content
stringlengths 5
1.05M
|
|---|
object_mobile_awing_mini = object_mobile_shared_awing_mini:new {
}
ObjectTemplates:addTemplate(object_mobile_awing_mini, "object/mobile/awing_mini.iff")
|
R"luastring"--(
-- DO NOT REMOVE THE ABOVE LINE. It is used to load this file as a C++ string.
-- There is a matching delimiter at the bottom of the file.
--[[
Copyright (c) 2006-2020 LOVE Development Team
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
--]]
local table_concat = table.concat
local ipairs = ipairs
local GLSL = {}
GLSL.VERSION = { -- index using [target][gles]
glsl1 = {[false]="#version 120", [true]="#version 100"},
glsl3 = {[false]="#version 330 core", [true]="#version 300 es"},
}
GLSL.SYNTAX = [[
#if !defined(GL_ES) && __VERSION__ < 140
#define lowp
#define mediump
#define highp
#endif
#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
#define LOVE_HIGHP_OR_MEDIUMP highp
#else
#define LOVE_HIGHP_OR_MEDIUMP mediump
#endif
#define number float
#define Image sampler2D
#define ArrayImage sampler2DArray
#define CubeImage samplerCube
#define VolumeImage sampler3D
#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
#define DepthImage sampler2DShadow
#define DepthArrayImage sampler2DArrayShadow
#define DepthCubeImage samplerCubeShadow
#endif
#define extern uniform
#ifdef GL_EXT_texture_array
#extension GL_EXT_texture_array : enable
#endif
#ifdef GL_OES_texture_3D
#extension GL_OES_texture_3D : enable
#endif
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
]]
-- Uniforms shared by the vertex and pixel shader stages.
GLSL.UNIFORMS = [[
// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
// but we can't guarantee that highp is always supported in fragment shaders...
// We *really* don't want to use mediump for these in vertex shaders though.
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ViewSpaceFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromView;
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP mat3 ViewNormalFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
// Compatibility
#define TransformMatrix ViewSpaceFromLocal
#define ProjectionMatrix ClipSpaceFromView
#define TransformProjectionMatrix ClipSpaceFromLocal
#define NormalMatrix ViewNormalFromLocal
]]
GLSL.FUNCTIONS = [[
#ifdef GL_ES
#if __VERSION__ >= 300 || defined(GL_EXT_texture_array)
precision lowp sampler2DArray;
#endif
#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
precision lowp sampler3D;
#endif
#if __VERSION__ >= 300
precision lowp sampler2DShadow;
precision lowp samplerCubeShadow;
precision lowp sampler2DArrayShadow;
#endif
#endif
#if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
#define Texel texture
#else
#if __VERSION__ >= 130
#define texture2D Texel
#define texture3D Texel
#define textureCube Texel
#define texture2DArray Texel
#define love_texture2D texture
#define love_texture3D texture
#define love_textureCube texture
#define love_texture2DArray texture
#else
#define love_texture2D texture2D
#define love_texture3D texture3D
#define love_textureCube textureCube
#define love_texture2DArray texture2DArray
#endif
vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
#endif
#ifdef PIXEL
vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
#endif
#endif
#define texture love_texture
#endif
float gammaToLinearPrecise(float c) {
return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
}
vec3 gammaToLinearPrecise(vec3 c) {
bvec3 leq = lessThanEqual(c, vec3(0.04045));
c.r = leq.r ? c.r / 12.92 : pow((c.r + 0.055) / 1.055, 2.4);
c.g = leq.g ? c.g / 12.92 : pow((c.g + 0.055) / 1.055, 2.4);
c.b = leq.b ? c.b / 12.92 : pow((c.b + 0.055) / 1.055, 2.4);
return c;
}
vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); }
float linearToGammaPrecise(float c) {
return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055;
}
vec3 linearToGammaPrecise(vec3 c) {
bvec3 lt = lessThanEqual(c, vec3(0.0031308));
c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055;
c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055;
c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055;
return c;
}
vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
// http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); }
mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); }
mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
#define gammaToLinear gammaToLinearFast
#define linearToGamma linearToGammaFast
#ifdef LOVE_GAMMA_CORRECT
#define gammaCorrectColor gammaToLinear
#define unGammaCorrectColor linearToGamma
#define gammaCorrectColorPrecise gammaToLinearPrecise
#define unGammaCorrectColorPrecise linearToGammaPrecise
#define gammaCorrectColorFast gammaToLinearFast
#define unGammaCorrectColorFast linearToGammaFast
#else
#define gammaCorrectColor
#define unGammaCorrectColor
#define gammaCorrectColorPrecise
#define unGammaCorrectColorPrecise
#define gammaCorrectColorFast
#define unGammaCorrectColorFast
#endif]]
GLSL.VERTEX = {
HEADER = [[
#define love_Position gl_Position
#if __VERSION__ >= 130
#define attribute in
#define varying out
#ifndef LOVE_GLSL1_ON_GLSL3
#define love_VertexID gl_VertexID
#define love_InstanceID gl_InstanceID
#endif
#endif
#ifdef GL_ES
uniform mediump float love_PointSize;
#endif]],
FUNCTIONS = [[
void setPointSize() {
#ifdef GL_ES
gl_PointSize = love_PointSize;
#endif
}]],
MAIN = [[
attribute vec4 VertexPosition;
attribute vec4 VertexTexCoord;
attribute vec4 VertexColor;
attribute vec4 ConstantColor;
varying vec4 VaryingTexCoord;
varying vec4 VaryingColor;
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
void main() {
VaryingTexCoord = VertexTexCoord;
VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
setPointSize();
love_Position = position(ClipSpaceFromLocal, VertexPosition);
}]],
}
GLSL.PIXEL = {
HEADER = [[
#ifdef GL_ES
precision mediump float;
#endif
#define love_MaxCanvases gl_MaxDrawBuffers
#if __VERSION__ >= 130
#define varying in
// Some drivers seem to make the pixel shader do more work when multiple
// pixel shader outputs are defined, even when only one is actually used.
// TODO: We should use reflection or something instead of this, to determine
// how many outputs are actually used in the shader code.
#ifdef LOVE_MULTI_CANVAS
layout(location = 0) out vec4 love_Canvases[love_MaxCanvases];
#define love_PixelColor love_Canvases[0]
#else
layout(location = 0) out vec4 love_PixelColor;
#endif
#else
#ifdef LOVE_MULTI_CANVAS
#define love_Canvases gl_FragData
#endif
#define love_PixelColor gl_FragColor
#endif
// See Shader::updateScreenParams in Shader.cpp.
#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))]],
FUNCTIONS = [[
uniform sampler2D love_VideoYChannel;
uniform sampler2D love_VideoCbChannel;
uniform sampler2D love_VideoCrChannel;
vec4 VideoTexel(vec2 texcoords) {
vec3 yuv;
yuv[0] = Texel(love_VideoYChannel, texcoords).r;
yuv[1] = Texel(love_VideoCbChannel, texcoords).r;
yuv[2] = Texel(love_VideoCrChannel, texcoords).r;
yuv += vec3(-0.0627451017, -0.501960814, -0.501960814);
vec4 color;
color.r = dot(yuv, vec3(1.164, 0.000, 1.596));
color.g = dot(yuv, vec3(1.164, -0.391, -0.813));
color.b = dot(yuv, vec3(1.164, 2.018, 0.000));
color.a = 1.0;
return gammaCorrectColor(color);
}]],
MAIN = [[
uniform sampler2D MainTex;
varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
void main() {
love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
}]],
MAIN_CUSTOM = [[
varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
void effect();
void main() {
effect();
}]],
}
local function getLanguageTarget(code)
if not code then return nil end
return (code:match("^%s*#pragma language (%w+)")) or "glsl1"
end
local function createShaderStageCode(stage, code, lang, gles, glsl1on3, gammacorrect, custom, multicanvas)
stage = stage:upper()
local lines = {
GLSL.VERSION[lang][gles],
"#define " ..stage .. " " .. stage,
glsl1on3 and "#define LOVE_GLSL1_ON_GLSL3 1" or "",
gammacorrect and "#define LOVE_GAMMA_CORRECT 1" or "",
multicanvas and "#define LOVE_MULTI_CANVAS 1" or "",
GLSL.SYNTAX,
GLSL[stage].HEADER,
GLSL.UNIFORMS,
GLSL.FUNCTIONS,
GLSL[stage].FUNCTIONS,
custom and GLSL[stage].MAIN_CUSTOM or GLSL[stage].MAIN,
((lang == "glsl1" or glsl1on3) and not gles) and "#line 0" or "#line 1",
code,
}
return table_concat(lines, "\n")
end
local function isVertexCode(code)
return code:match("vec4%s+position%s*%(") ~= nil
end
local function isPixelCode(code)
if code:match("vec4%s+effect%s*%(") then
return true
elseif code:match("void%s+effect%s*%(") then -- custom effect function
local multicanvas = code:match("love_Canvases") ~= nil
return true, true, multicanvas
else
return false
end
end
function love.graphics._shaderCodeToGLSL(gles, arg1, arg2)
local vertexcode, pixelcode
local is_custompixel = false -- whether pixel code has "effects" function instead of "effect"
local is_multicanvas = false
if arg1 then
if isVertexCode(arg1) then
vertexcode = arg1 -- first arg contains vertex shader code
end
local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg1)
if ispixel then
pixelcode = arg1 -- first arg contains pixel shader code
is_custompixel, is_multicanvas = isCustomPixel, isMultiCanvas
end
end
if arg2 then
if isVertexCode(arg2) then
vertexcode = arg2 -- second arg contains vertex shader code
end
local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg2)
if ispixel then
pixelcode = arg2 -- second arg contains pixel shader code
is_custompixel, is_multicanvas = isCustomPixel, isMultiCanvas
end
end
local supportsGLSL3 = love.graphics.getSupported().glsl3
local gammacorrect = love.graphics.isGammaCorrect()
local targetlang = getLanguageTarget(pixelcode or vertexcode)
if getLanguageTarget(vertexcode or pixelcode) ~= targetlang then
error("vertex and pixel shader languages must match", 2)
end
if targetlang == "glsl3" and not supportsGLSL3 then
error("GLSL 3 shaders are not supported on this system!", 2)
end
if targetlang ~= nil and not GLSL.VERSION[targetlang] then
error("Invalid shader language: " .. targetlang, 2)
end
local lang = targetlang or "glsl1"
local glsl1on3 = false
if lang == "glsl1" and supportsGLSL3 then
lang = "glsl3"
glsl1on3 = true
end
if vertexcode then
vertexcode = createShaderStageCode("VERTEX", vertexcode, lang, gles, glsl1on3, gammacorrect)
end
if pixelcode then
pixelcode = createShaderStageCode("PIXEL", pixelcode, lang, gles, glsl1on3, gammacorrect, is_custompixel, is_multicanvas)
end
return vertexcode, pixelcode
end
function love.graphics._transformGLSLErrorMessages(message)
local shadertype = message:match("Cannot compile (%a+) shader code")
local compiling = shadertype ~= nil
if not shadertype then
shadertype = message:match("Error validating (%a+) shader")
end
if not shadertype then return message end
local lines = {}
local prefix = compiling and "Cannot compile " or "Error validating "
lines[#lines+1] = prefix..shadertype.." shader code:"
for l in message:gmatch("[^\n]+") do
-- nvidia: 0(<linenumber>) : error/warning [NUMBER]: <error message>
local linenumber, what, message = l:match("^0%((%d+)%)%s*:%s*(%w+)[^:]+:%s*(.+)$")
if not linenumber then
-- AMD: ERROR 0:<linenumber>: error/warning(#[NUMBER]) [ERRORNAME]: <errormessage>
linenumber, what, message = l:match("^%w+: 0:(%d+):%s*(%w+)%([^%)]+%)%s*(.+)$")
end
if not linenumber then
-- macOS (?): ERROR: 0:<linenumber>: <errormessage>
what, linenumber, message = l:match("^(%w+): %d+:(%d+): (.+)$")
end
if not linenumber and l:match("^ERROR:") then
what = l
end
if linenumber and what and message then
lines[#lines+1] = ("Line %d: %s: %s"):format(linenumber, what, message)
elseif what then
lines[#lines+1] = what
end
end
-- did not match any known error messages
if #lines == 1 then return message end
return table_concat(lines, "\n")
end
local defaultcode = {
vertex = [[
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition) {
return clipSpaceFromLocal * localPosition;
}]],
pixel = [[
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
return Texel(tex, texcoord) * vcolor;
}]],
videopixel = [[
void effect() {
love_PixelColor = VideoTexel(VaryingTexCoord.xy) * VaryingColor;
}]],
arraypixel = [[
uniform ArrayImage MainTex;
void effect() {
love_PixelColor = Texel(MainTex, VaryingTexCoord.xyz) * VaryingColor;
}]],
}
local defaults = {}
local defaults_gammacorrect = {}
local langs = {
glsl1 = {target="glsl1", gles=false},
essl1 = {target="glsl1", gles=true},
glsl3 = {target="glsl3", gles=false},
essl3 = {target="glsl3", gles=true},
}
for lang, info in pairs(langs) do
for _, gammacorrect in ipairs{false, true} do
local t = gammacorrect and defaults_gammacorrect or defaults
t[lang] = {
vertex = createShaderStageCode("VERTEX", defaultcode.vertex, info.target, info.gles, false, gammacorrect),
pixel = createShaderStageCode("PIXEL", defaultcode.pixel, info.target, info.gles, false, gammacorrect, false),
videopixel = createShaderStageCode("PIXEL", defaultcode.videopixel, info.target, info.gles, false, gammacorrect, true),
arraypixel = createShaderStageCode("PIXEL", defaultcode.arraypixel, info.target, info.gles, false, gammacorrect, true),
}
end
end
love.graphics._setDefaultShaderCode(defaults, defaults_gammacorrect)
-- DO NOT REMOVE THE NEXT LINE. It is used to load this file as a C++ string.
--)luastring"--"
|
local test_env = require("spec.util.test_env")
local run = test_env.run
local testing_paths = test_env.testing_paths
local get_tmp_path = test_env.get_tmp_path
local copy_dir = test_env.copy_dir
local is_win = test_env.TEST_TARGET_OS == "windows"
test_env.unload_luarocks()
describe("Luarocks init test #integration", function()
local tmpdir
after_each(function()
if tmpdir then
lfs.rmdir(tmpdir)
tmpdir = nil
end
end)
it("LuaRocks init with no arguments", function()
tmpdir = get_tmp_path()
lfs.mkdir(tmpdir)
local myproject = tmpdir .. "/myproject"
lfs.mkdir(myproject)
local olddir = lfs.currentdir()
lfs.chdir(myproject)
assert(run.luarocks("init"))
if is_win then
assert.truthy(lfs.attributes(myproject .. "/lua.bat"))
assert.truthy(lfs.attributes(myproject .. "/luarocks.bat"))
else
assert.truthy(lfs.attributes(myproject .. "/lua"))
assert.truthy(lfs.attributes(myproject .. "/luarocks"))
end
assert.truthy(lfs.attributes(myproject .. "/lua_modules"))
assert.truthy(lfs.attributes(myproject .. "/.luarocks"))
assert.truthy(lfs.attributes(myproject .. "/.luarocks/config-" .. test_env.lua_version .. ".lua"))
assert.truthy(lfs.attributes(myproject .. "/.gitignore"))
assert.truthy(lfs.attributes(myproject .. "/myproject-dev-1.rockspec"))
lfs.chdir(olddir)
end)
it("LuaRocks init with given arguments", function()
tmpdir = get_tmp_path()
lfs.mkdir(tmpdir)
local myproject = tmpdir .. "/myproject"
lfs.mkdir(myproject)
local olddir = lfs.currentdir()
lfs.chdir(myproject)
assert(run.luarocks("init customname 1.0"))
assert.truthy(lfs.attributes(myproject .. "/customname-1.0-1.rockspec"))
lfs.chdir(olddir)
end)
it("LuaRocks init in a git repo", function()
tmpdir = get_tmp_path()
lfs.mkdir(tmpdir)
local olddir = lfs.currentdir()
lfs.chdir(tmpdir)
local myproject = tmpdir .. "/myproject"
copy_dir(testing_paths.fixtures_dir .. "/git_repo", myproject)
lfs.chdir(myproject)
assert(run.luarocks("init"))
local fd = assert(io.open(myproject .. "/myproject-dev-1.rockspec", "r"))
local content = assert(fd:read("*a"))
assert.truthy(content:find("summary = \"Test repo\""))
assert.truthy(content:find("detailed = .+Test repo.+"))
assert.truthy(content:find("license = \"MIT\""))
fd = assert(io.open(myproject .. "/.gitignore", "r"))
content = assert(fd:read("*a"))
assert.truthy(content:find("/foo"))
assert.truthy(content:find("/lua"))
assert.truthy(content:find("/lua_modules"))
lfs.chdir(olddir)
end)
end)
|
creature_spit_small_green = {
"object/weapon/ranged/creature/creature_spit_small_green.iff"
}
addWeapon("creature_spit_small_green", creature_spit_small_green)
|
local PLUGIN = PLUGIN;
local Clockwork = Clockwork;
-- Called when the Clockwork shared variables are added.
function PLUGIN:ClockworkAddSharedVars(globalVars, playerVars)
playerVars:String("radio_transmit", true);
end;
|
local function Progressbar(name)
-- Checkbox
local base = Object(name)
local objectType = "Progressbar"
local progress = 0
base:setZIndex(5)
base:setValue(false)
base.width = 25
base.height = 1
base.bgColor = theme.CheckboxBG
base.fgColor = theme.CheckboxFG
local activeBarColor = colors.black
local activeBarSymbol = ""
local activeBarSymbolCol = colors.white
local bgBarSymbol = ""
local direction = 0
local object = {
getType = function(self)
return objectType
end;
setDirection = function(self, dir)
direction = dir
return self
end;
setProgressBar = function(self, color, symbol, symbolcolor)
activeBarColor = color or activeBarColor
activeBarSymbol = symbol or activeBarSymbol
activeBarSymbolCol = symbolcolor or activeBarSymbolCol
return self
end;
setBackgroundSymbol = function(self, symbol)
bgBarSymbol = symbol:sub(1, 1)
return self
end;
setProgress = function(self, value)
if (value >= 0) and (value <= 100) and (progress ~= value) then
progress = value
self:setValue(progress)
if (progress == 100) then
self:progressDoneHandler()
end
end
return self
end;
getProgress = function(self)
return progress
end;
onProgressDone = function(self, f)
self:registerEvent("progress_done", f)
return self
end;
progressDoneHandler = function(self)
self:sendEvent("progress_done")
end;
draw = function(self)
if (base.draw(self)) then
if (self.parent ~= nil) then
local obx, oby = self:getAnchorPosition()
self.parent:drawBackgroundBox(obx, oby, self.width, self.height, self.bgColor)
self.parent:drawForegroundBox(obx, oby, self.width, self.height, self.fgColor)
self.parent:drawTextBox(obx, oby, self.width, self.height, bgBarSymbol)
if (direction == 1) then
self.parent:drawBackgroundBox(obx, oby, self.width, self.height / 100 * progress, activeBarColor)
self.parent:drawForegroundBox(obx, oby, self.width, self.height / 100 * progress, activeBarSymbolCol)
self.parent:drawTextBox(obx, oby, self.width, self.height / 100 * progress, activeBarSymbol)
elseif (direction == 2) then
self.parent:drawBackgroundBox(obx, oby + math.ceil(self.height - self.height / 100 * progress), self.width, self.height / 100 * progress, activeBarColor)
self.parent:drawForegroundBox(obx, oby + math.ceil(self.height - self.height / 100 * progress), self.width, self.height / 100 * progress, activeBarSymbolCol)
self.parent:drawTextBox(obx, oby + math.ceil(self.height - self.height / 100 * progress), self.width, self.height / 100 * progress, activeBarSymbol)
elseif (direction == 3) then
self.parent:drawBackgroundBox(obx + math.ceil(self.width - self.width / 100 * progress), oby, self.width / 100 * progress, self.height, activeBarColor)
self.parent:drawForegroundBox(obx + math.ceil(self.width - self.width / 100 * progress), oby, self.width / 100 * progress, self.height, activeBarSymbolCol)
self.parent:drawTextBox(obx + math.ceil(self.width - self.width / 100 * progress), oby, self.width / 100 * progress, self.height, activeBarSymbol)
else
self.parent:drawBackgroundBox(obx, oby, self.width / 100 * progress, self.height, activeBarColor)
self.parent:drawForegroundBox(obx, oby, self.width / 100 * progress, self.height, activeBarSymbolCol)
self.parent:drawTextBox(obx, oby, self.width / 100 * progress, self.height, activeBarSymbol)
end
end
self:setVisualChanged(false)
end
end;
}
return setmetatable(object, base)
end
|
RulePath = "/www/server/panel/vhost/wafconf/"
attacklog = "on"
logdir = "/www/wwwlogs/waf/"
UrlDeny="on"
Redirect="on"
CookieMatch="off"
postMatch="off"
whiteModule="on"
black_fileExt={"php","jsp"}
ipWhitelist={"127.0.0.1"}
ipBlocklist={"1.0.0.1"}
CCDeny="off"
CCrate="300/60"
|
---------------------------------------
-- INIT
---------------------------------------
--get the addon namespace
local addon, ns = ...
local textureHorizontal = "Interface\\AddOns\\rStatusbarDebug\\ember"
local textureVertical = "Interface\\AddOns\\rStatusbarDebug\\ember90"
local createStatusbarVertical = function()
local bar = CreateFrame("StatusBar",nil,UIParent)
bar:SetSize(32,32)
bar:SetMinMaxValues(1, 100)
bar.minValue, bar.maxValue = bar:GetMinMaxValues()
bar.bg = bar:CreateTexture(nil,"BACKGROUND",nil,-8)
bar.bg:SetAllPoints(bar)
bar.bg:SetTexture(0,0,1)
bar.bg:SetAlpha(0.2)
local tex = bar:CreateTexture(nil,"BACKGROUND",nil,-6)
tex:SetTexture(textureVertical)
bar:SetStatusBarTexture(tex)
bar:SetOrientation("VERTICAL")
return bar
end
local createStatusbarHorizontal = function()
local bar = CreateFrame("StatusBar",nil,UIParent)
bar:SetSize(32,32)
bar:SetMinMaxValues(1, 100)
bar.minValue, bar.maxValue = bar:GetMinMaxValues()
bar.bg = bar:CreateTexture(nil,"BACKGROUND",nil,-8)
bar.bg:SetAllPoints(bar)
bar.bg:SetTexture(1,0,0)
bar.bg:SetAlpha(0.2)
local tex = bar:CreateTexture(nil,"BACKGROUND",nil,-6)
tex:SetTexture(textureHorizontal)
bar:SetStatusBarTexture(tex)
bar:SetOrientation("HORIZONTAL")
return bar
end
for i=1,10 do
local bar = createStatusbarVertical()
bar:SetValue(i*10)
bar:SetPoint("CENTER",(-1*5*35)+i*35,0)
end
for i=1,10 do
local bar = createStatusbarHorizontal()
bar:SetValue(i*10)
bar:SetPoint("CENTER",(-1*5*35)+i*35,50)
end
for i=1,10 do
local bar = createStatusbarVertical()
bar:SetSize(50,50)
bar:SetValue(i*10)
bar:SetPoint("CENTER",(-1*5*50)+i*50,120)
end
for i=1,10 do
local bar = createStatusbarHorizontal()
bar:SetSize(50,50)
bar:SetValue(i*10)
bar:SetPoint("CENTER",(-1*5*50)+i*50,190)
end
for i=1,10 do
local bar = createStatusbarVertical()
bar:SetSize(30,50)
bar:SetValue(i*10)
bar:SetPoint("CENTER",(-1*5*50)+i*50,-70)
end
for i=1,10 do
local bar = createStatusbarHorizontal()
bar:SetSize(50,30)
bar:SetValue(i*10)
bar:SetPoint("CENTER",(-1*5*50)+i*50,-140)
end
for i=0,20 do
local bar = createStatusbarVertical()
bar:SetValue(i*0.5)
bar:SetPoint("CENTER",(-1*10*35)+i*35,-190)
end
|
--[[
Project: SA Memory (Available from https://blast.hk/)
Developers: LUCHARE, FYP
Special thanks:
plugin-sdk (https://github.com/DK22Pac/plugin-sdk) for the structures and addresses.
Copyright (c) 2018 BlastHack.
]]
local shared = require 'SAMemory.shared'
shared.require 'CDamageManager'
shared.require 'CEntity'
shared.require 'CDoor'
shared.require 'CBouncingPanel'
shared.require 'CColPoint'
shared.require 'CVehicle'
shared.require 'vector3d'
shared.ffi.cdef[[
typedef enum eCarNodes
{
CAR_NODE_NONE = 0,
CAR_CHASSIS = 1,
CAR_WHEEL_RF = 2,
CAR_WHEEL_RM = 3,
CAR_WHEEL_RB = 4,
CAR_WHEEL_LF = 5,
CAR_WHEEL_LM = 6,
CAR_WHEEL_LB = 7,
CAR_DOOR_RF = 8,
CAR_DOOR_RR = 9,
CAR_DOOR_LF = 10,
CAR_DOOR_LR = 11,
CAR_BUMP_FRONT = 12,
CAR_BUMP_REAR = 13,
CAR_WING_RF = 14,
CAR_WING_LF = 15,
CAR_BONNET = 16,
CAR_BOOT = 17,
CAR_WINDSCREEN = 18,
CAR_EXHAUST = 19,
CAR_MISC_A = 20,
CAR_MISC_B = 21,
CAR_MISC_C = 22,
CAR_MISC_D = 23,
CAR_MISC_E = 24,
CAR_NUNODES
} eCarNodes;
typedef struct CAutomobile : CVehicle
{
CDamageManager damageManager;
CDoor doors[6];
RwFrame *pCarNodes[CAR_NUNODES];
CBouncingPanel panels[3];
CDoor swingingChassis;
CColPoint wheelColPoint[4];
float wheelsDistancesToGround1[4];
float wheelsDistancesToGround2[4];
float field_7F4[4];
float field_800;
float field_804;
float field_80C;
int field_810[4];
char field_81C[4];
int field_820;
float fWheelRotation[4];
float field_838[4];
float fWheelSpeed[4];
int field_858[4];
char taxiAvaliable;
char field_869;
char field_86A;
char field_867;
short wMiscComponentAngle;
short wVoodooSuspension;
int dwBusDoorTimerEnd;
int dwBusDoorTimerStart;
float field_878;
float wheelOffsetZ[4];
int field_88C[3];
float fFrontHeightAboveRoad;
float fRearHeightAboveRoad;
float fCarTraction;
float fNitroValue;
int field_8A4;
int fRotationBalance;
float fMoveDirection;
int field_8B4[6];
int field_8C8[6];
int dwBurnTimer;
CEntity *pWheelCollisionEntity[4];
vector3d vWheelCollisionPos[4];
char field_924;
char field_925;
char field_926;
char field_927;
char field_928;
char field_929;
char field_92A;
char field_92B;
char field_92C;
char field_92D;
char field_92E;
char field_92F;
char field_930;
char field_931;
char field_932;
char field_933;
char field_934;
char field_935;
char field_936;
char field_937;
char field_938;
char field_939;
char field_93A;
char field_93B;
char field_93C;
char field_93D;
char field_93E;
char field_93F;
int field_940;
int field_944;
float fDoomVerticalRotation;
float fDoomHorizontalRotation;
float fForcedOrientation;
float fUpDownLightAngle[2];
unsigned char nNumContactWheels;
unsigned char nWheelsOnGround;
char field_962;
char field_963;
float field_964;
int field_968[4];
void *pNitroParticle[2];
char field_980;
char field_981;
short field_982;
float field_984;
} CAutomobile;
]]
shared.validate_size('CAutomobile', 0x988)
|
-- Awesome-Leaved: Layout for AwesomeWM based on i3's behavior
-- 2014, Michael Beaumont, mjboamail@gmail.com
---------------------------------------------------
local print, tostring = print, tostring
local ipairs, pairs = ipairs, pairs
local setmetatable = setmetatable
local table = table
local math = math
local awful = require "awful"
local wibox = require "wibox"
local naughty = require "naughty"
local capi =
{
client = client,
screen = screen,
mouse = mouse,
button = button
}
local Rosetree = require "awesome-leaved.rosetree"
local Guitree = require "awesome-leaved.guitree"
local Tabbox = require "awesome-leaved.tabbox"
local utils = require "awesome-leaved.utils"
local layout = { leaved = true,
trees = {},
arrange_lock = false}
-- Globals
local logger = utils.logger('fatal', 'fatal')
--draw and arrange functions
function layout.draw_tree(p, tree, geometry, hides, reverse)
if not tree.tip and #tree.children > 0 then
local maximized = tree.data.geometry.max.h and tree.data.geometry.max.v
local geo = maximized and p.workarea or geometry
if not tree:inTree() then
geo.width = 0
geo.height = 0
end
--Handle the tabbox
local tabbox_height = 0
if tree:isStyled() then
if not tree.data.tabbox then
tree.data.tabbox = Tabbox:new(p.index)
end
tree.data.tabbox:redraw(p, geo, tree)
tabbox_height = tree.data.tabbox.container.height
end
geo.height = geo.height - tabbox_height
geo.y = geo.y + tabbox_height
--if we are tabbed or stacked then render only the focused node
if tree:isStyled() then
for _, s in ipairs(tree.children) do
if s:inTree() then
local sub_geo = { x=geometry.x, y=geometry.y }
if tree.data.lastFocus ~= s then
sub_geo.width = 0
sub_geo.height = 0
layout.draw_tree(p, s, sub_geo, hides)
else
sub_geo.width = geo.width
sub_geo.height = geo.height
local real_geo = layout.draw_tree(p, s, sub_geo, hides)
geo.height = real_geo.height
geo.width = real_geo.width
end
end
end
geo.height = geo.height + tabbox_height
geo.y = geo.y - tabbox_height
else
--figure out if we're distributing over width or height
local dimension, invariant, offset
if tree:isHorizontal() then
dimension = "width"
invariant = "y"
offset = "x"
else
dimension = "height"
invariant = "x"
offset = "y"
end
local current_offset = geo[offset]
--new vars
local used = 0
local unused = geo[dimension]
local remaining_fact = 0
--figure out how many windows will be rendered
for _, s in ipairs(tree.children) do
remaining_fact = remaining_fact +
(s:inTree() and s.data.geometry.fact or 0)
end
--read just according to the minimum size hints
local start = reverse and #tree.children or 1
local ende = reverse and 1 or #tree.children
local dir = reverse and -1 or 1
--for _, s in ipairs(tree.children) do
for i=start,ende,dir do
local s = tree.children[i]
--retrieve size hints
local sh = s.data.geometry.hints or s:getSizeHints()
if logger.cmd.fine then
logger.cmd.write("Size hints: w: " .. sh.width .. " h: " .. sh.height)
end
s.data.geometry.hints = nil
--calculate possible readjustment
--calculate new_f:
--new_f / ((rest_f - curr_f) + new_f) = hint / total
local rest_fact = remaining_fact - s.data.geometry.fact
local pc = sh[dimension] / geo[dimension]
local pot_fact = pc*rest_fact/(1-pc)
if pot_fact > s.data.geometry.fact then
remaining_fact = remaining_fact
- s.data.geometry.fact
+ pot_fact
s.data.geometry.fact = pot_fact
end
end
--traverse the subtree and render child nodes
--for _, s in ipairs(tree.children) do
for i=start,ende,dir do
local s = tree.children[i]
local sub_geo = { width=geo.width, height=geo.height,
x=geo.x, y=geo.y }
if s:inTree() then
local sub_fact = s:inTree() and s.data.geometry.fact or 0
sub_geo[invariant] = geo[invariant]
sub_geo[offset] = current_offset
sub_geo[dimension] = math.floor(sub_fact/remaining_fact*unused)
local real_geo = layout.draw_tree(p, s, sub_geo, hides)
used = used + real_geo[dimension]
current_offset = current_offset + real_geo[dimension]
unused = unused - real_geo[dimension]
remaining_fact = remaining_fact - sub_fact
else
layout.draw_tree(p, s, sub_geo, hides)
end
end
geo[dimension] = used
end
tree.data.geometry.last = geo
return geo
elseif tree.tip then
local c = tree.data.c
if awful.client.floating.get(c) then
geometry.width = 0
geometry.height = 0
tree.data.geometry.last = tree.data.c:geometry()
return geometry
end
if geometry.width > 0 and geometry.height > 0 then
local border = 2*c.border_width
geometry.width = geometry.width - border
geometry.height = geometry.height - border
geometry = tree.data.c:geometry(geometry)
tree.data.geometry.last = geometry
hides.space = geometry
--use last used geometry for stashing hidden clients
--add back borders for reporting used size
geometry.width = geometry.width + border
geometry.height = geometry.height + border
elseif tree:inTree() then
--horrible hack due to wiboxes otherwise being under all windows
table.insert(hides, c)
end
return geometry
end
end
function layout.arrange(p)
if layout.arrange_lock then
logger.print('fine', "Encountered arrange lock")
return
end
layout.arrange_lock = true
local area = p.workarea
local n = #p.clients
local tag = awful.tag.selected(capi.mouse.screen)
local builder = awful.tag.getproperty(tag, "layout")
local initLayout = false
local trees = layout.trees
if not trees[tag] then trees[tag] = {} end
if not trees[tag][builder.class] then
trees[tag][builder.class] = {
clients = nil,
total_num = 0,
top = Guitree:newContainer(true)
}
builder:init(trees[tag][builder.class].top)
initLayout = true
end
local our_tree = trees[tag][builder.class]
local top = our_tree.top
local old_num = our_tree.total_num
local changed = n - old_num
initLayout = initLayout or math.abs(changed) > 1
if changed ~= 0 then
local lastFocusNode
local lastFocus = awful.client.focus.history.get(p.screen, 1)
if lastFocus and not awful.client.floating.get(lastFocus) then
lastFocusNode = top:findWith("window", lastFocus.window)
end
--we have new clients
builder:handleChanged(p,
our_tree,
lastFocusNode,
initLayout)
layout.forceNextOrder = nil
end
hides = {space = p.workarea}
if n >= 1 then
builder:redraw(p, top, area, hides)
end
for _, c in ipairs(hides) do
c:geometry({width=1, height=1, x=hides.space.x, y = hides.space.y})
c.below = true
end
if logger.cmd.info then top:show() end
our_tree.total_num = n
top:show()
layout.arrange_lock = false
end
function layout.is_active()
local screen_index = capi.mouse.screen
local tag = awful.tag.selected(screen_index)
return awful.tag.getproperty(tag, "layout").leaved
end
function layout.get_active_tree()
local screen = capi.mouse.screen
local tag = awful.tag.selected(screen)
local builder = awful.tag.getproperty(tag, "layout")
return layout.trees[tag] and layout.trees[tag][builder.class]
end
function layout.node_from_client(c)
local our_tree = layout.get_active_tree()
return our_tree.top:findWith("window", c.window)
end
--Function to remove a client from a tag's tree
local function clean_from_tag(c, tag)
local tagstree = layout.trees[tag]
if tagstree then
for _, tree in pairs(tagstree) do
tree.top:filterClientAttr("window", c.window)
end
end
end
--Initialize the layout
local initialized = {}
local function handle_signals(t)
if awful.tag.getproperty(t, "layout").leaved
and not initialized[t] then
initialized[t] = true
capi.client.connect_signal("untagged", clean_from_tag)
end
end
awful.tag.attached_connect_signal(s, "property::layout", handle_signals)
return layout
|
local collections = require('collections')
local prototype = require('prototype')
local Tap = require('tap')
local tap = Tap.new {name='collections.lua'}
local function void () end
tap:addTest(
'meta events',
function (test)
local T = prototype {collections}
test:isTrue(T ~= nil)
function T.__mod (self, fn)
for i, e in ipairs(self) do
fn(e, i)
end
end
local t = T {1, 2, 3}
void(t % print)
end)
return tap
|
files {
"style.css",
"script.js"
}
chat_theme "material" {
styleSheet = "style.css",
script = "script.js",
msgTemplates = {
default = '<b>{0}</b><span>{1}</span>'
}
}
|
local L, this = ...
this.name = "TI-Nspire Platform Core"
this.version = "0.1"
this.status = "prototype"
this.desc = "A prototype implementation of a platform interface into the TI-Nspire Lua API."
this.notes = {
"The capabilities of the Nspire are limited, and, as such, some API calls simply may be ignored."
}
local nspire_core
nspire_core = {
}
return nspire_core
|
#!/usr/bin/env lua
require "luarocks.loader"
------------------------------
function test(client)
----------------------------
print("sending vol_up")
client:send("cmd", "vol_up")
print("sending dmenu_run")
client:send("fun", "dmenu_run")
end
-----------------------------
local host, port = "localhost", 51516
if not (arg[1] == "-") then
host = arg[1]
end
if not (arg[2] == "-") then
port = tonumber(arg[2])
end
-----------------------------
local CmdClient = require('minilib.cmd_client')
CmdClient:configure(host, port)
if arg[3] == 'test' then
test(CmdClient)
else
CmdClient:send(arg[3], arg[4])
end
return Client
|
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
function ENT:Initialize()
self.timer = CurTime() + 25
self:SetModel( "models/press-plates/plate.mdl" )
self:PhysicsInit( SOLID_VPHYSICS )
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
self:SetUseType(SIMPLE_USE)
self:SetCustomCollisionCheck(true)
local phys = self:GetPhysicsObject()
if IsValid(phys) then
phys:Wake()
end
self.hasPlate = false
self.plate = nil
end
function ENT:Think()
if self.timer <= CurTime() then
self:Remove()
end
end
function ENT:Use(act , call)
call:PickupObject(self)
self.lastPickup = call
end
|
local file = io.open("Dia10.txt", "r") -- Se requiere un archivo Dia6.txt para ejecutar
local text = file:read("*a")
file:close()
-- Funcion que divide una cadena de texto con un delimitador
local function split(str, del) --String, Delimiter
local t = {}
for value in str:gmatch("[^" .. del .. "]+") do
table.insert(t, value)
end
return t
end
local arrays = split(text, "\n")
local input = {}
for index, array in ipairs(arrays) do
for char=1, array:len() do
if not input[index] then input[index] = {} end
table.insert(input[index], array:sub(char, char))
end
end
local function copyTable(t)
local n = {}
for i, v in pairs(t) do
n[i] = v
end
return n
end
local function getAngle(x, y) -- devuelve grados hasta 360
local a = math.atan2(y, x) + math.pi/2
if a <= 0 then a = math.pi*2 - math.abs(a) end
if a == math.pi*2 then a = 0 end
return a
end
local function tableHas(t, v)
for _, value in ipairs(t) do
if value == v then return true end
end
return false
end
local function distanceBetween(x1, y1, x2, y2)
return (x2 - x1)^2 + (y2 - y1)^2 -- no es necesario sacar la raiz cuadrada para comparar
end
local function getAnswer1(i)
local maxAsteroids
local totalAsteroids
for y1, _ in ipairs(i) do
for x1, value1 in ipairs(i[y1]) do
if value1 == "#" then
local vectorViews = {}
local asteroids = {}
for y2, _ in ipairs(i) do
for x2, value2 in ipairs(i[y2]) do
if value2 == "#" then
-- funciona no eliminando el mismo asteroide donde se instala
if true then --not(x1 == x2) and not(y1 == y2) then
local angle = getAngle(x2-x1, y2-y1)
table.insert(asteroids, {pos = {x2,y2}, angle = angle, distance = distanceBetween(x1, y1, x2, y2)})
if not tableHas(vectorViews, angle) then
table.insert(vectorViews, angle)
end
end
end
end
end
if maxAsteroids == nil or maxAsteroids < #vectorViews then
maxAsteroids = #vectorViews
totalAsteroids = copyTable(asteroids)
totalAsteroids["pos"] = {x1-1,y1-1} --el mapa comienza con 1 y no 0, pinche lua y sus tablas :)
end
end
end
end
return maxAsteroids, totalAsteroids
end
local answer1, asteroids = getAnswer1(input)
local function getAnswer2(ast)
local sort = {}
while #ast > 0 do
local best, angle
for i, value in ipairs(ast) do
if angle == nil or angle > value.angle then
best = i
angle = value.angle
end
end
table.insert(sort, ast[best])
table.remove(ast, best)
end
local shots = 0
local angle = sort[1].angle -- arriba ajustado
local result
while shots < 200 do
-- Eliminamos el asteroide con angulo actual (0) que tenga distancia mas corta
local best, distance = 0, nil
for i, value in ipairs(sort) do
if value.angle == angle then
if (distance == nil) or (distance > value.distance) then
best = i
distance = value.distance
end
end
end
result = copyTable(sort[best])
table.remove(sort, best)
shots = shots + 1
local done = false
for _, value in ipairs(sort) do
if value.angle > angle and not done then
angle = value.angle
done = true
end
end
if angle == math.pi*2 then angle = 0 end
end
return (result["pos"][1]-1)*100 + (result["pos"][2]-1) -- el mapa comienza en 1 y no 0, por eso se debe restar 1
end
print("answer 1 is", answer1, "position is", asteroids["pos"][1], asteroids["pos"][2])
print("answer 2 is", getAnswer2(asteroids))
|
local timers = { }
local objectToTimer = { }
local weaponList =
{
{ 2, "Пистолет" },
{ 4, "Револьвер" },
{ 5, "СМГ" },
{ 6, "Пилотный Дробовик" },
{ 11, "Штурмовая Винтовка" },
{ 13, "Дробовик" },
{ 14, "Снайперская Винтовка" },
{ 16, "Ракетная Установка" },
{ 17, "Гранатомет" },
{ 28, "Пулемет" },
{ 43, "Пузырьковая Пушка" },
{ 66, "СУПЕР Ракетная Установка" },
{ 100, "(DLC) Штурмовая винтовка 'В яблочко" },
{ 101, "(DLC) Воздушное силовое ружье" },
{ 102, "(DLC) Кластерный бомбомет" },
{ 103, "(DLC) Личное оружие Рико" },
{ 104, "(DLC) Счетвернный гранатомет" },
{ 105, "(DLC) Залповая ракетная установка" },
{ 31, "ПВО" },
{ 116, "Ракеты" },
{ 129, "СУПЕР Пулемет" },
{ 26, "Миниган" },
{ 32, "Параша" }
}
local weaponNames = { }
local weaponIDFromName = { }
local weaponNameFromID = { }
vehicleTemplates =
{
[ 1 ] = { "Modern_Cab", "Modern_Hardtop", "Classic_Cab" },
[ 7 ] = { "FullyUpgraded", "WeaponUpgrade0", "WeaponUpgrade1" },
[ 8 ] = { "Hijack_Rear" },
[ 10 ] = { "Ingame", "Cutscene" },
[ 11 ] = { "FullyUpgraded", "Police" },
[ 18 ] = { "Cannon", "Russian" },
[ 31 ] = { "MG", "Cab" },
[ 35 ] = { "FullyUpgraded" },
[ 36 ] = { "Sport", "Civil", "Gimp" },
[ 40 ] = { "Regular", "Crane" },
[ 44 ] = { "Softtop", "Cab" },
[ 46 ] = { "Combi", "CombiMG", "Cab" },
[ 48 ] = { "BuggyMG" },
[ 56 ] = { "FullyUpgraded", "Hardtop", "MGCannon1", "WeaponUpgrade1", "Cab" },
[ 61 ] = { "FullyUpgraded", "WeaponUpgrade1", "TestTopSpeed", "TestAcceleration", "TestHandling" },
[ 66 ] = { "Double" },
[ 77 ] = { "FullyUpgraded", "WeaponUpgrade1" },
[ 78 ] = { "Cab" },
[ 84 ] = { "Cab" },
[ 87 ] = { "Softtop", "Cab" },
[ 91 ] = { "Softtop", "Hardtop" },
[ 5 ] = { "Fishing", "Cab" },
[ 38 ] = { "Djonk01", "Djonk02", "Djonk03", "Djonk04" },
[ 88 ] = { "FullyUpgraded", "TestAcceleration", "TestTopSpeed", "WeaponUpgrade1" },
[ 3 ] = { "FullyUpgraded", "WeaponUpgrade1", "Mission" },
[ 37 ] = { "FullyUpgraded", "Mission", "WeaponUpgrade0", "WeaponUpgrade1" },
[ 57 ] = { "FullyUpgraded", "WeaponUpgrade1" },
[ 62 ] = { "Armed", "UnArmed", "Dome" },
[ 81 ] = { "FullyUpgraded", "WeaponUpgrade1" }
}
for _, weapon in ipairs ( weaponList ) do
table.insert ( weaponNames, weapon [ 2 ] )
weaponIDFromName [ weapon [ 2 ] ] = weapon [ 1 ]
weaponNameFromID [ weapon [ 1 ] ] = weapon [ 2 ]
end
function getWeaponNames()
return weaponNames
end
function getWeaponNameFromID( id )
return weaponNameFromID [ id ]
end
function getWeaponIDFromName( name )
return weaponIDFromName [ name ]
end
function convertNumber( number )
local formatted = number
while true do
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1.%2')
if ( k==0 ) then
break
end
end
return formatted
end
function getPlayerBySteamID( steamID )
local found = false
for player in Server:GetPlayers ( ) do
if ( tostring ( player:GetSteamId ( ) ) == steamID ) then
found = player
break
end
end
return found
end
function timersTick()
for index, timer in ipairs ( timers ) do
local restart = false
if ( timer.object:GetSeconds ( ) >= timer.delay ) then
if ( type ( timer.func ) == "function" ) then
timer.func ( table.unpack ( timer.args ) )
end
if ( type ( timer.repeats ) == "number" ) then
timer.repeats = ( timer.repeats - 1 )
if ( timer.repeats > 0 ) then
restart = true
end
elseif ( timer.repeats == "always" ) then
restart = true
end
if ( restart ) then
timer.object:Restart ( )
else
objectToTimer [ timer.object ] = nil
timer.object = nil
table.remove ( timers, index )
end
end
end
end
Events:Subscribe( "PostTick", timersTick )
function setTimer( func, delay, repeats, ... )
if ( type ( func ) == "function" ) then
local object = Timer()
local timer =
{
object = object,
delay = ( delay or 1 ),
repeats = ( repeats == 0 and "always" or repeats ),
func = func,
args = { ... }
}
table.insert ( timers, timer )
objectToTimer [ object ] = #timers
return object
else
return false
end
end
function killTimer( timer )
if ( type ( timer ) == "userdata" ) then
if ( objectToTimer [ timer ] ) then
if ( timers [ objectToTimer [ timer ] ] ) then
if ( timers [ objectToTimer [ timer ] ].object == timer ) then
table.remove ( timers, objectToTimer [ timer ] )
timers [ objectToTimer [ timer ] ] = nil
end
objectToTimer [ timer ] = nil
return true
else
return false
end
else
return false
end
else
return false
end
end
function isTimer( timer )
if ( type ( timer ) == "userdata" ) then
if ( objectToTimer [ timer ] ) then
if ( timers [ objectToTimer [ timer ] ] ) then
if ( timers [ objectToTimer [ timer ] ].object == timer ) then
return ( timers [ objectToTimer [ timer ] ].delay - timers [ objectToTimer [ timer ] ].object:GetSeconds ( ) )
else
return false
end
else
return false
end
else
return false
end
else
return false
end
end
function math.round(number, decimals, method)
decimals = decimals or 0
local factor = 10 ^ decimals
if (method == "ceil" or method == "floor") then return math[method](number * factor) / factor
else return tonumber(("%."..decimals.."f"):format(number)) end
end
function toboolean( str )
return ( str == "true" and true or str == "false" and false )
end
|
---
-- @module InventoryScreen
--
-- ------------------------------------------------
-- Required Modules
-- ------------------------------------------------
local Screen = require( 'src.ui.screens.Screen' )
local ScreenManager = require( 'lib.screenmanager.ScreenManager' )
local UIOutlines = require( 'src.ui.elements.UIOutlines' )
local UIBackground = require( 'src.ui.elements.UIBackground' )
local UIEquipmentList = require( 'src.ui.elements.inventory.UIEquipmentList' )
local UIInventoryList = require( 'src.ui.elements.inventory.UIInventoryList' )
local UILabel = require( 'src.ui.elements.UILabel' )
local UIInventoryDragboard = require( 'src.ui.elements.inventory.UIInventoryDragboard' )
local UIItemStats = require( 'src.ui.elements.inventory.UIItemStats' )
local GridHelper = require( 'src.util.GridHelper' )
local Translator = require( 'src.util.Translator' )
local Container = require( 'src.items.Container' )
local Settings = require( 'src.Settings' )
-- ------------------------------------------------
-- Module
-- ------------------------------------------------
local InventoryScreen = Screen:subclass( 'InventoryScreen' )
-- ------------------------------------------------
-- Constants
-- ------------------------------------------------
-- The dimensions of the whole inventory screen.
local UI_GRID_WIDTH = 64
local UI_GRID_HEIGHT = 48
-- The width and height of the inventory columns.
local COLUMN_WIDTH = 20
local COLUMN_HEIGHT = 44
-- The width and hight of the item equipment column.
local EQUIPMENT_WIDTH = COLUMN_WIDTH
local EQUIPMENT_HEIGHT = 12
-- The width and hight of the item stats column.
local ITEM_STATS_WIDTH = COLUMN_WIDTH
local ITEM_STATS_HEIGHT = COLUMN_HEIGHT - EQUIPMENT_HEIGHT - 1
-- ------------------------------------------------
-- Private Methods
-- ------------------------------------------------
---
-- Creates the outlines for the Inventory window.
