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local xresources = require("beautiful.xresources") local dpi = xresources.apply_dpi local theme = require('themes.common') theme.xbackground = "#0e1112" theme.xforeground = "#e0e0e0" theme.xcolor0 = "#0e1112" theme.xcolor1 = "#ed5f5c" theme.xcolor2 = "#5ee26b" theme.xcolor3 = "#f3b94c" theme.xcolor4 = "#307cf5" theme.xcolor5 = "#e25f9b" theme.xcolor6 = "#6ef0e3" theme.xcolor7 = "#dfdfdf" theme.xcolor8 = "#999999" theme.xcolor9 = "#DF5554" theme.xcolor10 = "#8ACC68" theme.xcolor11 = "#FDD565" theme.xcolor12 = "#4993F0" theme.xcolor13 = "#EB6AA6" theme.xcolor14 = "#6FEBEE" theme.xcolor15 = "#ffffff" theme.font = "SF Pro Text Medium 10" theme.bg_normal = theme.xbackground theme.bg_sec = '#6F6F70' theme.bg_focus = theme.bg_normal theme.bg_urgent = theme.bg_normal theme.bg_minimize = theme.bg_normal theme.fg_normal = theme.xforeground theme.fg_focus = "#ffffff" theme.fg_urgent = "#ffffff" theme.fg_minimize = "#ffffff" theme.useless_gap = dpi(6) theme.border_width = dpi(1) theme.border_normal = theme.bg_sec theme.border_focus = theme.bg_sec theme.titlebars = true theme.titlebar_type = 'macos' theme.titlebar_height = dpi(32) theme.titlebar_bg = theme.bg_normal theme.notification_bg = theme.xcolor0 theme.notification_width = dpi(340) theme.notification_height = dpi(100) theme.notification_border_color = theme.xcolor0 theme.notification_border_width = dpi(0) theme.bar = 'macos' theme.wibar_height = dpi(30) theme.wibar_bg = theme.bg_normal theme.bg_systray = theme.wibar_bg theme.wallpaper = theme.config_path.."/wallpapers/blossoms.jpg" theme.picom_conf = 'picom-macos' return theme
padawan_kill_baz_nitch_01_convo_template = ConvoTemplate:new { initialScreen = "", templateType = "Lua", luaClassHandler = "padawan_kill_baz_nitch_01_conv_handler", screens = {} } intro = ConvoScreen:new { id = "intro", leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_95db8861", -- Ah, perfect. You seem to fit the build of someone capable of handling this most unfortunate of tasks. stopConversation = "false", options = { {"@conversation/padawan_kill_baz_nitch_01:s_2313ac9e", "baz_nitch_infestation"} -- What are you talking about? } } padawan_kill_baz_nitch_01_convo_template:addScreen(intro); baz_nitch_infestation = ConvoScreen:new { id = "baz_nitch_infestation", leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_88122b41", -- The Baz Nitch infestation of course! We need you, the most capable of adventurer to help remedy this horrendous epidemic. stopConversation = "false", options = { {"@conversation/padawan_kill_baz_nitch_01:s_983337f5", "curb_infestation"} -- Killing Baz Nitches eh? I'll do what I can. } } padawan_kill_baz_nitch_01_convo_template:addScreen(baz_nitch_infestation); curb_infestation = ConvoScreen:new { id = "curb_infestation", leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_4498c7a3", -- Just what I wanted to hear, killing 20 of them should help curb the infestation. stopConversation = "true", options = {} } padawan_kill_baz_nitch_01_convo_template:addScreen(curb_infestation); intro_in_progress = ConvoScreen:new { id = "intro_in_progress", leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_a8f84c9f", -- Let me know once you have killed 20 Baz Nitches. stopConversation = "true", options = {} } padawan_kill_baz_nitch_01_convo_template:addScreen(intro_in_progress); intro_reached_goal = ConvoScreen:new { id = "intro_reached_goal", leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_a7c60196", -- Excellent work! Thanks to you we all have 20 less Baz Nitches to worry about. We can all sleep easier tonight my friend! stopConversation = "true", options = {} } padawan_kill_baz_nitch_01_convo_template:addScreen(intro_reached_goal); not_quest_owner = ConvoScreen:new { id = "not_quest_owner", leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_2b2c13e4", -- It's not just that they are foul creatures, but they also destroy crops... and people. stopConversation = "true", options = {} } padawan_kill_baz_nitch_01_convo_template:addScreen(not_quest_owner); quest_completed = ConvoScreen:new { id = "quest_completed", leftDialog = "@conversation/padawan_kill_baz_nitch_01:s_70d6b213", -- Thank you so much. That infestation of baz nitches was getting out of hand. stopConversation = "true", options = {} } padawan_kill_baz_nitch_01_convo_template:addScreen(quest_completed); addConversationTemplate("padawan_kill_baz_nitch_01_convo_template", padawan_kill_baz_nitch_01_convo_template);
--通用护盾 function targetAfterCalc(target, buff, bullet) if buff.cfg_property[4] then if Hurt_Effect_judge(bullet) then local per = buff.cfg_property[4] and buff.cfg_property[4]/10000 or 0 local value = math.min(per * bullet.hurt_final_value + buff.last_shield - target.shield, target.hp) local _target = target.owner ~= 0 and target.owner or target Common_Hurt(_target, {bullet.attacker}, 0, value, {Type = 6, name_id = buff.id}) end end if buff.cfg_property[9] then if Hurt_Effect_judge(bullet) then local per = buff.cfg_property[9] and buff.cfg_property[9]/10000 or 0 local value = target.ad * per local _target = target.owner ~= 0 and target.owner or target Common_Hurt(_target, {bullet.attacker}, 0, value, {Type = 6, name_id = buff.id}) end end Shield_calc(buff,bullet) end function onStart(target, buff) CalcAllShield(target) add_buff_parameter(target, buff, 1) if target.BuffID_1108401 > 0 then target[1201] = target[1201] + 4000 target[1211] = target[1211] + 20 end end local auto_remove function onTick(target, buff) if buff.not_go_round > 0 then return end buff.remaining_round = buff.remaining_round - 1; if buff.remaining_round <= 0 then auto_remove = true UnitRemoveBuff(buff); end end function onEnd(target, buff) if auto_remove then if buff.cfg_property[5] then Common_UnitAddBuff(target, target, buff.cfg_property[5], 1, { parameter_99 = {k= buff.cfg_property[5], v = buff.cfg_property[6] and buff.cfg_property[6] or 0} }) end if buff.cfg_property[8] then UnitPlay(target, "attack1", {speed = 1}); Common_Sleep(target, 0.3) for _, v in ipairs(FindAllEnemy()) do Common_FireBullet(buff.id, target, {v}, nil, {TrueHurt = v.hpp * buff.cfg_property[8]/10000, Type = 3}) end end if buff.autoremove_fun and buff.autoremove_fun ~= 0 then buff.autoremove_fun() end elseif buff.break_fun and buff.break_fun ~= 0 then buff.break_fun() end add_buff_parameter(target, buff, -1) if target.BuffID_1108401 > 0 then target[1201] = target[1201] - 4000 target[1211] = target[1211] - 20 end CalcAllShield(target) end function targetBeforeHit(target, buff, bullet) if buff.cfg_property[4] then buff.last_shield = 0 buff.last_shield = target.shield end end function targetAfterHit(target, buff, bullet) if buff.cfg_property[7] then local range = buff.cfg_property[7] and buff.cfg_property[7] or 0 if Hurt_Effect_judge(bullet) and RAND(1,10000) <= range then Common_BeatBack(target, {bullet.attacker}, target.ad, buff.id) end end end
return {'myeline'}
behaviourtab = {} Stage = { update = 1, render = 2, } for k, v in pairs(Stage) do behaviourtab[v] = {} end local behavioursteps = { 'awake', 'update', 'enable', 'disable', 'destroy', } function resetbehaviours() for _, stage in pairs(Stage) do for _, b in pairs(behaviourtab[stage]) do b:invalidatecache() end end end function dobehaviours(stage) assert(stage == Stage.update or stage == Stage.render, 'invalid stage id: ' .. stage) for bname, b in pairs(behaviourtab[stage]) do b:buildcache_if_needed() b:on_stagebegin() for _, actor in pairs(b.cache.actors) do local tag = actor.behaviours[bname] b.actor = actor b.ctx = b.cache.dependencies[actor.id] for _, step in pairs(behavioursteps) do if tag.should[step] then b['on_' .. step](b) if step ~= 'update' then tag.should[step] = false end end end end b:on_stageend() end end function getbehaviourtag(behaviourname) assert(behaviourtab[Stage.update][behaviourname] or behaviourtab[Stage.render][behaviourname], 'unknown behaviour: ' .. behaviourname) local behaviourtag = {} behaviourtag.should = {} behaviourtag.should.awake = true behaviourtag.should.enable = true behaviourtag.should.update = true behaviourtag.should.disable = false behaviourtag.should.destroy = false return behaviourtag end function setbehaviour_enabled(actor, name, enabled) local tag = actor.behaviours[name] or actor.behaviours[name] if tag and enabled ~= tag.should.update then tag.should.enable = enabled tag.should.update = enabled tag.should.disable = not enabled else logger.err('bad behaviour name "' .. name .. '"') end end function setbehaviour_disabled(actor, name, disabled) setbehaviour_enabled(actor, name, not disabled) end function getbehaviour(behaviourname) for _, stage in pairs(Stage) do if behaviourtab[stage][behaviourname] then return behaviourtab[stage][behaviourname] end end return nil end function addbehaviour(actor, behaviourname) local behaviour = getbehaviour(behaviourname) assert(behaviour) behaviour:invalidatecache() -- TODO(keagan): temp fix, handle caching more delicately I think local behaviourtag = getbehaviourtag(behaviourname) actor.behaviours[behaviourname] = behaviourtag return behaviourtag end -- -- MARK: behaviour, base class definition -- Behaviour = {} function Behaviour:new(name, stage) assert(stage == Stage.update or stage == Stage.render) local o = {} setmetatable(o, self) self.__index = self o.name = name if behaviourtab[stage][name] then logger.err('trying to register multiple behaviours under same name: ' .. name) else behaviourtab[stage][name] = o logger.info('registered new behaviour: ' .. name) end o.meta = {} o.meta.dependencies = {} o:require('transform') o.ctx = {} o.cache = nil return o end function Behaviour:clearcache () self.cache = nil end function Behaviour:invalidatecache() self:clearcache() end function Behaviour:buildcache() self:clearcache() self.cache = {} self.cache.actors = {} self.cache.dependencies = {} for _, actor in pairs(world.actors) do if actor and actor.behaviours[self.name] then table.insert(self.cache.actors, actor) self.cache.dependencies[actor.id] = {} for _, dependency in pairs(self.meta.dependencies) do local _, comp = xfind(actor, dependency) if comp then self.cache.dependencies[actor.id][dependency] = comp else logger.err('failed to find dependency: ' .. dependency .. ' on actor with id ' .. actor.id) end end end if not actor then logger.err('failed to find actor with id: ' .. actor.id) end end end function Behaviour:buildcache_if_needed() if not self.cache then self:buildcache() end end function Behaviour:require(component_type) if iscomponent(component_type) then table.insert(self.meta.dependencies, component_type) else logger.error('required component: ' .. component_type .. ' not found') end end function Behaviour:on_stagebegin () end function Behaviour:on_stageend () end function Behaviour:on_awake () end function Behaviour:on_update () end function Behaviour:on_destroy () end function Behaviour:on_enable () end function Behaviour:on_disable () end function Behaviour:on_editorupdate() end function Behaviour:on_drawgizmos () end -- -- MARK: update behaviours -- worldbasesaver = Behaviour:new('worldbasesaver', Stage.update) function worldbasesaver:on_update() if love.keyboard.isDown('o') then SaveWorld() end if love.keyboard.isDown('p') then initworld() resetbehaviours() end end tilemap_builder = Behaviour:new('tilemap_builder', Stage.update) tilemap_builder:require('tile_map') function tilemap_builder:on_awake() logger.info('building tile map') local transform = self.ctx.transform local tilemap = self.ctx.tile_map for i=1, tilemap.numchunksy do for j=1, tilemap.numchunksx do local actor = CreateEmptyActor() local chunk = addcomponent(actor, 'tile_map_chunk') addbehaviour(actor, 'tilemap_chunkbuilder') local _, t, c = xfind(actor, 'transform', 'tile_map_chunk') t.position.x = (j-1) * tilemap.chunkcols t.position.y = (i-1) * tilemap.chunkrows c.rows = tilemap.chunkrows c.cols = tilemap.chunkcols table.insert(tilemap.chunkActorIds, actor.id) tilemap.chunksbyindex[{ j-1, i-1 }] = actor.id tilemap.chunksbyindex[(i-1)*tilemap.numchunksx+(j-1)] = actor.id SpawnActor(actor) end end end tilemap_chunkbuilder = Behaviour:new('tilemap_chunkbuilder', Stage.update) tilemap_chunkbuilder:require('tile_map_chunk') function tilemap_chunkbuilder:on_awake() local chunk = self.ctx.tile_map_chunk local transform = self.ctx.transform chunk.bounds = {} chunk.bounds.min = { x = transform.position.x , y = transform.position.y } chunk.bounds.max = { x = transform.position.x + chunk.cols, y = transform.position.y + chunk.rows } for i=1, chunk.rows do for j=1, chunk.cols do local tile = CreateEmptyActor() local d = addcomponent(tile, 'drawable') addbehaviour(tile, 'draw') d.color = GetTileColor(chunk, i, j) local _, t = xfind(tile, 'transform') t.position.x = transform.position.x + (j-1) t.position.y = transform.position.y + (i-1) SpawnActor(tile) table.insert(chunk.tileActorIds, tile.id) d.opacity = 0.2 end end end character_controller = Behaviour:new('character_controller', Stage.update) function character_controller:on_update() local transform = self.ctx.transform local j = love.joystick.getJoysticks()[1] if j then transform.position.x = transform.position.x + j:getAxis(1) / 20 * 2 transform.position.y = transform.position.y + -j:getAxis(2) / 20 * 2 end if love.keyboard.isDown('space') then transform.rotation = transform.rotation + math.pi * 2 * world.dt end gizmo.push_rect(transform.position) end editor_camera_controller = Behaviour:new('editor_camera_controller', Stage.update) editor_camera_controller:require('camera') function editor_camera_controller:on_update() local camera = self.ctx.camera local transform = self.ctx.transform local cameraMoveSpeed = 2 / camera.zoom local cameraMoveAmount = cameraMoveSpeed * 1/60 local zoomSpeed = 1.0 * camera.zoom local zoomAmount = zoomSpeed * 1/60 if love.keyboard.isDown('q') then camera.zoom = camera.zoom + zoomAmount end if love.keyboard.isDown('a') then camera.zoom = camera.zoom - zoomAmount end if love.keyboard.isDown('down') then transform.position.y = transform.position.y - cameraMoveAmount end if love.keyboard.isDown('up') then transform.position.y = transform.position.y + cameraMoveAmount end if love.keyboard.isDown('left') then transform.position.x = transform.position.x - cameraMoveAmount end if love.keyboard.isDown('right') then transform.position.x = transform.position.x + cameraMoveAmount end transform.scale = 1/camera.zoom end draw = Behaviour:new('draw', Stage.render) draw:require('drawable') function draw:on_awake() local l = self.ctx.drawable.drawLayer world.drawLayerActorIds[l] = world.drawLayerActorIds[l] or {} table.insert(world.drawLayerActorIds[l], self.actor.id) end function draw:on_destroy() assert(world.drawLayers[c.drawable.layer]) table.remove(world.drawLayers[c.drawable.layer], self.actor.id) end function draw:on_stageend() -- -- compute transforms, for all actors in the scene -- we probably want to have some way -- to only calculate some subset of the transforms required for drawing? -- local root, root_transform = xfind(world.root_actor_id, 'transform') local actorids = root.childids local transform_matrices = {} transform_matrices[root.id] = transformation.object_world(root_transform) for _, id in pairs(actorids) do local actor, transform = xfind(id, 'transform') local parent_transform_matrix = transform_matrices[actor.parentid] transform_matrices[actor.id] = parent_transform_matrix * transformation.object_world(transform) for _, childid in pairs(actor.childids) do table.insert(actorids, childid) end end -- -- draw the layers -- local cam_actor, cam_transform, cam = xfind(world.mainCameraId , 'transform', 'camera') -- temp clear love.graphics.setColor(cam.clearColor) love.graphics.rectangle('fill', 0, 0, windowWidth, windowHeight) local w = windowWidth local h = windowHeight for _, layer in pairs({ "Background", "Foreground" }) do local ids = world.drawLayerActorIds[layer] if ids then for _, id in pairs(world.drawLayerActorIds[layer]) do local actor, transform, drawable = xfind(id, 'transform', 'drawable') if actor.behaviours['draw'].should.update then local t = transformation.world_view_window(cam_transform, w, h) * transform_matrices[actor.id] love.graphics.push() love.graphics.applyTransform(t) love.graphics.setColor(drawable.color) local r = drawable.rect love.graphics.rectangle('fill', r.left, r.bottom, r.right - r.left, r.top - r.bottom) love.graphics.pop() end end end end end
--[[if print then print("print exists") print("game.player", game and game.print) elseif io.stderr then print = function(x) io.stderr:write(tostring(x).."\n") end end ]]-- if log then log("COOL log exists !") end local function modwarning(msg) --local warning = warning or (game or {}).print or (player or {}).print or print or log local warning = log if warning then warning("[Blueprint Flip and Turn]WARNING: "..tostring(msg)) end end return modwarning
-- Copyright 2007-2021 Mitchell. See LICENSE. local M = {} --[[ This comment is for LuaDoc. --- -- The python module for Textadept. -- It provides utilities for editing Python code. -- -- ### Key Bindings -- -- + `Shift+Enter` (`⇧↩` | `S-Enter`) -- Add ':' to the end of the current line and insert a newline. module('_M.python')]] -- Sets default buffer properties for Python files. events.connect(events.LEXER_LOADED, function(name) if name ~= 'python' then return end buffer.use_tabs, buffer.tab_width = false, 4 end) -- Autocompletion and documentation. --- -- List of ctags files to use for autocompletion. -- @class table -- @name tags M.tags = {_HOME .. '/modules/python/tags', _USERHOME .. '/modules/python/tags'} -- LuaFormatter off --- -- Map of expression patterns to their types. -- Expressions are expected to match after the '=' sign of a statement. -- @class table -- @name expr_types M.expr_types = { ['^[\'"]'] = 'str', ['^%('] = 'tuple', ['^%['] = 'list', ['^{'] = 'dict', ['^open%s*%b()%s*$'] = 'file', ['^%d+%f[^%d%.]'] = 'int', ['^%d+%.'] = 'float' } -- LuaFormatter on local XPM = textadept.editing.XPM_IMAGES local xpms = {c = XPM.CLASS, f = XPM.METHOD, m = XPM.VARIABLE, M = XPM.STRUCT, v = XPM.VARIABLE} textadept.editing.autocompleters.python = function() local list = {} -- Retrieve the symbol behind the caret. local line, pos = buffer:get_cur_line() local symbol, op, part = line:sub(1, pos - 1):match('([%w_%.]-)(%.?)([%w_]*)$') if symbol == '' and part == '' then return nil end -- nothing to complete -- Attempt to identify the symbol type. -- TODO: identify literals like "'foo'." and "[1, 2, 3].". local assignment = '%f[%w_]' .. symbol:gsub('(%p)', '%%%1') .. '%s*=%s*(.*)$' for i = buffer:line_from_position(buffer.current_pos) - 1, 1, -1 do local expr = buffer:get_line(i):match(assignment) if not expr then goto continue end for patt, type in pairs(M.expr_types) do if expr:find(patt) then symbol = type break end end if expr:find('^[%u][%w_.]*%s*%b()%s*$') then symbol = expr:match('^([%u][%w_.]+)%s*%b()%s*$') -- e.g. a = Foo() break end ::continue:: end -- Search through ctags for completions for that symbol. local name_patt = '^' .. part local sep = string.char(buffer.auto_c_type_separator) for _, filename in ipairs(M.tags) do if not lfs.attributes(filename) then goto continue end for line in io.lines(filename) do local name = line:match('^%S+') if not name:find(name_patt) or list[name] then goto continue end local fields = line:match(';"\t(.*)$') local k, class = fields:sub(1, 1), fields:match('class:(%S+)') or '' if class == symbol then list[#list + 1], list[name] = name .. sep .. xpms[k], true end ::continue:: end ::continue:: end return #part, list end textadept.editing.api_files.python = { _HOME .. '/modules/python/api', _USERHOME .. '/modules/python/api' } -- Commands. -- Indent on 'Enter' after a ':' or auto-indent on ':'. events.connect(events.CHAR_ADDED, function(ch) if buffer:get_lexer() ~= 'python' or (ch ~= 10 and ch ~= 58) then return end local l = buffer:line_from_position(buffer.current_pos) if l > 1 then local line = buffer:get_line(l - (ch == 10 and 1 or 0)) if ch == 10 and line:find(':%s+$') then buffer.line_indentation[l] = buffer.line_indentation[l - 1] + buffer.tab_width buffer:goto_pos(buffer.line_indent_position[l]) elseif ch == 58 and (line:find('^%s*else%s*:') or line:find('^%s*elif[^:]+:') or line:find('^%s*except[^:]*:') or line:find('^%s*finally%s*:')) then local try = not line:find('^%s*el') for i = l - 1, 1, -1 do line = buffer:get_line(i) if buffer.line_indentation[i] <= buffer.line_indentation[l] and (not try and (line:find('^%s*if[^:]+:%s+$') or line:find('^%s*while[^:]+:%s+$') or line:find('^%s*for[^:]+:%s+$')) or line:find('^%s*try%s*:%s+$')) then local pos, s = buffer.current_pos, buffer.line_indent_position[l] buffer.line_indentation[l] = buffer.line_indentation[i] buffer:goto_pos(pos + buffer.line_indent_position[l] - s) break end end end end end) keys.python['shift+\n'] = function() buffer:line_end() buffer:add_text(':') buffer:new_line() end -- Snippets. local snip = snippets.python snip['.'] = 'self.' snip.__ = '__%1(init)__' snip.def = 'def %1(name)(%2(arg)):\n\t%3("""%4\n\t"""\n\t)' snip.defs = 'def %1(name)(self%2(, %3(arg))):\n\t%4("""%5\n\t"""\n\t)' snip.ifmain = 'if __name__ == "__main__":\n\t%1(main())' snip.class = [[ class %1(ClassName)(%2(object)): """%3(documentation) """ def __init__(self%4(, %5(arg))): %6(super(%1, self).__init__())]] snip.try = [[ try: %0 except %2(Exception), %3(e): %4(pass)%5( finally: %6(pass))]] return M
ITEM.name = "Male Formal Suit" ITEM.description = "itemSuitShirtTieDesc" ITEM.model = "models/props_c17/SuitCase_Passenger_Physics.mdl" ITEM.skin = 0 ITEM.width = 1 ITEM.height = 1 ITEM.price = 800 ITEM.outfitCategory = "outfit" ITEM.replacements = { {"tnb/citizens/aphelion", "suits"}, {"male_01", "male_01_shirt_tie"}, {"male_02", "male_02_shirt_tie"}, {"male_03", "male_03_shirt_tie"}, {"male_04", "male_04_shirt_tie"}, {"male_05", "male_05_shirt_tie"}, {"male_06", "male_06_shirt_tie"}, {"male_07", "male_07_shirt_tie"}, {"male_08", "male_08_shirt_tie"}, {"male_09", "male_09_shirt_tie"} } ITEM.allowedModels = { "models/tnb/citizens/aphelion/male_01.mdl", "models/tnb/citizens/aphelion/male_02.mdl", "models/tnb/citizens/aphelion/male_03.mdl", "models/tnb/citizens/aphelion/male_04.mdl", "models/tnb/citizens/aphelion/male_05.mdl", "models/tnb/citizens/aphelion/male_06.mdl", "models/tnb/citizens/aphelion/male_07.mdl", "models/tnb/citizens/aphelion/male_09.mdl", "models/tnb/citizens/aphelion/male_16.mdl", "models/tnb/citizens/aphelion/female_01.mdl", "models/tnb/citizens/aphelion/female_02.mdl", "models/tnb/citizens/aphelion/female_03.mdl", "models/tnb/citizens/aphelion/female_04.mdl", "models/tnb/citizens/aphelion/female_05.mdl", "models/tnb/citizens/aphelion/female_08.mdl", "models/tnb/citizens/aphelion/female_09.mdl", "models/tnb/citizens/aphelion/female_10.mdl", "models/tnb/citizens/aphelion/female_11.mdl" }
--- -- php函数lua化 -- -- - 实现了php里实用的函数 -- - php里类似于gettype(获取变量类型)这种函数,lua本身就有type,所以就不写了 -- - 有些函数对原来的(php里的)函数进行了扩展,或者为了适应lua而写,会对相应的地方做说明 -- - 使用方式:`php = require('php')`,然后你就可以按照下面的方式调用所有的函数 -- - 调用方式:如array模块里的array_keys函数:`php.array:array_keys(table)` -- - 当前模块说明,这里的函数并不一定是php里的函数,可能只是我写的一些常用代码块 -- -- @module php -- @author forsona -- @license BSD-2 -- --- 本库拥有的模块 -- @table php -- @field var var模块 -- @field array array模块 php = php or { var = require('var'), array = require('array'), string = require('string'), } --- 为变量设置默认值 -- @function defaultValue -- @param var 变量 -- @param defaultValue 默认值 -- @return var 如果var为nil,则var将被设置为defaultValue,并返回 function php:defaultValue(var, defaultValue) if nil == var then var = defaultValue end return var end function php:getArg() local _, version = php.string:explode(' ', 'lua 5.1') print(version) end -- test: php.var:var_dump(php.array:array_diff_assoc({1,2,3,4},{1,3,2,4})) print(_VERSION) php:getArg() return php
local perf = require("spec.helpers.perf") local split = require("pl.stringx").split local utils = require("spec.helpers.perf.utils") perf.set_log_level(ngx.DEBUG) --perf.set_retry_count(3) local driver = os.getenv("PERF_TEST_DRIVER") or "local" if driver == "terraform" then perf.use_driver("terraform", { provider = "equinix-metal", tfvars = { -- Kong Benchmarking packet_project_id = os.getenv("PERF_TEST_PACKET_PROJECT_ID"), -- TODO: use an org token packet_auth_token = os.getenv("PERF_TEST_PACKET_AUTH_TOKEN"), -- packet_plan = "baremetal_1", -- packet_region = "sjc1", -- packet_os = "ubuntu_20_04", } }) else perf.use_driver(driver) end local versions = {} local env_versions = os.getenv("PERF_TEST_VERSIONS") if env_versions then versions = split(env_versions, ",") end local LOAD_DURATION = 180 local SERVICE_COUNT = 10 local ROUTE_PER_SERVICE = 10 local CONSUMER_COUNT = 100 local wrk_script = [[ --This script is originally from https://github.com/Kong/miniperf math.randomseed(os.time()) -- Generate PRNG seed local rand = math.random -- Cache random method -- Get env vars for consumer and api count or assign defaults local consumer_count = ]] .. CONSUMER_COUNT .. [[ local service_count = ]] .. SERVICE_COUNT .. [[ local route_per_service = ]] .. ROUTE_PER_SERVICE .. [[ function request() -- generate random URLs, some of which may yield non-200 response codes local random_consumer = rand(consumer_count) local random_service = rand(service_count) local random_route = rand(route_per_service) -- Concat the url parts url_path = string.format("/s%s-r%s?apikey=consumer-%s", random_service, random_route, random_consumer) -- Return the request object with the current URL path return wrk.format(nil, url_path, headers) end ]] os.execute("mkdir -p output") for _, version in ipairs(versions) do describe("perf test for Kong " .. version .. " #simple #no_plugins", function() local bp lazy_setup(function() local helpers = perf.setup() bp = helpers.get_db_utils("postgres", { "routes", "services", }) local upstream_uri = perf.start_upstream([[ location = /test { return 200; } ]]) for i=1, SERVICE_COUNT do local service = bp.services:insert { url = upstream_uri .. "/test", } for j=1, ROUTE_PER_SERVICE do bp.routes:insert { paths = { string.format("/s%d-r%d", i, j) }, service = service, strip_path = true, } end end end) before_each(function() perf.start_kong(version, { nginx_worker_processes = 1, --kong configs }) end) after_each(function() perf.stop_kong() end) lazy_teardown(function() perf.teardown(os.getenv("PERF_TEST_TEARDOWN_ALL") or false) end) it(SERVICE_COUNT .. " services each has " .. ROUTE_PER_SERVICE .. " routes", function() perf.start_stapxx("lj-lua-stacks.sxx", "-D MAXMAPENTRIES=1000000 --arg time=" .. LOAD_DURATION) perf.start_load({ connections = 1000, threads = 5, duration = LOAD_DURATION, script = wrk_script, }) ngx.sleep(LOAD_DURATION) local result = assert(perf.wait_result()) print(("### Result for Kong %s:\n%s"):format(version, result)) perf.generate_flamegraph( "output/" .. utils.get_test_output_filename() .. ".svg", "Flame graph for Kong " .. utils.get_test_descriptor() ) perf.save_error_log("output/" .. utils.get_test_output_filename() .. ".log") end) end) end
-- tolua: code class -- Written by Waldemar Celes -- TeCGraf/PUC-Rio -- Jul 1999 -- $Id$ -- This code is free software; you can redistribute it and/or modify it. -- The software provided hereunder is on an "as is" basis, and -- the author has no obligation to provide maintenance, support, updates, -- enhancements, or modifications. -- global code_n = 1 -- Code class -- Represents Lua code to be compiled and included -- in the initialization function. -- The following fields are stored: -- text = text code classCode = { text = '', } classCode.__index = classCode setmetatable(classCode,classFeature) -- register code function classCode:register (pre) pre = pre or '' -- clean Lua code local s = clean(self.text) if not s then --print(self.text) error("parser error in embedded code") end -- get first line local _, _, first_line=string.find(self.text, "^([^\n\r]*)") if string.find(first_line, "^%s*%-%-") then if string.find(first_line, "^%-%-##") then first_line = string.gsub(first_line, "^%-%-##", "") if flags['C'] then s = string.gsub(s, "^%-%-##[^\n\r]*\n", "") end end else first_line = "" end -- convert to C output('\n'..pre..'{ /* begin embedded lua code */\n') output(pre..' int top = lua_gettop(tolua_S);') output(pre..' static unsigned char B[] = {\n ') local t={n=0} local b = gsub(s,'(.)',function (c) local e = '' t.n=t.n+1 if t.n==15 then t.n=0 e='\n'..pre..' ' end return format('%3u,%s',strbyte(c),e) end ) output(b..strbyte(" ")) output('\n'..pre..' };\n') if first_line and first_line ~= "" then output(pre..' tolua_dobuffer(tolua_S,(char*)B,sizeof(B),"tolua embedded: '..first_line..'");') else output(pre..' tolua_dobuffer(tolua_S,(char*)B,sizeof(B),"tolua: embedded Lua code '..code_n..'");') end output(pre..' lua_settop(tolua_S, top);') output(pre..'} /* end of embedded lua code */\n\n') code_n = code_n +1 end -- Print method function classCode:print (ident,close) print(ident.."Code{") print(ident.." text = [["..self.text.."]],") print(ident.."}"..close) end -- Internal constructor function _Code (t) setmetatable(t,classCode) append(t) return t end -- Constructor -- Expects a string representing the code text function Code (l) return _Code { text = l } end
local M = {} function M.config() local present, aerial = pcall(require, "aerial") if present then aerial.setup(require("core.utils").user_plugin_opts("plugins.aerial", { close_behavior = "global", backends = { "lsp", "treesitter", "markdown" }, min_width = 28, show_guides = true, filter_kind = { "Array", "Boolean", "Class", "Constant", "Constructor", "Enum", "EnumMember", "Event", "Field", "File", "Function", "Interface", "Key", "Method", "Module", "Namespace", "Null", "Number", "Object", "Operator", "Package", "Property", "String", "Struct", "TypeParameter", "Variable", }, icons = { Array = "", Boolean = "⊨", Class = "", Constant = "", Constructor = "", Key = "", Function = "", Method = "ƒ", Namespace = "", Null = "NULL", Number = "#", Object = "⦿", Property = "", TypeParameter = "𝙏", Variable = "", Enum = "ℰ", Package = "", EnumMember = "", File = "", Module = "", Field = "", Interface = "ﰮ", String = "𝓐", Struct = "𝓢", Event = "", Operator = "+", }, guides = { mid_item = "├ ", last_item = "└ ", nested_top = "│ ", whitespace = " ", }, on_attach = function(bufnr) -- Jump forwards/backwards with '{' and '}' vim.keymap.set("n", "{", "<cmd>AerialPrev<cr>", { buffer = bufnr, desc = "Jump backwards in Aerial" }) vim.keymap.set("n", "}", "<cmd>AerialNext<cr>", { buffer = bufnr, desc = "Jump forwards in Aerial" }) -- Jump up the tree with '[[' or ']]' vim.keymap.set("n", "[[", "<cmd>AerialPrevUp<cr>", { buffer = bufnr, desc = "Jump up and backwards in Aerial" }) vim.keymap.set("n", "]]", "<cmd>AerialNextUp<cr>", { buffer = bufnr, desc = "Jump up and forwards in Aerial" }) end, })) end end return M
-- Copyright (c) 2015-present, Facebook, Inc. -- All rights reserved. -- -- This source code is licensed under the BSD-style license found in the -- LICENSE file in the root directory of this source tree. An additional grant -- of patent rights can be found in the PATENTS file in the same directory. require('torch') local stringx=require("pl.stringx") local base_memmnet base_memmnet=require("../supervised/memmnet") local RL_memmnet = {} setmetatable(RL_memmnet,{ __index = base_memmnet }) RL_memmnet.Data=require("../reinforce/RL_data") function RL_memmnet:MeMM_vector() local inputs={} local memory memory=nn.Identity()() table.insert(inputs,memory) local question=nn.Identity()() table.insert(inputs,question) local context_mask=nn.Identity()() table.insert(inputs,context_mask) local u=question; local store={}; local sen_atten; for i=1,self.params.N_hop do if i==1 then u=nn.Replicate(1,3)(u); else u=nn.Replicate(1,3)(store[i-1]); end sen_atten=nn.MM()({memory,u}); sen_atten=nn.Sum(3)(sen_atten); sen_atten=nn.SoftMax()(sen_atten); sen_atten=nn.CMulTable()({sen_atten,context_mask}); sen_atten=nn.Normalize(1)(sen_atten); sen_atten=nn.Replicate(1,2)(sen_atten); local attent_vect=nn.MM()({sen_atten,memory}); attent_vect=nn.Sum(2)(attent_vect) store[i]=nn.CAddTable()({attent_vect,u}); end return nn.gModule(inputs,{store[self.params.N_hop]}):cuda() end function RL_memmnet:MeMM_Binary() local inputs={} local memory=nn.Identity()() table.insert(inputs,memory) local question=nn.Identity()() table.insert(inputs,question) local context_mask=nn.Identity()() table.insert(inputs,context_mask) local memm=self:MeMM_vector() local vector=memm(inputs); local Linear=nn.Linear(self.params.dimension,2) Linear:reset(self.params.init_weight) local transform=Linear(vector) local LogP=nn.LogSoftMax()(transform) return nn.gModule(inputs,{LogP}):cuda() end function RL_memmnet:BinaryLookUpTable_() local inputs={}; local context=nn.Identity()(); table.insert(inputs,context) local question=nn.Identity()(); table.insert(inputs,question) local context_table=self.word_table:clone(); context_v=nn.Sum(2)(context_table(context)); local question_table= context_table:clone('weight','bias'); local question_v=nn.Sum(2)(question_table(question)); local module=nn.gModule(inputs,{context_v,question_v}); return module:cuda() end function RL_memmnet:Initial(params_) self.params=params_; self.f=io.open(self.params.output_file,"w") self.Data:process_data(self.params) self.params.token_size=200000; self.word_table= nn.LookupTable(self.params.token_size,self.params.dimension):cuda(); self.word_table:reset(self.params.init_weight) self.word_table.weight[1]:zero() self.AQLookUpTable=self:LookUpTable_(); self.QALookUpTable=self.AQLookUpTable:clone('weight','bias') self.BinaryLookUpTable=self:BinaryLookUpTable_(); self.MeMMBinary=self:MeMM_Binary() self.MeMM=self:MeMM_(); self.Modules={} self.Modules[1]=self.AQLookUpTable self.Modules[2]=self.QALookUpTable self.Modules[3]=self.BinaryLookUpTable self.current_lr=self.params.lr; self.baseline = nn.Linear(self.params.dimension, 1) self.baseline.weight:fill(0) self.baseline.bias:fill(0) self.baseline:cuda() self.mse = nn.MSECriterion() self.mse:cuda() self.total_reward_value=0; self.total_reward_num=0; self.regularizer = nn.Sequential() local tmp = nn.ConcatTable() tmp:add(nn.Identity()) tmp:add(nn.Exp()) self.regularizer:add(tmp) self.regularizer:add(nn.CMulTable()) -- p log p self.regularizer:add(nn.Sum(1, 1)) self.regularizer:add(nn.Sum(1)) self.regularizer:cuda() end function RL_memmnet:test() self.total_scores=0 self.total_instance=0 self.total_question_ask=0 self.total_right_instance=0; local cost_QA=0; local cost_AQ=0; self.index=0 while true do local finish=self:collectBatch() if finish==1 then break end self:Forward_Policy_AQorQA() self:Policy_Answer() end print("AQ percentage "..self.total_question_ask/self.total_instance) self.f:write("AQ percentage "..self.total_question_ask/self.total_instance.."\n") print(self.total_right_instance,self.total_instance) print("accuray "..self.total_right_instance/self.total_instance) print(self.total_right_instance,self.total_instance) self.f:write("accuray "..self.total_right_instance/self.total_instance.."\n") print("RL score "..self.total_scores/self.total_instance) self.f:write("RL score "..self.total_scores/self.total_instance.."\n") return self.total_scores/self.total_instance end function RL_memmnet:collectBatch() local finish=0; local good_AQ_lines,good_QA_lines,bad_AQ_lines,bad_QA_lines self.current_batch_AQ={} self.current_batch_QA={} if self.flag=="train" then good_AQ_lines,finish,self.Data.good_AQ_train_index=self.Data:GetBatch(self.Data.good_AQ_train_index,self.Data.good_AQ_train_lines) --good student asking questions good_QA_lines,finish,self.Data.good_QA_train_index=self.Data:GetBatch(self.Data.good_QA_train_index,self.Data.good_QA_train_lines) --good student not asking questions bad_AQ_lines,finish,self.Data.bad_AQ_train_index=self.Data:GetBatch(self.Data.bad_AQ_train_index,self.Data.bad_AQ_train_lines) --bad student asking questions bad_QA_lines,finish,self.Data.bad_QA_train_index=self.Data:GetBatch(self.Data.bad_QA_train_index,self.Data.bad_QA_train_lines); --bad student not asking questions elseif self.flag=="dev" then good_AQ_lines,finish,self.Data.good_AQ_dev_index=self.Data:GetBatch(self.Data.good_AQ_dev_index,self.Data.good_AQ_dev_lines) good_QA_lines,finish,self.Data.good_QA_dev_index=self.Data:GetBatch(self.Data.good_QA_dev_index,self.Data.good_QA_dev_lines) bad_AQ_lines,finish,self.Data.bad_AQ_dev_index=self.Data:GetBatch(self.Data.bad_AQ_dev_index,self.Data.bad_AQ_dev_lines) bad_QA_lines,finish,self.Data.bad_QA_dev_index=self.Data:GetBatch(self.Data.bad_QA_dev_index,self.Data.bad_QA_dev_lines); elseif self.flag=="test" then good_AQ_lines,finish,self.Data.good_AQ_test_index=self.Data:GetBatch(self.Data.good_AQ_test_index,self.Data.good_AQ_test_lines) good_QA_lines,finish,self.Data.good_QA_test_index=self.Data:GetBatch(self.Data.good_QA_test_index,self.Data.good_QA_test_lines) bad_AQ_lines,finish,self.Data.bad_AQ_test_index=self.Data:GetBatch(self.Data.bad_AQ_test_index,self.Data.bad_AQ_test_lines) bad_QA_lines,finish,self.Data.bad_QA_test_index=self.Data:GetBatch(self.Data.bad_QA_test_index,self.Data.bad_QA_test_lines); end if self.params.RL_setting=="good" then self.current_batch_AQ=good_AQ_lines; self.current_batch_QA=good_QA_lines elseif self.params.RL_setting=="bad" then self.current_batch_AQ=bad_AQ_lines; self.current_batch_QA=bad_QA_lines; elseif self.params.RL_setting=="medium" then for i=1,self.params.batch_size do if i%2==0 then self.current_batch_AQ[#self.current_batch_AQ+1]=good_AQ_lines[i]; self.current_batch_QA[#self.current_batch_QA+1]=good_QA_lines[i]; else self.current_batch_AQ[#self.current_batch_AQ+1]=bad_AQ_lines[i]; self.current_batch_QA[#self.current_batch_QA+1]=bad_QA_lines[i]; end end end return finish; end function RL_memmnet:PrepareField(oldname,newname,Dataset) local max_length=-1; for i=1,#Dataset do if Dataset[i][oldname]:size(1)>max_length then max_length=Dataset[i][oldname]:size(1) end end self[newname]=torch.Tensor(); for i=1,#Dataset do local ex=Dataset[i]; local v=torch.Tensor(1,max_length); v:sub(1,1,1,ex[oldname]:size(1)):copy(ex[oldname]) if i==1 then self[newname]=v; else self[newname]=torch.cat(self[newname],v,1); end end self[newname]=self[newname]:cuda() end function RL_memmnet:GeneralPrepareContextVector(old_context_name,new_context_name,new_mask_name,Dataset) context_length=-100 context_num=-100 for i,instance in pairs(Dataset)do if #instance[old_context_name]>context_num then context_num=#instance[old_context_name] end for j,v in pairs(instance[old_context_name])do if v:size(1)>context_length then context_length=v:size(1) end end end self[new_mask_name]=torch.Tensor(#Dataset,context_num):fill(0):cuda() for i,instance in pairs(Dataset)do self[new_mask_name]:sub(i,i,1,#instance[old_context_name]):fill(1); local context_Mat=torch.Tensor(context_num,context_length):fill(1):cuda() for j,v in pairs(Dataset[i][old_context_name])do context_Mat:sub(j,j,1,v:size(1)):copy(v); end if i==1 then self[new_context_name]=context_Mat; else self[new_context_name]=torch.cat(self[new_context_name],context_Mat,1); end end end function RL_memmnet:Forward_Policy_AQorQA() --the REINFORCE model for asking vs not asking questions self:GeneralPrepareContextVector("kb_x","kb_word","kb_mask",self.current_batch_QA) self:PrepareField("question","query_word_",self.current_batch_QA); self.n_instance=#self.current_batch_QA local vector_output=self.BinaryLookUpTable:forward({ self.kb_word,self.query_word_}); self.kb_v=vector_output[1]; self.binary_query_v=vector_output[2]; self.kb_v=self:Reshape2Dto3D(self.kb_v,self.n_instance) self.binaryP=self.MeMMBinary:forward({self.kb_v,self.binary_query_v,self.kb_mask}); end function RL_memmnet:Backward_Policy_AQorQA() local d_binary_output=self.MeMMBinary:backward({self.kb_v,self.binary_query_v,self.kb_mask}, self.d_binary_pred) local d_kb_v=d_binary_output[1]; local d_binary_query_v=d_binary_output[2] d_kb_v=self:Reshape3Dto2D(d_kb_v); self.BinaryLookUpTable:backward({self.kb_word,self.query_word_},{d_kb_v,d_binary_query_v}) end function RL_memmnet:Policy_Answer() --the REINFORCE model for the final answer if self.flag=="train" then self.binaryDecision=torch.multinomial(torch.exp(self.binaryP),1); elseif self.flag=="test" then if self.test_mode=="standard" then self.binaryDecision=torch.multinomial(torch.exp(self.binaryP),1); --_,self.binaryDecision=torch.max(self.binaryP,2) else self.binaryDecision=torch.Tensor(self.binaryP:size(1),1):fill(0) if self.test_mode=="half" then for i=1,self.binaryDecision:size(1) do if math.random()<0.5 then self.binaryDecision[i][1]=1; else self.binaryDecision[i][1]=2; end end elseif self.test_mode=="AQ" then self.binaryDecision:fill(2); elseif self.test_mode=="QA" then self.binaryDecision:fill(1); end end end self.select_current_batch_AQ={} self.select_current_batch_QA={} self.QA_map={}; self.AQ_map={} for i=1,self.binaryDecision:size(1) do self.total_instance=self.total_instance+1 if self.binaryDecision[i][1]==1 then self.select_current_batch_QA[#self.select_current_batch_QA+1]=self.current_batch_QA[i]; self.QA_map[#self.QA_map+1]=i else self.select_current_batch_AQ[#self.select_current_batch_AQ+1]=self.current_batch_AQ[i]; self.AQ_map[#self.AQ_map+1]=i; self.total_question_ask=self.total_question_ask+1 end end self.d_binary_pred=torch.Tensor(self.binaryP:size()):fill(0):cuda() if #self.select_current_batch_QA~=0 then --update not-asking-question policy self.reward_vector_QA=torch.Tensor(#self.select_current_batch_QA):zero():cuda(); self.n_instance=#self.select_current_batch_QA; self:prepareData(self.select_current_batch_QA); local batch_pred=self:Forward(self.QALookUpTable) local answer_prediction if self.flag=="train" then answer_prediction=torch.multinomial(torch.exp(batch_pred),1) elseif self.flag=="test" then _,answer_prediction=torch.max(batch_pred,2); end for i=1,self.n_instance do local answer_predict=answer_prediction[i][1]; local answer_reward; local AQ_reward local current_instance=self.select_current_batch_QA[i] if current_instance.answers[current_instance.AnswerCandidate[answer_predict]]~=nil then answer_reward=1 self.total_right_instance=self.total_right_instance+1 else answer_reward=-1 end if self.iter<self.params.StaringFullTraining then AQ_reward=0; else if self.binaryDecision[self.QA_map[i]][1]==1 then AQ_reward=0; else error("QA_map mismatch") end end self.reward_vector_QA[i]=answer_reward-AQ_reward; self.total_scores=self.total_scores+self.reward_vector_QA[i] self.total_reward_value=self.total_reward_value+self.reward_vector_QA[i] self.total_reward_num=self.total_reward_num+1; end self.d_batch_pred=torch.Tensor(batch_pred:size()):fill(0):cuda(); self.baseline_v=self:getHopVec() baseline = self.baseline:forward(self.baseline_v) for i=1,self.n_instance do self.d_batch_pred[i][answer_prediction[i][1]]=baseline[i]-self.reward_vector_QA[i] self.d_binary_pred[self.QA_map[i]][self.binaryDecision[self.QA_map[i]][1]]=baseline[i]-self.reward_vector_QA[i] end if self.flag=="train" and self.train_mode=="update_final" then self:Backward(self.d_batch_pred,self.QALookUpTable) end self.baseline:zeroGradParameters() local baseline_error = self.mse:forward(baseline:view(self.n_instance),self.reward_vector_QA); self.mse:backward(baseline,self.reward_vector_QA); self.baseline:backward(self.baseline_v,self.mse.gradInput) self.baseline:updateParameters(self.params.RF_lr) end if #self.select_current_batch_AQ~=0 then --update asking-question policy self.reward_vector_AQ=torch.Tensor(#self.select_current_batch_AQ):zero():cuda(); self.n_instance=#self.select_current_batch_AQ; self:prepareData(self.select_current_batch_AQ); local batch_pred=self:Forward(self.AQLookUpTable) local answer_prediction; if self.flag=="train" then answer_prediction=torch.multinomial(torch.exp(batch_pred),1) elseif self.flag=="test" then _,answer_prediction=torch.max(batch_pred,2); end for i=1,self.n_instance do local answer_predict=answer_prediction[i][1]; local answer_reward; local AQ_reward local current_instance=self.select_current_batch_AQ[i] if current_instance.answers[current_instance.AnswerCandidate[answer_predict]]~=nil then answer_reward=1 self.total_right_instance=self.total_right_instance+1 else answer_reward=-1 end if self.iter<self.params.StaringFullTraining then AQ_reward=0; --for the first a few iterations, ignore the policy for asking-question vs not-asking-question else if self.binaryDecision[self.AQ_map[i]][1]==1 then error("AQ_map mismatch") else AQ_reward=self.params.AQcost end end self.reward_vector_AQ[i]=answer_reward-AQ_reward; self.total_scores=self.total_scores+self.reward_vector_AQ[i] self.total_reward_value=self.total_reward_value+self.reward_vector_AQ[i] self.total_reward_num=self.total_reward_num+1; end self.d_batch_pred=torch.Tensor(batch_pred:size()):fill(0):cuda(); self.baseline_v=self:getHopVec() local baseline = self.baseline:forward(self.baseline_v) for i=1,self.n_instance do self.d_batch_pred[i][answer_prediction[i][1]]=baseline[i]-self.reward_vector_AQ[i] self.d_binary_pred[self.AQ_map[i]][self.binaryDecision[self.AQ_map[i]][1]]=baseline[i]-self.reward_vector_AQ[i] end if self.flag=="train" and self.train_mode=="update_final" then self:Backward(self.d_batch_pred,self.AQLookUpTable) end local baseline_error = self.mse:forward(baseline:view(self.n_instance),self.reward_vector_AQ); self.baseline:zeroGradParameters() self.mse:backward(baseline,self.reward_vector_AQ); self.baseline:backward(self.baseline_v,self.mse.gradInput) self.baseline:updateParameters(self.params.RF_lr) end self.regularizer:forward(self.binaryP); self.regularizer:backward(self.binaryP,torch.CudaTensor{self.params.REINFORCE_reg}); self.d_binary_pred:add(self.regularizer.gradInput) --adding entropy to regularize the asking-question/not-asking-question policy end function RL_memmnet:train() self.base_line_value=0; self.base_line_num=0; self.iter=0 local update=0; self.train_mode="update_final" while true do self.iter=self.iter+1 self.total_scores=0 self.total_instance=0 self.total_question_ask=0 self.total_right_instance=0; self.index=0; while true do for i=1,#self.Modules do self.Modules[i]:zeroGradParameters() end self.flag="train" local finish=self:collectBatch() if finish==1 then break; end update=update+1; if self.iter<self.params.StaringFullTraining then self.binaryP=torch.Tensor(self.params.batch_size,2):fill(0.5):cuda() --equal possibility for AQ and QA for the first a few iterations so that both policies --can get learned else self:Forward_Policy_AQorQA() end self:Policy_Answer() if self.iter>=self.params.StaringFullTraining then --do not update asking-question vs not-asking-question policy for the first a few iterations self:Backward_Policy_AQorQA() end self:update() end print("iter "..self.iter) self.f:write("iter "..self.iter.."\n") self.flag="test" if self.iter<self.params.StaringFullTraining then self.test_mode="half" else self.test_mode="standard" self.train_mode="not_update_final" end self:test() if self.iter==self.params.StaringFullTraining-1 then print("only AQ acc") self.test_mode="AQ" --test when the student always asks a question self:test() print("only QA acc") --test when the student never asks a question self.test_mode="QA" self:test() end if self.iter==self.params.N_iter then break; end end self.f:close() end return RL_memmnet
--- === cp.apple.finalcutpro.main.MediaBrowser === --- --- Media Browser Module. local require = require -- local log = require("hs.logger").new("mediaBrowser") local just = require("cp.just") local prop = require("cp.prop") local axutils = require("cp.ui.axutils") local Table = require("cp.ui.Table") local PopUpButton = require("cp.ui.PopUpButton") local TextField = require("cp.ui.TextField") local cache = axutils.cache local childWithRole = axutils.childWithRole local MediaBrowser = {} --- cp.apple.finalcutpro.main.MediaBrowser.TITLE -> string --- Constant --- Photos & Audio Title. MediaBrowser.TITLE = "Photos and Audio" --- cp.apple.finalcutpro.main.MediaBrowser.MAX_SECTIONS -> number --- Constant --- Maximum Sections. MediaBrowser.MAX_SECTIONS = 4 --- cp.apple.finalcutpro.main.MediaBrowser.PHOTOS -> number --- Constant --- Photos ID. MediaBrowser.PHOTOS = 1 --- cp.apple.finalcutpro.main.MediaBrowser.GARAGE_BAND -> number --- Constant --- Garage Band ID. MediaBrowser.GARAGE_BAND = 2 --- cp.apple.finalcutpro.main.MediaBrowser.ITUNES -> number --- Constant --- iTunes ID. MediaBrowser.ITUNES = 3 --- cp.apple.finalcutpro.main.MediaBrowser.SOUND_EFFECTS -> number --- Constant --- Sound Effects ID. MediaBrowser.SOUND_EFFECTS = 4 --- cp.apple.finalcutpro.main.MediaBrowser.new(parent) -> MediaBrowser --- Constructor --- Creates a new `Browser` instance. --- --- Parameters: --- * parent - The parent object. --- --- Returns: --- * A new `MediaBrowser` object. function MediaBrowser.new(parent) local o = prop.extend({_parent = parent}, MediaBrowser) local isShowing = parent.isShowing:AND(parent.mediaShowing) local UI = prop.OR(isShowing:AND(parent.UI), prop.NIL) prop.bind(o) { --- cp.apple.finalcutpro.main.MediaBrowser.isShowing <cp.prop: boolean; read-only> --- Field --- Checks if the Media Browser is showing. isShowing = isShowing, --- cp.apple.finalcutpro.main.MediaBrowser.UI <cp.prop: hs._asm.axuielement; read-only> --- Field --- Returns the UI for the Media Browser, or `nil` if not available. UI = UI, --- cp.apple.finalcutpro.main.MediaBrowser.mainGroupUI <cp.prop: hs._asm.axuielement; read-only> --- Field --- Returns the main group UI for the Media Browser, or `nil` if not available. mainGroupUI = UI:mutate(function(original, self) return cache(self, "_mainGroup", function() local ui = original() return ui and childWithRole(ui, "AXSplitGroup") end) end), } return o end --- cp.apple.finalcutpro.main.MediaBrowser:parent() -> parent --- Method --- Returns the parent object. --- --- Parameters: --- * None --- --- Returns: --- * parent function MediaBrowser:parent() return self._parent end --- cp.apple.finalcutpro.main.MediaBrowser:app() -> App --- Method --- Returns the app instance representing Final Cut Pro. --- --- Parameters: --- * None --- --- Returns: --- * App function MediaBrowser:app() return self:parent():app() end ----------------------------------------------------------------------- -- -- MEDIABROWSER UI: -- ----------------------------------------------------------------------- --- cp.apple.finalcutpro.main.MediaBrowser:show() -> MediaBrowser --- Method --- Show the Media Browser. --- --- Parameters: --- * None --- --- Returns: --- * The `MediaBrowser` object. function MediaBrowser:show() local menuBar = self:app():menu() ----------------------------------------------------------------------- -- Go there direct: ----------------------------------------------------------------------- menuBar:selectMenu({"Window", "Go To", MediaBrowser.TITLE}) just.doUntil(function() return self:isShowing() end) return self end --- cp.apple.finalcutpro.main.MediaBrowser:hide() -> MediaBrowser --- Method --- Hide the Media Browser. --- --- Parameters: --- * None --- --- Returns: --- * The `MediaBrowser` object. function MediaBrowser:hide() self:parent():hide() return self end ----------------------------------------------------------------------------- -- -- SECTIONS: -- ----------------------------------------------------------------------------- --- cp.apple.finalcutpro.main.MediaBrowser:sidebar() -> Table --- Method --- Get the Sidebar Table. --- --- Parameters: --- * None --- --- Returns: --- * `Table` object. function MediaBrowser:sidebar() if not self._sidebar then self._sidebar = Table(self, function() return childWithRole(self:mainGroupUI(), "AXScrollArea") end) end return self._sidebar end --- cp.apple.finalcutpro.main.MediaBrowser:group() -> PopUpButton --- Method --- Get the group PopUpButton. --- --- Parameters: --- * None --- --- Returns: --- * `PopUpButton` object. function MediaBrowser:group() if not self._group then self._group = PopUpButton(self, function() return childWithRole(self:UI(), "AXPopUpButton") end) end return self._group end --- cp.apple.finalcutpro.main.MediaBrowser:search() -> TextField --- Method --- Get the search TextField. --- --- Parameters: --- * None --- --- Returns: --- * `TextField` object. function MediaBrowser:search() if not self._search then self._search = TextField(self, function() return childWithRole(self:mainGroupUI(), "AXTextField") end) end return self._search end --- cp.apple.finalcutpro.main.MediaBrowser:search() -> MediaBrowser --- Method --- Show the Media Browser Sidebar. --- --- Parameters: --- * None --- --- Returns: --- * `MediaBrowser` object. function MediaBrowser:showSidebar() self:app():menu():selectMenu({"Window", "Show in Workspace", "Sidebar"}) return self end --- cp.apple.finalcutpro.main.MediaBrowser:search() -> axuielementObject --- Method --- Get the Top Categories UI. --- --- Parameters: --- * None --- --- Returns: --- * `axuielementObject` object. function MediaBrowser:topCategoriesUI() return self:sidebar():rowsUI(function(row) return row:attributeValue("AXDisclosureLevel") == 0 end) end --- cp.apple.finalcutpro.main.MediaBrowser:showSection(index) -> MediaBrowser --- Method --- Show a specific section. --- --- Parameters: --- * index - The index ID of the section you want to show as a number. --- --- Returns: --- * `MediaBrowser` object. function MediaBrowser:showSection(index) self:showSidebar() local topCategories = self:topCategoriesUI() if topCategories and #topCategories == MediaBrowser.MAX_SECTIONS then self:sidebar():selectRow(topCategories[index]) end return self end --- cp.apple.finalcutpro.main.MediaBrowser:showPhotos() -> MediaBrowser --- Method --- Show Photos Section. --- --- Parameters: --- * None --- --- Returns: --- * `MediaBrowser` object. function MediaBrowser:showPhotos() return self:showSection(MediaBrowser.PHOTOS) end --- cp.apple.finalcutpro.main.MediaBrowser:showGarageBand() -> MediaBrowser --- Method --- Show Garage Band Section. --- --- Parameters: --- * None --- --- Returns: --- * `MediaBrowser` object. function MediaBrowser:showGarageBand() return self:showSection(MediaBrowser.GARAGE_BAND) end --- cp.apple.finalcutpro.main.MediaBrowser:showITunes() -> MediaBrowser --- Method --- Show iTunes Section. --- --- Parameters: --- * None --- --- Returns: --- * `MediaBrowser` object. function MediaBrowser:showITunes() return self:showSection(MediaBrowser.ITUNES) end --- cp.apple.finalcutpro.main.MediaBrowser:showSoundEffects() -> MediaBrowser --- Method --- Show Sound Effects Section. --- --- Parameters: --- * None --- --- Returns: --- * `MediaBrowser` object. function MediaBrowser:showSoundEffects() return self:showSection(MediaBrowser.SOUND_EFFECTS) end --- cp.apple.finalcutpro.main.MediaBrowser:saveLayout() -> table --- Method --- Saves the current Media Browser layout to a table. --- --- Parameters: --- * None --- --- Returns: --- * A table containing the current Media Browser Layout. function MediaBrowser:saveLayout() local layout = {} if self:isShowing() then layout.showing = true layout.sidebar = self:sidebar():saveLayout() layout.search = self:search():saveLayout() end return layout end --- cp.apple.finalcutpro.main.MediaBrowser:loadLayout(layout) -> none --- Method --- Loads a Media Browser layout. --- --- Parameters: --- * layout - A table containing the Media Browser layout settings - created using `cp.apple.finalcutpro.main.MediaBrowser:saveLayout()`. --- --- Returns: --- * None function MediaBrowser:loadLayout(layout) if layout and layout.showing then self:show() self:sidebar():loadLayout(layout.sidebar) self:search():loadLayout(layout.sidebar) end end return MediaBrowser
