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Config = {} Config.DrawDistance = 100.0 Config.MarkerColor = { r = 120, g = 120, b = 240 } Config.EnablePlayerManagement = true -- If set to true, you need esx_addonaccount, esx_billing and esx_society Config.EnablePvCommand = false Config.MaxInService = -1 Config.EnableOwnedVehicles = true Config.EnableSocietyOwnedVehicles = true Config.ResellPercentage = 70 Config.Locale = 'fr' Config.Zones = { ShopEntering = { Pos = { x = -32.1483, y = -1114.4133, z = 26.4537, angle = 82.5456 },------le bureaux pour les civil Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = 1, }, ShopInside = { Pos = { x = -44.322, y = -1097.644, z = 26.422, angle = 70.737 },------pour acheté le véhicule pour le megasin et le jeureu Size = { x = 1.5, y = 1.5, z = 1.0 }, Heading = 73.60, Type = -1, }, ShopOutside = { Pos = { x = -48.093, y = -1078.855, z = 25.771 }, Pos = { x = -47.093, y = -1077.855, z = 25.771 }, Pos = { x = -46.093, y = -1076.855, z = 25.771 }, Pos = { x = -48.668, y = -1079.944, z = 25.771 }, Size = { x = 2.5, y = 2.5, z = 2.0 }, Heading = 73.60, Type = -1, }, BossActions = { Pos = { x = -29.528, y = -1108.426, z = 26.422 },------le buraux pour sont service Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = -1, }, VehicleSpawnPoint = { Pos = { x = -49.172927856445, y = -1078.2733154297, z = 26.335163116455 },--------donne votre voiture Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = (Config.EnablePlayerManagement and 1 or -1), }, GiveBackVehicle = { Pos = { x = -7.441, y = -1082.621, z = 26.672 },--------donne votre voiture Size = { x = 1.5, y = 1.5, z = 1.0 }, Type = (Config.EnablePlayerManagement and 1 or -1), }, ResellVehicle = { Pos = { x = 0, y = 0, z = 0 },----Revendre le véhicule Size = { x = 5.0, y = 5.0, z = 3.0 }, Type = 1, }, } ----14.405086517334, y = -1101.6304931641, z = 26.672071456909 angle = 156.58789
-- -- Byte Encoder -- local bit = assert(foundation.com.bit) -- Base module local E = {} function E:e_i64(int) assert(type(int) == "number", "expected an integer") return self:e_iv(8, int) end function E:e_i56(int) assert(type(int) == "number", "expected an integer") return self:e_iv(7, int) end function E:e_i48(int) assert(type(int) == "number", "expected an integer") return self:e_iv(6, int) end function E:e_i40(int) assert(type(int) == "number", "expected an integer") return self:e_iv(5, int) end function E:e_i32(int) assert(type(int) == "number", "expected an integer") return self:e_iv(4, int) end function E:e_i24(int) assert(type(int) == "number", "expected an integer") return self:e_iv(3, int) end function E:e_i16(int) assert(type(int) == "number", "expected an integer") return self:e_iv(2, int) end function E:e_i8(int) assert(type(int) == "number", "expected an integer") return self:e_iv(1, int) end function E:e_u64(int) assert(type(int) == "number", "expected an integer") return self:e_uv(8, int) end function E:e_u56(int) assert(type(int) == "number", "expected an integer") return self:e_uv(7, int) end function E:e_u48(int) assert(type(int) == "number", "expected an integer") return self:e_uv(6, int) end function E:e_u40(int) assert(type(int) == "number", "expected an integer") return self:e_uv(5, int) end function E:e_u32(int) assert(type(int) == "number", "expected an integer") return self:e_uv(4, int) end function E:e_u24(int) assert(type(int) == "number", "expected an integer") return self:e_uv(3, int) end function E:e_u16(int) assert(type(int) == "number", "expected an integer") return self:e_uv(2, int) end function E:e_u8(int) assert(type(int) == "number", "expected an integer") return self:e_uv(1, int) end -- Little Endian - Encoder local LE = {} setmetatable(LE, { __index = E }) -- Signed Integers function LE:e_iv(len, int) local r = int local i = 0 local result = {} for j = 1,(len - 1) do i = j local byte = bit.band(r, 255) result[i] = byte r = bit.rshift(r, 8) end i = i + 1 if int < 0 then -- set last bit to 1, meaning it's negative result[i] = bit.bor(bit.band(r, 127), 128) else result[i] = bit.band(r, 127) end return string.char(unpack(result)) end -- Unsigned Integers function LE:e_uv(len, int) assert(int >= 0, "expected integer to be greater than or equal to 0") local r = int local result = {} for i = 1,len do local byte = bit.band(r, 255) result[i] = byte r = bit.rshift(r, 8) end return string.char(unpack(result)) end -- Little Endian - Encoder local BE = {} setmetatable(BE, { __index = E }) -- Signed Integers function BE:e_iv(len, int) local r = int local i = len local result = {} for j = 1,(len - 1) do local byte = bit.band(r, 255) result[i] = byte i = i - 1 r = bit.rshift(r, 8) end if int < 0 then -- set last bit to 1, meaning it's negative result[i] = bit.bor(bit.band(r, 127), 128) else result[i] = bit.band(r, 127) end return string.char(unpack(result)) end -- Unsigned Integers function BE:e_uv(len, int) assert(int >= 0, "expected integer to be greater than or equal to 0") local r = int local result = {} local j = len for i = 1,len do local byte = bit.band(r, 255) -- 1+ is to compensate for lua's array offset result[j] = byte j = j - 1 r = bit.rshift(r, 8) end return string.char(unpack(result)) end foundation.com.ByteEncoder = { LE = LE, BE = BE, }
ITEM.name = "Respirator" ITEM.desc = "A Gas-mask type Respirator that protects you from bad airs." ITEM.model = "models/barneyhelmet_faceplate.mdl" ITEM.width = 1 ITEM.height = 1 ITEM.gasMask = true ITEM.price = 250 ITEM.category = "Outfit" ITEM.iconCam = { ang = Angle(29.00287437439, 411.06158447266, 0), fov = 4.2897785277726, pos = Vector(-111.17874145508, -135.5086517334, 96.315162658691) } ITEM.pacData = { [1] = { ["children"] = { [1] = { ["children"] = { }, ["self"] = { ["Angles"] = Angle(8.4950472228229e-005, -66.922698974609, -89.999969482422), ["UniqueID"] = "3085914138", ["ClassName"] = "model", ["Size"] = 0.95, ["EditorExpand"] = true, ["Model"] = "models/barneyhelmet_faceplate.mdl", ["Position"] = Vector(3.3733520507813, -1.6019897460938, -0.10595703125), }, }, }, ["self"] = { ["EditorExpand"] = true, ["UniqueID"] = "2607460179", ["ClassName"] = "group", ["Name"] = "my outfit", ["Description"] = "add parts to me!", }, }, } local defaultDesc = "A Gas-mask type Respirator that protects you from bad airs." function ITEM:getDesc() local str if (!self.entity or !IsValid(self.entity)) then local health = self:getData("health", DEFAULT_GASMASK_HEALTH) local filter = self:getData("filter", DEFAULT_GASMASK_HEALTH) str = defaultDesc if (health <= 0) then str = str .. "\nThis mask is broken." elseif (health < DEFAULT_GASMASK_HEALTH * .2) then str = str .. "\nThis mask is barely functional." end if (filter <= 0) then str = str .. "\nThis mask's filter is not functional." elseif (filter < DEFAULT_GASMASK_FILTER * .3) then str = str .. "\nThis mask's filter is barely functional." end return str else return defaultDesc end end if (CLIENT) then function ITEM:paintOver(item, w, h) if (item:getData("equip")) then surface.SetDrawColor(110, 255, 110, 100) surface.DrawRect(w - 14, h - 14, 8, 8) end end else hook.Add("PlayerDeath", "UnequipGasmasks", function(client) local char = client:getChar() if (char) then client.deadMaskChar = char:getID() if (char:getInv()) then for k, v in pairs(char:getInv():getItems()) do local itemTable = nut.item.instances[v.id] if (itemTable.gasMask and itemTable:getData("equip")) then -- SAVE TEMP MASKVARS itemTable:setData("equip", false) itemTable:setData("health", char:getVar("gasMaskHealth", DEFAULT_GASMASK_HEALTH)) itemTable:setData("filter", char:getVar("gasMaskFilter", DEFAULT_GASMASK_FILTER)) char:setVar("gasMaskHealth", nil) char:setVar("gasMaskFilter", nil) break end end end end end) -- This hook notices you the death penalty that you've got by the server. hook.Add("PlayerSpawn", "UnequipGasMasks", function(client) local char = client:getChar() if (char) then if (client.deadMaskChar and client.deadMaskChar == char:getID() and char:getVar("gasMask", nil)) then -- REMOVE TEMP MASKVARS char:setVar("gasMask", nil) char:removePart("gasmask") end client.deadMaskChar = nil end end) hook.Add("PlayerLoadout", "UnequipGasMasks", function(client) local char = client:getChar() if (char) then local inv = char:getInv() if (inv) then for k, v in pairs(inv:getItems()) do local itemTable = nut.item.instances[v.id] if (itemTable.gasMask and itemTable:getData("equip")) then -- INITIALIZE TEMP MASKVARS char:setVar("gasMask", true) char:setVar("gasMaskHealth", itemTable:getData("health", DEFAULT_GASMASK_HEALTH)) char:setVar("gasMaskFilter", itemTable:getData("filter", DEFAULT_GASMASK_FILTER)) netstream.Start(client, "mskInit", char:getVar("gasMaskHealth")) break end end end end end) end ITEM:hook("drop", function(item) if (item:getData("equip") == true) then local char = item.player:getChar() item:setData("equip", false) item:setData("health", char:getVar("gasMaskHealth", DEFAULT_GASMASK_HEALTH)) item:setData("filter", char:getVar("gasMaskFilter", DEFAULT_GASMASK_FILTER)) char:setVar("gasMask", nil) char:setVar("gasMaskHealth", nil) char:setVar("gasMaskFilter", nil) item.player:EmitSound("gasmaskoff.wav", 80) end end) ITEM.functions.EquipUn = { -- sorry, for name order. name = "Unequip", tip = "unequipTip", icon = "icon16/cross.png", onRun = function(item) local char = item.player:getChar() -- REMOVE TEMP VARS -- SAVE TEMP VARS item.player:EmitSound("gasmaskoff.wav", 80) item:setData("equip", false) item:setData("health", char:getVar("gasMaskHealth", DEFAULT_GASMASK_HEALTH)) item:setData("filter", char:getVar("gasMaskFilter", DEFAULT_GASMASK_FILTER)) char:removePart(item.uniqueID) char:setVar("gasMask", nil) char:setVar("gasMaskHealth", nil) char:setVar("gasMaskFilter", nil) item.player:ScreenFade(1, Color(0, 0, 0, 255), 1, 0) return false end, onCanRun = function(item) return (!IsValid(item.entity) and item:getData("equip") == true) end } ITEM.functions.Equip = { name = "Equip", tip = "equipTip", icon = "icon16/tick.png", onRun = function(item) local char = item.player:getChar() local inv = char:getInv() for k, v in pairs(inv:getItems()) do if (v.id != item.id) then local itemTable = nut.item.instances[v.id] if (itemTable.gasMask and itemTable:getData("equip")) then item.player:notify("You're already wearing mask") return false end end end -- INITIALIZE TEMP MASKVARS item:setData("equip", true) char:setVar("gasMask", true) char:setVar("gasMaskHealth", item:getData("health", DEFAULT_GASMASK_HEALTH)) char:setVar("gasMaskFilter", item:getData("filter", DEFAULT_GASMASK_FILTER)) char:addPart(item.uniqueID) netstream.Start(item.player, "mskInit", char:getVar("gasMaskHealth")) item.player:EmitSound("gasmaskon.wav", 80) item.player:ScreenFade(1, Color(0, 0, 0, 255), 1, 0) return false end, onCanRun = function(item) return (!IsValid(item.entity) and item:getData("equip") != true) end } ITEM.functions.Filter = { name = "Change Filter", tip = "filterTip", icon = "icon16/wrench.png", onRun = function(item) local char = item.player:getChar() local inv = char:getInv() local filterItem for k, v in pairs(inv:getItems()) do if (v.uniqueID == "gasmfilter") then filterItem = v end end if (filterItem) then filterItem:remove() if (item:getData("equip")) then char:setVar("gasMaskFilter", DEFAULT_GASMASK_FILTER) end item:setData("filter", DEFAULT_GASMASK_FILTER) item.player:notify(L("gmskFilter", item.player)) item.player:EmitSound("gasmaskon.wav", 80) else item.player:notify(L("gmskNeedFilter", item.player)) end return false end, onCanRun = function(item) return (!IsValid(item.entity)) end } function ITEM:onCanBeTransfered(oldInventory, newInventory) return !self:getData("equip") end -- Called when a new instance of this item has been made. function ITEM:onInstanced(invID, x, y) self:setData("equip", false) self:setData("health", DEFAULT_GASMASK_HEALTH) self:setData("filter", DEFAULT_GASMASK_FILTER) end
local MechanicPickup local vehicleColors = { black = '000000', red = 'FF0000', matallic = 'AAA9AD', electric_green = '00FF00', orange = 'FFA500', yellow = 'FFFF00', blue = '0000FF', baby_blue = '89CFF0', dark_purple = '6A0DAD', white = 'FFFFFF', light_purple = 'B19CD9', dark_red = '8B0000', pink = 'FFC0CB' } AddEvent("OnPackageStart", function() MechanicPickup = CreatePickup(336, 210791.96875, 175153.03125, 1307.1500244141) CreateText3D("Mechanic Vehicle Modder" .. "\n" .. "Drive in car" , 18, 210791.96875, 175153.03125, 1307.1500244141, 0, 0, 0) end) AddRemoteEvent("StartMechanicJob", function(player) PlayerData[player].job = 'mechanic' end) AddRemoteEvent("StopMechanicJob", function(player) PlayerData[player].job = '' end) AddRemoteEvent("ApplyVehicleMod", function(player, mod, color_name) local vehicle = GetPlayerVehicle(player) if vehicle ~= 0 then if VehicleData[vehicle].player == player then return CallRemoteEvent(player, 'KNotify:Send', "You cant modify your own vehicle", "#f00") end local upgrade_action = { vehicle_color = function(player, vehicle, color_name) ApplyColorChange(player, vehicle, color_name) end, vehicle_nos = function(player, vehicle) ApplyNos(player, vehicle, hex) end, vehicle_durability = function(player, vehicle) ApplyVehicleDurability(player, vehicle) end } upgrade_action[mod](player, vehicle, color_name) end end) function ApplyNos(player, vehicle) local cost = 20000 if GetPlayerCash(player) >= cost then RemoveBalanceFromAccount(player, 'cash', cost) AttachVehicleNitro(vehicle, true) local update_query = mariadb_prepare(sql, "UPDATE player_garage set nos_equipped = 1 WHERE id = '?';", VehicleData[vehicle].garageid) mariadb_query(sql, update_query) StartVehicleEngine(vehicle) CallRemoteEvent(player, 'KNotify:Send', "NOS has been added to this vehicle", "#0f0") else CallRemoteEvent(player, 'KNotify:Send', "You dont have enough to add NOS", "#f00") end end function ApplyColorChange(player, vehicle, color_name) local cost = 500 if GetPlayerCash(player) >= cost then RemoveBalanceFromAccount(player, 'cash', cost) SetVehicleColor(vehicle, "0x" .. vehicleColors[color_name]) local update_query = mariadb_prepare(sql, "UPDATE player_garage set color = '?' WHERE id = '?';", vehicleColors[color_name], VehicleData[vehicle].garageid) mariadb_query(sql, update_query) StartVehicleEngine(vehicle) CallRemoteEvent(player, 'KNotify:Send', "The color has been changed on this vehicle", "#0f0") else CallRemoteEvent(player, 'KNotify:Send', "You dont have enough to respray", "#f00") end end function ApplyVehicleDurability(player, vehicle) local cost = 5000 if GetPlayerCash(player) >= cost then RemoveBalanceFromAccount(player, 'cash', cost) SetVehicleHealth(vehicle, 10000) local update_query = mariadb_prepare(sql, "UPDATE player_garage set vehicle_durability = '?' WHERE id = '?';", '1', VehicleData[vehicle].garageid) mariadb_query(sql, update_query) StartVehicleEngine(vehicle) CallRemoteEvent(player, 'KNotify:Send', "Vehicle durability increased", "#0f0") else CallRemoteEvent(player, 'KNotify:Send', "You dont have enough to upgrade vehicle durability", "#f00") end end AddEvent("OnPlayerPickupHit", function(player, pickup) if pickup == MechanicPickup then local player_vehicle = GetPlayerVehicle(player) if player_vehicle ~= 0 then if PlayerData[player].job == 'mechanic' then if VehicleData[player_vehicle].player == player then return CallRemoteEvent(player, 'KNotify:Send', "You cant modify your own vehicle", "#f00") end StopVehicleEngine(player_vehicle) SetVehicleLocation(player_vehicle, 211144.015625, 175584.203125, 1307.1500244141) CallRemoteEvent(player, "ShowVehicleModMenu") end end end end) AddRemoteEvent("RepairPlayerVehicle", function(player) local vehicles = GetAllVehicles() local nearest_vehicle = GetNearestVehicle(player, vehicles) if nearest_vehicle then local vehicle_health = GetVehicleHealth(nearest_vehicle) if vehicle_health ~= 5000 then CallRemoteEvent(player, 'KNotify:Send', "Vehicle has been repaired", "#0f0") SetVehicleHealth(nearest_vehicle, 5000) for i=1,8 do SetVehicleDamage(nearest_vehicle, i, 0) end else CallRemoteEvent(player, 'KNotify:Send', "Vehicle is in perfect shape", "#f00") end else CallRemoteEvent(player, 'KNotify:Send', "No vehicle near you", "#f00") end end) function GetNearestVehicle(player, vehicles) local x, y, z = GetPlayerLocation(player) for key, vehicle in pairs(vehicles) do local x2, y2, z2 = GetVehicleLocation(vehicle) local distance = GetDistance3D(x, y, z, x2, y2, z2) if distance <= 250 then return vehicle end end end AddRemoteEvent("OpenMechanicMenu", function(player) if PlayerData[player].job == 'mechanic' then CallRemoteEvent(player, "ShowMechanicMenu") end end)
Config = { Prefix = '^9[^1Badger-Tags^9] ^3', TagsForStaffOnly = false, -- "DiscordTagIDs.Use.Tag-Toggle" roleList = { {0, "~g~Member ~w~"}, {"Cert_Civ", "~b~Certified Civilian ~w~"}, {"Police", "~r~Popo ~w~"}, {"Owner", "~o~FOUNDER ~w~"}, }, }
local fireutil = require("__base__.prototypes.fire-util") local nuke_explosions = require("data-nuke-explosions") local atomic_artillery_recipe = { type = "recipe", name = "TN-atomic-artillery-shell", enabled = false, energy_required = 120, ingredients = { {"artillery-shell", 1}, {"processing-unit", 20}, {"uranium-235", 100}, {"explosives", 10} }, result = "TN-atomic-artillery-shell" } local atomic_artillery_item = table.deepcopy(data.raw["ammo"]["artillery-shell"]) atomic_artillery_item.name = "TN-atomic-artillery-shell" if mods["SchallTankPlatoon"] then atomic_artillery_item.order = "h[artillery]-e[atomic-artillery]" else atomic_artillery_item.order = "d[explosive-cannon-shell]-e[atomic-artillery]" end atomic_artillery_item.ammo_type.cooldown_modifier = 10 atomic_artillery_item.ammo_type.action.action_delivery.projectile = "TN-atomic-artillery-projectile" atomic_artillery_item.icon = "__True-Nukes__/graphics/atomic-artillery-shell.png" atomic_artillery_item.pictures = { layers = { { size = 64, filename = "__True-Nukes__/graphics/atomic-artillery-shell.png", scale = 0.25, mipmap_count = 4 }, { draw_as_light = true, flags = {"light"}, size = 64, filename = "__True-Nukes__/graphics/atomic-artillery-shell-light.png", scale = 0.25, mipmap_count = 1 } } } local atomic_artillery_projectile = table.deepcopy(data.raw["artillery-projectile"]["artillery-projectile"]) atomic_artillery_projectile.name = "TN-atomic-artillery-projectile" atomic_artillery_projectile.created_effect = { type = "direct", action_delivery = { type = "instant", target_effects = { type = "script", effect_id = "Nuke firing" } } } --Hack to fix Make Artillery Great Again's removal of the 'chart_picture'... also just being defensive if(atomic_artillery_projectile.chart_picture) then atomic_artillery_projectile.chart_picture.filename = "__True-Nukes__/graphics/atomic-artillery-map-visualization.png" else atomic_artillery_projectile.chart_picture = { filename = "__True-Nukes__/graphics/atomic-artillery-map-visualization.png", flags = { "icon" }, frame_count = 1, width = 64, height = 64, priority = "high", scale = 0.25 } end atomic_artillery_projectile.action = { type = "direct", action_delivery = { type = "instant", target_effects = nuke_explosions.N1kt_detonation } } if(settings.startup["enable-atomic-artillery"].value or settings.startup["enable-big-atomic-artillery"].value or settings.startup["enable-very-big-atomic-artillery"].value) then data:extend{atomic_artillery_recipe, atomic_artillery_item, atomic_artillery_projectile} end if(settings.startup["enable-big-atomic-artillery"].value or settings.startup["enable-very-big-atomic-artillery"].value) then local big_atomic_artillery_recipe = { type = "recipe", name = "TN-big-atomic-artillery-shell", enabled = false, energy_required = 300, ingredients = { {"TN-atomic-artillery-shell", 1}, {"processing-unit", 100}, {"uranium-235", 200}, {"explosives", 100} }, result = "TN-big-atomic-artillery-shell" } local big_atomic_artillery_item = table.deepcopy(data.raw["ammo"]["artillery-shell"]) big_atomic_artillery_item.name = "TN-big-atomic-artillery-shell" if mods["SchallTankPlatoon"] then big_atomic_artillery_item.order = "h[artillery]-e[big-atomic-artillery]" else big_atomic_artillery_item.order = "d[explosive-cannon-shell]-e[big-atomic-artillery]" end big_atomic_artillery_item.ammo_type.cooldown_modifier = 15 big_atomic_artillery_item.ammo_type.action.action_delivery.projectile = "TN-big-atomic-artillery-projectile" big_atomic_artillery_item.icon = "__True-Nukes__/graphics/big-atomic-artillery-shell.png" big_atomic_artillery_item.pictures = { layers = { { size = 64, filename = "__True-Nukes__/graphics/big-atomic-artillery-shell.png", scale = 0.25, mipmap_count = 4 }, { draw_as_light = true, flags = {"light"}, size = 64, filename = "__True-Nukes__/graphics/big-atomic-artillery-shell-light.png", scale = 0.25, mipmap_count = 1 } } } local big_atomic_artillery_projectile = table.deepcopy(data.raw["artillery-projectile"]["TN-atomic-artillery-projectile"]) big_atomic_artillery_projectile.name = "TN-big-atomic-artillery-projectile" big_atomic_artillery_projectile.action.action_delivery.target_effects = nuke_explosions.N15kt_detonation data:extend{big_atomic_artillery_recipe, big_atomic_artillery_item, big_atomic_artillery_projectile} end if(settings.startup["enable-very-big-atomic-artillery"].value) then local very_big_atomic_artillery_recipe = { type = "recipe", name = "TN-very-big-atomic-artillery-shell", enabled = false, energy_required = 600, ingredients = { {"TN-big-atomic-artillery-shell", 1}, {"processing-unit", 200}, {"FOGBANK", 50}, {"tritium-canister", 5}, {"heat-pipe", 5} }, result = "TN-very-big-atomic-artillery-shell" } local very_big_atomic_artillery_item = table.deepcopy(data.raw["ammo"]["artillery-shell"]) very_big_atomic_artillery_item.name = "TN-very-big-atomic-artillery-shell" if mods["SchallTankPlatoon"] then very_big_atomic_artillery_item.order = "h[artillery]-e[very-big-atomic-artillery]" else very_big_atomic_artillery_item.order = "d[explosive-cannon-shell]-e[very-big-atomic-artillery]" end very_big_atomic_artillery_item.ammo_type.cooldown_modifier = 30 very_big_atomic_artillery_item.ammo_type.action.action_delivery.projectile = "TN-very-big-atomic-artillery-projectile" very_big_atomic_artillery_item.icon = "__True-Nukes__/graphics/very-big-atomic-artillery-shell.png" very_big_atomic_artillery_item.pictures = { layers = { { size = 64, filename = "__True-Nukes__/graphics/very-big-atomic-artillery-shell.png", scale = 0.25, mipmap_count = 4 }, { draw_as_light = true, flags = {"light"}, size = 64, filename = "__True-Nukes__/graphics/big-atomic-artillery-shell-light.png", scale = 0.25, mipmap_count = 1 } } } local very_big_atomic_artillery_projectile = table.deepcopy(data.raw["artillery-projectile"]["TN-atomic-artillery-projectile"]) very_big_atomic_artillery_projectile.name = "TN-very-big-atomic-artillery-projectile" very_big_atomic_artillery_projectile.action.action_delivery.target_effects = nuke_explosions.N100kt_detonation data:extend{very_big_atomic_artillery_recipe, very_big_atomic_artillery_item, very_big_atomic_artillery_projectile} end local small_atomic_artillery_recipe = { type = "recipe", name = "TN-small-atomic-artillery-shell", enabled = false, energy_required = 90, ingredients = { {"artillery-shell", 1}, {"processing-unit", 10}, {"uranium-235", 75}, {"explosives", 10} }, result = "TN-small-atomic-artillery-shell" } local small_atomic_artillery_item = table.deepcopy(data.raw["ammo"]["artillery-shell"]) small_atomic_artillery_item.name = "TN-small-atomic-artillery-shell" if mods["SchallTankPlatoon"] then small_atomic_artillery_item.order = "h[artillery]-d[small-atomic-artillery]" else small_atomic_artillery_item.order = "d[explosive-cannon-shell]-d[small-atomic-artillery]" end small_atomic_artillery_item.ammo_type.cooldown_modifier = 3 small_atomic_artillery_item.ammo_type.action.action_delivery.projectile = "TN-small-atomic-artillery-projectile" small_atomic_artillery_item.icon = "__True-Nukes__/graphics/small-atomic-artillery-shell.png" small_atomic_artillery_item.pictures = { layers = { { size = 64, filename = "__True-Nukes__/graphics/small-atomic-artillery-shell.png", scale = 0.25, mipmap_count = 4 }, { draw_as_light = true, flags = {"light"}, size = 64, filename = "__True-Nukes__/graphics/atomic-artillery-shell-light.png", scale = 0.25, mipmap_count = 1 } } } local small_atomic_artillery_projectile = table.deepcopy(atomic_artillery_projectile) small_atomic_artillery_projectile.name = "TN-small-atomic-artillery-projectile" small_atomic_artillery_projectile.action.action_delivery.target_effects = nuke_explosions.N500t_detonation if(settings.startup["enable-small-atomic-artillery"].value) then data:extend{small_atomic_artillery_recipe, small_atomic_artillery_item, small_atomic_artillery_projectile} end local very_small_atomic_artillery_recipe = { type = "recipe", name = "TN-very-small-atomic-artillery-shell", enabled = false, energy_required = 60, ingredients = { {"artillery-shell", 1}, {"processing-unit", 5}, {"uranium-235", 30}, {"explosives", 10} }, result = "TN-very-small-atomic-artillery-shell" } local very_small_atomic_artillery_item = table.deepcopy(data.raw["ammo"]["artillery-shell"]) very_small_atomic_artillery_item.name = "TN-very-small-atomic-artillery-shell" if mods["SchallTankPlatoon"] then very_small_atomic_artillery_item.order = "h[artillery]-d[atomic-artillery]" else very_small_atomic_artillery_item.order = "d[explosive-cannon-shell]-d[atomic-artillery]" end very_small_atomic_artillery_item.ammo_type.cooldown_modifier = 1.5 very_small_atomic_artillery_item.ammo_type.action.action_delivery.projectile = "TN-very-small-atomic-artillery-projectile" very_small_atomic_artillery_item.icon = "__True-Nukes__/graphics/very-small-atomic-artillery-shell.png" very_small_atomic_artillery_item.icon_mipmaps = 1 very_small_atomic_artillery_item.pictures = { layers = { { size = 64, filename = "__True-Nukes__/graphics/very-small-atomic-artillery-shell.png", scale = 0.25, mipmap_count = 1 }, { draw_as_light = true, flags = {"light"}, size = 64, filename = "__True-Nukes__/graphics/atomic-artillery-shell-light.png", scale = 0.25, mipmap_count = 1 } } } local very_small_atomic_artillery_projectile = table.deepcopy(atomic_artillery_projectile) very_small_atomic_artillery_projectile.name = "TN-very-small-atomic-artillery-projectile" very_small_atomic_artillery_projectile.action.action_delivery.target_effects = nuke_explosions.N20t_detonation if(settings.startup["enable-very-small-atomic-artillery"].value) then data:extend{very_small_atomic_artillery_recipe, very_small_atomic_artillery_item, very_small_atomic_artillery_projectile} end local artillery_nuke_tech = table.deepcopy(data.raw["technology"]["atomic-bomb"]) artillery_nuke_tech.name = "atomic-artillery-shells" artillery_nuke_tech.effects = {} if(settings.startup["enable-very-small-atomic-artillery"].value) then table.insert(artillery_nuke_tech.effects, { type = "unlock-recipe", recipe = "TN-very-small-atomic-artillery-shell" }) end if(settings.startup["enable-small-atomic-artillery"].value) then table.insert(artillery_nuke_tech.effects, { type = "unlock-recipe", recipe = "TN-small-atomic-artillery-shell" }) end if(settings.startup["enable-atomic-artillery"].value or settings.startup["enable-big-atomic-artillery"].value or settings.startup["enable-very-big-atomic-artillery"].value) then table.insert(artillery_nuke_tech.effects, { type = "unlock-recipe", recipe = "TN-atomic-artillery-shell" }) end artillery_nuke_tech.unit.count=2000 artillery_nuke_tech.prerequisites = {"atomic-bomb", "artillery"} artillery_nuke_tech.order = "e-a-c" artillery_nuke_tech.icon = "__True-Nukes__/graphics/atomic-artillery-tech.png" artillery_nuke_tech.icon_mipmaps = 1 data:extend{artillery_nuke_tech}
local PANEL = {} function PANEL:Init() self:SetSize(500, 700) self:MakePopup() self:Center() self:SetTitle("Paper") self.controls = self:Add("DPanel") self.controls:Dock(BOTTOM) self.controls:SetTall(30) self.controls:DockMargin(0, 5, 0, 0) self.contents = self:Add("DTextEntry") self.contents:Dock(FILL) self.contents:SetMultiline(true) self.contents:SetEditable(true) self.test = self.controls:Add("DTextEntry") self.test:SetMultiline(true) self.test:SetSize(0,0) self.test:SetEditable(false) self.confirm = self.controls:Add("DButton") self.confirm:Dock(RIGHT) self.confirm:SetDisabled(false) self.confirm:SetText(L("Terminer")) self.controls.Paint = function(this, w, h) local text = self.contents:GetValue() draw.SimpleText(Format("Number of characters: %s/3000", string.len(text)), "DermaDefault", 10, h/2, color_white, TEXT_ALIGN_LEFT, 1) end self.confirm.DoClick = function(this) local text = self.contents:GetValue() netstream.Start("paperSendText", itemID, text) self:Close() end end function PANEL:setText(text, id) self.contents:SetValue(text or "") itemID = id end vgui.Register("paperRead", PANEL, "DFrame")
--- === hs.canvas.matrix === --- --- A sub module to `hs.canvas` which provides support for basic matrix manipulations which can be used as the values for `transformation` attributes in the `hs.canvas` module. --- --- For mathematical reasons that are beyond the scope of this document, a 3x3 matrix can be used to represent a series of manipulations to be applied to the coordinates of a 2 dimensional drawing object. These manipulations can include one or more of a combination of translations, rotations, shearing and scaling. Within the 3x3 matrix, only 6 numbers are actually required, and this module represents them as the following keys in a Lua table: `m11`, `m12`, `m21`, `m22`, `tX`, and `tY`. For those of a mathematical bent, the 3x3 matrix used within this module can be visualized as follows: --- --- [ m11, m12, 0 ] --- [ m21, m22, 0 ] --- [ tX, tY, 1 ] --- --- This module allows you to generate the table which can represent one or more of the recognized transformations without having to understand the math behind the manipulations or specify the matrix values directly. --- --- Many of the methods defined in this module can be used both as constructors and as methods chained to a previous method or constructor. Chaining the methods in this manner allows you to combine multiple transformations into one combined table which can then be assigned to an element in your canvas. ---. --- --- For more information on the mathematics behind these, you can check the web. One site I used for reference (but there are many more which go into much more detail) can be found at http://www.cs.trinity.edu/~jhowland/cs2322/2d/2d/. local USERDATA_TAG = "hs.canvas.matrix" local module = require("hs.libcanvasmatrix") -- private variables and methods ----------------------------------------- -- Public interface ------------------------------------------------------ -- store this in the registry so we can easily set it both from Lua and from C functions debug.getregistry()[USERDATA_TAG] = { __type = USERDATA_TAG, __index = module, __tostring = function(_) return string.format("[ % 10.4f % 10.4f 0 ]\n[ % 10.4f % 10.4f 0 ]\n[ % 10.4f % 10.4f 1 ]", _.m11, _.m12, _.m21, _.m22, _.tX, _.tY) end, } -- Return Module Object -------------------------------------------------- return module
local AttackRange = Component.create("AttackRange") function AttackRange:initialize(max, min) self.max = max self.min = min or -1 end function AttackRange:setRange(max, min) self.max = max self.min = min or -1 end
local name = "mesecar_yellow" local definition = ... definition.description = "Yellow Mesecar" definition.inventory_image = "mesecar_car4front.png" definition.wield_image = "mesecar_car4front.png" definition.textures = { "mesecar_car4top.png", "mesecar_carbase.png", "mesecar_car4rightside.png", "mesecar_car4leftside.png", "mesecar_car4front.png", "mesecar_car4back.png" } vehicle_mash.register_vehicle("vehicle_mash:"..name, definition)
SPECIAL_MSGTYPE_ADDTOKEN = "addtoken"; function onInit() -- if the user is the host if User.isHost() then -- create the token node local tokensnode = DB.createNode("tokens"); -- clean the current tokens cleanTokens(); -- subscrive to the user login event --User.onLogin = onLogin; end -- register special messages ChatManager.registerSpecialMessageHandler(SPECIAL_MSGTYPE_ADDTOKEN, handleAddToken); end function onLogin(username, activated) if User.isHost() and activated then DB.findNode("tokens").addHolder(username); end end function cleanTokens(containernode, tokens) if User.isHost() then local tokensnode = DB.findNode("tokens"); for k1, v1 in pairs(tokensnode.getChildren()) do local currentcontainernode = DB.findNode(v1.getChild("container").getValue()); if currentcontainernode then if containernode and containernode.getNodeName() == currentcontainernode.getNodeName() and tokens then local exists = false; for k2, v2 in ipairs(tokens) do if v2.getId() == v1.getChild("id").getValue() then exists = true; end end if not exists then v1.delete(); end end else v1.delete(); end end end end function addToken(token, classname, recordname) return ChatManager.sendSpecialMessage(SPECIAL_MSGTYPE_ADDTOKEN, {token.getContainerNode().getNodeName(), token.getId(), classname, recordname}); end function handleAddToken(msguser, msgidentity, msgparams) if User.isHost() then -- get the tokens node local tokensnode = DB.findNode("tokens"); -- get the message parameters local containername = msgparams[1]; local tokenid = tonumber(msgparams[2]); local classname = msgparams[3]; local recordname = msgparams[4]; -- determine if node already exists for this token local tokennode = nil; for k, v in pairs(tokensnode.getChildren()) do if v.getChild("container").getValue() == containername and v.getChild("id").getValue == tokenid then tokennode = v; end end -- create the token node if required if not tokennode then tokennode = tokensnode.createChild(); tokennode.createChild("container", "string").setValue(containername); tokennode.createChild("id", "number").setValue(tokenid); end -- update the token details tokennode.createChild("classname", "string").setValue(classname); tokennode.createChild("recordname", "string").setValue(recordname); -- make the token targetable local containernode = DB.findNode(containername); if containernode then local windownode = containernode.getParent(); if windownode then local imagewindow = Interface.findWindow("image", windownode); if imagewindow then local tokens = imagewindow.image.getTokens(); if tokens then for k, v in pairs(tokens) do if v.getId() == tokenid then if not v.isTargetable() then v.setTargetable(true); end end end end local viewers = imagewindow.getViewers(); if viewers then for k, v in pairs(viewers) do imagewindow.share(v); end end end end end end return true; end function getTokenNode(token) local tokensnode = DB.findNode("tokens"); for k, v in pairs(tokensnode.getChildren()) do local container = v.getChild("container").getValue(); local id = v.getChild("id").getValue(); if token.getContainerNode().getNodeName() == container and token.getId() == id then return v; end end end function openTokenSheet(token) local tokennode = getTokenNode(token); if tokennode then local classname = tokennode.getChild("classname").getValue(); local recordnode = DB.findNode(tokennode.getChild("recordname").getValue()); if recordnode then if classname == "charsheet" then CharacterManager.openCharacterSheet(recordnode); elseif classname == "npc" then NpcManager.openNpcSheet(recordnode); elseif classname == "partysheet" then PartySheetManager.openPartySheet(); elseif classname == "location" then LocationManager.openLocation(recordnode); elseif classname == "pet" then PetManager.openPetSheet(recordnode); elseif classname == "horse" then HorseManager.openHorseSheet(recordnode); elseif classname == "retainer" then RetainerManager.openRetainerSheet(recordnode); end end return true; end end function onDrop(token, draginfo) local tokennode = getTokenNode(token); Debug.console("tokenmanager.lua: on Drop. Drop type = " .. draginfo.getType()); if tokennode then local classname = tokennode.getChild("classname").getValue(); local recordnode = DB.findNode(tokennode.getChild("recordname").getValue()); --Debug.console("tokenmanager.lua: on Drop. classname = " .. classname); if recordnode then if classname == "charsheet" then return CharacterManager.onDrop(recordnode, 0, 0, draginfo); elseif classname == "npc" then return NpcManager.onDrop(recordnode, 0, 0, draginfo); elseif classname == "partysheet" then return PartySheetManager.onDrop(0, 0, draginfo); end end end end function onWheel(token, notches) if Input.isControlPressed() then if not token then return ; end local scale = token.getScale(); if Input.isShiftPressed() then scale = math.floor(scale + notches); if scale < 1 then scale = 1; end else scale = scale + (notches * 0.1); if scale < 0.1 then scale = 0.1; end end token.setScale(scale); return true; end end function targetToken(token) if not User.isHost() and User.getCurrentIdentity() then token.setTarget(not token.isTargetedByIdentity()); end return true; end
local M = {} local sign_define_cache = {} local function sign_get(name) if not sign_define_cache[name] then local s = vim.fn.sign_getdefined(name) if not vim.tbl_isempty(s) then sign_define_cache[name] = s end end return sign_define_cache[name] end function M.sign_define(name, opts, redefine) if redefine then sign_define_cache[name] = nil vim.fn.sign_undefine(name) vim.fn.sign_define(name, opts) elseif not sign_get(name) then vim.fn.sign_define(name, opts) end end return M
--------------------------------------------------------------------------- --- Text clock widget. -- -- @author Julien Danjou &lt;julien@danjou.info&gt; -- @copyright 2009 Julien Danjou -- @classmod wibox.widget.textclock --------------------------------------------------------------------------- local setmetatable = setmetatable local os = os local textbox = require("wibox.widget.textbox") local timer = require("gears.timer") local gtable = require("gears.table") local glib = require("lgi").GLib local DateTime = glib.DateTime local TimeZone = glib.TimeZone local textclock = { mt = {} } --- Set the clock's format -- @property format -- @tparam string format The new time format. This can contain pango markup function textclock:set_format(format) self._private.format = format self:force_update() end function textclock:get_format() return self._private.format end --- Set the clock's timezone -- @property timezone -- @tparam string timezone function textclock:set_timezone(tzid) self._private.tzid = tzid self._private.timezone = tzid and TimeZone.new(tzid) self:force_update() end function textclock:get_timezone() return self._private.tzid end --- Set the clock's refresh rate -- @property refresh -- @tparam number How often the clock is updated, in seconds function textclock:set_refresh(refresh) self._private.refresh = refresh or self._private.refresh self:force_update() end function textclock:get_refresh() return self._private.refresh end --- Force a textclock to update now. function textclock:force_update() self._timer:emit_signal("timeout") end --- This lowers the timeout so that it occurs "correctly". For example, a timeout -- of 60 is rounded so that it occurs the next time the clock reads ":00 seconds". local function calc_timeout(real_timeout) return real_timeout - os.time() % real_timeout end --- Create a textclock widget. It draws the time it is in a textbox. -- -- @tparam[opt=" %a %b %d, %H:%M "] string format The time format. -- @tparam[opt=60] number refresh How often to update the time (in seconds). -- @tparam[opt=local timezone] string timezone The timezone to use, -- e.g. "Z" for UTC, "±hh:mm" or "Europe/Amsterdam". See -- https://developer.gnome.org/glib/stable/glib-GTimeZone.html#g-time-zone-new. -- @treturn table A textbox widget. -- @function wibox.widget.textclock local function new(format, refresh, tzid) local w = textbox() gtable.crush(w, textclock, true) w._private.format = format or " %a %b %d, %H:%M " w._private.refresh = refresh or 60 w._private.tzid = tzid w._private.timezone = tzid and TimeZone.new(tzid) function w._private.textclock_update_cb() local str = DateTime.new_now(w._private.timezone or TimeZone.new_local()):format(w._private.format) if str == nil then require("gears.debug").print_warning("textclock: " .. "g_date_time_format() failed for format " .. "'" .. w._private.format .. "'") end w:set_markup(str) w._timer.timeout = calc_timeout(w._private.refresh) w._timer:again() return true -- Continue the timer end w._timer = timer.weak_start_new(refresh, w._private.textclock_update_cb) w:force_update() return w end function textclock.mt:__call(...) return new(...) end -- -- return setmetatable(textclock, textclock.mt) -- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80
-- This file is subject to copyright - contact swampservers@gmail.com for more information. -- INSTALL: CINEMA module("Loader", package.seeall) BaseGamemode = GM.FolderName local function GetFileList(strDirectory, strGamemode) local files = {} local realDirectory = strGamemode .. "/gamemode/" .. strDirectory .. "/*" local findFiles, findFolders = file.Find(realDirectory, "LUA") for k, v in pairs(table.Add(findFiles, findFolders)) do if (v == "." or v == ".." or v == ".svn") then continue end table.insert(files, v) end return files end local function IsLuaFile(strFile) return (string.sub(strFile, -4) == ".lua") end local function IsDirectory(strDir) return (string.GetExtensionFromFilename(strDir) == nil) end local function LoadFile(strDirectory, strGamemode, strFile) local prefix = string.sub(strFile, 0, 3) local realFile = strGamemode .. "/gamemode/" .. strDirectory .. "/" .. strFile if (prefix == "cl_") then if SERVER then AddCSLuaFile(realFile) else include(realFile) end elseif (prefix == "sh_") then if SERVER then AddCSLuaFile(realFile) end include(realFile) elseif (prefix == "sv_" or strFile == "init.lua") then if SERVER then include(realFile) end end end function LoadAction(strDirectory, strGamemode, funcAction) local entList = GetFileList(strDirectory, strGamemode) for _, v in pairs(entList) do local entDir = strDirectory .. "/" .. v local entFiles = GetFileList(entDir, strGamemode) funcAction(entDir, entFiles, v, strGamemode) end end function LoadEntities(entDir, entFiles, entName, strGamemode) _G.ENT = {} for _, entFile in pairs(entFiles) do LoadFile(entDir, strGamemode, entFile) end if _G.ENT.Type then scripted_ents.Register(_G.ENT, entName, false) end _G.ENT = nil end function LoadEnts(strDirectory, strGamemode) local strDirectory = strDirectory .. "/ents" local fileList = GetFileList(strDirectory, strGamemode) for _, v in pairs(fileList) do local entFolder = strDirectory .. "/" .. v if (v == "entities") then LoadAction(entFolder, strGamemode, LoadEntities) end end end function Load(strDirectory, strGamemode) if (not strGamemode) then strGamemode = BaseGamemode end local fileList = GetFileList(strDirectory, strGamemode) if table.HasValue(fileList, "ents") then LoadEnts(strDirectory, strGamemode) end for k, v in pairs(fileList) do if (IsLuaFile(v)) then LoadFile(strDirectory, strGamemode, v) elseif (v ~= "ents") then local strNextDir = strDirectory .. "/" .. v if IsDirectory(strNextDir) then Load(strNextDir, strGamemode) -- go deeper. BWOOOOOONG!! end end end end