-- @tparam number x The origin of the screen along the x-axis.
-- @tparam number y The origin of the screen along the y-axis.
-- @treturn UIOutlines The newly created UIOutlines instance.
--
local function generateOutlines( x, y )
local outlines = UIOutlines( x, y, 0, 0, UI_GRID_WIDTH, UI_GRID_HEIGHT )
-- Horizontal borders.
for ox = 0, UI_GRID_WIDTH-1 do
outlines:add( ox, 0 ) -- Top
outlines:add( ox, UI_GRID_HEIGHT-1 ) -- Bottom
end
-- Horizontal line below Equipment list.
-- Offset calculations:
-- y-axis: Outline top + Header + Outline Header + EQUIPMENT_HEIGHT => EQUIPMENT_HEIGHT+3
for ox = 0, COLUMN_WIDTH do
outlines:add( ox, EQUIPMENT_HEIGHT+3 )
end
-- Vertical outlines.
for oy = 0, UI_GRID_HEIGHT-1 do
outlines:add( 0, oy ) -- Left
outlines:add( UI_GRID_WIDTH-1, oy ) -- Right
end
-- Vertical line after the equipment column.
-- Offset calculations:
-- x:axis: Outline left + First column => 1 + COLUMN_WIDTH
for oy = 0, UI_GRID_HEIGHT-1 do
outlines:add( 1+COLUMN_WIDTH, oy )
end
-- Vertical line after the inventory column.
-- Offset calculations:
-- x-axis: Outline left + First column + Outline + Second Column
-- => 1 + COLUMN_WIDTH + 1 + COLUMN_WIDTH
-- => 2 + 2*COLUMN_WIDTH
for oy = 0, UI_GRID_HEIGHT-1 do
outlines:add( 2 + 2*COLUMN_WIDTH, oy )
end
-- Horizontal line for column headers.
-- Offset calculations:
-- x-axis: Outline top + Header line => 2
for ox = 0, UI_GRID_WIDTH-1 do
outlines:add( ox, 2 )
end
outlines:refresh()
return outlines
end
---
-- Creates the equipment list for the currently selected character and the
-- associated header label.
-- @tparam number x The origin of the screen along the x-axis.
-- @tparam number y The origin of the screen along the y-axis.
-- @tparam Character character The character to use for the equipment list.
-- @tparam table lists A table containing the different inventories.
-- @tparam table listLabels A table containing the labels for each inventory list.
-- @tparam Inventory dropInventory The inventory to use when dropping items.
--
local function createEquipmentList( x, y, character, lists, listLabels, dropInventory )
-- Offset calculations:
-- x-axis: Outline left => 1
-- y-axis: Outline top + Header Text + Outline below Header => 3
local ox, oy = 1, 3
lists.equipment = UIEquipmentList( x, y, ox, oy, EQUIPMENT_WIDTH, EQUIPMENT_HEIGHT, character, dropInventory )
-- Offset calculations:
-- x-axis: Outline left => 1
-- y-axis: Outline top => 1
local lx, ly = 1, 1
listLabels.equipment = UILabel( x, y, lx, ly, EQUIPMENT_WIDTH, 1, Translator.getText( 'inventory_equipment' ), 'ui_inventory_headers' )
end
---
-- Creates the character's "backpack" inventory in which all items he carries
-- are stored and the associated header label.
-- @tparam number x The origin of the screen along the x-axis.
-- @tparam number y The origin of the screen along the y-axis.
-- @tparam Character character The character to use for the equipment list.
-- @tparam table lists A table containing the different inventories.
-- @tparam table listLabels A table containing the labels for each inventory list.
--
local function createCharacterInventoryList( x, y, character, lists, listLabels )
-- Offset calculations:
-- x-axis: Outline left + Equipment Column + Equipment Column Outline
-- => 1 + COLUMN_WIDTH + 1
-- => 2 + COLUMN_WIDTH
-- y-axis: Outline top + Header Text + Outline below Header => 3
local ox, oy = 2 + COLUMN_WIDTH, 3
lists.characterInventory = UIInventoryList( x, y, ox, oy, COLUMN_WIDTH, COLUMN_HEIGHT, character:getInventory() )
-- Label coordinates relative to the screen's coordinates.
-- x-axis: Outline left + Equipment Column + Equipment Column Outline
-- => 1 + COLUMN_WIDTH + 1
-- => 2 + COLUMN_WIDTH
-- y-axis: Outline top => 1
local lx, ly = 2 + COLUMN_WIDTH, 1
listLabels.characterInventory = UILabel( x, y, lx, ly, COLUMN_WIDTH, 1, Translator.getText( 'inventory_character' ), 'ui_inventory_headers' )
end
---
-- Creates the target inventory with which the character wants to interact and
-- its associated header label.
-- @tparam number x The origin of the screen along the x-axis.
-- @tparam number y The origin of the screen along the y-axis.
-- @tparam string targetID The inventory ID.
-- @tparam Tile target The target tile to interact with.
-- @tparam table lists A table containing the different inventories.
-- @tparam table listLabels A table containing the labels for each inventory list.
--
local function createTargetInventoryList( x, y, targetID, target, lists, listLabels )
local id, inventory = targetID, target
-- Offset calculations:
-- x-axis: Outline left + Equipment Column + Equipment Column Outline
-- + Character Inventory Column + Character Inventory Column Outline
-- => 1 + COLUMN_WIDTH + 1 + COLUMN_WIDTH + 1
-- => 3 + 2 * COLUMN_WIDTH
-- y-axis: Outline top + Header Text + Outline below Header => 3
local ox, oy = 3 + 2 * COLUMN_WIDTH, 3
lists.targetInventory = UIInventoryList( x, y, ox, oy, COLUMN_WIDTH, COLUMN_HEIGHT, inventory )
-- Offset calculations:
-- x-axis: Outline left + Equipment Column + Equipment Column Outline
-- + Character Inventory Column + Character Inventory Column Outline
-- => 1 + COLUMN_WIDTH + 1 + COLUMN_WIDTH + 1
-- => 3 + 2 * COLUMN_WIDTH
-- y-axis: Outline top => 1
local lx, ly = 3 + 2 * COLUMN_WIDTH, 1
listLabels.targetInventory = UILabel( x, y, lx, ly, COLUMN_WIDTH, 1, Translator.getText( id ), 'ui_inventory_headers' )
end
---
-- Creates the equipment and inventory lists.
-- @tparam number x The origin of the screen along the x-axis.
-- @tparam number y The origin of the screen along the y-axis.
-- @tparam Character character The character to use for the equipment list.
-- @tparam string targetID The inventory ID.
-- @tparam Tile target The target tile to interact with.
-- @tparam Inventory dropInventory The inventory to use when dropping items.
-- @treturn table The table containing the different inventory lists.
-- @treturn table The table containing a label for each inventory list.
--
local function createInventoryLists( x, y, character, targetID, target, dropInventory )
local lists = {}
local listLabels = {}
createEquipmentList( x, y, character, lists, listLabels, dropInventory )
createCharacterInventoryList( x, y, character, lists, listLabels )
createTargetInventoryList( x, y, targetID, target, lists, listLabels )
return lists, listLabels
end
---
-- Returns the list the mouse is currently over.
-- @tparam table lists A table containing the different inventories.
-- @treturn table The equipment or inventory list the mouse is over.
--
local function getListBelowCursor( lists )
for _, list in pairs( lists ) do
if list:isMouseOver() then
return list
end
end
end
---
-- Refreshes all inventor lists.
-- @tparam table lists A table containing the different inventories.
--
local function refreshLists( lists )
for _, list in pairs( lists ) do
list:refresh()
end
end
---
-- Initiates a drag action.
-- @tparam table lists A table containing the different inventories.
-- @tparam UIInventoryDragboard dragboard The dragboard containing the current dragged item.
-- @tparam UIItemStats itemStats The itemStats object to set the item for.
-- @tparam boolean stack Wether or not to drag a full stack.
--
local function drag( lists, dragboard, itemStats, stack )
-- Can't drag if we are already dragging.
if dragboard:hasDragContext() then
return
end
-- Can't drag if not over a list.
local list = getListBelowCursor( lists )
if not list then
return
end
local item, origin, slot = list:drag( stack )
-- Abort if there is nothing to drag here.
if not item then
return
end
-- Display stats for the dragged item.
itemStats:setItem( item )
-- Add the item and list to the dragboard. If the item comes from the
-- equipment list we also pass the slot.
dragboard:drag( item, origin or list, slot )
-- If the dragged item is a container we need to refresh the inventory lists
-- because it changes the inventory volumes.
if item:isInstanceOf( Container ) then
refreshLists( lists )
end
end
local function splitStack( lists, dragboard, itemStats )
-- Can't drag if we are already dragging.
if dragboard:hasDragContext() then
return
end
-- Can't drag if not over a list.
local list = getListBelowCursor( lists )
if not list then
return
end
local item, origin, slot = list:splitStack()
-- Abort if there is nothing to drag here.
if not item then
return
end
-- Display stats for the dragged item.
itemStats:setItem( item )
-- Add the item and list to the dragboard. If the item comes from the
-- equipment list we also pass the slot.
dragboard:drag( item, origin or list, slot )
-- If the dragged item is a container we need to refresh the inventory lists
-- because it changes the inventory volumes.
if item:isInstanceOf( Container ) then
refreshLists( lists )
end
end
---
-- Selects an item for the item stats area.
-- @tparam table lists A table containing the different inventories.
-- @tparam UIItemStats itemStats The itemStats object to set the item for.
--
local function selectItem( lists, itemStats )
local list = getListBelowCursor( lists )
if not list then
return
end
local item = list:getItemBelowCursor()
if not item then
return
end
itemStats:setItem( item )
end
-- ------------------------------------------------
-- Public Methods
-- ------------------------------------------------
---
-- Initialises the inventory screen.
-- @tparam Character character The character to open the inventory for.
-- @tparam string targetID The inventory ID.
-- @tparam Tile target The target tile to open the inventory for.
-- @tparam Inventory dropInventory The inventory to use when dropping items.
--
function InventoryScreen:initialize( character, targetID, target, dropInventory )
love.mouse.setVisible( true )
self.x, self.y = GridHelper.centerElement( UI_GRID_WIDTH, UI_GRID_HEIGHT )
-- General UI Elements.
self.background = UIBackground( self.x, self.y, 0, 0, UI_GRID_WIDTH, UI_GRID_HEIGHT )
self.outlines = generateOutlines( self.x, self.y )
-- UI inventory lists.
self.lists, self.listLabels = createInventoryLists( self.x, self.y, character, targetID, target, dropInventory )
self.dragboard = UIInventoryDragboard()
-- Add the item stats area which displays the item attributes and a description area.
-- x-axis: Outline left => 1
-- y-axis: Outline top + Header + Outl ine Header
-- + Outline below equipment + EQUIPMENT_HEIGHT
-- => EQUIPMENT_HEIGHT+4
self.itemStats = UIItemStats( self.x, self.y, 1, EQUIPMENT_HEIGHT+4, ITEM_STATS_WIDTH, ITEM_STATS_HEIGHT )
end
---
-- Draws the inventory screen.
--
function InventoryScreen:draw()
self.background:draw()
self.outlines:draw()
for _, list in pairs( self.lists ) do
list:draw()
end
for _, label in pairs( self.listLabels ) do
label:draw()
end
-- Highlight equipment slot if draggable item can be put there.
self.lists.equipment:highlight( self.dragboard:getDragContext() and self.dragboard:getDraggedItem() )
self.itemStats:draw()
self.dragboard:draw( self.lists )
end
---
-- This method is called when the inventory screen is closed.
--
function InventoryScreen:close()
-- Drop any item that is currently dragged.
if self.dragboard:hasDragContext() then
self.dragboard:drop()
end
end
-- ------------------------------------------------
-- Input Callbacks
-- ------------------------------------------------
function InventoryScreen:keypressed( key, scancode )
if key == 'escape' or key == 'i' then
ScreenManager.pop()
end
if scancode == 'up' then
self.itemStats:command( 'up' )
elseif scancode == 'down' then
self.itemStats:command( 'down' )
end
end
function InventoryScreen:mousepressed( _, _, button )
if button == 2 then
selectItem( self.lists, self.itemStats )
return
end
end
function InventoryScreen:mousereleased( _, _, _ )
self.itemStats:command( 'activate' )
end
function InventoryScreen:mousedragstarted()
if love.keyboard.isDown( Settings.mapAction( 'inventory', 'split_item_stack' )) then
splitStack( self.lists, self.dragboard, self.itemStats )
return
end
if love.keyboard.isDown( Settings.mapAction( 'inventory', 'drag_item_stack' )) then
drag( self.lists, self.dragboard, self.itemStats, true )
return
end
drag( self.lists, self.dragboard, self.itemStats, false )
end
function InventoryScreen:mousedragstopped()
if self.dragboard:hasDragContext() then
local list = getListBelowCursor( self.lists )
self.dragboard:drop( list )
-- Refresh lists in case volumes have changed.
refreshLists( self.lists )
return
end
end
function InventoryScreen:wheelmoved( _, dy )
self.itemStats:command( 'scroll', dy )
end
-- ------------------------------------------------
-- Other Callbacks
-- ------------------------------------------------
function InventoryScreen:resize( _, _ )
self.x, self.y = GridHelper.centerElement( UI_GRID_WIDTH, UI_GRID_HEIGHT )
self.background:setOrigin( self.x, self.y )
self.outlines:setOrigin( self.x, self.y )
self.itemStats:setOrigin( self.x, self.y )
for _, list in pairs( self.lists ) do
list:setOrigin( self.x, self.y )
end
for _, label in pairs( self.listLabels ) do
label:setOrigin( self.x, self.y )
end
end
return InventoryScreen
|
PROPERTY = {};
PROPERTY.ID = 14;
PROPERTY.Name = "Red Bearracuda Shop";
PROPERTY.Category = "Business";
PROPERTY.Description = "Blood red walls, fresh smell.. What more could you want?";
PROPERTY.Image = "ev33x_RedBearracudaShop";
PROPERTY.Cost = 950;
PROPERTY.Doors = {
{Vector(-10296, -9114, 126.25), 'models/props_c17/door01_left.mdl'},
{Vector( -10831, -9249, 126.25), 'models/props_c17/door01_left.mdl'},
};
GAMEMODE:RegisterProperty(PROPERTY);
|
local BaseGui = require 'src.gui.BaseGui'
local Grid = require 'src.gui.Grid'
local creditsData = require 'credits'
return function(spriteData, nickname, selectedClass)
local credits = BaseGui()
credits.menu = Grid()
credits.mainMenuData = {spriteData, nickname, selectedClass}
local currY = 1
for category, _ in pairs(creditsData) do
credits.menu:addComponent(
'button',
{value = 1},
{value = currY, weight = 2},
{
category,
function()
return {setScene = {name = 'creditsCategory', args = {category, credits.mainMenuData}}}
end,
{r = 0, g = 0.7, b = 0}
}
)
currY = currY + 1
end
credits.menu:addComponent(
'button',
{value = 1},
{value = currY, weight = 1},
{
'Back',
function()
return {setScene = {name = 'mainMenu', args = credits.mainMenuData}}
end,
{r = 0, g = 0.7, b = 0}
}
)
function credits:resize(width, height)
local minDim = math.min(width, height)
self.menu:setPadding(minDim / 40, minDim / 60)
local border = {
x = width / 4,
y = height / 5
}
self.menu:bakeComponents(border.x, border.y, width - border.x * 2, height - border.y * 2)
end
function credits:update()
return self:updateMenu(self.menu, self.mainMenuData)
end
function credits:draw(dt)
self:drawMenu(self.menu, dt)
end
credits:resize(love.graphics.getDimensions())
return credits
end
-- Potentially change the player textures for https://opengameart.org/content/twelve-more-characters-3-free-characters-and-a-child-template
|
local utils = require("utils")
local maps = {}
local tileTypes = utils.table.enum({
"EMPTY",
"SPAWN_POINT",
"STONE",
"GRASS",
})
local tileCharTypeMap = {
[" "] = tileTypes.EMPTY,
["s"] = tileTypes.SPAWN_POINT,
["#"] = tileTypes.STONE,
["\""] = tileTypes.GRASS,
}
local function lines(s)
if s:sub(-1) ~= "\n" then
s = s .. "\n"
end
return s:gmatch("(.-)\r?\n")
end
local function at(t, y, x)
return t[y] and t[y][x]
end
local function coordInList(list, x, y)
for _, v in ipairs(list) do
if v.x == x and v.y == y then
return true
end
end
return false
end
local marchingRoute = {
[0] = 'error',
[1] = 'up',
[2] = 'left',
[3] = 'left',
[4] = 'right',
[5] = 'up',
[6] = 'special',
[7] = 'left',
[8] = 'down',
[9] = 'special',
[10] = 'down',
[11] = 'down',
[12] = 'right',
[13] = 'up',
[14] = 'right',
[15] = 'error',
}
local function buildChunks(tileMap)
local markedMap = {}
local chunks = {}
local function findChunk(x, y, type)
local tileType = at(tileMap, y, x)
if tileType and tileType ~= tileTypes.EMPTY and tileType == type and not at(markedMap, y, x) then
local chunk = {}
table.insert(chunk, {
x = x,
y = y,
type = tileType,
})
markedMap[y][x] = true
utils.table.extend(chunk, findChunk(x - 1, y, tileType))
utils.table.extend(chunk, findChunk(x + 1, y, tileType))
utils.table.extend(chunk, findChunk(x, y - 1, tileType))
utils.table.extend(chunk, findChunk(x, y + 1, tileType))
return chunk
else
return nil
end
end
for y, row in ipairs(tileMap) do
markedMap[y] = {}
for x = 1, #row do
markedMap[y][x] = false
end
end
for y, row in ipairs(tileMap) do
for x, tileType in ipairs(row) do
table.insert(chunks, findChunk(x, y, tileType))
end
end
return chunks
end
local function printChunks(chunks, tileMap)
local debugMap = {}
for y = 1, #tileMap do
debugMap[y] = {}
for x = 1, #tileMap[y] do
debugMap[y][x] = " "
end
end
local c = string.byte("A")
for _, chunk in ipairs(chunks) do
for _, tile in ipairs(chunk) do
debugMap[tile.y][tile.x] = string.char(c)
end
c = c + 1
end
for y = 1, #debugMap do
for x = 1, #debugMap[y] do
io.write(debugMap[y][x])
end
io.write("\n")
end
end
local function buildPolygons(chunks)
local polygons = {}
for _, chunk in ipairs(chunks) do
local polygon = {}
repeat
local point = nil
local x
local y
if #polygon == 0 then
table.insert(polygon, chunk[1].x)
table.insert(polygon, chunk[1].y)
x = chunk[1].x
y = chunk[1].y
else
x = polygon[#polygon-1]
y = polygon[#polygon-0]
end
local neighborsHash = 0
if coordInList(chunk, x, y - 1) then
neighborsHash = neighborsHash + 1
end
if coordInList(chunk, x - 1, y - 1) then
neighborsHash = neighborsHash + 2
end
if coordInList(chunk, x, y) then
neighborsHash = neighborsHash + 4
end
if coordInList(chunk, x - 1, y) then
neighborsHash = neighborsHash + 8
end
local whatToDo = marchingRoute[neighborsHash]
if whatToDo == 'special' then
error('Unhandled special case', x, y)
elseif whatToDo == 'error' then
error(('Error at %d %d with hash %d'):format(x, y, neighborsHash))
elseif whatToDo == 'up' then
point = {x = x, y = y - 1}
elseif whatToDo == 'down' then
point = {x = x, y = y + 1}
elseif whatToDo == 'right' then
point = {x = x + 1, y = y}
elseif whatToDo == 'left' then
point = {x = x - 1, y = y}
else
error("Invalid " .. whatToDo)
end
local knownPoint = false
if #polygon ~= 0 and
point.x == polygon[1] and
point.y == polygon[2] then
knownPoint = true
else
table.insert(polygon, point.x)
table.insert(polygon, point.y)
end
until knownPoint
table.insert(polygons, polygon)
end
return polygons
end
function maps.loadMapFile(mapFileName)
local contents, sizeOrError = love.filesystem.read("media/maps/" .. mapFileName .. ".lvl")
if not contents then
error(sizeOrError)
end
local properties = {}
local tileMap = {}
local parseProperties = true
local spawnPoints = {}
local y = 1
local fistLineLength = nil
for line in lines(contents) do
if line == "" then
parseProperties = false
else
if parseProperties then
local key, value = line:match("(.-)%s*:%s*(.*)")
if key then
properties[key] = value
end
else
tileMap[y] = {}
local len = line:len()
if not fistLineLength then
fistLineLength = len
elseif fistLineLength ~= len then
error(("Line %d has irregular length"):format(y))
end
for x = 1, len do
local char = line:sub(x, x)
local type = tileCharTypeMap[char]
if type == tileTypes.SPAWN_POINT then
table.insert(spawnPoints, {x, y})
tileMap[y][x] = tileTypes.EMPTY
else
tileMap[y][x] = type
end
end
y = y + 1
end
end
end
local size = { #tileMap[1], #tileMap }
return {
tileMap = tileMap,
properties = properties,
size = size,
spawnPoints = spawnPoints
}
end
function maps.loadMap(tileMap)
local chunks = buildChunks(tileMap)
-- For debugging
printChunks(chunks, tileMap)
local polygons = buildPolygons(chunks)
for _, polygon in ipairs(polygons) do
Platform(polygon)
end
end
return maps
|
tile_size = 32
screen_width = 1200
screen_height = 720
|
object_tangible_furniture_decorative_wod_pro_ns_tree_03 = object_tangible_furniture_decorative_shared_wod_pro_ns_tree_03:new {
}
ObjectTemplates:addTemplate(object_tangible_furniture_decorative_wod_pro_ns_tree_03, "object/tangible/furniture/decorative/wod_pro_ns_tree_03.iff")
|
startx = 32
starty = 0
endx = 32
endy = 0
defineTile(".", "FLOOR")
defineTile(":", "PAVED_ROAD")
defineTile("~", "DEEP_WATER")
defineTile("#", "WALL")
defineTile("'", "DOOR_OPEN")
defineTile("+", "DOOR")
defineTile("=", "FENCE")
defineTile("|", "TREE")
defineTile("W", "TO_WORLDMAP")
subGenerator{
x = 1, y = 6, w = 30, h = 25,
generator = "mod.class.generator.map.TileSet",
data = {
tileset = {"5x5/base", "5x5/rooms", "5x5/tunnels-cross-only"},
tunnel_chance = 10,
start_tiles = {{tile="ROOM_5_4DOORS", x=6 , y=3 }},
subgenerated = true,
skip_up_stair = true, -- will not place up stairs
['.'] = "FLOOR",
['#'] = "WALL",
['+'] = "DOOR",
["'"] = "DOOR",
},
}
subGenerator{
x = 33, y = 6, w = 30, h = 25,
generator = "mod.class.generator.map.TileSet",
data = {
tileset = {"5x5/base", "5x5/rooms", "5x5/tunnels-cross-only"},
tunnel_chance = 10,
start_tiles = {{tile="ROOM_5_4DOORS", x=1 , y=3 }},
subgenerated = true,
skip_up_stair = true, -- will not place up stairs
['.'] = "FLOOR",
['#'] = "WALL",
['+'] = "DOOR",
["'"] = "DOOR",
},
}
subGenerator{
x = 2, y = 32, w = 60, h = 30,
generator = "mod.class.generator.map.TileSet",
data = {
tileset = {"5x5/base", "5x5/rooms", "5x5/tunnels-cross-only"},
tunnel_chance = 10,
start_tiles = {{tile="ROOM_5_4DOORS", x=1 , y=3 }},
subgenerated = true,
skip_up_stair = true, -- will not place up stairs
['.'] = "FLOOR",
['#'] = "WALL",
['+'] = "DOOR",
["'"] = "DOOR",
},
}
return [[##############################:W::##############################
#.#.#.#.#.#.#.#.#.#.#.#.#.#..#::::#............................#
#.#.#.#.#.#.#.#.#.#.#.#.#.#..#::::#............................#
#............................##''##............................#
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###############################++###############################
#.............................::::.............................#
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#.............................::::.............................#
#.............................::::.............................#
#.............................::::.............................#
#.............................::::.............................#
#.............................::::.............................#
#..............................................................#
#..............................................................#
#..............................................................#
#..............................................................#
#..............................................................#
#..............................................................#
#..............................................................#
#..............................................................#
#..............................................................#
#..............................................................#
#..............................................................#
#..............................................................#
#..............................................................#
#..............................................................#
#..............................................................#
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#..............................................................#
#..............................................................#
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#..............................................................#
##............................................................##
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#..............................................................#
#..............................................................#
################################################################]]
|
--[[
LuCI - Lua Configuration Interface
Copyright 2008 Steven Barth <steven@midlink.org>
Copyright 2008 Jo-Philipp Wich <xm@leipzig.freifunk.net>
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
$Id$
]]--
module "luci.controller.siitwizard"
function index()
entry({"admin", "network", "siitwizard"}, form("siitwizard"), "SIIT 4over6 assistent", 99)
end
|
local pathjoin = require("pathjoin")
local pathJoin = pathjoin.pathJoin
local BASE_DIRECTORY = pathJoin("commands", "command_files")
local commands = {
["internal"] = {
"ping", "reload_command", "client_info", "purge_cache", "exec", "restart", "memory_info"
},
["management"] = {
"block_permissions", "give_permissions", "reset_permissions", "set_prefix",
},
["misc"] = {
"help", "alias", "view_alias", "clear_alias", "echo"
}
}
local commandData = {}
for category, commandList in pairs(commands) do
for _, commandName in ipairs(commandList) do
local path = pathJoin(BASE_DIRECTORY, category, commandName)
local command = require(path)
if commandData[command.name] then
error("could not load base commands: duplicate command name '" .. command .. "'", 2)
end
commandData[command.name] = {command, path}
end
end
return commandData
|
--- === plugins.core.streamdeck.prefs ===
---
--- Stream Deck Preferences Panel
local require = require
local log = require "hs.logger".new "prefsStreamDeck"
local application = require "hs.application"
local canvas = require "hs.canvas"
local dialog = require "hs.dialog"
local image = require "hs.image"
local commands = require "cp.commands"
local config = require "cp.config"
local tools = require "cp.tools"
local html = require "cp.web.html"
local ui = require "cp.web.ui"
local i18n = require "cp.i18n"
local moses = require "moses"
local mod = {}
--- plugins.core.streamdeck.prefs.supportedExtensions -> string
--- Variable
--- Table of supported extensions for Stream Deck Icons.
mod.supportedExtensions = {"jpeg", "jpg", "tiff", "gif", "png", "tif", "bmp"}
--- plugins.core.streamdeck.prefs.defaultIconPath -> string
--- Variable
--- Default Path where built-in icons are stored
mod.defaultIconPath = config.assetsPath .. "/icons/"
--- plugins.core.streamdeck.prefs.enabled <cp.prop: boolean>
--- Field
--- Enable or disable Stream Deck Support.
mod.enabled = config.prop("enableStreamDesk", false)
--- plugins.core.streamdeck.prefs.lastGroup <cp.prop: string>
--- Field
--- Last group used in the Preferences Drop Down.
mod.lastGroup = config.prop("streamDeckPreferencesLastGroup", nil)
--- plugins.core.touchbar.prefs.scrollBarPosition <cp.prop: string>
--- Field
--- Last group used in the Preferences Drop Down.
mod.scrollBarPosition = config.prop("streamDeckPreferencesScrollBarPosition", {})
-- renderPanel(context) -> none
-- Function
-- Generates the Preference Panel HTML Content.
--
-- Parameters:
-- * context - Table of data that you want to share with the renderer
--
-- Returns:
-- * HTML content as string
local function renderPanel(context)
if not mod._renderPanel then
local errorMessage
mod._renderPanel, errorMessage = mod._env:compileTemplate("html/panel.html")
if errorMessage then
log.ef(errorMessage)
return nil
end
end
return mod._renderPanel(context)
end
-- generateContent() -> string
-- Function
-- Generates the Preference Panel HTML Content.
--
-- Parameters:
-- * None
--
-- Returns:
-- * HTML content as string
local function generateContent()
--------------------------------------------------------------------------------
-- The Group Select:
--------------------------------------------------------------------------------
local groups = {}
local groupLabels = {}
local defaultGroup
local numberOfSubGroups = mod._sd.numberOfSubGroups
if mod.lastGroup() then defaultGroup = mod.lastGroup() end -- Get last group from preferences.
for _,id in ipairs(commands.groupIds()) do
table.insert(groupLabels, {
value = id,
label = i18n("shortcut_group_" .. id, {default = id}),
})
for subGroupID=1, numberOfSubGroups do
defaultGroup = defaultGroup or id .. subGroupID
groups[#groups + 1] = id .. subGroupID
end
end
table.sort(groupLabels, function(a, b) return a.label < b.label end)
local context = {
_ = moses,
numberOfSubGroups = numberOfSubGroups,
groupLabels = groupLabels,
groups = groups,
defaultGroup = defaultGroup,
bankLabel = mod._sd.getBankLabel(defaultGroup),
scrollBarPosition = mod.scrollBarPosition(),
groupEditor = mod.getGroupEditor,
i18n = i18n,
maxItems = mod._sd.maxItems,
sd = mod._sd,
}
return renderPanel(context)
end
-- streamDeckPanelCallback() -> none
-- Function
-- JavaScript Callback for the Preferences Panel
--
-- Parameters:
-- * id - ID as string
-- * params - Table of paramaters
--
-- Returns:
-- * None
local function streamDeckPanelCallback(id, params)
local injectScript = mod._manager.injectScript
if params and params["type"] then
if params["type"] == "badExtension" then
--------------------------------------------------------------------------------
-- Bad Icon File Extension:
--------------------------------------------------------------------------------
dialog.webviewAlert(mod._manager.getWebview(), function() end, i18n("badStreamDeckIcon"), i18n("pleaseTryAgain"), i18n("ok"))
elseif params["type"] == "updateIcon" then
--------------------------------------------------------------------------------
-- Update Icon:
--------------------------------------------------------------------------------
mod._sd.updateIcon(params["buttonID"], params["groupID"], params["icon"])
elseif params["type"] == "updateAction" then
--------------------------------------------------------------------------------
-- Setup Activators:
--------------------------------------------------------------------------------
if not mod.activator then
mod.activator = {}
local handlerIds = mod._actionmanager.handlerIds()
for _,groupID in ipairs(commands.groupIds()) do
--------------------------------------------------------------------------------
-- Create new Activator:
--------------------------------------------------------------------------------
mod.activator[groupID] = mod._actionmanager.getActivator("streamDeckPreferences" .. groupID)
--------------------------------------------------------------------------------
-- Restrict Allowed Handlers for Activator to current group (and global):
--------------------------------------------------------------------------------
local allowedHandlers = {}
for _,v in pairs(handlerIds) do
local handlerTable = tools.split(v, "_")
if handlerTable[1] == groupID or handlerTable[1] == "global" and v ~= "global_menuactions" then
table.insert(allowedHandlers, v)
end
end
mod.activator[groupID]:allowHandlers(table.unpack(allowedHandlers))
mod.activator[groupID]:preloadChoices()
--------------------------------------------------------------------------------
-- Allow specific toolbar icons in the Console:
--------------------------------------------------------------------------------
local iconPath = config.basePath .. "/plugins/finalcutpro/console/images/"
if groupID == "fcpx" then
local toolbarIcons = {
fcpx_widgets = { path = iconPath .. "touchbar.png", priority = 1},
global_streamDeckbanks = { path = iconPath .. "bank.png", priority = 2},
fcpx_videoEffect = { path = iconPath .. "videoEffect.png", priority = 3},
fcpx_audioEffect = { path = iconPath .. "audioEffect.png", priority = 4},
fcpx_generator = { path = iconPath .. "generator.png", priority = 5},
fcpx_title = { path = iconPath .. "title.png", priority = 6},
fcpx_transition = { path = iconPath .. "transition.png", priority = 7},
fcpx_fonts = { path = iconPath .. "font.png", priority = 8},
fcpx_shortcuts = { path = iconPath .. "shortcut.png", priority = 9},
fcpx_menu = { path = iconPath .. "menu.png", priority = 10},
}
mod.activator[groupID]:toolbarIcons(toolbarIcons)
else
local toolbarIcons = {
global_streamDeckbanks = { path = iconPath .. "bank.png", priority = 1},
}
mod.activator[groupID]:toolbarIcons(toolbarIcons)
end
end
end
--------------------------------------------------------------------------------
-- Setup Activator Callback:
--------------------------------------------------------------------------------
local groupID = params["groupID"]
local activatorID = groupID:sub(1, -2)
mod.activator[activatorID]:onActivate(function(handler, action, text)
--------------------------------------------------------------------------------
-- Process Stylised Text:
--------------------------------------------------------------------------------
if text and type(text) == "userdata" then
text = text:convert("text")
end
local actionTitle = text
local handlerID = handler:id()
--------------------------------------------------------------------------------
-- Check for duplicates:
--------------------------------------------------------------------------------
if not mod._sd.updateAction(params["buttonID"], params["groupID"], actionTitle, handlerID, action) then
dialog.webviewAlert(mod._manager.getWebview(), function() end, i18n("touchBarDuplicateWidget"), i18n("touchBarDuplicateWidgetInfo"), i18n("ok"))
end
mod._sd.updateLabel(params["buttonID"], params["groupID"], actionTitle)
injectScript([[setStreamDeckLabel("]] .. params["groupID"] .. [[", "]] .. params["buttonID"] .. [[", "]] .. actionTitle .. [[")]])
injectScript([[setStreamDeckActionTitle("]] .. params["groupID"] .. [[", "]] .. params["buttonID"] .. [[", "]] .. actionTitle .. [[")]])
end)
--------------------------------------------------------------------------------
-- Show Activator:
--------------------------------------------------------------------------------
mod.activator[activatorID]:show()
elseif params["type"] == "clearAction" then
mod._sd.updateAction(params["buttonID"], params["groupID"], nil, nil, nil)
injectScript([[setStreamDeckActionTitle("]] .. params["groupID"] .. [[", "]] .. params["buttonID"] .. [[", "]] .. i18n("none") .. [[")]])
elseif params["type"] == "updateLabel" then
--------------------------------------------------------------------------------
-- Update Label:
--------------------------------------------------------------------------------
mod._sd.updateLabel(params["buttonID"], params["groupID"], params["label"])
elseif params["type"] == "iconClicked" then
--------------------------------------------------------------------------------
-- Icon Clicked:
--------------------------------------------------------------------------------
local result = dialog.chooseFileOrFolder(i18n("pleaseSelectAnIcon"), mod.defaultIconPath, true, false, false, mod.supportedExtensions, true)
local failed = false
if result and result["1"] then
local path = result["1"]
local icon = image.imageFromPath(path)
if icon then
local genericPath = mod.defaultIconPath .. "Generic"
local touchBarPath = mod.defaultIconPath .. "Stream Deck"
if string.sub(path, 1, string.len(genericPath)) == genericPath or string.sub(path, 1, string.len(touchBarPath)) == touchBarPath then
--------------------------------------------------------------------------------
-- One of our pre-supplied images:
--------------------------------------------------------------------------------
local originalImage = image.imageFromPath(path):template(false)
if originalImage then
local a = canvas.new{x = 0, y = 0, w = 50, h = 50 }
a[1] = {
type="image",
image = originalImage,
frame = { x = "10%", y = "10%", h = "80%", w = "80%" },
}
a[2] = {
type = "rectangle",
action = "fill",
fillColor = { white = 1 },
compositeRule = "sourceAtop",
}
local newImage = a:imageFromCanvas()
local encodedIcon = newImage:encodeAsURLString()
mod._sd.updateIcon(params["buttonID"], params["groupID"], encodedIcon)
injectScript([[setStreamDeckIcon("]] .. params["groupID"] .. [[", "]] .. params["buttonID"] .. [[", "]] .. encodedIcon .. [[")]])
else
failed = true
end
else
--------------------------------------------------------------------------------
-- An image from outside the pre-supplied image path:
--------------------------------------------------------------------------------
local a = canvas.new{x = 0, y = 0, w = 50, h = 50 }
a[1] = {
type="image",
image = icon,
frame = { x = "10%", y = "10%", h = "80%", w = "80%" },
}
local newImage = a:imageFromCanvas()
local encodedIcon = newImage:encodeAsURLString()
if encodedIcon then
mod._sd.updateIcon(params["buttonID"], params["groupID"], encodedIcon)
injectScript([[setStreamDeckIcon("]] .. params["groupID"] .. [[", "]] .. params["buttonID"] .. [[", "]] .. encodedIcon .. [[")]])
else
failed = true
end
end
else
failed = true
end
if failed then
dialog.webviewAlert(mod._manager.getWebview(), function() end, i18n("fileCouldNotBeRead"), i18n("pleaseTryAgain"), i18n("ok"))
end
else
--------------------------------------------------------------------------------
-- Clear Icon:
--------------------------------------------------------------------------------
mod._sd.updateIcon(params["buttonID"], params["groupID"], nil)
injectScript([[clearStreamDeckIcon("]] .. params["groupID"] .. [[", "]] .. params["buttonID"] .. [[") ]])
end
elseif params["type"] == "updateGroup" then
--------------------------------------------------------------------------------
-- Update Group:
--------------------------------------------------------------------------------
mod._sd.forceGroupChange(params["groupID"], mod._sd.enabled())
mod._sd.update()
mod.lastGroup(params["groupID"])
mod._manager.refresh()
elseif params["type"] == "upButtonPressed" or params["type"] == "downButtonPressed" then
--------------------------------------------------------------------------------
-- Up & Down Buttons:
--------------------------------------------------------------------------------
local direction
if params["type"] == "upButtonPressed" then
direction = "up"
else
direction = "down"
end
mod._sd.updateOrder(direction, params["buttonID"], params["groupID"])
local shiftButton
if params["type"] == "upButtonPressed" then
shiftButton = tostring(tonumber(params["buttonID"]) - 1)
else
shiftButton = tostring(tonumber(params["buttonID"]) + 1)
end
injectScript([[shiftStreamDeckButtons(']] .. params["groupID"] .. [[', ']] .. params["buttonID"] .. [[', ']] .. shiftButton .. [[')]])
elseif params["type"] == "scrollBarPosition" then
local value = params["value"]
local groupID = params["groupID"]
if value and groupID then
local scrollBarPosition = mod.scrollBarPosition()
scrollBarPosition[groupID] = value
mod.scrollBarPosition(scrollBarPosition)
end
elseif params["type"] == "updateBankLabel" then
local groupID = params["groupID"]
local bankLabel = params["bankLabel"]
mod._sd.setBankLabel(groupID, bankLabel)
else
--------------------------------------------------------------------------------
-- Unknown Callback:
--------------------------------------------------------------------------------
log.df("Unknown Callback in Stream Deck Preferences Panel:")
log.df("id: %s", hs.inspect(id))
log.df("params: %s", hs.inspect(params))
end
end
end
--- plugins.core.streamdeck.prefs.setGroupEditor(groupId, editorFn) -> none
--- Function
--- Sets the Group Editor
---
--- Parameters:
--- * groupId - Group ID
--- * editorFn - Editor Function
---
--- Returns:
--- * None
function mod.setGroupEditor(groupId, editorFn)
if not mod._groupEditors then
mod._groupEditors = {}
end
mod._groupEditors[groupId] = editorFn
end
--- plugins.core.streamdeck.prefs.getGroupEditor(groupId) -> none
--- Function
--- Gets the Group Editor
---
--- Parameters:
--- * groupId - Group ID
---
--- Returns:
--- * Group Editor
function mod.getGroupEditor(groupId)
return mod._groupEditors and mod._groupEditors[groupId]
end
-- resetAll() -> none
-- Function
-- Prompts to reset all Stream Deck Preferences to their defaults.
