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stringlengths 5
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HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Achievements.lua")
local playerTeamName
local player = nil
local enemy = nil
local firedShell = false
local turnNumber = 0
local hhs = {}
local numhhs = 0
function onGameInit()
Seed = 0
TurnTime = 20000
CaseFreq = 0
MinesNum = 0
Explosives = 0
Map = "Bamboo"
Theme = "Bamboo"
-- Disable Sudden Death
HealthDecrease = 0
WaterRise = 0
GameFlags = gfDisableWind
playerTeamName = AddMissionTeam(-1)
player = AddMissionHog(10)
AddTeam(loc("Cybernetic Empire"), -6, "ring", "Island", "Robot_qau", "cm_cyborg")
enemy = AddHog(loc("Unit 835"), 1, 10, "cyborg1")
SetGearPosition(player,142,656)
SetGearPosition(enemy,1824,419)
end
function onGameStart()
ShowMission(loc("Bamboo Thicket"), loc("Scenario"), loc("Eliminate the enemy."), -amBazooka, 0)
-- CRATE LIST.
SpawnSupplyCrate(891,852,amBazooka)
SpawnSupplyCrate(962,117,amBlowTorch)
SpawnSupplyCrate(403,503,amParachute)
AddAmmo(enemy, amGrenade, 100)
SetWind(100)
end
function onNewTurn()
turnNumber = turnNumber + 1
end
function onAmmoStoreInit()
SetAmmo(amSkip, 9, 0, 0, 0)
SetAmmo(amGirder, 4, 0, 0, 0)
SetAmmo(amBlowTorch, 0, 0, 0, 1)
SetAmmo(amParachute, 0, 0, 0, 2)
SetAmmo(amBazooka, 0, 0, 0, 2)
end
function onGearAdd(gear)
if GetGearType(gear) == gtHedgehog then
hhs[numhhs] = gear
numhhs = numhhs + 1
elseif GetGearType(gear) == gtShell then
firedShell = true
end
end
function onGameResult(winner)
if (winner == GetTeamClan(playerTeamName)) then
SaveMissionVar("Won", "true")
SendStat(siGameResult, loc("Mission succeeded!"))
if (turnNumber < 6) and (firedShell == false) then
awardAchievement(loc("Energetic Engineer"))
end
else
SendStat(siGameResult, loc("Mission failed!"))
end
end
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local image = require 'image'
local paths = require 'paths'
local t = require 'datasets/transforms'
local ffi = require 'ffi'
local M = {}
local LaneDataset = torch.class('resnet.LaneDataset', M)
function LaneDataset:__init(imageInfo, opt, split)
self.imageInfo = imageInfo[split]
self.opt = opt
self.split = split
self.dir = opt.data
assert(paths.dirp(self.dir), 'directory does not exist: ' .. self.dir)
end
function LaneDataset:get(i)
local imgpath = ffi.string(self.imageInfo.imagePath[i]:data())
local lbpath = ffi.string(self.imageInfo.labelPath[i]:data())
local image = self:_loadImage(self.dir .. imgpath, 3, 'float')
local label = self:_loadImage(self.dir .. lbpath, 1, 'byte')
assert(torch.max(label)<=6, 'label larger than 6!')
assert(torch.min(label)>=0, 'label smaller than 0!')
label:add(1)
return {
input = image,
segLabel = label,
exist = self.imageInfo.Exist[i],
imgpath = self.imageInfo.imagePath[i],
}
end
--[[function LaneDataset:get_seq(i, frame)
local imgpath = ffi.string(self.imageInfo.imagePath[i+frame-1]:data())
local lbpath = ffi.string(self.imageInfo.labelPath[i+frame-1]:data())
local image = self:_loadImage(self.dir .. imgpath, 3, 'float')
local label = self:_loadImage(self.dir .. lbpath, 1, 'byte')
label:add(1)
return {
input = image,
target = label,
imgpath = self.imageInfo.imagePath[i+frame-1],
}
end]]
function LaneDataset:_loadImage(path, channel, ttype)
local ok, input = pcall(function()
return image.load(path, channel, ttype)
end)
if not ok then
print(path)
print("load image failed!")
return -1
end
return input
end
function LaneDataset:size()
return self.imageInfo.imagePath:size(1)
end
local meanstd = {
mean = { 0.3598, 0.3653, 0.3662 },
std = { 0.2573, 0.2663, 0.2756 },
}
function LaneDataset:preprocess() -- Don't use data augmentation for training RNN
if self.split == 'train' then
return t.Compose{
--t.ScaleWH(768, 432),
--t.ScaleWH(850, 368),
t.ScaleWH(640, 368),
--t.RandomCrop(640, 368),
t.ColorNormalize(meanstd),
}
elseif self.split == 'val' then
return t.Compose{
t.ScaleWH(640, 368),
--t.ScaleWH(768, 432),
--t.ScaleWH(850, 368),
--t.RandomCrop(640, 368),
t.ColorNormalize(meanstd),
}
else
error('invalid split: ' .. self.split)
end
end
function LaneDataset:preprocess_aug()
if self.split == 'train' then
return t.Compose{
--t.RandomScaleRatio(780, 864, 274, 304),
t.RandomScaleRatio(860, 900, 425, 445),
--t.RandomScaleRatio(860, 940, 412, 452), --for r50 large
--t.RandomScaleRatio(600, 680, 350, 390),
t.ColorNormalize(meanstd),
t.Rotation(1, -1.7),
--t.RandomCrop(728, 264),
t.RandomCropLane(640, 368),
--t.RandomCropLane(768, 432),
--t.RandomCrop(816, 288),
}
elseif self.split == 'val' then
return t.Compose{
t.ScaleWH(640, 368),
--t.ScaleWH(880, 435),
--t.ScaleWH(900, 432),
--t.RandomCropLane(640, 368),
--t.RandomCropLane(768, 432),
t.ColorNormalize(meanstd),
}
else
error('invalid split: ' .. self.split)
end
end
return M.LaneDataset
|
-- -*- lua -*-
help(
[[ This module loads the gpaw environment version 0.10.0
Note that this module removes all other modules during load
]])
purgeAndLoad('gcc/4.7.2', 'intelmpi/4.1.0', 'ase/3.9.1', 'openblas/0.2.6', 'python/2.7.3', 'mkl/11.0.2',
'hdf5-par/1.8.10', 'gpaw/0.11.0', 'gpaw-setups/0.9.11271')
|
-- Beatmap Select Button
-- Part of Live Simulator: 2
-- See copyright notice in main.lua
local love = require("love")
local Luaoop = require("libs.Luaoop")
local MainFont = require("main_font")
local color = require("color")
local ImageButton = require("game.ui.image_button")
local beatmapSelButton = Luaoop.class("Livesim2.BeatmapSelectButtonUI", ImageButton)
function beatmapSelButton:new(name, format, difficulty)
ImageButton.new(self, "assets/image/ui/s_button_03", 0.75)
local fmtfont, difffont, namefont = MainFont.get(11, 14, 20)
self.formatText = love.graphics.newText(fmtfont)
self.formatText:add({color.black, format}, 6, 41)
self.nameText = love.graphics.newText(namefont)
self.nameText:add({color.white, name}, 8, 12)
if difficulty and #difficulty > 0 then
self.difficultyText = love.graphics.newText(difffont)
self.difficultyText:add({color.white, difficulty}, 314 - difffont:getWidth(difficulty), 5)
end
end
function beatmapSelButton:render(x, y)
ImageButton.render(self, x, y)
love.graphics.draw(self.nameText, x, y)
love.graphics.draw(self.formatText, x, y)
if self.difficultyText then
love.graphics.draw(self.difficultyText, x, y)
end
end
return beatmapSelButton
|
local Modules = game:GetService("Players").LocalPlayer.PlayerGui.AvatarEditorInGame.Modules
local Action = require(Modules.Common.Action)
return Action(script.Name, function(left, top, right, bottom)
return {
left = left,
top = top,
right = right,
bottom = bottom,
}
end)
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return {
name = "Česky [Built-in]",
description = "Překlad do češtiny.",
api_version = 4,
-- incomplete
skip = true,
-- please use ISO 639-1 plus country code if required
language_code = "cs"
}
|
--[[
desc: Pathgate, a article of path gate.
