodes[1], functype:get_return_type(1) defemitter:add_indent('return ') if retnode then -- return value is present retnode.attr.maymove = true create_variable(context, defemitter, rettype, retnode) defemitter:add_ln(';') else -- no return value present, generate a zeroed one defemitter:add_ctyped_zerotype(rettype) defemitter:add_ln(';') end end else -- multiple returns local funcretctype = context:funcretctype(functype) local retemitter = CEmitter(context, defemitter.depth) local multiretvalname retemitter:add('return (', funcretctype, '){') local ignoredestroyindexes = {} local usedlastcalletype for i,funcrettype,retnode,rettype,lastcallindex,lastcalletype in izipargnodes(functype.rettypes, retnodes) do if i>1 then retemitter:add(', ') end if lastcallindex == 1 then usedlastcalletype = lastcalletype assert(usedlastcalletype) -- last assignment value may be a multiple return call defemitter:add_indent_ln('{') defemitter:inc_indent() multiretvalname = context:genuniquename('ret') local retctype = context:funcretctype(retnode.attr.calleetype) defemitter:add_indent_ln(retctype, ' ', multiretvalname, ' = ', retnode, ';') end if lastcallindex then local retvalname = string.format('%s.r%d', multiretvalname, lastcallindex) create_variable(context, retemitter, funcrettype, retvalname, rettype) ignoredestroyindexes[lastcallindex] = true else retnode.attr.maymove = true create_variable(context, retemitter, funcrettype, retnode) end end retemitter:add_ln('};') if usedlastcalletype then destroy_callee_returns(context, defemitter, multiretvalname, usedlastcalletype, ignoredestroyindexes) end defemitter:add_indent(retemitter:generate()) if multiretvalname then defemitter:dec_indent() defemitter:add_indent_ln('}') end end end destroy_upscopes_variables(context, desemitter, 'function') emitter:add(desemitter:generate()) emitter:add(defemitter:generate()) end function visitors.If(_, node, emitter) local ifparts, elseblock = node:args() for i,ifpart in ipairs(ifparts) do local condnode, blocknode = ifpart[1], ifpart[2] if i == 1 then emitter:add_indent("if(") emitter:add_val2type(primtypes.boolean, condnode) emitter:add_ln(") {") else emitter:add_indent("} else if(") emitter:add_val2type(primtypes.boolean, condnode) emitter:add_ln(") {") end emitter:add(blocknode) end if elseblock then emitter:add_indent_ln("} else {") emitter:add(elseblock) end emitter:add_indent_ln("}") end function visitors.Switch(context, node, emitter) local valnode, caseparts, elsenode = node:args() emitter:add_indent_ln("switch(", valnode, ") {") emitter:inc_indent() context:push_forked_scope(node) for _,casepart in ipairs(caseparts) do local caseexprs, caseblock = casepart[1], casepart[2] for i=1,#caseexprs-1 do emitter:add_indent_ln("case ", caseexprs[i], ":") end emitter:add_indent_ln("case ", caseexprs[#caseexprs], ': {') -- last case emitter:add(caseblock) -- block emitter:inc_indent() emitter:add_indent_ln('break;') emitter:dec_indent() emitter:add_indent_ln("}") end if elsenode then emitter:add_indent_ln('default: {') emitter:add(elsenode) emitter:inc_indent() emitter:add_indent_ln('break;') emitter:dec_indent() emitter:add_indent_ln("}") end context:pop_scope(node) emitter:dec_indent() emitter:add_indent_ln("}") end function visitors.Do(context, node, emitter) local blocknode = node:args() local doemitter = CEmitter(context, emitter.depth) doemitter:add(blocknode) if doemitter:is_empty() then return end emitter:add_indent_ln("{") emitter:add(doemitter:generate()) emitter:add_indent_ln("}") end function visitors.DoExpr(context, node, emitter) local blocknode = node[1] if blocknode[1][1].tag == 'Return' then -- single statement emitter:add(blocknode[1][1][1][1]) else emitter:add_ln("({") emitter:inc_indent() emitter:add_indent_ln(node.attr.type, ' __expr;') emitter:dec_indent() context:push_forked_scope(node) emitter:add(blocknode) context:pop_scope() emitter:inc_indent() emitter:add_indent_ln('__expr;') emitter:dec_indent() emitter:add_indent("})") end end function visitors.Defer(context, node) local blocknode = node:args() local deferblocks = context.scope.deferblocks if not deferblocks then deferblocks = {} context.scope.deferblocks = deferblocks end table.insert(deferblocks, blocknode) end function visitors.While(context, node, emitter) local condnode, blocknode = node:args() emitter:add_indent("while(") emitter:add_val2type(primtypes.boolean, condnode) emitter:add_ln(') {') local scope = context:push_forked_scope(node) emitter:add(blocknode) context:pop_scope() emitter:add_indent_ln("}") if scope.breaklabel then emitter:add_ln(scope.breaklabel, ':;') end end function visitors.Repeat(context, node, emitter) local blocknode, condnode = node:args() emitter:add_indent_ln("while(true) {") local scope = context:push_forked_scope(node) emitter:add(blocknode) emitter:inc_indent() emitter:add_indent('if(') emitter:add_val2type(primtypes.boolean, condnode) emitter:add_ln(') {') emitter:inc_indent() emitter:add_indent_ln('break;') emitter:dec_indent() emitter:add_indent_ln('}') context:pop_scope() emitter:dec_indent() emitter:add_indent_ln('}') if scope.breaklabel then emitter:add_ln(scope.breaklabel, ':;') end end function visitors.ForNum(context, node, emitter) local itvarnode, begvalnode, compop, endvalnode, stepvalnode, blocknode = node:args() compop = node.attr.compop local fixedstep = node.attr.fixedstep local fixedend = node.attr.fixedend local itvarattr = itvarnode.attr local itmutate = itvarattr.mutate local scope = context:push_forked_scope(node) do local ccompop = cdefs.compare_ops[compop] local ittype = itvarattr.type local itname = context:declname(itvarattr) local itforname = itmutate and '__it' or itname emitter:add_indent('for(', ittype, ' ', itforname, ' = ') emitter:add_val2type(ittype, begvalnode) local cmpval if not fixedend or not compop then emitter:add(', __end = ') emitter:add_val2type(ittype, endvalnode) cmpval = '__end' else cmpval = endvalnode end local stepval if not fixedstep then emitter:add(', __step = ') emitter:add_val2type(ittype, stepvalnode) stepval = '__step' else stepval = fixedstep end emitter:add('; ') if compop then emitter:add(itforname, ' ', ccompop, ' ') if traits.is_string(cmpval) then emitter:add(cmpval) else emitter:add_val2type(ittype, cmpval) end else -- step is an expression, must detect the compare operation at runtime assert(not fixedstep) emitter:add('__step >= 0 ? ', itforname, ' <= __end : ', itforname, ' >= __end') end emitter:add_ln('; ', itforname, ' = ', itforname, ' + ', stepval, ') {') emitter:inc_indent() if itmutate then emitter:add_indent_ln(itvarnode, ' = __it;') end emitter:dec_indent() emitter:add(blocknode) emitter:add_indent_ln('}') end context:pop_scope() if scope.breaklabel then emitter:add_ln(scope.breaklabel, ':;') end end function visitors.ForIn() --luacov:disable -- this should never happen error('impossible') end --luacov:enable function visitors.Break(context, _, emitter) destroy_upscopes_variables(context, emitter, 'is_loop') context.scope.alreadydestroyed = true local breakscope = context.scope:get_up_scope_of_any_kind('is_loop', 'is_switch') if breakscope.is_switch then breakscope = context.scope:get_up_scope_of_any_kind('is_loop') local breaklabel = breakscope.breaklabel if not breaklabel then breaklabel = context:genuniquename('loop_break_label') breakscope.breaklabel = breaklabel end emitter:add_indent_ln('goto ', breaklabel, ';') else emitter:add_indent_ln('break;') end end function visitors.Continue(context, _, emitter) destroy_upscopes_variables(context, emitter, 'is_loop') context.scope.alreadydestroyed = true emitter:add_indent_ln('continue;') end function visitors.Label(context, node, emitter) emitter:add_ln(context:declname(node.attr), ':;') end function visitors.Goto(context, node, emitter) emitter:add_indent_ln('goto ', context:declname(node.attr.label), ';') end function visitors.VarDecl(context, node, emitter) local varscope, varnodes, valnodes = node:args() visit_assignments(context, emitter, varnodes, valnodes, true) end function visitors.Assign(context, node, emitter) local vars, vals = node:args() visit_assignments(context, emitter, vars, vals) end local function resolve_function_qualifier(context, attr) local qualifier = '' if not attr.entrypoint and not attr.nostatic and not attr.cexport then qualifier = 'static ' end if attr.cinclude then context:add_include(attr.cinclude) end if attr.cimport and attr.codename ~= 'nelua_main' then qualifier = '' end if attr.cexport then qualifier = qualifier .. context:ensure_runtime_builtin('nelua_cexport') .. ' ' end if attr.volatile then qualifier = qualifier .. 'volatile ' end if attr.inline then qualifier = qualifier .. 'inline ' end if attr.noinline then qualifier = qualifier .. context:ensure_runtime_builtin('nelua_noinline') .. ' ' end if attr.noreturn then qualifier = qualifier .. context:ensure_runtime_builtin('nelua_noreturn') .. ' ' end if attr.cqualifier then qualifier = qualifier .. attr.cqualifier .. ' ' end if attr.cattribute then qualifier = string.format('%s__attribute__((%s)) ', qualifier, attr.cattribute) end return qualifier end function visitors.FuncDef(context, node, emitter) local attr = node.attr local type = attr.type if type.is_polyfunction then for _,polyeval in ipairs(type.evals) do emitter:add(polyeval.node) end return end local varscope, varnode, argnodes, retnodes, annotnodes, blocknode = node:args() local qualifier = resolve_function_qualifier(context, attr) local hookmain = attr.cimport and attr.codename == 'nelua_main' if hookmain then context.maindeclared = true end local declare = not attr.nodecl or hookmain local define = not attr.cimport if not declare and not define then -- nothing to do return end local decemitter, defemitter, implemitter = CEmitter(context), CEmitter(context), CEmitter(context) local retctype = context:funcretctype(type) decemitter:add_indent(qualifier, retctype, ' ') defemitter:add_indent(retctype, ' ') decemitter:add(varnode) defemitter:add(varnode) local funcscope = context:push_forked_scope(node) funcscope.functype = type do decemitter:add('(') defemitter:add('(') if varnode.tag == 'ColonIndex' then decemitter:add(node.attr.metafuncselftype, ' self') defemitter:add(node.attr.metafuncselftype, ' self') if #argnodes > 0 then decemitter:add(', ') defemitter:add(', ') end end decemitter:add_ln(argnodes, ');') defemitter:add_ln(argnodes, ') {') implemitter:add(blocknode) if not blocknode.attr.returnending then implemitter:inc_indent() destroy_scope_variables(context, implemitter, funcscope) implemitter:dec_indent() end end context:pop_scope() implemitter:add_indent_ln('}') if declare then context:add_declaration(decemitter:generate()) end if define then context:add_definition(defemitter:generate()) if attr.entrypoint and not context.hookmain then context:add_definition(function() return context.mainemitter:generate() end) end context:add_definition(implemitter:generate()) end end function visitors.Function(context, node, emitter) local argnodes, retnodes, annotnodes, blocknode = node:args() local attr = node.attr local type = attr.type local qualifier = resolve_function_qualifier(context, attr) local decemitter, defemitter, implemitter = CEmitter(context), CEmitter(context), CEmitter(context) local retctype = context:funcretctype(type) decemitter:add_indent(qualifier, retctype, ' ') defemitter:add_indent(retctype, ' ') local declname = context:declname(attr) decemitter:add(declname) defemitter:add(declname) local funcscope = context:push_forked_scope(node) funcscope.functype = type do decemitter:add('(') defemitter:add('(') decemitter:add_ln(argnodes, ');') defemitter:add_ln(argnodes, ') {') implemitter:add(blocknode) if not blocknode.attr.returnending then implemitter:inc_indent() destroy_scope_variables(context, implemitter, funcscope) implemitter:dec_indent() end end context:pop_scope() implemitter:add_indent_ln('}') context:add_declaration(decemitter:generate()) context:add_definition(defemitter:generate()) context:add_definition(implemitter:generate()) emitter:add(declname) end function visitors.UnaryOp(_, node, emitter) local attr = node.attr if attr.comptime then emitter:add_literal(attr) return end local opname, argnode = node:args() local op = cdefs.unary_ops[opname] assert(op) local surround = not node.attr.inconditional if surround then emitter:add('(') end if traits.is_string(op) then emitter:add(op, argnode) else local builtin = cbuiltins.operators[opname] builtin(node, emitter, argnode) end if surround then emitter:add(')') end end function visitors.BinaryOp(context, node, emitter) if node.attr.comptime then emitter:add_literal(node.attr) return end local opname, lnode, rnode = node:args() local type = node.attr.type local op = cdefs.binary_ops[opname] assert(op) local surround = not node.attr.inconditional if surround then emitter:add('(') end if node.attr.dynamic_conditional then emitter:add_ln('({') emitter:inc_indent() if node.attr.ternaryor then -- lua style "ternary" operator emitter:add_indent_ln(type, ' t_;') emitter:add_indent('bool cond_ = ') emitter:add_val2type(primtypes.boolean, lnode[2]) emitter:add_ln(';') emitter:add_indent_ln('if(cond_) {') emitter:add_indent(' t_ = ') create_variable(context, emitter, type, lnode[3]) emitter:add_ln(';') emitter:add_indent(' cond_ = ') emitter:add_val2type(primtypes.boolean, 't_', type) emitter:add_ln(';') emitter:add_indent_ln('}') emitter:add_indent_ln('if(!cond_) {') emitter:add_indent(' t_ = ') create_variable(context, emitter, type, rnode) emitter:add_ln(';') emitter:add_indent_ln('}') emitter:add_indent_ln('t_;') else emitter:add_indent(type, ' t1_ = ') create_variable(context, emitter, type, lnode) --TODO: be smart and remove this unused code emitter:add_ln(';') emitter:add_indent_ln(type, ' t2_ = {0};') if opname == 'and' then assert(not node.attr.ternaryand) emitter:add_indent('bool cond_ = ') emitter:add_val2type(primtypes.boolean, 't1_', type) emitter:add_ln(';') emitter:add_indent_ln('if(cond_) {') emitter:inc_indent() emitter:add_indent('t2_ = ') create_variable(context, emitter, type, rnode) emitter:add_ln(';') emitter:add_indent('cond_ = ') emitter:add_val2type(primtypes.boolean, 't2_', type) emitter:add_ln(';') emitter:dec_indent() emitter:add_indent_ln('}') destroy_variable(context, emitter, type, 't1_') emitter:add_indent_ln('cond_ ? t2_ : (', type, '){0};') elseif opname == 'or' then emitter:add_indent('bool cond_ = ') emitter:add_val2type(primtypes.boolean, 't1_', type) emitter:add_ln(';') emitter:add_indent_ln('if(!cond_) {') emitter:inc_indent() emitter:add_indent('t2_ = ') create_variable(context, emitter, type, rnode) emitter:add_ln(';') destroy_variable(context, emitter, type, 't1_') emitter:dec_indent() emitter:add_indent_ln('}') emitter:add_indent_ln('cond_ ? t1_ : t2_;') end end emitter:dec_indent() emitter:add_indent('})') else local sequential = lnode.attr.sideeffect and rnode.attr.sideeffect local lname = lnode local rname = rnode if sequential then -- need to evaluate args in sequence when one expression has side effects emitter:add_ln('({') emitter:inc_indent() emitter:add_indent_ln(lnode.attr.type, ' t1_ = ', lnode, ';') emitter:add_indent_ln(rnode.attr.type, ' t2_ = ', rnode, ';') emitter:add_indent() lname = 't1_' rname = 't2_' end if traits.is_string(op) then emitter:add(lname, ' ', op, ' ', rname) else local builtin = cbuiltins.operators[opname] builtin(node, emitter, lnode, rnode, lname, rname) end if sequential then emitter:add_ln(';') emitter:dec_indent() emitter:add_indent('})') end end if surround then emitter:add(')') end end local generator = {} local function emit_features_setup(context) local emitter = CEmitter(context) do -- warnings emitter:add_ln('#ifdef __GNUC__') -- throw error on implict declarations emitter:add_ln('#pragma GCC diagnostic error "-Wimplicit-function-declaration"') emitter:add_ln('#pragma GCC diagnostic error "-Wimplicit-int"') -- importing C functions can cause this warn emitter:add_ln('#pragma GCC diagnostic ignored "-Wincompatible-pointer-types"') -- C zero initialization for anything emitter:add_ln('#pragma GCC diagnostic ignored "-Wmissing-braces"') emitter:add_ln('#pragma GCC diagnostic ignored "-Wmissing-field-initializers"') -- usage of no_sanitize_memory/no_sanitize_address cause this warning emitter:add_ln('#pragma GCC diagnostic ignored "-Wattributes"') -- the code generator may generate unused variables, parameters, functions emitter:add_ln('#pragma GCC diagnostic ignored "-Wunused-parameter"') emitter:add_ln('#if defined(__clang__)') emitter:add_ln('#pragma GCC diagnostic ignored "-Wunused"') emitter:add_ln('#else') emitter:add_ln('#pragma GCC diagnostic ignored "-Wunused-variable"') emitter:add_ln('#pragma GCC diagnostic ignored "-Wunused-function"') emitter:add_ln('#pragma GCC diagnostic ignored "-Wunused-but-set-variable"') emitter:add_ln('#pragma GCC diagnostic ignored "-Wunused-label"') -- for ignoring const* on pointers emitter:add_ln('#pragma GCC diagnostic ignored "-Wdiscarded-qualifiers"') emitter:add_ln('#endif') -- the code generator may generate always true/false expressions for integers emitter:add_ln('#pragma GCC diagnostic ignored "-Wtype-limits"') emitter:add_ln('#endif') end do -- static assert macro emitter:add([[#if __STDC_VERSION__ >= 201112L #define nelua_static_assert _Static_assert #else #define nelua_static_assert(x, y) #endif ]]) emitter:add_ln('nelua_static_assert(sizeof(void*) == ', primtypes.pointer.size, ', "Nelua and C disagree on architecture size");') end context:add_declaration(emitter:generate()) end local function emit_main(ast, context) emit_features_setup(context) context:add_include('<stddef.h>') context:add_include('<stdint.h>') context:add_include('<stdbool.h>') local mainemitter = CEmitter(context, -1) context.mainemitter = mainemitter if not context.entrypoint or context.hookmain then mainemitter:inc_indent() mainemitter:add_ln("int nelua_main(int nelua_argc, char** nelua_argv) {") mainemitter:add_traversal(ast) if not context.rootscope.has_return then -- main() must always return an integer mainemitter:inc_indent() mainemitter:add_indent_ln("return 0;") mainemitter:dec_indent() end mainemitter:add_ln("}") mainemitter:dec_indent() if not context.maindeclared then context:add_declaration('static int nelua_main(int nelua_argc, char** nelua_argv);\n') end else mainemitter:inc_indent() mainemitter:add_traversal(ast) mainemitter:dec_indent() end if not context.entrypoint then mainemitter:add_indent_ln('int main(int argc, char **argv) {') mainemitter:inc_indent(2) mainemitter:add_indent_ln('return nelua_main(argc, argv);') mainemitter:dec_indent(2) mainemitter:add_indent_ln('}') end if not context.entrypoint or context.hookmain then context:add_definition(mainemitter:generate()) end end function generator.generate(ast, context) CContext.promote_context(context, visitors, typevisitors) emit_main(ast, context) context:evaluate_templates() local code = table.concat({ '/* ------------------------------ DECLARATIONS ------------------------------ */\n', table.concat(context.declarations), '/* ------------------------------ DEFINITIONS ------------------------------- */\n', table.concat(context.definitions) }) return code, context.compileopts end generator.compiler = require('nelua.ccompiler') return generator
--[[ ******************************************************* * LASP - LUA AREA SCRIPTING PROJECT * * License * ******************************************************* This software is provided as free and open source by the staff of The Lua Area Scripting Project, in accordance with the AGPL license. This means we provide the software we have created freely and it has been thoroughly tested to work for the developers, but NO GUARANTEE is made it will work for you as well. Please give credit where credit is due, if modifying, redistributing and/or using this software. Thank you. -- ]] -- // Eversong Woods by Yerney // -- -- Amani Axe Thrower -- function AmaniAxe_OnCombat(pUnit, Event) pUnit:RegisterEvent("AmaniAxe_Throw", 3000, 0) end function AmaniAxe_Throw(pUnit, Event) pUnit:FullCastSpellOnTarget(10277, pUnit:GetClosestPlayer()) end function AmaniAxe_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function AmaniAxe_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(15641, 1, "AmaniAxe_OnCombat") RegisterUnitEvent(15641, 2, "AmaniAxe_LeaveCombat") RegisterUnitEvent(15641, 4, "AmaniAxe_Dead") -- Amani Berserker -- function AmaniBerserker_OnCombat(pUnit, Event) pUnit:RegisterEvent("AmaniBerserker_Enrage", 7000, 1) end function AmaniBerserker_Enrage(pUnit, Event) pUnit:FullCastSpell(8599) end function AmaniBerserker_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function AmaniBerserker_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(15643, 1, "AmaniBerserker_OnCombat") RegisterUnitEvent(15643, 2, "AmaniBerserker_LeaveCombat") RegisterUnitEvent(15643, 4, "AmaniBerserker_Dead") -- Amani ShadowPriest -- function AmaniPriest_OnCombat(pUnit, Event) pUnit:RegisterEvent("AmaniPriest_Pain", 6000, 1) end function AmaniPriest_Pain(pUnit, Event) pUnit:FullCastSpellOnTarget(11639, pUnit:GetClosestPlayer()) end function AmaniPriest_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function AmaniPriest_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(15642, 1, "AmaniPriest_OnCombat") RegisterUnitEvent(15642, 2, "AmaniPriest_LeaveCombat") RegisterUnitEvent(15642, 4, "AmaniPriest_Dead") -- AngerShade -- function AngerShade_OnCombat(pUnit, Event) pUnit:RegisterEvent("AngerShade_Enrage", 7000, 1) end function AngerShade_Enrage(pUnit, Event) pUnit:FullCastSpell(8599) end function AngerShade_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function AngerShade_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(15656, 1, "AngerShade_OnCombat") RegisterUnitEvent(15656, 2, "AngerShade_LeaveCombat") RegisterUnitEvent(15656, 4, "AngerShade_Dead") -- Arcane Wraith -- function ArcaneWraith_OnCombat(pUnit, Event) pUnit:RegisterEvent("ArcaneWraith_ArcaneBolt", 4000, 0) end function ArcaneWraith_ArcaneBolt(pUnit, Event) pUnit:FullCastSpellOnTarget(37361, pUnit:GetClosestPlayer()) end function ArcaneWraith_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function ArcaneWraith_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(15273, 1, "ArcaneWraith_OnCombat") RegisterUnitEvent(15273, 2, "ArcaneWraith_LeaveCombat") RegisterUnitEvent(15273, 4, "ArcaneWraith_Dead") -- DarkWraith -- function DarkWraith_OnCombat(pUnit, Event) pUnit:RegisterEvent("DarkWraith_Enrage", 7000, 1) end function DarkWraith_Enrage(pUnit, Event) pUnit:FullCastSpell(8599) end function DarkWraith_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function DarkWraith_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(15657, 1, "DarkWraith_OnCombat") RegisterUnitEvent(15657, 2, "DarkWraith_LeaveCombat") RegisterUnitEvent(15657, 4, "DarkWraith_Dead") -- Feral Tender -- function FeralTen_OnCombat(pUnit, Event) pUnit:RegisterEvent("FeralTen_Renew", 9000, 1) end function FeralTen_Renew(pUnit, Event) pUnit:FullCastSpell(31325) end function FeralTen_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function FeralTen_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(15294, 1, "FeralTen_OnCombat") RegisterUnitEvent(15294, 2, "FeralTen_LeaveCombat") RegisterUnitEvent(15294, 4, "FeralTen_Dead") -- ManaSerpent -- function ManaSerpent_OnCombat(pUnit, Event) pUnit:RegisterEvent("ManaSerpent_FairieFire", 4000, 1) end function ManaSerpent_FairieFire(pUnit, Event) pUnit:FullCastSpellOnTarget(25602, pUnit:GetClosestPlayer()) end function ManaSerpent_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function ManaSerpent_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(15966, 1, "ManaSerpent_OnCombat") RegisterUnitEvent(15966, 2, "ManaSerpent_LeaveCombat") RegisterUnitEvent(15966, 4, "ManaSerpent_Dead") -- Mana Stalker-- function ManaStalker_OnCombat(pUnit, Event) pUnit:RegisterEvent("ManaStalker_MoonFire", 4000, 1) end function ManaStalker_MoonFire(pUnit, Event) pUnit:FullCastSpellOnTarget(25602, pUnit:GetClosestPlayer()) end function ManaStalker_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function ManaStalker_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(15647, 1, "ManaStalker_OnCombat") RegisterUnitEvent(15647, 2, "ManaStalker_LeaveCombat") RegisterUnitEvent(15647, 4, "ManaStalker_Dead") -- ManaWraith -- function ManaWraith_OnCombat(pUnit, Event) pUnit:RegisterEvent("ManaWraith_FairieFire", 4000, 1) end function ManaWraith_FairieFire(pUnit, Event) pUnit:FullCastSpellOnTarget(25602, pUnit:GetClosestPlayer()) end function ManaWraith_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function ManaWraith_Dead(pUnit, Event) pUnit:CastSpell(29109) pUnit:RemoveEvents() end RegisterUnitEvent(15648, 1, "ManaWraith_OnCombat") RegisterUnitEvent(15648, 2, "ManaWraith_LeaveCombat") RegisterUnitEvent(15648, 4, "ManaWraith_Dead") -- PlagueBonePillager -- function PlagueBonePillager_OnCombat(pUnit, Event) pUnit:RegisterEvent("PlagueBonePillager_Strike", 5000, 0) end function PlagueBonePillager_Strike(pUnit, Event) pUnit:FullCastSpellOnTarget(11976, pUnit:GetClosestPlayer()) end function PlagueBonePillager_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function PlagueBonePillager_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(15654, 1, "PlagueBonePillager_OnCombat") RegisterUnitEvent(15654, 2, "PlagueBonePillager_LeaveCombat") RegisterUnitEvent(15654, 4, "PlagueBonePillager_Dead") -- RotlimbMarauder -- function RotlimbMarauder_OnCombat(pUnit, Event) pUnit:RegisterEvent("RotlimbMarauder_DiseaseTouch", 5000, 1) end function RotlimbMarauder_DiseaseTouch(pUnit, Event) pUnit:FullCastSpellOnTarget(3234, pUnit:GetClosestPlayer()) end function RotlimbMarauder_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function RotlimbMarauder_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(15658, 1, "RotlimbMarauder_OnCombat") RegisterUnitEvent(15658, 2, "RotlimbMarauder_LeaveCombat") RegisterUnitEvent(15658, 4, "RotlimbMarauder_Dead") -- WitheredGreenKeeper -- function WitheredGreenKeeper_OnCombat(pUnit, Event) pUnit:RegisterEvent("WitheredGreenKeeper_Strike", 5000, 0) end function WitheredGreenKeeper_Strike(pUnit, Event) pUnit:FullCastSpellOnTarget(13584, pUnit:GetClosestPlayer()) end function WitheredGreenKeeper_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function WitheredGreenKeeper_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(15637, 1, "WitheredGreenKeeper_OnCombat") RegisterUnitEvent(15637, 2, "WitheredGreenKeeper_LeaveCombat") RegisterUnitEvent(15637, 4, "WitheredGreenKeeper_Dead") -- WrecthedHooligan -- function WrecthedHooligan_OnCombat(pUnit, Event) pUnit:RegisterEvent("WrecthedHooligan_Strike", 5000, 0) pUnit:RegisterEvent("WrecthedHooligan_Bitter", 12000, 1) end function WrecthedHooligan_Strike(pUnit, Event) pUnit:FullCastSpellOnTarget(14873, pUnit:GetClosestPlayer()) end function WrecthedHooligan_Bitter(pUnit, Event) pUnit:FullCastSpellOnTarget(29098, pUnit:GetClosestPlayer()) end function WrecthedHooligan_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function WrecthedHooligan_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(16162, 1, "WrecthedHooligan_OnCombat") RegisterUnitEvent(16162, 2, "WrecthedHooligan_LeaveCombat") RegisterUnitEvent(16162, 4, "WrecthedHooligan_Dead") -- WrecthedThug -- function WrecthedThug_OnCombat(pUnit, Event) pUnit:RegisterEvent("WrecthedHooligan_Strike", 5000, 0) pUnit:RegisterEvent("WrecthedThug_Bitter", 12000, 1) end function WrecthedThug_Bitter(pUnit, Event) pUnit:FullCastSpellOnTarget(29098, pUnit:GetClosestPlayer()) end function WrecthedThug_LeaveCombat(pUnit, Event) pUnit:RemoveEvents() end function WrecthedThug_Dead(pUnit, Event) pUnit:RemoveEvents() end RegisterUnitEvent(15645, 1, "WrecthedThug_OnCombat") RegisterUnitEvent(15645, 2, "WrecthedThug_LeaveCombat") RegisterUnitEvent(15645, 4, "WrecthedThug_Dead")