--
-- Parameters:
-- * None
--
-- Returns:
-- * None
local function resetAll()
dialog.webviewAlert(mod._manager.getWebview(), function(result)
if result == i18n("yes") then
mod._sd.clear()
mod._manager.refresh()
end
end, i18n("streamDeckResetConfirmation"), i18n("doYouWantToContinue"), i18n("yes"), i18n("no"), "informational")
end
-- resetGroup() -> none
-- Function
-- Prompts to reset shortcuts to default for the selected group (including all sub-groups).
--
-- Parameters:
-- * None
--
-- Returns:
-- * None
local function resetGroup()
dialog.webviewAlert(mod._manager.getWebview(), function(result)
if result == i18n("yes") then
local items = mod._sd._items()
local currentGroup = string.sub(mod.lastGroup(), 1, -2)
for groupAndSubgroupID in pairs(items) do
if string.sub(groupAndSubgroupID, 1, -2) == currentGroup then
items[groupAndSubgroupID] = nil
end
end
mod._sd._items(items)
mod._manager.refresh()
end
end, i18n("streamDeckResetGroupConfirmation"), i18n("doYouWantToContinue"), i18n("yes"), i18n("no"), "informational")
end
-- resetSubGroup() -> none
-- Function
-- Prompts to reset shortcuts to default for the selected group (including all sub-groups).
--
-- Parameters:
-- * None
--
-- Returns:
-- * None
local function resetSubGroup()
dialog.webviewAlert(mod._manager.getWebview(), function(result)
if result == i18n("yes") then
local items = mod._sd._items()
local currentGroup = mod.lastGroup()
items[currentGroup] = nil
mod._sd._items(items)
mod._manager.refresh()
end
end, i18n("streamDeckResetSubGroupConfirmation"), i18n("doYouWantToContinue"), i18n("yes"), i18n("no"), "informational")
end
--- plugins.core.streamdeck.prefs.init(deps, env) -> module
--- Function
--- Initialise the Module.
---
--- Parameters:
--- * deps - Dependancies Table
--- * env - Environment Table
---
--- Returns:
--- * The Module
function mod.init(deps, env)
--------------------------------------------------------------------------------
-- Inter-plugin Connectivity:
--------------------------------------------------------------------------------
mod._sd = deps.sd
mod._manager = deps.manager
mod._webviewLabel = deps.manager.getLabel()
mod._actionmanager = deps.actionmanager
mod._env = env
--------------------------------------------------------------------------------
-- Setup Preferences Panel:
--------------------------------------------------------------------------------
mod._panel = deps.manager.addPanel({
priority = 2032,
id = "streamdeck",
label = i18n("streamdeckPanelLabel"),
image = image.imageFromPath(tools.iconFallback(env:pathToAbsolute("images/streamdeck.icns"))),
tooltip = i18n("streamdeckPanelTooltip"),
height = 750,
})
:addHeading(6, i18n("streamDeck"))
:addCheckbox(7,
{
label = i18n("enableStreamDeck"),
checked = mod.enabled,
onchange = function(_, params)
if #application.applicationsForBundleID("com.elgato.StreamDeck") == 0 then
mod.enabled(params.checked)
else
dialog.webviewAlert(mod._manager.getWebview(), function() end, i18n("streamDeckAppRunning"), i18n("streamDeckAppRunningMessage"), i18n("ok"))
mod._manager.refresh()
end
end,
}
)
:addParagraph(8, html.span {class="tip"} (html(i18n("streamDeckAppTip"), false) ) .. "\n\n")
:addContent(10, generateContent, false)
mod._panel:addButton(20,
{
width = 200,
label = i18n("resetEverything"),
onclick = resetAll,
class = "resetStreamDeck",
}
)
mod._panel:addButton(21,
{
width = 200,
label = i18n("resetApplication"),
onclick = resetGroup,
class = "sdResetGroup",
}
)
mod._panel:addButton(22,
{
width = 200,
label = i18n("resetBank"),
onclick = resetSubGroup,
class = "sdResetGroup",
}
)
--------------------------------------------------------------------------------
-- Setup Callback Manager:
--------------------------------------------------------------------------------
mod._panel:addHandler("onchange", "streamDeckPanelCallback", streamDeckPanelCallback)
return mod
end
local plugin = {
id = "core.streamdeck.prefs",
group = "core",
dependencies = {
["core.preferences.manager"] = "manager",
["core.streamdeck.manager"] = "sd",
["core.action.manager"] = "actionmanager",
}
}
function plugin.init(deps, env)
return mod.init(deps, env)
end
return plugin
|
local shit =game.Players.NAMEHERE
shit.bin.LevelChange.Value = true
shit.leaderstat.LAye.Value = DESIREDLEVELHERE
|
_addon.name = "Debuffer"
_addon.version = '0.1'
require "luau"
packets = require('packets')
texts = require('texts')
require "Enfeebling"
require "GearEquipping"
require "maps"
require "Events"
require "Display"
frame_time = 0
debuffed_mobs = {}
function get_spell_info(spell_id)
return res.spells[spell_id] or nil
end
function get_buff_info(status_id)
return res.buffs[status_id] or nil
end
function handle_mob_enfeeble(packet, spell_info)
for _, target in pairs(packet.targets) do
add_debuffed_mob(target.id)
local mob_debuffs = debuffed_mobs[target.id]
local buff_info = get_buff_info(target.actions[1].param)
local expected_duration = custom_durations[spell_info.id] or spell_info.duration or 0
if spell_info.skill == 35 then
expected_duration = calculate_enfeebling_magic_expected_duration(spell_info)
end
if custom_overwrites[spell_info.id] then
for _, overwrite_status_id in pairs(custom_overwrites[spell_info.id]) do
remove_debuff_mob(target.id, overwrite_status_id)
end
elseif spell_info.overwrites then
for _, overwrite_status_id in pairs(spell_info.overwrites) do
remove_debuff_mob(target.id, overwrite_status_id)
end
end
apply_debuff_mob(target.id, buff_info, spell_info, expected_duration)
end
end
function handle_dia_spell(packet, spell_info)
for _, target in pairs(packet.targets) do
add_debuffed_mob(target.id)
local mob_debuffs = debuffed_mobs[target.id]
local buff_info = get_buff_info(target.actions[1].param)
local expected_duration = custom_durations[spell_info.id] or spell_info.duration or 0
if spell_info.skill == 35 then
expected_duration = calculate_enfeebling_magic_expected_duration(spell_info)
end
if mob_debuffs[134] then
if custom_overwrites[spell_info.id] and custom_overwrites[spell_info.id]:contains(mob_debuffs[134].spell_id) then
remove_debuffed_mob(mob_id, 134)
apply_debuff_mob(target.id, buff_info, spell_info, expected_duration)
elseif spell_info.overwrites and spell_info.overwrites:contains(mob_debuffs[134].spell_id) then
remove_debuffed_mob(mob_id, 134)
apply_debuff_mob(target.id, buff_info, spell_info, expected_duration)
else
return
end
elseif mob_debuffs[135]
if custom_overwrites[spell_info.id] and custom_overwrites[spell_info.id]:contains(mob_debuffs[135].spell_id) then
remove_debuffed_mob(mob_id, 135)
apply_debuff_mob(target.id, buff_info, spell_info, expected_duration)
elseif spell_info.overwrites and spell_info.overwrites:contains(mob_debuffs[135].spell_id) then
remove_debuffed_mob(mob_id, 135)
apply_debuff_mob(target.id, buff_info, spell_info, expected_duration)
else
return
end
end
end
end
function handle_helix_spell(packet, spell_info)
local target = packet.targets[1]
add_debuffed_mob(target.id)
local expected_duration = custom_durations[spell_info.id] or spell_info.duration or 0
local buff_info = get_buff_info(target.actions[1].param)
apply_debuff_mob(target.id, buff_info, spell_info, expected_duration)
end
function handle_ja_spell(packet, spell_info)
for _, target in pairs(packet.targets) do
add_debuffed_mob(target.id)
local mob_debuffs = debuffed_mobs[target.id]
local status_id = target.actions[1].param
local expected_duration = custom_durations[spell_info.id] or spell_info.duration or 60
if mob_debuffs[1000] and mob_debuffs[1000].spell_name:startswith(ja_spell_effects[spell_info.id]) then
raise_ja_debuff_tier(target.id, spell_info)
else
apply_ja_debuff_mob(target.id, status_id, spell_info, expected_duration)
end
end
end
function add_debuffed_mob(mob_id)
if not debuffed_mobs[mob_id] then
debuffed_mobs[mob_id] = {}
end
end
function remove_debuffed_mob(mob_id)
if debuffed_mobs[mob_id] then
debuffed_mobs[mob_id] = nil
end
end
function apply_debuff_mob(mob_id, buff_info, spell_info, expected_duration)
if debuffed_mobs[mob_id][buff_info.id] ~= nil then
debuffed_mobs[mob_id][buff_info.id] = nil
end
debuffed_mobs[mob_id][buff_info.id] = {
buff = buff_info,
spell = spell_info,
spell_start_time = os.clock(),
spell_duration = expected_duration
}
end
function apply_ja_debuff_mob(mob_id, status_id, spell_info, expected_duration)
if debuffed_mobs[mob_id][status_id] ~= nil then
debuffed_mobs[mob_id][status_id] = nil
end
debuffed_mobs[mob_id][status_id] = {
spell = spell_info,
spell_start_time = os.clock(),
spell_duration = expected_duration,
ja_tier = 1,
spell_effect = ja_spell_effects[spell_info.id] .. '5%',
remove_at_end_of_timer = true
}
end
function raise_ja_debuff_tier(mob_id, spell_info)
if not debuffed_mobs[mob_id] then return end
local current_ja_status = debuffed_mobs[mob_id][1000] or nil
current_ja_status.ja_tier = current_ja_status.ja_tier + 1
current_ja_status.spell_effect = ja_spell_effects[spell_info.id] .. tostring(current_ja_status.ja_tier * 5) .. '%'
end
function remove_debuff_mob(mob_id, status_id)
if debuffed_mobs[mob_id] then
debuffed_mobs[mob_id][status_id] = nil
end
end
function clear_debuffed_mobs()
debuffed_mobs = {}
end
function get_buff_info_string(buff_info)
local time = os.clock()
local info_string = buff_info.buff.en .. '(' .. buff_info.spell.en .. ') : ' .. string.format( "%.0f",(buff_info.spell_start_time + buff_info.expected_duration) - time)
return info_string
end
function get_ja_buff_info_string(buff_info)
local time = os.clock()
local info_string = buff_info.spell_effect .. '(' .. buff_info.spell_name .. ') : ' .. string.format("%.0f", (buff_info.spell_start_time + buff_info.expected_duration) - time)
return info_string
end
|
require("common/commonGameLayer");
local gameRoomLevelItem = require(ViewPath.."isolater/gameLevelListCustomView/gameRoomLevelItem");
local roomLevels_pin_map = require("qnFiles/qnPlist/hall/roomLevels_pin")
local CommonGameRoomLevelItem = class(CommonGameLayer, false);
CommonGameRoomLevelItem.s_controls = {
button = 1,
contentView = 2,
baseChipView = 3,
baseChipIcon = 4,
onlineNumView = 5,
cheat_icon = 6;
onlineText = 7;
}
CommonGameRoomLevelItem.ctor = function(self, data, viewPagerHeight)
super(self, gameRoomLevelItem);
self.m_ctrls = CommonGameRoomLevelItem.s_controls;
self.m_data = data;
self.m_viewPagerHeight = viewPagerHeight;
local w, _ = self.m_root:getSize();
local h = self:__getItemHeight();
self:setSize(w, h);
self:initView();
kGameManager:setObserver(self);
end
CommonGameRoomLevelItem.dtor = function(self)
kGameManager:clearObserver(self);
end
CommonGameRoomLevelItem.setContentAlign = function(self, align)
self.m_root:setAlign(align);
end
CommonGameRoomLevelItem.onItemClick = function(self)
EventDispatcher.getInstance():dispatch(GameLevelListViewBase.s_eventItemClick, self.m_data);
end
CommonGameRoomLevelItem.initView = function(self)
self:refreshLevelIcon();
self:refreshCustomView();
self:refreshOnlineNums();
self:checkIsDefenseCheat();
end
CommonGameRoomLevelItem.refreshLevelIcon = function(self)
local key = string.format("levelIcon_%s.png", tostring(self.m_data.levelId) );
local localIcon = roomLevels_pin_map[key];
if localIcon then
self:findViewById(self.m_ctrls.button):setFile(localIcon);
end
local url = self.m_data.icon;
if not string.isEmpty(url) then
ImageCache.getInstance():request(url, self, self.onDownloadIcon);
end
end
--virtual
CommonGameRoomLevelItem.refreshCustomView = function(self)
self:refreshBaseChipView();
end
CommonGameRoomLevelItem.refreshBaseChipView = function(self)
self:__showCommonBaseChipView();
end
CommonGameRoomLevelItem.checkIsDefenseCheat = function(self)
local isOpen = kGameManager:isDuringDefenseCheatTime(self.m_data.levelId, self.m_data.gameId);
self:findViewById(self.m_ctrls.cheat_icon):setVisible(isOpen);
end
CommonGameRoomLevelItem.__setBaseChipNumFile = function (self)
local baseChipIcon = self:findViewById(self.m_ctrls.baseChipIcon);
baseChipIcon:setFile(roomLevels_pin_map["baseChip.png"]);
baseChipIcon:setSize(baseChipIcon.m_res:getWidth(),baseChipIcon.m_res:getHeight());
end
CommonGameRoomLevelItem.__splitGreatNumber = function (self, baseNum)
if baseNum >= 100000000 then
baseNum = (baseNum/100000000).."Y";
elseif baseNum >= 100000 then
baseNum = (baseNum/10000).."W";
end
return baseNum;
end
CommonGameRoomLevelItem.__showCommonBaseChipView = function(self)
UserMoneyItem.setFilePath(UserMoneyItem.s_roomLevelBrightRedNumFilePath);
self:__setBaseChipNumFile();
local parent = self:getBaseChipParentView();
if not self.m_commonBaseChip then
self.m_commonBaseChip = new(UserMoneyItem);
parent:addChild(self.m_commonBaseChip);
end
self.m_commonBaseChip:setNormalMoneyNum(self:__splitGreatNumber(number.valueOf(self.m_data.baseChip)));
self.m_commonBaseChip:setAlign(kAlignLeft);
local x,_ = parent:getPos();
self:findViewById(self.m_ctrls.baseChipIcon):setPos(x + self.m_commonBaseChip.m_width, nil);
UserMoneyItem.setFilePath(nil);
end
--@param isSplit:是否用逗号进行分离
CommonGameRoomLevelItem.createNumWithBaseChipImage = function(self, num, percent, isSplit)
UserMoneyItem.setFilePath(UserMoneyItem.s_roomLevelBrightRedNumFilePath);
self:__setBaseChipNumFile();
num = number.valueOf(num);
percent = number.valueOf(percent, 1);
local numNode = new(UserMoneyItem);
if isSplit then
numNode:setNormalMoneyNum(self:__splitGreatNumber(num), percent);
else
numNode:setMoneyNum(num, percent);
end
UserMoneyItem.setFilePath(nil);
return numNode;
end
CommonGameRoomLevelItem.getBaseChipParentView = function(self)
return self:findViewById(self.m_ctrls.baseChipView);
end
CommonGameRoomLevelItem.getContentView = function(self)
return self:findViewById(self.m_ctrls.contentView);
end
CommonGameRoomLevelItem.onDownloadIcon = function(self,url,fileName)
if not string.isEmpty(fileName) then
self:findViewById(self.m_ctrls.button):setFile(fileName);
end
end
CommonGameRoomLevelItem.onGetGameLevelPlayerNumCallBack = function(self)
self:refreshOnlineNums();
end
CommonGameRoomLevelItem.refreshOnlineNums = function(self)
local _playerNum = kGameManager:getGameLevelPlayerNum(self.m_data.gameId,self.m_data.levelId);
self:findViewById(self.m_ctrls.onlineText):setText(string.valueOf(_playerNum).."人");
end
CommonGameRoomLevelItem.__getItemHeight = function(self)
local btn = self:findViewById(self.s_controls.button);
local _, btnH = btn:getSize();
local count = (self.m_viewPagerHeight + 0.38 * btnH) / btnH - 0.5;
count = math.floor(count)
local itemH = (self.m_viewPagerHeight + 0.38 * btnH) / (count + 0.5);
return itemH;
end
CommonGameRoomLevelItem.s_controlConfig = {
[CommonGameRoomLevelItem.s_controls.button] = {"button"},
[CommonGameRoomLevelItem.s_controls.contentView] = {"button", "contentView"},
[CommonGameRoomLevelItem.s_controls.baseChipView] = {"button", "contentView", "baseChipView"},
[CommonGameRoomLevelItem.s_controls.baseChipIcon] = {"button", "contentView", "baseChipIcon"},
[CommonGameRoomLevelItem.s_controls.onlineNumView] = {"button", "onlineNumView"},
[CommonGameRoomLevelItem.s_controls.onlineText] = {"button", "onlineNumView","onlineText"},
[CommonGameRoomLevelItem.s_controls.cheat_icon] = {"button", "cheat_icon"};
}
CommonGameRoomLevelItem.s_controlFuncMap = {
[CommonGameRoomLevelItem.s_controls.button] = CommonGameRoomLevelItem.onItemClick;
}
return CommonGameRoomLevelItem;
|
local modpath = cubictest.modpath
local function load_libs(env)
-- load luassert assertions
env.package.path =
modpath .. "/?/init.lua;" ..
modpath .. "/?.lua;" ..
modpath .. "/lib/?/src/init.lua;" ..
modpath .. "/lib/luassert/src/?.lua;" ..
modpath .. "/lib/luassert/src/?/init.lua;" ..
env.package.path
table.insert(env.package.loaders, function(name)
-- luassert internally calls luassert.<module>, which won't resolve with the src directory in the submodule, so we strip it off
local smod = name:match("luassert%.(.*)")
if not smod then return end
-- TODO this should not assume an order despite being declared in the api:
return env.package.loaders[2](smod)
end)
-- leaving this in _G will obviously decrease mod
-- security, but we lack good alternatives, with it being needed after init
-- and decreased security is better than no security at all, as long as the
-- user is aware of it
require = env.require
cubictest.say = require("say")
cubictest.assert = require("luassert")
cubictest.match = require("luassert.match")
cubictest.stub = require("luassert.stub")
cubictest.spy = require("luassert.spy")
cubictest.mock = require("luassert.mock")
---- use the extended luassert implementation as an drop-in replacement for all asserts
env.assert = cubictest.assert
end
return load_libs
|
-- Copyright 2020 Cedraro Andrea <a.cedraro@gmail.com>
-- 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 parsers = require'nvim-treesitter.parsers'
local tsq = require'vim.treesitter.query'
local queries = require'nvim-treesitter.query'
local autocmd = require'ycm.autocmd'
-- XXX(andrea): find out if there is a better way in lua.
local plugin_directory = vim.fn.fnamemodify(vim.fn.resolve(vim.fn.expand('<sfile>:p')), ':h:h')
local last_request = {
id = 0,
startcol = 0
}
local remote_job_id = nil
local buffers = {}
local Buffer = {}
function Buffer:new(bufnr)
local health = {}
local ft = vim.bo.filetype
if ft == "" then
health.no_ft = true
end
if not parsers.has_parser() then
health.missing_parser = true
end
local lang = parsers.ft_to_lang(ft)
local query = queries.get_query(lang, 'completion')
if query == nil then
health.missing_query = true
end
local threshold = (vim.g.ycm_disable_for_files_larger_than_kb or 5000) * 1024
local fp = vim.api.nvim_buf_get_name(bufnr)
if vim.fn.getfsize(fp) > threshold then
health.buffer_too_large = true
end
self.__index = self
return setmetatable({
health = health,
bufnr = bufnr,
ft = ft,
-- XXX(andrea): once we start integrating more with nvim-treesitter we
-- should probably pass the lang directly
parser = parsers.get_parser(bufnr, lang),
query = query,
tick = vim.api.nvim_buf_get_changedtick(bufnr)
}, Buffer)
end
function Buffer:valid()
return vim.tbl_isempty(self.health)
end
-- XXX(andrea): if we set we up as nvim-treesitter module do we have to call `parse` on our own?
function Buffer:root()
return self.parser:parse()[1]:root()
end
function Buffer:changedtick()
self.tick = vim.api.nvim_buf_get_changedtick(self.bufnr)
end
function Buffer:require_refresh()
return self.tick ~= vim.api.nvim_buf_get_changedtick(self.bufnr)
end
function Buffer:identifiers()
local root = self:root()
local start_row, _, end_row, _ = root:range()
local identifiers = {}
for _, node in self.query:iter_captures(root, self.bufnr, start_row, end_row + 1) do
local text = tsq.get_node_text(node, self.bufnr)
if text ~= nil then
identifiers[text] = true
end
end
return vim.tbl_keys(identifiers)
end
function Buffer:identifier_at(row, col)
for _, node in self.query:iter_captures(self:root(), self.bufnr, row, row + 1) do
local start_row, start_col, end_row, end_col = node:range()
if start_row == row and end_row == row and start_col < col and end_col >= col then
-- XXX(andrea): check if this should be refined or if the first good one is enough
return node
end
end
end
local function log(msg)
vim.api.nvim_out_write(msg .. "\n")
end
local function collect_and_send_refresh_identifiers(buffer)
local fp = vim.api.nvim_buf_get_name(buffer.bufnr)
vim.rpcnotify(remote_job_id, "refresh_buffer_identifiers", buffer.ft, fp, buffer:identifiers())
buffer:changedtick()
end
local function show_candidates(id, cands)
-- throw away results for out of date requests
if last_request.id ~= id then
return
end
local candidates = {}
for _, candidate in ipairs(cands) do
table.insert(candidates, {
word = candidate,
menu = "[ID]",
equal = 1,
dup = 1,
icase = 1,
empty = 1,
})
end
-- XXX(andrea): we could make the startcol part of the request to YCM that it
-- would then send us back so that we would not store data computed in the
-- request phase only to be used on the response phase. I'm not sure how
-- better of a design would be :/
vim.fn.complete(last_request.startcol, candidates)
end
local function current_buffer()
local bufnr = vim.api.nvim_get_current_buf()
local buffer = buffers[bufnr]
if buffer ~= nil then
return buffer
end
buffer = Buffer:new(bufnr)
vim.b.ycm_enabled = buffer:valid()
buffers[ bufnr ] = buffer
return buffer
end
local function buffer_status()
local buffer = current_buffer()
if buffer:valid() then
log('Enabled in current buffer')
else
log('Disabled in current buffer: ' .. vim.inspect(buffer.health))
end
end
local function refresh_identifiers()
local buffer = current_buffer()
if buffer:valid() then
collect_and_send_refresh_identifiers(buffer)
end
end
local function initialize_buffer()
local buffer = current_buffer()
if buffer.ft ~= vim.bo.filetype then
buffers[buffer.bufnr] = nil
end
refresh_identifiers()
end
function refresh_identifiers_if_needed()
local buffer = current_buffer()
if buffer:valid() and buffer:require_refresh() then
collect_and_send_refresh_identifiers(buffer)
end
end
-- XXX(andrea): right now ycmd is not able to handle unload of buffers for the
-- identifier completer (which is what we use). Adding it would require adding
-- the functionality to ycmd first. See if it is worth it and useful.
local function on_buf_unload()
-- XXX(andrea): check if this is enough
-- log( "on_buf_unload "..bufnr)
local bufnr = vim.fn.expand('<abuf>')
buffers[bufnr] = nil
-- XXX(andrea): TODO
-- vim.rpcnotify(remote_job_id, "unload", ft, query )
end
local function get_position()
local row, col = unpack(vim.api.nvim_win_get_cursor(0))
return row - 1, col
end
local function complete(buffer)
buffer = buffer or current_buffer()
if not buffer:valid() then
return
end
local row, col = get_position()
local identifier = buffer:identifier_at(row, col)
if identifier == nil then
return
end
local input = tsq.get_node_text(identifier, buffer.bufnr)
if input == nil then
return
end
local inputlen = input:len()
if inputlen >= 2 then
last_request.id = last_request.id + 1
local _, start_col = identifier:range()
last_request.startcol = start_col + 1
vim.rpcnotify(remote_job_id, "complete", last_request.id, buffer.ft, input)
end
end
local function complete_p()
local buffer = current_buffer()
if not buffer:valid() then
return
end
-- if we were called while the popup is visible because we've selected a
-- candidate do not do the usual completion work.
-- XXX(andrea): when https://github.com/neovim/neovim/pull/12076 is merged
-- we should just do:
-- if not vim.tbl_isempty(vim.v.completed_item) then
-- return
-- end
local selected = vim.v.completed_item
if selected.word ~= nil then
return
end
complete(buffer)
end
local function setup_autocmds()
autocmd.define_autocmd_group('ycm', { clear = true })
-- XXX(andrea): the FileType event should also handle the case where a
-- buffer change Filetype after it is loaded.
autocmd.define_autocmd {
event = 'FileType',
callback = initialize_buffer,
group = 'ycm'
}
-- autocmd.autocmd_define({'FileType'}, '*', refresh_identifiers)
-- XXX(andrea): all the autocmd that follow should actually be for <buffer>
-- that has been validated and are compatible. Otherwise we are firing lua
-- function only to do checks we already know failed and exit.
autocmd.define_autocmd {
event = 'BufUnload',
callback = on_buf_unload,
group='ycm'
}
autocmd.define_autocmd {
event = 'TextChanged',
callback = refresh_identifiers,
group = 'ycm'
}
autocmd.define_autocmd {
event = 'InsertLeave',
callback = refresh_identifiers_if_needed,
group = 'ycm'
}
autocmd.define_autocmd {
event = 'TextChangedI',
callback = complete,
group = 'ycm'
}
autocmd.define_autocmd {
event = 'TextChangedP',
callback = complete_p,
group = 'ycm'
}
end
local function on_exit(...)
remote_job_id = nil
buffers = {}
-- This should clear the autocmds.
-- XXX(andrea): we should probably put the group name in a variable
autocmd.define_autocmd_group('ycm', { clear = true })
-- XXX(andrea): we should:
-- * remove all autocommands.
-- * provide a command to setup the plugin again.
end
local function start_ycm()
local bin = plugin_directory .. "/build/bin/ycm"
if not vim.fn.executable(bin) then
log "The ycm binary is not available. ycm.nvim cannot function without it"
return
end
local id = vim.fn.jobstart(bin, { rpc = true, on_exit = on_exit })
if id <= 0 then
log "Failed to spawn ycm plugin"
return
end
return id
end
local function define_commands()
vim.cmd [[command! YcmStatus lua require('ycm').buffer_status()]]
end
local function setup()
-- XXX(andrea): would this be better to be something like:
-- vim.o.completeopt = {"menuone", "noinsert", "noselect"}
vim.o.completeopt = "menuone,noinsert,noselect"
-- XXX(andrea): would this be better to be something like:
-- vim.o.shortmess = vim.o.shortmess + 'c'
vim.cmd[[set shortmess+=c]]
-- XXX(andrea): maybe we should first start the process and if successful
-- setup the autocmds.
remote_job_id = start_ycm()
if remote_job_id ~= nil then
setup_autocmds()
define_commands()
-- We might be loaded lazily so we have to try to process the buffer we're in
-- the same way we process buffer on FileType set.
refresh_identifiers()
end
end
return {
setup = setup,
buffer_status = buffer_status,
show_candidates = show_candidates
}
|
shape = cone(25, 1, 5)
-- Viewing:
--emit(shape)
-- Machining:
block_height = 5
emit(
difference(
cube(50, 50, block_height),
translate(0, 0, block_height) * mirror(v(0, 0, 1)) * shape
))
|
local fusion_treasure = {
[401001] = {fusion_treasure=401001,type=4,item_id=1,name="1000金币",count=1000,weighing=3000},
[401002] = {fusion_treasure=401002,type=4,item_id=1,name="1000金币",count=1000,weighing=3000},
[401003] = {fusion_treasure=401003,type=4,item_id=1,name="1000金币",count=1000,weighing=3000},
[401004] = {fusion_treasure=401004,type=4,item_id=1,name="1000金币",count=1000,weighing=3000},
[401005] = {fusion_treasure=401005,type=4,item_id=1,name="1000金币",count=1000,weighing=3000},
[401006] = {fusion_treasure=401006,type=4,item_id=1,name="2000金币",count=2000,weighing=2500},
[401007] = {fusion_treasure=401007,type=4,item_id=1,name="2000金币",count=2000,weighing=2500},
[401008] = {fusion_treasure=401008,type=4,item_id=1,name="2000金币",count=2000,weighing=2500},
[401009] = {fusion_treasure=401009,type=4,item_id=1,name="2000金币",count=2000,weighing=2500},
[401010] = {fusion_treasure=401010,type=4,item_id=1,name="2000金币",count=2000,weighing=2500},
[401011] = {fusion_treasure=401011,type=4,item_id=1,name="3500金币",count=3500,weighing=2100},
[401012] = {fusion_treasure=401012,type=4,item_id=1,name="3500金币",count=3500,weighing=2100},
[401013] = {fusion_treasure=401013,type=4,item_id=1,name="3500金币",count=3500,weighing=2100},
[401014] = {fusion_treasure=401014,type=4,item_id=1,name="3500金币",count=3500,weighing=2100},
[401015] = {fusion_treasure=401015,type=4,item_id=1,name="3500金币",count=3500,weighing=2100},
[401016] = {fusion_treasure=401016,type=4,item_id=1,name="5000金币",count=5000,weighing=1800},
[401017] = {fusion_treasure=401017,type=4,item_id=1,name="5000金币",count=5000,weighing=1800},
[401018] = {fusion_treasure=401018,type=4,item_id=1,name="5000金币",count=5000,weighing=1800},
[401019] = {fusion_treasure=401019,type=4,item_id=1,name="5000金币",count=5000,weighing=1800},
[401020] = {fusion_treasure=401020,type=4,item_id=1,name="5000金币",count=5000,weighing=1800},
[401021] = {fusion_treasure=401021,type=4,item_id=1,name="6000金币",count=6000,weighing=1600},
[401022] = {fusion_treasure=401022,type=4,item_id=1,name="6000金币",count=6000,weighing=1600},
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[405079] = {fusion_treasure=405079,type=1,item_id=41006116,name="末日之星",count=1,weighing=100},
[405080] = {fusion_treasure=405080,type=1,item_id=41006116,name="末日之星",count=1,weighing=100},
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[405085] = {fusion_treasure=405085,type=1,item_id=41006117,name="密制紫玛瑙项链",count=1,weighing=100},
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[405087] = {fusion_treasure=405087,type=1,item_id=41006118,name="龙血宝石吊坠",count=1,weighing=200},
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[405089] = {fusion_treasure=405089,type=1,item_id=41006118,name="龙血宝石吊坠",count=1,weighing=100},
[405090] = {fusion_treasure=405090,type=1,item_id=41006118,name="龙血宝石吊坠",count=1,weighing=100},
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[405097] = {fusion_treasure=405097,type=1,item_id=41006120,name="灼魂之环",count=1,weighing=200},
[405098] = {fusion_treasure=405098,type=1,item_id=41006120,name="灼魂之环",count=1,weighing=100},
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[405100] = {fusion_treasure=405100,type=1,item_id=41006120,name="灼魂之环",count=1,weighing=100},
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[408080] = {fusion_treasure=408080,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408081] = {fusion_treasure=408081,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408082] = {fusion_treasure=408082,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408083] = {fusion_treasure=408083,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408084] = {fusion_treasure=408084,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408085] = {fusion_treasure=408085,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408086] = {fusion_treasure=408086,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408087] = {fusion_treasure=408087,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408088] = {fusion_treasure=408088,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408089] = {fusion_treasure=408089,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408090] = {fusion_treasure=408090,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408091] = {fusion_treasure=408091,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408092] = {fusion_treasure=408092,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408093] = {fusion_treasure=408093,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408094] = {fusion_treasure=408094,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408095] = {fusion_treasure=408095,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408096] = {fusion_treasure=408096,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408097] = {fusion_treasure=408097,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408098] = {fusion_treasure=408098,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408099] = {fusion_treasure=408099,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
[408100] = {fusion_treasure=408100,type=3,item_id=43202,name="气冲云水",count=1,weighing=100},
}
return fusion_treasure
|
local games = require("Games")
local misc = require("Misc")
local dreamcrush = {}
dreamcrush.desc = "Look into your heart and choose your favorite Crush, then guess who your friends are crushing on!"
dreamcrush.rules = "https://youtu.be/DWnM71e2ofc"
local quitGame, createDecks
-- Uncomment this if you want to import server-specific data
-- local SERVER_LIST = {}
-- if misc.fileExists("plugins/server-specific/dreamcrush-SP.lua") then
-- SERVER_LIST = require("plugins/server-specific/dreamcrush-SP")
-- end
--#############################################################################################################################################
--# Main Functions #
--#############################################################################################################################################
function dreamcrush.startGame(message, players)
-- Use the name as you formatted it in MayorMcMott.lua's GAME_LIST table
local state = {
Host = message.author,
Crushes = {},
Prompts = nil,
Traits = nil,
Round = 0,
GameChannel = message.channel
}
createDecks(numChars, state)
local args = message.content:split(" ")
local numCrushes = nil
if #args > 2 then
numCrushes = tonumber(args[3])
if numCrushes == nil then
message.channel:send("The first argument needs to be a number, homie!")
return
end
else
numCrushes = 5
end
print("Number of crushes: " .. numCrushes)
print("Parsing name table")
local names = misc.parseCSV("words/dreamcrush/female_names.csv")
for index=1,numCrushes,1 do
local randomIndex = misc.getRandomIndex(names)
print("random index: " .. randomIndex)
while misc.valueInList(names[randomIndex],state.Crushes) do
randomIndex = misc.getRandomIndex(names)
--print("random index: " .. randomIndex .. ", name: " .. names[randomIndex])
end
table.insert(state.Crushes,names[randomIndex])
print("Adding " .. names[randomIndex])
end
print("Crushes:")
--misc.printTable(state.Crushes)
if #args > 3 then
for index=1,#args-3,1 do
state.Crushes[index] = args[index+3]
end
end
print("Crushes after inserting argument names:")
misc.printTable(state.Crushes)
local crushIntro = "YOUR CRUSHES ARE:\n"
for index=1,numCrushes,1 do
crushIntro = crushIntro .. "||" .. state.Crushes[index] .. "||\n"
end
message.channel:send(crushIntro)
games.registerGame(message.channel, "DreamCrush", state, players)
end
function dreamcrush.commandHandler(message, state)
local args = message.content:split(" ")
if args[1] == "!reveal" then
state.Round = state.Round + 1
if state.Round == 6 then
message.channel:send("===FINAL ROUND===\nWho is your *Dream Crush*?")
quitGame(state)
return
end
local prompt = table.remove(state.Prompts[state.Round],misc.getRandomIndex(state.Prompts[state.Round]))
print(prompt)
message.channel:send("===ROUND " .. state.Round .. "===\n" .. prompt .. "\n")
local traitsMessage = ""
for index=1,#state.Crushes,1 do
local trait = table.remove(state.Traits[state.Round],misc.getRandomIndex(state.Traits[state.Round]))
print(trait)
traitsMessage = traitsMessage .. state.Crushes[index] .. ": ||" .. trait .. "||\n"
--if <CATCHPHRASE> in trait then
----local catchphrase = table.remove(State.Catchp
end
message.channel:send(traitsMessage)
end
if args[1] == "!reroll" then
if #args < 2 then
message.channel:send("Usage: '!reroll <number>'")
return
end
local rerollNum = tonumber(args[2])
if rerollNum == nil then
message.channel:send("Usage: '!reroll <number>'")
return
end
local trait = table.remove(state.Traits[state.Round],misc.getRandomIndex(state.Traits[state.Round]))
print(trait)
message.channel:send(state.Crushes[rerollNum] .. ": ||" .. trait .. "||\n")
end
if args[1] == "!quit" then
quitGame(state)
end
end
--#############################################################################################################################################
--# Game Functions #
--#############################################################################################################################################
function createDecks(n, state)
print("Parsing trait tables")
--local t1 = misc.parseCSV("words/dreamcrush/dreamcrush_traits1.csv")
--print("and the rest")
local trait_table = {
misc.parseCSV("words/dreamcrush/dreamcrush_traits1.csv",";"),
misc.parseCSV("words/dreamcrush/dreamcrush_traits2.csv",";"),
misc.parseCSV("words/dreamcrush/dreamcrush_traits3.csv",";"),
misc.parseCSV("words/dreamcrush/dreamcrush_traits4.csv",";"),
misc.parseCSV("words/dreamcrush/dreamcrush_traits5.csv",";")
}
print("Parsing prompt tables")
local prompt_table = {
misc.parseCSV("words/dreamcrush/dreamcrush_round1.csv",";"),
misc.parseCSV("words/dreamcrush/dreamcrush_round2.csv",";"),
misc.parseCSV("words/dreamcrush/dreamcrush_round3.csv",";"),
misc.parseCSV("words/dreamcrush/dreamcrush_round4.csv",";"),
misc.parseCSV("words/dreamcrush/dreamcrush_round5.csv",";")
}
state.Prompts = prompt_table
state.Traits = trait_table
end
function quitGame(state)
state.GameChannel:send("Quitting game...")
games.deregisterGame(state.GameChannel)
end
return dreamcrush
|
require"imlua"
ifile = im.FileOpen("flower.gif")
error, width, height, color_mode = ifile:ReadImageInfo(0)
print("Color Space: "..im.ColorModeSpaceName(color_mode))
pal = ifile:GetPalette()
print("Palette Count: "..#pal)
print("Palette[0]: ",im.ColorDecode(pal[0]))
print("Palette[1]: ",im.ColorDecode(pal[1]))
print("Palette[2]: ",im.ColorDecode(pal[2]))
ifile:Close()
|
local util = require("util")
local caves = {}
local layers = {}
local init = false
local n_layer = 0
local cave_gen_settings = nil
function caves.add_layer(game)
surface = game.create_surface(util.cave_surface_prefix .. n_layer, cave_gen_settings)
surface.daytime = 0.5
surface.freeze_daytime = true
n_layer = n_layer + 1
end
function caves.init(game)
if not init then
cave_gen_settings = game.surfaces["nauvis"].map_gen_settings
for _,v in pairs(cave_gen_settings.autoplace_controls) do
v.frequency = "none"
end
init = true
end
end
function caves.move_up(player, game)
surface = player.surface
if util.is_cave(surface.name) then
cave_lvl = util.get_cave_nr(surface.name)
player.teleport(player.position,"cave"..(cave_lvl-1))
end
end
function caves.move_down(player, game)
surface = player.surface
if surface.name == "nauvis" then
cave_lvl=-1
elseif util.is_cave(surface.name) then
cave_lvl = util.get_cave_nr(surface.name)
else return end
if cave_lvl+1 == n_layer then
caves.add_layer(game)
end
player.teleport(player.position,util.cave_surface_prefix .. (cave_lvl+1))
end
return caves
|
local composer = require( "composer" )
local FocusEngine = require "FocusEngine"
if system.getInfo( "platformName" ) == "tvOS" then
FocusEngine.initialize(composer)
end
composer.gotoScene( "mainMenu" )
|
--- Helper module containing enumeration of all possible results after
-- evaluating a property.
-- @module lqc.property_result
--- List of possible results after executing property
-- @table result_enum
-- @field SUCCESS property succeeded
-- @field FAILURE property failed
-- @field SKIPPED property skipped (implies predicate not met)
return {
SUCCESS = 1,
FAILURE = 2,
SKIPPED = 3
}
|
-- Blobby application implementation.
--
-- This file is licensed under the BSD 2-Clause license.