author: Musoucrow
since: 2018-6-5
alter: 2019-5-7
]]--
local _Point = require("graphics.drawunit.point")
---@class Actor.Component.Article.Pathgate
---@field public lightTweener Util.Gear.Tweener
---@field public doorTweener Util.Gear.Tweener
---@field public isOpened boolean
---@field public isLock boolean
---@field public doorTime milli
---@field public lightTime milli
---@field public enable boolean
---@field public isBoss boolean
---@field public crossActorDatas table<int, Actor.RESMGR.InstanceData>
---@field public portPosition Graphics.Drawunit.Point
---@field public isEntrance boolean
local _Pathgate = require("core.class")()
function _Pathgate:Ctor(data, param)
self.isOpened = false
self.isLock = false
self.enable = param.pathgateEnable
self.doorTime = data.doorTime or 500
self.lightTime = data.lightTime or 1000
self.isBoss = data.isBoss
self.crossActorDatas = {}
self.portPosition = _Point.New(true, param.portPosition.x, param.portPosition.y)
self.isEntrance = param.isEntrance
end
return _Pathgate
|
local folderOfThisFile = (...):match("(.-)[^%/%.]+$")
local class = require(folderOfThisFile.."/middleclass")
local LineSegment = class("LineSegment")
function LineSegment:init(p0, p1)
-- p0, p1: type(Point)
self.p0 = p0
self.p1 = p1
end
function LineSegment.compareLengths_MAX(segment0, segment1)
-- segment0, segment1: type(LineSegment)
local len0 = Point.distance(segment0.p0, segment0.p1)
local len1 = Point.distance(segment1.p0, segment1.p1)
if len0 < len1 then
return 1
end
if len0 > len1 then
return -1
end
return 0
end
function LineSegment.compareLengths(edge0, edge1)
-- edge0, edge1: type(LineSegment)
return -LineSegment.compareLengths_MAX(edge0, edge1)
end
return LineSegment
|
local webhook = {}
function webhook:modify(callback, payload)
self.client:modifyWebhook(callback, self.id, payload)
end
function webhook:modifyWithToken(callback, payload)
self.client:modifyWebhookWithToken(callback, self.id, self.token, payload)
end
function webhook:delete(callback)
self.client:deleteWebhook(callback, self.id)
end
function webhook:deleteWithToken(callback)
self.client:deleteWebhookWithToken(callback, self.id, self.token)
end
function webhook:executeSlack(callback, payload)
self.client:executeSlackCompatibleWebhook(callback, self.id, self.token, payload)
end
function webhook:executeGitHub(callback, payload)
self.client:executeGitHubCompatibleWebhook(callback, self.id, self.token, payload)
end
return webhook
|
-- ShowUserGuide
-- created on 2021/9/4
-- author @zoloypzuo
function ImGui.ShowUserGuide()
-- ImGuiIO& io = ImGui.GetIO();
ImGui.BulletText("Double-click on title bar to collapse window.");
ImGui.BulletText("Click and drag on lower corner to resize window\n" ..
"(double-click to auto fit window to its contents).");
ImGui.BulletText("CTRL+Click on a slider or drag box to input value as text.");
ImGui.BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
-- if (io.FontAllowUserScaling)
-- ImGui.BulletText("CTRL+Mouse Wheel to zoom window contents.");
ImGui.BulletText("While inputing text:\n");
ImGui.Indent();
ImGui.BulletText("CTRL+Left/Right to word jump.");
ImGui.BulletText("CTRL+A or double-click to select all.");
ImGui.BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
ImGui.BulletText("CTRL+Z,CTRL+Y to undo/redo.");
ImGui.BulletText("ESCAPE to revert.");
ImGui.BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract.");
ImGui.Unindent();
ImGui.BulletText("With keyboard navigation enabled:");
ImGui.Indent();
ImGui.BulletText("Arrow keys to navigate.");
ImGui.BulletText("Space to activate a widget.");
ImGui.BulletText("Return to input text into a widget.");
ImGui.BulletText("Escape to deactivate a widget, close popup, exit child window.");
ImGui.BulletText("Alt to jump to the menu layer of a window.");
ImGui.BulletText("CTRL+Tab to select a window.");
ImGui.Unindent();
end
|
Locales['de'] = {
-- Cloakroom
['cloakroom'] = 'Umkleide',
['ems_clothes_civil'] = 'Zivil',
['ems_clothes_ems'] = 'Uniform',
-- Vehicles
['ambulance'] = 'Rettungsdienst',
['helicopter_prompt'] = 'Drücke ~INPUT_CONTEXT~ um auf das ~y~Helikopter-Menü~s~ zuzugreifen.',
['garage_prompt'] = 'Drücke ~INPUT_CONTEXT~ um auf das ~y~Fahrzeug-Menü~s~ zuzugreifen.',
['garage_title'] = 'Fahrzeugmenü',
['garage_stored'] = 'gelagert',
['garage_notstored'] = 'nicht in der Garage',
['garage_storing'] = 'Wir versuchen das Fahrzeug einzulagern. Bitte stelle sicher, dass sich kein Spieler in der Nähe des Fahrzeugs befindet.',