--[[ Core.lua is intended to store all core functions and variables to be used throughout the addon. Don't put anything in here that you don't want to be loaded immediately after the Libs but before initialization. --]] local _, core = ...; local _G = _G; local L = core.L; core.MonDKP = {}; -- UI Frames global local MonDKP = core.MonDKP; local tc_colors = { ["Druid"] = { r = 1, g = 0.49, b = 0.04, hex = "FF7D0A" }, ["Hunter"] = { r = 0.67, g = 0.83, b = 0.45, hex = "ABD473" }, ["Mage"] = { r = 0.25, g = 0.78, b = 0.92, hex = "40C7EB" }, ["Priest"] = { r = 1, g = 1, b = 1, hex = "FFFFFF" }, ["Rogue"] = { r = 1, g = 0.96, b = 0.41, hex = "FFF569" }, ["Shaman"] = { r = 0.96, g = 0.55, b = 0.73, hex = "F58CBA" }, ["Paladin"] = { r = 0.96, g = 0.55, b = 0.73, hex = "F58CBA" }, ["Warlock"] = { r = 0.53, g = 0.53, b = 0.93, hex = "8787ED" }, ["Warrior"] = { r = 0.78, g = 0.61, b = 0.43, hex = "C79C6E" } } local tc_classes = {} core.faction = UnitFactionGroup("player") if core.faction == "Horde" then tc_classes = { "Druid", "Hunter", "Mage", "Priest", "Rogue", "Shaman", "Warlock", "Warrior" } elseif core.faction == "Alliance" then tc_classes = { "Druid", "Hunter", "Mage", "Paladin", "Priest", "Rogue", "Warlock", "Warrior" } end core.CColors = { ["UNKNOWN"] = { r = 0.627, g = 0.627, b = 0.627, hex = "A0A0A0" } } core.classes = {} for i = 1, #tc_classes do local cname = tc_classes[i] local lname = string.upper(cname) core.CColors[lname] = tc_colors[cname] table.insert(core.classes, lname) end -------------------------------------- -- Addon Defaults -------------------------------------- local defaults = { theme = { r = 0.6823, g = 0.6823, b = 0.8666, hex = "aeaedd" }, theme2 = { r = 1, g = 0.37, b = 0.37, hex = "ff6060" } } core.WorkingTable = {}; -- table of all entries from MonDKP_DKPTable that are currently visible in the window. From MonDKP_DKPTable core.EncounterList = { -- Event IDs must be in the exact same order as core.BossList declared in localization files MC = { 663, 664, 665, 666, 668, 667, 669, 670, 671, 672 }, BWL = { 610, 611, 612, 613, 614, 615, 616, 617 }, AQ = { 709, 711, 712, 714, 715, 717, 710, 713, 716 }, NAXX = { 1107, 1110, 1116, 1117, 1112, 1115, 1113, 1109, 1121, 1118, 1111, 1108, 1120, 1119, 1114 }, ZG = { 787, 790, 793, 789, 784, 791, 785, 792, 786, 788 }, AQ20 = { 722, 721, 719, 718, 720, 723 }, ONYXIA = {1084}, WORLD = { -- No encounter IDs have been identified for these world bosses yet "Azuregos", "Lord Kazzak", "Emeriss", "Lethon", "Ysondre", "Taerar" } } core.MonDKPUI = {} -- global storing entire Configuration UI to hide/show UI core.MonVersion = "v2.1.2 custom"; core.BuildNumber = 20102; core.TableWidth, core.TableRowHeight, core.TableNumRows = 500, 18, 27; -- width, row height, number of rows core.SelectedData = { player="none"}; -- stores data of clicked row for manipulation. core.classFiltered = {}; -- tracks classes filtered out with checkboxes core.IsOfficer = nil; core.ShowState = false; core.StandbyActive = false; core.currentSort = "class" -- stores current sort selection core.BidInProgress = false; -- flagged true if bidding in progress. else; false. core.RaidInProgress = false; core.NumLootItems = 0; -- updates on LOOT_OPENED event core.Initialized = false core.InitStart = false core.CurrentRaidZone = "" core.LastKilledBoss = "" core.ArchiveActive = false core.CurView = "all" core.CurSubView = "all" core.LastVerCheck = 0 core.CenterSort = "class"; core.OOD = false function MonDKP:GetCColors(class) if core.CColors then local c if class then c = core.CColors[class] or core.CColors["UNKNOWN"]; else c = core.CColors end return c; else return false; end end function MonDKP_round(number, decimals) return tonumber((("%%.%df"):format(decimals)):format(number)) end function MonDKP:ResetPosition() MonDKP.UIConfig:ClearAllPoints(); MonDKP.UIConfig:SetPoint("CENTER", UIParent, "CENTER", -250, 100); MonDKP.UIConfig:SetSize(550, 590); MonDKP.UIConfig.TabMenu:Hide() MonDKP.UIConfig.expandtab:SetTexture("Interface\\AddOns\\MonolithDKP\\Media\\Textures\\expand-arrow"); core.ShowState = false; MonDKP.BidTimer:ClearAllPoints() MonDKP.BidTimer:SetPoint("CENTER", UIParent) MonDKP:Print(L["POSITIONRESET"]) end function MonDKP:GetGuildRank(player) local name, rank, rankIndex; local guildSize; if IsInGuild() then guildSize = GetNumGuildMembers(); for i=1, guildSize do name, rank, rankIndex = GetGuildRosterInfo(i) name = strsub(name, 1, string.find(name, "-")-1) -- required to remove server name from player (can remove in classic if this is not an issue) if name == player then return rank, rankIndex; end end return L["NOTINGUILD"]; end return L["NOGUILD"] end function MonDKP:GetGuildRankIndex(player) local name, rank; local guildSize,_,_ = GetNumGuildMembers(); if IsInGuild() then for i=1, tonumber(guildSize) do name,_,rank = GetGuildRosterInfo(i) name = strsub(name, 1, string.find(name, "-")-1) -- required to remove server name from player (can remove in classic if this is not an issue) if name == player then return rank+1; end end return false; end end function MonDKP:CheckOfficer() -- checks if user is an officer IF core.IsOfficer is empty. Use before checks against core.IsOfficer if not core.InitStart then return end if core.IsOfficer == nil then -- used as a redundency as it should be set on load in init.lua GUILD_ROSTER_UPDATE event if MonDKP:GetGuildRankIndex(UnitName("player")) == 1 then -- automatically gives permissions above all settings if player is guild leader core.IsOfficer = true MonDKP.ConfigTab3.WhitelistContainer:Show() return; end if IsInGuild() then if #MonDKP_Whitelist > 0 then core.IsOfficer = false; for i=1, #MonDKP_Whitelist do if MonDKP_Whitelist[i] == UnitName("player") then core.IsOfficer = true; end end else local curPlayerRank = MonDKP:GetGuildRankIndex(UnitName("player")) if curPlayerRank then core.IsOfficer = C_GuildInfo.GuildControlGetRankFlags(curPlayerRank)[12] end end else core.IsOfficer = false; end end end function MonDKP:GetGuildRankGroup(index) -- returns all members within a specific rank index as well as their index in the guild list (for use with GuildRosterSetPublicNote(index, "msg") and GuildRosterSetOfficerNote) local name, rank --, seed; -- local temp = MonDKP:GetGuildRankGroup(1) local group = {} -- print(temp[1]["name"]) local guildSize,_,_ = GetNumGuildMembers(); if IsInGuild() then for i=1, tonumber(guildSize) do name,_,rank = GetGuildRosterInfo(i) --seed = MonDKP:RosterSeedExtract(i) rank = rank+1; name = strsub(name, 1, string.find(name, "-")-1) -- required to remove server name from player (can remove in classic if this is not an issue) if rank == index then --tinsert(group, { name = name, index = i, seed = seed }) tinsert(group, { name = name, index = i }) end end return group; end end function MonDKP:CheckRaidLeader() local tempName,tempRank; for i=1, 40 do tempName, tempRank = GetRaidRosterInfo(i) if tempName == UnitName("player") and tempRank == 2 then return true end end return false; end function MonDKP:GetThemeColor() local c = {defaults.theme, defaults.theme2}; return c; end function MonDKP:GetPlayerDKP(player) local search = MonDKP:Table_Search(MonDKP_DKPTable, player) if search then return MonDKP_DKPTable[search[1][1]].dkp else return false; end end function MonDKP:PurgeLootHistory() -- cleans old loot history beyond history limit to reduce native system load local limit = MonDKP_DB.defaults.HistoryLimit if #MonDKP_Loot > limit then while #MonDKP_Loot > limit do MonDKP:SortLootTable() local path = MonDKP_Loot[#MonDKP_Loot] if not MonDKP_Archive[path.player] then MonDKP_Archive[path.player] = { dkp=path.cost, lifetime_spent=path.cost, lifetime_gained=0 } else MonDKP_Archive[path.player].dkp = MonDKP_Archive[path.player].dkp + path.cost MonDKP_Archive[path.player].lifetime_spent = MonDKP_Archive[path.player].lifetime_spent + path.cost end if not MonDKP_Archive.LootMeta or MonDKP_Archive.LootMeta < path.date then MonDKP_Archive.LootMeta = path.date end tremove(MonDKP_Loot, #MonDKP_Loot) end end end function MonDKP:PurgeDKPHistory() -- purges old entries and stores relevant data in each users MonDKP_Archive entry (dkp, lifetime spent, and lifetime gained) local limit = MonDKP_DB.defaults.DKPHistoryLimit if #MonDKP_DKPHistory > limit then while #MonDKP_DKPHistory > limit do MonDKP:SortDKPHistoryTable() local path = MonDKP_DKPHistory[#MonDKP_DKPHistory] local players = {strsplit(",", strsub(path.players, 1, -2))} local dkp = {strsplit(",", path.dkp)} if #dkp == 1 then for i=1, #players do dkp[i] = tonumber(dkp[1]) end else for i=1, #dkp do dkp[i] = tonumber(dkp[i]) end end for i=1, #players do if not MonDKP_Archive[players[i]] then if ((dkp[i] > 0 and not path.deletes) or (dkp[i] < 0 and path.deletes)) and not strfind(path.dkp, "%-%d*%.?%d+%%") then MonDKP_Archive[players[i]] = { dkp=dkp[i], lifetime_spent=0, lifetime_gained=dkp[i] } else MonDKP_Archive[players[i]] = { dkp=dkp[i], lifetime_spent=0, lifetime_gained=0 } end else MonDKP_Archive[players[i]].dkp = MonDKP_Archive[players[i]].dkp + dkp[i] if ((dkp[i] > 0 and not path.deletes) or (dkp[i] < 0 and path.deletes)) and not strfind(path.dkp, "%-%d*%.?%d+%%") then --lifetime gained if dkp addition and not a delete entry, dkp decrease and IS a delete entry MonDKP_Archive[players[i]].lifetime_gained = MonDKP_Archive[players[i]].lifetime_gained + path.dkp --or is NOT a decay end end end if not MonDKP_Archive.DKPMeta or MonDKP_Archive.DKPMeta < path.date then MonDKP_Archive.DKPMeta = path.date end tremove(MonDKP_DKPHistory, #MonDKP_DKPHistory) end end end function MonDKP:FormatTime(time) local str = date("%y/%m/%d %H:%M:%S", time) return str; end function MonDKP:Print(...) --print function to add "MonolithDKP:" to the beginning of print() outputs. if not MonDKP_DB.defaults.supressNotifications then local defaults = MonDKP:GetThemeColor(); local prefix = string.format("|cff%s%s|r|cff%s", defaults[1].hex:upper(), "ValaDKP:", defaults[2].hex:upper()); local suffix = "|r"; for i = 1, NUM_CHAT_WINDOWS do local name = GetChatWindowInfo(i) if MonDKP_DB.defaults.ChatFrames[name] then _G["ChatFrame"..i]:AddMessage(string.join(" ", prefix, ..., suffix)); end end end end function MonDKP:CreateButton(point, relativeFrame, relativePoint, xOffset, yOffset, text) local btn = CreateFrame("Button", nil, relativeFrame, "MonolithDKPButtonTemplate") btn:SetPoint(point, relativeFrame, relativePoint, xOffset, yOffset); btn:SetSize(100, 30); btn:SetText(text); btn:GetFontString():SetTextColor(1, 1, 1, 1) btn:SetNormalFontObject("MonDKPSmallCenter"); btn:SetHighlightFontObject("MonDKPSmallCenter"); return btn; end function MonDKP:BroadcastTimer(seconds, ...) -- broadcasts timer and starts it natively if IsInRaid() and core.IsOfficer == true then local title = ...; if not tonumber(seconds) then -- cancels the function if the command was entered improperly (eg. no number for time) MonDKP:Print(L["INVALIDTIMER"]); return; end MonDKP:StartTimer(seconds, ...) MonDKP.Sync:SendData("MonDKPCommand", "StartTimer,"..seconds..","..title) end end function MonDKP:CreateContainer(parent, name, header) local f = CreateFrame("Frame", "MonDKP"..name, parent); f:SetBackdrop( { edgeFile = "Interface\\AddOns\\MonolithDKP\\Media\\Textures\\edgefile.tga", tile = true, tileSize = 1, edgeSize = 2, insets = { left = 0, right = 0, top = 0, bottom = 0 } }); f:SetBackdropColor(0,0,0,0.9); f:SetBackdropBorderColor(1,1,1,0.5) f.header = CreateFrame("Frame", "MonDKP"..name.."Header", f) f.header:SetBackdrop( { bgFile = "Textures\\white.blp", tile = true, -- White backdrop allows for black background with 1.0 alpha on low alpha containers insets = { left = 0, right = 0, top = 0, bottom = 0 } }); f.header:SetBackdropColor(0,0,0,1) f.header:SetBackdropBorderColor(0,0,0,1) f.header:SetPoint("LEFT", f, "TOPLEFT", 20, 0) f.header.text = f.header:CreateFontString(nil, "OVERLAY") f.header.text:SetFontObject("MonDKPSmallCenter"); f.header.text:SetPoint("CENTER", f.header, "CENTER", 0, 0); f.header.text:SetText(header); f.header:SetWidth(f.header.text:GetWidth() + 10) f.header:SetHeight(f.header.text:GetHeight() + 4) return f; end function MonDKP:StartTimer(seconds, ...) local duration = tonumber(seconds) local alpha = 1; if not tonumber(seconds) then -- cancels the function if the command was entered improperly (eg. no number for time) MonDKP:Print(L["INVALIDTIMER"]); return; end MonDKP.BidTimer = MonDKP.BidTimer or MonDKP:CreateTimer(); -- recycles timer frame so multiple instances aren't created MonDKP.BidTimer:SetShown(not MonDKP.BidTimer:IsShown()) -- shows if not shown if MonDKP.BidTimer:IsShown() == false then -- terminates function if hiding timer return; end MonDKP.BidTimer:SetMinMaxValues(0, duration) MonDKP.BidTimer.timerTitle:SetText(...) PlaySound(8959) if MonDKP_DB.timerpos then local a = MonDKP_DB["timerpos"] -- retrieves timer's saved position from SavedVariables MonDKP.BidTimer:SetPoint(a.point, a.relativeTo, a.relativePoint, a.x, a.y) else MonDKP.BidTimer:SetPoint("CENTER") -- sets to center if no position has been saved end local timer = 0 -- timer starts at 0 local timerText; -- count down when below 1 minute local modulo -- remainder after divided by 60 local timerMinute -- timerText / 60 to get minutes. local audioPlayed = false; -- so audio only plays once local expiring; -- determines when red blinking bar starts. @ 30 sec if timer > 120 seconds, @ 10 sec if below 120 seconds MonDKP.BidTimer:SetScript("OnUpdate", function(self, elapsed) -- timer loop timer = timer + elapsed timerText = MonDKP_round(duration - timer, 1) if tonumber(timerText) > 60 then timerMinute = math.floor(tonumber(timerText) / 60, 0); modulo = bit.mod(tonumber(timerText), 60); if tonumber(modulo) < 10 then modulo = "0"..modulo end MonDKP.BidTimer.timertext:SetText(timerMinute..":"..modulo) else MonDKP.BidTimer.timertext:SetText(timerText) end if duration >= 120 then expiring = 30; else expiring = 10; end if tonumber(timerText) < expiring then if audioPlayed == false then PlaySound(23639); end if tonumber(timerText) < 10 then audioPlayed = true StopSound(23639) end MonDKP.BidTimer:SetStatusBarColor(0.8, 0.1, 0, alpha) if alpha > 0 then alpha = alpha - 0.005 elseif alpha <= 0 then alpha = 1 end else MonDKP.BidTimer:SetStatusBarColor(0, 0.8, 0) end self:SetValue(timer) if timer >= duration then MonDKP.BidTimer:SetScript("OnUpdate", nil) MonDKP.BidTimer:Hide(); end end) end function MonDKP:StatusVerify_Update() if (MonDKP.UIConfig and not MonDKP.UIConfig:IsShown()) or (#MonDKP_DKPHistory == 0 and #MonDKP_Loot == 0) then -- blocks update if dkp window is closed. Updated when window is opened anyway return; end if IsInGuild() and core.Initialized then core.OOD = false local missing = {} if MonDKP_Loot.seed and MonDKP_DKPHistory.seed and strfind(MonDKP_Loot.seed, "-") and strfind(MonDKP_DKPHistory.seed, "-") then local search_dkp = MonDKP:Table_Search(MonDKP_DKPHistory, MonDKP_DKPHistory.seed, "index") local search_loot = MonDKP:Table_Search(MonDKP_Loot, MonDKP_Loot.seed, "index") if not search_dkp then core.OOD = true local officer1, date1 = strsplit("-", MonDKP_DKPHistory.seed) if (date1 and tonumber(date1) < (time() - 1209600)) or not MonDKP:ValidateSender(officer1) then -- does not consider if claimed entry was made more than two weeks ago or name is not an officer core.OOD = false else date1 = date("%m/%d/%y %H:%M:%S", tonumber(date1)) missing[officer1] = date1 -- if both missing seeds identify the same officer, it'll only list once end end if not search_loot then core.OOD = true local officer2, date2 = strsplit("-", MonDKP_Loot.seed) if (date2 and tonumber(date2) < (time() - 1209600)) or not MonDKP:ValidateSender(officer2) then -- does not consider if claimed entry was made more than two weeks ago or name is not an officer core.OOD = false else date2 = date("%m/%d/%y %H:%M:%S", tonumber(date2)) missing[officer2] = date2 end end end if not core.OOD then MonDKP.DKPTable.SeedVerifyIcon:SetTexture("Interface\\AddOns\\MonolithDKP\\Media\\Textures\\up-to-date") MonDKP.DKPTable.SeedVerify:SetScript("OnEnter", function(self) GameTooltip:SetOwner(self, "ANCHOR_RIGHT", 0, 0); GameTooltip:SetText(L["DKPSTATUS"], 0.25, 0.75, 0.90, 1, true); GameTooltip:AddLine(L["ALLTABLES"].." |cff00ff00"..L["UPTODATE"].."|r.", 1.0, 1.0, 1.0, false); if core.IsOfficer then GameTooltip:AddLine(" ") GameTooltip:AddLine("|cffff0000"..L["CLICKQUERYGUILD"].."|r", 1.0, 1.0, 1.0, true); end GameTooltip:Show() end) MonDKP.DKPTable.SeedVerify:SetScript("OnLeave", function(self) GameTooltip:Hide() end) return true; else MonDKP.DKPTable.SeedVerifyIcon:SetTexture("Interface\\AddOns\\MonolithDKP\\Media\\Textures\\out-of-date") MonDKP.DKPTable.SeedVerify:SetScript("OnEnter", function(self) GameTooltip:SetOwner(self, "ANCHOR_RIGHT", 0, 0); GameTooltip:SetText(L["DKPSTATUS"], 0.25, 0.75, 0.90, 1, true); if #MonDKP_Loot == 0 and #MonDKP_DKPHistory == 0 then GameTooltip:AddLine(L["TABLESAREEMPTY"], 1.0, 1.0, 1.0, false); else GameTooltip:AddLine(L["ONETABLEOOD"].." |cffff0000"..L["OUTOFDATE"].."|r.", 1.0, 1.0, 1.0, false); end GameTooltip:AddLine(" ") GameTooltip:AddLine(L["MISSINGENT"]..":", 0.25, 0.75, 0.90, 1, true); GameTooltip:AddLine(" ") GameTooltip:AddDoubleLine(L["PLAYER"], L["CREATED"],1,1,1,1,1,1) for k,v in pairs(missing) do local classSearch = MonDKP:Table_Search(MonDKP_DKPTable, k) if classSearch then c = MonDKP:GetCColors(MonDKP_DKPTable[classSearch[1][1]].class) else c = { hex="ffffff" } end GameTooltip:AddDoubleLine("|cff"..c.hex..k.."|r",v,1,1,1,1,1,1); end if core.IsOfficer then GameTooltip:AddLine(" ") GameTooltip:AddLine("|cffff0000"..L["CLICKQUERYGUILD"].."|r", 1.0, 1.0, 1.0, true); end GameTooltip:Show() end) MonDKP.DKPTable.SeedVerify:SetScript("OnLeave", function(self) GameTooltip:Hide() end) return false; end elseif core.Initialized then MonDKP.DKPTable.SeedVerify:SetScript("OnEnter", function(self) GameTooltip:SetOwner(self, "ANCHOR_RIGHT", 0, 0); GameTooltip:SetText(L["DKPSTATUS"], 0.25, 0.75, 0.90, 1, true); GameTooltip:AddLine(L["CURRNOTINGUILD"], 1.0, 1.0, 1.0, true); GameTooltip:Show() end) MonDKP.DKPTable.SeedVerify:SetScript("OnLeave", function(self) GameTooltip:Hide() end) return false; end end ------------------------------------- -- Recursively searches tar (table) for val (string) as far as 4 nests deep (use field only if you wish to search a specific key IE: MonDKP_DKPTable, "Roeshambo", "player" would only search for Roeshambo in the player key) -- returns an indexed array of the keys to get to searched value -- First key is the result (ie if it's found 8 times, it will return 8 tables containing results). -- Second key holds the path to the value searched. So to get to a player searched on DKPTable that returned 1 result, MonDKP_DKPTable[search[1][1]][search[1][2]] would point at the "player" field -- if the result is 1 level deeper, it would be MonDKP_DKPTable[search[1][1]][search[1][2]][search[1][3]]. MonDKP_DKPTable[search[2][1]][search[2][2]][search[2][3]] would locate the second return, if there is one. -- use to search for players in SavedVariables. Only two possible returns is the table or false. ------------------------------------- function MonDKP:Table_Search(tar, val, field) local value = string.upper(tostring(val)); local location = {} for k,v in pairs(tar) do if(type(v) == "table") then local temp1 = k for k,v in pairs(v) do if(type(v) == "table") then local temp2 = k; for k,v in pairs(v) do if(type(v) == "table") then local temp3 = k for k,v in pairs(v) do if string.upper(tostring(v)) == value then if field then if k == field then tinsert(location, {temp1, temp2, temp3, k} ) end else tinsert(location, {temp1, temp2, temp3, k} ) end end; end end if string.upper(tostring(v)) == value then if field then if k == field then tinsert(location, {temp1, temp2, k} ) end else tinsert(location, {temp1, temp2, k} ) end end; end end if string.upper(tostring(v)) == value then if field then if k == field then tinsert(location, {temp1, k} ) end else tinsert(location, {temp1, k} ) end end; end end if string.upper(tostring(v)) == value then if field then if k == field then tinsert(location, k) end else tinsert(location, k) end end; end if (#location > 0) then return location; else return false; end end function MonDKP:TableStrFind(tar, val, field) -- same function as above, but searches values that contain the searched string rather than exact string matches local value = string.upper(tostring(val)); -- ex. MonDKP:TableStrFind(MonDKP_DKPHistory, "Roeshambo") will return the path to any table element that contains "Roeshambo" local location = {} for k,v in pairs(tar) do if(type(v) == "table") then local temp1 = k for k,v in pairs(v) do if(type(v) == "table") then local temp2 = k; for k,v in pairs(v) do if(type(v) == "table") then local temp3 = k for k,v in pairs(v) do if (field ~= "players" and field ~= "player" and strfind(string.upper(tostring(v)), value)) or ((field == "players" or field == "player") and (strfind(string.upper(tostring(v)), ","..value..",") or strfind(string.upper(tostring(v)), value..",") == 1)) then if field then if k == field then tinsert(location, {temp1, temp2, temp3, k} ) end else tinsert(location, {temp1, temp2, temp3, k} ) end end; end end if (field ~= "players" and field ~= "player" and strfind(string.upper(tostring(v)), value)) or ((field == "players" or field == "player") and (strfind(string.upper(tostring(v)), ","..value..",") or strfind(string.upper(tostring(v)), value..",") == 1)) then if field then if k == field then tinsert(location, {temp1, temp2, k} ) end else tinsert(location, {temp1, temp2, k} ) end end; end end if (field ~= "players" and field ~= "player" and strfind(string.upper(tostring(v)), value)) or ((field == "players" or field == "player") and (strfind(string.upper(tostring(v)), ","..value..",") or strfind(string.upper(tostring(v)), value..",") == 1)) then if field then if k == field then tinsert(location, {temp1, k} ) end else tinsert(location, {temp1, k} ) end end; end end if (field ~= "players" and field ~= "player" and strfind(string.upper(tostring(v)), value)) or ((field == "players" or field == "player") and (strfind(string.upper(tostring(v)), ","..value..",") or strfind(string.upper(tostring(v)), value..",") == 1)) then if field then if k == field then tinsert(location, k) end else tinsert(location, k) end end; end if (#location > 0) then return location; else return false; end end function MonDKP:DKPTable_Set(tar, field, value, loot) -- updates field with value where tar is found (IE: MonDKP:DKPTable_Set("Roeshambo", "dkp", 10) adds 10 dkp to user Roeshambo). loot = true/false if it's to alter lifetime_spent local result = MonDKP:Table_Search(MonDKP_DKPTable, tar); for i=1, #result do local current = MonDKP_DKPTable[result[i][1]][field]; if(field == "dkp") then MonDKP_DKPTable[result[i][1]][field] = MonDKP_round(tonumber(current + value), MonDKP_DB.modes.rounding) if value > 0 and loot == false then MonDKP_DKPTable[result[i][1]]["lifetime_gained"] = MonDKP_round(tonumber(MonDKP_DKPTable[result[i][1]]["lifetime_gained"] + value), MonDKP_DB.modes.rounding) elseif value < 0 and loot == true then MonDKP_DKPTable[result[i][1]]["lifetime_spent"] = MonDKP_round(tonumber(MonDKP_DKPTable[result[i][1]]["lifetime_spent"] + value), MonDKP_DB.modes.rounding) end else MonDKP_DKPTable[result[i][1]][field] = value end end DKPTable_Update() end
return { summary = 'Encode the TextureData as png.', description = 'Encodes the TextureData to a png.', arguments = {}, returns = { { name = 'blob', type = 'Blob', description = 'A new Blob containing the PNG image data.' } }, related = { 'lovr.filesystem.write' } }
local internet = require("internet") -- ############################## -- TCP -- ############################## local function on_tcp_connection(connection, s) print("tcp connection connected") local hello_timer = tmr.create() hello_timer:alarm(1000, tmr.ALARM_AUTO, function () connection:send("testing = chip\n") end) end local function on_tcp_disconnection(connection, error_code) print("tcp connection disconnected or failed to connect, reason: " .. error_code) end local skip_headers local chunk local buffering local buf local function on_tcp_receive(connection, data) print("data recieved " .. data) if skip_headers then -- simple logic to filter the HTTP headers chunk = chunk..data local i, j = string.find(chunk, '\r\n\r\n') if i then skip_headers = false data = string.sub(chunk, j+1, -1) chunk = nil end end if not skip_headers then buf[#buf+1] = data if #buf > 5 then -- throttle server to avoid buffer overrun connection:hold() if buffering then buffering = false print(chunk) end end end end -- ############################## -- TCP END -- ############################## -- ############################## -- Internet -- ############################## local tcp_client = nil local function on_internet_connected(data) print("station connected, getting ip address: " .. data.SSID) end local function on_internet_got_ip() print("station ip address gathered: " .. internet.get_station_ip()) print("station mac address: " .. internet.get_station_mac()) print("station status: " .. internet.get_station_status()) tcp_client = net.createConnection(net.TCP, 0) tcp_client:on("connection", on_tcp_connection) tcp_client:on("disconnection", on_tcp_disconnection) tcp_client:on("receive", on_tcp_receive) print("attempting tcp connection to: 192.168.1.65:80") tcp_client:connect(80, "192.168.1.65") end local function on_internet_disconnected(callback) print("internet disconnected, reason: " .. callback.reason) end -- ############################## -- Internet END -- ############################## local function main() internet.configure_station("The Promise Lan", "DangerZone2018", nil) internet.connect_station(on_internet_connected, on_internet_got_ip, on_internet_disconnected) end main()
--[[ This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:29' using the latest game version. NOTE: This file should only be used as IDE support; it should NOT be distributed with addons! **************************************************************************** CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC. **************************************************************************** ]] local MAX_SCROLL_SPEED_MODIFIER = 5 local MIN_SCROLL_SPEED_MODIFIER = 1 local CreditsScreen_Gamepad = CreditsScreen_Base:Subclass() function CreditsScreen_Gamepad:New(...) return CreditsScreen_Base.New(self, ...) end function CreditsScreen_Gamepad:Initialize(control) CreditsScreen_Base.Initialize(self, control) self.creditDescriptor = { { name = GetString(SI_CANCEL), keybind = "UI_SHORTCUT_NEGATIVE", callback = function() self:Exit() end, }, { --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized. name = "Gamepad Game Credits Faster", keybind = "UI_SHORTCUT_RIGHT_TRIGGER", ethereal = true, callback = function() local speedMultiplier = self:GetScrollSpeedMultiplier() if speedMultiplier < MAX_SCROLL_SPEED_MODIFIER then self:SetScrollSpeedMultiplier(speedMultiplier + 1) end end, }, { --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized. name = "Gamepad Game Credits Slower", keybind = "UI_SHORTCUT_LEFT_TRIGGER", ethereal = true, callback = function() local speedMultiplier = self:GetScrollSpeedMultiplier() if speedMultiplier > MIN_SCROLL_SPEED_MODIFIER then self:SetScrollSpeedMultiplier(speedMultiplier - 1) end end, }, } GAME_CREDITS_GAMEPAD_FRAGMENT = ZO_FadeSceneFragment:New(control) GAME_CREDITS_GAMEPAD_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState) if newState == SCENE_FRAGMENT_SHOWING then self.keybindState = KEYBIND_STRIP:PushKeybindGroupState() KEYBIND_STRIP:RemoveDefaultExit(self.keybindState) KEYBIND_STRIP:AddKeybindButtonGroup(self.creditDescriptor, self.keybindState) ShowCredits() elseif newState == SCENE_FRAGMENT_HIDDEN then self:StopCredits() KEYBIND_STRIP:RemoveKeybindButtonGroup(self.creditDescriptor, self.keybindState) KEYBIND_STRIP:RestoreDefaultExit(self.keybindState) KEYBIND_STRIP:PopKeybindGroupState() end end) -- NOTE: Templates must be unique due to how the object pools name controls as they're created. self:AddPool(GAME_CREDITS_ENTRY_TYPE_DEPARTMENT_HEADER, "ZO_GameCreditsDepartmentGamepad", function(textControl, text) return self:SetupTextControl(textControl, text) end) self:AddPool(GAME_CREDITS_ENTRY_TYPE_SECTION_HEADER, "ZO_GameCreditsSectionGamepad", function(textControl, text) return self:SetupTextControl(textControl, text) end) self:AddPool(GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT, "ZO_GameCreditsNamesGamepad", function(textControl, text) return self:SetupTextControl(textControl, text) end) self:AddPool(GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT_BLOCK, "ZO_GameCreditsTextBlockGamepad", function(textControl, text) return self:SetupTextControl(textControl, text) end) self:AddPool(GAME_CREDITS_ENTRY_TYPE_COMPANY_LOGO, "ZO_GameCreditsLogoGamepad", function(logoControl, texture, height) return self:SetupLogoControl(logoControl, texture, height) end) self:AddPool(GAME_CREDITS_ENTRY_TYPE_BACKGROUND_SWITCH, "ZO_GameCreditsBGSwitchGamepad", function(backgroundControl, texture) return self:SetupBackgroundSwitch(backgroundControl, texture) end) self:AddPool(GAME_CREDITS_ENTRY_TYPE_PADDING_SECTION, "ZO_GameCreditsPaddingGamepad", function(paddingControl, unused, height) return self:SetupPaddingSection(paddingControl, unused, height) end) EVENT_MANAGER:RegisterForEvent("GameCreditsGamepad", EVENT_GAME_CREDITS_READY, function() self:BeginCredits() end) end function CreditsScreen_Gamepad:Exit() SCENE_MANAGER:HideCurrentScene() end function CreditsScreen_Gamepad:IsPreferredScreen() return IsInGamepadPreferredMode() end function ZO_GameCredits_Gamepad_Initialize(control) GAME_CREDITS_GAMEPAD = CreditsScreen_Gamepad:New(control) end
-- 删除一个延迟任务 local jobs_key_ht = KEYS[1]; local bucket_key_zset = KEYS[2]; local topic_id = ARGV[1]; redis.call('HDEL',jobs_key_ht,topic_id) ; redis.call('ZREM',bucket_key_zset,topic_id) ;
require("prototypes.engineering.add_effects_script") require("prototypes.turrets.data")
--[[---------------------------------------------------------------------------- Info.lua metaExportFilter Sample Summary information for Metadata Export Filter plugin sample plugin -------------------------------------------------------------------------------- ADOBE SYSTEMS INCORPORATED Copyright 2008 Adobe Systems Incorporated All Rights Reserved. NOTICE: Adobe permits you to use, modify, and distribute this file in accordance with the terms of the Adobe license agreement accompanying it. If you have received this file from a source other than Adobe, then your use, modification, or distribution of it requires the prior written permission of Adobe. ------------------------------------------------------------------------------]] return { LrSdkVersion = 3.0, LrSdkMinimumVersion = 1.3, -- minimum SDK version required by this plugin LrPluginName = LOC "$$$/SDK/MetaExportFilter/Sample=Metadata Post Process Sample", LrToolkitIdentifier = 'com.adobe.lightroom.sdk.export.metaexportfilter', LrExportFilterProvider = { title = LOC "$$$/SDK/MetaExportFilter/Sample=Metadata Post Process", -- the string that appears in the export filter section of the export dialog in LR file = 'MetadataExportFilterProvider.lua', -- name of the file containing the filter definition script id = "metadata", -- unique identifier for export filter }, VERSION = { major=8, minor=0, revision=0, build=1193777, }, }
--------------------------------------------------------------------------------- -- Simple cursor script by Infinite Rain, based on a sample by Unreal Software -- --------------------------------------------------------------------------------- if not CSample then require("sys/lua/CS2D-AmplifiedScripting") CSample = {} end CSample.cursor = { updateRate = 150, player = {} } -------------------------------------- -- Timer which requests client data -- -------------------------------------- CSample.cursor.timer = cas.timer.new(function() for _, player in pairs(cas.player.getPlayers()) do player:requestClientData("cursoronmap") end end):startConstantly(CSample.cursor.updateRate) ----------------------------------------------------- -- Table which holds functions, later to be hooked -- ----------------------------------------------------- CSample.cursor.hook = { -- On join, creating a data table for this player. join = function(player) CSample.cursor.player[player] = { cursor = cas.mapImage.new("gfx/sprites/flare2.bmp", "supertop") :setColor(cas.color.yellow) :setBlend("light") :setAlpha(0.5) :setScale(0.3, 0.3) } end, -- On leave, removing the data table of this player. leave = function(player) CSample.cursor.player[player] = nil end, -- On startround, since all the images are removed, re-drawing them. startround = function(mode) for key, value in pairs(cas.player.getPlayers()) do CSample.cursor.player[value].cursor = cas.mapImage.new("gfx/sprites/flare2.bmp", "supertop") :setColor(cas.color.yellow) :setBlend("light") :setAlpha(0.5) :setScale(0.3, 0.3) end end, clientdata = function(player, mode, data1, data2) if mode == "cursoronmap" then if not player:isBot() then if CSample.cursor.player[player].cursor:isTweenMove() then CSample.cursor.player[player].cursor:stopTweenMove() end CSample.cursor.player[player].cursor:tweenMove(CSample.cursor.updateRate, data1, data2) end end end } ------------------------------------ -- Hooking the declared functions -- ------------------------------------ CSample.cursor.hook.joinHook = cas.hook.new("join", CSample.cursor.hook.join) CSample.cursor.hook.leaveHook = cas.hook.new("leave", CSample.cursor.hook.leave) CSample.cursor.hook.startroundHook = cas.hook.new("startround", CSample.cursor.hook.startround) CSample.cursor.hook.clientdataHook = cas.hook.new("clientdata", CSample.cursor.hook.clientdata)
--[[ args={ text={ {content="hello",color={r=255,g=222,b=123}}, {content="wahahhasd",color={r=255,g=222,b=0}}, {content="c喔喔",color={r=255,g=2,b=1}} }, font='Microsoft YaHei', size=23 } ]] local tools = require('app.helpers.tools') local BIAS = 30 local CONTENT_FORMAT = "[color=%X]%s[/color]" local RollWidget = class("RollWidget", function() return display.newNode() end) function RollWidget:ctor() -- data self.messageList = {} self.curMsgIndex = 1 self.start = false self.totalWidth = 0 self.rollSize = nil self.layer = display.newNode() self:addChild(self.layer) self.myLbal = display.newNode():addTo(self.layer) self:registerScriptHandler(function(event) if "enter" == event then tools.schedule(self, function() self:step() end, 0.01) end end) -- 吞掉区域外的所有事件 -- local function onTouched(eventType, x, y) -- if eventType == "began" then -- local wpos = self:convertToWorldSpace(cc.p(0, 0)) -- print('wx_, wy_',wpos.x, wpos.y,x,y) -- print(self.rollSize.width,self.rollSize.height) -- if (x > wpos.x) and (x < wpos.x + self.rollSize.width) and -- (y < wpos.y) and (y > wpos.y - self.rollSize.height) then -- print("in") -- return false -- else -- print('out') -- end -- elseif eventType == "moved" then -- elseif eventType == "ended" then -- end -- return true -- end -- local touchLayer = cc.Layer:create() -- self:addChild(touchLayer) -- touchLayer:setTouchEnabled(true) -- touchLayer:registerScriptTouchHandler(onTouched, false, 0, false) end function RollWidget:step() if self.start then local x = self.myLbal:getPositionX() - 1 if x <= -self.totalWidth - BIAS then self:showNextMessage() else self.myLbal:setPositionX(x) end end end function RollWidget:showNextMessage() self.myLbal:removeAllChildren() self.curMsgIndex = self.curMsgIndex + 1 if self.curMsgIndex > #self.messageList then self.curMsgIndex = 1 end local msg = self.messageList[self.curMsgIndex] if msg == nil then print("msg == nil") return end -- 创建label local label_ = require('app.widgets.nRichLabel').new(msg, true, self.callBack) self.myLbal:addChild(label_) label_:setAnchorPoint(cc.p(0,0.5)) self.myLbal:setPosition(self.rollSize.width + BIAS, 0) self.totalWidth = label_.size.width self.start = true end -- 设置滚动区域 function RollWidget:setRollSize(size) self.rollSize = size end -- 添加消息 function RollWidget:setMsg(messages) self.curMsgIndex = 0 self.messageList = messages self:beginRoll() end -- 开始滚动 function RollWidget:beginRoll() -- self:stopAllActions() self:showNextMessage() end -- 开始滚动 function RollWidget:registerClickCallBack(callBack_) self.callBack = callBack_ end return RollWidget
local wk = require("which-key") wk.register({ m = { name = "plugins", s = { "<cmd>PackerSync<cr>", "packer-sync" }, c = { "<cmd>PackerCompile<cr>", "packer-compile" }, i = { "<cmd>PackerInstall<cr>", "packer-install" }, u = { "<cmd>PackerUpdate<cr>", "packer-update" }, }, }, { prefix = "<leader>" })
local function test1() collectgarbage("collect") -- 先清理一次 -- "count": 以 K 字节数为单位返回 Lua 使用的总内存数。 这个值有小数部分,所以只需要乘上 1024 就能得到 Lua 使用的准确字节数(除非溢出)。 local c1 = collectgarbage("count") print("t1 memory:", c1) -- collen 插入 50000个对象 local collen = {} -- 将local去掉, 会导致内存泄漏 for i = 1, 50000 do table.insert(collen, {}) end local c2 = collectgarbage("count") print("t2 memory:", c2) end local function mem() local c1 = collectgarbage("count") print("gc before:", c1) print("gc...") collectgarbage("collect") local c2 = collectgarbage("count") print("gc after:", c2) end local function main() test1() mem() end main()
local function curl(payload) local cmd = { 'curl', '--header', 'Content-Type: application/json', '--header', 'X-API-Token: ' .. CODESTATS_API_KEY, '--user-agent', 'codestats.nvim/' .. CODESTATS_VERSION, '--data', payload, '--request', 'POST', '--silent', '--output', '/dev/null', '--write-out', '%{http_code}', CODESTATS_API_URL .. '/my/pulses' } return vim.fn.system(cmd) end return curl
tree_bark = { -- Exactly same spell as Chongun Invincibility (harden body) but this one has longer duration but long aethers. Also has a higher fail rate (just keeping the same for now). cast = function(player) local duration = 12000 -- 12s duration local aether = 300000 -- 300s aethers local magicCost = 1500 if (not player:canCast(1, 1, 0)) then return end if (player.magic < magicCost) then player:sendMinitext("Your will is too weak.") return end if player:checkIfCast(hardBodies) then player:sendMinitext("You already cast that spell.") return end local armor = 0 if player.armor < -80 then armor = -80 elseif player.armor > 70 then armor = 70 else armor = player.armor end player:sendAction(6, 20) player.magic = player.magic - magicCost player:sendStatus() local successRate = (140 + armor) / 2 local random = math.random(1, 100) if random < successRate then player:sendMinitext("Something went wrong.") return end player:playSound(5) player:sendMinitext("Harden body spell") player:sendMinitext("You cast Tree bark.") player:setDuration("tree_bark", duration) player:setAether("tree_bark", aether) player:sendAnimation(11, 3) end, uncast = function(player) player:sendMinitext("Your skin turns back to flesh.") end, requirements = function(player) local level = 99 local items = {"moon_helm", "tigers_heart", "charm"} local itemAmounts = {1, 20, 1} local desc = "Makes you invincible briefly." return level, items, itemAmounts, desc end }
-- -- SOFTCUT -- -- ------------------------------------------------------------------------- -- STATE local state = { recording = false, rec_time = 0, } function sofcut_get_record_duration() return state.rec_time end -- ------------------------------------------------------------------------- -- INIT / CLEANUP --- Softcut init phase function softcut_init() softcut.reset() audio.level_cut(1.0) audio.level_adc_cut(1.0) -- listen analog input audio.level_eng_cut(0.0) -- don't listen engine / sc for i=1, 2 do softcut.level(i, 1.0) softcut.level_slew_time(i, 0.1) softcut.play(i, 0) softcut.rate(i, 1) softcut.rate_slew_time(i, 0.1) softcut.loop_start(i, 0) softcut.loop_end(i, 350) softcut.loop(i, 1) softcut.fade_time(i, 0.1) softcut.rec(i, 0) softcut.rec_level(i, 1) softcut.pre_level(i, 1) softcut.position(i, 0) softcut.buffer(i, i) softcut.enable(i, 1) softcut.filter_dry(i, 1) softcut.phase_quant(i, .01) end softcut.level_input_cut(1, 1, 1.0) softcut.level_input_cut(2, 1, 0.0) softcut.level_input_cut(1, 2, 0.0) softcut.level_input_cut(2, 2, 1.0) softcut.pan(1, -1.0) softcut.pan(2, 1.0) softcut.event_phase(softcut_event_phase) softcut.poll_start_phase() end --- Softcut event phase -- @param voice current softcut voice -- @param x time since record / playback softcut_event_phase = function(voice, x) if state.recording then state.rec_time = x end end -- ------------------------------------------------------------------------- -- RECORD --- Predicate, is curently recorded function softcut_is_recording() return state.recording end --- Predicate, has something recorded function softcut_has_recording() return state.rec_time ~= 0 end --- Toggle Softcut record start / stop function softcut_toggle_record() state.recording = not state.recording if state.recording then print("record on") softcut_record_on() else print("record off") softcut_record_off() cut_to_engine() end end --- Start Softcut record in buffer function softcut_record_on() timber_free_up_sample() softcut_clear_buffers() for i=1, 2 do softcut.rec(i, 1) end end --- Stop Softcut record in buffer function softcut_record_off() for i=1, 2 do softcut.rec(i, 0) softcut.position(i, 0) end end --- Clear Softcut buffers function softcut_clear_buffers() for i=1, 2 do softcut.buffer_clear(i) softcut.position(i, 0) state.rec_time = 0 end end -- ------------------------------------------------------------------------- -- PLAYBACK --- Play Softcut voices (mapped to buffers) -- unused function softcut_play() for i=1, 2 do softcut.position(i, 0) softcut.play(i, 1) end end --- Stop playing Softcut voices (mapped to buffers) -- unused function softcut_stop() for i=1, 2 do softcut.position(i, 0) softcut.play(i, 0) end end -- ------------------------------------------------------------------------- -- PLAYBACK OPTIONS --- Update current Softcut buffer playback speed -- unused sofcut_update_current_playback_rate = function() local n = rpmate.current_playback_ratio() for i=1, 2 do softcut.rate(0, n) end end -- ------------------------------------------------------------------------- -- SAVE TO DISK function sofcut_write_to_file(filepath) softcut.buffer_write_stereo(filepath, 0, state.rec_time) -- softcut.buffer_write_stereo(filepath, 0, -1) end
module(..., package.seeall) local ffi = require("ffi") require "terravox.api" -- This loads FFI definition api = ffi.cast("struct TerravoxApi*", __terravoxApi)
local Game = require("Game") function love.load() love.window.setTitle("Platform Hero") love.window.setMode(800, 600, { fullscreentype = "desktop", resizable = true, highdpi = true, }) love.physics.setMeter(1) love.graphics.setDefaultFilter("nearest") local music = love.audio.newSource("resources/music/platformHero.ogg", "stream") music:setLooping(true) music:play() game = Game.new({}) end function love.update(...) game:update(...) if game.complete then game = Game.new({ level = game.level + 1, }) end end function love.draw(...) game:draw(...) end function love.resize(...) game:resize(...) end function love.keypressed(key, scancode, isrepeat) if key == "f1" then love.graphics.captureScreenshot("screenshot.png") end end
module 'mock' local insert = table.insert local index = table.index local remove = table.remove CLASS: DeckCanvas ( GraphicsPropComponent ) :MODEL{ Field 'index' :no_edit(); --'----'; --Field 'size' :type('vec2') :getset('Size'); Field 'serializedData' :getset( 'SerializedData' ) :no_edit(); '----'; Field 'edit' :action('editPen') :meta{ icon='edit', style='tool'}; Field 'clear' :action('editClear') :meta{ icon='clear' }; } registerComponent( 'DeckCanvas', DeckCanvas ) --mock.registerEntityWithComponent( 'DeckCanvas', DeckCanvas ) function DeckCanvas:__init() self.props = {} --self.size = { 500, 500 } self:getMoaiProp().inside = function() return self:inside( x,y,z, pad ) end end function DeckCanvas:inside( x,y,z, pad ) for i, prop in ipairs( self.props ) do if prop:inside( x,y,z, pad ) then return true end end return false end -- function DeckCanvas:setSize( w, h ) -- self.size = { w, h } -- self:getMoaiProp():setBounds( -w/2, -h/2, 0, w/2, h/2, 0 ) -- end -- function DeckCanvas:getSize() -- return unpack( self.size ) -- end function DeckCanvas:getSerializedData() local deckset = {} local decklist = {} local id0 = 0 local function affirmDeckId( path ) local id = deckset[ path ] if not id then id0 = id0 + 1 id = id0 deckset[ path ] = id decklist[ id ] = path end return id end local propDatas = {} for i, prop in ipairs( self.props ) do local deckPath = prop.deckPath if deckPath then -- assert( deckPath, tostring(prop) ) -- if deckPath then local deckId = affirmDeckId( deckPath ) local x, y, z = prop:getLoc() local rx, ry, rz = prop:getRot() local sx, sy, sz = prop:getScl() local r,g,b,a = prop:getColor() table.insert( propDatas, { deck = deckId, transform = { x,y,z, rx,ry,rz, sx,sy,sz }, color = { r,g,b,a }, }) end end local output = { props = propDatas, decks = decklist } return output end function DeckCanvas:setSerializedData( data ) if not data then return end local decks = data.decks for i, propData in ipairs( data.props ) do local deckId = propData.deck local x,y,z, rx,ry,rz, sx,sy,sz = unpack( propData.transform ) local r,g,b,a = unpack( propData.color ) local deckPath = decks[ deckId ] local prop = self:createProp( deckPath ) prop:setLoc( x,y,z ) prop:setRot( rx,ry,rz ) prop:setScl( sx,sy,sz ) prop:setColor( r,g,b,a ) self:_addProp( prop ) end end function DeckCanvas:createProp( deckPath ) local deck = loadAsset( deckPath ) if deck then local prop = MOAIProp.new() prop:setDeck( deck:getMoaiDeck() ) prop.deckPath = deckPath return prop end end function DeckCanvas:clear() for i, prop in ipairs( self.props ) do self:_removeProp( prop, false ) end self.props = {} end --x,y = local coords local defaultSortMode = MOAILayer.SORT_Z_ASCENDING function DeckCanvas:findProps( x, y, radius ) local radius = radius or 1 local ent = self:getEntity() local x, y, z = ent:getProp( 'render' ):modelToWorld( x, y ) --TODO: use some spatial graph local partition = ent:getPartition() local propsInPartition = { -- partition:propListForRay( x, y, -1000000, 0, 0, 1, defaultSortMode ) partition:propListForBox( x-radius, y-radius, -100000, x+radius, y+radius, 100000, defaultSortMode ) } local result = {} for i, prop in ipairs( propsInPartition ) do if prop.__deckCanvas == self then insert( result, prop ) end end return result end function DeckCanvas:findTopProp( x, y ) local props = self:findProps( x, y ) local count = #props if count > 0 then return props[ count ] else return nil end end function DeckCanvas:removeProps( x, y ) local found = self:findProps( x, y ) for i, prop in ipairs( found ) do self:_removeProp( prop ) end end function DeckCanvas:removeTopProp( x, y ) local found = self:findTopProp( x, y ) if found then self:_removeProp( found ) end end function DeckCanvas:addProp( deckPath ) local prop = self:createProp( deckPath ) if prop then return self:_addProp( prop ) end end local linkPartition = linkPartition local linkIndex = linkIndex local linkBlendMode = linkBlendMode local inheritTransformColorVisible = inheritTransformColorVisible local linkShader = linkShader function DeckCanvas:_addProp( prop ) local material = self:getMaterialObject() local prop0 = self:getMoaiProp() insert( self.props, prop ) linkPartition( prop, prop0 ) linkIndex( prop, prop0 ) linkBlendMode( prop, prop0 ) inheritTransformColorVisible( prop, prop0 ) linkShader( prop, prop0 ) material:applyToMoaiProp( prop ) prop:forceUpdate() prop.__deckCanvas = self return prop end function DeckCanvas:_addBoundsProps() end local clearLinkPartition = clearLinkPartition local clearLinkIndex = clearLinkIndex local clearInheritTransform = clearInheritTransform local clearInheritColor = clearInheritColor local clearLinkShader = clearLinkShader local clearLinkBlendMode = clearLinkBlendMode function DeckCanvas:_removeProp( prop, removeFromTable ) clearLinkPartition( prop ) clearLinkIndex( prop ) clearInheritTransform( prop ) clearInheritColor( prop ) clearLinkShader( prop ) clearLinkBlendMode( prop ) prop:setPartition( nil ) prop:forceUpdate() if removeFromTable ~= false then local props = self.props local idx = index( props, prop ) if idx then return remove( props, idx ) end end end function DeckCanvas:applyMaterial( mat ) mat:applyToMoaiProp( self.prop ) for i, prop in ipairs( self.props ) do mat:applyToMoaiProp( prop ) end end -- function DeckCanvas:insideCanvas( x, y, z, pads ) -- x, y = self.prop:worldToModel( x, y, z ) -- local w, h = self:getSize() -- return x > -w/2 and h > -h/2 and x < w/2 and y < h/2 -- end -------------------------------------------------------------------- --Editor support function DeckCanvas:onBuildSelectedGizmo() local giz = mock_edit.SimpleBoundGizmo() giz:setTarget( self ) return giz end local deckCanvasItemBoundsVisible = true function setDeckCanvasItemBoundsVisible( vis ) deckCanvasItemBoundsVisible = vis end function isDeckCanvasItemBoundsVisible() return deckCanvasItemBoundsVisible end local drawRect = MOAIDraw.drawRect function DeckCanvas:drawBounds() if not self._entity then return end if deckCanvasItemBoundsVisible then mock_edit.applyColor( 'deckcanvas-item' ) for i, prop in ipairs( self.props ) do local x,y,z,x1,y1,z1 = prop:getWorldBounds() drawRect( x,y,x1,y1 ) end end -- GIIHelper.setVertexTransform( self._entity:getProp() ) -- local w, h = self:getSize() -- mock_edit.applyColor( 'deckcanvas-bound' ) -- drawRect( -w/2, -h/2, w/2, h/2 ) end function DeckCanvas:editPen() mock_edit.startAdhocSceneTool( 'deckcanvas_pen', { target = self } ) end function DeckCanvas:editClear() self:clear() mock_edit.getCurrentSceneView():updateCanvas() markProtoInstanceOverrided( self, 'serializedData' ) end