--
-- Copyright (c) 2016 Aaron Bolyard.
local command = require 'command'
local crypto = require 'crypto'
local database = require 'database'
local _error = error
function error(message)
_error(message, 0)
end
local function copy_to_clipboard(value)
local jit = require 'jit'
if jit.os == 'BSD' or jit.os == 'Linux' then
local f, e = io.popen("xclip -selection clipboard", "w")
if not f then
error(e)
end
f:write(value)
f:close()
else
error("unsupported platform; cannot copy to clipboard")
end
end
local function write(...)
io.write(string.format(...))
end
local function write_line(...)
io.write(string.format(...), "\n")
end
local function write_field(obj, field, masked)
local f
if masked then
if obj[field] and obj[field] ~= "" then
f = "********"
else
f = ""
end
else
f = obj[field]
end
write_line("%20s: %s", field, f)
end
local function read_line(...)
write(...)
return io.read("*l")
end
local function masked_read_line(...)
local prompt = string.format(...)
return crypto.read_passphrase(prompt, true)
end
local function require_argument(name, v)
if not v then
error(string.format("argument '%s' required", name))
end
end
local function validate_enum(v, e)
local match = false
for i = 1, #e do
if v == e[i] then
match = true
break
end
end
if not match then
local m = string.format(
"value '%s' is not valid; must be one of:\n\t%s",
v,
table.concat(e, ", "))
error(m)
end
end
local function read_new_password()
while true do
local a = masked_read_line("Enter password: ", true)
local b = masked_read_line("Verify password: ", true)
if a ~= b then
write_line("Passwords don't match! Try again.")
else
return a
end
end
end
local Confirm = command.create()
function Confirm.yes()
return true
end
function Confirm.no()
return false
end
local function ask_confirmation(message)
write_line(message)
local success, result
while not success do
local c = read_line("Enter 'yes' to confirm, 'no' to cancel: ")
success, result = Confirm(c)
if not success then
write_line("Invalid option.")
end
end
return result
end
local State = {}
local Session = command.create()
function Session.list(field, pattern)
field = string.lower(field or 'all')
validate_enum(field, { 'all', 'domain', 'username', 'category' })
local success, result = State.database:query_list(field, pattern)
if not success then
write_line("Error: %s", result)
end
write_line("%20s %20s %20s", "username", "domain", "category")
local matches = 0
local entry = result()
while entry do
write_line(
"%20s %20s %20s",
entry.username,
entry.domain,
entry.category)
matches = matches + 1
entry = result()
end
write_line("\nFound %d matches.", matches)
end
function Session.add(username, domain, category)
require_argument("username", username)
require_argument("domain", domain)
local success, entry = State.database:add_entry(username, domain, category)
if success then
State.active = entry
write_line("Entry successfully created.")
else
write_line("Entry already exists in database.")
end
end
function Session.remove()
if State.active == nil then
write_line("No active entry. Select an entry and then try again.")
else
local m = string.format(
"Are you sure you want to remove '%s' from '%s'?",
State.active.username,
State.active.domain)
if ask_confirmation(m) then
local result = State.database:remove_entry(State.active)
if not result then
write_line("Entry was not in database.")
end
State.active = nil
else
write_line("No action taken.")
end
end
end
local function get_active_entry(username, domain, category)
if username == nil
and domain == nil
and category == nil
then
if State.active == nil then
write_line("No active entry.")
return nil
end
return State.active
end
local e = State.database:query_single(username, domain, category)
if e == nil then
write_line("No entries found matching parameters.")
return nil
end
return e
end
function Session.view(username, domain, category)
local e = get_active_entry(username, domain, category)
if e then
write_field(e, "username")
write_field(e, "domain")
write_field(e, "category")
write_field(e, "password", true)
write_field(e, "note")
for key in pairs(e.data) do
write_line("%q = ********", key)
end
State.active = e
end
end
local Edit = command.create()
function Edit.password(...)
local e = get_active_entry(...)
if e then
write_line("Editing password for '%s' from '%s'.", e.username, e.domain)
local password = read_new_password()
if password == "" then
write_line("No action taken. Password is empty.")
else
e.password = password
write_line("Password successfully changed.")
end
end
end
function Edit.data(id, ...)
require_argument("id", id)
local e = get_active_entry(...)
if e then
write_line("Editing data for '%s' from '%s'.", e.username, e.domain)
if e.data[id] then
local m = string.format("Do you want to delete '%s'?", id)
if ask_confirmation(m) then
e.data[id] = nil
return
end
end
local value = masked_read_line("Enter value for '%s': ", id)
if value == "" then
write_line("No action taken. Value is empty.")
else
e.data[id] = value
write_line("Data successfully changed.")
end
end
end
function Edit.note(...)
local e = get_active_entry(...)
if e then
write_line("Editing note for '%s' from '%s'.", e.username, e.domain)
if e.note ~= "" then
write_line("Currently, the note is: '%s'.", e.note)
end
e.note = read_line("Enter new note: ")
write_line("Note successfully changed.")
end
end
function Session.edit(field, ...)
require_argument("field", field)
validate_enum(string.lower(field), { 'password', 'note', 'data' })
Edit(field, ...)
end
local Fetch = command.create()
function Fetch.password(...)
local e = get_active_entry(...)
if e then
return e, e.password
end
return nil, nil
end
function Fetch.data(id, ...)
require_argument("id", id)
local e = get_active_entry(...)
if e then
if e.data[id] == nil then
write_line("Data '%s' has no value.", id)
return nil, nil
end
return e, e.data[id]
end
return nil, nil
end
function Fetch.note(...)
local e = get_active_entry(...)
if e then
return e, e.note
end
return nil, nil
end
function Session.show(field, ...)
require_argument("field", field)
validate_enum(string.lower(field), { 'password', 'note', 'data' })
local success, e, f = Fetch(field, ...)
if success then
if e then
write_line(
"Showing requested field for '%s' from '%s'.",
e.username,
e.domain)
write_line("Result: %s", f)
else
write_line("Nothing to show.")
end
end
end
function Session.copy(field, ...)
require_argument("field", field)
validate_enum(string.lower(field), { 'password', 'note', 'data' })
local success, e, f = Fetch(field, ...)
if success then
if e then
copy_to_clipboard(f)
write_line(
"Copied requested field for '%s' from '%s'.",
e.username,
e.domain)
else
write_line("Nothing to copy.")
end
end
end
function Session.exit()
if ask_confirmation("Save any changes?") then
State.database:save(State.database.path)
end
return 'exit'
end
local Main = command.create()
function Main.create(path)
require_argument("path", path)
write_line("Creating new password database.")
local passphrase
repeat
local a = crypto.read_passphrase("Enter passphrase: ")
local b = crypto.read_passphrase("Verify passphrase: ")
if crypto.compare_passphrases(a, b) then
passphrase = a
crypto.free_passphrase(b)
else
write_line("Passphrases don't match! Try again.")
crypto.free_passphrase(a)
crypto.free_passphrase(b)
end
until passphrase ~= nil
local d = database.create(passphrase)
d:save(path)
crypto.free_passphrase(passphrase)
d:destroy()
return false, string.format("Success! Created database '%s'.", path)
end
function Main.open(path)
require_argument("path", path)
local passphrase = crypto.read_passphrase("Enter passphrase: ")
local success, d = database.load(path, passphrase)
if not success then
return false, "Unable to open database. Wrong passphrase?"
else
write_line("Successfully opened '%s'.", path)
end
crypto.free_passphrase(passphrase)
return true, d
end
function Main.help()
write_line("blobby <open/create/help> [path]")
write_line("\topen\t\tdecrypt database at 'path' and begin session")
write_line("\tcreate\t\tcreate database at 'path'")
write_line("\thelp\t\tthis message")
return false, nil
end
local function session_loop(d, path)
State.database = d
local is_running = true
while is_running do
local c = read_line("> ")
local success, result = Session(command.parse_arguments(c))
if not success then
write_line("Error: %s", result)
end
if result == 'exit' then
is_running = false
end
end
State.database:destroy()
end
local function start(...)
if select("#", ...) == 0 then
Main("help")
return
end
local success, a, b = Main(...)
if not success then
write_line("Error: %s", a)
write_line("Run 'blobby help' for a list of valid commands.")
os.exit(1)
end
if a then
session_loop(b)
else
if b then
write_line(b)
end
end
end
start(...)
|
-----------------------------------
-- Area: Upper Jeuno
-- NPC: Chocobo
-- Finishes Quest: Chocobo's Wounds
-----------------------------------
local ID = require("scripts/zones/Upper_Jeuno/IDs")
require("scripts/globals/settings")
require("scripts/globals/titles")
require("scripts/globals/keyitems")
require("scripts/globals/shop")
require("scripts/globals/quests")
-----------------------------------
function onTrade(player, npc, trade)
local ChocobosWounds = player:getQuestStatus(JEUNO, tpz.quest.id.jeuno.CHOCOBO_S_WOUNDS)
if (ChocobosWounds == 0) then
player:startEvent(62)
elseif (ChocobosWounds == 1) then
local count = trade:getItemCount()
local gil = trade:getGil()
if (trade:hasItemQty(4545, 1)) then
player:startEvent(76)
elseif (trade:hasItemQty(534, 1) and gil == 0 and count == 1) then
--Check feeding status.
local feed = player:getCharVar("ChocobosWounds_Event")
local feedMin = player:getCharVar("ChocobosWounds_Min")
local feedReady = (feedMin <= os.time())
if (feed == 1) then
player:startEvent(57)
elseif (feedReady == true) then
if (feed == 2) then
player:startEvent(58)
elseif (feed == 3) then
player:startEvent(59)
elseif (feed == 4) then
player:startEvent(60)
elseif (feed == 5) then
player:startEvent(63)
elseif (feed == 6) then
player:startEvent(64)
end
else
if (feed > 2) then
player:startEvent(73)
end
end
end
else
if (trade:hasItemQty(4545, 1)) then
player:startEvent(38)
end
end
end
function onTrigger(player, npc)
local ChocobosWounds = player:getQuestStatus(JEUNO, tpz.quest.id.jeuno.CHOCOBO_S_WOUNDS)
if (ChocobosWounds == QUEST_COMPLETED and player:hasKeyItem(tpz.ki.CHOCOBO_LICENSE) == false) then
-- this is a quick hack to let people get their license if it was lost
player:addKeyItem(tpz.ki.CHOCOBO_LICENSE)
player:messageSpecial(ID.text.KEYITEM_OBTAINED, tpz.ki.CHOCOBO_LICENSE)
elseif (ChocobosWounds == QUEST_AVAILABLE) then
player:startEvent(62)
elseif (ChocobosWounds == QUEST_ACCEPTED) then
local feed = player:getCharVar("ChocobosWounds_Event")
if (feed == 1) then
player:startEvent(103)
elseif (feed == 2) then
player:startEvent(51)
elseif (feed == 3) then
player:startEvent(52)
elseif (feed == 4) then
player:startEvent(61)
elseif (feed == 5) then
player:startEvent(46)
elseif (feed == 6) then
player:startEvent(55)
end
elseif (ChocobosWounds == 2) then
player:startEvent(55)
else
player:startEvent(54)
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
if (csid == 57) then
player:setCharVar("ChocobosWounds_Event", 2)
player:setCharVar("ChocobosWounds_Min", os.time() + 60)
elseif (csid == 58) then
player:setCharVar("ChocobosWounds_Event", 3)
player:setCharVar("ChocobosWounds_Min", os.time() + 60)
elseif (csid == 59) then
player:setCharVar("ChocobosWounds_Event", 4)
player:setCharVar("ChocobosWounds_Min", os.time() + 60)
player:tradeComplete()
player:startEvent(99)
elseif (csid == 60) then
player:setCharVar("ChocobosWounds_Event", 5)
player:setCharVar("ChocobosWounds_Min", os.time() + 60)
player:tradeComplete()
elseif (csid == 63) then
player:setCharVar("ChocobosWounds_Event", 6)
player:setCharVar("ChocobosWounds_Min", os.time() + 60)
player:tradeComplete()
elseif (csid == 64) then
player:addKeyItem(tpz.ki.CHOCOBO_LICENSE)
player:messageSpecial(ID.text.KEYITEM_OBTAINED, tpz.ki.CHOCOBO_LICENSE)
player:addTitle(tpz.title.CHOCOBO_TRAINER)
player:setCharVar("ChocobosWounds_Event", 0)
player:setCharVar("ChocobosWounds_Min", 0)
player:addFame(JEUNO, 30)
player:tradeComplete()
player:completeQuest(JEUNO, tpz.quest.id.jeuno.CHOCOBO_S_WOUNDS)
end
end
|
object_tangible_collection_rare_heavy_ak_prime_rocket = object_tangible_collection_shared_rare_heavy_ak_prime_rocket:new {
gameObjectType = 8211,}
ObjectTemplates:addTemplate(object_tangible_collection_rare_heavy_ak_prime_rocket, "object/tangible/collection/rare_heavy_ak_prime_rocket.iff")
|
-- $Id: re.lua,v 1.18 2007/10/10 18:53:45 roberto Exp $
local m = require"lpeg"
local _G = _G
local print, error = print, error
local mt = getmetatable(m.P(0))
module "re"
local I = m.P(function (s,i) print(i, s:sub(1, i-1)); return i end)
local any = m.P(1)
local function complement (c, p) return c and any - p or p end
local Defs
local function patt_error (s, i)
local msg = (#s < i + 20) and s:sub(i)
or s:sub(i,i+20) .. "..."
msg = ("pattern error near '%s'"):format(msg)
error(msg, 2)
end
local function mult (p, n)
local np = m.P(true)
while n >= 1 do
if n%2 >= 1 then np = np * p end
p = p * p
n = n/2
end
return np
end
local function minmax (p, min, max)
min = _G.tonumber(min)
if max == true then return p^min
else
max = (max == false) and min or _G.tonumber(max)
if max < min then return m.P(false) end
local r = mult(p, min)
if max > min then r = r * p^(min - max) end
return r
end
end
local S = (m.S(" \t\n") + "--" * (any - m.S"\n")^0)^0
local String = "'" * m.C((any - "'")^0) * "'" +
'"' * m.C((any - '"')^0) * '"'
local Range = m.Cs(any * (m.P"-"/"") * (any - "]")) / m.R
local item = Range + m.C(any)
local Class =
"["
* ("^" * m.Cc(true) + m.Cc(false)) -- optional complement symbol
* m.Ca(item * ((item - "]") / mt.__add)^0) / complement
* "]"
local Identifier = m.R("AZ", "az", "__") * m.R("AZ", "az", "__", "09")^0
local num = m.C(m.R"09"^1) * S
-- {num} or {num,} or {num,num}
local rep = m.P"{" * S * num * ("," * S * (num + m.Cc(true)) + m.Cc(false))
* "}"
local exp_follow = m.P"/" + ")" + "}" + "~}" + -1 + Identifier
local exp = m.P{ "Exp",
Exp = S * m.Ca(m.V"Seq" * ("/" * S * m.V"Seq" / mt.__add)^0);
Seq = m.Ca(m.Cc(m.P"") * (m.V"Prefix" / mt.__mul)^0)
* (#exp_follow + patt_error);
Prefix = "&" * S * m.V"Prefix" / mt.__len
+ "!" * S * m.V"Prefix" / mt.__unm
+ m.V"Sufix";
Sufix = m.Ca(m.V"Primary" * S *
( ( m.P"+" * m.Cc(1, true) / minmax -- 1 -> true
+ m.P"*" * m.Cc(0, true) / minmax -- 0 -> true
+ m.P"?" * m.Cc(0, 1) / minmax -- 0 -> 1
+ rep / minmax
+ "->" * S * ( String / mt.__div
+ m.P"{}" / m.Ct
+ m.C(Identifier) / function (p,id)
local c = Defs and Defs[id]
if not c then error("undefined name: "..id) end
return p / c
end )
) * S
)^0 );
Primary = "(" * m.V"Exp" * ")"
+ m.P"{}" / m.Cp
+ "{~" * m.V"Exp" * "~}" / m.Cs
+ "{" * m.V"Exp" * "}" / m.C
+ String / m.P
+ Class
+ m.P"." * m.Cc(any)
+ Identifier * -(S * '<-') / function (n)
return Defs and m.P(Defs[n]) or m.V(n)
end;
}
local function adddef (t, k, exp)
if Defs and Defs[k] then
error("'"..k.."' defined both externally and as a rule")
elseif t[k] then
error("'"..k.."' already defined as a rule")
else
t[k] = exp
end
return t
end
local definition = m.C(Identifier) * S * '<-' * exp
local grammar = m.Ca(
definition / function (n, r) return adddef({n}, n, r) end
* (definition / adddef)^0
)
local pattern = S * (grammar + exp) / m.P * (-any + patt_error)
function compile (p, defs)
Defs = defs
local cp = pattern:match(p)
if not cp then error("incorrect pattern", 3) end
return cp
end
local mem = {}
_G.setmetatable(mem, {__mode = "v"})
function match (s, p)
local cp = mem[p]
if not cp then
cp = compile(p)
mem[p] = cp
end
return cp:match(s)
end
|
function test(a)
if a >= 90 then
return 'A'
elseif a >= 80 then
return 'B'
elseif a >= 70 then
return 'C'
else
return 'D'
end
end
print(test(100), test(90), test(80), test(70), test(60), test(30))
print('hello world')
a = 1
print(a)
a = a+1
print(a)
b = a*2
print(b)
print(a < b)
print(b, b==a*2, b<=a*2, b/3, b//3, b%3, 2^53, 2~=2, 2~=3)
print(b<<2, b>>2, b&4, b&3)
print(4.1e-3, 5E+20, 1==1.0, 0xff)
print(2 and 3)
print(0 and 3)
print(nil and 7)
print(false and 7)
print(1 or 2, 3 or 4, false or 5, true or 6, nil or 7, 8 or nil)
print(3 or 4)
a = 3
b = 4
print(a or b)
print(not 2)
a = 'abc'
print(a)
print(#a)
b = 'abc' .. 'def'
print(b)
c = 'xxx'
d = b .. c
print(d)
a = {}
k = "x"
a[k] = 10
a[20] = "great"
print(a["x"])
k = 20
print(a[k])
a["x"] = a["x"]+1
print(a["x"])
a = {}
a["x"] = 10
b = a
print(b["x"])
b["x"]=20
print(a["x"])
a = nil
b = nil
a = {1, 2, 3, 4}
print(a[0], a[1], a[2], a[3], a[4])
a = {}
a.x = 10
print(a.x)
print(a.y)
days = {"Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday"}
print(days[4])
function add(a, b)
return a+b
end
c = add(2, 3)
print(c)
a, b = 12, 34
print(add(a, b))
a, b = 1, 2
if a > 1 then
c = a
else
c = b
end
print(c)
function test(a)
if a >= 90 then
return 'A'
elseif a >= 80 then
return 'B'
elseif a >= 70 then
return 'C'
else
return 'D'
end
end
print(test(100), test(90), test(80), test(70), test(60), test(30))
i = 1
sum = 0
while i <= 100 do
sum = sum + i
i = i + 1
end
print(sum)
i = 1
sum = 0
repeat
sum = sum + i
i = i + 1
until i > 100
print(sum)
sum = 0
for i = 0, 100, 1 do
sum = sum + i
if i == 10 then break end
end
print(sum)
function add(...)
local s = 0
for _, v in ipairs{...} do
s = s + v
end
return s
end
print(add(3, 4, 10, 25, 12))
a = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11}
for i = 1, 10 do a[i] = i*2 end
print(a[5])
function test()
function inner(a)
return a+1
end
print(inner(3))
end
test()
|
CustomizableWeaponry:addFireSound("NEO2K_FIRE", {"weapons/NEO2K/Shoot.wav"}, 1, 125, CHAN_STATIC)
CustomizableWeaponry:addReloadSound("NEO2K_DRAW", "weapons/NEO2K/Draw.wav")
CustomizableWeaponry:addReloadSound("NEO2K_INSERT", "weapons/NEO2K/Insert.wav")
CustomizableWeaponry:addReloadSound("NEO2K_CLOSE", "weapons/NEO2K/close.wav")
CustomizableWeaponry:addReloadSound("NEO2K_OPEN", "weapons/NEO2K/Open.wav")
CustomizableWeaponry:addReloadSound("NEO2K_PUMPB", "weapons/NEO2K/PumpBack.wav")
CustomizableWeaponry:addReloadSound("NEO2K_PUMPF", "weapons/NEO2K/PumpForward.wav")
CustomizableWeaponry:addReloadSound("NEO2K_SHOULDER", "weapons/NEO2K/SHoulder.wav")
|
--[[ Copyright (C) 2017-2019 Google Inc.
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 program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
]]
local asserts = require 'testing.asserts'
local test_runner = require 'testing.test_runner'
local texter = require 'language.texter'
local tests = {}
function tests.decode_canRetrieveTopLevelNamedTableKey()
local tbl = {topLevelKey = 6, otherTopLevelKey = 7}
asserts.EQ(texter.decode('topLevelKey', tbl), 6)
asserts.EQ(texter.decode('otherTopLevelKey', tbl), 7)
end
function tests.decode_canRetrieveTopLevelArrayKey()
local list = {'one', 'two', 'three'}
asserts.EQ(texter.decode('1', list), 'one')
asserts.EQ(texter.decode('2', list), 'two')
asserts.EQ(texter.decode('3', list), 'three')
end
function tests.decode_canRetrieveNestedLists()
local list = {
{'list 1 element 1', 'list 1 element 2'},
{'list 2 element 1'}
}
asserts.EQ(texter.decode('1.2', list), 'list 1 element 2')
asserts.EQ(texter.decode('2.1', list), 'list 2 element 1')
end
function tests.decode_canRetrieveMixedNestedValues()
local tbl = {
pets = {
{name = {first = 'Ajax', last = 'The Cat'}},
{name = {first = 'Fido', last = 'The Dog'}}
}
}
asserts.EQ(texter.decode('pets.1.name.first', tbl), 'Ajax')
asserts.EQ(texter.decode('pets.2.name.last', tbl), 'The Dog')
end
function tests.format_decodesTextInSquareBrackets()
local tbl = {
count = 2,
pets = {
{name = {first = 'Ajax', last = 'The Cat'}},
{name = {first = 'Fido', last = 'The Dog'}}
}
}
asserts.EQ(texter.format('[count]', tbl), '2')
asserts.EQ(texter.format('[pets.2.name.last]', tbl), 'The Dog')
asserts.EQ(
texter.format('[pets.1.name.first], meet [pets.2.name.first].', tbl),
'Ajax, meet Fido.')
end
return test_runner.run(tests)
|
--
-- Copyright (C) 2017-2020 DBotThePony
-- 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.
if CLIENT then
local pixelvis_handle_t = FindMetaTable('pixelvis_handle_t')
local util = util
--[[
@doc
@fname pixelvis_handle_t:Visible
@alias pixelvis_handle_t:IsVisible
@alias pixelvis_handle_t:PixelVisible
@args Vector pos, number radius
@client
@desc
!g:util.PixelVisible
@enddesc
@returns
number: visibility
]]
function pixelvis_handle_t:Visible(pos, rad)
return util.PixelVisible(pos, rad, self)
end
function pixelvis_handle_t:IsVisible(pos, rad)
return util.PixelVisible(pos, rad, self)
end
function pixelvis_handle_t:PixelVisible(pos, rad)
return util.PixelVisible(pos, rad, self)
end
local player = player
local IsValid = FindMetaTable('Entity').IsValid
local GetTable = FindMetaTable('Entity').GetTable
local GetVehicle = FindMetaTable('Player').GetVehicle
local vehMeta = FindMetaTable('Vehicle')
local NULL = NULL
local ipairs = ipairs
local LocalPlayer = LocalPlayer
local GetWeapons = FindMetaTable('Player').GetWeapons
local function updateWeaponFix()
local ply = LocalPlayer()
if not IsValid(ply) then return end
local weapons = GetWeapons(ply)
if not weapons then return end
for k, wep in ipairs(weapons) do
local tab = GetTable(wep)
if not tab.DrawWeaponSelection_DLib and tab.DrawWeaponSelection then
tab.DrawWeaponSelection_DLib = tab.DrawWeaponSelection
tab.DrawWeaponSelection = function(self, x, y, w, h, a)
local can = hook.Run('DrawWeaponSelection', self, x, y, w, h, a)
if can == false then return end
hook.Run('PreDrawWeaponSelection', self, x, y, width, height, alpha)
local A, B, C, D, E, F = tab.DrawWeaponSelection_DLib(self, x, y, w, h, a)
hook.Run('PostDrawWeaponSelection', self, x, y, width, height, alpha)
return A, B, C, D, E, F
end
end
end
end
-- timer.Create('DLib.DrawWeaponSelection', 10, 0, updateWeaponFix)
-- updateWeaponFix()
--[[
@doc
@fname vgui.Create
@replaces
@args string tableName, Panel parent, vararg any
@desc
Patched !g:vgui.Create which
throws an (no call aborting) error with stack trace when attempting to create non existant panel
and with hooks `VGUIPanelConstructed`, `VGUIPanelInitialized` and `VGUIPanelCreated` being called inside it
if other mod already overrides this function, override is aborted and i18n will be rendered useless for panels
@enddesc
@returns
Panel: the created panel or nil if panel doesn't exist (with an error sent to error handler)
]]
--[[
@doc
@hook VGUIPanelConstructed
@args Panel self, Panel parent, vararg any
@desc
Called **before** `Panel:Init()` called
@enddesc
]]
--[[
@doc
@hook VGUIPanelInitialized
@args Panel self, Panel parent, vararg any
@desc
Called **before** `Panel:Prepare()` called
@enddesc
]]
--[[
@doc
@hook VGUIPanelCreated
@args Panel self, Panel parent, vararg any
@desc
Called **after** everything.
@enddesc
]]
vgui.DLib_Create = vgui.DLib_Create or vgui.Create
local patched = false
if not DLib._PanelDefinitions then
(function()
if not vgui.GetControlTable or not vgui.CreateX then
return
end
local PanelDefinitions
for i = 1, 10 do
local name, value = debug.getupvalue(vgui.GetControlTable, 1)
if name == 'PanelFactory' then
PanelDefinitions = value
break
end
end
if not PanelDefinitions then
return
end
patched = true
local vgui = vgui
vgui.CreateNative = vgui.CreateX
DLib._PanelDefinitions = PanelDefinitions
vgui.PanelDefinitions = PanelDefinitions
local CreateNative = vgui.CreateNative
local error = error
local table = table
local function Create(from, class, parent, name, level, ...)
if class == '' then
error(debug.traceback('Tried to create panel with empty classname'))
return
end
local meta = PanelDefinitions[class]
if not meta then
local panel = CreateNative(class, parent, name, ...)
if not panel then
if level == 1 then
error(string.format('(Native) Panel %q does not exist.', class), level + 4)
else
error(string.format('%q tried to derive from (native) panel %q which does not exist.', from, class), level + 4)
end
end
return panel, true
end
if not meta.Base then
error(string.format('Meta table of %q does not contain `Base` panel classname', class))
end
local panel = Create(class, meta.Base, parent, name or class, level + 1, ...)
if not panel then
error(string.format('%q cannot derive from %q', class, meta.Base), level + 4)
end
table.Merge(panel:GetTable(), meta)
panel.BaseClass = PanelDefinitions[meta.Base]
panel.ClassName = class
if level == 1 then
hook.Run('VGUIPanelConstructed', panel, ...)
end
if panel.Init then
panel:Init(...)
end
if level == 1 then
hook.Run('VGUIPanelInitialized', panel, ...)
end
panel:Prepare()
if level == 1 then
hook.Run('VGUIPanelCreated', panel, ...)
end
return panel
end
function vgui.Create(class, parent, name, ...)
if class == '' then
DLib.MessageError(debug.traceback('BACKWARDS COMPATIVILITY WITH GMOD ENGINE: Tried to create panel with empty classname'))
return
end
local panel, isNative
local packed, size = {...}, select('#', ...)
local status = ProtectedCall(function()
panel, isNative = Create(nil, class, parent, name, 1, unpack(packed, 1, size))
end)
if not status then
error(string.format('Cannot create panel %q! Look for errors above', class), 2)
end
if isNative then
hook.Run('VGUIPanelConstructed', panel, ...)
hook.Run('VGUIPanelInitialized', panel, ...)
hook.Run('VGUIPanelCreated', panel, ...)
end
return panel
end
function vgui.CreateFromTable(meta, parent, name, ...)
if not meta or not istable(meta) then
error('Invalid meta (PANEL table) provided (typeof ' .. type(meta) .. ')')
end
if not meta.Base then
error(string.format('Meta table of %p (%s) does not contain `Base` panel classname', meta, meta))
end
local panel, isNative
local packed, size = {...}, select('#', ...)
local status = ProtectedCall(function()
panel, isNative = Create(string.format('%p (%s)', meta, meta), meta.Base, parent, name, 2, unpack(packed, 1, size))
end)
if not status then
error(string.format('Cannot create panel %p (%s)! Look for errors above', meta, meta), 2)
end
table.Merge(panel:GetTable(), meta)
panel.BaseClass = PanelDefinitions[meta.Base]
hook.Run('VGUIPanelConstructed', panel, ...)
if panel.Init then
panel:Init(...)
end
hook.Run('VGUIPanelInitialized', panel, ...)
panel:Prepare()
hook.Run('VGUIPanelCreated', panel, ...)
return panel
end
end)()
if not patched then
DLib.Message('Unable to fully replace vgui.Create, falling back to old one patch of vgui.Create... Localization might break!')
local vgui = vgui
local ignore = 0
function vgui.Create(...)
if ignore == FrameNumberL() then return vgui.DLib_Create(...) end
ignore = FrameNumberL()
local pnl = vgui.DLib_Create(...)
ignore = 0
if not pnl then return end
hook.Run('VGUIPanelConstructed', pnl, ...)
hook.Run('VGUIPanelInitialized', pnl, ...)
hook.Run('VGUIPanelCreated', pnl, ...)
return pnl
end
end
end
end
local CSoundPatch = FindMetaTable('CSoundPatch')
--[[
@doc
@fname CSoundPatch:IsValid
@returns
boolean: IsPlaying()
]]
function CSoundPatch:IsValid()
return self:IsPlaying()
end
--[[
@doc
@fname CSoundPatch:Remove
]]
function CSoundPatch:Remove()
return self:Stop()
end
local meta = getmetatable(function() end) or {}
function meta:tonumber(base)
return tonumber(self, base)
end
function meta:tostring()
return tostring(self)
end
debug.setmetatable(function() end, meta)
--[[
@doc
@fname string.tonumber
@args number base = 10
@returns
number
]]
--[[
@doc
@fname string:tonumber
@args number base = 10
@returns
number
]]
--[[
@doc
@fname math.tonumber
@args number base = 10
@returns
number
]]
--[[
@doc
@fname number:tonumber
@args number base = 10
@returns
number
]]
--[[
@doc
@fname string.tostring
@returns
string
]]
--[[
@doc
@fname string:tostring
@returns
string
]]
--[[
@doc
@fname math.tostring
@returns
string
]]
--[[
@doc
@fname number:tostring
@returns
string
]]
string.tonumber = meta.tonumber
string.tostring = meta.tostring
math.tonumber = meta.tonumber
math.tostring = meta.tostring
|
local Utilities = require "Utilities"
local LoggerEnums = require "LoggerEnums"
local DebugLogger = require "DebugLogger"
local FileLogger = require "FileLogger"
local ConsoleLogger = require "ConsoleLogger"
local NullLogger = require "NullLogger"
local LoggerFactory = {}
function LoggerFactory:new(config)
local obj = {}
obj.config = config
obj.modeSwitch = Utilities.switch {
[LoggerEnums.mode.none] = function (mode, name) return NullLogger:new():init(config.level, name) end,
[LoggerEnums.mode.debug] = function (mode, name) return DebugLogger:new():init(config.level, name) end,
[LoggerEnums.mode.file] = function (mode, name) return FileLogger:new():init(config.level, name, config.filePath) end,
[LoggerEnums.mode.console] = function (mode, name) return ConsoleLogger:new():init(config.level, name) end,
default = function (mode, name) error("Режим логирования: '" .. mode .. "' не поддерживается (LoggerName: '" .. name .. "').") end
}
self.__index = self
return setmetatable(obj, self)
end
function LoggerFactory:get(name)
return self.modeSwitch:case(self.config.mode, name)
end
return LoggerFactory
|
-- play local or youtube video in 2D plane
b = BinooAPI
b:SwitchMode("EMPTY")
-- play local video in 2D viewer
-- for android requires /sdcard/binoo/video.mp4
-- for pc requires d:/data/binoo/video.mp4
-- b:PlayLocalVideo2D("video.mp4")
-- play youtube in 2D viewer
b:PlayVideoYoutube2D("OsgcuZkCQv0")
|
function onCreate()
makeAnimatedLuaSprite('bg','studioRemix',-300,0)
addAnimationByPrefix('bg','idle','entire',24,true)
objectPlayAnimation('bg','idle',true)
makeAnimatedLuaSprite('mom','momRemix',850,100)
addAnimationByPrefix('mom','idle','mom bop',24,true)
objectPlayAnimation('mom','idle',true)
makeAnimatedLuaSprite('imp','impRemix',-150,250)
scaleObject('imp',0.7,0.7)
addAnimationByPrefix('imp','idle','imp',24,true)
objectPlayAnimation('imp','idle',true)
makeAnimatedLuaSprite('gf','gfRemix',50,250)
addAnimationByPrefix('gf','idle','gf',24,true)
objectPlayAnimation('gf','idle',true)
makeLuaSprite('chair','chairStudio',800,500)
addLuaSprite('bg',false)
addLuaSprite('mom',false)
addLuaSprite('gf',false)
addLuaSprite('imp',false)
addLuaSprite('chair',false)
close(true);
end
|
local friction = 5
local elasticity = 0.25
local o = scene.newobject()
o:set_name('bomb')
o:enable_physics(0.05, 0);
local c = o:add_circle_collider(35, vector.new(35*0.5, -35*0.5))
c:set_friction(friction)
c:set_elasticity(elasticity)
o:add_behaviour('animation', {{name='flash', speed=8, frames={{sprite=67}, {sprite=68}}}}, 'flash')
return o
|
local constants = {}
-- SELECTION TOOL
-- type -> name blacklist
-- categories with __ignore_energy_type will not check energy_source type
constants.selection_tool_filters = {
["accumulator"] = {},
["arithmetic-combinator"] = {},
["assembling-machine"] = {
__ignore_energy_type = true,
-- mining drones - https://mods.factorio.com/mod/Mining_Drones
["mining-depot"] = true,
-- transport drones - https://mods.factorio.com/mod/Transport_Drones
["buffer-depot"] = true,
["fuel-depot"] = true,
["request-depot"] = true,
["supply-depot"] = true
},
["beacon"] = {},
["boiler"] = {},
-- cannot read power production of these yet, so don't include them
-- ["burner-generator"] = {},
["car"] = {},
["decider-combinator"] = {},
["electric-energy-interface"] = {},
["electric-turret"] = {},
["furnace"] = {
__ignore_energy_type = true,
-- transport drones - https://mods.factorio.com/mod/Transport_Drones
["fluid-depot"] = true
},
["generator"] = {},
["inserter"] = {},
["lab"] = {
__ignore_energy_type = true
},
["lamp"] = {},
["locomotive"] = {},
["mining-drill"] = {
__ignore_energy_type = true
},
["offshore-pump"] = {
__ignore_energy_type = true
},
["programmable-speaker"] = {},
["pump"] = {},
["radar"] = {},
["reactor"] = {},
["roboport"] = {},
["solar-panel"] = {},
["rocket-silo"] = {
__ignore_energy_type = true
}
}
-- UNITS
local units = {
materials_per_second = {"rcalc-gui-units.materials-per-second"},
materials_per_minute = {"rcalc-gui-units.materials-per-minute"},
transport_belts = {"rcalc-gui-units.transport-belts"},
train_wagons_per_second = {"rcalc-gui-units.train-wagons-per-second"},
train_wagons_per_minute = {"rcalc-gui-units.train-wagons-per-minute"},
power = {"rcalc-gui-units.power"}
}
local units_dropdown_localised = {}
local units_lookup = {}
local i = 0
for key, value in pairs(units) do
i = i + 1
units_dropdown_localised[i] = value
units_lookup[key] = i
end
constants.units_dropdown_contents = units_dropdown_localised
constants.units_lookup = units_lookup
constants.units_to_setting_name = {
[units_lookup.transport_belts] = "transport_belt",
[units_lookup.train_wagons_per_second] = "wagon",
[units_lookup.train_wagons_per_minute] = "wagon"
}
-- CHOOSE ELEM BUTTONS
constants.choose_elem_buttons = {
[units_lookup.transport_belts] = {
type = "transport_belt",
filters = {{filter = "type", type = "transport-belt"}}
},
[units_lookup.train_wagons_per_second] = {
type = "wagon",
filters = {{filter = "type", type = "cargo-wagon"}, {filter = "type", type = "fluid-wagon"}}
},
[units_lookup.train_wagons_per_minute] = {
type = "wagon",
filters = {{filter = "type", type = "cargo-wagon"}, {filter = "type", type = "fluid-wagon"}}
}
}
-- RATES
constants.rate_key_overrides = {
["entity.ee-infinity-accumulator-primary-output"] = {"entity", "ee-infinity-accumulator-tertiary-buffer"},
["entity.ee-infinity-accumulator-primary-input"] = {"entity", "ee-infinity-accumulator-tertiary-buffer"},
["entity.ee-infinity-accumulator-secondary-output"] = {"entity", "ee-infinity-accumulator-tertiary-buffer"},
["entity.ee-infinity-accumulator-secondary-input"] = {"entity", "ee-infinity-accumulator-tertiary-buffer"},
["entity.ee-infinity-accumulator-tertiary-output"] = {"entity", "ee-infinity-accumulator-tertiary-buffer"},
["entity.ee-infinity-accumulator-tertiary-input"] = {"entity", "ee-infinity-accumulator-tertiary-buffer"}
}
return constants
|
local module = {}
local tmr = tmr
local gpio = gpio
local pin1 = 1 -- D1, GPIO5
local pin2 = 2 -- D2, GPIO4
local pin3 = 3 -- D3, GPIO0
local pin5 = 5 -- D5, GPIO14
local LED_RED = 0 -- NodeMCU-12
local LED_BLUE = 4 --
local T_T = 4
local T_E = 5
local T_G = 6
local T_W = 0
local c_timer = 2147483648 -- 31-bit timer, roll back to 0
local last_time = tmr.now()
function onElectricity()
if gpio.read(pin1) == 1 then
local now = tmr.now()
local period = now - last_time
if period <= 0 then period = period + c_timer end
period = period / 1000000 -- Sec
last_time = now
mqtt_conn.SEND('power_meter/electricity', period)
end
end
function onGas()
if gpio.read(pin3) == 1 then
mqtt_conn.SEND('power_meter/gas', 1)
end
end
function onWater()
if gpio.read(pin2) == 0 then
mqtt_conn.SEND('power_meter/water', 1)
end
gpio.mode(pin2, gpio.INT)
gpio.trig(pin2, 'down', function()
gpio.mode(pin2, gpio.OUTPUT)
tmr.alarm(T_W, 1000, tmr.ALARM_SINGLE, onWater)
end)
end
function onTemperature()
local t = require("ds18b20")
local tempC = t.readNumber(pin5)
t = nil
ds18b20 = nil
package.loaded["ds18b20"] = nil
collectgarbage('collect')
mqtt_conn.SEND('power_meter/temperature', tempC)
end
function module.start()
tmr.alarm(T_T, 60000, 1, onTemperature)
gpio.mode(pin1, gpio.INT)
gpio.trig(pin1, 'up', function() tmr.alarm(T_E, 100, tmr.ALARM_SINGLE, onElectricity) end)
gpio.mode(pin3, gpio.INT)
gpio.trig(pin3, 'up', function() tmr.alarm(T_G, 100, tmr.ALARM_SINGLE, onGas) end)
gpio.mode(pin2, gpio.INT)
gpio.trig(pin2, 'down', function()
gpio.mode(pin2, gpio.OUTPUT)
tmr.alarm(T_W, 1000, tmr.ALARM_SINGLE, onWater)
end)
end
gpio.mode(LED_BLUE, gpio.OUTPUT)
return module
|
-------------------------------------------------
-- event handling
--
-- events are read from the event stream and
-- routed based on the prefix of the event line.
-- multi-line events are unsupported
-------------------------------------------------
local eventHandlers = {}
-- GLOBAL
function eventRegisterHandler(handler)
eventHandlers[handler.prefix] = handler
end
function eventHandle(eventType, eventData)
if eventHandlers[eventType] then
eventHandlers[eventType]:event(eventData)
else
print(string.format("Unhandled event. type=(%s), data = (%s)",
eventType, eventData))
end
end
return nil
|
--初始化包管理器
engine.path = uv.exepath()
engine.cwd = uv.cwd()
engine.__EnvMap = {}
engine.set = function (key, value)
engine.__EnvMap[key] = value
end
engine.get = function (self, key)
if key == nil or not engine.__EnvMap then return end
return engine.__EnvMap[key]
end
--版本号
VERSION = "1.0.0"
VERSION_DEPS = "Lua5.3, libuv1.9.1"
--加载基础模块
dofile("base/utils.lua")
dofile("base/require.lua")
dofile("base/class.lua")
dofile("base/net/base.lua")
|
local _M = require('apicast.backend_client')
local configuration = require('apicast.configuration')
local http_ng = require 'resty.http_ng'
local http_ng_resty = require 'resty.http_ng.backend.resty'
local ReportsBatch = require 'apicast.policy.3scale_batcher.reports_batch'
local backend_calls_metrics = require 'apicast.metrics.3scale_backend_calls'
describe('backend client', function()
local test_backend
local options_header_oauth_native = 'rejection_reason_header=1&limit_headers=1'
local options_header_no_oauth_native = 'rejection_reason_header=1&limit_headers=1&no_body=1'
before_each(function()
test_backend = http_ng.backend()
stub(backend_calls_metrics, 'report')
end)
describe('authrep', function()
it('works without params', function()
local service = configuration.parse_service({
id = '42', backend_version = '1',
proxy = {
backend = { endpoint = 'http://example.com' },
},
backend_authentication_type = 'auth', backend_authentication_value = 'val'
})
test_backend.expect{
url = 'http://example.com/transactions/authrep.xml?' ..
ngx.encode_args({ auth = service.backend_authentication.value, service_id = service.id }),
headers = { host = 'example.com',
['3scale-options'] = options_header_no_oauth_native }
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:authrep()
assert.equal(200, res.status)
end)
it('passes params along', function()
local service = configuration.parse_service({
id = '42', backend_version = '1',
proxy = {
backend = { endpoint = 'http://example.com' },
},
backend_authentication_type = 'auth', backend_authentication_value = 'val'
})
test_backend.expect{
url = 'http://example.com/transactions/authrep.xml?' ..
ngx.encode_args({ auth = service.backend_authentication.value, service_id = service.id }) ..