['garage_has_stored'] = 'Das Fahrzeug wurde in deiner Garage eingelagert.',
['garage_has_notstored'] = 'Es wurde kein Fahrzeug in der Nähe gefunden, dass dir gehört.',
['garage_notavailable'] = 'Dein Fahrzeug ist nicht in der Garage.',
['garage_blocked'] = 'Es existieren keine verfügbaren Spawnpoints!',
['garage_empty'] = 'Du hast keine Fahrzeuge in deiner Garage.',
['garage_released'] = 'Dein Fahrzeug wurde aus der Garage gefahren.',
['garage_store_nearby'] = 'Es sind keine Fahrzeuge in der Nähe.',
['garage_storeditem'] = 'Öffne Garage',
['garage_storeitem'] = 'Fahrzeug in der Garage einlagern',
['garage_buyitem'] = 'Fahrzeug-Shop',
['shop_item'] = '$%s',
['vehicleshop_title'] = 'Fahrzeug-Shop',
['vehicleshop_confirm'] = 'Du möchstest dieses Fahrzeug kaufen?',
['vehicleshop_bought'] = 'Du hast dir einen ~y~%s~s~ für ~g~$%s~s~ gekauft!',
['vehicleshop_money'] = 'Du kannst dir dieses Fahrzeug nicht leisten!',
['vehicleshop_awaiting_model'] = 'Dieses Fahrzeug ~g~LÄDT~s~ bitte warte',
['confirm_no'] = 'Nein',
['confirm_yes'] = 'Ja',
-- Action Menu
['revive_inprogress'] = 'Eine Wiederbelebung findet statt!',
['revive_complete'] = 'Du hast ~y~%s~s~ wiederbelebt',
['revive_complete_award'] = 'Du hast ~y~%s~s~ wiederbelebt und dabei ~g~$%s~s~ erhalten!',
['revive_fail_offline'] = 'Dieser Spieler ist nicht länger online',
['heal_inprogress'] = 'Du heilst!',
['heal_complete'] = 'yDu hast ~y~%s~s~ geheilt!',
['no_players'] = 'Keine Spieler in der Nähe',
['player_not_unconscious'] = 'Diese Spieler ist nicht bewusstlos!',
['player_not_conscious'] = 'Dieser Spieler ist nicht bei Bewusstsein!',
-- Boss Menu
['boss_actions'] = 'Chef-Aktionen',
-- Misc
['invalid_amount'] = '~r~Ungültige Menge',
['actions_prompt'] = 'Drücke ~INPUT_CONTEXT~ um das ~y~Rettungsdienst-Menü~s~ zu öffnen.',
['deposit_amount'] = 'Menge deponieren',
['money_withdraw'] = 'Menge abheben',
['fast_travel'] = 'Drücke ~INPUT_CONTEXT~ zu schnellreisen.',
['open_pharmacy'] = 'Drücke ~INPUT_CONTEXT~ um die Apotheke zu öffnen.',
['pharmacy_menu_title'] = 'Apotheke',
['pharmacy_take'] = 'Nimm <span style="color:blue;">%s</span>',
['medikit'] = 'Medikit',
['bandage'] = 'Verbände',
['max_item'] = 'Du trägst bereits genug.',
-- F6 Menu
['ems_menu'] = 'Rettungsdienst-Menü',
['ems_menu_title'] = 'Rettungsdienst-Menü',
['ems_menu_revive'] = 'Spieler wiederbeleben',
['ems_menu_putincar'] = 'In Fahrzeug stecken',
['ems_menu_small'] = 'Kleine Wunden behandeln',
['ems_menu_big'] = 'Ernsthafte Verletzungen behandeln',
-- Phone
['alert_ambulance'] = 'Rettungsdienst alarmieren',
-- Death
['respawn_available_in'] = 'Respawn in ~b~%s Minuten %s Sekunden~s~ verfügbar',
['respawn_bleedout_in'] = 'Du wirst in ~b~%s Minuten %s Sekunden~s~ ausbluten\n',
['respawn_bleedout_prompt'] = 'Drücke [~b~E~s~] um zu respawnen',
['respawn_bleedout_fine'] = 'Drücke [~b~E~s~] um für ~g~$%s~s~ zu respawnen',
['respawn_bleedout_fine_msg'] = 'Du hast ~r~$%s~s~ bezahlt, um zu respawnen.',
['distress_send'] = 'Drücke [~b~G~s~] um ein Notsignal zu senden',
['distress_sent'] = 'Notsignal wurde an den Rettungsdienst übermittelt!',
['combatlog_message'] = 'Du wurdest respawnt, da du den Server verlassen hast, als du gestorben bist.',
-- Revive
['revive_help'] = 'Belebe einen Spieler wieder',
-- Item
['used_medikit'] = 'Du hast ~y~ein~s~ Medikit verwendet',
['used_bandage'] = 'Du hast ~y~einen~s~ Verband verwendet',
['not_enough_medikit'] = 'Du hast keine ~b~Medikits~s~.',
['not_enough_bandage'] = 'Du hast keine ~b~Verbände~s~.',
['healed'] = 'Du wurdest behandelt.',
-- Blips
['blip_hospital'] = 'Krankenhaus',
['blip_dead'] = 'Bewusstloser Spieler',
}
|
local _, ns = ...
local oUF = ns.oUF or oUF
assert(oUF, 'oUF not loaded')
local Update = function(self, event, ...)
local _, instanceType = IsInInstance()
if instanceType ~= 'arena' then
self.Trinket.Icon:SetTexture("Interface\\Icons\\Ability_pvp_gladiatormedallion")
self.Trinket:Hide()
return
else
self.Trinket:Show()
end
if(self.Trinket.PreUpdate) then self.Trinket:PreUpdate(event, ...) end
if event == "ARENA_COOLDOWNS_UPDATE" then
local unit = ...
local tunit = self.unit
if self.unit == unit then
C_PvP.RequestCrowdControlSpell(unit)
local spellID, startTime, duration = C_PvP.GetArenaCrowdControlInfo(unit)
if spellID and startTime ~= 0 and duration ~= 0 then
CooldownFrame_Set(self.Trinket.cooldownFrame, startTime / 1000, duration / 1000, 1)
end
end
elseif event == "ARENA_CROWD_CONTROL_SPELL_UPDATE" then
local unit, spellID = ...