--[[ Copyright (c) 2010 Manuel "Roujin" Wolf Copyright (c) 2012 Henrique Poyatos Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Language(utf8 "Português do Brasil", "Brazilian Portuguese", "pt_br", "br") --]] Language("Português do Brasil", "Brazilian Portuguese", "pt_br", "br") Inherit("English") Encoding(utf8) --[[ 1. Menus e Janelas de Sistema 2. Menu Superior --]] -- 1. Menus e Janelas de Sistema main_menu = { new_game = "Novo Jogo", custom_level = "Fase Personalizada", load_game = "Carregar Jogo", options = "Opções", savegame_version = "versão de jogo salvo: ", version = "Versão: ", exit = "Sair", } tooltip.main_menu = { new_game = "Iniciar na primeira fase do jogo", custom_level = "Construir seu hospital para uma única fase", load_game = "Carregar um jogo salvo anteriormente", options = "Modifique várias configurações", exit = "Não se vá!", } new_game_window = { easy = "Júnior (Fácil)", medium = "Pleno (Médio)", hard = "Sênior (Difícil)", tutorial = "Tutorial", cancel = "Cancelar", } tooltip.new_game_window = { easy = "Se você é novo em jogos de simulação esta é a opção para você", medium = "Este é o meio do campinho se você está inseguro do que deve escolher", hard = "Se você está acostumado com este tipo de jogo e quer mais desafios, escolha esta opção", tutorial = "Se você precisa de ajuda para começar a jogar, escolha esta opção", tutorial = "Tutorial", cancel = "Ah, eu não queria começar um novo jogo !", } custom_game_window = { caption = "Jogo Customizado", free_build = "Construção Livre", } tooltip.custom_game_window = { start_game_with_name = "Carregando fase %s", free_build = "Escolha esta opção se você quer jogar sem dinheiro ou objetivos de jogo", } load_game_window = { caption = "Carregar Jogo", } tooltip.load_game_window = { load_game = "Carregar jogo %s", load_game_number = "Carregar jogo %d", load_autosave = "Carregar jogo salvo automaticamente", } menu_list_window = { name = "Nome", save_date = "Modificado", back = "Voltar", } tooltip.menu_list_window = { name = "Clique aqui para ordenar por nome", save_date = "Clique aqui para ordenar por data de última modificação", back = "Fechar esta janela", } options_window = { fullscreen = "Tela cheia", width = "Largura", height = "Altura", change_resolution = "Mudar resolução de tela", browse = "Procurar", new_th_directory = "Aqui você pode indicar outro diretório onde o jogo Theme Hospital está instalado, entretando se mudar o diretório o jogo será reiniciado.", cancel = "Cancelar", back = "Voltar", } tooltip.options_window = { fullscreen_button = "Clique para mudar para tela cheia", width = "Digite a largura desejada", height = "Digite a altura desejada", change_resolution = "Mude a resolução da janela para os valores inseridos à esquerda", language = "Selecionar '%s' como linguagem", original_path = "Diretório informado como sendo da instalação do Theme Hospital original", browse = "Procurar outro diretório de instalação do Theme Hospital. %1%", back = "Fechar a janela de opções", } lua_console = { execute_code = "Executar", close = "Fechar", } tooltip.lua_console = { textbox = "Digite um código Lua para rodar aqui", execute_code = "Run the code you have entered", close = "Fechar o console", } save_game_window = { caption = "Salvar Jogo", new_save_game = "Novo Jogo Salvo", } tooltip.save_game_window = { save_game = "Sobrescrevendo jogo salvo %s", new_save_game = "Digite o nome para este jogo salvo", } totd_window = { tips = { "Todo hospital precisa de um balção de recepção e uma Sala de Clínica Geral para começar. Depois disso, dependará do tipo de pacientes que visitará seu hospital. Ter uma farmácia é sempre uma boa idéia, entretanto.", "Máquina como o Inflador precisam de constante manutenção. Contrate um ou dois funcionários da Manutenção para reparos nestas máquinas, ou colocará seus funcionários e pacientes em risco.", "Depois de um certo período de trabalho, seus funcionários ficarão cansados. Certifique-se de construir uma Sala de Relaxamento, para que posam descansar.", "Instale radiadores o suficiente para manter seus funcionários e pacientes aquecidos, do contrário ficarão infelizes. Use o Mapa da Cidade para localizar pontos do hospital que precisem ser aquecidos.", "O nível de habilidade de um médico reflexe na qualidade e velocidade dos diagnósticos. Coloque um médico experiente na Sala de Clínica Geral, assim não precisará de muitas salas de diagnósticos adicionais.", "Médicos de níveis 'Junior' e 'Pleno' podem melhorar suas habilidades aprendendo com um Sênior na Sala de Treinamento. Se o Sênior possuir alguma qualificação especial (Cirurgião, Psiquiatra ou Pesquisador), ele irá passar este conhecido ao(s) seu(s) pupilo(s).", "Você já tentou digitar o numéro europeu de emergência (112) no aparelho de fax ? Certifique-se que o seu som esteja ligado !", "Você pode ajustar algumas configurações como a resolução de tela e linguagem na janela de opções que pode ser acessar no menu inicial e dentro do jogo.", "Você selecionou uma linguagem que não o inglês, mas existem textos em inglês por todos os lugares? Ajude-nos a traduzir os textos restantes para sua língua !", "A comunidade do Jogo CorsixTH está precisando de reforços em sua equipe ! Você está interessado em codificar, traduzir ou criar gráficos para o CorsixTH? Entre em contato conosco pelo nosso Fórum, Lista de Discussão ou canal de IRC (#corsix-th no freenode).", "Se localizar um bug, por favor reporte-o em nosso bugtracker: th-issues.corsix.org", "Cada fase possui certas metas a serem atingidas antes de passar para a próxima fase. Cheque a janela de situação para acompanhar seu progresso a fim de atingir seus objetivos.", "Se você deseja editar ou remover um sala existente, pode fazê-lo com o botão de edição de sala na barra inferior.", "Caso haja uma multidão de pacientes esperando, você deve descobrir rapidamente quais deles estão aguardando por uma sala em particular passando o ponteiro do mouse por cima desta sala.", "Clique nas portas das salas para ver sua fila. Isso pode ser muito útil, já que pode reordenar a fila ou encaminhar um paciente para outra sala.", "Funcionários infelizes irão pedir aumentos de salários com mais frequência. Certifique-se que sua equipe esteja trabalho em um ambiente de trabalho confortável para mantê-los felizes.", "Pacientes podem ficar com sede enquanto esperam em seu hospital, ainda mais se ligar o aquecimento! Instale máquinas de venda de refrigerantes em pontos estratégicos para um ganho extra.", "Você pode abortar o processo de diagnóstico prematuramente e presupor a cura, se você já tiver descoberto a doença. Atente-se que desta maneira aumenta-se o risco de um tratamento errado, resultando na morte do paciente.", "Emergências podem ser uma boa fonte de grana extra, desde que você possua plena capacidade e recursos de lidar com os pacientes à tempo.", }, previous = "Dica anterior", next = "Próxima Dica", } tooltip.totd_window = { previous = "Mostrar a dica anterior", next = "Mostrar a próxima dica", } -- 2. Menu Superior menu = { file = " ARQUIVO ", options = " OPÇÕES ", display = " DISPLAY", charts = " GRÁFICOS ", debug = " DEBUG ", } -- Menu File menu_file = { load = " CARREGAR JOGO ", save = " SALVAR JOGO ", restart = " REINICIAR ", quit = " SAIR ", } -- Menu Options menu_options = { sound = " SOM ", announcements = " ANÚNCIOS ", music = " MÚSICA ", sound_vol = " VOLUME DOS SONS ", announcements_vol = " SOM DOS ANÚNCIOS ", music_vol = " VOLUME DA MUSICA ", autosave = " AUTOSALVAR ", game_speed = " VELOCIDADE DO JOGO ", jukebox = " JUKEBOX ", } -- Menu Display menu_display = { high_res = " ALTA RESOLUÇÃO ", mcga_lo_res = " BAIXA RESOLUÇÃO ", shadows = " SOMBRAS ", } -- Menu Charts menu_charts = { statement = " EXTRATO BANCÁRIO ", casebook = " PRONTUÁRIO DE DOENÇAS ", policy = " POLÍTICAS DO HOSPITAL ", research = " PESQUISA ", graphs = " GRÁFICOS ", staff_listing = " QUADRO DE FUNCIONÁRIOS ", bank_manager = " GERENTE DO BANCO ", status = " STATUS ", briefing = " OBJETIVO DESTA FASE ", } -- Menu Options Volume menu_options_volume = { [10] = " 10% ", [20] = " 20% ", [30] = " 30% ", [40] = " 40% ", [50] = " 50% ", [60] = " 60% ", [70] = " 70% ", [80] = " 80% ", [90] = " 90% ", [100] = " 100% ", } menu_options = { lock_windows = " TRAVAR JANELAS ", edge_scrolling = " EDGE SCROLLING ", settings = " CONFIGURAÇÕES ", adviser_disabled = " NOTIFICAÇÕES ", warmth_colors = " WARMTH COLOURS", } menu_options_game_speed = { pause = " (P) PAUSADO ", slowest = " (1) MUITO LENTO ", slower = " (2) LENTO ", normal = " (3) NORMAL ", max_speed = " (4) RÁPIDO ", and_then_some_more = " (5) AINDA MAIS RÁPIDO ", } menu_options_warmth_colors = { choice_1 = " Vermelho ", choice_2 = " Azul Verde Vermelho ", choice_3 = " Amarelo Laranja Vermelho ", } -- The demo does not contain this string menu_file.restart = " REINICIAR " menu_debug = { jump_to_level = " IR PARA A FASE ", transparent_walls = " (X) PAREDES TRANSPARENTES ", limit_camera = " LIMIT CAMERA ", disable_salary_raise = " DESABILITAR AUMENTOS DE SALÁRIO ", make_debug_fax = " (F8) MAKE DEBUG FAX ", make_debug_patient = " (F9) MAKE DEBUG PATIENT ", cheats = " (F11) CHEATS ", lua_console = " (F12) CONSOLE LUA ", calls_dispatcher = " CALLS DISPATCHER ", dump_strings = " DUMP STRINGS ", dump_gamelog = " (CTRL+D) DUMP GAME LOG ", map_overlay = " MAP OVERLAY ", sprite_viewer = " SPRITE VIEWER ", } menu_debug_overlay = { none = " NENHUM ", flags = " FLAGS ", positions = " POSIÇÕES ", heat = " TEMPERATURA ", byte_0_1 = " BYTE 0 & 1 ", byte_floor = " BYTE FLOOR ", byte_n_wall = " BYTE N WALL ", byte_w_wall = " BYTE W WALL ", byte_5 = " BYTE 5 ", byte_6 = " BYTE 6 ", byte_7 = " BYTE 7 ", parcel = " PARCEL ", } dynamic_info = { patient = { -- emergency = "Чрезвычайная ситуация: %s", -- guessed_diagnosis = "Диагноз навскидку: %s ", diagnosis_progress = "Diagnóstico em:", actions = { -- sent_to_other_hospital = "Отправлен в другую больницу", -- prices_too_high = "У вас слишком дорого, - я иду домой", -- no_gp_available = "Ждет постройки кабинета терапевта", -- waiting_for_treatment_rooms = "Ждет постройки кабинета для лечения", -- dying = "Умирает!", no_diagnoses_available = "Sem diagnóstico - Indo para a casa", -- epidemic_sent_home = "Отправлен домой инспектором", cured = "Curado !", waiting_for_diagnosis_rooms = "Esperando você construir novas salas de diagnóstico", -- epidemic_contagious = "Заразный", awaiting_decision = "Esperando por sua decisão", sent_home = "Alta - Indo para casa", -- fed_up = "Сыт по горло и уходит", no_treatment_available = "Sem tratamento - Indo para a casa", on_my_way_to = "À caminho do %s", queueing_for = "Na fila de espera do(a) %s", }, diagnosed = "Diagnóstico: %s ", }, -- health_inspector = "Инспектор", -- vip = "Шишка", object = { times_used = "Vezes que foi usado(a): %d", queue_size = "Tamanho da fila: %d", -- strength = "Прочность: %d", queue_expected = "Tamanho esperado da fila: %d", }, staff = { actions = { going_to_repair = "Indo reparar %s", fired = "Demitido", waiting_for_patient = "Esperando por um paciente", wandering = "Andando sem rumo", heading_for = "Indo para %s", }, tiredness = "Nível de Stress: ", }, } -- 3. Staff? -- Staff titles -- these are titles used e.g. in the dynamic info bar staff_title = { receptionist = "Recepcionista", general = "General", -- unused? nurse = "Enfermeira", junior = "Júnior", doctor = "Doutor", surgeon = "Cirurgião", psychiatrist = "Psiquiatra", consultant = "Doutor Sênior", researcher = "Pesquisador", } staff_list = { morale = "MORAL", tiredness = "CANSAÇO", skill = "QUALIFICAÇÕES", total_wages = "SALÁRIO", } bank_manager = { current_loan = "Empréstimo atual", balance = "Balanço", interest_payment = "Pagamento de Juros", hospital_value = "Valor do Hospital", interest_rate = "Taxa de Juros", inflation_rate = "Taxa Inflação", insurance_owed = "Seguro Inadimplência", statistics_page = { balance = "Saldo", details = "Detalhe", date = "Data", current_balance = "Saldo Atual", money_in = "Entrada", money_out = "Saída", }, } transactions = { severance = "Demissão", research = "Custos de Pesquisa", -- eoy_trophy_bonus = "Bonificação VIP", // VIP cash award buy_object = "Compra", cure_colon = "Cura:", wages = "Custos com Folha de Pagamento", personal_bonus = "Pagamento de Bonificação Pessoal", drug_cost = "Medicação", heating = "Custos de Aquecimento", treat_colon = "Tratamento:", hire_staff = "Contratação", bank_loan = "Empréstimo Bancário", insurance_colon = "Seguro:", sell_object = "Venda", -- loan_interest = "Выплата процента по займу", -- loan_repayment = "Возврат по займу", buy_land = "Compra de Terreno", -- machine_replacement = "Замена машины", build_room = "Construção", drinks = "Receita: Máq. de Refrigerante", -- "vip_cash_award"? } town_map = { number = "Número", not_for_sale = "Não está à venda", price = "Preço", for_sale = "À Venda", owner = "Dono", area = "Área", } high_score = { categories = { -- deaths = "Óbitos", -- total_value = "Общая стоимость", -- money = "Самый богатый", -- cures = "Пациентов вылечено", -- visitors = "Количество посетителей", -- salary = "", }, } research = { -- allocated_amount = "Распределенное количество", -- funds_allocation = "Распределение финасирования", categories = { improvements = "Melhorias", drugs = "Novos Medicamentos", diagnosis = "Equip. para Diagnóstico", cure = "Equip. para Tratamento", specialisation = "Especializações", }, } policy = { header = "POLÍTICA DO HOSPITAL", diag_termination = "Finalização de Diagnóstico", sliders = { guess = "Determinar Cura", send_home = "Mandar p/ casa", stop = "Parar", staff_room = "Ir descansar", }, diag_procedure = "Procedimento de Diagnóstico", staff_rest = "Descanso dos Funcionários", staff_leave_rooms = "Funcionário deixar sala", } casebook = { sent_home = "enviados para casa", deaths = "óbitos", treatment_charge = "custo do tratamento", reputation = "reputação", -- research = "Сосредоточить исследования", cure = "curas", cured = "curados", earned_money = "valor do tratamento", } --[[ progress_report = { quite_unhappy = "Люди вами недовольны", header = "Отчет об успехах", very_unhappy = "Люди вас не любят. Уделяйте им больше внимания", more_drinks_machines = "Пациенты умирают от жажды. Поставьте автоматы с напитками", too_cold = "У вас слишком холодно, поставьте еще батарей", too_hot = "Настройте систему отопления, у вас слишком жарко", percentage_pop = "Доля клиентов", win_criteria = "Условия для победы", } ]] tooltip = { --[[ staff_list = { = "Предыдущая страница", next_person = "Следующая страница", detail = "Внимание к деталям", happiness = "Насколько ваши сотрудники довольны своей работой в целом", tiredness = "Показывает сколько ваши сотрудники еще смогут поработать без отдыха", ability = "Квалификация ваших сотрудников в среднем по больнице", happiness_2 = "Моральное состояние", ability_2 = "Профессиональные навыки", tiredness_2 = "Запас сил", researcher_train = "На %d%% готов к получению диплома исследователя", surgeon_train = "На %d%% готов к получению диплома хирурга", psychiatrist_train = "На %d%% готов к получению диплома психиатра", researcher = "Дипломированый исследователь", psychiatrist = "Дипломированый психиатр", surgeon = "Дипломированый хирург", handymen = "Показать список всех рабочих вашей больницы", nurses = "Показать список всех медсестер вашей больницы", doctors = "Показать список всех докторов вашей больницы", receptionists = "Показать список всех регистраторов вашей больницы", pay_rise = "Поднять оклад на 10%", bonus = "Выплатить премию в размере 10% от оклада", salary = "Текущая зарплата", close = "Назад к игре", sack = "Вышвырнуть на улицу", doctor_seniority = "Авторитет доктора", view_staff = "Наблюдать за работой", skills = "Дополнительные умения", total_wages = "Общая зарплата", },]] town_map = { close = "Fechar", plants = "Exibir plantas", fire_extinguishers = "Exibir plantas", people = "Exibir pessoas", balance = "Saldo", heat_dec = "Diminuir aquecimento", heating_bill = "Preço do aquecimento", radiators = "Exibir radiadores", objects = "Exibir objetos", heat_level = "Temperatura do aquecimento", heat_inc = "Aumentar aquecimento", }, --[[ policy = { diag_termination = "Обследование пациента будет продолжаться, пока доктора не будут на столько процентов уверены в диагнозе или пока у них не закончатся средства диагностики", close = "Закрыть окно политики", staff_leave = "Нажмите здесь чтобы разрешить сотрудникам покидать кабинеты и идти туда где нужна их помощь", diag_procedure = "Если доктор уверен в своем диагнозе менее, чем значение «Отправить домой», пациент будет отправлен домой. Если же шансы выше чем «Диагноз наугад», он будет отправлен на лечение. В остальных случаях потребуется ваше решение", staff_rest = "Насколько усталым должен быть сотрудник, чтобы получить право на отдых", staff_stay = "Нажмите здесь чтобы сотрудники оставались в тех кабинетах, где вы их поставили", }, bank_manager = { graph = "График ожидаемых выплат от %s", close = "Закрыть окно", hospital_value = "Текущая стоимость госпиталя вместе со всем оборудованием", graph_return = "Вернуться назад", current_loan = "Размер текущего займа", borrow_5000 = "Занять у банка 5000$", balance = "Ваш баланс", interest_payment = "Ежемесячные выплаты по займу", inflation_rate = "Размер инфляции за год", interest_rate = "Годовой процент по займу", repay_5000 = "Отдать банку 5000$", show_graph = "Показать график ожидаемых выплат от %s", insurance_owed = "Сколько денег вам должны %s", }, casebook = { sent_home = "Количество пациентов, которым было отказано в лечении", increase = "Поднять стоимость", decrease = "Снизить стоимость", up = "Вверх", down = "Вниз", reputation = "Общая репутация этой практики", research = "Нажмите чтобы сосредоточить бюджет специальных исследований на этой проблеме", close = "Закрыть", earned_money = "Всего заработано на этом", deaths = "Количество летальных исходов", cured = "Количество вылеченных", treatment_charge = " Стоимость для пациентов", cure_type = { psychiatrist = "Это лечит психиатр", drug_percentage = "От этого есть лекарство. Ваше эффективно на %d%", machine = "Для лечения нужно специальное оборудование", surgery = "Cura требует операции", }, cure_requirement = { possible = "Вы можете это вылечить", build_room = "Вам нужно построить специальный кабинет для лечения", research_machine = "Для лечения нужно изобрести машину", hire_staff = "Вам нужно нанять специалиста для лечения", }, }, status = { population_chart = "Показывает соотношение числа посетителей в разных больницах", percentage_cured = "Вам нужно вылечить %d% всех посетителей. На данный момент вам удалось вылечить %d%", num_cured = "Вам нужно вылечить %d людей. Пока вам удалось исцелить %d", thirst = "Средний уровень жажды людей в больнице", close = "Закрыть окно", win_progress_own = "Показать успехи вашей больницы", reputation = "Ваша репутация должна достигать %d. Сейчас она составляет %d", population = "Добейтесь чтобы к вам приходили лечиться %d%% всех пациентов", warmth = "Средняя температура по больнице", percentage_killed = "Постарайтесь не убивать более чем %d%% посетителей. На данный момент вы угробили %d%%", balance = "На вашем счету должно быть не менее %d$. Сейчас у вас %d$", value = "Ваша больница должна стоить %d$. Сейчас она стоит %d$", win_progress_other = "Показать как идут дела у %s", happiness = "Общее состояние пациентов в вашей больнице", }, --]] buy_objects_window = { price = "Preço", cancel = "Cancelar", confirm = "Comprar itens", total_value = "Total", decrease = "Comprar menos", increase = "Comprar mais", }, hire_staff_window = { doctors = "Ver Doutores disponíveis para contratação", nurses = "Ver Enfermeiras disponíveis para contratação", handymen = "Ver Zeladores disponíveis para contratação", receptionists = "Ver Recepcionistas disponíveis para contratação", prev_person = "Próxima pessoa", next_person = "Pessoa anterior", hire = "Contratar", cancel = "Cancelar", doctor_seniority = "Experiência (Júnior, Pleno, Sênior)", staff_ability = "Habilidade", salary = "Salário", qualifications = "Qualificações extras", surgeon = "Cirurgião", psychiatrist = "Psiquiatra", researcher = "Pesquisador", }, } -- 5. Doenças diseases = { general_practice = { name = "Prática geral", }, diag_ward = { name = "Diag: Enfermaria", }, diag_ultrascan = { name = "Diag: Ultrasom", }, diag_blood_machine = { name = "Diag: Análise Sanguinea", }, diag_x_ray = { name = "Diag: Raio-X", }, diag_psych = { name = "Diag: Psiquiatria", }, diag_general_diag = { name = "Diag: Diagnóstico Geral", }, diag_cardiogram = { name = "Diag: Eletrocardiograma", }, diag_scanner = { name = "Diag: Scanner", }, autopsy = { name = "Autópsia", }, third_degree_sideburns = { -- cause = "Causa - непреодолимая тоска по семидесятым.", -- cure = "Cura - психиатр должен, используя самые современные методы, убедить пациента, что чрезмерная волосатость уже не в моде.", name = "Queimaduras de Terceiro Grau", -- symptoms = "Sintomas - длинные волосы, смешные штаны, обувь на платформе и сверкающий макияж.", }, discrete_itching = { -- cause = "Causa - крошечные насекомые с очень острыми зубами.", -- cure = "Cura - пациент выпивает липкий фармацевтический сироп, который защищает кожу.", name = "Coceira Discreta", -- symptoms = "Sintomas - интенсивное чесание вплоть до воспламенения.", }, the_squits = { cause = "Causa - Comer um pedaço de pizza encontrada embaixo do fogão.", cure = "Cura - Uma mistura glutinoso de químicos farmacêuticos pegajosos solidificará as entranhas do paciente.", name = "Disenteria", symptoms = "Sintomas - Argh, tenho certeza que você pode imaginar.", }, spare_ribs = { -- cause = "Causa - сидение на холодном каменном полу.", -- cure = "Cura - два хирурга должны удалить лишние ребра и завернуть их пациенту с собой.", name = "Rim Extra", -- symptoms = "Sintomas - неприятные ощущения от массивной груди.", }, king_complex = { -- cause = "Causa - дух Короля, который захватил контроль над разумом пациента.", -- cure = "Cura - психиатр рассказывает пациенту как нелепо тот выглядит.", name = "Complexo de Rei", -- symptoms = "Sintomas - слабость к цветастой замшевой обуви и чизбургерам.", }, fake_blood = { -- cause = "Causa - скорее