Script.Load("lua/TechTreeConstants.lua") -- Index used to retrieve the class name for some tech ids kUpDataClassIndex = "class" -- Index used to retrieve the team the upgrade is tied to kUpDataTeamIndex = "team" -- Index used to retrieve the rank required to unlock the upgrade kUpDataRankIndex = "rank" -- Index used to retrieve the cost of the upgrade kUpDataCostIndex = "cost" -- Index used to get the value the upgrade is hardcapped at kUpDataHardCapIndex = "hardcap" -- Index used to get the name of the upgrade used in conjunction -- with the "buy" console command kUpDataConsoleNameIndex = "consoleName" -- Index used to get the category of an upgrade kUpDataCategoryIndex = "category" -- Index used to get the description of an upgrade kUpDataDescIndex = "desc" -- Index used to get a flag that indicates if the upgrade persists after death for the current round kUpDataPersistIndex = "persist" -- Index used to get a flag that indicates if the upgrade is passive or not kUpDataPassiveIndex = "passive" -- Index used to retrieve a table of tech ids that indicate other upgrades that are -- mutually exclusive to the upgrade indicated kUpDataMutuallyExclusiveIndex = "mutuallyExclusive" -- Index used to retrieve a flag that indicates if the upgrade requires the alien player to gestate kUpDataRequiresGestation = "gestation" -- Index used to retrieve the texture used to represent the tech/upgrade on the buy menu kUpDataIconTextureIndex = "texture" -- Index used to retrieve the indexed offset within the texture used to represent the tech/upgrade on the buy menu kUpDataIconTextureOffsetIndex = "texOffset" -- Index used to retrieve a table that specifies the size of the upgrade icon displayed on the buy menu kUpDataIconSizeIndex = "iconSize" -- Index used to retrieve the texture used to represent the tech/upgrade on the buy menu information window kUpDataLargeIconTextureIndex = "largeTexture" -- Index used to retrieve the indexed offset within the texture used to represent the tech/upgrade on the buy menu information window kUpDataLargeIconTextureOffsetIndex = "largeTexOffset" -- Index used to retrieve a table that specifies the size of the upgrade icon displayed on the buy menu information window kUpDataLargeIconSizeIndex = "largeIconSize" -- Index used to retrieve flag that indicates if an ability is tier 1 kUpDataRequiresOneHiveIndex = "onehive" -- Index used to retrieve flag that indicates if an ability is tier 2 kUpDataRequiresTwoHivesIndex = "twohives" -- Index used to retrieve flag that indicates if an ability is tier 3 kUpDataRequiresThreeHivesIndex = "threehives" kCombatUpgradeData = { [kTechId.Marine] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 0, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "marine", [kUpDataCategoryIndex] = "Root", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { } }, [kTechId.Jetpack] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 7, [kUpDataCostIndex] = 2, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "jp", [kUpDataCategoryIndex] = "Tech", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds", [kUpDataIconTextureOffsetIndex] = 5, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 6, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.DualMinigunExosuit] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 8, [kUpDataCostIndex] = 2, [kUpDataHardCapIndex] = 1/3, [kUpDataConsoleNameIndex] = "minigunexo", [kUpDataCategoryIndex] = "Tech", [kUpDataDescIndex] = "An armored exosuit with a minigun equipped to each arm.", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.DualRailgunExosuit }, [kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds", [kUpDataIconTextureOffsetIndex] = 6, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 10, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.DualRailgunExosuit] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 8, [kUpDataCostIndex] = 2, [kUpDataHardCapIndex] = 1/3, [kUpDataConsoleNameIndex] = "railgunexo", [kUpDataCategoryIndex] = "Tech", [kUpDataDescIndex] = "An armored exosuit with a railgun equipped to each arm.", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.DualMinigunExosuit }, [kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds", [kUpDataIconTextureOffsetIndex] = 7, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 11, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Pistol] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "pistol", [kUpDataCategoryIndex] = "Weapon", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_weapon_icons.dds", [kUpDataIconTextureOffsetIndex] = 0, [kUpDataIconSizeIndex] = Vector(128, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 1, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Rifle] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "rifle", [kUpDataCategoryIndex] = "Weapon", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Shotgun, kTechId.Flamethrower, kTechId.GrenadeLauncher, kTechId.HeavyMachineGun }, [kUpDataIconTextureIndex] = "ui/combatui_marine_weapon_icons.dds", [kUpDataIconTextureOffsetIndex] = 1, [kUpDataIconSizeIndex] = Vector(128, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 2, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Shotgun] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 3, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "shotgun", [kUpDataCategoryIndex] = "Weapon", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Rifle, kTechId.Flamethrower, kTechId.GrenadeLauncher, kTechId.HeavyMachineGun }, [kUpDataIconTextureIndex] = "ui/combatui_marine_weapon_icons.dds", [kUpDataIconTextureOffsetIndex] = 2, [kUpDataIconSizeIndex] = Vector(128, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 3, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Flamethrower] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 5, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 1/2, [kUpDataConsoleNameIndex] = "flamethrower", [kUpDataCategoryIndex] = "Weapon", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Rifle, kTechId.Shotgun, kTechId.GrenadeLauncher, kTechId.HeavyMachineGun }, [kUpDataIconTextureIndex] = "ui/combatui_marine_weapon_icons.dds", [kUpDataIconTextureOffsetIndex] = 3, [kUpDataIconSizeIndex] = Vector(128, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 5, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.GrenadeLauncher] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 6, [kUpDataCostIndex] = 2, [kUpDataHardCapIndex] = 1/2, [kUpDataConsoleNameIndex] = "gl", [kUpDataCategoryIndex] = "Weapon", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Rifle, kTechId.Shotgun, kTechId.Flamethrower, kTechId.HeavyMachineGun }, [kUpDataIconTextureIndex] = "ui/combatui_marine_weapon_icons.dds", [kUpDataIconTextureOffsetIndex] = 4, [kUpDataIconSizeIndex] = Vector(128, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 4, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.HeavyMachineGun] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 6, [kUpDataCostIndex] = 2, [kUpDataHardCapIndex] = 1/2, [kUpDataConsoleNameIndex] = "hmg", [kUpDataCategoryIndex] = "Weapon", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Rifle, kTechId.Shotgun, kTechId.Flamethrower, kTechId.GrenadeLauncher }, [kUpDataIconTextureIndex] = "ui/combatui_marine_weapon_icons.dds", [kUpDataIconTextureOffsetIndex] = 5, [kUpDataIconSizeIndex] = Vector(128, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 15, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Welder] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "welder", [kUpDataCategoryIndex] = "Tech", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds", [kUpDataIconTextureOffsetIndex] = 0, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 8, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.LayMines] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 4, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "mines", [kUpDataCategoryIndex] = "Tech", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds", [kUpDataIconTextureOffsetIndex] = 1, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 9, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.ClusterGrenade] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 4, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "clustergrenade", [kUpDataCategoryIndex] = "Tech", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.GasGrenade, kTechId.PulseGrenade }, [kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds", [kUpDataIconTextureOffsetIndex] = 2, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 12, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.GasGrenade] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 4, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "gasgrenade", [kUpDataCategoryIndex] = "Tech", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.ClusterGrenade, kTechId.PulseGrenade }, [kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds", [kUpDataIconTextureOffsetIndex] = 3, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 13, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.PulseGrenade] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 4, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "pulsegrenade", [kUpDataCategoryIndex] = "Tech", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.ClusterGrenade, kTechId.GasGrenade }, [kUpDataIconTextureIndex] = "ui/combatui_marine_tech_icons.dds", [kUpDataIconTextureOffsetIndex] = 4, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/marine_buy_bigicons.dds", [kUpDataLargeIconTextureOffsetIndex] = 14, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Armor1] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "armor1", [kUpDataCategoryIndex] = "Upgrades", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds", [kUpDataIconTextureOffsetIndex] = 0, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds", [kUpDataLargeIconTextureOffsetIndex] = 4, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Armor2] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 2, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "armor2", [kUpDataCategoryIndex] = "Upgrades", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds", [kUpDataIconTextureOffsetIndex] = 1, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds", [kUpDataLargeIconTextureOffsetIndex] = 4, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Armor3] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 3, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "armor3", [kUpDataCategoryIndex] = "Upgrades", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds", [kUpDataIconTextureOffsetIndex] = 2, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds", [kUpDataLargeIconTextureOffsetIndex] = 4, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Weapons1] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "wpn1", [kUpDataCategoryIndex] = "Upgrades", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds", [kUpDataIconTextureOffsetIndex] = 3, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds", [kUpDataLargeIconTextureOffsetIndex] = 5, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Weapons2] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 2, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "wpn2", [kUpDataCategoryIndex] = "Upgrades", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds", [kUpDataIconTextureOffsetIndex] = 4, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds", [kUpDataLargeIconTextureOffsetIndex] = 5, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Weapons3] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 3, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "wpn3", [kUpDataCategoryIndex] = "Upgrades", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds", [kUpDataIconTextureOffsetIndex] = 5, [kUpDataIconSizeIndex] = Vector(64, 64, 0) }, [kTechId.MedPack] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 2, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "medpack", [kUpDataCategoryIndex] = "Consumable", [kUpDataDescIndex] = "A pack that restores 50 player health each use. Can be reused every time the cooldown expires.", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds", [kUpDataIconTextureOffsetIndex] = 6, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds", [kUpDataLargeIconTextureOffsetIndex] = 0, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.AmmoPack] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 2, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "ammopack", [kUpDataCategoryIndex] = "Consumable", [kUpDataDescIndex] = "A pack that restores ammo for any type of weapon. Can be reused every time the cooldown expires.", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds", [kUpDataIconTextureOffsetIndex] = 7, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds", [kUpDataLargeIconTextureOffsetIndex] = 1, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.CatPack] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 5, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "catpack", [kUpDataCategoryIndex] = "Consumable", [kUpDataDescIndex] = "A pack that increases Marine movement and speed for a limited time. Can be reused every time the cooldown expires.", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds", [kUpDataIconTextureOffsetIndex] = 8, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds", [kUpDataLargeIconTextureOffsetIndex] = 2, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Scan] = { [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 5, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "scan", [kUpDataCategoryIndex] = "Consumable", [kUpDataDescIndex] = "Reveals cloaked units and gives line of sight to the area where triggered. Can be reused every time the cooldown expires.", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_upgrade_icons.dds", [kUpDataIconTextureOffsetIndex] = 9, [kUpDataIconSizeIndex] = Vector(64, 64, 0), [kUpDataLargeIconTextureIndex] = "ui/combatui_marine_icons_big.dds", [kUpDataLargeIconTextureOffsetIndex] = 3, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Armory] = { [kUpDataClassIndex] = "Armory", [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 2, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 3, [kUpDataConsoleNameIndex] = "armory", [kUpDataCategoryIndex] = "Structures", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_structure_icons.dds", [kUpDataIconTextureOffsetIndex] = 0, [kUpDataIconSizeIndex] = Vector(128, 192, 0), [kUpDataLargeIconTextureIndex] = "ui/combatui_marine_structure_icons_big.dds", [kUpDataLargeIconTextureOffsetIndex] = 0, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.PhaseGate] = { [kUpDataClassIndex] = "PhaseGate", [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 3, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 3, [kUpDataConsoleNameIndex] = "phasegate", [kUpDataCategoryIndex] = "Structures", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_structure_icons.dds", [kUpDataIconTextureOffsetIndex] = 1, [kUpDataIconSizeIndex] = Vector(128, 192, 0), [kUpDataLargeIconTextureIndex] = "ui/combatui_marine_structure_icons_big.dds", [kUpDataLargeIconTextureOffsetIndex] = 1, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Observatory] = { [kUpDataClassIndex] = "Observatory", [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 4, [kUpDataCostIndex] = 2, [kUpDataHardCapIndex] = 4, [kUpDataConsoleNameIndex] = "observatory", [kUpDataCategoryIndex] = "Structures", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_structure_icons.dds", [kUpDataIconTextureOffsetIndex] = 2, [kUpDataIconSizeIndex] = Vector(128, 192, 0), [kUpDataLargeIconTextureIndex] = "ui/combatui_marine_structure_icons_big.dds", [kUpDataLargeIconTextureOffsetIndex] = 2, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Sentry] = { [kUpDataClassIndex] = "Sentry", [kUpDataTeamIndex] = 1, [kUpDataRankIndex] = 5, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 8, [kUpDataConsoleNameIndex] = "sentry", [kUpDataCategoryIndex] = "Structures", [kUpDataDescIndex] = "An AI torrent that fires on enemy units. Requires an active power node for the area it is located.", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataIconTextureIndex] = "ui/combatui_marine_structure_icons.dds", [kUpDataIconTextureOffsetIndex] = 3, [kUpDataIconSizeIndex] = Vector(128, 192, 0), [kUpDataLargeIconTextureIndex] = "ui/combatui_marine_structure_icons_big.dds", [kUpDataLargeIconTextureOffsetIndex] = 3, [kUpDataLargeIconSizeIndex] = Vector(400, 300, 0) }, [kTechId.Skulk] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "skulk", [kUpDataCategoryIndex] = "Lifeform", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Gorge, kTechId.Lerk, kTechId.Fade, kTechId.Onos }, [kUpDataRequiresGestation] = true }, [kTechId.Gorge] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "gorge", [kUpDataCategoryIndex] = "Lifeform", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Skulk, kTechId.Lerk, kTechId.Fade, kTechId.Onos }, [kUpDataRequiresGestation] = true }, [kTechId.Lerk] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 3, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "lerk", [kUpDataCategoryIndex] = "Lifeform", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Skulk, kTechId.Gorge, kTechId.Fade, kTechId.Onos }, [kUpDataRequiresGestation] = true }, [kTechId.Fade] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 5, [kUpDataCostIndex] = 2, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "fade", [kUpDataCategoryIndex] = "Lifeform", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Skulk, kTechId.Gorge, kTechId.Lerk, kTechId.Onos }, [kUpDataRequiresGestation] = true }, [kTechId.Onos] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 6, [kUpDataCostIndex] = 2, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "onos", [kUpDataCategoryIndex] = "Lifeform", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Skulk, kTechId.Gorge, kTechId.Lerk, kTechId.Fade }, [kUpDataRequiresGestation] = true }, [kTechId.Spur] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "spur", [kUpDataCategoryIndex] = "UpgradeType", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = true, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataRequiresGestation] = false }, [kTechId.Veil] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "veil", [kUpDataCategoryIndex] = "UpgradeType", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = true, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataRequiresGestation] = false }, [kTechId.Shell] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "shell", [kUpDataCategoryIndex] = "UpgradeType", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = true, [kUpDataMutuallyExclusiveIndex] = { }, [kUpDataRequiresGestation] = false }, [kTechId.Adrenaline] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "adrenaline", [kUpDataCategoryIndex] = "Upgrade", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Celerity, kTechId.Silence }, [kUpDataRequiresGestation] = true }, [kTechId.Celerity] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "celerity", [kUpDataCategoryIndex] = "Upgrade", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Adrenaline, kTechId.Silence }, [kUpDataRequiresGestation] = true }, [kTechId.Silence] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "silence", [kUpDataCategoryIndex] = "Upgrade", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Adrenaline, kTechId.Celerity }, [kUpDataRequiresGestation] = true }, [kTechId.Aura] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "aura", [kUpDataCategoryIndex] = "Upgrade", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Focus, kTechId.Vampirism }, [kUpDataRequiresGestation] = true }, [kTechId.Focus] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "focus", [kUpDataCategoryIndex] = "Upgrade", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Aura, kTechId.Vampirism }, [kUpDataRequiresGestation] = true }, [kTechId.Vampirism] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "vampirism", [kUpDataCategoryIndex] = "Upgrade", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Aura, kTechId.Focus }, [kUpDataRequiresGestation] = true }, [kTechId.Regeneration] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "regeneration", [kUpDataCategoryIndex] = "Upgrade", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Carapace, kTechId.Crush }, [kUpDataRequiresGestation] = true }, [kTechId.Carapace] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "carapace", [kUpDataCategoryIndex] = "Upgrade", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Regeneration, kTechId.Crush }, [kUpDataRequiresGestation] = true }, [kTechId.Crush] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 1, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "crush", [kUpDataCategoryIndex] = "Upgrade", [kUpDataPersistIndex] = false, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { kTechId.Regeneration, kTechId.Carapace }, [kUpDataRequiresGestation] = true }, [kTechId.BileBomb] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 4, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "bilebomb", [kUpDataCategoryIndex] = "Ability", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, --[kUpDataMutuallyExclusiveIndex] = { kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp }, [kUpDataRequiresGestation] = false, [kUpDataRequiresOneHiveIndex] = true, [kUpDataRequiresTwoHivesIndex] = false, [kUpDataRequiresThreeHivesIndex] = false }, [kTechId.Leap] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 3, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "leap", [kUpDataCategoryIndex] = "Ability", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, --[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Spores, kTechId.Umbra, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp }, [kUpDataRequiresGestation] = false, [kUpDataRequiresOneHiveIndex] = true, [kUpDataRequiresTwoHivesIndex] = true, [kUpDataRequiresThreeHivesIndex] = false }, [kTechId.Xenocide] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 7, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "xenocide", [kUpDataCategoryIndex] = "Ability", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, --[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Spores, kTechId.Umbra, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp }, [kUpDataRequiresGestation] = false, [kUpDataRequiresOneHiveIndex] = true, [kUpDataRequiresTwoHivesIndex] = true, [kUpDataRequiresThreeHivesIndex] = true }, [kTechId.Spores] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 3, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "spores", [kUpDataCategoryIndex] = "Ability", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, --[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp }, [kUpDataRequiresGestation] = false, [kUpDataRequiresOneHiveIndex] = true, [kUpDataRequiresTwoHivesIndex] = true, [kUpDataRequiresThreeHivesIndex] = false }, [kTechId.Umbra] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 5, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "umbra", [kUpDataCategoryIndex] = "Ability", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, --[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp }, [kUpDataRequiresGestation] = false, [kUpDataRequiresOneHiveIndex] = true, [kUpDataRequiresTwoHivesIndex] = false, [kUpDataRequiresThreeHivesIndex] = false }, [kTechId.MetabolizeEnergy] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 5, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "meta", [kUpDataCategoryIndex] = "Ability", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, --[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp }, [kUpDataRequiresGestation] = false, [kUpDataRequiresOneHiveIndex] = true, [kUpDataRequiresTwoHivesIndex] = false, [kUpDataRequiresThreeHivesIndex] = false }, [kTechId.MetabolizeHealth] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 6, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "advmeta", [kUpDataCategoryIndex] = "Ability", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, --[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp }, [kUpDataRequiresGestation] = false, [kUpDataRequiresOneHiveIndex] = true, [kUpDataRequiresTwoHivesIndex] = true, [kUpDataRequiresThreeHivesIndex] = false }, [kTechId.Stab] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 7, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "advmeta", [kUpDataCategoryIndex] = "Ability", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, --[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Charge, kTechId.BoneShield, kTechId.Stomp }, [kUpDataRequiresGestation] = false, [kUpDataRequiresOneHiveIndex] = true, [kUpDataRequiresTwoHivesIndex] = true, [kUpDataRequiresThreeHivesIndex] = false, [kUpDataRequiresOneHiveIndex] = true, [kUpDataRequiresTwoHivesIndex] = true, [kUpDataRequiresThreeHivesIndex] = false }, [kTechId.Charge] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 6, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "charge", [kUpDataCategoryIndex] = "Ability", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, --[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth }, [kUpDataRequiresGestation] = false, [kUpDataRequiresOneHiveIndex] = true, [kUpDataRequiresTwoHivesIndex] = false, [kUpDataRequiresThreeHivesIndex] = false }, [kTechId.BoneShield] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 7, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "boneshield", [kUpDataCategoryIndex] = "Ability", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, --[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth }, [kUpDataRequiresGestation] = false, [kUpDataRequiresOneHiveIndex] = true, [kUpDataRequiresTwoHivesIndex] = true, [kUpDataRequiresThreeHivesIndex] = false }, [kTechId.Stomp] = { [kUpDataTeamIndex] = 2, [kUpDataRankIndex] = 8, [kUpDataCostIndex] = 1, [kUpDataHardCapIndex] = 0, [kUpDataConsoleNameIndex] = "stomp", [kUpDataCategoryIndex] = "Ability", [kUpDataPersistIndex] = true, [kUpDataPassiveIndex] = false, [kUpDataMutuallyExclusiveIndex] = { }, --[kUpDataMutuallyExclusiveIndex] = { kTechId.BileBomb, kTechId.Leap, kTechId.Xenocide, kTechId.Spores, kTechId.Umbra, kTechId.Stab, kTechId.MetabolizeEnergy, kTechId.MetabolizeHealth }, [kUpDataRequiresGestation] = false, [kUpDataRequiresOneHiveIndex] = true, [kUpDataRequiresTwoHivesIndex] = true, [kUpDataRequiresThreeHivesIndex] = true } } function LookupUpgradeData(techId, index) assert(techId) assert(index) return kCombatUpgradeData[techId][index] end function GetUpgradeTechIdByConsoleName(consoleName) local upgradeTechId = kTechId.None for techId, upgradeData in pairs(kCombatUpgradeData) do if upgradeData[kUpDataConsoleNameIndex] and upgradeData[kUpDataConsoleNameIndex] == consoleName then upgradeTechId = techId break end end return upgradeTechId end if Client then function PrecacheUpgradeTextures() for techId, values in ipairs(kCombatUpgradeData) do if values[kUpDataIconTextureIndex] then PrecacheAsset(values[kUpDataIconTextureIndex]) end end end end
-- Thread -- Stephen Leitnick -- January 5, 2020 --[[ Thread.SpawnNow(func, ...) Thread.Spawn(func, ...) Thread.Delay(waitTime, func, ...) Thread.DelayRepeat(waitTime, func, ...) SpawnNow(Function func, Arguments...) > Uses a BindableEvent to spawn a new thread immediately. More performance-intensive than using Thread.Spawn, but will guarantee a thread is started immediately. > Use this only if the thread must be executed right away, otherwise use Thread.Spawn for the sake of performance. Spawn(Function func, Arguments...) > Uses RunService's Heartbeat to spawn a new thread on the next heartbeat and then call the given function. > Better performance than Thread.SpawnNow, but will have a short delay of 1 frame before calling the function. Delay(Number waitTime, Function func, Arguments...) > The same as Thread.Spawn, but waits to call the function until the in-game time as elapsed by 'waitTime' amount. > Returns the connection to the Heartbeat event, so the delay can be cancelled by disconnecting the returned connection. DelayRepeat(Number intervalTime, Function func, Arguments...) > The same as Thread.Delay, except it repeats indefinitely. > Returns the Heartbeat connection, thus the repeated delay can be stopped by disconnecting the returned connection. > Properly bound to the time interval, thus will not experience drift. Examples: Thread.Spawn(function() print("Hello from Spawn") end) Thread.Delay(1, function() print("Hello from Delay") end) Thread.SpawnNow(function() print("Hello from SpawnNow") end) local delayConnection = Thread.Delay(5, function() print("Hello?") end) delayConnection:Disconnect() local repeatConnection = Thread.DelayRepeat(1, function() print("Hello again", tick()) end) wait(5) repeatConnection:Disconnect() Why: The built-in 'spawn' and 'delay' functions have the potential to be throttled unknowingly. This can cause all sorts of problems. Developers need to be certain when their code is going to run. This small library helps give the same functionality as 'spawn' and 'delay' but with the expected behavior. Why not coroutines: Coroutines are powerful, but can be extremely difficult to debug due to the ways that coroutines obscure the stack trace. Credit: evaera & buildthomas: https://devforum.roblox.com/t/coroutines-v-s-spawn-which-one-should-i-use/368966 Quenty: FastSpawn (AKA SpawnNow) method using BindableEvent --]] local Thread = {} local heartbeat = game:GetService("RunService").Heartbeat function Thread.SpawnNow(func, ...) --[[ This method was originally written by Quenty and is slightly modified for this module. The original source can be found in the link below, as well as the MIT license: https://github.com/Quenty/NevermoreEngine/blob/version2/Modules/Shared/Utility/fastSpawn.lua https://github.com/Quenty/NevermoreEngine/blob/version2/LICENSE.md --]] local args = table.pack(...) local bindable = Instance.new("BindableEvent") bindable.Event:Connect(function() func(table.unpack(args, 1, args.n)) end) bindable:Fire() bindable:Destroy() end function Thread.Spawn(func, ...) local args = table.pack(...) local hb hb = heartbeat:Connect(function() hb:Disconnect() func(table.unpack(args, 1, args.n)) end) end function Thread.Delay(waitTime, func, ...) local args = table.pack(...) local executeTime = (tick() + waitTime) local hb hb = heartbeat:Connect(function() if (tick() >= executeTime) then hb:Disconnect() func(table.unpack(args, 1, args.n)) end end) return hb end function Thread.DelayRepeat(intervalTime, func, ...) local args = table.pack(...) local nextExecuteTime = (tick() + intervalTime) local hb hb = heartbeat:Connect(function() if (tick() >= nextExecuteTime) then nextExecuteTime = (tick() + intervalTime) func(table.unpack(args, 1, args.n)) end end) return hb end return Thread
--[[ ITEM PICKUP ]] if CLIENT then -- Parameters local AMMO_SUFIX = "_ammo"; local AMMO_STR = "ammo_pickup"; local WEAPON_STR = "weapon_pickup"; local FLASH_COLOR = Color(255, 230, 75); -- Item strings Q1HUD.ItemStrings = {}; --[[ Adds an item string upon picking it up @param {string} item @param {string} string @void ]] function Q1HUD:AddItemString(item, string) self.ItemStrings[item] = string; end --[[ Returns an item string @param {string} item @param {table|null} args @return {string} string ]] function Q1HUD:GetItemString(item, ...) if (self.ItemStrings[item] == nil) then return item end; return string.format(self.ItemStrings[item], ...); end --[[ Triggers the screen flash and adds the string to the log @param {string} string @void ]] function Q1HUD:PickupItem(string) self:FlashScreen(FLASH_COLOR); self:AddLog(string); end --[[ Pickup history override ]] hook.Add("HUDDrawPickupHistory", "q1hud_pickup_override", function() if (not Q1HUD:IsEnabled() or not Q1HUD:IsItemPickupEnabled()) then return end; if (Q1HUD:IsItemPickupEnabled()) then return true end; end); --[[ HUDWeaponPickedUp hook ]] hook.Add("HUDWeaponPickedUp", "q1hud_pickup_weapon", function(weapon) if (not Q1HUD:IsEnabled() or not Q1HUD:IsItemPickupEnabled()) then return end; Q1HUD:AddWeaponAnimation(weapon:GetClass()); Q1HUD:PickupItem(Q1HUD:GetItemString(WEAPON_STR, language.GetPhrase(weapon:GetPrintName()))); end); --[[ HUDAmmoPickedUp hook ]] hook.Add("HUDAmmoPickedUp", "q1hud_pickup_ammo", function(item, amount) if (not Q1HUD:IsEnabled() or not Q1HUD:IsItemPickupEnabled()) then return end; Q1HUD:PickupItem(Q1HUD:GetItemString(AMMO_STR, amount, language.GetPhrase(item..AMMO_SUFIX))); end); --[[ HUDItemPickedUp hook ]] hook.Add("HUDItemPickedUp", "q1hud_pickup_item", function(item) if (not Q1HUD:IsEnabled() or not Q1HUD:IsItemPickupEnabled()) then return end; Q1HUD:PickupItem(Q1HUD:GetItemString(item) or language.GetPhrase(item)); end); end
--[[--------------------------------------------------------------------------- -- Initial created by Simon Schoeters in 2011 -- -- 2021-05-29 Dieter Stockhausen. Add publishing functionality -----------------------------------------------------------------------------]]-- local LrPathUtils = import 'LrPathUtils' local LrApplication = import 'LrApplication' local LrTasks = import 'LrTasks' local LrDialogs = import 'LrDialogs' local logger = require("Logger") require("PhotosAPI") --local LrMobdebug = import 'LrMobdebug' -- Import LR/ZeroBrane debug module --LrMobdebug.start() PhotosPublishTask = {} local function split (inputstr, sep) if sep == nil then sep = "%s" end local t = {} for str in string.gmatch(inputstr, "([^" .. sep .. "]+)") do table.insert(t, str) end return t end local function isValidAlbumPath(albumPath) if ( albumPath == nil) then return false end if ( albumPath == "") then return true end local idx = string.find(albumPath, "/") if ( idx ~= 1 ) then return false end idx = string.find(albumPath, "/", - 1) if ( idx == #albumPath) then return nil end return true end function PhotosPublishTask.processRenderedPhotos(_, exportContext) --LrMobdebug.on() local exportSession = exportContext.exportSession local exportParams = exportContext.propertyTable -- Export message settings local nPhotos = exportSession:countRenditions() local progressScope = exportContext:configureProgress { title = nPhotos > 1 and LOC('$$$/PhotosExportService/ProgressMany=Importing ^1 photos in Photo', nPhotos) or LOC '$$$/PhotosExportService/ProgressOne=Importing one photo in Photo', } -- Export the photos local files = {} local photoIDs = {} local renditions = {} for i, rendition in exportContext:renditions { stopIfCanceled = true } do local photo = rendition.photo local success, pathOrMessage = rendition:waitForRender() if progressScope:isCanceled() then break end -- Check for cancellation again after photo has been rendered if success then renditions[#renditions + 1] = rendition files[#files + 1] = pathOrMessage local lrcatName = LrPathUtils.leafName(LrPathUtils.removeExtension(photo.catalog:getPath())) local pID = photo:getPropertyForPlugin(_PLUGIN, 'photosId') if (pID == nil) then pID = "" end photoIDs[#photoIDs + 1] = pathOrMessage .. ":" .. photo:getRawMetadata("uuid") .. ":" .. lrcatName .. ":" .. pID end end if (#files == 0) then return end local path = LrPathUtils.parent(files[1]) -- Write Lightroom input to a session.txt file for AppleScript later on local f = assert(io.open(path .. "/session.txt", "w+")) f:write("export_done=false\n") local albumName="" if exportParams.useAlbum == true then if (exportParams.albumBy == "service") then albumName = exportParams.albumNameForService else albumName = exportContext.publishedCollectionInfo.name end end if ( albumName == nil) then albumName = "" end if ( not isValidAlbumPath(albumName) ) then LrDialogs.message(LOC("$$$/Photos/Error/AlbumPath=Album path is not valid."), LOC("$$$/Photos/Error/AlbumPathSub=The name of the album \"^1\" has not a valid from. The name must start with a slash but may NOT end with a slash.", albumName), "critical") return end logger.trace("Album: " .. albumName) f:write("album_name=" .. albumName .. "\n") if exportParams.ignoreAlbums == true then f:write("ignoreByRegex=" .. exportParams.ignoreRegex .. "\n") end f:close() local g = assert(io.open(path .. "/photos.txt", "w+")) for _, photoID in ipairs(photoIDs) do logger.trace(photoID) g:write(photoID .. "\n") end g:close() -- Import photos in iPhoto and wait till photos are imported by reading the session file local importer_command = "osascript \"" .. LrPathUtils.child(_PLUGIN.path, "PhotosImport/PhotosImport.app") .. "\" " .. "\"" .. LrPathUtils.parent(files[1]) .. "\"" logger.trace(importer_command) local result = LrTasks.execute(importer_command) if (result ~= 0) then errorMsg = "Error code from PhotosImport.app is " .. tostring(result) LrDialogs.message(LOC("$$$/Photos/Error/Import=Error while importing photos"), LOC("$$$/Photos/PlaceHolder=^1", errorMsg), "critical") return end -- Wait for the import to be done local done = false local hasErrors = false local errorMsg = "" while done ~= true and hasErrors ~= true do LrTasks.sleep(2) local f = assert(io.open(path .. "/session.txt", "r")) for line in f:lines() do logger.trace("waiting..." .. line) if string.find(line, 'export_done=true') then done = true break else if string.find(line, 'hasErrors=true') then hasErrors = true else if string.find(line, 'errorMsg=') then errorMsg = string.sub(line, 10) end end end end f:close() end if (hasErrors) then LrDialogs.message(LOC("$$$/Photos/Error/Import=Error while importing photos"), LOC("$$$/Photos/PlaceHolder=^1", errorMsg), "critical") return end -- retrieve the remote photo ids from photos.txt and store these in the metadata of the LR photos local activeCatalog = LrApplication.activeCatalog() local f = assert(io.open(path .. "/photos.txt", "r")) activeCatalog:withWriteAccessDo("Set photos ID", function() for line in f:lines() do logger.trace("Line: " .. line) local tokens = split(line, ":") logger.trace("LrID: " .. tokens[2]) local photo = activeCatalog:findPhotoByUuid(tokens[2]) logger.trace("Photo: " .. tostring(photo)) if (photo ~= nil) then logger.trace("PhotosID: " .. tokens[4]) photo:setPropertyForPlugin(_PLUGIN, 'photosId', tokens[4]) end end end) f:close() -- store the remote photoIds in the service for _, rendition in ipairs(renditions) do local photo = rendition.photo if not rendition.wasSkipped then local photoId = PhotosAPI.getPhotosId(photo) if (photoId ~= nil) then rendition:recordPublishedPhotoId(photoId) end end end end function PhotosPublishTask.getCollectionBehaviorInfo(publishSettings) return { -- defaultCollectionName = LOC "$$$/Photos/DefaultCollectionName/Photostream=Photostream", defaultCollectionCanBeDeleted = true, canAddCollection = true, maxCollectionSetDepth = 0, -- Collection sets are not supported through the Flickr sample plug-in. } end function PhotosPublishTask.metadataThatTriggersRepublish(publishSettings) return { default = false, title = true, caption = true, keywords = true, gps = true, dateCreated = true, -- also (not used by Flickr sample plug-in): -- customMetadata = true, -- com.whoever.plugin_name.* = true, -- com.whoever.plugin_name.field_name = true, } end function PhotosPublishTask.deletePhotosFromPublishedCollection(publishSettings, arrayOfPhotoIds, deletedCallback) for _, photoId in ipairs(arrayOfPhotoIds) do PhotosAPI.resetPhotoId(photoId) deletedCallback(photoId) end end function PhotosPublishTask.startDialog( propertyTable ) -- Clear login if it's a new connection. -- LrMobdebug.on() if not propertyTable.LR_editingExistingPublishConnection then propertyTable.LR_jpeg_quality=0.85 propertyTable.LR_removeLocationMetadata=false propertyTable.LR_removeFaceMetadata=false end end
-- -- Copyright (c) 2017, Jesse Freeman. All rights reserved. -- -- Licensed under the Microsoft Public License (MS-PL) License. -- See LICENSE file in the project root for full license information. -- -- Contributors -- -------------------------------------------------------- -- This is the official list of Pixel Vision 8 contributors: -- -- Jesse Freeman - @JesseFreeman -- Christer Kaitila - @McFunkypants -- Pedro Medeiros - @saint11 -- Shawn Rakowski - @shwany -- function EditorUI:CreatePicker(flag, rect, itemWidth, itemHeight, total, spriteName, toolTip) local data = self:CreateData(flag, rect, nil, toolTip, forceDraw) -- data.w = width data.columns = math.floor(data.rect.w / itemWidth) data.rows = math.floor(total / itemHeight) data.total = total data.itemWidth = itemWidth data.itemHeight = itemHeight -- data.spriteName = spriteName data.toolTip = toolTip data.hoverIndex = -1 data.selected = -1 data.overIndex = -1 -- TODO need to use the sprite cache instead local selectedSpriteData = _G[spriteName .. "selected"] if(selectedSpriteData ~= nil) then data.selectedDrawArgs = {selectedSpriteData.spriteIDs, 0, 0, selectedSpriteData.width} end selectedSpriteData = _G[spriteName .. "over"] if(selectedSpriteData ~= nil) then data.overDrawArgs = {selectedSpriteData.spriteIDs, 0, 0, selectedSpriteData.width} end return data end function EditorUI:UpdatePicker(data) local overrideFocus = (data.inFocus == true and self.collisionManager.mouseDown) -- Ready to test finer collision if needed if(self.collisionManager:MouseInRect(data.rect) == true) then data.tmpX = math.floor((self.collisionManager.mousePos.x - data.rect.x) / data.itemWidth) data.tmpY = math.floor((self.collisionManager.mousePos.y - data.rect.y) / data.itemHeight) local index = math.index(data.tmpX, data.tmpY, data.columns) if(index == data.selected or index > data.total) then data.overIndex = -1 if(data.inFocus == true) then data.overIndex = -1 -- If we are not in the button's rect, clear the focus self:ClearFocus(data) end else -- data.hoverPos.x = math.floor((self.collisionManager.mousePos.x - data.x) / data.itemWidth) * data.itemWidth -- data.hoverPos.y = math.floor((self.collisionManager.mousePos.y - data.y) / data.itemHeight) * data.itemHeight -- If we are in the collision area, set the focus self:SetFocus(data) data.overIndex = index -- update over sprite position if(self.collisionManager.mouseReleased == true) then self:PickerSelect(data, index) end end else if(data.inFocus == true) then data.overIndex = -1 -- If we are not in the button's rect, clear the focus self:ClearFocus(data) end end self:RedrawPicker(data) -- if(self.collisionManager.hovered ~= data.flagID) then -- -- -- if(data.inFocus == true) then -- self:ClearFocus(data) -- end -- -- -- return -- else -- TODO we only want to do this if the mouse is inside of the bounds of the Picker -- end -- push the sprites into the draw queue end function EditorUI:RedrawPicker(data) if(data.overIndex > - 1) then data.overDrawArgs[2] = (data.tmpX * data.itemWidth) + data.rect.x data.overDrawArgs[3] = (data.tmpY * data.itemHeight) + data.rect.y self:NewDraw("DrawSprites", data.overDrawArgs) -- Reset the over index for the next frame data.overIndex = -1 end if(data.selectedDrawArgs ~= nil and data.selected > - 1) then self:NewDraw("DrawSprites", data.selectedDrawArgs) end end function EditorUI:PickerSelect(data, value, triggerAction) -- Set the new value data.selected = value -- Update the sprite position if(data.selectedDrawArgs) then -- Calculate the x and y position of the selected tile local tmpX, tmpY = math.pos(data.selected, data.columns) -- Update the selected draw arguments with the new position data.selectedDrawArgs[2] = (tmpX * data.itemWidth) + data.rect.x data.selectedDrawArgs[3] = (tmpY * data.itemHeight) + data.rect.y end -- if trigger action is not false and one exists, call it if(data.onAction ~= nil and triggerAction ~= false) then data.onAction(value) end end
local ICharaSandBag = require("mod.elona.api.aspect.ICharaSandBag") local CharaSandBagAspect = class.class("CharaSandBagAspect", ICharaSandBag) function CharaSandBagAspect:init(chara, params) self.is_hung_on_sand_bag = params.is_hung_on_sand_bag or false if self.is_hung_on_sand_bag then self:hang_on_sand_bag(chara) end end return CharaSandBagAspect
--[[ RuntimeContextDetection Detects the context at runtime since script.isClient or script.isServer does not help us in certain situations ]] -- Crazy that there isn't a builtin way to do this... return { IsClientSide = function() return World.FindObjectByName("___RUNTIME_CONTEXT_CLIENT") ~= nil end, IsServerSide = function() return World.FindObjectByName("___RUNTIME_CONTEXT_SERVER") ~= nil end, }
local Vector = require 'vector' a = Vector(1,0) b = Vector(2,3) print(a + b) rect(a, b) -- device = {} -- return device;
local kp = require('kerplunk') local sql = require('lsqlite3') local ffi = require('ffi') local bit = require('bit') module = {} function module.main(sgf_path, db_path) -- open SGF game list local file = nil if sgf_path == nil or sgf_path == '-' then file = io.stdin else file = io.open(sgf_path) end -- open database local db = sql.open(db_path) if not db then return -1 end db:exec "BEGIN TRANSACTION" -- create game record tables db:exec [[ CREATE TABLE IF NOT EXISTS games ( id INTEGER PRIMARY KEY )]] db:exec [[ CREATE TABLE IF NOT EXISTS game_metadata ( game_id INTEGER PRIMARY KEY REFERENCES games(id) ON DELETE CASCADE, name TEXT, date DATE, black_name TEXT, black_rank TEXT, white_name TEXT, white_rank TEXT, copyright TEXT, result TEXT )]] db:exec [[ CREATE TABLE IF NOT EXISTS game_setup ( game_id INTEGER PRIMARY KEY REFERENCES games(id) ON DELETE CASCADE, board_size INTEGER DEFAULT 19 NOT NULL, ruleset TEXT NOT NULL, handicap INTEGER NOT NULL, handicaps_packed_le16 BLOB )]] db:exec [[ CREATE TABLE IF NOT EXISTS game_movedata ( game_id INTEGER PRIMARY KEY REFERENCES games(id) ON DELETE CASCADE, num_moves INTEGER NOT NULL, moves_packed_le16 BLOB )]] db:exec [[ CREATE TABLE IF NOT EXISTS game_moves ( id INTEGER PRIMARY KEY, game_id INTEGER REFERENCES games(id) ON DELETE CASCADE, move_num INTEGER, color CHAR(1), row TINYINT, col TINYINT )]] db:exec [[ CREATE UNIQUE INDEX IF NOT EXISTS game_moves_index ON game_moves ( game_id, move_num ASC )]] local function cstring(s) if s == ffi.NULL then return nil else return ffi.string(s) end end local i = 0 while true do local record = kp.sgf_load(file) if record == nil then break end print('inserting game', i) -- create new game db:exec "INSERT INTO games DEFAULT VALUES" local game_id = db:last_insert_rowid() -- fill in metadata do local stmt = db:prepare [[ INSERT INTO game_metadata ( game_id, name, date, black_name, black_rank, white_name, white_rank, copyright, result ) VALUES (?, ?, date(?), ?, ?, ?, ?, ?, ?) ]] stmt:bind(1, game_id) stmt:bind(2, cstring(record.name)) stmt:bind(3, cstring(record.date)) stmt:bind(4, cstring(record.black_name)) stmt:bind(5, cstring(record.black_rank)) stmt:bind(6, cstring(record.white_name)) stmt:bind(7, cstring(record.white_rank)) stmt:bind(8, cstring(record.copyright)) stmt:bind(9, cstring(record.result)) stmt:step() stmt:finalize() end -- fill in setup data local num_handicaps = tonumber(record.handicap) do local stmt = db:prepare [[ INSERT INTO game_setup ( game_id, board_size, ruleset, handicap, handicaps_packed_le16 ) VALUES (?, 19, ?, ?, ?) ]] stmt:bind(1, game_id) stmt:bind(2, cstring(record.ruleset)) stmt:bind(3, num_handicaps) if num_handicaps > 0 then stmt:bind(4, record.handicaps, num_handicaps * 2) else stmt:bind(4, nil) end stmt:step() stmt:finalize() end -- fill in move data local num_moves = tonumber(record.num_moves) do local stmt = db:prepare [[ INSERT INTO game_movedata ( game_id, num_moves, moves_packed_le16 ) VALUES (?, ?, ?) ]] stmt:bind(1, game_id) stmt:bind(2, num_moves) if num_moves > 0 then stmt:bind(3, record.moves, num_moves * 2) else stmt:bind(3, nil) end stmt:step() stmt:finalize() end -- create individual move rows do local stmt = db:prepare [[ INSERT INTO game_moves (game_id, move_num, color, row, col) VALUES (?, ?, ?, ?, ?) ]] local color if num_handicaps == 0 then color = 'B' else color = 'W' end for move_num = 0, num_moves-1 do local move = record.moves[move_num] stmt:clear_bindings() stmt:reset() stmt:bind(1, game_id) stmt:bind(2, move_num) stmt:bind(3, color) if move == 0 then stmt:bind(4, nil) stmt:bind(5, nil) else stmt:bind(4, bit.rshift(move, 8)) stmt:bind(5, bit.band(move, 255)) end stmt:step() if color == 'B' then color = 'W' else color = 'B' end end stmt:finalize() end i = i + 1 end db:exec "END TRANSACTION" end return module
-- order.lua -- @Author : Dencer (tdaddon@163.com) -- @Link : https://dengsir.github.io -- @Date : 7/4/2019, 3:25:54 AM -- From https://github.com/wurstscript/WurstStdlib2/blob/master/wurst/_wurst/assets/Orders.wurst -- Credits Shadow Daemon for cj_order.j from cJass local SpecialOrder = require('lib.stdlib.enum.specialorder') ---@class Order: SpecialOrder local Order = { absorb = 852529, acidbomb = 852662, acolyteharvest = 852185, ambush = 852131, ancestralspirit = 852490, ancestralspirittarget = 852491, animatedead = 852217, antimagicshell = 852186, attack = 851983, attackground = 851984, attackonce = 851985, attributemodskill = 852576, auraunholy = 852215, auravampiric = 852216, autodispel = 852132, autodispeloff = 852134, autodispelon = 852133, autoentangle = 852505, autoentangleinstant = 852506, autoharvestgold = 852021, autoharvestlumber = 852022, avatar = 852086, avengerform = 852531, awaken = 852466, banish = 852486, barkskin = 852135, barkskinoff = 852137, barkskinon = 852136, battleroar = 852599, battlestations = 852099, bearform = 852138, berserk = 852100, blackarrow = 852577, blackarrowoff = 852579, blackarrowon = 852578, blight = 852187, blink = 852525, blizzard = 852089, bloodlust = 852101, bloodlustoff = 852103, bloodluston = 852102, board = 852043, breathoffire = 852580, breathoffrost = 852560, build = 851994, burrow = 852533, cannibalize = 852188, carrionscarabs = 852551, carrionscarabsinstant = 852554, carrionscarabsoff = 852553, carrionscarabson = 852552, carrionswarm = 852218, chainlightning = 852119, channel = 852600, charm = 852581, chemicalrage = 852663, cloudoffog = 852473, clusterrockets = 852652, coldarrows = 852244, coldarrowstarg = 852243, controlmagic = 852474, corporealform = 852493, corrosivebreath = 852140, coupleinstant = 852508, coupletarget = 852507, creepanimatedead = 852246, creepdevour = 852247, creepheal = 852248, creephealoff = 852250, creephealon = 852249, creepthunderbolt = 852252, creepthunderclap = 852253, cripple = 852189, curse = 852190, curseoff = 852192, curseon = 852191, cyclone = 852144, darkconversion = 852228, darkportal = 852229, darkritual = 852219, darksummoning = 852220, deathanddecay = 852221, deathcoil = 852222, deathpact = 852223, decouple = 852509, defend = 852055, detectaoe = 852015, detonate = 852145, devour = 852104, devourmagic = 852536, disassociate = 852240, disenchant = 852495, dismount = 852470, dispel = 852057, divineshield = 852090, doom = 852583, drain = 852487, dreadlordinferno = 852224, dropitem = 852001, drunkenhaze = 852585, earthquake = 852121, eattree = 852146, elementalfury = 852586, ensnare = 852106, ensnareoff = 852108, ensnareon = 852107, entangle = 852147, entangleinstant = 852148, entanglingroots = 852171, etherealform = 852496, evileye = 852105, faeriefire = 852149, faeriefireoff = 852151, faeriefireon = 852150, fanofknives = 852526, farsight = 852122, fingerofdeath = 852230, firebolt = 852231, flamestrike = 852488, flamingarrows = 852174, flamingarrowstarg = 852173, flamingattack = 852540, flamingattacktarg = 852539, flare = 852060, forceboard = 852044, forceofnature = 852176, forkedlightning = 852587, freezingbreath = 852195, frenzy = 852561, frenzyoff = 852563, frenzyon = 852562, frostarmor = 852225, frostarmoroff = 852459, frostarmoron = 852458, frostnova = 852226, getitem = 851981, gold2lumber = 852233, grabtree = 852511, harvest = 852018, heal = 852063, healingspray = 852664, healingward = 852109, healingwave = 852501, healoff = 852065, healon = 852064, hex = 852502, holdposition = 851993, holybolt = 852092, howlofterror = 852588, humanbuild = 851995, immolation = 852177, impale = 852555, incineratearrow = 852670, incineratearrowoff = 852672, incineratearrowon = 852671, inferno = 852232, innerfire = 852066, innerfireoff = 852068, innerfireon = 852067, instant = 852200, invisibility = 852069, lavamonster = 852667, lightningshield = 852110, load = 852046, loadarcher = 852142, loadcorpse = 852050, loadcorpseinstant = 852053, locustswarm = 852556, lumber2gold = 852234, magicdefense = 852478, magicleash = 852480, magicundefense = 852479, manaburn = 852179, manaflareoff = 852513, manaflareon = 852512, manashieldoff = 852590, manashieldon = 852589, massteleport = 852093, mechanicalcritter = 852564, metamorphosis = 852180, militia = 852072, militiaconvert = 852071, militiaoff = 852073, militiaunconvert = 852651, mindrot = 852565, mirrorimage = 852123, monsoon = 852591, mount = 852469, mounthippogryph = 852143, move = 851986, moveAI = 851988, nagabuild = 852467, neutraldetectaoe = 852023, neutralinteract = 852566, neutralspell = 852630, nightelfbuild = 851997, orcbuild = 851996, parasite = 852601, parasiteoff = 852603, parasiteon = 852602, patrol = 851990, phaseshift = 852514, phaseshiftinstant = 852517, phaseshiftoff = 852516, phaseshifton = 852515, phoenixfire = 852481, phoenixmorph = 852482, poisonarrows = 852255, poisonarrowstarg = 852254, polymorph = 852074, possession = 852196, preservation = 852568, purge = 852111, rainofchaos = 852237, rainoffire = 852238, raisedead = 852197, raisedeadoff = 852199, raisedeadon = 852198, ravenform = 852155, recharge = 852157, rechargeoff = 852159, rechargeon = 852158, rejuvination = 852160, renew = 852161, renewoff = 852163, renewon = 852162, repair = 852024, repairoff = 852026, repairon = 852025, replenish = 852542, replenishlife = 852545, replenishlifeoff = 852547, replenishlifeon = 852546, replenishmana = 852548, replenishmanaoff = 852550, replenishmanaon = 852549, replenishoff = 852544, replenishon = 852543, request_hero = 852239, requestsacrifice = 852201, restoration = 852202, restorationoff = 852204, restorationon = 852203, resumebuild = 851999, resumeharvesting = 852017, resurrection = 852094, returnresources = 852020, revenge = 852241, revive = 852039, roar = 852164, robogoblin = 852656, root = 852165, sacrifice = 852205, sanctuary = 852569, scout = 852181, selfdestruct = 852040, selfdestructoff = 852042, selfdestructon = 852041, sentinel = 852182, setrally = 851980, shadowsight = 852570, shadowstrike = 852527, shockwave = 852125, silence = 852592, sleep = 852227, slow = 852075, slowoff = 852077, slowon = 852076, soulburn = 852668, soulpreservation = 852242, spellshield = 852571, spellshieldaoe = 852572, spellsteal = 852483, spellstealoff = 852485, spellstealon = 852484, spies = 852235, spiritlink = 852499, spiritofvengeance = 852528, spirittroll = 852573, spiritwolf = 852126, stampede = 852593, standdown = 852113, starfall = 852183, stasistrap = 852114, steal = 852574, stomp = 852127, stoneform = 852206, stop = 851972, submerge = 852604, summonfactory = 852658, summongrizzly = 852594, summonphoenix = 852489, summonquillbeast = 852595, summonwareagle = 852596, tankdroppilot = 852079, tankloadpilot = 852080, tankpilot = 852081, taunt = 852520, thunderbolt = 852095, thunderclap = 852096, tornado = 852597, townbelloff = 852083, townbellon = 852082, tranquility = 852184, transmute = 852665, unavatar = 852087, unavengerform = 852532, unbearform = 852139, unburrow = 852534, uncoldarrows = 852245, uncorporealform = 852494, undeadbuild = 851998, undefend = 852056, undivineshield = 852091, unetherealform = 852497, unflamingarrows = 852175, unflamingattack = 852541, unholyfrenzy = 852209, unimmolation = 852178, unload = 852047, unloadall = 852048, unloadallcorpses = 852054, unloadallinstant = 852049, unpoisonarrows = 852256, unravenform = 852156, unrobogoblin = 852657, unroot = 852166, unstableconcoction = 852500, unstoneform = 852207, unsubmerge = 852605, unsummon = 852210, unwindwalk = 852130, vengeance = 852521, vengeanceinstant = 852524, vengeanceoff = 852523, vengeanceon = 852522, volcano = 852669, voodoo = 852503, ward = 852504, waterelemental = 852097, wateryminion = 852598, web = 852211, weboff = 852213, webon = 852212, whirlwind = 852128, windwalk = 852129, wispharvest = 852214, } Order = table.merge(SpecialOrder, Order) return Order
return require('log_body')
-- Morsk's /logi command: github.com/morsk/logi-command -- A version of this code is available on github under a MIT license. local M = {} -- object for this module local LOGISTICS_DEFAULT_MAX = 4294967295 -- 0xFFFFFFFF local MAX_LOGI_SLOT = 1000 -- Highest the game supports. Found by experimentation. local function new_empty_blueprint(cursor_stack) -- Encoding of the simplest blueprint json: {"blueprint":{"item":"blueprint"}} cursor_stack.import_stack("0eNqrVkrKKU0tKMrMK1GyqlbKLEnNVbJCEqutBQDZSgyK") end -- What's the highest logi slot in use by player? local function request_slot_count(player) if player.character then return player.character.request_slot_count else -- The API provides no way to find the max slot of an offline player, except -- to search the whole thing. MAX_LOGI_SLOT is huge, and this spams temp -- objects. -- This only happens if an admin uses it on an offline player, so whatever; -- do it. for i = MAX_LOGI_SLOT,1,-1 do if player.get_personal_logistic_slot(i).name then return i end end return 0 end end -- Blueprint data of a new combinator. Not an actual combinator. local function new_blank_combinator(x, y) return { name = "constant-combinator", position = { x = x, y = y }, control_behavior = { filters = {} } } end -- Semantically "comb.filter[i] = (name, value)", although internals differ. local function set_in_combinator(comb, i, name, value) table.insert(comb.control_behavior.filters, { signal = { type = "item", name = name, }, count = value, index = i, }) end -- Returns an array of blueprint entities, based on player's logi requests. -- Changes nothing on its own. local function export_to_blueprint(player) local n_logi = request_slot_count(player) local combinator_slots = game.entity_prototypes["constant-combinator"].item_slot_count -- Set values in combinators, constructing combinators as needed. local mins, maxes = {}, {} mins[1] = new_blank_combinator(0, 0) -- This always exists. for i = 1, n_logi do local slot = player.get_personal_logistic_slot(i) if slot.name then local comb_x = math.ceil(i / combinator_slots) local comb_slot = (i-1) % combinator_slots + 1 mins[comb_x] = mins[comb_x] or new_blank_combinator(comb_x-1, 0.5) set_in_combinator(mins[comb_x], comb_slot, slot.name, slot.min) if slot.max < LOGISTICS_DEFAULT_MAX then maxes[comb_x] = maxes[comb_x] or new_blank_combinator(comb_x-1, 4.5) set_in_combinator(maxes[comb_x], comb_slot, slot.name, slot.max) end end end -- Add entity_number and collate into blueprint. local blueprint_entities = {} local n_combs = 0 local function add_combs(t) for _,comb in pairs(t) do n_combs = n_combs + 1 blueprint_entities[n_combs] = comb comb.entity_number = n_combs end end add_combs(mins) add_combs(maxes) return blueprint_entities end -- Clear all player's logistic slots. local function clear_all_logistic_slots(player) for i = 1, request_slot_count(player) do player.clear_personal_logistic_slot(i) end end -- Make a printable string with min-max[icon] for each request. local function list_requests(sep, t, i, req) if i then if req.max < LOGISTICS_DEFAULT_MAX then return sep..req.min.."-"..req.max.."[img=item."..req.name.."]".. list_requests(", ", t, next(t, i)) else return sep..req.min.."[img=item."..req.name.."]".. list_requests(", ", t, next(t, i)) end else return "" end end -- Clear & setup player's logi requests to match blueprint. Returns a printable -- string of the import. local function import_from_blueprint(player, bp_entities) assert(#bp_entities > 0) -- Pass 1: Find minimums, so we can adjust coordinates around them. local min_x = math.huge local min_y = math.huge for i = 1, #bp_entities do local e = bp_entities[i] if e.name ~= "constant-combinator" then error("Weird entities. Should only be constant combinators.", 0) end min_x = math.min(min_x, e.position.x) min_y = math.min(min_y, e.position.y) end -- Pass 2: Adjust coordinates, sort combinators into tables. local mins, maxes = {}, {} for i = 1, #bp_entities do local e = bp_entities[i] local relative_x = e.position.x - min_x local relative_y = e.position.y - min_y if relative_y == 0 then mins[relative_x+1] = e elseif relative_y == 4 then maxes[relative_x+1] = e else error("Weird combinator rows. Only 0 and 4 should be used.", 0) end end -- Pass 3: Build a table of logi requests from the combinators, in order. local requests = {} -- Generic loop over combinators, then on filters in each combinator. local function loop_combinator_filters(group, f) local combinator_slots = game.entity_prototypes["constant-combinator"].item_slot_count for comb_x, e in pairs(group) do if e.control_behavior and e.control_behavior.filters then local offset = (comb_x - 1) * combinator_slots for _,filter in pairs(e.control_behavior.filters) do if filter.signal.type ~= "item" then error("Combinator has weird signals: "..filter.signal.type..", "..filter.signal.name, 0) end f(filter, offset) end end end end -- Loop on mins, detect duplicates. local items_seen_in_blueprint = {} loop_combinator_filters(mins, function(filter, offset) local logi_name = filter.signal.name if items_seen_in_blueprint[logi_name] then error("Item in blueprint more than once: " .. logi_name, 0) end items_seen_in_blueprint[logi_name] = true requests[filter.index + offset] = { name = logi_name, min = filter.count, max = LOGISTICS_DEFAULT_MAX, } end) -- Loop on maxes, detect mismatch. loop_combinator_filters(maxes, function(filter, offset) local i = filter.index + offset if not requests[i] or requests[i].name ~= filter.signal.name then error("Min/max mismatch. Items need to be in matching slots.", 0) end requests[i].max = filter.count end) -- Pass 4: Make actual changes. clear_all_logistic_slots(player) for i, request in pairs(requests) do player.set_personal_logistic_slot(i, request) end -- Return pretty string of imports. local ok, result = pcall(list_requests, "", requests, next(requests)) if ok then return result else error("Import succeeded, but display failed:"..result, 0) end end -- The bulk of the command, separated here for pcall. local function logi_command_internal(event) local player = game.get_player(event.player_index) local stack = player.cursor_stack local target = player if event.parameter and player.admin then -- Admins can use the command on another player. target = game.get_player(event.parameter) if not target then error("Player "..event.parameter.." doesn't exist.", 0) end end if not target.force.character_logistic_requests then error("You need logistic robots researched before you can use this.", 0) end if stack.valid_for_read and not stack.is_blueprint then error("Only works with blueprints, or with a blank cursor.", 0) end -- It's normal to be holding nothing, and create a new blueprint here. -- If the player holds an empty blueprint they want to export to, that's fine too. if not player.is_cursor_blueprint() then -- Clear the cursor, just to be sure. The API is weird and it's hard to tell -- if the cursor is truly empty. player.clear_cursor() new_empty_blueprint(stack) end local bp_entities = player.get_blueprint_entities() if bp_entities then -- We have entities, so try to import. local import_result = "Imported: "..import_from_blueprint(target, bp_entities) player.print(import_result) if target.index ~= player.index then target.print(import_result) end player.clear_cursor() else -- A blueprint without entities. We try to export. if stack.valid_for_read then local result = export_to_blueprint(target) stack.set_blueprint_entities(result) player.print("Exported.") if target.index ~= player.index then local tname = target.name local ends_s = tname:find("s$") stack.label = tname..(ends_s and "'" or "'s").." logistics" end else -- The player object says we have a blueprint, but the player's cursor -- stack says we have nothing. This means it's using the library. error("Can't export to the blueprint library. ".. "Use an empty blueprint from your inventory, or a clear cursor.", 0) end end end function M.add_commands() commands.add_command( "logi", "- Convert logistic requests to/from blueprint.", function(event) local ok, result = pcall(logi_command_internal, event) if not ok then game.player.print(result) end end ) end return M