if self.unit == unit then
local _, _, spellTexture = GetSpellInfo(spellID)
self.Trinket.Icon:SetTexture(spellTexture)
end
elseif event == 'PLAYER_ENTERING_WORLD' then
CooldownFrame_Set(self.Trinket.cooldownFrame, 1, 1, 1)
end
if(self.Trinket.PostUpdate) then self.Trinket:PostUpdate(event, ...) end
end
local Enable = function(self)
if self.Trinket then
self:RegisterEvent("ARENA_COOLDOWNS_UPDATE", Update, true)
self:RegisterEvent("PLAYER_ENTERING_WORLD", Update, true)
self:RegisterEvent("ARENA_CROWD_CONTROL_SPELL_UPDATE", Update, true)
if not self.Trinket.cooldownFrame then
self.Trinket.cooldownFrame = CreateFrame("Cooldown", nil, self.Trinket)
self.Trinket.cooldownFrame:SetAllPoints(self.Trinket)
end
if not self.Trinket.Icon then
self.Trinket.Icon = self.Trinket:CreateTexture(nil, "BORDER")
self.Trinket.Icon:SetAllPoints(self.Trinket)
self.Trinket.Icon:SetTexCoord(0.07, 0.93, 0.07, 0.93)
self.Trinket.Icon:SetTexture("Interface\\Icons\\Ability_pvp_gladiatormedallion")
end
return true
end
end
local Disable = function(self)
if self.Trinket then
self:UnregisterEvent("ARENA_COOLDOWNS_UPDATE", Update)
self:UnregisterEvent("PLAYER_ENTERING_WORLD", Update)
self:UnregisterEvent("ARENA_CROWD_CONTROL_SPELL_UPDATE", Update)
self.Trinket:Hide()
end
end
oUF:AddElement('Trinket', Update, Enable, Disable)
|
-- config: (lint (only syntax:misplaced-dots))
local function f(..., x) end
local function f(x, ...) end -- ok
|
--====================================================================--
-- dmc_corona/dmc_websockets/frame.lua
--
-- Documentation: http://docs.davidmccuskey.com/
--====================================================================--
--[[
The MIT License (MIT)
Copyright (C) 2014-2015 David McCuskey. All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
--]]
--====================================================================--
--== DMC Corona Library : DMC WebSockets Frame
--====================================================================--
--[[
WebSocket support adapted from:
* Lumen (http://github.com/xopxe/Lumen)
* lua-websocket (http://lipp.github.io/lua-websockets/)
* lua-resty-websocket (https://github.com/openresty/lua-resty-websocket)
--]]
-- Semantic Versioning Specification: http://semver.org/
local VERSION = "1.2.0"
--====================================================================--
--== Imports
local bit = require 'lib.dmc_lua.bit'
local ByteArray = require 'lib.dmc_lua.lua_bytearray'
local Error = require 'dmc_websockets.exception'
local Utils = require 'lib.dmc_lua.lua_utils'
--====================================================================--
--== Setup, Constants
local ProtocolError = Error.ProtocolError
local band = bit.band
local bor = bit.bor
local bxor = bit.bxor
local lshift = bit.lshift
local rshift = bit.rshift
local tohex = bit.tohex
local mmin = math.min
local mfloor = math.floor
local mrandom = math.random
local schar = string.char
local sbyte = string.byte
local ssub = string.sub
local tinsert = table.insert
local tconcat = table.concat
-- Forward declare
local bit_4, bit_7, bit_3_0, bit_6_0, bit_6_4
local decodeCloseFrameData, encodeCloseFrameData
--== WebSockets Constants
local SML_FRAME_SIZE = 125 -- 125 bytes
local MED_FRAME_SIZE = 0xffff -- 65535 bytes
local LRG_FRAME_SIZE = 0xffffffffffffffff -- a lot
local MED_FRAME_TOKEN = 126
local LRG_FRAME_TOKEN = 127
local FRAME_TYPE = {
[0x0] = "continuation",
continuation = 0x0,
[0x1] = "text",
text = 0x1,
[0x2] = "binary",
binary = 0x2,
[0x8] = "close",
close = 0x8,
[0x9] = "ping",
ping = 0x9,
[0xa] = "pong",
pong = 0xa,
}
local CLOSE_CODES = {
OK = { code=1000, reason="Purpose for connection has been fulfilled" },
GOING_AWAY = { code=1001, reason="Going Away" },
PROTO_ERR = { code=1002, reason="Termination due to protocol error" },
UNHANDLED_DATA = { code=1003, reason="Cannot accept data type" },
-- 1004, reserved for future use, DO NOT USE
RESERVED_1004 = { code=1004, reason="reserved, DO NOT USE" },
-- 1005, internal use only, No status code received
NO_STATUS_CODE = { code=1005, reason="No status code received" },
-- 1006, internal use only, Abnormal Close, eg without Close frame
CONNECTION_CLOSE_ERR = { code=1006, reason="Connection closed abnormally" },
INVALID_DATA = { code=1007, reason="invalid data received" },
POLICY_VIOLATION = { code=1008, reason="internal policy violation" },
MSG_SIZE_ERR = { code=1009, reason="message is too big for processing" },
EXTENSION_ERR = { code=1010, reason="expected extension negotiation (client)" },
UNEXPECTED_ERR = { code=1011, reason="unexpected internal error" },
-- 1015, internal use only, TLS handshake error
TLS_HANDSHAKE_ERR = { code=1015, reason="TLS handshake failure" },
}
local VALID_CLOSE_CODES = {
CLOSE_CODES.OK.code,
CLOSE_CODES.GOING_AWAY.code,
CLOSE_CODES.PROTO_ERR.code,
CLOSE_CODES.UNHANDLED_DATA.code,
CLOSE_CODES.INVALID_DATA.code,
CLOSE_CODES.POLICY_VIOLATION.code,
CLOSE_CODES.MSG_SIZE_ERR.code,
CLOSE_CODES.EXTENSION_ERR.code,
CLOSE_CODES.UNEXPECTED_ERR.code
}
--====================================================================--
--== Support Functions
local bits = function(...)
local n = 0
for _,bitn in pairs{...} do
n = n + 2^bitn
end
return n
end
bit_4 = bits(3)
bit_7 = bits(7)
bit_3_0 = bits(3,2,1,0)
bit_6_0 = bits(6,5,4,3,2,1,0)
bit_6_4 = bits(6,5,4)
local function getunsigned_2bytes_bigendian(s)
return 256*s:byte(1) + s:byte(2)
end
--from http://stackoverflow.com/questions/5241799/lua-dealing-with-non-ascii-byte-streams-byteorder-change
--adapted for fixed 4 byte bigendian unsigned ints.
local function int_to_bytes( num, endian )
local res={}
endian = 'big'
local n = 4 --math.ceil(select(2,math.frexp(num))/8) -- number of bytes to be used.
for k=n,1,-1 do -- 256 = 2^8 bits per char.
local mul=2^(8*(k-1))
res[k]=mfloor(num/mul)
num=num-res[k]*mul
end
assert(num==0)
if endian == "big" then
local t={}
for k=1,n do
t[k]=res[n-k+1]
end
res=t
end
return schar(unpack(res))
end
-- endian big, 4 bytes
local function bytes_to_int( str )
local t={str:byte(1,4)}
local n=0
for k=1,#t do
n=n+t[#t-k+1]*2^((k-1)*8)
end
return n
end
local xor_mask = function( encoded, mask, payload )
local transformed_arr = {}
-- xor chunk-wise to prevent stack overflow.