всего, пациент стал жертвой розыгрыша.", -- cure = "Cura - психиатр должен помочь пациенту успокоиться.", name = "Sangue falso", -- symptoms = "Sintomas - красная жидкость в венах, которая испаряется при контакте с одеждой.", }, invisibility = { -- cause = "Causa - укус радиоактивного (и, само собой, невидимого) муравья.", -- cure = "Cura - напиток насыщенного цвета, приготовленный в аптеке, восстанавливает видимость пациента.", name = "Invisibilidade", -- symptoms = "Sintomas - пациент чувствует себя нормально и даже может использовать болезнь чтобы разыгрывать близких.", }, golf_stones = { -- cause = "Causa - вдыхание ядовитого газа, содержащегося в мячиках для гольфа.", -- cure = "Cura - образования удаляются хирургами в операционной.", name = "Pedras de Golf", -- symptoms = "Sintomas - бред и чувство стыда.", }, infectious_laughter = { -- cause = "Causa - просмотр классических комедий.", -- cure = "Cura - квалифицированный психиатр должен напомнить пациенту, что не все в этой жизни смешно.", name = "Risada contagiosa", -- symptoms = "Sintomas - непроизвольное фырканье и повторение несмешных шуток.", }, baldness = { -- cause = "Causa - вранье и придумавание небылиц с целью привлечения внимания.", -- cure = "Cura - в ходе болезненной процедуры специальная машина плавно восстанавливает волосяной покров.", name = "Calvíce", -- symptoms = "Sintomas - блестящесть и смущение.", }, heaped_piles = { cause = "Causa - Ficar muito perto de refrigeradores de água.", cure = "Cura - Um agradável porém poderoso acído dissolverá as hemorróidas por dentro.", name = "Hemorróidas", symptoms = "Sintomas - Paciente tem a sensação de estar sentado em um saco de bolinhas de gude.", }, unexpected_swelling = { -- cause = "Causa - все внезапное.", -- cure = "Cura - возбухание может быть уменьшено хирургами при помощи автогена.", name = "Inchaço inesperado", -- symptoms = "Симптом - возбухание.", }, jellyitis = { -- cause = "Causa - пища, богатая желатином и избыток физической активности.", -- cure = "Cura - пациента помещают в разжелетиватель в специальном кабинете.", name = "Gelatinite", -- symptoms = "Sintomas - пациент чрезмерно трясется и часто падает.", }, hairyitis = { -- cause = "Causa - длительные прогулки в свете луны.", -- cure = "Cura - электролизатор удаляет волосы и запаивает поры.", name = "Cabelulite", -- symptoms = "Sintomas - обостренное обоняние.", }, alien_dna = { -- cause = "Causa - прыгающие личинки разумных видов пришельцев.", -- cure = "Cura - в специальной машине ДНК извлекается, очищается от фрагментов пришельцев и быстро вставляется на место.", name = "DNA alienígena", -- symptoms = "Sintomas - постепенное превращение в пришельца и стремление уничтожить человечество.", }, bloaty_head = { cause = "Causa - Cheirar queijo e beber água de chuva não purificada.", cure = "Cura - A cabeça inchada é estourada e reinflada no PSI correto usando uma máquina inteligente.", name = "Cabeça inchada", symptoms = "Sintomas - Muito desconforto para o sofredor.", }, gastric_ejections = { -- cause = "Causa - острая мексиканская и индийская пища.", -- cure = "Cura - выпивание специального связующего состава предотвращает какие бы то ни было извержения.", name = "Vômitos", -- symptoms = "Sintomas - полупереваренная пища извергается из пациента в случайных местах.", }, uncommon_cold = { cause = "Causa - pequenas partículas de muco no ar.", cure = "Cura - Um bom gole de um xarope incomum feito a partir de ingredientes especiais na Farmária poderá curar isso.", name = "Frio incomum", symptoms = "Sintomas - Barulho constante, espirros e pulmões descolorados.", }, corrugated_ankles = { -- cause = "Causa - езда через асфальтовые гребни на дорогах.", -- cure = "Cura - слегка токсичная смесь трав и специй позволяет пациенту выпрямить лодыжки.", name = "Tornozelos tortos", -- symptoms = "Sintomas - привычная обувь больше не подходит пациенту.", }, sleeping_illness = { cause = "Causa - Superatividade da glândula de sono localizada no céu da boca.", cure = "Cura - Uma alta dosagem de um poderoso estimulante será administrado pela Enfermeira.", name = "Encefalite letárgica", symptoms = "Sintomas - Vontade incontrolável de desabar e dormir em qualquer lugar.", }, sweaty_palms = { -- cause = "Causa - боязнь собеседований.", -- cure = "Cura - психиатр должен уговорить пациента избавиться от этой выдуманной болезни.", name = "Mãos suadas", -- symptoms = "Sintomas - рукопожатие пациента напоминает сжимание мокрой губки.", }, serious_radiation = { -- cause = "Causa - жевание изотопов плутония.", -- cure = "Cura - пациента нужно как следует промыть под обеззараживающим душем.", name = "Radiação severa", -- symptoms = "Sintomas - пациент себя очень, очень плохо чувствует.", }, gut_rot = { cause = "Causa - Mistura de Whisky 12 anos Mrs. O'Mallley's com xarope.", cure = "Cura - A Enfermeira pode administrar uma seleção de químicos dissolventes que podem revestir o estômago.", name = "Intestino podre", symptoms = "Sintomas - sem tosse mas sem parede do estômago também.", }, iron_lungs = { -- cause = "Causa - городской смог и дым от шашлыков.", -- cure = "Cura - два хирурга проводят операцию чтобы удалить затвердевшие легкие.", name = "Pulmões de Aço", -- symptoms = "Sintomas - способность выдыхать огонь и громко кричать под водой.", }, broken_wind = { -- cause = "Causa - упражнения на беговой дорожке после еды.", -- cure = "Cura - насыщенная особыми водянистыми атомами микстура выпивается залпом.", name = "Vento quebrado", -- symptoms = "Sintomas - представляют опасность для находящих позади пациента.", }, kidney_beans = { -- cause = "Causa - разгрызание ледяных кубиков в напитках.", -- cure = "Cura - два хирурга должны удалить бобы, не прикасаясь к почкам.", name = "Pedras no rim", -- symptoms = "Sintomas - боль и частые визиты в туалет.", }, transparency = { -- cause = "Causa - слизывание йогурта с крышечек упаковок.", -- cure = "Cura - специально охлажденная и подкрашенная в аптеке вода вылечит эту болезнь.", name = "Transparência", -- symptoms = "Sintomas - плоть становится прозрачной и ужасно выглядит.", }, broken_heart = { -- cause = "Causa - кто-нибудь более молодой, богатый и стройный чем пациент.", -- cure = "Cura - два хирурга вскрывают грудную клетку и, затаив дыхание, аккуратно собирают сердце.", name = "Coração partido", -- symptoms = "Sintomas - плач и боли в мышцах от разрывания праздничных фотографий.", }, slack_tongue = { -- cause = "Causa - хроническое обсуждение мыльных опер.", -- cure = "Cura - язык помещается в языкорезку и укорачивается быстро, точно, безжалостно.", name = "Língua negligente", -- symptoms = "Sintomas - язык примерно в пять раз увеличен в размерах.", }, tv_personalities = { cause = "Causa - Assistar à televisão o dia todo.", cure = "Cura - Um psiquiatra bem treinado deverá convencer o paciente à vender a TV e comprar um rádio.", name = "Personalidade da TV", symptoms = "Sintomas - Ilusões sobre ser capaz de apresentar um programa de variedades matinal.", }, ruptured_nodules = { -- cause = "Causa - прыжки с тарзанкой в холодную погоду.", -- cure = "Cura - хирург удаляет грыжу твердой, уверенной рукой.", name = "Ruptura de Nódulos", -- symptoms = "Sintomas - невозможность сидеть с комфортом.", }, fractured_bones = { -- cause = "Causa - падение с большой высоты на бетонные поверхности.", -- cure = "Cura - сперва накладывается гипс, затем он удаляется при помощи устройства с лазером.", name = "Fratura nos ossos", -- symptoms = "Sintomas - громкий треск и неспособность использовать поврежденные конечности.", }, chronic_nosehair = { -- cause = "Causa - высокомерное фыркание в присутствии менее успешных людей.", -- cure = "Cura - отвратительное противоволосяное зелье приготавливается в аптеке.", name = "Pêlos no nariz crônicos", -- symptoms = "Sintomas - нособорода, в которой можно свить гнездо.", }, } -- 6. Faxes --[[ epidemic = { cover_up_explanation_1 = "Или вы можете попытаться вылечить всех зараженных, пока про это не узнали в министерстве здравоохранения.", cover_up_explanation_2 = "Если к приезду инспектора эпидемия все еще будет бушевать, приготовьтесь к неприятностям.", choices = { cover_up = "Попытаться вылечить всех зараженных пациентов пока есть время и пока он еще в больнице.", declare = "Объявить об эпидемии. Признать свою вину и заплатить штраф.", }, disease_name = "Ваши доктора обнаружили особо заразный подвид %s.", declare_explanation_fine = "Вы можете объявить об эпидемии, заплатить штраф в %d$, тогда вам немедленно окажут помощь в вакцинации. Ваша репутация несколько пострадает.", }, epidemic_result = { fine_amount = "Правительство объявило чрезвычайное положение, а вас оштрафовали на %d$.", close_text = "Ура!", hospital_evacuated = "У комиссии не осталось другого выбора, кроме как объявить эвакуацию.", succeeded = { part_1_name = "До департамента здоровья дошли слухи, что в вашей больнице бушует эпидемия %s.", part_2 = "Однако, инспектору не удалось найти им подтверждение.", }, compensation_amount = "Правительство решило компенсировать ущерб, который эти враки нанесли репутации вашей больницы, в сумме %d$.", failed = { part_1_name = "В попытке скрыть наличие заразной инфекции %s,", part_2 = "ваши сотрудники вызвали распространение болезни по округе.", }, rep_loss_fine_amount = "Журналисты уже заточили карандаши. Ваша репутация серьезно пострадает. К тому же, вас оштрафовали на %d$.", }, --]] fax = { -- VIP vip_visit_query = { choices = { invite = "Enviar um convite oficial ao V.I.P.", refuse = "Despiste o V.I.P. com desculpas.", }, vip_name = "%s expressou a vontade de visitar seu hospital", }, vip_visit_result = { --telegram = "Телеграмма!", remarks = { --good = { -- [1] = "Какая хорошая больница! Спасибо за приглашение.", -- [2] = "Хмм... Определенно, неплохое медицинское учреждение.", -- [3] = "Мне очень понравилась ваша милая больничка. Ну, кто со мной в ресторан?", --}, super = { [1] = "É um super hospital! Eu deveria saber, já estive aqui algumas vezes.", }, --[[ bad = { [1] = "Не надо было мне приходить. Лучше бы я просидел четырехчасовую оперу!", [2] = "Мне до сих пор не по себе. Они правда называют свое заведение больницей? Больше похоже на свинарник!", [3] = "Я сыт по горло визитами в подобные выгребные ямы и постоянным вниманием прессы! Я подаю в отставку.", }, mediocre = { [1] = "Что ж, я видал и похуже. Им есть куда расти.", [2] = "Не знаю, стоит ли туда обращаться, если почувствуете себя неважно.", [3] = "Что я могу сказать, больница как больница. Я ожидал большего.", }, very_bad = { [1] = "Ну и свалка! Я приложу все усилия чтобы ее закрыли.", [2] = "Никогда не видел больницы хуже. Какой позор!", [3] = "Я потрясен. Это нельзя назвать больницей! Мне надо выпить.", }, --]] -- tem good? Recebi um 'Now that's what I call a hospital' }, rep_boost = "Sua reputação na comunidade acaba de aumentar.", vip_remarked_name = "Após visitar seu hospital, %s declarou:", cash_grant = "Você foi recompensado com uma quantia de $ %d.", --rep_loss = "Ваша репутация пострадала.", close_text = "Obrigado por visitar o hospital.", }, -- Descoberta de Nova Doença disease_discovered = { discovered_name = "Sua equipe descobriu uma nova condição : %s", }, disease_discovered_patient_choice = { need_to_build = "Você precisa construir um %s para lidar com ela.", --need_to_employ = "Наймите %s чтобы вылечить это.", what_to_do_question = "O que deve ser feito com o paciente ?", --guessed_percentage_name = "Мы не совсем уверены, что с этим пациентом. Существует вероятность в %d% что это %s", choices = { send_home = "Mandar o paciente para casa", research = "Encaminhar o paciente ao Departamento de Pesquisas.", wait = "Pedir ao paciente esperar um pouco no Hospital.", }, disease_name = "Sua equipe descobriu uma nova condição: %s", --need_to_build_and_employ = "Можно будет попробовать, если вы построите %s и наймете %s .", can_not_cure = "Você não pode curar esta doença.", }, diagnosis_failed = { choices = { send_home = "Enviar o Paciente para casa.", take_chance = "Dar ao Paciente um possibilidade de cura.", wait = "Pedir ao Paciente aguardar enquanto você construir mais salas de diagnóstico.", }, situation = "Nós esgotamos todas as possibilidades de diagnóstico e ainda não temos certeza do que há de errado com o paciente.", what_to_do_question = "O que deve ser feito com o paciente ?", partial_diagnosis_percentage_name = "Existe, entretanto, uma possibilidade de %d% de termos identificado que tipo de %s o paciente contraiu.", }, --[[ emergency = { locations = { [1] = "Новоуренгойский химзавод", [2] = "Фальшивый Университет", [3] = "Центр Принудительного Озеленения", [4] = "Институт Разработки Опасных Штук", [5] = "Клуб Хороших Танцоров", [6] = "Издательство «МакулатураПресс»", [7] = "Похоронное бюро «Безенчук и нимфы»", [8] = "Китайский ресторанчик дяди Вонга", [9] = "ГлавХимСбытСтыдЗагранПоставка", }, num_disease = "У нас тут %d человек с диагнозом %s и им требуется немедленное лечение.", cure_possible_drug_name_efficiency = "У вас есть все необходимое оборудование и специалисты. У вас есть нужное лекарство. Это %s и оно эффективно на %d%", cure_not_possible_employ = "Вам потребуется нанять %s", cure_not_possible = "Сейчас вы не можете это вылечить.", cure_possible = "У вас есть все необходимое оборудование и специалисты, так что вы, наверное, справитесь.", choices = { accept = "Да. Я разберусь с этой ситуацией.", refuse = "Нет. Я отказываюсь в этом участвовать.", }, location = "На предприятии %s чрезвычайная ситуация.", cure_not_possible_build = "Вам надо будет построить %s", cure_not_possible_build_and_employ = "Вам надо будет построить %s и нанять %s", bonus = "Вознаграждение за помощь составит %d. Если вы не справитесь, ваша репутация серьезно пострадает.", }, --]] emergency_result = { earned_money = "De um bônus total de $ %d, você ganhou $ %d.", close_text = "Clique para sair.", saved_people = "Você salvou %d de um total de %d pacientes.", }, } ------------------------------- OVERRIDE ---------------------------------- adviser.warnings.money_low = "Você está ficando sem dinheiro!" -- Funny. Exists in German translation, but not existent in english? -- TODO: tooltip.graphs.reputation -- this tooltip talks about hospital value. Actually it should say reputation. -- TODO: tooltip.status.close -- it's called status window, not overview window. -- tooltip.staff_list.next_person, prev_person is rather next/prev page (also in german, maybe more languages?) tooltip.staff_list.next_person = "Próxima página" tooltip.staff_list.prev_person = "Página anterior" tooltip.status.reputation = "Sua reputação não deve ficar abaixo de %d. Atualmente é de %d" tooltip.status.balance = "Seu saldo bancário não deve vicar abaixo de %d. Atualmente é de %d" -- The originals of these two contain one space too much fax.emergency.cure_not_possible_build = "Você precisará construir um(a) %s" fax.emergency.cure_not_possible_build_and_employ = "Você precisará construir um(a) %s e empregar um(a) %s" fax.emergency.num_disease = "Existem %d pessoas com %s e eles precisam urgente de sua atenção." adviser.goals.lose.kill = "Se matar mais %d pacientes perderá esta fase!" -- Improve tooltips in staff window to mention hidden features tooltip.staff_window.face = "This person's face - click to open management screen" tooltip.staff_window.center_view = "Clique com o botão esquerdo para dar um zoom no quadro de funcionários e botão direito para circular membros da equipe" -- These strings are missing in some versions of TH (unpatched?) confirmation.restart_level = "Tem certeza que deseja reiniciar esta fase?" -- TODO adviser.multiplayer.objective_completed -- TODO adviser.multiplayer.objective_failed ------------------------------- NEW STRINGS ------------------------------- date_format = { daymonth = "%1% %2:months%", } object.litter = "Lixo" tooltip.objects.litter = "Lixo: Um paciente jogou no chão porque não achou uma lixeira próxima." tooltip.fax.close = "Fechar esta janela sem apagar a mensagem" tooltip.message.button = "Clique com o botão esquerdo para abrir a mensagem" tooltip.message.button_dismiss = "Clique com o botão esquerdo para abrir a mensagem, e com o botão direito para descartá-la" tooltip.casebook.cure_requirement.hire_staff = "Você precisa contratar funcionários para administrar este tratamento" tooltip.casebook.cure_type.unknown = "Você ainda não sabe como tratar esta doença" tooltip.research_policy.no_research = "Nenhuma pesquisa desta categoria está sendo conduzida neste momento" tooltip.research_policy.research_progress = "Progresso para uma nova descoberta nesta categoria: %1%/%2%" adviser = { room_forbidden_non_reachable_parts = "Construir a sala neste local resultará em alas do hospital que não poderão ser acessadas.", warnings = { no_desk = "Você precisa comprar um balcão de recepção e contratar uma recepcionista em algum momento!", no_desk_1 = "Se você quer que os pacientes venham ao seu hospital, você precisa contratar uma recepcionista e comprar um balcão para recepcioná-los!", no_desk_2 = "Excelente, isso provavelmente é um recorde mundial - quase um ano e nenhum paciente! Se você deseja continuar administrando este hospital, você precisa urgente contratar uma recepcionista e comprar um balcão para que ela possa trabalhar!", no_desk_3 = "That's just brilliant, nearly a year and you don't have a staffed reception! How do you expect to get any patients, now get it sorted out and stop messing around!", cannot_afford = "Seu saldo bancário é insuficiente para contratar esta pessoa!", -- I can't see anything like this in the original strings falling_1 = "Hey! Isso não é engraçado, cuidado onde aponta este mouse; alguém pode se machucar!", falling_2 = "Gostou da queda? Pare de bagunçar!", falling_3 = "Ai, isso dói, alguém chame um médico!", falling_4 = "Isto é um Hospital, não um parque de diversões!", falling_5 = "Este não é o local para empurar as pessoas, elas estão doentes sabia?!", falling_6 = "Aqui não é uma pista de boliche, pessoas doentes não deveriam ser tratadas desta forma!", research_screen_open_1 = "Você precisa construir um Departamento de Pesquisas antes de acessar a tela de Pesquisas.", research_screen_open_2 = "Pesquisas estão desabilitadas nesta fase.", }, cheats = { th_cheat = "Parabéns, você habilitou os códigos de trapaça!", crazy_on_cheat = "Oh não! Todos os médicos ficaram malucos!", crazy_off_cheat = "Ufa… o médicos recobraram sua sanidade.", roujin_on_cheat = "Desafio Roujin ativado! Boa sorte...", roujin_off_cheat = "Desafio Roujin desativado.", hairyitis_cheat = "Trapaça de Cabelulite ativada!", hairyitis_off_cheat = "Trapaça de Cabelulite desativada.", bloaty_cheat = "Bloaty Head cheat activated!", bloaty_off_cheat = "Bloaty Head cheat deactivated.", }, } dynamic_info.patient.actions.no_gp_available = "Waiting for you to build a GP's office" dynamic_info.staff.actions.heading_for = "Indo para %s" dynamic_info.staff.actions.fired = "Demitido" progress_report.free_build = "CONSTRUÇÃO LIVRE" fax = { choices = { return_to_main_menu = "Retornar ao menu principal", accept_new_level = "Ir para a próxima fase", decline_new_level = "Continuar jogando nesta fase um pouco mais", }, emergency = { num_disease_singular = "Existe uma pessoa com %s que precisa urgente de sua atenção.", free_build = "Se você for bem sucedido sua reputação aumentará, mas se você falhar sua reputação será bastante prejudicada.", }, vip_visit_result = { remarks = { free_build = { "Que hospital maravilhoso! Não é tão difícil manter tudo funcionando com dinheiro ilimitado, não é mesmo?", "Eu não sou economista, mas acho que eu também conseguiria administrar esse hospital, se é que você me entende...", "Um hospital em ótimo funcionamento. Mas cuidado com a recessão! Ah, me esqueci... você não teve que se preocupar com isso.", } } } } letter = { dear_player = "Prezado(a) %s", custom_level_completed = "Parabéns! Você completou todos os objetivos desta fase customizada!", return_to_main_menu = "Deseja retornar ao menu principal ou continuar jogando?", } install = { title = "--------------------------------- CorsixTH Setup ---------------------------------", th_directory = "CorsixTH precisa de uma cópia dos arquivos de dados do jogo original - Theme Hospital (ou demo) para executar. Utilize o seletor abaixo para localizar o diretório onde o jogo Theme Hospital está instalado.", exit = "Sair", } misc.not_yet_implemented = "(não foi implementado ainda)" misc.no_heliport = "Ou você ainda não descobriu nenhuma doença ou este hospital não possui heliporto. Você pode também necessitar construir uma recepção e contratar uma recepcionista." tooltip.handyman_window = { parcel_select = "O prédio no qual este funcionário executará suas tarefas, clique para mudar" } handyman_window = { all_parcels = "Todos os prédios", parcel = "Prédio" } errors = { dialog_missing_graphics = "Desculpe, os arquivos de dados da demo não contém este diálogo.", save_prefix = "Erro ao salvar jogo: ", load_prefix = "Erro ao carregar jogo: ", map_file_missing = "Não foi possível encontrar o arquivo de mapa %s para esta fase!", minimum_screen_size = "Favor digitar dimensões de tela de pelo menos 640x480.", maximum_screen_size = "Favor digitar dimensões de tela de no máximo 3000x2000.", unavailable_screen_size = "O tamanho da tela que você digitou não está disponível em tela cheia.", } confirmation = { needs_restart = "Para alterar esta configuração é necessário reiniciar o CorsixTH. Qualquer alteração não salva será perdida. Tem certeza que deseja fazer isso?", abort_edit_room = "Você está editando uma sala. Se todos os objetos necessário estiverem colocados ela será completada, caso contrário ela será removida. Continuar?", } information = { custom_game = "Bem-vindo ao CorsixTH. Se divirta neste mapa personalizado!", no_custom_game_in_demo = "Desculpe, mas a versão de demonstração não pode jogar mapas pesonalizados.", cannot_restart = "Infelizmente este mapa personalizado foi salvo antes que a funcionalidade de reiniciação fosse implementada.", very_old_save = "Houveram muitas mudanças no jogo desde que você começou a jogar este mapa. Para ter certeza que todas as funcionalidades estão funcionando considere recomeçar o mapa.", level_lost = { "Parabéns! Você perdeu a fase. Mais sorte na próxima vez!", "Você perdeu porque:", reputation = "Sua reputação caiu abaixo de %d.", balance = "Seu saldo no banco caiu abaixo de %d.", percentage_killed = "Você matou mais de %d porcento dos pacientes.", }, cheat_not_possible = "Você não pode usar esta trapaça nesta fase. Até na hora de trapacear você falha, irônico não?", } tooltip.information = { close = "Fechar a janela de informações", } debug_patient_window = { caption = "Depurar Paciente", } cheats_window = { caption = "Cheats/Trapaças", warning = "Aviso: você não ganhará nenhum ponto bônus no final desta fase se você trapacear!", cheated = { no = "Trapaças usadas: Não", yes = "Trapaças usadas: Sim", }, cheats = { money = "Trapaça Financeira", all_research = "Trapaça Todas as Pesquisas Realizadas", emergency = "Criar Emergência", vip = "Criar visitante VIP", earthquake = "Criar Terremoto", create_patient = "Criar Paciente", end_month = "Final de Mês", end_year = "Final de Ano", lose_level = "Perder a Fase", win_level = "Ganhar a Fase", }, close = "Fechar", } tooltip.cheats_window = { close = "Fechar a janela de trapaças", cheats = { money = "Adicionar 10.000 no saldo bancário.", all_research = "Completar todas as pesquisas.", emergency = "Criar uma emergência.", vip = "Criar um visitante VIP.", earthquake = "Criar um terremoto.", create_patient = "Criar um Paciente na borda do mapa.", end_month = "Pular para o final do mês.", end_year = "Pular para o final do ano.", lose_level = "Perder esta fase.", win_level = "Ganhar esta fase.", } } calls_dispatcher = { -- Dispatcher description message. Visible in Calls Dispatcher dialog summary = "%d chamadas; %d assinaladas", staff = "%s - %s", watering = "Regando @ %d,%d", repair = "Consertar %s", close = "Fechar", } tooltip.calls_dispatcher = { task = "Lista de tarefas - clique na tarefa para abrir a janela do funcionário responsável e ir para o local da tarefa.", assigned = "Esta janela será marcada se alguém for designado para a tarefa correspondente.", close = "Fechar a janela de calls dispatcher", } staff_class = { nurse = "Enfermeira", doctor = "Doutor", handyman = "Funcionário da Manutenção", receptionist = "Recepcionista", surgeon = "Cirurgião", } -- Objects object = { desk = "Secretária", cabinet = "Arquivo", door = "Porta", bench = "Banco", table1 = "Mesa", -- unused object chair = "Cadeira", drinks_machine = "Máquina de Bebidas", bed = "Cama", inflator = "Inflador", pool_table = "Mesa de Bilhar", reception_desk = "Recepção", table2 = "Mesa", -- unused object & duplicate cardio = "Máquina de Eletrocardiograma", scanner = "Scanner", console = "Console", screen = "Tela", litter_bomb = "Bomba de lixo", couch = "Sofá", sofa = "Sofá", crash_trolley = "Trolley", tv = "TV", ultrascanner = "Ultrasom", dna_fixer = "Fixador de DNA", cast_remover = "Removedor de Gesso", hair_restorer = "Restaurador de Cabelo", slicer = "Fatiador", x_ray = "Raio-X", radiation_shield = "Escudo de Radiação", x_ray_viewer = "Visualizador de Raio-X", operating_table = "Mesa de Operação", lamp = "Lampâda", -- unused object toilet_sink = "Pia", op_sink1 = "Pia", op_sink2 = "Pia", surgeon_screen = "Tela de Operação", lecture_chair = "Cadeira de aluno", projector = "Projetor", bed2 = "Cama", -- unused duplicate pharmacy_cabinet = "Gabinete de Farmácia", computer = "Computador", atom_analyser = "Analisador de Átomos", blood_machine = "Máquina de Análise Sanguínea", fire_extinguisher = "Extintor", radiator = "Radiador", plant = "Planta", electrolyser = "Electrolisador", jelly_moulder = "Moldador gelatinoso", gates_of_hell = "Portões do Inferno", bed3 = "Cama", -- unused duplicate bin = "Lixeira", toilet = "Cabine de Toalete", swing_door1 = "Porta", swing_door2 = "Porta", shower = "Chuveiro", auto_autopsy = "Auto-Autópsia", bookcase = "Estante de Livros", video_game = "Fliperama", entrance_left = "Entrada esquerda", entrance_right = "Entrada direita", skeleton = "Esqueleto", comfortable_chair = "Cadeira de conforto", } -- Months months = { "Jan", "Fev", "Mar", "Abr", "Mai", "Jun", "Jul", "Ago", "Set", "Out", "Nov", "Dez", } -- Rooms short -- NB: includes some special "rooms" -- reception, destroyed room and "corridor objects" rooms_short = { reception = "Recepção", destroyed = "Destruído", corridor_objects = "Objetos de Corredor", gps_office = "Clínica Geral", psychiatric = "Psiquiatria", ward = "Enfermaria", operating_theatre = "Sala de Operações", pharmacy = "Farmácia", cardiogram = "Máq. de Eletrocardiograma", scanner = "Scanner", ultrascan = "Ultrasom", blood_machine = "Sala de Análises Sanguíneas", x_ray = "Raio-X", inflation = "Inflador", dna_fixer = "Fixador de DNA", hair_restoration = "Recuperador de Cabelo", tongue_clinic = "Fatiador", fracture_clinic = "Clínica de Fraturas", training_room = "Sala de Aula", electrolysis = "Sala de Electrolisador", jelly_vat = "Moldador Gelatinoso", staffroom = "Sala de Relaxamento", -- rehabilitation = "Reabilitação", -- unused general_diag = "Diagnóstico Geral", research_room = "Departamento de Pesquisas", toilets = "Toaletes", decontamination = "Descontaminação", } -- 8. Objetivos da Fase introduction_texts = { demo = { "Bem-vindo ao hospital de demonstração!", "Infelizmente esta versão demo são possui esta fase. Entretanto, teremos aqui o suficiente para mantê-lo ocupado por enquanto !", "Você encontrará várias doenças que necessitarão de salas diferentes para cura. De tempos em tempos, emergências ocorrerão. E você precisará pesquisar por salas adicionais usando o Departamento de Pesquisas.", "Seu objetivo é ter um saldo bancário de $100.000,00, o valor do hospital em $ 70.000,00 e uma reputação de 700, enquanto você cura pelo menos 75% de seus pacientes.", "Certifique-se que sua reputação não fique abaixo de 300 e você não mate mais de 40% dos seus pacientes, senão você perde.", "Boa sorte!", }, level1 = { [1] = "Bem-vindo(a) ao seu primeiro hospital !