term.setBackgroundColor(sPhone.theme["backgroundColor"]) term.clear() term.setCursorPos(1,1) term.setTextColor(sPhone.theme["text"]) sPhone.header("RedNet Chat") term.setBackgroundColor(sPhone.theme["backgroundColor"]) term.setTextColor(sPhone.theme["text"]) term.setCursorPos(2, 5) if not peripheral.isPresent("back") or not peripheral.getType("back") == "modem" then print("Modem not found") print(" Press any key") os.pullEvent("key") return end write("Host: ") local h = read() term.setCursorPos(2,6) shell.run("/rom/programs/rednet/chat", "join", h, sPhone.user)
#!/usr/bin/env lua local env = setmetatable({}, {__index=_G}) if setfenv then setfenv(1, env) else _ENV = env end require 'symmath.tests.unit.unit'(env, 'tests/unit/integral') timer(nil, function() env.a = var'a' env.b = var'b' env.x = var'x' env.y = var'y' env.xL = var'xL' env.xR = var'xR' env.r = var'r' env.f = var('f', {x}) for _,line in ipairs(string.split(string.trim([=[ -- integrate constants simplifyAssertEq(Constant(1):integrate(x), x) simplifyAssertEq(y:integrate(x), x * y) simplifyAssertEq(Constant(1):integrate(x, xL, xR), (xR - xL)) -- definite integral bounds: --simplifyAssertEq(x:integrate(x, xL, xR), ((xR^2 - xL^2)/2)) -- hmm, the infamous minus sign factoring simplificaiton error... simplifyAssertEq((x:integrate(x, xL, xR) - (xR^2 - xL^2)/2), Constant(0)) -- instead I'll just test this ... -- $x^n$ integrals: simplifyAssertEq(x:integrate(x), x^2 / 2) simplifyAssertEq((x^2):integrate(x), x^3 / 3) simplifyAssertEq(((x^-2):integrate(x) - (-1/x)), Constant(0)) simplifyAssertEq((1/x):integrate(x), log(abs(x))) simplifyAssertEq((x^-1):integrate(x), log(abs(x))) simplifyAssertEq((1/(2*x^2)):integrate(x), -(1/(2*x))) simplifyAssertEq((x^frac(1,2)):integrate(x), frac(2 * x * sqrt(x), 3)) simplifyAssertEq(sqrt(x):integrate(x), frac(2 * x * sqrt(x), 3)) simplifyAssertEq((1/x):integrate(x), log(abs(x))) simplifyAssertEq((2/x):integrate(x), (2*log(abs(x)))) simplifyAssertEq((1/(2*x)):integrate(x), (log(abs(x))/2)) simplifyAssertEq((1/(x*(3*x+4))):integrate(x)(), log(1 / abs( (4 + 3 * x) / x)^frac(1,4))) simplifyAssertEq(f:diff(x):integrate(x)(), f) simplifyAssertEq(f:integrate(x):diff(x)(), f) simplifyAssertEq(f:diff(x,x):integrate(x)(), f:diff(x)) simplifyAssertEq(f:integrate(x):integrate(x):diff(x)(), f:integrate(x)) simplifyAssertEq(f:integrate(x):diff(x,x)(), f:diff(x)) simplifyAssertEq(sin(x):integrate(x)(), -cos(x)) simplifyAssertEq(cos(x):integrate(x)(), sin(x)) simplifyAssertEq(sin(2*x):integrate(x)(), (-cos(2*x)/2)) simplifyAssertEq(cos(y*x):integrate(x)(), (sin(y*x)/y)) simplifyAssertEq((cos(x)/sin(x)):integrate(x), log(abs(sin(x)))) simplifyAssertEq((cos(x)^2):integrate(x)(), frac(1,4) * (2 * x + sin(2 * x))) simplifyAssertEq(sinh(x):integrate(x), cosh(x)) simplifyAssertEq(cosh(x):integrate(x), sinh(x)) -- multiple integrals simplifyAssertEq((x * y):integrate(x), frac(1,2) * x^2 * y) simplifyAssertEq((x * y):integrate(x)():integrate(y)(), frac(1,4) * x^2 * y^2) simplifyAssertEq((x * y):integrate(x):integrate(y)(), frac(1,4) * x^2 * y^2) simplifyAssertEq((r * cos(x)):integrate(r)():integrate(x)(), frac(1,2) * r^2 * sin(x)) simplifyAssertEq((r * cos(x)):integrate(x)():integrate(r)(), frac(1,2) * r^2 * sin(x)) simplifyAssertEq( ( cosh(a * x) * sinh(a * x) ):integrate(x), cosh(a * x)^2 / (2 * a) ) simplifyAssertEq( ( cosh(a * x) * sinh(b * x) ):integrate(x), 1 / ((a + b) * (a - b)) * (-b * cosh(a*x) * cosh(b*x) + a * sinh(a*x) * sinh(b*x)) ) simplifyAssertEq( ( sinh(a * x)^2 * cosh(a * x) ):integrate(x), sinh(a * x)^3 / (3 * a) ) ]=]), '\n')) do env.exec(line) end end)
function love.load() love.window.setMode(480, 480); cursorIndex = 1; randomNum1MaxDigits = 3; randomNum2MaxDigits = 3; randomNum1 = math.random(0, (10^(randomNum1MaxDigits)) ); randomNum2 = math.random(0, (10^(randomNum2MaxDigits)) ); maxCursorIndex = 3; showAnswer = false; equationMethod = 1; end function love.update() if equationMethod == 1 then answer = randomNum1 * randomNum2; elseif equationMethod == 2 then answer = randomNum1 + randomNum2; elseif equationMethod == 3 then answer = randomNum1 - randomNum2; else answer = 1; end end function love.draw() love.graphics.print("1st Random Number:", 15, 0); love.graphics.print(randomNum1, 150, 0); love.graphics.print("Max Digits:", 300, 0); love.graphics.print(randomNum1MaxDigits, 375, 0); love.graphics.print("2nd Random Number:", 15, 15); love.graphics.print(randomNum2, 150, 15); love.graphics.print("Max Digits:", 300, 15); love.graphics.print(randomNum2MaxDigits, 375, 15); love.graphics.print("Equation Method:", 15, 30); if equationMethod == 1 then love.graphics.print("multiplication", 125, 30); elseif equationMethod == 2 then love.graphics.print("addition", 125, 30); elseif equationMethod == 3 then love.graphics.print("subtraction", 125, 30); end love.graphics.print(">", 0, (cursorIndex * 15) - 15); love.graphics.print("Answer:", 0, 45); if showAnswer == true then love.graphics.print(answer, 50, 45); end love.graphics.print("Press R to randomise a number!", 0, 75); love.graphics.print("Press A for answer!", 0, 90); love.graphics.print("Press Left/Right to change equation method or change max digits", 0, 105); end function love.keypressed(key) if key == "r" then if cursorIndex == 1 then randomNum1 = math.random(0, (10^(randomNum1MaxDigits)) ); elseif cursorIndex == 2 then randomNum2 = math.random(0, (10^(randomNum2MaxDigits)) ); end elseif key == "up" and cursorIndex > 1 then cursorIndex = cursorIndex - 1; elseif key == "down" and cursorIndex < maxCursorIndex then cursorIndex = cursorIndex + 1; end if key == "right" then if cursorIndex == 3 then if equationMethod < 3 then equationMethod = equationMethod + 1; end elseif cursorIndex == 1 then randomNum1MaxDigits = randomNum1MaxDigits + 1; elseif cursorIndex == 2 then randomNum2MaxDigits = randomNum2MaxDigits + 1; end elseif key == "left" then if cursorIndex == 3 then if equationMethod > 1 then equationMethod = equationMethod - 1; end elseif cursorIndex == 1 and randomNum1MaxDigits > 1 then randomNum1MaxDigits = randomNum1MaxDigits - 1; elseif cursorIndex == 2 and randomNum2MaxDigits > 1 then randomNum2MaxDigits = randomNum2MaxDigits - 1; end end if key == "a" then showAnswer = not showAnswer; end end
data:extend({ { type = "selection-tool", name = "muro-wall-builder", icon = "__muro__/graphics/muro.png", icon_size = 32, stack_size = 1, subgroup = "tool", order = "c[automated-construction]-d[muro-wall-builder]", flags = {"hidden", "only-in-cursor"}, selection_color = {r = 0.2, g = 0.8, b = 0.2, a = 0.2}, alt_selection_color = {r = 0.2, g = 0.2, b = 0.8, a = 0.2}, selection_mode = {"any-tile"}, alt_selection_mode = {"any-tile"}, always_include_tiles = true, selection_cursor_box_type = "entity", alt_selection_cursor_box_type = "entity", entity_filters = {}, entity_filter_mode = "whitelist", show_in_library = true }, { type = "custom-input", name = "muro-wall-builder", key_sequence = "CONTROL + W", }, { type = "shortcut", action = "lua", name = "muro-wall-builder", order = "c[automated-construction]-d[muro-wall-builder]", icon = { filename = "__muro__/graphics/muro_quickbar.png", priority = "extra-high-no-scale", size = 24, scale = 1, flags = {"icon"} }, toggleable = false, associated_control_input = "muro-wall-builder", }, })
require 'funcs' local GameMode = require 'tetris.modes.gamemode' local Piece = require 'tetris.components.piece' local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls' local MarathonL1Game = GameMode:extend() MarathonL1Game.name = "Line Attack" MarathonL1Game.hash = "MarathonL1" MarathonL1Game.tagline = "Can you clear the time hurdles when the game goes this fast?" function MarathonL1Game:new() MarathonL1Game.super:new() self.roll_frames = 0 self.randomizer = History6RollsRandomizer() self.section_time_limit = 3600 self.section_start_time = 0 self.section_times = { [0] = 0 } self.section_clear = false self.lock_drop = true self.enable_hold = true self.next_queue_length = 3 end function MarathonL1Game:getARE() if self.lines < 10 then return 18 elseif self.lines < 40 then return 14 elseif self.lines < 60 then return 12 elseif self.lines < 70 then return 10 elseif self.lines < 80 then return 8 elseif self.lines < 90 then return 7 else return 6 end end function MarathonL1Game:getLineARE() return self:getARE() end function MarathonL1Game:getDasLimit() if self.lines < 20 then return 10 elseif self.lines < 50 then return 9 elseif self.lines < 70 then return 8 else return 7 end end function MarathonL1Game:getLineClearDelay() if self.lines < 10 then return 14 elseif self.lines < 30 then return 9 else return 5 end end function MarathonL1Game:getLockDelay() if self.lines < 10 then return 28 elseif self.lines < 20 then return 24 elseif self.lines < 30 then return 22 elseif self.lines < 40 then return 20 elseif self.lines < 50 then return 18 elseif self.lines < 70 then return 14 else return 13 end end function MarathonL1Game:getGravity() return 20 end function MarathonL1Game:getSection() return math.floor(level / 100) + 1 end function MarathonL1Game:advanceOneFrame() if self.clear then self.roll_frames = self.roll_frames + 1 if self.roll_frames < 0 then return false elseif self.roll_frames > 2968 then self.completed = true end elseif self.ready_frames == 0 then if not self.section_clear then self.frames = self.frames + 1 end if self:getSectionTime() >= self.section_time_limit then self.game_over = true end end return true end function MarathonL1Game:onLineClear(cleared_row_count) if not self.clear then local new_lines = self.lines + cleared_row_count self:updateSectionTimes(self.lines, new_lines) self.lines = math.min(new_lines, 150) if self.lines == 150 then self.clear = true self.roll_frames = -150 end end end function MarathonL1Game:getSectionTime() return self.frames - self.section_start_time end function MarathonL1Game:updateSectionTimes(old_lines, new_lines) if math.floor(old_lines / 10) < math.floor(new_lines / 10) then -- record new section table.insert(self.section_times, self:getSectionTime()) self.section_start_time = self.frames self.section_clear = true end end function MarathonL1Game:onPieceEnter() self.section_clear = false end function MarathonL1Game:drawGrid(ruleset) self.grid:draw() end function MarathonL1Game:getHighscoreData() return { lines = self.lines, frames = self.frames, } end function MarathonL1Game:drawScoringInfo() MarathonL1Game.super.drawScoringInfo(self) love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(font_3x5_2) love.graphics.print( self.das.direction .. " " .. self.das.frames .. " " .. st(self.prev_inputs) ) love.graphics.printf("NEXT", 64, 40, 40, "left") love.graphics.printf("TIME LEFT", 240, 250, 80, "left") love.graphics.printf("LINES", 240, 320, 40, "left") local current_section = math.floor(self.lines / 10) + 1 self:drawSectionTimesWithSplits(current_section) love.graphics.setFont(font_3x5_3) love.graphics.printf(self.lines, 240, 340, 40, "right") love.graphics.printf(self.clear and self.lines or self:getSectionEndLines(), 240, 370, 40, "right") -- draw time left, flash red if necessary local time_left = self.section_time_limit - math.max(self:getSectionTime(), 0) if not self.game_over and not self.clear and time_left < sp(0,10) and time_left % 4 < 2 then love.graphics.setColor(1, 0.3, 0.3, 1) end love.graphics.printf(formatTime(time_left), 240, 270, 160, "left") love.graphics.setColor(1, 1, 1, 1) end function MarathonL1Game:getSectionEndLines() return math.floor(self.lines / 10 + 1) * 10 end function MarathonL1Game:getBackground() return math.floor(self.lines / 10) end return MarathonL1Game
local skynet = require "skynet" require "skynet.manager" local sc = require "skynet.socketchannel" local function dispatch(sock) local r = sock:readline() local session = tonumber(string.sub( r, 5 )) return session, true, r end local channel = sc.channel({ host = "127.0.0.1", port = 8001, response = dispatch }) local function task() local resp local i = 0 while i < 3 do skynet.fork(function ( session ) resp = channel:request("data"..session.."\n", session) skynet.error("recv", resp, session) end,i) i = i + 1 end end skynet.start(function( ) skynet.fork(task) end)
--- -- This module is designed to parse the <code>PERF_DATA_BLOCK</code> structure, which is -- stored in the registry under HKEY_PERFORMANCE_DATA. By querying this structure, you can -- get a whole lot of information about what's going on. -- -- To use this from a script, see <code>get_performance_data</code>, it is the only -- "public" function in this module. -- -- My primary sources of information were: -- * This 1996 journal by Matt Pietrek: <http://www.microsoft.com/msj/archive/S271.aspx> -- * The followup article: <http://www.microsoft.com/msj/archive/S2A9.aspx> -- * The WinPerf.h header file -- -- And my primary inspiration was PsTools, specifically, <code>pstasklist.exe</code>. -- --@author Ron Bowes <ron@skullsecurity.net> --@copyright Same as Nmap--See http://nmap.org/book/man-legal.html ----------------------------------------------------------------------- module(... or "msrpcperformance", package.seeall) require 'msrpctypes' ---Parses the title database, which is a series of null-terminated string pairs. -- --@param data The data being processed. --@param pos The position within <code>data</code>. --@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error -- message), and a table representing the datatype, if any. local function parse_perf_title_database(data, pos) local result = {} local i = 1 repeat local number, name pos, number, name = bin.unpack("<zz", data, pos) if(number == nil) then return false, "Couldn't parse the title database: end of string encountered early" elseif(tonumber(number) == nil) then -- Not sure if this actually happens, but it doesn't hurt to check stdnse.print_debug(1, "MSRPC: ERROR: Couldn't parse the title database: string found where number expected (%d: '%s')", i, number) return false, "Couldn't parse the title database" end result[tonumber(number)] = name i = i + 1 until pos >= #data return true, pos, result end ---Parses a PERF_DATA_BLOCK, which has the following definition (from "WinPerf.h" on Visual Studio 8): -- --<code> -- typedef struct _PERF_DATA_BLOCK { -- WCHAR Signature[4]; // Signature: Unicode "PERF" -- DWORD LittleEndian; // 0 = Big Endian, 1 = Little Endian -- DWORD Version; // Version of these data structures -- // starting at 1 -- DWORD Revision; // Revision of these data structures -- // starting at 0 for each Version -- DWORD TotalByteLength; // Total length of data block -- DWORD HeaderLength; // Length of this structure -- DWORD NumObjectTypes; // Number of types of objects -- // being reported -- LONG DefaultObject; // Object Title Index of default -- // object to display when data from -- // this system is retrieved (-1 = -- // none, but this is not expected to -- // be used) -- SYSTEMTIME SystemTime; // Time at the system under -- // measurement -- LARGE_INTEGER PerfTime; // Performance counter value -- // at the system under measurement -- LARGE_INTEGER PerfFreq; // Performance counter frequency -- // at the system under measurement -- LARGE_INTEGER PerfTime100nSec; // Performance counter time in 100 nsec -- // units at the system under measurement -- DWORD SystemNameLength; // Length of the system name -- DWORD SystemNameOffset; // Offset, from beginning of this -- // structure, to name of system -- // being measured -- } PERF_DATA_BLOCK, *PPERF_DATA_BLOCK; --</code> -- --@param data The data being processed. --@param pos The position within <code>data</code>. --@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error -- message), and a table representing the datatype, if any. local function parse_perf_data_block(data, pos) local result = {} pos, result['Signature'] = msrpctypes.unicode_to_string(data, pos, 4, false) if(result['Signature'] ~= "PERF") then return false, "MSRPC: PERF_DATA_BLOCK signature is missing or incorrect" end pos, result['LittleEndian'] = msrpctypes.unmarshall_int32(data, pos) if(result['LittleEndian'] ~= 1) then return false, "MSRPC: PERF_DATA_BLOCK returned a non-understood endianness" end -- Parse the header pos, result['Version'] = msrpctypes.unmarshall_int32(data, pos) pos, result['Revision'] = msrpctypes.unmarshall_int32(data, pos) pos, result['TotalByteLength'] = msrpctypes.unmarshall_int32(data, pos) pos, result['HeaderLength'] = msrpctypes.unmarshall_int32(data, pos) pos, result['NumObjectTypes'] = msrpctypes.unmarshall_int32(data, pos) pos, result['DefaultObject'] = msrpctypes.unmarshall_int32(data, pos) pos, result['SystemTime'] = msrpctypes.unmarshall_SYSTEMTIME(data, pos) pos, result['PerfTime'] = msrpctypes.unmarshall_int64(data, pos) pos, result['PerfFreq'] = msrpctypes.unmarshall_int64(data, pos) pos, result['PerfTime100nSec'] = msrpctypes.unmarshall_int64(data, pos) pos = pos + 4 -- This value doesn't seem to line up, so add 4 pos, result['SystemNameLength'] = msrpctypes.unmarshall_int32(data, pos) pos, result['SystemNameOffset'] = msrpctypes.unmarshall_int32(data, pos) -- Ensure that the system name is directly after the header. This technically shouldn't matter, but Microsoft's documentation -- (in WinPref.h) says that the actual object comes "after the PERF_DATA_BLOCK", so it doesn't make sense that the SystemName -- could be anywhere else. if(pos ~= result['SystemNameOffset'] + 1) then return false, "MSRPC: PERF_DATA_BLOCK has SystemName in the wrong location" end -- Read the system name from the next location (which happens to be identical to SystemNameOffset, on a proper system) pos, result['SystemName'] = msrpctypes.unicode_to_string(data, pos, result['SystemNameLength'] / 2, true) pos = pos + 4 -- Again, we end up not lined up so here we fix it return true, pos, result end ---Parse a PERF_OBJECT_TYPE structure. From Microsoft's documentation: -- --<code> -- // -- // The _PERF_DATA_BLOCK structure is followed by NumObjectTypes of -- // data sections, one for each type of object measured. Each object -- // type section begins with a _PERF_OBJECT_TYPE structure. -- // -- typedef struct _PERF_OBJECT_TYPE { -- DWORD TotalByteLength; // Length of this object definition -- // including this structure, the -- // counter definitions, and the -- // instance definitions and the -- // counter blocks for each instance: -- // This is the offset from this -- // structure to the next object, if -- // any -- DWORD DefinitionLength; // Length of object definition, -- // which includes this structure -- // and the counter definition -- // structures for this object: this -- // is the offset of the first -- // instance or of the counters -- // for this object if there is -- // no instance -- DWORD HeaderLength; // Length of this structure: this -- // is the offset to the first -- // counter definition for this -- // object -- DWORD ObjectNameTitleIndex; -- // Index to name in Title Database -- #ifdef _WIN64 -- DWORD ObjectNameTitle; // Should use this as an offset -- #else -- LPWSTR ObjectNameTitle; // Initially NULL, for use by -- // analysis program to point to -- // retrieved title string -- #endif -- DWORD ObjectHelpTitleIndex; -- // Index to Help in Title Database -- #ifdef _WIN64 -- DWORD ObjectHelpTitle; // Should use this as an offset -- #else -- LPWSTR ObjectHelpTitle; // Initially NULL, for use by -- // analysis program to point to -- // retrieved title string -- #endif -- DWORD DetailLevel; // Object level of detail (for -- // controlling display complexity); -- // will be min of detail levels -- // for all this object's counters -- DWORD NumCounters; // Number of counters in each -- // counter block (one counter -- // block per instance) -- LONG DefaultCounter; // Default counter to display when -- // this object is selected, index -- // starting at 0 (-1 = none, but -- // this is not expected to be used) -- LONG NumInstances; // Number of object instances -- // for which counters are being -- // returned from the system under -- // measurement. If the object defined -- // will never have any instance data -- // structures (PERF_INSTANCE_DEFINITION) -- // then this value should be -1, if the -- // object can have 0 or more instances, -- // but has none present, then this -- // should be 0, otherwise this field -- // contains the number of instances of -- // this counter. -- DWORD CodePage; // 0 if instance strings are in -- // UNICODE, else the Code Page of -- // the instance names -- LARGE_INTEGER PerfTime; // Sample Time in "Object" units -- // -- LARGE_INTEGER PerfFreq; // Frequency of "Object" units in -- // counts per second. -- } PERF_OBJECT_TYPE, *PPERF_OBJECT_TYPE; --</code> -- --@param data The data being processed. --@param pos The position within <code>data</code>. --@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error -- message), and a table representing the datatype, if any. local function parse_perf_object_type(data, pos) local result = {} pos, result['TotalByteLength'] = msrpctypes.unmarshall_int32(data, pos) -- Offset to the next object pos, result['DefinitionLength'] = msrpctypes.unmarshall_int32(data, pos) -- Offset to the first instance (or counter, if no instances) pos, result['HeaderLength'] = msrpctypes.unmarshall_int32(data, pos) -- Offset to the first counter definition pos, result['ObjectNameTitleIndex'] = msrpctypes.unmarshall_int32(data, pos) -- Index in the Title Database pos, result['ObjectNameTitle'] = msrpctypes.unmarshall_int32(data, pos) -- TODO: will this work with 64-bit? pos, result['ObjectHelpTitleIndex'] = msrpctypes.unmarshall_int32(data, pos) -- Index in the Help Database pos, result['ObjectHelpTitle'] = msrpctypes.unmarshall_int32(data, pos) -- TODO: will this workw ith 64-bit? pos, result['DetailLevel'] = msrpctypes.unmarshall_int32(data, pos) pos, result['NumCounters'] = msrpctypes.unmarshall_int32(data, pos) -- The number of counters in each counter block pos, result['DefaultCounter'] = msrpctypes.unmarshall_int32(data, pos) pos, result['NumInstances'] = msrpctypes.unmarshall_int32(data, pos) -- Numer of object instances for which counters are being returned pos, result['CodePage'] = msrpctypes.unmarshall_int32(data, pos) -- 0 if strings are in UNICODE, otherwise the Code Page -- if(result['CodePage'] ~= 0) then -- return false, string.format("Unknown Code Page for data: %d\n", result['CodePage']) -- end pos, result['PerfTime'] = msrpctypes.unmarshall_int64(data, pos) -- Sample time in "Object" units pos, result['PerfFreq'] = msrpctypes.unmarshall_int64(data, pos) -- Frequency of "Object" units in counts/second return true, pos, result end ---Parse a PERF_COUNTER_DEFINITION structure. From Microsoft's documentation: -- --<code> -- // There is one of the following for each of the -- // PERF_OBJECT_TYPE.NumCounters. The Unicode names in this structure MUST -- // come from a message file. -- typedef struct _PERF_COUNTER_DEFINITION { -- DWORD ByteLength; // Length in bytes of this structure -- DWORD CounterNameTitleIndex; -- // Index of Counter name into -- // Title Database -- #ifdef _WIN64 -- DWORD CounterNameTitle; -- #else -- LPWSTR CounterNameTitle; // Initially NULL, for use by -- // analysis program to point to -- // retrieved title string -- #endif -- DWORD CounterHelpTitleIndex; -- // Index of Counter Help into -- // Title Database -- #ifdef _WIN64 -- DWORD CounterHelpTitle; -- #else -- LPWSTR CounterHelpTitle; // Initially NULL, for use by -- // analysis program to point to -- // retrieved title string -- #endif -- LONG DefaultScale; // Power of 10 by which to scale -- // chart line if vertical axis is 100 -- // 0 ==> 1, 1 ==> 10, -1 ==>1/10, etc. -- DWORD DetailLevel; // Counter level of detail (for -- // controlling display complexity) -- DWORD CounterType; // Type of counter -- DWORD CounterSize; // Size of counter in bytes -- DWORD CounterOffset; // Offset from the start of the -- // PERF_COUNTER_BLOCK to the first -- // byte of this counter -- } PERF_COUNTER_DEFINITION, *PPERF_COUNTER_DEFINITION; --</code> -- --@param data The data being processed. --@param pos The position within <code>data</code>. --@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error -- message), and a table representing the datatype, if any. local function parse_perf_counter_definition(data, pos) local result = {} local initial_pos = pos pos, result['ByteLength'] = msrpctypes.unmarshall_int32(data, pos) pos, result['CounterNameTitleIndex'] = msrpctypes.unmarshall_int32(data, pos) pos, result['CounterNameTitle'] = msrpctypes.unmarshall_int32(data, pos) pos, result['CounterHelpTitleIndex'] = msrpctypes.unmarshall_int32(data, pos) pos, result['CounterHelpTitle'] = msrpctypes.unmarshall_int32(data, pos) pos, result['DefaultScale'] = msrpctypes.unmarshall_int32(data, pos) pos, result['DetailLevel'] = msrpctypes.unmarshall_int32(data, pos) pos, result['CounterType'] = msrpctypes.unmarshall_int32(data, pos) pos, result['CounterSize'] = msrpctypes.unmarshall_int32(data, pos) pos, result['CounterOffset'] = msrpctypes.unmarshall_int32(data, pos) pos = initial_pos + result['ByteLength'] return true, pos, result end ---Parse the actual counter value. This is a fairly simple function, it takes a counter -- definition and pulls out data based on it. -- -- Note: I don't think this is doing the 8-byte values right, I suspect that they're supposed -- to be doubles. -- --@param data The data being processed. --@param pos The position within <code>data</code>. --@param counter_definition The matching counter_definition. --@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error -- message), and a table representing the datatype, if any. local function parse_perf_counter(data, pos, counter_definition) local result if(counter_definition['CounterSize'] == 4) then pos, result = msrpctypes.unmarshall_int32(data, pos) elseif(counter_definition['CounterSize'] == 8) then pos, result = msrpctypes.unmarshall_int64(data, pos) -- pos, result = bin.unpack("<d", data, pos) else pos, result = msrpctypes.unmarshall_raw(data, pos, counter_definition['CounterSize']) end return true, pos, result end ---Parse a PERF_INSTANCE_DEFINITION structure. From Microsoft's documentation: -- --<code> -- // If (PERF_DATA_BLOCK.NumInstances >= 0) then there will be -- // PERF_DATA_BLOCK.NumInstances of a (PERF_INSTANCE_DEFINITION -- // followed by a PERF_COUNTER_BLOCK followed by the counter data fields) -- // for each instance. -- // -- // If (PERF_DATA_BLOCK.NumInstances < 0) then the counter definition -- // strucutre above will be followed by only a PERF_COUNTER_BLOCK and the -- // counter data for that COUNTER. -- typedef struct _PERF_INSTANCE_DEFINITION { -- DWORD ByteLength; // Length in bytes of this structure, -- // including the subsequent name -- DWORD ParentObjectTitleIndex; -- // Title Index to name of "parent" -- // object (e.g., if thread, then -- // process is parent object type); -- // if logical drive, the physical -- // drive is parent object type -- DWORD ParentObjectInstance; -- // Index to instance of parent object -- // type which is the parent of this -- // instance. -- LONG UniqueID; // A unique ID used instead of -- // matching the name to identify -- // this instance, -1 = none -- DWORD NameOffset; // Offset from beginning of -- // this struct to the Unicode name -- // of this instance -- DWORD NameLength; // Length in bytes of name; 0 = none -- // this length includes the characters -- // in the string plus the size of the -- // terminating NULL char. It does not -- // include any additional pad bytes to -- // correct structure alignment -- } PERF_INSTANCE_DEFINITION, *PPERF_INSTANCE_DEFINITION; --</code> -- --@param data The data being processed. --@param pos The position within <code>data</code>. --@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error -- message), and a table representing the datatype, if any. local function parse_perf_instance_definition(data, pos) local result = {} -- Remember where we started. I noticed that where the counter part starts can move around, so we have to -- determine it by adding ByteLength to the initial position local initial_pos = pos pos, result['ByteLength'] = msrpctypes.unmarshall_int32(data, pos) pos, result['ParentObjectTitleIndex'] = msrpctypes.unmarshall_int32(data, pos) pos, result['ParentObjectInstance'] = msrpctypes.unmarshall_int32(data, pos) pos, result['UniqueID'] = msrpctypes.unmarshall_int32(data, pos) pos, result['NameOffset'] = msrpctypes.unmarshall_int32(data, pos) pos, result['NameLength'] = msrpctypes.unmarshall_int32(data, pos) pos, result['InstanceName'] = msrpctypes.unicode_to_string(data, pos, result['NameLength'] / 2, true) pos = initial_pos + result['ByteLength'] return true, pos, result end ---Parse a PERF_COUNTER_BLOCK structure. From Microsoft's documentation: -- --<code> -- typedef struct _PERF_COUNTER_BLOCK { -- DWORD ByteLength; // Length in bytes of this structure, -- // including the following counters -- } PERF_COUNTER_BLOCK, *PPERF_COUNTER_BLOCK; -- --</code> -- --@param data The data being processed. --@param pos The position within <code>data</code>. --@return (status, pos, result) The status (true if successful), the new position in <code>data</code> (or an error -- message), and a table representing the datatype, if any. local function parse_perf_counter_block(data, pos) local result = {} pos, result['ByteLength'] = msrpctypes.unmarshall_int32(data, pos) return true, pos, result end ---Retrieve the parsed performance data from the given host for the requested object values. To get a list of possible -- object values, leave 'objects' blank and look at <code>result['title_database']</code> -- it'll contain a list of -- indexes that can be looked up. These indexes are passed as a string or as a series of space-separated strings (eg, -- "230" for "Process" and "238" for "Process" and "Processor"). -- --@param host The host object --@param objects [optional] The space-separated list of object numbers to retrieve. Default: only retrieve the database. function get_performance_data(host, objects) -- Create the SMB session local status, smbstate = msrpc.start_smb(host, msrpc.WINREG_PATH) if(status == false) then return false, smbstate end -- Bind to WINREG service local status, bind_result = msrpc.bind(smbstate, msrpc.WINREG_UUID, msrpc.WINREG_VERSION, nil) if(status == false) then msrpc.stop_smb(smbstate) return false, bind_result end -- Open HKEY_PERFORMANCE_DATA local status, openhkpd_result = msrpc.winreg_openhkpd(smbstate) if(status == false) then msrpc.stop_smb(smbstate) return false, openhkpd_result end local status, queryvalue_result = msrpc.winreg_queryvalue(smbstate, openhkpd_result['handle'], "Counter 009") if(status == false) then msrpc.stop_smb(smbstate) return false, queryvalue_result end -- Parse the title database local pos = 1 local status local result = {} status, pos, result['title_database'] = parse_perf_title_database(queryvalue_result['value'], pos) if(status == false) then msrpc.stop_smb(smbstate) return false, pos end result['title_database'][0] = "<null>" if(objects ~= nil and #objects > 0) then -- Query for the objects local status, queryvalue_result = msrpc.winreg_queryvalue(smbstate, openhkpd_result['handle'], objects) if(status == false) then msrpc.stop_smb(smbstate) return false, queryvalue_result end -- Parse the header pos = 1 local status, data_block status, pos, data_block = parse_perf_data_block(queryvalue_result['value'], pos) if(status == false) then msrpc.stop_smb(smbstate) return false, pos end -- Move past the header pos = 1 + data_block['HeaderLength'] -- Parse the data sections for i = 1, data_block['NumObjectTypes'], 1 do local object_start = pos local counter_definitions = {} local object_instances = {} local counter_definitions = {} -- Get the type of the object (this is basically the class definition -- info about the object instances) local status, object_type status, pos, object_type = parse_perf_object_type(queryvalue_result['value'], pos) if(status == false) then msrpc.stop_smb(smbstate) return false, pos end -- Start setting up the result object --stdnse.print_debug("Index = %d\n", object_type['ObjectNameTitleIndex']) local object_name = result['title_database'][object_type['ObjectNameTitleIndex']] result[object_name] = {} --stdnse.print_debug("\n\nOBJECT: %s\n", object_name) --stdnse.print_debug(" Counters: %d\n", object_type['NumCounters']) --stdnse.print_debug(" Instances: %d\n", object_type['NumInstances']) --stdnse.print_debug("-----------------\n") -- Bring the position to the beginning of the counter definitions pos = object_start + object_type['HeaderLength'] -- Parse the counter definitions for j = 1, object_type['NumCounters'], 1 do status, pos, counter_definitions[j] = parse_perf_counter_definition(queryvalue_result['value'], pos) if(status == false) then msrpc.stop_smb(smbstate) return false, pos end --stdnse.print_debug(" Counter definition #%2d: [%d bytes] %s\n", j, counter_definitions[j]['CounterSize'], result['title_database'][counter_definitions[j]['CounterNameTitleIndex']]) end -- Bring the position to the beginning of the instances (or counters) pos = object_start + object_type['DefinitionLength'] -- Check if we have any instances (sometimes we don't -- if we don't, the value returned is a negative) if(bit.band(object_type['NumInstances'], 0x80000000) == 0) then -- Parse the object instances and counters for j = 1, object_type['NumInstances'], 1 do local instance_start = pos -- Instance definition local status status, pos, object_instances[j] = parse_perf_instance_definition(queryvalue_result['value'], pos) if(status == false) then msrpc.stop_smb(smbstate) return false, pos end -- Set up the instance array local instance_name = object_instances[j]['InstanceName'] result[object_name][instance_name] = {} -- Bring the pos to the start of the counter block pos = instance_start + object_instances[j]['ByteLength'] --stdnse.print_debug("\n INSTANCE: %s\n", instance_name) --stdnse.print_debug(" Length: %d\n", object_instances[j]['ByteLength']) --stdnse.print_debug(" NameOffset: %d\n", object_instances[j]['NameOffset']) --stdnse.print_debug(" NameLength: %d\n", object_instances[j]['NameLength']) --stdnse.print_debug(" --------------\n") -- The counter block local status, counter_block status, pos, counter_block = parse_perf_counter_block(queryvalue_result['value'], pos) if(status == false) then msrpc.stop_smb(smbstate) return false, pos end for k = 1, object_type['NumCounters'], 1 do -- Each individual counter local status, counter_result status, pos, counter_result = parse_perf_counter(queryvalue_result['value'], pos, counter_definitions[k]) if(status == false) then msrpc.stop_smb(smbstate) return false, pos end local counter_name = result['title_database'][counter_definitions[k]['CounterNameTitleIndex']] --stdnse.print_debug(" %s: %s\n", counter_name, counter_result) -- Save it in the result result[object_name][instance_name][counter_name] = counter_result end -- Bring the pos to the end of the next section pos = instance_start + object_instances[j]['ByteLength'] + counter_block['ByteLength'] end else for k = 1, object_type['NumCounters'], 1 do -- Each individual counter local status, counter_result status, pos, counter_result = parse_perf_counter(queryvalue_result['value'], pos, counter_definitions[k]) if(status == false) then msrpc.stop_smb(smbstate) return false, pos end local counter_name = result['title_database'][counter_definitions[k]['CounterNameTitleIndex']] --stdnse.print_debug(" %s: %s\n", counter_name, counter_result) -- Save it in the result result[object_name][counter_name] = counter_result end end end -- Blank out the database result['title_database'] = nil end msrpc.stop_smb(smbstate) return true, result end
-- -- Copyright (c) 2015, Facebook, Inc. -- All rights reserved. -- -- This source code is licensed under the BSD-style license found in the -- LICENSE file in the root directory of this source tree. An additional grant -- of patent rights can be found in the PATENTS file in the same directory. -- -- Author: Marc'Aurelio Ranzato <ranzato@fb.com> -- Sumit Chopra <spchopra@fb.com> -- Michael Auli <michaelauli@fb.com> -- Wojciech Zaremba <zaremba@cs.nyu.edu> -- require('nngraph') require('xlua') paths.dofile('ReinforceSampler.lua') local models = {} -- This function makes a single core element at a given time step. function models.makeNode(args) local params = args.prms local nhid = params.n_hidden local input = args.inp local source = args.src local cposition = args.cpos local prev_h = args.prev_h local prev_c = args.prev_c local ncls_t = args.ncls_t local ncls_s = args.ncls_s local ncls_p = args.ncls_p local initw = args.init_w local function make_cuda_mm(trans_first, trans_second) -- Fix bug in torch.MM module with cuda. local mm = nn.MM(trans_first, trans_second):cuda() mm.gradInput[1] = mm.gradInput[1]:cuda() mm.gradInput[2] = mm.gradInput[2]:cuda() return mm end -- initialize the projection matrix local function initialize_proj(prj) prj.bias:fill(0.0) prj.weight:normal(0, initw) end -- component-wise addition of inp1 with linear projection of inp2, inp3 local function new_input_sum_triple(inp1, inp2, inp3) local w_ih = nn.Linear(nhid, nhid) local w_hh = nn.Linear(nhid, nhid) local w_ch = nn.Linear(nhid, nhid) -- initialize biases to zero initialize_proj(w_ih) initialize_proj(w_hh) initialize_proj(w_ch) return nn.CAddTable()({w_ih(inp1), w_hh(inp2), w_ch(inp3)}) end -- builds and returns an attention model over the source local function conv_attn_aux(use_cell) -- embedding of the source local nhid_c = nhid local src_lut = nn.LookupTable(ncls_s, nhid_c) src_lut.weight:normal(0, initw) local src_emb = src_lut(source):annotate{name = 'src_emb'} local pos_lut = nn.LookupTable(ncls_p, nhid_c) pos_lut.weight:normal(0, initw) local pos_emb = pos_lut(cposition):annotate{name = 'pos_emb'} local srcpos_emb = nn.CAddTable()( {src_emb, pos_emb}):annotate{name = 'srcpos_emb'} -- projection of previous hidden state onto source word space local lin_proj_hid = nn.Linear(nhid, nhid_c) local tgt_hid_proj = nn.View(nhid_c, 1):setNumInputDims(1)( lin_proj_hid(prev_h)):annotate{name = 'tgt_hid_proj'} local lin_proj_cel = nn.Linear(nhid, nhid_c) local tgt_cel_proj = nn.View(nhid_c, 1):setNumInputDims(1)( lin_proj_cel(prev_c)):annotate{name = 'tgt_cel_proj'} -- embedding of the current target word local tgt_lut = nn.LookupTable(ncls_t, nhid_c) tgt_lut.weight:normal(0, initw) local tgt_emb = nn.View(nhid_c, 1):setNumInputDims(1)( tgt_lut(input)):annotate{name = 'ttl_emb'} local tgt_rep = nn.CAddTable()({tgt_emb, tgt_hid_proj, tgt_cel_proj}) local apool = params.attn_pool local pad = (apool - 1) / 2 local window_model = nn.Sequential() window_model:add(nn.View(1, -1, nhid):setNumInputDims(2)) window_model:add(nn.SpatialZeroPadding(0, 0, pad, pad)) window_model:add(nn.SpatialAveragePooling(1, apool)) window_model:add(nn.View(-1, nhid):setNumInputDims(3)) local proc_srcpos_emb = window_model(srcpos_emb):annotate({name = 'proc'}) -- distribution over source local scores = make_cuda_mm()( {proc_srcpos_emb, tgt_rep}):annotate{name = 'scores'} -- compute attention distribution local attn = nn.SoftMax()( nn.View(-1):setNumInputDims(2)(scores)):annotate( {name = 'distribution'}) -- apply attention to the source local srcpos_proc = srcpos_emb local mout = nn.View(nhid_c):setNumInputDims(2)( make_cuda_mm(true, false)( {srcpos_proc, nn.View(-1, 1):setNumInputDims(1)(attn)})) return mout end local tit_lut = nn.LookupTable(ncls_t, nhid) tit_lut.weight:normal(0, initw) local inp = tit_lut(input) local con = conv_attn_aux(params.usecell) local in_gate = nn.Sigmoid()(new_input_sum_triple(inp, prev_h, con)) local forget_gate = nn.Sigmoid()(new_input_sum_triple(inp, prev_h, con)) local cell_gate = nn.Tanh()(new_input_sum_triple(inp, prev_h, con)) local next_c = nn.CAddTable()({nn.CMulTable()({forget_gate, prev_c}), nn.CMulTable()({in_gate, cell_gate})}) local out_gate = nn.Sigmoid()(new_input_sum_triple(inp, prev_h, con)) local next_h = nn.CMulTable()({out_gate, nn.Tanh()(next_c)}) local w_cto = nn.Linear(nhid, nhid) initialize_proj(w_cto) local proj_ct = w_cto(con) local next_ct = nn.Sigmoid()(proj_ct) return next_h, next_c, next_ct end -- This function assembles the above core element -- to build a multi-layer network at a given time step. -- It returns the net and a table specifying the dimensions of -- the internal states. -- The network takes as input a table with the input, the target and -- a table of the previous hidden states. It outputs a table -- with the value of the loss and a table storing the hidden states -- at the next time step. function models.makeNetSingleStep(params, dict_target, dict_source) local ncls_target = dict_target.nwords local ncls_source = dict_source.nwords local ncls_position = 200 local nhid = params.n_hidden local init_w = 0.05 local prms = params prms.attn_pool = 5 local dimensions_internal_states = {} local x = nn.Identity()() local previous_s = nn.Identity()() local next_s = {} local args = {prms = prms, ncls_t = ncls_target, ncls_s = ncls_source, ncls_p = ncls_position, init_w = init_w} local input, source, cposition = x:split(3) local prev_h, prev_c = previous_s:split(2) args.inp = input args.src = source args.cpos = cposition args.prev_h = prev_h args.prev_c = prev_c local next_h, next_c, ctout = models.makeNode(args) table.insert(next_s, next_h) table.insert(next_s, next_c) table.insert(dimensions_internal_states, nhid) table.insert(dimensions_internal_states, nhid) -- output of encoder (i.e. input of decoder) is -- concatenation of both long and short term memory units. local output_encoder = nn.JoinTable(2, 2){next_s[1], ctout} local num_input_decoder = nhid + nhid -- make the decoder local dec = nn.Sequential() dec:add(nn.Linear(num_input_decoder, ncls_target)) dec:add(nn.LogSoftMax()) -- init dec.modules[1].bias:zero() dec.modules[1].weight:normal(0, init_w) -- construct the overll network (at one time step) local pred = dec(output_encoder):annotate{name = 'model_prediction', description = 'output'} local out_sample = nn.ReinforceSampler('multinomial', false)(pred) local output = {nn.Identity(){out_sample, pred, output_encoder}, nn.Identity()(next_s)} local inp = {x, previous_s} local net = nn.gModule(inp, output) return net, dimensions_internal_states end return models
--[[ Info.lua --]] return { appName = "TextMeta", author = "Rob Cole", authorsWebsite = "www.robcole.com", donateUrl = "http://www.robcole.com/Rob/Donate", platforms = { 'Windows', 'Mac' }, pluginId = "com.robcole.lightroom.TextMeta", xmlRpcUrl = "http://www.robcole.com/Rob/_common/cfpages/XmlRpc.cfm", LrPluginName = "rc TextMeta", LrSdkMinimumVersion = 3.0, LrSdkVersion = 4.0, LrPluginInfoUrl = "http://www.robcole.com/Rob/ProductsAndServices/TextMetaLrPlugin", LrPluginInfoProvider = "ExtendedManager.lua", LrToolkitIdentifier = "com.robcole.lightroom.TextMeta", LrInitPlugin = "Init.lua", LrShutdownPlugin = "Shutdown.lua", LrMetadataProvider = "Metadata.lua", LrLibraryMenuItems = { { title = "&Update Metadata", file = "mUpdateMetadata.lua", }, }, LrHelpMenuItems = { { title = "General &Help", file = "mHelp.lua", }, }, VERSION = { display = "1.4 Build: 2012-11-20 01:24:40" }, }
-- Set the terminal title vim.opt.title = true -- Use spaces instead of tabs vim.opt.expandtab = true vim.opt.smarttab = true vim.opt.shiftwidth = 2 vim.opt.tabstop = 2 vim.opt.softtabstop = 2 -- Share the unnamed paste buffer with the system clipboard vim.opt.clipboard = "unnamed" -- Disable swapfiles vim.opt.swapfile = false -- Open split windows below and to the right of the current window vim.opt.splitbelow = true vim.opt.splitright = true -- Show the popup menu even if there is only one match and insert only the -- longest common text of the matches vim.opt.completeopt = { "longest", "menuone" } -- Allow the mouse in all modes vim.opt.mouse = "a" -- Allow per project `.vimrc` vim.opt.exrc = true -- Disable shell execution and write options vim.opt.secure = true -- Round indent to multiple of `shiftwidth` vim.opt.shiftround = true -- Ignore case sensitivity, so `foo` matches foo, Foo, and FOO vim.opt.ignorecase = true -- But Foo should only match Foo vim.opt.smartcase = true -- Adjust case sensitivity of match depending on the typed text vim.opt.infercase = true -- Ignore case sensitivity for files in `:cd` vim.opt.fileignorecase = true -- Assume fast terminal vim.opt.ttyfast = true vim.opt.lazyredraw = true -- Disable the intro message vim.opt.shortmess = vim.o.shortmess .. "I" -- Delete the comment character when joining commented lines vim.opt.formatoptions = vim.o.formatoptions .. "j" -- Show spell suggestions in a smaller window vim.opt.spellsuggest = "15" -- Look for tags in `.git/tags` vim.opt.tags = vim.o.tags .. ",.git/tags" -- Allow the cursor to move where there is no text in visual select mode vim.opt.virtualedit = "block" -- Store undo history vim.opt.undofile = true vim.opt.undodir = vim.fn.expand("~/.config/nvim/undo") -- Use `rg` for searching vim.opt.grepprg = "rg --vimgrep --hidden -i" vim.opt.grepformat = "%f:%l:%c:%m" -- Enable dialog menus for confirmations vim.opt.confirm = true -- Do not jump to the start of the line when navigating files vim.opt.startofline = false
local luaunit = require("luaunit") local mockagne = require("mockagne") require("autopilot_job_status_polling") test_autopilot_job_status_polling = { job_status = 'job_status', job_secondary_status = 'job_secondary_status', query = [[SELECT ::schema."SME_AUTOPILOT_JOB_STATUS_POLLING_UDF"( :job_name, :aws_s3_connection, :aws_region )]], params = { schema='schema_name', job_name='job_name', aws_s3_connection='aws_s3_connection', aws_region='aws_region' } } local function mock_pquery_train(exa_mock, query_str, query_params, success, result) mockagne.when(exa_mock.pquery(query_str, query_params)).thenAnswer(success, result) end local function mock_error_return_nil(exa_mock) mockagne.when(exa_mock.error()).thenAnswer(nil) end function test_autopilot_job_status_polling.setUp() exa_mock = mockagne.getMock() _G.global_env = exa_mock mock_error_return_nil(exa_mock) end function test_autopilot_job_status_polling.test_poll_autopilot_job_status() mock_pquery_train( exa_mock, test_autopilot_job_status_polling.query, test_autopilot_job_status_polling.params, true, {{test_autopilot_job_status_polling.job_status, test_autopilot_job_status_polling.job_secondary_status}}) local summary, _ = poll_autopilot_job_status( 'schema_name', 'job_name', 'aws_s3_connection', 'aws_region' ) luaunit.assertEquals(summary[1][1], test_autopilot_job_status_polling.job_status) luaunit.assertEquals(summary[1][2], test_autopilot_job_status_polling.job_secondary_status) end os.exit(luaunit.LuaUnit.run())
return {[1]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% increased Physical Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies gain {0}% reduced Physical Damage"}}},name="physical_damage_incr",stats={[1]="physical_damage_+%"}},[2]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% increased Movement Speed"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies gain {0}% reduced Movement Speed"}}},name="movement_speed_incr",stats={[1]="base_movement_velocity_+%"}},[3]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% increased Attack Speed"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies gain {0}% reduced Attack Speed"}}},name="attack_speed_incr_skill_granted",stats={[1]="attack_speed_+%_granted_from_skill"}},[4]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% increased Cast Speed"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies gain {0}% reduced Cast Speed"}}},name="cast_speed_incr_skill_granted",stats={[1]="cast_speed_+%_granted_from_skill"}},[5]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies gain {0:+d}% to all Elemental Resistances"}}},name="elemental_resist",stats={[1]="base_resist_all_elements_%"}},[6]={lang={English={[1]={[1]={k="per_minute_to_per_second_2dp",v=1},limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies Regenerate {0}% of Life per second"}}},name="life_regen_per_minute_percent",stats={[1]="life_regeneration_rate_per_minute_%"}},[7]={lang={English={[1]={[1]={k="per_minute_to_per_second",v=1},limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies Regenerate {0} Life per second"}}},name="life_regen_per_minute",stats={[1]="base_life_regeneration_rate_per_minute"}},[8]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% increased Accuracy Rating"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies gain {0}% reduced Accuracy Rating"}}},name="accuracy_rating_incr",stats={[1]="accuracy_rating_+%"}},[9]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% increased Critical Strike Chance"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies gain {0}% reduced Critical Strike Chance"}}},name="critical_strike_chance_incr",stats={[1]="critical_strike_chance_+%"}},[10]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0} additional Evasion Rating"}}},name="base_evasion",stats={[1]="base_evasion_rating"}},[11]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% more Evasion rating"}}},name="grace_evasion_incr",stats={[1]="grace_aura_evasion_rating_+%_final"}},[12]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0} additional Armour"}}},name="base_armour",stats={[1]="base_physical_damage_reduction_rating"}},[13]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% more Armour"}}},name="determination_armour_incr",stats={[1]="determination_aura_armour_+%_final"}},[14]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0} additional Energy Shield"}}},name="base_energy_shield",stats={[1]="base_maximum_energy_shield"}},[15]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% additional Lightning Resistance"}}},name="lightning_resist",stats={[1]="base_lightning_damage_resistance_%"}},[16]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% additional Fire Resistance"}}},name="fire_resist",stats={[1]="base_fire_damage_resistance_%"}},[17]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% additional Cold Resistance"}}},name="cold_resist",stats={[1]="base_cold_damage_resistance_%"}},[18]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextMaximumResistance"},limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% additional maximum Fire Resistance"}}},name="max_fire_resist",stats={[1]="base_maximum_fire_damage_resistance_%"}},[19]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextMaximumResistance"},limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% additional maximum Cold Resistance"}}},name="max_cold_resist",stats={[1]="base_maximum_cold_damage_resistance_%"}},[20]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextMaximumResistance"},limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% additional maximum Lightning Resistance"}}},name="max_lightning_resist",stats={[1]="base_maximum_lightning_damage_resistance_%"}},[21]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"},[2]={[1]="#",[2]="#"}},text="You and nearby allies deal {0} to {1} additional Fire Damage with Attacks"}}},name="attack_added_fire",stats={[1]="attack_minimum_added_fire_damage",[2]="attack_maximum_added_fire_damage"}},[22]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"},[2]={[1]="#",[2]="#"}},text="You and nearby allies deal {0} to {1} additional Lightning Damage with Attacks"}}},name="attack_added_lightning",stats={[1]="attack_minimum_added_lightning_damage",[2]="attack_maximum_added_lightning_damage"}},[23]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies gain {0}% of Physical Damage as Extra Cold Damage"}}},name="physical_damage_to_add_as_cold",stats={[1]="physical_damage_%_to_add_as_cold"}},[24]={lang={English={[1]={[1]={k="per_minute_to_per_second",v=1},limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies Regenerate {0} Mana per second"}}},name="mana_regen",stats={[1]="base_mana_regeneration_rate_per_minute"}},[25]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby allies' Energy Shield Recharges are not delayed by Damage"}}},name="energy_shield_no_delay",stats={[1]="energy_shield_recharge_not_delayed_by_damage"}},[26]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby allies' Skills Cost no Mana"}}},name="no_mana_cost",stats={[1]="no_mana_cost"}},[27]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="{0}% Chance to Dodge Attack Hits"}}},name="dodge_chance",stats={[1]="base_chance_to_dodge_%"}},[28]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="{0}% Chance to Dodge Spell Hits"}}},name="spell_dodge_chance",stats={[1]="base_chance_to_dodge_spells_%"}},[29]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Taking Elemental Damage instead heals you and Nearby Allies\nYou and Nearby Allies cannot gain Vaal Souls"}}},name="base_elemental_damage_heals",stats={[1]="base_elemental_damage_heals"}},[30]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"},[2]={[1]="#",[2]="#"}},text="You and nearby allies deal {0} to {1} additional Fire Damage with Spells"}}},name="spell_added_fire_damage",stats={[1]="spell_minimum_added_fire_damage",[2]="spell_maximum_added_fire_damage"}},[31]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies deal {0}% more Spell Lightning Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies deal {0}% less Spell Lightning Damage with Spells"}}},name="wrath_spell_lightning_damage",stats={[1]="wrath_aura_spell_lightning_damage_+%_final"}},[32]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies gain {0:+d} to Accuracy Rating"}}},name="accuracy_rating",stats={[1]="accuracy_rating"}},[33]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"},[2]={[1]="#",[2]="#"}},text="You and nearby allies deal {0} to {1} additional Chaos Damage with Attacks"}}},name="attack_added_chaos",stats={[1]="attack_minimum_added_chaos_damage",[2]="attack_maximum_added_chaos_damage"}},[34]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextImpale"},limit={[1]={[1]=1,[2]=99}},text="You and nearby Allies have {0}% chance to Impale Enemies on Hit with Attacks"},[2]={[1]={k="reminderstring",v="ReminderTextImpale"},limit={[1]={[1]=100,[2]="#"}},text="You and nearby Allies Impale Enemies on Hit with Attacks"}}},name="attack_impale_chance",stats={[1]="attacks_impale_on_hit_%_chance"}},[35]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies deal {0}% increased Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies deal {0}% decreased Damage"}}},name="aura_damage_pluspercent",stats={[1]="auras_grant_damage_+%_to_you_and_your_allies"}},[36]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies have {0}% chance to avoid Elemental Ailments"}}},name="aura_avoid_elemental_ailments",stats={[1]="avoid_all_elemental_status_%"}},[37]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextChanceToAvoidDamageMax"},limit={[1]={[1]=1,[2]=99}},text="You and nearby Allies have {0}% chance to Avoid Chaos Damage from Hits"},[2]={[1]={k="reminderstring",v="ReminderTextChanceToAvoidDamageMax"},limit={[1]={[1]=100,[2]="#"}},text="You and nearby Allies Avoid Chaos Damage from Hits"}}},name="avoid_chaos_damage",stats={[1]="avoid_chaos_damage_%"}},[38]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Nearby Enemies have {0}% to Physical Damage Reduction"}}},name="phys_reduction",stats={[1]="base_additional_physical_damage_reduction_%"}},[39]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies deal {0}% increased Damage with Ailments"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies deal {0}% decreased Damage with Ailments"}}},name="aura_ailment_damage",stats={[1]="base_ailment_damage_+%"}},[40]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies have {0}% chance to avoid being Frozen"}}},name="aura_avoid_freeze",stats={[1]="base_avoid_freeze_%"}},[41]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies have {0}% chance to avoid being Ignited"}}},name="aura_avoid_ignite",stats={[1]="base_avoid_ignite_%"}},[42]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies have {0}% chance to avoid being Shocked"}}},name="aura_avoid_shock",stats={[1]="base_avoid_shock_%"}},[43]={lang={English={[1]={limit={[1]={[1]=1,[2]=99}},text="You and nearby Allies have {0}% chance to Avoid being Stunned"},[2]={limit={[1]={[1]=100,[2]="#"}},text="You and nearby Allies Cannot be Stunned"}}},name="base_avoid_stun_chance",stats={[1]="base_avoid_stun_%"}},[44]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies have {0:+d}% to Critical Strike Multiplier"}}},name="critical_strike_multiplier_incr",stats={[1]="base_critical_strike_multiplier_+"}},[45]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies are Immune to Chill"}}},name="immune_to_chill",stats={[1]="base_immune_to_chill"}},[46]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies are Immune to Freeze"}}},name="immune_to_freeze",stats={[1]="base_immune_to_freeze"}},[47]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies are Immune to Ignite"}}},name="immune_to_ignite",stats={[1]="base_immune_to_ignite"}},[48]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies are Immune to Shock"}}},name="immune_to_shock",stats={[1]="base_immune_to_shock"}},[49]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Projectile Speed"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Projectile Speed"}}},name="projectile_speed_incr",stats={[1]="base_projectile_speed_+%"}},[50]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby Allies' Damage Penetrates {0}% Cold Resistance"}}},name="cold_penetration",stats={[1]="base_reduce_enemy_cold_resistance_%"}},[51]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby Allies' Damage Penetrates {0}% Fire Resistance"}}},name="fire_penetration",stats={[1]="base_reduce_enemy_fire_resistance_%"}},[52]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby Allies' Damage Penetrates {0}% Lightning Resistance"}}},name="lightning_penetration",stats={[1]="base_reduce_enemy_lightning_resistance_%"}},[53]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Buffs on You and nearby Allies expire {0}% faster"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Buffs on You and nearby Allies expire {0}% slower"}}},name="buff_time_passed_pluspercent_for_buff_category",stats={[1]="buff_time_passed_+%_only_buff_category"}},[54]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies deal {0}% increased Burning Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies deal {0}% reduced Burning Damage"}}},name="burn_damage",stats={[1]="burn_damage_+%"}},[55]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Chill and Freeze Duration"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Chill and Freeze Duration"}}},name="chill_and_freeze_duration",stats={[1]="chill_and_freeze_duration_+%"}},[56]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="{0}% increased Cold Damage taken"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="{0}% reduced Cold Damage taken"}}},name="cold_damage_taken",stats={[1]="cold_damage_taken_+%"}},[57]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextConsecratedGround"},limit={[1]={[1]=1,[2]="#"}},text="You and nearby Non-Minion Allies have a {0}% chance to create Consecrated Ground on Hitting a Rare or Unique Enemy, lasting 8 seconds"}}},name="consecrate_on_hit_rare_unique",stats={[1]="create_consecrated_ground_on_hit_%_vs_rare_or_unique_enemy"}},[58]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Buff grants {0}% increased Damage if you've changed Stance recently"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Buff grants {0}% reduced Damage if you've changed Stance