-- sbyte and schar multiple in/out values
-- which require stack
for p=1,payload,2000 do
local transformed = {}
local last = mmin(p+1999,payload)
local original = {sbyte(encoded,p,last)}
for i=1,#original do
local j = (i-1) % 4 + 1
transformed[i] = bxor(original[i],mask[j])
-- transformed[i] = band(bxor(original[i],mask[j]), 0xFF)
end
local xored = schar(unpack(transformed))
tinsert(transformed_arr,xored)
end
return tconcat(transformed_arr)
end
--====================================================================--
--== Main Functions
--====================================================================--
-- forward declarations
local readFrameHeader -- step 1
local processFrameType -- step 2
local processFramePayload -- step 3
local verifyFramePayload -- step 4
local readMaskData -- step 5a
local readPayloadData -- step 5b
-- read header and payload info
readFrameHeader = function( frame, bytearray )
-- print( "readFrameHeader", bytearray.pos )
local data = bytearray:readBuf( 2 )
frame.type, frame.payload = data:byte( 1, 2 )
end
-- process frame type info
processFrameType = function( frame )
-- print( "processFrameType" )
frame.fin = band( frame.type, bit_7 ) ~= 0
frame.opcode = band( frame.type, bit_3_0 )
-- print( '>>>>', frame.opcode, frame.fin )
if band( frame.type, bit_6_4 ) ~= 0 then
error( ProtocolError{
code=CLOSE_CODES.PROTO_ERR.code, reason=CLOSE_CODES.PROTO_ERR.code,
message="Data packet too large for control frame" })
return
end
if frame.opcode >= 0x3 and frame.opcode <= 0x7 then
error( ProtocolError{
code=CLOSE_CODES.PROTO_ERR.code, reason=CLOSE_CODES.PROTO_ERR.code,
message="Received reserved non-control frame" } )
return
end
if frame.opcode >= 0xb and frame.opcode <= 0xf then
error( ProtocolError{
code=CLOSE_CODES.PROTO_ERR.code, reason=CLOSE_CODES.PROTO_ERR.code,
message="Received reserved control frame" } )
return
end
end
-- process frame payload info
processFramePayload = function( frame, bytearray )
-- print( "processFramePayload", bytearray.pos )
frame.masked = band( frame.payload, bit_7 ) ~= 0
frame.payload_len = band( frame.payload, bit_6_0 )
local payload_len = frame.payload_len
local data
if payload_len <= SML_FRAME_SIZE then
-- pass
elseif payload_len == MED_FRAME_TOKEN then
data = bytearray:readBuf( 2 )
frame.payload_len = bor( lshift( data:byte(1), 8), data:byte(2) )
elseif payload_len == LRG_FRAME_TOKEN then
data = bytearray:readBuf( 8 )
if data:byte(1) ~= 0 or data:byte(2) ~= 0 or
data:byte(3) ~= 0 or data:byte(4) ~= 0
then
error( ProtocolError{
code=CLOSE_CODES.PROTO_ERR.code, reason=CLOSE_CODES.PROTO_ERR.code,
message="Payload length too large" } )
return
end
local byte_5 = data:byte(5)
if band( byte_5, bit_7 ) ~= 0 then
error( ProtocolError{
code=CLOSE_CODES.PROTO_ERR.code, reason=CLOSE_CODES.PROTO_ERR.code,
message="Payload length too large" } )
return
end
frame.payload_len = bor( lshift(byte_5, 24),
lshift( data:byte(6), 16),
lshift( data:byte(7), 8),
data:byte(8) )
else
error( ProtocolError{
code=CLOSE_CODES.PROTO_ERR.code, reason=CLOSE_CODES.PROTO_ERR.code,
message="Invalid payload size" } )
end
end
-- verify frame payload
verifyFramePayload = function( frame, bytearray )
-- print( "verifyFramePayload", bytearray.pos )
-- control frame check
if band( frame.opcode, bit_4 ) ~= 0 then
if frame.payload_len > SML_FRAME_SIZE then
error( ProtocolError{
code=CLOSE_CODES.PROTO_ERR.code, reason=CLOSE_CODES.PROTO_ERR.code,
message="Data packet too large for control frame<<<" } )
return
end
if not frame.fin then
error( ProtocolError{
code=CLOSE_CODES.PROTO_ERR.code, reason=CLOSE_CODES.PROTO_ERR.code,
message="Fragmented control frame" } )
return
end
end
if frame.masked then
readMaskData( frame, bytearray )
else
readPayloadData( frame, bytearray )
end
end
-- process frame mask
readMaskData = function( frame, bytearray )
-- print( "readMaskData", bytearray.pos )
local data = bytearray:readBuf( 4 )
local m1,m2,m3,m4 = data:byte( 1, 4 )
frame.mask = { m1,m2,m3,m4 }
readPayloadData( frame, bytearray )
end
-- read actual payload data
readPayloadData = function( frame, bytearray )
-- print( "readPayloadData", bytearray.pos )
local bytes = frame.payload_len
local data
-- Verify Close frame size
if frame.opcode == FRAME_TYPE.close and not ( bytes == 0 or bytes >= 2 ) then
error( ProtocolError{
code=CLOSE_CODES.PROTO_ERR.code, reason=CLOSE_CODES.PROTO_ERR.code,
message="Data packet wrong size for Close frame" } )
return
end
--== read rest of data
if bytes == 0 then
data = ""
else
data = bytearray:readBuf( bytes )
end
if frame.mask then
data = xor_mask( data, frame.mask, bytes )
end
frame.data = data
-- Verify Close frame code
if frame.opcode == FRAME_TYPE.close and bytes >= 2 then
local code, reason = decodeCloseFrameData( data )
if code >=0 and code <= 999 then
error( ProtocolError{
code=CLOSE_CODES.PROTO_ERR.code, reason=CLOSE_CODES.PROTO_ERR.code,
message="Invalid close code: %s" % code } )
return
elseif code >= 1000 and code <= 2999 then
if not Utils.propertyIn( VALID_CLOSE_CODES, code ) then
error( ProtocolError{
code=CLOSE_CODES.PROTO_ERR.code, reason=CLOSE_CODES.PROTO_ERR.code,
message="Invalid close code: %s" % code } )
return
end
end
end
end
-- @params params
-- bytearray ByteArray instance
--
local function receiveWSFrame( bytearray )
-- print( "receiveWSFrame" )
assert( bytearray and bytearray:isa( ByteArray ), "ReceiveFrame() requires byte array for data container" )
--==--
-- Frame info structure
local frame = {
-- header="", basic framing info (string)
-- payload="", basic framing info (string)
-- payload_len=0, (number)
-- fin=true, (boolean)
-- opcode=0x1, (number)
-- masked=true, (boolean)
-- mask={ b1, b2, b3, b4 }, (table)
-- data="", actual frame data/payload
}
readFrameHeader( frame, bytearray )
processFrameType( frame, bytearray )
processFramePayload( frame, bytearray )
verifyFramePayload( frame, bytearray )
return {
opcode=frame.opcode,
type=FRAME_TYPE[ frame.opcode ],
data=frame.data,
fin=frame.fin
}
end
-- @params params table structure
-- data: data to send
-- fin: boolean, end of data packet
-- opcode: type of message to send
-- masked: boolean, masked packet
--
local function buildFrame( params )
-- print( "buildFrame" )
local msg = params.msg
local data = params.data
local fin = params.fin
local opcode = params.opcode
local masked = params.masked
local payload_len = #data
local frame = {} -- frame info
-- frame header vars
local h_type, h_payload = opcode, 0
--== process header
if fin == nil or fin == true then
h_type = bor( h_type, bit_7 )
end
if masked then
h_payload = bor( h_payload, bit_7 )
end
if payload_len <= SML_FRAME_SIZE then
h_payload = bor( h_payload, payload_len )
tinsert( frame, schar( h_type, h_payload ) )
elseif payload_len <= MED_FRAME_SIZE then
h_payload = bor( h_payload, MED_FRAME_TOKEN )
tinsert( frame, schar( h_type, h_payload, mfloor(payload_len/256), payload_len%256 ) )
elseif payload_len < 2^53 then
h_payload = bor( h_payload, LRG_FRAME_TOKEN )