//", [2] = "Tenha-o pronto e rodando colocando um balcão de recepção, construindo um consultório de clínica geral e contratando uma recepcionista e médico. ", [3] = "Então espere os negócios prosperarem.", [4] = "É uma boa idéia construir um departamento de psiquiatria e contratar um médico psiquiatra, além de uma farmácia e enfermeira que também serão essenciais para curar seus pacientes. ", [5] = "Cuidado com os casos de 'Cabeça inchada' - Uma sala com um Inflador resolverá os casos rapidamente.", [6] = "Seu objetivo será curar 10 pessoas e garantir que sua reputação não fique abaixo de 200.", [7] = "", }, level2 = { [1] = "Há uma grande variedade de doenças nesta área, sendo assim planeje seu hospital para lidar com mais pacientes, além de construir um Departamento de Pesquisas. ", [2] = "Lembre-se de manter o estabelecimento limpo e procure manter sua reputação a mais alta possível - você estará lidando com doenças como Língua negligente, então precisará de um Fatiador. Adicionalmente, poderá construir uma máquina de Eletrocardiograma para ajudá-lo a diagnosticar novas doenças", [3] = "Ambas precisarão ser pesquisadas antes de serem construídas. Agora você poderá comprar lotes de terreno extras para expandir seu hospital - use o Mapa da Cidade para fazê-lo.", [4] = "Tenha como objetivo uma reputação de 300, um saldo bancário de $10.000,00 e 40 pessoas curadas.", [5] = "", [6] = "", }, level3 = { [1] = "Desta vez, você irá construir seu hospital em uma área nobre da cidade.", [2] = "O Ministro da Saúde está contando com você para manter os níveis da saúde por aqui.", [3] = "Você precisa ganhar uma boa reputação para começar, mas uma vez que seu hospital esteja estabelecido, concentre-se em lucrar a maior quantidade de dinheiro que puder.", [4] = "Há uma grande possibilidade de ter de lidar com Emergências - isso acontece quando um grande número de pessoas chega de uma só vez, na mesma condição clínica - Curando-as à tempo você ganhará uma boa reputação e um grande bônus.", [5] = "Doenças como o Complexo de Rei podem ocorrer, e você deverá planejar seu orçamento para construir uma Sala de Operações com uma Enfermaria ao lado. ", [6] = "Consiga $ 20.000,00 em dinheiro para vencer a fase.", [7] = "", [8] = "", }, level4 = { [1] = "Mantenha seus pacientes felizes, lide com eles da forma mais eficiente que puder e mantenha o número de óbitos no mínimo.", [2] = "Sua reputação está em jogo, portanto mantenha-a a mais alta que conseguir.", [3] = "Não se preocupe tanto com dinheiro - ele virá a medida que sua reputação cresce.", [4] = "Você terá a possibilidade de treinar seus médicos para ampliar suas habilidades também, pois ele poderão ter que lidar com pacientes mais opacos que a maioria.", [5] = "Consiga uma reputação acima de 500 para vencer a fase.", [6] = "", }, level5 = { [1] = "Você administrará agora um hospital ocupado, lidando com um grande variedade de casos.", [2] = "Seus médicos são todos calouros da escola de medicina, portanto será de vital importância construir um sala de treinamento e treiná-los até um nível aceitável.", [3] = "Você possui apenas três médicos sêniores para ajudá-lo a ensinar sua inexperiente equipe, portanto mantenha-os felizes.", [4] = "Note, também, que as fundações deste hospital ficam no centro da falha geológica de São Android - existe um risco eminente de terremotos. que causarão um estrago significativo em seus equipamentos, atrapalhando uma calma administração de seu hospital.", [5] = "Sua reputação deve ultrapassar a marca de 400, e um saldo bancário de $ 50.000,00 para ter sucesso - além de curar pelo menos 200 pacientes.", [6] = "", [7] = "", }, level6 = { [1] = "Utilize todo seu know-how para montar um hospital eficiente que gere lucro e possa lidar com qualquer coisa que o público doente colocar em suas mãos.", [2] = "Você deve estar ciente que a atmosfera do local é propícia para alastrar germes e infecções - Mantenha a instituição espetacularmente limpa se não quiser enfrentar uma série de epidemias envolvendo os pacientes.", [3] = "Suas metas são fazer $ 150.000,00 em dinheiro e o valor do hospital deve valer pelo menos $140.000,00", [4] = "", }, level7 = { [1] = "Você está sendo observado de perto pelo Ministro de Saúde, então certifique-se que seus números indiquem que você está ganhando muito dinheiro e reputação crescente.", [2] = "Não se dê ao luxo de mortes desnecessárias - elas são ruins para os negócios", [3] = "Certifique-se que seu quadro de funcionários seja hábil e que você possua todos os equipamentos que precisa.", [4] = "Obtenha uma reputação de 600 e $ 200.000,00 de saldo bancário.", }, level8 = { [1] = "Só depende de você construir o hospital mais rentável e eficiente possível.", [2] = "As pessoas por aqui são bem afortunadas, portanto 'enfie a faca' como puder. ", [3] = "Lembre-se, curar pessoas é uma coisa muito legal, mas do que você realmente PRECISA é da grana que elas trarão.", [4] = "Limpe estas pessoas doentes, consiga incríveis $ 300.000,00 para vencer esta fase.", [5] = "", }, level9 = { [1] = "Tendo enchido os bolsos e custeado a nova limousine do Ministro da Saúde, finalmente você pode voltar a criar um hospital modelo em benefício dos mais necessitados. ", [2] = "Você pode esperar muitos e diversos problemas por aqui - Treine muito bem seus funcionários, tenha boas salas para cobrir todas as possibilidades.", [3] = "Seu hospital precisa valer $200.000,00 e precisará de $400.000,00 no balco - qualquer coisa menos do que isso você não poderá terminar esta fase.", [4] = "", [5] = "", }, level10 = { [1] = "Assim que você cuidar de todas as doenças que surgirem por estas bandas, o Ministro solicitou que você se concentre na eficiência de seus medicamentos. ", [2] = "Existem algumas queixas feitas no 'SemDoenças' - que faz Auditorias na área da Saúde - então para ficar bonito na foto certifique-se que seus medicamentos sejam extremamente eficientes. Portanto, o hospital precisar ficar ótimo. Mantenha os óbitos em níveis baixos.", [3] = "Fica a dica, deixe espaço livre para o Moldador Gelatinoso.", [4] = "Pesquise e crie todos os medicamento com pelo menos 80% de eficiência, obtenha uma reputação de 650 e um saldo bancário de $500.000,00 para vencer! ", [5] = "", }, level11 = { [1] = "Você está tendo a oportunidade de construir a última palavra em hospitais. Está em uma área extremamente privilegiada, e o ministro gostaria de ver o melhor hospital possível.", [2] = "A expectativa é que você faça muito dinheiro, tenha uma reputação soberba e esteja preparado para qualquer eventualidade.", [4] = "É um trabalho importante este. ", [5] = "Você precisa ser especial para conseguir se dar bem nessa fase.", [6] = "Existem vários relatos de OVNIs nessa área. Certifique-se que seus funcionários estejam preparados para um eventual contato imediato.", [7] = "Seu hospital precisa valer $240,000, você precisará de $500,000 no banco e uma reputação de 700.", }, level12 = { }, level13 = { }, level14 = { }, level15 = { }, level16 = { }, level17 = { }, level18 = { }, } graphs = { money_in = "Receitas", money_out = "Despesas", wages = "Salários", balance = "Balanço", visitors = "Visitantes", cures = "Curas", deaths = "Óbitos", reputation = "Reputação", time_spans = { S[7][12], S[7][13], S[7][14], } } tooltip = { toolbar = { bank_button = "Clique com o botão esquerdo para consultar o Gerente do Banco, botão direito para extrato bancário", balance = "Seu saldo bancário", reputation = "Sua reputação", date = "Calendário", rooms = "Construir Salas", objects = "Оbjetos de corredor", edit = "Editar Salas", hire = "Contratação de Pessoal", staff_list = "Quadro de Funcionários", town_map = "Mapa de Cidade", casebook = "Livro de Diagnósticos", research = "Pesquisa", status = "Situação", charts = "Gráficos", policy = "Políticas", }, } -- Rooms room_classes = { -- S[19][2] -- "corridors" - unused for now diagnosis = "Diagnóstico", treatment = "Tratamento", clinics = "Clínicas", facilities = "Acomodações", } --]] confirmation = { abort_edit_room = "Está construindo ou editando uma sala. Se todos os objectos necessários estiverem colocados a sala estará terminada, caso contrário será eliminada. Continuar?", return_to_blueprint = "Voltar ao modo de desenho?", restart_level = "Deseja realmente reiniciar esta fase?", delete_room = "Deseja realmente remover esta sala?", quit = "Sair do jogo?", needs_restart = "Estas alterações requerem reiniciar o jogo, todo progresso não gravado será perdido. Continuar?", overwrite_save = "Já existe uma gravação neste arquivo. Gravar por cima?", sack_staff = "Demitir este funcionário ?", replace_machine = "Quer substituir %s por $%d?", } vip_names = { [1] = "Presidente da Cruz Vermelha", [2] = "Ricardo Araújo Pereira", [3] = "D. Duarte Pio de Bragança", [4] = "Joe Berardo", [5] = "José Mourinho", [6] = "Alberto João Jardim", [7] = "Marcelo Rebelo de Sousa", [8] = "Cavaco Silva", [9] = "Cristiano Ronaldo", [10] = "Tradutor Filipe Carvalho", health_minister = "Ministro da Saúde", } room_descriptions = { ultrascan = { [1] = "Ultrasom//", [2] = "O ultrasom é a última palavra em equipamento de diagnóstico. Custa caro, mais vale a pena se deseja um diagnóstico soberbo em seu hospital.//", [3] = "The Ultrasom precisa de manutenção e um médico (qualquer nível) para funcionamento. ", }, gp = { [1] = "Clínica Geral//", [2] = "Esta é a sala de diagnósticos primordial de um hospital. Novos pacientes sentarão aqui para descobrir o que há de errado com eles. Serão enviados posteriormente para outras salas de dianóstico ou para serem curados. Você poderá construir outra Sala de Clínica Geral se esta ficar muito ocupada. Quanto maior a sala for, mais objetos adicionais podem ser colocados nela, e maior o prestígio do médico. Isso vale igualmente para todas as outras salas.//", [3] = "A Sala de Clínica Geral precisa de um médico de qualquer nível. ", }, fracture_clinic = { [1] = "Clínica de Fraturas//", [2] = "Aqueles pacientes azarados o bastante por terem seus ossos quebrados vem aqui. A máquina de remover gesso irá empregar lasers industriais para partir o mais duro gesso, causando apenas um ligeira agonia ao paciente.//", [3] = "A Clínica de Fraturas precisa de uma Enfermeira para funcionamento e contínua manutenção. ", }, tv_room = { [1] = "TV ROOM NOT USED", }, inflation = { [1] = "Inflador//", [2] = "Pacientes que sofrerem da dolorosa-porém-engraçada condição de 'Cabeça Inchada' devem vir ao Inflador, onde seu avantajado crânico será estourado e reinflado instantaneamente na pressão correta.//", [3] = "O Inflador precisa de um médico de qualquer nível, além de cuidados constantes de um Funcionário da Manutenção. ", }, jelly_vat = { [1] = "Clínica de Geléia//", [2] = "Pacientes amaldiçoados com a rídicula Geléite devem ser encaminhados para a Clínica de Geléia, e colocados no tanque de Geléia, sendo curados de uma maneira até então não compreendida totalmente pela medicina.//", [3] = "A Clínica de Geléia precisa de um médico de qualquer nível, e de cuidados dos funcionários da manutenção. ", }, scanner = { [1] = "Ressonância Magnética//", [2] = "Os pacientes são diagnosticados de forma precisa usando esta máquina de Ressonância Magnética. Eles irão então ver um médico na Clínica Geral para tratamento posterior.//", [3] = "A máquina de Ressonância Magnética precisa de um médico de qualquer nível, além de manutenção. ", }, blood_machine = { [1] = "Máquina de Sangue//", [2] = "A Máquina de Sangue é uma parte do arsenal de diagnósticos que verifica as células no sangue do paciente para descobrir o que há de errado com ele.//", [3] = "A Máquina de Sangue precisa de um médico de qualquer nível, além de manutenção. ", }, pharmacy = { [1] = "Farmácia//", [2] = "Pacientes que tenham sido diagnosticados e seu tratamento prevê algum medicamento devem visitar a Farmácia para tomá-lo. Conforme novos medicamentos vão sendo pesquisados e disponibilizados, a sala vai ficando movimentada, portanto você pode ter a necessidade de construir outra no futuro.//", [3] = "A Farmácia precisa de uma Enfermeira. ", }, cardiogram = { [1] = "Eletrocardiograma//", [2] = "Pacientes são diagnosticados e checados aqui, antes de voltarem à Sala de Clínica Geral para um diagnóstico final.//", [3] = "O Eletrocardiograma precisa de um médico de qualquer nível, além de manutenção. ", }, ward = { [1] = "Enfermaria//", [2] = "Pacientes que forem mantidos aqui sob observação de uma Enfermeira durante diagnóstico. Eles permanecem aqui antes de serem operados.//", [3] = "A Enfermaria precisa de uma Enfermeira. ", }, psych = { [1] = "Psiquiatria//", [2] = "Pacientes diagnosticados com males psiquiátricos devem visitar o Departamento de Psiquiatria para receber aconselhamento. Psiquiatras podem ainda fazer diagnósticos, descobrindo que tipo de mal o paciente possui, se há origem mental, tratando-se no divã.//", [3] = "O Departamento de Psiquiatria precisa de um Psiquiatra. ", }, staff_room = { [1] = "Sala de Relaxamento//", [2] = "Sua equipe fica estressada ao longo de um dia de trabalho. Eles precisam desta sala para relaxar e descansar. Funcionários cansados trabalham em marcha lenta, exigem mais dinheiro e eventualmente pedem demissão, além de cometer mais erros. Construa uma sala de relaxamento com muitas possibilidades de entretenimento é muito interessante. Certifique-se que a sala comporte vários funcionários de uma só vez. ", }, operating_theatre = { [1] = "Sala de Operações//", [2] = "Esta importante instalação é onde uma série de condições serão tratadas. Deve ter um bom tamanho, e deve ser ocupado com o equipamento correto. Ele é vital para seu hospital.//", [3] = "A Sala de Operações precisa de dois Cirurgiões. ", }, training = { [1] = "Sala de Treinamento//", [2] = "Seus médicos de nível junior e pleno podem adquirir qualificações extras estudando nesta sala. Um Cirurgião, Pesquisador e/ou Psiquiatra Sênior pode passar este conhecimento para quaisquer médicos sendo treinados, e aqueles que já possuírem estas habilidades poderão aprimorá-las aqui.//", [3] = "A Sala de Treinamento precisa de um Doutor Sênior. ", }, dna_fixer = { [1] = "Clínica de DNA//", [2] = "Pacientes que foram abduzidos por alienígenas de outro mundo deve ter seu DNA substituído nesta sala. A máquina de fixação de DNA é um equipamento complexo e pode ser sensato manter um extintor de incêndio dentro da sala, por via das dúvidas.//", [3] = "A máquina de fixação de DNA deverá ter manutenção constante de um funcionário, precisando de um Pesquisador para operá-la. ", }, research = { [1] = "Departamento de Pesquisas//", [2] = "Novos medicamentos e cruas são inventados e aprimorados no Departamento de Pesquisas. Vital para seu hospital, fará maravilhas em seu percentual de curas.//", [3] = "A Departamento de Pesquisas precisa de um Pesquisador. ", }, hair_restoration = { [1] = "Clínica de Restauração de Cabelos//", [2] = "Pacientes que sofrem de uma condição de calvície extrema serão encaminhados para a máquina de restauração de cabelos desta Clínica. Um médico irá operar a máquina, que irá fazer crescer quase instantaneamente um cabelo novo.//", [3] = "A Clínica de Restauração de Cabelos precisa de um médico de qualquer nível, além de cuidados de um funcionário da manutenção. ", }, general_diag = { [1] = "Diagnósticos Gerais//", [2] = "Pacientes que necessitem de uma investigação mais profunda são analisados aqui. Se a Clínica Geral não encontrar o que há de errado com eles, Diagnósticos Gerais geralmente irá. Daqui ele é enviado de volta à Clínica Geral para análise dos resultados produzidos aqui.//", [3] = "O Diagnósticos Gerais precisa de um médico de qualquer nível.", }, electrolysis = { [1] = "Sala de Eletrólise//", [2] = "Pacientes com Pelulite são encaminhados para esta sala, onde uma máquina especial chamada Eletrolizador arranca os pêlos e esteriliza os poros eletricamente usando um composto similar à uma argamassa.//", [3] = "A Sala de Eletrólise precisa de um médico de qualquer nível, além de cuidados de um funcionário da manutenção. ", }, slack_tongue = { [1] = "Clínica de Língua Negligente//", [2] = "Paciente diagnosticados na Clínica Geral com Língua Negligente serão enviados para esta clínica para tratamento. O médico irá usando um maquinário de última geração para extender a língua e cortá-la fora, restaurando a saúde do paciente.//", [3] = "A Clínica de Língua Negligente precisa de um médico de qualquer nível, e manutenção frequente. ", }, toilets = { [1] = "Toalete//", [2] = "Pacientes que ouvirem o chamado da natureza irão se aliviar no conforto deste toalete. Você poderá construir baias e lavatórios extras se houver a expectativa de muitos visitantes. Em alguns casos, considere construir toaletes em outros pontos do hospital. ", }, no_room = { [1] = "", }, x_ray = { [1] = "Raio-X//", [2] = "A máquina de Raio-X fotografa as pessoas por dentro usando radiação especial, fornecendo à equipe uma boa idéia do que há de errado com elas.//", [3] = "O Raio-X precisa de um médico de qualquer nível, além de manutenção. ", }, decontamination = { [1] = "Clínica de Descontaminação//", [2] = "Pacientes que foram expostos à radiação devem ser levados rapidamente à Clínica de Descontaminação. Esta sala contém um chuveiro lavar toda a horrível radiação e.. sujeira.//", [3] = "O chuveiro de descontaminação precisa de um médico de qualquer nível, além de cuidados de um funcionário da manutenção. ", }, } pay_rise = { definite_quit = "Nada que você fizer vai me manter aqui, pra mim chega.", regular = { [1] = "Estou em frangalhos. Preciso de um bom descanso, além de um aumento de %d se você não quer me ver por aqui neste trabalho enfadonho.", [2] = "Estou muito cansado. Preciso de um descanso e um aumento de salário de %d, indo para %d. Faça agora, seu tirano!", [3] = "Veja bem, estou trabalhando como uma mula! Quero um bônus de %d para ficar neste hospital.", [4] = "Estou infeliz. Exijo um aumento de %d, aumentando meus honorários para %d, caso contrário estou fora.", [5] = "Meus pais haviam me dito que a área médica pagava bem. Então me dê um aumento de %d ou largo a área para fazer jogos de computador.", [6] = "Estou de saco cheio. Pague-me um salário decente, um aumento de %d deve bastar.", }, poached = "Recebi uma proposta de %d feita pelo %s. Pague-me o mesmo ou estou fora.", } level_names = { [1] = "Toxilândia", [2] = "Sleepy Hollow", [3] = "Peito largo", [4] = "Frimpton-on-Sea", [5] = "Simplolândia", [6] = "Festering-on-the-Wold", [7] = "Greenpool", [8] = "Manquay", [9] = "Vila do Leste", [10] = "Eggsenham", [11] = "Croaking", [12] = "Battenburg", [13] = "Chumleigh", [14] = "Sova", [15] = "Enterra Enterra", } staff_descriptions = { good = { [1] = "Trabalha muito rápido e aplicado(a). ", [2] = "Muito consciente. Importa-se profundamente. ", [3] = "Possui várias habilidades. ", [4] = "Amistoso(a) e adora uma gargalhada. ", [5] = "Resistência admirável, trabalha pesado. ", [6] = "Educado(a) e cordial de forma notável. ", [7] = "Incrivelmente talentoso(a) e capaz. ", [8] = "Dedica-se muito ao trabalho designado. ", [9] = "Perfeccionista e persistente. ", [10] = "Dedicado(a) a ajudar pessoas com um sorriso no rosto. ", [11] = "Charmoso(a), educado(a) e prestativo(a). ", [12] = "Frequentemente muito motivado(a) e dedicado(a). ", [13] = "Bem-humorado(a) e muito trabalhador(a). ", [14] = "Leal e amigável. ", [15] = "Cuidadoso(a) e confiável em uma emergência.", }, misc = { [1] = "Joga golfe. ", [2] = "Pratica mergulho. ", [3] = "Faz esculturas no gelo. ", [4] = "Bebe vinho. ", [5] = "Participa de rally. ", [6] = "Faz bungee-jump. ", [7] = "Coleciona latas de cerveja. ", [8] = "Gosta de mergulhar no público nos shows. ", [9] = "Jogar de praticar surf. ", [10] = "Jogar de praticar raffiting. ", [11] = "Destila whisky. ", [12] = "Especialista no 'faça-você-mesmo'. ", [13] = "Gosta de filmes de arte franceses. ", [14] = "Joga 'Theme Park' muito. ", [15] = "Possui carteira de habilitação E. ", [16] = "Corre de motocicleta. ", [17] = "Toca violino e violoncelo clássicos. ", [18] = "Adora colisões de trens. ", [19] = "Amante de cães. ", [20] = "Ouve rádio. ", [21] = "Toma banho frequentemente. ", [22] = "Instrutor de tricô. ", [23] = "Tira o miolo dos vegetais para usar como porta sabão. ", [24] = "Policial especial meio-período. ", [25] = "Ex-apresentador de programa de calouros. ", [26] = "Coleciona estilhaços da Segunda Guerra. ", [27] = "Restaurador de mobília. ", [28] = "Ouve rave e trip-hop. ", [29] = "Extermina insetos com desodorante spray. ", [30] = "Ridiculariza comediantes ruins. ", [31] = "Arruma confusão em reunião de condomínio. ", [32] = "Jardineiro incorrigível. ", [33] = "Contrabandeia relógios falsificados. ", [34] = "Vocalista de uma banda de rock and roll. ", [35] = "Adora os programas da televisão vespertina. ", [36] = "Cutuca trutas. ", [37] = "Isca turistas em museus. ", }, bad = { [1] = "Lento e inquieto. ", [2] = "Preguiçoso e pouco motivado. ", [3] = "Mal treinado e ineficaz. ", [4] = "Rude e áspero. Afasta as pessoas. ", [5] = "Resistência terrível - tem uma gênio ruim. ", [6] = "Surdo como uma porta. Cheira à repolho. ", [7] = "Péssimo(a) no trabalho, meramente responsável. ", [8] = "Imprudente e distraído. ", [9] = "Estressado com tendência e cometer erros. ", [10] = "Retorcido e ressentido - explodindo de raiva. ", [11] = "Descuidado e propenso à acidentes. ", [12] = "Não se preocupa com o trabalho. Muito preguiçoso. ", [13] = "Tolo que gosta se assumir riscos e não se importa com nada. ", [14] = "Dissimulado, malandro e subversivo. ", [15] = "Arrogante e convencido. ", }, }