'&usage%5Bhits%5D=1&user_key=foobar',
headers = { ['3scale-options'] = options_header_no_oauth_native }
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:authrep({ ['usage[hits]'] = 1 }, { user_key = 'foobar' })
assert.equal(200, res.status)
end)
it('can override backend host header', function()
local service = configuration.parse_service({
id = '42', backend_version = '1',
proxy = {
backend = { endpoint = 'http://example.com', host = 'foo.example.com' },
}
})
test_backend.expect{
url = 'http://example.com/transactions/authrep.xml?service_id=42',
headers = { host = 'foo.example.com',
['3scale-options'] = options_header_no_oauth_native }
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:authrep()
assert.equal(200, res.status)
end)
it('detects oauth native', function()
local service = configuration.parse_service({
id = '42', backend_version = 'oauth',
proxy = {
backend = { endpoint = 'http://example.com' },
}
})
test_backend.expect{
url = 'http://example.com/transactions/oauth_authrep.xml?service_id=42',
headers = { ['3scale-options'] = options_header_oauth_native }
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:authrep()
assert.equal(200, res.status)
end)
it('detects OIDC', function()
local service = configuration.parse_service({
id = '42', backend_version = 'oauth',
proxy = {
authentication_method = 'oidc',
backend = { endpoint = 'http://example.com' },
}
})
test_backend.expect{
url = 'http://example.com/transactions/oauth_authrep.xml?service_id=42',
headers = { ['3scale-options'] = options_header_no_oauth_native }
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:authrep()
assert.equal(200, res.status)
end)
it('reports the call with the status', function()
local service = configuration.parse_service({ id = '42' })
local status = 200
test_backend.expect({}).respond_with({ status = status })
local backend_client = assert(_M:new(service, test_backend))
backend_client:authrep()
assert.stub(backend_calls_metrics.report).was_called_with('authrep', status)
end)
end)
describe('authorize', function()
it('works without params', function()
local service = configuration.parse_service({
id = '42', backend_version = '1',
proxy = {
backend = { endpoint = 'http://example.com' },
},
backend_authentication_type = 'auth', backend_authentication_value = 'val'
})
test_backend.expect{
url = 'http://example.com/transactions/authorize.xml?' ..
ngx.encode_args({ auth = service.backend_authentication.value, service_id = service.id }),
headers = { host = 'example.com',
['3scale-options'] = options_header_no_oauth_native }
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:authorize()
assert.equal(200, res.status)
end)
it('passes params along', function()
local service = configuration.parse_service({
id = '42', backend_version = '1',
proxy = {
backend = { endpoint = 'http://example.com' },
},
backend_authentication_type = 'auth', backend_authentication_value = 'val'
})
test_backend.expect{
url = 'http://example.com/transactions/authorize.xml?' ..
ngx.encode_args({ auth = service.backend_authentication.value, service_id = service.id }) ..
'&usage%5Bhits%5D=1&user_key=foobar',
headers = { ['3scale-options'] = options_header_no_oauth_native }
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:authorize({ ['usage[hits]'] = 1 }, { user_key = 'foobar' })
assert.equal(200, res.status)
end)
it('can override backend host header', function()
local service = configuration.parse_service({
id = '42', backend_version = '1',
proxy = {
backend = { endpoint = 'http://example.com', host = 'foo.example.com' },
}
})
test_backend.expect{
url = 'http://example.com/transactions/authorize.xml?service_id=42',
headers = { host = 'foo.example.com',
['3scale-options'] = options_header_no_oauth_native }
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:authorize()
assert.equal(200, res.status)
end)
it('detects oauth', function()
local service = configuration.parse_service({
id = '42', backend_version = 'oauth',
proxy = {
backend = { endpoint = 'http://example.com' },
}
})
test_backend.expect{
url = 'http://example.com/transactions/oauth_authorize.xml?service_id=42',
headers = { ['3scale-options'] = options_header_oauth_native }
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:authorize()
assert.equal(200, res.status)
end)
it('detects oauth', function()
local service = configuration.parse_service({
id = '42', backend_version = 'oauth',
proxy = {
authentication_method = 'oidc',
backend = { endpoint = 'http://example.com' },
}
})
test_backend.expect{
url = 'http://example.com/transactions/oauth_authorize.xml?service_id=42',
headers = { ['3scale-options'] = options_header_no_oauth_native }
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:authorize()
assert.equal(200, res.status)
end)
it('reports the call with the status', function()
local service = configuration.parse_service({ id = '42' })
local status = 200
test_backend.expect({}).respond_with({ status = status })
local backend_client = assert(_M:new(service, test_backend))
backend_client:authorize()
assert.stub(backend_calls_metrics.report).was_called_with('auth', status)
end)
it('retries when auth return a "closed" error and uses the "resty" http backend', function()
local service = configuration.parse_service({ id = '42' })
local backend_client = assert(_M:new(service, http_ng_resty))
stub(backend_client.http_client, 'get').returns(
{ status = 0, error = 'closed' }
)
backend_client:authorize()
assert.stub(backend_client.http_client.get).was_called(2)
end)
end)
describe('report', function()
describe('when the service is configured to use app IDs', function()
it('makes the call to backend with the right params', function()
local service = configuration.parse_service({
id = '42',
backend_version = '2',
proxy = { backend = { endpoint = 'http://example.com' } },
backend_authentication_type = 'auth', backend_authentication_value = 'val'
})
-- It's tricky to test with several reports because they can go in
-- any order in the request.
local reports = { { app_id = 'id1', metric = 'm1', value = 1 } }
local transactions = {}
transactions["transactions[0][app_id]"] = 'id1'
transactions["transactions[0][usage][m1]"] = 1
local reports_batch = ReportsBatch.new(service.id, reports)
test_backend.expect{
url = 'http://example.com/transactions.xml?' ..
ngx.encode_args({ auth = service.backend_authentication.value,
service_id = service.id }),
body = ngx.encode_args(transactions)
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:report(reports_batch)
assert.equal(200, res.status)
end)
end)
describe('when the service is configured to use user keys', function()
it('makes the call to backend with the right params', function()
local service = configuration.parse_service({
id = '42',
backend_version = '1',
proxy = { backend = { endpoint = 'http://example.com' } },
backend_authentication_type = 'auth', backend_authentication_value = 'val'
})
-- It's tricky to test with several reports because they can go in
-- any order in the request.
local reports = { { user_key = 'uk1', metric = 'm1', value = 1 } }
local transactions = {}
transactions["transactions[0][user_key]"] = 'uk1'
transactions["transactions[0][usage][m1]"] = 1
local reports_batch = ReportsBatch.new(service.id, reports)
test_backend.expect{
url = 'http://example.com/transactions.xml?' ..
ngx.encode_args({ auth = service.backend_authentication.value,
service_id = service.id }),
body = ngx.encode_args(transactions)
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:report(reports_batch)
assert.equal(200, res.status)
end)
end)
describe('when the service is configured to use oauth tokens', function()
it('makes the call to backend with the right params', function()
local service = configuration.parse_service({
id = '42',
backend_version = 'oauth',
proxy = { backend = { endpoint = 'http://example.com' } },
backend_authentication_type = 'auth', backend_authentication_value = 'val'
})
-- It's tricky to test with several reports because they can go in
-- any order in the request.
local reports = { { access_token = 'token', metric = 'm1', value = 1 } }
local transactions = {}
transactions["transactions[0][access_token]"] = 'token'
transactions["transactions[0][usage][m1]"] = 1
local reports_batch = ReportsBatch.new(service.id, reports)
test_backend.expect{
url = 'http://example.com/transactions.xml?' ..
ngx.encode_args({ auth = service.backend_authentication.value,
service_id = service.id }),
body = ngx.encode_args(transactions)
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:report(reports_batch)
assert.equal(200, res.status)
end)
end)
it('reports the call with the status', function()
local service = configuration.parse_service({ id = '42' })
local status = 200
test_backend.expect({}).respond_with({ status = status })
local backend_client = assert(_M:new(service, test_backend))
backend_client:report(ReportsBatch.new(service.id, {}))
assert.stub(backend_calls_metrics.report).was_called_with('report', status)
end)
end)
describe('store_oauth_token', function()
it('makes the right call to backend', function()
local service_id = '42'
local service = configuration.parse_service({
id = service_id,
backend_version = 'oauth',
proxy = {
backend = { endpoint = 'http://example.com' },
},
backend_authentication_type = 'service_token',
backend_authentication_value = '123'
})
test_backend.expect{
-- Notice that the service_id appears twice, but it's not a problem.
url = 'http://example.com/services/42/'..
'oauth_access_tokens.xml?service_token=123&service_id=42',
body = 'user_id=a_user_id&ttl=3600&token=my_token&app_id=an_app_id',
}.respond_with{ status = 200 }
local backend_client = assert(_M:new(service, test_backend))
local res = backend_client:store_oauth_token({
token = 'my_token',
ttl = 3600,
app_id = 'an_app_id',
user_id = 'a_user_id'
})
assert.equal(200, res.status)
end)
end)
end)
|
Locales['es'] = {
['kill_by_admin'] = '^1[KILL] ^0Has sido asesinado por el administrador',
['teleported'] = '^1[TPM]^0 Te teletransportaste al destino',
['set_waypoint'] = '^1[TPM]^0 ¡Seleccione el destino en el mapa primero!',
['your_rank'] = '^3Tu rango en el servidor: ^0%s',
['no_online'] = '^1No hay jugadores en línea ^0',
['report'] = '^REPORTE ^2[^0%s | %s^2]^0 : %s',
['invalid_input'] = '^1[%s]^0 Entrada inválida',
['admin_announce'] = '^1Anuncio de administrador ^2[^0%s^2] ^0: %s',
['server_announce'] = '^1Anuncio de servidor ^0: %s',
['bring_adminside'] = '^1[BRING] : ^0¡El jugador [^1%s^0] te ha teleportado!',
['bring_playerside'] = '^1[BRING] : ^0¡Has sido teletransportado a un administrador!',
['not_online'] = '^1[%s] : ^0 ¡El jugador no está en línea!',
['report_cooldown'] = '^1[REPORT] Error : ^0Favor esperar ^3%s ^0segundos antes de enviar otro reporte',
['bringback_admin'] = '^1[BRINGBACK] : ^0Player [^1%s^0] teleported back where he was!',
['bringback_player'] = '^1[BRINGBACK] : ^0Ha sido teletransportado de vuelta',
['noplace_bring'] = '^1[BRINGBACK] : ^0No hay un lugar valido para teletransportar este jugador',
['goto_admin'] = '^1[GOTO] : ^0ha sido teletransportado a [^1%s^0]',
['goto_player'] = '^1[GOTO] : ^0Ha sido teletransportado por un administrador',
['goback'] = '^1[GOBACK] : ^0Ha sido teletransportado de vuelta',
['goback_error'] = '^1[GOBACK] : ^0No hay lugar valido para teletransportarlo de vuelta',
['kill_admin'] = '^1[KILL] : ^0El jugador [^1%s^0] ha muerto',
['freeze_admin'] = '^1[FREEZE] : ^0El jugador [^1%s^0] está congelado',
['freeze_player'] = '^1[FREEZE] : ^0Ha sido congelado por un administrador',
['unfreeze_admin'] = '^1[UNFREEZE] : ^0El jugador [^1%s^0] está descongelado',
['unfreeze_player'] = '^1[UNFREEZE] : ^0Ha sido descongelado por un administrador',
['adminchat'] = '^1Chat Adminstrador ^2[^3%s | %s^2]^0 : %s',
['selfwarn'] = '^1[WARN] : ^0¡No puedes advertirte a ti mismo!',
['adminwarn'] = '^1[WARN] : ^0¡No puedes ^1advertir^0 a otros administradores!',
['adminwarn_to'] = '^1[WARN] : ^0[^2%s | %s | %s^0] intento ^advertirte ^0 a ti',
['warnkick'] = 'Te han removido debido a las advertencias recibidas!',
['playerkicked'] = '^1[WARN] : ^0El jugador[^1%s^0] removio del servidor a ^4[%s/%s advertencias^4]',
['playerwarned'] = '^1[WARN] : ^0El jugador [^1%s^0] ha sido advertido! ^4[%s/%s]',
['gotwarn'] = '^1[WARN] : ^0Has sido advertido ^4[%s/%s]',
}
|
Script.Load("lua/bots/CommonActions.lua")
Script.Load("lua/bots/BrainSenses.lua")
local kStationBuildDist = 15.0
local kPhaseBuildDist = 25.0
local kBeaconNearbyDist = 20.0
local kBeaconNearbyFriendlyDist = 25.0
local function CreateBuildNearStationAction( techId, className, numToBuild, weightIfNotEnough )
return CreateBuildStructureAction(
techId, className,
{
{-1.0, weightIfNotEnough},
{numToBuild-1, weightIfNotEnough},
{numToBuild, 0.0}
},
"CommandStation",
kStationBuildDist )
end
local function CreateBuildNearEachStationAction( techId, className, numToBuild, weightIfNotEnough )
return CreateBuildStructureActionForEach(
techId, className,
{
{-1.0, weightIfNotEnough},
{numToBuild-1, weightIfNotEnough},
{numToBuild, 0.0}
},
"CommandStation",
kStationBuildDist )
end
local function CreateBuildNearControlledTechpointAction( techId, className, numToBuild, weightIfNotEnough )
return CreateBuildStructureActionNearTechpoints(
techId, className,
{
{-1.0, weightIfNotEnough},
{numToBuild-1, weightIfNotEnough},
{numToBuild, 0.0}
} )
end
local function CreateBuildNearEachPhaseAction( techId, className, numToBuild, weightIfNotEnough )
return CreateBuildStructureActionForEach(
techId, className,
{
{-1.0, weightIfNotEnough},
{numToBuild-1, weightIfNotEnough},
{numToBuild, 0.0}
},
"PhaseGate",
kPhaseBuildDist )
end
kMarineComBrainActions =
{
CreateBuildNearStationAction( kTechId.Armory , "Armory" , 1 , 3+math.random() ),
CreateBuildNearStationAction( kTechId.Observatory , "Observatory" , 1 , 1.5+math.random() ) ,
CreateBuildNearStationAction( kTechId.ArmsLab , "ArmsLab" , 1 , 3+math.random() ) ,
CreateBuildNearStationAction( kTechId.PrototypeLab , "PrototypeLab" , 1 , 2+math.random() ) ,
CreateBuildNearEachStationAction( kTechId.InfantryPortal , "InfantryPortal" , 1 , 0.8 ) ,
CreateBuildNearEachStationAction( kTechId.PhaseGate , "PhaseGate" , 1 , 3 ) ,
CreateBuildNearEachStationAction( kTechId.Observatory, "Observatory" , 1 , 3 ) ,
CreateBuildNearControlledTechpointAction( kTechId.PhaseGate , "PhaseGate" , 1 , 3 ) ,
CreateBuildNearEachPhaseAction( kTechId.Armory , "Armory" , 1 , 0.8 ),
CreateBuildNearEachPhaseAction( kTechId.Observatory , "Observatory" , 1 , 1.2 ),
-- Upgrades from structures
CreateUpgradeStructureAction( kTechId.ShotgunTech , 1.0+math.random() ) ,
CreateUpgradeStructureAction( kTechId.JetpackTech , 2.0+math.random() ) ,
CreateUpgradeStructureAction( kTechId.ExosuitTech , 2.0+math.random() ) ,
CreateUpgradeStructureAction( kTechId.MinesTech , 0.5+math.random() ) ,
CreateUpgradeStructureAction( kTechId.AdvancedArmoryUpgrade , 1.0+math.random(), kTechId.AdvancedArmoryUpgrade) , -- TODO: Make it so only ONE armory gets this
CreateUpgradeStructureAction( kTechId.HeavyMachineGunTech , 1.0+math.random() ) ,
CreateUpgradeStructureAction( kTechId.GrenadeTech , 1.0+math.random() ) ,
CreateUpgradeStructureAction( kTechId.PhaseTech , 3.0+math.random()), -- you have a phase gate - research this!!
CreateUpgradeStructureAction( kTechId.Weapons1 , 2.5+math.random() ) ,
CreateUpgradeStructureAction( kTechId.Weapons2 , 1.75+math.random() ) ,
CreateUpgradeStructureAction( kTechId.Weapons3 , 1.5+math.random() ) ,
CreateUpgradeStructureAction( kTechId.Armor1 , 4.0 ) , -- you have an arms lab, research this!
CreateUpgradeStructureAction( kTechId.Armor2 , 2.5+math.random() ) ,
CreateUpgradeStructureAction( kTechId.Armor3 , 1.5+math.random() ) ,
--CreateUpgradeStructureAction( kTechId.PowerSurgeTech , 0.05 ), -- TODO: Fix this immediatly always researching
CreateUpgradeStructureAction( kTechId.CatPackTech , 0.01 ),
CreateUpgradeStructureAction( kTechId.NanoShieldTech , 0.01 ),
function(bot, brain)
local name = "commandstation"
local com = bot:GetPlayer()
local sdb = brain:GetSenses()
local doables = sdb:Get("doableTechIds")
local weight = 0.0
local targetTP
-- Find a cc slot
targetTP = sdb:Get("techPointToTake")
if targetTP and doables[kTechId.CommandStation] and (not bot.nextCCDrop or bot.nextCCDrop < Shared.GetTime()) then
local ccs = GetEntitiesForTeam("CommandStation", com:GetTeamNumber())
weight = EvalLPF( #ccs,
{
{1, 0.2},
{2, 0.1},
{3, 0.05},
})
if #ccs <= 1 then
-- check if the health is super low
if ccs[1]:GetHealthScalar() < 0.5 then
weight = 5
end
end
end
if (sdb:Get("gameMinutes") < 4) then
weight = 0
end
return { name = name, weight = weight,
perform = function(move)
if doables[kTechId.CommandStation] and targetTP then
local sucess = brain:ExecuteTechId( com, kTechId.CommandStation, targetTP:GetOrigin(), com )
if sucess then
bot.nextCCDrop = Shared.GetTime() + 5
end
end
end}
end,
function(bot, brain)
local name = "beacon"
local com = bot:GetPlayer()
local sdb = brain:GetSenses()
local doables = sdb:Get("doableTechIds")
local weight = 0.0
local obsToUse
local blipUrgency = {
[kMinimapBlipType.Skulk] = 1,
[kMinimapBlipType.SensorBlip] = 1,
[kMinimapBlipType.Gorge] = 3,
[kMinimapBlipType.Lerk] = 1,
[kMinimapBlipType.Fade] = 0.5,
[kMinimapBlipType.Onos] = 2,
[kMinimapBlipType.Marine] = 1.5,
[kMinimapBlipType.JetpackMarine] = 1,
[kMinimapBlipType.Exo] = 3
}
if table.contains(kMinimapBlipType, "Prowler") then
blipUrgency[kMinimapBlipType.Prowler] = 1
end
if doables[kTechId.DistressBeacon] and (not bot.nextBeaconTime or bot.nextBeaconTime < Shared.GetTime()) then
local ccs = sdb:Get("stations")
local memories = GetTeamMemories( com:GetTeamNumber() )
for _,cc in ipairs(ccs) do
if cc:GetIsBuilt() and cc:GetIsAlive() then
local newWeight = 0
local enemyWeight = 0
local friendlyWeight = #GetEntitiesForTeamWithinRange("Player", com:GetTeamNumber(), cc:GetOrigin(), kBeaconNearbyFriendlyDist)
for _,mem in ipairs(memories) do
local target = Shared.GetEntity(mem.entId)
if HasMixin(target, "Live") and target:GetIsAlive() and com:GetTeamNumber() ~= target:GetTeamNumber() then
local dist = cc:GetOrigin():GetDistance( mem.lastSeenPos )
if dist < kBeaconNearbyDist and blipUrgency[mem.btype] ~= nil then
enemyWeight = enemyWeight + blipUrgency[mem.btype]
end
end
end
if #ccs == 1 then
-- increase the threat level if we only have 1 CC and it has low health
enemyWeight = enemyWeight + enemyWeight * (1 - cc:GetHealthFraction()) * 4.0
end
newWeight = EvalLPF( enemyWeight/(friendlyWeight+1),
{
{0, 0.0},
{1, 0.0},
{2, 10.0},
})
if newWeight > weight then
local observatories = GetEntitiesForTeam("Observatory", com:GetTeamNumber())
Shared.SortEntitiesByDistance(com:GetOrigin(), observatories)
for _, obs in ipairs(observatories) do
if GetIsUnitActive(obs) then
local nearest = GetNearest(obs:GetOrigin(), "CommandStation", com:GetTeamNumber(), function(ent) return ent:GetIsBuilt() and ent:GetIsAlive() end)
if nearest == cc then
obsToUse = obs
weight = newWeight
break
end
end
end
end
end
end
end
--[[
if (sdb:Get("gameMinutes") < 1) then
weight = 0
end
--]]
return { name = name, weight = weight,
perform = function(move)
if doables[kTechId.DistressBeacon] and obsToUse then
local sucess = brain:ExecuteTechId( com, kTechId.DistressBeacon, Vector(0,0,0), obsToUse )
if sucess then
bot.nextBeaconTime = Shared.GetTime() + 20
end
end
end}
end,
function(bot, brain)
local weight = 0
local team = bot:GetPlayer():GetTeam()
local numDead = team:GetNumPlayersInQueue()
if numDead > 1 then
weight = 5.0
end
return CreateBuildNearStationAction( kTechId.InfantryPortal , "InfantryPortal" , 3 , weight )(bot, brain)
end,
function(bot, brain)
local name = "dropjetpacks"
local com = bot:GetPlayer()
local sdb = brain:GetSenses()
local weight = 0
local maxJetpacks = 10
local team = bot:GetPlayer():GetTeam()
local jetpacks = GetEntitiesForTeam("Jetpack", bot:GetPlayer():GetTeamNumber())
local doables = sdb:Get("doableTechIds")
if doables[kTechId.DropJetpack] then
weight = EvalLPF( #jetpacks,
{
{0, 0.6},
{1, 0.1},
{10,0.0},
})
end
if #jetpacks > maxJetpacks then
weight = 0
end
local protoLabs = GetEntitiesForTeam("PrototypeLab", bot:GetPlayer():GetTeamNumber())
if #protoLabs <= 0 then
weight = 0
end
local proto = protoLabs[math.random(#protoLabs)]
if not proto or not proto:GetIsBuilt() or not proto:GetIsAlive() then
weight = 0
end
return { name = name, weight = weight,
perform = function(move)
--if (sdb:Get("gameMinutes") < 5) then
-- return
--end
local aroundPos = proto:GetOrigin()
local targetPos = GetRandomSpawnForCapsule(0.4, 0.4, aroundPos, 0.01, kArmoryWeaponAttachRange * 0.5, EntityFilterAll(), nil)
if targetPos then
local sucess = brain:ExecuteTechId(com, kTechId.DropJetpack, targetPos, com, proto:GetId())
end
end}
end,
function(bot, brain)
local name = "extractor"
local com = bot:GetPlayer()
local sdb = brain:GetSenses()
local doables = sdb:Get("doableTechIds")
local weight = 0.0
local targetRP
if doables[kTechId.Extractor] then
targetRP = sdb:Get("resPointToTake")
local numExtractors = sdb:Get("numExtractors")
if targetRP ~= nil then
weight = EvalLPF(numExtractors,
{
{0, 10.0},
{1, 6.0},
{2, 4.0},
{3, 3.0},
{4, 2.0},
{5, 1.5},
{6, 1.0},
})
end
local data = sdb:Get("resPointWithNearbyMarines")
local marineRP = data.rp
local dist = data.dist
if marineRP ~= nil and dist and dist < 10 then
targetRP = marineRP
weight = EvalLPF(numExtractors,
{
{0, 10.0},
{1, 6.0},
{2, 4.0},
})
end
end
return { name = name, weight = weight,
perform = function(move)
if targetRP ~= nil and (not bot.nextRTDrop or bot.nextRTDrop < Shared.GetTime()) then
local success = brain:ExecuteTechId( com, kTechId.Extractor, targetRP:GetOrigin(), com )
if success then
bot.nextRTDrop = Shared.GetTime() + 5
end
end
end}
end,
function(bot, brain)
local name = "scan"
local com = bot:GetPlayer()
local weight = 0
local scanTarget
local sdb = brain:GetSenses()
local doables = sdb:Get("doableTechIds")
local time = Shared.GetTime()
if doables[kTechId.Scan] and (not bot.nextScan or bot.nextScan > time) then
local alertqueue = com:GetAlertQueue()
local reactWeight = {
[kTechId.MarineAlertExtractorUnderAttack] = 0.5,
[kTechId.MarineAlertInfantryPortalUnderAttack] = 6,
[kTechId.MarineAlertCommandStationUnderAttack] = 6,
[kTechId.MarineAlertStructureUnderAttack] = 5,
}
for i, alert in ipairs(alertqueue) do
local aTechId = alert.techId
local targetWeight = reactWeight[aTechId]
local target
if targetWeight and targetWeight > weight and time - alert.time < 5 then
table.remove(alertqueue, i)
target = Shared.GetEntity(alert.entityId)
if target.GetHealthScalar then
targetWeight = targetWeight + targetWeight * (1 - target:GetHealthScalar())
end
local scans = #GetEntitiesWithMixinForTeamWithinXZRange("Scan", com:GetTeamNumber(), target:GetOrigin(), Scan.kScanDistance)
if scans <= 0 then
local nearbyFriendlies = #GetEntitiesForTeamWithinRange("Player", com:GetTeamNumber(), target:GetOrigin(), Scan.kScanDistance*0.4)
if nearbyFriendlies <= 0 then
weight = targetWeight
scanTarget = target
end
end
elseif time - alert.time > 5 then
table.remove(alertqueue, i)
end
end
com:SetAlertQueue(alertqueue)
end
return { name = name, weight = weight,
perform = function(move)
if scanTarget then
local origin = scanTarget:GetOrigin()
local groundTrace = Shared.TraceRay(origin + Vector(0, 10, 0), origin + Vector(0, -15, 0), CollisionRep.Default, PhysicsMask.CystBuild, EntityFilterAllButIsa("TechPoint"))
local sucess = brain:ExecuteTechId( com, kTechId.Scan, origin, com, scanTarget:GetId(), groundTrace)
if sucess then
bot.nextScan = Shared.GetTime() + 15
end
end
end}
end,
function(bot, brain)
local name = "droppacks"
local com = bot:GetPlayer()
local alertqueue = com:GetAlertQueue()
--save times of having players last served to ignore spam
bot.lastServedDropPack = bot.lastServedDropPack or {}
local reactTechIds = {
[kTechId.MarineAlertNeedAmmo] = kTechId.AmmoPack,
[kTechId.MarineAlertNeedMedpack] = kTechId.MedPack
}
if table.contains(kTechId, "HealingField") then
reactTechIds[kTechId.MarineAlertNeedMedpack] = kTechId.HealingField
end
local techCheckFunction = {
[kTechId.MarineAlertNeedAmmo] = function(target)
local weapon = target:GetActiveWeapon()
local ammoPercentage = 1
if weapon and weapon:isa("ClipWeapon") then
local max = weapon:GetMaxAmmo()
if max > 0 then
ammoPercentage = weapon:GetAmmo() / max
end
end
return ammoPercentage
end,
[kTechId.MarineAlertNeedMedpack] = function(target)
return target:GetHealthFraction() end
}
if table.contains(kTechId, "HealingField") then
techCheckFunction[kTechId.MarineAlertNeedMedpack] = function(target)
if #GetEntitiesForTeamWithinXZRange("HealingField", target:GetTeamNumber(), target:GetOrigin(), HealingField.kRadius*1.9) > 0 then
return 1.0 -- 1 means you don't need it
end
return target:GetHealthFraction()
end
end
local weight = 0.0
local targetPos, targetId
local techId
local actualTarget
local time = Shared.GetTime()
for i, alert in ipairs(alertqueue) do
local aTechId = alert.techId
local targetTechId = reactTechIds[aTechId]
local target
if targetTechId and time - alert.time < 1 then
table.remove(alertqueue, i)
target = Shared.GetEntity(alert.entityId)
local lastServerd = bot.lastServedDropPack[alert.entityId]
local servedTime = lastServerd and lastServerd.time or time
local servedCount = lastServerd and lastServerd.count or 0
--reset count if last served drop pack is more than 15 secs ago
if servedCount > 0 and time - servedTime > 15 then
servedCount = 0
bot.lastServedDropPack[alert.entityId] = nil
end
if target and servedCount < 3 and time - servedTime < 3 then
local alertPiority = EvalLPF( techCheckFunction[aTechId](target),
{
{0, 6.0},
{0.5, 4.0},
{1, 0.0},
})
if alertPiority == 0 then
target = nil
elseif alertPiority > weight then
techId = targetTechId
weight = alertPiority
targetPos = target:GetOrigin() + Vector(math.random() - 0.5, 0, math.random() -0.5)
targetId = target:GetId()
actualTarget = target
end
end
end
end
com:SetAlertQueue(alertqueue)
return { name = name, weight = weight,
perform = function(move)
if targetId then
local sucess = brain:ExecuteTechId( com, techId, targetPos, com, targetId )
if sucess then
bot.lastServedDropPack[targetId] = bot.lastServedDropPack[targetId] or {}
local count = bot.lastServedDropPack[targetId].count or 0
bot.lastServedDropPack[targetId].time = Shared.GetTime()
bot.lastServedDropPack[targetId].count = count + 1
--[[
local target = actualTarget
if target and bot:GetPlayer():GetTeam():GetTeamResources() > 40 then
if target.GetHasCatpackBoost and not target:GetHasCatpackBoost() then
brain:ExecuteTechId( com, kTechId.CatPack, targetPos, com, targetId )
end
if target.GetIsNanoShielded and not target:GetIsNanoShielded() then
brain:ExecuteTechId( com, kTechId.NanoShield, targetPos, com, targetId )
end
end
]]--
end
end
end}
end,
function(bot, brain)
return { name = "idle", weight = 1e-5,
perform = function(move)
if brain.debug then
DebugPrint("idling..")
end
end}
end
}
if table.contains(kTechId, "ShieldGenerator") then
table.insert(kMarineComBrainActions, CreateUpgradeStructureAction( kTechId.ShieldGeneratorTech , 0.9+math.random() ))
table.insert(kMarineComBrainActions, CreateUpgradeStructureAction( kTechId.ShieldGeneratorTech2 , 0.8+math.random() ))
table.insert(kMarineComBrainActions, CreateUpgradeStructureAction( kTechId.ShieldGeneratorTech3 , 0.7+math.random() ))
end
------------------------------------------
-- Build the senses database
------------------------------------------
function CreateMarineComSenses()
local s = BrainSenses()
s:Initialize()
s:Add("gameMinutes", function(db)
return (Shared.GetTime() - GetGamerules():GetGameStartTime()) / 60.0
end)
s:Add("doableTechIds", function(db)
return db.bot.brain:GetDoableTechIds( db.bot:GetPlayer() )
end)
s:Add("stations", function(db)
return GetEntitiesForTeam("CommandStation", db.bot:GetTeamNumber())
end)
s:Add("marines", function(db)
return GetEntitiesForTeam("Marine", db.bot:GetTeamNumber())
end)
s:Add("availResPoints", function(db)
return GetAvailableResourcePoints()
end)
s:Add("numExtractors", function(db)
return GetNumEntitiesOfType("ResourceTower", db.bot:GetTeamNumber())
end)
s:Add("numInfantryPortals", function(db)
return GetNumEntitiesOfType("InfantryPortal", db.bot:GetTeamNumber())
end)
s:Add("macs", function(db)
return GetEntitiesForTeam("MAC", db.bot:GetTeamNumber())
end)
s:Add("techPointToTake", function(db)
local tps = GetAvailableTechPoints()
local stations = db:Get("stations")
local dist, tp = GetMinTableEntry( tps, function(tp)
return GetMinPathDistToEntities( tp, stations )
end)
return tp
end)
s:Add("resPointToTake", function(db)
local rps = db:Get("availResPoints")
local stations = db:Get("stations")
local dist, rp = GetMinTableEntry( rps, function(rp)
return GetMinPathDistToEntities( rp, stations )
end)
return rp
end)
s:Add("resPointWithNearbyMarines", function(db)
local rps = db:Get("availResPoints")
local marines = db:Get("marines")
local dist, rp = GetMinTableEntry( rps, function(rp)
return GetMinDistToEntities( rp, marines )
end)
return {rp = rp, dist = dist}
end)
return s
end
|
local Autopickup = require("mod.autopickup.api.Autopickup")
local Enum = require("api.Enum")
local Assert = require("api.test.Assert")
local TestUtil = require("api.test.TestUtil")
local function run_rule(rule, item)
return Autopickup.compile_rule(rule)(item, TestUtil.stripped_chara("elona.putit"))
end
local function matches(rule, item)
return select(1, run_rule(rule, item))
end
local function ops(rule, item)
return select(2, run_rule(rule, item))
end
function test_Autopickup__predicates()
local item = TestUtil.stripped_item("elona.rod_of_identify")
item.curse_state = Enum.CurseState.Blessed
item.identify_state = Enum.IdentifyState.Full -- otherwise we won't know if it's blessed
Assert.eq(true, matches("all item", item))
Assert.eq(true, matches("all all item", item))
Assert.eq(true, matches("blessed item", item))
Assert.eq(true, matches("all blessed item", item))
Assert.eq(true, matches("all blessed blessed item", item))
Assert.eq(true, matches("all blessed identify stage 3 item", item))
Assert.eq(false, matches("all blessed unknown item", item))
Assert.eq(false, matches("all cursed item", item))
Assert.eq(false, matches("all blessed cursed item", item))
end
function test_Autopickup__targets()
local item = TestUtil.stripped_item("elona.rod_of_identify")
item.curse_state = Enum.CurseState.Blessed
item.identify_state = Enum.IdentifyState.Full
Assert.eq(true, matches("rod of identify", item))
Assert.eq(true, matches("all rod of identify", item))
Assert.eq(true, matches("all rod", item))
Assert.eq(false, matches("all potion", item))
Assert.eq(false, matches("all equipment", item))
end
function test_Autopickup__ops()
local item = TestUtil.stripped_item("elona.rod_of_identify")
item.curse_state = Enum.CurseState.Blessed
item.identify_state = Enum.IdentifyState.Full
Assert.same({}, ops("all item", item))
Assert.same({Autopickup.OP.DESTROY}, ops("!all item", item))
Assert.same({Autopickup.OP.DESTROY, Autopickup.OP.DESTROY}, ops("!!all item", item))
Assert.same({Autopickup.OP.DESTROY_PROMPT}, ops("!?all item", item))
Assert.same({Autopickup.OP.PROMPT, Autopickup.OP.DESTROY}, ops("?!all item", item))
Assert.same({Autopickup.OP.DESTROY_PROMPT, Autopickup.OP.DESTROY}, ops("!?!all item", item))
Assert.same({Autopickup.OP.NEGATION}, ops("~all item", item))
Assert.same({Autopickup.OP.AUTOSAVE}, ops("%all item", item))
Assert.same({Autopickup.OP.SET_NO_DROP}, ops("=all item", item))
Assert.same(nil, ops("all cursed item", item))
end
|
local showbg = function() return themeConfig:get_data().global.ShowBackgrounds end
local avgcolorbg = function() return themeConfig:get_data().global.FallbackToAverageColorBG end
local t = Def.ActorFrame {
Name = "UnderlayFile",
WheelSettledMessageCommand = function(self, params)
-- cascade visual update to everything
self:playcommand("Set", {
song = params.song,
group = params.group,
hovered = params.hovered,
steps = params.steps
})
end,
}
local function loadbg(self)
self:finishtweening()
self:visible(true)
if self.bgpath == self.loadedpath then return end
self:LoadBackground(self.bgpath)
self.loadedpath = self.bgpath
self:scale_or_crop_background()
self:smooth(0.5)
self:diffusealpha(0.3)
end
-- reset context manager as early as possible in the selectmusic init process
-- this should be a safe place to do it, between all context manager registrations
CONTEXTMAN:Reset()
t[#t+1] = Def.Sprite {
Name = "BG",
InitCommand = function(self)
self:diffusealpha(0)
end,
SetCommand = function(self, params)
self:finishtweening()
self.bgpath = nil
if params.song and params.song:GetBackgroundPath() then
self.bgpath = params.song:GetBackgroundPath()
if not showbg() then self:visible(false) return end
loadbg(self)
else
self:visible(false)
end
end,
OptionUpdatedMessageCommand = function(self, params)
if params and params.name == "Show Backgrounds" then
if self.bgpath then
if showbg() then
self:visible(true)
loadbg(self)
else
self:visible(false)
end
end
end
end,
}
t[#t+1] = Def.Quad {
Name = "AverageColor",
InitCommand = function(self)
self:valign(0):halign(0)
self:zoomto(SCREEN_WIDTH, SCREEN_BOTTOM)
self:diffuse(color("0,0,0"))
self:diffusealpha(0)
end,
SetCommand = function(self, params)
self:finishtweening()
if params.song and params.song:GetBackgroundPath() then
self:visible(false)
end
end,
SetAverageColorMessageCommand = function(self, params)
self:finishtweening()
local bn = params.actor
if bn:GetVisible() then
self:visible(true)
if avgcolorbg() then
local c = bn:GetTexture():GetAverageColor(14)
self:diffuse(c)
else
self:diffuse(COLORS:getColor("main", "SelectMusicBackground"))
end
self:diffusealpha(0.7)
else
self:visible(false)
end
end,
}
return t
|
require("string")
require("io")
require("table")
-- Check file existence
-- Try to open file with read mode and close immediately
-- If succeed, returns true, otherwise returns false
local function file_exists(filename)
local fp = io.open(filename, "r")
if fp then
fp:close()
return true
end
return false
end
-- Clean up line string
--
-- 1. Remove comment characters which point of "#" is found
-- 2. Trim white space
local function cleanup_line(line)
-- Trim comment
local index = line:find("%#")
if index then
line = line:sub(1, index)
end
-- Trim white space
line = line:gsub("^%s*(.-)%s*$", "%1")
return line
end
-- Validate ip address is expected IPV4 or IPV6 format
local function validate_ip(ip)
if not ip then
return false
end
-- https://stackoverflow.com/questions/10975935/lua-function-check-if-ipv4-or-ipv6-or-string
local chunks = {ip:match("^(%d+)%.(%d+)%.(%d+)%.(%d+)$")}
if #chunks == 4 then
for _, v in pairs(chunks) do
if tonumber(v) > 255 then
return false
end
end
return 1 -- IPv4
end
local addr = ip:match("^([a-fA-F0-9:]+)$")
if addr and #addr > 1 then
local chunk_count = 0
local double_colon = false
for chunk, colons in addr:gmatch("({^:]*)(:*)") do
if chunk_count > (double_colon and 7 or 8) then
return false
end
if #chunk > 0 and tonumber(chunk, 10) > 65535 then
return false
end
if #colons > 0 then
if #colons > 2 then
return false
end
if #colons == 2 and dc == true then
return false
end
if #colons == 2 and dc == false then
dc = true
end
end
chunk_count = chunk_count + 1
end
return 2 -- IPv6
end
return false
end
-- Parse host definition line
-- The line will have following format:
--
-- [ip] [host] [...hosts]
--
-- This fucntion parse it and divide ip and host array,
-- And returns three values:
-- ip: stringg - ip address
-- hosts: table - mapping hosts array
-- ip_type: number - ip address type: 0:invalid, 1:ipv4, 2:ipv6
local function parse_line(line)
local ip = nil
local hosts = {}
for m in line:gmatch("%S+") do
-- If ip is nil, it's first item
if ip == nil then
ip = m
else
table.insert(hosts, m)
end
end
-- Check ip format and hosts count
local ip_type = validate_ip(ip)
if #hosts == 0 then
ip_type = false
end
return ip, hosts, ip_type
end
-- Class Definition
local Resolver = {}
-- Create resolver instance
--
-- @param string hostsfile: path to host definition file (e.g. /etc/hosts)
-- @return resolver instance table
Resolver.new = function(hostsfile)
if not file_exists(hostsfile) then
return nil, error("Couldn't find " .. hostsfile)
end
local instance = { v4 = {}, v6 = {} }
-- Parse host line and insert to map
for line in io.lines(hostsfile) do
line = cleanup_line(line)
if line:len() > 0 then
local ip, hosts, ip_type = parse_line(line)
if ip_type == 1 then
for _, host in ipairs(hosts) do
instance.v4[host] = ip
end
elseif ip_type == 2 then
for _, host in ipairs(hosts) do
instance.v6[host] = ip
end
end
end
end
-- resolve() returns ip corresponds to supplied host for ipv4
-- If host not exists in map, returns nil
instance.resolve = function(self, host)
return instance.v4[host]
end
-- resolve_v6() returns ip corresponds to supplied host for ipv6
-- If host not exists in map, returns nil
instance.resolve_v6 = function(self, host)
return instance.v6[host]
end
return instance, nil
end
return Resolver
|
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by imyzt.
--- DateTime: 2020/1/30 12:11 下午
---方法定义, 分支, 循环
---
function max(arr)
local max = arr[1]
--通过 # 获取数组长度, 括号内先对arr进行 nil判断,不为nil则获取长度
local len = (arr and #arr) or 0;
for i = 1, len do
local curr = arr[i]
if curr > max then
max = curr
elseif curr == max then
-- 不变, max还是自己
else
-- 不变, max还是自己
end
end
return max
end
local list = {1,2,3,299}
local maxNum = max(list)
print("最大值为:", maxNum)
for i = 1, 100 do
print('i=', i)
end
|
-- Doesn't render anything. Creates two rectangles and applies
-- the styles from style/styles.wsf.