--[[ --=====================================================================================================-- Script Name: Troll, for SAPP (PC & CE) Description: A unique mod designed to troll your whole server (or specific players) Features: * Silent Kill Random inexplicable deaths (no death message). * Damage Modifier Randomly change damage multipliers. * Chat Text Randomizer Randomly jumbles up characters in some sentences. * Teleport Under Map Randomly teleports a player under the map. * Flag Dropper Randomly force a player to drop the flag. * Vehicle Exit Randomly eject a player from their vehicle. * Ammo Changer Randomly change weapon ammo, battery and grenade count. * Silent Kick Randomly force a player to disconnect (no kick message output). * Random Color Change Randomly change a player's colour when they spawn. * Client Crasher Randomly crash a player's game client. * Name Changer Randomly change newly joined player's name to a random pre-defined name. * Inverted Controls Randomly invert player controls. * Roasty Toasty Randomly burn a player. * Fake Kill Messages Randomly show the player fake kill messages. * Glitched Grenades Randomly glitch out grenades. No grenade projectiles will be thrown but the throw animation will still play. * Fake Join/Quit Messages Randomly show fake player join/quit messages to the target or manually fake join/quit a player with a custom command. * Force Chat Randomly force a player to say something from a list of pre-defined sentences or manually force a player to say something with a custom command: * SPECIAL COMMANDS (see settings table in config section): Manually add a player to the troll list (bypassing "ignore_admins" settings and "specific_users" settings) or manually prevent a player from being trolled by this script. * ENABLE or DISABLE any feature at any time with two simple commands (see config section) Credits to Kavawuvi and Devieth for functions at bottom of script. Copyright (c) 2020, Jericho Crosby <jericho.crosby227@gmail.com> * Notice: You can use this document subject to the following conditions: https://github.com/Chalwk77/HALO-SCRIPT-PROJECTS/blob/master/LICENSE --=====================================================================================================-- ]]-- api_version = "1.12.0.0" -- Configuration [STARTS] ------------------------------------------------------ local Troll = { -------- [ S E T T I N G S ] ---------- -- Base command syntax: /troll <command> <params> --===================================-- settings = { base_command = "troll", -------------------------------------------------------- -- Use these commands to ENABLE or DISABLE specific features: -- Command Syntax: /base_command features feature_list_command = "features", -- Command Syntax: /base_command enable_command <feature id> enable_command = "enable", -- Command Syntax: /base_command disable_command <feature id> disable_command = "disable", -- Minimum permission level needed to execute any of the above three commands: enable_disable_list_perm = 1, -------------------------------------------------------- -- This command lets you manually add a player to the -- troll list (bypassing "ignore_admins" settings and "specific_users" settings). -- Command Syntax: /base_command add_troll_command <player id> add_troll_command = "add", add_troll_permission = 1, -------------- -- This command will prevent a player from being trolled by this script. -- Command Syntax: /base_command remove_troll_command <player id> remove_troll_command = "remove", remove_troll_permission = 1, -------------- -- Several functions temporarily remove the server prefix when certain messages are broadcast. -- The prefix will be restored to 'server_prefix' when the relay has finished. -- Enter your server prefix here: server_prefix = "**SAPP**", --[[ If "specific_users_only" is true, then only players whose IP addresses are in this list will be affected by this script. If "specific_users_only" is false then all players will be affected, excluding Admins under special circumstances (see below): If a player is an admin, they will be affected unless "ignore_admins" is "true" for each specific feature and their level is >= "ignore_admin_level" level. ]] specific_users_only = false, specific_users = { "127.0.0.1", -- Local Host "108.5.107.145" -- DeathBringR }, print_feature_state = false, -- Do Not Touch this. script_version = 1.5 }, -------- [ F E A T U R E S ] ---------- --===================================-- features = { ["Damage Modifier"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, multipliers = { -- I wanted to give the end user the opportunity to change -- the min/max damage multipliers on a per-damage-type basis, -- as well as the chances of applied damage being effected by this script. -- EXAMPLE 1: -- Will generate random number between (1) and (10) units with a (3 in 6) chance of this happening. -- The damage dealt will have a reduced number of units by the random number generated above. -- { "weapons\\assault rifle\\melee", 8, 10, { 3, 6 } }, -- Additionally, the chance of a players damage multiplier being affected -- is randomized every application of damage. melee = { { "weapons\\assault rifle\\melee", 8, 10, { 1, 2 } }, { "weapons\\ball\\melee", 8, 10, { 1, 2 } }, { "weapons\\flag\\melee", 8, 10, { 1, 2 } }, { "weapons\\flamethrower\\melee", 8, 10, { 1, 2 } }, { "weapons\\needler\\melee", 8, 10, { 1, 3 } }, { "weapons\\pistol\\melee", 8, 10, { 1, 2 } }, { "weapons\\plasma pistol\\melee", 8, 10, { 1, 2 } }, { "weapons\\plasma rifle\\melee", 8, 10, { 1, 4 } }, { "weapons\\rocket launcher\\melee", 8, 10, { 1, 2 } }, { "weapons\\shotgun\\melee", 8, 10, { 1, 3 } }, { "weapons\\sniper rifle\\melee", 8, 10, { 1, 2 } }, { "weapons\\plasma_cannon\\effects\\plasma_cannon_melee", 8, 10, { 1, 2 } }, }, grenades = { -- EXAMPLE 2: -- There are separate damage multipliers for causers, and victims. -- For example, you will lose a minimum of 7 and maximum of 10 units of damage dealt to your victims -- with a 1 in 2 chance of this happening. -- If you grenade yourself, you will receive 10x normal damage { "weapons\\frag grenade\\explosion", others = { 7, 10 }, you = { 10, 10 }, { 1, 2 } }, { "weapons\\plasma grenade\\explosion", others = { 6, 10 }, you = { 10, 10 }, { 1, 3 } }, { "weapons\\plasma grenade\\attached", others = { 8, 10 }, you = { 10, 10 }, { 1, 2 } }, }, vehicles = { { "vehicles\\ghost\\ghost bolt", 6, 10, { 1, 3 } }, { "vehicles\\scorpion\\bullet", 5, 10, { 1, 6 } }, { "vehicles\\warthog\\bullet", 7, 10, { 1, 5 } }, { "vehicles\\c gun turret\\mp bolt", 7, 10, { 1, 6 } }, { "vehicles\\banshee\\banshee bolt", 6, 10, { 1, 3 } }, { "vehicles\\scorpion\\shell explosion", 8, 10, { 1, 2 } }, { "vehicles\\banshee\\mp_fuel rod explosion", 8, 10, { 1, 2 } }, }, projectiles = { { "weapons\\pistol\\bullet", others = { 7, 10 }, you = { 10, 10 }, { 1, 3 } }, { "weapons\\plasma rifle\\bolt", others = { 6, 10 }, you = { 10, 10 }, { 1, 3 } }, { "weapons\\shotgun\\pellet", others = { 5, 10 }, you = { 10, 10 }, { 1, 4 } }, { "weapons\\plasma pistol\\bolt", others = { 8, 10 }, you = { 10, 10 }, { 1, 6 } }, { "weapons\\needler\\explosion", others = { 7, 10 }, you = { 10, 10 }, { 1, 4 } }, { "weapons\\assault rifle\\bullet", others = { 6, 10 }, you = { 10, 10 }, { 1, 2 } }, { "weapons\\needler\\impact damage", others = { 6, 10 }, you = { 10, 10 }, { 1, 3 } }, { "weapons\\flamethrower\\explosion", others = { 7, 10 }, you = { 10, 10 }, { 1, 2 } }, { "weapons\\sniper rifle\\sniper bullet", others = { 8, 10 }, you = { 10, 10 }, { 1, 3 } }, { "weapons\\rocket launcher\\explosion", others = { 7, 10 }, you = { 10, 10 }, { 1, 3 } }, { "weapons\\needler\\detonation damage", others = { 7, 10 }, you = { 10, 10 }, { 1, 2 } }, { "weapons\\plasma rifle\\charged bolt", others = { 5, 10 }, you = { 10, 10 }, { 1, 3 } }, { "weapons\\plasma_cannon\\effects\\plasma_cannon_melee", others = { 8, 10 }, you = { 10, 10 }, { 1, 2 } }, { "weapons\\plasma_cannon\\effects\\plasma_cannon_explosion", others = { 7, 10 }, you = { 10, 10 }, { 1, 2 } }, }, fall_damage = { { "globals\\falling", you = { 10, 10 }, chance = { 1, 3 } }, { "globals\\distance", you = { 10, 10 }, chance = { 1, 3 } }, }, vehicle_collision = { "globals\\vehicle_collision", others = { 7, 10 }, you = { 10, 10 }, { 1, 3 } } } }, ["Chat Text Randomizer"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, min_chances = 1, -- 1 in 6 chance of your messages being randomized every time you chat. max_chances = 6, format = { --[[ Custom Variables: %name% - will output the players name %msg% - will output message -- Add this if you're using my ChatID script! (or because reasons) "%id% - will output the Player Index ID --]] global = "%name%: %msg%", team = "[%name%]: %msg%", vehicle = "[%name%]: %msg%" } }, ["Silent Kill"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, -- When a player spawns, the interval until they are killed is randomized. -- The interval itself is an amount of seconds between "min" and "max". min = 35, -- in seconds max = 300, -- in seconds }, ["Roasty Toasty"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, projectile = { "proj", "weapons\\flamethrower\\flame" }, -- Min/Max time until a player is burnt to a crisp. min = 35, -- in seconds max = 225, -- in seconds }, ["Fake Kill Messages"] = { -- Set this to "false" to disable this feature on start up: enabled = true, --[[ Only the player being trolled will see these messages: Example: Type 1: mrSands001 was killed by Chalwk Type 2: You killed mrSands001 ]] ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, -- Min/Max time until a fake kill message appears. min = 45, -- in seconds max = 200, -- in seconds messages = { [1] = "You killed %fake_victim%", [2] = "%troll_victim% was killed by %fake_victim%", } }, ["Teleport Under Map"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, -- Players will be teleported a random number of world units under the map. -- The value of W/Units is a random number between minZ, maxZ minZ = 0.3, -- in world units maxZ = 0.4, -- in world units -- Players will be teleported under the map at a random time between min/max seconds. min = 60, -- in seconds max = 280, -- in seconds }, ["Inverted Controls"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, -- Min/Max Interval until players controls are inverted. untilMin = 25, -- in seconds untilMax = 180, -- in seconds inverted_time = 10, -- in seconds }, ["Flag Dropper"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, -- When a player pick up the flag, the interval until they drop it is randomized. -- The interval itself is an amount of seconds between "min" and "max". min = 5, -- in seconds max = 120, -- in seconds }, ["Vehicle Exit"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, -- When a player enters a vehicle, the interval until they are forced to exit is randomized. -- The interval itself is an amount of seconds between "min" and "max". min = 5, -- in seconds max = 140, -- in seconds }, ["Name Changer"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, -- When a player joins, their new name will be randomly selected from this list. names = { -- Max 11 Characters only! { "iLoveAG" }, { "iLoveV3" }, { "loser4Eva" }, { "iLoveChalwk" }, { "iLoveSe7en" }, { "iLoveAussie" }, { "benDover" }, { "clitEruss" }, { "tinyDick" }, { "cumShot" }, { "PonyGirl" }, { "iAmGroot" }, { "twi$t3d" }, { "maiBahd" }, { "frown" }, { "Laugh@me" }, { "imaDick" }, { "facePuncher" }, { "TEN" }, { "whatElse" }, -- Repeat the structure to add more entries! } }, ["Nuke"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, projectile = { "proj", "weapons\\rocket launcher\\rocket" }, -- Quantity of projectiles spawned: min_projectiles = 1, max_projectiles = 10, -- The interval until they are nuked. -- The interval itself is an amount of seconds between "min" and "max". min = 55, -- in seconds max = 175, -- in seconds }, ["Ammo Changer"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, -- Min/Max time until ammo count is modified: minAmmoTime = 15, maxAmmoTime = 300, -- Min/Max time until grenade count is modified: minNadeTime = 45, maxNadeTime = 250, weapons = { -- If battery powered weapon, set to true! { "weapons\\plasma rifle\\plasma rifle", true }, { "weapons\\plasma_cannon\\plasma_cannon", true }, { "weapons\\plasma pistol\\plasma pistol", true }, { "weapons\\pistol\\pistol", false }, { "weapons\\shotgun\\shotgun", false }, { "weapons\\needler\\mp_needler", false }, { "weapons\\sniper rifle\\sniper rifle", false }, { "weapons\\assault rifle\\assault rifle", false }, { "weapons\\flamethrower\\flamethrower", false }, { "weapons\\rocket launcher\\rocket launcher", false }, }, }, ["Glitched Grenades"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, -- Interval until grenades are glitched is randomized. -- The interval itself is an amount of seconds between "min" and "max". min = 25, -- in seconds max = 270, -- in seconds }, ["Silent Kick"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, announcements = { enabled = false, msg = "%name% was silently disconnected from the server!" }, -- When a player joins, the interval until they are kicked is randomized. -- The interval itself is an amount of seconds between "min" and "max". min = 20, -- in seconds max = 360, -- in seconds }, ["Random Color Change"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, -- Chance that someone's color will be changed when they spawn: chance = { 1, 6 }, -- COLOR ID, Enabled/Disabled colors = { { 0, true }, --white { 1, true }, --black { 2, true }, --red { 3, true }, --blue { 4, true }, --gray { 5, true }, --yellow { 6, true }, --green { 7, true }, --pink { 8, true }, --purple { 9, true }, --cyan { 10, true }, --cobalt { 11, true }, --orange { 12, true }, --teal { 13, true }, --sage { 14, true }, --brown { 15, true }, --tan { 16, true }, --maroon { 17, true } --salmon } }, ["Client Crasher"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, -- When a player joins, the interval until they are crashed is randomized. -- The interval itself is an amount of seconds between "min" and "max". min = 45, -- in seconds max = 270, -- in seconds }, ["Fake Join-Quit"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, -- Command Syntax: /base_command fake_join_command [player name] (max 11 characters) fake_join_command = "fakejoin", -- Command Syntax: /base_command fake_quit_command [player name] (max 11 characters) fake_quit_command = "fakequit", fake_join_message = "Welcome %fakename%", fake_quit_message = "%fakename% quit", permission_level = 1, names = { { "ILoveRock" }, { "leila water" }, { "LilTuGfa" }, { "Nuevo001" }, { "Jass" }, { "Crypt®" }, { "Carbono980" }, { "shagnemite" }, { "DA-n00b1n8R" }, { "i- XTuAnuel" }, }, -- Interval until fake join/quit message is broadcast to the target player. -- The interval itself is an amount of seconds between "min" and "max". min = 65, -- in seconds max = 255, -- in seconds }, ["Force Chat"] = { -- Set this to "false" to disable this feature on start up: enabled = true, ignore_admins = true, -- Admins who are this level (or higher) will be ignored: ignore_admin_level = 1, -- Command Syntax: /base_command command [player id] {message} command = "fchat", -- Minimum permission level the player must be in order to execute /command: permission_level = 1, -- The interval until a player is forced to say something is randomized. -- The interval itself is an amount of seconds between "min" and "max". min = 60, -- in seconds max = 300, -- in seconds -- Players message output format: -- %name% is replaced with the players name -- %msg% is replaced with a random message from the list of sentences. chat_format = "%name%: %msg%", sentences = { "I suck at this game!", "I want my mommy!", "Momma always said life is like a box of chocolates", "I'm horny", "I like turtles", "I like eating human hotdogs", "I was born a bastard", "You can fuck my sister", "I am the reason the gene pool needs a lifeguard", "My only chance of getting laid is to crawl up the chicken's butt and wait!", "Warthogs are gay", "My favourite game type is CTF", "Race game types suck balls", "I ate some dirt out of the garden earlier", "I'm wearing lipstick", "Oh ouh! I shit myself. Be right back. Gotta clean up!", "I'm a little school girl", "I want to guzzle some gasoline", "My brother just spat in my face", "My mom said it's bed time. Bye fuckers", "My nana is sitting next to me and asked what I'm doing", "God damn my clothes smell", "Time to take a rip off my bowl", "I have to see my probation officer tomorrow", -- repeat the structure to add more entries }, }, } } -- Configuration [ENDS] ------------------------------------------------------ local game_over local players = { } local format = string.format local gsub, sub, gmatch = string.gsub, string.sub, string.gmatch local time_scale = 1 / 30 local flag, globals, ls, network_struct = { }, nil function OnScriptLoad() -- Register needed event callbacks: register_callback(cb["EVENT_TICK"], "OnTick") register_callback(cb['EVENT_PREJOIN'], "OnPlayerPreJoin") register_callback(cb["EVENT_LEAVE"], "OnPlayerDisconnect") register_callback(cb["EVENT_CHAT"], "OnPlayerChat") register_callback(cb["EVENT_PRESPAWN"], "OnPreSpawn") register_callback(cb["EVENT_COMMAND"], "OnServerCommand") register_callback(cb["EVENT_GAME_END"], "OnGameEnd") register_callback(cb["EVENT_GAME_START"], "OnGameStart") register_callback(cb["EVENT_VEHICLE_ENTER"], "OnVehicleEntry") register_callback(cb["EVENT_DAMAGE_APPLICATION"], "OnDamageApplication") local gp = sig_scan("8B3C85????????3BF9741FE8????????8B8E2C0200008B4610") + 3 if (gp == 3) then return end globals = read_dword(gp) network_struct = read_dword(sig_scan("F3ABA1????????BA????????C740??????????E8????????668B0D") + 3) if (Troll.features["Random Color Change"].enabled) then LSS(true) end if (get_var(0, "$gt") ~= "n/a") then game_over, players = false, { } for i = 1, 16 do if player_present(i) then InitPlayer(i, false) end end end end function OnScriptUnload() if (Troll.features["Random Color Change"].enabled) then LSS(false) end end function OnGameStart() if (get_var(0, "$gt") ~= "n/a") then game_over, players = false, { } flag = { read_word(globals + 0x8), read_word(globals + 0xc) } local nc = Troll.features["Name Changer"] if (nc.enabled) then for i = 1, #nc.names do nc.names[i].used = false end end local fjq = Troll.features["Fake Join-Quit"] if (fjq.enabled) then for i = 1, #fjq.names do fjq.names[i].joined = false end end local feature_id = 1 for _, v in pairs(Troll.features) do v.feature_id = feature_id feature_id = feature_id + 1 end if (Troll.settings.print_feature_state) then PrintFeatureState() end end end function OnGameEnd() game_over = true end function OnTick() if (not gameover) then for player, ply in pairs(players) do if (player) and player_present(player) then for Feature, V1 in pairs(Troll.features) do for B, t in pairs(ply) do if (Feature == B) then if (V1.enabled) and TrollPlayer(player, V1) then math.randomseed(os.time()) if player_alive(player) then local DynamicPlayer = get_dynamic_player(player) if (Feature == "Silent Kill") then t.timer = t.timer + time_scale if (t.timer >= t.time_until_kill) then KillSilently(player) end elseif (Feature == "Teleport Under Map") then if (not InVehicle(DynamicPlayer)) then t.timer = t.timer + time_scale if (math.floor(t.timer) >= t.time_until_tp) then t.timer = 0 t.time_until_tp = math.random(V1.min, V1.max) local x, y, z = read_vector3d(DynamicPlayer + 0x5c) write_vector3d(DynamicPlayer + 0x5c, x, y, z - t.zaxis) cprint("[TROLL] " .. ply.name .. " was teleported under the map", 5 + 8) end end elseif (Feature == "Inverted Controls") then t.timer = t.timer + time_scale if (t.timer > t.time_until_invert) then local speed = read_float(DynamicPlayer + 0x6C) if (t.getspeed) then t.getspeed = false t.old_speed = speed execute_command("s " .. player .. " " .. speed - 2) cprint("[TROLL] " .. ply.name .. " had their controls inverted", 5 + 8) end if (t.timer > (t.time_until_invert + V1.inverted_time)) then t.timer = 0 execute_command("s " .. player .. " " .. speed + 1) end end elseif (Feature == "Roasty Toasty") then if (not InVehicle(DynamicPlayer)) then t.timer = t.timer + time_scale if (t.timer >= t.time_until_burn) then t.timer = 0 t.time_until_burn = math.random(V1.min, V1.max) SpawnFlames(DynamicPlayer) cprint("[TROLL] " .. ply.name .. " is being burnt to a crisp!", 5 + 8) end end elseif (Feature == "Fake Kill Messages") then t.timer = t.timer + time_scale if (t.timer >= t.time_until_say) then t.timer = 0 t.time_until_say = math.random(V1.min, V1.max) local candidates = { } for i = 1, 16 do if player_present(i) and (i ~= player) then candidates[#candidates + 1] = get_var(i, "$name") end end local name = candidates[math.random(#candidates)] if (name) then local type = math.random(1, 2) local message = V1.messages[type] message = gsub(gsub(message, "%%fake_victim%%", name), "%%troll_victim%%", ply.name) execute_command("msg_prefix \"\"") say(player, message) execute_command("msg_prefix \" " .. Troll.settings.server_prefix .. "\"") cprint("[TROLL] " .. ply.name .. " was sent a fake kill message", 5 + 8) end end elseif (Feature == "Flag Dropper") then if (not InVehicle(DynamicPlayer)) then if hasObjective(DynamicPlayer) then t.hasflag = true t.timer = t.timer + time_scale if (math.floor(t.timer) >= t.time_until_drop) then drop_weapon(player) cprint("[TROLL] " .. ply.name .. " was forced to drop the flag", 5 + 8) end elseif (t.hasflag) then t.hasflag = false t.time_until_drop = math.random(V1.min, V1.max) t.timer = 0 else t.timer = 0 end end elseif (Feature == "Vehicle Exit") then if InVehicle(DynamicPlayer) then t.timer = t.timer + time_scale if (t.timer >= t.time_until_exit) then t.timer = 0 exit_vehicle(player) cprint("[TROLL] " .. ply.name .. " was forced to exit their vehicle", 5 + 8) end end elseif (Feature == "Ammo Changer") then if (not InVehicle(DynamicPlayer)) then t.nade_timer = t.nade_timer + time_scale t.weapon_timer = t.weapon_timer + time_scale if (t.weapon_timer >= t.time_until_take_ammo) then t.weapon_timer = 0 t.time_until_take_ammo = math.random(V1.minAmmoTime, V1.maxAmmoTime) local weapon = read_dword(DynamicPlayer + 0x118) local Object = get_object_memory(weapon) if (Object ~= 0) then local weapons = V1.weapons for i = 1, #weapons do local tag_name = read_string(read_dword(read_word(Object) * 32 + 0x40440038)) if (tag_name == weapons[i][1]) then local battery_powered = weapons[i][2] if (battery_powered) then local energy = read_float(Object + 0x240) execute_command("battery " .. player .. " " .. math.random(0, energy) .. " 0") else local ammo = read_word(Object + 0x2B8) safe_write(true) write_dword(Object + 0x2B8, math.random(0, ammo)) safe_write(false) sync_ammo(weapon) end cprint("[TROLL] " .. ply.name .. " had their ammo count modified", 5 + 8) end end end elseif (t.nade_timer >= t.time_until_take_nades) then t.nade_timer = 0 t.time_until_take_nades = math.random(V1.minNadeTime, V1.maxNadeTime) local nade_type = math.random(1, 2) if (nade_type == 1) then local current = read_byte(DynamicPlayer + 0x31E) local amount_to_take = math.random(0, current) execute_command("nades " .. player .. " " .. current - amount_to_take) elseif (nade_type == 2) then local current = read_byte(DynamicPlayer + 0x31F) local amount_to_take = math.random(0, current) execute_command("plasmas " .. player .. " " .. current - amount_to_take) end cprint("[TROLL] " .. ply.name .. " had their grenade count modified", 5 + 8) end end elseif (Feature == "Glitched Grenades") then t.timer = t.timer + time_scale if (t.timer >= t.time_until_glitch) then t.time_until_glitch = math.random(V1.min, V1.max) execute_command("nades " .. player .. " -2") cprint("[TROLL] " .. ply.name .. " had their grenades glitched", 5 + 8) end elseif (Feature == "Client Crasher") then if not (t.delay) then t.timer = t.timer + time_scale if (t.timer >= t.time_until_crash) then t.timer = 0 if hasObjective(DynamicPlayer) or InVehicle(DynamicPlayer) then KillSilently(player) t.delay = true else CrashClient(player, DynamicPlayer) end end elseif player_alive(player) and (DynamicPlayer ~= 0) then CrashClient(player, DynamicPlayer) end elseif (Feature == "Nuke") then t.timer = t.timer + time_scale if (t.timer >= t.time_until_nuke) then t.timer = 0 t.time_until_nuke = math.random(V1.min, V1.max) Nuke(DynamicPlayer, V1) cprint("[TROLL] " .. ply.name .. " was nuked!", 5 + 8) end end end -- Player does not need to be alive to execute blocks of code below this line: if (Feature == "Silent Kick") then t.timer = t.timer + time_scale if (t.timer >= t.time_until_kick) and (t.broadcast) then SilentKick(player, V1) end elseif (Feature == "Force Chat") then t.timer = t.timer + time_scale if (t.timer >= t.time_until_say) then t.timer = 0 t.time_until_say = math.random(V1.min, V1.max) local message = V1.sentences[math.random(#V1.sentences)] local str = V1.chat_format message = gsub(gsub(str, "%%name%%", ply.name), "%%msg%%", message) execute_command("msg_prefix \"\"") say_all(message) execute_command("msg_prefix \" " .. Troll.settings.server_prefix .. "\"") cprint("[TROLL] " .. ply.name .. " was forced to say random message!", 5 + 8) end elseif (Feature == "Fake Join-Quit") then t.timer = t.timer + time_scale if (t.timer >= t.time_until_say) then t.timer = 0 t.time_until_say = math.random(V1.min, V1.max) local n = math.random(#V1.names) local joined = V1.names[n].joined local name = V1.names[n][1] execute_command("msg_prefix \"\"") if (joined) then V1.names[n].joined = false local msg = gsub(V1.fake_quit_message, "%%fakename%%", name) say_all(msg) cprint("[TROLL] FAKE QUIT - " .. msg, 5 + 8) else V1.names[n].joined = true local msg = gsub(V1.fake_join_message, "%%fakename%%", name) say_all(msg) cprint("[TROLL] FAKE QUIT - " .. msg, 5 + 8) end execute_command("msg_prefix \" " .. Troll.settings.server_prefix .. "\"") end end end end end end end end end end function OnPlayerPreJoin(P) InitPlayer(P, false) end function OnPlayerDisconnect(P) local nc = Troll.features["Name Changer"] if (nc.enabled) and TrollPlayer(P, nc) then local id = players[P]["Name Changer"].name_id if (nc.names[id] ~= nil) then nc.names[id].used = false end end InitPlayer(P, true) end function OnPreSpawn(P, OnEnable, EnableFeat) local t = players[P] if (t ~= nil) then for Feature, V1 in pairs(Troll.features) do for B, V2 in pairs(t) do if (Feature == B) then if (V1.enabled) and TrollPlayer(P, V1) then math.randomseed(os.time()) if (not OnEnable) or (OnEnable and EnableFeat == Feature) then if (Feature == "Silent Kill") then V2.timer = 0 V2.time_until_kill = math.random(V1.min, V1.max) elseif (Feature == "Silent Kick") then V2.timer = 0 V2.broadcast = true V2.time_until_kick = math.random(V1.min, V1.max) elseif (Feature == "Teleport Under Map") then V2.timer = 0 V2.zaxis = math.random(V1.minZ, V1.maxZ) V2.time_until_tp = math.random(V1.min, V1.max) V2.time_until_kick = math.random(V1.min, V1.max) elseif (Feature == "Inverted Controls") then V2.timer = 0 V2.getspeed = true V2.time_until_invert = math.random(V1.untilMin, V1.untilMax) elseif (Feature == "Roasty Toasty") then V2.timer = 0 V2.time_until_burn = math.random(V1.min, V1.max) elseif (Feature == "Fake Kill Messages") then V2.timer = 0 V2.time_until_say = math.random(V1.min, V1.max) elseif (Feature == "Flag Dropper") then V2.hasflag = false V2.timer = 0 V2.time_until_drop = math.random(V1.min, V1.max) elseif (Feature == "Ammo Changer") then V2.weapon_timer = 0 V2.time_until_take_ammo = math.random(V1.minAmmoTime, V1.maxAmmoTime) V2.nade_timer = 0 V2.time_until_take_nades = math.random(V1.minNadeTime, V1.maxNadeTime) elseif (Feature == "Glitched Grenades") then V2.timer = 0 V2.time_until_glitch = math.random(V1.min, V1.max) elseif (Feature == "Nuke") then V2.timer = 0 V2.time_until_nuke = math.random(V1.min, V1.max) elseif (Feature == "Force Chat") then V2.timer = 0 V2.time_until_say = math.random(V1.min, V1.max) elseif (Feature == "Fake Join-Quit") then V2.timer = 0 V2.time_until_say = math.random(V1.min, V1.max) elseif (Feature == "Client Crasher") then V2.timer = 0 V2.delay = false V2.time_until_crash = math.random(V1.min, V1.max) elseif (Feature == "Random Color Change") then local chance = V1.chance[math.random(#V1.chance)] if (chance == 1) then local player = get_player(P) if (player ~= 0) then local NewColor = function() local temp = { } for i = 1, #V1.colors do if (V1.colors[i][2]) then temp[#temp + 1] = V1.colors[i][1] end end if (#temp > 0) then return math.random(#temp) end return 0 end write_byte(player + 0x60, NewColor()) cprint("[TROLL] " .. t.name .. " had their armor colour changed!", 5 + 8) end end elseif (Feature == "Chat Text Randomizer") then V2.chance = function() return math.random(V1.min_chances, V1.max_chances) end end end end end end end end end function OnServerCommand(P, Command, _, _) local CMD = CmdSplit(Command) if (CMD == nil or CMD == "") then return else CMD[1] = string.lower(CMD[1]) or string.upper(CMD[1]) if (CMD[1] == Troll.settings.base_command) then if (CMD[2] ~= nil) then local set = Troll.settings local fc = Troll.features["Force Chat"] local FJQ = Troll.features["Fake Join-Quit"] if (CMD[2] == fc.command) then local access = hasAccess(P, fc.permission_level) if access then local enabled = IsEnabled(P, fc) if (enabled) then local TargetID, String = tonumber(CMD[3]), tostring(CMD[4]) if (TargetID ~= nil and String ~= nil) then if player_present(TargetID) then if (P ~= TargetID) then local msg = ConcatSplitString(CMD, 4) msg = gsub(msg, '"', "") local name = get_var(TargetID, "$name") local str = fc.chat_format local StringFormat = gsub(gsub(str, "%%name%%", name), "%%msg%%", msg) execute_command("msg_prefix \"\"") say_all(StringFormat) execute_command("msg_prefix \" " .. Troll.settings.server_prefix .. "\"") local EName = get_var(P, "$name") if (P == 0) then EName = "THE SERVER" end cprint("[TROLL] " .. name .. " was forced to say something by " .. EName, 5 + 8) else Respond(P, "You cannot execute this command on yourself!", 4 + 8) end else Respond(P, "Invalid Player ID or Player Not Online!", 4 + 8) end else Respond(P, "Invalid Syntax. Usage: /" .. CMD[1] .. " " .. CMD[2] .. " [player id] {message}", 4 + 8) end end end elseif (CMD[2] == FJQ.fake_join_command) then local access = hasAccess(P, FJQ.permission_level) if access then local enabled = IsEnabled(P, FJQ) if (enabled) then local fake_name = ConcatSplitString(CMD, 3) fake_name = gsub(fake_name, '"', "") if (string.len(fake_name) > 0 and string.len(fake_name) < 12) then execute_command("msg_prefix \"\"") say_all(gsub(FJQ.fake_join_message, "%%fakename%%", fake_name)) execute_command("msg_prefix \" " .. Troll.settings.server_prefix .. "\"") Respond(P, "Broadcasting JOIN message", 2 + 8) else Respond(P, "Sorry, player names can only be 1-11 characters", 4 + 8) end end end elseif (CMD[2] == FJQ.fake_quit_command) then local access = hasAccess(P, FJQ.permission_level) if access then local enabled = IsEnabled(P, FJQ) if (enabled) then local fake_name = ConcatSplitString(CMD, 3) fake_name = gsub(fake_name, '"', "") if (string.len(fake_name) > 0 and string.len(fake_name) < 12) then execute_command("msg_prefix \"\"") say_all(gsub(FJQ.fake_quit_message, "%%fakename%%", fake_name)) execute_command("msg_prefix \" " .. Troll.settings.server_prefix .. "\"") Respond(P, "Broadcasting QUIT message", 2 + 8) else Respond(P, "Sorry, player names can only be 1-11 characters", 4 + 8) end end end elseif (CMD[2] == set.add_troll_command) then local access = hasAccess(P, set.add_troll_permission) if access then local pl = GetPlayers(P, CMD) if (pl) then for i = 1, #pl do local TargetID = tonumber(pl[i]) if (TargetID ~= 0) then if (players[TargetID] == nil) then InitPlayer(TargetID, false, true) players[TargetID].ignore_status = true OnPreSpawn(TargetID) if (TargetID == P) then Respond(P, "Successfully added yourself to troll list!", 2 + 8) else local name = get_var(TargetID, "$name") Respond(P, "Temporarily adding " .. name .. " to the list of players to troll!", 2 + 8) end else if (TargetID == P) then Respond(P, "You are already on the troll list", 4 + 8) else Respond(P, "This player is already on the troll List!", 4 + 8) end end else Respond(P, "Server cannot be on troll list!", 4 + 8) end end end end elseif (CMD[2] == set.remove_troll_command) then local access = hasAccess(P, set.remove_troll_permission) if access then local pl = GetPlayers(P, CMD) if (pl) then for i = 1, #pl do local TargetID = tonumber(pl[i]) if (TargetID ~= 0) then if (players[TargetID] ~= nil) then players[TargetID] = nil if (TargetID == P) then Respond(P, "Successfully removed yourself from troll list!", 2 + 8) else local name = get_var(TargetID, "$name") Respond(P, "Successfully removed " .. name .. " from the list of players to troll!", 2 + 8) end else if (TargetID == P) then Respond(P, "You are not on the troll list", 4 + 8) else Respond(P, "This player is not on the troll list", 4 + 8) end end else Respond(P, "Server cannot be on troll list!", 4 + 8) end end end end elseif (CMD[2] == set.feature_list_command) then local access = hasAccess(P, set.enable_disable_list_perm) if access then Respond(P, "----- [ FEATURES ] -----") for k, v in pairs(Troll.features) do if (v.enabled) then Respond(P, "[" .. v.feature_id .. "] " .. k .. "|rEnabled", 2 + 8) else Respond(P, "[" .. v.feature_id .. "] " .. k .. "|rDisabled", 4 + 8) end end end elseif (CMD[2] == set.enable_command) then local access = hasAccess(P, set.enable_disable_list_perm) if access then EnableDisable(P, tonumber(CMD[3]), true) end elseif (CMD[2] == set.disable_command) then local access = hasAccess(P, set.enable_disable_list_perm) if access then EnableDisable(P, tonumber(CMD[3]), false) end else Respond(P, "Invalid command parameters!", 4 + 8) end else Respond(P, "Please specify command parameters!", 4 + 8) end return false end end end function EnableDisable(P, ID, Enable) local valid_id for k, v in pairs(Troll.features) do if (v.feature_id == ID) then valid_id = true if (Enable) then if (not v.enabled) then v.enabled = true OnPreSpawn(P, true, k) Respond(P, k .. " is now enabled!", 2 + 8) else Respond(P, k .. " is already enabled!", 4 + 8) end else if (v.enabled) then v.enabled = false Respond(P, k .. " is now disabled!", 2 + 8) else Respond(P, k .. " is already disabled!", 4 + 8) end end end end if (not valid_id) then Respond(P, "Invalid Feature ID!", 4 + 8) Respond(P, "Type /" .. Troll.settings.feature_list_command .. " to view feature ID", 4 + 8) end end function OnPlayerChat(P, Message, Type) if (Type ~= 6) then local Msg = CmdSplit(Message) if (Msg == nil or Msg == "") then return elseif (not isChatCmd(Msg)) then local p = players[P] if (p ~= nil) then local t = p["Chat Text Randomizer"] if (t.chance) then local chance = t.chance() if (chance and chance == 1) then local new_message = ShuffleWords(Message) local formatMsg = function(Str) local patterns = { { "%%name%%", p.name }, { "%%msg%%", new_message }, { "%%id%%", P } } for i = 1, #patterns do Str = (gsub(Str, patterns[i][1], patterns[i][2])) end return Str end execute_command("msg_prefix \"\"") local F = Troll.features["Chat Text Randomizer"].format if (Type == 0) then say_all(formatMsg(F.global)) elseif (Type == 1) then SayTeam(P, formatMsg(F.team)) elseif (Type == 2) then SayTeam(P, formatMsg(F.vehicle)) execute_command("msg_prefix \" " .. Troll.settings.server_prefix .. "\"") cprint("[TROLL] " .. players[P].name .. " chat message was scrambled!", 5 + 8) return false end end end end end end end function OnVehicleEntry(P, _) local t = players[P] if (t ~= nil) then local VE = Troll.features["Vehicle Exit"] if (VE.enabled) and TrollPlayer(P, VE) then math.randomseed(os.time()) t["Vehicle Exit"].timer = 0 t["Vehicle Exit"].time_until_exit = math.random(VE.min, VE.max) end end end function ChangeName(P) local nc = Troll.features["Name Changer"] if (nc.enabled) and TrollPlayer(P, nc) then local name = GetRandomName(P, nc) players[P].name = name local client_network_struct = network_struct + 0x1AA + 0x40 + to_real_index(P) * 0x20 cprint("[TROLL] " .. get_var(P, "$name") .. " had their name changed to " .. name, 5 + 8) write_widestring(client_network_struct, string.sub(name, 1, 11), 12) end end function SayTeam(P, Message) for i = 1, 16 do if player_present(i) then if get_var(i, "$team") == get_var(P, "$team") then say(i, Message) end end end end function InitPlayer(P, Reset, Bypass) if (Reset) then players[P] = nil else local Case = function() local ip = get_var(P, "$ip"):match("%d+.%d+.%d+.%d+") for i = 1, #Troll.settings.specific_users do if (ip == Troll.settings.specific_users[i] or (not Troll.settings.specific_users_only)) or (Bypass) then return true end end return false end if Case() then math.randomseed(os.time()) players[P] = { name = get_var(P, "$name"), ignore_status = false, ["Nuke"] = {}, ["Force Chat"] = {}, ["Silent Kick"] = {}, ["Silent Kill"] = {}, ["Flag Dropper"] = {}, ["Vehicle Exit"] = {}, ["Ammo Changer"] = {}, ["Name Changer"] = {}, ["Roasty Toasty"] = {}, ["Fake Join-Quit"] = {}, ["Client Crasher"] = {}, ["Glitched Grenades"] = {}, ["Inverted Controls"] = {}, ["Teleport Under Map"] = {}, ["Random Color Change"] = {}, ["Fake Kill Messages"] = {}, ["Chat Text Randomizer"] = {}, } cprint("[TROLL] " .. get_var(P, "$name") .. " has been added to the list of players to troll", 5 + 8) OnPreSpawn(P) ChangeName(P) return true end end return false end function SilentKick(P, SK) for _ = 1, 9999 do rprint(P, " ") end local t = players[P] if (t["Silent Kick"].broadcast) then t["Silent Kick"].broadcast = false if (SK.announcements.enabled) then for i = 1, 6 do if player_present(i) and (i ~= P) then say(i, gsub(SK.announcements.msg, "%%name%%", t.name)) end end end end cprint("[TROLL] " .. t.name .. " was auto-kicked silently", 5 + 8) end function OnDamageApplication(VictimIndex, CauserIndex, MetaID, Damage, _, _) if (tonumber(CauserIndex) > 0) then local t = Troll.features["Damage Modifier"] if (t.enabled) then if (players[CauserIndex] ~= nil and players[VictimIndex] ~= nil) then for Table, _ in pairs(t.multipliers) do for _, Tag in pairs(t.multipliers[Table]) do if (Tag[1] ~= nil) then if (MetaID == GetTag("jpt!", Tag[1])) then local SelfHarm = (VictimIndex == CauserIndex) math.randomseed(os.clock()) if (SelfHarm) and TrollPlayer(VictimIndex, t) then Damage = (Damage + math.random(Tag.you[1], Tag.you[2])) cprint("[TROLL] " .. players[VictimIndex].name .. " units of damage was modified!", 5 + 8) elseif (not SelfHarm) and TrollPlayer(CauserIndex, t) then cprint("[TROLL] " .. players[CauserIndex].name .. " units of damage was modified!", 5 + 8) if (Table == "vehicle_collision" or Table == "grenades" or Table == "projectiles") then Damage = Damage - math.random(Tag.others[1], Tag.others[2]) else Damage = -math.random(Tag[2], Tag[3]) end end return true, Damage end end end end end end end end function Nuke(DynamicPlayer, N) local coords = GetXYZ(DynamicPlayer) local projectile_object = N.projectile local object = GetTag(projectile_object[1], projectile_object[2]) if (object) then for _ = N.min_projectiles, N.max_projectiles do local payload = spawn_object(projectile_object[1], projectile_object[2], coords.x, coords.y, coords.z + 0.5) local projectile = get_object_memory(payload) if (projectile ~= 0) then write_float(projectile + 0x68, 0) write_float(projectile + 0x6C, 0) write_float(projectile + 0x70, -1) end end else cprint("[TROLL] Nuke() | Projectile Tag Address Error", 4 + 8) end end function CrashClient(Player, DynamicPlayer) local Coords = GetXYZ(DynamicPlayer) local TagType, TagName = "vehi", "vehicles\\rwarthog\\rwarthog" if GetTag(TagType, TagName) then local Vehicle = spawn_object(TagType, TagName, Coords.x, Coords.y, Coords.z) local VehicleObject = get_object_memory(Vehicle) if (VehicleObject ~= 0) then for j = 0, 20 do enter_vehicle(Vehicle, Player, j) exit_vehicle(Player) end destroy_object(Vehicle) cprint(" [TROLL] " .. players[Player].name .. " had their game crashed", 5 + 8) end else cprint("[TROLL] CrashClient() | Vehicle Tag Address Error", 4 + 8) end end function SpawnFlames(DynamicPlayer) local t = Troll.features["Roasty Toasty"] local flames = t.projectile local object = GetTag(flames[1], flames[2]) if (object) then for _ = 1, 1 do local coords = GetXYZ(DynamicPlayer) if (coords) then spawn_object(flames[1], flames[2], coords.x, coords.y, coords.z + 0.2) end end else cprint("[TROLL] SpawnFlames() | Projectile Tag Address Error", 4 + 8) end end function GetTag(obj_type, obj_name) local tag = lookup_tag(obj_type, obj_name) return tag ~= 0 and read_dword(tag + 0xC) or nil end function GetXYZ(DynamicPlayer) local coordinates, x, y, z = {} local VehicleID = read_dword(DynamicPlayer + 0x11C) if (VehicleID == 0xFFFFFFFF) then x, y, z = read_vector3d(DynamicPlayer + 0x5c) else x, y, z = read_vector3d(get_object_memory(VehicleID) + 0x5c) end coordinates.x, coordinates.y, coordinates.z = x, y, z return coordinates end function hasObjective(DynamicPlayer) for i = 0, 3 do local WeaponID = read_dword(DynamicPlayer + 0x2F8 + 0x4 * i) if (WeaponID ~= 0xFFFFFFFF) then local Weapon = get_object_memory(WeaponID) if (Weapon ~= 0) then local tag_address = read_word(Weapon) local tag_data = read_dword(read_dword(0x40440000) + tag_address * 0x20 + 0x14) if (read_bit(tag_data + 0x308, 3) == 1) then return true end end end end return false end function ConcatSplitString(Msg, StartPoint) local msg = "" for i = 1, #Msg do if (i >= StartPoint) then msg = msg .. Msg[i] .. " " end end return msg end function GetPlayers(P, Args) local pl = { } if (Args[2] == nil or Args[2] == "me") then pl[#pl + 1] = P elseif (Args[2]:match("%d+")) and player_present(Args[2]) then pl[#pl + 1] = Args[2] elseif (Args[2] == "all" or Args[2] == "*") then for i = 1, 16 do if player_present(i) then pl[#pl + 1] = i end end else Respond(P, "Invalid Player ID or Player not Online", 4 + 8) Respond(P, "Command Usage: " .. Args[1] .. " [number: 1-16] | */all | me", 4 + 8) end return pl end function IsEnabled(P, Feature) if (not Feature.enabled) then return Respond(P, "Sorry! This feature is disabled!", 4 + 8) end return true end function InVehicle(DynamicPlayer) if (DynamicPlayer ~= 0) then local VehicleID = read_dword(DynamicPlayer + 0x11C) if (VehicleID ~= 0xFFFFFFFF) then return true end end return false end function TrollPlayer(P, Feature) local lvl = tonumber(get_var(P, "$lvl")) local ignore_status = (players[P].ignore_status == true) return (lvl == -1) or ((Feature.ignore_admins == false) or (lvl <= Feature.ignore_admin_level)) or (ignore_status) end function KillSilently(P) local kma = sig_scan("8B42348A8C28D500000084C9") + 3 local original = read_dword(kma) safe_write(true) write_dword(kma, 0x03EB01B1) safe_write(false) execute_command("kill " .. tonumber(P)) safe_write(true) write_dword(kma, original) safe_write(false) write_dword(get_player(P) + 0x2C, 0 * 33) local deaths = tonumber(get_var(P, "$deaths")) execute_command("deaths " .. tonumber(P) .. " " .. deaths - 1) cprint("[TROLL] " .. get_var(P, "$name") .. " was auto-killed silently", 5 + 8) end function GetRandomName(P, NC) local ply = players[P]["Name Changer"] ply.name_id = ply.name_id or 0 local t = { } for i = 1, #NC.names do if (string.len(NC.names[i][1]) < 12) then if (not NC.names[i].used) then t[#t + 1] = { NC.names[i][1], i } end end end if (#t > 0) then math.randomseed(os.time()) local rand = math.random(#t) local name = t[rand][1] local n_id = t[rand][2] NC.names[n_id].used = true ply.name_id = n_id return name end return "no name" end function isChatCmd(Msg) if (sub(Msg[1], 1, 1) == "/" or sub(Msg[1], 1, 1) == "\\") then return true end end function CmdSplit(Message) local Args, index = { }, 1 for Params in gmatch(Message, "([^%s]+)") do Args[index] = Params index = index + 1 end return Args end function Respond(PlayerIndex, Message, Color) if (PlayerIndex == 0) then Color = Color or 2 + 8 cprint(Message, Color) else rprint(PlayerIndex, Message) end end function ShuffleWords(String) math.randomseed(os.time()) local letters = { } for letter in String:gmatch '.[\128-\191]*' do letters[#letters + 1] = { letter = letter, rnd = math.random() } end table.sort(letters, function(a, b) return a.rnd < b.rnd end) for i, v in ipairs(letters) do letters[i] = v.letter end return table.concat(letters) end function hasAccess(P, RequiredLevel) local lvl = tonumber(get_var(P, "$lvl")) local case = (lvl >= RequiredLevel) or (P == 0) if (case) then return true else Respond(P, "You do not have permission to execute this command", 4 + 8) end end function PrintFeatureState() cprint(" ") cprint("---- TROLL FEATURES ----", 5 + 8) for k, v in pairs(Troll.features) do if (v.enabled) then cprint("[" .. k .. '] is enabled', 2 + 8) else cprint("[" .. k .. '] is disabled', 4 + 8) end end cprint(" ") end function report() local script_version = format("%0.2f", Troll.settings.script_version) cprint("--------------------------------------------------------", 5 + 8) cprint("Please report this error on github:", 7 + 8) cprint("https://github.com/Chalwk77/HALO-SCRIPT-PROJECTS/issues", 7 + 8) cprint("Script Version: " .. script_version, 7 + 8) cprint("--------------------------------------------------------", 5 + 8) end function OnError() cprint(debug.traceback(), 4 + 8) timer(50, "report") end ------------ CREDITS BELOW --------------------------------------: -- Credits to Kavawuvi for this chunk of code: function LSS(state) if (state) then ls = sig_scan("741F8B482085C9750C") if (ls == 0) then ls = sig_scan("EB1F8B482085C9750C") end safe_write(true) write_char(ls, 235) safe_write(false) else if (ls == 0) then return end safe_write(true) write_char(ls, 116) safe_write(false) end end ----------------------------------------------------------------------- -- Credits to Devieth for these functions: function write_widestring(address, str, len) local Count = 0 for _ = 1, len do write_byte(address + Count, 0) Count = Count + 2 end local count = 0 local length = string.len(str) for i = 1, length do local newbyte = string.byte(string.sub(str, i, i)) write_byte(address + count, newbyte) count = count + 2 end end function read_widestring(Address, Size) local str = "" for i = 0, Size - 1 do if read_byte(Address + i * 2) ~= 00 then str = str .. string.char(read_byte(Address + i * 2)) end end if str ~= "" then return str end return nil end ----------------------------------------------------------------------- return Troll
local parsers = require'nvim-treesitter.parsers' local queries = require'nvim-treesitter.query' local utils = require'nvim-treesitter.ts_utils' local M = {} local function get_node_at_line(root, lnum) for node in root:iter_children() do local srow, _, erow = node:range() if srow == lnum then return node end if node:child_count() > 0 and srow < lnum and lnum <= erow then return get_node_at_line(node, lnum) end end local wrapper = root:descendant_for_range(lnum, 0, lnum, -1) local child = wrapper:child(0) return child or wrapper end local get_indents = utils.memoize_by_buf_tick(function(bufnr) local indents = queries.get_capture_matches(bufnr, '@indent.node', 'indents') or {} local branches = queries.get_capture_matches(bufnr, '@branch.node', 'indents') or {} local indents_map = {} for _, node in ipairs(indents) do indents_map[tostring(node)] = true end local branches_map = {} for _, node in ipairs(branches) do branches_map[tostring(node)] = true end return { indents = indents_map, branches = branches_map } end) function M.get_indent(lnum) local parser = parsers.get_parser() if not parser or not lnum then return -1 end local node = get_node_at_line(parser:parse()[1]:root(), lnum-1) local indent_queries = get_indents(vim.api.nvim_get_current_buf()) local indents = indent_queries.indents local branches = indent_queries.branches if not indents then return 0 end while node and branches[tostring(node)] do node = node:parent() end local ind_size = vim.bo.softtabstop < 0 and vim.bo.shiftwidth or vim.bo.tabstop local ind = 0 while node do node = node:parent() if indents[tostring(node)] then ind = ind + ind_size end end return ind end local indent_funcs = {} function M.attach(bufnr) indent_funcs[bufnr] = vim.bo.indentexpr vim.bo.indentexpr = 'nvim_treesitter#indent()' end function M.detach(bufnr) vim.bo.indentexpr = indent_funcs[bufnr] end return M