recently"}}},name="damage_plus_if_changed_stances_recently",stats={[1]="damage_+%_if_changed_stances_recently"}},[59]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Damage while on Full Mana"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Damage while on Full Mana"}}},name="damage_on_full_mana",stats={[1]="damage_+%_on_full_mana"}},[60]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Damage while on Full Energy Shield"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Damage while on Full Energy Shield"}}},name="damage_on_full_energy_shield_incr",stats={[1]="damage_+%_on_full_energy_shield"}},[61]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies deal {0}% increased Damage while on Full Life"}}},name="aura_damage_on_full_life",stats={[1]="damage_+%_when_on_full_life"}},[62]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies deal {0}% more Damage over Time"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies deal {0}% less Damage over Time"}}},stats={[1]="delirium_aura_damage_over_time_+%_final"}},[63]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies have {0}% increased Skill Effect Duration"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies {0}% reduced Skill Effect Duration"}}},name="duration_incr_from_delerium",stats={[1]="delirium_skill_effect_duration_+%"}},[64]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% faster start of Energy Shield Recharge"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% slower start of Energy Shield Recharge"}}},name="energy_shield_delay",stats={[1]="energy_shield_delay_-%"}},[65]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies gain {0}% increased Energy Shield Recharge rate"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies gain {0}% reduced Energy Shield Recharge rate"}}},name="energy_shield_recharge_rate",stats={[1]="energy_shield_recharge_rate_+%"}},[66]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies gain {0}% of Evasion Rating as Extra Armour"}}},name="evasion_to_add_as_armour",stats={[1]="evasion_rating_%_to_add_as_armour"}},[67]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="{0}% increased Fire Damage taken"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="{0}% reduced Fire Damage taken"}}},name="fire_damage_taken",stats={[1]="fire_damage_taken_+%"}},[68]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Mana Recovery from Flasks"}}},name="flask_mana_to_recover_incr",stats={[1]="flask_mana_to_recover_+%"}},[69]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies deal {0}% more Cold Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies deal {0}% less Cold Damage"}}},stats={[1]="hatred_aura_cold_damage_+%_final"}},[70]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Nearby Enemies' Cold Resistance is Ignored by Hits"}}},name="hits_ignore_cold_res",stats={[1]="hits_ignore_my_cold_resistance"}},[71]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Nearby Enemies' Fire Resistance is Ignored by Hits"}}},name="hits_ignore_fire_res",stats={[1]="hits_ignore_my_fire_resistance"}},[72]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Nearby Enemies' Lightning Resistance is Ignored by Hits"}}},name="hits_ignore_lightning_res",stats={[1]="hits_ignore_my_lightning_resistance"}},[73]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You and nearby allies are Immune to Curses"}}},name="immune_to_curses",stats={[1]="immune_to_curses"}},[74]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Impale Effect"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Impale Effect"}}},name="impale_effect",stats={[1]="impale_debuff_effect_+%"}},[75]={lang={English={[1]={[1]={k="divide_by_one_hundred",v=1},[2]={k="reminderstring",v="ReminderTextLifeLeech"},limit={[1]={[1]="#",[2]="#"}},text="You and nearby Allies Leech {0}% of Physical Attack Damage as Life"}}},name="life_leech_from_physical",stats={[1]="life_leech_from_physical_attack_damage_permyriad"}},[76]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="{0}% increased Lightning Damage taken"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="{0}% reduced Lightning Damage taken"}}},name="lightning_damage_taken",stats={[1]="lightning_damage_taken_+%"}},[77]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Movement Speed while on Chilled Ground"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Movement Speed while on Chilled Ground"}}},name="move_speed_on_chilled_ground",stats={[1]="movement_velocity_+%_on_chilled_ground"}},[78]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"},[2]={[1]="#",[2]="#"}},text="Nearby Enemies take at least {0}% more Physical Damage,\n raising up to {1}% as they stay in the Aura for 4 seconds"}}},name="pride_physical_damage_taken",stats={[1]="physical_damage_aura_nearby_enemies_physical_damage_taken_+%",[2]="physical_damage_aura_nearby_enemies_physical_damage_taken_+%_max"}},[79]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Nearby Enemies take {0}% increased Physical Damage"}}},name="physical_damage_taken_incr",stats={[1]="physical_damage_taken_+%"}},[80]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% more Area of Effect"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% less Area of Effect"}}},name="precision_area_of_effect_incr_final",stats={[1]="precision_grants_area_of_effect_+%_final"}},[81]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Attack Hits againts nearby Enemies have {0}% chance to inflict Bleeding"}}},name="bleed_when_hit_chance",stats={[1]="receive_bleeding_chance_%_when_hit_by_attack"}},[82]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby Allies' Damage Penetrates {0}% Chaos Resistance"}}},name="chaos_penetration",stats={[1]="reduce_enemy_chaos_resistance_%"}},[83]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Your and nearby Allies' Damage Penetrates {0}% Elemental Resistances"}}},name="elemental_penetration",stats={[1]="reduce_enemy_elemental_resistance_%"}},[84]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies have {0}% increased Spell Critical Strike Chance"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies have {0}% reduced Spell Critical Strike Chance"}}},name="spell_crit_incr",stats={[1]="spell_critical_strike_chance_+%"}},[85]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby allies deal {0}% more Spell Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby allies deal {0}% less Spell Damage with Spells"}}},stats={[1]="spell_damage_aura_spell_damage_+%_final"}},[86]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"},[2]={[1]="#",[2]="#"}},text="You and nearby allies deal {0} to {1} additional Chaos Damage with Spells"}}},name="spell_added_chaos_damage",stats={[1]="spell_minimum_added_chaos_damage",[2]="spell_maximum_added_chaos_damage"}},[87]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="You and nearby Allies have {0}% increased Totem Placement speed"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="You and nearby Allies have {0}% reduced Totem Placement speed"}}},name="totem_summon_speed_incr",stats={[1]="summon_totem_cast_speed_+%"}},["accuracy_rating"]=32,["accuracy_rating_+%"]=8,["attack_maximum_added_chaos_damage"]=33,["attack_maximum_added_fire_damage"]=21,["attack_maximum_added_lightning_damage"]=22,["attack_minimum_added_chaos_damage"]=33,["attack_minimum_added_fire_damage"]=21,["attack_minimum_added_lightning_damage"]=22,["attack_speed_+%_granted_from_skill"]=3,["attacks_impale_on_hit_%_chance"]=34,["auras_grant_damage_+%_to_you_and_your_allies"]=35,["avoid_all_elemental_status_%"]=36,["avoid_chaos_damage_%"]=37,["base_additional_physical_damage_reduction_%"]=38,["base_ailment_damage_+%"]=39,["base_avoid_freeze_%"]=40,["base_avoid_ignite_%"]=41,["base_avoid_shock_%"]=42,["base_avoid_stun_%"]=43,["base_chance_to_dodge_%"]=27,["base_chance_to_dodge_spells_%"]=28,["base_cold_damage_resistance_%"]=17,["base_critical_strike_multiplier_+"]=44,["base_elemental_damage_heals"]=29,["base_evasion_rating"]=10,["base_fire_damage_resistance_%"]=16,["base_immune_to_chill"]=45,["base_immune_to_freeze"]=46,["base_immune_to_ignite"]=47,["base_immune_to_shock"]=48,["base_life_regeneration_rate_per_minute"]=7,["base_lightning_damage_resistance_%"]=15,["base_mana_regeneration_rate_per_minute"]=24,["base_maximum_cold_damage_resistance_%"]=19,["base_maximum_energy_shield"]=14,["base_maximum_fire_damage_resistance_%"]=18,["base_maximum_lightning_damage_resistance_%"]=20,["base_movement_velocity_+%"]=2,["base_physical_damage_reduction_rating"]=12,["base_projectile_speed_+%"]=49,["base_reduce_enemy_cold_resistance_%"]=50,["base_reduce_enemy_fire_resistance_%"]=51,["base_reduce_enemy_lightning_resistance_%"]=52,["base_resist_all_elements_%"]=5,["buff_time_passed_+%_only_buff_category"]=53,["burn_damage_+%"]=54,["cast_speed_+%_granted_from_skill"]=4,["chill_and_freeze_duration_+%"]=55,["cold_damage_taken_+%"]=56,["create_consecrated_ground_on_hit_%_vs_rare_or_unique_enemy"]=57,["critical_strike_chance_+%"]=9,["damage_+%_if_changed_stances_recently"]=58,["damage_+%_on_full_energy_shield"]=60,["damage_+%_on_full_mana"]=59,["damage_+%_when_on_full_life"]=61,["delirium_aura_damage_over_time_+%_final"]=62,["delirium_skill_effect_duration_+%"]=63,["determination_aura_armour_+%_final"]=13,["energy_shield_delay_-%"]=64,["energy_shield_recharge_not_delayed_by_damage"]=25,["energy_shield_recharge_rate_+%"]=65,["evasion_rating_%_to_add_as_armour"]=66,["fire_damage_taken_+%"]=67,["flask_mana_to_recover_+%"]=68,["grace_aura_evasion_rating_+%_final"]=11,["hatred_aura_cold_damage_+%_final"]=69,["hits_ignore_my_cold_resistance"]=70,["hits_ignore_my_fire_resistance"]=71,["hits_ignore_my_lightning_resistance"]=72,["immune_to_curses"]=73,["impale_debuff_effect_+%"]=74,["life_leech_from_physical_attack_damage_permyriad"]=75,["life_regeneration_rate_per_minute_%"]=6,["lightning_damage_taken_+%"]=76,["movement_velocity_+%_on_chilled_ground"]=77,["no_mana_cost"]=26,parent="skill_stat_descriptions",["physical_damage_%_to_add_as_cold"]=23,["physical_damage_+%"]=1,["physical_damage_aura_nearby_enemies_physical_damage_taken_+%"]=78,["physical_damage_aura_nearby_enemies_physical_damage_taken_+%_max"]=78,["physical_damage_taken_+%"]=79,["precision_grants_area_of_effect_+%_final"]=80,["receive_bleeding_chance_%_when_hit_by_attack"]=81,["reduce_enemy_chaos_resistance_%"]=82,["reduce_enemy_elemental_resistance_%"]=83,["spell_critical_strike_chance_+%"]=84,["spell_damage_aura_spell_damage_+%_final"]=85,["spell_maximum_added_chaos_damage"]=86,["spell_maximum_added_fire_damage"]=30,["spell_minimum_added_chaos_damage"]=86,["spell_minimum_added_fire_damage"]=30,["summon_totem_cast_speed_+%"]=87,["wrath_aura_spell_lightning_damage_+%_final"]=31}
local store_key = '${ joinKey(keyPrefix, keyStore) }' local processing_items_key = '${ joinKey(keyPrefix, keyProcessingItems) }' local message_id = ARGV[1] local t1 = redis.call('zrem', processing_items_key, message_id) local t2 = redis.call('hdel', store_key, message_id) return { t1, t2 }
function Test() RunJam{ 'clean' } local cleanFiles = { 'appA.cpp', 'appB.cpp', 'Jamfile.jam', } TestFiles(cleanFiles) if Platform == 'win32' and Compiler ~= 'mingw' then local run1pattern = { 'Building appA...', 'Building appB...', '*** found 31 target(s)...', '*** updating 6 target(s)...', '@ C.vc.C++ <$(TOOLCHAIN_GRIST):appA>appA.obj', '!NEXT!@ $(C_LINK) <$(TOOLCHAIN_GRIST):appA>appA.exe', '!NEXT!@ C.vc.C++ <$(TOOLCHAIN_GRIST):appB>appB.obj', '!NEXT!@ $(C_LINK) <$(TOOLCHAIN_GRIST):appB>appB.exe', '*** updated 6 target(s)...', } TestPattern(run1pattern, RunJam()) TestFiles{ 'appA.cpp', 'appB.cpp', 'Jamfile.jam', '$(TOOLCHAIN_PATH)/appA/appA.obj', '$(TOOLCHAIN_PATH)/appA/appA.release.exe', '$(TOOLCHAIN_PATH)/appA/appA.release.pdb', '$(TOOLCHAIN_PATH)/appB/appB.obj', '$(TOOLCHAIN_PATH)/appB/appB.release.exe', '$(TOOLCHAIN_PATH)/appB/appB.release.pdb', '?vc.pdb', } --------------------------------------------------------------------------- local cleanPattern = [[ Building appA... Building appB... *** found 6 target(s)... *** updating 3 target(s)... @ Clean <$(TOOLCHAIN_GRIST)>clean:appA @ Clean <$(TOOLCHAIN_GRIST)>clean:appB @ Clean clean *** updated 3 target(s)... ]] TestPattern(cleanPattern, RunJam{ 'clean' }) TestFiles(cleanFiles) --------------------------------------------------------------------------- local appAPattern = [[ Building appA... *** found 15 target(s)... *** updating 3 target(s)... @ C.vc.C++ <$(TOOLCHAIN_GRIST):appA>appA.obj !NEXT!@ $(C_LINK) <$(TOOLCHAIN_GRIST):appA>appA.exe *** updated 3 target(s)... ]] TestPattern(appAPattern, RunJam{ 'appA' }) TestFiles{ 'appA.cpp', 'appB.cpp', 'Jamfile.jam', '$(TOOLCHAIN_PATH)/appA/appA.obj', '$(TOOLCHAIN_PATH)/appA/appA.release.exe', '$(TOOLCHAIN_PATH)/appA/appA.release.pdb', -- '?vc.pdb' } local appBPattern = [[ Building appB... *** found 15 target(s)... *** updating 3 target(s)... @ C.vc.C++ <$(TOOLCHAIN_GRIST):appB>appB.obj !NEXT!@ $(C_LINK) <$(TOOLCHAIN_GRIST):appB>appB.exe *** updated 3 target(s)... ]] TestPattern(appBPattern, RunJam{ 'appB' }) TestFiles{ 'appA.cpp', 'appB.cpp', 'Jamfile.jam', '$(TOOLCHAIN_PATH)/appA/appA.obj', '$(TOOLCHAIN_PATH)/appA/appA.release.exe', '$(TOOLCHAIN_PATH)/appA/appA.release.pdb', '$(TOOLCHAIN_PATH)/appB/appB.obj', '$(TOOLCHAIN_PATH)/appB/appB.release.exe', '$(TOOLCHAIN_PATH)/appB/appB.release.pdb', '?vc.pdb' } RunJam{ 'clean:appA' } TestFiles{ 'appA.cpp', 'appB.cpp', 'Jamfile.jam', '$(TOOLCHAIN_PATH)/appB/appB.obj', '$(TOOLCHAIN_PATH)/appB/appB.release.exe', '$(TOOLCHAIN_PATH)/appB/appB.release.pdb', '?vc.pdb' } RunJam{ 'clean:appB' } TestFiles{ 'appA.cpp', 'appB.cpp', 'Jamfile.jam', } else --------------------------------------------------------------------------- local run1pattern = [[ Building appA... Building appB... *** found 15 target(s)... *** updating 6 target(s)... @ C.$(COMPILER).C++ <$(TOOLCHAIN_GRIST):appA>appA.o @ $(C_LINK) <$(TOOLCHAIN_GRIST):appA>appA$(SUFEXE) @ C.$(COMPILER).C++ <$(TOOLCHAIN_GRIST):appB>appB.o @ $(C_LINK) <$(TOOLCHAIN_GRIST):appB>appB$(SUFEXE) *** updated 6 target(s)... ]] TestPattern(run1pattern, RunJam()) TestFiles{ 'appA.cpp', 'appB.cpp', 'Jamfile.jam', 'test.lua', '$(TOOLCHAIN_PATH)/appA/appA.o', '$(TOOLCHAIN_PATH)/appA/appA.release', '$(TOOLCHAIN_PATH)/appB/appB.o', '$(TOOLCHAIN_PATH)/appB/appB.release', } --------------------------------------------------------------------------- local cleanPattern = [[ Building appA... Building appB... *** found 6 target(s)... *** updating 3 target(s)... @ Clean <$(TOOLCHAIN_GRIST)>clean:appA @ Clean <$(TOOLCHAIN_GRIST)>clean:appB *** updated 3 target(s)... ]] TestPattern(cleanPattern, RunJam{ 'clean' }) TestFiles(cleanFiles) --------------------------------------------------------------------------- local appAPattern = [[ Building appA... *** found 7 target(s)... *** updating 3 target(s)... @ C.$(COMPILER).C++ <$(TOOLCHAIN_GRIST):appA>appA.o @ $(C_LINK) <$(TOOLCHAIN_GRIST):appA>appA$(SUFEXE) *** updated 3 target(s)... ]] TestPattern(appAPattern, RunJam{ 'appA' }) TestFiles{ 'appA.cpp', 'appB.cpp', 'Jamfile.jam', 'test.lua', '$(TOOLCHAIN_PATH)/appA/appA.o', '$(TOOLCHAIN_PATH)/appA/appA.release', } --------------------------------------------------------------------------- local appBPattern = [[ Building appB... *** found 7 target(s)... *** updating 3 target(s)... @ C.$(COMPILER).C++ <$(TOOLCHAIN_GRIST):appB>appB.o @ $(C_LINK) <$(TOOLCHAIN_GRIST):appB>appB$(SUFEXE) *** updated 3 target(s)... ]] TestPattern(appBPattern, RunJam{ 'appB' }) TestFiles{ 'appA.cpp', 'appB.cpp', 'Jamfile.jam', 'test.lua', '$(TOOLCHAIN_PATH)/appA/appA.o', '$(TOOLCHAIN_PATH)/appA/appA.release', '$(TOOLCHAIN_PATH)/appB/appB.o', '$(TOOLCHAIN_PATH)/appB/appB.release', } --------------------------------------------------------------------------- RunJam{ 'clean:appA' } TestFiles{ 'appA.cpp', 'appB.cpp', 'Jamfile.jam', 'test.lua', '$(TOOLCHAIN_PATH)/appB/appB.o', '$(TOOLCHAIN_PATH)/appB/appB.release', } --------------------------------------------------------------------------- RunJam{ 'clean:appB' } TestFiles(cleanFiles) end end
PlayerShootingState = Class {__includes = BaseState} local animations = { ['shooting'] = Animation { frames = {14, 15}, interval = 0.5 } } function PlayerShootingState:init(params) self.player = params.player self.rightFacing = true end function PlayerShootingState:enter(params) self.player.speed = 50 self.shootable = params.shootable self.reticle = Reticle { x = params.shootable.x, y = params.shootable.y, width = params.shootable.width, height = params.shootable.height } end function PlayerShootingState:exit() self.player.speed = 250 end function PlayerShootingState:update(dt) if self.shootable ~= nil then self.shootable.grabbed = true end self.reticle:update(dt, self.shootable) -- Check grabzone since this will update to nil if the ball -- goes out of range. if not self.player.grabzone.shootable then self.shootable.grabbed = false -- Don't fire, instead the player loses the ball. self.player.actionMachine:change('idle') return end if not love.mouse.isDown(1) then self.player.cooldown.fill = 50 self.shootable.grabbed = false self.shootable:fire(self.reticle.angle) self.player.actionMachine:change('idle') self.player.invincible = true Timer.after( 1, function() self.player.invincible = false end ) end end function PlayerShootingState:render() -- Move into reticle if self.shootable ~= nil then self.reticle:render() end end
-- -- Store the tags that are used in the markup -- local redTag = TagColor:Create(RGB(255,99,71)) local goldTag = TagColor:Create(Vector.Create(0.972, 0.794, 0.102)) TagDB = { ['red'] = function() return redTag end, ['pause'] = function() return TagPause:Create(0.5) end, -- FOR ARTICLE ['keyword'] = function() return goldTag end, ['script'] = function(tag) print("-= SCRIPT TAG =-") PrintTable(tag) return { ['AdjustColor'] = function() end} end, ['fast'] = function() return TagSpeed:Create(0.5) end, ['slow'] = function() return TagSpeed:Create(10.0) end, TagsForParser = function(self) -- These should be extract automatically. return { ['red'] = { type = "Wide" }, ['pause'] = { type = "Short" }, ['keyword'] = { type = "Wide" }, ['slow'] = { type = "Wide" }, ['fast'] = { type = "Wide" }, ['script'] = { type = "Cut" }, } end }
--[[ 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. **************************************************************************** ]] --[[ Character Create Slider ]]-- ZO_CharacterCreateSlider_Base = ZO_Object:Subclass() function ZO_CharacterCreateSlider_Base:New(...) local slider = ZO_Object.New(self) slider:Initialize(...) return slider end function ZO_CharacterCreateSlider_Base:Initialize(control) control.sliderObject = self self.control = control self.slider = GetControl(control, "Slider") self.name = GetControl(control, "Name") self.padlock = GetControl(control, "Padlock") self.lockState = TOGGLE_BUTTON_OPEN end function ZO_CharacterCreateSlider_Base:SetName(displayName, enumNameFallback, enumValue) if displayName and displayName ~= "" then self.name:SetText(displayName) else self.name:SetText(GetString(enumNameFallback, enumValue)) end end function ZO_CharacterCreateSlider_Base:SetData(sliderIndex, name, category, steps, value, defaultValue) self.sliderIndex = sliderIndex self.category = category self.initializing = true self.numSteps = steps self.defaultValue = defaultValue self.slider:SetValueStep(1 / steps) self:SetName(nil, "SI_CHARACTERSLIDERNAME", name) self:Update(value) end function ZO_CharacterCreateSlider_Base:SetValue(value) if not self.initializing then SetSliderValue(self.sliderIndex, value) self:UpdateChangeButtons(value) end end function ZO_CharacterCreateSlider_Base:ChangeValue(changeAmount) local currentValue = self.slider:GetValue() local valueStep = self.slider:GetValueStep() local newSteppedValue = currentValue + (changeAmount * valueStep) local min, max = self.slider:GetMinMax() if newSteppedValue < min or newSteppedValue > max then newSteppedValue = zo_clamp(newSteppedValue, min, max) end if currentValue ~= newSteppedValue then self:SetValue(newSteppedValue) self:Update() end end function ZO_CharacterCreateSlider_Base:GetValue() return self.slider:GetValue() end function ZO_CharacterCreateSlider_Base:Randomize(randomizeType) if self.lockState == TOGGLE_BUTTON_OPEN then local randomValue = 0 if (randomizeType == "initial") and (self.defaultValue >= 0) then -- If this is the initial randomization and we have a valid default value -- then don't actually randomize anything, just use the default value. randomValue = self.defaultValue else -- Otherwise, pick a random value from the valid values local numSteps = self.numSteps if numSteps > 0 then randomValue = zo_random(0, numSteps) / numSteps end end self:SetValue(randomValue) self:Update() end end function ZO_CharacterCreateSlider_Base:ToggleLocked() self.lockState = not self.lockState ZO_ToggleButton_SetState(self.padlock, self.lockState) self:UpdateLockState() end function ZO_CharacterCreateSlider_Base:SetLocked(isLocked) if self:IsLocked() ~= isLocked then self:ToggleLocked() end end function ZO_CharacterCreateSlider_Base:CanLock() return true end function ZO_CharacterCreateSlider_Base:IsLocked() return self.lockState ~= TOGGLE_BUTTON_OPEN end function ZO_CharacterCreateSlider_Base:UpdateLockState() local enabled = self.lockState == TOGGLE_BUTTON_OPEN self.slider:SetEnabled(enabled) if enabled then self:UpdateChangeButtons() else self:UpdateChangeButton(self.decrementButton, false) self:UpdateChangeButton(self.incrementButton, false) end end function ZO_CharacterCreateSlider_Base:UpdateChangeButton(button, isEnabled) if button then --- This means that the gamepad version (which has no buttons) works fine. if isEnabled then button:SetState(BSTATE_NORMAL, false) else button:SetState(BSTATE_DISABLED, true) end end end function ZO_CharacterCreateSlider_Base:UpdateChangeButtons(value) if value == nil then value = select(4, GetSliderInfo(self.sliderIndex)) end local steppedValue = zo_floor(value * self.numSteps) self:UpdateChangeButton(self.decrementButton, steppedValue > 0) self:UpdateChangeButton(self.incrementButton, steppedValue < self.numSteps) end function ZO_CharacterCreateSlider_Base:Update(value) self.initializing = true if not value then value = select(4, GetSliderInfo(self.sliderIndex)) end self.slider:SetValue(value) self.initializing = nil self:UpdateChangeButtons(value) end --[[ Character Create Appearance Slider ]]-- -- Implemented as a mixin ZO_CharacterCreateAppearanceSlider = {} function ZO_CharacterCreateAppearanceSlider:SetData(appearanceName, numValues, displayName) self.category = appearanceName self:SetName(displayName, "SI_CHARACTERAPPEARANCENAME", appearanceName) self.legalInitialSettings = {} for appearanceIndex = 1, numValues do local legalInitialSetting = select(4, GetAppearanceValueInfo(appearanceName, appearanceIndex)) if legalInitialSetting then table.insert(self.legalInitialSettings, appearanceIndex) end end self.initializing = true self.slider:SetMinMax(1, numValues) self.slider:SetValueStep(1) self.numSteps = numValues self:Update() end function ZO_CharacterCreateAppearanceSlider:GetAppearanceValue() return GetAppearanceValue(self.category) end function ZO_CharacterCreateAppearanceSlider:SetAppearanceValue(value) SetAppearanceValue(self.category, value) end function ZO_CharacterCreateAppearanceSlider:SetValue(value) if not self.initializing then OnCharacterCreateOptionChanged() self:SetAppearanceValue(value) self:UpdateChangeButtons(value) end end function ZO_CharacterCreateAppearanceSlider:Randomize(randomizeType) if self.lockState == TOGGLE_BUTTON_OPEN then local randomValue = 1 if (randomizeType == "initial") and (#self.legalInitialSettings > 0) then -- If this is the initial randomization and we have some legal initial values -- then only randomize over those values randomValue = self.legalInitialSettings[zo_random(1, #self.legalInitialSettings)] else -- Otherwise, pick a random value from the valid values local maxValue = self.numSteps if maxValue > 0 then randomValue = zo_random(1, maxValue) end end self:SetValue(randomValue) self:Update() end end function ZO_CharacterCreateAppearanceSlider:UpdateChangeButtons(value) if value == nil then value = self:GetAppearanceValue() end self:UpdateChangeButton(self.decrementButton, value > 1) self:UpdateChangeButton(self.incrementButton, value < self.numSteps) end function ZO_CharacterCreateAppearanceSlider:Update() self.initializing = true local currentValue = self:GetAppearanceValue() self.slider:SetValue(currentValue) self.initializing = nil self:UpdateChangeButtons(currentValue) end -- Global XML functions function ZO_CharacterCreateSlider_SetSlider(slider, value) OnCharacterCreateOptionChanged() slider:GetParent().sliderObject:SetValue(value) end
local cls_ui_demo = class("cls_ui_demo",cls_ui_base) cls_ui_demo.s_ui_panel = 'uiprefab/demo_ui' cls_ui_demo.s_ui_order = 12 function cls_ui_demo:ctor() self.super.ctor(self) end function cls_ui_demo:OnStart() log("cls_ui_demo OnStart") -- UILabel组件 self.m_count = 333 local label_num = self.m_transform:FindChild("LabelContain/LabelNum"); self.m_ui_label_demo = label_num:GetComponent("UILabel") self.m_ui_label_demo.text = self.m_count -- Button click事件 self.m_is_stoped = true self.m_ui_button_demo = self.m_transform:FindChild("Button").gameObject; self.m_lua_behaviour:AddClick(self.m_ui_button_demo, function (obj) -- 切换开关 self.m_is_stoped = not self.m_is_stoped log("change stop status to "..tostring(self.m_is_stoped)) end); -- 启动每帧更新,下面的Update的执行依赖这个 self:EnableUpdate() end function cls_ui_demo:Update() if self.m_is_stoped then return end -- 计数加1 self.m_count = self.m_count - 1 self.m_ui_label_demo.text = self.m_count if self.m_count <= 0 then self:Close() log("count down to zero ") end end function cls_ui_demo:OnDestroy() self.super.OnDestroy(self) log("cls_ui_demo OnDestroy") end function ShowDemoUI() cls_ui_demo:new() end
talent_proto = { [1] = { type = 1, class = 1, level = 1, exp = 100, per_exp = 10, cost = { {12, 10}, }, }, [2] = { type = 1, class = 1, level = 2, exp = 200, per_exp = 10, cost = { {13, 10}, }, }, [3] = { type = 1, class = 1, level = 3, exp = 300, per_exp = 10, cost = { {14, 10}, }, }, [4] = { type = 1, class = 2, level = 1, exp = 100, per_exp = 10, cost = { {15, 10}, }, }, [5] = { type = 1, class = 2, level = 2, exp = 200, per_exp = 10, cost = { {16, 10}, }, }, [6] = { type = 1, class = 2, level = 3, exp = 300, per_exp = 10, cost = { {17, 10}, }, }, [7] = { type = 1, class = 3, level = 1, exp = 100, per_exp = 10, cost = { {18, 10}, }, }, [8] = { type = 1, class = 3, level = 2, exp = 200, per_exp = 10, cost = { {19, 10}, }, }, [9] = { type = 1, class = 3, level = 3, exp = 300, per_exp = 10, cost = { {20, 10}, }, }, [10] = { type = 2, class = 4, level = 1, exp = 100, per_exp = 10, cost = { {21, 10}, }, }, [11] = { type = 2, class = 4, level = 2, exp = 200, per_exp = 10, cost = { {22, 10}, }, }, [12] = { type = 2, class = 4, level = 3, exp = 300, per_exp = 10, cost = { {23, 10}, }, }, [13] = { type = 2, class = 5, level = 1, exp = 100, per_exp = 10, cost = { {24, 10}, }, }, [14] = { type = 2, class = 5, level = 2, exp = 200, per_exp = 10, cost = { {25, 10}, }, }, [15] = { type = 2, class = 5, level = 3, exp = 300, per_exp = 10, cost = { {26, 10}, }, }, [16] = { type = 2, class = 6, level = 1, exp = 100, per_exp = 10, cost = { {27, 10}, }, }, [17] = { type = 2, class = 6, level = 2, exp = 200, per_exp = 10, cost = { {28, 10}, }, }, [18] = { type = 2, class = 6, level = 3, exp = 300, per_exp = 10, cost = { {29, 10}, }, }, [19] = { type = 3, class = 7, level = 1, exp = 100, per_exp = 10, cost = { {30, 10}, }, }, [20] = { type = 3, class = 7, level = 2, exp = 200, per_exp = 10, cost = { {31, 10}, }, }, [21] = { type = 3, class = 7, level = 3, exp = 300, per_exp = 10, cost = { {32, 10}, }, }, [22] = { type = 3, class = 8, level = 1, exp = 100, per_exp = 10, cost = { {33, 10}, }, }, [23] = { type = 3, class = 8, level = 2, exp = 200, per_exp = 10, cost = { {34, 10}, }, }, [24] = { type = 3, class = 8, level = 3, exp = 300, per_exp = 10, cost = { {35, 10}, }, }, [25] = { type = 3, class = 9, level = 1, exp = 100, per_exp = 10, cost = { {36, 10}, }, }, [26] = { type = 3, class = 9, level = 2, exp = 200, per_exp = 10, cost = { {37, 10}, }, }, [27] = { type = 3, class = 9, level = 3, exp = 300, per_exp = 10, cost = { {38, 10}, }, }, [28] = { type = 4, class = 10, level = 1, exp = 100, per_exp = 10, cost = { {39, 10}, }, }, [29] = { type = 4, class = 10, level = 2, exp = 200, per_exp = 10, cost = { {40, 10}, }, }, [30] = { type = 4, class = 10, level = 3, exp = 300, per_exp = 10, cost = { {41, 10}, }, }, [31] = { type = 4, class = 11, level = 1, exp = 100, per_exp = 10, cost = { {42, 10}, }, }, [32] = { type = 4, class = 11, level = 2, exp = 200, per_exp = 10, cost = { {43, 10}, }, }, [33] = { type = 4, class = 11, level = 3, exp = 300, per_exp = 10, cost = { {44, 10}, }, }, [34] = { type = 4, class = 12, level = 1, exp = 100, per_exp = 10, cost = { {45, 10}, }, }, [35] = { type = 4, class = 12, level = 2, exp = 200, per_exp = 10, cost = { {46, 10}, }, }, [36] = { type = 4, class = 12, level = 3, exp = 300, per_exp = 10, cost = { {47, 10}, }, }, [37] = { type = 5, class = 1, level = 1, exp = 100, per_exp = 10, cost = { {12, 10}, }, }, [38] = { type = 5, class = 1, level = 2, exp = 200, per_exp = 10, cost = { {13, 10}, }, }, [39] = { type = 5, class = 1, level = 3, exp = 300, per_exp = 10, cost = { {14, 10}, }, }, [40] = { type = 5, class = 3, level = 1, exp = 100, per_exp = 10, cost = { {18, 10}, }, }, [41] = { type = 5, class = 3, level = 2, exp = 200, per_exp = 10, cost = { {19, 10}, }, }, [42] = { type = 5, class = 3, level = 3, exp = 300, per_exp = 10, cost = { {20, 10}, }, }, [43] = { type = 5, class = 5, level = 1, exp = 100, per_exp = 10, cost = { {24, 10}, }, }, [44] = { type = 5, class = 5, level = 2, exp = 200, per_exp = 10, cost = { {25, 10}, }, }, [45] = { type = 5, class = 5, level = 3, exp = 300, per_exp = 10, cost = { {26, 10}, }, }, [46] = { type = 6, class = 7, level = 1, exp = 100, per_exp = 10, cost = { {30, 10}, }, }, [47] = { type = 6, class = 7, level = 2, exp = 200, per_exp = 10, cost = { {31, 10}, }, }, [48] = { type = 6, class = 7, level = 3, exp = 300, per_exp = 10, cost = { {32, 10}, }, }, [49] = { type = 6, class = 9, level = 1, exp = 100, per_exp = 10, cost = { {36, 10}, }, }, [50] = { type = 6, class = 9, level = 2, exp = 200, per_exp = 10, cost = { {37, 10}, }, }, [51] = { type = 6, class = 9, level = 3, exp = 300, per_exp = 10, cost = { {38, 10}, }, }, [52] = { type = 6, class = 11, level = 1, exp = 100, per_exp = 10, cost = { {42, 10}, }, }, [53] = { type = 6, class = 11, level = 2, exp = 200, per_exp = 10, cost = { {43, 10}, }, }, [54] = { type = 6, class = 11, level = 3, exp = 300, per_exp = 10, cost = { {44, 10}, }, }, } return talent_proto
----------------------------------- -- Area: Windurst Waters -- NPC: Jack of Hearts -- Adventurer's Assistant -- Working 100% ------------------------------------- require("scripts/globals/settings"); function onTrade(player,npc,trade) if (trade:getItemCount() == 1 and trade:hasItemQty(536,1) == true) then player:startEvent(10012,GIL_RATE*50); player:addGil(GIL_RATE*50); player:tradeComplete(); end end; function onTrigger(player,npc) player:startEvent(10011,0,1); end; function onEventUpdate(player,csid,option) end; function onEventFinish(player,csid,option) end;
require'nvim-treesitter.configs'.setup { highlight = { enable = true, }, indent = { enable = true, -- TODO seems to be broken atm disable = { "javascript", "javascriptreact", "typescript", "typescriptreact" }, }, autotag = { enable = true, }, context_commentstring = { enable = true, }, refactor = { highlight_definitions = { enable = true }, highlight_current_scope = { enable = true }, smart_rename = { enable = true, keymaps = { smart_rename = "grr", }, }, navigation = { enable = true, keymaps = { goto_definition_lsp_fallback = "gnd", list_definitions = "gnD", list_definitions_toc = "gO", goto_next_usage = "<a-*>", goto_previous_usage = "<a-#>", }, }, }, incremental_selection = { enable = true, keymaps = { init_selection = "<CR>", scope_incremental = "<CR>", node_incremental = "<TAB>", node_decremental = "<S-TAB>", }, }, textobjects = { select = { enable = true, keymaps = { ["af"] = "@function.outer", ["if"] = "@function.inner", ["ac"] = "@class.outer", ["ic"] = "@class.inner", ["aa"] = "@parameter.outer", ["ia"] = "@parameter.inner", }, }, swap = { enable = true, swap_next = { ["<C-l>"] = "@parameter.inner", }, swap_previous = { ["<C-h>"] = "@parameter.inner", }, }, move = { enable = true, goto_next_start = { ["]m"] = "@function.outer", ["]]"] = "@class.outer", }, goto_next_end = { ["]M"] = "@function.outer", ["]["] = "@class.outer", }, goto_previous_start = { ["[m"] = "@function.outer", ["[["] = "@class.outer", }, goto_previous_end = { ["[M"] = "@function.outer", ["[]"] = "@class.outer", }, }, }, }
local ast = require 'pallene.ast' local driver = require 'pallene.driver' local types = require 'pallene.types' local util = require 'pallene.util' local function run_checker(code) assert(util.set_file_contents("test.pallene", code)) local prog_ast, errs = driver.test_ast("checker", "test.pallene") return prog_ast, table.concat(errs, "\n") end local function assert_type_check(code) local prog_ast, errs = run_checker(code) assert.truthy(prog_ast, errs) end local function assert_type_error(expected, code) local prog_ast, errs = run_checker(code) assert.falsy(prog_ast) assert.match(expected, errs) end describe("Pallene type checker", function() teardown(function() os.remove("test.pallene") end) it("detects when a non-type is used in a type variable", function() local prog_ast, errs = run_checker([[ local foo: integer = 10 local bar: foo = 11 ]]) assert.falsy(prog_ast) assert.match("'foo' isn't a type", errs) end) it("detects when a non-value is used in a value variable", function() local prog_ast, errs = run_checker([[ record Point x: integer y: integer end local bar: integer = Point ]]) assert.falsy(prog_ast) assert.match("'Point' isn't a value", errs) end) it("for loop iteration variables don't shadow var limit and step", function() local prog_ast, errs = run_checker([[ function fn(x: integer): integer local i: string = "asdfg" for i = 1, #i do x = x + i end return x end ]]) assert(prog_ast, errs) end) it("coerces to integer", function() local prog_ast, errs = run_checker([[ function fn(): integer local f: float = 1.0 local i: integer = f as integer return 1 end ]]) assert(prog_ast, errs) assert.same(ast.Exp.Cast, prog_ast[1].block.stats[2].exp._tag) assert.same(types.T.Integer, prog_ast[1].block.stats[2].exp._type._tag) end) it("coerces to float", function() local prog_ast, errs = run_checker([[ function fn(): integer local i: integer = 12 local f: float = i as float return 1 end ]]) assert(prog_ast, errs) assert.same(ast.Exp.Cast, prog_ast[1].block.stats[2].exp._tag) assert.same(types.T.Float, prog_ast[1].block.stats[2].exp._type._tag) end) it("allows constant variable initialization", function() assert_type_check([[ local x1 = nil ]]) assert_type_check([[ local x2 = false ]]) assert_type_check([[ local x3 = 11 ]]) assert_type_check([[ local x4 = 1.1 ]]) assert_type_check([[ local x5 = "11" ]]) assert_type_check([[ local x6: {integer} = {} ]]) assert_type_check([[ local x7: {integer} = {1, 2} ]]) assert_type_check([[ local x8 = "a" .. 10 ]]) assert_type_check([[ local x9 = 1 + 2 ]]) assert_type_check([[ local x10 = not false ]]) assert_type_check([[ local x11 = 10.1 ]]) end) it("allows non constant variable initialization", function() assert_type_check([[ function f(): integer return 10 end local x = f() ]]) assert_type_check([[ local x = 10 local y = x ]]) assert_type_check([[ local x = 10 local y = -x ]]) assert_type_check([[ local x = 10 local y = 10 + x ]]) assert_type_check([[ local x = "b" local y = "a" .. x ]]) assert_type_check([[ local x = 10 local y: integer = x ]]) assert_type_check([[ local x = 10 local y: {integer} = {x} ]]) end) it("catches array expression in indexing is not an array", function() local prog_ast, errs = run_checker([[ function fn(x: integer) x[1] = 2 end ]]) assert.falsy(prog_ast) assert.match("array expression in indexing is not an array", errs) end) it("accepts correct use of length operator", function() local prog_ast, errs = run_checker([[ function fn(x: {integer}): integer return #x end ]]) assert(prog_ast, errs) end) it("catches wrong use of length operator", function() local prog_ast, errs = run_checker([[ function fn(x: integer): integer return #x end ]]) assert.falsy(prog_ast) assert.match("trying to take the length", errs) end) it("catches wrong use of unary minus", function() local prog_ast, errs = run_checker([[ function fn(x: boolean): boolean return -x end ]]) assert.falsy(prog_ast) assert.match("trying to negate a", errs) end) it("catches wrong use of bitwise not", function() local prog_ast, errs = run_checker([[ function fn(x: boolean): boolean return ~x end ]]) assert.falsy(prog_ast) assert.match("trying to bitwise negate a", errs) end) it("catches wrong use of boolean not", function() local prog_ast, errs = run_checker([[ function fn(): boolean return not nil end ]]) assert.falsy(prog_ast) assert.match("trying to boolean negate a nil", errs) end) it("catches mismatching types in locals", function() local prog_ast, errs = run_checker([[ function fn() local i: integer = 1 local s: string = "foo" s = i end ]]) assert.falsy(prog_ast) assert.match("expected string but found integer", errs) end) it("function can call another function", function() local prog_ast, errs = run_checker([[ function fn1() end function fn2() fn1() end ]]) assert(prog_ast, errs) end) it("catches mismatching types in arguments", function() local prog_ast, errs = run_checker([[ function fn(i: integer, s: string): integer s = i end ]]) assert.falsy(prog_ast) assert.match("expected string but found integer", errs) end) it("can create empty array (with type annotation)", function() local prog_ast, errs = run_checker([[ local xs: {integer} = {} ]]) assert(prog_ast, errs) end) it("can create non-empty array (with type annotation)", function() local prog_ast, errs = run_checker([[ local xs: {integer} = {10, 20, 30} ]]) assert(prog_ast, errs) end) it("can create array of array (with type annotation)", function() local prog_ast, errs = run_checker([[ local xs: {{integer}} = {{10,20}, {30,40}} ]]) assert(prog_ast, errs) end) it("forbids empty array (without type annotation)", function() local prog_ast, errs = run_checker([[ local xs = {} ]]) assert.falsy(prog_ast) assert.matches("missing type hint for array or record initializer", errs) end) it("forbids non-empty array (without type annotation)", function() local prog_ast, errs = run_checker([[ local xs = {10, 20, 30} ]]) assert.falsy(prog_ast) assert.matches("missing type hint for array or record initializer", errs) end) it("forbids array initializers with a table part", function() local prog_ast, errs = run_checker([[ local xs: {integer} = {10, 20, 30, x=17} ]]) assert.falsy(prog_ast) assert.matches("named field x in array initializer", errs) end) it("forbids wrong type in array initializer", function() local prog_ast, errs = run_checker([[ local xs: {integer} = {10, "hello"} ]]) assert.falsy(prog_ast) assert.matches("expected integer but found string", errs) end) it("can create record (with type annotation)", function() local prog_ast, errs = run_checker([[ record Point x: float y: float end local p: Point = { x = 10.0, y = 20.0 } ]]) assert(prog_ast, errs) end) it("can create array of record (with type annotation)", function() local prog_ast, errs = run_checker([[ record Point x: float y: float end local ps: {Point} = { { x = 10.0, y = 20.0 }, { x = 30.0, y = 40.0 }, } ]]) assert(prog_ast, errs) end) it("can create record of record (with type annotation)", function() local prog_ast, errs = run_checker([[ record Point x: float y: float end record Circle center: Point radius: float end local c: Circle = { center = { x = 10.0, y = 20.0 }, radius = 5.0 } ]]) assert(prog_ast, errs) end) it("forbids record creation (without type annotation)", function() local prog_ast, errs = run_checker([[ record Point x: float y: float end local p = { x = 10.0, y = 20.0 } ]]) assert.falsy(prog_ast) assert.matches("missing type hint for array or record initializer", errs) end) it("forbids wrong type in record initializer", function() local prog_ast, errs = run_checker([[ record Point x: float y: float end local p: Point = { x = 10.0, y = "hello" } ]]) assert.falsy(prog_ast) assert.matches("expected float but found string", errs) end) it("forbids wrong field name in record initializer", function() local prog_ast, errs = run_checker([[ record Point x: float y: float end local p: Point = { x = 10.0, y = 20.0, z = 30.0 } ]]) assert.falsy(prog_ast) assert.matches("invalid field z in record initializer for Point", errs) end) it("forbids array part in record initializer", function() local prog_ast, errs = run_checker([[ record Point x: float y: float end local p: Point = { x = 10.0, y = 20.0, 30.0 } ]]) assert.falsy(prog_ast) assert.matches("record initializer has array part", errs) end) it("forbids initializing a record field twice", function() local prog_ast, errs = run_checker([[ record Point x: float y: float end local p: Point = { x = 10.0, x = 11.0, y = 20.0 } ]]) assert.falsy(prog_ast) assert.matches("duplicate field x in record initializer", errs) end) it("forbids missing fields in record initializer", function() local prog_ast, errs = run_checker([[ record Point x: float end local p: Point = { } ]]) assert.falsy(prog_ast) assert.matches("required field x is missing", errs) end) it("forbids type hints that are not array or records", function() local prog_ast, errs = run_checker([[ local p: string = { 10, 20, 30 } ]]) assert.falsy(prog_ast) assert.matches("type hint for array or record initializer is not an array or record type", errs) end) it("forbids array of nil", function() local prog_ast, errs = run_checker([[ local xs: {nil} = {} ]]) assert.falsy(prog_ast) assert.matches( "array of nil is not allowed", errs, nil, true) end) it("type-checks numeric 'for' (integer, implicit step)", function() local prog_ast, errs = run_checker([[ function fn(x: integer): integer for i:integer = 1, 10 do x = x + 1 end return x end ]]) assert(prog_ast, errs) end) it("type-checks numeric 'for' (integer, explicit step)", function() local prog_ast, errs = run_checker([[ function fn(x: integer): integer for i:integer = 1, 10, 2 do x = x + i end return x end ]]) assert(prog_ast, errs) end) it("type-checks numeric 'for' (float, implicit step)", function() local prog_ast, errs = run_checker([[ function fn(x: float): float for i:float = 1.0, 10.0 do x = x + i end return x end ]]) assert(prog_ast, errs) end) it("type-checks numeric 'for' (float, explicit step)", function() local prog_ast, errs = run_checker([[ function fn(x: float): float for i:float = 1.0, 10.0, 2.0 do x = x + i end return x end ]]) assert(prog_ast, errs) end) it("type-checks 'while'", function() local prog_ast, errs = run_checker([[ function fn(x: integer): integer local i: integer = 15 while x < 100 do x = x + i end return x end ]]) assert(prog_ast, errs) end) it("requires while statement conditions to be boolean", function() local prog_ast, errs = run_checker([[ function fn(x:integer): integer while x do return 10 end return 20 end ]]) assert.falsy(prog_ast) assert.matches("types in while statement condition do not match, expected boolean but found integer", errs) end) it("type-checks 'repeat'", function() local prog_ast, errs = run_checker([[ function fn(x: integer): integer local i: integer = 15 repeat x = x + i until x >= 100 return x end ]]) assert(prog_ast, errs) end) it("requires repeat statement conditions to be boolean", function() local prog_ast, errs = run_checker([[ function fn(x:integer): integer repeat return 10 until x return 20 end ]]) assert.falsy(prog_ast) assert.matches("types in repeat statement condition do not match, expected boolean but found integer", errs) end) it("type-checks 'if'", function() local prog_ast, errs = run_checker([[ function fn(x: integer): integer local i: integer = 15 if x < 100 then x = x + i elseif x > 100 then x = x - i else x = 100 end return x end ]]) assert(prog_ast, errs) end) it("requires if statement conditions to be boolean", function() local prog_ast, errs = run_checker([[ function fn(x:integer): integer if x then return 10 else return 20 end end ]]) assert.falsy(prog_ast) assert.matches("types in if statement condition do not match, expected boolean but found integer", errs) end) it("checks code inside the 'while' block", function() local prog_ast, errs = run_checker([[ function fn(x: integer): integer local i: integer = 15 while i > 0 do local s: string = i end return x end ]]) assert.falsy(prog_ast) assert.match("expected string but found integer", errs) end) it("ensures numeric 'for' variable has number type (with annotation)", function() local prog_ast, errs = run_checker([[ function fn(x: integer, s: string): integer for i: string = 1, 10, 2 do x = x + i end return x end ]]) assert.falsy(prog_ast) assert.match("control variable", errs) end) it("ensures numeric 'for' variable has number type (without annotation)", function() local prog_ast, errs = run_checker([[ function fn(x: integer, s: string): integer for i = s, 10, 2 do x = x + i end return x end ]]) assert.falsy(prog_ast) assert.match("control variable", errs) end) it("catches 'for' errors in the start expression", function() local prog_ast, errs = run_checker([[ function fn(x: integer, s: string): integer for i:integer = s, 10, 2 do x = x + i end return x end ]]) assert.falsy(prog_ast) assert.match("numeric for loop initializer", errs) end) it("catches 'for' errors in the limit expression", function() local prog_ast, errs = run_checker([[ function fn(x: integer, s: string): integer for i = 1, s, 2 do x = x + i end return x end ]]) assert.falsy(prog_ast) assert.match("numeric for loop limit", errs) end) it("catches 'for' errors in the step expression", function() local prog_ast, errs = run_checker([[ function fn(x: integer, s: string): integer for i = 1, 10, s do x = x + i end return x end ]]) assert.falsy(prog_ast) assert.match("numeric for loop step", errs) end) it("detects too many return values", function() local prog_ast, errs = run_checker([[ function f(): () return 1 end ]]) assert.falsy(prog_ast) assert.match( "returning 1 value(s) but function expects 0", errs, nil, true) end) it("detects too few return values", function() local prog_ast, errs = run_checker([[ function f(): integer return end ]]) assert.falsy(prog_ast) assert.match( "returning 0 value(s) but function expects 1", errs, nil, true) end) it("accepts functions that return 0 values", function() local prog_ast, errs = run_checker([[ function f(): () return end ]]) assert(prog_ast, errs) end) it("accepts functions that return 1 value", function() local prog_ast, errs = run_checker([[ function f(): integer return 17 end ]]) assert(prog_ast, errs) end) it("detects when a function returns the wrong type", function() local prog_ast, errs = run_checker([[ function fn(): integer return "hello" end ]]) assert.falsy(prog_ast) assert.match("types in return statement do not match, expected integer but found string", errs) end) it("detects missing return statements", function() local code = {[[ function fn(): integer end ]], [[ function getval(a:integer): integer if a == 1 then return 10 elseif a == 2 then else return 30 end end ]], [[ function getval(a:integer): integer if a == 1 then return 10 elseif a == 2 then return 20 else if a < 5 then if a == 3 then return 30 end else return 50 end end end ]], } for _, c in ipairs(code) do local prog_ast, errs = run_checker(c) assert.falsy(prog_ast) assert.match("control reaches end of function with non%-empty return type", errs) end end) it("rejects void functions in expression contexts", function() local prog_ast, errs = run_checker([[ local function f(): () end local function g(): integer return 1 + f() end ]]) assert.falsy(prog_ast) assert.match("void instead of a number", errs) end) it("detects attempts to call non-functions", function() local prog_ast, errs = run_checker([[ function fn(): integer local i: integer = 0 i() end ]]) assert.falsy(prog_ast) assert.match("attempting to call a integer value" , errs) end) it("detects wrong number of arguments to functions", function() local prog_ast, errs = run_checker([[ function f(x: integer, y: integer): integer return x + y end function g(): integer return f(1) end ]]) assert.falsy(prog_ast) assert.match("function expects 2 argument(s) but received 1", errs, nil, true) end) it("detects wrong types of arguments to functions", function() local prog_ast, errs = run_checker([[ function f(x: integer, y: integer): integer return x + y end function g(): integer return f(1.0, 2.0) end ]]) assert.falsy(prog_ast) assert.match("expected integer but found float", errs,nil, true) end) for _, op in ipairs({"+", "-", "*", "%", "//"}) do it("coerces "..op.." to float if any side is a float", function() local prog_ast, errs = run_checker([[ function fn() local i: integer = 1 local f: float = 1.5 local i_f = i ]] .. op .. [[ f local f_i = f ]] .. op .. [[ i local f_f = f ]] .. op .. [[ f local i_i = i ]] .. op .. [[ i end ]]) assert(prog_ast, errs) assert.same(types.T.Float(), prog_ast[1].block.stats[3].exp.lhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[3].exp.rhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[3].exp._type) assert.same(types.T.Float(), prog_ast[1].block.stats[4].exp.lhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[4].exp.rhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[4].exp._type) assert.same(types.T.Float(), prog_ast[1].block.stats[5].exp.lhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[5].exp.rhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[5].exp._type) assert.same(types.T.Integer(), prog_ast[1].block.stats[6].exp.lhs._type) assert.same(types.T.Integer(), prog_ast[1].block.stats[6].exp.rhs._type) assert.same(types.T.Integer(), prog_ast[1].block.stats[6].exp._type) end) end for _, op in ipairs({"/", "^"}) do it("always coerces "..op.." to float", function() local prog_ast, errs = run_checker([[ function fn() local i: integer = 1 local f: float = 1.5 local i_f = i ]] .. op .. [[ f local f_i = f ]] .. op .. [[ i local f_f = f ]] .. op .. [[ f local i_i = i ]] .. op .. [[ i end ]]) assert(prog_ast, errs) assert.same(types.T.Float(), prog_ast[1].block.stats[3].exp.lhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[3].exp.rhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[3].exp._type) assert.same(types.T.Float(), prog_ast[1].block.stats[4].exp.lhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[4].exp.rhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[4].exp._type) assert.same(types.T.Float(), prog_ast[1].block.stats[5].exp.lhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[5].exp.rhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[5].exp._type) assert.same(types.T.Float(), prog_ast[1].block.stats[6].exp.lhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[6].exp.rhs._type) assert.same(types.T.Float(), prog_ast[1].block.stats[6].exp._type) end) end it("cannot concatenate with boolean", function() local prog_ast, errs = run_checker([[ function fn() local s = "foo" .. true end ]]) assert.falsy(prog_ast) assert.match("cannot concatenate with boolean value", errs) end) it("cannot concatenate with nil", function() local prog_ast, errs = run_checker([[ function fn() local s = "foo" .. nil end ]]) assert.falsy(prog_ast) assert.match("cannot concatenate with nil value", errs) end) it("cannot concatenate with array", function() local prog_ast, errs = run_checker([[ function fn() local xs: {integer} = {} local s = "foo" .. xs end ]]) assert.falsy(prog_ast) assert.match("cannot concatenate with { integer } value", errs) end) it("can concatenate with integer and float", function() local prog_ast, errs = run_checker([[ function fn() local s = 1 .. 2.5 end ]]) assert(prog_ast, errs) end) for _, op in ipairs({"==", "~="}) do it("can compare arrays of same type using " .. op, function() local prog_ast, errs = run_checker([[ function fn(a1: {integer}, a2: {integer}): boolean return a1 ]] .. op .. [[ a2 end ]]) assert(prog_ast, errs) end) end for _, op in ipairs({"==", "~="}) do it("can compare booleans using " .. op, function() local prog_ast, errs = run_checker([[ function fn(b1: string, b2: string): boolean return b1 ]] .. op .. [[ b2 end ]]) assert(prog_ast, errs) end) end for _, op in ipairs({"==", "~=", "<", ">", "<=", ">="}) do it("can compare floats using " .. op, function() local prog_ast, errs = run_checker([[ function fn(f1: string, f2: string): boolean return f1 ]] .. op .. [[ f2 end ]]) assert(prog_ast, errs) end) end for _, op in ipairs({"==", "~=", "<", ">", "<=", ">="}) do it("can compare integers using " .. op, function() local prog_ast, errs = run_checker([[ function fn(i1: string, i2: string): boolean return i1 ]] .. op .. [[ i2 end ]]) assert(prog_ast, errs) end) end for _, op in ipairs({"==", "~=", "<", ">", "<=", ">="}) do it("can compare integers and floats using " .. op, function() local prog_ast, errs = run_checker([[ function fn(i: integer, f: float): boolean return i ]] .. op .. [[ f end ]]) assert.falsy(prog_ast) assert.match("comparisons between float and integers are not yet implemented", errs) end) end for _, op in ipairs({"==", "~=", "<", ">", "<=", ">="}) do it("can compare strings using " .. op, function() local prog_ast, errs = run_checker([[ function fn(s1: string, s2: string): boolean return s1 ]] .. op .. [[ s2 end ]]) assert(prog_ast, errs) end) end for _, op in ipairs({"==", "~="}) do it("cannot compare arrays of different types using " .. op, function() local prog_ast, errs = run_checker([[ function fn(a1: {integer}, a2: {float}): boolean return a1 ]] .. op .. [[ a2 end ]]) assert.falsy(prog_ast) assert.match("cannot compare .* and .* with .*", errs) end) end for _, op in ipairs({"==", "~="}) do for _, t1 in ipairs({"{integer}", "boolean", "float", "string"}) do for _, t2 in ipairs({"{integer}", "boolean", "float", "string"}) do if t1 ~= t2 then it("cannot compare " .. t1 .. " and " .. t2 .. " using " .. op, function() local prog_ast, errs = run_checker([[ function fn(a: ]] .. t1 .. [[, b: ]] .. t2 .. [[): boolean return a ]] .. op .. [[ b end ]]) assert.falsy(prog_ast) assert.match("cannot compare .* and .* with .*", errs) end) end end end end for _, op in ipairs({"<", ">", "<=", ">="}) do for _, t in ipairs({"{integer}", "boolean", "string"}) do it("cannot compare " .. t .. " and float using " .. op, function() local prog_ast, errs = run_checker([[ function fn(a: ]] .. t .. [[, b: float): boolean return a ]] .. op .. [[ b end ]]) assert.falsy(prog_ast) assert.match("cannot compare .* and .* with .*", errs) end) end end for _, op in ipairs({"<", ">", "<=", ">="}) do for _, t in ipairs({"{integer}", "boolean", "string"}) do it("cannot compare float and " .. t .. " using " .. op, function() local prog_ast, errs = run_checker([[ function fn(a: float, b: ]] .. t .. [[): boolean return a ]] .. op .. [[ b end ]]) assert.falsy(prog_ast) assert.match("cannot compare .* and .* with .*", errs) end) end end for _, op in ipairs({"<", ">", "<=", ">="}) do for _, t in ipairs({"{integer}", "boolean", "string"}) do it("cannot compare " .. t .. " and integer using " .. op, function() local prog_ast, errs = run_checker([[ function fn(a: ]] .. t .. [[, b: integer): boolean return a ]] .. op .. [[ b end ]]) assert.falsy(prog_ast) assert.match("cannot compare .* and .* with .*", errs) end) end end for _, op in ipairs({"<", ">", "<=", ">="}) do for _, t in ipairs({"{integer}", "boolean", "string"}) do it("cannot compare integer and " .. t .. " using " .. op, function() local prog_ast, errs = run_checker([[ function fn(a: integer, b: ]] .. t .. [[): boolean return a ]] .. op .. [[ b end ]]) assert.falsy(prog_ast) assert.match("cannot compare .* and .* with .*", errs) end) end end for _, op in ipairs({"<", ">", "<=", ">="}) do for _, t in ipairs({"{integer}", "boolean"}) do it("cannot compare " .. t .. " and string using " .. op, function() local prog_ast, errs = run_checker([[ function fn(a: ]] .. t .. [[, b: string): boolean return a ]] .. op .. [[ b end ]]) assert.falsy(prog_ast) assert.match("cannot compare .* and .* with .*", errs) end) end end for _, op in ipairs({"<", ">", "<=", ">="}) do for _, t in ipairs({"{integer}", "boolean"}) do it("cannot compare string and " .. t .. " using " .. op, function() local prog_ast, errs = run_checker([[ function fn(a: string, b: ]] .. t .. [[): boolean return a ]] .. op .. [[ b end ]]) assert.falsy(prog_ast) assert.match("cannot compare .* and .* with .*", errs) end) end end for _, op in ipairs({"<", ">", "<=", ">="}) do for _, t1 in ipairs({"{integer}", "boolean"}) do for _, t2 in ipairs({"{integer}", "boolean"}) do it("cannot compare " .. t1 .. " and " .. t2 .. " using " .. op, function() local prog_ast, errs = run_checker([[ function fn(a: ]] .. t1 .. [[, b: ]] .. t2 .. [[): boolean return a ]] .. op .. [[ b end ]]) assert.falsy(prog_ast) assert.match("cannot compare .* and .* with .*", errs) end) end end end for _, op in ipairs({"and", "or"}) do for _, t1 in ipairs({"{integer}", "integer", "string"}) do it("cannot have " .. t1 .. " as left operand of " .. op, function() local prog_ast, errs = run_checker([[ function fn(x: ]] .. t1 .. [[): boolean return x ]] .. op .. [[ true end ]]) assert.falsy(prog_ast) assert.match("left hand side of logical expression is a", errs) end) it("cannot have " .. t1 .. " as right operand of " .. op, function() local prog_ast, errs = run_checker([[ function fn(x: ]] .. t1 .. [[): boolean return true ]] .. op .. [[ x end ]]) assert.falsy(prog_ast) assert.match("right hand side of logical expression is a", errs) end) end end for _, op in ipairs({"|", "&", "<<", ">>"}) do it("can use bitwise operators with integers using " .. op, function() local prog_ast, errs = run_checker([[ function fn(i1: integer, i2: integer): integer return i1 ]] .. op .. [[ i2 end ]]) assert(prog_ast, errs) end) end for _, op in ipairs({"|", "&", "<<", ">>"}) do for _, t in ipairs({"{integer}", "boolean", "string"}) do it("cannot use bitwise operator " .. op .. " when left hand side is not integer", function() local prog_ast, errs = run_checker([[ function fn(a: ]] .. t .. [[, b: integer): boolean return a ]] .. op .. [[ b end ]]) assert.falsy(prog_ast) assert.match("left hand side of arithmetic expression is a", errs) end) end end for _, op in ipairs({"|", "&", "<<", ">>"}) do for _, t in ipairs({"{integer}", "boolean", "string"}) do it("cannot use bitwise operator " .. op .. " when right hand side is not integer", function() local prog_ast, errs = run_checker([[ function fn(a: integer, b: ]] .. t .. [[): boolean return a ]] .. op .. [[ b end ]]) assert.falsy(prog_ast) assert.match("right hand side of arithmetic expression is a", errs) end) end end for _, op in ipairs({"+", "-", "*", "//", "/", "^"}) do for _, t in ipairs({"{integer}", "boolean", "string"}) do it("cannot use arithmetic operator " .. op .. " when left hand side is not a number", function() local prog_ast, errs = run_checker([[ function fn(a: ]] .. t .. [[, b: float): float return a ]] .. op .. [[ b end ]]) assert.falsy(prog_ast) assert.match("left hand side of arithmetic expression is a", errs) end) end end for _, op in ipairs({"+", "-", "*", "//", "/", "^"}) do for _, t in ipairs({"{integer}", "boolean", "string"}) do it("cannot use arithmetic operator " .. op .. " when right hand side is not integer", function() local prog_ast, errs = run_checker([[ function fn(a: float, b: ]] .. t .. [[): float return a ]] .. op .. [[ b end ]]) assert.falsy(prog_ast) assert.match("right hand side of arithmetic expression is a", errs) end) end end for _, t in ipairs({"boolean", "float", "integer", "nil", "string"}) do it("cannot explicitly cast from " .. t .. " to {integer}", function() local prog_ast, errs = run_checker([[ function fn(a: ]] .. t .. [[): {integer} return a as {integer} end ]]) assert.falsy(prog_ast) assert.match("cannot cast", errs) end) end for _, t in ipairs({"{integer}", "boolean", "nil", "string"}) do it("cannot explicitly cast from " .. t .. " to float", function() local prog_ast, errs = run_checker([[ function fn(a: ]] .. t .. [[): float return a as float end ]]) assert.falsy(prog_ast) assert.match("cannot cast", errs) end) end for _, t in ipairs({"{integer}", "boolean", "nil", "string"}) do it("cannot explicitly cast from " .. t .. " to integer", function() local prog_ast, errs = run_checker([[ function fn(a: ]] .. t .. [[): integer return a as integer end ]]) assert.falsy(prog_ast) assert.match("cannot cast", errs) end) end for _, t in ipairs({"{integer}", "boolean", "float", "integer", "string"}) do it("cannot explicitly cast from " .. t .. " to nil", function() local prog_ast, errs = run_checker([[ function fn(a: ]] .. t .. [[): nil return a as nil end ]]) assert.falsy(prog_ast) assert.match("cannot cast", errs) end) end for _, t in ipairs({"{integer}", "boolean", "nil"}) do it("cannot explicitly cast from " .. t .. " to string", function() local prog_ast, errs = run_checker([[ function fn(a: ]] .. t .. [[): string return a as string end ]]) assert.falsy(prog_ast) assert.match("cannot cast", errs) end) end it("catches assignment to function", function () local prog_ast, errs = run_checker([[ function f() end function g() f = g end ]]) assert.falsy(prog_ast) assert.match( "attempting to assign to toplevel constant function f", errs, nil, true) end) it("typechecks io.write", function() local prog_ast, errs = run_checker([[ function f() io_write("Hello World\n") end ]]) assert.truthy(prog_ast, errs) end) it("typechecks io.write (error)", function() local prog_ast, errs = run_checker([[ function f() io_write(17) end ]]) assert.falsy(prog_ast) assert.match("expected string but found integer", errs, nil, true) end) it("typechecks table.insert", function() local prog_ast, errs = run_checker([[ function f(xs: {integer}) table_insert(xs, 10) end function g(xs: {float}) table_insert(xs, 3.14) end ]]) assert.truthy(prog_ast, errs) end) it("typechecks table.insert (error)", function() local prog_ast, errs = run_checker([[ function f(xs: {integer}) table_insert(xs, "asd") end ]]) assert.falsy(prog_ast) assert.match("expected integer but found string", errs, nil, true) end) end) describe("Pallene typecheck of records", function() it("typechecks record declarations", function() assert_type_check([[ record Point x: float y: float end ]]) end) it("typechecks record as argument/return", function() assert_type_check([[ record Point x: float; y:float end function f(p: Point): Point return p end ]]) end) local function wrap_record(code) return [[ record Point x: float; y:float end function f(p: Point): float ]].. code ..[[ end ]] end it("typechecks record read/write", function() assert_type_check(wrap_record[[ local x: float = 10.0 p.x = x return p.y ]]) end) it("doesn't typecheck read/write to non existent fields", function() local function assert_non_existent(code) assert_type_error("field 'nope' not found in record 'Point'", wrap_record(code)) end assert_non_existent([[ p.nope = 10 ]]) assert_non_existent([[ return p.nope ]]) end) it("doesn't typecheck read/write with invalid types", function() assert_type_error("expected float but found Point", wrap_record[[ p.x = p ]]) assert_type_error("expected Point but found float", wrap_record[[ local p: Point = p.x ]]) end) end)