--
-- Uses: styles, attributes.
local WonderfulStyle = require("wonderful.style").WonderfulStyle
local interpreter = require("wonderful.style.interpreter")
local node = require("wonderful.style.node")
local lexer = require("wonderful.style.lexer")
local Element = require("wonderful.element").Element
local Classes = require("wonderful.element.attribute").Classes
local class = require("lua-objects")
local Rect = class(Element, {name = "Rectangle"})
local s = WonderfulStyle():addTypes({
Rectangle = interpreter.Type(Rect)
}):parseFromStream(io.open("/home/wonderful/test/style/styles.wsf", "r"))
local rect1 = Rect()
rect1:set(Classes("class"))
local rect2 = Rect()
print(s:getProperty(rect1, "test"))
print(s:getProperty(rect1, "color"):get())
print(s:getProperty(rect2, "color"):get())
|
--these are the banned vehicle ids where you cannot get drift points.
local BannedIDs = { 432, 532 }
local rootElem = getRootElement()
local thisRoot = getResourceRootElement(getThisResource())
local player = getLocalPlayer()
local vehicle
local size = 1.4
local modo = 0.01
local score = 0
local screenScore = 0
local tick
local idleTime
local multTime
local driftTime
local mult = 1
local tablamult = {350,1400,4200,11200}
local anterior = 0
local mejor = 0
local screenWidth, screenHeight = guiGetScreenSize()
local x1,y1,x2,y2 = screenWidth*0.2,screenHeight*0.1,screenWidth*0.8,screenHeight*0.8
local SF = ColShape.Rectangle(-3000, -952, 2000, 2500)
--createRadarArea(-3000, -952, 2000, 2500, 255, 255, 255, 100)
addEventHandler("onClientResourceStart", resourceRoot,
function()
addEventHandler("onClientRender", root, showText)
if (exports.UCDaccounts:isPlayerLoggedIn(localPlayer)) then
triggerServerEvent("driftClienteListo", resourceRoot)
end
end
)
addEventHandler("onClientResourceStop", thisRoot,
function()
removeEventHandler("onClientRender", root, showText)
end
)
addEventHandler("onClientVehicleDamage", root,
function ()
if (source and source.controller and source.controller == localPlayer) then
triggerEvent("driftCarCrashed", source)
end
end
)
function isValidVehicle()
local temp = getPedOccupiedVehicle(player)
if not temp or getVehicleOccupant(temp,0) ~= player or getVehicleType(temp) ~= "Automobile" then
return false
end
local vehID = getElementModel(temp)
for k,v in ipairs(BannedIDs) do if vehID == v then return false end end
return temp
end
function math.round(number, decimals, method)
decimals = decimals or 0
local factor = 10 ^ decimals
if (method == "ceil" or method == "floor") then return math[method](number * factor) / factor
else return tonumber(("%."..decimals.."f"):format(number)) end
end
function showText()
--dxDrawText(string.format("Best Drift: %s - %d",global_nombre,global_mejor),24,screenHeight-280,screenWidth,screenHeight,White,0.85,"pricedown")
vehicle = isValidVehicle()
if (not vehicle) then return end
if (not localPlayer:isWithinColShape(SF)) then return end
if size > 1.3 then
modo = -0.01
elseif size < 1.2 then
modo = 0.01
end
size = size + modo
if (localPlayer.team.name ~= "Criminals") then
return
end
tick = getTickCount()
local angulo,velocidad = angle()
local tempBool = tick - (idleTime or 0) < 750
if not tempBool and score ~= 0 then
local cash = 0
if (not mejor) then
mejor = 0
end
if (score > mejor) then
mejor = score
-- setElementData(player, "Best Drift", mejor)
-- Set the player's max drift to this
triggerLatentServerEvent("UCDdrift.setPlayerBestDrift", resourceRoot, mejor)
end
triggerEvent("onVehicleDriftEnd", resourceRoot, tick-driftTime - 750)
triggerLatentServerEvent("UCDdrift.addPlayerTotalDrift", resourceRoot, score)
triggerLatentServerEvent("UCDdrift.onPlayerFinishDrift", resourceRoot)
score = 0
end
if angulo ~= 0 then
if score == 0 then
triggerEvent("onVehicleDriftStart", resourceRoot)
driftTime = tick
end
if tempBool then
score = score + math.floor(angulo*velocidad)*mult
else
score = math.floor(angulo*velocidad)*mult
end
if TempCol == Red then
TempCol = Yellow
end
screenScore = score
idleTime = tick
end
if (isPlayerMapVisible()) then return end
--local temp2 = string.format("Factor: X%d\n%s",mult,mult~=5 and string.format("Gain X%d with %d",mult+1,tablamult[mult]) or "MAX")
--dxDrawText(temp2, 20,195,screenWidth,screenHeight, Yellow, 1.2, "sans","left","top", false,true,false)
if velocidad <= 0.3 and mult ~= 1 then
--dxDrawText("\n\nToo Slow!", 20,195,screenWidth,screenHeight, Yellow, 1.2, "sans","left","top", false,true,false)
exports.UCDdx:add("drift", "Drift: Too slow!", 200, 0, 0)
end
if tick - (idleTime or 0) < 3000 then
local temp = "DRIFT"
if score >= 100000 then
temp = "DRIFT\n\nDrift King!"
elseif score >= 50000 then
temp = "DRIFT\n\nInsane Drift!"
elseif score >= 20000 then
temp = "DRIFT\n\nOutrageous!"
elseif score >= 15000 then
temp = "DRIFT\n\nColossal!"
elseif score >= 7000 then
temp = "DRIFT\n\nSuberb!"
elseif score >= 3000 then
temp = "DRIFT\n\nGreat Drift!"
elseif score >= 1000 then
temp = "DRIFT\n\nGood Drift!"
end
--dxDrawText(temp, x1,y1,x2,y2, TempCol, 2.2, "sans","center","top", false,true,false)
--dxDrawText(string.format("\n%d",screenScore), x1,y1-10,x2,y2, TempCol, size+0.15, "pricedown","center","top", false,true,false)
exports.UCDdx:add("drift", "Drift: "..tostring(exports.UCDutil:tocomma(screenScore)), 200, 0, 0)
else
exports.UCDdx:del("drift")
end
end
function angle()
local vx,vy,vz = getElementVelocity(vehicle)
local modV = math.sqrt(vx*vx + vy*vy)
if not isVehicleOnGround(vehicle) then return 0,modV end
local rx,ry,rz = getElementRotation(vehicle)
local sn,cs = -math.sin(math.rad(rz)), math.cos(math.rad(rz))
local deltaT = tick - (multTime or 0)
if mult~= 1 and modV <= 0.3 and deltaT > 750 then
mult = mult-1
multTime = tick
elseif deltaT > 1500 then
local temp = 1
if score >= 11200 then
temp = 5
elseif score >= 4200 then
temp = 4
elseif score >= 1400 then
temp = 3
elseif score >= 350 then
temp = 2
end
if temp>mult then
mult = temp
multTime = tick
end
end
if modV <= 0.2 then return 0,modV end --speed over 40 km/h
local cosX = (sn*vx + cs*vy)/modV
if cosX > 0.966 or cosX < 0 then return 0,modV end --angle between 15 and 90 degrees
return math.deg(math.acos(cosX))*0.5, modV
end
addEvent("driftCarCrashed", true)
addEventHandler("driftCarCrashed", rootElem,
function()
if score ~= 0 then
score = 0
mult = 1
TempCol = Red
triggerEvent("onVehicleDriftEnd", rootElem, 0)
end
end
)
addEvent("UCDdrift.syncRecord", true)
addEventHandler("UCDdrift.syncRecord", root,
function (score)
mejor = score
outputDebugString("Highest score = "..tostring(mejor))
end
)
|
#!/usr/bin/env lua
require "ubus"
require "uloop"
uloop.init()
local conn = ubus.connect()
if not conn then
error("Can't connect to ubus")
end
local tstatus = conn:call("xdpnetload", "status", { })
if not tstatus then
error("Can't get status (xdpnetload is not running?)")
end
local status = {}
for k, v in pairs(tstatus) do
-- print("key=" .. k .. " value=" .. tostring(v))
status[k] = v
end
local interval = status["interval"] + 0
local num_filters = status["num_filters"] + 0
local filters = {}
if interval <= 0 or num_filters <= 0 then
error("Incorrect status")
end
local datafiles = {}
for i=0,num_filters-1 do
filters[i] = status["rule."..i]
if not filters[i] then
error("Filter " .. i .. " is undefined")
end
datafiles[i] = io.open("rule"..i..".data" ,"w")
datafiles[i]:setvbuf('line')
local titlef = io.open("rule"..i..".data.title" ,"w")
titlef:write("\""..filters[i].."\"\n")
titlef:close()
end
local process_event = {
xdpnetload = function(msg)
local i = 0
for _, v in pairs(msg) do
local ts = v["time"]
local cur_rate = v["current_mbps"]
-- print(i .. ": " .. ts .. " " .. cur_rate)
datafiles[i]:write(ts, " ", cur_rate, "\n")
datafiles[i]:flush()
i = i+1
end
end,
}
conn:listen(process_event)
uloop.run()
conn:close()
|
nevermore_special_attack = class({})
LinkLuaModifier("modifier_nevermore_special_attack_thinker", "abilities/heroes/nevermore/nevermore_special_attack/modifier_nevermore_special_attack_thinker", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_nevermore_special_attack_displacement", "abilities/heroes/nevermore/nevermore_special_attack/modifier_nevermore_special_attack_displacement", LUA_MODIFIER_MOTION_BOTH)
function nevermore_special_attack:GetCastAnimationCustom() return ACT_DOTA_RAZE_3 end
function nevermore_special_attack:GetPlaybackRateOverride() return 1.3 end
function nevermore_special_attack:GetCastPointSpeed() return 10 end
function nevermore_special_attack:GetFadeGestureOnCast() return false end
function nevermore_special_attack:OnAbilityPhaseStart()
self.effect_cast = ParticleManager:CreateParticle("particles/econ/items/sven/sven_warcry_ti5/sven_spell_warcry_ti_5.vpcf", PATTACH_ABSORIGIN_FOLLOW, self:GetCaster())
local random_number = RandomInt(0, 3)
EmitSoundOn("nevermore_nev_cast_0" .. random_number, self:GetCaster())
EmitSoundOn("Hero_Nevermore.Attack", self:GetCaster())
return true
end
function nevermore_special_attack:OnAbilityPhaseInterrupted()
ParticleManager:DestroyParticle(self.effect_cast, false)
ParticleManager:ReleaseParticleIndex(self.effect_cast)
end
function nevermore_special_attack:OnSpellStart()
local caster = self:GetCaster()
local origin = caster:GetOrigin()
local point = ClampPosition(origin, CustomAbilitiesLegacy:GetCursorPosition(self), self:GetCastRange(Vector(0,0,0), nil), nil)
CreateModifierThinker(
caster, --hCaster
self, --hAbility
"modifier_nevermore_special_attack_thinker", --modifierName
{ duration = self:GetSpecialValueFor("delay_time") + 0.2 }, --paramTable
point, --vOrigin
caster:GetTeamNumber(), --nTeamNumber
false --bPhantomBlocker
)
ParticleManager:DestroyParticle(self.effect_cast, false)
ParticleManager:ReleaseParticleIndex(self.effect_cast)
end
if IsClient() then require("wrappers/abilities") end
Abilities.Castpoint(nevermore_special_attack)
|
--* This Document is AutoGenerate by OrangeFilter, Don't Change it! *
---@meta
---
---[4.10]unsigned short vector has 4 components[parent:]
---
---@class Vec4us
---
---[4.10]x
---
---@field x int
---
---[4.10]y
---
---@field y int
---
---[4.10]z
---
---@field z int
---
---[4.10]w
---
---@field w int
Vec4us = {}
---
---[4.10]constructor, no param
---
--- @nodiscard
function Vec4us:new() end
---
---[3.2]constructor, 4 param
---
--- @param arg0 float
--- @param arg1 float
--- @param arg2 float
--- @param arg3 float
--- @nodiscard
function Vec4us:new(arg0, arg1, arg2, arg3) end
return Vec4us
|
local m = require 'lpeg'
local CH = string.char
local function table_S(t)
local s = m.P(false)
for k in pairs(t) do
s = s + k
end
return s
end
local function table_C(t)
return table_S(t) / t
end
local matcher = m.P(false)
local first_bytes = {}
do -- F0 9. .. ..
first_bytes['\xF0'] = true
local F0_matcher = m.P(false)
do -- F0 91 A3 ..
local mapping = {}
for b = 0x80, 0x9F do
mapping[CH(b)] = CH(0xF0, 0x91, 0xA2, b + 0x20)
end
F0_matcher = ('\x91\xA3' * table_C(mapping)) + F0_matcher
end
do -- F0 90 .. ..
local F0_90_matcher = m.P(false)
do -- F0 90 B3 ..
local mapping = {}
for b = 0x80, 0xB2 do
mapping[CH(b)] = CH(0xF0, 0x90, 0xB2, b)
end
F0_90_matcher = ('\xB3' * table_C(mapping)) + F0_90_matcher
end
do -- F0 90 91 ..
local mapping = {}
for b = 0x80, 0x8F do
mapping[CH(b)] = CH(0xF0, 0x90, 0x90, b + 0x18)
end
F0_90_matcher = ('\x91' * table_C(mapping)) + F0_90_matcher
end
do -- F0 90 90 ..
local mapping = {}
for b = 0xA8, 0xBF do
mapping[CH(b)] = CH(0xF0, 0x90, 0x90, b - 0x28)
end
F0_90_matcher = ('\x90' * table_C(mapping)) + F0_90_matcher
end
F0_matcher = ('\x90' * F0_90_matcher) + F0_matcher
end
matcher = ('\xF0' * F0_matcher) + matcher
end
do -- EF BD ..
first_bytes['\xEF'] = true
local mapping = {}
for b = 0x81, 0x9A do
mapping[CH(b)] = CH(0xEF, 0xBC, b + 0x20)
end
matcher = ('\xEF\xBD' * table_C(mapping)) + matcher
end
do -- EA .. ..
first_bytes['\xEA'] = true
local EA_matcher = m.P(false)
do -- EA AE ..
local mapping = {}
for b = 0x80, 0x8F do
mapping[CH(b)] = CH(0xE1, 0x8E, b + 0x30)
end
for b = 0x90, 0xBF do
mapping[CH(b)] = CH(0xE1, 0x8F, b - 0x10)
end
EA_matcher = ('\xAE' * table_C(mapping)) + EA_matcher
end
do -- EA AD ..
local mapping = {['\x93']='\xEA\x9E\xB3'}
for b = 0xB0, 0xBF do
mapping[CH(b)] = CH(0xE1, 0x8E, b - 0x10)
end
EA_matcher = ('\xAD' * table_C(mapping)) + EA_matcher
end
do -- EA 9E ..
local mapping = {}
for b = 0x81, 0x87, 2 do
mapping[CH(b)] = CH(0xEA, 0x9E, b - 1)
end
mapping['\x8C'] = '\xEA\x9E\x8B'
mapping['\x91'] = '\xEA\x9E\x90'
mapping['\x93'] = '\xEA\x9E\x92'
for b = 0x97, 0xA9, 2 do
mapping[CH(b)] = CH(0xEA, 0x9E, b - 1)
end
mapping['\xB5'] = '\xEA\x9E\xB4'
mapping['\xB7'] = '\xEA\x9E\xB6'
EA_matcher = ('\x9E' * table_C(mapping)) + EA_matcher
end
do -- EA 9D ..
local mapping = {}
for b = 0x81, 0xAF, 2 do
mapping[CH(b)] = CH(0xEA, 0x9D, b - 1)
end
for b = 0xBA, 0xBF, 2 do
mapping[CH(b)] = CH(0xEA, 0x9D, b - 1)
end
EA_matcher = ('\x9D' * table_C(mapping)) + EA_matcher
end
do -- EA 9C ..
local mapping = {}
for b = 0xA3, 0xBF, 2 do
mapping[CH(b)] = CH(0xEA, 0x9C, b - 1)
end
EA_matcher = ('\x9C' * table_C(mapping)) + EA_matcher
end
do -- EA 9A ..
local mapping = {}
for b = 0x81, 0x9B, 2 do
mapping[CH(b)] = CH(0xEA, 0x9A, b - 1)
end
EA_matcher = ('\x9A' * table_C(mapping)) + EA_matcher
end
do -- EA 99 ..
local mapping = {}
for b = 0x81, 0xAD, 2 do
mapping[CH(b)] = CH(0xEA, 0x99, b - 1)
end
EA_matcher = ('\x99' * table_C(mapping)) + EA_matcher
end
matcher = ('\xEA' * EA_matcher) + matcher
end
do -- E2 .. ..
first_bytes['\xE2'] = true
local E2_matcher = m.P(false)
do -- E2 B4 ..
local mapping = {}
for b = 0x80, 0x9F do
mapping[CH(b)] = CH(0xE1, 0x82, b + 0x20)
end
for b = 0xA0, 0xA5 do
mapping[CH(b)] = CH(0xE1, 0x83, b - 0x30)
end
mapping['\xA7'] = '\xE1\x83\x87'
mapping['\xAD'] = '\xE1\x83\x8D'
E2_matcher = ('\xB4' * table_C(mapping)) + E2_matcher
end
do -- E2 B3 ..
local mapping = {
['\xAC']='\xE2\xB3\xAB'; ['\xAE']='\xE2\xB3\xAD'; ['\xB3']='\xE2\xB3\xB2';
}
for b = 0x81, 0xA3 do
mapping[CH(b)] = CH(0xE2, 0xB3, b - 1)
end
E2_matcher = ('\xB3' * table_C(mapping)) + E2_matcher
end
do -- E2 B2 ..
local mapping = {}
for b = 0x81, 0xBF, 2 do
mapping[CH(b)] = CH(0xE2, 0xB2, b - 1)
end
E2_matcher = ('\xB2' * table_C(mapping)) + E2_matcher
end
do -- E2 B1 ..
local mapping = {
['\xA5']='\xC8\xBA'; ['\xA6']='\xC8\xBE';
['\xA1']='\xE2\xB1\xA0'; ['\xA8']='\xE2\xB1\xA7'; ['\xAA']='\xE2\xB1\xA9';
['\xAC']='\xE2\xB1\xAB'; ['\xB3']='\xE2\xB1\xB2'; ['\xB6']='\xE2\xB1\xB5';
}
for b = 0x80, 0x9E do
mapping[CH(b)] = CH(0xE2, 0xB0, b + 0x10)
end
E2_matcher = ('\xB1' * table_C(mapping)) + E2_matcher
end
do -- E2 B0 ..
local mapping = {}
for b = 0xB0, 0xBF do
mapping[CH(b)] = CH(0xE2, 0xB0, b - 0x30)
end
E2_matcher = ('\xB0' * table_C(mapping)) + E2_matcher
end
do -- E2 93 ..
local mapping = {}
for b = 0x90, 0x99 do
mapping[CH(b)] = CH(0xE2, 0x92, b + 0x26)
end
for b = 0x9A, 0xA9 do
mapping[CH(b)] = CH(0xE2, 0x93, b - 0x1A)
end
E2_matcher = ('\x93' * table_C(mapping)) + E2_matcher
end
do -- E2 86 84
E2_matcher = ('\x86\x84' * (m.P'' / '\xE2\x86\x83')) + E2_matcher
end
do -- E2 85 ..
local mapping = {['\x8E'] = '\xE2\x84\xB2'}
for b = 0xB0, 0xBF do
mapping[CH(b)] = CH(0xE2, 0x85, b + 0x20)
end
E2_matcher = ('\x85' * table_C(mapping)) + E2_matcher
end
matcher = ('\xE2' * E2_matcher) + matcher
end
do -- E1 .. ..
first_bytes['\xE1'] = true
local E1_matcher = m.P(false)
do -- E1 BF ..
local mapping = {
['\x83']='\xE1\xBF\x8C'; ['\x90']='\xE1\xBF\x98'; ['\x91']='\xE1\xBF\x99'; ['\xA0']='\xE1\xBF\xA8';
['\xA1']='\xE1\xBF\xA9'; ['\xA5']='\xE1\xBF\xAC'; ['\xB3']='\xE1\xBF\xBC';
}
E1_matcher = ('\xBF' * table_C(mapping)) + E1_matcher
end
do -- E1 BE ..
local mapping = {
['\xB0']='\xE1\xBE\xB8'; ['\xB1']='\xE1\xBE\xB9'; ['\xB3']='\xE1\xBE\xBC'; ['\xBE']='\xCE\x99';
}
for i = 0, 7 do
mapping[CH(0x80 + i)] = CH(0xE1, 0xBE, 0x88 + i)
mapping[CH(0x90 + i)] = CH(0xE1, 0xBE, 0x98 + i)
mapping[CH(0xA0 + i)] = CH(0xE1, 0xBE, 0xA8 + i)
end
E1_matcher = ('\xBE' * table_C(mapping)) + E1_matcher
end
do -- E1 BD ..
local mapping = {
['\xB0']='\xE1\xBE\xBA'; ['\xB1']='\xE1\xBE\xBB'; ['\xB2']='\xE1\xBF\x88'; ['\xB3']='\xE1\xBF\x89';
['\xB4']='\xE1\xBF\x8A'; ['\xB5']='\xE1\xBF\x8B'; ['\xB6']='\xE1\xBF\x9A'; ['\xB7']='\xE1\xBF\x9B';
['\xB8']='\xE1\xBF\xB8'; ['\xB9']='\xE1\xBF\xB9'; ['\xBA']='\xE1\xBF\xAA'; ['\xBB']='\xE1\xBF\xAB';
['\xBC']='\xE1\xBF\xBA'; ['\xBD']='\xE1\xBF\xBB';
}
for b = 0x80, 0x85 do
mapping[CH(b)] = CH(0xE1, 0xBD, b + 8)
end
for b = 0x91, 0x97, 2 do
mapping[CH(b)] = CH(0xE1, 0xBD, b + 8)
end
for b = 0xA0, 0xA7 do
mapping[CH(b)] = CH(0xE1, 0xBD, b + 8)
end
E1_matcher = ('\xBD' * table_C(mapping)) + E1_matcher
end
do -- E1 BC ..
local mapping = {}
for b = 0x80, 0x87 do
mapping[CH(b)] = CH(0xE1, 0xBC, b + 8)
end
for b = 0x90, 0x95 do
mapping[CH(b)] = CH(0xE1, 0xBC, b + 8)
end
for b = 0xA0, 0xA7 do
mapping[CH(b)] = CH(0xE1, 0xBC, b + 8)
end
for b = 0xB0, 0xB7 do
mapping[CH(b)] = CH(0xE1, 0xBC, b + 8)
end
E1_matcher = ('\xBC' * table_C(mapping)) + E1_matcher
end
do -- E1 BB ..
local mapping = {}
for b = 0x81, 0xBF, 2 do
mapping[CH(b)] = CH(0xE1, 0xBB, b - 1)
end
E1_matcher = ('\xBB' * table_C(mapping)) + E1_matcher
end
do -- E1 BA ..
local mapping = {}
for b = 0x81, 0x95, 2 do
mapping[CH(b)] = CH(0xE1, 0xBA, b - 1)
end
mapping['\x9B'] = '\xE1\xB9\xA0'
for b = 0xA1, 0xBF, 2 do
mapping[CH(b)] = CH(0xE1, 0xBA, b - 1)
end
E1_matcher = ('\xBA' * table_C(mapping)) + E1_matcher
end
do -- E1 B9 ..
local mapping = {}
for b = 0x81, 0xBF, 2 do
mapping[CH(b)] = CH(0xE1, 0xB9, b - 1)
end
E1_matcher = ('\xB9' * table_C(mapping)) + E1_matcher
end
do -- E1 B8 ..
local mapping = {}
for b = 0x81, 0xBF, 2 do
mapping[CH(b)] = CH(0xE1, 0xB8, b - 1)
end
E1_matcher = ('\xB8' * table_C(mapping)) + E1_matcher
end
do -- E1 B5 B.
local case_1 = '\xB9' * (m.P'' / '\xEA\x9D\xBD')
local case_2 = '\xBD' * (m.P'' / '\xE2\xB1\xA3')
E1_matcher = ('\xB5' * (case_1 + case_2)) + E1_matcher
end
do -- E1 8F B.
local mapping = {}
for b = 0xB8, 0xBD do
mapping[CH(b)] = CH(0xE1, 0x8F, b - 8)
end
E1_matcher = ('\x8F' * table_C(mapping)) + E1_matcher
end
matcher = ('\xE1' * E1_matcher) + matcher
end
do -- D6 ..
first_bytes['\xD6'] = true
local mapping = {}
for b = 0x80, 0x86 do
mapping[CH(b)] = CH(0xD5, b + 0x10)
end
matcher = ('\xD6' * table_C(mapping)) + matcher
end
do -- D5 ..
first_bytes['\xD5'] = true
local mapping = {}
for b = 0xA1, 0xAF do
mapping[CH(b)] = CH(0xD4, b + 0x10)
end
for b = 0xB0, 0xBF do
mapping[CH(b)] = CH(0xD5, b - 0x20)
end
matcher = ('\xD5' * table_C(mapping)) + matcher
end
do -- D4 ..
first_bytes['\xD4'] = true
local mapping = {}
for b = 0x81, 0xAF, 2 do
mapping[CH(b)] = CH(0xD4, b - 1)
end
matcher = ('\xD4' * table_C(mapping)) + matcher
end
do -- D3 ..
first_bytes['\xD3'] = true
local mapping = {}
for b = 0x82, 0x8E, 2 do
mapping[CH(b)] = CH(0xD3, b - 1)
end
mapping['\x8F'] = '\xD3\x80'
for b = 0x91, 0xBF, 2 do
mapping[CH(b)] = CH(0xD3, b - 1)
end
matcher = ('\xD3' * table_C(mapping)) + matcher
end
do -- D2 ..
first_bytes['\xD2'] = true
local mapping = {}
mapping['\x81'] = '\xD2\x80'
for b = 0x8B, 0xBF, 2 do
mapping[CH(b)] = CH(0xD2, b - 1)
end
matcher = ('\xD2' * table_C(mapping)) + matcher
end
do -- D1 ..
first_bytes['\xD1'] = true
local mapping = {}
for b = 0x80, 0x8F do
mapping[CH(b)] = CH(0xD0, b + 0x20)
end
for b = 0x90, 0x9F do
mapping[CH(b)] = CH(0xD0, b - 0x10)
end
for b = 0xA1, 0xBF, 2 do
mapping[CH(b)] = CH(0xD1, b - 1)
end
matcher = ('\xD1' * table_C(mapping)) + matcher
end
do -- D0 ..
first_bytes['\xD0'] = true
local mapping = {}
for b = 0xB0, 0xBF do
mapping[CH(b)] = CH(0xD0, b + 0x10)
end
matcher = ('\xD0' * table_C(mapping)) + matcher
end
do -- CF ..
first_bytes['\xCF'] = true
local mapping = {
['\x80']='\xCE\xA0'; ['\x81']='\xCE\xA1'; ['\x82']='\xCE\xA3'; ['\x83']='\xCE\xA3';
['\x84']='\xCE\xA4'; ['\x85']='\xCE\xA5'; ['\x86']='\xCE\xA6'; ['\x87']='\xCE\xA7';
['\x88']='\xCE\xA8'; ['\x89']='\xCE\xA9'; ['\x8A']='\xCE\xAA'; ['\x8B']='\xCE\xAB';
['\x8C']='\xCE\x8C'; ['\x8D']='\xCE\x8E'; ['\x8E']='\xCE\x8F'; ['\x90']='\xCE\x92';
['\x91']='\xCE\x98'; ['\x95']='\xCE\xA6'; ['\x96']='\xCE\xA0'; ['\x97']='\xCF\x8F';
['\x99']='\xCF\x98'; ['\x9B']='\xCF\x9A'; ['\x9D']='\xCF\x9C'; ['\x9F']='\xCF\x9E';
['\xA1']='\xCF\xA0'; ['\xA3']='\xCF\xA2'; ['\xA5']='\xCF\xA4'; ['\xA7']='\xCF\xA6';
['\xA9']='\xCF\xA8'; ['\xAB']='\xCF\xAA'; ['\xAD']='\xCF\xAC'; ['\xAF']='\xCF\xAE';
['\xB0']='\xCE\x9A'; ['\xB1']='\xCE\xA1'; ['\xB2']='\xCF\xB9'; ['\xB3']='\xCD\xBF';
['\xB5']='\xCE\x95'; ['\xB8']='\xCF\xB7'; ['\xBB']='\xCF\xBA';
}
matcher = ('\xCF' * table_C(mapping)) + matcher
end
do -- CE ..
first_bytes['\xCE'] = true
local mapping = {
['\xAC']='\xCE\x86', ['\xAD']='\xCE\x88', ['\xAE']='\xCE\x89', ['\xAF']='\xCE\x8A'
}
for b = 0xB1, 0xBF do
mapping[CH(b)] = CH(0xCE, b - 0x20)
end
matcher = ('\xCE' * table_C(mapping)) + matcher
end
do -- CD ..
first_bytes['\xCD'] = true
local mapping = {
['\x85']='\xCE\x99'; ['\xB1']='\xCD\xB0'; ['\xB3']='\xCD\xB2'; ['\xB7']='\xCD\xB6';
['\xBB']='\xCF\xBD'; ['\xBC']='\xCF\xBE'; ['\xBD']='\xCF\xBF';
}
matcher = ('\xCD' * table_C(mapping)) + matcher
end
do -- CA ..
first_bytes['\xCA'] = true
local mapping = {
['\x80']='\xC6\xA6'; ['\x83']='\xC6\xA9'; ['\x88']='\xC6\xAE'; ['\x89']='\xC9\x84';
['\x8A']='\xC6\xB1'; ['\x8B']='\xC6\xB2'; ['\x8C']='\xC9\x85'; ['\x92']='\xC6\xB7';
['\x87']='\xEA\x9E\xB1'; ['\x9D']='\xEA\x9E\xB2'; ['\x9E']='\xEA\x9E\xB0';
}
matcher = ('\xCA' * table_C(mapping)) + matcher
end
do -- C9 ..
first_bytes['\xC9'] = true
local mapping = {
['\x82']='\xC9\x81'; ['\x87']='\xC9\x86'; ['\x89']='\xC9\x88'; ['\x8B']='\xC9\x8A';
['\x8D']='\xC9\x8C'; ['\x8F']='\xC9\x8E'; ['\x93']='\xC6\x81'; ['\x94']='\xC6\x86';
['\x96']='\xC6\x89'; ['\x97']='\xC6\x8A'; ['\x99']='\xC6\x8F'; ['\x9B']='\xC6\x90';
['\xA0']='\xC6\x93'; ['\xA3']='\xC6\x94'; ['\xA8']='\xC6\x97'; ['\xA9']='\xC6\x96';
['\xAF']='\xC6\x9C'; ['\xB2']='\xC6\x9D'; ['\xB5']='\xC6\x9F';
['\x80']='\xE2\xB1\xBF'; ['\x90']='\xE2\xB1\xAF'; ['\x91']='\xE2\xB1\xAD';
['\x92']='\xE2\xB1\xB0'; ['\x9C']='\xEA\x9E\xAB'; ['\xA1']='\xEA\x9E\xAC';
['\xA5']='\xEA\x9E\x8D'; ['\xA6']='\xEA\x9E\xAA'; ['\xAB']='\xE2\xB1\xA2';
['\xAC']='\xEA\x9E\xAD'; ['\xB1']='\xE2\xB1\xAE'; ['\xBD']='\xE2\xB1\xA4';
}
matcher = ('\xC9' * table_C(mapping)) + matcher
end
do -- C8 ..
first_bytes['\xC8'] = true
local mapping = {
['\x81']='\xC8\x80'; ['\x83']='\xC8\x82'; ['\x85']='\xC8\x84'; ['\x87']='\xC8\x86';
['\x89']='\xC8\x88'; ['\x8B']='\xC8\x8A'; ['\x8D']='\xC8\x8C'; ['\x8F']='\xC8\x8E';
['\x91']='\xC8\x90'; ['\x93']='\xC8\x92'; ['\x95']='\xC8\x94'; ['\x97']='\xC8\x96';
['\x99']='\xC8\x98'; ['\x9B']='\xC8\x9A'; ['\x9D']='\xC8\x9C'; ['\x9F']='\xC8\x9E';
['\xA3']='\xC8\xA2'; ['\xA5']='\xC8\xA4'; ['\xA7']='\xC8\xA6'; ['\xA9']='\xC8\xA8';
['\xAB']='\xC8\xAA'; ['\xAD']='\xC8\xAC'; ['\xAF']='\xC8\xAE'; ['\xB1']='\xC8\xB0';
['\xB3']='\xC8\xB2'; ['\xBC']='\xC8\xBB'; ['\xBF']='\xE2\xB1\xBE';
}
matcher = ('\xC8' * table_C(mapping)) + matcher
end
do -- C7 ..
first_bytes['\xC7'] = true
local mapping = {
['\x85']='\xC7\x84'; ['\x86']='\xC7\x84'; ['\x88']='\xC7\x87'; ['\x89']='\xC7\x87';
['\x8B']='\xC7\x8A'; ['\x8C']='\xC7\x8A'; ['\x8E']='\xC7\x8D'; ['\x90']='\xC7\x8F';
['\x92']='\xC7\x91'; ['\x94']='\xC7\x93'; ['\x96']='\xC7\x95'; ['\x98']='\xC7\x97';
['\x9A']='\xC7\x99'; ['\x9C']='\xC7\x9B'; ['\x9D']='\xC6\x8E'; ['\x9F']='\xC7\x9E';
['\xA1']='\xC7\xA0'; ['\xA3']='\xC7\xA2'; ['\xA5']='\xC7\xA4'; ['\xA7']='\xC7\xA6';
['\xA9']='\xC7\xA8'; ['\xAB']='\xC7\xAA'; ['\xAD']='\xC7\xAC'; ['\xAF']='\xC7\xAE';
['\xB2']='\xC7\xB1'; ['\xB3']='\xC7\xB1'; ['\xB5']='\xC7\xB4'; ['\xB9']='\xC7\xB8';
['\xBB']='\xC7\xBA'; ['\xBD']='\xC7\xBC'; ['\xBF']='\xC7\xBE';
}
matcher = ('\xC7' * table_C(mapping)) + matcher
end
do -- C6 ..
first_bytes['\xC6'] = true
local mapping = {
['\x80']='\xC9\x83'; ['\x83']='\xC6\x82'; ['\x85']='\xC6\x84'; ['\x88']='\xC6\x87';
['\x8C']='\xC6\x8B'; ['\x92']='\xC6\x91'; ['\x95']='\xC7\xB6'; ['\x99']='\xC6\x98';
['\x9A']='\xC8\xBD'; ['\x9E']='\xC8\xA0'; ['\xA1']='\xC6\xA0'; ['\xA3']='\xC6\xA2';
['\xA5']='\xC6\xA4'; ['\xA8']='\xC6\xA7'; ['\xAD']='\xC6\xAC'; ['\xB0']='\xC6\xAF';
['\xB4']='\xC6\xB3'; ['\xB6']='\xC6\xB5'; ['\xB9']='\xC6\xB8'; ['\xBD']='\xC6\xBC';
['\xBF']='\xC7\xB7';
}
matcher = ('\xC6' * table_C(mapping)) + matcher
end
do -- C5 ..
first_bytes['\xC5'] = true
local mapping = {}
mapping['\x80'] = '\u{13f}'
-- even
for b = 0x82, 0x88, 2 do
mapping[CH(b)] = CH(0xC5, b-1)
end
-- odd
for b = 0x8B, 0xB7, 2 do
mapping[CH(b)] = CH(0xC5, b-1)
end
-- even
for b = 0xBA, 0xBE, 2 do
mapping[CH(b)] = CH(0xC5, b-1)
end
mapping['\xBF'] = 'S'
matcher = ('\xC4' * table_C(mapping)) + matcher
end
do -- C4 ..
first_bytes['\xC4'] = true
local mapping = {}
mapping['\xb1'] = 'I'
for b = 0x81, 0xbe, 2 do
mapping[CH(b)] = CH(0xc4, b-1)
end
matcher = ('\xC4' * table_C(mapping)) + matcher
end
do -- C3 ..
first_bytes['\xC3'] = true
local mapping = {}
for b = 0xa0, 0xbe do
mapping[CH(b)] = CH(0xC3, b - 0x20)
end
mapping['\xBF'] = '\u{178}'
matcher = ('\xC3' * table_C(mapping)) + matcher
end
do -- C2 ..
first_bytes['\xC2'] = true
matcher = ('\xC2\xB5' * (m.P'' / '\u{39c}')) + matcher
end
matcher = #table_S(first_bytes) * matcher
-- basic latin alphabet
do
local mapping = {}
for b = string.byte(0x61), string.byte(0x7a) do
mapping[CH(b)] = CH(b - 0x20)
end
matcher = (m.R'az' / mapping) + matcher
end
return matcher
|
local a= require "addressbook"
for k, v in pairs( a.NameByID) do
print(k, v)
end
for k, v in pairs( a.IDByName) do
print(k, v)
end
|
local M = {}
M.config = function()
local sess = require("auto-session")
local lens = require("session-lens")
sess.setup {
auto_session_enable_last_session = false,
auto_session_enabled = false,
auto_save_enabled = false,
auto_restore_enabled = false,
}
lens.setup {
path_display={'shorten'},
}
-- Enable telescope plugin
require("telescope").load_extension("session-lens")
end
return M
|
---------------------------------------------------------------
-- Copyright 2021 Deviap (https://deviap.com/) --
---------------------------------------------------------------
-- Made available under the MIT License: --
-- https://github.com/deviap/deviap-main/blob/master/LICENSE --
---------------------------------------------------------------
-- Creates the Performance page.
local dotGraphCard = require("devgit:source/libraries/UI/components/cards/dotGraph.lua")
--local outputCard = require("devgit:source/libraries/UI/components/cards/output.lua")
local autoCollectionGrid = require("devgit:source/libraries/UI/constraints/controllers/collectionLayoutAuto.lua")
return {
construct = function(parent)
local heading = core.construct("guiTextBox", {
parent = parent,
text = " ".."Performance",
position = guiCoord(0, 0, 0, 0),
size = guiCoord(1, 0, 0, 35),
backgroundColour = colour.hex("212121"),
textSize = 25,
textFont = "deviap:fonts/openSansExtraBold.ttf",
textAlign = "middleLeft",
textColour = colour.hex("FFFFFF"),
strokeWidth = 2,
strokeColour = colour.hex("F5F5F5"),
})
local subheading1 = core.construct("guiTextBox", {
parent = parent,
text = " ".."Section that measures performance.",
position = guiCoord(0, 0, 0, 40),
size = guiCoord(1, 0, 0, 78),
textSize = 18,
textAlpha = 0.9,
textColour = colour.hex("FFFFFF"),
textFont = "deviap:fonts/openSansRegular.ttf",
backgroundAlpha = 0
})
local gridController = autoCollectionGrid({
parent = parent,
position = guiCoord(0, 11, 0, 80),
size = guiCoord(0, 260, 1, -85),
backgroundColour = colour.rgb(255, 0, 0),
backgroundAlpha = 0,
scrollbarAlpha = 0
})
--[[outputCard {
parent = gridController.container,
position = guiCoord(0, 11, 0, 80),
size = guiCoord(0, 260, 0, 300),
title = "Output"
}
]]
-- Extremely buggy rn; don't enable unless you're trying to fix it.