function getNA11Actions(no) if(no < 0)then return {}; elseif(no == 0)then return {'5185','18562','8936','774','99','22812','22842','61336','192081','6795','164812','77758','33917','6807','213764'}; elseif(no == 1)then return {'106951','1079','106832','5217','22568','164812','1822','5221','213764','61336','5185','5215','106839'}; elseif(no == 2)then return {'8921','93402','197626','197628','5176','22812','208253','102342','197721','740','18562','774','48438','8936','5185'}; elseif(no == 3)then return {'108238','22812','8921','93402','194223','202767','194153','78674','190984','191034'}; end return {}; end NA11ProfileNames = {[0]='熊德',[1]='貓德',[2]='恢复德',[3]='平衡德',}; NA11ProfileDescriptions = {[0]='天赋:3131131--属性:',[1]='天赋:--属性:',[2]='天赋:--属性:精神>急速≥精通>暴击=溅射>全能',[3]='天赋:3123122--属性:急速>精通>暴击=全能',}; function NA11Dps() W_Log(1,"德鲁伊 dps"); local inBear = W_FormInfo(1); local notTanking=not NA_IsSolo and not W_isTanking(); local inCat = W_FormInfo(2); local inBird = W_FormInfo(4); if(W_IsInCombat())then if(NA_ProfileNo < 0)then return false; --保命施法 elseif(NA_ProfileNo == 0)then --熊德 if(false )then return true; end elseif(NA_ProfileNo == 1)then --貓德 if(false or NA_Fire(NA_checkHP(0), '61336', NA_Player) --生存本能 or NA_Fire(NA_checkHP(2) and W_HasBuff(NA_Player, 69369, true), '5185', NA_Player) --治疗之触 )then return true; end elseif(NA_ProfileNo == 2)then --恢复德 if(false )then return true; end elseif(NA_ProfileNo == 3)then --平衡德 if(false )then return true; end end if(W_TargetCanAttack()) then --攻击施法 if(NA_ProfileNo < 0)then return false; elseif(NA_ProfileNo == 0)then --熊德 if(not NA_IsAOE and (false or NA_Fire(NA_checkHP(0), '5185', NA_Player) --治疗之触 or NA_Fire(NA_checkHP(0), '18562', NA_Player) --18562 or NA_Fire(NA_checkHP(0) and not W_RetainBuff(NA_Player, 8936, true), '8936', NA_Player) --8936 or NA_Fire(NA_checkHP(0) and not W_RetainBuff(NA_Player, 774, true), '774', NA_Player) --774 or NA_Fire(NA_checkHP(1), '99', NA_Target) --夺魂咆哮 or NA_Fire(NA_checkHP(1), '22812', NA_Player) --树皮术 or NA_Fire(NA_checkHP(1), '22842', NA_Player) --狂暴回复 or NA_Fire(NA_checkHP(1), '61336', NA_Player) --生存本能 or NA_Fire(NA_checkHP(3) and W_BuffCount(NA_Player, 192081, true)<1, '192081', NA_Player) --铁鬃 or NA_Fire(notTanking, '6795', NA_Target) --低吼 or NA_Fire(not W_RetainBuff(NA_Target, -164812, true), '164812', NA_Target) --月火术 or NA_Fire(true, '77758', NA_Player) --77758 or NA_Fire(W_HasBuff(NA_Player, 93622, true), '33917', NA_Target) --裂伤 or NA_Fire(UnitPower(NA_Player)>50, '6807', NA_Target) --重殴 or NA_Fire(true, '33917', NA_Target) --裂伤 ))then return true; end if(NA_IsAOE and (false or NA_Fire(NA_checkHP(0), '61336', NA_Player) --生存本能 or NA_Fire(NA_checkHP(0), '5185', NA_Player) --治疗之触 or NA_Fire(NA_checkHP(0), '18562', NA_Player) --18562 or NA_Fire(NA_checkHP(0) and not W_RetainBuff(NA_Player, 8936, true), '8936', NA_Player) --8936 or NA_Fire(NA_checkHP(0) and not W_RetainBuff(NA_Player, 774, true), '774', NA_Player) --774 or NA_Fire(NA_checkHP(1), '99', NA_Target) --夺魂咆哮 or NA_Fire(NA_checkHP(1), '22812', NA_Player) --树皮术 or NA_Fire(NA_checkHP(1), '22842', NA_Player) --狂暴回复 or NA_Fire(NA_checkHP(3) and W_BuffCount(NA_Player, 192081, true)<1, '192081', NA_Player) --铁鬃 or NA_Fire(notTanking, '6795', NA_Target) --低吼 or NA_Fire(not W_RetainBuff(NA_Target, -164812, true), '164812', NA_Target) --月火术 or NA_Fire(true, '77758', NA_Player) --77758 or NA_Fire(W_HasBuff(NA_Player, 93622, true), '33917', NA_Target) --裂伤 or NA_Fire(true, '213764', NA_Nil) --横扫 or NA_Fire(true, '33917', NA_Target) --裂伤 ))then return true; end elseif(NA_ProfileNo == 1)then --貓德 local hasgl = W_RetainBuff(NA_Target, -1079, true); --割裂 local hasqxyz = W_RetainBuff(NA_Player, 16864, true); --清晰预兆 local hasComboPoints = UnitPower(NA_Player,4)>4 or (NA_IsSolo and not NA_IsMaxDps and UnitPower(NA_Player,4)>2) if(not NA_IsAOE and (false or NA_Fire(NA_IsMaxDps, '106951', NA_Player) --狂暴 or NA_Fire(not hasgl and hasComboPoints, '1079', NA_Target) --割裂 or NA_Fire(hasqxyz, '106832', NA_Target) --痛击 or NA_Fire(W_PowerLevel(NA_Player)<0.6, '5217', NA_Player) --猛虎之怒 or NA_Fire(hasComboPoints, '22568', NA_Target) --凶猛撕咬 or NA_Fire(NA_isUsableTalentSpell(7,1) and not W_RetainBuff(NA_Target, -155625, true), '164812', NA_Target) --月火术 or NA_Fire(not W_RetainBuff(NA_Target, -5215, true), '1822', NA_Target) --斜掠 or NA_Fire(true, '5221', NA_Target) --撕碎 ))then return true; end if(NA_IsAOE and (false or NA_Fire(UnitPower(NA_Player,4)<5, '213764', NA_Target) --横扫 or NA_Fire(not hasgl and hasComboPoints, '1079', NA_Target) --割裂 or NA_Fire(hasComboPoints, '22568', NA_Target) --凶猛撕咬 or NA_Fire(NA_isUsableTalentSpell(7,1) and not W_RetainBuff(NA_Target, -155625, true), '164812', NA_Target) --月火术 or NA_Fire(not W_RetainBuff(NA_Target, -5215, true), '1822', NA_Target) --斜掠 or NA_Fire(UnitPower(NA_Player,4)<5 or W_RetainBuff(NA_Player, 58984, true), '5221', NA_Target) --撕碎 ))then return true; end elseif(NA_ProfileNo == 2)then --恢复德 if(not NA_IsAOE and (false or NA_Fire(not W_RetainBuff(NA_Target, -164812, true), '8921', NA_Target) --8921 or NA_Fire(not W_RetainBuff(NA_Target, -164815, true), '93402', NA_Target) --阳炎术 or NA_Fire(W_FormInfo(4) and not W_HasBuff(NA_Player, 164545, true) and not W_HasBuff(NA_Player, 164547, true), '197626', NA_Target) --197626 or NA_Fire(W_FormInfo(4) and W_HasBuff(NA_Player, 164547, true), '197628', NA_Target) --197628 or NA_Fire(true, '5176', NA_Target) --阳炎之怒 ))then return true; end if(NA_IsAOE and (false ))then return true; end elseif(NA_ProfileNo == 3)then --平衡德 if(not NA_IsAOE and (false or NA_Fire(W_HPlevel(NA_Player) < 0.6, '108238', NA_Player) --新生 or NA_Fire(W_HPlevel(NA_Player) < 0.9, '22812', NA_Player) --树皮术 or NA_Fire(not W_HasBuff(NA_Target, -164812, true), '8921', NA_Target) --8921 or NA_Fire(not W_RetainBuff(NA_Target, -164815, true), '93402', NA_Target) --阳炎术 or NA_Fire(inBird and NA_IsMaxDps, '194223', NA_Player) --超凡之盟 or NA_Fire(UnitPower(NA_Player,8)<80, '202767', NA_Target) --新月 or NA_Fire(inBird and W_HasBuff(NA_Player, 202425, true), '194153', NA_Target) --明月打击 or NA_Fire(inBird and not W_HasBuff(NA_Player, 164545, true) and not W_HasBuff(NA_Player, 164547, true), '78674', NA_Target) --星涌术 or NA_Fire(inBird and W_HasBuff(NA_Player, 164545, true), '190984', NA_Target) --阳炎之怒 or NA_Fire(inBird and W_HasBuff(NA_Player, 164547, true), '194153', NA_Target) --明月打击 or NA_Fire(true, '190984', NA_Target) --阳炎之怒 ))then return true; end if(NA_IsAOE and (false or NA_Fire(W_HPlevel(NA_Player) < 0.6, '108238', NA_Player) --新生 or NA_Fire(W_HPlevel(NA_Player) < 0.9, '22812', NA_Player) --树皮术 or NA_Fire(UnitPower(NA_Player,8)<80, '202767', NA_Target) --新月 or NA_Fire(not W_HasBuff(NA_Target, -164812, true), '8921', NA_Target) --8921 or NA_Fire(not W_RetainBuff(NA_Target, -164815, true), '93402', NA_Target) --阳炎术 or NA_Fire(true, '191034', NA_Target) --星辰坠落 or NA_Fire(inBird, '194153', NA_Target) --明月打击 ))then return true; end end elseif(UnitCanAssist(NA_Player, NA_Target))then --辅助施法 if(NA_ProfileNo < 0)then return false; elseif(NA_ProfileNo == 0)then --熊德 if(false )then return true; end elseif(NA_ProfileNo == 1)then --貓德 if(false )then return true; end elseif(NA_ProfileNo == 2)then --恢复德 local hcs = W_RetainBuff(NA_Target, 774, true); --回春术 local yh = W_RetainBuff(NA_Target, 8936, true); --愈合 local jnsf = W_RetainBuff(NA_Player, 16870, true); --节能施法 if(false or NA_Fire(NA_checkHP(1), '22812', NA_Player) --树皮术 or NA_Fire(W_HPlevel(NA_Target)<0.3, '208253', NA_Target) --加尼尔的精华 or NA_Fire(W_HPlevel(NA_Target)<0.5, '102342', NA_Target) --铁木树皮 or NA_Fire(W_HPlevel(NA_Target)<0.5, '197721', NA_Target) --繁盛 or NA_Fire(NA_IsMaxDps and W_HPlevel(NA_Target)<0.5, '740', NA_Player) --宁静 or NA_Fire(W_HPlevel(NA_Target)<0.7, '18562', NA_Target) --迅捷治愈 or NA_Fire(W_HPlevel(NA_Target)<1 and not hcs, '774', NA_Target) --回春术 or NA_Fire(W_HPlevel(NA_Target)<0.9, '48438', NA_Target) --野性成长 or NA_Fire(W_HPlevel(NA_Target)<1 and jnsf and not yh, '8936', NA_Target) --愈合 or NA_Fire(W_HPlevel(NA_Target)<0.7 and not yh, '8936', NA_Target) --愈合 or NA_Fire(W_HPlevel(NA_Target)<0.7, '5185', NA_Target) --治疗之触 )then return true; end elseif(NA_ProfileNo == 3)then --平衡德 if(false )then return true; end end end else --不在战斗中 if(NA_ProfileNo < 0)then return false; --脱战后补buff,开怪等 elseif(NA_ProfileNo == 0)then --熊德 if(false or NA_Fire(NA_IsSolo and W_TargetCanAttack(), '164812', NA_Target) --月火术 )then return true; end elseif(NA_ProfileNo == 1)then --貓德 if(false or NA_Fire(not W_HasBuff(NA_Player, 5215, true) and W_TargetCanAttack(), '5215', NA_Player) --潜行 or NA_Fire(true and W_TargetCanAttack(), '106839', NA_Target) --迎头痛击 or NA_Fire(true and W_TargetCanAttack(), '1822', NA_Target) --斜掠 )then return true; end elseif(NA_ProfileNo == 2)then --恢复德 if(false )then return true; end elseif(NA_ProfileNo == 3)then --平衡德 if(false or NA_Fire(NA_IsSolo and W_TargetCanAttack(), '93402', NA_Target) --阳炎术 or NA_Fire(W_TargetCanAttack(), '190984', NA_Target) --阳炎之怒 )then return true; end end end return false; end
require "lib.classes.class" local Menu = require "Menu.model.menues.Menu" -------------------------------------------------------------------------------------------------------- -- class: MenuBuilder -- Builder class to create a menu local MenuBuilder = class(function(self) self.menu = Menu.new() self.state_number = 0 end) -- addState: MenuState -> self -- Adds a menu state to the menu function MenuBuilder.addState(self,state) self.menu.options[self.state_number+1] = state if self.state_number == 0 then self:setCurrentState(0) end self.state_number = self.state_number + 1 return self end -- addTransition: int int key -> self -- Adds a transition to the menu function MenuBuilder.addTransition(self,i, j, key) self.menu.options[i+1]:setTransition(key, self.menu.options[j+1]) return self end -- setCurrentState: int -> self -- Sets the current option of the menu (if the option number exceeds the amount of options y corrects to the last option) function MenuBuilder.setCurrentState(self, i) self.menu:setCurrentState(self.menu.options[math.min(i+1, self.menu:getOptionNumber())]) return self end -- getMenu: None -> Menu -- Gets the builder's menu function MenuBuilder.getMenu(self) return self.menu end return MenuBuilder
local log = require('nvim-completor/log') local manager = require("nvim-completor/src-manager") local completor = require("nvim-completor/completor") local ncp_lsp = require("nvim-completor/lsp") local private = {} function private.filter_items(ctx, items) if not items or #items == 0 then return {} end local new_items = items local prefix = ctx:typed_to_cursor() prefix = prefix:match("[%w_]+$") if prefix and #prefix > 0 then new_items = vim.tbl_filter(function(item) local word = item.filterText or item.insertText or item.label return vim.startswith(word, prefix) end, items) end log.trace("new items num: ", #new_items, " old items num: ", #items) return new_items end function private.request_src(ctx) if not ctx then return end local bufno = vim.api.nvim_get_current_buf() log.trace("builtin_lsp complete request") params = { textDocument = { uri = vim.uri_from_bufnr(0) }, position = { line = ctx.pos[1]; character = vim.str_utfindex(ctx.typed, ctx.pos[2]); -- character = ctx.pos[2]; } } vim.lsp.buf_request( bufno, 'textDocument/completion', params, function(err, _, result) if err or not result then log.warn("lsp complete err ", err) return end log.trace("builtin lsp response") local items = result.items or result local incomplete = result.incomplete if incomplete then incomplete = "builtin_lsp" end log.trace(items) items = private.filter_items(ctx, items) log.debug(items) items = ncp_lsp.lsp_items2vim(ctx, items) if not items or #items == 0 then return end completor.add_complete_items(ctx, items, incomplete) end ) end manager:add_src("builtin_lsp", private.request_src) log.info("add builtin lsp complete source finish")
-- clear statistics env = require('test_run') test_run = env.new() test_run:cmd('restart server default with cleanup=1') box.stat.INSERT.total box.stat.DELETE.total box.stat.UPDATE.total box.stat.REPLACE.total box.stat.SELECT.total box.stat.ERROR.total space = box.schema.space.create('tweedledum') index = space:create_index('primary', { type = 'hash' }) -- check stat_cleanup -- add several tuples for i=1,10 do space:insert{i, 'tuple'..tostring(i)} end box.stat.INSERT.total box.stat.DELETE.total box.stat.UPDATE.total box.stat.REPLACE.total box.stat.SELECT.total -- check exceptions space:get('Impossible value') box.stat.ERROR.total -- select, get, and pairs space:get(1) box.stat.SELECT.total space:get(11) box.stat.SELECT.total space:select(5) box.stat.SELECT.total space:select(15) box.stat.SELECT.total for _ in space:pairs() do end box.stat.SELECT.total -- reset box.stat.reset() box.stat.INSERT.total box.stat.DELETE.total box.stat.UPDATE.total box.stat.REPLACE.total box.stat.SELECT.total box.stat.ERROR.total test_run:cmd('restart server default') -- statistics must be zero box.stat.INSERT.total box.stat.DELETE.total box.stat.UPDATE.total box.stat.REPLACE.total box.stat.SELECT.total box.stat.ERROR.total -- cleanup box.space.tweedledum:drop()
local libraryUtil = {} function libraryUtil.checkType( name, argIdx, arg, expectType, nilOk ) if arg == nil and nilOk then return end if type( arg ) ~= expectType then local msg = string.format( "bad argument #%d to '%s' (%s expected, got %s)", argIdx, name, expectType, type( arg ) ) error( msg, 3 ) end end function libraryUtil.checkTypeForIndex( index, value, expectType ) if type( value ) ~= expectType then local msg = string.format( "value for index '%s' must be %s, %s given", index, expectType, type( value ) ) error( msg, 3 ) end end function libraryUtil.makeCheckSelfFunction( libraryName, varName, selfObj, selfObjDesc ) return function ( self, method ) if self ~= selfObj then error( string.format( "%s: invalid %s. Did you call %s with a dot instead of a colon, i.e. " .. "%s.%s() instead of %s:%s()?", libraryName, selfObjDesc, method, varName, method, varName, method ), 3 ) end end end return libraryUtil
local ECS = require('wacky-ecs.wacky-ecs') ECS.Component.new('animation', function(texture, quads, current, animations) return { texture = texture, quads = quads, animations = animations, current = current or 'default', time = 0, frame = 1 } end) local animation = ECS.System.new('animation', {'drawable', 'animation'}) function animation:update(entities, dt) -- local time = love.timer.getTime() for _,e in ipairs(entities) do local a = e.animation local d = e.drawable local current = a.animations[a.current] -- if time - a.time > current.time then -- a.time = time + ((time - a.time) % current.time) -- if a.frame < #current.frames or current.loop then -- a.frame = 1 + (a.frame % #current.frames) -- end -- end a.time = a.time + dt if a.time > current.time then if a.frame < #current.frames or current.loop then a.frame = 1 + (a.frame % #current.frames) end a.time = a.time - current.time end d.texture = a.texture d.quad = a.quads[current.frames[a.frame]] end end
return {'inhaalactie','inhaalbeweging','inhaalcursus','inhaaldag','inhaaleffect','inhaalmanoeuvre','inhaalmatch','inhaaloperatie','inhaalpoging','inhaalpremie','inhaalprogramma','inhaalrace','inhaalsituatie','inhaalslag','inhaalstrook','inhaalverbod','inhaalvraag','inhaalwedstrijd','inhaken','inhakken','inhalatie','inhalatieapparaat','inhalatietoestel','inhalator','inhalen','inhaleren','inhalers','inhalig','inhaligheid','inhaling','inham','inhameren','inhangen','inhebben','inhechtenisneming','inheems','inheemse','inheemsen','inheien','inherent','inhibitie','inhomogeen','inhoud','inhoudelijk','inhoudelijkheid','inhouden','inhouding','inhoudsanalyse','inhoudsbepaling','inhoudsloos','inhoudsmaat','inhoudsniveau','inhoudsopgaaf','inhoudsopgave','inhoudssamenvatting','inhoudstafel','inhoudsweergave','inhout','inhouwen','inhuldigen','inhuldiging','inhuldigingsfeest','inhumaan','inhuren','inhumatie','inhoudsvol','inhoudingsplichtige','inhaalrust','inhaalgroei','inhoudingsplicht','inhaalregeling','inhaalruimte','inhaak','inhaakt','inhaakte','inhaakten','inhaal','inhaaldagen','inhaalde','inhaalden','inhaalmanoeuvres','inhaalpremies','inhaalt','inhak','inhakt','inhakte','inhakten','inhalaties','inhalatietoestellen','inhaleer','inhaleerde','inhaleerden','inhaleert','inhalerend','inhalerende','inhalige','inhaliger','inhaligste','inhalingen','inhammen','inhangt','inhechtenisnemingen','inhei','inheiden','inheit','inhelp','inhelpt','inherente','inhield','inhielp','inhielpen','inhieuwen','inhomogene','inhoudelijke','inhoudelijks','inhoudend','inhoudende','inhoudingen','inhoudsbepalingen','inhoudsloze','inhoudsmaten','inhoudsopgaven','inhoudstafels','inhoudsvolle','inhoudt','inhouw','inhouwt','inhuldig','inhuldigde','inhuldigden','inhuldigingen','inhuldigingsfeesten','inhuldigt','inhumane','inhumaner','inhuur','inhuurde','inhuurden','inhuurt','inhaalmatchen','inhaalmatches','inhaalstroken','inhaalwedstrijden','inhakend','inhalators','inhalend','inhalende','inhangende','inhielden','inhumaanst','inhammetje','inhalatoren','inhibities','inhumaties','inhaalacties','inhaalverboden','inhoudingsplichtigen','inhaalbewegingen','inhaalpogingen'}
return function(catagory) return { type = script.Name, catagory = catagory, } end
--[[ Copyright (c) 2015 gameboxcloud.com Permission is hereby granted, free of chargse, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] local Online = cc.import("#online") local Session = cc.import("#session") local gbc = cc.import("#gbc") local UserAction = cc.class("UserAction", gbc.ActionBase) local _opensession function UserAction:signinAction(args) local username = args.username if not username then cc.throw("not set argsument: \"username\"") end -- start session local session = Session:new(self:getInstance():getRedis()) session:start() session:set("username", username) session:set("count", 0) session:save() -- return result return {sid = session:getSid(), count = 0} end function UserAction:signoutAction(args) -- remove user from online list local session = _opensession(self:getInstance(), args) local online = Online:new(self:getInstance()) online:remove(session:get("username")) -- delete session session:destroy() return {ok = "ok"} end function UserAction:countAction(args) -- update count value in session local session = _opensession(self:getInstance(), args) local count = session:get("count") count = count + 1 session:set("count", count) session:save() return {count = count} end function UserAction:addjobAction(args) local sid = args.sid if not sid then cc.throw("not set argsument: \"sid\"") end local instance = self:getInstance() local redis = instance:getRedis() local session = Session:new(redis) if not session:start(sid) then cc.throw("session is expired, or invalid session id") end local delay = cc.checkint(args.delay) if delay <= 0 then delay = 1 end local message = args.message if not message then cc.throw("not set argument: \"message\"") end -- send message to job local jobs = instance:getJobs() local job = { action = "/jobs/jobs.echo", delay = delay, data = { username = session:get("username"), message = message, } } local ok, err = jobs:add(job) if not ok then return {err = err} else return {ok = "ok"} end end -- private _opensession = function(instance, args) local sid = args.sid if not sid then cc.throw("not set argsument: \"sid\"") end local session = Session:new(instance:getRedis()) if not session:start(sid) then cc.throw("session is expired, or invalid session id") end return session end return UserAction
-- This file is generated by pcode_autog-1.19.5 -- Copyright(c) Lake.Deal, ALL RIGHTS RESERVED. -- -- Purpose: contains some constants defininations -- -- proto = proto or {} proto.numbers = { CID_SIMPLE1 = 101, }
local MAJOR="AceConsole-3.0" dofile("wow_api.lua") dofile("LibStub.lua") dofile("../"..MAJOR.."/"..MAJOR..".lua") local AC = assert(LibStub(MAJOR)) ---------------------------------------------------------- -- Simple tests -- (no need to explicitly test startpos; if multi-arg tests work, it works) local a1,a2 = AC:GetArgs("") -- no arg assert(a1==nil and a2==1e9) local a1,a2 = AC:GetArgs(" ") -- still no arg assert(a1==nil and a2==1e9) local a1,a2 = AC:GetArgs("a1") -- simple assert(a1=="a1" and a2==1e9) local a1 = AC:GetArgs("a1", 0) -- fetch 0 args assert(a1==1) local a1 = AC:GetArgs(" a1", 0) -- fetch 0 args, leading space assert(a1==3) local a1,a2 = AC:GetArgs("a1 a2") -- args remaining, check nextpos assert(a1=="a1" and a2==4) local a1,a2 = AC:GetArgs("a1 a2") -- args remaining, check nextpos assert(a1=="a1" and a2==6, dump(a1,a2)) local a1,a2,a3 = AC:GetArgs("a1 a2", 2) -- 2 args assert(a1=="a1" and a2=="a2" and a3==1e9) local a1,a2,a3 = AC:GetArgs(" a1 a2 ", 2) -- surplous space assert(a1=="a1" and a2=="a2" and a3==1e9, dump(a1,a2,a3)) local a1,a2,a3 = AC:GetArgs(" a1 a2 ", 2) -- one more space at end assert(a1=="a1" and a2=="a2" and a3==1e9, dump(a1,a2,a3)) local a1,a2,a3 = AC:GetArgs(" a1 ", 2) -- missing arg2 assert(a1=="a1" and a2==nil and a3==1e9, dump(a1,a2,a3)) ---------------------------------------------------------- -- Test quoting local a1,a2 = AC:GetArgs([["a1"]]) -- simple quote assert(a1=="a1" and a2==1e9, dump(a1,a2)) local a1,a2 = AC:GetArgs([["a 1"]]) -- quote with space in it assert(a1=="a 1" and a2==1e9, dump(a1,a2)) local a1,a2 = AC:GetArgs([[" a 1 "]]) -- quote with space at beginning and end assert(a1==" a 1 " and a2==1e9, dump(a1,a2)) local a1,a2 = AC:GetArgs([['a 1']]) -- single quote assert(a1=="a 1" and a2==1e9, dump(a1,a2)) local a1,a2,a3 = AC:GetArgs([["a 1" "a 2"]], 2) -- 2 args assert(a1=="a 1" and a2=="a 2" and a3==1e9, dump(a1,a2,a3)) local a1,a2,a3 = AC:GetArgs([["a 1" 'a 2']], 2) -- mixed quoting assert(a1=="a 1" and a2=="a 2" and a3==1e9, dump(a1,a2,a3)) local a1,a2,a3 = AC:GetArgs([[ "a 1" 'a 2' ]], 2) -- surplous spacing between quotes assert(a1=="a 1" and a2=="a 2" and a3==1e9, dump(a1,a2,a3)) local a1,a2,a3 = AC:GetArgs([["foo'bar" 'foo"bar']], 2) -- don't break on nonmatching quote assert(a1=="foo'bar" and a2=='foo"bar' and a3==1e9, dump(a1,a2,a3)) local a1,a2 = AC:GetArgs([[ "unfinished quote]], 1) -- missing " at end assert(a1=="unfinished quote" and a2==1e9, dump(a1,a2)) ------------------------------------------------------------ -- Hyperlinks and combos local a1,a2,a3,a4 = AC:GetArgs("simple |Cff112233|Hitem:0:0:0:0|hand here's a text with \"s and stuff|h|r", 3) assert(a1=="simple" and a2=="|Cff112233|Hitem:0:0:0:0|hand here's a text with \"s and stuff|h|r" and a3==nil and a4==1e9, dump(a1,a2,a3,a4)) local a1,a2,a3,a4 = AC:GetArgs("simple '|Cff112233|Hitem:0:0:0:0|hand here's a text with \"s and stuff|h|r'", 3) assert(a1=="simple" and a2=="|Cff112233|Hitem:0:0:0:0|hand here's a text with \"s and stuff|h|r" and a3==nil and a4==1e9, dump(a1,a2,a3,a4)) local a1,a2,a3,a4 = AC:GetArgs("simple \"|Cff112233|Hitem:0:0:0:0|hand here's a text with \"s and stuff|h|r\" 'bar'", 3) assert(a1=="simple" and a2=="|Cff112233|Hitem:0:0:0:0|hand here's a text with \"s and stuff|h|r" and a3=="bar" and a4==1e9, dump(a1,a2,a3,a4)) local a1,a2,a3,a4 = AC:GetArgs("simple |H|ha 1|h|H|ha 1|h", 3) assert(a1=="simple" and a2=="|H|ha 1|h|H|ha 1|h" and a3==nil and a4==1e9, dump(a1,a2,a3,a4)) local a1,a2,a3,a4 = AC:GetArgs("simple ||H|ha 1|h|H|ha 1|h", 3) -- note double || assert(a1=="simple" and a2=="||H|ha" and a3=="1|h|H|ha 1|h" and a4==1e9, dump(a1,a2,a3,a4)) local a1,a2,a3,a4 = AC:GetArgs("simple |||H|ha 1|h|H|ha 1|h", 3) -- note double || followed by |H assert(a1=="simple" and a2=="|||H|ha 1|h|H|ha 1|h" and a3==nil and a4==1e9, dump(a1,a2,a3,a4)) ------------------------------------------------------------ print "OK"
local diffview = require 'diffview' diffview.setup { enhanced_diff_hl = true }
local fs = require("filesystem") local shell = require("shell") if not fs.exists("/tmp/update-tmp.cfg") then u = io.open("/etc/update.cfg", "r") textu = u:read() u:close() else u = io.open("/tmp/update-tmp.cfg", "r") textu = u:read() u:close() end local function dirs() local env = {} local config = loadfile("/tmp/dirs.dat", nil, env) if config then pcall(config) end return env.dirs end local dirs = dirs() if dirs then for i = 1, #dirs do local files = fs.makeDirectory(shell.resolve(dirs[i])) if files ~= nil then print("Made missing directory: " .. dirs[i]) end end print("Finished\n") end shell.execute("wget -f https://raw.githubusercontent.com/Shuudoushi/SecureOS/" .. textu .. "/sbin/update.lua /sbin/update.lua \n") shell.execute("wget -f https://raw.githubusercontent.com/Shuudoushi/SecureOS/" .. textu .. "/root/login.lua /root/login.lua \n") shell.execute("wget -f https://raw.githubusercontent.com/Shuudoushi/SecureOS/" .. textu .. "/init.lua /init.lua \n") shell.execute("wget -f https://raw.githubusercontent.com/Shuudoushi/SecureOS/" .. textu .. "/boot/kernel/SecureOS /boot/kernel/SecureOS \n") local v = io.open("/.version", "w") v:write("myversions = { bin = '0', boot = '0', etc = '0', lib = '0', root = '0', sbin = '0', system = '0', usr = '0' }") v:close() print("The updater has changed, please run it again after reboot") if not require("event").pull() == "key_down" then os.sleep(30) end os.remove("/tmp/depreciated.dat") os.sleep(1.5)
object_tangible_loot_npc_loot_dye_set_generic = object_tangible_loot_npc_loot_shared_dye_set_generic:new { } ObjectTemplates:addTemplate(object_tangible_loot_npc_loot_dye_set_generic, "object/tangible/loot/npc/loot/dye_set_generic.iff")
object_tangible_storyteller_story_token_generic = object_tangible_storyteller_shared_story_token_generic:new { } ObjectTemplates:addTemplate(object_tangible_storyteller_story_token_generic, "object/tangible/storyteller/story_token_generic.iff")
function CreateSprite(image) local imageSize = image:GetSize() local size = Vector2(imageSize.x / imageSize.y, 1) / 2 local uv1, uv2 = image:GetUV() local sprite = Model.Create({ Vertex(Vector2(-size.x, size.y), Vector2(uv1.x, uv1.y)), Vertex(Vector2(-size.x,-size.y), Vector2(uv1.x, uv2.y)), Vertex(Vector2( size.x,-size.y), Vector2(uv2.x, uv2.y)), Vertex(Vector2( size.x,-size.y), Vector2(uv2.x, uv2.y)), Vertex(Vector2( size.x, size.y), Vector2(uv2.x, uv1.y)), Vertex(Vector2(-size.x, size.y), Vector2(uv1.x, uv1.y)) }) sprite:SetTexture(image) sprite:SetTopology(Topology.TriangleList) return sprite end sprites = { } LightsaberColors = { -- Define an easy reference of lightsaber colours ["anakin"] = Color(80, 80, 255), -- keys = filenames ["darth vader"] = Color(255, 25, 25), ["luke skywalker"] = Color(25, 255, 25), } ModelData = { } lightsabersNeeded = { } initiallyLoading = true function CacheModelData(table, name, player) ModelData[name] = table -- If this is part 2 of a request: if string.find(name, "_hilt") != nil then for i, v in pairs(lightsabersNeeded) do lastPlayer = v end if player == LocalPlayer then StartMakingDemands(player, true, true) else if lastPlayer == player and initiallyLoading then initiallyLoading = false Events:Subscribe("EntitySpawn", ForceSense) end ForceSensePart2(player) end end end function CallbackForChange(table, name, player) ModelData[name] = table if string.find(name, "_hilt") != nil then--if it's a secondary request name = player:GetValue("Jedi") local model = Model.Create(ModelData[name]) local hilt = Model.Create(ModelData[name .. "_hilt"]) local sprite = sprites[name] Lightsabers[player:GetId()]:SetModel( model, sprite ) Lightsabers[player:GetId()]:SetHilt( hilt ) Lightsabers[player:GetId()]:SetLightColor( LightsaberColors[name] ) end end function ModulesLoad() if IsValid(LocalPlayer) then pValue = LocalPlayer:GetValue("HasLightsaber") or false if pValue then RequestModelData(LocalPlayer:GetValue("Jedi") or "anakin", LocalPlayer) -- LocalPlayer first and foremost else StartMakingDemands(LocalPlayer, true, false) end end Events:Subscribe("Render", MoveLightsabers) -- Once everything is initialized, start fixing the lightsabers to bones Events:Subscribe("PreTick", MoveLightsabers) -- Subscribing to three events ensures that they don't drift about at high speeds Events:Subscribe("PostTick", MoveLightsabers) Events:Subscribe("NetworkObjectValueChange", DetectLightsaberChange) end function StartMakingDemands(p, initial, makeForLP) -- For localplayer initial = initial or true p = p or LocalPlayer -- weird shit happens if makeForLP then pValue = p:GetValue("Jedi") if Lightsabers[p:GetId()] then return end Lightsabers[p:GetId()] = Lightsaber( Model.Create(ModelData[pValue]), LightsaberColors[pValue], pValue, p, Model.Create(ModelData[pValue .. "_hilt"]), sprites[pValue] ) if p:GetValue("ScaleUnfucked") != nil then Lightsabers[p:GetId()]:UnfuckScale() end end if initial then MakeDemands() end end function MakeDemands() -- Find out how many lightsabers we initially need for p in Client:GetPlayers() do if Lightsabers[p:GetId()] then return end if p:GetValue("HasLightsaber") then if lightsabersNeeded[p:GetValue("Jedi")] == nil then lightsabersNeeded[p:GetValue("Jedi")] = p end end end for i, v in pairs(lightsabersNeeded) do RequestModelData(i, v) end end Network:Subscribe("BEGIN", ModulesLoad) function ForceSense(args) if args.entity.__type != "Player" then return end if not args.entity:GetValue("HasLightsaber") then return end local p = args.entity if Lightsabers[p:GetId()] != nil then return end -- if they already have a lightsaber from a previous encounter pValue = p:GetValue("Jedi") or "anakin" if ModelData[pValue] and ModelData[pValue .. "_hilt"] and sprites[pValue] then Lightsabers[p:GetId()] = Lightsaber( Model.Create(ModelData[pValue]), LightsaberColors[pValue], pValue, p, Model.Create(ModelData[pValue .. "_hilt"]), sprites[pValue] ) else RequestModelData(pValue, p) end end Events:Subscribe("EntitySpawn", ForceSense) function ucantcme(args) if args.entity.__type == "Player" then if args.entity:GetValue("HasLightsaber") then if Lightsabers[args.entity:GetId()] then Lightsabers[args.entity:GetId()].model = nil Lightsabers[args.entity:GetId()].sprite = nil Lightsabers[args.entity:GetId()].hilt = nil Lightsabers[args.entity:GetId()]:Remove() Lightsabers[args.entity:GetId()] = nil end end end end Events:Subscribe("EntityDespawn", ucantcme) function ForceSensePart2(p) if p == LocalPlayer then return end -- localplayer has a seperate function if not IsValid(p) then return end if Lightsabers[p:GetId()] then return end -- no duplicates pValue = p:GetValue("Jedi") Lightsabers[p:GetId()] = Lightsaber( Model.Create(ModelData[pValue]), LightsaberColors[pValue], pValue, p, Model.Create(ModelData[pValue .. "_hilt"]), sprites[pValue] ) end function RequestModelData(name, p, callback) if not IsValid(p) then return end if Lightsabers[p:GetId()] then if Lightsabers[p:GetId()].name == name then return end end callback = callback or CacheModelData if ModelData[name] == nil then OBJLoader.Request({path = name}, p, callback) else callback(ModelData[name], name, p) end if ModelData[name .. "_hilt"] == nil then OBJLoader.Request({path = name .. "_hilt"}, p, callback) else callback(ModelData[name .. "_hilt"], name .. "_hilt", p) end sprites[name] = CreateSprite(Image.Create(AssetLocation.Resource, name)) end function DetectLightsaberChange(args) if IsValid(args.object) then if args.object.__type == "Player" or args.object.__type == "LocalPlayer" then -- If network value change was on a Player object... if args.key == "Jedi" then -- If it concerns our script# if ModelData[args.value] and ModelData[args.value .. "_hilt"] and sprites[args.value] then local model = Model.Create(ModelData[args.value]) local hilt = Model.Create(ModelData[args.value .. "_hilt"]) local sprite = sprites[args.value] model:SetTopology(Topology.TriangleList) hilt:SetTopology(Topology.TriangleList) Lightsabers[args.object:GetId()]:SetModel( model, sprite ) Lightsabers[args.object:GetId()]:SetHilt( hilt ) Lightsabers[args.object:GetId()]:SetLightColor( LightsaberColors[args.value]) else RequestModelData(args.value, args.object, CallbackForChange) end elseif args.key == "HasLightsaber" then if args.value then pValue = args.object:GetValue("Jedi") if ModelData[pValue] and ModelData[pValue .. "_hilt"] and sprites[pValue] then Lightsabers[args.object:GetId()] = Lightsaber( Model.Create(ModelData[pValue]), LightsaberColors[pValue], pValue, args.object, Model.Create(ModelData[pValue .. "_hilt"]), sprites[pValue] ) else RequestModelData(pValue, args.object, CacheModelData) end else if Lightsabers[args.object:GetId()] then Lightsabers[args.object:GetId()]:Remove() Lightsabers[args.object:GetId()].model = nil Lightsabers[args.object:GetId()].sprite = nil Lightsabers[args.object:GetId()].hilt = nil Lightsabers[args.object:GetId()]:Remove() Lightsabers[args.object:GetId()] = nil end end end end end end function MoveLightsabers() for p in Client:GetPlayers() do if Lightsabers[p:GetId()] then Lightsabers[p:GetId()]:SetPosition(p:GetBonePosition("ragdoll_LeftHand")) -- Set to hand every frame Lightsabers[p:GetId()]:SetAngle(p:GetBoneAngle("ragdoll_LeftHand")) Lightsabers[p:GetId()]:SetPosition_s(p:GetBonePosition("ragdoll_LeftUpLeg")) -- Set to hip every frame Lightsabers[p:GetId()]:SetAngle_s(p:GetBoneAngle("ragdoll_LeftUpLeg")) end end if Lightsabers[LocalPlayer:GetId()] then Lightsabers[LocalPlayer:GetId()]:SetPosition(LocalPlayer:GetBonePosition("ragdoll_LeftHand")) Lightsabers[LocalPlayer:GetId()]:SetAngle(LocalPlayer:GetBoneAngle("ragdoll_LeftHand")) -- Again, Client:GetPlayers() does not include LocalPlayer Lightsabers[LocalPlayer:GetId()]:SetPosition_s(LocalPlayer:GetBonePosition("ragdoll_LeftUpLeg")) Lightsabers[LocalPlayer:GetId()]:SetAngle_s(LocalPlayer:GetBoneAngle("ragdoll_LeftUpLeg")) end end function DeleteLightsaberQuit(args) if Lightsabers[args.player:GetId()] then Lightsabers[args.player:GetId()]:Remove() end end Events:Subscribe("PlayerQuit", DeleteLightsaberQuit) function SheathUnsheathKeys(args) if LocalPlayer:GetValue("HasLightsaber") then if args.key == string.byte("G") and not LocalPlayer:InVehicle() then Network:Send("KeyPressSheath", not LocalPlayer:GetValue("sheathed")) end end end Events:Subscribe("KeyUp", SheathUnsheathKeys) function ForceSheath() -- use the force, heh if LocalPlayer:GetValue("HasLightsaber") then if LocalPlayer:InVehicle() then Network:Send("KeyPressSheath", true) -- It looks really weird if you have a lightsaber out while flying a plane. And it's irresponsible. end end end Events:Subscribe("PostTick", ForceSheath) function InputPoll(args) if not LocalPlayer:GetValue("sheathed") then Input:SetValue(Action.Kick, Input:GetValue(Action.FireRight)) Input:SetValue(Action.FireRight, 0) end end Events:Subscribe("InputPoll", InputPoll)
local iter = function(state, cur) local ret if cur == nil then ret = state[1] -- 起点 else ret = cur + (state[3] and state[3] or 1) -- 有步长加步长没步长加1 end if ret > state[2] then ret = nil -- 超出终点 end return ret end local fromto = function(n, m, p) -- 左边界n,右边界m,步长p local state = {n, m, p} return iter, state, nil -- 返回迭代器iter, 不可变状态,控制变量 end for i in fromto(1, 5, 2) do print(i) end
--[[ Based on code from: http://www.redblobgames.com/pathfinding/a-star/introduction.html http://www.redblobgames.com/pathfinding/a-star/implementation.html Depends on a Graph class, providing the following methods: getNeighbours( node ): return a list of neighbouring points getCost( from_node, to_node ): return the actual cost of moving from first node to second getHeuristic( from_node, goal ): return an estimate of cost to goal. ]] local PathFinder = {} -- get the folder that we're in. local IRO_PATH = (...):match("(.+)%.[^%.]+$") or (...) local PriorityQueue = require( IRO_PATH .. '.priorityqueue' ) function PathFinder:new( ... ) local instance = {} setmetatable( instance, self ) self.__index = self self._init( instance, ... ) return instance end function PathFinder:_init( graph ) self.graph = graph end function PathFinder:getKey( point ) return point[ 1 ] .. ":" .. point[ 2 ] end function PathFinder:astarSearch( start, goal ) local frontier = PriorityQueue:new( function( a, b ) return a > b end ) local came_from = {} local cost_so_far = {} local start_key = self:getKey( start ) frontier:push( start, 0 ) cost_so_far[ start_key ] = 0 -- cost for going from start to start is 0 while not frontier:isEmpty() do local current = frontier:pop() -- get node with lowest score local current_key = self:getKey( current ) local current_cost = cost_so_far[ current_key ] -- got there. quit trying if current[ 1 ] == goal[ 1 ] and current[ 2 ] == goal[ 2 ] then break end local neighbours = self.graph:getNeighbours( current ) for _, neighbour in ipairs( neighbours ) do local neighbour_key = self:getKey( neighbour ) local new_cost = current_cost + self.graph:getCost( current, neighbour ) -- no cost yet, or cost is cheaper than previous best if not cost_so_far[ neighbour_key ] or new_cost < cost_so_far[ neighbour_key ] then cost_so_far[ neighbour_key ] = new_cost local h = self.graph:getHeuristic( neighbour, goal ) local priority = new_cost + h frontier:push( neighbour, priority ) came_from[ neighbour_key ] = current end end end return came_from, cost_so_far end -- return the path function PathFinder:reconstructPath( came_from, goal ) local current = goal local back_path = { current } while current do -- advance a step local current_key = self:getKey( current ) current = came_from[ current_key ] table.insert( back_path, current ) end -- reverse that path so it goes from start to end. local path = {} for i, node in ipairs( back_path ) do path[ #back_path - i + 1 ] = node end return path end -- the meat and potatoes function! Call this one. function PathFinder:getPath( start, goal ) local came_from, costs = self:astarSearch( start, goal ) local path = self:reconstructPath( came_from, goal ) local start_key = self:getKey( start ) local total_cost = costs[ start_key ] return path, total_cost end return PathFinder
local vim = vim local M = {} function M.is_buf_attached_to_lsp(bufnr) local clients = vim.lsp.buf_get_clients(bufnr or 0) return clients ~= nil and #clients > 0 end function M.is_buf_markdown(bufnr) return vim.api.nvim_buf_get_option(bufnr, 'ft') == 'markdown' end ---@param bufnr number ---@return boolean function M.should_not_refresh(bufnr) if (not M.is_buf_markdown(bufnr)) and (not M.is_buf_attached_to_lsp(bufnr)) then return true end return false end return M
workspace "SchoolProject" architecture "x64" configurations {"Debug", "Release"} systemversion "latest" project "SchoolProject" location "SchoolProject" files {"%{prj.location}/**.cpp", "%{prj.location}/**.h","%{prj.location}/**.hlsl", "%{prj.location}/**.hlsli"} kind "WindowedApp" language "C++" cppdialect "C++14" targetdir "bin/%{cfg.buildcfg}" objdir "objects/%{cfg.buildcfg}" includedirs{"DirectXTK/include/"} links{ "d3d11", } vpaths{["Shaders"] = "**.hlsl", ["Headers"] = "**.h", ["Sources"] = {"**.c", "**.cpp"}, ["Buffers"] = {"**Buffer"}, ["PreCompiledHeaders"] = "**pch", ["Main"] = "**main.cpp", ["ECS"] = {"**Component", "**System","**Factory","**ECS"}, ["Core"] = {"**Render","**Core"},["imGUI"] = {"**imgui","**imstb","**imconfig"}} filter "configurations:Debug" libdirs{"DirectXTK/bin/x64/Debug_lib/"} links{"DirectXTK"} defines{"_DEBUG", "_UNICODE", "UNICODE"} symbols "On" filter "configurations:Release" libdirs{"DirectXTK/bin/x64/Release_lib/"} links{"DirectXTK"} defines{"NDEBUG", "_UNICODE", "UNICODE"} optimize "On" filter "*" local ws = "$(ProjectDir)%%(Filename).cso" files("*.hlsl") shadermodel("5.0") shaderobjectfileoutput(ws) filter("files:**_vs.hlsl") shadertype("Vertex") filter("files:**_ps.hlsl") shadertype("Pixel") filter("files:**_gs.hlsl") shadertype("Geometry") filter("files:**_cs.hlsl") shadertype("Compute")
local FriendUtils = { getOnlineFriendsList = require(script.getOnlineFriendsList), getFriendsList = require(script.getFriendsList), } table.freeze(FriendUtils) return FriendUtils
---@class UnityEngine.Behaviour : UnityEngine.Component ---@field enabled bool ---@field isActiveAndEnabled bool local m = {} UnityEngine = {} UnityEngine.Behaviour = m return m
-- this file is generated by xresloader, please don't edit it. return { [1] = { count = 4, data_source = { { file = "./资源转换示例.xlsx", sheet = "keep_or_strip_empty_list", }, }, data_ver = "1.0.0.0", hash_code = "sha256:bef5c76679b43b65aec7906f42010530fadae99f0e386d94e3a77e94a7d12e8e", xres_ver = "2.11.0-rc2", }, [2] = "keep_or_strip_empty_list_cfg", keep_or_strip_empty_list_cfg = { { array_int32 = { 711, 712, 713, }, array_int64 = { 811, 812, 813, }, array_msg = { { id = 511, level = "L-511", }, { id = 512, level = "L-512", }, { id = 513, level = "L-513", }, }, array_plain_msg = { { id = 611, level = "L-611", }, { id = 612, level = "L-612", }, { id = 613, level = "L-613", }, }, id = 50001, }, { array_int32 = { 721, 722, }, array_int64 = { 821, 822, }, array_msg = { { id = 521, level = "L-521", }, { id = 522, level = "L-522", }, }, array_plain_msg = { { id = 621, level = "L-621", }, { id = 622, level = "L-622", }, }, id = 50002, }, { array_int32 = { 0, 732, 733, }, array_int64 = { 0, 832, 833, }, array_msg = { { }, { id = 532, level = "L-532", }, { id = 533, level = "L-533", }, }, array_plain_msg = { { }, { id = 632, level = "L-632", }, { id = 633, level = "L-633", }, }, id = 50003, }, { array_int32 = { 741, 0, 743, }, array_int64 = { 841, 0, 843, }, array_msg = { { id = 541, level = "L-541", }, { }, { id = 543, level = "L-543", }, }, array_plain_msg = { { id = 641, level = "L-641", }, { }, { id = 643, level = "L-643", }, }, id = 50004, }, }, }
-- (c)ontrolled player e.cplayer = { "position", "size", "player", "sprite", "controller", "pointer", "hearts" } s.cplayer = {"position", "size", "pointer", "hearts", "player", "controller"} s.cplayer.update = function(i, position, size, pointer, hearts, player) move_camera(position.x, position.y) local x, y = game.input:get("move") if x ~= 0 or y ~= 0 then game.queue[#game.queue + 1] = {type = 'move', x = x, y = y} game.audio.move[love.math.random(#game.audio.move)]:play() end local mx, my = game.camera:mousePosition() local cx, cy = position.x + size.w / 2, position.y + size.h / 2 pointer.angle = math.atan2(my - cy, mx - cx) if game.input:pressed("punch") then local dx = math.cos(pointer.angle) * 16 local dy = math.sin(pointer.angle) * 16 game.queue[#game.queue + 1] = { type = 'punch', dx = dx, dy = dy, angle = pointer.angle } e.punch({ position = { x = position.x + size.w / 2, y = position.y + size.h / 2 }, size = {w = 16, h = 16}, punch = {angle = pointer.angle, scale = 1} }) game.audio.woosh[love.math.random(#game.audio.woosh)]:play() end if game.hit then game.hit = false end end function move_camera(x, y) local speed = 10 local radius_to_player = 0 local cx, cy = game.camera.x, game.camera.y if math.distance(x, y, cx, y) > radius_to_player then cx = math.cerp(cx, x, game.dt * speed) cy = math.cerp(cy, y, game.dt * speed) end game.camera.x, game.camera.y = cx, cy end