local version = 0.0 oldprint = _G.print print = function (arg) oldprint('<font color=\"#515151\">S1mple_Syndra</font><font color=\"#000000\"> - </font><font color=\"#cccccc\">'..arg..'</font>') end function OnLoad() print("Loading S1mple_Chess Version "..tostring(version)) end
local Encounter = require("mod.elona.api.Encounter") local Chara = require("api.Chara") local Weather = require("mod.elona.api.Weather") local Gui = require("api.Gui") local I18N = require("api.I18N") local Input = require("api.Input") local Rand = require("api.Rand") local Calc = require("mod.elona.api.Calc") local Enum = require("api.Enum") local Charagen = require("mod.elona.api.Charagen") data:add { _type = "elona.encounter", _id = "enemy", encounter_level = function(outer_map, outer_x, outer_y) -- >>>>>>>> shade2/action.hsp:690 p=dist_town() ... local town_dist = Encounter.distance_from_nearest_town(outer_map) local level = town_dist * 3 / 2 - 10 if Chara.player():calc("level") <= 5 then level = level / 2 end local tile = outer_map:tile(outer_x, outer_y) if tile.is_road then level = level / 2 elseif Weather.is("elona.etherwind") then level = level * 3 / 2 + 10 end return math.max(level, 1) -- <<<<<<<< shade2/action.hsp:698 if encounterLv<0:encounterLv=1 .. end, before_encounter_start = function(level, outer_map, outer_x, outer_y) -- >>>>>>>> shade2/action.hsp:690 p=dist_town() ... local town_dist = Encounter.distance_from_nearest_town() -- <<<<<<<< shade2/action.hsp:690 p=dist_town() .. -- >>>>>>>> shade2/action.hsp:699 valn=lang(" (最も近い街までの距離:"+p+" 敵勢力:"," (Distance ... local rank_text if level < 5 then rank_text = "action.move.global.ambush.rank.putit" elseif level < 10 then rank_text = "action.move.global.ambush.rank.orc" elseif level < 20 then rank_text = "action.move.global.ambush.rank.grizzly_bear" elseif level < 30 then rank_text = "action.move.global.ambush.rank.drake" elseif level < 40 then rank_text = "action.move.global.ambush.rank.lich" else rank_text = "action.move.global.ambush.rank.dragon" end Gui.mes(I18N.get("action.move.global.ambush.message", town_dist, rank_text)) Input.query_more() -- <<<<<<<< shade2/action.hsp:711 txt lang("襲撃だ!","Ambush!")+valn:msg_halt .. end, on_map_entered = function(map, level, outer_map, outer_x, outer_y) local player = Chara.player() -- >>>>>>>> shade2/map.hsp:1640 p=rnd(9):if cLevel(pc)<=5:p=rnd(3) ... local enemy_count = Rand.rnd(9) if player:calc("level") <= 5 then enemy_count = Rand.rnd(3) end local tile = outer_map:tile(outer_x, outer_y) for i = 1, enemy_count + 2 do local filter = { level = Calc.calc_object_level(level, map), quality = Calc.calc_object_quality(Enum.Quality.Normal) } if Weather.is("elona.etherwind") and not tile.is_road then if Rand.one_in(3) then filter.quality = Enum.Quality.God end end local x, y if i < 4 then x, y = player.x, player.y else x, y = nil, nil end local chara = Charagen.create(x, y, filter, map) if chara then chara:set_target(player, 30) end end -- <<<<<<<< shade2/map.hsp:1647 loop .. end }
-- DAG definition: it is encoded as an array of stages. Stages = {{ name="S1", tasks="2", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S1.txt")}}, pre={}, post={"S5","S6","S4"}},{ name="S0", tasks="2", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S0.txt")}}, pre={}, post={"S5","S6","S4"}},{ name="S3", tasks="2", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S3.txt")}}, pre={}, post={"S5","S6","S4"}},{ name="S2", tasks="2", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S2.txt")}}, pre={}, post={"S5","S6","S4"}},{ name="S5", tasks="3000", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S5.txt")}}, pre={"S1","S0","S3","S2"}, post={"S7"}},{ name="S4", tasks="2", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S4.txt")}}, pre={"S1","S0","S3","S2"}, post={"S8"}},{ name="S7", tasks="200", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S7.txt")}}, pre={"S5","S6"}, post={"S8"}},{ name="S6", tasks="1000", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S6.txt")}}, pre={"S1","S0","S3","S2"}, post={"S7"}},{ name="S9", tasks="200", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S9.txt")}}, pre={"S8"}, post={}},{ name="S8", tasks="200", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP8/S8.txt")}}, pre={"S4","S7"}, post={"S9"}}}; -- Number of computation nodes in the system Nodes = @@nodes@@; -- Number of users accessing the system Users = 1; -- Distribution of the think time for the users UThinkTimeDistr = {type = "exp", params = {rate = 0.001}}; -- Total number of jobs to simulate maxJobs = 1000; -- Coefficient for the Confidence Intervals confIntCoeff = 1.96;
-- -- -- ---------------------------------------------------------- -- Mosaic | OF Visual Patching Developer Platform -- -- Copyright (c) 2019 Emanuele Mazza aka n3m3da -- -- Mosaic is distributed under the MIT License. This gives everyone the -- freedoms to use Mosaic in any context: commercial or non-commercial, -- public or private, open or closed source. -- -- See https://github.com/d3cod3/Mosaic for documentation -- ---------------------------------------------------------- -- -- -- Shiffman_NatureOfCode/CH1_2_bouncingBall.lua -- -- This example is one of the series of Mosaic adaptation to -- Daniel Shiffman <Nature of Code> book examples. -- -- More info: <http://natureofcode.com/> -- -- created by n3m3da | www.d3cod3.org -- translated from GAmuza examples by ferhoyo https://github.com/ferhoyo -- -- variables for mouse interaction (DO NOT DELETE) mouseX = 0 mouseY = 0 location = of.Vec3f(100,100,0) velocity = of.Vec3f(2.5,5,0) ---------------------------------------------------- function setup() end ---------------------------------------------------- function update() location = location + velocity if location.x > OUTPUT_WIDTH or location.x < 0 then velocity.x = velocity.x * -1 end if location.y > OUTPUT_HEIGHT or location.y < 0 then velocity.y = velocity.y * -1 end end ---------------------------------------------------- function draw() of.background(64,128,255) of.setColor(32, 0, 255) of.drawCircle(location.x,location.y,16) of.noFill() of.setColor(8,0,64) of.drawCircle(location.x,location.y,16) end ---------------------------------------------------- function exit() end -- input callbacks ---------------------------------------------------- function keyPressed(key) end function keyReleased(key) end function mouseMoved(x,y) mouseX = x mouseY = y end function mouseDragged(x,y) mouseX = x mouseY = y end function mouseReleased(x,y) end function mouseScrolled(x,y) end
--====================================================================-- -- Themed Background -- -- Shows themed use of the DMC Widget: Background -- -- Sample code is MIT licensed, the same license which covers Lua itself -- http://en.wikipedia.org/wiki/MIT_License -- Copyright (C) 2015 David McCuskey. All Rights Reserved. --====================================================================-- print( "\n\n#########################################################\n\n" ) error("\n\n SORRY THIS EXAMPLE NOT READY\n\n") --===================================================================-- --== Imports local Widgets = require 'lib.dmc_widgets' --===================================================================-- --== Setup, Constants local W, H = display.contentWidth, display.contentHeight local H_CENTER, V_CENTER = W*0.5, H*0.5 --===================================================================-- -- Support Functions -- Setup Visual Screen Items -- local function setupBackground() local width, height = 100, 50 local o o = display.newRect(0,0,W,H) o:setFillColor(0.5,0.5,0.5) o.x, o.y = H_CENTER, V_CENTER o = display.newRect(0,0,width+4,height+4) o:setStrokeColor(0,0,0) o.strokeWidth=2 o.x, o.y = H_CENTER, V_CENTER o = display.newRect( 0,0,10,10) o:setFillColor(1,0,0) o.x, o.y = H_CENTER, V_CENTER end local function widgetOnPropertyEvent_handler( event ) print( 'Main: widgetOnPropertyEvent_handler', event.id, event.phase ) local etype= event.type local property= event.property local value = event.value print( "Widget Property Changed", etype, property, value ) end -- handles button-type taps -- local function widgetEvent_handler( event ) print( 'Main: widgetEvent_handler', event.type ) local etype= event.type local target=event.target if etype==target.PRESSED then print( "Background: touch started" ) elseif etype==target.MOVED then print( "Background: moved ", event.isWithinBounds ) elseif etype==target.RELEASED then print( "Background: touch ended" ) end end --===================================================================-- --== Main --===================================================================-- setupBackground() --======================================================-- --== create widgets, default style, then delete function run_example1() local bg1 = Widgets.newBackground() local bg2 = Widgets.newRectangleBackground() local bg3 = Widgets.newRoundedBackground() bg1.x, bg1.y = H_CENTER, V_CENTER-100 bg2.x, bg2.y = H_CENTER, V_CENTER bg3.x, bg3.y = H_CENTER, V_CENTER+100 timer.performWithDelay( 2000, function() print( "\n\n Delete Widgets" ) bg1:removeSelf() bg2:removeSelf() bg3:removeSelf() end) end run_example1() --======================================================-- --== create background widget, default style function run_example2() local bw1 = Widgets.newBackground{} bw1:addEventListener( bw1.EVENT, widgetEvent_handler ) -- bw1.onProperty = widgetOnPropertyEvent_handler bw1.x, bw1.y = H_CENTER, V_CENTER-100 bw1.y = V_CENTER-50 bw1.width, bw1.height = 50, 25 -- bw1:setAnchor( {0,0} ) bw1:setAnchor( {0.5,0.5} ) -- bw1:setAnchor( {1,1} ) bw1:setViewFillColor(1,0,0 ) timer.performWithDelay( 1000, function() print( "\n\nUpdate style" ) bw1.style=nil -- shouldn't change, already default end) timer.performWithDelay( 2000, function() print( "\n\nClear properties" ) bw1:clearStyle() -- clear our changes end) end -- run_example2() --======================================================-- --== create background widget, default style function run_example3() local bw1 = Widgets.newBackground{} bw1:addEventListener( bw1.EVENT, widgetEvent_handler ) -- bw1.onProperty = widgetOnPropertyEvent_handler bw1.x, bw1.y = H_CENTER, V_CENTER-100 bw1.y = V_CENTER-50 bw1.width, bw1.height = 10,10 -- bw1:setAnchor( {0,0} ) bw1:setAnchor( {0.5,0.5} ) -- bw1:setAnchor( {1,1} ) bw1:setViewFillColor(1,0,0 ) timer.performWithDelay( 1000, function() print( "\n\nUpdate style" ) bw1.style=nil -- shouldn't change, already default end) timer.performWithDelay( 2000, function() print( "\n\nClear properties" ) bw1:clearStyle() -- clear our changes end) timer.performWithDelay( 10000, function() print( "\n\n Delete Widget" ) bw1:removeSelf() end) end -- run_example3() --======================================================-- --== create background, inline style function run_example4() local bw2 = Widgets.newBackground{ x=100, y=100, style={ width=100, height=20, anchorX=1, anchorY=0.5, view={ type='rectangle', strokeWidth=5, strokeColor={0,0,1}, fillColor={0.5,1,0.5,0.5} } } } bw2:addEventListener( bw2.EVENT, widgetEvent_handler ) -- bw2.onProperty = widgetOnPropertyEvent_handler timer.performWithDelay( 1000, function() print( "\n\nUpdate properties" ) bw2.x = H_CENTER bw2.y = V_CENTER bw2.width=220 bw2.height=70 bw2:setAnchor( {0,1} ) bw2:setFillColor( 1,0.5,0.2,0.5 ) bw2:setStrokeColor( 2,0,0,1 ) bw2.strokeWidth = 1 end) timer.performWithDelay( 2000, function() print( "\n\nUpdate properties" ) bw2.style=nil end) timer.performWithDelay( 10000, function() print( "\n\n Delete Widget" ) bw2:removeSelf() end) end -- run_example4() --======================================================-- --== Create Style, add to Widget function run_example5() local st1, bw1 st1 = Widgets.newBackgroundStyle{ name='my-background-style', width=150, height=70, anchorX=1, anchorY=0.5, type='rounded', view={ -- cornerRadius=10, strokeWidth=5, strokeColor={0,0,0}, fillColor={1,1,0.5,0.5} } } -- add style to widget bw1 = Widgets.newBackground{ x=H_CENTER, y=50, style=st1 } bw1:addEventListener( bw1.EVENT, widgetEvent_handler ) -- bw1.onProperty = widgetOnPropertyEvent_handler timer.performWithDelay( 2000, function() print( "\n\nUpdate properties" ) bw1.style=nil bw1.y=100 bw1:setViewFillColor( 0.7, 0.5, 0.6, 1) end) timer.performWithDelay( 10000, function() print( "\n\n Delete Widget" ) bw1:removeSelf() end) end -- run_example5() --======================================================-- --== create background widget, test hit area function run_example6() local bw1 = Widgets.newBackground() bw1:addEventListener( bw1.EVENT, widgetEvent_handler ) bw1.x = H_CENTER bw1.y = V_CENTER -- bw1:setFillColor( 0.2,0.6,1, 0.5 ) -- bw1:setAnchor( {0,0} ) bw1:setAnchor( {0.5,0.5} ) -- bw1:setAnchor( {1,1} ) -- bw1.debugOn = true timer.performWithDelay( 1000, function() print("\n\n\n\nUpdate Properties") bw1.anchorX=1 bw1.width=200 bw1.height=75 bw1.x = H_CENTER-10 bw1:setFillColor( 0.2,0.6,1, 0.5 ) end) -- timer.performWithDelay( 1000, function() -- print("\n\nUpdate Properties") -- bw1.hitMarginX=5 -- bw1.hitMarginY=10 -- bw1.y = 400 -- end) timer.performWithDelay( 2000, function() print("\n\nClear Style") bw1:clearStyle() end) timer.performWithDelay( 10000, function() print( "\n\n Delete Widget" ) bw1:removeSelf() end) end -- run_example6()
require "Common/LuaExtension" require "Common/UIBase" require "Extend/Table" require("LuaPanda").start("127.0.0.1", 8818)
-- моё не первое lua app: hello.lua print "hello Deniska" print ("Привет Дениска")
-- scaffold geniefile for libiconv-genie-buildable libiconv-genie-buildable_script = path.getabsolute(path.getdirectory(_SCRIPT)) libiconv-genie-buildable_root = path.join(libiconv-genie-buildable_script, "libiconv-genie-buildable") libiconv-genie-buildable_includedirs = { path.join(libiconv-genie-buildable_script, "config"), libiconv-genie-buildable_root, } libiconv-genie-buildable_libdirs = {} libiconv-genie-buildable_links = {} libiconv-genie-buildable_defines = {} ---- return { _add_includedirs = function() includedirs { libiconv-genie-buildable_includedirs } end, _add_defines = function() defines { libiconv-genie-buildable_defines } end, _add_libdirs = function() libdirs { libiconv-genie-buildable_libdirs } end, _add_external_links = function() links { libiconv-genie-buildable_links } end, _add_self_links = function() links { "libiconv-genie-buildable" } end, _create_projects = function() project "libiconv-genie-buildable" kind "StaticLib" language "C++" flags {} includedirs { libiconv-genie-buildable_includedirs, } defines {} files { path.join(libiconv-genie-buildable_script, "config", "**.h"), path.join(libiconv-genie-buildable_root, "**.h"), path.join(libiconv-genie-buildable_root, "**.cpp"), } end, -- _create_projects() } ---
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB local S = E:GetModule('Skins') --Cache global variables --Lua functions local _G = _G local gsub = gsub local pairs = pairs local select = select local unpack = unpack --WoW API / Variables local GetMoney = GetMoney local CreateFrame = CreateFrame local hooksecurefunc = hooksecurefunc local C_QuestLog_GetMaxNumQuestsCanAccept = C_QuestLog.GetMaxNumQuestsCanAccept --Global variables that we don't cache, list them here for mikk's FindGlobals script -- GLOBALS: local function StyleScrollFrame(scrollFrame, widthOverride, heightOverride, inset) scrollFrame:SetTemplate() if not scrollFrame.spellTex then scrollFrame.spellTex = scrollFrame:CreateTexture(nil, 'ARTWORK') end scrollFrame.spellTex:SetTexture([[Interface\QuestFrame\QuestBG]]) if inset then scrollFrame.spellTex:Point("TOPLEFT", 1, -1) else scrollFrame.spellTex:Point("TOPLEFT") end scrollFrame.spellTex:Size(widthOverride or 506, heightOverride or 615) scrollFrame.spellTex:SetTexCoord(0, 1, 0.02, 1) end local function LoadSkin() if E.private.skins.blizzard.enable ~= true or E.private.skins.blizzard.quest ~= true then return end S:HandleScrollBar(QuestProgressScrollFrameScrollBar) S:HandleScrollBar(QuestRewardScrollFrameScrollBar) S:HandleScrollBar(QuestDetailScrollFrameScrollBar) QuestProgressScrollFrame:StripTextures() QuestGreetingScrollFrame:StripTextures() S:HandleScrollBar(QuestGreetingScrollFrameScrollBar) QuestInfoSkillPointFrame:StripTextures() QuestInfoSkillPointFrame:StyleButton() QuestInfoSkillPointFrame:Width(QuestInfoSkillPointFrame:GetWidth() - 4) QuestInfoSkillPointFrame:SetFrameLevel(QuestInfoSkillPointFrame:GetFrameLevel() + 2) QuestInfoSkillPointFrameIconTexture:SetTexCoord(unpack(E.TexCoords)) QuestInfoSkillPointFrameIconTexture:SetDrawLayer("OVERLAY") QuestInfoSkillPointFrameIconTexture:Point("TOPLEFT", 2, -2) QuestInfoSkillPointFrameIconTexture:Size(QuestInfoSkillPointFrameIconTexture:GetWidth() - 2, QuestInfoSkillPointFrameIconTexture:GetHeight() - 2) QuestInfoSkillPointFrame:CreateBackdrop("Default") QuestInfoSkillPointFrameCount:SetDrawLayer("OVERLAY") QuestInfoItemHighlight:StripTextures() QuestInfoItemHighlight:SetTemplate("Default", nil, true) QuestInfoItemHighlight:SetBackdropBorderColor(1, 1, 0) QuestInfoItemHighlight:SetBackdropColor(0, 0, 0, 0) QuestInfoItemHighlight.backdropTexture:SetAlpha(0) QuestInfoItemHighlight:Size(142, 40) hooksecurefunc("QuestInfoItem_OnClick", function(self) QuestInfoItemHighlight:ClearAllPoints() QuestInfoItemHighlight:SetOutside(self.Icon) self.Name:SetTextColor(1, 1, 0) local parent = self:GetParent() for i=1, #parent.RewardButtons do local questItem = QuestInfoRewardsFrame.RewardButtons[i] if(questItem ~= self) then questItem.Name:SetTextColor(1, 1, 1) end end end) QuestRewardScrollFrame:CreateBackdrop('Default') QuestRewardScrollFrame:Height(QuestRewardScrollFrame:GetHeight() - 2) hooksecurefunc("QuestInfo_Display", function() for i = 1, #QuestInfoRewardsFrame.RewardButtons do local questItem = QuestInfoRewardsFrame.RewardButtons[i] if not questItem:IsShown() then break end local point, relativeTo, relativePoint, _, y = questItem:GetPoint() if point and relativeTo and relativePoint then if i == 1 then questItem:Point(point, relativeTo, relativePoint, 0, y) elseif relativePoint == "BOTTOMLEFT" then questItem:Point(point, relativeTo, relativePoint, 0, -4) else questItem:Point(point, relativeTo, relativePoint, 4, 0) end end questItem.Name:SetTextColor(1, 1, 1) end if E.private.skins.parchmentRemover.enable then QuestInfoTitleHeader:SetTextColor(1, .8, .1) QuestInfoDescriptionHeader:SetTextColor(1, .8, .1) QuestInfoObjectivesHeader:SetTextColor(1, .8, .1) QuestInfoRewardsFrame.Header:SetTextColor(1, .8, .1) QuestInfoDescriptionText:SetTextColor(1, 1, 1) QuestInfoObjectivesText:SetTextColor(1, 1, 1) QuestInfoGroupSize:SetTextColor(1, 1, 1) QuestInfoRewardText:SetTextColor(1, 1, 1) QuestInfoQuestType:SetTextColor(1, 1, 1) QuestInfoRewardsFrame.ItemChooseText:SetTextColor(1, 1, 1) QuestInfoRewardsFrame.ItemReceiveText:SetTextColor(1, 1, 1) if (QuestInfoRewardsFrame.SpellLearnText) then QuestInfoRewardsFrame.SpellLearnText:SetTextColor(1, 1, 1) end QuestInfoRewardsFrame.PlayerTitleText:SetTextColor(1, 1, 1) QuestInfoRewardsFrame.XPFrame.ReceiveText:SetTextColor(1, 1, 1) local numObjectives = GetNumQuestLeaderBoards() local numVisibleObjectives = 0 for i = 1, numObjectives do local _, type, finished = GetQuestLogLeaderBoard(i) if type ~= 'spell' then numVisibleObjectives = numVisibleObjectives + 1 local objective = _G['QuestInfoObjective'..numVisibleObjectives] if objective then if finished then objective:SetTextColor(1, .8, .1) else objective:SetTextColor(0.6, 0.6, 0.6) end end end end end end) local rewardFrames = { ["MoneyFrame"] = true, ["XPFrame"] = true, ["SkillPointFrame"] = true, -- this may have extra textures.. need to check on it when possible ["HonorFrame"] = true, ["ArtifactXPFrame"] = true, ["TitleFrame"] = true, } local function HandleReward(frame) if frame.backdrop then return end frame.NameFrame:SetAlpha(0) frame.Icon:SetTexCoord(unpack(E.TexCoords)) frame:CreateBackdrop() frame.backdrop:SetOutside(frame.Icon) frame.Name:FontTemplate() frame.Count:ClearAllPoints() frame.Count:Point("BOTTOMRIGHT", frame.Icon, "BOTTOMRIGHT", 2, 0) if(frame.CircleBackground) then frame.CircleBackground:SetAlpha(0) frame.CircleBackgroundGlow:SetAlpha(0) end end for frame in pairs(rewardFrames) do HandleReward(MapQuestInfoRewardsFrame[frame]) end -- Hook for WorldQuestRewards / QuestLogRewards hooksecurefunc("QuestInfo_GetRewardButton", function(rewardsFrame, index) local rewardButton = rewardsFrame.RewardButtons[index] local mapButton = MapQuestInfoRewardsFrame.RewardButtons[index] if(mapButton and not mapButton.IsSkinned) then HandleReward(mapButton) mapButton.IsSkinned = true end if(rewardButton and not rewardButton.skinned) then rewardButton.NameFrame:Hide() rewardButton.Icon:SetTexCoord(unpack(E.TexCoords)) rewardButton.IconBorder:SetAlpha(0) rewardButton:CreateBackdrop("Default") rewardButton.backdrop:SetOutside(rewardButton.Icon) rewardButton.Icon:SetDrawLayer("OVERLAY") rewardButton.Count:SetDrawLayer("OVERLAY") hooksecurefunc(rewardButton.IconBorder, "SetVertexColor", function(self, r, g, b) self:GetParent().backdrop:SetBackdropBorderColor(r, g, b) self:SetTexture("") end) hooksecurefunc(rewardButton.IconBorder, "Hide", function(self) self:GetParent().backdrop:SetBackdropBorderColor(unpack(E.media.bordercolor)) end) rewardButton.skinned = true end end) --Reward: Title QuestInfoPlayerTitleFrame.FrameLeft:SetTexture(nil) QuestInfoPlayerTitleFrame.FrameCenter:SetTexture(nil) QuestInfoPlayerTitleFrame.FrameRight:SetTexture(nil) QuestInfoPlayerTitleFrame.Icon:SetTexCoord(unpack(E.TexCoords)) QuestInfoPlayerTitleFrame:CreateBackdrop("Default") QuestInfoPlayerTitleFrame.backdrop:SetOutside(QuestInfoPlayerTitleFrame.Icon) --Quest Frame QuestFrame:StripTextures(true) QuestFrameInset:Kill() QuestFrameDetailPanel:StripTextures(true) QuestDetailScrollFrame:StripTextures(true) QuestDetailScrollFrame:SetTemplate() QuestProgressScrollFrame:SetTemplate() QuestGreetingScrollFrame:SetTemplate() if E.private.skins.parchmentRemover.enable then hooksecurefunc('QuestFrameProgressItems_Update', function() QuestProgressRequiredItemsText:SetTextColor(1, .8, .1) end) hooksecurefunc("QuestFrame_SetTitleTextColor", function(fontString) fontString:SetTextColor(1, .8, .1) end) hooksecurefunc("QuestFrame_SetTextColor", function(fontString) fontString:SetTextColor(1, 1, 1) end) hooksecurefunc('QuestInfo_ShowRequiredMoney', function() local requiredMoney = GetQuestLogRequiredMoney() if requiredMoney > 0 then if requiredMoney > GetMoney() then QuestInfoRequiredMoneyText:SetTextColor(0.6, 0.6, 0.6) else QuestInfoRequiredMoneyText:SetTextColor(1, .8, .1) end end end) for i = 1, C_QuestLog_GetMaxNumQuestsCanAccept() do local button = _G['QuestTitleButton'..i] if button then hooksecurefunc(button, 'SetFormattedText', function() if button:GetFontString() then if button:GetFontString():GetText() and button:GetFontString():GetText():find('|cff000000') then button:GetFontString():SetText(gsub(button:GetFontString():GetText(), '|cff000000', '|cffffe519')) end end end) end end if (QuestInfoRewardsFrame.spellHeaderPool) then for _, pool in pairs({"followerRewardPool", "spellRewardPool"}) do QuestInfoRewardsFrame[pool]._acquire = QuestInfoRewardsFrame[pool].Acquire QuestInfoRewardsFrame[pool].Acquire = function(self) local frame = QuestInfoRewardsFrame[pool]:_acquire() frame.Name:SetTextColor(1, 1, 1) return frame end end QuestInfoRewardsFrame.spellHeaderPool._acquire = QuestInfoRewardsFrame.spellHeaderPool.Acquire QuestInfoRewardsFrame.spellHeaderPool.Acquire = function(self) local frame = self:_acquire() frame:SetTextColor(1, 1, 1) return frame end end else StyleScrollFrame(QuestDetailScrollFrame, 506, 615, true) StyleScrollFrame(QuestProgressScrollFrame, 506, 615, true) StyleScrollFrame(QuestGreetingScrollFrame, 506, 615, true) QuestRewardScrollFrame:HookScript('OnShow', function(self) StyleScrollFrame(self, 506, 615, true) end) end QuestFrameGreetingPanel:StripTextures(true) S:HandleButton(QuestFrameGreetingGoodbyeButton, true) QuestGreetingFrameHorizontalBreak:Kill() QuestDetailScrollChildFrame:StripTextures(true) QuestRewardScrollFrame:StripTextures(true) QuestRewardScrollChildFrame:StripTextures(true) QuestFrameProgressPanel:StripTextures(true) QuestFrameRewardPanel:StripTextures(true) QuestFrame:CreateBackdrop("Transparent") S:HandleButton(QuestFrameAcceptButton, true) S:HandleButton(QuestFrameDeclineButton, true) S:HandleButton(QuestFrameCompleteButton, true) S:HandleButton(QuestFrameGoodbyeButton, true) S:HandleButton(QuestFrameCompleteQuestButton, true) S:HandleCloseButton(QuestFrameCloseButton, QuestFrame.backdrop) for i=1, 6 do local button = _G["QuestProgressItem"..i] local icon = _G["QuestProgressItem"..i.."IconTexture"] icon:SetTexCoord(unpack(E.TexCoords)) icon:Point("TOPLEFT", 2, -2) icon:Size(icon:GetWidth() -3, icon:GetHeight() -3) button:Width(button:GetWidth() -4) button:StripTextures() button:SetFrameLevel(button:GetFrameLevel() +1) local frame = CreateFrame("Frame", nil, button) frame:SetFrameLevel(button:GetFrameLevel() -1) frame:SetTemplate("Transparent", nil, true) frame:SetBackdropBorderColor(unpack(E.media.bordercolor)) frame:SetBackdropColor(0, 0, 0, 0) frame:SetOutside(icon) button.backdrop = frame local hover = button:CreateTexture() hover:SetColorTexture(1, 1, 1, 0.3) hover:SetAllPoints(icon) button:SetHighlightTexture(hover) button.hover = hover end QuestNPCModel:StripTextures() QuestNPCModel:CreateBackdrop("Transparent") QuestNPCModel:Point("TOPLEFT", QuestLogDetailFrame, "TOPRIGHT", 4, -34) QuestNPCModelTextFrame:StripTextures() QuestNPCModelTextFrame:CreateBackdrop("Default") QuestNPCModelTextFrame.backdrop:Point("TOPLEFT", QuestNPCModel.backdrop, "BOTTOMLEFT", 0, -2) QuestLogPopupDetailFrame:StripTextures() QuestLogPopupDetailFrameInset:StripTextures() S:HandleButton(QuestLogPopupDetailFrameAbandonButton) S:HandleButton(QuestLogPopupDetailFrameShareButton) S:HandleButton(QuestLogPopupDetailFrameTrackButton) QuestLogPopupDetailFrameScrollFrame:StripTextures() S:HandleScrollBar(QuestLogPopupDetailFrameScrollFrameScrollBar) QuestLogPopupDetailFrame:SetTemplate("Transparent") QuestLogPopupDetailFrameScrollFrame:HookScript('OnShow', function(self) if not QuestLogPopupDetailFrameScrollFrame.backdrop then QuestLogPopupDetailFrameScrollFrame:CreateBackdrop("Default") QuestLogPopupDetailFrameScrollFrame:Height(self:GetHeight() - 2) if not E.private.skins.parchmentRemover.enable then StyleScrollFrame(QuestLogPopupDetailFrameScrollFrame, 509, 630, false) end end if not E.private.skins.parchmentRemover.enable then QuestLogPopupDetailFrameScrollFrame.spellTex:Height(self:GetHeight() + 217) end end) S:HandleCloseButton(QuestLogPopupDetailFrameCloseButton) S:HandleScrollBar(QuestMapDetailsScrollFrameScrollBar) QuestLogPopupDetailFrame.ShowMapButton:StripTextures() S:HandleButton(QuestLogPopupDetailFrame.ShowMapButton) QuestLogPopupDetailFrame.ShowMapButton.Text:ClearAllPoints() QuestLogPopupDetailFrame.ShowMapButton.Text:Point("CENTER") QuestLogPopupDetailFrame.ShowMapButton:Size(QuestLogPopupDetailFrame.ShowMapButton:GetWidth() - 30, QuestLogPopupDetailFrame.ShowMapButton:GetHeight(), - 40) -- Skin the +/- buttons in the QuestLog hooksecurefunc("QuestLogQuests_Update", function() local tex, texture for i = 6, QuestMapFrame.QuestsFrame.Contents:GetNumChildren() do local child = select(i, QuestMapFrame.QuestsFrame.Contents:GetChildren()) if child and child.ButtonText and not child.Text then if not child.buttonSized then child:Size(16, 16) child.buttonSized = true end tex = select(2, child:GetRegions()) if tex and tex.GetTexture then texture = tex:GetTexture() if texture then if texture:find("PlusButton") then tex:SetTexture("Interface\\AddOns\\ElvUI\\media\\textures\\PlusButton") else tex:SetTexture("Interface\\AddOns\\ElvUI\\media\\textures\\MinusButton") end end end end end end) end S:AddCallback("Quest", LoadSkin)
require 'xlua' require 'nn' require 'unsup' require 'image' dofile('find_patch.lua') --print('==> loading centroid') --center = torch.load('centroid.t7b') print('==> loading data') raw_data = torch.load('stl-10/extra.t7b') local MaxPooling = nn.SpatialMaxPooling model = nn.Sequential() model:add(nn.SpatialConvolution(3, 64, 3,3,1,1,1,1)) --model:get(1).weight = center:double() model:add(nn.SpatialBatchNormalization(64,1e-3)) model:add(nn.ReLU(true)) model:add(MaxPooling(4,4,4,4):ceil()) --center = nil data = torch.Tensor(10000, 3, 96, 96) indexx = torch.randperm(100000) for i = 1,10000 do xlua.progress(i, 10000) data[i] = raw_data.data[1][indexx[i]]:double() end raw_data = nil normalization = nn.SpatialContrastiveNormalization(1, image.gaussian1D(7)) for i = 1,10000 do xlua.progress(i, 10000) local yuv = image.rgb2yuv(data[i]) yuv[1] = normalization(yuv[{{1}}]) data[i] = yuv end normalization = nil for i =2,3 do local mean = data:select(2,i):mean() local std = data:select(2,i):std() data:select(2,i):add(-mean) data:select(2,i):div(std) end print('==> Getting batch') batch = torch.Tensor(20000, 3*3*3) idx = 1 for i = 1,10000 do xlua.progress(i,10000) local patch = find_patch(data[i], 96, 3, 3) for j = 1,2 do batch[idx] = patch[j] idx = idx + 1 end end centroid = unsup.kmeans(batch, 64, 1000) torch.save('layer1', centroid) model:get(1).weight = centroid print(data:size()) bigdata = torch.Tensor(10000, 64, 24, 24) for i = 1,10000 do xlua.progress(i, 10000) bigdata[{{i}, {}, {}, {}}] = model:forward(data[{{i}, {}, {}, {}}]) end data = nil --print('==> Normalization') -- normalize every channel globally: --for i = 1, 64 do -- local mean_u = bigdata:select(2,i):mean() -- local std_u = bigdata:select(2,i):std() -- bigdata:select(2,i):add(-mean_u) -- bigdata:select(2,i):div(std_u) --end print('==> Getting batch') batch = torch.Tensor(20000, 64*3*3) idx = 1 for i = 1,10000 do xlua.progress(i,10000) local patch = find_patch(bigdata[i], 24, 3, 64) for j = 1,2 do batch[idx] = patch[j] idx = idx + 1 end end centroid = unsup.kmeans(batch, 64, 1000) torch.save('layer2', centroid) model = nn.Sequential() model:add(nn.SpatialConvolution(64, 64, 3,3, 1,1, 1,1)) model:get(1).weight = centroid model:add(nn.SpatialBatchNormalization(64, 1e-3)) model:add(nn.ReLU(true)) --model:add(MaxPooling(3,3,3,3):ceil()) bigdata_2 = torch.Tensor(10000, 64, 24, 24) for i = 1,10000 do xlua.progress(i, 10000) bigdata_2[{{i}, {}, {}, {}}] = model:forward(bigdata[{{i}, {}, {}, {}}]) end bigdata = nil data = nil print('==> Normalization') -- normalize every channel globally: --for i = 1, 64 do -- local mean_u = bigdata_2:select(2,i):mean() -- local std_u = bigdata_2:select(2,i):std() -- bigdata_2:select(2,i):add(-mean_u) -- bigdata_2:select(2,i):div(std_u) --end print('==> Getting batch') batch = torch.Tensor(20000, 64*3*3) idx = 1 for i = 1,10000 do xlua.progress(i,10000) local patch = find_patch(bigdata_2[i], 24, 3, 64) for j = 1,2 do batch[idx] = patch[j] idx = idx + 1 end end centroid = unsup.kmeans(batch, 128, 1000) torch.save('layer3', centroid) model = nn.Sequential() model:add(nn.SpatialConvolution(64, 128, 3,3, 1,1, 1,1)) model:get(1).weight = centroid model:add(nn.SpatialBatchNormalization(128, 1e-3)) model:add(nn.ReLU(true)) model:add(MaxPooling(3,3,3,3):ceil()) bigdata = torch.Tensor(10000, 128, 8, 8) for i = 1,10000 do xlua.progress(i, 10000) bigdata[{{i}, {}, {}, {}}] = model:forward(bigdata_2[{{i}, {}, {}, {}}]) end --bigdata = nil --data = nil --print('==> Normalization') -- normalize every channel globally: --for i = 1, 128 do -- local mean_u = bigdata_2:select(2,i):mean() -- local std_u = bigdata_2:select(2,i):std() -- bigdata_2:select(2,i):add(-mean_u) -- bigdata_2:select(2,i):div(std_u) --end print('==> Getting batch') batch = torch.Tensor(20000, 128*3*3) idx = 1 for i = 1,10000 do xlua.progress(i,10000) local patch = find_patch(bigdata[i], 8, 3, 128) for j = 1,2 do batch[idx] = patch[j] idx = idx + 1 end end centroid = unsup.kmeans(batch, 256, 1000) torch.save('layer4', centroid)
require("game_updater") -- CONSTANTS local UPDATER_NAME = "panel" -- you should name the distributed auto updater zip the same as this -- use a different name for the different versions of the updater -- ex: "panel" for the release, "panel-beta" for the main beta, "panel-exmode" for testing the EX Mode local MAX_REQ_SIZE = 100000 -- 100kB -- GLOBALS GAME_UPDATER = GameUpdater(UPDATER_NAME) GAME_UPDATER_GAME_VERSION = nil GAME_UPDATER_CHECK_UPDATE_INGAME = (GAME_UPDATER.config.force_version == "") -- VARS local path = GAME_UPDATER.path local local_version = GAME_UPDATER:get_version() local top_version = nil local messages = "" local wait_messages = 0 local next_step = "" local wait_all_versions = nil local wait_download = nil function love.load() -- Cleanup old love files for i, v in ipairs(love.filesystem.getDirectoryItems(path)) do if v ~= local_version and v:match('%.love$') then love.filesystem.remove(path..v) end end -- should we check for an update? if GAME_UPDATER.config.auto_update and not ( GAME_UPDATER.check_timestamp ~= nil and os.time() < GAME_UPDATER.check_timestamp + GAME_UPDATER.config.launch_check_interval and local_version and (GAME_UPDATER.config.force_version == "" or GAME_UPDATER.config.force_version == local_version)) then -- Check for a version online wait_all_versions = GAME_UPDATER:async_download_available_versions(MAX_REQ_SIZE) end next_step = "check_versions" end function love.update(dt) if wait_messages > 0 then wait_messages = wait_messages - 1 return end local all_versions = nil if wait_all_versions ~= nil then all_versions = wait_all_versions:pop() end if next_step == "check_versions" and wait_all_versions == nil or all_versions ~= nil then if all_versions and #all_versions > 0 then top_version = nil if GAME_UPDATER.config.force_version ~= "" then for i, v in ipairs(all_versions) do if GAME_UPDATER.config.force_version == v then top_version = v break end end if top_version == nil then local err = 'Could not find online version: "'..GAME_UPDATER.config.force_version..'" (force_version)\nAvailable versions are:\n' for i, v in ipairs(all_versions) do err = err..v.."\n" end error(err) end else top_version = all_versions[1] end GAME_UPDATER_CHECK_UPDATE_INGAME = false if top_version == local_version then start_game(local_version) elseif local_version == nil and top_version == get_embedded_version() then display_message("Copying embedded version...\n") next_step = "copy_embedded" else display_message("A new version of the game has been found:\n"..top_version.."\nDownloading...\n") wait_download = GAME_UPDATER:async_download_file(top_version) next_step = "download_game" end -- Check for a version locally elseif local_version then if GAME_UPDATER.config.force_version ~= "" and GAME_UPDATER.config.force_version ~= local_version then error('Could not find local version: "'..GAME_UPDATER.config.force_version..'" (force_version)\nPlease connect to the internet and restart the game.') end start_game(local_version) -- Fallback use embedded version else display_message("Could not connect to the internet.\nCopying embedded version...\n") next_step = "copy_embedded" top_version = get_embedded_version() if top_version == nil then error('Could not find an embedded version of the game\nPlease connect to the internet and restart the game.') end end elseif next_step == "copy_embedded" then love.filesystem.write(path..top_version, love.filesystem.read(top_version)) GAME_UPDATER:change_version(top_version) start_game(top_version) elseif next_step == "download_game" then local ret = wait_download:pop() if ret ~= nil then if not ret then error("Could not download and save: "..top_version) end GAME_UPDATER:change_version(top_version) start_game(top_version) end end end function love.draw() love.graphics.print(messages, 10, 10) end function start_game(file) if not love.filesystem.mount(path..file, '') then error("Could not mount game file: "..file) end GAME_UPDATER_GAME_VERSION = file:gsub("^panel%-", ""):gsub("%.love", "") package.loaded.main = nil package.loaded.conf = nil love.conf = nil love.init() love.load(args) end function display_message(txt) if not love.window.isOpen() then love.window.setMode(800, 600) end messages = messages..txt wait_messages = 10 end function get_embedded_version() for i, v in ipairs(love.filesystem.getDirectoryItems("")) do if v:match('%.love$') then return v end end return nil end
local stat_scale = const.Scale.Stat local max_stat = const.Scale.Stat * 100 local cutoff_time = 3 local wait_dome_turned_off = const.ColonistMaxWaitInDomeTurnedOff DefineClass.Colonist = { __parents = { "Unit", "CityObject", "PinnableObject", "Shapeshifter", "InfopanelObj", "CycleMember" }, SelectionClass = "Colonist", display_name_pl = T(12089, "Colonists"), entity = "Male", move_speed = 1000, --around 4 meters per sec properties = { -- for display in the editor's Hedgehog Selection Editor { id = "name", default = "", editor = "text" }, { id = "progenitor_name", default = "", editor = "text", no_edit = true }, { id = "serial", default = 0, editor = "number", no_edit = true }, { id = "performance", default = 100, name = T(4283, "Worker performance"), modifiable = true, editor = "number" , no_edit = true}, { id = "death_age", default = 60, name = T(4284, "Age of death"), modifiable = true, editor = "number" , no_edit = true}, { id = "base_morale", default = 0, name = T(4285, "Base Morale boost"), modifiable = true, editor = "number" , no_edit = true, scale = "Stat"}, { id = "birth_comfort_modifier", default = 0, scale = "Stat", name = T(4286, "Birth Comfort modifier"), modifiable = true, editor = "number" , no_edit = true}, { id = "preferred_workplace_performance_bonus", default = 0, name = T(4287, "Preferred Worker performance bonus"), modifiable = true, editor = "number" , no_edit = true}, { id = "DailyHealthRecover", name = T(4288, "Colonist daily Health recovery"), editor = "number", default = 5000, modifiable = true, scale = "Stat" }, { id = "DailySanityRecover", name = T(4289, "Colonist daily Sanity recovery"), editor = "number", default = 5000, modifiable = true, scale = "Stat" }, }, max_name_len = 27, dome = false, city = false, display_name = T(4290, "Colonist"),-- class's display name uinit name is in 'name' pfclass = 3, radius = 30*guic, collision_radius = 30*guic, follow_camera_vertical_offset = 21 * guim, sols = false, gender = false, -- gender_id entity_gender = false,-- biological gender race = false, specialist = false, birthplace = false, age = false, age_trait = false, traits = false, status_effects = false, status_effect_sign = false, status_effect_sign_visible = true, playground_visit = false, training_points = false, dying = false, dying_reason = false, dreaming = false, leaving = false, last_workplace = false, last_residence = false, force_suicide = false, infopanel_icon = "UI/Infopanel/colonist.tga", ip_specialization_icon = false, -- pin section pin_rollover = T(7780, "<PinDescription>"), pin_progress_value = "", pin_progress_max = "", pin_on_start = false, pin_icon = false, pin_specialization_icon = false, workplace = false, workplace_shift = false, residence = false, reserved_residence = false, assigned_to_service = false, arriving = false, outside_start = false,-- outside dome or rover start time inner_entity = false, food_seeking = false, avoid_workplace = false, -- last workplace , avoid when choose new workplace and reset when new workplace is set avoid_workplace_start = false, fulfill_workshift_boost = false,-- workshop boost is get if the laast time when the unit was in work the workplace is working work_spot_task = "Workdrone", direction_arrow_scale = 50, transport_task = false, emigration_dome = false, user_forced_dome = false, user_forced_residence = false, user_forced_workplace = false, start_player_controllable = false, interaction_mode = false, stat_health = max_stat/2, stat_sanity = max_stat/2, stat_comfort = max_stat/2, stat_morale = 0, -- value is not clamped between 0 and stat_scale log_health = false, log_sanity = false, log_comfort = false, last_meal = 0, last_rest = 0, intercept_params = false, refugee_life_remaining = false, daily_interest = "", daily_interest_fail = 0, -- 0 - not tried, 1 - not found, 2 - closed, 3 - full, 4 - CanService failed encyclopedia_id = "Colonist", ip_template = "ipColonist", SetDust = empty_func, dome_enter_fails = 0, failed_domes = false, use_passages = true, next_heavy_update = 0, assigned_to_service_with_amount = false, expedition_rocket = false, } GlobalVar("ColonistHeavyUpdateTime", 0) GlobalVar("g_TotalColonistComfort", 0) ColonistStatList = { "Health", "Sanity", "Comfort", "Morale" } ColonistStat = { Health = {value = "Health", text = T(4291, "Health"), log = "log_health", description = T(4292, "Represents physical injury, illness and exhaustion. Lowered by working on a heavy workload, having no functional home, shock when deprived from vital resources or when the Colonist is injured. Colonists can be healed in Medical Buildings in a powered Dome, but only if they are provided with Food, Water and Oxygen. Colonists can't work at low health unless they’re Fit."), icon = "UI/Icons/Sections/health.tga"}, Sanity = {value = "Sanity", text = T(4293, "Sanity"), log = "log_sanity", description = T(4294, "Represents mental condition. Lowered by working on a heavy workload, in outside buildings and during dark hours, witnessing the death of a Colonist living in the same Residence or various Martian disasters. Recovered when resting at home and by visiting certain Service Buildings."), icon = "UI/Icons/Sections/stress.tga"}, Comfort = {value = "Comfort", text = T(4295, "Comfort"), log = "log_comfort", description = T(4296, "Residences and visited buildings improve Comfort up to their Service Comfort value, but Colonists will try to visit only buildings that correspond to their interests. Colonists are more inclined to have children at higher Comfort. Earthborn Colonists whose Comfort is depleted will quit their job and leave the Colony at first opportunity."), icon = "UI/Icons/Sections/comfort.tga"}, Morale = {value = "Morale", text = T(4297, "Morale"), description = T(4298, "Represents overall happiness, optimism and loyalty. All other stats affect Morale. Influences the Colonist’s job performance. Colonists with low Morale may become Renegades."), icon = "UI/Icons/Sections/morale.tga"}, } function StatCombo() return function() return { ColonistStat.Health, ColonistStat.Sanity, ColonistStat.Comfort, ColonistStat.Morale } end end for name, data in sorted_pairs(const.ColonistAgeGroups) do table.insert(Colonist.properties,{category = "Trait", id = "MinAge_"..name, name = T{4299, "Min age <display_name>", data}, default = data.min, editor = "number", help = T{4300, "Min age for <name>", data}, modifiable = true }) end function Colonist:Init() self.city = self.city or self.dome and self.dome.city or UICity self.sols = 0 self.log_health = {} self.log_sanity = {} self.log_comfort = {} self.status_effects = {} self:SetBase("base_morale", 50*stat_scale + g_Consts.MoraleInitRange/2 - self:Random(g_Consts.MoraleInitRange)) self:ChangeSanity(50*stat_scale) self:ChangeHealth(50*stat_scale) self.workplace_shift = 1 self.fx_actor_class = self.gender == "Male" and "ColonistMale" or "ColonistFemale" self:AddTrait(self.specialist, "init") self:SetState("idle") self:SetMoveSpeed(self.move_speed) self:SetMoveAnim("moveWalk") self:SetWaitAnim("idle") end function Colonist:GameInit() -- set traits self:ApplyTraits(self.traits, "init") -- set dome local d = self.dome self.dome = false --force the setter self:SetDome(d) self:UpdateOutside() -- after apply age changes from traits (e.g Clone) self:SetBase("death_age", self.MinAge_Senior + 5 + self:Random(10) + self:Random(5) + self:Random(5)) g_TotalColonistComfort = g_TotalColonistComfort + self:GetComfort() if not self.arriving then self:OnArrival() end self:AddToLabels() if HintsEnabled then local num_colonists = #self.city.labels.Colonist if num_colonists >= 10 then HintTrigger("HintSuggestResearchLab") end if num_colonists >= 15 then HintTrigger("HintSuggestHydroponicFarm") end end -- pick new interest for the day self.daily_interest = PickInterest(self) or "" self.daily_interest_fail = 0 end function Colonist:Done() g_TotalColonistComfort = g_TotalColonistComfort - self:GetComfort() self:RemoveFromLabels() self:SetDome(false) if self.traits then for trait_id,_ in pairs(self.traits) do local trait = TraitPresets[trait_id] if trait then trait:UnApply(self) end end end self.city:RemoveFromLabel("DeadColonist", self) self:ClearTransportRequest() end function Colonist:Random(...) return CityObject.Random(self, ...) end function Colonist:RemoveFromLabels() local city = self.city city:RemoveFromLabel(self.gender == "OtherGender" and "ColonistOther" or self.gender == "Male" and "ColonistMale" or "ColonistFemale",self) city:RemoveFromLabel("Colonist", self) city:RemoveFromLabel(self.specialist, self) city:RemoveFromLabel("Homeless", self) city:RemoveFromLabel("Unemployed", self) local dome = self.dome if IsValid(dome) then dome:RemoveFromLabel("Colonist", self) dome:RemoveFromLabel("Homeless", self) dome:RemoveFromLabel("Unemployed", self) end self:Affect("StatusEffect_Homeless", false) self:Affect("StatusEffect_Unemployed", false) for trait_id, _ in pairs(self.traits) do if IsValid(dome) then dome:RemoveFromLabel(trait_id,self) end end end function Colonist:AddToLabels() self.city:AddToLabel("Colonist", self) self.city:AddToLabel(self.gender == "OtherGender" and "ColonistOther" or self.gender == "Male" and "ColonistMale" or "ColonistFemale", self) self.city:AddToLabel(self.specialist, self) end function Colonist:SetDome(dome) dome = dome or false local prev_dome = self.dome self.dome = dome if prev_dome == dome then return end if IsValid(prev_dome) then prev_dome:RemoveFromLabel("Colonist", self) prev_dome:RemoveFromLabel("Homeless", self) prev_dome:RemoveFromLabel("Unemployed", self) prev_dome:RemoveFromLabel("DeadColonist", self) for trait_id, _ in pairs(self.traits) do prev_dome:RemoveFromLabel(trait_id,self) local trait = TraitPresets[trait_id] if trait and trait.modify_target == "dome colonists" then trait:RemoveDomeColonistsModifier(self, trait.modify_trait) end end self:SetWorkplace(false) self:SetResidence(false) Msg("ColonistLeavesDome", self,prev_dome) end if IsValid(dome) then dome:AddToLabel("Colonist", self) for trait_id, _ in pairs(self.traits) do dome:AddToLabel(trait_id,self) local trait = TraitPresets[trait_id] if trait and trait.modify_target == "dome colonists" then trait:AddDomeColonistsModifier(self, trait.modify_trait) end end self:UpdateWorkplace() self:UpdateResidence() self:UpdateEmploymentLabels() self:UpdateHomelessLabels() Msg("ColonistJoinsDome", self, dome) end self:UpdateMorale() end function Colonist:ApplyTraits(traits, init) if traits then for trait_id , _ in pairs(traits) do self:AddTrait(trait_id, init) end end end function Colonist:AddTrait(trait_id, init) if not IsTraitAvailable(trait_id) then return -- try to add locked trait end g_HiddenTraits[trait_id] = nil local has_trait = self.traits[trait_id] self.traits[trait_id]= true if IsValid(self.dome) then self.dome:AddToLabel(trait_id,self) end local trait = TraitPresets[trait_id] -- apply new traits and that from generation table on unit init if trait and (not has_trait or init) then trait:Apply(self, init) Notify(self, "UpdateMorale") end Msg("ColonistAddTrait", self, trait_id, init) end function Colonist:RemoveTrait(trait_id) if not trait_id then return end assert(not not self.traits[trait_id], "Trait is already removed:" .. trait_id) self.traits[trait_id] = nil if IsValid(self.dome) then self.dome:RemoveFromLabel(trait_id, self) end local trait = TraitPresets[trait_id] if trait then trait:UnApply(self) Notify(self, "UpdateMorale") end Msg("ColonistRemoveTrait", self, trait_id) end function Colonist:RemoveIncompatibleTraitsWith(new_trait) local traits = self.traits local to_remove = false for trait_id,_ in pairs(traits) do local trait = TraitPresets[trait_id] if trait and trait.incompatible[new_trait] then to_remove = to_remove or {} to_remove[#to_remove + 1] = trait_id end end for _, trait_id in pairs(to_remove or empty_table) do self:RemoveTrait(trait_id) end end function Colonist:RemoveAllTraits(additional_autotraits_to_remove) local traits = self.traits local to_remove = false for trait_id,_ in pairs(traits) do local trait = TraitPresets[trait_id] if trait and (trait.auto or additional_autotraits_to_remove and additional_autotraits_to_remove[trait_id])then to_remove = to_remove or {} to_remove[#to_remove + 1] = trait_id end end for _, trait_id in pairs(to_remove or empty_table) do self:RemoveTrait(trait_id) end end function OnMsg.GatherLabels(labels) labels.ColonistMale = true labels.ColonistFemale = true labels.ColonistOther = true labels.none = true labels.scientist = true labels.engineer = true labels.security = true labels.geologist = true labels.medic = true labels.botanist = true end -- value is per hour, format per update_time that is < 1 hour local function FormatValueWithUpdateTime(value, updatetime) return value * updatetime / const.HourDuration end if FirstLoad then TraitsWithDailyUpdates = {} end function OnMsg.DataLoaded() TraitsWithDailyUpdates = {} ForEachPreset(TraitPreset, function(trait, group_list) if trait.daily_update_func then TraitsWithDailyUpdates[1+#TraitsWithDailyUpdates] = trait.id end end) end function Colonist:DailyUpdate() self.sols = self.sols + 1 self.age = (self.age or 0) + 1 local traits = self.traits if traits.Clone then self.age = self.age + 1 end if self.age>=self.death_age and not traits.Android then self:SetCommand("Die", "Old age") return end if self.leaving then return end local di_traits = TraitPresets for _, trait_id in ipairs(TraitsWithDailyUpdates) do if traits[trait_id] then local trait = di_traits[trait_id] trait.daily_update_func(self, trait) end end local time = self.city.day - cutoff_time self:LogStatClear(self.log_health, time) self:LogStatClear(self.log_sanity, time) self:LogStatClear(self.log_comfort, time) -- penalty if yesterday's interest was not visited local interest = self.daily_interest local fail = self.daily_interest_fail if interest ~= "" and fail > 0 then self:ChangeComfort(-g_Consts.VisitFailPenalty, GetInterestFailMessage(interest, fail)) if interest == "needMedical" and self.traits.Hypochondriac then local trait = TraitPresets.Hypochondriac self:ChangeSanity(-trait.param*const.Scale.Stat, trait.id) end end -- pick new interest for the day self.daily_interest = PickInterest(self) self.daily_interest_fail = 0 if self.refugee_life_remaining then self.refugee_life_remaining = self.refugee_life_remaining - 1 if self.refugee_life_remaining <= 0 then self:RemoveTrait("Refugee") if self:Random(100) < TraitPresets.Refugee.param then self:AddTrait("Renegade") end self.refugee_life_remaining = nil end end end function Colonist:GetPerformanceReasons() local texts = {} -- from morale, modify baze value local low = g_Consts.LowStatLevel local high = g_Consts.HighStatLevel local morale = self.stat_morale local color = function (val) return val>0 and TLookupTag("<green>") or TLookupTag("<red>") end local sign = function (val) return val>0 and Untranslated("+") or "" end local amount = 100*Clamp(morale, 0, max_stat)/max_stat - 50 local sn = sign(amount) texts[#texts + 1] = T{6936, "<clr><reason></color>", clr = color(amount), reason = T{ColonistPerformanceReasons["Morale"], amount = sn..Untranslated(amount) }} if self.traits.Enthusiast and morale >= high then amount = TraitPresets.Enthusiast.param sn = sign(amount) texts[#texts+1] = T{6936, "<clr><reason></color>", clr = color(amount), reason = T{ColonistPerformanceReasons["Enthusiast"], amount = sn..Untranslated(amount)}} elseif self.traits.Melancholic and morale < low then amount = - TraitPresets.Melancholic.param sn = sign(amount) texts[#texts+1] = T{6936, "<clr><reason></color>", clr = color(amount), reason = T{ColonistPerformanceReasons["Melancholic"], amount = sn..Untranslated(amount)}} end if morale >= high and self.stat_health >= high and self.stat_sanity >= high and self.stat_comfort>= high and g_VocationOrientedSociety then amount = g_VocationOrientedSociety.param1 sn = sign(amount) texts[#texts+1] = T{6936, "<clr><reason></color>", clr = color(amount), reason = T{ColonistPerformanceReasons["VocationOrientedSociety"],amount = sn..Untranslated(amount)}} end -- traits local trait_defs = TraitPresets for trait_id in pairs(self.traits)do local trait_def = trait_defs[trait_id] if trait_def and trait_def.modify_target=="self" and trait_def.modify_property=="performance" then amount = trait_def.modify_amount sn = sign(amount) texts[#texts+1] = T{6936, "<clr><reason></color>", clr = color(amount), reason = T{ColonistPerformanceReasons[trait_id],amount = sn..Untranslated(amount)}} end end -- property modifiers table.iappend(texts, self:GetPropertyModifierTexts("performance")) return table.concat(texts, '\n') end function Colonist:GetTraitsWarnings() -- Idiot trait warning if self.traits.Idiot then return "<newline><newline>"..T(8039, "Trait: Idiot (can cause a malfunction)") end return "" end function Colonist:GetUIWarning() local status_effect = GetTopPriorityStatusEffect(self) local warning = status_effect and GetColonistStatusEffectWarning(status_effect) if warning then return T{warning, self} end local detrimental_traits = GetDetrimentalTraits() for _, trait in ipairs(detrimental_traits) do if self.traits[trait] then return T{ColonistTraitsWarnings[trait], self} end end end function GetDetrimentalStatusColonists(city, return_first) local objs = {} local detrimental_status_effects = GetDetrimentalStatusEffects() local detrimental_traits = GetDetrimentalTraits() local array = city.labels.Colonist or empty_table for _, colonist in ipairs(array) do local added for i, effect in ipairs(detrimental_status_effects) do if colonist.status_effects[effect] then if return_first then return colonist end objs[#objs + 1] = colonist added = true break end end if not added then for i, trait in ipairs(detrimental_traits) do if colonist.traits[trait] then if return_first then return colonist end objs[#objs + 1] = colonist break end end end end if return_first then return false end return objs end ------------------------------------------------------------- function Colonist:ExitBuilding(building, target, entrance_type, spot_name) if self.command == "Die" or not IsValid(self) then return end return Unit.ExitBuilding(self, building, target, entrance_type, spot_name) end function Colonist:LeavingMars(rocket) self.leaving = true self:SetDome(false) self:ClearTransportRequest() table.insert(rocket.departures, self) local reached self:PushDestructor(function(self) assert(self.command == "Die", "unexpected command (" .. self.command .. ") breaking colonist boarding sequence") self.leaving = false table.remove_entry(rocket.departures, self) end) if not self:GotoBuildingSpot(rocket, rocket.drone_entry_spot) -- the colonist cannot reach the rocket, don't try to pass through objects, mountains or walk above ground... or not IsValid(rocket) or not rocket:IsBoardingAllowed() then -- rocket already left self:PopDestructor() self.leaving = false table.remove_entry(rocket.departures, self) return end self:PopDestructor() self:PushDestructor(function(self) -- if the rocket is still waiting for something, hop on table.remove_entry(rocket.departures, self) table.insert(rocket.boarding, self) rocket:LeadIn(self, rocket.waypoint_chains.rocket_entrance[1]) -- remove from boarding list table.remove_entry(rocket.boarding, self) SelectionRemove(self) --deselect this colonist (mantis:0130871) if self.traits.Tourist then local tourist1 = GenerateApplicant(false, self.city) tourist1.traits.Tourist = true local tourist2 = GenerateApplicant(false, self.city) tourist2.traits.Tourist = true end DoneObject(self) --@@@msg ColonistLeavingMars, colonist, rocket - fired when any colonist is leaving Mars Msg("ColonistLeavingMars", self, rocket) RebuildInfopanel(self) end) self:PopAndCallDestructor() end