local groupName = { [201848376] = "合宙群01", [604902189] = "合宙群02", [1092305811] = "合宙群03", [877164555] = "合宙群04", [851800257] = "合宙群05", [387396364] = "合宙群06", [423804427] = "合宙群07", [823812859] = "合宙群08", [679177589] = "WiFi群", [967368887] = "合宙群10", [627242078] = "合宙群11", [799971630] = "合宙群12", [151645843] = "合宙群13", [710412579] = "合宙群14", [553477984] = "合宙群15", [952343033] = "iRTU1群", [1027923658] = "iRTU2群", [1061642968] = "LuatOS群", [827963649] = "CPE群", [489193389] = "GPSTracker群", [221504157] = "训练营一期", [1108271783] = "魔盒", } local function saveLog(g,q,t) local temp = 1 while temp < #t do local ss,ee = t:find("%[CQ:image,file=.-,url=.-%]",temp) if ss then t = t:gsub("%[CQ:image,file=.-%]","[image"..t:match("%[CQ:image,file=.-,url=(.-)%]").."]",1) temp = ee else break end end asyncHttpGet("https://qq.papapoi.com/qqmsg/post.php?g="..string.urlEncode(tostring(g)).. "&q="..string.urlEncode(tostring(q)).. "&m="..string.urlEncode((Utils.ConvertBase64(CQ.Decode(t))))) print("已上传消息记录") end local Groups = require("luat_groups") local function getName(group,qq) local info = cq.groupMemberInfo(group,qq) return info.card ~= "" and info.card or info.nickname end return { check = function (data) for i=1,#Groups do if Groups[i] == data.group then return true end end end, run = function (data,sendMessage) local qqName = getName(data.group,data.qq) sys.taskInit(function() saveLog(data.group,qqName.."("..tostring(data.qq)..")",data.msg) end) if groupName[data.group] then Mqtt.Publish("luaRobot/message/"..data.group, jsonEncode({ group = tostring(data.group), qq = qqName, msg = data.msg:gsub("%[.-%]","[特殊]"):sub(1,100),--限制前100字 name = groupName[data.group], }), 0) end end }
--融合解除 function c952861650.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetCategory(CATEGORY_TODECK+CATEGORY_SPECIAL_SUMMON) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetProperty(EFFECT_FLAG_CARD_TARGET) e1:SetCode(EVENT_FREE_CHAIN) e1:SetTarget(c952861650.target) e1:SetOperation(c952861650.activate) c:RegisterEffect(e1) end function c952861650.filter(c) return c:IsFaceup() and c:IsType(TYPE_FUSION) and c:IsAbleToExtra() end function c952861650.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_MZONE) and c952861650.filter(chkc) end if chk==0 then return Duel.IsExistingTarget(c952861650.filter,tp,LOCATION_MZONE,LOCATION_MZONE,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK) local g=Duel.SelectTarget(tp,c952861650.filter,tp,LOCATION_MZONE,LOCATION_MZONE,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_TODECK,g,1,0,0) end function c952861650.mgfilter(c,e,tp,fusc) return not c:IsControler(tp) or not c:IsLocation(LOCATION_GRAVE) or bit.band(c:GetReason(),0x40008)~=0x40008 or c:GetReasonCard()~=fusc or not c:IsCanBeSpecialSummoned(e,0,tp,false,false) or c:IsHasEffect(EFFECT_NECRO_VALLEY) end function c952861650.activate(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if not (tc:IsRelateToEffect(e) and tc:IsFaceup()) then return end local mg=tc:GetMaterial() local sumable=true local sumtype=tc:GetSummonType() if Duel.SendtoDeck(tc,nil,0,REASON_EFFECT)==0 or bit.band(sumtype,SUMMON_TYPE_FUSION)~=SUMMON_TYPE_FUSION or mg:GetCount()==0 or mg:GetCount()>Duel.GetLocationCount(tp,LOCATION_MZONE) or mg:IsExists(c952861650.mgfilter,1,nil,e,tp,tc) then sumable=false end if sumable and Duel.SelectYesNo(tp,aux.Stringid(952861650,0)) then Duel.BreakEffect() Duel.SpecialSummon(mg,0,tp,tp,false,false,POS_FACEUP) end end
--=========== Copyright © 2019, Planimeter, All rights reserved. ===========-- -- -- Purpose: Chat Text Box HUD -- --==========================================================================-- class "gui.hudchattextbox" ( "gui.textbox" ) local hudchattextbox = gui.hudchattextbox function hudchattextbox:hudchattextbox( parent, name ) gui.textbox.textbox( self, parent, name, "" ) self.hudchat = parent self:setEditable( false ) self:setMultiline( true ) self:setScheme( "Chat" ) self.borderOpacity = 0 self:setVisible( false ) end local CHAT_ANIM_TIME = 0.2 function hudchattextbox:activate() if ( not self:isVisible() ) then self:setOpacity( 0 ) self:animate( { opacity = 1 }, CHAT_ANIM_TIME, "easeOutQuint" ) end self:setVisible( true ) end function hudchattextbox:hide() if ( self.hiding ) then return end self.hiding = true self:animate( { opacity = 0, }, CHAT_ANIM_TIME, "easeOutQuint", function() self:setVisible( false ) self:setOpacity( 1 ) self.hiding = nil self.hideTime = nil end ) end function hudchattextbox:drawBorder() local width = self:getWidth() local height = self:getHeight() local color = color( self:getScheme( "textbox.borderColor" ) ) color[ 4 ] = color[ 4 ] * self.borderOpacity love.graphics.setColor( color ) local lineWidth = 1 love.graphics.setLineWidth( lineWidth ) love.graphics.rectangle( "line", lineWidth / 2, lineWidth / 2, width - lineWidth, height - lineWidth ) end accessor( hudchattextbox, "hideTime" ) accessor( hudchattextbox, "hudchat" ) function hudchattextbox:invalidateLayout() local parent = self:getHudchat() local margin = 36 local textboxHeight = 46 local padding = 9 local width = parent:getWidth() width = width - 2 * margin local height = parent:getHeight() height = height - textboxHeight - padding - 2 * margin self:setWidth( width ) self:setHeight( height ) gui.panel.invalidateLayout( self ) end function hudchattextbox:update( dt ) local parent = self:getHudchat() local hideTime = self:getHideTime() if ( hideTime and hideTime <= love.timer.getTime() and not parent:isVisible() ) then self:hide() end gui.textbox.update( self, dt ) end function hudchattextbox:updateCursor() local hudchat = self:getHudchat() if ( not hudchat:isVisible() ) then love.mouse.setCursor() return end gui.textbox.updateCursor( self ) end
scum = { check = function(player) local del = 0 local write = 0 if player.gmLevel == 99 then del = 1 write = 1 end player.boardDel = del player.boardWrite = write end }
--------------------------------------------------- -- Licensed under the GNU General Public License v2 -- * (c) 2009, olcc -- -- This is now a standalone RSS reader for awesome: -- * http://github.com/olcc/aware --------------------------------------------------- -- {{{ Grab environment local pairs = pairs local io = { popen = io.popen } local setmetatable = setmetatable -- }}} -- RSS: provides latest world news -- vicious.contrib.rss local rss = {} -- {{{ RSS widget type local function worker(format, input) -- input: * feed - feed url -- * object - entity to look for (typically: 'item') -- * fields - fields to read (example: 'link', 'title', 'description') -- output: * count - number of entities found -- * one table for each field, containing wanted values local feed = input.feed local object = input.object local fields = input.fields -- Initialise tables local out = {} for _, v in pairs(fields) do out[v] = {} end -- Initialise variables local ob = nil local i,j,k = 1, 1, 0 local curl = "curl -A 'Mozilla/4.0' -fsm 5 --connect-timeout 3 " -- Get the feed local f = io.popen(curl .. '"' .. feed .. '"') local feed = f:read("*all") f:close() while true do i, j, ob = feed.find(feed, "<" .. object .. ">(.-)</" .. object .. ">", i) if not ob then break end for _, v in pairs(fields) do out[v][k] = ob:match("<" .. v .. ">(.*)</" .. v .. ">") end k = k+1 i = j+1 end -- Update the entity count out.count = k return out end -- }}} return setmetatable(rss, { __call = function(_, ...) return worker(...) end })
mg.write("HTTP/1.0 200 OK\r\n") -- MIME type: https://www.ietf.org/rfc/rfc4627.txt, chapter 6 mg.write("Content-Type: application/json\r\n") mg.write("\r\n") num_threads = mg.get_option("num_threads") num_threads = tonumber(num_threads) function n(s) if ((type(s) == "string") and (#s > 0)) then return s else return "null" end end mg.write("{\r\n\"system\" :\r\n") mg.write(n(mg.get_info("system"))) mg.write(",\r\n\"summary\" :\r\n") mg.write(n(mg.get_info("context"))) mg.write(",\r\n\"common\" :\r\n") mg.write(n(mg.get_info("common"))) mg.write(",\r\n\"connections\" :\r\n[\r\n") mg.write(n(mg.get_info("connection", 1))) for i=2,num_threads do mg.write(",\r\n") mg.write(n(mg.get_info("connection", i))) end mg.write("]\r\n}\r\n")
-------------------------------------------------------------------------------- -- Module Declaration -- local mod, CL = BigWigs:NewBoss("Millificent Manastorm", 1544, 1688) if not mod then return end mod:RegisterEnableMob(101976) mod.engageId = 1847 -------------------------------------------------------------------------------- -- Locals -- -------------------------------------------------------------------------------- -- Initialization -- function mod:GetOptions() return { 201159, -- Delta Finger Laser X-treme 201240, -- Elementium Squirrel Bomb 201392, -- Thorium Rocket Chicken 201572, -- Millificent's Rage } end function mod:OnBossEnable() self:Log("SPELL_AURA_APPLIED", "DeltaFinger", 201159) self:Log("SPELL_CAST_SUCCESS", "SquirrelBomb", 201240, 201432) -- normal, overloaded self:Log("SPELL_CAST_SUCCESS", "RocketChicken", 201392, 201438) -- normal, reinforced self:Log("SPELL_AURA_APPLIED", "MillificentsRage", 201572) end function mod:OnEngage() self:Bar(201159, 5) -- Delta Finger Laser X-treme self:CDBar(201240, 7) -- Elementium Squirrel Bomb self:CDBar(201392, 24) -- Thorium Rocket Chicken end -------------------------------------------------------------------------------- -- Event Handlers -- function mod:DeltaFinger(args) self:TargetMessage(args.spellId, args.destName, "orange") self:Bar(args.spellId, 8.5) end function mod:SquirrelBomb() self:Message(201240, "yellow", "Info") self:CDBar(201240, 18) end function mod:RocketChicken(args) self:Message(201392, "red", "Alarm") self:CDBar(201392, args.spellId == 201438 and 9.7 or 18) end function mod:MillificentsRage(args) self:Message(args.spellId, "cyan", "Warning") self:CDBar(201240, 5) -- Overloaded Squirrel Bomb self:CDBar(201392, 13.5) -- Reinforced Rocket Chicken end
local arrays = require "pgmoon.arrays" local json = require "pgmoon.json" local cjson = require "cjson" local cjson_safe = require "cjson.safe" local pl_tablex = require "pl.tablex" local kong = kong local ngx = ngx local encode_base64 = ngx.encode_base64 local decode_base64 = ngx.decode_base64 local encode_array = arrays.encode_array local encode_json = json.encode_json local setmetatable = setmetatable local update_time = ngx.update_time local get_phase = ngx.get_phase local tonumber = tonumber local concat = table.concat local insert = table.insert local assert = assert local ipairs = ipairs local pairs = pairs local error = error local upper = string.upper local pack = table.pack -- luacheck: ignore local null = ngx.null local type = type local load = load local find = string.find local now = ngx.now local fmt = string.format local rep = string.rep local sub = string.sub local log = ngx.log local NOTICE = ngx.NOTICE local LIMIT = {} local UNIQUE = {} local new_tab local clear_tab do local pcall = pcall local ok ok, new_tab = pcall(require, "table.new") if not ok then new_tab = function () return {} end end ok, clear_tab = pcall(require, "table.clear") if not ok then clear_tab = function (tab) for k, _ in pairs(tab) do tab[k] = nil end end end end local function noop(...) return ... end local function now_updated() update_time() return now() end -- @param name Query name, for debugging purposes -- @param query A string describing an array of single-quoted strings which -- contain parts of an SQL query including numeric placeholders like $0, $1, etc. -- All parts of that array were processed via using string.format("%q"), -- so that all newlines and quotes are preserved. -- @return Produces a function which, given an array of arguments, -- interpolates them in the right places and outputs a ready-to-use SQL query. local function compile(name, query) local c = [=====[ local v = ... or {} return concat { ]=====] .. query:gsub("$(%d+)", [[", v[%1], "]]) .. [=====[ } ]=====] return load(c, "=" .. name, "t", { concat = concat }) end local function expand(name, map) local skip = {} local c = { "local row = ... or {}\n" } for _, field in ipairs(map) do local entity = field.entity if not skip[entity] then skip[entity] = true local exps = {} local keys = {} local nils = {} for _, key in ipairs(map) do if key.entity == entity then insert(exps, 'row["' .. key.from .. '"] ~= null') if key.to ~= "ws_id" then insert(keys, fmt('["%s"] = row["%s"]', key.to, key.from)) end insert(nils, fmt('row["%s"] = nil', key.from)) end end insert(c, (([[ if $EXPS then row["$ENTITY"] = { $KEYS } else row["$ENTITY"] = null end $NILS ]]):gsub("$(%a+)", { ENTITY = entity, EXPS = concat(exps, " and "), KEYS = concat(keys, ", "), NILS = concat(nils, "; "), }))) end end insert(c, "return row") return load(concat(c), "=" .. name, "t", { null = null }) end local function collapse(name, map) local skip = {} local c = { [[ local t = { ... } local row = {} for _, a in ipairs(t) do for k, v in pairs(a) do row[k] = v end end ]] } for _, field in ipairs(map) do local entity = field.entity if not skip[entity] then skip[entity] = true local keys = {} local nulls = {} for _, key in ipairs(map) do if key.entity == entity then insert(keys, fmt('row["%s"] = row["%s"]["%s"]', key.from, entity, key.to)) insert(nulls, fmt('row["%s"] = null', key.from)) end end insert(c, (([[ if row["$ENTITY"] ~= nil and row["$ENTITY"] ~= null then $KEYS row["$ENTITY"] = nil elseif row["$ENTITY"] == null then $NULLS row["$ENTITY"] = nil end ]]):gsub("$(%a+)", { ENTITY = entity, KEYS = concat(keys, "; "), NULLS = concat(nulls, "; "), }))) end end insert(c, "return row") local env = { ipairs = ipairs, pairs = pairs, null = null } return load(concat(c), "=" .. name, "t", env) end local function escape_identifier(connector, identifier, field) identifier = connector:escape_identifier(identifier) if field and field.timestamp then return concat { "EXTRACT(EPOCH FROM ", identifier, " AT TIME ZONE 'UTC') AS ", identifier } end return identifier end local function escape_literal(connector, literal, field) if literal == nil or literal == null then return "NULL" end if field then if field.timestamp then return concat { "TO_TIMESTAMP(", connector:escape_literal(tonumber(fmt("%.3f", literal))), ") AT TIME ZONE 'UTC'" } end if field.type == "array" or field.type == "set" then if not literal[1] then return connector:escape_literal("{}") end local elements = field.elements if elements.timestamp then local timestamps = {} for i, v in ipairs(literal) do timestamps[i] = concat { "TO_TIMESTAMP(", connector:escape_literal(tonumber(fmt("%.3f", v))), ") AT TIME ZONE 'UTC'" } end return encode_array(timestamps) end local et = elements.type if et == "array" or et == "set" then local el = elements repeat el = el.elements et = el.type until et ~= "array" and et ~= "set" if et == "map" or et == "record" then return error("postgres strategy to escape multidimensional arrays of maps or records is not implemented") end elseif et == "map" or et == "record" then local jsons = {} for i, v in ipairs(literal) do jsons[i] = cjson.encode(v) end return encode_array(jsons) .. '::JSONB[]' elseif et == "string" and elements.uuid then return encode_array(literal) .. '::UUID[]' end return encode_array(literal) elseif field.type == "map" or field.type == "record" then return encode_json(literal) end end return connector:escape_literal(literal) end local function toerror(strategy, err, primary_key, entity) local schema = strategy.schema local errors = strategy.errors if find(err, "violates unique constraint", 1, true) then log(NOTICE, err) if find(err, "cache_key", 1, true) then local keys = {} for _, k in ipairs(schema.cache_key) do local field = schema.fields[k] if field.type == "foreign" and entity[k] ~= null then keys[k] = field.schema:extract_pk_values(entity[k]) else keys[k] = entity[k] end end return nil, errors:unique_violation(keys) end for field_name, field in schema:each_field() do if field.unique then if find(err, field_name, 1, true) then return nil, errors:unique_violation({ [field_name] = entity[field_name] }) end end end if not primary_key then primary_key = {} if entity then for _, key in ipairs(schema.primary_key) do primary_key[key] = entity[key] end end end return nil, errors:primary_key_violation(primary_key) elseif find(err, "violates not-null constraint", 1, true) then -- not-null constraint is currently only enforced on primary key log(NOTICE, err) if not primary_key then primary_key = {} if entity then for _, key in ipairs(schema.primary_key) do primary_key[key] = entity[key] end end end return nil, errors:primary_key_violation(primary_key) elseif find(err, "violates foreign key constraint .*_ws_id_fkey") then if schema.name == "workspaces" then local found, e = find(err, "is still referenced from table", 1, true) if not found then return error("could not parse foreign key violation error message: " .. err) end return nil, errors:foreign_key_violation_restricted(schema.name, sub(err, e + 3, -3)) else local ws_id = err:match("ws_id%)=%(([^)]*)%)") or "null" return nil, errors:invalid_workspace(ws_id) end elseif find(err, "violates foreign key constraint", 1, true) then log(NOTICE, err) if find(err, "is not present in table", 1, true) then local foreign_field_name local foreign_schema for field_name, field in schema:each_field() do if field.type == "foreign" then local escaped_identifier = escape_identifier(strategy.connector, field.schema.name) if find(err, escaped_identifier, 1, true) then foreign_field_name = field_name foreign_schema = field.schema break end end end if not foreign_schema then return error("could not determine foreign schema for violated foreign key error") end local foreign_key = {} for _, key in ipairs(foreign_schema.primary_key) do if entity[foreign_field_name] then foreign_key[key] = entity[foreign_field_name][key] else if primary_key[key] then foreign_key[key] = primary_key[key] elseif primary_key[foreign_field_name] then foreign_key[key] = primary_key[foreign_field_name][key] end end end return nil, errors:foreign_key_violation_invalid_reference(foreign_key, foreign_field_name, foreign_schema.name) else local found, e = find(err, "is still referenced from table", 1, true) if not found then return error("could not parse foreign key violation error message: " .. err) end return nil, errors:foreign_key_violation_restricted(schema.name, sub(err, e + 3, -3)) end end return nil, errors:database_error(err) end local function get_ttl_value(strategy, attributes, options) local ttl_value = options and options.ttl local is_update = options and options.update local fields = strategy.fields if ttl_value == 0 or not ttl_value then return null end if not is_update and attributes.created_at and fields.created_at and fields.created_at.timestamp and fields.created_at.auto then return ttl_value + attributes.created_at end if is_update and attributes.updated_at and fields.updated_at and fields.updated_at.timestamp and fields.updated_at.auto then return ttl_value + attributes.updated_at end return ttl_value + now_updated() end local function get_ws_id() local phase = get_phase() if phase ~= "init" and phase ~= "init_worker" then return ngx.ctx.workspace or kong.default_workspace end end local function execute(strategy, statement_name, attributes, options) local ws_id local has_ws_id = strategy.schema.workspaceable if has_ws_id then if options and options.workspace then if options.workspace ~= null then ws_id = options.workspace end else ws_id = get_ws_id() end if not ws_id then statement_name = statement_name .. "_global" end end local connector = strategy.connector local statement = strategy.statements[statement_name] if not attributes then return connector:query(statement[1], statement[2]) end local fields = strategy.fields local argn = statement.argn local argv = statement.argv local argc = statement.argc clear_tab(argv) local is_update = options and options.update local has_ttl = strategy.schema.ttl if has_ws_id then assert(ws_id == nil or type(ws_id) == "string") argv[0] = escape_literal(connector, ws_id, "ws_id") end for i = 1, argc do local name = argn[i] local value if has_ttl and name == "ttl" then value = (options and options.ttl) and get_ttl_value(strategy, attributes, options) elseif i == argc and is_update and attributes[UNIQUE] then value = attributes[UNIQUE] if type(value) == "table" then value = value[name] end else value = attributes[name] end argv[i] = (value == nil and is_update) and escape_identifier(connector, name) or escape_literal(connector, value, fields[name]) end local sql = statement.make(argv) return connector:query(sql, statement.operation) end local function page(self, size, token, foreign_key, foreign_entity_name, options) if not size then size = self.connector:get_page_size(options) end local limit = size + 1 local statement_name local attributes = { [LIMIT] = limit, } local suffix = token and "_next" or "_first" if foreign_entity_name then statement_name = "page_for_" .. foreign_entity_name .. suffix attributes[foreign_entity_name] = foreign_key elseif options and options.tags then statement_name = options.tags_cond == "or" and "page_by_tags_or" .. suffix or "page_by_tags_and" .. suffix attributes.tags = options.tags else statement_name = "page" .. suffix end if token then local token_decoded = decode_base64(token) if not token_decoded then return nil, self.errors:invalid_offset(token, "bad base64 encoding") end token_decoded = cjson_safe.decode(token_decoded) if not token_decoded then return nil, self.errors:invalid_offset(token, "bad json encoding") end for i, field_name in ipairs(self.schema.primary_key) do attributes[field_name] = token_decoded[i] end end local res, err = execute(self, statement_name, self.collapse(attributes), options) if not res then return toerror(self, err) end local rows = new_tab(size, 0) for i = 1, limit do local row = res[i] if not row then break end if i == limit then row = res[size] local offset = {} for _, field_name in ipairs(self.schema.primary_key) do insert(offset, row[field_name]) end offset = cjson.encode(offset) offset = encode_base64(offset, true) return rows, nil, offset end rows[i] = self.expand(row) end return rows end local function make_select_for(foreign_entity_name) return function(self, foreign_key, size, token, options) return page(self, size, token, foreign_key, foreign_entity_name, options) end end local _mt = {} _mt.