---@class mx.symbol.symbol local M = {} local ctypes = require('ctypes') local AttrScope = require('mx.attribute').AttrScope local base = require('mx.base') local _LIB, numeric_types, c_array, c_array_buf, c_str, c_str_array, c_handle_array , mx_uint, py_str, string_types, integer_types, mx_int , NDArrayHandle, ExecutorHandle, SymbolHandle , check_call, MXNetError, NotImplementedForSymbol = base._LIB, base.numeric_types, base.c_array, base.c_array_buf, base.c_str, base.c_str_array, base.c_handle_array , base.mx_uint, base.py_str, base.string_types, base.integer_types, base.mx_int , base.NDArrayHandle, base.ExecutorHandle, base.SymbolHandle , base.check_call, base.MXNetError, base.NotImplementedForSymbol local Context, current_context = require('mx.context').Context, require('mx.context').current_context local __nd = require('mx.ndarray.__init__') local NDArray, _DTYPE_NP_TO_MX, _DTYPE_MX_TO_NP, _GRAD_REQ_MAP, _ndarray_cls = __nd.NDArray, __nd._DTYPE_NP_TO_MX, __nd._DTYPE_MX_TO_NP, __nd._GRAD_REQ_MAP, __nd._ndarray_cls local _STORAGE_TYPE_STR_TO_ID = require('mx.ndarray.ndarray')._STORAGE_TYPE_STR_TO_ID local Executor = require('mx.executor').Executor local _internal = require('mx.symbol._internal') local op = require('mx.symbol.op') local SymbolBase, _set_symbol_class = _internal.SymbolBase, _internal._set_symbol_class local is_np_shape = require('mx.util').is_np_shape ---@class mx.symbol.Symbol:mx._ctypes.symbol.SymbolBase ---@field name string local Symbol = class('mx.symbol.Symbol', SymbolBase) M.Symbol = Symbol function Symbol:__tostring() local name = self.name if isnone(name) then name = {} for i in self:__iter() do table.insert(name, i.name) end name = table.concat(name, ', ') return ('<%s group [%s]>'):format('Symbol', name) else return ('<%s %s>'):format('Symbol', name) end end function Symbol:__iter() local sz = #self local function f(t, i) i = i + 1 if i >= sz then return end return self:__getitem(i) end return f, self, -1 end local function _op_helper(lhs, rhs, f1, f2, f3) if isinstance(lhs, Symbol) then if isinstance(rhs, Symbol) then return f1(lhs, rhs) elseif type(rhs) == 'number' then return f2(lhs, rhs) else raise('TypeError', ('type %s not supported'):format(gettypename(rhs))) end else if type(lhs) == 'number' then return f3(rhs, lhs) else raise('TypeError', ('type %s not supported'):format(gettypename(lhs))) end end end function Symbol:__add(other) return _op_helper(self, other, _internal._Plus, _internal._PlusScalar, Symbol.__add) end function Symbol:__bool() raise('NotImplementedForSymbol') end function Symbol:iadd(other) raise('NotImplementedForSymbol') end function Symbol:__sub(other) return _op_helper(self, other, _internal._Minus, _internal._MinusScalar, _internal._RMinusScalar) end function Symbol:isub(other) raise('NotImplementedForSymbol') end function Symbol:__mul(other) return _op_helper(self, other, _internal._Mul, _internal._MulScalar, Symbol.__mul) end function Symbol:imul(other) raise('NotImplementedForSymbol') end function Symbol:__div(other) return _op_helper(self, other, _internal._Div, _internal._DivScalar, _internal._RDivScalar) end function Symbol:idiv(other) raise('NotImplementedForSymbol') end function Symbol:__mod(other) return _op_helper(self, other, _internal._Mod, _internal._ModScalar, _internal._RModScalar) end function Symbol:__pow(other) return _op_helper(self, other, _internal._Power, _internal._PowerScalar, _internal._RPowerScalar) end function Symbol:__unm() return self:__mul(-1.0) end function Symbol:__copy() return self:__deepcopy() end function Symbol:__deepcopy() local handle = SymbolHandle() check_call(_LIB.MXSymbolCopy(self.handle, ctypes.byref(handle))) return Symbol(handle) end local function _cmp_helper(lhs, rhs, f1, f2) if isinstance(rhs, Symbol) then return f1(lhs, rhs) elseif type(rhs) == 'number' then return f2(lhs, rhs) else raise('TypeError', ('type %s not supported'):format(gettypename(rhs))) end end function Symbol:eq(other) return _cmp_helper(self, other, _internal._equal, _internal._equal_scalar) end function Symbol:ne(other) return _cmp_helper(self, other, _internal._not_equal, _internal._not_equal_scalar) end function Symbol:gt(other) return _cmp_helper(self, other, _internal._greater, _internal._greater_scalar) end function Symbol:ge(other) return _cmp_helper(self, other, _internal._greater_equal, _internal._greater_equal_scalar) end function Symbol:lt(other) return _cmp_helper(self, other, _internal._lesser, _internal._lesser_scalar) end function Symbol:le(other) return _cmp_helper(self, other, _internal._lesser_equal, _internal._lesser_equal_scalar) end function Symbol:__getstate() if not isnone(self.handle) then return { handle = self:tojson() } else return { handle = None } end end function Symbol:__setstate(state) local handle = state.handle if not isnone(handle) then local json_str = handle handle = SymbolHandle() check_call(_LIB.MXSymbolCreateFromJSON(c_str(json_str), ctypes.byref(handle))) self.handle = handle else self.handle = None end end function Symbol:__call(...) local s = self:__copy() s:_compose(...) return s end function Symbol:_compose(...) local args, kwargs = arg_kw(...) local name = arg_pop(kwargs, 'name', None) if name then name = c_str(name) end if #args ~= 0 and not table.empty(kwargs) then raise('TypeError', 'compose only accept input Symbols either as positional or keyword arguments, not both') end for i, arg in ipairs(args) do if not isinstance(arg, Symbol) then raise('TypeError', ('Compose expect `Symbol` as arguments, but got `%s` at %d'):format(gettypename(arg, i))) end end for k, val in pairs(kwargs) do if not isinstance(val, Symbol) then raise('TypeError', ('Compose expect `Symbol` as arguments, but got `%s` at `%s`'):format(gettypename(val), k)) end end local num_args = len(args) + table.len(kwargs) local keys if not table.empty(kwargs) then keys = c_str_array(table.keys(kwargs)) args = c_handle_array(table.values(kwargs)) else keys = None args = c_handle_array(table.values(kwargs)) end check_call(_LIB.NNSymbolCompose( self.handle, name, num_args, keys, args)) end function Symbol:__getitem(index) local output_count = #self if islist(index) then local start, stop, step = index[1] or 0, index[2] or output_count, index[3] or 1 local function f(i) return self[i] end return M.Group(table.arange(f, start, stop - 1, step)) end if type(index) == 'string' then local output_names = self:list_outputs() local idx for i, name in ipairs(output_names) do if name == index then if idx then raise('ValueError', 'There are multiple outputs with name ' .. index) end idx = i - 1 end end if not idx then raise('ValueError', 'Cannot find output that matches name ' .. index) end index = idx end if type(index) ~= 'number' then raise('TypeError', 'Symbol only support integer index to fetch i-th output') end if index >= output_count then raise('IndexError') end local handle = SymbolHandle() check_call(_LIB.MXSymbolGetOutput( self.handle, mx_uint(index), ctypes.byref(handle))) return Symbol(handle) end function Symbol:_name() local ret = ctypes.c_char_p() local success = ctypes.c_int() check_call(_LIB.MXSymbolGetName( self.handle, ctypes.byref(ret), ctypes.byref(success))) if success.value ~= 0 then return py_str(ret.value) else return None end end function Symbol:attr(key) local ret = ctypes.c_char_p() local success = ctypes.c_int() check_call(_LIB.MXSymbolGetAttr( self.handle, ctypes.byref(ret), ctypes.byref(success))) if success.value ~= 0 then return py_str(ret.value) else return None end end function Symbol:list_attr(recursive) recursive = default(recursive, false) if recursive then raise('DeprecationWarning', 'Please use attr_dict instead') end local size = mx_uint() local pairs = ctypes.POINTER(ctypes.c_char_p)() check_call(_LIB.MXSymbolListAttrShallow(self.handle, ctypes.byref(size), ctypes.byref(pairs))) local ret = {} for i = 0, size.value - 1 do ret[py_str(pairs[i * 2])] = py_str(pairs[i * 2 + 1]) end return ret end function Symbol:attr_dict() local size = mx_uint() local pairs = ctypes.POINTER(ctypes.c_char_p)() check_call(_LIB.MXSymbolListAttr(self.handle, ctypes.byref(size), ctypes.byref(pairs))) local ret = {} for i = 0, size.value - 1 do local name, key = unpack(py_str(pairs[i * 2]):split('$')) local val = py_str(pairs[i * 2 + 1]) if not ret[name] then ret[name] = {} end ret[name][key] = val end return ret end function Symbol:_set_attr(kwargs) for key, value in pairs(kwargs) do if type(value) ~= 'string' then raise('ValueError', 'Set Attr only accepts string values') end check_call(_LIB.MXSymbolSetAttr( self.handle, c_str(key), c_str(value))) end end function Symbol:get_internals() local handle = SymbolHandle() check_call(_LIB.MXSymbolGetInternals( self.handle, ctypes.byref(handle))) return Symbol(handle) end function Symbol:get_children() local handle = SymbolHandle() check_call(_LIB.MXSymbolGetChildren( self.handle, ctypes.byref(handle))) local ret = Symbol(handle) if #ret:list_outputs() == 0 then return None end return ret end local function _list_helper(hdl, f) local size = ctypes.c_uint() local sarr = ctypes.POINTER(ctypes.c_char_p)() check_call(f( hdl, ctypes.byref(size), ctypes.byref(sarr))) return table.arange(function(i) return py_str(sarr[i - 1]) end, size.value) end function Symbol:list_arguments() return _list_helper(self.handle, _LIB.MXSymbolListArguments) end function Symbol:list_outputs() return _list_helper(self.handle, _LIB.MXSymbolListOutputs) end function Symbol:__len() local output_count = mx_uint() check_call(_LIB.MXSymbolGetNumOutputs(self.handle, ctypes.byref(output_count))) return tonumber(output_count.value) end function Symbol:list_auxiliary_states() return _list_helper(self.handle, _LIB.MXSymbolListAuxiliaryStates) end function Symbol:list_inputs() local size = ctypes.c_uint() local sarr = ctypes.POINTER(ctypes.c_char_p)() check_call(_LIB.NNSymbolListInputNames( self.handle, 0, ctypes.byref(size), ctypes.byref(sarr))) return table.arange(function(i) return py_str(sarr[i - 1]) end, size.value) end function Symbol:infer_type(...) local try = function(...) local res = self:_infer_type_impl(false, ...) if isnone(res[2]) then local arg_types = self:_infer_type_impl(true, ...)[1] local arg_names = self:list_arguments() local unknowns = {} for i = 1, #arg_names do local name, dtype = arg_names[i], arg_types[i] if not dtype then if #unknowns > 10 then table.insert(unknowns, '...') break end table.insert(unknowns, ('%s: %s'):format(name, tostring(dtype))) end end print('Cannot decide type for the following arguments.', 'Consider providing them as input:\n\t', table.concat(unknowns, '\n\t')) end return res end local ok, ret = pcall(try, ...) if ok then return unpack(ret) else local args, kwargs = arg_kw(...) print("infer_type error. Arguments:") for i, arg in ipairs(args) do print((' #%d: %s'):format(i, tostring(arg))) end for k, v in pairs(kwargs) do print((' %s: %s'):format(k, tostring(v))) end raise() end end function Symbol:infer_type_partial(...) return unpack(self:_infer_type_impl(true, ...)) end function Symbol:_infer_type_impl(partial, ...) local args, kwargs = arg_kw(...) if #args ~= 0 and not table.empty(kwargs) then raise('ValueError', 'Can only specify known argument types either by positional or kwargs way.') end local sdata = {} local keys if #args ~= 0 then keys = c_array(ctypes.c_char_p, {}) for _, s in ipairs(args) do if not isnone(s) then s = _DTYPE_NP_TO_MX[s] if not s then raise('TypeError') end table.insert(sdata, s) else table.insert(sdata, -1) end end else local str_keys = {} for k, v in pairs(kwargs) do if _DTYPE_NP_TO_MX[v] then table.insert(str_keys, k) table.insert(sdata, _DTYPE_NP_TO_MX[v]) end end keys = c_str_array(str_keys) end local arg_type_size = mx_uint() local arg_type_data = ctypes.POINTER(ctypes.c_int)() local out_type_size = mx_uint() local out_type_data = ctypes.POINTER(ctypes.c_int)() local aux_type_size = mx_uint() local aux_type_data = ctypes.POINTER(ctypes.c_int)() local complete = ctypes.c_int() local infer_func = partial and _LIB.MXSymbolInferTypePartial or _LIB.MXSymbolInferType check_call(infer_func( self.handle, mx_uint(len(sdata)), keys, c_array_buf(ctypes.c_int, sdata), ctypes.byref(arg_type_size), ctypes.byref(arg_type_data), ctypes.byref(out_type_size), ctypes.byref(out_type_data), ctypes.byref(aux_type_size), ctypes.byref(aux_type_data), ctypes.byref(complete))) if complete.value ~= 0 then local arg_types = table.arange(function(i) return _DTYPE_MX_TO_NP[tonumber(arg_type_data[i - 1])] end, arg_type_size.value) local out_types = table.arange(function(i) return _DTYPE_MX_TO_NP[tonumber(out_type_data[i - 1])] end, out_type_size.value) local aux_types = table.arange(function(i) return _DTYPE_MX_TO_NP[tonumber(aux_type_data[i - 1])] end, aux_type_size.value) return { arg_types, out_types, aux_types } else return { None, None, None } end end function Symbol:infer_shape(...) local try = function(...) local res = self:_infer_shape_impl(false, ...) if isnone(res[2]) then local arg_shapes = self:_infer_shape_impl(true, ...)[1] local arg_names = self:list_arguments() local unknowns = {} for i = 1, #arg_names do local name, shape = arg_names[i], arg_shapes[i] local shape_is_none = isnone(shape) if not shape_is_none then if is_np_shape() then shape_is_none = table.has_value(shape, -1) else shape_is_none = table.has_value(shape, 0) end end if shape_is_none then if #unknowns > 10 then table.insert(unknowns, '...') break end table.insert(unknowns, ('%s: %s'):format(name, base.tostring(shape))) end end print('Cannot decide shape for the following arguments ', '(0s in shape means unknown dimensions).', 'Consider providing them as input:\n\t', table.concat(unknowns, '\n\t')) end return res end local ok, ret = pcall(try, ...) if ok then return unpack(ret) else local args, kwargs = arg_kw(...) print("infer_shape error. Arguments:") for i, arg in ipairs(args) do print((' #%d: %s'):format(i, tostring(arg))) end for k, v in pairs(kwargs) do print((' %s: %s'):format(k, tostring(v))) end raise() end end function Symbol:infer_shape_partial(...) return unpack(self:_infer_shape_impl(true, ...)) end function Symbol:_infer_shape_impl(partial, ...) local args, kwargs = arg_kw(...) if #args ~= 0 and not table.empty(kwargs) then raise('ValueError', 'Can only specify known argument types either by positional or kwargs way.') end local sdata = {} local indptr = { 0 } local keys if #args ~= 0 then keys = c_array(ctypes.c_char_p, {}) for _, s in ipairs(args) do if not isnone(s) then if not islist(s) then raise('TypeError', 'Arguments need to be shapes') end table.append(sdata, s) end table.insert(indptr, #sdata) end else local str_keys = {} for k, v in pairs(kwargs) do if not islist(v) then raise('TypeError', 'Arguments need to be shapes') end table.insert(str_keys, k) table.append(sdata, v) table.insert(indptr, #sdata) end keys = c_str_array(str_keys) end local arg_shape_size = mx_uint() local arg_shape_ndim = ctypes.POINTER(mx_int)() local arg_shape_data = ctypes.POINTER(ctypes.POINTER(mx_int))() local out_shape_size = mx_uint() local out_shape_ndim = ctypes.POINTER(mx_int)() local out_shape_data = ctypes.POINTER(ctypes.POINTER(mx_int))() local aux_shape_size = mx_uint() local aux_shape_ndim = ctypes.POINTER(mx_int)() local aux_shape_data = ctypes.POINTER(ctypes.POINTER(mx_int))() local complete = ctypes.c_int() local infer_func = partial and _LIB.MXSymbolInferShapePartialEx or _LIB.MXSymbolInferShapeEx check_call(infer_func( self.handle, mx_uint(#indptr - 1), keys, c_array_buf(mx_uint, indptr), c_array_buf(mx_int, sdata), ctypes.byref(arg_shape_size), ctypes.byref(arg_shape_ndim), ctypes.byref(arg_shape_data), ctypes.byref(out_shape_size), ctypes.byref(out_shape_ndim), ctypes.byref(out_shape_data), ctypes.byref(aux_shape_size), ctypes.byref(aux_shape_ndim), ctypes.byref(aux_shape_data), ctypes.byref(complete))) if complete.value ~= 0 then local function make(a1, a2, a3) return table.arange(function(i) if a2[i - 1] >= 0 then return table.arange(function(j) return a1[i - 1][j - 1] end, a2[i - 1]) else return None end end, a3) end local arg_shapes = make(arg_shape_data, arg_shape_ndim, arg_shape_size.value) local out_shapes = make(out_shape_data, out_shape_ndim, out_shape_size.value) local aux_shapes = make(aux_shape_data, aux_shape_ndim, aux_shape_size.value) return { arg_shapes, out_shapes, aux_shapes } else return { None, None, None } end end function Symbol:debug_str() local debug_str = ctypes.c_char_p() check_call(_LIB.MXSymbolPrint( self.handle, ctypes.byref(debug_str))) return py_str(debug_str.value) end function Symbol:save(fname, remove_amp_cast) remove_amp_cast = default(remove_amp_cast, true) if type(fname) ~= 'string' then raise('TypeError', 'fname need to be string') end if remove_amp_cast then local handle = SymbolHandle() check_call(_LIB.MXSymbolRemoveAmpCast(self.handle, ctypes.byref(handle))) check_call(_LIB.MXSymbolSaveToFile(handle, c_str(fname))) else check_call(_LIB.MXSymbolSaveToFile(self.handle, c_str(fname))) end end function Symbol:tojson() local json_str = ctypes.c_char_p() check_call(_LIB.MXSymbolSaveToJSON(self.handle, ctypes.byref(json_str))) return py_str(json_str.value) end function Symbol._get_ndarray_inputs(arg_key, args, arg_names, allow_missing) local arg_handles = {} local arg_arrays = {} if #args > 0 then if #args ~= #arg_names then raise('ValueError', ('Length of %s does not match the number of arguments'):format(arg_key)) end for _, narr in ipairs(args) do if isnone(narr) and allow_missing then table.insert(arg_handles, None) elseif not isinstance(narr, NDArray) then raise('TypeError', 'Only accept list of NDArrays or dict of str to NDArray') else table.insert(arg_handles, narr.handle) end end arg_arrays = args else for _, name in ipairs(arg_names) do if args[name] then local narr = args[name] if not isinstance(narr, NDArray) then raise('TypeError', 'Only accept list of NDArrays or dict of str to NDArray') end table.insert(arg_handles, narr.handle) table.insert(arg_arrays, narr.handle) else if allow_missing then table.insert(arg_handles, None) table.insert(arg_arrays, None) else raise('ValueError', ('key %q is missing in %q'):format(name, arg_key)) end end end end return c_array(NDArrayHandle, arg_handles), arg_arrays end function Symbol:_gen_atomic_symbol() local handle = SymbolHandle() check_call(_LIB.MXGenAtomicSymbolFromSymbol(self.handle, ctypes.byref(handle))) return Symbol(handle) end function Symbol:simple_bind(ctx, grad_req, type_dict, stype_dict, group2ctx, shared_arg_names, shared_exec, shared_buffer, kwargs) grad_req, kwargs = default(grad_req, 'write', kwargs, {}) -- data types local num_provided_arg_types = 0 local provided_arg_type_names = ctypes.POINTER(ctypes.c_char_p)() -- provided type argument names local provided_arg_type_data = ctypes.POINTER(mx_uint)() -- provided types if not isnone(type_dict) then provided_arg_type_names = {} provided_arg_type_data = {} for k, v in pairs(type_dict) do if _DTYPE_NP_TO_MX[v] then table.insert(provided_arg_type_names, k) table.insert(provided_arg_type_data, _DTYPE_NP_TO_MX[v]) end end num_provided_arg_types = mx_uint(#provided_arg_type_names) provided_arg_type_names = c_str_array(provided_arg_type_names) provided_arg_type_data = c_array_buf(ctypes.c_int, provided_arg_type_data) end -- storage types local num_provided_arg_stypes = 0 -- provided storage type argument names local provided_arg_stype_names = ctypes.POINTER(ctypes.c_char_p)() local provided_arg_stype_data = ctypes.POINTER(mx_uint)() -- provided storage types if not isnone(stype_dict) then provided_arg_stype_names = {} provided_arg_stype_data = {} for k, v in pairs(stype_dict) do if _STORAGE_TYPE_STR_TO_ID[v] then table.insert(provided_arg_stype_names, k) table.insert(provided_arg_stype_data, _STORAGE_TYPE_STR_TO_ID[v]) end end num_provided_arg_stypes = mx_uint(#provided_arg_stype_names) provided_arg_stype_names = c_str_array(provided_arg_stype_names) provided_arg_stype_data = c_array_buf(ctypes.c_int, provided_arg_stype_data) end local provided_arg_shape_data = {} -- shape data -- argument shape index in sdata, -- e.g. [sdata[indptr[0]], sdata[indptr[1]]) is the shape of the first arg local provided_arg_shape_idx = { 0 } local provided_arg_shape_names = {} -- provided argument names for k, v in pairs(kwargs) do -- if k not in listed_arguments and k not in listed_aux_states: -- raise ValueError('arg name %s is not valid', k) if islist(v) then table.insert(provided_arg_shape_names, k) table.append(provided_arg_shape_data, v) table.insert(provided_arg_shape_idx, #provided_arg_shape_data) end end local provided_req_type_list_len = 0 local provided_grad_req_types = ctypes.POINTER(ctypes.c_char_p)() local provided_grad_req_names = ctypes.POINTER(ctypes.c_char_p)() if not isnone(grad_req) then if type(grad_req) == 'string' then -- use provided_req_type_list_len = 0 to indicate this situation provided_req_type_list_len = 0 provided_grad_req_types = { grad_req } elseif #grad_req > 0 then provided_grad_req_types = grad_req provided_req_type_list_len = #grad_req else if table.empty(grad_req) then raise('RuntimeError', 'grad_req in simple_bind cannot be empty') end provided_grad_req_names = {} provided_grad_req_types = {} for k, v in pairs(grad_req) do table.insert(provided_grad_req_names, k) table.append(provided_grad_req_types, v) end provided_grad_req_names = c_str_array(provided_grad_req_names) provided_req_type_list_len = #provided_grad_req_types end provided_grad_req_types = c_str_array(provided_grad_req_types) end local num_ctx_map_keys = mx_uint(0) local ctx_map_keys = ctypes.POINTER(ctypes.c_char_p)() local ctx_map_dev_types = ctypes.POINTER(ctypes.c_int)() local ctx_map_dev_ids = ctypes.POINTER(ctypes.c_int)() if not isnone(group2ctx) then ctx_map_keys = {} ctx_map_dev_types = {} ctx_map_dev_ids = {} for k, v in pairs(group2ctx) do table.insert(ctx_map_keys, k) table.insert(ctx_map_dev_types, v.device_typeid) table.insert(ctx_map_dev_ids, v.device_id) end num_ctx_map_keys = mx_uint(#ctx_map_keys) ctx_map_keys = c_str_array(ctx_map_keys) ctx_map_dev_types = c_array(ctypes.c_int, ctx_map_dev_types) ctx_map_dev_ids = c_array(ctypes.c_int, ctx_map_dev_ids) end -- prepare param names local shared_arg_name_list = {} if not isnone(shared_arg_names) then if not islist(shared_arg_names) then raise('ValueError', 'shared_arg_names in simple_bind must be a list or None') end shared_arg_name_list = shared_arg_names end -- prepare shared_buffer local shared_buffer_len, shared_buffer_names, shared_buffer_handles if isnone(shared_buffer) then shared_buffer_len = ctypes.c_int(-1) shared_buffer_names = ctypes.POINTER(ctypes.c_char_p)() shared_buffer_handles = ctypes.POINTER(NDArrayHandle)() else if type(shared_buffer) ~= 'table' then raise('ValueError', 'shared_buffer in simple_bind must be dict or None') end local buffer_names, buffer_arrays = table.kv(shared_buffer) for _, v in ipairs(buffer_arrays) do assert(v.stype == 'default', 'shared_buffer is expected to only contain NDArrays with default storage') end shared_buffer_names = c_str_array(buffer_names) shared_buffer_len = ctypes.c_int(#buffer_arrays) shared_buffer_handles = c_handle_array(buffer_arrays) end local updated_shared_buffer_names = ctypes.POINTER(ctypes.c_char_p)() local updated_shared_buffer_handles = ctypes.POINTER(NDArrayHandle)() -- prepare shared_exec_handle local shared_exec_handle = isnone(shared_exec) and ExecutorHandle() or shared_exec.handle -- prepare current executor handle local exe_handle = ExecutorHandle() -- prepare current executor's in_args, arg_grads, and aux_states local num_in_args = ctypes.c_uint() local in_arg_handles = ctypes.POINTER(NDArrayHandle)() local arg_grad_handles = ctypes.POINTER(NDArrayHandle)() local num_aux_states = ctypes.c_uint() local aux_state_handles = ctypes.POINTER(NDArrayHandle)() local try = function() check_call(_LIB.MXExecutorSimpleBindEx( self.handle, ctypes.c_int(ctx.device_typeid), ctypes.c_int(ctx.device_id), num_ctx_map_keys, ctx_map_keys, ctx_map_dev_types, ctx_map_dev_ids, mx_uint(provided_req_type_list_len), provided_grad_req_names, provided_grad_req_types, mx_uint(#provided_arg_shape_names), c_str_array(provided_arg_shape_names), c_array_buf(mx_int, provided_arg_shape_data), c_array_buf(mx_uint, provided_arg_shape_idx), num_provided_arg_types, provided_arg_type_names, provided_arg_type_data, num_provided_arg_stypes, provided_arg_stype_names, provided_arg_stype_data, mx_uint(len(shared_arg_name_list)), c_str_array(shared_arg_name_list), ctypes.byref(shared_buffer_len), shared_buffer_names, shared_buffer_handles, ctypes.byref(updated_shared_buffer_names), ctypes.byref(updated_shared_buffer_handles), ctypes.byref(num_in_args), ctypes.byref(in_arg_handles), ctypes.byref(arg_grad_handles), ctypes.byref(num_aux_states), ctypes.byref(aux_state_handles), shared_exec_handle, ctypes.byref(exe_handle))) end local ok, ret = pcall(try) if not ok then local error_msg = ret .. "\nsimple_bind error. Arguments:\n" for k, v in pairs(kwargs) do error_msg = error_msg .. ('%s: %s\n'):format(k, tostring(v)) end raise('RuntimeError', error_msg) end -- update shared_buffer if not isnone(shared_buffer) then for i = 1, shared_buffer_len.value do local k = py_str(updated_shared_buffer_names[i - 1]) local v = NDArray(NDArrayHandle(updated_shared_buffer_handles[i - 1])) shared_buffer[k] = v end end -- create in_args, arg_grads, and aux_states for the current executor local arg_arrays = table.arange(function(i) return _ndarray_cls(NDArrayHandle(in_arg_handles[i - 1])) end, num_in_args.value) local grad_arrays = table.arange(function(i) local hdl = arg_grad_handles[i - 1] if ffi.isnullptr(hdl) then return None else return _ndarray_cls(NDArrayHandle(hdl)) end end, num_in_args.value) local aux_arrays = table.arange(function(i) return _ndarray_cls(NDArrayHandle(aux_state_handles[i - 1])) end, num_aux_states.value) local executor = Executor(exe_handle, self, ctx, grad_req, group2ctx) executor.arg_arrays = arg_arrays executor.grad_arrays = grad_arrays executor.aux_arrays = aux_arrays return executor end function Symbol:bind(ctx, args, args_grad, grad_req, aux_states, group2ctx, shared_exec) grad_req = default(grad_req, 'write') if not isinstance(ctx, Context) then raise('TypeError', 'Context type error') end local listed_arguments = self:list_arguments() local args_handle, args_grad_handle args_handle, args = self:_get_ndarray_inputs('args', args, listed_arguments, false) -- setup args gradient if isnone(args_grad) then args_grad_handle = c_array(NDArrayHandle, table.replicate(None, #args)) else args_grad_handle, args_grad = self:_get_ndarray_inputs( 'args_grad', args_grad, listed_arguments, true) end if isnone(aux_states) then aux_states = {} end local aux_args_handle aux_args_handle, aux_states = self:_get_ndarray_inputs( 'aux_states', aux_states, self:list_auxiliary_states(), false) -- setup requirements local reqs_array if type(grad_req) == 'string' then if not _GRAD_REQ_MAP[grad_req] then raise('ValueError', 'invalid grad_req: ' .. grad_req) end reqs_array = c_array_buf(mx_uint, table.replicate(_GRAD_REQ_MAP[grad_req], len(listed_arguments))) elseif #grad_req > 0 then reqs_array = c_array_buf(mx_uint, table.map(grad_req, function(v) return _GRAD_REQ_MAP[v] end)) else local req_array = {} for _, name in ipairs(listed_arguments) do if grad_req[name] then table.insert(req_array, _GRAD_REQ_MAP[grad_req[name]]) else table.insert(req_array, 0) end end reqs_array = c_array_buf(mx_uint, req_array) end local ctx_map_keys = {} local ctx_map_dev_types = {} local ctx_map_dev_ids = {} if group2ctx then for k, v in pairs(group2ctx) do table.insert(ctx_map_keys, k) table.insert(ctx_map_dev_types, v.device_typeid) table.insert(ctx_map_dev_ids, v.device_id) end end local handle = ExecutorHandle() local shared_handle = isnone(shared_exec) and ExecutorHandle() or shared_exec.handle check_call(_LIB.MXExecutorBindEX(self.handle, ctypes.c_int(ctx.device_typeid), ctypes.c_int(ctx.device_id), mx_uint(len(ctx_map_keys)), c_str_array(ctx_map_keys), c_array_buf(ctypes.c_int, ctx_map_dev_types), c_array_buf(ctypes.c_int, ctx_map_dev_ids), mx_uint(len(args)), args_handle, args_grad_handle, reqs_array, mx_uint(len(aux_states)), aux_args_handle, shared_handle, ctypes.byref(handle))) local executor = Executor(handle, self, ctx, grad_req, group2ctx) executor.arg_arrays = args executor.grad_arrays = args_grad executor.aux_arrays = aux_states return executor end function Symbol:gradient(wrt) local handle = SymbolHandle() local c_wrt = c_str_array(wrt) check_call(_LIB.MXSymbolGrad(self.handle, mx_uint(#wrt), c_wrt, ctypes.byref(handle))) return Symbol(handle) end function Symbol:eval(ctx, kwargs) if isnone(ctx) then ctx = current_context() end return self:bind(ctx, kwargs):forward() end local function __register() Symbol.reshape = op.reshape Symbol.reshape_like = op.reshape_like Symbol.astype = op.cast Symbol.zeros_like = op.zeros_like Symbol.ones_like = op.ones_like Symbol.broadcast_axes = op.broadcast_axes Symbol.repeat_ = op.repeat_ Symbol.pad = op.pad Symbol.swapaxes = op.swapaxes Symbol.split = op.split Symbol.split_v2 = M.split_v2 Symbol.slice = op.slice Symbol.slice_axis = op.slice_axis Symbol.slice_like = op.slice_like Symbol.take = op.take Symbol.one_hot = op.one_hot Symbol.pick = op.pick Symbol.sort = op.sort Symbol.topk = op.topk Symbol.argsort = op.argsort Symbol.argmax = op.argmax Symbol.argmax_channel = op.argmax_channel Symbol.argmin = op.argmin Symbol.clip = op.clip Symbol.abs = op.abs Symbol.sign = op.sign Symbol.flatten = op.flatten Symbol.shape_array = op.shape_array Symbol.size_array = op.size_array Symbol.expand_dims = op.expand_dims Symbol.broadcast_to = op.broadcast_to Symbol.broadcast_like = op.broadcast_like Symbol.tile = op.tile Symbol.transpose = op.transpose Symbol.flip = op.flip Symbol.depth_to_space = op.depth_to_space Symbol.space_to_depth = op.space_to_depth Symbol.sum = op.sum Symbol.nansum = op.nansum Symbol.prod = op.prod Symbol.nanprod = op.nanprod Symbol.mean = op.mean Symbol.max = op.max Symbol.min = op.min Symbol.norm = op.norm Symbol.round = op.round Symbol.rint = op.rint Symbol.fix = op.fix Symbol.floor = op.floor Symbol.ceil = op.ceil Symbol.trunc = op.trunc Symbol.sin = op.sin Symbol.cos = op.cos Symbol.tan = op.tan Symbol.arcsin = op.arcsin Symbol.arccos = op.arccos Symbol.arctan = op.arctan Symbol.degrees = op.degrees Symbol.radians = op.radians Symbol.sinh = op.sinh Symbol.cosh = op.cosh Symbol.tanh = op.tanh Symbol.arcsinh = op.arcsinh Symbol.arccosh = op.arccosh Symbol.arctanh = op.arctanh Symbol.exp = op.exp Symbol.expm1 = op.expm1 Symbol.log = op.log Symbol.log10 = op.log10 Symbol.log2 = op.log2 Symbol.log1p = op.log1p Symbol.sqrt = op.sqrt Symbol.rsqrt = op.rsqrt Symbol.cbrt = op.cbrt Symbol.rcbrt = op.rcbrt Symbol.square = op.square Symbol.reciprocal = op.reciprocal Symbol.relu = op.relu Symbol.sigmoid = op.sigmoid Symbol.softmax = op.softmax Symbol.log_softmax = op.log_softmax Symbol.softmin = op.softmin Symbol.squeeze = op.squeeze end function Symbol:diag(k, kwargs) return op.diag(self, default(k, 0), kwargs) end Symbol.__register = __register function Symbol:get_backend_symbol(backend) local out = SymbolHandle() check_call(_LIB.MXGenBackendSubgraph(self.handle, c_str(backend), ctypes.byref(out))) return Symbol(out) end function Symbol:wait_to_read() raise('NotImplementedForSymbol') end function Symbol:asnumpy() raise('NotImplementedForSymbol') end function Symbol:asscalar() raise('NotImplementedForSymbol') end function Symbol:copy() raise('NotImplementedForSymbol') end function Symbol:as_in_context() raise('NotImplementedForSymbol') end function Symbol:detach() raise('NotImplementedForSymbol') end function Symbol:backward() raise('NotImplementedForSymbol') end -- local _Symbol_field = { name = Symbol._name, } function Symbol:__index(k) local tk = type(k) if tk == 'string' then if _Symbol_field[k] then return _Symbol_field[k](self) elseif not isnone(Symbol[k]) then return Symbol[k] end end return self:__getitem(k) end -- function M.var(name, attr, shape, lr_mult, wd_mult, dtype, init, stype, kwargs) kwargs = default(kwargs, {}) if type(name) ~= 'string' then raise('TypeError', 'Expect a string for variable `name`') end local handle = SymbolHandle() check_call(_LIB.MXSymbolCreateVariable(c_str(name), ctypes.byref(handle))) local ret = Symbol(handle) if not AttrScope._current.value then AttrScope._current.value = AttrScope() end attr = AttrScope._current.value:get(attr) if isnone(attr) then attr = {} end local str = base.tostring if not isnone(shape) then attr['__shape__'] = str(shape) end if not isnone(lr_mult) then attr['__lr_mult__'] = str(lr_mult) end if not isnone(wd_mult) then attr['__wd_mult__'] = str(wd_mult) end if not isnone(dtype) then attr['__dtype__'] = str(_DTYPE_NP_TO_MX[dtype]) end if not isnone(init) then if type(init) ~= 'string' then init = init:dumps() end attr['__init__'] = init end if not isnone(stype) then attr['__storage_type__'] = str(_STORAGE_TYPE_STR_TO_ID[stype]) end for k, v in pairs(kwargs) do if k:starts_with('__') and k:ends_with('__') then attr[k] = str(v) else raise('ValueError', ('Attribute name=%s is not supported.'):format(k)) end end ret:_set_attr(attr) return ret end -- for back compatibility M.Variable = M.var function M.Group(symbols) local function check(v) return not isinstance(v, Symbol) end if not symbols or table.any(symbols, check) then raise('TypeError', 'Expected a list of symbols as input') end local handle = SymbolHandle() check_call(_LIB.MXSymbolCreateGroup( mx_uint(len(symbols)), c_handle_array(symbols), ctypes.byref(handle))) return Symbol(handle) end function M.load(fname) if type(fname) ~= 'string' then raise('TypeError', 'fname need to be string') end local handle = SymbolHandle() check_call(_LIB.MXSymbolCreateFromFile(c_str(fname), ctypes.byref(handle))) return Symbol(handle) end function M.load_json(json_str) if type(json_str) ~= 'string' then raise('TypeError', 'json_str need to be string') end local handle = SymbolHandle() check_call(_LIB.MXSymbolCreateFromJSON(c_str(json_str), ctypes.byref(handle))) return Symbol(handle) end local function _sym_helper(lhs, rhs, f1, f2, f3, f4) local a1 = isinstance(lhs, Symbol) local a2 = isinstance(rhs, Symbol) local b1 = not a1 and type(lhs) == 'number' local b2 = not a2 and type(rhs) == 'number' if a1 and a2 then return f1(lhs, rhs) elseif a1 and b2 then return f2(lhs, rhs) elseif b1 and a2 then return f3(rhs, lhs) elseif b1 and b2 then return f4(lhs, rhs) else raise('TypeError', 'type not supported') end end function M.power(base_, exp) return _sym_helper( base_, exp, _internal._Power, _internal._PowerScalar, _internal._RPowerScalar, function(a, b) return a ^ b end) end M.pow = M.power function M.maximum(left, right) return _sym_helper( left, right, _internal._Maximum, _internal._MaximumScalar, _internal._MaximumScalar, function(a, b) if a > b then return a end return b end) end function M.minimum(left, right) return _sym_helper( left, right, _internal._Minimum, _internal._MinimumScalar, _internal._MinimumScalar, function(a, b) if a < b then return a end return b end) end function M.hypot(left, right) return _sym_helper( left, right, _internal._Hypot, _internal._HypotScalar, _internal._HypotScalar, function(a, b) return math.sqrt(a * a + b * b) end) end local function check_dtype(dtype) if isnone(dtype) then dtype = 'float32' end return dtype end function M.eye(N, M_, k, dtype, kwargs) M_, k = default(M_, 0, k, 0) dtype = check_dtype(dtype) return _internal._eye(N, M_, k, nil, dtype, nil, nil, nil, kwargs) end function M.zeros(shape, dtype, kwargs) dtype = check_dtype(dtype) return _internal._zeros(shape, nil, dtype, nil, nil, nil, kwargs) end function M.ones(shape, dtype, kwargs) dtype = check_dtype(dtype) return _internal._ones(shape, nil, dtype, nil, nil, nil, kwargs) end function M.full(shape, val, dtype, kwargs) dtype = check_dtype(dtype) return _internal._full(shape, nil, dtype, val, nil, nil, nil, kwargs) end function M.arange(start, stop, step, repeat_, infer_range, name, dtype) step, repeat_, infer_range = default(step, 1, repeat_, 1, infer_range, false) dtype = check_dtype(dtype) return _internal._arange(start, stop, step, repeat_, infer_range, nil, dtype, name) end function M.linspace(start, stop, num, endpoint, name, dtype) endpoint = default(endpoint, true) dtype = check_dtype(dtype) return _internal._linspace(start, stop, nil, nil, nil, nil, dtype, name, nil, nil, { num = num, stop = stop, }) end function M.histogram(a, bins, range, kwargs) if isinstance(bins, Symbol) then return _internal._histogram(a, bins, nil, nil, nil, nil, nil, kwargs) elseif type(bins) == 'number' then if isnone(range) then raise('ValueError', 'null range is not supported in symbol mode') end return _internal._histogram(a, nil, bins, range, nil, nil, nil, kwargs) end raise('ValueError', 'bins argument should be either an integer or an NDArray') end function M.split_v2(ary, indices_or_sections, axis, squeeze_axis) axis, squeeze_axis = default(axis, 0, squeeze_axis, false) local indices = {} local sections = 0 if type(indices_or_sections) == 'number' then sections = indices_or_sections elseif islist(indices_or_sections) then indices = table.sequence({ 0 }, indices_or_sections) else raise('ValueError', 'indices_or_sections must either int or tuple of ints') end return _internal._split_v2(ary, indices, axis, squeeze_axis, sections) end _set_symbol_class(Symbol) return M
PluginInfo = { Name = "My Plugins~Playlist Maker", Version = "1.0", BuildVersion = "1.0.0.1", Id = "5783e46f-c180-4a81-961a-21f605ff5e5f", Author = "Maxx Sanner", Description = "A simple plugin that allows you to create a playlist out of a single audio file" }
class("U73SkinRePage", import(".TemplatePage.SkinTemplatePage")).OnUpdateFlush = function (slot0) slot0.super.OnUpdateFlush(slot0) setText(slot0.dayTF, setColorStr(slot0.nday, COLOR_GREEN) .. "/" .. #slot0.taskGroup) end return class("U73SkinRePage", import(".TemplatePage.SkinTemplatePage"))
object_tangible_saga_system_rewards_shared_decal_pgc_s01 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_decal_pgc_s01.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_decal_pgc_s01, "object/tangible/saga_system/rewards/shared_decal_pgc_s01.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_decal_pgc_s02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_decal_pgc_s02.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_decal_pgc_s02, "object/tangible/saga_system/rewards/shared_decal_pgc_s02.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_decal_pgc_s03 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_decal_pgc_s03.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_decal_pgc_s03, "object/tangible/saga_system/rewards/shared_decal_pgc_s03.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_decal_pgc_s04 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_decal_pgc_s04.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_decal_pgc_s04, "object/tangible/saga_system/rewards/shared_decal_pgc_s04.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_decal_pgc_s05 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_decal_pgc_s05.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_decal_pgc_s05, "object/tangible/saga_system/rewards/shared_decal_pgc_s05.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_decal_pgc_s06 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_decal_pgc_s06.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_decal_pgc_s06, "object/tangible/saga_system/rewards/shared_decal_pgc_s06.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_frn_fireplace = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_frn_fireplace.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_frn_fireplace, "object/tangible/saga_system/rewards/shared_frn_fireplace.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_jabba_chandelier = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_jabba_chandelier.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_jabba_chandelier, "object/tangible/saga_system/rewards/shared_jabba_chandelier.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_jabba_drapes = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_jabba_drapes.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_jabba_drapes, "object/tangible/saga_system/rewards/shared_jabba_drapes.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_jabba_fancyrug = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_jabba_fancyrug.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_jabba_fancyrug, "object/tangible/saga_system/rewards/shared_jabba_fancyrug.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_jabba_gargoyle = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_jabba_gargoyle.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_jabba_gargoyle, "object/tangible/saga_system/rewards/shared_jabba_gargoyle.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_jabba_generator = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_jabba_generator.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_jabba_generator, "object/tangible/saga_system/rewards/shared_jabba_generator.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_jabba_table = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_jabba_table.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_jabba_table, "object/tangible/saga_system/rewards/shared_jabba_table.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_jabba_tassels = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_jabba_tassels.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_jabba_tassels, "object/tangible/saga_system/rewards/shared_jabba_tassels.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_jabba_windchime = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_jabba_windchime.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_jabba_windchime, "object/tangible/saga_system/rewards/shared_jabba_windchime.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_pgc_glass_pane_01 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_pgc_glass_pane_01.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_pgc_glass_pane_01, "object/tangible/saga_system/rewards/shared_pgc_glass_pane_01.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_pgc_glass_pane_02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_pgc_glass_pane_02.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_pgc_glass_pane_02, "object/tangible/saga_system/rewards/shared_pgc_glass_pane_02.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_pgc_monitorscreen = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_pgc_monitorscreen.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_pgc_monitorscreen, "object/tangible/saga_system/rewards/shared_pgc_monitorscreen.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_pgc_monitorscreen_small = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_pgc_monitorscreen_small.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_pgc_monitorscreen_small, "object/tangible/saga_system/rewards/shared_pgc_monitorscreen_small.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_pgc_robe_statue = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_pgc_robe_statue.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_pgc_robe_statue, "object/tangible/saga_system/rewards/shared_pgc_robe_statue.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_corellia = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_corellia.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_corellia, "object/tangible/saga_system/rewards/shared_planet_hologram_corellia.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_corellia_02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_corellia_02.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_corellia_02, "object/tangible/saga_system/rewards/shared_planet_hologram_corellia_02.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_dantooine = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_dantooine.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_dantooine, "object/tangible/saga_system/rewards/shared_planet_hologram_dantooine.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_dantooine_02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_dantooine_02.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_dantooine_02, "object/tangible/saga_system/rewards/shared_planet_hologram_dantooine_02.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_dathomir = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_dathomir.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_dathomir, "object/tangible/saga_system/rewards/shared_planet_hologram_dathomir.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_dathomir_02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_dathomir_02.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_dathomir_02, "object/tangible/saga_system/rewards/shared_planet_hologram_dathomir_02.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_endor = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_endor.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_endor, "object/tangible/saga_system/rewards/shared_planet_hologram_endor.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_endor_02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_endor_02.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_endor_02, "object/tangible/saga_system/rewards/shared_planet_hologram_endor_02.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_lok = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_lok.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_lok, "object/tangible/saga_system/rewards/shared_planet_hologram_lok.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_lok_02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_lok_02.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_lok_02, "object/tangible/saga_system/rewards/shared_planet_hologram_lok_02.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_naboo = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_naboo.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_naboo, "object/tangible/saga_system/rewards/shared_planet_hologram_naboo.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_naboo_02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_naboo_02.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_naboo_02, "object/tangible/saga_system/rewards/shared_planet_hologram_naboo_02.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_rori = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_rori.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_rori, "object/tangible/saga_system/rewards/shared_planet_hologram_rori.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_rori_02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_rori_02.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_rori_02, "object/tangible/saga_system/rewards/shared_planet_hologram_rori_02.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_talus = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_talus.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_talus, "object/tangible/saga_system/rewards/shared_planet_hologram_talus.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_talus_02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_talus_02.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_talus_02, "object/tangible/saga_system/rewards/shared_planet_hologram_talus_02.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_tatooine = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_tatooine.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_tatooine, "object/tangible/saga_system/rewards/shared_planet_hologram_tatooine.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_tatooine_02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_tatooine_02.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_tatooine_02, "object/tangible/saga_system/rewards/shared_planet_hologram_tatooine_02.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_yavin4 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_yavin4.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_yavin4, "object/tangible/saga_system/rewards/shared_planet_hologram_yavin4.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_planet_hologram_yavin4_02 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_planet_hologram_yavin4_02.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_planet_hologram_yavin4_02, "object/tangible/saga_system/rewards/shared_planet_hologram_yavin4_02.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_starship_storage_device = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_starship_storage_device.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_starship_storage_device, "object/tangible/saga_system/rewards/shared_starship_storage_device.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_structure_deed_player_house_sandcrawler = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_structure_deed_player_house_sandcrawler.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_structure_deed_player_house_sandcrawler, "object/tangible/saga_system/rewards/shared_structure_deed_player_house_sandcrawler.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_saga_system_rewards_shared_structure_deed_player_tent_chronicler = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/saga_system/rewards/shared_structure_deed_player_tent_chronicler.iff" } ObjectTemplates:addClientTemplate(object_tangible_saga_system_rewards_shared_structure_deed_player_tent_chronicler, "object/tangible/saga_system/rewards/shared_structure_deed_player_tent_chronicler.iff") ------------------------------------------------------------------------------------------------------------------------------------
package.path = "../../?/init.lua;../../?.lua;"..package.path print = require("klib.utils.debug").trace local classes = require "klib.classes" local Application = require("klib.app").Application local gui = require "klib.gui" local MainWindow = classes.class("MainWindow", gui.Window) function MainWindow:init() gui.Window.init(self, "Hello", gui.Label("World!")) end local HelloApp = classes.class("HelloApp", Application) HelloApp.title = "Hello, World! from KLib" function HelloApp:init() Application.init(self) local wnd = MainWindow() self.desktop:insert(wnd) end function love.load(arg) HelloApp():set_as_foreground() end
local CBM = CALLBACK_MANAGER local CreateString = ZO_CreateStringId local PSBT_EVENTS = PSBT.EVENTS local PSBT_STRINGS = PSBT.STRINGS --[[ FALL_DAMAGE = 'SI_PSBT_EVENT_FALL_DAMAGE', CANNOT_SEE = 'SI_PSBT_EVENT_CANNOT_SEE', DAMAGE_CRIT = 'SI_PSBT_EVENT_DAMAGE_CRIT', DAMAGE = 'SI_PSBT_EVENT_DAMAGE', HEALING_CRIT = 'SI_PSBT_EVENT_HEAL_CRIT', HEALING = 'SI_PSBT_EVENT_HEAL', KILLING_BLOW = 'SI_PSBT_EVENT_KILLING_BLOW', FALLING = 'SI_PSBT_EVENT_FALLING', INTERCEPTED = 'SI_PSBT_EVENT_INTERCEPTED', BUSY = 'SI_PSBT_EVENT_BUSY', IMMUNE = 'SI_PSBT_EVENT_IMMUNE', INTERRUPT = 'SI_PSBT_EVENT_INTERRUPT', ULTIMATE_GAIN = 'SI_PSBT_EVENT_ULTIMATE_GAIN', ULTIMATE_READY = 'SI_PSBT_EVENT_ULTIMATE_READY', LOW_SOMETHING = 'SI_PSBT_EVENT_LOW_SOMETHING', AURA_GAINED = 'SI_PSBT_EVENT_AURA_GAINED', AURA_FADES = 'SI_PSBT_EVENT_AURA_FADES', ENERGIZE = 'SI_PSBT_EVENT_ENERGIZE', DRAIN = 'SI_PSBT_EVENT_DRAIN', ]] CBM:RegisterCallback( PSBT_EVENTS.INITIALIZE, function() print( 'PSBT Locale: FR' ) CreateString( PSBT_STRINGS.FALL_DAMAGE, '<<1>> en baisse' ) CreateString( PSBT_STRINGS.CANNOT_SEE, 'Vous ne pouvez pas voir la cible' ) CreateString( PSBT_STRINGS.DAMAGE_CRIT, '<<1>> !' ) CreateString( PSBT_STRINGS.DAMAGE, '<<1>>') CreateString( PSBT_STRINGS.HEALING_CRIT, '+<<1>> !') CreateString( PSBT_STRINGS.HEALING, '+<<1>>') CreateString( PSBT_STRINGS.KILLING_BLOW, '|cCC7D5E<<1>>|r mort !') CreateString( PSBT_STRINGS.FALLING, 'Chute') CreateString( PSBT_STRINGS.INTERCEPTED, 'Intercepté') CreateString( PSBT_STRINGS.BUSY, 'Occupé') CreateString( PSBT_STRINGS.IMMUNE, 'Immunitaire') CreateString( PSBT_STRINGS.INTERRUPT, 'Interrompre') CreateString( PSBT_STRINGS.ULTIMATE_GAIN, '<<1>> Ultime') CreateString( PSBT_STRINGS.ULTIMATE_READY, 'Ultime prêt !') CreateString( PSBT_STRINGS.LOW_SOMETHING, '<<1>> faible ! ( <<2>> )') CreateString( PSBT_STRINGS.AURA_GAINED, '<<1>> acquise') CreateString( PSBT_STRINGS.AURA_FADES, '<<1>> se faner') CreateString( PSBT_STRINGS.ENERGIZE, '+<<1>> ( <<2>> )') CreateString( PSBT_STRINGS.DRAIN, '-<<1>> ( <<2>> )') end )