GlobalVar("g_RecentlyDeadCitizens", {}) GlobalVar("g_InfectedDeadCitizens", {}) GlobalVar("DeadCitizensNotif", false) GlobalVar("UnnaturalDeaths", 0) GlobalGameTimeThread("InfectedDeadColonistNotif", function() HandleNewObjsNotif(g_InfectedDeadCitizens, "Mystery8DeathInfection") end) function Colonist:Erase() self:PushDestructor(function(self) self:ClearTransportRequest() self.dying = true self:RemoveFromLabels() self:SetWorkplace(false) self:SetResidence(false) self:AssignToService(false) -- unassign from building when interupted self:ExitHolderImmediately() self:SetDome(false) table.clear(self.status_effects) UpdateAttachedSign(self) RebuildInfopanel(self) if IsValid(self) then DoneObject(self) end end) self:PopAndCallDestructor() end function Colonist:Die(reason) reason = DeathReasons[reason] and reason or "low health" -- for not interupting 'die' command from other commands --@@@msg ColonistDie, colonist, reason - fired when any colonist dies Msg("ColonistDie", self, reason) self:PushDestructor(function(self) local city = self.city local dome = self.dome self:ClearTransportRequest() self.dying = true self.dying_reason = reason self.stat_health = 0 self:OnDie(reason) self.last_workplace = self.workplace self.last_residence = self.residence self:SetWorkplace(false) self:SetResidence(false) self:AssignToService(false) -- unassign from building when interupted self:ExitHolderImmediately() table.clear(self.status_effects) UpdateAttachedSign(self) RebuildInfopanel(self) self:SetPos(self:GetVisualPos()) self:SetState("layDying") self:ProjectPhoenixEffect() local is_infected = self.traits.Infected if not NaturalDeathReasons[reason] then UnnaturalDeaths = (UnnaturalDeaths or 0) + 1 local applicants = #g_ApplicantPool local i=1 while i<=2 and applicants>0 do table.remove(g_ApplicantPool, Random(1,applicants)) applicants = applicants -1 i = i + 1 end g_RecentlyDeadCitizens[#g_RecentlyDeadCitizens + 1] = self if is_infected then g_InfectedDeadCitizens[#(g_InfectedDeadCitizens or {})+ 1] = self if IsOnScreenNotificationShown("DeadCitizens") then AddOnScreenNotification("DeadCitizens", nil, {count = #g_RecentlyDeadCitizens}, g_RecentlyDeadCitizens) end else AddOnScreenNotification("DeadCitizens", nil, {count = #g_RecentlyDeadCitizens}, g_RecentlyDeadCitizens) end DeleteThread(DeadCitizensNotif) DeadCitizensNotif = CreateGameTimeThread(function() Sleep(60000) g_RecentlyDeadCitizens = {} RemoveOnScreenNotification("DeadCitizens") end) end local pt = GetPassablePointNearby(self) or self:GetPos() Sleep(Random(const.HourDuration, const.DayDuration)) if IsValid(self) then DoneObject(self) end if is_infected then table.remove_entry(g_InfectedDeadCitizens,self) end if self.city:IsTechResearched("SoylentGreen") then PlaceResourcePile(pt, "Food", 1*const.ResourceScale) end end) self:PopAndCallDestructor() end function Colonist:OnDie(reason) self:RemoveFromLabels() self.city:AddToLabel("DeadColonist", self) if IsValid(self.dome) then self.dome:AddToLabel("DeadColonist", self) end if not NaturalDeathReasons[reason] then for _, colonist in ipairs(IsValid(self.residence) and self.residence.colonists or empty_table) do if colonist ~= self then colonist:ChangeSanity(-g_Consts.SeeDeadSanity, "dead colonist") end end end --@@@msg ColonistDied,colonist, reason- fired when a colonist has died. Msg("ColonistDied", self, reason) if not self.city.dead_notification_shown and not NaturalDeathReasons[reason] then self.city.cur_sol_died = self.city.cur_sol_died + 1 if self.city.cur_sol_died + self.city.last_sol_died >= 5 then ShowPopupNotification("Evaluation_Colonist_Deaths", {ApplicantsLostOnColonistDeath = 2}) self.city.dead_notification_shown = true end end end function Colonist:ProjectPhoenixEffect() local traits = self.traits if self.city:IsTechResearched("ProjectPhoenix") and not traits.Android and self:Random(100) < TechDef.ProjectPhoenix.param1 then local dome = self.dome or IsUnitInDome(self) or self.city:LabelRand("Dome") if not dome then return end local heir = GenerateColonistData(self.city, "Youth", "martianborn",{gender = self.gender, entity_gender = self.entity_gender, no_traits = "no_traits",no_specialization = true}) for trait_id, _ in pairs(traits) do local trait = TraitPresets[trait_id] local category = trait and trait.group or false if category and category~="Age Group" and category~="Gender" and category~="Specialization" then heir.traits[trait_id] = true end end heir.dome = dome heir.progenitor_name = self.progenitor_name if heir.progenitor_name == "" then heir.progenitor_name = self.name end heir.serial = self.serial + 1 heir.name = T{4301, "<name> <roman(serial)>", name = heir.progenitor_name, serial = heir.serial} local colonist = Colonist:new(heir) colonist:AddTrait(self.specialist) dome:RandPlaceColonist(colonist) --@@@msg ColonistBorn,colonist, event- fired when a colonist has been born/cloned/reborn/spawned/... Msg("ColonistBorn", colonist, "reborn") end end function Colonist:OnEnterDomeFail(dome) self.dome_enter_fails = self.dome_enter_fails + 1 if dome then local failed = self.failed_domes or setmetatable({}, weak_keys_meta) failed[dome] = GameTime() self.failed_domes = failed end end function Colonist:Abandoned() self:ExitBuilding() assert(self:IsValidPos()) local current_dome = IsUnitInDome(self) if not self:IsValidPos() then local dome = self.dome or current_dome or self.city:LabelRand("Dome") if dome then dome:RandPlaceColonist(self) return end elseif IsValid(current_dome) then self:SetDome(current_dome) return end self:ClearTransportRequest() local dome = self.dome if not dome then local domes, safety_dome = GetDomesInWalkableDistance(self.city, self:GetVisualPos(), self.failed_domes) dome = ChooseDome(self.traits, domes, safety_dome) if not dome then local oldest_fail_time = max_int for failed_dome, fail_time in pairs(self.failed_domes or empty_table) do if fail_time < oldest_fail_time then oldest_fail_time = fail_time dome = failed_dome end end end end if dome and self:EnterBuilding(dome) then self:SetDome(dome) local sanity_change = 30 * stat_scale - self.stat_sanity if sanity_change > 0 then --only if we aint actually reducing sanity self:ChangeSanity(sanity_change, "survived outside") --add the rest in player visible way end return end assert(not dome or self.dome_enter_fails > 0) local fail_count = Max(1, self.dome_enter_fails) -- the colonist have an assigned dome but he have failed to reached several times, therefore we have to try to change it self:SetDome(false) self:CancelResidenceReservation() local max_wonder_dist = Min(100*guim, fail_count * 20 * guim) self:GoToRandomPos(max_wonder_dist, 5*guim) self:SetState("idle") local sleep_until = GameTime() + Min(60000, fail_count * (5000 + AsyncRand(5000))) local dome_version = g_DomeVersion while dome_version == g_DomeVersion and GameTime() < sleep_until do WaitMsg("BuildingPlaced", 1000) end end function Colonist:Roam(duration) local tEnd = GameTime() + duration self:ExitBuilding() while tEnd - GameTime() > 0 do if self.dome then self:GoToRandomPosInDome(self.dome, "roam") end self:PlayState("idle", -1000) end end GlobalVar("g_PsychoticBreakCitizens", {}) GlobalGameTimeThread("PsychoticBreakCitizensNotif", function() HandleNewObjsNotif(g_PsychoticBreakCitizens, "ColonistPsychoticBreak") end) function Colonist:Affect(status_effect, bApply, now, force) local status_effects = self.status_effects local class = rawget(_G,status_effect) if not class then return end if bApply then if status_effects[status_effect] then return end now = now or GameTime() status_effects[status_effect] = now class:Start(self, now, force) else if not status_effects[status_effect] then return end status_effects[status_effect] = nil class:Stop(self) end UpdateAttachedSign(self) RebuildInfopanel(self) Msg("ColonistStatusEffect", self, status_effect, bApply, now) end function Colonist:Suicide() -- add notification AddOnScreenNotification("ColonistSuicide",nil,{name = self:GetDisplayName()},{self}) self:SetCommand("Die", "suicide") end function Colonist:SafeMode() self:GoToRandomPosInDome(self.dome) local def = TechDef.SafeMode self:SetAnim(1, "sleepStart") Sleep(self:TimeToAnimEnd()) self:SetAnim(1, "sleepIdle") Sleep(def.param1 * const.HourDuration) self:SetAnim(1, "sleepEnd") Sleep(self:TimeToAnimEnd()) self:ChangeSanity(def.param2 * stat_scale, "insane") end function Colonist:Arrive() local rocket = self.arriving assert(rocket) if not rocket then return end local dome = self.emigration_dome or self.dome self.emigration_dome = nil self:PushDestructor(self.OnArrival) if not IsKindOf(rocket, "SupplyRocket") then -- backward compatibility if rocket.parent_dome then self:SetOutside(false) end rocket:OnEnterUnit(self) else if HintsEnabled then HintTrigger("HintDecorations") HintTrigger("HintComfortStatAndServices") end --@@@msg ColonistArrived,colonist- fired when a colonist has arrived on Mars with a rocket. Msg("ColonistArrived", self) self:SetOutside(true) -- disembark local spot = rocket:GetSpotBeginIndex("Colonistout") local pos = rocket:GetSpotLoc(spot) rocket:Attach(self, spot) self:SetDisembarkAnim(rocket) self:PushDestructor(function(self) Sleep(self:TimeToAnimEnd()) self:Detach() self:SetPos(pos) self:SetState("idle") table.remove_value(rocket.disembarking, self) end) self:PopAndCallDestructor() -- Disembark uninterruptible if not dome then rocket.disembarking_confused = true else self:SetDome(dome) self:EnterBuilding(dome) end end self:PopAndCallDestructor() -- OnArrival end function Colonist:OnArrival() assert(self.holder or self:IsValidPos()) if self.traits.Tourist then self.city:ChangeFunding(g_Consts.FundingFromTourist*1000000, "Tourist") end self.arriving = nil self:UpdateHomelessLabels() self:UpdateEmploymentLabels() if self.residence then self:ChangeComfort(self.residence.service_comfort - self.stat_comfort) end self.last_meal = GameTime() end ----------------------- Work, Workplace, Work ----------------------- GlobalVar("g_NocturnalAdaptation", false) function Colonist:ChangeWorkplacePerformance() local workplace = self.workplace if workplace and workplace.parent_dome and workplace.parent_dome ~= self.dome then --different dome penalty self:SetModifier("performance", "home_dome", -g_Consts.NonHomeDomePerformancePenalty, 0, T(8757, "<red>Not working in home dome <amount></color>")) else self:SetModifier("performance", "home_dome", 0, 0) end if workplace and workplace.specialist ~= "none" then local match = workplace.specialist == self.specialist local amount = match and self.preferred_workplace_performance_bonus or -g_Consts.NonSpecialistPerformancePenalty local sponsor = GetMissionSponsor() local text = match and T(6927, "<green>Correct workplace specialization +<amount></color>") or T(6928, "<red>Wrong workplace specialization <amount></color>") self:SetModifier("performance", "specialist_match", amount, 0, text) if sponsor.specialist_bonus_performance and match then text = T(10538, "<green>")..sponsor.specialist_bonus_performance_name..T{10539, " +<amount></color>", amount = sponsor.specialist_bonus_performance} self:SetModifier("performance", "specialist_match_sponsor_bonus", sponsor.specialist_bonus_performance, 0, text) end else self:SetModifier("performance", "specialist_match", 0, 0) end if g_NocturnalAdaptation then if workplace and self.workplace_shift == g_NocturnalAdaptation.param1 then self:SetModifier("performance", "NocturnalAdaptation", g_NocturnalAdaptation.param2, g_NocturnalAdaptation.param3, T(4304, "<green>Nocturnal Adaptation <amount></color>")) else self:SetModifier("performance", "NocturnalAdaptation", 0, 0) end end end function Colonist:UpdateEmploymentLabels() if self.workplace or not self:CanWork() then if self.dome then self.dome:RemoveFromLabel("Unemployed",self) end self.city:RemoveFromLabel("Unemployed", self) self:Affect("StatusEffect_Unemployed", false) else if self.dome then self.dome:AddToLabel("Unemployed", self) end self.city:AddToLabel("Unemployed", self) self:Affect("StatusEffect_Unemployed", "start") end end function Colonist:SetWorkplace(building, shift) assert(not building or ValidateBuilding(building) and building.ui_working) building = not self:IsDying() and ValidateBuilding(building) local old_workplace = self.workplace if not building and not old_workplace then return end if building == old_workplace and shift == self.workplace_shift then return end local refresh = not building and old_workplace or not old_workplace and building if old_workplace then --remove overtime from daily routine old_workplace:RemoveWorker(self) end self.workplace = building local old_shift = self.workplace_shift self.workplace_shift = shift or 1 if building then assert(shift) assert(building:IsSuitable(self)) building:AddWorker(self, shift) self.avoid_workplace = false -- last workplace , avoid when choose new workplace and reset when new workplace is set self.avoid_workplace_start = false end --@@@msg ColonistChangeWorkplace,colonist, new_workplace, old_workplace - fired when any colonist changes its workplace and the new and old are different Msg("ColonistChangeWorkplace",self, building, old_workplace, self.workplace_shift, old_shift) self:UpdateEmploymentLabels() if refresh then RebuildInfopanel(self) end ---- performance changes self:ChangeWorkplacePerformance() -- set command if not building and self:IsInWorkCommand() then self:InterruptCommand() end end GlobalVar("g_SeniorsCanWork", false) function OnMsg.TechResearched(tech_id, city) if tech_id == "NocturnalAdaptation" then g_NocturnalAdaptation = TechDef[tech_id] city:ForEachLabelObject("Colonist", "ChangeWorkplacePerformance") city:ForEachLabelObject("Workplace", "UpdatePerformance") elseif tech_id == "GeneralTraining" or tech_id == "ProductivityTraining" or tech_id == "EmergencyTraining" or tech_id == "SystematicTraining" then city:ForEachLabelObject("Colonist", "ChangeWorkplacePerformance") city:ForEachLabelObject("Workplace", "UpdatePerformance") elseif tech_id == "ForeverYoung" then g_SeniorsCanWork = true elseif tech_id == "MartianbornIngenuity" then local amount = TechDef[tech_id].param1 local display_text = T(7587, "<green>Martianborn Ingenuity <amount></color>") for _, dome in ipairs(city.labels.Dome) do for _, colonist in ipairs(dome.labels.Martianborn or empty_table) do colonist:SetModifier("performance", "MartianbornIngenuity", amount, 0, display_text) end end end end local max_priority = const.MaxBuildingPriority function Colonist:UpdateWorkplace() -- look for dome before choosing workplace local my_dome = self.dome if not IsValid(my_dome) then self:SetWorkplace(false) return end -- check first forced workplace local to_kick local workplace, shift = self:CheckForcedWorkplace() if workplace then local service_dome = workplace:CheckServicedDome(my_dome) if not workplace:IsSuitable(self) or not workplace.ui_working or workplace == self.workplace and shift == self.workplace_shift or (service_dome ~= my_dome and not AreDomesConnected(service_dome, my_dome) ) then -- the forced workplace is the current workplace or the colonist cannot yet work there return end shift, to_kick = workplace:FindFreeSlotForced(shift) if not shift then return end self.user_forced_workplace[2] = shift end if not workplace then local current_workplace = self.workplace if current_workplace then if not ValidateBuilding(current_workplace) or not current_workplace:IsSuitable(self) then self:SetWorkplace(false) elseif current_workplace.force_lock_workplace then return end end if self:CanTrain() then -- try train buidings workplace, shift = ChooseTraining(self) if not workplace and my_dome.allow_work_in_connected and my_dome.accept_colonists then for dome in pairs(my_dome:GetConnectedDomes()) do if dome:CanColonistsFromDifferentDomesWorkServiceTrainHere() then workplace, shift = ChooseTraining(self, dome.labels.TrainingBuilding, workplace, shift) end end end end local work_bld, work_shift, work_to_kick if self:CanWork() and (not workplace or workplace.priority < max_priority) then -- try workplaces buidings local lst = my_dome.labels.Workplace local lst1 if my_dome.allow_work_in_connected and my_dome.accept_colonists then for dome in pairs(my_dome:GetConnectedDomes()) do if dome:CanColonistsFromDifferentDomesWorkServiceTrainHere() then lst1 = lst1 or {} table.insert(lst1, dome.labels.Workplace) end end end if lst1 then table.insert(lst1, lst) end work_bld, work_shift, work_to_kick = ChooseWorkplace(self, lst1 or lst, true) end if work_bld and (not workplace or work_bld.priority > workplace.priority) then -- workplace is prefered over training only if having higher priority workplace, shift, to_kick = work_bld, work_shift, work_to_kick end end if not workplace and not self.workplace or workplace == self.workplace and shift == self.workplace_shift then return end --Print("workplace",workplace and workplace.class, workplace and workplace.specialist ) if to_kick then to_kick:SetWorkplace(false) end self:SetWorkplace(workplace, shift) --Print(self.name, self.specialist, "set workplace") if to_kick then --Print(self.name, self.specialist,"kicks", to_kick.name, to_kick.specialist, to_kick.prefer_workplace) to_kick:UpdateWorkplace() end end function Colonist:GetFired() if not self.workplace then return end self:SetWorkplace(false) self.avoid_workplace = self.workplace self.avoid_workplace_start = self.city.day self:ChangeWorkplacePerformance() end ----------------------- Service Buildings, Leisure, Visits ----------------------- local dome_walk_dist = const.ColonistMaxDomeWalkDist local dome_passage_dist = const.ColonistMinDistToIgnorePassage local GetDomesPassagePath = GetDomesPassagePath local IsLRTransportAvailable = IsLRTransportAvailable function Colonist:TryToEmigrate(current_dome) current_dome = current_dome or IsUnitInDome(self) --- try to recal the dome local transport_task = self.transport_task local dest_dome, walking, dist = self:FindEmigrationDome(current_dome) if not dest_dome then if transport_task then self:ClearTransportRequest() end return end if walking then --git goin local passage_path local min_dist = BreathableAtmosphere and dome_passage_dist or dome_walk_dist if dist > min_dist then -- try to lead the colonist through the dome passages if the domes are in the same network passage_path = GetDomesPassagePath(current_dome, dest_dome) end if not passage_path or dist < dome_passage_dist and #passage_path < 10 or not IsLRTransportAvailable(self.city) then self:ClearTransportRequest() dest_dome:ReserveResidence(self) self:SetCommand("TransportByFoot", dest_dome, passage_path) return end end if transport_task then if dest_dome ~= transport_task.dest_dome then dest_dome:ReserveResidence(self) transport_task.dest_dome = dest_dome end return end local src_dome = current_dome or self.dome or FindNearestObject(self.city.labels.Dome, self) --check shuttle availability, --if shuttles are available register for transport, shuttle will Setcommand when it picks up the task if IsTransportAvailableBetween(src_dome, dest_dome) and CreateColonistTransportTask(self, src_dome, dest_dome) then dest_dome:ReserveResidence(self) self.transport_task.state = "almost_ready_for_pickup" --so a shuttle can immidiately pick this task up end end function Colonist:CancelResidenceReservation() if IsValid(self.reserved_residence) then self.reserved_residence:CancelResidenceReservation(self) end self.reserved_residence = false end function Colonist:ClearTransportRequest() --always clears, cancel imm clears only if routine hasn't started yet self:CancelResidenceReservation() local transport_task = self.transport_task if transport_task then if transport_task.shuttle then transport_task.shuttle:SetCommand("Idle") transport_task.shuttle = false end transport_task:Cleanup() end end function Colonist:TryVisit(need, ...) self:AssignToService(false) -- unassign from building when interupted local dome = self.dome or IsUnitInDome(self) assert(dome) if not dome then return end local building, fail = dome:GetService(need, self, ...) if building then self:AssignToService(building) self:SetCommand("VisitService", building, need) end return fail end function Colonist:ShouldPanic(current_dome) current_dome = current_dome or IsUnitInDome(self) if not current_dome then return false end local t = GameTime() local panic_pos, panic_dist, panic_radius for _, marker in ipairs(current_dome.panic_markers or empty_table) do if t < marker.expiration_time then local dist = self:GetVisualDist2D(marker.pos) if dist < marker.radius and (not panic_dist or dist < panic_dist) then panic_pos, panic_dist, panic_radius = marker.pos, dist, marker.radius end end end return panic_pos, panic_radius end function Colonist:Panic(panic_pos) self:PushDestructor(function(self) if IsValid(self) then self:SetMoveAnim("moveWalk") end end) -- change move anim self:SetMoveAnim("moveEvade") self:GoToRandomPosInDome() if IsValid(self) then self:SetMoveAnim("moveWalk") self:SetAnim(1, "standPanicIdle") Sleep(2000) end self:PopDestructor() end local min_age_names = {} do for _, name in ipairs(const.ColonistAges) do min_age_names[name] = "MinAge_" .. name end end function Colonist:IsShocked() for id in pairs(self.status_effects) do if StatusEffectsShock[id] then return true end end end function Colonist:Idle() assert(not self:IsDying()) if self:IsDying() then self:SetCommand("Die",self.dying_reason) return end if self.force_suicide then self:SetCommand("Suicide") end if self.arriving then self:SetCommand("Arrive") return end if not (self.holder or self:IsValidPos() or terrain.IsPassable(self)) then Sleep(2000) local dome = IsUnitInDome(self) or self.dome if dome then dome:RandPlaceColonist(self) end end local traits = self.traits local g_Consts = g_Consts local const = const local cur_trait_idx = table.find(const.ColonistAges, self.age_trait) local next_age_trait = cur_trait_idx and const.ColonistAges[cur_trait_idx + 1] if not traits.Android and next_age_trait and self.age >= self[min_age_names[next_age_trait]] then self:RemoveTrait(self.age_trait) self.age_trait = next_age_trait self:AddTrait(next_age_trait) if next_age_trait == "Youth" then Msg("ColonistBecameYouth", self) end end local transport = self.transport_task local dest_dome = transport and transport.shuttle and transport.shuttle.dest_dome if dest_dome then self:SetCommand("Transport", dest_dome) end if traits.Dreamer and g_MysteryDream then self:SetCommand("MysteryDream") end local status_effects = self.status_effects if self.stat_sanity == 0 then if self.city:IsTechResearched("SafeMode") then self:SetCommand("SafeMode") else if not self.traits.Religious and self:Random(100) < g_Consts.LowSanitySuicideChance then self:SetCommand("Suicide") elseif not status_effects.StatusEffect_StressedOut and self:Random(100) < g_Consts.LowSanityNegativeTraitChance then local compatible = FilterCompatibleTraitsWith(const.SanityBreakdownTraits, self.traits) if #compatible>0 then self:AddTrait(table.rand(compatible)) end end self:Affect("StatusEffect_StressedOut", "start") Msg("SanityBreakdown", self) end end local current_dome = IsUnitInDome(self) local panic_pos, panic_radius = self:ShouldPanic(current_dome) if panic_pos then self:SetCommand("Panic", panic_pos, panic_radius) end local shock_status = self:IsShocked() local low_health = self.stat_health < g_Consts.LowStatLevel local low_sanity = self.stat_sanity < g_Consts.LowStatLevel if HintsEnabled and (low_health or low_sanity) and not next(status_effects) then HintTrigger("HintHealthcare") end if not current_dome then if not self.dome or self.dome_enter_fails > 0 then self:SetCommand("Abandoned") end else if not self.dome and not self:CheckForcedDome() then -- most often the reason is the colonist's command being interrupted while moving self:SetDome(current_dome) end end if not shock_status and low_sanity then self:TryVisit("needMedical") end if low_health then if shock_status then self:SetWorkplace(false) else local fail = self:TryVisit("needMedical") if fail then self:SetWorkplace(false) end end end local time = GameTime() if time - self.last_meal > g_Consts.TimeBeforeStarving then local fail = self:TryVisit("needFood", "starving") if fail then self:Affect("StatusEffect_Starving", "start") end end if not low_health and self.stat_health < g_Consts.HighStatLevel and not shock_status then self:TryVisit("needMedical") end if time > self.next_heavy_update then self.next_heavy_update = time + ColonistHeavyUpdateTime self:UpdateWorkplace() self:UpdateResidence() self:TryToEmigrate(current_dome) else if self.user_forced_dome then self:TryToEmigrate(current_dome) end if self.user_forced_workplace then self:UpdateWorkplace() end if self.user_forced_residence or self.reserved_residence then self:UpdateResidence() end end if self.workplace then local hour = self.city.hour local workshift_start = const.DefaultWorkshifts[self.workplace_shift][1] if hour >= (workshift_start - 1) and hour <= (workshift_start + 3) then if not self.workplace:IsSuitable(self) then self:SetWorkplace(false) elseif traits.Fit or self.stat_health >= g_Consts.LowStatLevel then self:SetCommand("Work") end end end if time - self.last_rest > const.HourDuration * 30 then self:SetCommand("Rest") end if self.daily_interest ~= "" and not (self.daily_interest == "needMedical" and shock_status) then local fail = self:TryVisit(self.daily_interest) self.daily_interest_fail = Max(self.daily_interest_fail, fail or 0) end if self.last_meal < DayStart then self:TryVisit("needFood", not "starving") end if time - self.last_rest > const.HourDuration * 10 and IsDarkHour(self.city.hour) then self:SetCommand("Rest") end self:Roam(const.HourDuration) end function Colonist:AssignToService(service, force, ...) if self.assigned_to_service and not force then self.assigned_to_service:Unassign(self, ...) self.assigned_to_service = false end if service and self.assigned_to_service~=service then self.assigned_to_service = service service:Assign(self) end end function Colonist:VisitService(service, need) if not IsValid(service) then --bld can die before cmd boots up. self:AssignToService() self:SetState("idle") Sleep(1000) --inf loop guard return end self:AssignToService(service, "force") self:PushDestructor(self.AssignToService) local n = GameTime() if self:EnterBuilding(service) and IsValid(service) then local interest = need if not need then interest = self.daily_interest if service:IsOneOfInterests(interest) then self.daily_interest = "" end end if self.traits.Gamer and service:IsOneOfInterests("interestGaming") then local trait_gamer = TraitPresets.Gamer self:ChangeSanity( trait_gamer.param * const.Scale.Stat, trait_gamer.id ) end service:Service(self, false, interest) end if n == GameTime() then self:SetState("idle") Sleep(1000) --inf loop guard end self:PopAndCallDestructor() end function Colonist:Rest() local holder = self.holder if holder and holder ~= self.residence then self:ExitBuilding(holder, self.residence) assert(self:IsValidPos()) end if IsValid(self.residence) and self.holder ~= self.residence and not self:EnterBuilding(self.residence) then self:SetState("idle") Sleep(1000) --inf loop guard return end self:PushDestructor(function(self) self:ExitBuilding() end) self.last_rest = GameTime() local residence = self.residence local dome = self.dome if residence and residence.working then local is_rapid_sleep = self.city:IsTechResearched("RapidSleep") local rest_duration = is_rapid_sleep and const.HourDuration or residence.rest_duration residence:Service(self, rest_duration) self:ChangeHealth(self.DailyHealthRecover, "rest") local sanity_recover = self.DailySanityRecover + residence.sanity_increase self:ChangeSanity(is_rapid_sleep and 2*sanity_recover or sanity_recover, "rest") if dome and dome.working then local commander_profile = GetCommanderProfile() local psyho = commander_profile.id=="psychologist" and commander_profile.param1*stat_scale or 0 self:ChangeSanity(psyho, "psychologist" ) self:ChangeSanity(dome.DailySanityRecoverDome, "dome" ) end else if not self.traits.Rugged then self:ChangeComfort(-g_Consts.NoHomeComfort,"no home") end self:Roam(const.HourDuration) end if residence and dome:IsMalfunctioned() then self:ChangeSanity(-g_Consts.MalfunctionedDome, "malfunctioned Dome rest") end local wonder = self.city.labels.ProjectMorpheus or empty_table if not self.traits.Child and #wonder>0 and wonder[1].working then local count = 0 for id, _ in pairs(self.traits) do local trait = TraitPresets[id] if trait and trait.show_in_traits_ui then count = count + 1 end end if count<5 and self:Random(100)<=g_Consts.ProjectMorphiousPositiveTraitChance then -- add positive trait wonder[1]:AddTrait(self) end end self:PopAndCallDestructor() end function Colonist:IsDying() return not IsValid(self) or self.dying end -- can change worker command, workplace, residence -- when te colonist is not dying and not leaving mars -- LeavingMars command can no tbe interrupted except by Die, so add this check to all other places function Colonist:CanChangeCommand() return IsValid(self) and not self:IsDying() and not self:IsTransported() and not self.leaving and not self.disappeared end Colonist.IsDead = Colonist.IsDying function Colonist:IsWorking() return self.command == "WorkCycle" end function Colonist:IsInWorkCommand() return not self:IsDying() and (self.command == "Work" or self.command == "WorkCycle") end function Colonist:CanTrain() return self:CanChangeCommand() end local function _IsWorkStatusOk(traits, status_effects) return (not traits.Senior or g_SeniorsCanWork) and not traits.Child and not traits.Tourist and not status_effects.StatusEffect_Earthsick end -- can be employed; colonists for which this returns false should quit their jobs function Colonist:CanWork() local traits = self.traits local status_effects = self.status_effects return _IsWorkStatusOk(traits, status_effects) and (traits.Fit or not (self.stat_health < g_Consts.LowStatLevel)) and not status_effects.StatusEffect_StressedOut and self:CanChangeCommand() end function Colonist:IsTemporaryIll() local traits = self.traits local status_effects = self.status_effects return _IsWorkStatusOk(traits, status_effects) and (not traits.Fit and (self.stat_health < g_Consts.LowStatLevel)) and status_effects.StatusEffect_StressedOut and self:CanChangeCommand() end function Colonist:Work() local bld = self.workplace if self:EnterBuilding(bld) and bld == self.workplace then self:SetCommand("WorkCycle") end self:PlayState("idle", -1000) end function Colonist:StopMoving() -- we need the check when the domes are in open-air state and there aren't entrances self:SetOutsideEffects(not self.holder and not IsUnitInDome(self)) end local AmbientLifePlayChance = 100 function GetWorkPrg(bld) local chance = AmbientLifePlayChance if chance <= 0 or chance < 100 and bld:Random(100) >= chance then return end return PrgAmbientLife["Work"..bld.template_name] or PrgAmbientLife.WorkDefault end function GetVisitPrg(bld) local chance = AmbientLifePlayChance if chance <= 0 or chance < 100 and bld:Random(100) >= chance then return end return PrgAmbientLife["Visit"..bld.template_name] or PrgAmbientLife.VisitDefault end function Colonist:WorkCycle() local workplace = self.workplace if not IsValid(workplace) then return end workplace:StartWorkCycle(self) self:PushDestructor(function(self) if IsValid(workplace) then if self.traits.Idiot then if self:Random(100) < TraitPresets.Idiot.param then workplace:SetMalfunction() end end workplace:StopWorkCycle(self) self:ExitBuilding(workplace) end end) self:PlayPrg(GetWorkPrg(workplace), g_Consts.WorkingHours * const.HourDuration + self:Random(2*const.MinuteDuration), workplace) self:PopAndCallDestructor() end function Colonist:InterceptRogueMoveSleep(...) Unit.MoveSleep(self, ...) if not self.intercept_params then return end local drone = self.intercept_params.drone local dome = self.intercept_params.dome local dist = self.intercept_params.dist if not IsValid(drone) or drone:IsDead() or (dome and HexAxialDistance(drone, dome) > dist) then self:SetCommand("Idle") end if CanShootRogueDrone(self, drone, true) then if self:ShootDrone(drone) then self:SetCommand("Idle") end end end function Colonist:InterceptRogueDrone(drone, dome, dist, sent_by_station) local moving = false self:PushDestructor(function(self) if sent_by_station and dome and IsValid(drone) and drone.rogue_intercepted then drone.rogue_intercepted[dome] = nil end self.intercept_params = nil self:SetMoveAnim("moveWalk") self.MoveSleep = nil end) self.intercept_params = { drone = drone, dome = dome, dist = dist } self.MoveSleep = self.InterceptRogueMoveSleep self:SetMoveAnim("moveRun") if sent_by_station and dome then drone.rogue_intercepted = drone.rogue_intercepted or {} drone.rogue_intercepted[dome] = true end self:ExitHolder(drone) self:Goto(drone, 2*guim, 0) self:PopAndCallDestructor() end function Colonist:ShootDrone(drone) self:Face(drone) self:SetAnim(1, "attackStart") Sleep(self:TimeToAnimEnd()) self:SetAnim(1, "attackIdle") PlayFX("Shoot", "start", self, drone) Sleep(self:TimeToAnimEnd()) local dead if not drone:IsDead() and self:Random(100) <= drone.rogue_shoot_chance then drone:SetCommand("Dead") PlayFX("GetShot", "start", drone) dead = true end self:SetAnim(1, "attackEnd") Sleep(self:TimeToAnimEnd()) return dead end function Colonist:AttackedByDrone(drone) self:Face(drone:GetPos()) -- todo: play anim self:SetCommand("Die", "rogue drone") end -----------------------Residence, Rest ----------------------- function Colonist:IsHomeless() return not self.residence end function Colonist:UpdateHomelessLabels() local home = self.residence if IsValid(home) then self.city:RemoveFromLabel("Homeless", self) if self.dome then self.dome:RemoveFromLabel("Homeless",self) end self:Affect("StatusEffect_Homeless", false) elseif not self:IsDying() and not IsValid(self.reserved_residence) then self.city:AddToLabel("Homeless", self) if self.dome then self.dome:AddToLabel("Homeless", self) end self:Affect("StatusEffect_Homeless", "start") end end function Colonist:SetResidence(home) home = IsValid(home) and home or false if self.residence == home then return end if self.residence then self.residence:RemoveResident(self) end if IsValid(home) then assert(not home.parent_dome or self.dome == home.parent_dome) home:AddResident(self) end self.residence = home self:UpdateHomelessLabels() RebuildInfopanel(self) end function Colonist:UpdateResidence() if not self:CanChangeCommand() then return end local home = self:CheckForcedResidence() or self.reserved_residence if not IsValid(home) or home.parent_dome ~= self.dome or not home.ui_working or not home:CanReserveResidence(self) then home = ChooseResidence(self) end self:SetResidence(home) end --------------------------------------------------- function Colonist:CheckForcedDome() if not self.user_forced_dome then return end local forced_dome, forced_time = table.unpack(self.user_forced_dome) if ValidateBuilding(forced_dome) and GameTime() - forced_time < g_Consts.ForcedByUserLockTimeout then return forced_dome end self.user_forced_dome = nil end function Colonist:CheckForcedResidence() if not self.user_forced_residence then return end local residence, time = table.unpack(self.user_forced_residence) if ValidateBuilding(residence) and GameTime() - time < g_Consts.ForcedByUserLockTimeout then local dome = self:CheckForcedDome() or self.dome if residence.parent_dome == dome then return residence end end if residence then residence:CancelResidenceReservation(self) end self.user_forced_residence = nil end function Colonist:CheckForcedWorkplace() if not self.user_forced_workplace then return end local workplace, shift, time = table.unpack(self.user_forced_workplace) local remaining_time = g_Consts.ForcedByUserLockTimeout - (GameTime() - time) if remaining_time > 0 and ValidateBuilding(workplace) then local dome = self:CheckForcedDome() or self.dome local service_dome = workplace:CheckServicedDome(dome) if AreDomesConnected(service_dome, dome) then return workplace, shift, remaining_time end end self.user_forced_workplace = nil end --------------------------------------------------- -- compatibility: function Colonist:RemoveOutsideNeeds() self:SetOutsideEffects(false) end function Colonist:AddOutsideNeeds() --ie breathing n such self:SetOutsideEffects(true) end ---- function Colonist:SetOutsideVisuals(outside) if outside and BreathableAtmosphere then outside = false end if outside and self:GetEntity() ~= self.inner_entity or not outside and self:GetEntity() == self.inner_entity then return end local entity = outside and GetOutsideEntity(self.entity_gender, self.race, self.age_trait, self.traits) or self.inner_entity self:ChangeEntity(entity) end function Colonist:SetOutsideEffects(outside) if outside then if self.outside_start then return end self.outside_start = GameTime() else if not self.outside_start then return end self.outside_start = false self.dome_enter_fails = nil self.failed_domes = nil self:Affect("StatusEffect_Suffocating_Outside", false) self:Affect("StatusEffect_Dehydrated_Outside", false) if self.dome then self.dome:CheckConditions(self) end end self:CalcMoveAnim() end function Colonist:CalcMoveAnim() if self.outside_start and not BreathableAtmosphere then self:SetMoveAnim("movePlanet") return end local status_effects = self.status_effects for _,effect in ipairs(StatusEffectsList) do if status_effects[effect] then local class = _G[effect] if class and class.move_anim then self:SetMoveAnim(class.move_anim) return end end end self:SetMoveAnim("moveWalk") end function Colonist:ChooseEntity() local is_outside = self:GetEntity() ~= self.inner_entity local inner_entity, ip_icon, pin_icon = GetSpecialistEntity(self.specialist, self.entity_gender, self.race, self.age_trait, self.traits) self.inner_entity = inner_entity self.infopanel_icon = ip_icon self.pin_icon = pin_icon self.ip_specialization_icon,self.pin_specialization_icon = self:GetSpecializationIcons() if is_outside then self:ChangeEntity(GetOutsideEntity(self.entity_gender, self.race, self.age_trait, self.traits)) else self:ChangeEntity(inner_entity) end end function Colonist:SetSpecialization(specialist, init) -- if SetSpecizization is called instead of add trait, call add trait to add to all labels if not self.traits[specialist] then return self:AddTrait(specialist, init) end self.city:RemoveFromLabel(self.specialist, self) if not init then self:RemoveTrait(self.specialist) end self.specialist = specialist or "none" self:ChooseEntity() self.city:AddToLabel(self.specialist, self) --@@@msg NewSpecialist,colonist - fired when a colonist gains a specialization Msg("NewSpecialist", self) end -------------------------------------- Transport ----------------------------------------------- local function HasFreeWorkplacesAround(dome, colonist) for _, b in ipairs(dome.labels.Workplace or empty_table) do if not b.destroyed and b.ui_working and b:CanWorkHere(colonist) and b:HasFreeWorkSlots() then return true end end if dome.allow_work_in_connected then for d in pairs(dome:GetConnectedDomes()) do if d.allow_work_in_connected then for _, b in ipairs(d.labels.Workplace or empty_table) do if not b.destroyed and b.ui_working and b:CanWorkHere(colonist) and b:HasFreeWorkSlots() then return true end end end end end end local function CheckLifeSupportUnbreathable(dome) return dome:HasWater() and dome:HasPower() and dome:HasAir() end local function CheckLifeSupportBreathable(dome) return dome:HasWater() end function Colonist:FindEmigrationDome(current_dome) --check is forced by user to go to any dome local my_dome = self.dome local pos = current_dome or IsUnitInDome(self) or self:GetPos() local forced_dome = self:CheckForcedDome() if forced_dome then if forced_dome == my_dome then return end local is_walking, dist = IsInWalkingDistDome(forced_dome, pos) return forced_dome, is_walking, dist end local can_work = self:CanWork() local need_work = can_work and not IsValid(self.workplace) and not self.user_forced_workplace --check if match filters to its dome or any other dome local traits = self.traits local is_child = traits.Child local eval = -1 local choosen local work_available, home_available local CheckLifeSupport = BreathableAtmosphere and CheckLifeSupportBreathable or CheckLifeSupportUnbreathable if my_dome then if not my_dome.accept_colonists then -- quarantine, no one enters or leaves return end -- could stay only if the Dome is switched ON if my_dome.ui_working or GameTime() - my_dome.ui_working_changed < wait_dome_turned_off then eval = TraitFilterColonist(my_dome.traits_filter, traits) home_available = not self:IsHomeless() or my_dome:HasFreeLivingSpace(is_child) work_available = need_work and HasFreeWorkplacesAround(my_dome, self) end end local LR_transport_available = IsLRTransportAvailable(self.city) local is_walking, dist local domes = self.city.labels.Dome or false if not domes then return false end -- randomize starting dome to avoid moving all colonist to the first one that pass their criteria local count_domes = #domes local start_idx = self:Random(count_domes) for i = 1, count_domes do local idx = start_idx + i if idx > count_domes then idx = idx - count_domes end local dome = domes[idx] if my_dome ~= dome and not dome.destroyed and not dome.demolishing and dome.accept_colonists and not dome.overpopulated and dome.ui_working and CheckLifeSupport(dome) then -- dome to dome dist is cached, thus IsInWalkingDist is fast local new_is_walking, new_dist = IsInWalkingDistDome(dome, pos) if new_is_walking or LR_transport_available then local new_eval = TraitFilterColonist(dome.traits_filter, traits) if new_eval >= Max(eval, 0) then local new_home_available = dome:HasFreeLivingSpace(is_child) if not home_available or new_home_available then -- if homeless, try changing dome even if doesn't have living space available. local new_work_available = need_work and HasFreeWorkplacesAround(dome, self) if new_eval > eval -- the new dome is a better match for our traits or not home_available and new_home_available -- if homeless, change dome if it has living space regardless of other conditions or need_work and not work_available and new_work_available then -- if unemployed, change dome if it has workplaces choosen = dome eval = new_eval is_walking = new_is_walking dist = new_dist work_available = new_work_available home_available = new_home_available end end end end end end return choosen, is_walking, dist end function Colonist:Goto(pos, ...) return Unit.Goto(self, pos, ...) end function Colonist:TransportByFoot(dest_dome, passage_path) assert(IsInWalkingDist(self, dest_dome)) self.emigration_dome = dest_dome self:PushDestructor(function(self) self.emigration_dome = nil end) self:SetDome(dest_dome) if passage_path then --DbgDrawPassagePath(passage_path) -- try to lead the colonist through the dome passages if the domes are in the same network self:EnterBuilding(passage_path[1]) for i=2,#passage_path do self:EnterBuilding(passage_path[i]) end end self:EnterBuilding(dest_dome) self:PopAndCallDestructor() end function IsTransportAvailableBetween(source_dome, dest_dome) if not IsValid(dest_dome) or not IsValid(source_dome) or dest_dome == source_dome then --invalid dest return false end return IsLRTransportAvailable(dest_dome.city) end function Colonist:IsTransported() local task = self.transport_task local shuttle = task and task.shuttle if IsValid(shuttle) and shuttle.transport_task == task and task.state == "transporting" then assert(self:GetParent() == shuttle) return true end assert(self:GetParent() ~= shuttle) end function Colonist:IsWaitingTransport(shuttle) if not self:CanChangeCommand() then return end local task = self.transport_task if not task or task.state ~= "ready_for_pickup" then return end if not task.shuttle and not IsLRTransportAvailable(self.city) then return end return true end local working_anims = { "idle" } function Colonist:WaitTransport() local transport_task = self.transport_task if transport_task then while self:IsTransported() do WaitWakeup(999) end local dest_dome = self.emigration_dome local source_dome = self.dome local state = transport_task.state if IsValid(dest_dome) and (state == "done" or state == "transporting" and IsInWalkingDist(self, dest_dome)) then self:SetDome(dest_dome) else if not IsValid(source_dome) or not IsInWalkingDist(self, source_dome) then self:SetDome(false) end self:CancelResidenceReservation() end transport_task:Cleanup() end self.emigration_dome = nil end function Colonist:Transport(dest_dome) assert(dest_dome) self.emigration_dome = dest_dome self:PushDestructor(self.WaitTransport) local pickup_pos = GetPassablePointNearby(self.transport_task.source_landing_site[1], self.pfclass) if not self:ExitHolder() or not pickup_pos or not self:Goto(pickup_pos) and not self:IsCloser2D(pickup_pos, 10*guim) then --failed to reach landing site self:PopAndCallDestructor() return end --reached landing site. self.transport_task.state = "ready_for_pickup" if self.transport_task.shuttle then Wakeup(self.transport_task.shuttle.command_thread) --wake the shuttle if it's already waiting for us. end if not IsValid(self) or not IsLRTransportAvailable(self.city) then --no shuttles to exec request self:PopAndCallDestructor() return end --play anims while we wait. local count = #working_anims local idx = 0 local max_wait = const.ColonistMaxWaitShuttlePickupTimeMs local start_wait_ts = GameTime() -- wait to be picked up while self:IsWaitingTransport() and GameTime() - start_wait_ts < max_wait do self:PlayState(working_anims[idx + 1]) idx = (idx + 1) % count end self.transport_task.source_dome = self.dome self.transport_task.dest_dome = dest_dome self:PopAndCallDestructor() end function Colonist:ShowAttachedSigns(shown) self.status_effect_sign_visible = shown local visible = shown and g_SignsVisible self:ForEachAttach("UnitSign", CObject.SetVisible, visible) end function Colonist:OnSelected() local oldSign = self.status_effect_sign and g_Classes[self.status_effect_sign].sign if oldSign and (self:CountAttaches(oldSign) > 0) then self:DestroyAttaches(oldSign) end SelectionArrowAdd(self) end --duplicated with dronebase functionality function Colonist:OnInteractionModeChanged(old, new) if old and not new then CloseAllDomes() elseif new and not old then OpenAllDomes() end self.interaction_mode = new end function Colonist:SetInteractionState(val) SetUnitControlInteractionMode(self, val) if val then SetUnitControlFocus(true, self) end end function Colonist:ToggleInteraction() if not self:CanChangeCommand() then return end if self.interaction_mode ~= "assign_to_bld" then self:SetInteractionState("assign_to_bld") else self:SetInteractionState(false) end end function Colonist:ToggleInteraction_Update(button) button:SetEnabled(self:CanChangeCommand()and not self.traits.Renegade) local to_mode = self.interaction_mode ~= "assign_to_bld" button:SetIcon(to_mode and "UI/Icons/IPButtons/assign_residence.tga" or "UI/Icons/IPButtons/cancel.tga") button:SetRolloverTitle(T(8758, "Assign to Building")) button:SetRolloverText(T(8759, "Assign this Colonist to a residence, workplace or training building. The Colonist will not change assignment for the next 5 Sols. If the target building is in another Dome located far away, a shuttle may be needed to reach it.")) local shortcuts = GetShortcuts("actionAssignToBuilding") local hint = "" if shortcuts and (shortcuts[1] or shortcuts[2]) then hint = T(10924, " / <em><ShortcutName('actionAssignToBuilding', 'keyboard')></em>") end button:SetRolloverHint(to_mode and T{10925, "<left_click><hint> Select target mode", hint = hint} or T(7510, "<left_click> on target to select it <right_click> Cancel")) button:SetRolloverHintGamepad(to_mode and T(7511, "<ButtonA> Select target mode") or T(7512, "<ButtonA> Cancel")) end function Colonist:GetUIBirthplace() local nation = table.find_value(Nations, "value", self.birthplace) return nation and (nation.flag and "<image "..nation.flag.." 1400>" or nation.text) or "" end function Colonist:GetUIDeathReason() return DeathReasons[self.dying_reason] end function Colonist:GetUIInfo(remove_descr) local remove_descr = remove_descr or false local t = { T(4354, "Colonists are required to operate Dome buildings.<newline>"), T{4355, "Sols on Mars<right><sols>", self}, T{4356, "Sex<right><Gender>", self}, T{4357, "Birthplace<right><UIBirthplace>", self} } if remove_descr then table.remove(t, 1) end return table.concat(t, "<newline><left>") end function Colonist:UIStatUpdate(win, stat) local def = ColonistStat[stat] win:SetIcon(def.icon) if stat == "Morale" then local renegade = self.traits.Renegade win:SetTitle(renegade and T(4368, "Renegade") or "") win.idBar:SetVisible(not renegade) end local v = self:GetProperty(stat) win.idBar:SetProgress(v) local low = g_Consts.LowStatLevel / const.Scale.Stat local high = g_Consts.HighStatLevel / const.Scale.Stat local image = "UI/Infopanel/progress_bar_green.tga" if v < low then image = "UI/Infopanel/progress_bar_red.tga" elseif v < high then image = "UI/Infopanel/progress_bar_orange.tga" end win.idBar:SetProgressImage(image) win.GetRolloverTitle = function(self) local obj = self.context if stat == "Morale" and obj.traits.Renegade then return T(4368, "Renegade") end return T{4369, "<title> <GetProperty(stat)>", title = ColonistStat[stat].text, stat = stat, obj[1]} end win.GetRolloverText = function(self) local obj = self.context local def = ColonistStat[stat] local texts if stat == "Morale" and obj.traits.Renegade then return T(7781, "Citizens with low morale may become Renegades. Their performance is decreased by 50 at all jobs and they can cause crime events when there are not enough Security Stations in the Dome.") elseif stat == "Morale" then -- mirror logic in UpdateMorale because Morale does not have a log local low = g_Consts.LowStatLevel / const.Scale.Stat local high = g_Consts.HighStatLevel / const.Scale.Stat for _, stat in ipairs(ColonistStatList) do if stat=="Health" and obj:IsDead() then elseif stat ~= "Morale" then local value = obj:GetProperty(stat) if value < low or value >= high then texts = texts or {def.description, "", T(4370, "Effects:")} local sign,clr, amount_text, reason_sign if value<low then sign = Untranslated("-") clr = TLookupTag("<red>") amount_text = Untranslated("-")..g_Consts.LowStatMoraleEffect/const.Scale.Stat reason_sign = "-" else sign = Untranslated("+") clr = TLookupTag("<green>") amount_text = Untranslated("+")..(g_Consts.HighStatMoraleEffect/const.Scale.Stat) reason_sign = "+" end texts[#texts + 1] = T{6936, "<clr><reason></color>", reason = T{ColonistStatReasons[reason_sign .. stat], amount = amount_text}, clr = clr} end end end if obj.dome and obj.dome:HasSpire() and obj.city:IsTechResearched("InspiringArchitecture") then texts = texts or {def.description, "", T(4370, "Effects:")} texts[#texts + 1] = T{4371, "<green>Spire in Dome: <spire_name></green>", spire_name = obj.dome.labels.Spire[1]:GetDisplayName()} end if IsKindOf(obj.workplace, "Workshop") and obj.fulfill_workshift_boost then texts = texts or {def.description, "", T(4370, "Effects:")} texts[#texts + 1] = T{8803, "<green>Works in: <WorkplaceDisplayName> <amount></green>",obj, amount = Untranslated("+")..(g_Consts.WorkInWorkshopMoraleBoost/const.Scale.Stat)} end local trait_defs = TraitPresets local effects = obj.modifications and obj.modifications.base_morale or empty_table -- combine some effects local merged = {created = {}} for _, mod in ipairs(effects) do if mod.id == "Empath" or mod.id == "Saint" then merged[mod.id] = (merged[mod.id] or 0) + mod.amount end end local cap_count = 0 -- show first 20 lines for _,mod in ipairs(effects) do local id = mod.id local trait_def = trait_defs[id] local amount = merged[mod.id] or mod.amount local created = merged[mod.id] and merged.created[mod.id] if cap_count >= 20 and (mod.display_text or trait_def) and (not created) then texts[#texts + 1] = Untranslated("...") break -- show first 20 lines end if not created then if mod.display_text then texts = texts or {def.description, "", T(4370, "Effects:")} texts[#texts + 1] = T{mod.display_text, amount = amount/stat_scale} cap_count = cap_count + 1 end if trait_def then texts = texts or {def.description, "", T(4370, "Effects:")} local infopanel_text = trait_def.infopanel_effect_text local trait_text = (infopanel_text == "") and T{4372, "Trait: <trait_name> <amount>", trait_name = trait_def.display_name,amount = amount/stat_scale} or T{infopanel_text, amount = amount/stat_scale} if amount > 0 then texts[#texts + 1] = T{4373, "<green><trait_text></green>", trait_text = trait_text} else texts[#texts + 1] = T{4374, "<red><trait_text></red>", trait_text = trait_text} end cap_count = cap_count + 1 if merged[mod.id] then merged.created[mod.id] = true end end if IsKindOf(mod, "PropertyObject") and mod:HasMember("infopanel_text") or rawget(mod, "infopanel_text") then texts = texts or {def.description, "", T(4370, "Effects:")} texts[#texts + 1] = mod.infopanel_text cap_count = cap_count + 1 if merged[mod.id] then merged.created[mod.id] = true end end end end else local log = obj[def.log] or empty_table local time = obj.city.day - 3 texts = texts or {def.description, ""} if stat == "Comfort" then local interests = GetInterests(obj) local int_names = {} for i=1, #interests do int_names[#int_names+1] = GetInterestDisplayName(interests[i]) end texts[#texts + 1] = T{4375, "Interests: <em><list></em><newline>", list = TList(int_names)} end local title = false for i = 1, #log, 3 do if log[i] > time then local logged_time = log[i] local sol = log[i] local amount, reason = log[i + 1], log[i + 2] if reason then local is_another_dome = false if not IsT(reason) and string.find(reason, g_DiffDomeStrId) then reason = string.gsub(reason, g_DiffDomeStrId, "") is_another_dome = true end local reason_sign = type(reason) == "string" and ((amount > 0 and "+" or "-") .. reason) or reason local color = amount>0 and TLookupTag("<green>") or TLookupTag("<red>") local amount_text = amount>0 and Untranslated("+"..(amount/stat_scale)) or (amount/stat_scale) local building = ClassTemplates.Building[reason] local trait = TraitPresets[reason] local reason_text = ColonistStatReasons[reason_sign] and T{4380, "Sol <sol>: <clr><reason></color>",clr = color, reason = T{ColonistStatReasons[reason_sign],amount = amount_text}, sol = sol} or ColonistStatReasons[reason] and T{4380, "Sol <sol>: <clr><reason></color>", clr = color, reason = T{ColonistStatReasons[reason], amount = amount_text}, sol = sol} or is_another_dome and building and T{8760, "Sol <sol>: <clr>Visited <display_name> in a different dome <amount></color>", amount = amount_text, clr = color, sol = sol, display_name = building.display_name} or not is_another_dome and building and T{4376, "Sol <sol>: <clr>Visited <display_name> <amount></color>", amount = amount_text, clr = color, sol = sol, display_name = building.display_name} or trait and T{4378, "Sol <sol>: <clr>Trait <display_name> <amount></color>", amount = amount_text, clr = color, sol = sol, display_name = trait.display_name} or T{6937, "Sol <sol>: <clr><u(reason)><amount></color>", clr = color, reason = reason,amount = amount_text, sol = sol} if not title then texts[#texts + 1] = T(4382, "Log of recent changes:") title = true end texts[#texts + 1] = reason_text end end end end return texts and table.concat(texts, "\n") or def.description end end function Colonist:GetUIWorkplaceLine() if self.workplace or self.last_workplace then return T(4362, "Workplace<right><h SelectWorkplace InfopanelSelect><WorkplaceDisplayName></h>") elseif self.traits["Child"] then return T(4364, "Outside the workforce (Child)") elseif self.traits["Senior"] and not g_SeniorsCanWork then return T(4365, "Outside the workforce (Senior)") elseif not self:CanWork() then return T(6935, "Not looking for a job") else return T(4366, "Workplace<right>Unemployed") end end function Colonist:GetUITraitsLine(separator) local texts for trait_id in sorted_pairs(self.traits) do local trait = TraitPresets[trait_id] if trait and trait.show_in_traits_ui then texts = texts or {} if trait.rare then texts[#texts + 1] = T{7550, "<em><trait></em>", trait = trait.display_name} else texts[#texts + 1] = trait.display_name end end end return texts and (separator and table.concat(texts, separator) or TList(texts)) or T(7552, "No traits") end function Colonist:GetUITraitsList() return self:GetUITraitsLine("<newline>") end function Colonist:GetUIInterestsLine() local interests = GetInterests(self) local texts for _, interest in ipairs(interests) do texts = texts or {} texts[#texts + 1] = GetInterestDisplayName(interest) end return texts and TList(texts) or T(8935, "No interests") end function Colonist:GetUITraitsRollover() local texts = { T(4383, "Traits are the individual characteristics of the Colonists."), } for trait_id in sorted_pairs(self.traits) do local trait = TraitPresets[trait_id] if trait and trait.show_in_traits_ui then texts[#texts + 1] = T{4384, "<newline><em><trait></em>: <descr>", trait = trait.display_name, descr = trait.description} end end return table.concat(texts, "<newline>") end function Colonist:CanReachBuilding(bld) local my_dome = self.dome local his_dome = bld.parent_dome his_dome = not his_dome and FindNearestObject(UICity.labels.Dome, self) or his_dome if my_dome ~= his_dome and not IsInWalkingDist(my_dome or self:GetPos(), his_dome) and (not my_dome or not IsTransportAvailableBetween(my_dome, his_dome)) then return false end return true end function Colonist:SetForcedDome(dome) assert(self.dome ~= dome,"Move to same dome") self.user_forced_dome = {dome, GameTime()} self:InterruptCommand() -- will "TryToEmigrate" once in "Idle" end function Colonist:CanInteractWithObject(obj, mode) if mode == "assign_to_bld" or mode == false then if IsKindOf(obj, "Building") and ValidateBuilding(obj) then local can, hint, go_to = obj:ColonistCanInteract(self) if IsKindOfClasses(obj, "TrainingBuilding", "Workplace", "Residence") and can and not IsInWalkingDist(obj, self:GetPos()) then return can, hint.."