-- DOT GRAPH TEST (PING)
--[[
dotGraphCard {
parent = gridController.container,
position = guiCoord(0, 11, 0, 80),
size = guiCoord(0, 260, 0, 100),
title = "FPS"
}
]]--
end
}
|
env.info( '*** VEAF-Mission-Creation-Tools SCRIPTS DYNAMIC INCLUDE START *** ' )
local base = _G
__Veaf = {}
__Veaf.Include = function( IncludeFile )
if not __Veaf.Includes[ IncludeFile ] then
__Veaf.Includes[IncludeFile] = IncludeFile
local f = assert( base.loadfile( IncludeFile ) )
if f == nil then
error ("VEAF-Mission-Creation-Tools: Could not load Veaf script file " .. IncludeFile )
else
env.info( "VEAF-Mission-Creation-Tools: " .. IncludeFile .. " dynamically loaded." )
return f()
end
end
end
__Veaf.Includes = {}
if not VEAF_DYNAMIC_PATH then
VEAF_DYNAMIC_PATH = ""
end
-- load the community scripts
--__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/community/mist.lua' )
--__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/community/Moose.lua' )
--__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/community/WeatherMark.lua' )
-- load the VEAF scripts
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veaf.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafAssets.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafCarrierOperations.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafCarrierOperations2.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafCasMission.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafCombatMission.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafCombatZone.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafGrass.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafInterpreter.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafMarkers.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafMove.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafNamedPoints.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafRadio.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafSecurity.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafShortcuts.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafSpawn.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafTransportMission.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/dcsUnits.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafUnits.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafRemote.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafSkynetIadsHelper.lua' )
__Veaf.Include( VEAF_DYNAMIC_PATH .. '/src/scripts/veaf/veafSanctuary.lua' )
-- set the environment in debug mode
env.info( '*** VEAF-Mission-Creation-Tools set the environment in debug mode *** ' )
veaf.Development = true
veaf.Debug = veaf.Development
veaf.Trace = veaf.Development
veaf.SecurityDisabled = veaf.Development
veafSecurity.authenticated = veaf.Development
--[[ load Witchcraft
if witchcraft then
env.info( '*** Start Witchcraft *** ' )
witchcraft.start(_G)
end
]]
env.info( '*** VEAF-Mission-Creation-Tools SCRIPTS INCLUDE END *** ' )
|
local function CreateWard(object)
if object and object.valid and object.type and object.name and object.team ~= myHero.team and object.mana and object.maxMana then
if object.name == "VisionWard" and object.maxMana == 0 then
pinkWardTable[#pinkWardTable+1] = object
elseif object.name ~= "WardCorpse" and object.name:lower():find("ward") and not object.name:lower():find("warddeath") then
greenWardTable[#greenWardTable+1] = { position = object.pos, endTime = math.floor(object.maxMana + game.time), object = object }
end
end
end
local function DeleteWard(object)
if object and object.valid and object.type == "obj_AI_Minion" and object.team ~= myHero.team then
local name = object.name and object.name:lower() or nil
if not name then return end
if not name:find("corpse") and (name:find("ward") or name:find("trinket")) and not name:find("idle") and object.maxMana > 0 then
for i = 1, #greenWardTable do
local ward = greenWardTable[i]
if ward and ward.object and ward.object.valid and object.networkID == ward.object.networkID then
if greenWardTable[i] ~= nil then
greenWardTable[i] = nil
end
end
end
elseif name:find("vision") then
for i = 1, #pinkWardTable do
local ward = pinkWardTable[i]
if ward and ward.valid and object.networkID == ward.networkID then
if pinkWardTable[i] ~= nil then
pinkWardTable[i] = nil
end
end
end
end
end
end
local function DrawWards()
local function DrawPinkWard(ward)
if ward and ward.valid and ward.object == nil and ward.health > 0 then
if ward.maxMana == 0 then
local screenPos = WorldToScreen(ward.pos)
if OnScreen(screenPos, screenPos) then
DrawCircle3D(ward.pos.x, ward.pos.y, ward.pos.z, 75, 2, ARGB(255,255,0,255), Menu.WardsSettings.WardTrackerQuality)
DrawTextA("Pink ward", 16, screenPos.x, screenPos.y, ARGB(255,255,0,255), "center", "center")
end
end
end
end
local function DrawGreenWard(ward)
if ward and ward.valid and ward.object.health > 0 and ward.endTime >= GetInGameTimer() then
local screenPos = WorldToScreen(ward.position)
if OnScreen(screenPos, screenPos) then
DrawCircle3D(ward.position.x, ward.position.y, ward.position.z, 75, 2, ARGB(255,0,190,0), Menu.WardsSettings.WardTrackerQuality)
DrawTextA("Ward", 16, screenPos.x, screenPos.y - 10, ARGB(255,0,190,0), "center", "center")
DrawTextA(math.floor(ward.endTime - GetInGameTimer()), 16, screenPos.x, screenPos.y + 10, ARGB(255,0,190,0), "center", "center")
end
end
end
if pinkWardTable and pinkWardTable.valid then
for i = 1, #pinkWardTable do
DrawPinkWard(pinkWardTable[i])
end
end
if greenWardTable and greenWardTable.valid then
for i = 1, #greenWardTable do
DrawGreenWard(greenWardTable[i])
end
end
end
|
local Lib = {}
local Json = require("json")
local Http = require("coro-http")
local Repro = "https://api.github.com/repos/Dot-lua/Dotter/releases"
local FS = require('fs')
local Read, Write, ReadDir = FS.readFileSync, FS.writeFileSync, FS.readdirSync
function GetRemote()
local WebRequest, WebBody
local Running = true
local Times = 0
WebRequest, WebBody = Http.request("GET", Repro, {{"User-Agent", "Dotter Compiler"}})
local Decode = Json.decode(WebBody)
_G.RemoteVersion = Decode[1].tag_name
return Decode[1].tag_name
end
function Lib.GetVersion()
local FileData = Read("./Dotter/Config/VersionData.json")
local Decode = Json.decode(FileData)
return Decode["Tag-Version"]
end
function Lib.GetRemoteVersion()
if RemoteVersion then
return RemoteVersion
else
return GetRemote()
end
end
function Lib.IsLatest()
local ThisVersion = Lib.GetVersion()
local ThatVersion = Lib.GetRemoteVersion()
return ThisVersion == ThatVersion
end
return Lib
|
--Response: CommandManager API
local Response
local multipleProxyObject = newproxy(false) --object to specify that this command is registered by multiple objects
----------------------------------------------------------------------------------------------------------------
local _methods = {}
_methods.__index = _methods
function _methods:RegisterComand(n, f, src)
assert(not self.Commands[n], "Command is already registered, use a new name for this command")
self.Commands[n] = f
end
function _methods:UnregisterCommand(n, src)
assert(self.Commands[n], "Command not registered")
self.Commands[n] = nil
end
function _methods:IsCommandRegistered(n, src)
return (self.Commands[n] ~= nil)
end
function _methods:RunCommand(n, m)
local command=self.Commands[n]
if not command then
Response:InvokeErrorCallback("Command " .. n .. " is not registered.", "Error", m)
return
end
local pcallS, commandS, e = pcall(command, m)
if not pcallS then
Response:InvokeErrorCallback("Command experienced an error: " .. commandS, "Error", m)
elseif not commandS then
Response:InvokeErrorCallback("Command experienced an error: " .. (e or "No output from command"), "Error", m)
end
end
function _methods:BulkRegister(commands)
for _, COMMAND in pairs(commands) do
self:RegisterComand(COMMAND.Name, COMMAND.Command)
end
end
function _methods:BulkUnregister(commandNames)
--removes by name
for _, v in ipairs(commandNames) do
self:UnregisterCommand(v)
end
end
----------------------------------------------------------------------------------------------------------------
return function(api)
Response = api
local o = setmetatable({}, _methods)
o.Commands = {}
return o
end
|
PLUGIN.Title = "Private Messaging"
PLUGIN.Description = "Allows users to chat private with each other"
PLUGIN.Author = "#Domestos"
PLUGIN.Version = V(1, 2, 5)
PLUGIN.ResourceId = 659
local pmHistory = {}
function PLUGIN:Init()
command.AddChatCommand("pm", self.Object, "cmdPm")
command.AddChatCommand("r", self.Object, "cmdReply")
end
local eIgnoreAPI
function PLUGIN:OnServerInitialized()
eIgnoreAPI = plugins.Find("0ignoreAPI") or false
end
-- --------------------------------
-- try to find a BasePlayer
-- returns (int) numFound, (table) playerTbl
-- --------------------------------
local function FindPlayer(NameOrIpOrSteamID, checkSleeper)
local playerTbl = {}
local enumPlayerList = global.BasePlayer.activePlayerList:GetEnumerator()
while enumPlayerList:MoveNext() do
local currPlayer = enumPlayerList.Current
local currSteamID = rust.UserIDFromPlayer(currPlayer)
local currIP = currPlayer.net.connection.ipaddress
if currPlayer.displayName == NameOrIpOrSteamID or currSteamID == NameOrIpOrSteamID or currIP == NameOrIpOrSteamID then
table.insert(playerTbl, currPlayer)
return #playerTbl, playerTbl
end
local matched, _ = string.find(currPlayer.displayName:lower(), NameOrIpOrSteamID:lower(), 1, true)
if matched then
table.insert(playerTbl, currPlayer)
end
end
if checkSleeper then
local enumSleeperList = global.BasePlayer.sleepingPlayerList:GetEnumerator()
while enumSleeperList:MoveNext() do
local currPlayer = enumSleeperList.Current
local currSteamID = rust.UserIDFromPlayer(currPlayer)
if currPlayer.displayName == NameOrIpOrSteamID or currSteamID == NameOrIpOrSteamID then
table.insert(playerTbl, currPlayer)
return #playerTbl, playerTbl
end
local matched, _ = string.find(currPlayer.displayName:lower(), NameOrIpOrSteamID:lower(), 1, true)
if matched then
table.insert(playerTbl, currPlayer)
end
end
end
return #playerTbl, playerTbl
end
-- --------------------------------
-- Chat command for pm
-- --------------------------------
function PLUGIN:cmdPm(player, _, args)
if not player then return end
local args = self:ArgsToTable(args, "chat")
local target, message = args[1], ""
local i = 2
while args[i] do
message = message..args[i].." "
i = i + 1
end
if not target or message == "" then
-- no target or no message is given
rust.SendChatMessage(player, "Syntax: /pm <name> <message>")
return
end
local numFound, targetPlayerTbl = FindPlayer(target, false)
if numFound == 0 then
rust.SendChatMessage(player, "Player not found")
return
end
if numFound > 1 then
local targetNameString = ""
for i = 1, numFound do
targetNameString = targetNameString..targetPlayerTbl[i].displayName..", "
end
rust.SendChatMessage(player, "Found more than one player, be more specific:")
rust.SendChatMessage(player, targetNameString)
return
end
local targetPlayer = targetPlayerTbl[1]
local senderName = player.displayName
local senderSteamID = rust.UserIDFromPlayer(player)
local targetName = targetPlayer.displayName
local targetSteamID = rust.UserIDFromPlayer(targetPlayer)
if eIgnoreAPI then
local hasIgnored = eIgnoreAPI:Call("HasIgnored", targetSteamID, senderSteamID)
if hasIgnored then
rust.SendChatMessage(player, targetName.."<color=red> is ignoring you and cant recieve your PMs</color>")
return
end
end
rust.SendChatMessage(targetPlayer, "<color=#ff00ff>PM from "..senderName.."</color>", message, senderSteamID)
rust.SendChatMessage(player, "<color=#ff00ff>PM to "..targetName.."</color>", message, senderSteamID)
pmHistory[targetSteamID] = senderSteamID
end
-- --------------------------------
-- Chat command for reply
-- --------------------------------
function PLUGIN:cmdReply(player, _, args)
if not player then return end
local senderName = player.displayName
local senderSteamID = rust.UserIDFromPlayer(player)
local args = self:ArgsToTable(args, "chat")
local message = ""
local i = 1
while args[i] do
message = message..args[i].." "
i = i + 1
end
if message == "" then
-- no args given
rust.SendChatMessage(player, "Syntax: /r <message> to reply to last pm")
return
end
if pmHistory[senderSteamID] then
local numFound, targetPlayerTbl = FindPlayer(pmHistory[senderSteamID], false)
if numFound == 0 then
rust.SendChatMessage(player, "Player not found")
return
end
if numFound > 1 then
local targetNameString = ""
for i = 1, numFound do
targetNameString = targetNameString..targetPlayerTbl[i].displayName..", "
end
rust.SendChatMessage(player, "Found more than one player, be more specific:")
rust.SendChatMessage(player, targetNameString)
return
end
local targetPlayer = targetPlayerTbl[1]
local targetSteamID = rust.UserIDFromPlayer(targetPlayer)
local targetName = targetPlayer.displayName
if eIgnoreAPI then
local hasIgnored = eIgnoreAPI:Call("HasIgnored", targetSteamID, senderSteamID)
if hasIgnored then
rust.SendChatMessage(player, targetName.."<color=red> is ignoring you and cant recieve your PMs</color>")
return
end
end
rust.SendChatMessage(targetPlayer, "<color=#ff00ff>PM from "..senderName.."</color>", message, senderSteamID)
rust.SendChatMessage(player, "<color=#ff00ff>PM to "..targetName.."</color>", message, senderSteamID)
pmHistory[targetSteamID] = senderSteamID
else
rust.SendChatMessage(player, "No PM found to reply to")
return
end
end
-- --------------------------------
-- returns args as a table
-- --------------------------------
function PLUGIN:ArgsToTable(args, src)
local argsTbl = {}
if src == "chat" then
local length = args.Length
for i = 0, length - 1, 1 do
argsTbl[i + 1] = args[i]
end
return argsTbl
end
if src == "console" then
local i = 1
while args:HasArgs(i) do
argsTbl[i] = args:GetString(i - 1)
i = i + 1
end
return argsTbl
end
return argsTbl
end
function PLUGIN:OnPlayerDisconnected(player)
local steamID = rust.UserIDFromPlayer(player)
if pmHistory[steamID] then
pmHistory[steamID] = nil
end
end
function PLUGIN:SendHelpText(player)
rust.SendChatMessage(player, "use /pm <name> <message> to pm someone")
rust.SendChatMessage(player, "use /r <message> to reply to the last pm")
end
|
local random = require 'common.random'
-- Common utilities.
local helpers = {}
-- Shuffles an array in place. (Uses the 'common.random'.)
function helpers.shuffleInPlace(array)
for i = 1, #array - 1 do
local j = random.uniformInt(i, #array)
array[j], array[i] = array[i], array[j]
end
return array
end
-- Returns a shuffled copy of an array. (Uses the 'common.random'.)
function helpers.shuffle(array)
local ret = {}
for i, obj in ipairs(array) do
ret[i] = obj
end
return helpers.shuffleInPlace(ret)
end
-- Returns an array of strings split according to single character separator.
-- Skips empty fields.
function helpers.split(str, sep)
words = {}
for word in string.gmatch(str, '([^' .. sep .. ']+)') do
words[#words + 1] = word
end
return words
end
return helpers
|
local M = vim.lsp.protocol.make_client_capabilities()
M.textDocument.codeLens = { dynamicRegistration = false }
M = require("cmp_nvim_lsp").update_capabilities(M)
return M
|
modifier_crystal_maiden_arcane_aura_lua = class({})
--------------------------------------------------------------------------------
-- Classifications
function modifier_crystal_maiden_arcane_aura_lua:IsHidden()
return true
end
function modifier_crystal_maiden_arcane_aura_lua:IsDebuff()
return false
end
function modifier_crystal_maiden_arcane_aura_lua:IsPurgable()
return false
end
--------------------------------------------------------------------------------
-- Aura
function modifier_crystal_maiden_arcane_aura_lua:IsAura()
return (not self:GetCaster():PassivesDisabled())
end
function modifier_crystal_maiden_arcane_aura_lua:GetModifierAura()
return "modifier_crystal_maiden_arcane_aura_lua_effect"
end
function modifier_crystal_maiden_arcane_aura_lua:GetAuraRadius()
return FIND_UNITS_EVERYWHERE
end
function modifier_crystal_maiden_arcane_aura_lua:GetAuraSearchTeam()
return DOTA_UNIT_TARGET_TEAM_FRIENDLY
end
function modifier_crystal_maiden_arcane_aura_lua:GetAuraSearchType()
return DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC
end
|
format_version = "3.0"
function append(to,extras)
for k,v in pairs(extras) do
to[k]=v
end
return to
end
local connections = {
"serial",
"parallel"
}
function apply(fn,list)
local out={}
for idx,value in pairs(list) do
out[idx]=fn(value)
end
return out
end
local N_UNITS = 4
local BASES = {
["DRY_WET"] = 10,
["BYPASS"] = 20,
["CONNECT"] = 30,
["IN_LEDS"] = 40,
["OUT_LEDS"] = 50,
["DELAY"] = 60,
}
function tagFor(unit,N) return BASES[unit]+N end
function nameFor(unit,N) return unit..N end
local properties = {}
local rt_properties = {}
for N = 1, N_UNITS do
properties[nameFor('DRY_WET',N)] = jbox.number {
default = 1.0,
ui_name=jbox.ui_text('DRY_WET'),
property_tag=tagFor('DRY_WET',N),
ui_type=jbox.ui_percent { decimals = 2 }
}
properties[nameFor('BYPASS',N)] = jbox.number {
default=1,
steps=2,
ui_name = jbox.ui_text('BYPASS'),
property_tag=tagFor('BYPASS',N),
ui_type = jbox.ui_selector({jbox.UI_TEXT_OFF,jbox.UI_TEXT_ON})
}
properties[nameFor('DELAY',N)] = jbox.number {
default = 0,
steps = 2,
ui_name = jbox.ui_text('DELAY'),
property_tag = tagFor('DELAY',N),
ui_type = jbox.ui_selector({jbox.UI_TEXT_OFF,jbox.UI_TEXT_ON})
}
properties[nameFor('CONNECT',N)] = jbox.number {
default = 0,
steps = 2,
ui_name = jbox.ui_text('CONNECT'),
property_tag = tagFor('CONNECT',N),
ui_type = jbox.ui_selector(apply(jbox.ui_text,connections))
}
rt_properties[nameFor('IN_LEDS',N)] = jbox.number {
default=0,
steps=2,
ui_name=jbox.ui_text('IN_LEDS'),
property_tag=tagFor('IN_LEDS',N),
ui_type = jbox.ui_selector{ jbox.UI_TEXT_OFF, jbox.UI_TEXT_ON }
}
rt_properties[nameFor('OUT_LEDS',N)] = jbox.number {
default=0,
steps=2,
ui_name=jbox.ui_text('OUT_LEDS'),
property_tag=tagFor('OUT_LEDS',N),
ui_type = jbox.ui_selector{ jbox.UI_TEXT_OFF, jbox.UI_TEXT_ON }
}
end
properties['GAIN'] = jbox.number {
default=1,
ui_name = jbox.ui_text("GAIN"),
property_tag=1,
ui_type = jbox.ui_percent{decimals=1}
}
function linearType()
return jbox.ui_linear {
min=0,
max=1,
units = {
min_text = jbox.ui_text("min"),
max_text = jbox.ui_text("max"),
{
decimals=2,
unit = { template = jbox.ui_text("linear_template") }
}
}
}
end
rt_properties['LEFT_VOL'] = jbox.number {
ui_name = jbox.ui_text("VOLUME"),
default = 0,
property_tag = 2,
ui_type = linearType()
}
rt_properties['RIGHT_VOL'] = jbox.number {
ui_name = jbox.ui_text("VOLUME"),
default = 0,
property_tag = 3,
ui_type = linearType()
}
rt_properties['LEFT_OVER'] = jbox.number {
default=0,
steps=2,
ui_name=jbox.ui_text('OVER'),
property_tag=4,
ui_type = jbox.ui_selector{ jbox.UI_TEXT_OFF, jbox.UI_TEXT_ON }
}
rt_properties['RIGHT_OVER'] = jbox.number {
default=0,
steps=2,
ui_name=jbox.ui_text('OVER'),
property_tag=5,
ui_type = jbox.ui_selector{ jbox.UI_TEXT_OFF, jbox.UI_TEXT_ON }
}
custom_properties = jbox.property_set{
document_owner = {['properties'] = properties },
rtc_owner = { properties = { instance = jbox.native_object{} } },
rt_owner = { ['properties'] = rt_properties }
}
function remote(name)
return {
internal_name = name,
short_ui_name = jbox.ui_text(name.."_short"),
shortest_ui_name = jbox.ui_text(name.."_shortest")
}
end
local midi_cc = {}
local remotes = {}
function setMidiRemote(name,N)
local prop=nameFor(name,N)
local pName = "/custom_properties/"..prop
midi_cc[101+tagFor(name,N)]=pName
remotes[pName]=remote(prop)
end
midi_cc[102]='/custom_properties/GAIN'
remotes['/custom_properties/GAIN']=remote('GAIN')
for N=1,N_UNITS do
setMidiRemote('DRY_WET',N)
setMidiRemote('BYPASS',N)
setMidiRemote('CONNECT',N)
end
-- midi_implementation_chart = { midi_cc_chart = midi_cc }
-- remote_implementation_chart = remotes
ui_groups = {}
cv_inputs = {}
cv_outputs = {}
local int=jbox.ui_text("audioIn")
local outt=jbox.ui_text("audioOut")
local nin = jbox.ui_text("return")
local nout = jbox.ui_text("send")
audio_inputs = {
AudioInL = jbox.audio_input{ ui_name = int },
AudioInR = jbox.audio_input{ ui_name = int }
}
audio_outputs = {
AudioOutL = jbox.audio_output{ ui_name = outt },
AudioOutR = jbox.audio_output{ ui_name = outt }
}
for N = 1 , N_UNITS do
audio_inputs['AudioInL'..N]=jbox.audio_input{ ui_name = nin }
audio_inputs['AudioInR'..N]=jbox.audio_input{ ui_name = nin }
audio_outputs['AudioOutL'..N]=jbox.audio_output{ ui_name = nout }
audio_outputs['AudioOutR'..N]=jbox.audio_output{ ui_name = nout }
end
|
local class = require 'class'
require 'models.base_model'
require 'models.multistyle_architectures'
require 'util.image_pool'
require 'util.InstanceNormalization'
util = paths.dofile('../util/util.lua')
TestGatedGANModel = class('TestGatedGANModel', 'BaseModel')
function TestGatedGANModel:__init(conf)
BaseModel.__init(self, conf)
conf = conf or {}
end
function TestGatedGANModel:model_name()
return 'TestGatedGANModel'
end
-- Defines models and networks
function TestGatedGANModel:Initialize(opt)
-- define tensors
self.real_A = torch.Tensor(opt.batchSize, opt.input_nc, opt.fineSize, opt.fineSize)
self.label = {}
for i=1,opt.n_style do
table.insert(self.label, torch.Tensor(opt.batchSize,1):fill(i))
end
-- load/define models
local net_loaded = util.load_test_model('G_A', opt)
-- setup network
netG_A = defineG(opt.input_nc, opt.n_style, opt.output_nc, opt.ngf, opt.which_model_netG, opt.arch)
self.netG_A=netG_A
-- copy parameter
self:PassParameters(opt, net_loaded)
self:RefreshParameters()
end
function select_respart( netG,opt )
for i=1,opt.n_style do
netG:get(13):get(2):get(i):get(1):remove(2)
netG:get(13):get(2):get(i):get(1):add(nn.SelectTable(1))
end
end
-- Runs the forward pass of the network and
-- saves the result to member variables of the class
function TestGatedGANModel:Forward(input, opt, img_id)
if opt.which_direction == 'BtoA' then
input.real_A = input.real_B:clone()
end
self.real_A = input.real_A:clone()
if opt.gpu > 0 then
self.real_A = self.real_A:cuda()
end
self.gated=torch.Tensor(opt.batchSize, opt.n_style + 1):fill(0.0)
if opt.gpu>0 then
self.gated = self.gated:cuda()
end
self.fake_B = {}
for i=1, opt.n_style do
local gated = util.label2one_hot_label(self.label[i], self.gated)
if opt.gpu > 0 then
gated = gated:cuda()
end
local fake_B = nil
fake_B = self.netG_A:forward({self.real_A, gated}):clone()
table.insert(self.fake_B, fake_B)
end
function TestGatedGANModel:PassParameters(opt,net_loaded)
for i=1,12 do
local params_pre, gradParams_pre = net_loaded:get(i):getParameters()
local params, gradParams = self.netG_A:get(i):getParameters()
params:copy(params_pre)
end
for i=1,opt.n_style do
local params_pre, gradParams_pre = net_loaded:get(13):get(2):get(i):getParameters()
local params, gradParams = self.netG_A:get(13):get(2):get(i):getParameters()
params:copy(params_pre)
end
for i=15,28 do
local params_pre, gradParams_pre = net_loaded:get(i):getParameters()
local params, gradParams = self.netG_A:get(i):getParameters()
params:copy(params_pre)
end
end
function TestGatedGANModel:LoadParameters( opt )
self.parametersG_A,self.gradparametersG_A = self.netG_A:getParameters()
local params=torch.load(paths.concat(opt.checkpoints_dir, opt.name,
opt.which_epoch .. '_net_G_param.t7'))
print(params[1]:size())
print(self.parametersG_A:size())
self.parametersG_A:copy(params[1])
self.gradparametersG_A:copy(params[2])
end
function TestGatedGANModel:RefreshParameters()
self.parametersG_A, self.gradparametersG_A = nil, nil
self.parametersG_A, self.gradparametersG_A = self.netG_A:getParameters()
end
local function MakeIm3(im)
if im:size(2) == 1 then
local im3 = torch.repeatTensor(im, 1,3,1,1)
return im3
else
return im
end
end
function TestGatedGANModel:GetCurrentVisuals(opt, size)
if not size then
size = opt.display_winsize
end
local visuals = {}
table.insert(visuals, {img=MakeIm3(self.real_A), label='real_A'})
--
for i = 1, opt.n_style do
local name = (string.format("style %d",i))
local Im = MakeIm3(self.fake_B[i])
table.insert(visuals, {img=Im, label=name})
end
return visuals
end
|
-- Created by Elfansoer
--[[
Ability checklist (erase if done/checked):
- Scepter Upgrade
- Break behavior
- Linken/Reflect behavior
- Spell Immune/Invulnerable/Invisible behavior
- Illusion behavior
- Stolen behavior
]]
--------------------------------------------------------------------------------
modifier_outworld_devourer_equilibrium_lua_debuff = class({})
--------------------------------------------------------------------------------
-- Classifications
function modifier_outworld_devourer_equilibrium_lua_debuff:IsHidden()
return false
end
function modifier_outworld_devourer_equilibrium_lua_debuff:IsDebuff()
return true
end
function modifier_outworld_devourer_equilibrium_lua_debuff:IsStunDebuff()
return false
end
function modifier_outworld_devourer_equilibrium_lua_debuff:IsPurgable()
return true
end
--------------------------------------------------------------------------------
-- Initializations
function modifier_outworld_devourer_equilibrium_lua_debuff:OnCreated( kv )
-- references
self.slow = self:GetAbility():GetSpecialValueFor( "movement_slow" )
end
function modifier_outworld_devourer_equilibrium_lua_debuff:OnRefresh( kv )
-- references
self.slow = self:GetAbility():GetSpecialValueFor( "movement_slow" )
end
function modifier_outworld_devourer_equilibrium_lua_debuff:OnRemoved()
end
function modifier_outworld_devourer_equilibrium_lua_debuff:OnDestroy()
end
--------------------------------------------------------------------------------
-- Modifier Effects
function modifier_outworld_devourer_equilibrium_lua_debuff:DeclareFunctions()
local funcs = {
MODIFIER_PROPERTY_MOVESPEED_BONUS_PERCENTAGE,
}
return funcs
end
function modifier_outworld_devourer_equilibrium_lua_debuff:GetModifierMoveSpeedBonus_Percentage()
return self.slow
end
--------------------------------------------------------------------------------
-- Graphics & Animations
function modifier_outworld_devourer_equilibrium_lua_debuff:GetStatusEffectName()
return "particles/status_fx/status_effect_obsidian_matter_debuff.vpcf"
end
|
------ MADE BY MAX F. ------
--FOR JUSTICE COMMUNITY RP--
----------------------------
----------------------------------------------------------------------------------------------------
--------------------------------------CREATING THE MENUS------------------------------------------
----------------------------------------------------------------------------------------------------
_mainPool = NativeUI.CreatePool()
SprunkMenu = NativeUI.CreateMenu( 'Sprunk', 'Sprunk Vending Machine')
_mainPool:Add(SprunkMenu)
eColaMenu = NativeUI.CreateMenu( 'eCola', 'eCola Vending Machine')
_mainPool:Add(eColaMenu)
CandyboxMenu = NativeUI.CreateMenu( 'CandyBox', 'CandyBox Vending Machine')
_mainPool:Add(CandyboxMenu)
BeanMenu = NativeUI.CreateMenu( 'Bean', 'Bean Vending Machine')
_mainPool:Add(BeanMenu)
RaineMenu = NativeUI.CreateMenu( 'Raine', 'Raine Vending Machine')
_mainPool:Add(RaineMenu)
------------------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------FUNCTIONS----------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------
function ShowNotification(message)
SetNotificationTextEntry('STRING')
AddTextComponentString(message)
DrawNotification(true, false)
end
function Alert(message)
SetTextComponentFormat('STRING')
AddTextComponentString(message)
EndTextCommandDisplayHelp(0, 0, 1, -1)
end
function drawMarker(x, y, z, red, green, blue) --DrawMarker wrapper
DrawMarker(1, x, y, z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.25, red, green, blue, 100, false, true, 2, false, nil, nil, false)
end
function SubMenuAdd(menuPool, menu, Items)
for i, m in ipairs(Items) do
local _Item = NativeUI.CreateItem(Items[i].name, 'Price: ' .. Items[i].price)
menu:AddItem(_Item)
_Item.Activated = function(sender, item)
if item == _Item then
ShowNotification('+1 ' .. Items[i].name)
-- add to database // inventory
end
end
end
end
----------------------------------------------------------------------------------------------------
-------------------------------------------Marker Handler-------------------------------------------
----------------------------------------------------------------------------------------------------
function MarkerHandler(Menu, Locations, name, R, G, B)
for k, v in ipairs(Locations) do
drawMarker(Locations[k].x, Locations[k].y, Locations[k].z, R, G, B)
mycoords = GetEntityCoords(PlayerPedId(), true)
if GetDistanceBetweenCoords(Locations[k].x, Locations[k].y, Locations[k].z, mycoords.x, mycoords.y, mycoords.z, true) < 1.2 then
Alert('Press ~INPUT_TALK~ to access ' .. name .. '.')
if IsControlJustPressed(1, 51) then -- E
Menu:Visible(not Menu:Visible())
end
end
end
end
----------------------------------------------------------------------------------------------------
---------------------------------------------MENUS SHIT---------------------------------------------
----------------------------------------------------------------------------------------------------
SubMenuAdd(_mainPool, SprunkMenu, sprunkItems)
SubMenuAdd(_mainPool, eColaMenu, ecolaItems)
SubMenuAdd(_mainPool, CandyboxMenu, candyboxItems)
SubMenuAdd(_mainPool, BeanMenu, beanItems)
SubMenuAdd(_mainPool, RaineMenu, raineItems)
_mainPool:RefreshIndex()
----------------------------------------------------------------------------------------------------
-------------------------------------------Markers Maker--------------------------------------------
----------------------------------------------------------------------------------------------------
Citizen.CreateThread( function()
while true do
Citizen.Wait(0)
_mainPool:ProcessMenus()
MarkerHandler(SprunkMenu, sprunkLocations,'Sprunk vending machine', 53, 182, 59 )
MarkerHandler(eColaMenu, ecolaLocations,'eCola vending machine', 143, 0, 17 )
MarkerHandler(CandyboxMenu, candyboxLocations,'CandyBox vending machine', 255, 255, 255 )
MarkerHandler(BeanMenu, coffeeLocations,'Bean vending machine', 43, 34, 25 )
MarkerHandler(RaineMenu, raineLocations,'Raine vending machine', 50, 89, 126 )
end
end)
|
--***********************************************************
--** THE INDIE STONE **
--** Author: turbotutone **
--***********************************************************
require "RadioCom/RadioWindowModules/RWMPanel"
---@class RWMChannel : RWMPanel
RWMChannel = RWMPanel:derive("RWMChannel");
local FONT_HGT_SMALL = getTextManager():getFontHeight(UIFont.Small)
function RWMChannel:initialise()
ISPanel.initialise(self)
end
function RWMChannel:createChildren()
self.editPresetPanel = RWMSubEditPreset:new (0, 0, self.width, 0, self, RWMChannel.onChildSave);
self.editPresetPanel:initialise();
self:addChild(self.editPresetPanel);
local y = 0;
self.comboBox = ISComboBox:new (10, 5, self.width-20, FONT_HGT_SMALL + 2 * 2, self, RWMChannel.comboChange)
self.comboBox:initialise();
self:addChild(self.comboBox);
y = self.comboBox:getY() + self.comboBox:getHeight();
local btnHgt = FONT_HGT_SMALL + 1 * 2
self.tuneInButton = ISButton:new(10, y+5, (self.width-30)/2,btnHgt,getText("IGUI_RadioTuneIn"),self, RWMChannel.doTuneInButton);
self.tuneInButton:initialise();
self.tuneInButton.backgroundColor = {r=0, g=0, b=0, a=0.0};
self.tuneInButton.backgroundColorMouseOver = {r=1.0, g=1.0, b=1.0, a=0.1};
self.tuneInButton.borderColor = {r=1.0, g=1.0, b=1.0, a=0.3};
self:addChild(self.tuneInButton);
local x = self.tuneInButton:getX() + self.tuneInButton:getWidth();
self.addPresetButton = ISButton:new(x+10, y+5, (self.width-30)/2,btnHgt,getText("IGUI_RadioAddPreset"),self, RWMChannel.doAddPresetButton);
self.addPresetButton:initialise();
self.addPresetButton.backgroundColor = {r=0, g=0, b=0, a=0.0};
self.addPresetButton.backgroundColorMouseOver = {r=1.0, g=1.0, b=1.0, a=0.1};
self.addPresetButton.borderColor = {r=1.0, g=1.0, b=1.0, a=0.3};
self:addChild(self.addPresetButton);
y = self.tuneInButton:getY() + self.tuneInButton:getHeight();
self.editPresetButton = ISButton:new(10, y+5, (self.width-30)/2,btnHgt,getText("IGUI_RadioEditPreset"),self, RWMChannel.doEditPresetButton);
self.editPresetButton:initialise();
self.editPresetButton.backgroundColor = {r=0, g=0, b=0, a=0.0};
self.editPresetButton.backgroundColorMouseOver = {r=1.0, g=1.0, b=1.0, a=0.1};
self.editPresetButton.borderColor = {r=1.0, g=1.0, b=1.0, a=0.3};
self:addChild(self.editPresetButton);
x = self.editPresetButton:getX() + self.editPresetButton:getWidth();
self.deletePresetButton = ISButton:new(x+10, y+5, (self.width-30)/2,btnHgt,getText("IGUI_RadioRemovePreset"),self, RWMChannel.doDeletePresetButton);
self.deletePresetButton:initialise();
self.deletePresetButton.backgroundColor = {r=0, g=0, b=0, a=0.0};
self.deletePresetButton.backgroundColorMouseOver = {r=1.0, g=1.0, b=1.0, a=0.1};
self.deletePresetButton.borderColor = {r=1.0, g=1.0, b=1.0, a=0.3};
self:addChild(self.deletePresetButton);
self:setPanelMode(false, true);
end
function RWMChannel:setPanelMode(_edit, _ignoreParent)
self.editMode = _edit;
for k,v in pairs(self.children) do
if v ~= self.editPresetPanel then
v:setVisible(not _edit);
else
v:setVisible(_edit);
end
end
if _edit then
self:setHeight( self.editPresetPanel:getHeight()); --a > b and a or b);
else
self:setHeight(self.editPresetButton:getY()+self.editPresetButton:getHeight()+5);
end
if self.parent and (not _ignoreParent) then
self.parent:calculateHeights();
end
end
function RWMChannel:round(num, idp)
local mult = 10^(idp or 0);
return math.floor(num * mult + 0.5) / mult;
end
function RWMChannel:onChildSave(_freq, _name)
local index = self.comboBox.selected;
if self.presets then
if _name == nil or _name == "" then _name = "Unnamed"; end
if self.presetMode == "add" then
self.presets:add(PresetEntry.new(_name, _freq*self.frequencyDivider));
index = self.presets:size();
elseif self.presetMode == "edit" then
if self.selectedPreset then
self.selectedPreset:setName(_name);
self.selectedPreset:setFrequency(_freq*self.frequencyDivider);
end
end
if self.deviceData then
self.deviceData:transmitPresets();
end
end
self.presetMode = nil;
self:readPresets(index);
self:setPanelMode(false);
end
function RWMChannel:isValidPresets()
if self.presets and self.comboBox.selected > 0 and self.comboBox.selected-1 < self.presets:size() then
return true;
end
end
function RWMChannel:comboChange()
if self:isValidPresets() then
self.selectedPreset = self.presets:get( self.comboBox.selected-1 );
end
end
function RWMChannel:doTuneInButton()
if self:isValidPresets() and self.player and self.device then
local p = self.presets:get( self.comboBox.selected-1 );
if self:doWalkTo() then
ISTimedActionQueue.add(ISRadioAction:new("SetChannel",self.player, self.device, p:getFrequency() ));
end
end
end
function RWMChannel:doAddPresetButton()
if self.presets and self.deviceData and self.deviceData:getDevicePresets() then
if self.presets:size() < self.deviceData:getDevicePresets():getMaxPresets() then
self.presetMode = "add";
local half = (self.deviceData:getMaxChannelRange()-self.deviceData:getMinChannelRange())/2;
self.editPresetPanel:setValues( "", half/self.frequencyDivider, self.deviceData:getMinChannelRange()/self.frequencyDivider, self.deviceData:getMaxChannelRange()/self.frequencyDivider, 0.2, 2 );
self:setPanelMode(true);
end
end
end
function RWMChannel:doEditPresetButton()
if self:isValidPresets() and self.deviceData then
local p = self.presets:get( self.comboBox.selected-1 );
self.selectedPreset = p;
self.presetMode = "edit";
self.editPresetPanel:setValues( p:getName(), p:getFrequency()/self.frequencyDivider, self.deviceData:getMinChannelRange()/self.frequencyDivider, self.deviceData:getMaxChannelRange()/self.frequencyDivider, 0.2, 2 );
self:setPanelMode(true);
end
end
function RWMChannel:doDeletePresetButton()
if self:isValidPresets() then
local p = self.presets:get( self.comboBox.selected-1 );
self.presets:remove( p );
self.comboBox.selected = self.comboBox.selected-1;
if self.deviceData then
self.deviceData:transmitPresets();
end
end
self:readPresets(self.comboBox.selected);
end
function RWMChannel:addComboOption( _freq, _name )
--print("Add option", _freq, _name, self.frequencyDivider);
local f = tostring( self:round(_freq/self.frequencyDivider, 1) ) .. " MHz ";
local s = f .. _name;
if getTextManager():MeasureStringX(UIFont.Small, s) > self.comboBox:getWidth() then
local ss = "";
for i = 1, #s do
ss = ss .. s:sub(i,i);
if getTextManager():MeasureStringX(UIFont.Small, ss) > self.comboBox:getWidth() - 45 then
ss = ss .. "...";
break;
end
end
s = ss;
end
self.comboBox:addOption(s);
end
function RWMChannel:readPresets( _selected )
self.comboBox.options = {};
self.comboBox.selected = 0;
if self.deviceData and self.deviceData:getDevicePresets() and self.deviceData:getDevicePresets():getPresets() then
self.presets = self.deviceData:getDevicePresets():getPresets();
for i = 0, self.presets:size()-1 do
local p = self.presets:get(i);
self:addComboOption(p:getFrequency(), p:getName());
if not _selected and p:getFrequency() == self.deviceData:getChannel() then
self.comboBox.selected = i+1;
end
end
if _selected and _selected > 0 and _selected <= self.presets:size() then
self.comboBox.selected = _selected;
end
end
end
function RWMChannel:clear()
RWMPanel.clear(self);
self.presets = nil;
self.comboBox.options = {};
self.comboBox.selected = 0;
self:setPanelMode(false);
end
function RWMChannel:readFromObject( _player, _deviceObject, _deviceData, _deviceType )
if _deviceData:getIsTelevision() then
return false;
end
RWMPanel.readFromObject(self, _player, _deviceObject, _deviceData, _deviceType );
self:readPresets();
return true;
end
function RWMChannel:prerender()
ISPanel.prerender(self);
end
function RWMChannel:update()
ISPanel.update(self);
if self.comboBox and self.comboBox.expanded == true and self.lastModeExpanded == false then
local a,b = self.comboBox:getY()+self.comboBox:getHeight()+5, self.editPresetButton:getY()+self.editPresetButton:getHeight()+5;
self:setHeight( a > b and a or b);
--self:setHeight(self.comboBox:getY()+self.comboBox:getHeight()+5);
if self.parent then
self.parent:calculateHeights();
end
self.lastModeExpanded = true;
elseif self.comboBox and self.comboBox.expanded == false and self.lastModeExpanded == true then
self:setPanelMode(self.editMode);
self.lastModeExpanded = false;
end
if self.deviceData and self.deviceData:getIsTurnedOn() then
self.tuneInButton:setEnable(true);
self.addPresetButton:setEnable(true);
self.editPresetButton:setEnable(true);
self.deletePresetButton:setEnable(true);
else
self.tuneInButton:setEnable(false);
self.addPresetButton:setEnable(false);
self.editPresetButton:setEnable(false);
self.deletePresetButton:setEnable(false);
end
end
function RWMChannel:render()
ISPanel.render(self);
if self.focusElement then
local x,y,w,h = self.focusElement:getX(),self.focusElement:getY(),self.focusElement:getWidth(),self.focusElement:getHeight();
self:drawRectBorder(x, y, w, h, 0.4, 0.2, 1.0, 1.0);
self:drawRectBorder(x+1, y+1, w-2, h-2, 0.4, 0.2, 1.0, 1.0);
end
end
function RWMChannel:setParent( _parent )
self.parent = _parent;
end
function RWMChannel:getParent()
return self.parent;
end
function RWMChannel:clearJoypadFocus(joypadData)
if self.editMode then
self.editPresetPanel:clearJoypadFocus(joypadData);
self:setPanelMode(false);
end
end
function RWMChannel:onJoypadDown(button)
local overrideLB, overrideRB = false, false;
if self.editMode then
overrideLB, overrideRB = self.editPresetPanel:onJoypadDown(button);
else
if button == Joypad.AButton then
if self.focusElement then --and self.focusElement.isCombobox then
self.focusElement:forceClick();
self.focusElement:setJoypadFocused(false);
self.focusElement = nil;
else
if self.deviceData:getIsTurnedOn() then
self:doTuneInButton();
end
end
elseif button == Joypad.BButton then
if not self.focusElement and self.deviceData:getIsTurnedOn() then
self:doEditPresetButton();
end
elseif button == Joypad.YButton then
if not self.focusElement and self.deviceData:getIsTurnedOn() then
self:doAddPresetButton();
end
elseif button == Joypad.XButton then
if not self.focusElement and self.deviceData:getIsTurnedOn() then
self:doDeletePresetButton();
end
elseif button == Joypad.RBumper then
if self.focusElement == self.comboBox then
self.focusElement:setJoypadFocused(false);
self.focusElement = nil;
else
self.focusElement = self.comboBox;
self.focusElement.expanded = true;
self.focusElement:showPopup();
self.focusElement:setJoypadFocused(true);
end
overrideRB = true;
end
end
if button == Joypad.LBumper then
if self.focusElement then
self.focusElement:setJoypadFocused(false);
self.focusElement = nil;
end
end
return overrideLB, overrideRB; --overrides RBumper
end
function RWMChannel:getAPrompt()
if self.editMode then
return self.editPresetPanel:getAPrompt()
else
if self.focusElement then
return getText("IGUI_RadioSelectChannel");
elseif self.deviceData:getIsTurnedOn() then
return getText("IGUI_RadioTuneIn");
end
end
return nil;
end
function RWMChannel:getBPrompt()
if self.editMode then
return self.editPresetPanel:getBPrompt()
else
if self.focusElement then
elseif self.deviceData:getIsTurnedOn() then
return getText("IGUI_RadioEditPreset");
end
end
return nil;
end
function RWMChannel:getXPrompt()
if self.editMode then
return self.editPresetPanel:getXPrompt()
else
if self.focusElement then
elseif self.deviceData:getIsTurnedOn() then
return getText("IGUI_RadioRemovePreset");
end
end
return nil;
end
function RWMChannel:getYPrompt()
if self.editMode then
return self.editPresetPanel:getYPrompt()
else
if self.focusElement then
elseif self.deviceData:getIsTurnedOn() then
return getText("IGUI_RadioAddPreset");
end
end
return nil;
end
function RWMChannel:getRBPrompt()
if self.editMode then
return getText("IGUI_RadioSelectOuter");
else
if self.focusElement == self.comboBox then
return getText("IGUI_RadioDeselectChannelList");
else
return getText("IGUI_RadioSelectChannelList");
end
end
end
function RWMChannel:new (x, y, width, height )
local o = RWMPanel:new(x, y, width, height);
setmetatable(o, self)
self.__index = self
o.x = x;
o.y = y;
o.background = true;
o.backgroundColor = {r=0, g=0, b=0, a=0.0};
o.borderColor = {r=0.4, g=0.4, b=0.4, a=1};
o.width = width;
o.height = height;
o.anchorLeft = true;
o.anchorRight = false;
o.anchorTop = true;
o.anchorBottom = false;
o.fontheight = getTextManager():MeasureStringY(UIFont.Small, "AbdfghijklpqtyZ")+2;
o.editMode = false;
o.frequencyDivider = 1000;
o.parent = nil;
o.lastModeExpanded = false;
return o
end
|
local package = {
Name = "UserChecker",
Description = "Adds Username/UserId support to the API's admin checking function",
Author = "7kayoh",
Class = "Plugin",
Category = "Server",
Target = {}
}
local Players = game:GetService("Players")
local function safePcall(functionToCall, ...)
local retries = 0
local success, result = pcall(functionToCall, ...)
while not success and retries < 3 do
success, result = pcall(functionToCall, ...)