__index = _mt function _mt:truncate(options) local res, err = execute(self, "truncate", nil, options) if not res then return toerror(self, err) end return true, nil end function _mt:insert(entity, options) local res, err = execute(self, "insert", self.collapse(entity), options) if res then local row = res[1] if row then return self.expand(row), nil end return nil, nil end return toerror(self, err, nil, entity) end function _mt:select(primary_key, options) local res, err = execute(self, "select", self.collapse(primary_key), options) if res then local row = res[1] if row then return self.expand(row), nil end return nil, nil end return toerror(self, err, primary_key) end function _mt:select_by_field(field_name, unique_value, options) local statement_name = "select_by_" .. field_name local filter = { [field_name] = unique_value, } local res, err = execute(self, statement_name, self.collapse(filter), options) if res then local row = res[1] if row then return self.expand(row), nil end return nil, nil end return toerror(self, err, filter) end local function update_options(options) return { update = true, ttl = options and options.ttl, workspace = options and options.workspace ~= null and options.workspace, } end function _mt:update(primary_key, entity, options) local res, err = execute(self, "update", self.collapse(primary_key, entity), update_options(options)) if res then local row = res[1] if row then return self.expand(row), nil end return nil, self.errors:not_found(primary_key) end return toerror(self, err, primary_key, entity) end function _mt:update_by_field(field_name, unique_value, entity, options) local filter if type(unique_value) == "table" then filter = self.collapse({ [field_name] = unique_value }) else filter = unique_value end local res, err = execute(self, "update_by_" .. field_name, self.collapse({ [UNIQUE] = filter }, entity), update_options(options)) if res then local row = res[1] if row then return self.expand(row), nil end return nil, self.errors:not_found_by_field { [field_name] = unique_value, } end return toerror(self, err, { [field_name] = unique_value }, entity) end function _mt:upsert(primary_key, entity, options) local collapsed_entity = self.collapse(entity, primary_key) local res, err = execute(self, "upsert", collapsed_entity, options) if res then local row = res[1] if row then return self.expand(row), nil end return nil, self.errors:not_found(primary_key) end return toerror(self, err, primary_key, entity) end function _mt:upsert_by_field(field_name, unique_value, entity, options) local collapsed_entity = self.collapse(entity, { [field_name] = unique_value }) local res, err = execute(self, "upsert_by_" .. field_name, collapsed_entity, options) if res then local row = res[1] if row then return self.expand(row), nil end return nil, self.errors:not_found_by_field { [field_name] = unique_value, } end return toerror(self, err, { [field_name] = unique_value }, entity) end function _mt:delete(primary_key, options) local res, err = execute(self, "delete", self.collapse(primary_key), options) if res then if res.affected_rows == 0 then return nil, nil end return true, nil end return toerror(self, err, primary_key) end function _mt:delete_by_field(field_name, unique_value, options) local statement_name = "delete_by_" .. field_name local filter = { [field_name] = unique_value, } local res, err = execute(self, statement_name, self.collapse(filter), options) if res then if res.affected_rows == 0 then return nil, nil end return true, nil end return toerror(self, err, filter) end function _mt:page(size, token, options) return page(self, size, token, nil, nil, options) end function _mt:escape_literal(literal, field_name) return escape_literal(self.connector, literal, self.fields[field_name]) end local function format_on_condition(on_condition) if not on_condition then return nil end on_condition = upper(on_condition) if on_condition ~= "RESTRICT" and on_condition ~= "CASCADE" and on_condition ~= "NULL" and on_condition ~= "DEFAULT" then on_condition = nil end return on_condition end local function where_clause(where, ...) local inputs = pack(...) return function(add_ws) local exps = {} for i = 1, inputs.n do local exp = inputs[i] if exp then if add_ws then insert(exps, exp) else if not exp:match("%(\"ws_id\" = ") then insert(exps, exp) end end end end if #exps == 0 then return "" end return where .. concat(exps, "\n" .. rep(" ", #where - 4) .. "AND ") .. "\n" end end local function conflict_list(has_ws_id, ...) local inputs = pack(...) return function(add_ws) local exps = inputs if add_ws and has_ws_id then insert(exps, 1, '"ws_id"') end return concat(exps, ", ") end end -- placeholders in queries must always be constructed as a single string, -- to avoid ending up genering code like this: `concat { "... $", "2 AND ..." }` local function placeholder(n) return "$" .. n end local _M = {} function _M.new(connector, schema, errors) local primary_key = schema.primary_key local primary_key_fields = {} for _, field_name in ipairs(primary_key) do primary_key_fields[field_name] = true end local has_ttl = schema.ttl == true local has_tags = schema.fields.tags ~= nil local has_composite_cache_key = schema.cache_key and #schema.cache_key > 1 local has_ws_id = schema.workspaceable == true local fields = {} local fields_hash = {} local table_name = schema.name local table_name_escaped = escape_identifier(connector, table_name) local foreign_key_list = {} local foreign_keys = {} local unique_fields = {} for field_name, field in schema:each_field() do if field.type == "foreign" then local foreign_schema = field.schema local foreign_key_names = {} local foreign_key_escaped = {} local foreign_col_names = {} local is_unique_foreign = field.unique == true for _, foreign_field_name in ipairs(foreign_schema.primary_key) do local foreign_field for foreign_schema_field_name, foreign_schema_field in foreign_schema:each_field() do if foreign_schema_field_name == foreign_field_name then foreign_field = foreign_schema_field break end end local name = field_name .. "_" .. foreign_field_name fields_hash[name] = foreign_field local prepared_field = { referenced_table = foreign_schema.name, referenced_column = foreign_field_name, on_update = format_on_condition(field.on_update), on_delete = format_on_condition(field.on_delete), name = name, name_escaped = escape_identifier(connector, name), name_expression = escape_identifier(connector, name, foreign_field), field_name = field_name, is_used_in_primary_key = primary_key_fields[field_name] ~= nil, is_part_of_composite_key = #foreign_schema.primary_key > 1, is_unique = foreign_field.unique == true, is_unique_across_ws = foreign_field.unique_across_ws == true, is_endpoint_key = schema.endpoint_key == field_name, is_unique_foreign = is_unique_foreign, } if prepared_field.is_used_in_primary_key then primary_key_fields[field_name] = prepared_field end insert(fields, prepared_field) insert(foreign_key_names, name) insert(foreign_key_escaped, prepared_field.name_escaped) insert(foreign_col_names, escape_identifier(connector, foreign_field_name)) insert(foreign_key_list, { from = name, entity = field_name, to = foreign_field_name }) end foreign_keys[field_name] = { names = foreign_key_names, escaped = foreign_key_escaped, } else fields_hash[field_name] = field local is_used_in_primary_key = primary_key_fields[field_name] ~= nil local is_part_of_composite_key = is_used_in_primary_key and #primary_key > 1 or false local prepared_field = { name = field_name, name_escaped = escape_identifier(connector, field_name), name_expression = escape_identifier(connector, field_name, field), is_used_in_primary_key = is_used_in_primary_key, is_part_of_composite_key = is_part_of_composite_key, is_unique = field.unique == true, is_unique_across_ws = field.unique_across_ws == true, is_endpoint_key = schema.endpoint_key == field_name, } if prepared_field.is_used_in_primary_key then primary_key_fields[field_name] = prepared_field end insert(fields, prepared_field) end end local primary_key_names = {} local primary_key_placeholders = {} local insert_names = {} local insert_columns = {} local insert_expressions = {} local select_expressions = {} local update_expressions = {} local update_names = {} local update_placeholders = {} local upsert_expressions = {} local page_next_names = {} for i, field in ipairs(fields) do local name = field.name local name_escaped = field.name_escaped local name_expression = field.name_expression local is_used_in_primary_key = field.is_used_in_primary_key local is_part_of_composite_key = field.is_part_of_composite_key local is_unique = field.is_unique local is_unique_foreign = field.is_unique_foreign local is_endpoint_key = field.is_endpoint_key local referenced_table = field.referenced_table insert(insert_names, name) insert(insert_columns, name_escaped) insert(insert_expressions, "$" .. i) insert(select_expressions, name_expression) if not is_used_in_primary_key then insert(update_names, name) insert(update_expressions, name_escaped .. " = $" .. #update_names) insert(upsert_expressions, name_escaped .. " = " .. "EXCLUDED." .. name_escaped) end if ((not is_used_in_primary_key) or is_part_of_composite_key) and ((referenced_table and not is_part_of_composite_key) or is_unique_foreign or is_unique or (is_endpoint_key and not is_unique)) then -- treat endpoint_key like a unique key anyway, -- they are indexed (example: target.target) insert(unique_fields, field) end end local update_args_names = {} for _, update_name in ipairs(update_names) do insert(update_args_names, update_name) end local cache_key_escaped if has_composite_cache_key then cache_key_escaped = escape_identifier(connector, "cache_key") insert(update_names, "cache_key") insert(update_args_names, "cache_key") insert(update_expressions, cache_key_escaped .. " = $" .. #update_names) insert(upsert_expressions, cache_key_escaped .. " = " .. "EXCLUDED." .. cache_key_escaped) end local ws_id_escaped if has_ws_id then ws_id_escaped = escape_identifier(connector, "ws_id") insert(select_expressions, ws_id_escaped) insert(update_names, "ws_id") insert(update_args_names, "ws_id") insert(update_expressions, ws_id_escaped .. " = $0") insert(upsert_expressions, ws_id_escaped .. " = " .. "EXCLUDED." .. ws_id_escaped) end local ttl_escaped if has_ttl then ttl_escaped = escape_identifier(connector, "ttl") insert(update_names, "ttl") insert(update_args_names, "ttl") insert(update_expressions, ttl_escaped .. " = $" .. #update_names) insert(upsert_expressions, ttl_escaped .. " = " .. "EXCLUDED." .. ttl_escaped) end local primary_key_escaped = {} for i, key in ipairs(primary_key) do local primary_key_field = primary_key_fields[key] insert(page_next_names, key) insert(primary_key_names, primary_key_field.name) insert(primary_key_escaped, primary_key_field.name_escaped) insert(update_args_names, primary_key_field.name) insert(update_placeholders, "$" .. #update_args_names) insert(primary_key_placeholders, "$" .. i) end insert(page_next_names, LIMIT) local pk_escaped = concat(primary_key_escaped, ", ") select_expressions = concat(select_expressions, ", ") primary_key_placeholders = concat(primary_key_placeholders, ", ") update_placeholders = concat(update_placeholders, ", ") if has_composite_cache_key then fields_hash.cache_key = { type = "string" } insert(insert_names, "cache_key") insert(insert_expressions, "$" .. #insert_names) insert(insert_columns, cache_key_escaped) end local ws_id_select_where if has_ws_id then fields_hash.ws_id = { type = "string", uuid = true } insert(insert_names, "ws_id") insert(insert_expressions, "$0") insert(insert_columns, ws_id_escaped) ws_id_select_where = "(" .. ws_id_escaped .. " = $0)" end local ttl_select_where if has_ttl then fields_hash.ttl = { timestamp = true } insert(insert_names, "ttl") insert(insert_expressions, "$" .. #insert_names) insert(insert_columns, ttl_escaped) select_expressions = concat { select_expressions, ",", "FLOOR(EXTRACT(EPOCH FROM (", ttl_escaped, " AT TIME ZONE 'UTC' - CURRENT_TIMESTAMP AT TIME ZONE 'UTC'", "))) AS ", ttl_escaped } ttl_select_where = concat { "(", ttl_escaped, " IS NULL OR ", ttl_escaped, " >= CURRENT_TIMESTAMP AT TIME ZONE 'UTC')" } end insert_expressions = concat(insert_expressions, ", ") insert_columns = concat(insert_columns, ", ") update_expressions = concat(update_expressions, ", ") upsert_expressions = concat(upsert_expressions, ", ") local primary_key_args = {} local insert_args = {} local update_args = {} local single_args = {} local page_next_args = {} local self = setmetatable({ connector = connector, schema = schema, errors = errors, expand = #foreign_key_list > 0 and expand(table_name .. "_expand", foreign_key_list) or noop, collapse = collapse(table_name .. "_collapse", foreign_key_list), fields = fields_hash, statements = { truncate = { concat { "TRUNCATE ", table_name_escaped, " RESTART IDENTITY CASCADE;" }, "write", }, } }, _mt) self.statements["truncate_global"] = self.statements["truncate"] local add_statement do local function add(name, opts, add_ws) local orig_argn = opts.argn opts = pl_tablex.deepcopy(opts) -- ensure LIMIT table is the same for i, n in ipairs(orig_argn) do if type(n) == "table" then opts.argn[i] = n end end for i = 1, #opts.code do if type(opts.code[i]) == "function" then opts.code[i] = opts.code[i](add_ws) end opts.code[i] = fmt("%q", opts.code[i]) end opts.make = compile(table_name .. "_" .. name, concat(opts.code, ", ")) opts.code = nil opts.argc = #opts.argn self.statements[name] = opts end add_statement = function(name, opts) add(name .. "_global", opts, false) add(name, opts, true) end end add_statement("insert", { operation = "write", expr = insert_expressions, cols = insert_columns, argn = insert_names, argv = insert_args, code = { "INSERT INTO ", table_name_escaped, " (", insert_columns, ")\n", " VALUES (", insert_expressions, ")\n", " RETURNING ", select_expressions, ";", } }) add_statement("upsert", { operation = "write", expr = upsert_expressions, argn = insert_names, argv = insert_args, code = { "INSERT INTO ", table_name_escaped, " (", insert_columns, ")\n", " VALUES (", insert_expressions, ")\n", "ON CONFLICT (", pk_escaped, ") DO UPDATE\n", " SET ", upsert_expressions, "\n", " RETURNING ", select_expressions, ";", } }) add_statement("update", { operation = "write", expr = update_expressions, argn = update_args_names, argv = update_args, code = { " UPDATE ", table_name_escaped, "\n", " SET ", update_expressions, "\n", where_clause( " WHERE ", "(" .. pk_escaped .. ") = (" .. update_placeholders .. ")", ttl_select_where, ws_id_select_where), "RETURNING ", select_expressions, ";", } }) add_statement("delete", { operation = "write", argn = primary_key_names, argv = primary_key_args, code = { "DELETE\n", " FROM ", table_name_escaped, "\n", where_clause( " WHERE ", "(" .. pk_escaped .. ") = (" .. primary_key_placeholders .. ")", ttl_select_where, ws_id_select_where), ";" } }) add_statement("select", { operation = "read", expr = select_expressions, argn = primary_key_names, argv = primary_key_args, code = { "SELECT ", select_expressions, "\n", " FROM ", table_name_escaped, "\n", where_clause( " WHERE ", "(" .. pk_escaped .. ") = (" .. primary_key_placeholders .. ")", ttl_select_where, ws_id_select_where), " LIMIT 1;" } }) add_statement("page_first", { operation = "read", argn = { LIMIT }, argv = single_args, code = { " SELECT ", select_expressions, "\n", " FROM ", table_name_escaped, "\n", where_clause( " WHERE ", ttl_select_where, ws_id_select_where), "ORDER BY ", pk_escaped, "\n", " LIMIT $1;"; } }) add_statement("page_next", { operation = "read", argn = page_next_names, argv = page_next_args, code = { " SELECT ", select_expressions, "\n", " FROM ", table_name_escaped, "\n", where_clause( " WHERE ", "(" .. pk_escaped .. ") > (" .. primary_key_placeholders .. ")", ttl_select_where, ws_id_select_where), "ORDER BY ", pk_escaped, "\n", " LIMIT " .. placeholder(#page_next_names), ";" } }) if #foreign_key_list > 0 then for foreign_entity_name, foreign_key in pairs(foreign_keys) do local fk_names = foreign_key.names local fk_escaped = foreign_key.escaped local fk_placeholders = {} local pk_placeholders = {} local foreign_key_names = concat(fk_escaped, ", ") local argv_first = {} local argn_first = {} local argv_next = {} local argn_next = {} for i, fk_name in ipairs(fk_names) do insert(argn_first, fk_name) insert(argn_next, fk_name) insert(fk_placeholders, placeholder(i)) end for i, primary_key_name in ipairs(primary_key_names) do insert(argn_next, primary_key_name) insert(pk_placeholders, placeholder(i + #fk_names)) end insert(argn_first, LIMIT) insert(argn_next, LIMIT) fk_placeholders = concat(fk_placeholders, ", ") pk_placeholders = concat(pk_placeholders, ", ") local statement_name = "page_for_" .. foreign_entity_name add_statement(statement_name .. "_first", { operation = "read", argn = argn_first, argv = argv_first, code = { " SELECT ", select_expressions, "\n", " FROM ", table_name_escaped, "\n", where_clause( " WHERE ", "(" .. foreign_key_names .. ") = (" .. fk_placeholders .. ")", ttl_select_where, ws_id_select_where), "ORDER BY ", pk_escaped, "\n", " LIMIT ", placeholder(#argn_first), ";"; } }) add_statement(statement_name .. "_next", { operation = "read", argn = argn_next, argv = argv_next, code = { " SELECT ", select_expressions, "\n", " FROM ", table_name_escaped, "\n", where_clause( " WHERE ", "(" .. foreign_key_names .. ") = (" .. fk_placeholders .. ")", "(" .. pk_escaped .. ") > (" .. pk_placeholders .. ")", ttl_select_where, ws_id_select_where), "ORDER BY ", pk_escaped, "\n", " LIMIT ", placeholder(#argn_next), ";" } }) self[statement_name] = make_select_for(foreign_entity_name) end end if has_tags then local pk_placeholders = {} local argn_first = { "tags", LIMIT } local argn_next = { "tags" } for i, primary_key_name in ipairs(primary_key_names) do insert(argn_next, primary_key_name) pk_placeholders[i] = placeholder(i + 1) end insert(argn_next, LIMIT) for cond, op in pairs({["_and"] = "@>", ["_or"] = "&&"}) do add_statement("page_by_tags" .. cond .. "_first", { operation = "read", argn = argn_first, argv = {}, code = { " SELECT ", select_expressions, "\n", " FROM ", table_name_escaped, "\n", where_clause( " WHERE ", "tags " .. op .. " $1", ttl_select_where, ws_id_select_where), "ORDER BY ", pk_escaped, "\n", " LIMIT $2;"; }, }) add_statement("page_by_tags" .. cond .. "_next", { operation = "read", argn = argn_next, argv = {}, code = { " SELECT ", select_expressions, "\n", " FROM ", table_name_escaped, "\n", where_clause( " WHERE ", "tags " .. op .. " $1", "(" .. pk_escaped .. ") > (" .. concat(pk_placeholders, ", ") .. ")", ttl_select_where, ws_id_select_where), "ORDER BY ", pk_escaped, "\n", " LIMIT ", placeholder(#argn_next), ";" } }) end end if has_composite_cache_key then insert(unique_fields, { name = "cache_key", name_escaped = escape_identifier(connector, "cache_key"), }) end if #unique_fields > 0 then local update_by_args = {} for _, unique_field in ipairs(unique_fields) do local field_name = unique_field.field_name or unique_field.name local unique_name = unique_field.name local unique_escaped = unique_field.name_escaped local single_names = { unique_name } add_statement("select_by_" .. field_name, { operation = "read", argn = single_names, argv = single_args, code = { "SELECT ", select_expressions, "\n", " FROM ", table_name_escaped, "\n", where_clause( " WHERE ", unique_escaped .. " = $1", ttl_select_where, ws_id_select_where), " LIMIT 1;" }, }) local update_by_args_names = {} for _, update_name in ipairs(update_names) do insert(update_by_args_names, update_name) end insert(update_by_args_names, unique_name) add_statement("update_by_" .. field_name, { operation = "write", argn = update_by_args_names, argv = update_by_args, code = { " UPDATE ", table_name_escaped, "\n", " SET ", update_expressions, "\n", where_clause( " WHERE ", unique_escaped .. " = $" .. #update_names + 1, ttl_select_where, ws_id_select_where), "RETURNING ", select_expressions, ";", } }) local conflict_key = unique_escaped if has_composite_cache_key then conflict_key = escape_identifier(connector, "cache_key") end local use_ws_id = has_ws_id and not unique_field.is_unique_across_ws add_statement("upsert_by_" .. field_name, { operation = "write", argn = insert_names, argv = insert_args, code = { "INSERT INTO ", table_name_escaped, " (", insert_columns, ")\n", " VALUES (", insert_expressions, ")\n", "ON CONFLICT (", conflict_list(use_ws_id, conflict_key), ") DO UPDATE\n", " SET ", upsert_expressions, "\n", " RETURNING ", select_expressions, ";", } }) add_statement("delete_by_" .. field_name, { operation = "write", argn = single_names, argv = single_args, code = { "DELETE\n", " FROM ", table_name_escaped, "\n", where_clause( " WHERE ", unique_escaped .. " = $1", ttl_select_where, ws_id_select_where), ";" } }) end end return self end return _M
-- define target target("cuda_console") -- set kind set_kind("binary") -- add include directories add_includedirs("inc") -- add files add_files("src/*.cu") -- generate SASS code for each SM architecture for _, sm in ipairs({"30", "35", "37", "50", "52", "60", "61", "70"}) do add_cuflags("-gencode arch=compute_" .. sm .. ",code=sm_" .. sm) add_ldflags("-gencode arch=compute_" .. sm .. ",code=sm_" .. sm) end -- generate PTX code from the highest SM architecture to guarantee forward-compatibility sm = "70" add_cuflags("-gencode arch=compute_" .. sm .. ",code=compute_" .. sm) add_ldflags("-gencode arch=compute_" .. sm .. ",code=compute_" .. sm)
-- definition of roman numeral chords assuming a root of C (transposable) roman_numeral_to_chord={} local nums={1,4,5} local rnums={"I","IV","V"} local notes={"C","F","G"} local adds={"maj","maj7","min","min7"} for i,_ in ipairs(nums) do roman_numeral_to_chord[nums[i]]={} local rn=rnums[i] for j,ad in ipairs(adds) do local rn2=rn if string.find(ad,"min") then rn2=string.lower(rn2) end if string.find(ad,"7") then rn2=rn2.."7" end table.insert(roman_numeral_to_chord[nums[i]],{rn=rn2,c=notes[i]..ad}) end end local nums={2,3,6} local rnums={"ii","iii","vi"} local notes={"D","E","A"} local adds={"min","min7","maj","maj7"} for i,_ in ipairs(nums) do roman_numeral_to_chord[nums[i]]={} local rn=rnums[i] for j,ad in ipairs(adds) do local rn2=rn if string.find(ad,"min") then rn2=string.lower(rn2) else rn2=string.upper(rn2) end if string.find(ad,"7") then rn2=rn2.."7" end table.insert(roman_numeral_to_chord[nums[i]],{rn=rn2,c=notes[i]..ad}) end end local nums={7} local rnums={"vii"} local notes={"B"} local adds={"dim","dim7b5"} for i,_ in ipairs(nums) do roman_numeral_to_chord[nums[i]]={} local rn=rnums[i] for j,ad in ipairs(adds) do local rn2=rn if string.find(ad,"7") then rn2=rn2.."7" end table.insert(roman_numeral_to_chord[nums[i]],{rn=rn2,c=notes[i]..ad}) end end for i,v in ipairs(roman_numeral_to_chord[7]) do for k,v2 in pairs(v) do print(i,k,v2) end end
object_mobile_exar_kun_cultist_f_02 = object_mobile_shared_exar_kun_cultist_f_02:new { } ObjectTemplates:addTemplate(object_mobile_exar_kun_cultist_f_02, "object/mobile/exar_kun_cultist_f_02.iff")
-- -- collisions.lua -- General collision math -- Includes general collisions and specific collision functions -- local Collisions = {} Collisions.__index = Collisions -- MODULES -- local Constants = require ("src.logic.general") -- END -- Collisions.__hWiggleConst = 0.1 / Constants.TERMINAL_HORIZONTAL Collisions.__vWiggleConst = 0.1 / Constants.TERMINAL_VERTICAL function Collisions.floorCollision (self, floor) local cols = self.hitbox:collision (floor.hitbox) local hWiggle = Collisions.__hWiggleConst * self.hitbox.vSpeed local vWiggle = Collisions.__vWiggleConst * self.hitbox.hSpeed if hWiggle < 0 then hWiggle = hWiggle * -1 end if vWiggle < 0 then vWiggle = vWiggle * -1 end if cols [Constants.Directions.DOWN] then if self.hitbox.x > (floor.hitbox.x + floor.hitbox.width - hWiggle) then self.hitbox.x = floor.hitbox.x + floor.hitbox.width elseif self.hitbox.x < (floor.hitbox.x - self.hitbox.width + hWiggle) then self.hitbox.x = floor.hitbox.x - self.hitbox.width else self.hitbox.grounded = true self.hitbox.y = floor.hitbox.y - self.hitbox.height self.hitbox:setFloor (floor) end end if cols [Constants.Directions.LEFT] then if (self.hitbox.y + self.hitbox.height) < (floor.hitbox.y + vWiggle) then self.hitbox.y = floor.hitbox.y - self.hitbox.height elseif self.hitbox.y > (floor.hitbox.y + floor.hitbox.height - vWiggle) then self.hitbox.y = floor.hitbox.y + floor.hitbox.height else self.hitbox.leftWall = true self.hitbox.grip = true self.hitbox.x = floor.hitbox.x + floor.hitbox.width end end if cols [Constants.Directions.RIGHT] then if (self.hitbox.y + self.hitbox.height) < (floor.hitbox.y + vWiggle) then self.hitbox.y = floor.hitbox.y - self.hitbox.height elseif self.hitbox.y > (floor.hitbox.y + floor.hitbox.height - vWiggle) then self.hitbox.y = floor.hitbox.y + floor.hitbox.height else self.hitbox.rightWall = true self.hitbox.grip = true self.hitbox.x = floor.hitbox.x - self.hitbox.width end end if cols [Constants.Directions.UP] then if self.hitbox.x > (floor.hitbox.x + floor.hitbox.width - hWiggle) then self.hitbox.x = floor.hitbox.x + floor.hitbox.width elseif self.hitbox.x < (floor.hitbox.x - self.hitbox.width + hWiggle) then self.hitbox.x = floor.hitbox.x - self.hitbox.width else self.hitbox.roof = true self.hitbox.y = floor.hitbox.y + floor.hitbox.height end end end return Collisions