\n"..T(9628, "<em>No Shuttle Available</em>"), go_to end return can, hint, go_to end end return false, false, true end function Colonist:InteractWithObject(obj, mode) local interacted if mode == "assign_to_bld" or mode == false then if IsKindOf(obj, "Building") and ValidateBuilding(obj) and obj:ColonistInteract(self) then interacted = true end end if interacted then self:SetInteractionState(false) end end function Colonist:CanBeControlled(mode) return mode ~= "move" and self:CanChangeCommand() and (MoveUnitsOnRightClick() or self.interaction_mode == "assign_to_bld") end -------------------------------------- UI ----------------------------------------------- function Colonist:GetSelectionArrow() return self.status_effect_sign and g_Classes[self.status_effect_sign].selection_arrow or "SelectionArrow" end function Colonist:GetLogicalPos() -- for hyperlinks if self.holder then return self.holder:GetPos() else return self:GetVisualPos() end end function Colonist:View() -- for hyperlinks ViewObjectMars(self:GetLogicalPos()) end function Colonist:Select(cycle_func) -- for hyperlinks SelectObjWithCycle(self, cycle_func) ViewObjectMars(self:GetLogicalPos()) end function Colonist:GetDefaultCycleFunc() return DomeCycle end function Colonist:SelectWorkplace() -- for hyperlinks local bld = self.workplace or self.last_workplace if bld then bld:Select() end end function Colonist:SelectResidence() -- for hyperlinks local bld = self.residence or self.last_residence if bld then bld:Select() end end function Colonist:SelectDome() -- for hyperlinks local dome = self.dome if dome then dome:Select() end end function Colonist:SelectService() -- for hyperlinks if self.assigned_to_service then self.assigned_to_service:Select() end end function Colonist:SelectEmigrationDome() -- for hyperlinks if self.emigration_dome then self.emigration_dome:Select() end end function Colonist:GetWorkplaceDisplayName() -- for hyperlinks local bld = self.workplace or self.last_workplace if bld then return bld:GetDisplayName() end end function Colonist:GetDomeDisplayName() -- for hyperlinks local bld = self.dome if bld then return bld:GetDisplayName() end return T(6761, "None") end function Colonist:GetResidenceDisplayName() -- for hyperlinks local bld = self.residence or self.last_residence if bld then return bld:GetDisplayName() end return T(7553, "Homeless") end function Colonist:GetServiceDisplayName() -- for hyperlinks if self.assigned_to_service then return self.assigned_to_service:GetDisplayName() end end function Colonist:GetEmigrationDomeDisplayName() -- for hyperlinks if self.emigration_dome then return self.emigration_dome:GetDisplayName() end end function Colonist:GetStatusEffects() if not self.status_effects or not next(self.status_effects) then return end local text = {} local effects = self.status_effects local sorted = table.keys(effects) table.sort(sorted, function(a, b) local priority1 = g_Classes[a] and g_Classes[a].priority or -1 local priority2 = g_Classes[b] and g_Classes[b].priority or -1 return priority1>priority2 end) for i=1, #sorted do text[#text + 1] = g_Classes[sorted[i] ].display_name end return TList(text) end function Colonist:GetDescription() local description = self.traits and self.traits["Child"] and T(4314, "One of the youngest residents of the Colony") or GetSpecialization(self.specialist).description or T(3849, "A brave citizen of Mars, ready to tame the final frontier.") if self.dying then return IsT(self.dying_reason) and T{self.dying_reason,self} or (DeathReasons[self.dying_reason] and T{4315, "The last remains of <em><u(name)></em>. Deceased.", self}) or description end local issues = self:GetStatusEffects() return description .. T(4316, "<newline><nbsp><nbsp><em>Status:</em> <ui_command>") .. (issues and T{4317, "<newline><nbsp><nbsp><em>Issues:</em> <issues>", issues = issues} or "") end function Colonist:GetPinDescription() local text = self:GetDescription() local traits = {} for id in pairs(self.traits) do local trait = TraitPresets[id] if trait and trait.show_in_traits_ui then traits[#traits+1] = trait.display_name end end local traits_text = next(traits) and T{7782, "<newline><nbsp><nbsp><em>Traits:</em> <traits_list>", traits_list = TList(traits)} or "" return text..traits_text end function Colonist:GetRenameInitText() return _InternalTranslate(Untranslated(self.name)) end function Colonist:GetDisplayName() return Untranslated(self.name) end function Colonist:GetTitle() return self:GetDisplayName() end function Colonist:GetInfopanelIcon() return self.infopanel_icon end function Colonist:GetSpecializationIcons() local spec local traits = self.traits or {} if traits.Child or traits.Android then return "" end spec = ColonistClasses[self.specialist or "none"] if spec == "" then spec = "Colonist" end return string.format("UI/Icons/Colonists/IP/IP_%s_%s.tga", spec, self.entity_gender), string.format("UI/Icons/Colonists/Pin/%s_%s.tga",spec, self.entity_gender) end function Colonist:GetPinIcon() return self.pin_icon end function Colonist:GetAge() local data = const.ColonistAgeGroups[self.age_trait] return data.display_name end function Colonist:GetSpecialization() return GetSpecialization(self.specialist).display_name end function Colonist:GetWorkAssignmentRemaining() local workplace, shift, remaining_time = self:CheckForcedWorkplace() return remaining_time or 0 end function Colonist:GetGender() return TraitPresets[self.gender] and TraitPresets[self.gender].display_name or T(77, "Unknown") end local ColonistCommands = { Abandoned = T(4318, "Seeking a Dome"), Arrive = T(4319, "Just arrived"), Die = T(4320, "Deceased"), Embark = T(4321, "On an expedition"), Idle = T(6929, "Idle"), MysteryDream = T(6930, "Dreaming"), Rest = T(4323, "Resting in <h SelectResidence InfopanelSelect><ResidenceDisplayName></h>"), RestHomeless = T(4324, "Resting (homeless)"), Roam = T(4325, "Free"), VisitService = T(4326, "Visiting <h SelectService InfopanelSelect><ServiceDisplayName></h>"), VisitNoTarget = T(4327, "Free time - no available Service to visit"), Unknown = T(4328, "Unknown"), Work = T(4329, "Going to work"), WorkCycle = T(4330, "Working in <h SelectWorkplace InfopanelSelect><WorkplaceDisplayName></h>"), WorkUnemployed = T(4331, "Free - unemployed"), WorkStressed = T(4332, "This Colonist is too Stressed out to work. Give them some time to recover"), Transport = T(4333, "Moving to a new Dome: <h SelectEmigrationDome InfopanelSelect><EmigrationDomeDisplayName></h>"), TransportByFoot = T(4333, "Moving to a new Dome: <h SelectEmigrationDome InfopanelSelect><EmigrationDomeDisplayName></h>"), LeavingMars = T(4334, "Leaving the Colony"), GoingTo = T(4335, "Going to <h SelectWorkplace InfopanelSelect><WorkplaceDisplayName></h>"), StudyingIn = T(4336, "Studying in <h SelectWorkplace InfopanelSelect><WorkplaceDisplayName></h>"), TreatedIn = T(4337, "Treated in <h SelectWorkplace InfopanelSelect><WorkplaceDisplayName></h>"), SafeMode = T(4338, "Safe Mode"), } function Colonist:Getui_command() local tcommand = ColonistCommands[self.command] if self.dreaming then return ColonistCommands["MysteryDream"] elseif (self.command == "Transport" or self.command == "TransportByFoot") and self.emigration_dome then return tcommand elseif self:IsInWorkCommand() then if self.status_effects.StatusEffect_StressedOut then return ColonistCommands["WorkStressed"] elseif not self.workplace then return ColonistCommands["WorkUnemployed"] elseif IsKindOf(self.workplace, "TrainingBuilding") then if self.command == "Work" then return ColonistCommands["GoingTo"] else--if self.command == "WorkCycle" then if IsKindOf(self.workplace, "Sanatorium") then return ColonistCommands["TreatedIn"] else return ColonistCommands["StudyingIn"] end end else return tcommand end elseif self.command == "Rest" then return not self.residence and ColonistCommands["RestHomeless"] or tcommand elseif self.command == "VisitService" then return not self.assigned_to_service and ColonistCommands["VisitNoTarget"] or tcommand else return tcommand or ColonistCommands["Unknown"] end end ---- function GetRareTraitChance(unit) local city = unit and unit.city or UICity local rare_chance_mod if city and city:IsTechResearched("GeneSelection") then local def = TechDef.GeneSelection rare_chance_mod = def.param1 end return rare_chance_mod end function GenerateTraits(unit, newborn, max) local traits = unit and table.copy(unit.traits) or {} local new_traits = {} if not newborn then local traits_count = Random(1,max or g_Consts.MaxColonistTraitsToGenerate, "Trait") local nonerare, rare = {},{} local rare_chance_mod = GetRareTraitChance(unit) for i=1,traits_count do -- rare and none rare are changed after execution local trait = GetRandomTrait(traits, nonerare, rare, nil, "base", rare_chance_mod) traits[trait] = true new_traits[trait] = true end end local sponsor_trait = GetMissionSponsor().trait if sponsor_trait ~= "" and not traits[sponsor_trait] then new_traits[sponsor_trait] = true end return new_traits end function GenerateColonistData(city, age_trait, martianborn, params) city = city or UICity -- birthplace and age martianborn = martianborn or false local newborn = age_trait=="Child" local birthplace, age if newborn and martianborn then birthplace = "Mars" age_trait = "Child" age = 0 else local sponsor_id = params and params.sponsor or g_CurrentMissionParams.idMissionSponsor local sponsor_nations = GetSponsorNations(sponsor_id) if #(sponsor_nations or "") <= 0 then sponsor_nations = GetSponsorNations("IMM") end birthplace = martianborn and "Mars" or GetWeightedRandNation(sponsor_nations) or "Mars" local trait_age_el = table.weighted_rand(const.ApplicantsWeights, function(el) return el[2] end) local start_age = age_trait age_trait = age_trait or trait_age_el and trait_age_el[1]or "Adult" local data = const.ColonistAgeGroups[age_trait] local next_trait = data.next_agegroup if start_age then age = data.min else age = Random(data.min, next_trait and const.ColonistAgeGroups[next_trait].min-2 or Colonist.death_age-2, "age") end end -- traits local traits = params and params.no_traits and {} or GenerateTraits({city = city, traits = {Martianborn = (not not martianborn or newborn)}}, age_trait=="Child") traits[birthplace] = true traits["Martianborn"] = not not martianborn or nil traits[age_trait] = true --gender local rand local gender, entity_gender if params then gender, entity_gender = params.gender, params.entity_gender end if not gender or not entity_gender then rand = Random(1, 100) if rand<=g_Consts.Other_gender_chance then gender = "OtherGender" entity_gender = Random(1, 100) <= 50 and "Male" or "Female" else gender = rand <= 50 and "Male" or "Female" entity_gender = gender end end traits[gender]= true -- specialist local specialist = "none" local generate_specialization = not newborn and (not params or not params.no_specialization) if generate_specialization then rand = Random(0, 100) local threshold = 0 local multiplier = g_Consts.specialist_chance_mul for _, spec in ipairs(ColonistSpecializationList) do threshold = threshold + MulDivRound(g_Consts[spec.."_arrival_chance"], multiplier, 100) if rand < threshold then specialist = spec break end end end traits[specialist] = true local colonist = { city = city, traits = traits, gender = gender, entity_gender = entity_gender, specialist = specialist, age_trait = age_trait, age = age, birthplace = birthplace, race = 1 + AsyncRand(5), } NameUnit(colonist) return colonist end --[[ function Colonist:Getui_control_hint() return GetUnitControlInteractionHint(self, T{4339, "<UnitMoveControl()>: Move"} ,T{4340, "No available interaction"}) end --]] local hour_duration = const.HourDuration local hours_per_day = const.HoursPerDay local before_start_first_shift = (const.DefaultWorkshifts[1][1] + const.HoursPerDay - 1) % const.HoursPerDay GlobalVar("g_MartianbornStrength", false) function OnMsg.TechResearched(tech_id, city) if tech_id == "MartianbornStrength" then g_MartianbornStrength = true end end local unique_disaster_dust_storm_number = 4561 local unique_disaster_cold_wave_number = 7403 function Colonist:HourlyUpdate(t, hour) if hour == before_start_first_shift then self:DailyUpdate() end local status_effects = self.status_effects if next(status_effects) then -- highest-priority status effects tick last for i = #StatusEffectsList,1,-1 do local effect = StatusEffectsList[i] local start = status_effects[effect] if start then local class = _G[effect] if class then local h = (t - start) / hour_duration if h % hours_per_day == 0 then class:DailyUpdate(self, start, h) end class:HourlyUpdate(self, start, h) end end end end local traits = self.traits local coward_factor = traits.Coward and 2 or 1 if not (g_MartianbornStrength and traits.Martianborn) then local decrease_percent = self.dome and self.dome:GetSecurityStationDamageDecrease() or 0 if g_ColdWave then local damage = g_Consts.ColdWaveSanityDamage * coward_factor damage = damage - MulDivRound(damage, decrease_percent, 100) local unique_seed = self.handle + unique_disaster_cold_wave_number --unique number per unit per disaster damage = MulDivRound(damage, 60 + BraidRandom(unique_seed, 100), 100) self:ChangeSanity(-damage, decrease_percent>0 and "cold wave with securitystation" or "cold wave") end if g_DustStorm then local damage = g_Consts.DustStormSanityDamage * coward_factor damage = damage - MulDivRound(damage, decrease_percent, 100) local unique_seed = self.handle + unique_disaster_dust_storm_number --unique number per unit per disaster damage = MulDivRound(damage, 60 + BraidRandom(unique_seed, 100), 100) self:ChangeSanity(-damage, decrease_percent>0 and "dust storm with securitystation" or "dust storm") end end if g_MysteryDream and (traits.Dreamer or traits.DreamerPostMystery) then local damage = g_Consts.MysteryDreamSanityDamage * coward_factor self:ChangeSanity(-damage, "dream") end if self.outside_start then local outside_time = t - self.outside_start if outside_time >= g_Consts.OxygenMaxOutsideTime and not BreathableAtmosphere then self:Affect("StatusEffect_Suffocating_Outside", "start", nil, "force") end if outside_time >= g_Consts.WaterMaxOutsideTime then self:Affect("StatusEffect_Dehydrated_Outside", "start", nil, "force") end else local dome = self.dome if dome then dome:CheckConditions(self, t) end end end function Colonist:GetFoodConsumptionPerVisit() return g_Consts.eat_food_per_visit end function Colonist:GetEatPerVisit() local eat_per_visit = self:GetFoodConsumptionPerVisit() if self.traits.Glutton then eat_per_visit = 2 * eat_per_visit end if DayStart - self.last_meal > const.DayDuration then -- if we have not eaten for more than a day eat_per_visit = 2 * eat_per_visit end return eat_per_visit end function Colonist:Eat(max_amount) local eat_per_visit = self:GetEatPerVisit() if max_amount < eat_per_visit then return 0 end self.last_meal = DayStart self:Affect("StatusEffect_Starving") return eat_per_visit end function Colonist:GetHealth() return self.stat_health / stat_scale end function Colonist:AddToLog(log, amount, reason) local sol = self.city.day for i = #log - 2, 1, -3 do local logsol = log[i] if sol>logsol then break end local logreason = log[i+2] if sol==logsol and (IsT(reason) and IsT(logreason) and _InternalTranslate(reason)==_InternalTranslate(logreason) or type(reason)== "string" and type(logreason)=="string" and reason==logreason ) then log[i+1] = log[i+1] + amount return end end local i = #log + 1 log[i] = sol log[i+1] = amount or 0 log[i+2] = reason or false end function Colonist:ChangeHealth(amount, reason) if amount == 0 then return end local min_stat = 0 if IsGameRuleActive("IronColonists") then -- colonists can never lose health or sanity below 50 min_stat = 50 * stat_scale end local old_value = self.stat_health local new_value = Clamp(old_value + amount, min_stat, max_stat) self.stat_health = new_value self:AddToLog(self.log_health, amount, reason) if new_value == 0 and not self:IsDying() then self:SetCommand("Die", reason) else self:UpdateMorale() end if reason then self:UpdateEmploymentLabels()-- update unemployed stat end end function Colonist:GetSanity() return self.stat_sanity / stat_scale end function Colonist:ChangeSanity(amount, reason) if amount == 0 then return end local traits = self.traits if amount < 0 and traits.Composed then amount = amount / 2 end local min_stat = 0 if IsGameRuleActive("IronColonists") then -- colonists can never lose health or sanity below 50 min_stat = 50 * stat_scale end local old_value = self.stat_sanity local new_value = Clamp(old_value + amount, min_stat, max_stat) self.stat_sanity = new_value self:AddToLog(self.log_sanity, amount, reason) self:UpdateMorale() end function Colonist:GetComfort() return self.stat_comfort / stat_scale end function Colonist:ChangeComfort(amount, reason) if amount == 0 then return end local old_value = self.stat_comfort local new_value = Clamp(old_value + amount, 0, max_stat) self.stat_comfort = new_value self:AddToLog(self.log_comfort, amount, reason) g_TotalColonistComfort = g_TotalColonistComfort - old_value/stat_scale + new_value/stat_scale self:UpdateMorale() if new_value == 0 then local traits = self.traits if not traits.Martianborn and not traits.Refugee and GetMissionSponsor().id ~= "IMM" and not IsGameRuleActive("IronColonists") then self:Affect("StatusEffect_Earthsick", "start") if HintsEnabled then HintTrigger("HintEarthsick") end end end if new_value >= g_Consts.HighStatLevel then if self.status_effects.StatusEffect_Earthsick then self:Affect("StatusEffect_Earthsick", false) end end end function Colonist:GetMorale() return Clamp(self.stat_morale, 0, max_stat) / stat_scale end function Colonist:OnModifiableValueChanged(prop) if prop == "base_morale" then self:UpdateMorale() end end GlobalVar("g_VocationOrientedSociety", false) function OnMsg.TechResearched(tech_id, city) if tech_id == "Vocation-Oriented Society" then g_VocationOrientedSociety = TechDef[tech_id] end end function Colonist:IsMoraleMax() return self.stat_health >= max_stat and self.stat_sanity >= max_stat and self.stat_comfort >= max_stat and self.stat_morale >= max_stat end function Colonist:UpdateMorale() if self:IsDead() then return end local new_value = self.base_morale local high_stat_threshold = g_Consts.HighStatLevel local low_stat_threshold = g_Consts.LowStatLevel local low_stat_morale_effect = g_Consts.LowStatMoraleEffect local high_stat_morale_effect = g_Consts.HighStatMoraleEffect if self.stat_health >= high_stat_threshold then new_value = new_value + high_stat_morale_effect elseif self.stat_health < low_stat_threshold then new_value = new_value - low_stat_morale_effect end if self.stat_sanity >= high_stat_threshold then new_value = new_value + high_stat_morale_effect elseif self.stat_sanity < low_stat_threshold then new_value = new_value - low_stat_morale_effect end if self.stat_comfort >= high_stat_threshold then new_value = new_value + high_stat_morale_effect elseif self.stat_comfort < low_stat_threshold then new_value = new_value - low_stat_morale_effect end if self.dome and self.dome:HasSpire() and self.city:IsTechResearched("InspiringArchitecture") then new_value = new_value + TechDef.InspiringArchitecture.param1*const.Scale.Stat end if IsKindOf(self.workplace, "Workshop") and self.fulfill_workshift_boost then new_value = new_value + g_Consts.WorkInWorkshopMoraleBoost end self.stat_morale = new_value local performance = 50 + 100*Clamp(new_value, 0, max_stat)/max_stat if self.traits and self.traits.Enthusiast and new_value >= high_stat_threshold then performance = performance + TraitPresets.Enthusiast.param elseif self.traits and self.traits.Melancholic and new_value < low_stat_threshold then performance = performance - TraitPresets.Melancholic.param end if new_value >= high_stat_threshold and self.stat_health >= high_stat_threshold and self.stat_sanity >= high_stat_threshold and self.stat_comfort >= high_stat_threshold then if g_VocationOrientedSociety then performance = performance + g_VocationOrientedSociety.param1 end end self:SetBase("performance", performance) Msg("MoraleChanged", self) end local ChangeMembers = { Health = "ChangeHealth", Sanity = "ChangeSanity", Comfort = "ChangeComfort", -- Morale = "ChangeMorale", -- intentionally removed from this list, as it is meant to be changed via modifiers or in UpdateMorale only } local GetMembers = { Health = "stat_health", Sanity = "stat_sanity", Comfort = "stat_comfort", Morale = "stat_morale", } function Colonist:GetStat(stat) return self[GetMembers[stat]] end function Colonist:ChangeStat(stat, amount, reason, time) local name = ChangeMembers[stat] return self[name](self, amount, reason, time) end function TFormat.Stat(context_obj,value) return T{4341, "<value>", value = value/stat_scale} end function Colonist:LogStatClear(log, time) local count = #log assert(count % 3 == 0) for i=1,count,3 do if log[i] >= time then if i > 1 then table.move(log, i, count, 1) for j=count-i+2,count do log[j] = nil end end break end end end Colonist.HourUpdate = empty_func function Colonist:MysteryDream() self:ExitBuilding() if not IsValid(self) then return end local current_dome = IsUnitInDome(self) if current_dome or self:EnterBuilding(self.dome) then if not IsValid(self) then return end self:GoToRandomPosInDome(current_dome or self.dome) end self:PushDestructor(function(self) self.dreaming = true local anim_time = self:SetState("sleepStart") self:StartFX("MysteryDream") Sleep(anim_time) if not IsValid(self) then return end self:PlayFXMoment("hit-moment") self:PlayState("sleepIdle", 1, const.eDontCrossfade) if g_MysteryDream then WaitMsg("MysteryDreamEnded") Sleep(self:Random(500)) if not IsValid(self) then return end end self:StopFX() self:PlayState("sleepEnd") self.dreaming = false end) self:PopAndCallDestructor() end function SavegameFixups.FixForcedWorkplace() MapForEach("map", "Colonist", function(col) if col.user_forced_workplace then local wp = col.user_forced_workplace[1] if wp.specialist_enforce_mode then local wp_spec = wp.specialist or "none" if col.specialist or "none" ~= specialist then col.user_forced_workplace = false end end end end) end function OnMsg.GatherFXActions(list) list[#list + 1] = "MysteryDream" end if Platform.developer then function AddColonistCallFreqStats() AddCallFreqStat(Colonist, "FindEmigrationDome") AddCallFreqStat(Colonist, "UpdateWorkplace") AddCallFreqStat(Colonist, "UpdateResidence") end end function Colonist:OnDisappear() self:ClearTransportRequest() self:SetWorkplace(false) self:SetResidence(false) self:AssignToService(false) self:SetDome(false) UpdateAttachedSign(self) for effect in pairs(self.status_effects) do self:Affect(effect, false) end end function Colonist:BoardExpeditionRocket(rocket) assert(rocket.expedition) self:SetDome(false) self:ClearTransportRequest() self.expedition_rocket = rocket table.insert(rocket.departures, self) local reached self:PushDestructor(function(self) assert(self.command == "Die", "unexpected command (" .. self.command .. ") breaking colonist boarding sequence") table.remove_entry(rocket.departures, self) end) if not self:GotoBuildingSpot(rocket, rocket.drone_entry_spot) -- the colonist cannot reach the rocket, don't try to pass through objects, mountains or walk above ground... or not IsValid(rocket) or not rocket:IsBoardingAllowed() then -- rocket already left self:PopDestructor() table.remove_entry(rocket.departures, self) return end self:PopDestructor() self:PushDestructor(function(self) table.remove_entry(rocket.departures, self) if not rocket:IsBoardingAllowed() then return end table.insert(rocket.boarding, self) rocket:LeadIn(self, rocket.waypoint_chains.rocket_entrance[1]) table.remove_entry(rocket.boarding, self) table.insert(rocket.expedition.crew, self) ObjModified(rocket) SelectionRemove(self) self:SetHolder(rocket) self:SetCommand("Disappear", "keep in holder") end) self:PopAndCallDestructor() end function Colonist:SetDisembarkAnim(rocket) self:SetAnim(1, BreathableAtmosphere and self:HasState(rocket.disembark_anim_walk) and rocket.disembark_anim_walk or rocket.disembark_anim) end function Colonist:ReturnFromExpedition(rocket, dome) self.emigration_dome = nil self:PushDestructor(self.OnArrival) -- msg for return? --Msg("ColonistArrived", self) self:SetOutside(true) -- disembark local spot = rocket:GetSpotBeginIndex("Colonistout") local pos, angle = rocket:GetSpotLoc(spot) self:SetPos(pos) self:SetAngle(angle) self:SetHolder(false) self:SetDisembarkAnim(rocket) self:PushDestructor(function() Sleep(self:TimeToAnimEnd()) self:Detach() self:SetPos(pos) self:SetState("idle") table.remove_value(rocket.expedition.crew, self) end) self:PopAndCallDestructor() -- Disembark uninterruptible if not dome then rocket.disembarking_confused = true else self:SetDome(dome) self:EnterBuilding(dome) end self:PopAndCallDestructor() -- OnArrival end --[[ -- reset some old saves to not interfere function DebugPathPatch() MapForEach("map", "Drone", function(o) local command_center = o:GetCommandCenter() if command_center and not o:GetRestrictArea() then o:RestrictArea(command_center:GetPos(), const.DroneRestrictRadius) end end) MapForEach("map", "Colonist", function(o) if o.command == "VisitService" and o.holder ~= o.assigned_to_service then o:SetCommand("Idle") end end) end --]]
local key = KEYS[1] local arg = ARGV[1] return "hello world:" .. key .. " " .. arg
local Utilities = require "Utilities" local io = require "io" local Logger = require "Logger" local FileLogger = Logger:new() function FileLogger:init(level, name, filePath) Logger.init(self, level, name) self.fileName = filePath .. os.date("%Y.%m.%d") .. " " .. name .. ".log" self:openLogFile() return self end function FileLogger:log(level, args) self.file:write(tostring(os.date("%H:%M:%S")) .. " [" .. self.name .. "] [" .. level .. "] " .. self:buildMessage(args) .. "\n") self.file:flush() end function FileLogger:dispose() self.file:flush() self.file:close() end function FileLogger:openLogFile() local file, err = io.open(self.fileName, "a") if not file then error("Не удалось открывать файл: ;" .. self.fileName .. "'. Error: " .. err) end self.file = file end return FileLogger
--//================================================================ local theme_conf_default = { BGBrightness = 100, DefaultBG = false, DisableBGA = false, CenterPlayer = false, MusicRate = 1.0, FailType = "delayed", FailMissCombo = true, AllowW1 = true, TimingDifficulty = 4, LifeDifficulty = 4, } THEMECONFIG = create_lua_config{ name = "THEMECONFIG", file = "theme_config.lua", default = theme_conf_default, } THEMECONFIG:load("ProfileSlot_Invalid"); THEMECONFIG:set_dirty("ProfileSlot_Invalid"); THEMECONFIG:save("ProfileSlot_Invalid"); --//================================================================ function ResetThemeSettings() local tconf = THEMECONFIG:get_data("ProfileSlot_Invalid"); tconf.BGBrightness = 100; tconf.DefaultBackground = false; tconf.DisableBGA = false; tconf.CenterPlayer = false; tconf.MusicRate = 1.0; tconf.FailType = "delayed"; tconf.FailMissCombo = true; tconf.AllowW1 = true; tconf.TimingDifficulty = 4; tconf.LifeDifficulty = 4; THEMECONFIG:save(); end; --//================================================================ function ResetDisplayOptions() local tconf = THEMECONFIG:get_data("ProfileSlot_Invalid"); tconf.BGBrightness = 100; tconf.DefaultBG = false; tconf.DisableBGA = false; tconf.CenterPlayer = false; THEMECONFIG:save(); end; function ResetSongOptions() local tconf = THEMECONFIG:get_data("ProfileSlot_Invalid"); tconf.MusicRate = 1.0; tconf.FailType = "delayed"; tconf.FailMissCombo = true; THEMECONFIG:save(); end; function ResetJudgmentOptions() local tconf = THEMECONFIG:get_data("ProfileSlot_Invalid"); tconf.AllowW1 = true; tconf.TimingDifficulty = 4; tconf.LifeDifficulty = 4; THEMECONFIG:save(); end; --//================================================================ function ApplyThemeSettings() local tconf = THEMECONFIG:get_data("ProfileSlot_Invalid"); tconf.BGBrightness = clamp(tconf.BGBrightness,0,100); tconf.MusicRate = clamp(tconf.MusicRate,0.5,2.0); tconf.TimingDifficulty = clamp(tconf.TimingDifficulty,1,9); tconf.LifeDifficulty = clamp(tconf.LifeDifficulty,1,7); if string.lower(tconf.FailType) ~= "delayed" and string.lower(tconf.FailType) ~= "immediate" and string.lower(tconf.FailType) ~= "off" then tconf.FailType = "delayed"; end; ------------------------------------------------------------------------------------------------------- local timing_mapping = { 1.5, 1.33, 1.16, 1.00, 0.84, 0.66, 0.50, 0.33, 0.20 }; local life_mapping = { 1.6, 1.40, 1.20, 1.00, 0.80, 0.60, 0.40 }; PREFSMAN:SetPreference("BGBrightness", tconf.DefaultBG and 0 or math.round(tconf.BGBrightness*100)/10000); PREFSMAN:SetPreference("Center1Player", tconf.CenterPlayer); PREFSMAN:SetPreference("TimingWindowScale", timing_mapping[tconf.TimingDifficulty] ); PREFSMAN:SetPreference("LifeDifficultyScale", life_mapping[tconf.LifeDifficulty] ); PREFSMAN:SetPreference("AllowW1", tconf.AllowW1 and "AllowW1_Everywhere" or "AllowW1_Never" ); ------------------------------------------------------------------------------------------------------- local sops= GAMESTATE:GetSongOptionsObject("ModsLevel_Preferred"); sops:MusicRate(tconf.MusicRate); sops:StaticBackground(tconf.DisableBGA); GAMESTATE:ApplyPreferredSongOptionsToOtherLevels(); ------------------------------------------------------------------------------------------------------- local fail_mapping = { ["immediate"] = "FailType_Immediate", ["delayed"] = "FailType_ImmediateContinue", ["off"] = "FailType_Off", }; for pn in ivalues(GAMESTATE:GetHumanPlayers()) do local pstate = GAMESTATE:GetPlayerState(pn); local plops = pstate:get_player_options_no_defect("ModsLevel_Preferred"); plops:FailSetting(fail_mapping[string.lower(tconf.FailType)]) pstate:ApplyPreferredOptionsToOtherLevels(); end; end; --//================================================================ local player_conf_default= { ShowOffsetMeter = false, ShowEarlyLate = false, ShowJudgmentList = false, ShowPacemaker = "off", ReverseJudgment = false, ScreenFilter = 0, SpeedModifier = 25, } NOTESCONFIG = notefield_prefs_config; PLAYERCONFIG = create_lua_config{ name = "PLAYERCONFIG", file = "player_config.lua", default = player_conf_default, } add_standard_lua_config_save_load_hooks(PLAYERCONFIG); set_notefield_default_yoffset(170) --//================================================================ pacemaker_targets = { "off", "no target", "best score", "grade: D", "grade: C", "grade: B", "grade: A", "grade: AA", "grade: AAA" } --//================================================================ function ResetPlayerSpeed(pn) local nconf = NOTESCONFIG:get_data(pn); local pconf = PLAYERCONFIG:get_data(pn); nconf.speed_mod = 250; pconf.SpeedModifier = 25; nconf.speed_type = "maximum"; NOTESCONFIG:set_dirty(pn); PLAYERCONFIG:set_dirty(pn); end; function ResetPlayerZoom(pn) local nconf = NOTESCONFIG:get_data(pn); nconf.zoom = 1; nconf.zoom_x = 1; nconf.zoom_y = 1; nconf.zoom_z = 1; NOTESCONFIG:set_dirty(pn); end; function ResetPlayerRotation(pn) local nconf = NOTESCONFIG:get_data(pn); nconf.rotation_x = 0; nconf.rotation_y = 0; nconf.rotation_z = 0; NOTESCONFIG:set_dirty(pn); end; function ResetPlayerView(pn) local nconf = NOTESCONFIG:get_data(pn); nconf.reverse = 1; nconf.yoffset = 170; nconf.fov = 60; NOTESCONFIG:set_dirty(pn); end; function ResetPlayerDisplay(pn) local nconf = NOTESCONFIG:get_data(pn); local pconf = PLAYERCONFIG:get_data(pn); nconf.hidden = false; nconf.sudden = false; nconf.hidden_offset = 120; nconf.sudden_offset = 190; nconf.fade_distance = 40; nconf.glow_during_fade = true; pconf.ReverseJudgment = false; NOTESCONFIG:set_dirty(pn); PLAYERCONFIG:set_dirty(pn); end; function ResetPlayerTransform(pn) ResetPlayerZoom(pn) ResetPlayerRotation(pn) ResetPlayerView(pn) end;
ITEM.name = "Chain Axe" ITEM.description = "Chainaxes are brutal hand-to-hand Chain Weapons crafted in the form of a great one or two-handed axe which incorporates a powered chainsaw edge." ITEM.model = "models/joazzz/warhammer40k/weapons/chainaxe_curved.mdl" ITEM.class = "tfa_zad_chainaxe" ITEM.weaponCategory = "melee" ITEM.width = 2 ITEM.height = 6 ITEM.price = 450 ITEM.weight = 7 ITEM.iconCam = { ang = Angle(-0.020070368424058, 270.40155029297, 0), fov = 7.2253324508038, pos = Vector(0, 200, -1) }
local background = DisplayImage.new(Texture.new("background.png")) stage:addChild(background) local redbar = DisplayImage.new(Texture.new("red-bar.png")) redbar:setPosition(91, 230) stage:addChild(redbar) local greenbar = DisplayImage.new(Texture.new("green-bar.png")) greenbar:setPosition(91, 260) stage:addChild(greenbar) local bluebar = DisplayImage.new(Texture.new("blue-bar.png")) bluebar:setPosition(91, 290) stage:addChild(bluebar) local reddot = DisplayImage.new(Texture.new("red-dot.png")) reddot:setY(222) stage:addChild(reddot) local greendot = DisplayImage.new(Texture.new("green-dot.png")) greendot:setY(252) stage:addChild(greendot) local bluedot = DisplayImage.new(Texture.new("blue-dot.png")) bluedot:setY(282) stage:addChild(bluedot) local c = 1 local function onEnterFrame(d, e) -- get the precise timer c = c + 1 local t = c / 10 -- animate r,g,b multipliers of color transform local r = (math.sin(t * 0.5 + 0.3) + 1) / 2 local g = (math.sin(t * 0.8 + 0.2) + 1) / 2 local b = (math.sin(t * 1.3 + 0.6) + 1) / 2 -- set color transform -- bitmap:setColorTransform(r, g, b, 1) -- update the positions of dots reddot:setX(90 + r * 280) greendot:setX(90 + g * 280) bluedot:setX(90 + b * 280) end stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
return require 'mobdebug'
local Position = Component.create("Position") function Position:initialize(x, y) self.x = x self.y = y end function Position:toVector() return Vector(self.x, self.y) end function Position:setVector(vector) self.x = vector.x self.y = vector.y end
function display_leaves(s) if s:kind() == sexpr_kind.Cons then local h, t = s:fields() display_leaves(h) display_leaves(t) else print(s) assert(s:kind() == sexpr_kind.Nil or s:kind() == sexpr_kind.String or tostring(s:fields()) == tostring(s)) assert(s:kind() ~= sexpr_kind.String or '"' .. tostring(s:fields()) .. '"' == tostring(s)) end end local l = sexpr(sexpr(1), sexpr(name("a")), sexpr(mpz(10)), sexpr(mpq(3)/2), sexpr(1, 2, 3), sexpr(sexpr("a"), sexpr(10, 2)), sexpr(), sexpr("foo")) print(l) display_leaves(l)
object_mobile_azure_cabal_fillian = object_mobile_shared_azure_cabal_fillian:new { } ObjectTemplates:addTemplate(object_mobile_azure_cabal_fillian, "object/mobile/azure_cabal_fillian.iff")
local gauntlet_data = require "gauntlet_data" local deepcopy = require "deepcopy" local SpeedPlus = { NAME = "Speed + 3", } function SpeedPlus:activate(current_round) self.old_SpeedPlus = gauntlet_data.mega_SpeedPlus gauntlet_data.mega_SpeedPlus = gauntlet_data.mega_SpeedPlus + 3 if gauntlet_data.mega_SpeedPlus > 6 then gauntlet_data.mega_SpeedPlus = 6 end end function SpeedPlus:deactivate(current_round) gauntlet_data.mega_SpeedPlus = self.old_SpeedPlus end function SpeedPlus:get_description(current_round) return "Increase Buster Speed by 3!" end function SpeedPlus:get_brief_description() return SpeedPlus.NAME .. ": " .. "Buster Speed + 3" end function SpeedPlus.new() local new_SpeedPlus = deepcopy(SpeedPlus) new_SpeedPlus.DESCRIPTION = new_SpeedPlus:get_description(1) return deepcopy(new_SpeedPlus) end return SpeedPlus
local insert = table.insert local fmt = string.format local db = System.GetDatabase() -- TODO - Fix --[=[ function ta_update_kills(pc) if string.find(pc:GetName(), '%[TEST%]') then return end local s = [[INSERT INTO pwdata (tag, name, val) VALUES (?, ?, ?) ON DUPLICATE KEY UPDATE val = VALUES(val)]] local sth = assert(db:prepare(s)) local props = pc:GetAllProperties() if not props then return end for k, v in pairs(props) do if k:starts('kill_') then sth:execute(pc:GetTag(), k, v) end end sth:close() end function ta_load_kills(pc) if string.find(pc:GetName(), '%[TEST%]') then return end local s = [[SELECT name, val FROM pwdata WHERE name LIKE '%%kill_%%' and tag=?]] local sth = assert(db:prepare(s)) sth:execute(pc:GetTag()) for row in sth:rows() do pc:SetProperty(row[1], tonumber(row[2])) end sth:close() end ]=]
----------------------------------- -- Area: Sacrarium -- NPC: _0sw (Reliquiarium Gate) -- !pos 23.447 -1.563 50.941 28 ----------------------------------- local ID = require("scripts/zones/Sacrarium/IDs") ----------------------------------- function onTrigger(player, npc) if (player:getZPos() < 52) then player:messageSpecial(ID.text.STURDY_GATE) else player:messageSpecial(ID.text.KEYHOLE_DAMAGED) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) end
local propLimits = {} propLimits["vip"] = 30 propLimits["elite"] = 40 propLimits["event"] = 80 propLimits["superadmin"] = 100 propLimits["developer"] = 100 hook.Add("PlayerSpawnProp", "xyz_prop_limit_check", function(ply, model) local count = ply:GetCount("props") + 1 local limit = propLimits[ply:GetUserGroup()] or propLimits[ply:GetSecondaryUserGroup()] or 25 if count > limit then XYZShit.Msg("Props", Color(30, 150, 200), string.format("You have reached your prop limit of %s/%s", limit, limit), ply) return false end end) hook.Add("PlayerSpawnedProp", "xyz_prop_limit_notify", function(ply, model) local count = ply:GetCount("props") + 1 local limit = propLimits[ply:GetUserGroup()] or propLimits[ply:GetSecondaryUserGroup()] or 25 XYZShit.Msg("Props", Color(30, 150, 200), string.format("You have spawned a prop. You're now at %s/%s", count, limit ), ply) end)
--[[ desc: ATTRIBUTE, a service for attribute. author: Musoucrow since: 2018-6-25 alter: 2019-7-22 ]]-- local _SOUND = require("lib.sound") local _RESMGR = require("actor.resmgr") local _WORLD = require("actor.world") local _FACTORY = require("actor.factory") ---@class Actor.Service.ATTRIBUTE local _ATTRIBUTE = {} local _hpSoundData = _RESMGR.GetSoundData("hpRecovered") local _hpEffectData = _RESMGR.GetInstanceData("effect/hitting/heal") ---@param attributes Actor.Component.Attributes ---@param value number function _ATTRIBUTE.AddHp(attributes, value) attributes.hp = attributes.hp + value local max = attributes.maxHp - attributes.negativeHp if (attributes.hp < 0) then attributes.hp = 0 elseif (attributes.hp > max) then attributes.hp = max end end ---@param attributes Actor.Component.Attributes ---@param operation string @"+" or "*" ---@param key string ---@param value number ---@return table function _ATTRIBUTE.Add(attributes, operation, key, value) operation = operation or "+" local mark = {operation = operation, key = key, value = value} local value = operation == "+" and value or attributes.origin[key] * value attributes[key] = attributes[key] + value attributes.journal[mark] = true if (key == "maxHp" and attributes.hp > attributes.maxHp) then attributes.hp = attributes.maxHp end return mark end ---@param attributes Actor.Component.Attributes ---@param mark table function _ATTRIBUTE.Del(attributes, mark) local value = mark.operation == "+" and mark.value or attributes.origin[mark.key] * mark.value attributes[mark.key] = attributes[mark.key] - value attributes.journal[mark] = nil if (mark.key == "maxHp" and attributes.hp > attributes.maxHp) then attributes.hp = attributes.maxHp end end ---@param attributes Actor.Component.Attributes function _ATTRIBUTE.Adjust(attributes) for k, v in pairs(attributes.origin) do attributes[k] = v end for k in pairs(attributes.journal) do local value = k.operation == "+" and k.value or attributes.origin[k.key] * k.value attributes[k.key] = attributes[k.key] + value end end ---@param entity Actor.Entity ---@param value int function _ATTRIBUTE.AddHpWithEffect(entity, value) _ATTRIBUTE.AddHp(entity.attributes, value) _SOUND.Play(_hpSoundData) local pos = entity.transform.position _WORLD.AddDamageTip(value, "hp", pos.x, pos.y + pos.z) _FACTORY.New(_hpEffectData, {entity = entity}) end return _ATTRIBUTE
--package.path = "C:\\Users\\Thijs\\Dropbox\\Lua projects\\corowatch\\src\\?.lua;"..package.path local corowatch = require("corowatch") corowatch.export(_G) local res = 1 local testfunc = function() for n = 1,2000000 do res=math.sin(n/1000) end end local function test1() collectgarbage() collectgarbage() collectgarbage("stop") local t1 = corowatch.gettime() testfunc() t1 = corowatch.gettime() - t1 collectgarbage("restart") collectgarbage() collectgarbage() return t1 end local function test2(wrapper) -- wrapper = coroutine.wrap, or coroutine.wrapf collectgarbage() collectgarbage() collectgarbage("stop") local t2 = corowatch.gettime() wrapper(testfunc, 10001, 10000, function() end)() t2 = corowatch.gettime() - t2 collectgarbage("restart") collectgarbage() collectgarbage() return t2 end -- warm up for n = 1,3 do test1() test2(coroutine.wrap) test2(coroutine.wrapf) end -- run test local t0, t1, t2, iter = 0,0,0,10 for n = 1,iter do t0=test1() + t0 t1=test2(coroutine.wrap) + t1 t2=test2(coroutine.wrapf) + t2 end t0=t0/iter -- main loop t1=t1/iter -- coroutine t2=t2/iter -- protected coroutine print("Mainloop :",t0) print("Coroutine:",t1) print("Corowatch:",t2) print("corowatch is " .. math.floor((t2-t1)/t1 *100) .. "% slower than unprotected") print("coroutine is " .. math.floor((t0-t1)/t0 *100) .. "% faster than the main loop")
local Component = require "component" local physics = require "physics" local C = {} function C:new(right) local new = Component:new("leg") setmetatable(new, self) self.__index = self setmetatable(self, Component) new.phase = math.random()*2 new.phaseShift = 0 new.right = right --new.speed = math.random()*2 + 2 return new end function C:event(e) if(e.id == "init") then self.force = 20*self.owner.parent.physics.body:getMass() if(not self.move) then self.move = physics.moveJoint(self.owner,10) --200 end self.length = 1.8*self.owner.parent.r --self.owner.z = 0 end return e end function C:update(dt) local p = self.owner.parent --local o = self.owner if(not self.owner.dead) then self.phase = self.phase+dt end local x,y = p:getPosition() local dx,dy = p.spine.dx, p.spine.dy local r = self.length local ox,oy = self.owner:getPosition() local stopped = false if(dx == 0 and dy ==0 ) then stopped = true dx = math.cos(p.a) dy = math.sin(p.a) end --grabbed self.move:setTarget(ox,oy) if(self.phase < 0.25 and not stopped) then local a = math.pi*0.5 if(self.right) then a = -math.pi*0.5 end local tx, ty = rotateVector(dx, dy, a*0.4) local vx, vy = self.owner.physics.body:getLinearVelocity() local x1 = x+r*tx local y1 = y+r*ty self.move:setTarget(x1+vx/60,y1+vy/60) else local a = -0.5 if(self.right) then a = 0.5 end --TODO rotate opposite when reversing! dx,dy = rotateVector(dx,dy,a) if(not stopped) then p.physics.body:applyForce( self.force*dx, self.force*dy) end end local x1,y1 = self.owner:getPosition() if(dist(x1,y1,x,y) > self.length*1.1 and self.phase > 0.5) then self.phase = 0 end if(dist(x1,y1,x,y) > self.length*2.0) then self.phase = 0 end if(dist(x1,y1,x,y) > self.length*3.0) then self.owner.physics.body:setPosition(x,y) self.owner.physics.body:setLinearVelocity(0,0) end --[[if( - dot(x1-x,y1-y,dx,dy)>self.length ) then --or self.phase>2 self.phase = 0 end]] self.owner.a = math.atan2(y1-y,x1-x) end function C:draw_first() local o = self.owner local x,y = o:getPosition() local r = o.r love.graphics.setColor(o.color) --[[if(not shadows) then y = y+o.z end]] love.graphics.circle("fill", x*tile, y*tile, r*tile*1.1) --love.graphics.setColor(80, 20, 10) draw_connection(o,0.9) end return C
return {note={[48]={X=420;Y=836;Size=48;Sheet=3;};[36]={X=244;Y=924;Size=36;Sheet=1;};[72]={X=536;Y=612;Size=72;Sheet=10;};[96]={X=204;Y=904;Size=96;Sheet=17;};}; library_music={[72]={X=764;Y=156;Size=72;Sheet=8;};[36]={X=324;Y=124;Size=36;Sheet=1;};[96]={X=204;Y=404;Size=96;Sheet=18;};[48]={X=628;Y=160;Size=48;Sheet=3;};}; gavel={[72]={X=384;Y=80;Size=72;Sheet=8;};[36]={X=84;Y=44;Size=36;Sheet=1;};[96]={X=4;Y=704;Size=96;Sheet=19;};[48]={X=56;Y=628;Size=48;Sheet=3;};}; filter_5={[72]={X=840;Y=840;Size=72;Sheet=9;};[36]={X=724;Y=124;Size=36;Sheet=1;};[96]={X=4;Y=204;Size=96;Sheet=14;};[48]={X=212;Y=472;Size=48;Sheet=4;};}; home={[72]={X=612;Y=460;Size=72;Sheet=9;};[36]={X=964;Y=204;Size=36;Sheet=1;};[96]={X=704;Y=904;Size=96;Sheet=19;};[48]={X=784;Y=576;Size=48;Sheet=2;};}; list={[72]={X=916;Y=840;Size=72;Sheet=8;};[36]={X=644;Y=364;Size=36;Sheet=1;};[96]={X=104;Y=404;Size=96;Sheet=20;};[48]={X=472;Y=472;Size=48;Sheet=3;};}; time_to_leave={[72]={X=612;Y=232;Size=72;Sheet=8;};[36]={X=124;Y=204;Size=36;Sheet=1;};[96]={X=804;Y=504;Size=96;Sheet=11;};[48]={X=628;Y=784;Size=48;Sheet=2;};}; contact_phone={[48]={X=836;Y=56;Size=48;Sheet=4;};[36]={X=644;Y=764;Size=36;Sheet=1;};[72]={X=308;Y=460;Size=72;Sheet=10;};[96]={X=304;Y=804;Size=96;Sheet=13;};}; tap_and_play={[72]={X=764;Y=764;Size=72;Sheet=9;};[36]={X=404;Y=804;Size=36;Sheet=1;};[96]={X=804;Y=864;Size=96;Sheet=10;};[48]={X=600;Y=524;Size=48;Sheet=2;};}; assistant={[72]={X=384;Y=308;Size=72;Sheet=6;};[36]={X=484;Y=484;Size=36;Sheet=2;};[96]={X=404;Y=204;Size=96;Sheet=14;};[48]={X=524;Y=524;Size=48;Sheet=4;};}; access_alarms={[72]={X=80;Y=388;Size=72;Sheet=5;};[36]={X=924;Y=164;Size=36;Sheet=2;};[96]={X=4;Y=904;Size=96;Sheet=15;};[48]={X=368;Y=56;Size=48;Sheet=5;};}; https={[72]={X=916;Y=840;Size=72;Sheet=9;};[36]={X=684;Y=124;Size=36;Sheet=1;};[96]={X=604;Y=704;Size=96;Sheet=19;};[48]={X=4;Y=628;Size=48;Sheet=3;};}; stay_primary_portrait={[72]={X=384;Y=308;Size=72;Sheet=9;};[36]={X=324;Y=804;Size=36;Sheet=1;};[96]={X=4;Y=504;Size=96;Sheet=12;};[48]={X=56;Y=732;Size=48;Sheet=3;};}; vibration={[72]={X=688;Y=156;Size=72;Sheet=9;};[36]={X=804;Y=604;Size=36;Sheet=1;};[96]={X=104;Y=104;Size=96;Sheet=12;};[48]={X=420;Y=212;Size=48;Sheet=4;};}; group_work={[72]={X=232;Y=764;Size=72;Sheet=9;};[36]={X=524;Y=164;Size=36;Sheet=1;};[96]={X=704;Y=604;Size=96;Sheet=19;};[48]={X=784;Y=680;Size=48;Sheet=2;};}; mail_outline={[72]={X=4;Y=232;Size=72;Sheet=9;};[36]={X=604;Y=724;Size=36;Sheet=1;};[96]={X=4;Y=204;Size=96;Sheet=19;};[48]={X=524;Y=576;Size=48;Sheet=3;};}; airplanemode_active={[72]={X=384;Y=156;Size=72;Sheet=7;};[36]={X=124;Y=364;Size=36;Sheet=1;};[96]={X=304;Y=204;Size=96;Sheet=15;};[48]={X=212;Y=316;Size=48;Sheet=4;};}; live_tv={[72]={X=384;Y=536;Size=72;Sheet=8;};[36]={X=524;Y=404;Size=36;Sheet=1;};[96]={X=404;Y=404;Size=96;Sheet=20;};[48]={X=576;Y=108;Size=48;Sheet=3;};}; aspect_ratio={[72]={X=916;Y=4;Size=72;Sheet=6;};[36]={X=844;Y=444;Size=36;Sheet=2;};[96]={X=804;Y=204;Size=96;Sheet=14;};[48]={X=836;Y=264;Size=48;Sheet=3;};}; grid_off={[72]={X=308;Y=688;Size=72;Sheet=9;};[36]={X=804;Y=204;Size=36;Sheet=1;};[96]={X=304;Y=304;Size=96;Sheet=18;};[48]={X=56;Y=576;Size=48;Sheet=2;};}; local_airport={[72]={X=764;Y=536;Size=72;Sheet=8;};[36]={X=404;Y=404;Size=36;Sheet=1;};[96]={X=4;Y=704;Size=96;Sheet=20;};[48]={X=576;Y=212;Size=48;Sheet=3;};}; unfold_less={[48]={X=836;Y=316;Size=48;Sheet=3;};[36]={X=564;Y=524;Size=36;Sheet=1;};[72]={X=764;Y=80;Size=72;Sheet=10;};[96]={X=804;Y=204;Size=96;Sheet=11;};}; mood={[72]={X=460;Y=232;Size=72;Sheet=9;};[36]={X=244;Y=804;Size=36;Sheet=1;};[96]={X=504;Y=4;Size=96;Sheet=19;};[48]={X=108;Y=732;Size=48;Sheet=3;};}; translate={[72]={X=384;Y=384;Size=72;Sheet=7;};[36]={X=724;Y=364;Size=36;Sheet=1;};[96]={X=204;Y=4;Size=96;Sheet=11;};[48]={X=108;Y=524;Size=48;Sheet=4;};}; settings_power={[72]={X=612;Y=388;Size=72;Sheet=5;};[36]={X=444;Y=204;Size=36;Sheet=2;};[96]={X=204;Y=404;Size=96;Sheet=17;};[48]={X=472;Y=732;Size=48;Sheet=2;};}; open_with={[72]={X=80;Y=692;Size=72;Sheet=5;};[36]={X=564;Y=964;Size=36;Sheet=1;};[96]={X=104;Y=604;Size=96;Sheet=17;};[48]={X=732;Y=888;Size=48;Sheet=3;};}; local_gas_station={[72]={X=156;Y=232;Size=72;Sheet=7;};[36]={X=844;Y=484;Size=36;Sheet=1;};[96]={X=4;Y=304;Size=96;Sheet=19;};[48]={X=420;Y=420;Size=48;Sheet=3;};}; brightness_4={[72]={X=308;Y=312;Size=72;Sheet=5;};[36]={X=564;Y=4;Size=36;Sheet=2;};[96]={X=104;Y=804;Size=96;Sheet=16;};[48]={X=524;Y=212;Size=48;Sheet=4;};}; panorama_horizontal={[72]={X=156;Y=388;Size=72;Sheet=5;};[36]={X=84;Y=884;Size=36;Sheet=1;};[96]={X=504;Y=904;Size=96;Sheet=17;};[48]={X=108;Y=940;Size=48;Sheet=3;};}; brightness_medium={[72]={X=840;Y=692;Size=72;Sheet=5;};[36]={X=164;Y=204;Size=36;Sheet=2;};[96]={X=604;Y=104;Size=96;Sheet=16;};[48]={X=420;Y=56;Size=48;Sheet=4;};}; not_interested={[48]={X=524;Y=784;Size=48;Sheet=3;};[36]={X=364;Y=924;Size=36;Sheet=1;};[72]={X=156;Y=4;Size=72;Sheet=10;};[96]={X=604;Y=504;Size=96;Sheet=17;};}; border_top={[72]={X=764;Y=688;Size=72;Sheet=7;};[36]={X=524;Y=164;Size=36;Sheet=2;};[96]={X=704;Y=504;Size=96;Sheet=16;};[48]={X=576;Y=160;Size=48;Sheet=4;};}; library_add={[72]={X=840;Y=156;Size=72;Sheet=8;};[36]={X=244;Y=124;Size=36;Sheet=1;};[96]={X=4;Y=404;Size=96;Sheet=18;};[48]={X=420;Y=4;Size=48;Sheet=3;};}; desktop_windows={[48]={X=472;Y=940;Size=48;Sheet=4;};[36]={X=164;Y=524;Size=36;Sheet=1;};[72]={X=612;Y=4;Size=72;Sheet=10;};[96]={X=104;Y=504;Size=96;Sheet=13;};}; hdr_weak={[72]={X=840;Y=764;Size=72;Sheet=9;};[36]={X=604;Y=844;Size=36;Sheet=1;};[96]={X=4;Y=604;Size=96;Sheet=19;};[48]={X=316;Y=576;Size=48;Sheet=2;};}; confirmation_number={[72]={X=688;Y=232;Size=72;Sheet=9;};[36]={X=964;Y=764;Size=36;Sheet=1;};[96]={X=504;Y=804;Size=96;Sheet=13;};[48]={X=472;Y=160;Size=48;Sheet=4;};}; brightness_low={[72]={X=308;Y=768;Size=72;Sheet=5;};[36]={X=684;Y=204;Size=36;Sheet=2;};[96]={X=204;Y=104;Size=96;Sheet=16;};[48]={X=680;Y=212;Size=48;Sheet=4;};}; local_offer={[48]={X=264;Y=264;Size=48;Sheet=3;};[36]={X=764;Y=524;Size=36;Sheet=1;};[72]={X=612;Y=80;Size=72;Sheet=10;};[96]={X=304;Y=604;Size=96;Sheet=20;};}; adjust={[72]={X=460;Y=536;Size=72;Sheet=7;};[36]={X=444;Y=324;Size=36;Sheet=2;};[96]={X=704;Y=704;Size=96;Sheet=15;};[48]={X=732;Y=316;Size=48;Sheet=4;};}; play_arrow={[72]={X=536;Y=80;Size=72;Sheet=7;};[36]={X=764;Y=244;Size=36;Sheet=2;};[96]={X=604;Y=604;Size=96;Sheet=17;};[48]={X=784;Y=576;Size=48;Sheet=3;};}; all_inclusive={[72]={X=536;Y=156;Size=72;Sheet=6;};[36]={X=164;Y=84;Size=36;Sheet=2;};[96]={X=604;Y=804;Size=96;Sheet=15;};[48]={X=732;Y=264;Size=48;Sheet=4;};}; call={[72]={X=460;Y=540;Size=72;Sheet=5;};[36]={X=564;Y=884;Size=36;Sheet=1;};[96]={X=704;Y=304;Size=96;Sheet=15;};[48]={X=56;Y=784;Size=48;Sheet=4;};}; perm_contact_calendar={[72]={X=764;Y=236;Size=72;Sheet=5;};[36]={X=564;Y=164;Size=36;Sheet=2;};[96]={X=704;Y=704;Size=96;Sheet=17;};[48]={X=888;Y=888;Size=48;Sheet=3;};}; grain={[72]={X=916;Y=4;Size=72;Sheet=8;};[36]={X=644;Y=44;Size=36;Sheet=1;};[96]={X=104;Y=304;Size=96;Sheet=18;};[48]={X=4;Y=628;Size=48;Sheet=2;};}; invert_colors_off={[72]={X=764;Y=460;Size=72;Sheet=8;};[36]={X=324;Y=484;Size=36;Sheet=1;};[96]={X=404;Y=4;Size=96;Sheet=18;};[48]={X=836;Y=836;Size=48;Sheet=2;};}; photo_filter={[72]={X=308;Y=916;Size=72;Sheet=7;};[36]={X=644;Y=244;Size=36;Sheet=2;};[96]={X=4;Y=4;Size=96;Sheet=16;};[48]={X=160;Y=680;Size=48;Sheet=3;};}; chrome_reader_mode={[48]={X=784;Y=108;Size=48;Sheet=4;};[36]={X=684;Y=964;Size=36;Sheet=1;};[72]={X=232;Y=308;Size=72;Sheet=10;};[96]={X=304;Y=704;Size=96;Sheet=16;};}; stay_current_landscape={[48]={X=368;Y=524;Size=48;Sheet=3;};[36]={X=364;Y=764;Size=36;Sheet=1;};[72]={X=4;Y=612;Size=72;Sheet=10;};[96]={X=704;Y=864;Size=96;Sheet=10;};}; import_export={[72]={X=4;Y=612;Size=72;Sheet=9;};[36]={X=884;Y=84;Size=36;Sheet=1;};[96]={X=4;Y=904;Size=96;Sheet=19;};[48]={X=108;Y=732;Size=48;Sheet=2;};}; 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hearing={[72]={X=80;Y=764;Size=72;Sheet=9;};[36]={X=564;Y=804;Size=36;Sheet=1;};[96]={X=804;Y=904;Size=96;Sheet=19;};[48]={X=732;Y=888;Size=48;Sheet=2;};}; video_label={[48]={X=732;Y=212;Size=48;Sheet=4;};[36]={X=404;Y=684;Size=36;Sheet=1;};[72]={X=384;Y=384;Size=72;Sheet=10;};[96]={X=504;Y=804;Size=96;Sheet=12;};}; perm_camera_mic={[72]={X=536;Y=236;Size=72;Sheet=5;};[36]={X=364;Y=204;Size=36;Sheet=2;};[96]={X=4;Y=804;Size=96;Sheet=17;};[48]={X=316;Y=940;Size=48;Sheet=3;};}; lock={[48]={X=680;Y=368;Size=48;Sheet=3;};[36]={X=4;Y=684;Size=36;Sheet=1;};[72]={X=688;Y=232;Size=72;Sheet=10;};[96]={X=4;Y=104;Size=96;Sheet=20;};}; person_add={[72]={X=536;Y=612;Size=72;Sheet=6;};[36]={X=404;Y=204;Size=36;Sheet=2;};[96]={X=804;Y=704;Size=96;Sheet=17;};[48]={X=576;Y=836;Size=48;Sheet=3;};}; person_pin_circle={[72]={X=232;Y=688;Size=72;Sheet=6;};[36]={X=924;Y=4;Size=36;Sheet=2;};[96]={X=704;Y=804;Size=96;Sheet=17;};[48]={X=4;Y=836;Size=48;Sheet=3;};}; last_page={[72]={X=536;Y=460;Size=72;Sheet=8;};[36]={X=484;Y=84;Size=36;Sheet=1;};[96]={X=804;Y=204;Size=96;Sheet=18;};[48]={X=160;Y=56;Size=48;Sheet=3;};}; tablet={[72]={X=916;Y=460;Size=72;Sheet=9;};[36]={X=4;Y=244;Size=36;Sheet=1;};[96]={X=704;Y=704;Size=96;Sheet=12;};[48]={X=472;Y=888;Size=48;Sheet=2;};}; border_style={[72]={X=308;Y=536;Size=72;Sheet=7;};[36]={X=484;Y=244;Size=36;Sheet=2;};[96]={X=4;Y=604;Size=96;Sheet=16;};[48]={X=784;Y=4;Size=48;Sheet=4;};}; bluetooth_disabled={[72]={X=612;Y=4;Size=72;Sheet=7;};[36]={X=444;Y=284;Size=36;Sheet=2;};[96]={X=104;Y=904;Size=96;Sheet=16;};[48]={X=940;Y=576;Size=48;Sheet=4;};}; attachment={[72]={X=156;Y=460;Size=72;Sheet=6;};[36]={X=124;Y=444;Size=36;Sheet=2;};[96]={X=604;Y=204;Size=96;Sheet=14;};[48]={X=732;Y=472;Size=48;Sheet=4;};}; edit={[72]={X=384;Y=156;Size=72;Sheet=8;};[36]={X=924;Y=364;Size=36;Sheet=1;};[96]={X=704;Y=504;Size=96;Sheet=13;};[48]={X=784;Y=836;Size=48;Sheet=4;};}; person_pin={[72]={X=384;Y=612;Size=72;Sheet=6;};[36]={X=524;Y=44;Size=36;Sheet=2;};[96]={X=404;Y=904;Size=96;Sheet=17;};[48]={X=212;Y=836;Size=48;Sheet=3;};}; delete_sweep={[48]={X=680;Y=4;Size=48;Sheet=4;};[36]={X=644;Y=644;Size=36;Sheet=1;};[72]={X=688;Y=308;Size=72;Sheet=10;};[96]={X=4;Y=204;Size=96;Sheet=13;};}; queue_music={[72]={X=840;Y=80;Size=72;Sheet=6;};[36]={X=4;Y=324;Size=36;Sheet=2;};[96]={X=604;Y=504;Size=96;Sheet=18;};[48]={X=368;Y=472;Size=48;Sheet=3;};}; exposure={[72]={X=688;Y=384;Size=72;Sheet=7;};[36]={X=684;Y=244;Size=36;Sheet=1;};[96]={X=704;Y=904;Size=96;Sheet=14;};[48]={X=316;Y=576;Size=48;Sheet=4;};}; border_horizontal={[72]={X=688;Y=536;Size=72;Sheet=7;};[36]={X=44;Y=164;Size=36;Sheet=2;};[96]={X=104;Y=604;Size=96;Sheet=16;};[48]={X=784;Y=160;Size=48;Sheet=4;};}; perm_scan_wifi={[72]={X=80;Y=612;Size=72;Sheet=6;};[36]={X=524;Y=204;Size=36;Sheet=2;};[96]={X=904;Y=804;Size=96;Sheet=17;};[48]={X=576;Y=940;Size=48;Sheet=3;};}; people_outline={[72]={X=840;Y=464;Size=72;Sheet=5;};[36]={X=764;Y=124;Size=36;Sheet=2;};[96]={X=104;Y=504;Size=96;Sheet=17;};[48]={X=680;Y=940;Size=48;Sheet=3;};}; insert_comment={[72]={X=688;Y=308;Size=72;Sheet=7;};[36]={X=524;Y=484;Size=36;Sheet=1;};[96]={X=304;Y=204;Size=96;Sheet=18;};[48]={X=264;Y=888;Size=48;Sheet=2;};}; wb_incandescent={[72]={X=612;Y=308;Size=72;Sheet=6;};[36]={X=4;Y=444;Size=36;Sheet=2;};[96]={X=304;Y=4;Size=96;Sheet=11;};[48]={X=628;Y=524;Size=48;Sheet=4;};}; person={[72]={X=916;Y=692;Size=72;Sheet=5;};[36]={X=884;Y=4;Size=36;Sheet=2;};[96]={X=204;Y=704;Size=96;Sheet=17;};[48]={X=472;Y=784;Size=48;Sheet=3;};}; pie_chart={[72]={X=384;Y=688;Size=72;Sheet=7;};[36]={X=564;Y=324;Size=36;Sheet=2;};[96]={X=504;Y=604;Size=96;Sheet=17;};[48]={X=628;Y=524;Size=48;Sheet=3;};}; signal_wifi_off={[72]={X=536;Y=764;Size=72;Sheet=7;};[36]={X=884;Y=324;Size=36;Sheet=1;};[96]={X=804;Y=304;Size=96;Sheet=11;};[48]={X=160;Y=108;Size=48;Sheet=3;};}; web={[72]={X=460;Y=308;Size=72;Sheet=6;};[36]={X=924;Y=444;Size=36;Sheet=2;};[96]={X=304;Y=104;Size=96;Sheet=12;};[48]={X=212;Y=4;Size=48;Sheet=5;};}; perm_device_information={[72]={X=612;Y=460;Size=72;Sheet=6;};[36]={X=804;Y=84;Size=36;Sheet=2;};[96]={X=904;Y=904;Size=96;Sheet=17;};[48]={X=732;Y=836;Size=48;Sheet=3;};}; personal_video={[72]={X=612;Y=616;Size=72;Sheet=5;};[36]={X=284;Y=44;Size=36;Sheet=2;};[96]={X=704;Y=604;Size=96;Sheet=17;};[48]={X=576;Y=784;Size=48;Sheet=3;};}; compare_arrows={[48]={X=212;Y=784;Size=48;Sheet=4;};[36]={X=724;Y=924;Size=36;Sheet=1;};[72]={X=384;Y=536;Size=72;Sheet=10;};[96]={X=904;Y=704;Size=96;Sheet=13;};}; 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adb={[72]={X=764;Y=460;Size=72;Sheet=6;};[36]={X=164;Y=4;Size=36;Sheet=2;};[96]={X=204;Y=904;Size=96;Sheet=15;};[48]={X=264;Y=160;Size=48;Sheet=5;};}; equalizer={[72]={X=4;Y=156;Size=72;Sheet=8;};[36]={X=164;Y=124;Size=36;Sheet=1;};[96]={X=804;Y=504;Size=96;Sheet=13;};[48]={X=212;Y=888;Size=48;Sheet=4;};}; closed_caption={[72]={X=688;Y=384;Size=72;Sheet=9;};[36]={X=724;Y=764;Size=36;Sheet=1;};[96]={X=804;Y=204;Size=96;Sheet=15;};[48]={X=368;Y=836;Size=48;Sheet=4;};}; play_for_work={[72]={X=384;Y=4;Size=72;Sheet=7;};[36]={X=84;Y=324;Size=36;Sheet=2;};[96]={X=504;Y=204;Size=96;Sheet=16;};[48]={X=628;Y=368;Size=48;Sheet=3;};}; phone_missed={[72]={X=384;Y=312;Size=72;Sheet=5;};[36]={X=524;Y=84;Size=36;Sheet=2;};[96]={X=704;Y=304;Size=96;Sheet=16;};[48]={X=316;Y=732;Size=48;Sheet=3;};}; backup={[72]={X=308;Y=764;Size=72;Sheet=6;};[36]={X=4;Y=4;Size=36;Sheet=2;};[96]={X=104;Y=704;Size=96;Sheet=15;};[48]={X=732;Y=940;Size=48;Sheet=4;};}; settings_input_antenna={[72]={X=308;Y=688;Size=72;Sheet=6;};[36]={X=164;Y=164;Size=36;Sheet=2;};[96]={X=304;Y=304;Size=96;Sheet=17;};[48]={X=628;Y=888;Size=48;Sheet=2;};}; 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flight_land={[72]={X=536;Y=384;Size=72;Sheet=8;};[36]={X=124;Y=244;Size=36;Sheet=1;};[96]={X=804;Y=404;Size=96;Sheet=13;};[48]={X=524;Y=316;Size=48;Sheet=4;};}; view_headline={[72]={X=232;Y=692;Size=72;Sheet=5;};[36]={X=284;Y=964;Size=36;Sheet=1;};[96]={X=404;Y=704;Size=96;Sheet=11;};[48]={X=524;Y=836;Size=48;Sheet=4;};}; call_to_action={[72]={X=536;Y=464;Size=72;Sheet=5;};[36]={X=764;Y=404;Size=36;Sheet=1;};[96]={X=404;Y=204;Size=96;Sheet=15;};[48]={X=576;Y=836;Size=48;Sheet=4;};}; playlist_add_check={[72]={X=80;Y=80;Size=72;Sheet=7;};[36]={X=324;Y=284;Size=36;Sheet=2;};[96]={X=804;Y=404;Size=96;Sheet=16;};[48]={X=56;Y=420;Size=48;Sheet=3;};}; photo_size_select_large={[72]={X=536;Y=840;Size=72;Sheet=7;};[36]={X=484;Y=124;Size=36;Sheet=2;};[96]={X=204;Y=404;Size=96;Sheet=16;};[48]={X=4;Y=576;Size=48;Sheet=3;};}; favorite={[72]={X=840;Y=460;Size=72;Sheet=8;};[36]={X=964;Y=444;Size=36;Sheet=1;};[96]={X=904;Y=904;Size=96;Sheet=14;};[48]={X=108;Y=56;Size=48;Sheet=5;};}; data_usage={[72]={X=156;Y=232;Size=72;Sheet=9;};[36]={X=124;Y=684;Size=36;Sheet=1;};[96]={X=4;Y=104;Size=96;Sheet=13;};[48]={X=888;Y=4;Size=48;Sheet=4;};}; notifications_active={[48]={X=160;Y=836;Size=48;Sheet=3;};[36]={X=324;Y=924;Size=36;Sheet=1;};[72]={X=916;Y=688;Size=72;Sheet=10;};[96]={X=4;Y=904;Size=96;Sheet=17;};}; cancel={[36]={X=604;Y=964;Size=36;Sheet=1;};[24]={X=4;Y=4;Size=24;Sheet=1;};[96]={X=604;Y=4;Size=96;Sheet=15;};[72]={X=764;Y=612;Size=72;Sheet=6;};[48]={X=420;Y=108;Size=48;Sheet=4;};}; comment={[72]={X=308;Y=308;Size=72;Sheet=9;};[36]={X=724;Y=964;Size=36;Sheet=1;};[96]={X=504;Y=704;Size=96;Sheet=13;};[48]={X=472;Y=732;Size=48;Sheet=4;};}; close={[36]={X=164;Y=804;Size=36;Sheet=1;};[24]={X=284;Y=4;Size=24;Sheet=1;};[96]={X=304;Y=304;Size=96;Sheet=15;};[72]={X=384;Y=460;Size=72;Sheet=9;};[48]={X=368;Y=160;Size=48;Sheet=4;};}; phone_locked={[72]={X=916;Y=312;Size=72;Sheet=5;};[36]={X=924;Y=84;Size=36;Sheet=2;};[96]={X=904;Y=304;Size=96;Sheet=16;};[48]={X=732;Y=732;Size=48;Sheet=3;};}; local_bar={[72]={X=308;Y=916;Size=72;Sheet=8;};[36]={X=44;Y=444;Size=36;Sheet=1;};[96]={X=404;Y=604;Size=96;Sheet=20;};[48]={X=368;Y=628;Size=48;Sheet=3;};}; 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keyboard={[72]={X=612;Y=232;Size=72;Sheet=7;};[36]={X=724;Y=444;Size=36;Sheet=1;};[96]={X=804;Y=4;Size=96;Sheet=18;};[48]={X=4;Y=680;Size=48;Sheet=3;};}; skip_previous={[72]={X=764;Y=612;Size=72;Sheet=7;};[36]={X=364;Y=364;Size=36;Sheet=2;};[96]={X=4;Y=204;Size=96;Sheet=11;};[48]={X=420;Y=888;Size=48;Sheet=3;};}; format_list_bulleted={[72]={X=916;Y=232;Size=72;Sheet=8;};[36]={X=484;Y=204;Size=36;Sheet=1;};[96]={X=304;Y=504;Size=96;Sheet=14;};[48]={X=628;Y=160;Size=48;Sheet=5;};}; golf_course={[72]={X=840;Y=4;Size=72;Sheet=8;};[36]={X=44;Y=44;Size=36;Sheet=1;};[96]={X=4;Y=504;Size=96;Sheet=19;};[48]={X=316;Y=680;Size=48;Sheet=2;};}; nature={[72]={X=764;Y=308;Size=72;Sheet=9;};[36]={X=564;Y=844;Size=36;Sheet=1;};[96]={X=704;Y=4;Size=96;Sheet=19;};[48]={X=420;Y=680;Size=48;Sheet=3;};}; add_location={[72]={X=460;Y=844;Size=72;Sheet=5;};[36]={X=844;Y=204;Size=36;Sheet=2;};[96]={X=604;Y=704;Size=96;Sheet=15;};[48]={X=420;Y=108;Size=48;Sheet=5;};}; subscriptions={[48]={X=4;Y=472;Size=48;Sheet=3;};[36]={X=684;Y=524;Size=36;Sheet=1;};[72]={X=308;Y=384;Size=72;Sheet=10;};[96]={X=4;Y=304;Size=96;Sheet=11;};}; 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accessibility={[72]={X=908;Y=160;Size=72;Sheet=5;};[36]={X=164;Y=124;Size=36;Sheet=2;};[96]={X=604;Y=904;Size=96;Sheet=15;};[48]={X=420;Y=160;Size=48;Sheet=5;};}; remove_from_queue={[72]={X=308;Y=460;Size=72;Sheet=6;};[36]={X=164;Y=444;Size=36;Sheet=2;};[96]={X=304;Y=704;Size=96;Sheet=18;};[48]={X=160;Y=160;Size=48;Sheet=3;};}; add_to_queue={[72]={X=460;Y=616;Size=72;Sheet=5;};[36]={X=964;Y=364;Size=36;Sheet=2;};[96]={X=804;Y=504;Size=96;Sheet=15;};[48]={X=4;Y=368;Size=48;Sheet=4;};}; disc_full={[72]={X=764;Y=916;Size=72;Sheet=8;};[36]={X=884;Y=484;Size=36;Sheet=1;};[96]={X=904;Y=204;Size=96;Sheet=12;};[48]={X=4;Y=316;Size=48;Sheet=3;};}; transfer_within_a_station={[72]={X=536;Y=688;Size=72;Sheet=8;};[36]={X=804;Y=444;Size=36;Sheet=1;};[96]={X=604;Y=104;Size=96;Sheet=12;};[48]={X=784;Y=576;Size=48;Sheet=4;};}; laptop_mac={[72]={X=688;Y=460;Size=72;Sheet=8;};[36]={X=644;Y=84;Size=36;Sheet=1;};[96]={X=504;Y=204;Size=96;Sheet=18;};[48]={X=836;Y=160;Size=48;Sheet=3;};}; book={[72]={X=80;Y=612;Size=72;Sheet=7;};[36]={X=244;Y=364;Size=36;Sheet=2;};[96]={X=704;Y=904;Size=96;Sheet=16;};[48]={X=316;Y=628;Size=48;Sheet=4;};}; 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pets={[72]={X=308;Y=692;Size=72;Sheet=5;};[36]={X=844;Y=4;Size=36;Sheet=2;};[96]={X=804;Y=4;Size=96;Sheet=16;};[48]={X=316;Y=836;Size=48;Sheet=3;};}; assessment={[72]={X=80;Y=80;Size=72;Sheet=6;};[36]={X=724;Y=484;Size=36;Sheet=2;};[96]={X=804;Y=304;Size=96;Sheet=14;};[48]={X=524;Y=576;Size=48;Sheet=4;};}; view_day={[72]={X=232;Y=920;Size=72;Sheet=5;};[36]={X=724;Y=564;Size=36;Sheet=1;};[96]={X=404;Y=904;Size=96;Sheet=11;};[48]={X=628;Y=784;Size=48;Sheet=4;};}; call_missed={[72]={X=80;Y=236;Size=72;Sheet=5;};[36]={X=564;Y=244;Size=36;Sheet=2;};[96]={X=104;Y=404;Size=96;Sheet=15;};[48]={X=264;Y=784;Size=48;Sheet=4;};}; sim_card={[72]={X=4;Y=232;Size=72;Sheet=7;};[36]={X=84;Y=284;Size=36;Sheet=2;};[96]={X=704;Y=604;Size=96;Sheet=12;};[48]={X=680;Y=784;Size=48;Sheet=3;};}; vpn_key={[72]={X=156;Y=80;Size=72;Sheet=7;};[36]={X=44;Y=324;Size=36;Sheet=2;};[96]={X=704;Y=204;Size=96;Sheet=11;};[48]={X=368;Y=680;Size=48;Sheet=4;};}; sim_card_alert={[72]={X=688;Y=4;Size=72;Sheet=7;};[36]={X=804;Y=324;Size=36;Sheet=2;};[96]={X=704;Y=304;Size=96;Sheet=11;};[48]={X=316;Y=420;Size=48;Sheet=3;};}; 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my_location={[48]={X=472;Y=680;Size=48;Sheet=3;};[36]={X=404;Y=764;Size=36;Sheet=1;};[72]={X=916;Y=460;Size=72;Sheet=10;};[96]={X=904;Y=4;Size=96;Sheet=19;};}; loupe={[72]={X=916;Y=308;Size=72;Sheet=9;};[36]={X=604;Y=644;Size=36;Sheet=1;};[96]={X=304;Y=204;Size=96;Sheet=19;};[48]={X=212;Y=368;Size=48;Sheet=3;};}; forward_10={[72]={X=460;Y=308;Size=72;Sheet=8;};[36]={X=164;Y=204;Size=36;Sheet=1;};[96]={X=504;Y=304;Size=96;Sheet=13;};[48]={X=472;Y=940;Size=48;Sheet=2;};}; signal_cellular_connected_no_internet_4_bar={[72]={X=4;Y=916;Size=72;Sheet=6;};[36]={X=284;Y=444;Size=36;Sheet=2;};[96]={X=304;Y=804;Size=96;Sheet=12;};[48]={X=4;Y=940;Size=48;Sheet=2;};}; border_left={[72]={X=916;Y=916;Size=72;Sheet=7;};[36]={X=124;Y=244;Size=36;Sheet=2;};[96]={X=204;Y=504;Size=96;Sheet=16;};[48]={X=732;Y=160;Size=48;Sheet=4;};}; trending_up={[72]={X=80;Y=840;Size=72;Sheet=8;};[36]={X=524;Y=84;Size=36;Sheet=1;};[96]={X=204;Y=104;Size=96;Sheet=11;};[48]={X=940;Y=940;Size=48;Sheet=4;};}; content_copy={[48]={X=108;Y=56;Size=48;Sheet=4;};[36]={X=924;Y=764;Size=36;Sheet=1;};[72]={X=232;Y=460;Size=72;Sheet=10;};[96]={X=204;Y=804;Size=96;Sheet=13;};}; looks_4={[48]={X=524;Y=368;Size=48;Sheet=3;};[36]={X=124;Y=644;Size=36;Sheet=1;};[72]={X=764;Y=612;Size=72;Sheet=10;};[96]={X=304;Y=4;Size=96;Sheet=20;};}; group={[72]={X=384;Y=764;Size=72;Sheet=9;};[36]={X=4;Y=844;Size=36;Sheet=1;};[96]={X=404;Y=604;Size=96;Sheet=19;};[48]={X=756;Y=524;Size=48;Sheet=2;};}; local_dining={[36]={X=164;Y=564;Size=36;Sheet=1;};[24]={X=88;Y=4;Size=24;Sheet=1;};[96]={X=104;Y=504;Size=96;Sheet=20;};[72]={X=460;Y=840;Size=72;Sheet=8;};[48]={X=264;Y=212;Size=48;Sheet=3;};}; insert_invitation={[72]={X=612;Y=688;Size=72;Sheet=8;};[36]={X=124;Y=404;Size=36;Sheet=1;};[96]={X=504;Y=4;Size=96;Sheet=18;};[48]={X=4;Y=836;Size=48;Sheet=2;};}; restaurant={[72]={X=384;Y=4;Size=72;Sheet=6;};[36]={X=804;Y=444;Size=36;Sheet=2;};[96]={X=4;Y=904;Size=96;Sheet=18;};[48]={X=732;Y=4;Size=48;Sheet=3;};}; image_aspect_ratio={[72]={X=688;Y=840;Size=72;Sheet=9;};[36]={X=644;Y=124;Size=36;Sheet=1;};[96]={X=204;Y=904;Size=96;Sheet=19;};[48]={X=108;Y=628;Size=48;Sheet=3;};}; do_not_disturb_on={[72]={X=384;Y=840;Size=72;Sheet=8;};[36]={X=884;Y=524;Size=36;Sheet=1;};[96]={X=704;Y=304;Size=96;Sheet=12;};[48]={X=472;Y=316;Size=48;Sheet=3;};}; settings={[72]={X=156;Y=236;Size=72;Sheet=5;};[36]={X=324;Y=124;Size=36;Sheet=2;};[96]={X=604;Y=404;Size=96;Sheet=17;};[48]={X=472;Y=784;Size=48;Sheet=2;};}; filter_4={[72]={X=4;Y=916;Size=72;Sheet=9;};[36]={X=324;Y=164;Size=36;Sheet=1;};[96]={X=304;Y=204;Size=96;Sheet=14;};[48]={X=368;Y=420;Size=48;Sheet=4;};}; low_priority={[72]={X=80;Y=460;Size=72;Sheet=9;};[36]={X=204;Y=684;Size=36;Sheet=1;};[96]={X=204;Y=204;Size=96;Sheet=19;};[48]={X=732;Y=368;Size=48;Sheet=3;};}; cloud_download={[72]={X=612;Y=4;Size=72;Sheet=9;};[36]={X=204;Y=844;Size=36;Sheet=1;};[96]={X=304;Y=404;Size=96;Sheet=15;};[48]={X=680;Y=56;Size=48;Sheet=5;};}; subtitles={[72]={X=612;Y=916;Size=72;Sheet=8;};[36]={X=924;Y=524;Size=36;Sheet=1;};[96]={X=604;Y=304;Size=96;Sheet=11;};[48]={X=524;Y=420;Size=48;Sheet=3;};}; flare={[72]={X=308;Y=764;Size=72;Sheet=9;};[36]={X=364;Y=164;Size=36;Sheet=1;};[96]={X=904;Y=504;Size=96;Sheet=14;};[48]={X=4;Y=316;Size=48;Sheet=4;};}; record_voice_over={[72]={X=840;Y=688;Size=72;Sheet=6;};[36]={X=524;Y=444;Size=36;Sheet=2;};[96]={X=404;Y=604;Size=96;Sheet=18;};[48]={X=316;Y=212;Size=48;Sheet=3;};}; help_outline={[72]={X=916;Y=688;Size=72;Sheet=9;};[36]={X=684;Y=804;Size=36;Sheet=1;};[96]={X=904;Y=804;Size=96;Sheet=19;};[48]={X=784;Y=888;Size=48;Sheet=2;};}; notifications_paused={[48]={X=472;Y=836;Size=48;Sheet=3;};[36]={X=284;Y=564;Size=36;Sheet=1;};[72]={X=308;Y=80;Size=72;Sheet=10;};[96]={X=704;Y=504;Size=96;Sheet=17;};}; inbox={[72]={X=612;Y=4;Size=72;Sheet=8;};[36]={X=404;Y=484;Size=36;Sheet=1;};[96]={X=504;Y=304;Size=96;Sheet=18;};[48]={X=836;Y=680;Size=48;Sheet=2;};}; looks_6={[72]={X=916;Y=4;Size=72;Sheet=9;};[36]={X=964;Y=604;Size=36;Sheet=1;};[96]={X=404;Y=4;Size=96;Sheet=20;};[48]={X=264;Y=420;Size=48;Sheet=3;};}; battery_50={[72]={X=156;Y=916;Size=72;Sheet=6;};[36]={X=844;Y=404;Size=36;Sheet=2;};[96]={X=304;Y=704;Size=96;Sheet=15;};[48]={X=680;Y=836;Size=48;Sheet=4;};}; crop={[72]={X=460;Y=80;Size=72;Sheet=9;};[36]={X=804;Y=644;Size=36;Sheet=1;};[96]={X=504;Y=4;Size=96;Sheet=13;};[48]={X=108;Y=212;Size=48;Sheet=4;};}; find_in_page={[72]={X=612;Y=764;Size=72;Sheet=9;};[36]={X=124;Y=844;Size=36;Sheet=1;};[96]={X=504;Y=104;Size=96;Sheet=14;};[48]={X=680;Y=108;Size=48;Sheet=5;};}; expand_more={[72]={X=4;Y=308;Size=72;Sheet=7;};[36]={X=564;Y=284;Size=36;Sheet=1;};[96]={X=4;Y=704;Size=96;Sheet=13;};[48]={X=784;Y=472;Size=48;Sheet=4;};}; do_not_disturb_off={[72]={X=688;Y=916;Size=72;Sheet=8;};[36]={X=4;Y=564;Size=36;Sheet=1;};[96]={X=404;Y=404;Size=96;Sheet=12;};[48]={X=888;Y=264;Size=48;Sheet=3;};}; cloud_upload={[48]={X=888;Y=888;Size=48;Sheet=4;};[36]={X=444;Y=764;Size=36;Sheet=1;};[72]={X=80;Y=764;Size=72;Sheet=10;};[96]={X=404;Y=304;Size=96;Sheet=15;};}; stop={[48]={X=316;Y=888;Size=48;Sheet=3;};[36]={X=124;Y=724;Size=36;Sheet=1;};[72]={X=460;Y=384;Size=72;Sheet=10;};[96]={X=404;Y=4;Size=96;Sheet=12;};}; cloud_done={[72]={X=688;Y=80;Size=72;Sheet=9;};[36]={X=284;Y=764;Size=36;Sheet=1;};[96]={X=604;Y=304;Size=96;Sheet=15;};[48]={X=4;Y=784;Size=48;Sheet=4;};}; check_circle={[48]={X=472;Y=836;Size=48;Sheet=4;};[36]={X=284;Y=924;Size=36;Sheet=1;};[72]={X=156;Y=764;Size=72;Sheet=10;};[96]={X=404;Y=604;Size=96;Sheet=16;};}; error={[72]={X=916;Y=688;Size=72;Sheet=8;};[36]={X=964;Y=84;Size=36;Sheet=1;};[96]={X=404;Y=504;Size=96;Sheet=13;};[48]={X=680;Y=940;Size=48;Sheet=4;};}; signal_wifi_4_bar_lock={[72]={X=4;Y=156;Size=72;Sheet=6;};[36]={X=244;Y=324;Size=36;Sheet=1;};[96]={X=204;Y=304;Size=96;Sheet=11;};[48]={X=940;Y=212;Size=48;Sheet=3;};}; }