return {'eeg','eega','eegs','eegas','eegaatje'}
--------------------------------------------- -- Chainspell --------------------------------------------- require("scripts/globals/monstertpmoves") require("scripts/globals/status") require("scripts/globals/msg") --------------------------------------------- function onMobSkillCheck(target, mob, skill) return 0 end function onMobWeaponSkill(target, mob, skill) MobBuffMove(mob, tpz.effect.CHAINSPELL, 1, 0, 60) skill:setMsg(tpz.msg.basic.USES) return tpz.effect.CHAINSPELL end
local tinyurl = {} local kk = require("kk") local conf = require("conf/tinyurl") local table = require("table") return function(uri,data) ngx.log(ngx.ALERT,'[HTTP] '..conf.baseURL .. uri) ngx.log(ngx.ALERT,'[HTTP] '.. kk.json.encode(data)) return kk.http.json(conf.baseURL .. uri,data) end
local Element = require "lattice.element" local op = {} op["^"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithNumber(n1 ^ n2) else return Element:InitWithBottom() end end op[".."] = function(e1, e2) local b1, s1 = e1:getString() local b2, s2 = e2:getString() if b1 and b2 then return Element:InitWithString(s1 .. s2) else return Element:InitWithBottom() end end op["*"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithNumber(n1 * n2) else return Element:InitWithBottom() end end op["/"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithNumber(n1 / n2) else return Element:InitWithBottom() end end op["//"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithNumber(n1 // n2) else return Element:InitWithBottom() end end op["%"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithNumber(n1 % n2) else return Element:InitWithBottom() end end op["+"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithNumber(n1 + n2) else return Element:InitWithBottom() end end op["-"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithNumber(n1 - n2) else return Element:InitWithBottom() end end op["<<"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithNumber(n1 << n2) else return Element:InitWithBottom() end end op[">>"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithNumber(n1 >> n2) else return Element:InitWithBottom() end end op["&"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithNumber(n1 & n2) else return Element:InitWithBottom() end end op["~"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithNumber(n1 ~ n2) else return Element:InitWithBottom() end end op["|"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithNumber(n1 | n2) else return Element:InitWithBottom() end end -- Unops op["not"] = function(e) local isNil = e:isNil() local isBool, bool = e:getBool() if isNil then return Element:InitWithBool(true) elseif isBool then return Element:InitWithBool(not bool) elseif e:isBottom() then return Element:InitWithBottom() else return Element:InitWithBool(false) end end op["#"] = function() return Element:InitWithBottom() end op["u-"] = function(e) local b, n = e:getNumber() if b then return Element:InitWithNumber(-n) else return Element:InitWithBottom() end end op["u~"] = function(e) local b, n = e:getNumber() if b then return Element:InitWithNumber(~n) else return Element:InitWithBottom() end end -- LogBinOps op["and"] = function(e1, e2) local isConstant1, constant1 = e1:test() if not isConstant1 then return Element:InitWithBottom() elseif not constant1 then return e1:copy() else return e2:copy() end end op["or"] = function(e1, e2) local isConstant1, constant1 = e1:test() if not isConstant1 then return Element:InitWithBottom() elseif constant1 then return e1:copy() else return e2:copy() end end -- Compare ops op["<"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithBool(n1 < n2) else return Element:InitWithBottom() end end op["<="] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithBool(n1 <= n2) else return Element:InitWithBottom() end end op[">"] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithBool(n1 > n2) else return Element:InitWithBottom() end end op[">="] = function(e1, e2) local b1, n1 = e1:getNumber() local b2, n2 = e2:getNumber() if b1 and b2 then return Element:InitWithBool(n1 >= n2) else return Element:InitWithBottom() end end op["=="] = function(e1, e2) if e1:isBottom() or e2:isBottom() or e1:isTop() or e2:isTop() then return Element:InitWithBottom() else return Element:InitWithBool(e1:compare(e2)) end end op["~="] = function(e1, e2) if e1:isBottom() or e2:isBottom() or e1:isTop() or e2:isTop() then return Element:InitWithBottom() else return Element:InitWithBool(not e1:compare(e2)) end end return op
--ティアラメンツ・ルルカロス -- --Script by Trishula9 function c101110039.initial_effect(c) c:EnableReviveLimit() --fusion material aux.AddFusionProcCodeFun(c,92731385,aux.FilterBoolFunction(Card.IsSetCard,0x181),1,true,true) --indestructable local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_FIELD) e1:SetCode(EFFECT_INDESTRUCTABLE_BATTLE) e1:SetRange(LOCATION_MZONE) e1:SetTargetRange(LOCATION_MZONE,0) e1:SetTarget(c101110039.indtg) e1:SetValue(1) c:RegisterEffect(e1) --negate local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(101110039,0)) e2:SetCategory(CATEGORY_NEGATE+CATEGORY_DESTROY+CATEGORY_TOGRAVE) e2:SetType(EFFECT_TYPE_QUICK_O) e2:SetProperty(EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DAMAGE_CAL) e2:SetCode(EVENT_CHAINING) e2:SetRange(LOCATION_MZONE) e2:SetCountLimit(1,101110039) e2:SetCondition(c101110039.discon) e2:SetTarget(c101110039.distg) e2:SetOperation(c101110039.disop) c:RegisterEffect(e2) --spsummon local e3=Effect.CreateEffect(c) e3:SetDescription(aux.Stringid(101110039,1)) e3:SetCategory(CATEGORY_SPECIAL_SUMMON) e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e3:SetCode(EVENT_TO_GRAVE) e3:SetProperty(EFFECT_FLAG_DELAY) e3:SetCountLimit(1,101110039+100) e3:SetCondition(c101110039.spcon) e3:SetTarget(c101110039.sptg) e3:SetOperation(c101110039.spop) c:RegisterEffect(e3) end function c101110039.indtg(e,c) return c:IsRace(RACE_AQUA) and c~=e:GetHandler() end function c101110039.discon(e,tp,eg,ep,ev,re,r,rp) if e:GetHandler():IsStatus(STATUS_BATTLE_DESTROYED) or not Duel.IsChainNegatable(ev) then return false end return re:IsHasCategory(CATEGORY_SPECIAL_SUMMON) and ep~=tp end function c101110039.tgfilter(c) return c:IsSetCard(0x181) and (c:IsLocation(LOCATION_HAND) or c:IsFaceup()) and c:IsAbleToGrave() end function c101110039.distg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(c101110039.tgfilter,tp,LOCATION_HAND+LOCATION_ONFIELD,0,1,nil) end Duel.SetOperationInfo(0,CATEGORY_NEGATE,eg,1,0,0) if re:GetHandler():IsDestructable() and re:GetHandler():IsRelateToEffect(re) then Duel.SetOperationInfo(0,CATEGORY_DESTROY,eg,1,0,0) end Duel.SetOperationInfo(0,CATEGORY_TOGRAVE,nil,1,tp,LOCATION_HAND+LOCATION_ONFIELD) end function c101110039.disop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() if Duel.NegateActivation(ev) and re:GetHandler():IsRelateToEffect(re) and Duel.Destroy(eg,REASON_EFFECT)~=0 then Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOGRAVE) local g=Duel.SelectMatchingCard(tp,c101110039.tgfilter,tp,LOCATION_HAND+LOCATION_ONFIELD,0,1,1,nil) if #g>0 then Duel.BreakEffect() Duel.SendtoGrave(g,REASON_EFFECT) end end end function c101110039.spcon(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() return c:IsReason(REASON_EFFECT) and c:IsPreviousLocation(LOCATION_MZONE) and c:IsSummonType(SUMMON_TYPE_FUSION) end function c101110039.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0) end function c101110039.spop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() if c:IsRelateToEffect(e) then Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP) end end
local function GetAllFiles( tab, folder, extension, path ) local files, folders = file.Find( folder .. "/*", path ) for k, v in pairs( files ) do if ( v:EndsWith( extension ) ) then table.insert( tab, (folder .. v):lower() ) end end for k, v in pairs( folders ) do timer.Simple( k * 0.1, function() GetAllFiles( tab, folder .. v .. "/", extension, path ) end ) end if ( folder == "models/" ) then hook.Run( "SearchUpdate" ) end end local model_list = nil -- -- Model Search -- search.AddProvider( function( str ) if ( model_list == nil ) then model_list = {} GetAllFiles( model_list, "models/", ".mdl", "GAME" ) timer.Simple( 1, function() hook.Run( "SearchUpdate" ) end ) end local list = {} for k, v in pairs( model_list ) do if ( v:find( str ) ) then if ( UTIL_IsUselessModel( v ) ) then continue end local entry = { text = v:GetFileFromFilename(), func = function() RunConsoleCommand( "gm_spawn", v ) end, icon = spawnmenu.CreateContentIcon( "model", nil, { model = v } ), words = { v } } table.insert( list, entry ) end if ( #list >= 128 ) then break end end return list end ); -- -- Entity, vehicles -- search.AddProvider( function( str ) local results = {} local ents = {} table.Add( ents, scripted_ents.GetSpawnable() ); table.Add( ents, list.Get( "SpawnableEntities" ) ); for k, v in pairs( list.Get( "Vehicles" ) ) do v.ClassName = k v.PrintName = v.Name v.ScriptedEntityType = 'vehicle' table.insert( ents, v ) end for k, v in pairs( list.Get( "NPC" ) ) do v.ClassName = k v.PrintName = v.Name v.ScriptedEntityType = 'npc' table.insert( ents, v ) end for k, v in pairs( ents ) do local name = v.ClassName or v.PrintName if ( !name ) then continue end if ( name:lower():find( str ) ) then local entry = { text = v.PrintName or v.ClassName, icon = spawnmenu.CreateContentIcon( v.ScriptedEntityType or "entity", nil, { nicename = v.PrintName or v.ClassName, spawnname = v.ClassName, material = "entities/"..v.ClassName..".png", admin = v.AdminOnly }), words = { v } } table.insert( results, entry ) end if ( #results >= 128 ) then break end end return results end );
----------------------------------- -- Area: Temple of Uggalepih -- NPC: Stone Picture Frame -- Notes: Opens door to Den of Rancor using Painbrush of Souls -- !pos -52.239 -2.089 10.000 159 ----------------------------------- local ID = require("scripts/zones/Temple_of_Uggalepih/IDs") require("scripts/globals/keyitems") require("scripts/globals/status") ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) local X = player:getXPos() local Z = player:getZPos() if X < -60 then if Z < -6 then -- SW frame if player:hasKeyItem(tpz.ki.FINAL_FANTASY) then player:startEvent(50, tpz.ki.FINAL_FANTASY) else player:messageSpecial(ID.text.PAINTBRUSH_OFFSET + 31) -- This is a frame for a painting. end elseif Z < 5 then player:messageSpecial(ID.text.PAINTBRUSH_OFFSET + 14) -- It is a picture of an old mage carrying a staff. else player:messageSpecial(ID.text.PAINTBRUSH_OFFSET + 13) -- It is a picture of a small group of three men and women. end else if Z <-5 then -- SE picture player:messageSpecial(ID.text.PAINTBRUSH_OFFSET + 12) -- It is a painting of a beautiful landscape. elseif Z > -5 and Z < 5 then if GetNPCByID(ID.npc.DOOR_TO_RANCOR):getAnimation() == tpz.anim.OPEN_DOOR then player:messageSpecial(ID.text.PAINTBRUSH_OFFSET + 23, tpz.ki.PAINTBRUSH_OF_SOULS) -- The <KEY_ITEM> begins to twitch. The canvas is graced with the image from your soul. elseif player:hasKeyItem(tpz.ki.PAINTBRUSH_OF_SOULS) and X >= -53.2 and Z <= 0.1 and Z >= -0.1 then -- has paintbrush of souls + close enough player:messageSpecial(ID.text.PAINTBRUSH_OFFSET + 17, tpz.ki.PAINTBRUSH_OF_SOULS) player:setCharVar("started_painting", os.time()) player:startEvent(60, tpz.ki.PAINTBRUSH_OF_SOULS) elseif player:hasKeyItem(tpz.ki.PAINTBRUSH_OF_SOULS) then player:messageSpecial(ID.text.PAINTBRUSH_OFFSET + 15, tpz.ki.PAINTBRUSH_OF_SOULS) else player:messageSpecial(ID.text.PAINTBRUSH_OFFSET, tpz.ki.PAINTBRUSH_OF_SOULS) -- When the paintbrush of souls projects the deepest, darkest corner of your soul... end else player:messageSpecial(ID.text.PAINTBRUSH_OFFSET + 11) -- It is a painting of a sublime-looking woman. end end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) if csid == 50 then -- Soon ! elseif csid == 60 then local time_elapsed = os.time() - player:getCharVar("started_painting") if time_elapsed >= 30 then player:messageSpecial(ID.text.PAINTBRUSH_OFFSET + 22) -- You succeeded in projecting the image in your soul to the blank canvas. The door to the Rancor Den has opened!<Prompt> GetNPCByID(ID.npc.DOOR_TO_RANCOR):openDoor(45) -- Open the door to Den of Rancor for 45 sec else player:messageSpecial(ID.text.PAINTBRUSH_OFFSET + 21) -- You were unable to fill the canvas with an image from your soul. end player:setCharVar("started_painting", 0) end end
require "luaClass.init" require "test.containerTest.timeTest" _ENV=namespace "test" using_namespace "container" local q=queue(50) q:push_back(998) print(q:front()) print(q:pop_front()) print(q:empty()) q:push_back(7766) q:push_back(8877) print(q:pop_front()) print(q:pop_front()) print(q:empty()) for i=1,50 do q:push_back(i) end print(q:full()) print(q:empty()) print("-------性能测试----------") local count=1000000 testTime(function() for i=1,count do if i%1==1 then q:push_back(i) else q:pop_front() end end end) print(q:empty()) ----------其实这个性能非常高,虽然跟前面的测试时间上似乎差不多,循环队列的设计先天保证了没有rehash开销----------------
-- This script needs to be loaded before other scripts that use it. local PlayerDefaults = { __index = { initialize = function(self) self.ActiveModifiers = { JudgmentGraphic = "Love", Mini = "0%", BackgroundFilter = "Off", SpeedModType = "x", SpeedMod = 1.00, Vocalization = "None", NoteSkin = nil, HideTargets = false, HideSongBG = false, HideCombo = false, HideLifebar = false, HideScore = false, ColumnFlashOnMiss = false, SubtractiveScoring = false, MeasureCounterPosition = "Left", MeasureCounter = "None", TargetStatus = "Disabled", TargetBar = 11, TargetScore = false, ReceptorArrowsPosition = "StomperZ", LifeMeterType = "Standard", DensityGraph = "Disabled", LaneCover = "0%" } self.Streams = { SongDir = nil, StepsType = nil, Difficulty = nil, Measures = nil } self.HighScores = { EnteringName = false, Name = "" } self.Stages = { Stats = {} } self.CurrentPlayerOptions = { String = nil } end } } local GlobalDefaults = { __index = { -- since the initialize() function is called every game cycle, the idea -- is to define variables we want to reset every game cycle inside initialize = function(self) self.ActiveModifiers = { MusicRate = 1.0, DecentsWayOffs = "Decents Only" } self.Stages = { PlayedThisGame = 0, Remaining = PREFSMAN:GetPreference("SongsPerPlay"), Stats = {} } self.ScreenAfter = { PlayAgain = SL.IsEtterna and "ScreenTitleMenu" or "ScreenEvaluationSummary", PlayerOptions = "ScreenGameplay", PlayerOptions2 = "ScreenGameplay" } self.ContinuesRemaining = ThemePrefs.Get("NumberOfContinuesAllowed") or 0 self.Gamestate = { Style = "single" } self.GameMode = ThemePrefs.Get("DefaultGameMode") or "Competitive" self.ScreenshotTexture = nil self.MenuTimer = { ScreenSelectMusic = ThemePrefs.Get("ScreenSelectMusicMenuTimer"), ScreenSelectMusicCasual = ThemePrefs.Get("ScreenSelectMusicCasualMenuTimer"), ScreenPlayerOptions = ThemePrefs.Get("ScreenPlayerOptionsMenuTimer"), ScreenEvaluation = ThemePrefs.Get("ScreenEvaluationMenuTimer"), ScreenEvaluationSummary = ThemePrefs.Get("ScreenEvaluationSummaryMenuTimer"), ScreenNameEntry = ThemePrefs.Get("ScreenNameEntryMenuTimer") } self.TimeAtSessionStart = nil end, -- These values outside initialize() won't be reset each game cycle, -- but are rather manipulated as needed by the theme. ActiveColorIndex = ThemePrefs.Get("SimplyLoveColor") or 1 } } -- "SL" is a general-purpose table that can be accessed from anywhere -- within the theme and stores info that needs to be passed between screens SL = { P1 = setmetatable({}, PlayerDefaults), P2 = setmetatable({}, PlayerDefaults), Global = setmetatable({}, GlobalDefaults), IsEtterna = not (not GAMESTATE.GetEtternaVersion), -- Colors that Simply Love's background can be Colors = { "#FF3C23", "#FF003C", "#C1006F", "#8200A1", "#413AD0", "#0073FF", "#00ADC0", "#5CE087", "#AEFA44", "#FFFF00", "#FFBE00", "#FF7D00" }, JudgmentColors = { Casual = { color("#21CCE8"), -- blue color("#e29c18"), -- gold color("#66c955"), -- green color("#5b2b8e"), -- purple color("#c9855e"), -- peach? color("#ff0000") -- red }, Competitive = { color("#21CCE8"), -- blue color("#e29c18"), -- gold color("#66c955"), -- green color("#5b2b8e"), -- purple color("#c9855e"), -- peach? color("#ff0000") -- red }, ECFA = { color("#21CCE8"), -- blue color("#ffffff"), -- white color("#e29c18"), -- gold color("#66c955"), -- green color("#5b2b8e"), -- purple color("#ff0000") -- red }, StomperZ = { color("#5b2b8e"), -- purple color("#0073ff"), -- dark blue color("#66c955"), -- green color("#e29c18"), -- gold color("#dddddd"), -- grey color("#ff0000") -- red } }, Preferences = { Casual = { TimingWindowAdd = ThemePrefs.Get("TimingWindowAdd"), RegenComboAfterMiss = 0, MaxRegenComboAfterMiss = 0, MinTNSToHideNotes = "TapNoteScore_W3", HarshHotLifePenalty = 1, TimingWindowSecondsW1 = 0.021500, TimingWindowSecondsW2 = 0.043000, TimingWindowSecondsW3 = 0.102000, TimingWindowSecondsW4 = 0.102000, TimingWindowSecondsW5 = 0.102000, TimingWindowSecondsHold = 0.320000, TimingWindowSecondsMine = 0.070000, TimingWindowSecondsRoll = 0.350000 }, Competitive = { TimingWindowAdd = ThemePrefs.Get("TimingWindowAdd"), RegenComboAfterMiss = 5, MaxRegenComboAfterMiss = 10, MinTNSToHideNotes = "TapNoteScore_W3", HarshHotLifePenalty = 1, TimingWindowSecondsW1 = 0.021500, TimingWindowSecondsW2 = 0.043000, TimingWindowSecondsW3 = 0.102000, TimingWindowSecondsW4 = 0.135000, TimingWindowSecondsW5 = 0.180000, TimingWindowSecondsHold = 0.320000, TimingWindowSecondsMine = 0.070000, TimingWindowSecondsRoll = 0.350000 }, ECFA = { TimingWindowAdd = 0.0015, RegenComboAfterMiss = 5, MaxRegenComboAfterMiss = 10, MinTNSToHideNotes = "TapNoteScore_W4", HarshHotLifePenalty = 1, TimingWindowSecondsW1 = 0.011000, TimingWindowSecondsW2 = 0.021500, TimingWindowSecondsW3 = 0.043000, TimingWindowSecondsW4 = 0.102000, TimingWindowSecondsW5 = 0.135000, TimingWindowSecondsHold = 0.320000, TimingWindowSecondsMine = 0.065000, TimingWindowSecondsRoll = 0.350000 }, StomperZ = { TimingWindowAdd = 0, RegenComboAfterMiss = 0, MaxRegenComboAfterMiss = 0, MinTNSToHideNotes = "TapNoteScore_W4", HarshHotLifePenalty = 0, TimingWindowSecondsW1 = 0.012500, TimingWindowSecondsW2 = 0.025000, TimingWindowSecondsW3 = 0.050000, TimingWindowSecondsW4 = 0.100000, TimingWindowSecondsW5 = 0.10000, TimingWindowSecondsHold = 0.20000, TimingWindowSecondsMine = 0.070000, TimingWindowSecondsRoll = 0.350000 } }, Metrics = { Casual = { PercentScoreWeightW1 = 3, PercentScoreWeightW2 = 2, PercentScoreWeightW3 = 1, PercentScoreWeightW4 = 0, PercentScoreWeightW5 = 0, PercentScoreWeightMiss = 0, PercentScoreWeightLetGo = 0, PercentScoreWeightHeld = 3, PercentScoreWeightHitMine = -1, GradeWeightW1 = 3, GradeWeightW2 = 2, GradeWeightW3 = 1, GradeWeightW4 = 0, GradeWeightW5 = 0, GradeWeightMiss = 0, GradeWeightLetGo = 0, GradeWeightHeld = 3, GradeWeightHitMine = -1, LifePercentChangeW1 = 0, LifePercentChangeW2 = 0, LifePercentChangeW3 = 0, LifePercentChangeW4 = 0, LifePercentChangeW5 = 0, LifePercentChangeMiss = 0, LifePercentChangeLetGo = 0, LifePercentChangeHeld = 0, LifePercentChangeHitMine = 0 }, Competitive = { PercentScoreWeightW1 = 5, PercentScoreWeightW2 = 4, PercentScoreWeightW3 = 2, PercentScoreWeightW4 = 0, PercentScoreWeightW5 = -6, PercentScoreWeightMiss = -12, PercentScoreWeightLetGo = 0, PercentScoreWeightHeld = 5, PercentScoreWeightHitMine = -6, GradeWeightW1 = 5, GradeWeightW2 = 4, GradeWeightW3 = 2, GradeWeightW4 = 0, GradeWeightW5 = -6, GradeWeightMiss = -12, GradeWeightLetGo = 0, GradeWeightHeld = 5, GradeWeightHitMine = -6, LifePercentChangeW1 = 0.008, LifePercentChangeW2 = 0.008, LifePercentChangeW3 = 0.004, LifePercentChangeW4 = 0.000, LifePercentChangeW5 = -0.050, LifePercentChangeMiss = -0.100, LifePercentChangeLetGo = IsGame("pump") and 0.000 or -0.080, LifePercentChangeHeld = IsGame("pump") and 0.000 or 0.008, LifePercentChangeHitMine = -0.050 }, ECFA = { PercentScoreWeightW1 = 5, PercentScoreWeightW2 = 5, PercentScoreWeightW3 = 4, PercentScoreWeightW4 = 2, PercentScoreWeightW5 = 0, PercentScoreWeightMiss = -12, PercentScoreWeightLetGo = 0, PercentScoreWeightHeld = 5, PercentScoreWeightHitMine = -6, GradeWeightW1 = 5, GradeWeightW2 = 5, GradeWeightW3 = 4, GradeWeightW4 = 2, GradeWeightW5 = 0, GradeWeightMiss = -12, GradeWeightLetGo = 0, GradeWeightHeld = 5, GradeWeightHitMine = -6, LifePercentChangeW1 = 0.008, LifePercentChangeW2 = 0.008, LifePercentChangeW3 = 0.008, LifePercentChangeW4 = 0.004, LifePercentChangeW5 = 0, LifePercentChangeMiss = -0.1, LifePercentChangeLetGo = -0.08, LifePercentChangeHeld = 0.008, LifePercentChangeHitMine = -0.05 }, StomperZ = { PercentScoreWeightW1 = 10, PercentScoreWeightW2 = 9, PercentScoreWeightW3 = 8, PercentScoreWeightW4 = 5, PercentScoreWeightW5 = 0, PercentScoreWeightMiss = 0, PercentScoreWeightLetGo = 0, PercentScoreWeightHeld = 10, PercentScoreWeightHitMine = -5, GradeWeightW1 = 10, GradeWeightW2 = 9, GradeWeightW3 = 8, GradeWeightW4 = 5, GradeWeightW5 = 0, GradeWeightMiss = 0, GradeWeightLetGo = 0, GradeWeightHeld = 10, GradeWeightHitMine = -5, LifePercentChangeW1 = 0.004, LifePercentChangeW2 = 0.004, LifePercentChangeW3 = 0.004, LifePercentChangeW4 = 0.004, LifePercentChangeW5 = 0, LifePercentChangeMiss = -0.04, LifePercentChangeLetGo = -0.04, LifePercentChangeHeld = 0, LifePercentChangeHitMine = -0.04 } }, TitleMenuChoices = function() return SL.IsEtterna and "1,Multi,3,4" or "1,2,3,4" end } -- Initialize preferences by calling this method. -- We typically do this from ./BGAnimations/ScreenTitleMenu underlay.lua -- so that preferences reset between each game cycle. function InitializeSimplyLove() SL.P1:initialize() SL.P2:initialize() SL.Global:initialize() end -- TODO: remove this; it's for debugging purposes (Control+F2 to reload scripts) only InitializeSimplyLove()
local trigger = {} trigger.name = "ExtendedVariantMode/ColorGradeTrigger" trigger.placements = { name = "trigger", data = { colorGrade = "none", revertOnLeave = false, revertOnDeath = true, delayRevertOnDeath = false, withTeleport = false, coversScreen = false, flag = "", flagInverted = false, onlyOnce = false } } trigger.fieldInformation = { colorGrade = { options = { "none", "oldsite", "panicattack", "templevoid", "reflection", "credits", "cold", "hot", "feelingdown", "golden", "max480/extendedvariants/celsius/tetris", "max480/extendedvariants/greyscale", "max480/extendedvariants/sepia", "max480/extendedvariants/inverted", "max480/extendedvariants/rgbshift1", "max480/extendedvariants/rgbshift2", "max480/extendedvariants/hollys_randomnoise" } } } return trigger
require "mods.my_first_mod.files.scripts.test_module" -- ffi = require("ffi") module = {} module.test = 1 function module.HelloWorld() print("hello world" .. module.test) test_module.fooFun1() -- ffi.cdef[[ -- int printf(const char* fmt, ...); -- ]] -- ffi.C.printf() end return module
-- Support for visual mode. local M = {} local vi_motion = require('textadept-vi.vi_motion') local vi_ops = require('textadept-vi.vi_ops') local state -- This will be vi_mode.state later (but import time is too early) local function visual_update(pos) local s = state.visual.s local e = pos or state.visual.pos state.visual.pos = e -- Adjust one end to make it inclusive if s < e then e = e+1 end buffer.set_selection(s, e) end M.VISUAL = 'visual' local function exit_visual() enter_mode(mode_command) end local function visual_range() local s, e = state.visual.s, state.visual.pos if s>e then s, e = e, s end return s, e+1 end -- Take an operator function (which takes startpos, endpos, movtype) -- and return a key sym for visual mode. local function wrap_op(opfunc) return function() local s, e = visual_range() local movement = { s=s, e=e, movtype=state.visual.movtype, } opfunc(movement) exit_visual() end end local function wrap_op_linewise(opfunc) return function() local s, e = visual_range() local movement = { s=s, e=e, movtype='linewise', raws=s, rawe=e, } opfunc(movement) exit_visual() end end local handle_v_r = setmetatable({}, { __index = function(t, sym) if string.match(sym, "^.$") then return wrap_op(function(s, e, t) vi_ops.replace_char(sym, s, e, t) end) end end, }) local mode_visual = { name = M.VISUAL, bindings = { esc = function() exit_visual() end, v = function() exit_visual() end, x = wrap_op(vi_ops.cut), d = wrap_op(vi_ops.cut), ['~'] = wrap_op(vi_ops.revcase), u = wrap_op(vi_ops.lowercase), U = wrap_op(vi_ops.uppercase), y = wrap_op(vi_ops.yank), r = handle_v_r, g = { q = wrap_op(vi_ops.wrap), }, --[[ Vim operators not yet implemented here: c, <, >, !, = other commands: :, s, C, S, R, D, X, Y, p, J, ^], I, A ]] }, init = function() state = vi_mode.state local pos = buffer.current_pos state.visual.pos = pos -- current location state.visual.s = pos -- other end. state.visual.movtype = MOV_INC -- Possible linewise support later visual_update() end, } local function motion2visualkey(m) return function() local f = vi_mode.motion2key(m) buffer.goto_pos(state.visual.pos) f() visual_update(buffer.current_pos) end end setmetatable(mode_visual.bindings, { __index = function(t,k) local m = vi_motion.motions[k] if type(m) == 'table' and m[1] then return motion2visualkey(m) elseif type(m) == 'table' then return vi_motion.wrap_table(m, motion2visualkey) end end }) local function set_default_visual_key(k) if mode_visual.bindings[k] == nil then mode_visual.bindings[k] = function() vi_mode.err("Unbound visual key: <" .. tostring(k) .. ">") end end end for i = 0,25 do k = string.char(i + string.byte("a")) set_default_visual_key(k) set_default_visual_key(string.upper(k)) end M.mode_visual = mode_visual return M
-- -- System module that runs under the energy cluster to resolve the energy generation and -- distribution. -- -- @namespace yatm_cluster_energy local EnergyDevices = assert(yatm.energy.EnergyDevices) local get_node_or_nil = minetest.get_node_or_nil -- @class EnergySystem local EnergySystem = foundation.com.Class:extends("EnergySystem") local ic = EnergySystem.instance_class --local LOG_GROUP = 'yatm.cluster.energy:energy_system' -- @spec #initialize(): void function ic:initialize() ic._super.initialize(self) end -- @spec #calc_energy_produced(Cluster, dtime: Float, trace: Trace): Integer function ic:calc_energy_produced(cluster, dtime, trace) local span if trace then span = trace:span_start("produce_energy") end local node local amount_produced local energy_produced = cluster:reduce_nodes_of_groups("energy_producer", 0, function (node_entry, acc) node = get_node_or_nil(node_entry.pos) --print(LOG_GROUP, "produce energy", node_entry.pos.x, node_entry.pos.y, node_entry.pos.z, node.name) if node then amount_produced = EnergyDevices.produce_energy(node_entry.pos, node, dtime, span) if amount_produced then acc = acc + amount_produced end end return true, acc end) if span then span:span_end() end return energy_produced end -- @spec #calc_energy_stored(cluster: Cluster, dtime: Float, trace: Trace): Integer function ic:calc_energy_stored(cluster, dtime, trace) local span if trace then span = trace:span_start("calc_energy_stored") end local node local amount_stored local energy_stored = cluster:reduce_nodes_of_groups("energy_storage", 0, function (node_entry, accumulated_energy_stored) node = get_node_or_nil(node_entry.pos) if node then amount_stored = EnergyDevices.get_usable_stored_energy(node_entry.pos, node, dtime, span) if amount_stored then accumulated_energy_stored = accumulated_energy_stored + amount_stored end end return true, accumulated_energy_stored end) if span then span:span_end() end return energy_stored end -- @spec #calc_energy_stored( -- energy_available: Integer, -- cluster: Cluster, -- dtime: Float, -- trace: Trace -- ): (energy_consumed: Integer, energy_available: Integer) function ic:run_consume_energy(energy_available, cluster, dtime, trace) local span if trace then span = trace:span_start("consume_energy") end local energy_consumed = 0 if energy_available > 0 then --print(LOG_GROUP, "energy_available", energy_available, "=", energy_stored, " + ", energy_produced) -- Consumers are different from receivers, they use energy without any intention of storing it local amount_consumed local node energy_consumed = cluster:reduce_nodes_of_groups("energy_consumer", energy_consumed, function (node_entry, acc) node = get_node_or_nil(node_entry.pos) if node then amount_consumed = EnergyDevices.consume_energy(node_entry.pos, node, energy_available, dtime, span) if amount_consumed then energy_available = energy_available - amount_consumed acc = acc + amount_consumed end end -- can't continue if we have no energy available return energy_available > 0, acc end) end if span then span:span_end() end return energy_consumed, energy_available end -- @spec #run_use_stored_energy( -- energy_available: Integer, -- cluster: Cluster, -- dtime: Float, -- trace: Trace -- ): void function ic:run_use_stored_energy(energy_storage_consumed, cluster, dtime, trace) local span if trace then span = trace:span_start("use_stored_energy") end -- if we went over the produced, then the rest must be taken from the storage if energy_storage_consumed > 0 then local used local node cluster:reduce_nodes_of_groups("energy_storage", 0, function (node_entry, acc) node = get_node_or_nil(node_entry.pos) if node then used = EnergyDevices.use_stored_energy(node_entry.pos, node, energy_storage_consumed, dtime, span) if used then energy_storage_consumed = energy_storage_consumed + used end end -- only continue if the energy_storage_consumed is still greater than 0 return energy_storage_consumed > 0, acc + 1 end) end if span then span:span_end() end end -- @spec #run_receive_energy( -- energy_left: Integer, -- cluster: Cluster, -- dtime: Float, -- trace: Trace -- ): void function ic:run_receive_energy(energy_left, cluster, dtime, trace) local span if trace then span = trace:span_start("receive_energy") end if energy_left > 0 then local node --print(LOG_GROUP, "energy_left", energy_left) -- Receivers are the lowest priority, they accept any left over energy from the production -- Incidentally, storage nodes tend to be also receivers local energy_received cluster:reduce_nodes_of_groups("energy_receiver", 0, function (node_entry, acc) node = get_node_or_nil(node_entry.pos) if node then energy_received = EnergyDevices.receive_energy(node_entry.pos, node, energy_left, dtime, span) if energy_received then energy_left = energy_left - energy_received end end return energy_left > 0, acc + 1 end) end if span then span:span_end() end end function ic:run_has_update(cluster, dtime, trace) local span if trace then span = trace:span_start("has_update") end local pos local node local tc local nodedef cluster:reduce_nodes_of_groups("has_update", 0, function (node_entry, acc) pos = node_entry.pos node = get_node_or_nil(pos) if node then nodedef = minetest.registered_nodes[node.name] if nodedef.yatm_network and nodedef.yatm_network.update then if span then tc = span:span_start(node.name) end nodedef.yatm_network.update(pos, node, dtime, tc) if tc then tc:span_end() end else print("energy_system", "INVALID UPDATABLE DEVICE", pos.x, pos.y, pos.z, node.name) end end return true, acc + 1 end) if span then span:span_end() end end function ic:update(cls, cluster, dtime, trace) local sys_trace local step_trace if trace then sys_trace = trace:span_start("energy_system") end if sys_trace then step_trace = sys_trace:span_start(cluster.id) end --print(LOG_GROUP, "dtime=" .. dtime, "cluster_id=" .. cluster.id, "size=" .. cluster:size(), "updating energy") --print(cluster:inspect()) -- Highest priority, produce energy -- It's up to the node how it wants to deal with the energy, whether it's buffered, or just burst local energy_produced = self:calc_energy_produced(cluster, dtime, step_trace) -- Second highest priority, how much energy is stored in the network right now -- This is combined with the produced to determine how much is available -- The node is allowed to lie about it's contents, to cause energy trickle or gating local energy_stored = self:calc_energy_stored(cluster, dtime, step_trace) local total_energy_available = energy_stored + energy_produced local energy_available = total_energy_available local energy_consumed energy_consumed, energy_available = self:run_consume_energy(energy_available, cluster, dtime, step_trace) --print(LOG_GROUP, "energy_consumed", energy_consumed) self:run_use_stored_energy(energy_consumed - energy_produced, cluster, dtime, step_trace) -- how much extra energy is left, note the stored is subtracted from the available -- if it falls below 0 then there is no extra energy. local energy_left = energy_available - energy_consumed self:run_receive_energy(energy_left, cluster, dtime, step_trace) self:run_has_update(cluster, dtime, step_trace) if step_trace then step_trace:span_end() end if sys_trace then sys_trace:span_end() end end yatm_cluster_energy.EnergySystem = EnergySystem
function Physic_Standart_Workbench(Map_ID, X, Y, Z) Player_Number = Map_Block_Get_Player_Last(Map_ID, X, Y, Z) Table = {} for i = 0, 3 do if i == 0 then dx, dy = 1, 0 elseif i == 1 then dx, dy = 0, 1 elseif i == 2 then dx, dy = -1, 0 elseif i == 3 then dx, dy = 0, -1 end for ix = 0, 2 do for iz = 0, 2 do ax = ix-1 Table[1 + ix + iz*3] = Map_Block_Get_Type(Map_ID, X+ax*dx, Y+ax*dy, Z+3-iz) end end Amount = 0 --System_Message_Network_Send_2_All(Map_ID, tostring(unpack(Table))) -- Workbench if Table[1]==5 and Table[2]==5 and Table[3]==0 and Table[4]==5 and Table[5]==5 and Table[6]==0 and Table[7]==0 and Table[8]==0 and Table[9]==0 then Material = 58 Amount = 1 end -- Furnace if Table[1]==4 and Table[2]==4 and Table[3]==4 and Table[4]==4 and Table[5]==0 and Table[6]==4 and Table[7]==4 and Table[8]==4 and Table[9]==4 then Material = 61 Amount = 1 end -- Steps if Table[1]==0 and Table[2]==0 and Table[3]==0 and Table[4]==0 and Table[5]==0 and Table[6]==0 and Table[7]==4 and Table[8]==4 and Table[9]==4 then Material = 44 Amount = 3 end -- Bookcase if Table[1]==0 and Table[2]==0 and Table[3]==0 and Table[4]==0 and Table[5]==0 and Table[6]==0 and Table[7]==5 and Table[8]==23 and Table[9]==5 then Material = 47 Amount = 1 end -- Gravel if Table[1]==4 and Table[2]==4 and Table[3]==0 and Table[4]==3 and Table[5]==3 and Table[6]==0 and Table[7]==0 and Table[8]==0 and Table[9]==0 then Material = 13 Amount = 3 end -- Mossy Cobblestone if Table[1]==6 and Table[2]==6 and Table[3]==6 and Table[4]==6 and Table[5]==4 and Table[6]==6 and Table[7]==6 and Table[8]==6 and Table[9]==6 then Material = 48 Amount = 1 end -- Yellow Cloth if Table[1]==0 and Table[2]==0 and Table[3]==0 and Table[4]==0 and Table[5]==0 and Table[6]==0 and Table[7]==37 and Table[8]==37 and Table[9]==37 then Material = 23 Amount = 1 end -- Orange Cloth if Table[1]==0 and Table[2]==0 and Table[3]==0 and Table[4]==0 and Table[5]==0 and Table[6]==0 and Table[7]==38 and Table[8]==37 and Table[9]==38 then Material = 22 Amount = 1 end -- Red Cloth if Table[1]==0 and Table[2]==0 and Table[3]==0 and Table[4]==0 and Table[5]==0 and Table[6]==0 and Table[7]==38 and Table[8]==38 and Table[9]==38 then Material = 21 Amount = 1 end -- Light Green Cloth if Table[1]==0 and Table[2]==0 and Table[3]==0 and Table[4]==0 and Table[5]==0 and Table[6]==0 and Table[7]==6 and Table[8]==37 and Table[9]==6 then Material = 24 Amount = 1 end -- Green Cloth if Table[1]==0 and Table[2]==0 and Table[3]==0 and Table[4]==0 and Table[5]==0 and Table[6]==0 and Table[7]==6 and Table[8]==6 and Table[9]==6 then Material = 25 Amount = 1 end -- Dark Grey Cloth if Table[1]==0 and Table[2]==0 and Table[3]==0 and Table[4]==0 and Table[5]==0 and Table[6]==0 and Table[7]==16 and Table[8]==6 and Table[9]==16 then Material = 34 Amount = 3 end -- Light Grey Cloth if Table[1]==0 and Table[2]==0 and Table[3]==0 and Table[4]==0 and Table[5]==0 and Table[6]==0 and Table[7]==6 and Table[8]==16 and Table[9]==6 then Material = 35 Amount = 2 end -- Sponge if Table[1]==23 and Table[2]==0 and Table[3]==23 and Table[4]==0 and Table[5]==23 and Table[6]==0 and Table[7]==23 and Table[8]==0 and Table[9]==23 then Material = 19 Amount = 1 end if Amount ~= 0 then for ix = 0, 2 do for iz = 0, 2 do ax = ix-1 Map_Block_Change(-1, Map_ID, X+ax*dx, Y+ax*dy, Z+3-iz, 0, 1, 1, 1, 5) end end for i = 1, Amount do ax = -2+i Map_Block_Change(-1, Map_ID, X+ax*dx, Y+ax*dy, Z+1, Material, 1, 1, 1, 5) end end end end
module(..., package.seeall) local ffi = require("ffi") local tlv = subClass(nil) ffi.cdef[[ typedef struct { uint8_t type; uint8_t length; } tlv_t __attribute__((packed)) ]] local tlv_t = ffi.typeof("tlv_t") local tlv_ptr_t = ffi.typeof("$ *", tlv_t) tlv._types = { [1] = { name = "src_ll_addr", class = "lib.protocol.icmp.nd.options.lladdr" }, [2] = { name = "tgt_ll_addr", class = "lib.protocol.icmp.nd.options.lladdr" }, } -- Will be overriden for known types tlv._name = "unkown" function tlv:new (type, data) assert(tlv._types[type], "tlv: unsupported type") local size = ffi.sizeof(tlv_t)+ffi.sizeof(data) assert(size%8 == 0) local o = tlv:superClass().new(self) local tlv = ffi.typeof("struct { tlv_t tlv; uint8_t data[$]; }", ffi.sizeof(data))() tlv.tlv.type = type tlv.tlv.length = size/8 ffi.copy(tlv.data, data, ffi.sizeof(data)) o._tlv = tlv o._option = require(o._types[type].class):new_from_mem(tlv.data, ffi.sizeof(data)) return o end function tlv:new_from_mem (mem, size) local o = tlv:superClass().new(self) local tlv_t_size = ffi.sizeof(tlv_t) assert(tlv_t_size <= size) local tlv = ffi.cast(tlv_ptr_t, mem) assert(o._types[tlv.type], "tlv: unsupported type") o._name = o._types[tlv.type].name local class = o._types[tlv.type].class o._option = require(class):new_from_mem(mem + tlv_t_size, size - tlv_t_size) local t = ffi.typeof("struct { tlv_t tlv; uint8_t data[$]; }", size-tlv_t_size) o._tlv = ffi.cast(ffi.typeof("$*", t), mem) return o end function tlv:name () return self._name end function tlv:type (type) if type ~= nil then assert(self._types[type]) self._tlv.tlv.type = type end return self._tlv.tlv.type end -- This is in units of 8 bytes function tlv:length () return self._tlv.tlv.length end function tlv:data () return self._tlv.data end function tlv:tlv () return self._tlv end function tlv:option () return self._option end return tlv
require "common" --[[ TODO: * add oversample * add MAX Over T for some T * multi scale turing patterns: https://faculty.ac/image-story/a-machine-in-motion/ * https://elifesciences.org/articles/14022 * https://examples.pyviz.org/attractors/attractors.html ]] config=make_config({ {"pause",false,type="boolean"}, {"clamp_edges",false,type="boolean"}, {"do_sum",false,type="boolean"}, {"do_norm",false,type="boolean"}, {"diff_a",1,type="float",min=0,max=1}, {"diff_b",0.5,type="float",min=0,max=1}, {"diff_c",0.25,type="float",min=0,max=1}, {"diff_d",0.125,type="float",min=0,max=1}, {"k1",0.5,type="float",min=0,max=1}, {"k2",0.5,type="float",min=0,max=1}, {"k3",0.5,type="float",min=0,max=1}, {"k4",0.5,type="float",min=0,max=1}, {"region_size",0.5,type="float",min=0.01,max=1}, {"gamma",1,type="float",min=0.01,max=5}, {"gain",1,type="float",min=-5,max=5}, {"draw_comp",0,type="int",min=0,max=3}, {"animate",false,type="boolean"}, },config) mapping_parameters={1,2} local oversample=0.25 --TODO: not working correctly function update_size() local trg_w=1024 local trg_h=1024 --this is a workaround because if everytime you save -- you do __set_window_size it starts sending mouse through windows. SPOOKY if win_w~=trg_w or win_h~=trg_h or (img_buf==nil or img_buf.w~=trg_w) then win_w=trg_w win_h=trg_h aspect_ratio=win_w/win_h __set_window_size(win_w,win_h) end end update_size() local size=STATE.size img_buf=img_buf or make_image_buffer(size[1],size[2]) react_buffer=react_buffer or multi_texture(size[1],size[2],2,1) collect_buffer=collect_buffer or multi_texture(size[1],size[2],2,1) io_buffer=io_buffer or make_flt_buffer(size[1],size[2]) map_region=map_region or {-1,0,0,0} thingy_string=thingy_string or "-c.x*c.y*c.y,0,0,+c.x*c.y*c.y" --feed_kill_string=feed_kill_string or "feed_rate*(1-c.x),-(kill_rate)*c.y,-(kill_rate)*(c.z),-(kill_rate)*c.w" feed_kill_string="-k.y,-k.y,-k.y,k.x" --cos(c.z),cos((k.z)-(((c.z)*((k.w)-(k.x)))-(c.x))),cos((c.y)-((c.w)+((k.y)*(c.x)))),cos((c.w)*(c.x)) function resize( w,h ) local ww=w*oversample local hh=h*oversample img_buf=make_image_buffer(w,h) size=STATE.size react_buffer:update_size(ww,hh) collect_buffer:update_size(ww,hh) io_buffer=make_flt_buffer(ww,hh); end if react_buffer.w~=win_w*oversample then resize(win_w,win_h) end function count_lines( s ) local n=0 for i in s:gmatch("\n") do n=n+1 end return n end function shader_make( s_in ) local sl=count_lines(s_in) s="#version 330\n#line "..(debug.getinfo(2, 'l').currentline-sl).."