local high = mfloor( payload_len / 2^32 )
local low = payload_len - high*2^32
tinsert( frame, schar( h_type, h_payload ) )
tinsert( frame, int_to_bytes( high ) )
tinsert( frame, int_to_bytes( low ) )
else
error( ProtocolError{
code=CLOSE_CODES.PROTO_ERR.code, reason=CLOSE_CODES.PROTO_ERR.code,
message="Data packet too big for protocol" } )
end
--== process mask
if not masked then
tinsert( frame, data )
else
local m1 = mrandom( 0, 0xff )
local m2 = mrandom( 0, 0xff )
local m3 = mrandom( 0, 0xff )
local m4 = mrandom( 0, 0xff )
local mask = { m1,m2,m3,m4 }
tinsert( frame, schar( m1, m2, m3, m4 ) )
tinsert( frame, xor_mask( data, mask, #data ) )
end
return tconcat( frame )
end
-- @param data
-- @param opcode
-- @param masked
-- @param onFrame
-- @param max_frame_size
local function buildWSFrames( params )
-- print( "buildWSFrames" )
local msg = params.message
local data_len = msg:getAvailable()
local opcode
if msg.start == 1 then
opcode = msg.opcode
else
opcode = FRAME_TYPE.continuation
end
local max_frame_size = params.max_frame_size
if max_frame_size and max_frame_size > LRG_FRAME_SIZE then
max_frame_size = LRG_FRAME_SIZE
end
-- control frame check
if band( opcode, bit_4 ) ~= 0 then
if data_len > SML_FRAME_SIZE then
error( ProtocolError{
code=CLOSE_CODES.PROTO_ERR.code, reason=CLOSE_CODES.PROTO_ERR.code,
message="Data packet too large for control frame" } )
return
end
end
local divisor, chunk, fin
local frame
if max_frame_size then
divisor = max_frame_size
elseif data_len <= SML_FRAME_SIZE then
divisor = SML_FRAME_SIZE
elseif data_len <= MED_FRAME_SIZE then
divisor = MED_FRAME_SIZE
else
divisor = LRG_FRAME_SIZE
end
chunk = msg:read( divisor )
fin = ( msg:getAvailable() == 0 )
frame = buildFrame{
data=chunk,
fin=fin,
masked=msg.masked,
opcode=opcode
}
return { frame=frame }
end
encodeCloseFrameData = function(code,reason)
local data
if code and type(code) == 'number' then
--data = spack('>H',code)
data = schar(mfloor(code/256),code%256)
if reason then
data = data..tostring(reason)
end
end
return data or ''
end
decodeCloseFrameData = function( data )
local _,code,reason
if data then
if #data > 1 then
code = getunsigned_2bytes_bigendian(data)
end
if #data > 2 then
reason = data:sub(3)
end
end
return code, reason
end
--====================================================================--
--== Module Facade
--====================================================================--
return {
type = FRAME_TYPE,
close = CLOSE_CODES,
size = {
SMALL = SML_FRAME_SIZE,
MEDIUM = MED_FRAME_SIZE,
LARGE = LRG_FRAME_SIZE
},
receiveFrame = receiveWSFrame,
buildFrames = buildWSFrames,
encodeCloseFrameData = encodeCloseFrameData,
decodeCloseFrameData = decodeCloseFrameData
}
|
#!/usr/bin/env tarantool
-- Instance file for one of the 10 swarm nodes. They bootstrap the cluster, each
-- bump their vclock component and then do nothing and serve as replication
-- masters for the eleventh node.
local id = tonumber(arg[1])
assert(id ~= nil, 'Please pass a numeric instance id')
assert(id >= 2 and id <= 11, 'The id should be in ramge [2, 11]')
box.cfg{
listen = 3300 + id,
replication = {
3302,
3303,
3304,
3305,
3306,
3307,
3308,
3309,
3310,
3311,
},
background = true,
work_dir = tostring(id),
pid_file = id..'.pid',
log = id..'.log',
}
box.once('bootstrap', function()
box.schema.user.grant('guest', 'replication')
end)
-- This is executed on every instance so that vclock is non-empty in each
-- component. This will make the testing instance copy a larger portion of data
-- on each write and make the performance degradation, if any, more obvious.
box.space._schema:replace{'Something to bump vclock '..id}
|
local Game = {}
function Game.getDistance(xa, ya, xb, yb)
local xDist = xb - xa
local yDist = yb - ya
return math.sqrt((xDist ^ 2) + (yDist ^ 2))
end
function Game.getPokemonNumberWithMove(move, joy) -- optional parameter happiness
joy = joy or 0
for i = 1, getTeamSize() do
if hasMove(i, move) and getPokemonHappiness(i) >= joy then
return i
end
end
return nil
end
return Game
|
MAX_SKILLS = 8
-- Skill type tree
SkillTypeSkill = 0 -- Everything is a skill
SkillTypeAttack = 1
SkillTypeRangedAttack = SkillTypeAttack | 1 << 16
SkillTypeBowAttack = SkillTypeRangedAttack | 1 << 32
SkillTypeSpearAttack = SkillTypeRangedAttack | 2 << 32
SkillTypeMeleeAttack = SkillTypeAttack | 2 << 16
SkillTypeAxeAttack = SkillTypeMeleeAttack | 1 << 32
SkillTypeDaggerAttack = SkillTypeMeleeAttack | 2 << 32
SkillTypeLeadAttack = SkillTypeDaggerAttack | 1 << 48
SkillTypeOffHandAttack = SkillTypeDaggerAttack | 2 << 48
SkillTypeDualAttack = SkillTypeDaggerAttack | 4 << 48
SkillTypeHammerAttack = SkillTypeMeleeAttack | 4 << 32
SkillTypeScyteAttack = SkillTypeMeleeAttack | 8 << 32
SkillTypeSwordAttack = SkillTypeMeleeAttack | 16 << 32
SkillTypePetAttack = SkillTypeAttack | 4 << 16
SkillTypeShout = 2
SkillTypeChant = 4
SkillTypeEcho = 8
SkillTypeForm = 16
SkillTypeGlypthe = 32
SkillTypePreparation = 64
SkillTypeRitual = 128
SkillTypeBindingRitual = SkillTypeRitual | 1 << 16
SkillTypeNatureRitual = SkillTypeRitual | 2 << 16
SkillTypeSignet = 256
SkillTypeSpell = 512
SkillTypeEnchantment = SkillTypeSpell | 1 << 16
SkillTypeFlashEnchantment = SkillTypeEnchantment | 1 << 32
SkillTypeHex = SkillTypeSpell | 2 << 16
SkillTypeItemSpell = SkillTypeSpell | 4 << 16
SkillTypeWardSpell = SkillTypeSpell | 8 << 16
SkillTypeWeaponSpell = SkillTypeSpell | 16 << 16
SkillTypeWellSpell = SkillTypeSpell | 32 << 16
SkillTypeStance = 1024
SkillTypeTrap = 2048
SkillTypeAll = 0xFFFFFFFFFFFFFFFF
-- Effects skills can have
SkillEffectNone = 0
SkillEffectResurrect = 1 << 1
SkillEffectHeal = 1 << 2
SkillEffectProtect = 1 << 3
SkillEffectDamage = 1 << 4
SkillEffecSpeed = 1 << 5
SkillEffectInterrupt = 1 << 6
SkillEffectGainEnergy = 1 << 7
SkillEffectRemoveEnchantment = 1 << 8
SkillEffectRemoveHex = 1 << 9
SkillEffectRemoveStance = 1 << 10
-- What the skill targets
SkillTargetNone = 0
SkillTargetSelf = 1 << 1
SkillTargetTarget = 1 << 2
SkillTargetAoe = 1 << 3
SkillTargetParty = 1 << 4
-- Needed target for the skill
SkillTargetTypeNone = 0
SkillTargetTypeSelf = 1
SkillTargetTypeAllyAndSelf = 2
SkillTargetTypeAllyWithoutSelf = 3
SkillTargetTypeFoe = 4
-- Error codes
SkillErrorNone = 0
SkillErrorInvalidSkill = 1
SkillErrorInvalidTarget = 2
SkillErrorOutOfRange = 3
SkillErrorNoEnergy = 4
SkillErrorNoAdrenaline = 5
SkillErrorRecharging = 6
SkillErrorTargetUndestroyable = 7
SkillErrorCannotUseSkill = 8
SkillErrorNotAppropriate = 255
-- Effect categories
EffectCategoryNone = 0
EffectCategoryCondition = 1
EffectCategoryEnchantment = 2
EffectCategoryHex = 3
EffectCategoryPreparation = 4
EffectCategoryShout = 5
EffectCategorySpirit = 6
EffectCategoryStance = 7
EffectCategoryWard = 8
EffectCategortyWell = 9
EffectCategoryGeneral = 20
EffectCategoryEnvironment = 254
|
local LoveUI=LoveUI
LoveUI.require("LoveUIRect.lua")
LoveUI.require("LoveUIResponder.lua")
LoveUI.View=LoveUI.Responder:new();
function LoveUI.View:init(frame, ...)