--[[ /////// ////////////////// /////// PROJECT: MTA iLife - German Fun Reallife Gamemode /////// VERSION: 1.7.2 /////// DEVELOPERS: See DEVELOPERS.md in the top folder /////// LICENSE: See LICENSE.md in the top folder /////// ///////////////// ]] -- ####################################### -- ## Project: HUD iLife ## -- ## For MTA: San Andreas ## -- ## Name: HudComponent_Weather.lua ## -- ## Author: Noneatme ## -- ## Version: 1.0 ## -- ## License: See top Folder ## -- ####################################### -- FUNCTIONS / METHODS -- local cFunc = {}; -- Local Functions local cSetting = {}; -- Local Settings HudComponent_Weather = {}; HudComponent_Weather.__index = HudComponent_Weather; --[[ ]] -- /////////////////////////////// -- ///// New ////// -- ///// Returns: Object ////// -- /////////////////////////////// function HudComponent_Weather:New(...) local obj = setmetatable({}, {__index = self}); if obj.Constructor then obj:Constructor(...); end return obj; end -- /////////////////////////////// -- ///// Toggle ////// -- ///// Returns: void ////// -- /////////////////////////////// function HudComponent_Weather:Toggle(bBool) local component_name = "wanteds" if (bBool == nil) then hud.components[component_name].enabled = not (hud.components[component_name].enabled); else hud.components[component_name].enabled = bBool; end end -- /////////////////////////////// -- ///// CheckBolt ////// -- ///// Returns: void ////// -- /////////////////////////////// function HudComponent_Weather:CheckBolt() -- Urgent: -- Diese Methode wird in einem 'onClientRender' Event aufgerufen. if not(isTimer(self.blitzWaitTimer)) then self.blitzWaitTimer = setTimer(self.blitzAddFunc, math.random(500, 10000), 1) end end -- /////////////////////////////// -- ///// AddRandomBlitz ////// -- ///// Returns: void ////// -- /////////////////////////////// function HudComponent_Weather:AddRandomBlitz() local id = math.random(1, 3) self.blitzAlpha[id] = 255; end -- /////////////////////////////// -- ///// Render ////// -- ///// Returns: void ////// -- /////////////////////////////// function HudComponent_Weather:Render() local component_name = "weather" local x, y = hud.components[component_name].sx, hud.components[component_name].sy; local w, h = hud.components[component_name].width*hud.components[component_name].zoom, hud.components[component_name].height*hud.components[component_name].zoom; local alpha = hud.components[component_name].alpha dxDrawImage(x, y, w, h, hud.pfade.images.."component_weather/background.png", 0, 0, 0, tocolor(200, 255, 200, alpha)); -- Weather local id = getWeather() local name = self.weather_list[id] local rightText1 = "False" local rightText2 = 0; if(name) then else name = self.weather_list[1] rightText1 = "Sunny(Default)" end local time = getTime() local heatHaze = getHeatHaze() local tempMin, tempMax = 0, 20 local temp = math.round((heatHaze/(tempMax/2.55)), 1, "round") if(fileExists(hud.pfade.images.."component_weather/icons/"..name.."_day_night.png")) then name = name.."_day_night" rightText1 = self.weather_namelist[id]; else if(time < 7) or (time > 20) then name = name.."_night"; rightText1 = self.weather_namelist_night[id]; else name = name.."_day"; rightText1 = self.weather_namelist[id]; end end -- outputChatBox(name) -- Weather Icons if not(fileExists(hud.pfade.images.."component_weather/icons/"..name..".png")) then name = "state_clear_day"; rightText1 = "Blue sky" end dxDrawImage(x+40*hud.components[component_name].zoom, y-5*hud.components[component_name].zoom, 109*hud.components[component_name].zoom, 109*hud.components[component_name].zoom, hud.pfade.images.."component_weather/icons/"..name..".png", 0, 0, 0, tocolor(255, 255, 255, alpha)); -- Regen Blitze if(self.is_rain[id]) then for i = 1, 3, 1 do local alpha2 = self.blitzAlpha[i] if(alpha2 > 2) then alpha2 = alpha2-2 self.blitzAlpha[i] = alpha2; dxDrawImage(x, y, w, h, hud.pfade.images.."component_weather/bolt_"..i..".png", 0, 0, 0, tocolor(200, 200, 255, alpha2/255*alpha)); end end end -- Text if not(rightText1) then rightText1 = "Unknow" end dxDrawText(rightText1, x+w/(1.6), y+10*hud.components[component_name].zoom, x+w, y+h, tocolor(255, 255, 255, alpha), 1.7*hud.components[component_name].zoom, "default-bold", "center", "top", false, false, true, false, false) dxDrawText(temp.."' C", x+w/(1.6), y+60*hud.components[component_name].zoom, x+w, y+h, tocolor(255, 255, 255, alpha), 1.4*hud.components[component_name].zoom, "default-bold", "center", "top", false, false, true, false, false) -- Spezielles -- Regen if(self.is_rain[id]) then dxDrawImageSection(x, y, w, h, 697-getTickCount()/20, -getTickCount()/10, 697, 384/2, hud.pfade.images.."component_weather/rain_texture.png", 0, 0, 0, tocolor(255, 255, 255, alpha)) self:CheckBolt(); -- Blitz Alphas end end -- /////////////////////////////// -- ///// Constructor ////// -- ///// Returns: void ////// -- /////////////////////////////// function HudComponent_Weather:Constructor(...) -- Instanzen self.weather_list = { [0] = "state_clear", [1] = "state_clear", [2] = "state_clear", [3] = "state_cloudy2", [4] = "state_cloudy2", [5] = "state_cloudy2", [6] = "state_cloudy2", [7] = "state_cloudy", [8] = "state_rainy", [9] = "state_foggy", [10] = "state_clear", [11] = "state_clear", [12] = "state_cloudy2", [13] = "state_clear", [14] = "state_clear", [15] = "state_clear", [16] = "state_rainy", [17] = "state_clear", [18] = "state_clear", [19] = "state_foggy", [20] = "state_clear", } self.weather_namelist = { [0] = "Blue sky", [1] = "Blue sky", [2] = "Blue sky", [3] = "Cloudy", [4] = "Cloudy", [5] = "Cloudy", [6] = "Cloudy", [7] = "Cloudy", [8] = "Rainy", [9] = "Foggy", [10] = "Blue sky", [11] = "Blue sky", [12] = "Cloudy", [13] = "Blue sky", [14] = "Blue sky", [15] = "Blue sky", [16] = "Stormy", [17] = "Blue sky", [18] = "Blue sky", [19] = "Sandstorm", [20] = "Blue sky", } self.weather_namelist_night = { [1] = "Clear sky", [2] = "Clear sky", [3] = "Cloudy", [4] = "Cloudy", [5] = "Cloudy", [6] = "Cloudy", [7] = "Cloudy", [8] = "Rainy", [9] = "Foggy", [10] = "Clear sky", [11] = "Clear sky", [12] = "Cloudy", [13] = "Clear sky", [14] = "Clear sky", [15] = "Clear sky", [16] = "Stormy", [17] = "Clear sky", [18] = "Clear sky", [19] = "Sandstorm", [20] = "Clear sky", } self.is_rain = { [8] = true, [16] = true, } self.blitzAlpha = { [1] = 0, [2] = 0, [3] = 0, } -- Funktionen self.blitzAddFunc = function() self:AddRandomBlitz() end; -- Events -- outputDebugString("[CALLING] HudComponent_Weather: Constructor"); end -- EVENT HANDLER --
--By naschemaa and nathhhknowledge. --JUST THE SCRIPT (NEED HELP=Private Message) ragdolldeath = true cantouchkill = false debugmode = false canchase = true chasing = false amount = 0 speed = 0.6 heartbeat = game:GetService("RunService").Heartbeat pathfindingser = game:GetService("PathfindingService") scphead = script.Parent hitbox = script.Parent.Hitbox deathsound = script.Parent.Death killsound = script.Parent.Kill jumpscaresounds = {scphead.Jumpscare,scphead.Jumpscare2,scphead.Jumpscare3,scphead.Jumpscare4,scphead.Jumpscare5,scphead.Jumpscare6} concretemovesound = script.Parent["Concrete Moving"] canjumpscare = false distance = 120 function checkhowmanycharactersseeme() while heartbeat:wait() do amount = 0 for i,v in pairs(workspace:GetChildren()) do if v.ClassName == "Model" then local characterhumanoid = v:findFirstChildOfClass("Humanoid") local characterscpdet = v:findFirstChild("SCPDetection") local characterhead = v:findFirstChild("Head") if characterhumanoid and characterscpdet then if characterhumanoid.Health > 0 then if (characterscpdet.Position - scphead.Position).magnitude < distance then if characterhead.Orientation.y > characterscpdet.Orientation.y - 90 and characterhead.Orientation.y < characterscpdet.Orientation.y + 90 then amount = amount + 1 if debugmode then print(v.Name) end else --do n o t h i n g end end end end end end if debugmode then print("people staring at this thing: "..amount) end end end function adddetectors() while heartbeat:wait() do for i,v in pairs(workspace:GetChildren()) do if v.ClassName == "Model" then local characterhumanoid = v:findFirstChildOfClass("Humanoid") local characterhead = v:findFirstChild("Head") if characterhumanoid and characterhead then if characterhumanoid.Health <= 0 then if v:findFirstChild("SCPDetection") then v:findFirstChild("SCPDetection"):destroy() end else if not v:findFirstChild("SCPDetection") then local lookpart = Instance.new("Part", v) lookpart.CanCollide = false lookpart.Size = Vector3.new(1,1,1) lookpart.Anchored = true lookpart.Shape = "Cylinder" lookpart.Transparency = 1 if debugmode then lookpart.Transparency = 0 end lookpart.Name = "SCPDetection" local deed = false local function lookatme() local hed = characterhead while heartbeat:wait() do lookpart.CFrame = CFrame.new(hed.Position, scphead.Position) end end spawn(lookatme) end end end end end end end function orientation() while heartbeat:wait() do scphead.Orientation = Vector3.new(0,scphead.Orientation.y,0) end end function kill(part) if cantouchkill then if part.Parent then local victimhumanoid = part.Parent:findFirstChildOfClass("Humanoid") if victimhumanoid then if victimhumanoid.Health > 0 then killsound:Play() for i,v in pairs(victimhumanoid.Parent:GetChildren()) do if v.ClassName == "Script" or v.ClassName == "LocalScript" then v.Disabled = true end end victimhumanoid.Parent:BreakJoints() victimhumanoid.Health = 0 if ragdolldeath then ragdollkill(victimhumanoid.Parent) end if scphead:findFirstChild("ChaseWho") then scphead:findFirstChild("ChaseWho"):destroy() end end end end end end hitbox.Touched:connect(kill) going = false function attack() while heartbeat:wait() do if amount == 0 and canchase then cantouchkill = true canjumpscare = true going = true for i,v in pairs(workspace:GetChildren()) do if v.ClassName == "Model" and v.Name ~= scphead.Parent.Name then local characterhumanoid = v:findFirstChildOfClass("Humanoid") local characterhead = v:findFirstChild("Head") if characterhumanoid and characterhead then if characterhumanoid.Health > 0 then if not scphead:findFirstChild("ChaseWho") then chasewho = Instance.new("ObjectValue", scphead) chasewho.Name = "ChaseWho" chasewho.Value = characterhead end if (chasewho.Value.Position - scphead.Position).magnitude < distance then chasing = true local path = pathfindingser:FindPathAsync(scphead.Position, chasewho.Value.Position, distance) local waypoints = path:GetWaypoints() if path.Status == Enum.PathStatus.Success then for i,v in pairs(waypoints) do if i >= 3 then if amount == 0 then scphead.Anchored = true scphead.CFrame = CFrame.new(v.Position) scphead.CFrame = scphead.CFrame * CFrame.new(0,6.6/2,0) scphead.CFrame = CFrame.new(scphead.Position, chasewho.Value.Position) * CFrame.fromEulerAnglesXYZ(-0.1,0,0) concretemovesound.Volume = 2 cantouchkill = true wait(0.05) end end end else scphead.Anchored = false end chasing = false concretemovesound.Volume = 0 else chasewho:destroy() chasing = false end elseif characterhumanoid.Health <= 0 then scphead.Anchored = true chasing = false end end end end else if going then for i,v in pairs(workspace:GetChildren()) do if v.ClassName == "Model" then local characterhumanoid = v:findFirstChildOfClass("Humanoid") local characterhead = v:findFirstChild("Head") if characterhumanoid and characterhead then if characterhumanoid.Health > 0 then if (characterhead.Position - scphead.Position).magnitude < 20 then canjumpscare = false local whatjumpscare = math.random(1,table.getn(jumpscaresounds)) jumpscaresounds[whatjumpscare]:Play() end elseif characterhumanoid.Health <= 0 then --nothing again end end end end end if scphead:findFirstChild("ChaseWho") then scphead:findFirstChild("ChaseWho"):destroy() end cantouchkill = false scphead.Anchored = true chasing = false going = false concretemovesound.Volume = 0 end end end function ragdollkill(character) local victimshumanoid = character:findFirstChildOfClass("Humanoid") if not character:findFirstChild("UpperTorso") then character.Archivable = true local ragdoll = character:Clone() ragdoll:findFirstChildOfClass("Humanoid").Health = 0 if ragdoll:findFirstChild("Health") then if ragdoll:findFirstChild("Health").ClassName == "Script" then ragdoll:findFirstChild("Health").Disabled = true end end for i,v in pairs(character:GetChildren()) do if v.ClassName == "Part" or v.ClassName == "ForceField" or v.ClassName == "Accessory" or v.ClassName == "Hat" then v:destroy() end end for i,v in pairs(character:GetChildren()) do if v.ClassName == "Accessory" then local attachment1 = v.Handle:findFirstChildOfClass("Attachment") if attachment1 then for q,w in pairs(character:GetChildren()) do if w.ClassName == "Part" then local attachment2 = w:findFirstChild(attachment1.Name) if attachment2 then local hinge = Instance.new("HingeConstraint", v.Handle) hinge.Attachment0 = attachment1 hinge.Attachment1 = attachment2 hinge.LimitsEnabled = true hinge.LowerAngle = 0 hinge.UpperAngle = 0 end end end end end end ragdoll.Parent = workspace if ragdoll:findFirstChild("Right Arm") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Right Arm") glue.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Arm")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 limbcollider.Name = "LimbCollider" local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Arm") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) end if ragdoll:findFirstChild("Left Arm") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Left Arm") glue.C0 = CFrame.new(-1.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Arm")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Arm") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) end if ragdoll:findFirstChild("Left Leg") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Left Leg") glue.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) glue.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Leg")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Leg") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) end if ragdoll:findFirstChild("Right Leg") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Right Leg") glue.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) glue.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Leg")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Leg") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) end if ragdoll:findFirstChild("Head") and ragdoll.Torso:findFirstChild("NeckAttachment") then local HeadAttachment = Instance.new("Attachment", ragdoll["Head"]) HeadAttachment.Position = Vector3.new(0, -0.5, 0) local connection = Instance.new('HingeConstraint', ragdoll["Head"]) connection.LimitsEnabled = true connection.Attachment0 = ragdoll.Torso.NeckAttachment connection.Attachment1 = HeadAttachment connection.UpperAngle = 60 connection.LowerAngle = -60 elseif ragdoll:findFirstChild("Head") and not ragdoll.Torso:findFirstChild("NeckAttachment") then local hedweld = Instance.new("Weld", ragdoll.Torso) hedweld.Part0 = ragdoll.Torso hedweld.Part1 = ragdoll.Head hedweld.C0 = CFrame.new(0,1.5,0) end game.Debris:AddItem(ragdoll, 30) elseif character:findFirstChild("UpperTorso") then character.Archivable = true local ragdoll = character:Clone() ragdoll:findFirstChildOfClass("Humanoid").Health = 0 if ragdoll:findFirstChild("Health") then if ragdoll:findFirstChild("Health").ClassName == "Script" then ragdoll:findFirstChild("Health").Disabled = true end end for i,v in pairs(character:GetChildren()) do if v.ClassName == "Part" or v.ClassName == "ForceField" or v.ClassName == "Accessory" or v.ClassName == "Hat" or v.ClassName == "MeshPart" then v:destroy() end end for i,v in pairs(character:GetChildren()) do if v.ClassName == "Accessory" then local attachment1 = v.Handle:findFirstChildOfClass("Attachment") if attachment1 then for q,w in pairs(character:GetChildren()) do if w.ClassName == "Part" or w.ClassName == "MeshPart" then local attachment2 = w:findFirstChild(attachment1.Name) if attachment2 then local hinge = Instance.new("HingeConstraint", v.Handle) hinge.Attachment0 = attachment1 hinge.Attachment1 = attachment2 hinge.LimitsEnabled = true hinge.LowerAngle = 0 hinge.UpperAngle = 0 end end end end end end ragdoll.Parent = workspace local Humanoid = ragdoll:findFirstChildOfClass("Humanoid") Humanoid.PlatformStand = true local function makeballconnections(limb, attachementone, attachmenttwo, twistlower, twistupper) local connection = Instance.new('BallSocketConstraint', limb) connection.LimitsEnabled = true connection.Attachment0 = attachementone connection.Attachment1 = attachmenttwo connection.TwistLimitsEnabled = true connection.TwistLowerAngle = twistlower connection.TwistUpperAngle = twistupper local limbcollider = Instance.new("Part", limb) limbcollider.Size = Vector3.new(0.1,1,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 limbcollider:BreakJoints() local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = limb limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) end local function makehingeconnections(limb, attachementone, attachmenttwo, lower, upper) local connection = Instance.new('HingeConstraint', limb) connection.LimitsEnabled = true connection.Attachment0 = attachementone connection.Attachment1 = attachmenttwo connection.LimitsEnabled = true connection.LowerAngle = lower connection.UpperAngle = upper local limbcollider = Instance.new("Part", limb) limbcollider.Size = Vector3.new(0.1,1,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 limbcollider:BreakJoints() local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = limb limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) end local HeadAttachment = Instance.new("Attachment", Humanoid.Parent.Head) HeadAttachment.Position = Vector3.new(0, -0.5, 0) makehingeconnections(Humanoid.Parent.Head, HeadAttachment, ragdoll.UpperTorso.NeckAttachment, -50, 50) makehingeconnections(Humanoid.Parent.LowerTorso, Humanoid.Parent.LowerTorso.WaistRigAttachment, Humanoid.Parent.UpperTorso.WaistRigAttachment, -50, 50) makeballconnections(Humanoid.Parent.LeftUpperArm, Humanoid.Parent.LeftUpperArm.LeftShoulderRigAttachment, Humanoid.Parent.UpperTorso.LeftShoulderRigAttachment, -200, 200, 180) makehingeconnections(Humanoid.Parent.LeftLowerArm, Humanoid.Parent.LeftLowerArm.LeftElbowRigAttachment, Humanoid.Parent.LeftUpperArm.LeftElbowRigAttachment, 0, -60) makehingeconnections(Humanoid.Parent.LeftHand, Humanoid.Parent.LeftHand.LeftWristRigAttachment, Humanoid.Parent.LeftLowerArm.LeftWristRigAttachment, -20, 20) -- makeballconnections(Humanoid.Parent.RightUpperArm, Humanoid.Parent.RightUpperArm.RightShoulderRigAttachment, Humanoid.Parent.UpperTorso.RightShoulderRigAttachment, -200, 200, 180) makehingeconnections(Humanoid.Parent.RightLowerArm, Humanoid.Parent.RightLowerArm.RightElbowRigAttachment, Humanoid.Parent.RightUpperArm.RightElbowRigAttachment, 0, -60) makehingeconnections(Humanoid.Parent.RightHand, Humanoid.Parent.RightHand.RightWristRigAttachment, Humanoid.Parent.RightLowerArm.RightWristRigAttachment, -20, 20) -- makeballconnections(Humanoid.Parent.RightUpperLeg, Humanoid.Parent.RightUpperLeg.RightHipRigAttachment, Humanoid.Parent.LowerTorso.RightHipRigAttachment, -80, 80, 80) makehingeconnections(Humanoid.Parent.RightLowerLeg, Humanoid.Parent.RightLowerLeg.RightKneeRigAttachment, Humanoid.Parent.RightUpperLeg.RightKneeRigAttachment, 0, 60) makehingeconnections(Humanoid.Parent.RightFoot, Humanoid.Parent.RightFoot.RightAnkleRigAttachment, Humanoid.Parent.RightLowerLeg.RightAnkleRigAttachment, -20, 20) -- makeballconnections(Humanoid.Parent.LeftUpperLeg, Humanoid.Parent.LeftUpperLeg.LeftHipRigAttachment, Humanoid.Parent.LowerTorso.LeftHipRigAttachment, -80, 80, 80) makehingeconnections(Humanoid.Parent.LeftLowerLeg, Humanoid.Parent.LeftLowerLeg.LeftKneeRigAttachment, Humanoid.Parent.LeftUpperLeg.LeftKneeRigAttachment, 0, 60) makehingeconnections(Humanoid.Parent.LeftFoot, Humanoid.Parent.LeftFoot.LeftAnkleRigAttachment, Humanoid.Parent.LeftLowerLeg.LeftAnkleRigAttachment, -20, 20) for i,v in pairs(Humanoid.Parent:GetChildren()) do if v.ClassName == "Accessory" then local attachment1 = v.Handle:findFirstChildOfClass("Attachment") if attachment1 then for q,w in pairs(Humanoid.Parent:GetChildren()) do if w.ClassName == "Part" then local attachment2 = w:findFirstChild(attachment1.Name) if attachment2 then local hinge = Instance.new("HingeConstraint", v.Handle) hinge.Attachment0 = attachment1 hinge.Attachment1 = attachment2 hinge.LimitsEnabled = true hinge.LowerAngle = 0 hinge.UpperAngle = 0 end end end end end end for i,v in pairs(ragdoll:GetChildren()) do for q,w in pairs(v:GetChildren()) do if w.ClassName == "Motor6D"--[[ and w.Name ~= "Neck"--]] then w:destroy() end end end if ragdoll:findFirstChild("HumanoidRootPart") then ragdoll.HumanoidRootPart.Anchored = true ragdoll.HumanoidRootPart.CanCollide = false end game.Debris:AddItem(ragdoll, 30) end end spawn(orientation) spawn(attack) spawn(checkhowmanycharactersseeme) spawn(adddetectors)
if package.loaded.luv then _hx_luv = _G.require("luv"); else _hx_luv = { run=function(mode) return false end, loop_alive=function() return false end } end
local PluginActions = {} PluginActions.ProgramActions = require(script.ProgramActions) PluginActions.PrintTrackPositions = require(script.PrintTrackPositions) return PluginActions
PLAYERSTATS = {}
-- local officeWifi = "OnePlus 7T" -- -- local officeWifi = "clear-corporate" -- local urlToLoad = "http://1.1.1.1" -- local browser = "Microsoft Edge Beta" -- local i = 0 -- local watcher = hs.wifi.watcher.new(function() -- local ssid = hs.wifi.currentNetwork() -- -- load the url when office wifi is connected -- if ssid == officeWifi and i == 0 then -- i = (i + 1)%2 -- -- wait for few seconds -- hs.timer.doAfter(3, function() -- -- load the url -- hs.execute("open "..urlToLoad) -- -- lunch or focus the app -- hs.application.launchOrFocus(browser) -- end) -- end -- end):start()
-- uses: -- default_buf -- buf -- ledpin c = require('config') f = require('fade') print("fadesrv:debug: init") f.init(c.state.numled) f.set_delay(c.state.fadedelay) local function handle_request(client,request) -- print("fadesrv:debug: got connection") local response = { "HTTP/1.1 200 OK\r\n", "Content-Type: text/html\r\n", "Access-Control-Allow-Origin: *\r\n", "Connection: close\r\n", "\r\n" } local function add(txt) table.insert(response,txt) end local function sender (client) if #response>0 then client:send(table.remove(response,1)) else -- print("fadesrv: closing connection") client:close() end end local _, _, method, path, vars = string.find(request, "([A-Z]+) (.+)?(.+) HTTP"); if(method == nil)then _, _, method, path = string.find(request, "([A-Z]+) (.+) HTTP"); end local _GET = {} if (vars ~= nil)then for k, v in string.gmatch(vars, "(%w+)=([%w.]+)&*") do _GET[k] = v end end -- end preprocessing local function send_file(f) file.open(f,"r") local block = file.read(1024) while block do add( block ) block = file.read(1024) end file.close() end if path == '/' then local ip,_,_=wifi.sta.getip() send_file('static/head.html') add("<div class='list-group'>") function send_item(a,b) add(string.format( "<a href='#' class='list-group-item'>%s: <b>%s</b></a>\n", a,b)) end send_item("IP",ip) send_item("MAC",wifi.sta.getmac()) send_item("Uptime", string.format("%d seconds",tmr.time())) send_item("Heap", string.format("%d bytes",node.heap())) add("</div>") send_file('static/end.html') elseif path == '/code.js' then send_file('static/code.js') elseif path == '/on' then f:fade_color(c.state.on_color) add("LEDs are now on") elseif path == '/off' then -- TODO f:fade_color(c.state.off_color) add("LEDs are now off") elseif path == '/save' then add("saving config") c:save() elseif path == '/fadedelay' then local delay = tonumber(_GET.ms or c.state.fadedelay) add("setting fade delay to ".. delay) f.set_delay(delay) c.state.fadedelay = delay elseif path == '/numled' then local numled = tonumber(_GET.v or c.state.numled) add("setting numled to ".. numled) f.init(numled) c.state.numled = numled elseif path == '/mode' then local mode = _GET.id or "single" add("setting mode delay to ".. mode) c.state.mode = mode elseif path == '/color' then local r = tonumber(_GET.r or 0) local g = tonumber(_GET.g or 0) local b = tonumber(_GET.b or 0) c.state.on_color = {r,g,b} add("setting LEDS to ("..r..","..g..","..b..")") f:fade_color(c.state.on_color) elseif path == '/getcolor' then add(cjson.encode(c.state.on_color)) elseif path == '/restart' then add("bye") node.restart() else add("unknown path "..path) end -- print("starting sender") client:on("sent", sender) sender(client) -- collectgarbage() end srv=net.createServer(net.TCP,30) srv:listen(80,function(conn) conn:on("receive", handle_request) end)
help( [[ This module loads Expat 2.1.0 Expat is a library for parsing XML documents ]]) whatis("Loads expat libraries which provide support for parsing XML documents") local version = "2.1.0" local base = "/cvmfs/oasis.opensciencegrid.org/osg/modules/expat/"..version prepend_path("LD_LIBRARY_PATH", pathJoin(base, "lib")) prepend_path("CPATH", pathJoin(base, "include")) prepend_path("LIBRARY_PATH", pathJoin(base, "lib")) family('expat')