\n" s=s..s_in return shaders.Make(s) end local react_diffuse function update_diffuse( ) react_diffuse=shaders.Make(string.format([==[ #version 330 #line 85 out vec4 color; in vec3 pos; uniform vec4 diffusion; uniform vec4 kill_feed; uniform sampler2D tex_main; uniform float dt; uniform vec4 map_region; vec4 laplace(vec2 pos) //with laplacian kernel (cnt -1,near .2,diag 0.05) { vec4 ret=vec4(0); ret+=textureOffset(tex_main,pos,ivec2(-1,-1))*0.05; ret+=textureOffset(tex_main,pos,ivec2(-1,1))*0.05; ret+=textureOffset(tex_main,pos,ivec2(1,-1))*0.05; ret+=textureOffset(tex_main,pos,ivec2(1,1))*0.05; ret+=textureOffset(tex_main,pos,ivec2(0,-1))*.2; ret+=textureOffset(tex_main,pos,ivec2(-1,0))*.2; ret+=textureOffset(tex_main,pos,ivec2(1,0))*.2; ret+=textureOffset(tex_main,pos,ivec2(0,1))*.2; ret+=textureOffset(tex_main,pos,ivec2(0,0))*(-1); return ret; } vec4 laplace_h(vec2 pos) { vec4 ret=vec4(0); ret+=textureOffset(tex_main,pos,ivec2(0,-1))*.25; ret+=textureOffset(tex_main,pos,ivec2(-1,0))*.25; ret+=textureOffset(tex_main,pos,ivec2(1,0))*.25; ret+=textureOffset(tex_main,pos,ivec2(0,1))*.25; ret+=textureOffset(tex_main,pos,ivec2(0,0))*(-1); return ret; } #define MAPPING vec4 gray_scott(vec4 c,vec2 normed) { //NOTE: can increase the dt somewhat generally... //x=0;0.5 //y=0;0.25 /* X+2Y=3Y */ vec4 scale=vec4(0.07,0.1,0,0); vec4 offset=vec4(0); vec4 k=kill_feed; #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x); k.y=mix(map_region.z,map_region.w,normed.y); } #endif k=k*scale+offset; #if 0 vec2 kcenter=vec2(0.861682,0.439294); float w=0.0625; //0.861682,0.439294), width:0.0625 //0.694565,0.190942 //0.697397,0.19309), width:0.03125 float dist=1-clamp(length(normed-vec2(0.5))*2,0,1); kill_rate=(kcenter.x-w*0.5+dist*w)*0.07; feed_rate=(kcenter.y-w*0.5+dist*w)*0.1; #endif float abb=c.x*c.y*c.y; return vec4(-abb,abb,0,0)+vec4(k.x*(1-c.x),-(k.y+k.x)*c.y,0,0); } vec4 schnakenberk_reaction_kinetics(vec4 cnt,vec2 normed) { #if 0 float k1=kill_feed.x; float k2=kill_feed.y; float k3=kill_feed.z; float k4=kill_feed.w; #ifdef MAPPING if (map_region.x>=0) { k3=mix(map_region.x,map_region.y,normed.x); k4=mix(map_region.z,map_region.w,normed.y); } #endif float aab=cnt.x*cnt.x*cnt.y; return vec2(k1,k4)-vec2(k2*cnt.x,0)+vec2(k3*aab,-k3*aab); #endif vec4 k=kill_feed; vec4 scale=vec4(4,4,4,4); vec4 offset=vec4(0,0,0,0); #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x); k.y=mix(map_region.z,map_region.w,normed.y); } #endif k=k*scale+offset; return k.z*vec4(k.x-cnt.x-cnt.x*cnt.x*cnt.y,k.y-cnt.x*cnt.x*cnt.y,0,0); } vec4 gierer_meinhard(vec4 cnt,vec2 normed) { //not dimensional float k1=kill_feed.x; float k2=kill_feed.y; float k3=kill_feed.z; #ifdef MAPPING if (map_region.x>=0) { k1=mix(map_region.x,map_region.y,normed.x); k2=mix(map_region.z,map_region.w,normed.y); } #endif return k3*vec4(k1-k2*cnt.x+cnt.x*cnt.x/cnt.y,cnt.x*cnt.x-cnt.y,0,0); } vec4 ruijgrok(vec4 cnt,vec2 normed) { /* X+Y=>2X Y+Z=>2Y Z+X=>2Z X+2Y=>3Y Y+2Z=>3Z Z+2X=>3X */ float kill_rate=kill_feed.x; float feed_rate=kill_feed.y; #ifdef MAPPING kill_rate=mix(map_region.x,map_region.y,normed.x); feed_rate=mix(map_region.z,map_region.w,normed.y); #endif float pos_x1=cnt.y*cnt.x; float pos_x2=cnt.z*cnt.x*cnt.x; float pos_y1=cnt.z*cnt.y; float pos_y2=cnt.x*cnt.y*cnt.y; float pos_z1=cnt.z*cnt.x; float pos_z2=cnt.z*cnt.y*cnt.y; float neg_x1=pos_y2; float neg_x2=pos_z1; float neg_y1=pos_x1; float neg_y2=pos_z2; float neg_z1=pos_x2; float neg_z2=pos_y1; return vec4( pos_x1+pos_x2-neg_x1-neg_x2+feed_rate*(1-cnt.x), pos_y1+pos_y2-neg_y1-neg_y2-(kill_rate+feed_rate)*cnt.y, pos_z1+pos_z2-neg_z1-neg_z2, 0); } vec4 rossler(vec4 cnt,vec2 normed) { //k1=0.2 //k2=0.2 //k3=5.7 //k1=0.1 //k2=0.1 //k3=14 float k1=kill_feed.x*0.2+0.1; float k2=kill_feed.y*0.2+0.1; float k3=kill_feed.z*20+4; float k4=kill_feed.w; #ifdef MAPPING if (map_region.x>=0) { //k1=mix(map_region.x,map_region.y,normed.x)*0.2+0.1; k2=mix(map_region.z,map_region.w,normed.y)*0.2+0.1; //k3=mix(map_region.x,map_region.y,normed.x)*20+4; } #endif return vec4( -(cnt.y+cnt.z), cnt.x+k1*cnt.y, cnt.x*cnt.z-k2*cnt.z+k3, 0 )*k4; } vec4 rossler4(vec4 c,vec2 normed) { //http://www.scholarpedia.org/article/Hyperchaos //explodes very fast vec4 scale=vec4(0.125,1.5,0.25,0.025); vec4 offset=vec4(0.25,3,0.5,0.05); vec4 k=kill_feed; #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x); k.y=mix(map_region.z,map_region.w,normed.y); } #endif k=k*scale+offset; return vec4( -c.y-c.z, c.x+k.x*c.y+c.w, k.y+c.x*c.z, -k.z*c.z+k.w*c.w ); } vec4 two_reacts(vec4 cnt,vec2 normed) { /* X+2Y=3Y Z+X=2Z */ float kill_rate=kill_feed.x; float feed_rate=kill_feed.y; #ifdef MAPPING vec2 c=vec2(0.5,0.5); vec2 cs=vec2(0.5,0.5); kill_rate=mix(c.x-cs.x,c.x+cs.x,normed.x); feed_rate=mix(c.y-cs.y,c.y+cs.y,normed.y); #endif float pos_y1=cnt.x*cnt.y*cnt.y; float pos_z1=cnt.z*cnt.x; float neg_x1=pos_y1; float neg_x2=pos_z1; return vec4( -neg_x2-neg_x1+feed_rate*(1-cnt.x), pos_y1, pos_z1-(kill_rate+feed_rate)*cnt.z, 0); } vec4 thingy_formulas(vec4 c,vec2 normed) { vec4 scale=vec4(20); vec4 offset=vec4(-10); vec4 k=kill_feed; #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x); k.y=mix(map_region.z,map_region.w,normed.y); } #endif k=k*scale+offset; float max_len=1; float l=length(c); float nl=clamp(l/max_len,0,1); vec4 r=mix(vec4(%s),-c,nl); //r=r/(l); //return r*exp(-l*l/100); //*k.y+vec4(%s)*k.w; return r; } vec4 hyper_chaos(vec4 c,vec2 normed) { //BROKEN SOURCE? vec4 scale=vec4(1); vec4 offset=vec4(0); vec4 k=kill_feed; #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x); k.y=mix(map_region.z,map_region.w,normed.y); } #endif k=k*scale+offset; return vec4( c.x*(1-c.y)+k.x*c.z, k.y*(c.x*c.x-1)*c.y, k.z*(1-c.y)*c.w, k.w*c.z ); } vec4 lorenz_system(vec4 c,vec2 normed) { //k1=10 //k2=28 //k3=8/3 vec4 scale=vec4(6,6,1,0); vec4 offset=vec4(7,22,8/3-0.5,0); vec4 k=kill_feed; #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x); k.y=mix(map_region.z,map_region.w,normed.y); } #endif k=k*scale+offset; return vec4( k.x*(c.y-c.x), c.x*(k.y-c.z)-c.y, c.x*c.y-k.z*c.z, 0 ); } vec4 chen_attractor(vec4 c,vec2 normed) { //BROKEN? //chaos at: a = 40, b = 3, c = 28 //k.x=36,k.y=20,k.z=0 (and k.z=3) //float k1=kill_feed.x*40+20; //float k2=kill_feed.y*6; //float k3=kill_feed.z*56; vec4 scale=vec4(2,2,3,0); vec4 offset=vec4(35,19,0,0); vec4 k=kill_feed; #ifdef MAPPING if (map_region.x>=0) { //k.x=mix(map_region.x,map_region.y,normed.x); k.y=mix(map_region.z,map_region.w,normed.y); k.z=mix(map_region.x,map_region.y,normed.x); } #endif k=k*scale+offset; return vec4( k.x*(c.y-c.x), (k.z-k.x)*c.x-c.x*c.z+k.z*c.y, c.x*c.y-k.y*c.z, 0 ); } vec4 clifford_attractor(vec4 c, vec2 normed) { vec4 scale=vec4(2,2,2,2); vec4 offset=vec4(0,0,-1,-1); vec4 k=kill_feed; #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x); k.y=mix(map_region.z,map_region.w,normed.x); //k.z=mix(map_region.z,map_region.w,normed.y); //k.w=mix(map_region.z,map_region.w,normed.y); } #endif k=k*scale+offset; return vec4( sin(k.x*c.y)+k.z*cos(k.x*c.x), sin(k.y*c.x)+k.w*cos(k.y*c.y), 0, 0 ); } vec4 hopalong_attractor1(vec4 c,vec2 normed) { vec4 k=kill_feed*8-vec4(4); #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x)*4-2; k.y=mix(map_region.z,map_region.w,normed.y)*4-2; } #endif return vec4( c.y-sqrt(abs(k.y*c.x-k.z))*sign(c.x), k.x-c.x, 0, 0 ); } vec4 hopalong_attractor2(vec4 c,vec2 normed) { vec4 k=kill_feed*8-vec4(4); #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x); k.y=mix(map_region.z,map_region.w,normed.y); } #endif //k=k*scale+offset; return vec4( c.y-1.0-sqrt(abs(k.y*c.x-1.0-k.z))*sign(c.x-1.0), k.x-c.x-1.0, 0, 0 ); } vec4 coullet_attractor(vec4 c, vec2 normed) { vec4 scale=vec4(2,2,2,2); vec4 offset=vec4(0.8,-1.1,-0.45,-1); vec4 k=kill_feed; #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x); k.y=mix(map_region.z,map_region.w,normed.x); //k.z=mix(map_region.z,map_region.w,normed.y); //k.w=mix(map_region.z,map_region.w,normed.y); } #endif k=k*scale+offset; return vec4( c.y, c.z, dot(vec4(c.x,c.y,c.z,c.x*c.x*c.x),k), 0 ); } vec4 chaos_4d(vec4 c, vec2 normed) { //https://www.sciencedirect.com/science/article/pii/S209044791730014X //EXPLODES VERY FAST vec4 scale=vec4(4,4,0,0); vec4 offset=vec4(21,7,0,0); vec4 k=kill_feed; #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x); k.y=mix(map_region.z,map_region.w,normed.y); } #endif k=k*scale+offset; return vec4( k.x*(c.x-c.w), k.y*c.w-c.w*c.y, c.w*c.x-c.x*c.z, c.y*(c.x-1) ); } float GM_helper(float x,float mu) { return mu*x+2*(1-mu)*x*x/(1+x*x); } vec4 gumowski_mira_attractor(vec4 c,vec2 normed) { //NB: probably broken //http://kgdawiec.bplaced.net/badania/pdf/cacs_2010.pdf //3 param vec4 scale=vec4(0.001,1,0.05,0); vec4 offset=vec4(0.001,-.5,0,0); vec4 k=kill_feed; #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x); k.z=mix(map_region.z,map_region.w,normed.y); } #endif k=k*scale+offset; float xn=c.y+k.x*(1-k.y*c.y*c.y)*c.y+GM_helper(c.x,k.z); return vec4( xn, -c.x+GM_helper(xn,k.z), 0, 0 ); } vec4 rampe1_modded(vec4 c,vec2 normed) { //https://softologyblog.wordpress.com/2009/10/19/3d-strange-attractors/ vec4 scale=vec4(2,2,2,2); vec4 offset=vec4(-1,-1,-1,-1); vec4 k=kill_feed; float ke=-0.8; float kf=0.7; #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x); k.y=mix(map_region.z,map_region.w,normed.y); } #endif k=k*scale+offset; vec4 r=vec4( cos(k.x*c.x)+cos(k.y*c.y), cos(k.z*c.y)+cos(k.w*c.z), cos(ke*c.z)+cos(kf*c.x), 0 ); float l=length(r); l=max(l,0.00001); return r/l; } vec4 coupled_attractors(vec4 c,vec2 normed) { //AGiga-StableOscillatorwithHiddenandSelf-ExcitedAttractorsAMegastableOscillatorForcedbyHisTwin.pdf vec4 scale=vec4(0.2,0.5,0.75,0); vec4 offset=vec4(0.1,2.77,0,0); vec4 k=kill_feed; #ifdef MAPPING if (map_region.x>=0) { k.x=mix(map_region.x,map_region.y,normed.x); //k.y=mix(map_region.z,map_region.w,normed.y); k.z=mix(map_region.z,map_region.w,normed.y); } #endif k=k*scale+offset; vec4 r=vec4( c.y, -k.x*k.x*c.x+c.y*cos(c.x)+k.z*c.z, k.y*c.w, k.y*(-k.x*k.x*c.z+c.w*cos(c.z)) ); return r; } vec4 actual_function(vec4 c,vec2 normed) { return //gray_scott(c,normed) //ruijgrok(c,normed) //two_reacts(c,normed) thingy_formulas(c,normed) //schnakenberk_reaction_kinetics(c,normed) //gierer_meinhard(c,normed) //rossler(c,normed) //rossler4(c,normed) //hyper_chaos(c,normed) //lorenz_system(c,normed) //chen_attractor(c,normed) //clifford_attractor(c,normed) //hopalong_attractor1(c,normed) //hopalong_attractor2(c,normed) //gumowski_mira_attractor(c,normed) //chaos_4d(c,normed) //coullet_attractor(c,normed) //rampe1_modded(c,normed) //coupled_attractors(c,normed) ; } vec4 runge_kutta_4(vec4 c,vec2 normed,float step_dt) { vec4 k1=step_dt*actual_function(c,normed); vec4 k2=step_dt*actual_function(c+0.5*k1,normed); vec4 k3=step_dt*actual_function(c+0.5*k2,normed); vec4 k4=step_dt*actual_function(c+k3,normed); return c+(k1+2*k2+2*k3+k4)/6.0; } void main(){ vec4 diffusion_value=diffusion; vec2 normed=(pos.xy+vec2(1,1))/2; float dist=clamp(length(pos.xy)+0.5,0.5,1.5); //diffusion_value.xy*=dist; vec4 L=laplace(normed); vec4 cnt=texture(tex_main,normed); #if 1 vec4 ret=cnt+(diffusion_value*L +actual_function(cnt,normed) )*dt; #elif 0 int step_count=10; float step_dt=dt/float(step_count); vec4 ret=cnt; for(int i=0;i<step_count;i++) { ret+=actual_function(ret,normed)*step_dt; } ret+=diffusion_value*L*dt; #elif 1 vec4 ret=diffusion_value*L*dt+runge_kutta_4(cnt,normed,dt); #else int step_count=10; float step_dt=dt/float(step_count); vec4 ret=vec4(cnt); for(int i=0;i<step_count;i++) { ret=runge_kutta_4(ret,normed,step_dt); } ret+=diffusion_value*L*dt; #endif //ret=clamp(ret,0,1); //float l=length(ret); //l=max(l,0.0001); color=ret;///l; } ]==],thingy_string,feed_kill_string)) end update_diffuse() local draw_shader = shader_make[==[ out vec4 color; in vec3 pos; uniform sampler2D tex_main; uniform float v_gamma; uniform float v_gain; uniform int draw_comp; uniform vec4 value_scale; uniform vec4 value_offset; float gain(float x, float k) { float a = 0.5*pow(2.0*((x<0.5)?x:1.0-x), k); return (x<0.5)?a:1.0-a; } vec3 palette( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ) { return a + b*cos( 6.28318*(c*t+d) ); } void main(){ vec2 normed=(pos.xy+vec2(1,1))/2; vec4 cnt=texture(tex_main,normed); cnt+=value_offset; cnt*=value_scale; //cnt=clamp(cnt,0,1); float lv=cnt.x; if(draw_comp==1) lv=cnt.y; else if(draw_comp==2) lv=cnt.z; else if(draw_comp==3) lv=cnt.w; //lv+=value_offset; //lv*=value_scale; lv=gain(lv,v_gain); lv=pow(lv,v_gamma); //color=vec4(cnt.xyz,1); color=vec4(lv,lv,lv,1); //color=vec4(palette(lv,vec3(0.5,0.5,0.5),vec3(0.5,0.5,0.5),vec3(1.5,1.5,1.25),vec3(1.0,1.05,1.4)),1); //color=vec4(palette(lv,vec3(0.6,0,0.3),vec3(.4,0,0.7),vec3(1,1,1),vec3(0,0.33,0.66)),1); /* accent float accent_const=0.5; if(lv<accent_const) color=vec4(vec3(1)*(lv/accent_const),1); else color=mix(vec4(1),vec4(0.05,0.1,0.3,1),(lv-accent_const)/(1-accent_const)); //*/ /* if(lv>0) color.xyz=vec3(lv,0,0); else color.xyz=vec3(0,0,lv); color.w=1; */ } ]==] local sum_texture = shader_make[==[ out vec4 color; in vec3 pos; uniform sampler2D tex_main; uniform sampler2D tex_old; vec4 smooth_max_p_norm(vec4 a,vec4 b,float alpha) { return pow(pow(a,vec4(alpha))+pow(b,vec4(alpha)),vec4(1/alpha)); } vec4 smooth_max_2(vec4 a,vec4 b,float alpha) { return ((a+b)+sqrt((a+b)*(a+b)+alpha))/2; } vec4 smooth_max(vec4 a,vec4 b,float alpha) { return (a*exp(alpha*a)+b*exp(alpha*b))/(exp(alpha*a)+exp(alpha*b)); } void main(){ vec2 normed=(pos.xy+vec2(1,1))/2; vec4 cnt=texture(tex_main,normed); vec4 cnt_old=texture(tex_old,normed); //color=max(abs(cnt),abs(cnt_old)); color=max(cnt,cnt_old); //color=max(cnt,cnt_old)-min(cnt,cnt_old); //color=(abs(cnt)+abs(cnt_old))/2; //color=cnt+cnt_old; //color=smooth_max(cnt,cnt_old,5); //color=smooth_max_p_norm(cnt,cnt_old,5); //color.a=1; } ]==] local terminal_symbols={["c.x"]=10,["c.y"]=10,["c.z"]=10,["c.w"]=10,["1.0"]=0.1,["0.0"]=0.1} local normal_symbols={ ["max(R,R)"]=0.05,["min(R,R)"]=0.05,["mod(R,R)"]=0.1,["fract(R)"]=0.1,["floor(R)"]=0.1,["abs(R)"]=0.1, ["sqrt(R)"]=0.1,["exp(R)"]=0.01,["atan(R,R)"]=1,["acos(R)"]=0.1,["asin(R)"]=0.1,["tan(R)"]=1,["sin(R)"]=1, ["cos(R)"]=1, ["log(R+1.0)"]=1, ["(R)/(R+1)"]=0.1,["(R)*(R)"]=20,["(R)-(R)"]=20,["(R)+(R)"]=20} function normalize( tbl ) local sum=0 for i,v in pairs(tbl) do sum=sum+v end for i,v in pairs(tbl) do tbl[i]=tbl[i]/sum end end normalize(terminal_symbols) normalize(normal_symbols) function rand_weighted(tbl) local r=math.random() local sum=0 for i,v in pairs(tbl) do sum=sum+v if sum>= r then return i end end end function replace_random( s,substr,rep ) local num_match=0 local function count( ) num_match=num_match+1 return false end string.gsub(s,substr,count) num_rep=math.random(0,num_match-1) function rep_one( ) if num_rep==0 then num_rep=num_rep-1 if type(rep)=="function" then return rep() else return rep end else num_rep=num_rep-1 return false end end local ret=string.gsub(s,substr,rep_one) return ret end function make_rand_math(def_seed, normal_s,terminal_s,forced_s ) forced_s=forced_s or {} return function ( steps,seed,force_values) local cur_string=seed or def_seed force_values=force_values or forced_s function M( ) return rand_weighted(normal_s) end function MT( ) return rand_weighted(terminal_s) end for i=1,steps do cur_string=replace_random(cur_string,"R",M) end for i,v in ipairs(force_values) do cur_string=replace_random(cur_string,"R",v) end cur_string=string.gsub(cur_string,"R",MT) return cur_string end end random_math=make_rand_math("R,R,R,R",normal_symbols,terminal_symbols) random_math_cos=make_rand_math("cos(R),cos(R),cos(R),cos(R)",normal_symbols,terminal_symbols) function random_math_balanced( steps,seed ) function M( ) return rand_weighted(normal_symbols) end function MT( ) return rand_weighted(terminal_symbols) end local ret="" for i=1,4 do local cur_string=seed or "R" for i=1,steps do cur_string=replace_random(cur_string,"R",M) end cur_string=string.gsub(cur_string,"R",MT) if i==1 then ret=cur_string else ret=ret..","..cur_string end end return ret end function random_math_poly( ) local rf=function ( ) return math.random()*2-1 end local ret=string.format("dot(c,vec4(%g,%g,%g,%g)),dot(c,vec4(%g,%g,%g,%g)),dot(c,vec4(%g,%g,%g,%g)),dot(c,vec4(%g,%g,%g,%g))", rf(),rf(),rf(),rf(), rf(),rf(),rf(),rf(), rf(),rf(),rf(),rf(), rf(),rf(),rf(),rf()) return ret end function random_math_transfers( steps,seed,count_transfers ) count_transfers=count_transfers or 3 function M( ) return rand_weighted(normal_symbols) end function MT( ) return rand_weighted(terminal_symbols) end local ret={"0","0","0","0"} for i=1,count_transfers do local cur_string=seed or "R" for i=1,steps do cur_string=replace_random(cur_string,"R",M) end cur_string=string.gsub(cur_string,"R",MT) local remove=math.random(1,4) local add=math.random(1,4) while add==remove do add=math.random(1,4) end ret[remove]=ret[remove].."-"..cur_string ret[add]=ret[add].."+"..cur_string end local rstr=table.concat(ret,",") return rstr end function sim_tick( ) local dt=0.05 react_diffuse:use() -- react_diffuse:blend_disable() react_diffuse:blend_default() react_diffuse:set("diffusion",config.diff_a,config.diff_b,config.diff_c,config.diff_d) react_diffuse:set("kill_feed",config.k1,config.k2,config.k3,config.k4) react_diffuse:set("dt",dt) react_diffuse:set("map_region",map_region[1],map_region[2],map_region[3],map_region[4]) local cur_buff=react_buffer:get() local do_clamp if config.clamp_edges then do_clamp=1 else do_clamp=0 end cur_buff:use(0,1,do_clamp) react_diffuse:set_i("tex_main",0) local next_buff=react_buffer:get_next() next_buff:use(1,1,do_clamp) if not next_buff:render_to(react_buffer.w,react_buffer.h) then error("failed to set framebuffer up") end react_diffuse:draw_quad() __render_to_window() react_buffer:advance() end init_size=1 function reset_buffers(rnd,do_rand) local b=io_buffer local center=1 local scale=1 local min_value=center-scale/2 local max_value=center+scale/2 --[[ local min_value=-1 local max_value=1 ]] do_rand=false local v = {math.random()*(max_value-min_value)+min_value, math.random()*(max_value-min_value)+min_value, math.random()*(max_value-min_value)+min_value, math.random()*(max_value-min_value)+min_value} for x=0,b.w-1 do for y=0,b.h-1 do local dx=x-b.w/2 local dy=y-b.h/2 local dist=math.sqrt(dx*dx+dy*dy) -- [[ if rnd=="circle" then if dist<b.w/4 then if do_rand then b:set(x,y,{ math.random()*(max_value-min_value)+min_value, math.random()*(max_value-min_value)+min_value, math.random()*(max_value-min_value)+min_value, math.random()*(max_value-min_value)+min_value}) else b:set(x,y,v) end else b:set(x,y,{1,0,0,0}) end elseif rnd=="noise" then b:set(x,y,{ math.random()*(max_value-min_value)+min_value,math.random()*(max_value-min_value)+min_value, math.random()*(max_value-min_value)+min_value,math.random()*(max_value-min_value)+min_value}) elseif rnd=="chaos" then local v=(x+y)/(b.w+b.h-2) b:set(x,y,{ (x/(b.w-1)+0.1)*(max_value-min_value)+min_value, (1-y/(b.h-1)-0.1)*(max_value-min_value)+min_value, --dist/10, --dist/10, --dist/10, (x/(b.w-1)+0.1)*(max_value-min_value)+min_value, (y/(b.w-1)+0.1)*(max_value-min_value)+min_value}) else b:set(x,y,{1,0,0,0}) end --]] end end if rnd=="square" then local cx=math.floor(b.w/2) local cy=math.floor(b.h/2) local s=math.random(1,b.w*0.25) for x=cx-s,cx+s do for y=cy-s,cy+s do local dx=x-cx local dy=y-cy --if math.sqrt(dx*dx+dy*dy)<s then if do_rand then b:set(x,y,{ math.random()*(max_value-min_value)+min_value, math.random()*(max_value-min_value)+min_value, math.random()*(max_value-min_value)+min_value, math.random()*(max_value-min_value)+min_value }) else b:set(x,y,v) end --end end end end local buf=react_buffer:get() buf:use(0) b:write_texture(buf) react_buffer:advance() buf=react_buffer:get() buf:use(0) b:write_texture(buf) reset_collect() end function reset_collect() local b=io_buffer for x=0,b.w-1 do for y=0,b.h-1 do b:set(x,y,{0,0,0,0}) end end local buf=collect_buffer:get() buf:use(0) b:write_texture(buf) collect_buffer:advance() buf=collect_buffer:get() buf:use(0) b:write_texture(buf) end function is_inf( v ) if v==math.huge or v==-math.huge then return true end return false end function clip_maxmin( tbl1,tbl2,id ) if is_inf(tbl1[id]) or is_inf(tbl2[id]) then print("clip",id) tbl1[id]=0 tbl2[id]=1 elseif math.abs(tbl1[id]-tbl2[id])<0.0001 then tbl1[id]=0 tbl2[id]=1 end end function eval_thingy_string() local MAX_DIFF_VALUE=0.25 local env={ max=math.max, min=math.min, mod=math.modf, fract=function ( x ) return select(2,math.modf(x)) end, floor=math.floor, abs=math.abs, sqrt=math.sqrt, exp=math.exp, atan=math.atan, acos=math.acos, asin=math.asin, tan=math.tan, sin=math.sin, cos=math.cos, log=math.log, math=math, dot=function ( a,b ) return a.x*b.x+a.y*b.y+a.z*b.z+a.w*b.w end, vec4=function ( x,y,z,w ) return {x=x,y=y,z=z,w=w} end } local f=load(string.format( [==[ local inf=math.huge local val_min={inf,inf,inf,inf} local val_max={-inf,-inf,-inf,-inf} local step_size=0.05 local itg={0,0,0,0} for x=0,1,step_size do for y=0,1,step_size do for z=0,1,step_size do for w=0,1,step_size do local c={x=x,y=y,z=z,w=w} local tx,ty,tz,tw=%s if tx>val_max[1] then val_max[1]=tx end if ty>val_max[2] then val_max[2]=ty end if tz>val_max[3] then val_max[3]=tz end if tw>val_max[4] then val_max[4]=tw end if tx<val_min[1] then val_min[1]=tx end if ty<val_min[2] then val_min[2]=ty end if tz<val_min[3] then val_min[3]=tz end if tw<val_min[4] then val_min[4]=tw end itg[1]=itg[1]+tx*step_size*step_size*step_size itg[2]=itg[2]+ty*step_size*step_size*step_size itg[3]=itg[3]+tz*step_size*step_size*step_size itg[4]=itg[4]+tw*step_size*step_size*step_size end end end end return val_min,val_max,itg ]==],thingy_string),"thingy","t",env) local ret,vmin,vmax,itg=pcall(f) if ret then print("Min:",vmin[1],vmin[2],vmin[3],vmin[4]) print("Max:",vmax[1],vmax[2],vmax[3],vmax[4]) print("Integral:",itg[1],itg[2],itg[3],itg[4]) local swing={} for i=1,4 do clip_maxmin(vmin,vmax,i) if itg[i]==0 then itg[i]=1 end if math.abs(itg[i])==math.huge then itg[i]=1 end if itg[i]~=itg[i] then itg[i]=1 end swing[i]=vmax[i]-vmin[i] --swing[i]=math.abs(vmax[i]-vmin[i]) end thingy_string=string.format("(vec4(%s)+vec4(%g,%g,%g,%g))*vec4(%g,%g,%g,%g)" ,thingy_string, -vmin[1],-vmin[2],-vmin[3],-vmin[4], --itg[1],-itg[2],-itg[3],-itg[4], MAX_DIFF_VALUE/swing[1],MAX_DIFF_VALUE/swing[2],-MAX_DIFF_VALUE/swing[3],-MAX_DIFF_VALUE/swing[4] --MAX_DIFF_VALUE/itg[1],MAX_DIFF_VALUE/itg[2],-MAX_DIFF_VALUE/itg[3],-MAX_DIFF_VALUE/itg[4] --1,1,1,1 ) print(thingy_string) else print("ERR:",vmin) end end anim_state={ current_frame=0, frame_skip=10, max_frame=12000, } local do_normalize=false function gui( ) imgui.Begin("GrayScott") draw_config(config) if imgui.Button("Reset") then reset_buffers("noise") end imgui.SameLine() if imgui.Button("Reset Square") then reset_buffers("square") end imgui.SameLine() if imgui.Button("Reset Circle") then reset_buffers("circle") end imgui.SameLine() if imgui.Button("Reset Chaos") then reset_buffers("chaos") end if imgui.Button("RandMath") then thingy_string=random_math(12,nil,{"c.x","c.y","c.z","c.w","k.x","k.y","k.z","k.w"}) print(thingy_string) --eval_thingy_string() update_diffuse() reset_buffers("chaos") end imgui.SameLine() if imgui.Button("ClearCollec") then reset_collect() end if imgui.Button("NotMapping") then if map_region[1]>=0 then map_region={-1,0,0,0} else local cx=config["k"..mapping_parameters[1]] local cy=config["k"..mapping_parameters[2]] local low_x=math.max(0,cx-config.region_size) local low_y=math.max(0,cy-config.region_size) local high_x=math.min(1,cx+config.region_size) local high_y=math.min(1,cy+config.region_size) map_region={low_x,high_x,low_y,high_y} end end imgui.SameLine() if imgui.Button("FullMap") then map_region={0,1,0,1} config.region_size=0.5 reset_buffers("noise") end imgui.SameLine() if imgui.Button("Zoom in") then config.region_size=config.region_size/2 local cx=(map_region[2]-map_region[1])/2 local cy=(map_region[4]-map_region[3])/2 local low_x=math.max(0,cx-config.region_size) local low_y=math.max(0,cy-config.region_size) local high_x=math.min(1,cx+config.region_size) local high_y=math.min(1,cy+config.region_size) map_region={low_x,high_x,low_y,high_y} reset_buffers("noise") end imgui.SameLine() if imgui.Button("Zoom out") then config.region_size=config.region_size*2 local cx=(map_region[2]-map_region[1])/2 local cy=(map_region[4]-map_region[3])/2 local low_x=math.max(0,cx-config.region_size) local low_y=math.max(0,cy-config.region_size) local high_x=math.min(1,cx+config.region_size) local high_y=math.min(1,cy+config.region_size) map_region={low_x,high_x,low_y,high_y} reset_buffers("noise") end if imgui.Button("Save image") then need_save=true end imgui.SameLine() if imgui.Button("Save Gif") then print(img_buf.w,img_buf.h) if giffer~=nil then giffer:stop() end giffer=gif_saver(string.format("saved_%d.gif",os.time(os.date("!*t"))), img_buf,500,15) end imgui.SameLine() if imgui.Button("Stop Gif") then if giffer then giffer:stop() giffer=nil end end imgui.SameLine() if imgui.Button("Print math") then print(thingy_string) end if imgui.Button("norm") then do_normalize="single" end if imgui.Button("Start animate") then anim_state.current_frame=0 config.animate=true end imgui.End() end function save_img( id ) --make_image_buffer() --img_buf=make_image_buffer(size[1],size[2]) local config_serial=__get_source().."\n--AUTO SAVED CONFIG:\n" for k,v in pairs(config) do if type(v)~="table" then config_serial=config_serial..string.format("config[%q]=%s\n",k,v) end end config_serial=config_serial.."\n"..string.format("thingy_string=%q",thingy_string) config_serial=config_serial.."\n"..string.format("feed_kill_string=%q",feed_kill_string) img_buf:read_frame() if id then img_buf:save(string.format("video/saved (%d).png",id),config_serial) else img_buf:save(string.format("saved_%d.png",os.time(os.date("!*t"))),config_serial) end end function find_min_max( buf ) buf:use(0,0,0) local lmin={math.huge,math.huge,math.huge,math.huge} local lmax={-math.huge,-math.huge,-math.huge,-math.huge} io_buffer:read_texture(buf) local count=0 for x=0,io_buffer.w-1 do for y=0,io_buffer.h-1 do local v=io_buffer:get(x,y) if v.r<lmin[1] then lmin[1]=v.r end if v.g<lmin[2] then lmin[2]=v.g end if v.b<lmin[3] then lmin[3]=v.b end if v.a<lmin[4] then lmin[4]=v.a end if v.r>lmax[1] then lmax[1]=v.r end if v.g>lmax[2] then lmax[2]=v.g end if v.b>lmax[3] then lmax[3]=v.b end if v.a>lmax[4] then lmax[4]=v.a end end end return lmin,lmax end function draw_texture( id ) draw_shader:use() local buf=react_buffer:get() if config.do_sum then buf=collect_buffer:get() end local need_normalize= do_normalize or (global_mm==nil) or (config.do_norm) or (giffer and giffer:want_frame() and not config.pause) if need_normalize then global_mm,global_mx=find_min_max(buf) if do_normalize=="single" then do_normalize=false -- [[ print("=======================") for i,v in ipairs(global_mm) do print(i,v) end for i,v in ipairs(global_mx) do print(i,v) end --]] end end buf:use(0,0,0) draw_shader:set_i('tex_main',0) draw_shader:set("v_gamma",config.gamma) draw_shader:set("v_gain",config.gain) draw_shader:set_i("draw_comp",config.draw_comp) local mm=global_mm local mx=global_mx -- [[ local mmin=math.min(mm[1],mm[2]) mmin=math.min(mmin,mm[3]) mmin=math.min(mmin,mm[4]) local mmax=math.max(mx[1],mm[2]) mmax=math.max(mmax,mm[3]) mmax=math.max(mmax,mm[4]) --]] --[[ local mmin=mm[config.draw_comp+1] local mmax=mx[config.draw_comp+1] --]] draw_shader:set("value_offset",-mm[1],-mm[2],-mm[3],-mm[4]) draw_shader:set("value_scale",1/(mx[1]-mm[1]),1/(mx[2]-mm[2]),1/(mx[3]-mm[3]),1/(mx[4]-mm[4])) draw_shader:blend_disable() draw_shader:draw_quad() if need_save or id then save_img(id) if need_save=="r" then reset_buffers("noise") end need_save=nil end if giffer and not config.pause then if giffer:want_frame() then img_buf:read_frame() end giffer:frame(img_buf) end end function apply_sum_texture() sum_texture:use() local buf=react_buffer:get() buf:use(0,0,0) sum_texture:set_i('tex_main',0) local cur_buff=collect_buffer:get() local do_clamp if config.clamp_edges then do_clamp=1 else do_clamp=0 end cur_buff:use(1,0,do_clamp) sum_texture:set_i("tex_old",1) local next_buff=collect_buffer:get_next() next_buff:use(2,0,do_clamp) if not next_buff:render_to(collect_buffer.w,collect_buffer.h) then error("failed to set framebuffer up") end --sum_texture:blend_disable() sum_texture:blend_default() sum_texture:draw_quad() __render_to_window() collect_buffer:advance() end function is_mouse_down( ) return __mouse.clicked1 and not __mouse.owned1, __mouse.x,__mouse.y end function is_mouse_down_0( ... ) return __mouse.clicked0 and not __mouse.owned0, __mouse.x,__mouse.y end function update( ) __no_redraw() __clear() __render_to_window() gui() if config.pause then draw_texture() else sim_tick() apply_sum_texture() local save_id if config.animate then anim_state.current_frame=anim_state.current_frame+1 if anim_state.current_frame>anim_state.max_frame then config.animate=false end if anim_state.current_frame % anim_state.frame_skip ==0 then save_id=anim_state.current_frame/anim_state.frame_skip end end draw_texture(save_id) end local c0 local c,x,y= is_mouse_down() c0,x,y= is_mouse_down_0() if c or c0 then local scale_x local scale_y local offset_x=map_region[1] local offset_y=map_region[3] if map_region[1]>=0 then scale_x=map_region[2]-map_region[1] scale_y=map_region[4]-map_region[3] else scale_x=1 scale_y=1 offset_x=0 offset_y=0 end local xx=(x/size[1])*scale_x+offset_x local yy=(1-y/size[2])*scale_y+offset_y print(string.format("Center(%g,%g), width:%g",xx,yy,config.region_size)) if c then config["k"..mapping_parameters[1]]=xx config["k"..mapping_parameters[2]]=yy --config.k3=xx -- [[ local low_x=math.max(0,xx-config.region_size) local low_y=math.max(0,yy-config.region_size) local high_x=math.min(1,xx+config.region_size) local high_y=math.min(1,yy+config.region_size) --]] --[[ local low_x=xx-config.region_size local low_y=yy-config.region_size local high_x=xx+config.region_size local high_y=yy+config.region_size --]] map_region={low_x,high_x,low_y,high_y} reset_buffers("noise") config.region_size=config.region_size/2 end end end
function help() print('Usage: wh workbit {<network file path> | namespace <namespace>}') end if arg[2] == 'help' then return help() end local conf local idx if arg[2] and arg[2] ~= "namespace" then local err conf, err = openconf(arg[2]) if not conf then printf("error: %s", err) return -1 end idx = 3 else idx = 2 end if not conf then conf = parsearg(idx, { namespace=tostring, }) if not conf.namespace then conf.namespace = wh.DEFAULT_NAMESPACE end end local k = io.stdin:read() local ok, value = pcall(wh.fromb64, k) if not ok then printf("Invalid name: %s", value) return end k = value local wb = wh.workbit(k, conf.namespace or 'public') print(wb)
-- Copyright 2015 Google Inc. All rights reserved. -- -- 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. -- Write stats to stdout in CSV format, for simpler parsing by PKB. function done(summary, latency, requests) io.write("==CSV==\n") io.write("variable,value,unit\n") for _, p in pairs({ 5, 25, 50, 75, 90, 99, 99.9 }) do n = latency:percentile(p) io.write(string.format("p%g latency,%g,ms\n", p, n / 1000)) end local errors = summary.errors.connect + summary.errors.read + summary.errors.write + summary.errors.timeout local data = { {'bytes transferred', summary.bytes, 'bytes'}, {'errors', errors, 'n'}, {'requests', summary.requests, 'n'}, {'throughput', summary.requests / summary.duration * 1e6, 'requests/sec'} } for _, p in pairs(data) do io.write(string.format("%s,%g,%s\n", p[1], p[2], p[3])) end end
--[[ MIT License Copyright (c) 2020 DekuJuice 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. ]]-- -- An interface to a scene file. local binser = require("enginelib.binser") local Resource = require("class.engine.resource.Resource") local PackedScene = Resource:subclass("PackedScene") PackedScene.static.extensions = {"scene"} PackedScene.static.dontlist = true PackedScene:export_var("data", "data") function PackedScene:instance() local node_list = binser.deserialize(self.data)[1] local root if node_list[1].filepath then root = resource.get_resource(node_list[1].filepath):instance() else root = node_list[1].class() end for k,v in pairs(node_list[1].properties) do local setter = ("set_%s"):format(k) root[setter](root, v) end for i = 2, #node_list do local info = node_list[i] if info.class then info.node = info.class() elseif info.filepath then info.node = resource.get_resource(info.filepath):instance() else info.node = root:get_node(info.path) end local node = info.node if not node then log.warn("Missing node, inherited scene was changed?") goto CONTINUE end for k,v in pairs(info.properties) do local setter = ("set_%s"):format(k) node[setter](node, v) end if not info.path then root:get_node(info.parent):add_child(node) end node:set_owner(root) ::CONTINUE:: end -- Do second pass to connect signals for _, info in ipairs(node_list) do local node = info.node for _,connection in ipairs(info.signals) do node:connect(connection.signal, root:get_node(connection.target_path), connection.method) end end root:set_filepath( self:get_filepath() ) return root end -- Packs the given root node into scene data -- Only nodes owned by the root (+ the root itself) are saved -- Only signals between children of root or to autoload nodes are preserved function PackedScene:pack(root) -- Idea: Keep a list of all resources referenced for preloading purposes? -- Nodes are listed in preorder to make reconstruction of -- the tree easier local instance_defaults = {} local node_list = {} -- Serialize nodes local stack = { root } while #stack > 0 do local top = table.remove(stack) -- Ignore children of instanced nodes that aren't part of an inherited scene if top ~= root and top:get_owner() ~= root then goto CONTINUE end local instanced = top:get_filepath() ~= nil local inherited = top:get_is_inherited_scene() -- Node was instanced from a file, load the default values for comparison if instanced then instance_defaults[top:get_filepath()] = resource.get_resource( top:get_filepath() ):instance() end local exported_vars = top.class:get_exported_vars() local node_info = { properties = {}, signals = {} } -- Create list of outgoing signals -- Signals pointing to things outside the tree are discarded for signal in pairs(top.class:get_signals()) do for _, connection in ipairs(top:get_connections(signal)) do if connection.target:get_tree() == top:get_tree() then table.insert(node_info.signals, { signal = signal, target_path = connection.target:get_relative_path(root), method = connection.method }) end end end -- Non root nodes are given the path of their parent -- Since we're traversing in preorder if we add children back -- when instancing the children will still be in the same order if top ~= root then node_info.parent = top:get_parent():get_relative_path(root) end -- Cases: -- Node is root node of instanced scene -- Node is part of inherited scene -- Normal node if instanced then node_info.filepath = top:get_filepath() elseif not inherited then node_info.class = top.class else node_info.path = top:get_relative_path(root) end -- If node is instanced or inherited, only save properties that were modified from the default if instanced or inherited then local base if instanced then base = instance_defaults[top:get_filepath()] else local owner = top:get_owner() base = instance_defaults[owner:get_filepath()]:get_node( top:get_relative_path(owner) ) end for name in pairs(exported_vars) do local getter = ("get_%s"):format(name) local v = top[getter](top) local bv = base[getter](base) if v ~= bv then node_info.properties[name] = v end end else -- Otherwise save properties that differ from class defaults for name, ep in pairs(exported_vars) do local getter = ("get_%s"):format(name) local v = top[getter](top) if v ~= ep.default then node_info.properties[name] = v end end end table.insert(node_list, node_info) -- Include children only if owner is root node for _,c in ipairs(top:get_children()) do if c:get_owner() == root then table.insert(stack, c) end end ::CONTINUE:: end -- Do second pass for self.data = binser.serialize(node_list) end return PackedScene
return { require('routing.routes.plain').new, require('routing.routes.choice').new, require('routing.routes.curly').new, require('routing.routes.pattern').new }
cfg = {} ----------------------------------------------------------------------------------------------------------------------------------------- -- START FARM ----------------------------------------------------------------------------------------------------------------------------------------- cfg.StartCoords = { { type = "Roxos", perm = "PurplePermission", coords = vector3(104.03,6329.56,31.38), blipname = "Coletar Adubo" }, { type = "Amarelos", perm = "YellowPermission", coords = vector3(-1103.18,4953.34,218.65), blipname = "Coletar Folha de Coca" }, { type = "Vermelhos", perm = "RedPermission", coords = vector3(1491.02,6396.32,20.79), blipname = "Coletar Acido de Bateria" }, { type = "Mafia", perm = "mafia.permissao", coords = vector3(-2674.45,1335.87,144.25), blipname = "Coletar Pecas de Armas" }, { type = "Serpentes", perm = "serpentes.permissao", coords = vector3(1401.59,1139.27,109.75), blipname = "Coletar Pecas de Armas" }, { type = "Motoclub", perm = "motoclub.permissao", coords = vector3(885.16,-3203.38,-98.19), blipname = "Coletar Capsulas" }, { type = "Yakuza", perm = "yakuza.permissao", coords = vector3(2335.04,3057.49,48.16), blipname = "Coletar Pendrive com Informacoes" }, } ----------------------------------------------------------------------------------------------------------------------------------------- -- FARM LOCATION ----------------------------------------------------------------------------------------------------------------------------------------- cfg.FarmLocs = { Roxos = { [1] = { coords = vector3(-354.24,4825.14,144.3) }, [2] = { coords = vector3(0.73,3727.41,39.76) }, [3] = { coords = vector3(113.6,3701.28,39.76) }, [4] = { coords = vector3(898.74,3561.91,33.81) }, [5] = { coords = vector3(1428.12,3646.45,37.89) }, [6] = { coords = vector3(1789.22,3896.34,34.39) }, [7] = { coords = vector3(1753.38,3338.97,41.16) }, [8] = { coords = vector3(2523.9,4099.45,38.64) }, [9] = { coords = vector3(2141.75,4788.99,40.98) }, [10] = { coords = vector3(2442.86,4985.11,46.82) }, [11] = { coords = vector3(2191.89,5598.8,53.71) }, [12] = { coords = vector3(1743.89,6412.28,35.05) }, [13] = { coords = vector3(-149.89,6416.17,31.92) }, [14] = { coords = vector3(-312.68,6303.96,32.49) }, [15] = { coords = vector3(-779.23,5397.78,34.07), final = true }, }, Amarelos = { [1] = { coords = vector3(-354.24,4825.14,144.3) }, [2] = { coords = vector3(0.73,3727.41,39.76) }, [3] = { coords = vector3(113.6,3701.28,39.76) }, [4] = { coords = vector3(898.74,3561.91,33.81) }, [5] = { coords = vector3(1428.12,3646.45,37.89) }, [6] = { coords = vector3(1789.22,3896.34,34.39) }, [7] = { coords = vector3(1753.38,3338.97,41.16) }, [8] = { coords = vector3(2523.9,4099.45,38.64) }, [9] = { coords = vector3(2141.75,4788.99,40.98) }, [10] = { coords = vector3(2442.86,4985.11,46.82) }, [11] = { coords = vector3(2191.89,5598.8,53.71) }, [12] = { coords = vector3(1743.89,6412.28,35.05) }, [13] = { coords = vector3(-149.89,6416.17,31.92) }, [14] = { coords = vector3(-312.68,6303.96,32.49) }, [15] = { coords = vector3(-779.23,5397.78,34.07), final = true }, }, Vermelhos = { [1] = { coords = vector3(-354.24,4825.14,144.3) }, [2] = { coords = vector3(0.73,3727.41,39.76) }, [3] = { coords = vector3(113.6,3701.28,39.76) }, [4] = { coords = vector3(898.74,3561.91,33.81) }, [5] = { coords = vector3(1428.12,3646.45,37.89) }, [6] = { coords = vector3(1789.22,3896.34,34.39) }, [7] = { coords = vector3(1753.38,3338.97,41.16) }, [8] = { coords = vector3(2523.9,4099.45,38.64) }, [9] = { coords = vector3(2141.75,4788.99,40.98) }, [10] = { coords = vector3(2442.86,4985.11,46.82) }, [11] = { coords = vector3(2191.89,5598.8,53.71) }, [12] = { coords = vector3(1743.89,6412.28,35.05) }, [13] = { coords = vector3(-149.89,6416.17,31.92) }, [14] = { coords = vector3(-312.68,6303.96,32.49) }, [15] = { coords = vector3(-779.23,5397.78,34.07), final = true }, }, Mafia = { [1] = { coords = vector3(-174.42,6548.54,11.14) }, [2] = { coords = vector3(-2174.40,4287.76,49.08) }, [3] = { coords = vector3(1738.06,3325.96,41.22) }, [4] = { coords = vector3(1388.46,3612.56,38.94) }, [5] = { coords = vector3(912.70,3555.37,33.86) }, [6] = { coords = vector3(914.14,3657.31,32.50) }, [7] = { coords = vector3(-1055.16,4921.26,211.81) }, [8] = { coords = vector3(-1150.40,4940.95,222.26) }, [9] = { coords = vector3(-2294.30,3191.87,32.81) }, [10] = { coords = vector3(-2542.07,2300.32,33.21) }, [11] = { coords = vector3(-3187.55,1050.45,20.88) }, [12] = { coords = vector3(529.31,-1940.16,24.98), final = true }, }, Serpentes = { [1] = { coords = vector3(-174.42,6548.54,11.14) }, [2] = { coords = vector3(-2174.40,4287.76,49.08) }, [3] = { coords = vector3(1738.06,3325.96,41.22) }, [4] = { coords = vector3(1388.46,3612.56,38.94) }, [5] = { coords = vector3(912.70,3555.37,33.86) }, [6] = { coords = vector3(914.14,3657.31,32.50) }, [7] = { coords = vector3(-1055.16,4921.26,211.81) }, [8] = { coords = vector3(-1150.40,4940.95,222.26) }, [9] = { coords = vector3(-2294.30,3191.87,32.81) }, [10] = { coords = vector3(-2542.07,2300.32,33.21) }, [11] = { coords = vector3(-3187.55,1050.45,20.88) }, [12] = { coords = vector3(529.31,-1940.16,24.98), final = true }, }, Motoclub = { [1] = { coords = vector3(-3068.87,3328.0,8.8) }, [2] = { coords = vector3(439.38,3561.53,33.240) }, [3] = { coords = vector3(1601.67,3562.69,35.37) }, [4] = { coords = vector3(1310.24,4386.92,41.23) }, [5] = { coords = vector3(1943.85,4647.04,40.63) }, [6] = { coords = vector3(1736.61,6423.25,34.39) }, [7] = { coords = vector3(-758.16,5600.44,33.83) }, [8] = { coords = vector3(264.26,3096.01,42.79) }, [9] = { coords = vector3(2867.29,1506.66,24.57) }, [10] = { coords = vector3(2544.2,377.0,108.62) }, [11] = { coords = vector3(2505.42,-333.5,93.0) }, [12] = { coords = vector3(1126.87,-1302.52,34.73), final = true }, }, Yakuza = { [1] = { coords = vector3(-1063.08,-249.14,44.03), heading = 306.79 }, [2] = { coords = vector3(30.26,-1339.43,29.5), heading = 24.06 }, [3] = { coords = vector3(1076.26,-1978.89,31.48), heading = 141.88 }, [4] = { coords = vector3(1324.12,-1649.6,52.28), heading = 118.96 }, [5] = { coords = vector3(1272.33,-1711.51,54.78), heading = 49.72 }, [6] = { coords = vector3(319.61,180.37,103.59), heading = 234.89 }, [7] = { coords = vector3(-560.7,281.9,85.68), heading = 255.1 }, [8] = { coords = vector3(-1448.71,-237.95,49.82), heading = 52.84 }, [9] = { coords = vector3(-3048.1,587.64,7.91), heading = 135.54 }, [10] = { coords = vector3(544.32,2662.76,42.21), heading = 228.62, final = true }, }, } ----------------------------------------------------------------------------------------------------------------------------------------- -- FARM ITEMS ----------------------------------------------------------------------------------------------------------------------------------------- cfg.FarmItems = { Roxos = { item = { item = "adubo", a1 = 4, a2 = 7, times = 1 }, }, Amarelos = { item = { item = "folhadecoca", a1 = 4, a2 = 7, times = 1 }, }, Vermelhos = { item = { item = "acidobateria", a1 = 4, a2 = 7, times = 1 }, }, Mafia = { item = { item = "pecadearma", a1 = 3, a2 = 5, item2 = "dinheirosujo", a3 = 150, a4 = 200, times = 2 }, }, Serpentes = { item = { item = "pecadearma", a1 = 3, a2 = 5, item2 = "dinheirosujo", a3 = 150, a4 = 200, times = 2 }, }, Motoclub = { item = { item = "polvora", a1 = 100, a2 = 120, times = 1 }, }, Yakuza = { item = { item = "pendriveinformacoes", a1 = 20, a2 = 25, times = 1 }, }, }
local args = { ... } local version = args[1] or '1.1.0' local installDir = '' local repoOwner = 'imevul' local repoName = 'imevul-ui' ---@class Installer local Installer = {} ---Download a single file to a target folder ---@param url string URL of item to download ---@param target string Target path function Installer:downloadItem(url, target) local request = http.get(url) if request == nil then error(('Failed to download %s to %s'):format(url, target)) end local file = fs.open(target, 'w') file.write(request.readAll()) file.close() request.close() end ---Recursively download items into their correct target path ---@param items table Table containing items to download ---@param path string Target path to download them to function Installer:downloadItems(items, path) for _, v in ipairs(items) do if v.url == nil then self:downloadItems(v.items, path .. '/' .. v.path) else print(('Downloading %s to %s'):format(v.path, path)) self:downloadItem(v.url, path .. '/' .. v.path) end end end ---Fetches downloadable items from a GitHub repository and then downloads them ---@param owner string Name of the repository owner ---@param repo string Name of the repository ---@param sha string sha hash, or name of branch or tag ---@param filters table List of folders to download. All others will be skipped function Installer:downloadGitHubRepo(owner, repo, sha, filters) local items = self:getGitHubTree(owner, repo, sha, filters) self:downloadItems(items, installDir) end ---Recursively fetch a specific GitHub tree (files+folders) ---@param owner string Name of the repository owner ---@param repo string Name of the repository ---@param sha string sha hash, or name of branch or tag ---@param filters table A list of folders to download. All others will be skipped function Installer:getGitHubTree(owner, repo, sha, filters) local url = ('https://api.github.com/repos/%s/%s/git/trees/%s'):format(owner, repo, sha) local request = http.get(url, { Accept = 'application/vnd.github.v3+json' }) if request == nil then error(('Could not reach GitHub API for %s/%s (%s). Either the version does not exist, or the API limit has been reached'):format(owner, repo, sha)) end local response = textutils.unserializeJSON(request.readAll()) local items = {} for _, v in ipairs(response.tree) do local found = true if type(filters) == 'table' then found = false for _, v2 in ipairs(filters) do if v2 == v.path then found = true break end end end if found then if v.type == 'tree' then local subTree = self:getGitHubTree(owner, repo, v.sha) table.insert(items, { path = v.path, url = nil, items = subTree }) elseif v.type == 'blob' then table.insert(items, { path = v.path, url = v.url, items = {} }) end end end return items end ---Installs the library to the default location function Installer:install() print('Installing imevul/ui') print('Removing old files') fs.delete(installDir .. 'imevul/ui') print(('Downloading GitHub repo %s/%s (%s) to %s'):format(repoOwner, repoName, version, installDir)) self:downloadGitHubRepo(repoOwner, repoName, version, { 'imevul' }) print('Done') end ---Uninstalls from the default location function Installer:uninstall() print('Uninstalling imevul/ui') fs.delete(installDir .. 'imevul/ui') print('Done') end if version == 'remove' then Installer:uninstall() else Installer:install() end
--[[ # Element: Status Indicator Combines the combat and resting indicators. ## Widget StatusIndicator - A texture. ## Notes Custom Textures are not supported ## Examples -- Position and size local StatusIndicator = self:CreateTexture(nil, 'OVERLAY') StatusIndicator:SetSize(16, 16) StatusIndicator:SetPoint('TOPLEFT', self) -- Register it with oUF self.StatusIndicator = StatusIndicator --]] local _, ns = ... local oUF = _G.oUF or ns.oUF local function Update(self, event) local element = self.StatusIndicator local unit = self.unit --[[ Callback: StatusIndicator:PreUpdate() Called before the element has been updated. * self - the StatusIndicator element --]] if(element.PreUpdate) then element:PreUpdate() end local inCombat = UnitAffectingCombat(unit) local isResting = IsResting() if(inCombat) then element:Show() if(element:IsObjectType("Texture")) then element:SetTexCoord(.5, 1, 0, .49) end elseif(isResting and unit == "player") then element:Show() if(element:IsObjectType("Texture")) then element:SetTexCoord(0, 0.5, 0, 0.421875) end else element:Hide() end --[[ Callback: StatusIndicator:PostUpdate(inCombat, isResting) Called after the element has been updated. * self - the StatusIndicator element * inCombat - indicates whether the unit is currently in combat (boolean) * isResting - indicates whether the unit is currently resting (boolean) --]] if(element.PostUpdate) then return element:PostUpdate(inCombat, isResting) end end local function Path(self, ...) --[[ Override: StatusIndicator.Override(self, event, ...) Used to completely override the internal update function. * self - the parent object * event - the event triggering the update (string) * ... - the arguments accompanying the event --]] return (self.StatusIndicator.Override or Update) (self, ...) end local function ForceUpdate(element) return Path(element.__owner, "ForceUpdate") end local function Enable(self) local element = self.StatusIndicator if(element) then element.__owner = self element.ForceUpdate = ForceUpdate self:RegisterEvent('UNIT_COMBAT', Path) self:RegisterEvent('UNIT_FLAGS', Path) self:RegisterEvent('PLAYER_REGEN_DISABLED', Path, true) self:RegisterEvent('PLAYER_REGEN_ENABLED', Path, true) self:RegisterEvent("PLAYER_UPDATE_RESTING", Path, true) if(element:IsObjectType("Texture") and not element:GetTexture()) then element:SetTexture([[Interface\CharacterFrame\UI-StateIcon]]) end return true end end local function Disable(self) local element = self.StatusIndicator if(element) then element:Hide() self:UnregisterEvent('UNIT_COMBAT', Path) self:UnregisterEvent('UNIT_FLAGS', Path) self:UnregisterEvent('PLAYER_REGEN_DISABLED', Path) self:UnregisterEvent('PLAYER_REGEN_ENABLED', Path) self:UnregisterEvent("PLAYER_UPDATE_RESTING", Path) end end oUF:AddElement("StatusIndicator", Path, Enable, Disable)
require ("libluaauto") some_funs.add(3.3, 4.2) some_funs.sub(3.3,2.1) t=Tesla.create() t:music("don't break my heart.") t:navi("beijing") t:fuel(3332) t:drive("moto", 321, 2.4) t:charge(3.3, 2) t:bluetooth("apple") t=nil collectgarbage()
local WeightedSmoothL1Criterion, parent = torch.class("detection.WeightedSmoothL1Criterion", "nn.Criterion") function WeightedSmoothL1Criterion:__init(sizeAverage) parent.__init(self) -- Local SmoothL1Loss self._smoothL1Loss = nn.SmoothL1Criterion():cuda() self._smoothL1Loss.sizeAverage = false end function WeightedSmoothL1Criterion:updateOutput(input, target) -- input contains the output of the network -- target has the labels as the first element and loss weights as the second element local repeat_size = input:size(2) / target[1]:size(2) local targets = target[1]:repeatTensor(1, repeat_size) local weights = target[2] local n_row = targets:size(1) local cur_input = input[weights] local cur_target = targets[weights] if cur_input:numel() == 0 then -- This sample does not have any gts return 0.0 end self.output = self._smoothL1Loss:forward(cur_input, cur_target) self.output = self.output / n_row return self.output end function WeightedSmoothL1Criterion:updateGradInput(input, target) local repeat_size = input:size(2) / target[1]:size(2) local targets = target[1]:repeatTensor(1, repeat_size) local weights = target[2] local n_row = targets:size(1) self.gradInput:resizeAs(input):zero() local cur_input = input[weights] local cur_target = targets[weights] if cur_input:numel() > 0 then local smoothL1grad = self._smoothL1Loss:backward(cur_input, cur_target) / n_row self.gradInput[weights] = smoothL1grad end return self.gradInput end
--[[By: @V3N0M_Z]] local inheritance = require(script.Parent.Node) local node = {} node.__index = node setmetatable(node, inheritance) function node.new(plugin, pluginDisplay, id) local self = setmetatable(inheritance.new("SelectionNode", plugin, pluginDisplay, id), node) self._settings = { title = function(txt) self._frame.Title.Text = txt end; placeholder = function(txt) self._input.PlaceholderText = txt end; ignoreCase = function(enabled) if not enabled then self._frame.IgnoreCase:Destroy() self._frame.IgnoreCaseLabel:Destroy() self._frame.Size = self._frame.Size + UDim2.new(0, 0, 0, -25) self._ignoreCase = nil end end; } self:SetSelectionComponents() self:Transition(1, true, nil, true) self._frame.Parent = pluginDisplay self:Forge({ self._input:GetPropertyChangedSignal("Text"):Connect(function() self._selectionIndex = nil self:UpdateSelection() end) }) return self end function node:UpdateSelection() if not self._selectionIndex then self._currentSelection.BackgroundColor3 = Color3.fromRGB(255, 255, 255) else self._currentSelection.BackgroundColor3 = Color3.fromRGB(180, 180, 180) end end local selectionService = game:GetService("Selection") function node:ParseInput(enterPressed) if enterPressed and not self._selectionIndex then local children = {} for _, obj in ipairs(game:GetDescendants()) do if obj.Name == self._input.Text or (self._ignoreCase and self._ignoreCase.Visible and string.lower(obj.Name) == string.lower(self._input.Text)) then table.insert(children, obj) end end selectionService:Set(children) local selection = selectionService:Get() return {selectionService:Get(), (self._ignoreCase and self._ignoreCase.Visible)} elseif enterPressed and self._selectionIndex then return {selectionService:Get(), (self._ignoreCase and self._ignoreCase.Visible)} end return {} end function node:SetSelectionComponents() self._selection = true self._currentSelection = self._frame.FromSelection self._frame.FromSelection.MouseButton1Click:Connect(function() self._selectionIndex = 1 self:Destroy(true) end) end return node