-- e.g local o=LoveUI.Object:alloc():init();
LoveUI.Responder.init(self, frame, ...);
self.frame=frame or LoveUI.Rect:new(-1,-1,-1,-1);
self.scissorFrame=self.frame;
self.subviews={};
self.superview=nil;
self.context=nil;
self.opaque=false;
self.escapeScissor=false;
self.hidden=false;
self.backgroundColor=LoveUI.defaultBackgroundColor
self.textColor=LoveUI.defaultTextColor;
self.selectColor=LoveUI.defaultSelectColor
return self;
end
function LoveUI.View:acceptsFirstResponder()
return true;
end
function LoveUI.View:setFrame(aFrame)
self.frame=aFrame;
self:calculateScissor();
end
function LoveUI.View:setOrigin(aPoint)
self.frame.origin=aPoint:copy();
self:calculateScissor();
end
function LoveUI.View:setSize(aSize)
self.frame.size=aSize:copy();
self:calculateScissor();
end
function LoveUI.View:display()
--error(tostring(self.class.className()))
--if self.class.className()=="Button" then error("b") end
if self.opaque then
local size=self.frame.size;
LoveUI.graphics.setColor(unpack(self.backgroundColor))
LoveUI.graphics.rectangle('fill', 0, 0, size.width, size.height)
end
end
function LoveUI.View:toSubviews(fn)
fn(self);
for k, v in pairs(self.subviews) do
if fn(v) == false then
return false;
end
v:toSubviews(fn);
end
end
function LoveUI.View:update(dt)
if not self.hidden then
end
end
function LoveUI.View:convertOriginToBase()
local p=self.superview:convertPointToBase(self.frame.origin)
return p.x, p.y;
end
function LoveUI.View:updateSubviews(dt)
if not self.hidden then
for k, v in pairs(self.subviews) do
if not v.hidden then
LoveUI.pushMatrix()
LoveUI.translate(v.frame.origin:get())
v:update(dt);
v:updateSubviews(dt);
LoveUI.popMatrix()
end
end
end
end
function LoveUI.View:calculateScissor()
if self.superview then
local super_frame=self:convertRectFromView(self.superview.scissorFrame, self.superview)
local child_frame=self:convertRectFromView(self.frame, self);
local x1, y1, x2, y2 = math.max(super_frame.origin.x, 0), math.max(super_frame.origin.y, 0),
math.min(super_frame.size.width+super_frame.origin.x, child_frame.size.width),
math.min(super_frame.size.height+super_frame.origin.y, child_frame.size.height);
self.scissorFrame=LoveUI.Rect:new(x1, y1, x2-x1, y2-y1);
for i, v in ipairs(self.subviews) do
v:calculateScissor()
end
end
end
function LoveUI.View:getScissor()
if not self.scissorFrame then
self:calculateScissor();
end
return self.scissorFrame:get();
end
function LoveUI.View:displaySubviews()
--a View is responsible for drawing itself and subviews
if not self.hidden then
for k, v in pairs(self.subviews) do
if not v.hidden then
self.context:store()
LoveUI.pushMatrix()
LoveUI.translate(v.frame.origin:get())
v:preDisplay()
if not v.escapeScissor then
LoveUI.graphics.setScissor(v:getScissor())
else
LoveUI.graphics.setScissor();
end
v:display();
v:displaySubviews();
LoveUI.popMatrix()
v:postDisplay()
self.context:restore()
end
end
end
end
function LoveUI.View:preDisplay()
end
function LoveUI.View:postDisplay()
local size=self.frame.size;
if self.tabAccessible and self.context.firstResponder == self then
LoveUI.graphics.setColor(unpack(LoveUI.defaultSelectBgColor))
LoveUI.graphics.rectangle('fill', self.frame.origin.x+1, self.frame.origin.y+1 , size.width-2, size.height-2)
end
end
function LoveUI.View:getIndex()
if self.superview then
for k, v in pairs(self.superview.subviews) do
if v==self then
return k
end
end
end
end
function LoveUI.View:getPreviousView()
if not self.superview then return nil end;
local k=self:getIndex();
if k-1>=1 then
return self.superview.subviews[k-1]
end
return nil;
end
function LoveUI.View:getPreviousViewInHierarchy()
if #self.subviews>=1 then
return self.subviews[#self.subviews]
end
local previousView;
previousView=self:getPreviousView();
if previousView then
return previousView;
end
local pSuper=self.superview
nextView=pSuper:getPreviousView()
while not previousView do
pSuper=pSuper.superview
if not pSuper then
break;
end
previousView=pSuper:getPreviousView()
if previousView then
break;
end
end
if previousView then
return previousView;
else
return self.context.contentView
end
end
function LoveUI.View:getNextView()
if not self.superview then return nil end;
local k=self:getIndex();
return self.superview.subviews[k+1]
end
function LoveUI.View:getNextViewInHierarchy()
if #self.subviews>=1 then
return self.subviews[1]
end
local nextView;
nextView=self:getNextView();
if nextView then
return nextView;
end
local pSuper=self.superview
nextView=pSuper:getNextView()
while not nextView do
pSuper=pSuper.superview
if not pSuper then
break;
end
nextView=pSuper:getNextView()
if nextView then
break;
end
end
if nextView then
return nextView;
else
return self.context.contentView
end
end
function LoveUI.View:getNextTabAccessControl()
local nextView=self;--=self:getNextView();
while true do
nextView=nextView:getNextViewInHierarchy();
if nextView.tabAccessible and not nextView.hidden and nextView.enabled and nextView.context and nextView:acceptsFirstResponder() then
self.context:setFirstResponder(nextView);
break;
end
if nextView==self then
return false;
end
end
return true
end
function LoveUI.View:getPreviousTabAccessControl()
local previousView=self;--=self:getNextView();
while true do
previousView=previousView:getPreviousViewInHierarchy();
if previousView.tabAccessible and not previousView.hidden and previousView.enabled and previousView.context and previousView:acceptsFirstResponder() then
self.context:setFirstResponder(previousView);
break;
end
if previousView==self then
return false;
end
end
return true
end
function LoveUI.View:keyDown(theEvent)
if theEvent.keyCode==love.key_tab and (self.tabAccessible or self==self.context.contentView) then
if theEvent.keysDown[love.key_lshift] or theEvent.keysDown[love.key_rshift] then
self:getPreviousTabAccessControl();
else
self:getNextTabAccessControl();
end
else
LoveUI.Responder.keyDown(self, theEvent);
end
end
function LoveUI.View:removeSubview(...)