retries += 1
wait(5)
end
return success, result
end
function package.Target.onInvoke(userId)
local success, username = safePcall(Players.GetNameFromUserIdAsync, Players, userId)
local currentIndex = 0
for _, permission in ipairs(package.Target.Settings.Permissions) do
local allowed = nil
if typeof(permission.Authorize) == "table" then
if permission.Type == "UserId" then
for _, authorize in ipairs(permission.Authorize) do
if authorize == tostring(userId) then
allowed = true
end
end
elseif success and permission.Type == "Username" then
for _, authorize in ipairs(permission.Authorize) do
if authorize == username then
allowed = true
end
end
end
else
if permission.Type == "UserId" then
allowed = permission.Authorize == tostring(userId)
elseif success and permission.Type == "Username" then
allowed = permission.Authorize == username
end
end
if allowed then
local groupIndex = package.Target.GroupsIndex[permission.Group]
if currentIndex < groupIndex then
currentIndex = groupIndex
end
if groupIndex == #package.Target.Settings.Groups then
break
end
end
end
return currentIndex
end
function package.Target:Init()
package.Target.Settings = require(package.Core.Settings)
package.Target.GroupsIndex = {}
for index, group in ipairs(package.Target.Settings.Groups) do
package.Target.GroupsIndex[group.Name] = index
end
package.API.addChecker("User", package.Target.onInvoke)
end
return package
|
object_tangible_holiday_love_day_rewards_10_love_day_2010_hearts = object_tangible_holiday_love_day_rewards_10_shared_love_day_2010_hearts:new {
}
ObjectTemplates:addTemplate(object_tangible_holiday_love_day_rewards_10_love_day_2010_hearts, "object/tangible/holiday/love_day/rewards_10/love_day_2010_hearts.iff")
|
local a = x == 0 or {1, 2, 3}
local b = x == 1 or {a = 1, b = 3, c = 3}
print(a, b)
|
-- KEYS[1] - device table key
-- ARGV[1] - console server
-- ARGV[2] - console port
redis.log(redis.LOG_NOTICE, 'Add console info to: ' .. KEYS[1])
local device_table_name = KEYS[1]
local console_server = ARGV[1]
local console_port = ARGV[2]
local payload = {'ConsoleServer', console_server, 'ConsolePort', console_port}
redis.call('HSET', device_table_name, unpack(payload))
return redis.status_reply('Finish adding console info to: ' .. KEYS[1])
|
local Keys = {
["ESC"] = 322,
["F1"] = 288,
["F2"] = 289,
["F3"] = 170,
["F5"] = 166,
["F6"] = 167,
["F7"] = 168,
["F8"] = 169,
["F9"] = 56,
["F10"] = 57,
["~"] = 243,
["1"] = 157,
["2"] = 158,
["3"] = 160,
["4"] = 164,
["5"] = 165,
["6"] = 159,
["7"] = 161,
["8"] = 162,
["9"] = 163,
["-"] = 84,
["="] = 83,
["BACKSPACE"] = 177,
["TAB"] = 37,
["Q"] = 44,
["W"] = 32,
["E"] = 38,
["R"] = 45,
["T"] = 245,
["Y"] = 246,
["U"] = 303,
["P"] = 199,
["["] = 39,
["]"] = 40,
["ENTER"] = 18,
["CAPS"] = 137,
["A"] = 34,
["S"] = 8,
["D"] = 9,
["F"] = 23,
["G"] = 47,
["H"] = 74,
["K"] = 311,
["L"] = 182,
["LEFTSHIFT"] = 21,
["Z"] = 20,
["X"] = 73,
["C"] = 26,
["V"] = 0,
["B"] = 29,
["N"] = 249,
["M"] = 244,
[","] = 82,
["."] = 81,
["LEFTCTRL"] = 36,
["LEFTALT"] = 19,
["SPACE"] = 22,
["RIGHTCTRL"] = 70,
["HOME"] = 213,
["PAGEUP"] = 10,
["PAGEDOWN"] = 11,
["DELETE"] = 178,
["LEFT"] = 174,
["RIGHT"] = 175,
["TOP"] = 27,
["DOWN"] = 173,
["NENTER"] = 201,
["N4"] = 108,
["N5"] = 60,
["N6"] = 107,
["N+"] = 96,
["N-"] = 97,
["N7"] = 117,
["N8"] = 61,
["N9"] = 118
}
isInInventory = false
ESX = nil
Citizen.CreateThread(
function()
while ESX == nil do
TriggerEvent(
"esx:getSharedObject",
function(obj)
ESX = obj
end
)
Citizen.Wait(0)
end
end
)
Citizen.CreateThread(
function()
while true do
Citizen.Wait(0)
if IsControlJustReleased(0, Config.OpenControl) and IsInputDisabled(0) then
openInventory()
--ESX.TriggerServerCallback('esx_inventoryhud:getPlayerWeight', function(poidsInventaire)
--ESX.ShowNotification('Inventaire : '..poidsInventaire..'/2000 grammes')
--end)
end
end
end
)
function openInventory()
loadPlayerInventory()
isInInventory = true
SendNUIMessage(
{
action = "display",
type = "normal"
}
)
SetNuiFocus(true, true)
end
RegisterNetEvent("esx_inventoryhud:doClose")
AddEventHandler("esx_inventoryhud:doClose", function()
closeInventory()
end)
RegisterCommand('closeinv', function(source, args, raw)
closeInventory()
end)
function closeInventory()
isInInventory = false
SendNUIMessage(
{
action = "hide"
}
)
SetNuiFocus(false, false)
end
RegisterNUICallback(
"NUIFocusOff",
function()
closeInventory()
end
)
RegisterNUICallback(
"GetNearPlayers",
function(data, cb)
local playerPed = PlayerPedId()
local players, nearbyPlayer = ESX.Game.GetPlayersInArea(GetEntityCoords(playerPed), 3.0)
local foundPlayers = false
local elements = {}
for i = 1, #players, 1 do
if players[i] ~= PlayerId() then
foundPlayers = true
table.insert(
elements,
{
label = GetPlayerName(players[i]),
player = GetPlayerServerId(players[i])
}
)
end
end
if not foundPlayers then
exports.pNotify:SendNotification(
{
text = _U("players_nearby"),
type = "error",
timeout = 3000,
layout = "bottomCenter",
queue = "inventoryhud"
}
)
else
SendNUIMessage(
{
action = "nearPlayers",
foundAny = foundPlayers,
players = elements,
item = data.item
}
)
end
cb("ok")
end
)
RegisterNUICallback(
"UseItem",
function(data, cb)
TriggerServerEvent("esx:useItem", data.item.name)
if shouldCloseInventory(data.item.name) then
closeInventory()
else
Citizen.Wait(250)
loadPlayerInventory()
end
cb("ok")
end
)
RegisterNUICallback(
"DropItem",
function(data, cb)
if IsPedSittingInAnyVehicle(playerPed) then
return
end
if type(data.number) == "number" and math.floor(data.number) == data.number then
TriggerServerEvent("esx:removeInventoryItem", data.item.type, data.item.name, data.number)
end
Wait(250)
loadPlayerInventory()
cb("ok")
end
)
RegisterNUICallback(
"GiveItem",
function(data, cb)
local playerPed = PlayerPedId()
local players, nearbyPlayer = ESX.Game.GetPlayersInArea(GetEntityCoords(playerPed), 3.0)
local foundPlayer = false
for i = 1, #players, 1 do
if players[i] ~= PlayerId() then
if GetPlayerServerId(players[i]) == data.player then
foundPlayer = true
end
end
end
if foundPlayer then
local count = tonumber(data.number)
if data.item.type == "item_weapon" then
count = GetAmmoInPedWeapon(PlayerPedId(), GetHashKey(data.item.name))
end
TriggerServerEvent("esx:giveInventoryItem", data.player, data.item.type, data.item.name, count)
Wait(250)
loadPlayerInventory()
else
exports.pNotify:SendNotification(
{
text = _U("player_nearby"),
type = "error",
timeout = 3000,
layout = "bottomCenter",
queue = "inventoryhud"
}
)
end
cb("ok")
end
)
function shouldCloseInventory(itemName)
for index, value in ipairs(Config.CloseUiItems) do
if value == itemName then
return true
end
end
return false
end
function shouldSkipAccount(accountName)
for index, value in ipairs(Config.ExcludeAccountsList) do
if value == accountName then
return true
end
end
return false
end
function loadPlayerInventory()
ESX.TriggerServerCallback(
"esx_inventoryhud:getPlayerInventory",
function(data)
items = {}
inventory = data.inventory
accounts = data.accounts
money = data.money
weapons = data.weapons
if Config.IncludeCash and money ~= nil and money > 0 then
moneyData = {
label = _U("cash"),
name = "cash",
type = "item_money",
count = money,
usable = false,
rare = false,
limit = -1,
canRemove = true
}
table.insert(items, moneyData)
end
if Config.IncludeAccounts and accounts ~= nil then
for key, value in pairs(accounts) do
if not shouldSkipAccount(accounts[key].name) then
local canDrop = accounts[key].name ~= "bank"
if accounts[key].money > 0 then
accountData = {
label = accounts[key].label,
count = accounts[key].money,
type = "item_account",
name = accounts[key].name,
usable = false,
rare = false,
limit = -1,
canRemove = canDrop
}
table.insert(items, accountData)
end
end
end
end
if inventory ~= nil then
for key, value in pairs(inventory) do
if inventory[key].count <= 0 then
inventory[key] = nil
else
inventory[key].type = "item_standard"
table.insert(items, inventory[key])
end
end
end
if Config.IncludeWeapons and weapons ~= nil then
for key, value in pairs(weapons) do
local weaponHash = GetHashKey(weapons[key].name)
local playerPed = PlayerPedId()
if weapons[key].name ~= "WEAPON_UNARMED" then
local ammo = GetAmmoInPedWeapon(playerPed, weaponHash)
table.insert(
items,
{
label = weapons[key].label,
count = ammo,
limit = -1,
type = "item_weapon",
name = weapons[key].name,
usable = false,
rare = false,
canRemove = true
}
)
end
end
end
SendNUIMessage(
{
action = "setItems",
itemList = items
}
)
end,
GetPlayerServerId(PlayerId())
)
end
Citizen.CreateThread(
function()
while true do
Citizen.Wait(1)
if isInInventory then
local playerPed = PlayerPedId()
DisableControlAction(0, 1, true) -- Disable pan
DisableControlAction(0, 2, true) -- Disable tilt
DisableControlAction(0, 24, true) -- Attack
DisableControlAction(0, 257, true) -- Attack 2
DisableControlAction(0, 25, true) -- Aim
DisableControlAction(0, 263, true) -- Melee Attack 1
DisableControlAction(0, Keys["W"], true) -- W
DisableControlAction(0, Keys["A"], true) -- A
DisableControlAction(0, 31, true) -- S (fault in Keys table!)
DisableControlAction(0, 30, true) -- D (fault in Keys table!)
DisableControlAction(0, Keys["R"], true) -- Reload
DisableControlAction(0, Keys["SPACE"], true) -- Jump
DisableControlAction(0, Keys["Q"], true) -- Cover
DisableControlAction(0, Keys["TAB"], true) -- Select Weapon
DisableControlAction(0, Keys["F"], true) -- Also 'enter'?
DisableControlAction(0, Keys["F1"], true) -- Disable phone
DisableControlAction(0, Keys["F2"], true) -- Inventory
DisableControlAction(0, Keys["F3"], true) -- Animations
DisableControlAction(0, Keys["F6"], true) -- Job
DisableControlAction(0, Keys["V"], true) -- Disable changing view
DisableControlAction(0, Keys["C"], true) -- Disable looking behind
DisableControlAction(0, Keys["X"], true) -- Disable clearing animation
DisableControlAction(2, Keys["P"], true) -- Disable pause screen
DisableControlAction(0, 59, true) -- Disable steering in vehicle
DisableControlAction(0, 71, true) -- Disable driving forward in vehicle
DisableControlAction(0, 72, true) -- Disable reversing in vehicle
DisableControlAction(2, Keys["LEFTCTRL"], true) -- Disable going stealth
DisableControlAction(0, 47, true) -- Disable weapon
DisableControlAction(0, 264, true) -- Disable melee
DisableControlAction(0, 257, true) -- Disable melee
DisableControlAction(0, 140, true) -- Disable melee
DisableControlAction(0, 141, true) -- Disable melee
DisableControlAction(0, 142, true) -- Disable melee
DisableControlAction(0, 143, true) -- Disable melee
DisableControlAction(0, 75, true) -- Disable exit vehicle
DisableControlAction(27, 75, true) -- Disable exit vehicle
end
end
end
)
|
local function doi(req, res)
if lwf.ctx.user then
lwf.ctx.user:logout()
end
res.headers.location='/user/login'
--res:ltp('login.html')
res:ltp('jump.html')
end
return {
post = doi,
get = doi,
}
|
local dasm = require "dasm"
local dynasm = require "dynasm" -- to load dynasm_hash.dasl file
local hash = require "dynasm_hash"
local pretty = require "pl.pretty"
local args = { ... }
local ntries = 20
local seed = tonumber(args[1] or 0xbb8bb8d2)
local keys = {
-- FourCC codes.
AIFF = 10,
DIVX = 1000,
GEOX = 2000,
H264 = 3000,
I420 = 4000,
MRLE = 5000,
MSVC = 6000,
RIFF = 7000,
SVID = 8000,
XDIV = 9000,
}
local code, buf, size = hash.generate(keys,
"xxh32s,bdz,rank2,mul", ntries, seed)
local function fourCC(str)
local a,b,c,d = str:byte(1, 4)
return d * 16777216 + c * 65536 + b * 256 + a
end
if true then
dasm.dump(buf, size)
local hashes = {}
local hash_hits = {}
for key,_ in pairs(keys) do
local i = fourCC(key)
local h = code(i)
if hash_hits[h] then
error(string.format("duplicate hash, seed=%d", seed))
end
hash_hits[h] = true
table.insert(hashes, h)
end
table.sort(hashes)
pretty.dump(hashes)
else
for i = 1, 1e8 do
code(i)
end
end
|
local Memory = {}
function Memory.new(modules)
local memory = {}
local block_map = {}
memory.block_map = block_map
memory.print_block_map = function()
--debug
print("Block Map: ")
for b = 0, 0xFF do
if block_map[bit32.lshift(b, 8)] then
--print(string.format("Block at: %02X starts at %04X", b, block_map[bit32.lshift(b, 8)].start))
print(block_map[bit32.lshift(b, 8)])
end
end
end
memory.map_block = function(starting_high_byte, ending_high_byte, mapped_block, starting_address)
if starting_high_byte > 0xFF or ending_high_byte > 0xFF then
print("Bad block, bailing", starting_high_byte, ending_high_byte)
return
end
--starting_address = starting_address or bit32.lshift(starting_high_byte, 8)
for i = starting_high_byte, ending_high_byte do
--block_map[bit32.lshift(i, 8)] = {start=starting_address, block=mapped_block}
block_map[bit32.lshift(i, 8)] = mapped_block
end
end
memory.generate_block = function(size, starting_address)
starting_address = starting_address or 0
local block = {}
for i = 0, size - 1 do
block[starting_address + i] = 0
end
return block
end
-- Default, unmapped memory
memory.unmapped = {}
memory.unmapped.mt = {}
memory.unmapped.mt.__index = function(table, key)
return 0x00
end
memory.unmapped.mt.__newindex = function(table, key, value)
-- Do nothing!
end
setmetatable(memory.unmapped, memory.unmapped.mt)
memory.map_block(0, 0xFF, memory.unmapped)
-- Main Memory
memory.work_ram_0 = memory.generate_block(4 * 1024, 0xC000)
memory.work_ram_1_raw = memory.generate_block(4 * 7 * 1024, 0xD000)
memory.work_ram_1 = {}
memory.work_ram_1.bank = 1
memory.work_ram_1.mt = {}
memory.work_ram_1.mt.__index = function(table, address)
return memory.work_ram_1_raw[address + ((memory.work_ram_1.bank - 1) * 4 * 1024)]
end
memory.work_ram_1.mt.__newindex = function(table, address, value)
memory.work_ram_1_raw[address + ((memory.work_ram_1.bank - 1) * 4 * 1024)] = value
end
setmetatable(memory.work_ram_1, memory.work_ram_1.mt)
memory.map_block(0xC0, 0xCF, memory.work_ram_0, 0)
memory.map_block(0xD0, 0xDF, memory.work_ram_1, 0)
memory.work_ram_echo = {}
memory.work_ram_echo.mt = {}
memory.work_ram_echo.mt.__index = function(table, key)
return memory.read_byte(key - 0xE000 + 0xC000)
end
memory.work_ram_echo.mt.__newindex = function(table, key, value)
memory.write_byte(key - 0xE000 + 0xC000, value)
end
setmetatable(memory.work_ram_echo, memory.work_ram_echo.mt)
memory.map_block(0xE0, 0xFD, memory.work_ram_echo, 0)
memory.read_byte = function(address)
local high_byte = bit32.band(address, 0xFF00)
return block_map[high_byte][address]
end
memory.write_byte = function(address, byte)
local high_byte = bit32.band(address, 0xFF00)
block_map[high_byte][address] = byte
end
memory.reset = function()
-- It's tempting to want to zero out all 0x0000-0xFFFF, but
-- instead here we'll reset only that memory which this module
-- DIRECTLY controls, so initialization logic can be performed
-- elsewhere as appropriate.
for i = 0xC000, 0xCFFF do
memory.work_ram_0[i] = 0
end
for i = 0xD000, 0xDFFF do
memory.work_ram_1[i] = 0
end
memory.work_ram_1.bank = 1
end
memory.save_state = function()
local state = {}
state.work_ram_0 = {}
for i = 0xC000, 0xCFFF do
state.work_ram_0[i] = memory.work_ram_0[i]
end
state.work_ram_1_raw = {}
for i = 0xD000, (0xD000 + (4 * 7 * 1024) - 1) do
state.work_ram_1_raw[i] = memory.work_ram_1_raw[i]
end
state.work_ram_1_bank = 1
return state
end
memory.load_state = function(state)
for i = 0xC000, 0xCFFF do
memory.work_ram_0[i] = state.work_ram_0[i]
end
for i = 0xD000, (0xD000 + (4 * 7 * 1024) - 1) do
memory.work_ram_1_raw[i] = state.work_ram_1_raw[i]
end
memory.work_ram_1.bank = state.work_ram_1_bank
end
-- Fancy: make access to ourselves act as an array, reading / writing memory using the above
-- logic. This should cause memory[address] to behave just as it would on hardware.
memory.mt = {}
memory.mt.__index = function(table, key)
return memory.read_byte(key)
end
memory.mt.__newindex = function(table, key, value)
memory.write_byte(key, value)
end
setmetatable(memory, memory.mt)
return memory
end
return Memory
|
--[[
Copyright (c) 2016 Calvin Rose
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.
]]
-- Connection and Request code modified from
-- https://github.com/luvit/lit/blob/master/deps/coro-http.lua
--- @classmod Agent
--
-- The Agent class is used to make HTTP requests.
-- Query APIs on a server or make your own HTTP client.
--
-- @author Calvin Rose
-- @license MIT
-- @copyright 2016
--
local uv = require 'luv'
local response = require 'moonmint.response'
local httpHeaders = require 'moonmint.deps.http-headers'
local url = require 'moonmint.url'
local pathJoin = require 'moonmint.deps.pathjoin'.pathJoin
local httpCodec = require 'moonmint.deps.httpCodec'
local coroWrap = require 'moonmint.deps.coro-wrapper'
local wrapStream = require 'moonmint.deps.stream-wrap'
local setmetatable = setmetatable
local match = string.match
-- Pulled from coro-net
local function makeCallback(timeout)
local thread = coroutine.running()
local timer, done
if timeout then
timer = uv.new_timer()
timer:start(timeout, 0, function ()
if done then return end
done = true
timer:close()
return assert(coroutine.resume(thread, nil, "timeout"))
end)
end
return function (err, data)
if done then return end
done = true
if timer then timer:close() end
if err then
return assert(coroutine.resume(thread, nil, err))
end
return assert(coroutine.resume(thread, data or true))
end
end
local function connect(options)
local socket, success, err
success, err = uv.getaddrinfo(options.host, options.port, {
socktype = options.socktype or "stream",
family = options.family or "inet",
}, makeCallback(options.timeout))
if not success then return nil, err end
local res
res, err = coroutine.yield()
if not res then return nil, err end
socket = uv.new_tcp()
socket:connect(res[1].addr, res[1].port, makeCallback(options.timeout))
success, err = coroutine.yield()
if not success then return nil, err end
if options.tls then
local secureSocket = require('moonmint.deps.secure-socket')
socket, err = secureSocket(socket, options.tls)
if not socket then
return nil, err
end
end
local read, write, close = wrapStream(socket)
return read, write, socket, close
end
local connections = {}
local function clearConnections()
for i = 1, #connections do
local connection = connections[i]
if not connection.socket:is_closing() then
connection.socket:close()
end
end
connections = {}
end
local function getConnection(host, port, tls)
for i = #connections, 1, -1 do
local connection = connections[i]
if connection.host == host and connection.port == port and connection.tls == tls then
table.remove(connections, i)
-- make sure the connection is still alive before reusing it.
if not connection.socket:is_closing() then
connection.reused = true
connection.socket:ref()
return connection
end
end
end
local read, write, socket, close = assert(connect {
host = host,
port = port,
tls = tls
})
local updateDecoder, updateEncoder
read, updateDecoder = coroWrap.reader(read, httpCodec.decoder())
write, updateEncoder = coroWrap.writer(write, httpCodec.encoder())
return {
socket = socket,
host = host,
port = port,
tls = tls,
read = read,
write = write,
updateEncoder = updateEncoder,
updateDecoder = updateDecoder,
reset = function ()
-- This is called after parsing the response head from a HEAD request.
-- If you forget, the codec might hang waiting for a body that doesn't exist.
updateDecoder(httpCodec.decoder())
end
}
end
local function saveConnection(connection)
if connection.socket:is_closing() then return end
connections[#connections + 1] = connection
connection.socket:unref()
end
local function makeHead(self, host, path, body)
-- Use GET as default method
local method = self:getConf('method') or 'GET'
local head = {
method = method,
path = path,
{"Host", host}
}
local contentLength
local chunked
local headers = self.headers
if headers then
for i = 1, #headers do
local key, value = unpack(headers[i])
key = key:lower()
if key == "content-length" then
contentLength = value
elseif key == "content-encoding" and value:lower() == "chunked" then
chunked = true
end
head[#head + 1] = headers[i]
end
end
if type(body) == "string" then
if not chunked and not contentLength then
head[#head + 1] = {"Content-Length", #body}
end
end
return head
end
local function requestImpl(self, tls, hostname, port, head, body)
-- Get a connection
local connection = getConnection(hostname, port, tls)
local read = connection.read
local write = connection.write
write(head)
if body then write(body) end
local res = read()
if not res then
if not connection.socket:is_closing() then
connection.socket:close()
end
-- If we get an immediate close on a reused socket, try again with a new socket.
-- TODO: think about if this could resend requests with side effects and cause
-- them to double execute in the remote server.
if connection.reused then
return requestImpl(self, tls, hostname, port, head, body)
end
error("connection closed")
end
body = {}
if head.method == "HEAD" then
connection.reset()
else
while true do
local item = read()
if not item then
res.keepAlive = false
break
end
if #item == 0 then
break
end
body[#body + 1] = item
end
end
if res.keepAlive then
saveConnection(connection)
else
write()
end
-- Follow redirects
if not self:getConf('noFollow') and
head.method == "GET" and
(res.code == 302 or res.code == 307) then
for i = 1, #res do
local key, location = unpack(res[i])
if key:lower() == "location" then
head.path = location
return requestImpl(self, tls, hostname, port, head, body)
end
end
end
return res, table.concat(body)
end
local function sendImpl(self, body)
body = body or self:getConf('body')
local uri = self:getConf('url')
local proto = match(uri, '^https?://')
if proto then
uri = uri:sub(#proto + 1)
end
local hostname, path = match(uri, '^([%w%:%.%-]*)(.-)$')
hostname, path = hostname or '', path or ''
-- Make path
local selfPath = self:getConf('path')
if selfPath then
path = pathJoin(path, selfPath)
end
if path == '' then
path = '/'
end
local alreadyHasQuery = match(path, '%?')
local rawQuery = url.queryEncode(self.params)
if rawQuery ~= '' then
path = path .. (alreadyHasQuery and '&' or '?') .. rawQuery
end
-- Get port, host, and protocol
local tls = proto == 'https://'
local host, port = match(hostname, '^([^:]+):?(%d*)$')
if port == '' then
port = tls and 443 or 80
else
port = tonumber(port) or 80
end
-- Resolve localhost
if host == '' or host == 'localhost' or not host then
host = '127.0.0.1'
end
local head = makeHead(self, host, path, body)
local resHead, resBody = requestImpl(self, tls, host, port, head, body)
return response {
body = resBody,
code = resHead.code,
headers = httpHeaders.getHeaders(resHead),
version = resHead.version or 1.1,
config = self
}
end
local Agent = {}
--- Configure a key value pair on the Agent
--@param key
--@param value
-- @return self
function Agent:conf(key, value)
self.config[key] = value
return self
end
--- Get a configured option on the Agent
-- @param key
-- @return the value
function Agent:getConf(key)
return self.config[key]
end
--- Set the body of the Agent.
-- @param body the body of the agent
-- @return self
function Agent:body(body)
return self:conf('body', body)
end
--- Send a request with the Agent, with an optional body.
-- @param body the (optional) body of the request
-- @return self
function Agent:send(body)
return sendImpl(self, body)
end
--- Send a request with the Agent, with an optional body.
-- Block while waiting for a response.
-- @param body the (optional) body of the request
-- @return self
function Agent:sendSync(body)
local ret, err
local loop = true
coroutine.wrap(function()
ret, err = sendImpl(self, body)
loop = false
end)()
while loop do
uv.run('once')
end
return ret, err
end
--- Set a header to a certain value. Headers are case-insensitive.
-- @param header the Header to set
-- @param value the value of the header
-- @return self
function Agent:set(header, value)
self.headers[header] = value
return self
end
--- Sets a query parameter. The value should be a string.
-- @param key the name of the parameter
-- @param value the value of the parameter
-- @return self
function Agent:param(key, value)
self.params[key] = value or true
return self
end
--- Sets the url of the Agent. Can either just the url host, path, pr a combination of both.
-- @param uri
-- @return self
function Agent:url(uri)
if match(uri, '^[a-z]+://') then
return self:conf('url', uri)
else
return self:conf('path', uri)
end
end
function Agent:pathjoin(path)
if match(path, '^[a-z]+://') then
return self:conf('url', path)
else
local oldPath = self:getConf('path')
if oldPath then
return self:conf('path', pathJoin(oldPath, path))
else
return self:conf('path', path)
end
end
end
--- Sets the HTTP method of the request.
-- @param method
-- @return self
function Agent:method(method)
return self:conf('method', tostring(method):upper())
end
function Agent:get(uri)
return self:method('GET'):url(uri)
end
function Agent:delete(uri)
return self:method('DELETE'):url(uri)
end
Agent.del = Agent.delete
function Agent:put(uri)
return self:method('PUT'):url(uri)
end
function Agent:post(uri)
return self:method('POST'):url(uri)
end
-- Just some useful shortcuts
-- TODO Add more
local acceptMappings = {
json = 'application/json',
text = 'text/*',
html = 'text/html',
js = 'text/javascript',
xml = 'text/xml',
css = 'text/css',
all = '*/*'
}
local typeMappings = {
text = 'text/plain'
}
function Agent:accept(...)
local currentlyAccepts = self.headers.Accept or ''
if not match(currentlyAccepts, ';%s*$') then
currentlyAccepts = currentlyAccepts .. '; '
end
local toAccept = {}
for i = 1, select('#', ...) do
local tp = select(i, ...)
toAccept[#toAccept + 1] = acceptMappings[tp] or tp
end
self.headers.Accept = currentlyAccepts .. table.concat(toAccept, '; ')
return self
end
--- Sets the content type of the Agent.
-- @param tp the content type. Can be a full mime type or a short alias, like 'json'
-- @return self
function Agent:type(tp)
self.headers['Content-Type'] = typeMappings[tp] or acceptMappings[tp] or tp
return self
end
--- Creates a module out of an Agent. The module behaves
-- the same as the original Agent, but creates a copy
-- of the original Agent on all methods. This is very
-- useful for creating interfaces to APIs, or otherwise
-- reusing complex Agent configurations with modifications.
-- @return a new module
function Agent:module()
local newModule = {}
return setmetatable(newModule, {
__index = function(child, key)
local value = rawget(child, key)
if value ~= nil then
return value
end
value = self[key]
if type(value) == 'function' then
local method = function(self1, ...)
if self1 == newModule then
local new = self()
return new[key](new, ...)
else
return value(self1, ...)
end
end
child[key] = method
return method
end
return value
end
})
end
local function makeRequest(parent)
local params = {}
if parent and parent.params then
for k, v in pairs(parent.params) do
params[k] = v
end
end
return setmetatable({
params = params,
config = setmetatable({}, {
__index = parent.config
})
}, {
__index = parent,
__call = makeRequest
})
end
local M = {}
for k, v in pairs(Agent) do
M[k] = function(self, ...)
if self == M then
return v(makeRequest(Agent), ...)
else
return v(makeRequest(Agent), self, ...)
end
end
end
function M.close()
clearConnections()
end
return M
|
function updateInstanceTime(instance, elapsed, texttable)
local players = instance:getChars();
local lastTimeUpdate = instance:getLastTimeUpdate();
local remainingTimeLimit = (instance:getTimeLimit()) * 60 - (elapsed / 1000);
local wipeTime = instance:getWipeTime();
local message = 0;
if (remainingTimeLimit < 0) then
instance:fail();
return;
end
if (wipeTime == 0) then
local wipe = true;
for i,v in pairs(players) do
if v:getHP() ~= 0 then
wipe = false;
break;
end
end
if (wipe) then
for i,v in pairs(players) do
v:messageSpecial(texttable.PARTY_FALLEN, 3);
end
instance:setWipeTime(elapsed);
end
else
if (elapsed - wipeTime) / 1000 > 180 then
instance:fail();
return;
else
for i,v in pairs(players) do
if v:getHP() ~= 0 then
instance:setWipeTime(0);
break;
end
end
end
end
if (lastTimeUpdate == 0 and remainingTimeLimit < 600) then
message = 600;
elseif (lastTimeUpdate == 600 and remainingTimeLimit < 300) then
message = 300;
elseif (lastTimeUpdate == 300 and remainingTimeLimit < 60) then
message = 60;
elseif (lastTimeUpdate == 60 and remainingTimeLimit < 30) then
message = 30;
elseif (lastTimeUpdate == 30 and remainingTimeLimit < 10) then
message = 10;
end
if (message ~= 0) then
for i,v in pairs(players) do
if (remainingTimeLimit >= 60) then
v:messageSpecial(texttable.TIME_REMAINING_MINUTES, remainingTimeLimit / 60);
else
v:messageSpecial(texttable.TIME_REMAINING_SECONDS, remainingTimeLimit);
end
end
instance:setLastTimeUpdate(message);
end
end
|
local ok_cmp, cmp = pcall(require, "cmp")
local ok_lspkind, lspkind = pcall(require, "lspkind")
if not ok_cmp and ok_lspkind then
return
end
cmp.setup({
snippet = {
expand = function(args)
vim.fn["vsnip#anonymous"](args.body)
end,
},
mapping = {
["<c-d>"] = cmp.mapping.scroll_docs(4),
["<c-u>"] = cmp.mapping.scroll_docs(-4),
["<a-cr>"] = cmp.mapping.complete(),
["<c-q>"] = cmp.mapping.close(),
["<cr>"] = cmp.mapping.confirm({
behavior = cmp.ConfirmBehavior.Replace,
select = true,
}),
},
sources = {
{ name = "vsnip", max_item_count = 5},
{ name = "nvim_lsp", max_item_count = 5 },
{ name = "nvim_lua", max_item_count = 5 },
{ name = "buffer", max_item_count = 5 },
{ name = "path", max_item_count = 5 },
{ name = "neorg" },
},
documentation = {
border = "single",
},
formatting = {
format = lspkind.cmp_format({
menu = {
vsnip = "[snip]",
nvim_lsp = "[lsp]",
nvim_lua = "[nvim]",
buffer = "[buff]",
path = "[path]",
},
with_text = false,
maxwidth = 50,
}),
},
completion = {
completeopt = "menu,menuone,noinsert",
},
experimental = {
ghost_text = true,
native_menu = false,
},
preselect = cmp.PreselectMode.None,
})
require("cmp").setup.cmdline("/", {
sources = {
{ name = "buffer" },
},
})
-- require("cmp").setup.cmdline(":", {
-- sources = {
-- { name = "cmdline" },
-- { name = "path" },
-- },
-- })
local cmp_autopairs = require("nvim-autopairs.completion.cmp")
cmp.event:on("confirm_done", cmp_autopairs.on_confirm_done({ map_char = { tex = "" } }))
|
Minimap.Menu = Minimap.Menu or nil
function Minimap.BuildMinimap()
if IsValid(Minimap.Menu) then return Minimap.Menu end
Minimap.Menu = XYZUI.Frame("Minimap", Minimap.Config.Color, true, false, true)
Minimap.Menu:SetSize(ScrH()*0.9, ScrH()*0.9)
Minimap.Menu:Center()
Minimap.Menu.Image = vgui.Create("DImage", Minimap.Menu)
Minimap.Menu.Image:Dock(FILL)
Minimap.Menu.Image:SetMaterial(XYZShit.Image.GetMat("rp_rockford_v2b_xyz_v1a_overhead"))
Minimap.Menu.Waypoints = vgui.Create("DPanel", Minimap.Menu.Image)
Minimap.Menu.Waypoints:Dock(FILL)
Minimap.Menu.Waypoints.Paint = function(self, w, h)
if not XYZSettings.GetSetting("minmap_show_icons", true) then return end
local adjustH = Minimap.Menu.Image:GetTall()
local adjustW = Minimap.Menu.Image:GetWide()
hook.Run("MinimapThink")
for k, v in pairs(Minimap.Waypoints) do
surface.SetDrawColor(v.color)
surface.SetMaterial(XYZShit.Image.GetMat(v.image))
local scale = 20*v.scale
surface.DrawTexturedRectRotated(v.pos.x*adjustW, v.pos.y*adjustH, scale, scale, v.ang)
XYZUI.DrawTextOutlined(v.name, 20, v.pos.x*adjustW, v.pos.y*adjustH+(5*v.scale), v.color, TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP, 1)
end
end
return Minimap.Menu
end
local scrw, scrh = ScrW, ScrH
local ammoW, ammoH = math.Clamp(scrw()*0.12, 200, 300), scrh()*0.042+15+(scrw() > 1920 and ScreenScale(3) or 0)
local ammoStartW, ammoStartH = scrw()-ammoW-5, scrh()-ammoH-5
local startPosW, startPosH = ammoStartW, ammoStartH - ammoW-5
local renderSize, renderSizeScissor = ammoW*4, scrh()-ammoH-10
local deadPos = {x = 0, y = 0}
hook.Add("HUDPaint", "Minimap:HUD", function()
if not XYZSettings.GetSetting("minimap_toggle_hud", true) then return end
if IsValid(Minimap.Menu) then return end
if IsValid(LocalPlayer():GetActiveWeapon()) and (LocalPlayer():GetActiveWeapon():GetClass() == "xyz_news_camera") then return end
renderSize = ammoW*math.Clamp(XYZSettings.GetSetting("minmap_hud_zoom", 4), 1, 8)
surface.SetDrawColor(color_white)
surface.SetMaterial(XYZShit.Image.GetMat("rp_rockford_v2b_xyz_v1a_overhead"))
render.SetScissorRect(startPosW, startPosH, scrw()-5, renderSizeScissor, true) -- Enable the rect
if not XYZSettings.GetSetting("minmap_show_icons", true) then
renderSize = ammoW
plyOffset = deadPos
else
plyOffset = Minimap.Waypoints.localplayer.pos
end
local offsetX, offsetY = startPosW-(plyOffset.x*renderSize)+(ammoW*0.5), startPosH-(plyOffset.y*renderSize)+(ammoW*0.5)
offsetX = math.Clamp(offsetX, startPosW - renderSize + ammoW, startPosW)
offsetY = math.Clamp(offsetY, startPosH - renderSize + ammoW, startPosH)
surface.DrawTexturedRect(offsetX, offsetY, renderSize, renderSize)
if XYZSettings.GetSetting("minmap_show_icons", true) then
hook.Run("MinimapThink")
for k, v in pairs(Minimap.Waypoints) do
surface.SetDrawColor(v.color)
surface.SetMaterial(XYZShit.Image.GetMat(v.image))
local scale = 20*v.scale
local clampX, clampY = offsetX + (v.pos.x*renderSize), offsetY + (v.pos.y*renderSize)
if XYZSettings.GetSetting("minmap_clamp_icons", true) then
clampX = math.Clamp(clampX, scrw()-5-ammoW, scrw()-5)
clampY = math.Clamp(clampY, renderSizeScissor-ammoW, renderSizeScissor)
end
surface.DrawTexturedRectRotated(clampX, clampY, scale, scale, v.ang)
XYZUI.DrawTextOutlined(v.name, 20, clampX, clampY+(5*v.scale), v.color, TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP, 1)
end
end
render.SetScissorRect(0, 0, 0, 0, false) -- Disable after you are done
end)
net.Receive("Minimap:Sign:UI", function()
local sign = net.ReadEntity()
local frame = XYZUI.Frame("Redesign Sign!", Minimap.Config.Color)
frame:SetSize(648, 324)
frame:Center()
local shell = XYZUI.Container(frame)
shell:DockPadding(10, 5, 10, 10)
local shellLeft = XYZUI.Container(shell)
shellLeft.Paint = nil
shellLeft:Dock(LEFT)
shellLeft:SetWide(frame:GetWide()/5)
local shellRight = XYZUI.Container(shell)
shellRight.Paint = nil
XYZUI.PanelText(shellRight, "Display Name (30 char limit)", 35, TEXT_ALIGN_LEFT)
local nameEntry, cont = XYZUI.TextInput(shellRight)
nameEntry:SetText(sign:GetDisplayName() or "")
local image = vgui.Create("DImage", shellLeft)
image:Dock(TOP)
image:SetSize(shellLeft:GetWide(), shellLeft:GetWide())
XYZUI.PanelText(shellRight, "Image", 35, TEXT_ALIGN_LEFT)
local counter = sign:GetDisplayImage() or 1
image:SetMaterial(XYZShit.Image.GetMat("minimap_sign"..counter))
local nextBtn = XYZUI.ButtonInput(shellRight, "Next", function()
counter = counter + 1
if counter > Minimap.Config.SignImageCounter then
counter = 1
end
image:SetMaterial(XYZShit.Image.GetMat("minimap_sign"..counter))
end)
nextBtn:DockMargin(0, 5, 0, 5)
local backBtn = XYZUI.ButtonInput(shellRight, "Back", function()
counter = counter - 1
if counter <= 0 then
counter = Minimap.Config.SignImageCounter
end
image:SetMaterial(XYZShit.Image.GetMat("minimap_sign"..counter))
end)
local completeBtn = XYZUI.ButtonInput(frame, "Submit", function()
local txt = nameEntry:GetText()
txt = string.Trim(txt, " ")
if string.len(txt) == 0 then return end
net.Start("Minimap:Sign:Update")
net.WriteEntity(sign)
net.WriteString(txt)
net.WriteInt(counter, 6)
net.SendToServer()
frame:Close()
end)
completeBtn:Dock(BOTTOM)
end)
|
--[[**********************************
*
* Multi Theft Auto - Admin Panel
*
* client/admin_wrapper.lua
*
* Original File by lil_Toady
*
**************************************]]
local _getVehicleNameFromModel = getVehicleNameFromModel
function getVehicleNameFromModel ( id )
local avehspecial = { [596] = "Police LS",
[597] = "Police SF",
[598] = "Police LV",
[556] = "Monster 2",
[557] = "Monster 3",
[609] = "Black Boxville",
[604] = "Damaged Glendale",
[544] = "Fire Truck (Ladder)",
[502] = "Hotring Racer 2",
[503] = "Hotring Racer 3",
[505] = "Rancher (From \"Lure\")",
[605] = "Damaged Sadler"
}
if ( avehspecial[id] ) then
return avehspecial[id]
end
return _getVehicleNameFromModel ( id )
end
local _getVehicleModelFromName = getVehicleModelFromName
function getVehicleModelFromName ( name )
local avehspecial = { ["Police LS"] = 596,
["Police SF"] = 597,
["Police LV"] = 598,
["Monster 2"] = 556,
["Monster 3"] = 557,
["Black Boxville"] = 609,
["Damaged Glendale"] = 604,
["Fire Truck (Ladder)"] = 544,
["Hotring Racer 2"] = 502,
["Hotring Racer 3"] = 503,
["Rancher (From \"Lure\")"] = 505,
["Damaged Sadler"] = 605
}
if ( avehspecial[name] ) then
return avehspecial[name]
end
return _getVehicleModelFromName ( name )
end
function getMonthName ( month )
local names = { "January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December" }
return names[month]
end
function iif ( cond, arg1, arg2 )
if ( cond ) then
return arg1
end
return arg2
end
function getPlayerFromNick ( nick )
for id, player in ipairs ( getElementsByType ( "player" ) ) do
if ( getPlayerName ( player ) == nick ) then return player end
end
return false
end
function stripColorCodes ( text )
return string.gsub ( text, '#%x%x%x%x%x%x', '' )
end
|
os.execute("pastebin run -f B5pvDmYi")
|
-- Copyright 2008 Freifunk Leipzig / Jo-Philipp Wich <jow@openwrt.org>
-- Licensed to the public under the Apache License 2.0.
m = Map("luci_statistics",
translate("Load Plugin Configuration"),
translate(
"The load plugin collects statistics about the general system load."
))
-- collectd_wireless config section
s = m:section( NamedSection, "collectd_load", "luci_statistics" )
-- collectd_wireless.enable
enable = s:option( Flag, "enable", translate("Enable this plugin") )
enable.default = 0
return m
|
--[==[
-- CAM - 06-06-2018 - Uploaded to github
-- CAM - 11-05-2015 - Uploaded to pastebin
]==]--
local users = {
["BrainWart"] = {
["level"] = math.huge;
["description"] = "The creator of this tablet admin";
["colors"] = {
["primary"] = Color3.new(1,1,1);
["secondary"] = Color3.new(0.5,0.5,0.5);
};
["seperators"] = {
["arg"] = "/";
["start"] = "-";
}
};
}
local connections = {}
do -- connection manager
function connections:disconnectAll()
local function dAll(tab)
for _, v in pairs(tab) do
if type(v) == "table" then
dAll(v)
elseif type(v) == "userdata" then
pcall(function() v.disconnect() end)
end
end
end
dAll(connections)
end
function connections:add(con)
table.insert(connections, con)
end
end
local tablet = {}
do -- tablet functions
local function makeTablet(text, parent)
local tab = Instance.new("Part", parent)
tab.Name = text
tab.CanCollide = false
tab.FormFactor = "Custom"
tab.Size = Vector3.new(1.4,2,0.2)
local m = Instance.new("SpecialMesh", p)
m.MeshId = "rbxassetid://9756362"
m.TextureId = "rbxassetid://36527089"
Vector3.new(0,0,0)
local cd = Instance.new("ClickDetector", tab)
cd.MaxActivationDistance = 20
local bbGui = Instance.new("BillboardGui", tab)
bbGui.StudsOffset = Vector3.new(0,3,0)
bbGui.Size = UDim2.new(4,0,1,0)
local tl = Instance.new("TextLabel", bbGui)
tl.Size = UDim2.new(1,0,1,0)
tl.BorderSizePixel = 0
tl.Font = "ArialBold"
tl.TextScaled = true
tl.BackgroundTransparency = 1
tl.TextColor3 = Color3.new(1,1,1)
tl.TextStrokeTransparency = 0.6
tl.TextStrokeColor3 = Color3.new(0,0,0)
tl.Text = text
local bp = Instance.new("BodyPosition", tab)
local bg = Instance.new("BodyGyro", tab)
bg.maxTorque = Vector3.new(1e7,1e7,1e7)
return tab, cd, function(cframe)
bp.position = cframe.p
bg.cframe = CFrame.Angles(cframe:toEulerAnglesXYZ())
end, function(color1, color2)
m.VertexColor = Vector3.new(color1.r,color1.g,color1.b)
tl.TextColor3 = Color3.new(1,1,1)
tl.TextStrokeColor3 = Color3.new(0,0,0)
end
end
function tablet:display(player, ...)
local tabs = {}
local active = true
for _, v in pairs({...}) do
local tab, cd, repos, recolor = makeTablet(v, Workspace)
cd.MouseClick:connect(function(p)
if p == player then
for _, v in pairs(tabs) do
pcall(function() v.tablet:Destroy() end)
end
active = false
end
end)
table.insert(tabs, {
["tablet"] = tab;
["clickdetector"] = cd;
["reposition"] = repos;
["recolor"] = recolor;
})
end
local colors = users[player.Name].colors
local rot = 0
repeat
wait()
for i = 1, #tabs do -- for i, tab in pairs(tabs) do
local tab = tabs[i]
local x, y, z = math.sin(math.rad(i/#tabs*360) + rot), 0, math.cos(math.rad(i/#tabs*360) + rot)
tab.reposition(CFrame.new(Vector3.new(x*5,y,z*5) + player.Character.Torso.Position, Vector3.new(0,1,0) + player.Character.Torso.Position))
tab.recolor(colors.primary, colors.secondary)
end
rot = (rot + math.pi/250) % (math.pi*2)
until not active
end
end
tablet:display(game.Players.BrainWart, "test1", "test2", "test3")
|
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