data:extend( { { type = "car", name = "land-robot", icon = "__base__/graphics/icons/logistic-robot.png", icon_size = 32, flags = {"placeable-neutral", "player-creation"}, minable = {mining_time = 1, result = "land-robot"}, mined_sound = {filename = "__core__/sound/deconstruct-medium.ogg"}, max_health = 50, corpse = "small-remnants", alert_icon_shift = util.by_pixel(0, -13), energy_per_hit_point = 1, crash_trigger = crash_trigger(), resistances = { { type = "fire", percent = 50 }, { type = "impact", percent = 30, decrease = 50 } }, collision_box = {{-0.5, -0.5}, {0.5, 0.5}}, selection_box = {{-0.5, -0.5}, {0.5, 0.5}}, effectivity = 0.5, braking_power = "200kW", burner = { fuel_category = "chemical", effectivity = 0.6, fuel_inventory_size = 1, smoke = { { name = "smoke", deviation = {0.1, 0.1}, frequency = 9 } } }, consumption = "10kW", friction = 1e-3, light = { { type = "oriented", minimum_darkness = 0.3, picture = { filename = "__core__/graphics/light-cone.png", priority = "extra-high", flags = { "light" }, scale = 2, width = 200, height = 200 }, shift = {0, -10}, size = 2, intensity = 0.6, color = {r = 0.92, g = 0.77, b = 0.3} } }, render_layer = "object", animation = { layers = { { filename = "__base__/graphics/entity/logistic-robot/logistic-robot.png", priority = "high", line_length = 16, width = 41, height = 42, frame_count = 1, shift = {0.015625, -0.09375}, direction_count = 16, hr_version = { filename = "__base__/graphics/entity/logistic-robot/hr-logistic-robot.png", priority = "high", line_length = 16, width = 80, height = 84, frame_count = 1, shift = util.by_pixel(0, -3), direction_count = 16, scale = 0.5 } } } }, sound_no_fuel = { { filename = "__base__/sound/fight/car-no-fuel-1.ogg", volume = 0.2 } }, stop_trigger_speed = 0.2, stop_trigger = { { type = "play-sound", sound = { { filename = "__base__/sound/car-breaks.ogg", volume = 0.2 } } } }, sound_minimum_speed = 0.2; vehicle_impact_sound = { filename = "__base__/sound/car-metal-impact.ogg", volume = 0.65 }, working_sound = { sound = { filename = "__base__/sound/car-engine.ogg", volume = 0.2 }, activate_sound = { filename = "__base__/sound/car-engine-start.ogg", volume = 0.2 }, deactivate_sound = { filename = "__base__/sound/car-engine-stop.ogg", volume = 0.2 }, match_speed_to_activity = true, }, open_sound = { filename = "__base__/sound/car-door-open.ogg", volume=0.7 }, close_sound = { filename = "__base__/sound/car-door-close.ogg", volume = 0.7 }, rotation_speed = 0.01, weight = 100, guns = { }, inventory_size = 10, tank_driving = true } })
local Class = require "Base.Class" local ControlBranch = require "Unit.ControlBranch" local Pitch = require "Unit.ViewControl.Pitch" local PitchBranch = Class { classType = "Pitch", classDescription = "Pitch", classPrefix = "tune" } PitchBranch:include(ControlBranch) function PitchBranch:init(args) local id = args.id or app.logError("%s:init: id is missing.", self) local tune = app.ConstantOffset() tune:setName(id) local range = app.MinMax() range:setName(id) connect(tune, "Out", range, "In") args.leftDestination = tune:getInput("In") args.leftOutObject = tune args.leftOutletName = "Out" args.channelCount = 1 args.objects = { tune, range } ControlBranch.init(self, args) self:setClassName("Unit.ControlBranch.Pitch") self.control = Pitch { button = id, description = args.description or PitchBranch.classDescription, branch = self, offset = tune, range = range } end return PitchBranch
if SILE.outputter ~= SILE.outputters.libtexpdf then SU.error("pdf package requires libtexpdf backend") end local pdf = require("justenoughlibtexpdf") SILE.registerCommand("pdf:destination", function (options, content) local name = SU.required(options, "name", "pdf:bookmark") SILE.typesetter:pushHbox({ value = nil, height = 0, width = 0, depth = 0, outputYourself = function (self, typesetter) pdf.destination(name, typesetter.frame.state.cursorX, SILE.documentState.paperSize[2] - typesetter.frame.state.cursorY) end }) end) SILE.registerCommand("pdf:bookmark", function (options, content) local dest = SU.required(options, "dest", "pdf:bookmark") local title = SU.required(options, "title", "pdf:bookmark") local level = options.level or 1 -- Added UTF8 to UTF16-BE conversion -- For annotations and bookmarks, text strings must be encoded using -- either PDFDocEncoding or UTF16-BE with a leading byte-order marker. -- As PDFDocEncoding supports only limited character repertoire for -- European languages, we use UTF-16BE for internationalization. local ustr = SU.utf8_to_utf16be_hexencoded(title) SILE.typesetter:pushHbox({ value = nil, height = 0, width = 0, depth = 0, outputYourself = function () local d = "<</Title<" .. ustr .. ">/A<</S/GoTo/D(" .. dest .. ")>>>>" pdf.bookmark(d, level) end }) end) if SILE.Commands.tocentry then SILE.scratch.pdf = { dests = {}, dc = 1 } local oldtoc = SILE.Commands.tocentry SILE.Commands.tocentry = function (options, content) SILE.call("pdf:destination", { name = "dest" .. SILE.scratch.pdf.dc } ) local title = SU.contentToString(content) SILE.call("pdf:bookmark", { title = title, dest = "dest" .. SILE.scratch.pdf.dc, level = options.level }) oldtoc(options, content) SILE.scratch.pdf.dc = SILE.scratch.pdf.dc + 1 end end SILE.registerCommand("pdf:literal", function (options, content) SILE.typesetter:pushHbox({ value = nil, height = 0, width = 0, depth = 0, outputYourself = function (self, typesetter) pdf.add_content(content[1]) end }) end) SILE.registerCommand("pdf:link", function (options, content) local dest = SU.required(options, "dest", "pdf:link") local target = options.external and "/Type/Action/S/URI/URI" or "/S/GoTo/D" local llx, lly SILE.typesetter:pushHbox({ value = nil, height = 0, width = 0, depth = 0, outputYourself = function (self,typesetter) llx = typesetter.frame.state.cursorX lly = SILE.documentState.paperSize[2] - typesetter.frame.state.cursorY pdf.begin_annotation() end }) local hbox = SILE.Commands["hbox"]({}, content) -- hack SILE.typesetter:pushHbox({ value = nil, height = 0, width = 0, depth = 0, outputYourself = function (self,typesetter) local d = "<</Type/Annot/Subtype/Link/C [ 1 0 0 ]/A<<" .. target .. "(" .. dest .. ")>>>>" pdf.end_annotation(d, llx, lly, typesetter.frame.state.cursorX, SILE.documentState.paperSize[2] -typesetter.frame.state.cursorY + hbox.height) end }) end) return { documentation = [[\begin{document} The \code{pdf} package enables (basic) support for PDF links and table-of-contents entries. It provides the three commands \command{\\pdf:destination}, \command{\\pdf:link} and \command{\\pdf:bookmark}. The \command{\\pdf:destination} parameter creates a link target; it expects a parameter called \code{name} to uniquely identify the target. To create a link to that location in the document, use \code{\\pdf:link[dest=\goodbreak{}name]\{link content\}}. If the \code{pdf} package is loaded after the \code{tableofcontents} package (e.g. in a document with the \code{book} class), then a PDF document outline will be generated. \end{document}]] }
AssetLoader = AssetLoader or BaseClass() function AssetLoader.GetInstance() if AssetLoader._instance == nil then AssetLoader._instance = AssetLoader.New() end return AssetLoader._instance end function AssetLoader:__init() end function AssetLoader:Load(path) local result = Resources.Load(path) return result end
WIN_WIDTH = 800 WIN_HEIGHT = 800 V_SYNC = false TITLE = "graphique"
bonemeal = {} -- Load support for intllib. local MP = minetest.get_modpath(minetest.get_current_modname()) local S, NS = dofile(MP .. "/intllib.lua") -- creative check local creative_mode_cache = minetest.settings:get_bool("creative_mode") function is_creative(name) return creative_mode_cache or minetest.check_player_privs(name, {creative = true}) end -- default crops local crops = { {"farming:cotton_", 8, "farming:seed_cotton"}, {"farming:wheat_", 8, "farming:seed_wheat"}, } -- special pine check for nearby snow local function pine_grow(pos) if minetest.find_node_near(pos, 1, {"default:snow", "default:snowblock", "default:dirt_with_snow"}) then default.grow_new_snowy_pine_tree(pos) else default.grow_new_pine_tree(pos) end end -- default saplings local saplings = { {"default:sapling", default.grow_new_apple_tree, "soil"}, {"default:junglesapling", default.grow_new_jungle_tree, "soil"}, {"default:acacia_sapling", default.grow_new_acacia_tree, "soil"}, {"default:aspen_sapling", default.grow_new_aspen_tree, "soil"}, {"default:pine_sapling", pine_grow, "soil"}, {"default:bush_sapling", default.grow_bush, "soil"}, {"default:acacia_bush_sapling", default.grow_acacia_bush, "soil"}, } -- helper tables ( "" denotes a blank item ) local green_grass = { "default:grass_2", "default:grass_3", "default:grass_4", "default:grass_5", "", "" } local dry_grass = { "default:dry_grass_2", "default:dry_grass_3", "default:dry_grass_4", "default:dry_grass_5", "", "" } local flowers = { "flowers:dandelion_white", "flowers:dandelion_yellow", "flowers:geranium", "flowers:rose", "flowers:tulip", "flowers:viola", "" } -- add additional bakedclay flowers if enabled if minetest.get_modpath("bakedclay") then flowers[7] = "bakedclay:delphinium" flowers[8] = "bakedclay:thistle" flowers[9] = "bakedclay:lazarus" flowers[10] = "bakedclay:mannagrass" flowers[11] = "" end -- default biomes deco local deco = { {"default:dirt_with_dry_grass", dry_grass, flowers}, {"default:sand", {}, {"default:dry_shrub", "", "", ""} }, {"default:desert_sand", {}, {"default:dry_shrub", "", "", ""} }, {"default:silver_sand", {}, {"default:dry_shrub", "", "", ""} }, } ----- local functions -- particles local function particle_effect(pos) minetest.add_particlespawner({ amount = 4, time = 0.15, minpos = pos, maxpos = pos, minvel = {x = -1, y = 2, z = -1}, maxvel = {x = 1, y = 4, z = 1}, minacc = {x = -1, y = -1, z = -1}, maxacc = {x = 1, y = 1, z = 1}, minexptime = 1, maxexptime = 1, minsize = 1, maxsize = 3, texture = "bonemeal_particle.png", }) end -- tree type check local function grow_tree(pos, object) if type(object) == "table" and object.axiom then -- grow L-system tree minetest.remove_node(pos) minetest.spawn_tree(pos, object) elseif type(object) == "string" and minetest.registered_nodes[object] then -- place node minetest.set_node(pos, {name = object}) elseif type(object) == "function" then -- function object(pos) end end -- sapling check local function check_sapling(pos, nodename) -- what is sapling placed on? local under = minetest.get_node({ x = pos.x, y = pos.y - 1, z = pos.z }) local can_grow, grow_on -- check list for sapling and function for n = 1, #saplings do if saplings[n][1] == nodename then grow_on = saplings[n][3] -- sapling grows on top of specific node if grow_on and grow_on ~= "soil" and grow_on ~= "sand" and grow_on == under.name then can_grow = true end -- sapling grows on top of soil (default) if can_grow == nil and (grow_on == nil or grow_on == "soil") and minetest.get_item_group(under.name, "soil") > 0 then can_grow = true end -- sapling grows on top of sand if can_grow == nil and grow_on == "sand" and minetest.get_item_group(under.name, "sand") > 0 then can_grow = true end -- check if we can grow sapling if can_grow then particle_effect(pos) grow_tree(pos, saplings[n][2]) return end end end end -- crops check local function check_crops(pos, nodename, strength) local stage, nod, def -- grow registered crops for n = 1, #crops do if string.find(nodename, crops[n][1]) or nodename == crops[n][3] then -- get stage number or set to 0 for seed stage = tonumber( nodename:split("_")[2] ) or 0 stage = math.min(stage + strength, crops[n][2]) -- check for place_param setting nod = crops[n][1] .. stage def = minetest.registered_nodes[nod] def = def and def.place_param2 or 0 minetest.set_node(pos, {name = nod, param2 = def}) particle_effect(pos) return end end end -- check soil for specific decoration placement local function check_soil(pos, nodename, strength) -- set radius according to strength local side = strength - 1 local tall = math.max(strength - 2, 0) -- get area of land with free space above local dirt = minetest.find_nodes_in_area_under_air( {x = pos.x - side, y = pos.y - tall, z = pos.z - side}, {x = pos.x + side, y = pos.y + tall, z = pos.z + side}, {"group:soil", "group:sand"}) -- set default grass and decoration local grass = green_grass local decor = flowers -- choose grass and decoration to use on dirt patch for n = 1, #deco do -- do we have a grass match? if nodename == deco[n][1] then grass = deco[n][2] or {} decor = deco[n][3] or {} end end local pos2, nod, def -- loop through soil for _,n in pairs(dirt) do pos2 = n pos2.y = pos2.y + 1 if math.random(1, 5) == 5 then -- place random decoration (rare) nod = decor[math.random(1, #decor)] or "" else -- place random grass (common) nod = #grass > 0 and grass[math.random(1, #grass)] or "" end if nod and nod ~= "" then def = minetest.registered_nodes[nod] def = def and def.place_param2 or 0 minetest.set_node(pos2, {name = nod, param2 = def}) end particle_effect(pos2) end end -- global functions -- add to sapling list -- {sapling node, schematic or function name, "soil"|"sand"|specific_node} --e.g. {"default:sapling", default.grow_new_apple_tree, "soil"} function bonemeal:add_sapling(list) for n = 1, #list do table.insert(saplings, list[n]) end end -- add to crop list to force grow -- {crop name start_, growth steps, seed node (if required)} -- e.g. {"farming:wheat_", 8, "farming:seed_wheat"} function bonemeal:add_crop(list) for n = 1, #list do table.insert(crops, list[n]) end end -- add grass and flower/plant decoration for specific dirt types -- {dirt_node, {grass_nodes}, {flower_nodes} -- e.g. {"default:dirt_with_dry_grass", dry_grass, flowers} -- if an entry already exists for a given dirt type, it will add new entries and all empty -- entries, allowing to both add decorations and decrease their frequency. function bonemeal:add_deco(list) for l = 1, #list do for n = 1, #deco do -- update existing entry if list[l][1] == deco[n][1] then -- adding grass types for _,extra in ipairs(list[l][2]) do if extra ~= "" then for __,entry in ipairs(deco[n][2]) do if extra == entry then extra = false break end end end if extra then table.insert(deco[n][2], extra) end end -- adding decoration types for _,extra in ipairs(list[l][3]) do if extra ~= "" then for __,entry in ipairs(deco[n][3]) do if extra == entry then extra = false break end end end if extra then table.insert(deco[n][3], extra) end end list[l] = false break end end if list[l] then table.insert(deco, list[l]) end end end -- definitively set a decration scheme -- this function will either add a new entry as is, or replace the existing one function bonemeal:set_deco(list) for l = 1, #list do for n = 1, #deco do -- replace existing entry if list[l][1] == deco[n][1] then deco[n][2] = list[l][2] deco[n][3] = list[l][3] list[l] = false break end end if list[l] then table.insert(deco, list[l]) end end end -- global on_use function for bonemeal function bonemeal:on_use(pos, strength, node) -- get node pointed at local node = node or minetest.get_node(pos) -- return if nothing there if node.name == "ignore" then return end -- make sure strength is between 1 and 4 strength = strength or 1 strength = math.max(strength, 1) strength = math.min(strength, 4) -- papyrus and cactus if node.name == "default:papyrus" then default.grow_papyrus(pos, node) particle_effect(pos) return elseif node.name == "default:cactus" then default.grow_cactus(pos, node) particle_effect(pos) return end -- grow grass and flowers if minetest.get_item_group(node.name, "soil") > 0 or minetest.get_item_group(node.name, "sand") > 0 then check_soil(pos, node.name, strength) return end -- light check depending on strength (strength of 4 = no light needed) if (minetest.get_node_light(pos) or 0) < (12 - (strength * 3)) then return end -- check for tree growth if pointing at sapling if minetest.get_item_group(node.name, "sapling") > 0 and math.random(1, (5 - strength)) == 1 then check_sapling(pos, node.name) return end -- check for crop growth check_crops(pos, node.name, strength) end ----- items -- mulch (strength 1) minetest.register_craftitem("bonemeal:mulch", { description = S("Mulch"), inventory_image = "bonemeal_mulch.png", on_use = function(itemstack, user, pointed_thing) -- did we point at a node? if pointed_thing.type ~= "node" then return end -- is area protected? if minetest.is_protected(pointed_thing.under, user:get_player_name()) then return end -- take item if not in creative if not is_creative(user:get_player_name()) then itemstack:take_item() end -- call global on_use function with strength of 1 bonemeal:on_use(pointed_thing.under, 1) return itemstack end, }) -- bonemeal (strength 2) minetest.register_craftitem("bonemeal:bonemeal", { description = S("Bone Meal"), inventory_image = "bonemeal_item.png", on_use = function(itemstack, user, pointed_thing) -- did we point at a node? if pointed_thing.type ~= "node" then return end -- is area protected? if minetest.is_protected(pointed_thing.under, user:get_player_name()) then return end -- take item if not in creative if not is_creative(user:get_player_name()) then itemstack:take_item() end -- call global on_use function with strength of 2 bonemeal:on_use(pointed_thing.under, 2) return itemstack end, }) -- fertiliser (strength 3) minetest.register_craftitem("bonemeal:fertiliser", { description = S("Fertiliser"), inventory_image = "bonemeal_fertiliser.png", on_use = function(itemstack, user, pointed_thing) -- did we point at a node? if pointed_thing.type ~= "node" then return end -- is area protected? if minetest.is_protected(pointed_thing.under, user:get_player_name()) then return end -- take item if not in creative if not is_creative(user:get_player_name()) then itemstack:take_item() end -- call global on_use function with strength of 3 bonemeal:on_use(pointed_thing.under, 3) return itemstack end, }) -- bone minetest.register_craftitem("bonemeal:bone", { description = S("Bone"), inventory_image = "bonemeal_bone.png", }) --- crafting recipes -- bonemeal (from bone) minetest.register_craft({ type = "shapeless", output = "bonemeal:bonemeal 2", recipe = {"bonemeal:bone"}, }) -- bonemeal (from player bones) minetest.register_craft({ type = "shapeless", output = "bonemeal:bonemeal 4", recipe = {"bones:bones"}, }) -- bonemeal (from coral skeleton) minetest.register_craft({ type = "shapeless", output = "bonemeal:bonemeal 2", recipe = {"default:coral_skeleton"}, }) -- mulch minetest.register_craft({ type = "shapeless", output = "bonemeal:mulch 4", recipe = { "group:tree", "group:leaves", "group:leaves", "group:leaves", "group:leaves", "group:leaves", "group:leaves", "group:leaves", "group:leaves" }, }) -- fertiliser minetest.register_craft({ type = "shapeless", output = "bonemeal:fertiliser 2", recipe = {"bonemeal:bonemeal", "bonemeal:mulch"}, }) -- add bones to dirt minetest.override_item("default:dirt", { drop = { max_items = 1, items = { { items = {"bonemeal:bone"}, rarity = 30, }, { items = {"default:dirt"}, } } }, }) -- add support for other mods local path = minetest.get_modpath("bonemeal") dofile(path .. "/mods.lua") dofile(path .. "/lucky_block.lua") print (S("[bonemeal] loaded"))
-- ############################################################################# -- # Battery Monitor - Lua application for JETI DC/DS transmitters -- # Inspired by LI-xx BATTCHECK (Developped by Heisenberg, debugged by Sacre100) -- # -- # Copyright (c) 2016, JETI model s.r.o. -- # All rights reserved. -- # -- # License: Share alike -- # Can be used and changed non commercial -- # -- # V1.0 - Initial release -- # V1.1 - Displayed voltage values for the graph axes -- # V1.2 - The readFile() function has been replaced by internal io.readall() (DC/DS FW V4.22) -- # Better displayed on DC/DS-16/14. Detection of inactive sensor. -- # V1.3 - Improved translations to different languages -- ############################################################################# --Configuration local sensorId=0 --Local variables local sensorsAvailable = {} local lang local options={} local cellfull, cellempty = 4.2, 3.00 -- Lipo discharge table local myArrayPercentList = { {3.000, 0}, {3.380, 5}, {3.580, 10}, {3.715, 15}, {3.747, 20}, {3.769, 25}, {3.791, 30}, {3.802, 35}, {3.812, 40}, {3.826, 45}, {3.839, 50}, {3.861, 55}, {3.883, 60}, {3.910, 65}, {3.936, 70}, {3.986, 75}, {3.999, 80}, {4.042, 85}, {4.085, 90}, {4.142, 95}, {4.170, 97}, {4.200, 100} } -- Minimum voltage local cellminima = {cellfull, cellfull, cellfull, cellfull, cellfull, cellfull} -- Maximum voltage local cellmaxima = {0, 0, 0, 0, 0 ,0} local cell = {0, 0, 0, 0, 0 ,0} -- Statistics local cellsumfull, cellsumempty, cellsumtype, cellsum = 0, 0, 0, 0 -- Icon positions - large window local positions = {{170,90}, {170, 115}, {170, 140}, {250,90}, {250, 115}, {250, 140}} -- Icon positions - small window local positionsSmall = {{10,5}, {10, 27}, {10, 49}, {80,5}, {80, 27}, {80, 49}} -- Local variables local cellsumfull, cellsumempty, cellsumtype, cellsum = 0, 0, 0, 0 --X,Y coordinates local echX, ech100Y, ech0Y = 210, 4, 70 local echH = (ech0Y-ech100Y) -- Space between gauges local gaugeW, gaugeGap = 12, 3 local i, cellmin, cellmax, cellresult = 0, cellfull, 0, 0 local cellsumpercent, precision, blink = 0, 0, 0 local cellsumpercentminima, cellsumpercentmaxima = 100, 0 local percentDelta local sensorValid=false -------------------------------------------------------------------- ---- Calculate percentage voltage -------------------------------------------------------------------- local function percentcell(targetVoltage) local result = 0 if targetVoltage > cellfull or targetVoltage < cellempty then if targetVoltage >= cellfull then result = 100 end if targetVoltage <= cellempty then result = 0 end else for i, v in ipairs( myArrayPercentList ) do -- Interpolate values if v[ 1 ] >= targetVoltage and i > 1 then local lastVal = myArrayPercentList[i-1] result = (targetVoltage - lastVal[1]) / (v[1] - lastVal[1]) result = result * (v[2] - lastVal[2]) + lastVal[2] break end end --for end --if return result end -------------------------------------------------------------------- -- Configure language settings -------------------------------------------------------------------- local function setLanguage() -- Set language local lng=system.getLocale(); local file = io.readall("Apps/BattMon/locale.jsn") local obj = json.decode(file) if(obj) then lang = obj[lng] or obj[obj.default] end end -------------------------------------------------------------------- -- Get current voltage from sensor - return array of 6 values -------------------------------------------------------------------- -- local values = {3.9, 3.85, 3.9, 4.0,4.1,4.2} local function getVoltages() sensorValid=false if(sensorId==0) then return end local values ={} -- values[1] = values[1] - 0.0005 -- + math.random(-100,100)*0.0005 -- values[2] = values[2] - 0.0005 -- values[3] = values[3] - 0.0005 -- values[4] = values[4] - 0.0005 -- values[5] = values[5] - 0.0005 -- values[6] = values[6] - 0.0005 local sensor for i = 1,6 do sensor = system.getSensorByID(sensorId,i) if sensor and sensor.valid then values[#values+1] = sensor.value sensorValid=true end end cellmin = cellfull cellmax = 0 cellsum = 0 for i = 1, #cell do cell[i] = 0 end cellsumtype = #values for i, v in pairs(values) do cellsum = cellsum + v cell[i] = v if cellmaxima[i] < v then cellmaxima[i] = v end if cellminima[i] > v then cellminima[i] = v end if cellmin > v then cellmin = v end if cellmax < v then cellmax = v end end cellsumpercent = percentcell(cellsum/cellsumtype) if cellsumpercentmaxima < cellsumpercent then cellsumpercentmaxima = cellsumpercent end if cell[1]>0 then if cellsumpercentminima > cellsumpercent then cellsumpercentminima = cellsumpercent end end end -------------------------------------------------------------------- -- Print batt values -------------------------------------------------------------------- local function printBattery(w,h) local txtr,txtg,txtb local bgr,bgg,bgb = lcd.getBgColor() if (bgr+bgg+bgb)/3 >128 then txtr,txtg,txtb = 0,0,0 else txtr,txtg,txtb = 255,255,255 end -- Separator line lcd.setColor(130,130,130) lcd.drawLine(235, 80, 235, 158) local label -- Maximum charged lcd.setColor(txtr,txtg, txtb , 100) lcd.drawFilledRectangle(6, 11, cellsumpercentmaxima*44/100,18,FONT_GRAYED) lcd.setColor(lcd.getFgColor()) -- Current value lcd.drawFilledRectangle(6, 11, cellsumpercent*44/100, 18 ) -- Minimum if cellsumpercentminima < cellsumpercent and cellsumpercentminima > 0 then lcd.setColor(130,130,130) lcd.drawLine(6+(cellsumpercentminima*44/100), 11, 6+(cellsumpercentminima*44/100), 28) end -- Battery shape lcd.setColor(txtr,txtg, txtb) lcd.drawRectangle(5, 10, 46, 20) lcd.drawFilledRectangle (51,15,2,10) label = string.format("%d%%",cellsumpercent) lcd.drawText(50-lcd.getTextWidth(FONT_BIG,label),30,label,FONT_BIG) for i = 1, 6 do blink = (cell[i] ~= 0 and (cell[i] < cellempty or not sensorValid) ) and true or false if blink then lcd.setColor(lcd.getFgColor()) else lcd.setColor(txtr,txtg, txtb , 200) end local t = lcd.getTextWidth(FONT_BOLD,i) lcd.drawLine(positions[i][1] + 2, positions[i][2] - 3, positions[i][1] - 2 + t, positions[i][2] - 3) lcd.drawFilledRectangle(positions[i][1]-1,positions[i][2] - 2,t+3,20) lcd.setColor(255-txtr,255-txtg,255-txtb) lcd.drawNumber(positions[i][1], positions[i][2]-1, i, FONT_NORMAL | FONT_XOR) t = positions[i][1] + t + 8 if cell[i] ~= 0 then if(not blink or (system.getTime()%2 == 1)) then label = string.format("%.2fV",cell[i]) lcd.setColor(txtr,txtg, txtb) lcd.drawText(t, positions[i][2],label, FONT_NORMAL) end percent = math.floor(percentcell(cell[i]) * (echH/100)) percentminima = math.floor(percentcell(cellminima[i]) * (echH/100)) percentmaxima = math.floor(percentcell(cellmaxima[i]) * (echH/100)) lcd.setColor(lcd.getFgColor()) lcd.drawFilledRectangle(echX + 2 + (i - 1) * (gaugeW + gaugeGap), (ech100Y + echH - percentmaxima), gaugeW, percentmaxima,FONT_GRAYED) lcd.setColor(txtr,txtg, txtb) lcd.drawFilledRectangle(echX + 2 + (i - 1) * (gaugeW + gaugeGap), (ech100Y + echH - percent), gaugeW, percent) if percentminima < percent and percentminima > 0 then lcd.setColor(lcd.getFgColor()) lcd.drawLine(echX + 2 + (i - 1) * (gaugeW + gaugeGap), ech100Y + echH - percentminima, (echX + 2 + (i - 1) * (gaugeW + gaugeGap)) + gaugeW-1, ech100Y + echH - percentminima) end else lcd.setColor(txtr,txtg, txtb) lcd.drawText(t, positions[i][2],"...",FONT_BOLD) lcd.drawText (echX + 5 + (i - 1)*(gaugeW + gaugeGap), ech0Y-17, "*", FONT_NORMAL) end end -- Graph axis lcd.drawLine(echX, ech100Y, echX, ech0Y) lcd.drawLine(echX+1, ech0Y, echX + gaugeGap + 5*(gaugeW + gaugeGap) + gaugeW, ech0Y) lcd.drawText(echX-25,0,"4.2V",FONT_MINI) lcd.drawText(echX-25,ech0Y-5,"3.0V",FONT_MINI) i = 6 while (i >= 0) do lcd.drawLine(echX-2, (ech100Y+echH)-((echH/6)*i), echX-1, (ech100Y+echH)-((echH/6)*i)) i= i-1 end -- Draw values - average, sum, ... lcd.drawText (60,4, string.format(lang.pack,cellsumtype),FONT_NORMAL) lcd.drawText (60,22, lang.voltage, FONT_NORMAL) label = string.format if cellsum > 10 then label = string.format("%.1fV",cellsum) else label = string.format("%.2fV",cellsum) end lcd.drawText (echX-20-lcd.getTextWidth(FONT_NORMAL,label),22, label, FONT_NORMAL) lcd.drawText (60,40, lang.average, FONT_NORMAL) if cellsum > 0 then label = string.format("%.2fV",(cellsum / cellsumtype)) else label = "0V" end lcd.drawText (echX-20-lcd.getTextWidth(FONT_NORMAL,label),40, label, FONT_NORMAL) if cell[1] > 0 then percentDelta = math.floor(100 - (percentcell(cellmax) - percentcell(cellmin))) else percentDelta = "-" end label = string.format(lang.delta,(cell[1] > 0 and (cellmax * 1000) - (cellmin * 1000) or 0), percentDelta) lcd.drawText (5,58,label,FONT_MINI) end -------------------------------------------------------------------- -- Print batt values - Small Window -------------------------------------------------------------------- local function printBatterySmall(w,h) local label local txtr,txtg,txtb local bgr,bgg,bgb = lcd.getBgColor() if (bgr+bgg+bgb)/3 >128 then txtr,txtg,txtb = 0,0,0 else txtr,txtg,txtb = 255,255,255 end -- Print battery icon and voltages for i = 1, 6 do blink = (cell[i] ~= 0 and (cell[i] < cellempty or not sensorValid) ) and true or false if blink then lcd.setColor(lcd.getFgColor()) else lcd.setColor(txtr,txtg, txtb , 200) end local t = lcd.getTextWidth(FONT_BOLD,i) lcd.drawLine(positionsSmall[i][1] + 2, positionsSmall[i][2] - 3, positionsSmall[i][1] - 2 + t, positionsSmall[i][2] - 3) lcd.drawFilledRectangle(positionsSmall[i][1]-1,positionsSmall[i][2] - 2,t+3,20) lcd.setColor(255-txtr,255-txtg,255-txtb) lcd.drawNumber(positionsSmall[i][1], positionsSmall[i][2]-1, i, FONT_NORMAL | FONT_XOR) t = positionsSmall[i][1] + t + 8 if cell[i] ~= 0 then if(not blink or (system.getTime()%2 == 1)) then label = string.format("%.2fV",cell[i]) lcd.setColor(txtr,txtg, txtb ) lcd.drawText(t, positionsSmall[i][2],label, FONT_NORMAL) end else lcd.setColor(txtr,txtg, txtb ) lcd.drawText(t, positionsSmall[i][2],"...",FONT_BOLD) end end end -------------------------------------------------------------------- -- Form functions -------------------------------------------------------------------- -------------------------------------------------------------------- local function sensorChanged(value) if(value and value >=0) then sensorId=sensorsAvailable[value].id else sensorId = 0 end system.pSave("sensor",sensorId) end -------------------------------------------------------------------- local function initForm(formID) sensorsAvailable = {} local available = system.getSensors(); local list={} local curIndex=-1 local descr = "" for index,sensor in ipairs(available) do if(sensor.param == 0) then list[#list+1] = sensor.label sensorsAvailable[#sensorsAvailable+1] = sensor if(sensor.id==sensorId ) then curIndex=#sensorsAvailable end end end form.addSpacer(100,10) form.addLabel({label=lang.sensor,font=FONT_BOLD}) form.addRow(2) form.addLabel({label=lang.selectSensor,width=120}) form.addSelectbox (list, curIndex,true,sensorChanged,{width=190}) end -------------------------------------------------------------------- -- Initialization -------------------------------------------------------------------- -- Init function local function init() -- registers a whole-size window sensorId = system.pLoad("sensor",0) if sensorId == 0 then -- Fill default sensors ID - MULi6 local available = system.getSensors(); for index,sensor in ipairs(available) do if((sensor.id & 0xFFFF) >= 43185 and (sensor.id & 0xFFFF) <= 43188) then sensorId = sensor.id break end end end system.registerTelemetry(1,lang.appName,3,printBattery) system.registerTelemetry(2,lang.windowSmall,2,printBatterySmall) system.registerForm(1,MENU_TELEMETRY,lang.appName,initForm,nil,printForm) end -------------------------------------------------------------------- -- Loop function local function loop() getVoltages() end -------------------------------------------------------------------- setLanguage() return { init=init, loop=loop, author="JETI model", version="1.3",name=lang.appName}
-- load options require("ape.options") -- load global options require("ape.globals") -- load global utils require("ape.util.globals") -- don't load any plugins if packer is not installed if require("ape.first_load")() then return end -- speed up starup, must be loaded before any plugins are loaded --require("impatient") -- setup colors require("ape.colors") -- load plugins file require("ape.plugins") -- setup completion require("ape.completion") -- statusline -- require("ape.statusline") -- load lsp config require("ape.lsp").setup() -- setup nvim-dap for debugging require("ape.dap") -- setup treesitter require("ape.treesitter") -- load snippets require("ape.snips")
--[=[ @within PageCursor @prop Client Client @readonly A reference back to the client that owns this object. ]=] --[=[ @within PageCursor @prop Endpoint string @readonly The URL to send requests to. ]=] --[=[ @within PageCursor @prop Tags {[string]=any} @readonly The URL to send requests to. ]=] --[=[ @within PageCursor @prop Interpret function @readonly The function that parses return data to turn it into a usable form. ]=] --[=[ @within PageCursor @prop SortOrder "Asc"|"Desc" @readonly The sort order sent with the request. ]=] --[=[ @within PageCursor @prop Limit number @readonly The number of items that should be sent with each page. ]=] --[=[ @within PageCursor @prop PageDataLocation string @readonly The location where data is found for non-standard pages. ]=] --[=[ @within PageCursor @prop PageNextLocation string @readonly The location where the next page cursor is found for non-standard pages. ]=] --[=[ @within PageCursor @prop PageNextLocation string @readonly The location where the next page cursor is found for non-standard pages. ]=] --[=[ @within PageCursor @prop PagePreviousLocation string @readonly The location where the previous page cursor is found for non-standard pages. ]=] --[=[ @within PageCursor @prop CursorTag string @readonly The querystring name of the cursor for non-standard pages. ]=] --[=[ @within PageCursor @prop LimitTag string @readonly The querystring name of the limit for non-standard pages. ]=] --[=[ @within PageCursor @prop SortOrderTag string @readonly The querystring name of the sort order for non-standard pages. ]=] --[=[ @within PageCursor @prop LastPage boolean @readonly If the page you are currently on is the last page. ]=] --[=[ @within PageCursor @prop FirstPage boolean @readonly If the page you are currently on is the first page. ]=] --[=[ @within PageCursor @prop NextCursor string? @readonly The cursor for the next page. ]=] --[=[ @within PageCursor @prop PreviousCursor string? @readonly The cursor for the previous page. ]=] --[=[ The object represents roblox pagination, many endpoints have thousands of data points, and it would be too expensive to send them all in one document, so they are sent in managable clusters called pages. This class manages cursor-based pagination. @class PageCursor ]=] local PageCursor = {} --[=[ Constructs a PageCursor object. @param _ PageCursor @param Client Client -- The client to make requests with. @param Endpoint string -- The endpoint to get pages from. @param Tags {[string]=any} -- Optional list of tags to add on to the request. @param Interpret function -- The function that interprets recieved data, to turn it into a useable format. @param SortOrder string? -- The sort order to use when requesting for pages. Can be "Asc" or "Desc". @param Limit number? -- The page item limit to use when requesting pages. @param PageDataLocation string? -- The location where page data is located for non-standard pages. @param PageNextLocation string? -- The location where the next page cursor is found for non-standard pages. @param PagePreviousLocation string? -- The location where the previous page cursor is found for non-standard pages. @param CursorTag string? -- The name of the tag to send the cursor for non-standard pages. @param LimitTag string? -- The name of the tag to send the limit for non-standard pages. @param SortOrderTag string? -- The name of the tag to send the sort order for non-standard pages. @return PageCursor ]=] function PageCursor.__call (_,Client,Endpoint,Tags,Interpret,SortOrder,Limit,PageDataLocation,PageNextLocation,PagePreviousLocation,CursorTag,LimitTag,SortOrderTag) local self = {} setmetatable(self,{__index=PageCursor}) self.Client = Client self.Endpoint = Endpoint self.Tags = Tags self.Interpret = Interpret self.SortOrder = SortOrder or "Asc" self.Limit = Limit or 10 self.PageDataLocation = PageDataLocation or "data" self.PageNextLocation = PageNextLocation or "nextPageCursor" self.PagePreviousLocation = PagePreviousLocation or "previousPageCursor" self.CursorTag = CursorTag or "cursor" self.LimitTag = LimitTag or "limit" self.SortOrderTag = SortOrderTag or "sortOrder" self.LastPage = false self.FirstPage = true return self end --[=[ This gets the next page and returns it. @return {<T>} ]=] function PageCursor:Next () if self.LastPage then error("Lublox: You cannot use method 'Next' when you are on the last page!") end local Tags = self.Tags or {} if self.NextCursor then Tags[self.CursorTag] = self.NextCursor end Tags[self.SortOrderTag] = self.SortOrder Tags[self.LimitTag] = self.Limit local Success,Body = self.Client:Request ("GET",self.Endpoint,Tags) if Success then self.LastPage = Body[self.PageNextLocation] == nil self.FirstPage = Body[self.PagePreviousLocation] == nil self.NextCursor = Body[self.PageNextLocation] self.PreviousCursor = Body[self.PagePreviousLocation] local Data = {} for _,v in pairs(Body[self.PageDataLocation]) do Data[#Data+1] = self.Interpret(v) end return Data end end --[=[ This gets the previous page and returns it. @return {<T>} ]=] function PageCursor:Previous () if self.FirstPage then error("Lublox: You cannot use method 'Previous' when you are on the first page!") end local Tags = self.Tags or {} if self.PreviousCursor then Tags[self.CursorTag] = self.PreviousCursor end Tags[self.SortOrderTag] = self.SortOrder Tags[self.LimitTag] = self.Limit local Success,Body = self.Client:Request ("GET",self.Endpoint,Tags) if Success then self.LastPage = Body[self.PageNextLocation] ~= nil self.FirstPage = Body[self.PagePreviousLocation] ~= nil self.NextCursor = Body[self.PageNextLocation] self.PreviousCursor = Body[self.PagePreviousLocation] local Data = {} for _,v in pairs(Body[self.PageDataLocation]) do Data[#Data+1] = self.Interpret(v) end return Data end end setmetatable(PageCursor,PageCursor) return {PageCursor=PageCursor}
local function has_locked_chest_privilege(meta, player) if player:get_player_name() ~= meta:get_string("owner") then return false end return true end local open = "size[8,10]".. default.gui_bg .. default.gui_bg_img .. default.gui_slots .. "list[current_name;main;0,0.3;8,4;]".. "list[current_player;main;0,4.85;8,1;]" .. "list[current_player;main;0,6.08;8,3;8]" .. "listring[current_name;main]" .. "listring[current_player;main]" .. "button[3,9;2,1;open;close]" .. default.get_hotbar_bg(0,4.85) local closed = "size[2,1]".. "button[0,0;2,1;open;open]" minetest.register_node("more_chests:secret", { description = "Secret Chest", tiles = {"secret_top.png", "secret_top.png", "secret_side.png", "secret_side.png", "secret_side.png", "secret_front.png"}, paramtype2 = "facedir", groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2, tubedevice = 1, tubedevice_receiver = 1}, -- Pipeworks tube = { insert_object = function(pos, node, stack, direction) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() return inv:add_item("main", stack) end, can_insert = function(pos, node, stack, direction) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() return inv:room_for_item("main", stack) end, input_inventory = "main", connect_sides = {left = 1, right = 1, back = 1, front = 1, bottom = 1, top = 1} }, legacy_facedir_simple = true, sounds = default.node_sound_wood_defaults(), after_place_node = function(pos, placer) local meta = minetest.get_meta(pos) meta:set_string("owner", placer:get_player_name() or "") meta:set_string("infotext", "Secret Chest (owned by ".. meta:get_string("owner")..")") end, on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("formspec", open) meta:set_string("infotext", "Secret Chest") meta:set_string("owner", "") local inv = meta:get_inventory() inv:set_size("main", 8*4) end, can_dig = function(pos,player) local meta = minetest.get_meta(pos); local inv = meta:get_inventory() return inv:is_empty("main") end, allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) local meta = minetest.get_meta(pos) if not has_locked_chest_privilege(meta, player) then minetest.log("action", player:get_player_name().. " tried to access a secret chest belonging to ".. meta:get_string("owner").." at ".. minetest.pos_to_string(pos)) return 0 end return count end, allow_metadata_inventory_put = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) if not has_locked_chest_privilege(meta, player) then minetest.log("action", player:get_player_name().. " tried to access a secret chest belonging to ".. meta:get_string("owner").." at ".. minetest.pos_to_string(pos)) return 0 end return stack:get_count() end, allow_metadata_inventory_take = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) if not has_locked_chest_privilege(meta, player) then minetest.log("action", player:get_player_name().. " tried to access a secret chest belonging to ".. meta:get_string("owner").." at ".. minetest.pos_to_string(pos)) return 0 end return stack:get_count() end, on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) minetest.log("action", player:get_player_name().. " moves stuff in secret chest at "..minetest.pos_to_string(pos)) end, on_metadata_inventory_put = function(pos, listname, index, stack, player) minetest.log("action", player:get_player_name().. " moves stuff to secret chest at "..minetest.pos_to_string(pos)) end, on_metadata_inventory_take = function(pos, listname, index, stack, player) minetest.log("action", player:get_player_name().. " takes stuff from secret chest at "..minetest.pos_to_string(pos)) end, on_receive_fields = function(pos, formname, fields, sender) local meta = minetest.get_meta(pos) if has_locked_chest_privilege(meta, sender) then if fields.open == "open" then meta:set_string("formspec", open) else meta:set_string("formspec", closed) end end end, }) minetest.register_craft({ output = 'more_chests:secret', recipe = { {'default:wood','default:cobble','default:wood'}, {'default:wood','default:steel_ingot','default:wood'}, {'default:wood','default:wood','default:wood'} } })
local class = require("pl.class") local sfmt = string.format local uuid = require("core.lib.uuid") local tablex = require("pl.tablex") local GameEntity = require("core.GameEntity") local ItemType = require("core.ItemType") local Logger = require("core.Logger") local Inventory = require("core.Inventory") ---@class Item : GameEntity ---@field area Area ---@field behaviors string[] ---@field defaultItems Item[] ---@field description string ---@field entityReference string #areaId:itemId ---@field id string ---@field maxItems number ---@field isEquipped boolean ---@field keywords string[] ---@field name string ---@field room Room ---@field roomDesc string ---@field script string ---@field uuid string|number ---@field closeable boolean ---@field closed boolean ---@field locked boolean ---@field lockedBy string ---@field carriedBy Character | Item ---@field equippedBy Character local M = class(GameEntity) function M:_init(area, item) self:super() local validate = { "keywords", "name", "id" } for _, prop in ipairs(validate) do if not item[prop] then error(sfmt("Item in area [%s] missing required property [%s]", area.name, prop)) end end self.area = area self.metadata = item.metadata or {} self.behaviors = tablex.copy(item.behaviors or {}) self.defaultItems = item.items or {} self.description = item.description or "Nothing special." self.entityReference = item.entityReference self.id = item.id self.maxItems = item.maxItems or math.maxinteger self:initializeInventory(item.inventory) self.isEquipped = item.isEquipped or false self.keywords = item.keywords self.name = item.name self.room = item.room self.roomDesc = item.roomDesc or "" self.script = item.script if type(item.type) == "string" then self.type = ItemType[item.type] or item.type else self.type = item.type or ItemType.OBJECT end self.uuid = item.uuid or uuid() self.closeable = item.closeable or item.closed or item.locked or false self.closed = item.closed or false self.locked = item.locked or false self.lockedBy = item.lockedBy self.carriedBy = nil self.equippedBy = nil end function M:initializeInventory(inventory) if inventory then self.inventory = Inventory(inventory) self.inventory:setMax(self.maxItems) else self.inventory = nil end end function M:hasKeyword(keyword) return self.keywords:find(keyword) end function M:addItem(item) self:_setupInventory() self.inventory:addItem(item) item.carriedBy = self end function M:removeItem(item) self.inventory:removeItem(item) if not self.inventory.size then self.inventory = nil end item.carriedBy = nil end function M:isInventoryFull() self:_setupInventory() return self.inventory:isFull() end function M:_setupInventory() if not self.inventory then self.inventory = Inventory({ items = {}, max = self.maxItems }) end end function M:findCarrier() local owner = self.carriedBy while owner do if not owner.carriedBy then return owner end owner = owner.carriedBy end end function M:open() if not self.closed then return end self.closed = false end function M:close() if self.close or not self.closeable then return end self.closed = true end function M:lock() if self.locked or not self.closeable then return end self:close() self.locked = true end function M:unlock() if not self.locked then return end self.locked = false end function M:hydrate(state, serialized) serialized = serialized or {} if self.__hydrated then Logger.warn("Attempted to hydrate already hydrated item.") return false end if serialized.behaviors then self.behaviors = tablex.copy(serialized.behaviors) end self:setupBehaviors(state.ItemBehaviorManager) self.description = serialized.description or self.description self.keywords = serialized.keywords or self.keywords self.name = serialized.name or self.name self.roomDesc = serialized.roomDesc or self.roomDesc self.metadata = serialized.metadata or self.metadata self.closed = serialized["closed"] and serialized.closed or self.closed self.locked = serialized["locked"] and serialized.locked or self.locked if type(self.area) == "string" then self.area = state.AreaManager:getArea(self.area) end if self.inventory then self.inventory:hydrate(state, self) else for _, defaultItemId in ipairs(self.defaultItems) do Logger.verbose("\tDIST: Adding item [%s] to item [%s] [%s]", defaultItemId, self.name, self.entityReference) local newItem = state.ItemFactory:create(self.area, defaultItemId) newItem:hydrate(state) state.ItemManager:add(newItem) self:addItem(newItem) end end self.__hydrated = true end function M:serialize() local behaviors = tablex.copy(self.behaviors) return { entityReference = self.entityReference, inventory = self.inventory and self.inventory:serialize(), -- metadata is serialized/hydrated to save the state of the item during gameplay -- example= the players a food that is poisoned, or a sword that is enchanted metadata = self.metadata, description = self.description, keywords = self.keywords, name = self.name, roomDesc = self.roomDesc, closed = self.closed, locked = self.locked, -- behaviors are serialized in case their config was modified during gameplay -- and that state needs to persist (charges of a scroll remaining, etc) behaviors = behaviors, } end return M