-- Doesn't fully mimic the base skill as it doesn't hit "visible" invisible units, and true sight doesn't work based on aura modifier_mutation_thundergods_wrath = class({}) function modifier_mutation_thundergods_wrath:IsHidden() return true end function modifier_mutation_thundergods_wrath:IsDebuff() return true end function modifier_mutation_thundergods_wrath:IsPurgable() return false end function modifier_mutation_thundergods_wrath:OnCreated() if IsClient() then return end local game_time = math.min(GameRules:GetDOTATime(false, false) / 60, 30) local vision_radius = 500 -- How much vision the skill gives around all units impacted local vision_duration = 3 -- How long the vision duration lasts self.damage = 300 + (80 * game_time) -- Borrowing code from hero_zuus.lua local hero = self:GetParent() local target_point = hero:GetAbsOrigin() EmitSoundOnClient("Hero_Zuus.GodsWrath", hero:GetPlayerOwner()) local thundergod_strike_particle = ParticleManager:CreateParticle("particles/units/heroes/hero_zuus/zuus_thundergods_wrath.vpcf", PATTACH_ABSORIGIN_FOLLOW, hero) ParticleManager:SetParticleControl(thundergod_strike_particle, 0, Vector(target_point.x, target_point.y, target_point.z + hero:GetBoundingMaxs().z)) ParticleManager:SetParticleControl(thundergod_strike_particle, 1, Vector(target_point.x, target_point.y, 2000)) ParticleManager:SetParticleControl(thundergod_strike_particle, 2, Vector(target_point.x, target_point.y, target_point.z + hero:GetBoundingMaxs().z)) ParticleManager:ReleaseParticleIndex(thundergod_strike_particle) local particle = ParticleManager:CreateParticle("particles/econ/items/zeus/arcana_chariot/zeus_arcana_thundergods_wrath_start_bolt_parent.vpcf", PATTACH_ABSORIGIN_FOLLOW, hero) ParticleManager:SetParticleControl(particle, 0, target_point) ParticleManager:ReleaseParticleIndex(particle) local damageTable = { victim = hero, damage = self.damage, damage_type = DAMAGE_TYPE_MAGICAL, attacker = self:GetCaster(), } if not hero:IsInvisible() then ApplyDamage(damageTable) SendOverheadEventMessage(nil, OVERHEAD_ALERT_BONUS_SPELL_DAMAGE, hero, self.damage, nil) end AddFOWViewer(DOTA_TEAM_GOODGUYS, target_point, vision_radius, vision_duration, false) AddFOWViewer(DOTA_TEAM_BADGUYS, target_point, vision_radius, vision_duration, false) end function modifier_mutation_thundergods_wrath:CheckState() local state = {[MODIFIER_STATE_INVISIBLE] = false} return state end function modifier_mutation_thundergods_wrath:GetPriority() return MODIFIER_PRIORITY_HIGH end
require 'config' function write_fam(file) for f in factions() do for u in f.units do if u.familiar then file:write(u.id .. " " .. u.familiar.id .. "\n") end end end end function read_fam(file) m, f = file:read("*n", "*n") while m and f do mag = get_unit(m) fam = get_unit(f) if mag and fam then mag.familiar = fam end m, f = file:read("*n", "*n") end end eressea.read_game(get_turn()..".dat") file = io.open("familiars.txt", "r") if file then read_fam(file) eressea.write_game(get_turn()..".fix") else file = io.open("familiars.txt", "w") write_fam(file) end file:close()
workspace "Citrine" architecture "x64" startproject "Sandbox" configurations { "Debug", "Release", "Dist" } outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" -- Include directories relative to root folder (solution directory) IncludeDir = {} IncludeDir["GLFW"] = "Citrine/vendor/GLFW/include" IncludeDir["Glad"] = "Citrine/vendor/Glad/include" IncludeDir["ImGui"] = "Citrine/vendor/imgui" IncludeDir["glm"] = "Citrine/vendor/glm" include "Citrine/vendor/GLFW" include "Citrine/vendor/Glad" include "Citrine/vendor/imgui" project "Citrine" location "Citrine" kind "StaticLib" language "C++" cppdialect "C++17" staticruntime "on" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") pchheader "ctpch.h" pchsource "Citrine/src/ctpch.cpp" files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp", "%{prj.name}/vendor/glm/glm/**.hpp", "%{prj.name}/vendor/glm/glm/**.inl" } includedirs { "%{prj.name}/src", "%{prj.name}/vendor/spdlog/include;", "%{IncludeDir.GLFW}", "%{IncludeDir.Glad}", "%{IncludeDir.ImGui}", "%{IncludeDir.glm}" } links { "GLFW", "Glad", "ImGui", "opengl32.lib" } filter "system:windows" systemversion "latest" defines { "CT_PLATFORM_WINDOWS", "CT_BUILD_DLL", "GLFW_INCLUDE_NONE" } filter "configurations:Debug" defines "CT_DEBUG" runtime "Debug" symbols "on" filter "configurations:Release" defines "CT_RELEASE" runtime "Release" optimize "on" filter "configurations:Dist" defines "CT_DIST" runtime "Release" optimize "on" project "Sandbox" location "Sandbox" kind "ConsoleApp" language "C++" cppdialect "C++17" staticruntime "on" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp" } includedirs { "Citrine/vendor/spdlog/include;", "Citrine/src", "Citrine/vendor", "%{IncludeDir.glm}" } links { "Citrine" } filter "system:windows" systemversion "latest" defines { "CT_PLATFORM_WINDOWS", } filter "configurations:Debug" defines "CT_DEBUG" runtime "Debug" symbols "on" filter "configurations:Release" defines "CT_RELEASE" runtime "Release" optimize "on" filter "configurations:Dist" defines "CT_DIST" runtime "Release" optimize "on"
------------------------------------------------------------------------------- -- Input library functions ------------------------------------------------------------------------------- local input_lib = SF.Libraries.RegisterLocal("input") local function getPdaObject(ply) ply = SF.UnwrapObject(ply) if not IsValid(ply) then return nil end local pda = ply.ActivePdaSystem if not IsValid(pda) then return nil end local ent = SF.instance.data.entity if ply.SFRemote_Link ~= ent then return nil end return ply, pda end --- Returns name of active input device function input_lib.getDeviceName(ply) SF.CheckType(ply, SF.Types["Player"]) local _, pda = getPdaObject(ply) if not pda then return nil end return pda.DeviceName or "<unknown>" end
local platform = {} local ffi = require("ffi") local library = ffi.C platform.library = library platform.invalid_socket = -1 platform._SETSIZE = 1024 ffi.cdef([[ struct linger { int l_onoff; int l_linger; }; char *strerror( int errnum ); const char *gai_strerror( int ecode ); const char *hstrerror( int err ); typedef int SOCKET; int close( SOCKET socket ); int fcntl( int fd, int cmd, ... ); typedef long time_t; typedef long suseconds_t; struct timeval { time_t tv_sec; suseconds_t tv_usec; }; struct timezone { int tz_minuteswest; int tz_dsttime; }; int gettimeofday( struct timeval *tv, struct timezone *tz ); struct timespec { time_t tv_sec; long tv_nsec; }; int nanosleep( const struct timespec *req, struct timespec *rem ); ]]) local STRERRORS = { [13] = "permission denied", -- EACCES [98] = "address already in use", -- EADDRINUSE [103] = "closed", -- ECONNABORTED [104] = "closed", -- ECONNRESET [106] = "already connected", -- EISCONN [110] = "timeout", -- ETIMEDOUT [111] = "connection refused" -- ECONNREFUSED } local GAISTRERRORS = { [2] = "temporary failure in name resolution", -- EAI_AGAIN [3] = "invalid value for ai_flags", -- EAI_BADFLAGS [4] = "non-recoverable failure in name resolution", -- EAI_FAIL [5] = "ai_family not supported", -- EAI_FAMILY [6] = "memory allocation failure", -- EAI_MEMORY [8] = "host or service not provided, or not known", -- EAI_NONAME [9] = "service not supported for socket type", -- EAI_SERVICE [10] = "ai_socktype not supported", -- EAI_SOCKTYPE [12] = "invalid value for hints", -- EAI_BADHINTS [13] = "resolved protocol is unknown", -- EAI_PROTOCOL [14] = "argument buffer overflow" -- EAI_OVERFLOW } local function ioerror(err) if err == IO_DONE then return nil elseif err == IO_CLOSED then return "closed" elseif err == IO_TIMEOUT then return "timeout" end return "unknown error" end function platform.hoststrerror(err) if err <= 0 then return ioerror(err) elseif err == 1 then -- HOST_NOT_FOUND return "host not found" end return library.hstrerror(err) end function platform.strerror(err) if err <= 0 then return ioerror(err) end return STRERRORS[err] or library.strerror(err) end function platform.gaistrerror(err) if err == EAI_SYSTEM then return library.strerror(ffi.errno()) elseif GAISTRERRORS[err] ~= nil then return GAISTRERRORS[err] end return platform.gai_strerror(err) end platform.lasterror = ffi.errno function platform.setblocking(internal) local flags = library.fcntl(internal, 3, 0) -- F_GETFL flags = bit.band(flags, bit.bnot(4)) -- O_NONBLOCK library.fcntl(internal, 4, flags) -- F_SETFL end function platform.setnonblocking(internal) local flags = library.fcntl(internal, 3, 0) -- F_GETFL flags = bit.bor(flags, 4) -- O_NONBLOCK library.fcntl(internal, 4, flags) -- F_SETFL end function platform.gai_strerror(err) return library.gai_strerror(err) end function platform.gettime() local v = ffi.new("struct timeval") library.gettimeofday(ffi.cast("struct timeval *", v), nil) return v.tv_sec + v.tv_usec / 1000000 end function platform.sleep(secs) if secs < 0 then secs = 0 end if n > 2147483647 then n = 2147483647 end local t = ffi.new("struct timespec") t.tv_sec = math.floor(secs) secs = secs - t.tv_sec t.tv_nsec = math.floor(secs * 1000000000) if t.tv_nsec >= 1000000000 then t.tv_nsec = 999999999 end local r = ffi.new("struct timespec") while library.nanosleep(t, r) != 0 do t.tv_sec = r.tv_sec t.tv_nsec = r.tv_nsec end end return platform
local GameScene = class("GameScene", function() return cc.Scene:create() end) local GameLayer = require("GameLayer") -- map 地图 -- level 级数 function GameScene.scene(map, level) local scene = GameScene.new() local layer = GameLayer.new() layer:init(map, level) scene:addChild(layer) return scene end return GameScene
function UpdateUIInventory(player, inventoryId, item, quantity) CallRemoteEvent(player, "UpdateUIInventory", inventoryId, item, quantity) end
return { negative_op = 1, not_op = 2, length_op = 3, }
-- egrep "^[0-9]" afres/*|wc -- for i in txts/*; do echo $i ; lua dups.lua "$i"; done local T=0,D,V for l in io.lines(...) do local ok = string.find(l,'%-%>') or string.find(l,'%<%-') if ok then local t,d,v = string.match(l, '(%d+)%s+(..)%s+(%d+)') t = tonumber(t) v = tonumber(v) ok = ok and T+750 > t ok = ok and D==d --ok = ok and V==v if ok then if V>=50 and v>=50 then print(t-T,V..D,v..d) end --assert(V >= v) end T,D,V = t,d,v end end
function onCreate() -- background shit makeLuaSprite('theStage','the_mind',-600,-450) addLuaSprite('theStage',false) close(true); --For performance reasons, close this script once the stage is fully loaded, as this script won't be used anymore after loading the stage end
require("firecast.lua"); local __o_rrpgObjs = require("rrpgObjs.lua"); require("rrpgGUI.lua"); require("rrpgDialogs.lua"); require("rrpgLFM.lua"); require("ndb.lua"); require("locale.lua"); local __o_Utils = require("utils.lua"); local function constructNew_frmFichaMM3eAtaques_svg() local obj = GUI.fromHandle(_obj_newObject("form")); local self = obj; local sheet = nil; rawset(obj, "_oldSetNodeObjectFunction", rawget(obj, "setNodeObject")); function obj:setNodeObject(nodeObject) sheet = nodeObject; self.sheet = nodeObject; self:_oldSetNodeObjectFunction(nodeObject); end; function obj:setNodeDatabase(nodeObject) self:setNodeObject(nodeObject); end; _gui_assignInitialParentForForm(obj.handle); obj:beginUpdate(); obj:setName("frmFichaMM3eAtaques_svg"); obj:setWidth(435); obj:setHeight(25); obj:setTheme("light"); obj:setMargins({top=2, bottom=2, right=2}); local function askForDelete() Dialogs.confirmYesNo("Deseja realmente apagar esse Ataque?", function (confirmado) if confirmado then NDB.deleteNode(sheet); end; end); end; obj.button1 = GUI.fromHandle(_obj_newObject("button")); obj.button1:setParent(obj); obj.button1:setLeft(0); obj.button1:setTop(-1); obj.button1:setAlign("left"); obj.button1:setWidth(13); obj.button1:setHeight(13); obj.button1:setText("X"); obj.button1:setVertTextAlign("center"); obj.button1:setHorzTextAlign("center"); obj.button1:setName("button1"); obj.rectangle1 = GUI.fromHandle(_obj_newObject("rectangle")); obj.rectangle1:setParent(obj); obj.rectangle1:setAlign("client"); obj.rectangle1:setColor("#bedbd5"); obj.rectangle1:setHitTest(false); obj.rectangle1:setXradius(5); obj.rectangle1:setYradius(5); obj.rectangle1:setName("rectangle1"); obj.edit1 = GUI.fromHandle(_obj_newObject("edit")); obj.edit1:setParent(obj); obj.edit1:setTransparent(true); obj.edit1:setVertTextAlign("leading"); obj.edit1:setFontColor("#264d43"); obj.edit1:setLeft(10); obj.edit1:setTop(0); obj.edit1:setWidth(182); obj.edit1:setHeight(28); obj.edit1:setField("ATK"); obj.edit1:setName("edit1"); obj.horzLine1 = GUI.fromHandle(_obj_newObject("horzLine")); obj.horzLine1:setParent(obj); obj.horzLine1:setLeft(180); obj.horzLine1:setTop(13); obj.horzLine1:setWidth(26); obj.horzLine1:setStrokeColor("#264d43"); obj.horzLine1:setRotationAngle(90); obj.horzLine1:setStrokeSize(0.9); obj.horzLine1:setName("horzLine1"); obj.edit2 = GUI.fromHandle(_obj_newObject("edit")); obj.edit2:setParent(obj); obj.edit2:setTransparent(true); obj.edit2:setVertTextAlign("center"); obj.edit2:setHorzTextAlign("center"); obj.edit2:setLeft(194); obj.edit2:setTop(3); obj.edit2:setWidth(27); obj.edit2:setHeight(19); obj.edit2:setField("ATKmod"); obj.edit2:setName("edit2"); obj.horzLine2 = GUI.fromHandle(_obj_newObject("horzLine")); obj.horzLine2:setParent(obj); obj.horzLine2:setLeft(209); obj.horzLine2:setTop(13); obj.horzLine2:setWidth(26); obj.horzLine2:setStrokeColor("#264d43"); obj.horzLine2:setRotationAngle(90); obj.horzLine2:setStrokeSize(0.9); obj.horzLine2:setName("horzLine2"); obj.edit3 = GUI.fromHandle(_obj_newObject("edit")); obj.edit3:setParent(obj); obj.edit3:setTransparent(true); obj.edit3:setVertTextAlign("center"); obj.edit3:setHorzTextAlign("center"); obj.edit3:setLeft(223); obj.edit3:setTop(3); obj.edit3:setWidth(28); obj.edit3:setHeight(19); obj.edit3:setField("ATKdano"); obj.edit3:setName("edit3"); obj.horzLine3 = GUI.fromHandle(_obj_newObject("horzLine")); obj.horzLine3:setParent(obj); obj.horzLine3:setLeft(239); obj.horzLine3:setTop(13); obj.horzLine3:setWidth(26); obj.horzLine3:setStrokeColor("#264d43"); obj.horzLine3:setRotationAngle(90); obj.horzLine3:setStrokeSize(0.9); obj.horzLine3:setName("horzLine3"); obj.edit4 = GUI.fromHandle(_obj_newObject("edit")); obj.edit4:setParent(obj); obj.edit4:setTransparent(true); obj.edit4:setVertTextAlign("center"); obj.edit4:setLeft(253); obj.edit4:setTop(0); obj.edit4:setWidth(102); obj.edit4:setHeight(28); obj.edit4:setField("ATKtipo"); obj.edit4:setName("edit4"); obj.comboBox1 = GUI.fromHandle(_obj_newObject("comboBox")); obj.comboBox1:setParent(obj); obj.comboBox1:setHorzTextAlign("center"); obj.comboBox1:setLeft(353); obj.comboBox1:setTop(3); obj.comboBox1:setWidth(18); obj.comboBox1:setHeight(19); obj.comboBox1:setField("ATKTesteCD"); obj.comboBox1:setItems({'-', 'D', 'E', 'A'}); obj.comboBox1:setValues({'0', '+15', '+10', '23'}); obj.comboBox1:setHint("Escolha entre Nulo 'D'ano 'A'rea ou 'E'feitos como Aflição ou similares"); obj.comboBox1:setName("comboBox1"); obj.dataLink1 = GUI.fromHandle(_obj_newObject("dataLink")); obj.dataLink1:setParent(obj); obj.dataLink1:setFields({'ATKTesteCD'}); obj.dataLink1:setDefaultValues({'+15'}); obj.dataLink1:setName("dataLink1"); obj.button2 = GUI.fromHandle(_obj_newObject("button")); obj.button2:setParent(obj); obj.button2:setTop(3); obj.button2:setAlign("right"); obj.button2:setWidth(22); obj.button2:setHeight(20); obj.button2:setName("button2"); obj.image1 = GUI.fromHandle(_obj_newObject("image")); obj.image1:setParent(obj.button2); obj.image1:setLeft(1); obj.image1:setWidth(20); obj.image1:setHeight(21); obj.image1:setSRC("/Ficha_MM3ed_RRPG_image/images/dice.png"); obj.image1:setName("image1"); obj._e_event0 = obj.button1:addEventListener("onClick", function (_) askForDelete(); end, obj); obj._e_event1 = obj.button2:addEventListener("onClick", function (_) local personagem = Firecast.getPersonagemDe(sheet); local node = NDB.getRoot(sheet); if (personagem ~= nil) then local mesa = personagem.mesa; if ((personagem.dono == mesa.meuJogador) or (mesa.meuJogador.isMestre)) then if tonumber(sheet.ATKTesteCD) >= 16 then local tipo = sheet.ATKtipo local dificuldade = math.floor(tonumber(sheet.ATKdano or 0) + tonumber(sheet.ATKdano3 or 10)); local descricao = "[§K15]« [§K14]Efeito em Área de " .. (node.codinome or "Heroi") .. ": " .. sheet.ATK .. " - Efeito: " .. tipo .. " - CD: " .. dificuldade .. "[§K15] »"; local mesaDoPersonagem = Firecast.getMesaDe(sheet); mesaDoPersonagem.activeChat:enviarMensagem(descricao, "Oloko"); else if sheet.ATKtipo == nil then sheet.ATKtipo = "-"; end; if sheet.ATKdano == nil then sheet.ATKdano = "0"; end; local rolagem = Firecast.interpretarRolagem(sheet.ATKmod); local dificuldade = math.floor(tonumber(sheet.ATKdano or 0) + tonumber(sheet.ATKTesteCD or 0)) local tipo = sheet.ATKtipo local descricao = "Ataque de " .. (node.codinome or "Heroi") .. ": - Efeito: " .. tipo .. " - Dano: " .. sheet.ATKdano .. " - CD: " .. dificuldade .. ""; if sheet.ATK ~= nil then descricao = sheet.ATK .. " de " .. (node.codinome or "Heroi") .. " - Efeito: " .. tipo .. " - Dano: " .. sheet.ATKdano .. " - CD: " .. dificuldade .. ""; end; if not rolagem.possuiAlgumDado then rolagem = Firecast.interpretarRolagem("1d20"):concatenar(rolagem); end; local mesaDoPersonagem = Firecast.getMesaDe(sheet); if mesaDoPersonagem ~= nil then mesaDoPersonagem.activeChat:rolarDados(rolagem, descricao) end; end; end; end; end, obj); function obj:_releaseEvents() __o_rrpgObjs.removeEventListenerById(self._e_event1); __o_rrpgObjs.removeEventListenerById(self._e_event0); end; obj._oldLFMDestroy = obj.destroy; function obj:destroy() self:_releaseEvents(); if (self.handle ~= 0) and (self.setNodeDatabase ~= nil) then self:setNodeDatabase(nil); end; if self.edit3 ~= nil then self.edit3:destroy(); self.edit3 = nil; end; if self.button1 ~= nil then self.button1:destroy(); self.button1 = nil; end; if self.edit4 ~= nil then self.edit4:destroy(); self.edit4 = nil; end; if self.button2 ~= nil then self.button2:destroy(); self.button2 = nil; end; if self.horzLine3 ~= nil then self.horzLine3:destroy(); self.horzLine3 = nil; end; if self.image1 ~= nil then self.image1:destroy(); self.image1 = nil; end; if self.horzLine2 ~= nil then self.horzLine2:destroy(); self.horzLine2 = nil; end; if self.horzLine1 ~= nil then self.horzLine1:destroy(); self.horzLine1 = nil; end; if self.edit2 ~= nil then self.edit2:destroy(); self.edit2 = nil; end; if self.comboBox1 ~= nil then self.comboBox1:destroy(); self.comboBox1 = nil; end; if self.rectangle1 ~= nil then self.rectangle1:destroy(); self.rectangle1 = nil; end; if self.edit1 ~= nil then self.edit1:destroy(); self.edit1 = nil; end; if self.dataLink1 ~= nil then self.dataLink1:destroy(); self.dataLink1 = nil; end; self:_oldLFMDestroy(); end; obj:endUpdate(); return obj; end; function newfrmFichaMM3eAtaques_svg() local retObj = nil; __o_rrpgObjs.beginObjectsLoading(); __o_Utils.tryFinally( function() retObj = constructNew_frmFichaMM3eAtaques_svg(); end, function() __o_rrpgObjs.endObjectsLoading(); end); assert(retObj ~= nil); return retObj; end; local _frmFichaMM3eAtaques_svg = { newEditor = newfrmFichaMM3eAtaques_svg, new = newfrmFichaMM3eAtaques_svg, name = "frmFichaMM3eAtaques_svg", dataType = "", formType = "undefined", formComponentName = "form", title = "", description=""}; frmFichaMM3eAtaques_svg = _frmFichaMM3eAtaques_svg; Firecast.registrarForm(_frmFichaMM3eAtaques_svg); return _frmFichaMM3eAtaques_svg;
-- add modes: debug and release add_rules("mode.debug", "mode.release") -- includes includes("qt_add_static_plugins.lua") -- add target target("${TARGETNAME}") -- add rules add_rules("qt.quickapp_static") -- add headerfiles add_headerfiles("src/*.h") -- add files add_files("src/*.cpp") add_files("src/qml.qrc") -- add plugin: qml.QtQuick qt_add_static_plugins("QtQuick2Plugin", {linkdirs = "qml/QtQuick.2", links = "qtquick2plugin"}) qt_add_static_plugins("QtQuick2WindowPlugin", {linkdirs = "qml/QtQuick/Window.2", links = "windowplugin"}) ${FAQ}
--- Makes monolithic Factorio GUI events more manageable. -- @module Event.Gui -- @usage local Gui = require('__stdlib__/stdlib/event/gui') local Event = require('__stdlib__/stdlib/event/event') local Gui = { __class = 'Gui' } setmetatable(Gui, require('__stdlib__/stdlib/core')) local function matcher(event, pattern) if event.element and event.element.valid then local match_str = event.element.name:match(pattern) if match_str then event.match = match_str event.state = event.name == defines.events.on_gui_checked_state_changed and event.element.state or nil event.text = event.name == defines.events.on_gui_text_changed and event.element.text or nil return match_str end end end --- Registers a function for a given gui element name or pattern when the element is clicked. -- @tparam string gui_element_pattern the name or string regular expression to match the gui element -- @tparam function handler the function to call when gui element is clicked -- @return (<span class="types">@{Gui}</span>) function Gui.on_click(gui_element_pattern, handler) Event.register(defines.events.on_gui_click, handler, matcher, gui_element_pattern) return Gui end --- Registers a function for a given GUI element name or pattern when the element checked state changes. -- @tparam string gui_element_pattern the name or string regular expression to match the GUI element -- @tparam function handler the function to call when GUI element checked state changes -- @return (<span class="types">@{Gui}</span>) function Gui.on_checked_state_changed(gui_element_pattern, handler) Event.register(defines.events.on_gui_checked_state_changed, handler, matcher, gui_element_pattern) return Gui end --- Registers a function for a given GUI element name or pattern when the element text changes. -- @tparam string gui_element_pattern the name or string regular expression to match the GUI element -- @tparam function handler the function to call when GUI element text changes -- @return (<span class="types">@{Gui}</span>) function Gui.on_text_changed(gui_element_pattern, handler) Event.register(defines.events.on_gui_text_changed, handler, matcher, gui_element_pattern) return Gui end --- Registers a function for a given GUI element name or pattern when the element selection changes. -- @tparam string gui_element_pattern the name or string regular expression to match the GUI element -- @tparam function handler the function to call when GUI element selection changes -- @return (<span class="types">@{Gui}</span>) function Gui.on_elem_changed(gui_element_pattern, handler) Event.register(defines.events.on_gui_elem_changed, handler, matcher, gui_element_pattern) return Gui end --- Registers a function for a given GUI element name or pattern when the element state changes (drop down). -- @tparam string gui_element_pattern the name or string regular expression to match the GUI element -- @tparam function handler the function to call when GUI element state changes -- @return (<span class="types">@{Gui}</span>) function Gui.on_selection_state_changed(gui_element_pattern, handler) Event.register(defines.events.on_gui_selection_state_changed, handler, matcher, gui_element_pattern) return Gui end --- Registers a function for a given GUI element name or pattern when the element value changes (slider). -- @tparam string gui_element_pattern the name or string regular expression to match the GUI element -- @tparam function handler the function to call when GUI element state changes -- @return (<span class="types">@{Gui}</span>) function Gui.on_value_changed(gui_element_pattern, handler) Event.register(defines.events.on_gui_value_changed, handler, matcher, gui_element_pattern) return Gui end --- Registers a function for a given GUI element name or pattern when the element is confirmed. -- @tparam string gui_element_pattern the name or string regular expression to match the GUI element -- @tparam function handler the function to call when GUI element state changes -- @return (<span class="types">@{Gui}</span>) function Gui.on_confirmed(gui_element_pattern, handler) Event.register(defines.events.on_gui_confirmed, handler, matcher, gui_element_pattern) return Gui end Event.Gui = Gui return Gui
local tools = require('app.helpers.tools') local FeedbackView = {} function FeedbackView:initialize() end function FeedbackView:layout() local MainPanel = self.ui:getChildByName('MainPanel') MainPanel:setContentSize(cc.size(display.width,display.height)) MainPanel:setPosition(display.cx,display.cy) self.MainPanel = MainPanel local middle = MainPanel:getChildByName('middle') middle:setPosition(display.cx,display.cy) end return FeedbackView
local ass = require('src.lua-cor.ass') local obj = require('src.lua-cor.obj') ass.eq(tostring(obj), 'obj') -- account extends obj local account = obj:extend('account') -- add account constructor account.new = function(self, inst) inst.balance = 0 return obj.new(self, inst) end -- add function deposit to account account.deposit = function(self, v) self.balance = self.balance + v end account.get_balance = function(self) return self.balance end -- extended type of account local limited = account:extend('limited') -- add limit property limited.new = function(self, inst, limit) inst.limit = limit return account.new(self, inst) end -- overload deposit limited.deposit = function(self, v) account.deposit(self, math.min(v, self.limit)) end local bob = limited:new({}, 100) bob:deposit(120) ass.eq(bob:get_balance(), 100) ass.eq(tostring(bob), 'limited') ass.is(account, obj) ass.is(bob, account)
local function banPlay(msg,qq,g) msg = CQ.Decode(msg) if LuaEnvName == "private" then return "私聊抽你🐎的奖呢" end local cards = XmlApi.Get("banCard",tostring(qq)) cards = cards == "" and 0 or tonumber(cards) or 0 if msg == "抽奖" then if math.random() > 0.9 then local banTime = math.random(1,60) cq.groupBan(g,qq,banTime*60) return cq.code.at(qq).."恭喜你抽中了禁言"..tostring(banTime).."分钟" else local banCard = math.random(-5,6) cards = cards + banCard XmlApi.Set("banCard",tostring(qq),tostring(cards)) return cq.code.at(qq).."恭喜你抽中了"..tostring(banCard).."张禁言卡\r\n".. "当前禁言卡数量:"..tostring(cards) end elseif msg == "禁言卡" then return cq.code.at(qq).."当前禁言卡数量:"..tostring(cards) elseif msg:find("%d+") then if cards <= 0 then return cq.code.at(qq).."你只有"..tostring(cards).."张禁言卡,无法操作" end XmlApi.Set("banCard",tostring(qq),tostring(cards-1)) local v = tonumber(msg:match("(%d+)")) local banTime = math.random(1,60) cq.groupBan(g,v,banTime*60) return cq.code.at(qq).."已将"..tostring(v).."禁言"..tostring(banTime).."分钟" else return "未匹配到任何命令" end end return {--抽奖 check = function (data) return data.msg == "抽奖" or data.msg:find("禁言") == 1 end, run = function (data,sendMessage) sendMessage(banPlay(data.msg,data.qq,data.group)) return true end, explain = function () return "🔒抽奖/禁言卡" end }
local RudeBusterBurst, super = Class(Sprite) function RudeBusterBurst:init(red, x, y, angle, slow) super:init(self, red and "effects/rudebuster/beam_red" or "effects/rudebuster/beam", x, y) self:setOrigin(0.5, 0.5) self:setScale(2) self:fadeOutAndRemove() self:play(1/15, true) self.rotation = angle self.physics.speed = 25 self.physics.match_rotation = true self.slow = slow end function RudeBusterBurst:update(dt) local slow_down = self.slow and 0.8 or 0.75 self.physics.speed = self.physics.speed * (slow_down ^ DTMULT) self.scale_x = self.scale_x * (0.8 ^ DTMULT) super:update(self, dt) end return RudeBusterBurst
-- This script is given to the public domain -- It was originally intended as an april fool's joke in 2007, though it never really caught on. -- You're encouraged to experiment with this if you have plenty of time. -- Even if it's made as a joke, it does show that "anything is possible with ASS, although some things are insane to try." script_name = "Raytracer" script_description = "Reads subtitles as a scene description and raytraces the scene" script_author = "jfs" script_version = tostring(math.pi) include("utils.lua") max_iter = 3 function raytrace(subs) aegisub.progress.task("Reading scene...") local lights, tris, camera, xres, yres = read_scene(subs) aegisub.progress.task("Raytracing...") local curp, totalp = 0, xres*yres for y = 0, yres-1 do aegisub.progress.task(string.format("Raytracing, line %d/%d...", y+1, yres)) for x = 0, xres-1 do aegisub.progress.set(curp/totalp*100) local l = trace_point(x, y, (x+0.5)/xres, (y+0.5)/yres, lights, tris, camera) if l then subs.append(l) end curp = curp + 1 end end aegisub.progress.task("Done.") aegisub.progress.set(100) end function trace_point(px, py, x, y, lights, tris, camera) -- fixme, assume a camera here ignoring defined one local vec = vector.norm( { 2*x-1, 1-2*y, -1 } ) local r, g, b = trace_vec({0,0,-1}, vec, lights, tris, 0) if not r then return nil end r, g, b = clamp(r, 0, 255), clamp(g, 0, 255), clamp(b, 0, 255) -- todo, make line local l = { class = "dialogue", section = "Events", comment = false, layer = 0, start_time = 0, end_time = 3600*1000, -- one hour style = "p", actor = "", margin_l = 0, margin_r = 0, margin_t = 0, margin_b = 0, effect = "", text = string.format("{\\pos(%d,%d)\\1c&H%02x%02x%02x&\\p1}m 0 0 l 1 0 1 1 0 1", px, py, r, g, b) } return l end function trace_vec(org, vec, lights, tris, iter) if iter > max_iter then return 0, 0, 0 end local hit = find_intersect(org, vec, tris) if not hit then return nil end -- got intersection, calculate lighting local r, g, b = hit.t.c.r*10, hit.t.c.g*10, hit.t.c.b*10 local ray_cos_theta = vector.dot(hit.t.n, vec) hit.p = hit.t.p[1] hit.p = vector.add(hit.p, vector.scale(vector.sub(hit.t.p[2], hit.t.p[1]), hit.u)) hit.p = vector.add(hit.p, vector.scale(vector.sub(hit.t.p[3], hit.t.p[1]), hit.v)) for i, l in pairs(lights) do -- shadow ray local lvec = vector.sub(l.p, hit.p) local shadow = find_intersect(hit.p, lvec, tris) if not shadow or (shadow and (shadow.dist < 0 or shadow.dist > 1)) then -- not in shadow local lvecs = vector.len(lvec) -- diffuse component local light_cos_theta = math.abs(vector.dot(hit.t.n, lvec)) -- specular component local cos_alpha = vector.dot(vector.sub(vector.scale(hit.t.n, 2*light_cos_theta), lvec), vec) local cos_n_alpha = cos_alpha^3 -- arbitrary constant for now -- add up r = r + l.c.r*hit.t.c.r * (light_cos_theta*0.6 + cos_n_alpha*0.4) / math.max(lvecs,1) g = g + l.c.g*hit.t.c.g * (light_cos_theta*0.6 + cos_n_alpha*0.4) / math.max(lvecs,1) b = b + l.c.b*hit.t.c.b * (light_cos_theta*0.6 + cos_n_alpha*0.4) / math.max(lvecs,1) end end -- reflection local rvec = vector.sub(vector.scale(hit.t.n, 2*vector.dot(hit.t.n, vec)), vec) local rr, rg, rb = trace_vec(hit.p, rvec, lights, tris, iter+1) if not rr then rr, rg, rb = 0, 0, 0 end r = r*0.75 + rr*0.25 g = g*0.75 + rg*0.25 b = b*0.75 + rb*0.25 return r, g, b end function find_intersect(org, vec, tris) local intersec = nil -- find closest intersection for i, t in pairs(tris) do local dist, u, v = intersect_triangle(org, vec, t) if dist and dist > 0 then if not intersec or intersec.dist > dist then intersec = {dist=dist, u=u, v=v, t=t} end end end return intersec end function intersect_triangle(org, vec, triangle) -- taken from http://www.graphics.cornell.edu/pubs/1997/MT97.html -- find vectors for two edges sharing point 1 local edge1, edge2 = vector.sub(triangle.p[2], triangle.p[1]), vector.sub(triangle.p[3], triangle.p[1]) -- begin calculating determinant - also used to calculate U parameter local pvec = vector.cross(vec, edge2) -- if determinant is near zero, ray lies in plane of triangle local det = vector.dot(edge1, pvec) if det > -0.00001 and det < 0.00001 then -- parallel to plane return nil end local inv_det = 1 / det -- calculate distance from point 1 to ray origin local tvec = vector.sub(org, triangle.p[1]) -- calculate U parameter and test bounds local u = vector.dot(tvec, pvec) * inv_det if u < 0 or u > 1 then -- crosses plane but outside triangle return nil end -- prepare to test V parameter local qvec = vector.cross(tvec, edge1) -- calculate V parameter and test bounds local v = vector.dot(vec, qvec) * inv_det if v < 0 or (u+v) > 1 then -- crosses plane but outside triangle return nil end -- calculate distance, ray intersects triangle local dist = vector.dot(triangle.p[3], qvec) return dist, u, v end function read_scene(subs) local lights = {} local tris = {} local camera = { pos = {0,0,-1}, up = {0,1,0}, plane } -- fixme local xres, yres = 384, 288 local style = { class = "style", section = "V4+ Styles", name = "p", fontname = "Arial", fontsize = "20", color1 = "&H00000000&", color2 = "&H00000000&", color3 = "&H00000000&", color4 = "&H00000000&", bold = false, italic = false, underline = false, strikeout = false, scale_x = 100, scale_y = 100, spacing = 0, angle = 0, borderstyle = 0, outline = 0, shadow = 0, align = 5, margin_l = 0, margin_r = 0, margin_t = 0, margin_b = 0, encoding = 0 } local i, maxi = 1, #subs local replaced_style = false while i < maxi do aegisub.progress.set(i / maxi * 100) local l = subs[i] if l.class == "dialogue" then parse_line(l, lights, tris, camera) subs.delete(i) maxi = maxi - 1 elseif l.class == "style" then if replaced_style then subs.delete(i) maxi = maxi - 1 else style.section = l.section subs[i] = style replaced_style = true i = i + 1 end elseif l.class == "info" then local k = l.key:lower() if k == "playresx" then xres = math.floor(l.value) elseif k == "playresy" then yres = math.floor(l.value) end i = i + 1 else i = i + 1 end end return lights, tris, camera, xres, yres end function parse_line(line, lights, tris, camera) local val, rest = string.headtail(line.text) if val == "light" then local pos, color = {}, {} val, rest = string.headtail(rest) pos[1] = tonumber(val) val, rest = string.headtail(rest) pos[2] = tonumber(val) val, rest = string.headtail(rest) pos[3] = tonumber(val) -- these work as intensity values so they should probably be high val, rest = string.headtail(rest) color.r = tonumber(val) or 0 val, rest = string.headtail(rest) color.g = tonumber(val) or 0 val, rest = string.headtail(rest) color.b = tonumber(val) or 0 local light = { p = pos, c = color } table.insert(lights, light) elseif val == "tri" then local coord1, coord2, coord3, color = {}, {}, {}, {} val, rest = string.headtail(rest) coord1[1] = tonumber(val) val, rest = string.headtail(rest) coord1[2] = tonumber(val) val, rest = string.headtail(rest) coord1[3] = tonumber(val) val, rest = string.headtail(rest) coord2[1] = tonumber(val) val, rest = string.headtail(rest) coord2[2] = tonumber(val) val, rest = string.headtail(rest) coord2[3] = tonumber(val) val, rest = string.headtail(rest) coord3[1] = tonumber(val) val, rest = string.headtail(rest) coord3[2] = tonumber(val) val, rest = string.headtail(rest) coord3[3] = tonumber(val) -- these work as reflectivity values so they should be in range 0..1 val, rest = string.headtail(rest) color.r = tonumber(val) or 0 val, rest = string.headtail(rest) color.g = tonumber(val) or 0 val, rest = string.headtail(rest) color.b = tonumber(val) or 0 local t = { p = {coord1, coord2, coord3}, n = vector.norm(vector.normal(coord1, coord2, coord3)), c = color } table.insert(tris, t) elseif val == "camera" then -- fixme, redefine val, rest = string.headtail(rest) camera.pos[1] = tonumber(val) val, rest = string.headtail(rest) camera.pos[2] = tonumber(val) val, rest = string.headtail(rest) camera.pos[3] = tonumber(val) val, rest = string.headtail(rest) camera.plane[1][1] = tonumber(val) val, rest = string.headtail(rest) camera.plane[1][2] = tonumber(val) val, rest = string.headtail(rest) camera.plane[1][3] = tonumber(val) val, rest = string.headtail(rest) camera.plane[2][1] = tonumber(val) val, rest = string.headtail(rest) camera.plane[2][2] = tonumber(val) val, rest = string.headtail(rest) camera.plane[2][3] = tonumber(val) camera.start_time = line.start_time camera.end_time = line.end_time else -- unknown, ignore end end vector = {} vector.null = {0,0,0} function vector.add(v1, v2) local r = {} r[1] = v1[1] + v2[1] r[2] = v1[2] + v2[2] r[3] = v1[3] + v2[3] return r end function vector.sub(v1, v2) -- v1 minus v2 local r = {} r[1] = v1[1] - v2[1] r[2] = v1[2] - v2[2] r[3] = v1[3] - v2[3] return r end function vector.scale(v, s) local r = {} r[1] = v[1] * s r[2] = v[2] * s r[3] = v[3] * s return r end function vector.len(v) return math.sqrt(v[1]*v[1] + v[2]*v[2] + v[3]*v[3]) end function vector.norm(v) local r, il = {}, 1/vector.len(v) r[1] = v[1]*il r[2] = v[2]*il r[3] = v[3]*il return r end function vector.dot(v1, v2) return v1[1]*v2[1] + v1[2]*v2[2] + v1[3]*v2[3] end function vector.cross(v1, v2) local r = {} r[1] = v1[2]*v2[3] - v1[3]*v2[2] r[2] = v1[1]*v2[3] - v1[3]*v2[1] r[3] = v1[1]*v2[2] - v1[2]*v2[1] return r end function vector.normal(p1, p2, p3) return vector.cross(vector.sub(p2, p1), vector.sub(p3, p1)) end function raytrace_macro(subs) raytrace(subs) aegisub.set_undo_point("raytracing") end aegisub.register_macro("Raytrace!", "Raytrace the scene", raytrace_macro) aegisub.register_filter("Raytrace", "Raytrace the scene", 2000, raytrace)
local Class = require("class") local deepcopy = require("deepcopy") local Array2D = Class.new() function Array2D:init(rows, cols, val) local val = val or 0 self.rows = rows self.cols = cols self._data = {} for i = 1, self.rows do local tempRow = {} for j = 1, self.cols do tempRow[j] = val end self._data[i] = tempRow end end function Array2D:setValue(val) for i = 1, self.rows do for j = 1, self.cols do self._data[i][j] = val end end end function Array2D:copy() local arrayCopy = Array2D(self.rows, self.cols) arrayCopy._data = deepcopy(self._data) return arrayCopy end function Array2D:add(val) -- scalar or element-wise addition local outArr = Array2D(self.rows, self.cols) if type(val) == "number" then for i = 1, self.rows do for j = 1, self.cols do outArr._data[i][j] = self._data[i][j] + val end end else if self.rows ~= val.rows then error("Number of rows dont match") end if self.cols ~= val.cols then error("Number of columns dont match") end for i = 1, self.rows do for j = 1, self.cols do outArr._data[i][j] = self._data[i][j] + val._data[i][j] end end end return outArr end function Array2D:mult(val) -- scalar or element-wise multiplication local outArr = Array2D(self.rows, self.cols) if type(val) == "number" then for i = 1, self.rows do for j = 1, self.cols do outArr._data[i][j] = self._data[i][j] * val end end else if self.rows ~= val.rows then error("Number of rows dont match") end if self.cols ~= val.cols then error("Number of columns dont match") end for i = 1, self.rows do for j = 1, self.cols do outArr._data[i][j] = self._data[i][j] * val._data[i][j] end end end return outArr end function Array2D:dot(other) -- matrix multiplication if self.cols ~= other.rows then error("First's columns dont match second's rows") end local newArr = Array2D(self.rows, other.cols, 0) for i_row = 1, self.rows do for i_col = 1, other.cols do for ii = 1, self.cols do newArr._data[i_row][i_col] = newArr._data[i_row][i_col] + self._data[i_row][ii] * other._data[ii][i_col] end end end return newArr end function Array2D:T() local newArr = Array2D(self.cols, self.rows) for i = 1, self.rows do for j = 1, self.cols do newArr._data[j][i] = self._data[i][j] end end return newArr end function Array2D:flatten() local size = self.rows * self.cols local newArr = Array2D(size, 1) for i = 1, self.rows do for j = 1, self.cols do newArr._data[(i - 1) * self.cols + j][1] = self._data[i][j] end end return newArr end function Array2D:reshape(rows, cols) if rows * cols ~= self.rows * self.cols then error("Number of elements must remain unchanged") end local outArray = Array2D(rows, cols) for i = 1, self.rows do for j = 1, self.cols do local flat_index = (i - 1) * self.cols + (j - 1) local new_i = math.floor(flat_index / cols) + 1 local new_j = (flat_index % cols) + 1 outArray._data[new_i][new_j] = self._data[i][j] end end return outArray end function Array2D:slice(i_start, i_end, i_step, j_start, j_end, j_step) local dataTable = {} for i = i_start, i_end, i_step do local newRow = {} for j = j_start, j_end, j_step do table.insert(newRow, self._data[i][j]) end table.insert(dataTable, newRow) end local outArr = Array2D(#dataTable, #(dataTable[1])) outArr._data = dataTable return outArr end function Array2D:__tostring() local outString = "" for i, row in ipairs(self._data) do outString = outString .. table.concat(row, "\t") .. "\n" end return outString end function Array2D:__unm() return self:mult(-1) end function Array2D:__add(other) if type(self) == "number" then return other:add(self) else return self:add(other) end end return Array2D
-- afk - plugin for determining the client with which the connection is lost local M = {} local timer_module = require "core.timer" local api local last_sync = { -- client = { -- timer_id, -- last_time -- } } local afk_sec = 30 local function check_client(client) if last_sync[client] and socket.gettime() - last_sync[client].last_time > afk_sec and api.get_data("clients_data")[client] then api.call_function("kick", client, { "", api.get_data("clients_data")[client].name, "lost connection"}) end local t = { type = "ping", data = {} } api.send_data(to_json(t), client) end function M.init(_api) api = _api last_sync = {} end function M.on_player_registered(client) last_sync[client] = { timer_id = timer_module.every(afk_sec / 2, function() check_client(client) end), last_time = socket.gettime() } end function M.on_player_disconnected(client) last_sync[client].timer_id:remove() last_sync[client] = nil end function M.on_data(data, ip, port, client) if data.type == "pong" then last_sync[client].last_time = socket.gettime() end end return M
fx_version 'bodacious' games { 'gta5' } description "Loading Screen" author "brefabu" url "https://brefabu.ro" version "1.0" files { 'music/*', 'scss/*', 'config.js', 'music.js', 'tilt.js', 'index.html' } loadscreen 'index.html'
------------------------------------------------------------------------------ -- hyper_paint.lua: -- -- Functions for painting onto usage grids (for whole layouts and for -- smaller code rooms). -- -- TODO: Loads of this file is redundant with procedural primitives. Really -- we just need some sensible mappings of procedurals to paint shapes and -- it'll be a lot more flexible. ------------------------------------------------------------------------------ hyper.paint = {} function hyper.paint.paint_grid(paint, options, usage_grid) for i,item in ipairs(paint) do local feature,feature_type if item.type == "floor" then feature_type = "floor" elseif item.type == "wall" then feature_type = "wall" elseif item.type == "space" or item.type == "proc" then feature_type = "space" elseif item.feature ~= nil then feature_type = item.feature end -- Check which shape to paint local shape_type = "quad" if item.shape ~= nil then shape_type = item.shape end -- Get information about the feature local feature,space,solid,wall = hyper.paint.feature_flags(feature_type,options) local feature_usage = item.usage -- These three flags are in addition to the feature and affect how the builder treats the squares during -- placement and subsequently. local open = (item.open ~= nil and item.open) -- Further rooms can be placed in this area. Be careful (for now) to leave a border around this so as not to block connections local exit = (item.exit ~= nil and item.exit) -- Same as using @ in vaults, allows this square to have connections adjacent, blocks any non-exit squares from being used as such if item.corner1 == nil then item.corner1 = { x = 0, y = 0 } end if item.corner2 == nil then item.corner2 = { x = usage_grid.width-1, y = usage_grid.height-1 } end -- Paint features onto grid -- PERF: Can slightly optimise this loop (which could be important since it gets called a lot) -- by deciding which function we're going to use first rather than have this unwieldy if statement if shape_type == "quad" or shape_type == "ellipse" or shape_type == "trapese" or item.type == "proc" then -- Set layout details in the painted area for x = item.corner1.x, item.corner2.x, 1 do for y = item.corner1.y, item.corner2.y, 1 do if item.type == "proc" or shape_type == "quad" or (shape_type == "ellipse" and hyper.paint.inside_oval(x,y,item)) or (shape_type == "trapese" and hyper.paint.inside_trapese(x,y,item)) or (type(shape_type) == "function" and hyper.paint.inside_custom(x,y,item)) then -- For procedural painting we get the feature cell-by-cell if item.type == "proc" then local mx,my = hyper.paint.map_to_unit(x,y,item) -- TODO: Allow proc paint to return an additional parameter containing other properties e.g. tile, monsters, clouds, items, stuff... -- (Although often we just want to return generic floor shapes and then tile and populate them later) feature_type,feature_usage = item.callback(x,y,mx,my) if feature_type ~= nil then feature,space,solid,wall = hyper.paint.feature_flags(feature_type,options) else feature = nil end end -- Work out where to actually paint if feature ~= nil then local ax,ay = x,y if item.wrap then ax = x % usage_grid.width ay = y % usage_grid.height end local usage = { solid = solid, feature = feature, space = space, open = open, wall = wall } if feature_usage ~= nil then hyper.merge_options(usage,feature_usage) end hyper.usage.set_usage(usage_grid,ax,ay, usage) end end end end elseif shape_type == "plot" then if item.points ~= nil then for i,pos in ipairs(item.points) do hyper.usage.set_usage(layout_grid, pos.x, pos.y,{ solid = solid, feature = feature, space = space, open = open, wall = wall }) end else hyper.usage.set_usage(layout_grid, item.x, item.y, { solid = solid, feature = feature, space = space, open = open, wall = wall }) end end end end function hyper.paint.feature_flags(feature_type,options) local feature if feature_type == "floor" then feature = options.layout_floor_type elseif feature_type == "wall" then feature = options.layout_wall_type or "rock_wall" elseif feature_type == "space" then feature = "space" end local space = (feature == "space") local solid = not space and not (feat.has_solid_floor(feature) or feat.is_door(feature)) local wall = feat.is_wall(feature) return feature,space,solid,wall end -- Maps draw positions onto a unit square <0,0> to <1,1> -- TODO: Something is going wrong with this algorithm because a 4x4 circle shouldn't look -- like a square, but I don't see anything wrong with the math. function hyper.paint.map_to_unit(x,y,item) local sx,sy = item.corner2.x - item.corner1.x,item.corner2.y - item.corner1.y -- Slightly scale down the input grid to add 0.5 squares padding on all sides. This should solve accuracy errors -- we otherwise get at the edges of shapes from attempting to draw a continuous geometric shape onto a discrete grid. local rx,ry = (x - item.corner1.x) * (sx-1)/sx + 0.5,(y - item.corner1.y) * (sy-1)/sy + 0.5 -- Finally map onto the unit square return rx/sx,ry/sy end -- Determine if a point is inside an oval -- TODO: http://en.wikipedia.org/wiki/Midpoint_circle_algorithm -- http://en.wikipedia.org/wiki/Midpoint_circle_algorithm -- Using a variant of that algorithm and adapt to ovals might give more reliable results and be quicker function hyper.paint.inside_oval(x,y,item) -- Circle test local ax,ay = hyper.paint.map_to_unit(x,y,item) return (math.pow(ax * 2 - 1,2) + math.pow(ay * 2 - 1,2)) <= 1 end -- Determine if a point is inside a simple trapeze -- TODO: Handle rotation and allow offsetting the top and bottom on the x axis for more complex shapes function hyper.paint.inside_trapese(x,y,item) local width1 = item.width1 local width2 = item.width2 if width1 == nil then width1 = 0 end if width2 == nil then width2 = 1 end local ax,ay = hyper.paint.map_to_unit(x,y,item) local expected_width = ay * width2 + (1-ay) * width1 return math.abs(ax-0.5) < (expected_width / 2) end function hyper.paint.inside_custom(x,y,item) local ax,ay = hyper.paint.map_to_unit(x,y,item) return item.shape_type(x,y,ax,ay,item) end function hyper.paint.determine_usage_from_layout(layout_grid,options) usage_restricted_count = 0 usage_open_count = 0 usage_eligible_count = 0 usage_none_count = 0 local gxm, gym = layout_grid.width,layout_grid.height local usage_grid = hyper.usage.new_usage(gxm,gym) for x = 0, gxm-1, 1 do for y = 0, gym-1, 1 do -- We need to know the local layout grid around this square local local_grid = { } -- This flag will track if there is only floor in the area local only_floor = true for yl = -options.min_distance_from_wall, options.min_distance_from_wall, 1 do local_grid[yl] = { } for xl = -options.min_distance_from_wall, options.min_distance_from_wall, 1 do local cell = get_layout(layout_grid,x + xl,y + yl) local_grid[yl][xl] = cell if cell.solid then only_floor = false end end end -- Completely open floor so we could place a room here if only_floor == true then set_usage(usage_grid,x,y, { usage = "open" }) else -- Are we dealing with floor or wall? if local_grid[0][0].solid then -- Wall local function gridsum(grid,list) local sum = 0 for i,pos in ipairs(list) do if grid[pos.y][pos.x].solid then sum = sum + 1 end end return sum end -- A wall can either be usage "none" meaning parts of a room could later be built over it; -- or it can be "eligible" meaning it can be used as a connecting wall/door to a room; -- or it can be "restricted" meaning its geometry is not suited for a connecting wall or it has already been used -- We don't need to cover all cases of complex geometry since for now the layouts will be -- making simple large blocks. If complex geometry ever gets used it doesn't matter if we flag some squares -- as eligible when they don't really work because room placement will still vetoe if it can't find a clear area of -- open or none. It's more important to find all squares that *could* be eligible. -- Sum the adjacent squares local adjacent_sum = gridsum(local_grid, { {x=-1,y=0},{x=1,y=0},{x=0,y=-1},{x=0,y=1} }) -- Eligible squares have floor on only one side -- This ignores diagonals (which is where complex geometry will produce some eligible squares that aren't -- really eligible). But it's complicated because we're after diagonals only on the side where the floor is. -- What we need to know in the usage grid is the normal, i.e. the direction in which the user will be entering -- the room. if adjacent_sum == 3 then -- Floor to the north if not local_grid[-1][0].solid then set_usage(usage_grid,x,y, { usage = "eligible", normal = { x = 0, y = 1 }, depth = 1}) end -- Floor to the south if not local_grid[1][0].solid then set_usage(usage_grid,x,y, { usage = "eligible", normal = { x = 0, y = -1 }, depth = 1}) end -- Floor to the west if not local_grid[0][-1].solid then set_usage(usage_grid,x,y, { usage = "eligible", normal = { x = 1, y = 0 }, depth = 1}) end -- Floor to the east if not local_grid[0][1].solid then set_usage(usage_grid,x,y, { usage = "eligible", normal = { x = -1, y = 0 }, depth = 1}) end else -- Wall all around? if adjacent_sum == 4 then local diagonal_sum = gridsum(local_grid, { {x=-1,y=-1},{x=1,y=-1},{x=-1,y=1},{x=1,y=1} }) -- Wall mostly all around? (We allow one missing corner otherwise rooms can't overlap corners -- and logically it's fine for any wall to be placed there, other missing holes will fail the placement -- anyway) if diagonal_sum >= 3 then -- Should have been set this way at initialization but let's check anyway set_usage(usage_grid,x,y, { usage = "none" }) else -- There are some diagonal holes so we can't use this square set_usage(usage_grid,x,y, { usage = "restricted" }) end end end else -- Floor -- We already know there is a wall nearby, so this square is restricted set_usage(usage_grid,x,y, { usage = "restricted", reason = "border" }) end end end end return usage_grid end function hyper.paint.paint_vaults_layout(paint, options, layout_grid) -- Default options if options == nil then options = vaults_default_options() end -- Pick wall type from spread in config local wall_type = "stone_wall" if options.wall_type ~= nil then wall_type = options.wall_type end if options.layout_wall_weights ~= nil then local chosen = util.random_weighted_from("weight", options.layout_wall_weights) wall_type = chosen.feature end -- Store it in options so it can be used for room surrounds also options.layout_wall_type = wall_type local gxm, gym = dgn.max_bounds() layout_grid = new_layout(gxm,gym) -- Will contain data about how each square is used and therefore how rooms can be applied paint_grid(paint,options,layout_grid) -- Paint fills onto the layout grid local usage_grid = hyper.paint.determine_usage_from_layout(layout_grid,options) -- Analyse the layout to determine usage -- Apply to the actual dungeon grid for x = 0, gxm-1, 1 do for y = 0, gym-1, 1 do local cell = get_layout(layout_grid,x,y) if cell.feature ~= nil and cell.feature ~= "space" then dgn.grid(x,y,cell.feature) elseif cell.feature == nil then -- Make sure we set the right type of wall in unpainted grids dgn.grid(x,y,wall_type) end end end return usage_grid end
object_tangible_quest_legacy_valarian_pallet2_datapad = object_tangible_quest_shared_legacy_valarian_pallet2_datapad:new { } ObjectTemplates:addTemplate(object_tangible_quest_legacy_valarian_pallet2_datapad, "object/tangible/quest/legacy_valarian_pallet2_datapad.iff")