-- Pretty-Printed using HW2 Pretty-Printer 1.21 by Mikail. -- LuaDC version 0.9.19 -- 5/23/2004 7:23:40 PM -- LuaDC by Age2uN -- on error send source file (compiled lua) and this outputfile to Age2uN@gmx.net -- Ship = 0 SubSystem = 1 build = { { Type = SubSystem, ThingToBuild = "Hgn_C_Production_Fighter", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 0, DisplayedName = "$7000", Description = "$7001", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Production_Fighter", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 0, DisplayedName = "$7000", Description = "$7001", }, { Type = SubSystem, ThingToBuild = "Hgn_C_Production_Corvette", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 0, DisplayedName = "$7002", Description = "$7003", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Production_Corvette", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 0, DisplayedName = "$7002", Description = "$7003", }, { Type = SubSystem, ThingToBuild = "Hgn_C_Production_Frigate", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 0, DisplayedName = "$7004", Description = "$7005", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Production_Frigate", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 0, DisplayedName = "$7004", Description = "$7005", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Production_CapShip", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 0, DisplayedName = "$7006", Description = "$7007", }, { Type = SubSystem, ThingToBuild = "Hgn_SY_Production_CapShip", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 0, DisplayedName = "$7006", Description = "$7007", }, { Type = SubSystem, ThingToBuild = "Hgn_C_Module_PlatformControl", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 10, DisplayedName = "$7008", Description = "$7009", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Module_PlatformControl", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 20, DisplayedName = "$7008", Description = "$7009", }, { Type = SubSystem, ThingToBuild = "Hgn_C_Module_Research", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 0, DisplayedName = "$7010", Description = "$7011", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Module_Research", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 0, DisplayedName = "$7010", Description = "$7011", }, { Type = SubSystem, ThingToBuild = "Hgn_C_Module_ResearchAdvanced", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 10, DisplayedName = "$7012", Description = "$7013", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Module_ResearchAdvanced", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 10, DisplayedName = "$7012", Description = "$7013", }, { Type = SubSystem, ThingToBuild = "Hgn_C_Module_Hyperspace", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 30, DisplayedName = "$7014", Description = "$7015", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Module_Hyperspace", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 30, DisplayedName = "$7014", Description = "$7015", }, { Type = SubSystem, ThingToBuild = "Hgn_C_Module_HyperspaceInhibitor", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 40, DisplayedName = "$7016", Description = "$7017", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Module_HyperspaceInhibitor", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 40, DisplayedName = "$7016", Description = "$7017", }, { Type = SubSystem, ThingToBuild = "Hgn_C_Module_CloakGenerator", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 50, DisplayedName = "$7018", Description = "$7019", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Module_CloakGenerator", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 50, DisplayedName = "$7018", Description = "$7019", }, { Type = SubSystem, ThingToBuild = "Hgn_C_Module_FireControl", RequiredResearch = "", RequiredFleetSubSystems = "AdvancedResearch", DisplayPriority = 60, DisplayedName = "$7020", Description = "$7021", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Module_FireControl", RequiredResearch = "", RequiredFleetSubSystems = "AdvancedResearch", DisplayPriority = 60, DisplayedName = "$7020", Description = "$7021", }, { Type = SubSystem, ThingToBuild = "Hgn_C_Sensors_DetectHyperspace", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 150, DisplayedName = "$7036", Description = "$7037", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Sensors_DetectHyperspace", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 150, DisplayedName = "$7036", Description = "$7037", }, { Type = SubSystem, ThingToBuild = "Hgn_C_Sensors_AdvancedArray", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 151, DisplayedName = "$7022", Description = "$7023", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Sensors_AdvancedArray", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 151, DisplayedName = "$7022", Description = "$7023", }, { Type = SubSystem, ThingToBuild = "Hgn_C_Sensors_DetectCloaked", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 152, DisplayedName = "$7024", Description = "$7025", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Sensors_DetectCloaked", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 152, DisplayedName = "$7024", Description = "$7025", }, { Type = Ship, ThingToBuild = "Kpr_Mover", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 53, DisplayedName = "$7913", Description = "$7914", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Production_CorvetteMover", RequiredResearch = "", RequiredShipSubSystems = "CorvetteProduction", DisplayPriority = 10, DisplayedName = "$7910", Description = "$7911", }, { Type = Ship, ThingToBuild = "Hgn_Scout", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 10, DisplayedName = "$7030", Description = "$7031", }, { Type = Ship, ThingToBuild = "Hgn_Interceptor", RequiredResearch = "", RequiredShipSubSystems = "FighterProduction", DisplayPriority = 20, DisplayedName = "$7032", Description = "$7033", }, { Type = Ship, ThingToBuild = "Hgn_AttackBomber", RequiredResearch = "", RequiredShipSubSystems = "FighterProduction", DisplayPriority = 30, DisplayedName = "$7034", Description = "$7035", }, { Type = Ship, ThingToBuild = "Hgn_AssaultCorvette", RequiredResearch = "", RequiredShipSubSystems = "CorvetteProduction", DisplayPriority = 50, DisplayedName = "$7038", Description = "$7039", }, { Type = Ship, ThingToBuild = "Hgn_PulsarCorvette", RequiredResearch = "", RequiredShipSubSystems = "CorvetteProduction", DisplayPriority = 51, DisplayedName = "$7040", Description = "$7041", }, { Type = Ship, ThingToBuild = "Hgn_MinelayerCorvette", RequiredResearch = "GraviticAttractionMines", RequiredShipSubSystems = "CorvetteProduction", DisplayPriority = 52, DisplayedName = "$7042", Description = "$7043", }, { Type = Ship, ThingToBuild = "Hgn_DefenseFieldFrigate", RequiredResearch = "DefenseFieldFrigateShield", RequiredShipSubSystems = "FrigateProduction", DisplayPriority = 80, DisplayedName = "$7044", Description = "$7045", }, { Type = Ship, ThingToBuild = "Hgn_TorpedoFrigate", RequiredResearch = "", RequiredShipSubSystems = "FrigateProduction", DisplayPriority = 60, DisplayedName = "$7046", Description = "$7047", }, { Type = Ship, ThingToBuild = "Hgn_AssaultFrigate", RequiredResearch = "InstaAdvancedFrigateTech", RequiredShipSubSystems = "FrigateProduction", DisplayPriority = 65, DisplayedName = "$7048", Description = "$7049", }, { Type = Ship, ThingToBuild = "Hgn_IonCannonFrigate", RequiredResearch = "InstaAdvancedFrigateTech", RequiredShipSubSystems = "FrigateProduction", DisplayPriority = 70, DisplayedName = "$7050", Description = "$7051", }, { Type = Ship, ThingToBuild = "Hgn_MarineFrigate", RequiredResearch = "InstaAdvancedFrigateTech", RequiredShipSubSystems = "FrigateProduction", DisplayPriority = 75, DisplayedName = "$7052", Description = "$7053", }, { Type = Ship, ThingToBuild = "Hgn_Carrier", RequiredResearch = "", RequiredShipSubSystems = "CapShipProduction", DisplayPriority = 110, DisplayedName = "$7054", Description = "$7055", }, { Type = Ship, ThingToBuild = "Hgn_Destroyer", RequiredResearch = "DestroyerTech", RequiredShipSubSystems = "CapShipProduction", DisplayPriority = 116, DisplayedName = "$7056", Description = "$7057", }, { Type = Ship, ThingToBuild = "Hgn_Shipyard", RequiredResearch = "", RequiredShipSubSystems = "Hyperspace", DisplayPriority = 117, DisplayedName = "$7058", Description = "$7059", }, { Type = Ship, ThingToBuild = "Hgn_Battlecruiser", RequiredResearch = "BattlecruiserIonWeapons", RequiredShipSubSystems = "CapShipProduction", DisplayPriority = 118, DisplayedName = "$7060", Description = "$7061", }, { Type = Ship, ThingToBuild = "Hgn_GunTurret", RequiredResearch = "", RequiredShipSubSystems = "PlatformProduction", DisplayPriority = 141, DisplayedName = "$7062", Description = "$7063", }, { Type = Ship, ThingToBuild = "Hgn_IonTurret", RequiredResearch = "PlatformIonWeapons", RequiredShipSubSystems = "PlatformProduction", DisplayPriority = 142, DisplayedName = "$7064", Description = "$7065", }, { Type = Ship, ThingToBuild = "Hgn_ResourceCollector", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 120, DisplayedName = "$7066", Description = "$7067", }, { Type = Ship, ThingToBuild = "Hgn_ResourceController", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 130, DisplayedName = "$7068", Description = "$7069", }, { Type = Ship, ThingToBuild = "Hgn_Probe", RequiredResearch = "", RequiredShipSubSystems = "", DisplayPriority = 140, DisplayedName = "$7070", Description = "$7071", }, { Type = Ship, ThingToBuild = "Hgn_ProximitySensor", RequiredResearch = "SensDisProbe", RequiredShipSubSystems = "", DisplayPriority = 150, DisplayedName = "$7072", Description = "$7073", }, { Type = Ship, ThingToBuild = "Hgn_ECMProbe", RequiredResearch = "ECMProbe", RequiredShipSubSystems = "", DisplayPriority = 160, DisplayedName = "$7074", Description = "$7075", }, { Type = Ship, ThingToBuild = "Hgn_Shipyard_SPG", RequiredResearch = "", RequiredShipSubSystems = "CapShipProduction", DisplayPriority = 117, DisplayedName = "$7058", Description = "$7059", }, -- HWC Hacks { Type = SubSystem, ThingToBuild = "Hgn_C_Module_FireControl_nores", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 60, DisplayedName = "$7020", Description = "$7021", }, { Type = SubSystem, ThingToBuild = "Hgn_MS_Module_FireControl_nores", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 60, DisplayedName = "$7020", Description = "$7021", }, { Type = Ship, ThingToBuild = "Hgn_Carrier_nores", RequiredResearch = "", RequiredShipSubSystems = "CapShipProduction", DisplayPriority = 110, DisplayedName = "$7054", Description = "$7055", }, { Type = Ship, ThingToBuild = "Hgn_Shipyard_nores", RequiredResearch = "", RequiredShipSubSystems = "Hyperspace", DisplayPriority = 117, DisplayedName = "$7058", Description = "$7059", }, { Type = Ship, ThingToBuild = "Hgn_Battlecruiser_nores", RequiredResearch = "BattlecruiserIonWeapons", RequiredShipSubSystems = "CapShipProduction", DisplayPriority = 118, DisplayedName = "$7060", Description = "$7061", }, }
local E, C, L = select(2, ...):unpack() ---------------------------------------------------------------------------------------- -- Hover Key Bind ---------------------------------------------------------------------------------------- local bind, oneBind, localmacros = CreateFrame("Frame", "HoverBind", UIParent), true, 0 SlashCmdList.MOUSEOVERBIND = function() if InCombatLockdown() then print(L.ACTIONBAR_BINDING_INCOMBATLOCKDOWN) return end if not bind.loaded then bind:SetFrameStrata("DIALOG") bind:EnableMouse(true) bind:EnableKeyboard(true) bind:EnableMouseWheel(true) bind.texture = bind:CreateTexture() bind.texture:SetPoint("TOPLEFT", bind, 2, -2) bind.texture:SetPoint("BOTTOMRIGHT", bind, -2, 2) bind.texture:SetColorTexture(1, 1, 1, 0.3) bind:Hide() local elapsed = 0 GameTooltip:HookScript("OnUpdate", function(self, e) elapsed = elapsed + e if elapsed < 0.2 then return else elapsed = 0 end if not self.comparing and IsModifiedClick("COMPAREITEMS") then GameTooltip_ShowCompareItem(self) self.comparing = true elseif self.comparing and not IsModifiedClick("COMPAREITEMS") then for _, frame in pairs(self.shoppingTooltips) do frame:Hide() end self.comparing = false end end) hooksecurefunc(GameTooltip, "Hide", function(self) for _, tt in pairs(self.shoppingTooltips) do tt:Hide() end end) bind:SetScript("OnEvent", function(self) self:Deactivate(false) end) bind:SetScript("OnLeave", function(self) self:HideFrame() end) bind:SetScript("OnKeyDown", function(self, key) self:Listener(key) end) bind:SetScript("OnMouseDown", function(self, key) self:Listener(key) end) bind:SetScript("OnMouseWheel", function(self, delta) if delta>0 then self:Listener("MOUSEWHEELUP") else self:Listener("MOUSEWHEELDOWN") end end) function bind:Update(b, spellmacro) if not self.enabled or InCombatLockdown() then return end self.button = b self.spellmacro = spellmacro self:ClearAllPoints() self:SetAllPoints(b) self:Show() ShoppingTooltip1:Hide() if spellmacro=="SPELL" then self.button.id = SpellBook_GetSpellBookSlot(self.button) self.button.name = GetSpellBookItemName(self.button.id, SpellBookFrame.bookType) GameTooltip:Show() GameTooltip:SetScript("OnHide", function(self) self:SetOwner(bind, "ANCHOR_NONE") self:SetPoint("BOTTOM", bind, "TOP", 0, 1) self:AddLine(bind.button.name, 1, 1, 1) bind.button.bindings = {GetBindingKey(spellmacro.." "..bind.button.name)} if #bind.button.bindings == 0 then self:AddLine(L.ACTIONBAR_BINDING_NOBINDING, .6, .6, .6) else self:AddDoubleLine(L.ACTIONBAR_BINDING_BINDING, L.ACTIONBAR_BINDING_KEY, .6, .6, .6, .6, .6, .6) for i = 1, #bind.button.bindings do self:AddDoubleLine(i, bind.button.bindings[i]) end end self:Show() self:SetScript("OnHide", nil) end) elseif spellmacro=="MACRO" then self.button.id = self.button:GetID() if localmacros == 1 then self.button.id = self.button.id + MAX_ACCOUNT_MACROS end self.button.name = GetMacroInfo(self.button.id) GameTooltip:SetOwner(bind, "ANCHOR_NONE") GameTooltip:SetPoint("BOTTOM", bind, "TOP", 0, 1) GameTooltip:AddLine(bind.button.name, 1, 1, 1) bind.button.bindings = {GetBindingKey(spellmacro.." "..bind.button.name)} if #bind.button.bindings == 0 then GameTooltip:AddLine(L.ACTIONBAR_BINDING_NOBINDING, .6, .6, .6) else GameTooltip:AddDoubleLine(L.ACTIONBAR_BINDING_BINDING, L.ACTIONBAR_BINDING_KEY, .6, .6, .6, .6, .6, .6) for i = 1, #bind.button.bindings do GameTooltip:AddDoubleLine(L.ACTIONBAR_BINDING_BINDING..i, bind.button.bindings[i], 1, 1, 1) end end GameTooltip:Show() elseif spellmacro=="STANCE" or spellmacro=="PET" then self.button.id = tonumber(b:GetID()) self.button.name = b:GetName() if not self.button.name then return end if not self.button.id or self.button.id < 1 or self.button.id > (spellmacro=="STANCE" and 10 or 12) then self.button.bindstring = "CLICK "..self.button.name..":LeftButton" else self.button.bindstring = (spellmacro=="STANCE" and "SHAPESHIFTBUTTON" or "BONUSACTIONBUTTON")..self.button.id end GameTooltip:Show() GameTooltip:SetScript("OnHide", function(self) self:SetOwner(bind, "ANCHOR_NONE") self:SetPoint("BOTTOM", bind, "TOP", 0, 1) self:AddLine(bind.button.name, 1, 1, 1) bind.button.bindings = {GetBindingKey(bind.button.bindstring)} if #bind.button.bindings == 0 then self:AddLine(L.ACTIONBAR_BINDING_NOBINDING, .6, .6, .6) else self:AddDoubleLine(L.ACTIONBAR_BINDING_BINDING, L.ACTIONBAR_BINDING_KEY, .6, .6, .6, .6, .6, .6) for i = 1, #bind.button.bindings do self:AddDoubleLine(i, bind.button.bindings[i]) end end self:Show() self:SetScript("OnHide", nil) end) else self.button.action = tonumber(b.action) self.button.name = b:GetName() if not self.button.name then return end if not self.button.action or self.button.action < 1 or self.button.action > 132 then self.button.bindstring = "CLICK "..self.button.name..":LeftButton" else local modact = 1+(self.button.action-1)%12 if self.button.name == "ExtraActionButton1" then self.button.bindstring = "EXTRAACTIONBUTTON1" elseif self.button.action < 13 or self.button.action > 72 then self.button.bindstring = "ACTIONBUTTON"..modact elseif self.button.action < 73 and self.button.action > 60 then self.button.bindstring = "MULTIACTIONBAR1BUTTON"..modact elseif self.button.action < 61 and self.button.action > 48 then self.button.bindstring = "MULTIACTIONBAR2BUTTON"..modact elseif self.button.action < 49 and self.button.action > 36 then self.button.bindstring = "MULTIACTIONBAR4BUTTON"..modact elseif self.button.action < 37 and self.button.action > 24 then self.button.bindstring = "MULTIACTIONBAR3BUTTON"..modact elseif self.button.action < 25 and self.button.action > 12 then self.button.bindstring = "CLICK "..self.button.name..":LeftButton" end end GameTooltip:AddLine(bind.button.name) GameTooltip:Show() bind.button.bindings = {GetBindingKey(bind.button.bindstring)} GameTooltip:SetScript("OnHide", function(self) self:SetOwner(bind, "ANCHOR_NONE") self:SetPoint("BOTTOM", bind, "TOP", 0, 1) self:AddLine(bind.button.name, 1, 1, 1) if #bind.button.bindings == 0 then self:AddLine(L.ACTIONBAR_BINDING_NOBINDING, .6, .6, .6) else self:AddDoubleLine(L.ACTIONBAR_BINDING_BINDING, L.ACTIONBAR_BINDING_KEY, .6, .6, .6, .6, .6, .6) for i = 1, #bind.button.bindings do self:AddDoubleLine(i, bind.button.bindings[i]) end end self:Show() self:SetScript("OnHide", nil) end) end end function bind:Listener(key) if GetBindingKey(key) == "OPENCHAT" then DEFAULT_CHAT_FRAME.editBox:Show() return end if GetBindingByKey(key) == "SCREENSHOT" then RunBinding("SCREENSHOT") return end if #self.button.bindings > 0 and oneBind then for i = 1, #self.button.bindings do SetBinding(self.button.bindings[i]) end self:Update(self.button, self.spellmacro) if self.spellmacro ~= "MACRO" then GameTooltip:Hide() end end if key == "ESCAPE" or key == "RightButton" then for i = 1, #self.button.bindings do SetBinding(self.button.bindings[i]) end print(string.format(L.ACTIONBAR_BINDING_ALLCLEAR, self.button.name)) self:Update(self.button, self.spellmacro) if self.spellmacro~="MACRO" then GameTooltip:Hide() end return end if key == "LSHIFT" or key == "RSHIFT" or key == "LCTRL" or key == "RCTRL" or key == "LALT" or key == "RALT" or key == "UNKNOWN" or key == "LeftButton" then return end if key == "MiddleButton" then key = "BUTTON3" end if key:find("Button%d") then key = key:upper() end local alt = IsAltKeyDown() and "ALT-" or "" local ctrl = IsControlKeyDown() and "CTRL-" or "" local shift = IsShiftKeyDown() and "SHIFT-" or "" if not self.spellmacro or self.spellmacro=="PET" or self.spellmacro=="STANCE" then SetBinding(alt..ctrl..shift..key, self.button.bindstring) else SetBinding(alt..ctrl..shift..key, self.spellmacro.." "..self.button.name) end print(string.format(L.ACTIONBAR_BINDING_BINDTO, alt..ctrl..shift..key, self.button.name)) self:Update(self.button, self.spellmacro) if self.spellmacro~="MACRO" then GameTooltip:Hide() end end function bind:HideFrame() self:ClearAllPoints() self:Hide() GameTooltip:Hide() end function bind:Activate() self.enabled = true self:RegisterEvent("PLAYER_REGEN_DISABLED") end function bind:Deactivate(save) local which = GetCurrentBindingSet() if save then SaveBindings(2) print(L.ACTIONBAR_BINDING_SAVE) else LoadBindings(2) print(L.ACTIONBAR_BINDING_DISCARDED) end self.enabled = false self:HideFrame() self:UnregisterEvent("PLAYER_REGEN_DISABLED") StaticPopup_Hide("KEYBIND_MODE") end StaticPopupDialogs["KEYBIND_MODE"] = { text = L.ACTIONBAR_BINDING_MODETEXT, button1 = L.ACTIONBAR_BINDING_SAVEBTN, button2 = L.ACTIONBAR_BINDING_DISCARDEBTN, OnAccept = function() bind:Deactivate(true) end, OnCancel = function() bind:Deactivate(false) end, timeout = 0, whileDead = 1, hideOnEscape = false, preferredIndex = 5, } -- REGISTERING for i = 1, 12 do local b = _G["ActionButton"..i] b:HookScript("OnEnter", function(self) bind:Update(self) end) b = _G["MultiBarBottomLeftButton"..i] b:HookScript("OnEnter", function(self) bind:Update(self) end) b = _G["MultiBarLeftButton"..i] b:HookScript("OnEnter", function(self) bind:Update(self) end) b = _G["MultiBarRightButton"..i] b:HookScript("OnEnter", function(self) bind:Update(self) end) b = _G["MultiBarBottomRightButton"..i] b:HookScript("OnEnter", function(self) bind:Update(self) end) end for i = 1, NUM_STANCE_SLOTS do local b = _G["StanceButton"..i] b:HookScript("OnEnter", function(self) bind:Update(self, "STANCE") end) end for i = 1, NUM_PET_ACTION_SLOTS do local b = _G["PetActionButton"..i] b:HookScript("OnEnter", function(self) bind:Update(self, "PET") end) end for i=1,12 do local b = _G["SpellButton"..i] b:HookScript("OnEnter", function(self) bind:Update(self, "SPELL") end) end ExtraActionButton1:HookScript("OnEnter", function(self) bind:Update(self) end) local function registermacro() for i = 1, MAX_ACCOUNT_MACROS do local b = _G["MacroButton"..i] b:HookScript("OnEnter", function(self) bind:Update(self, "MACRO") end) end MacroFrameTab1:HookScript("OnMouseUp", function() localmacros = 0 end) MacroFrameTab2:HookScript("OnMouseUp", function() localmacros = 1 end) end if not IsAddOnLoaded("Blizzard_MacroUI") then hooksecurefunc("LoadAddOn", function(addon) if addon=="Blizzard_MacroUI" then registermacro() end end) else registermacro() end bind.loaded = 1 end if not bind.enabled then bind:Activate() StaticPopup_Show("KEYBIND_MODE") end end SLASH_MOUSEOVERBIND1 = "/hvb"
PLUGIN.name = "Acts" PLUGIN.author = "Chessnut" PLUGIN.desc = "Adds acts that can be performed." PLUGIN.acts = PLUGIN.acts or {} nut.util.include("sh_setup.lua") local Entity_Meta = FindMetaTable("Entity") local Player_GetNetVar = Entity_Meta.getNetVar for k, v in pairs(PLUGIN.acts) do local data = {} local multiple = false for k2, v2 in pairs(v) do if (type(v2.sequence) == "table" and #v2.sequence > 1) then multiple = true break end end if (multiple) then data.syntax = "[number type]" end data.onRun = function(client, arguments) if (client.nutSeqUntimed) then client:setNetVar("actAng") client:Freeze(false) client:leaveSequence() client.nutSeqUntimed = nil return end if (!client:Alive() or client:setLocalVar("ragdoll")) then return end if ((client.nutNextAct or 0) < CurTime()) then local class = nut.anim.getModelClass(client:GetModel()) local info = v[class] if (info) then if (info.onCheck) then local result = info.onCheck(client) if (result) then return result end end local sequence if (type(info.sequence) == "table") then local index = math.Clamp(math.floor(tonumber(arguments[1]) or 1), 1, #info.sequence) sequence = info.sequence[index] else sequence = info.sequence end local duration = client:forceSequence(sequence, nil, info.untimed and 0 or nil) client.nutSeqUntimed = info.untimed client.nutNextAct = CurTime() + (info.untimed and 4 or duration) + 1 client:setNetVar("actAng", client:GetAngles()) client:Freeze(true) else return "@modelNoSeq" end end end nut.command.add("act"..k, data) end function PLUGIN:UpdateAnimation(client, moveData) local angles = client:getNetVar("actAng") if (angles) then client:SetRenderAngles(angles) end end function PLUGIN:OnPlayerLeaveSequence(client) client:setNetVar("actAng") client:Freeze(false) end function PLUGIN:PlayerDeath(client) if (client.nutSeqUntimed) then client:setNetVar("actAng") client:Freeze(false) client:leaveSequence() client.nutSeqUntimed = nil end end function PLUGIN:OnCharFallover(client) if (client.nutSeqUntimed) then client:setNetVar("actAng") client:Freeze(false) client:leaveSequence() client.nutSeqUntimed = nil end end function PLUGIN:ShouldDrawLocalPlayer(client) if (client:getNetVar("actAng")) then return true end end local GROUND_PADDING = Vector(0, 0, 8) local PLAYER_OFFSET = Vector(0, 0, 72) function PLUGIN:CalcView(client, origin, angles, fov) if (Player_GetNetVar(client, "actAng")) then local view = {} local data = {} data.start = client:GetPos() + PLAYER_OFFSET data.endpos = data.start - client:EyeAngles():Forward()*72 view.origin = util.TraceLine(data).HitPos + GROUND_PADDING view.angles = client:EyeAngles() return view end end function PLUGIN:PlayerBindPress(client, bind, pressed) if (Player_GetNetVar(client, "actAng")) then bind = bind:lower() if (bind:find("+jump") and pressed) then nut.command.send("actsit") return true end end end
object_tangible_meatlump_event_meatlump_map_01_07 = object_tangible_meatlump_event_shared_meatlump_map_01_07:new { } ObjectTemplates:addTemplate(object_tangible_meatlump_event_meatlump_map_01_07, "object/tangible/meatlump/event/meatlump_map_01_07.iff")
if not math.sin then dofile("lib-MATH.lua") end gps={ lat0=0, long0=0} function gps.Ref(lat, long) -- in degrees gps.lat0=lat * math.rad gps.long0=long * math.rad end function gps.Distance(lat, long) -- in degrees local lat1 = lat * math.rad local long1 = long * math.rad local R = 6371 -- Radius of the earth in km local dLat = lat1-gps.lat0 local dLon = long1-gps.long0 local a = math.sin(dLat/2) * math.sin(dLat/2) + math.cos(gps.lat0) * math.cos(lat1) * math.sin(dLon/2) * math.sin(dLon/2) local c = 2 * math.atan2(math.sqrt(a), math.sqrt(1-a)) local direc = math.atan2(math.sin(dLon)*math.cos(lat1), math.cos(gps.lat0)*math.sin(lat1)-math.sin(gps.lat0)*math.cos(lat1)*math.cos(dLon)) return R*c, ((direc / math.rad) + 360) % 360 -- km, degrees end
-- On Linux We have to query the dependencies of gtk+3 for sr_gui, we do this on the host for now. if os.ishost("linux") then listing, code = os.outputof("pkg-config --libs libnotify gtk+-3.0") liballLibs = string.explode(string.gsub(listing, "-l", ""), " ") end workspace("Calco") -- Configuration. configurations({ "Release", "Dev"}) location("build") targetdir ("build/%{prj.name}/%{cfg.longname}") debugdir ("build/%{prj.name}/%{cfg.longname}") architecture("x64") systemversion("latest") -- Configuration specific settings. filter("configurations:Release") defines({ "NDEBUG" }) optimize("On") filter("configurations:Dev") defines({ "DEBUG" }) symbols("On") filter({}) startproject("Calco") -- Projects function CommonFlags() kind("ConsoleApp") language("C++") cppdialect("C++17") -- Compiler flags filter("toolset:not msc*") buildoptions({ "-Wall", "-Wextra" }) filter("toolset:msc*") buildoptions({ "-W3"}) filter({}) -- visual studio filters filter("action:vs*") defines({ "_CRT_SECURE_NO_WARNINGS" }) filter({}) end group("Libs") -- Include sr_gui and GLFW premake files. include("libs/sr_gui/premake5.lua") include("libs/glfw/premake5.lua") group("Calco") project("CalcoTool") CommonFlags() includedirs({"src/"}) sysincludedirs({ "libs/", "src/libs" }) -- common files files({"src/core/**", "src/tool/**", "premake5.lua"}) removefiles({"**.DS_STORE", "**.thumbs"}) project("CalcoApp") CommonFlags() includedirs({"src/"}) sysincludedirs({ "libs/", "src/libs", "libs/glfw/include/" }) -- common files files({"src/core/**", "src/libs/**.hpp", "src/libs/*/*.cpp", "src/libs/**.h", "src/libs/*/*.c", "src/app/**", "premake5.lua"}) removefiles({"**.DS_STORE", "**.thumbs"}) -- per platform files filter("system:windows") files({"resources/windows/*"}) filter({}) links({"sr_gui", "glfw3"}) -- Libraries for each platform. filter("system:macosx") links({"OpenGL.framework", "Cocoa.framework", "IOKit.framework", "CoreVideo.framework", "AppKit.framework"}) filter("system:windows") links({"opengl32", "User32", "Comdlg32", "Comctl32", "runtimeobject"}) filter("system:linux") links({"GL", "X11", "Xi", "Xrandr", "Xxf86vm", "Xinerama", "Xcursor", "Xext", "Xrender", "Xfixes", "xcb", "Xau", "Xdmcp", "rt", "m", "pthread", "dl", liballLibs}) filter({}) newaction { trigger = "clean", description = "Clean the build directory", execute = function () print("Cleaning...") os.rmdir("./build") print("Done.") end }