local views={...};
for k, aView in pairs(views) do
for l, v in pairs(self.subviews) do
if v==aView then
table.remove(self.subviews, l);
aView.superview=nil;
aView.context=nil;
aView.nextResponder=nil;
break;
end
end
end
end
function LoveUI.View:apply(t)
for k, v in pairs(t) do
self[k]=v;
end
end
function LoveUI.View:addSubview(...)
local views={...};
for k, aView in pairs(views) do
if aView.superview==nil then
self.subviews[#self.subviews+1]=aView
aView.superview=self;
aView.context=self.context;
aView.nextResponder=self;
aView:toSubviews(function (v) v.context=self.context end)
aView:calculateScissor();
else
LoveUI.error("View to be added already has a super view! It must be removed from its super view's subviews before being added to a view as a subview again! You can copy views by going aView:copy(), which returns a copy")
end
end
end
function LoveUI.View:lastSubview()
local lastIndex=#self.subviews;
while self.subviews[lastIndex].hidden do
if lastIndex==0 then
return nil
end
lastIndex=lastIndex-1;
end
return self.subviews[lastIndex];
end
function LoveUI.View:mouseInRect(aPoint, aRect)
return LoveUI.mouseInRect(aPoint, aRect) and not self.hidden
end
function LoveUI.View:convertPointToBase(aPoint)
--each view's origin is in its superview's coord system
local view=self;
local x=aPoint.x
local y=aPoint.y
while view~=nil do
x=x+view.frame.origin.x;
y=y+view.frame.origin.y;
view=view.superview;
end
return LoveUI.Point:new(x, y)
end
function LoveUI.View:convertPointFromBase(aPoint)
local view=self;
local x=aPoint.x
local y=aPoint.y
while view~=nil do
x=x-view.frame.origin.x;
y=y-view.frame.origin.y;
view=view.superview;
end
return LoveUI.Point:new(x, y)
end
function LoveUI.View:convertRectToView(aRect, aView)
local originThatView=0;
if aView~=nil then
originThatView=aView:convertPointFromBase(self:convertPointToBase(aRect.origin));
else
originThatView=self:convertPointToBase(aRect.origin);
end
return LoveUI.Rect:new(originThatView.x, originThatView.y, aRect.size.width, aRect.size.height);
end
function LoveUI.View:convertRectFromView(aRect, aView)
local originThisView=0;
if aView~=nil then
originThisView=self:convertPointFromBase(aView:convertPointToBase(aRect.origin));
else
originThisView=self:convertPointFromBase(aRect.origin);
end
return LoveUI.Rect:new(originThisView.x, originThisView.y, aRect.size.width, aRect.size.height);
end
function LoveUI.View:bringToFront()
end
|
---@class CS.FairyEditor.Framework.Gears.FGearDisplay2 : CS.FairyEditor.Framework.Gears.FGearBase_CS.System.String
---@field public pages String[]
---@type CS.FairyEditor.Framework.Gears.FGearDisplay2
CS.FairyEditor.Framework.Gears.FGearDisplay2 = { }
---@return CS.FairyEditor.Framework.Gears.FGearDisplay2
---@param owner CS.FairyEditor.FObject
function CS.FairyEditor.Framework.Gears.FGearDisplay2.New(owner) end
---@return boolean
---@param connected boolean
function CS.FairyEditor.Framework.Gears.FGearDisplay2:Evaluate(connected) end
function CS.FairyEditor.Framework.Gears.FGearDisplay2:Apply() end
return CS.FairyEditor.Framework.Gears.FGearDisplay2
|
object_tangible_item_crusader_armor_dye_kit = object_tangible_item_shared_crusader_armor_dye_kit:new {
}
ObjectTemplates:addTemplate(object_tangible_item_crusader_armor_dye_kit, "object/tangible/item/crusader_armor_dye_kit.iff")
|
local ngx_abort = require('acid.ngx_abort')
local function callback_func()
end
function test.basic(t)
ngx.ctx.callbacks = nil
local cb_1, err, errmsg = ngx_abort.add_callback(callback_func)
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(cb_1, ngx.ctx.callbacks[1][1])
local cb_2, err, errmsg = ngx_abort.add_callback(callback_func)
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(cb_1, ngx.ctx.callbacks[1][1])
t:eq(cb_2, ngx.ctx.callbacks[1][2])
local _, err, errmsg = ngx_abort.remove_callback(cb_1)
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(cb_2, ngx.ctx.callbacks[1][1])
t:eq(nil, ngx.ctx.callbacks[1][2])
local _, err, errmsg = ngx_abort.remove_callback(cb_1)
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(cb_2, ngx.ctx.callbacks[1][1])
t:eq(nil, ngx.ctx.callbacks[1][2])
local _, err, errmsg = ngx_abort.remove_callback(cb_2)
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(nil, ngx.ctx.callbacks[1][1])
t:eq(nil, ngx.ctx.callbacks[1][2])
end
function test.last(t)
ngx.ctx.callbacks = nil
local cb, err, errmsg = ngx_abort.add_callback_with_opts(
callback_func, {position='last'})
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(cb, ngx.ctx.callbacks.last[1])
end
function test.opts_position(t)
ngx.ctx.callbacks = nil
local cb_1, err, errmsg = ngx_abort.add_callback_with_opts(
callback_func, {position=100})
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(cb_1, ngx.ctx.callbacks[100][1])
local cb_2, err, errmsg = ngx_abort.add_callback_with_opts(
callback_func, {position=100})
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(cb_1, ngx.ctx.callbacks[100][1])
t:eq(cb_2, ngx.ctx.callbacks[100][2])
local cb_3, err, errmsg = ngx_abort.add_callback(callback_func)
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(cb_1, ngx.ctx.callbacks[100][1])
t:eq(cb_2, ngx.ctx.callbacks[100][2])
t:eq(cb_3, ngx.ctx.callbacks[1][1])
local cb_4, err, errmsg = ngx_abort.add_callback_with_opts(
callback_func, {position=101})
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(cb_1, ngx.ctx.callbacks[100][1])
t:eq(cb_2, ngx.ctx.callbacks[100][2])
t:eq(cb_3, ngx.ctx.callbacks[1][1])
t:eq(cb_4, ngx.ctx.callbacks[101][1])
end
function test.args(t)
ngx.ctx.callbacks = nil
local cb, err, errmsg = ngx_abort.add_callback(callback_func, 1, 2, 3)
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(1, cb.args[1])
t:eq(2, cb.args[2])
t:eq(3, cb.args[3])
t:eq(nil, cb.args[4])
local cb, err, errmsg = ngx_abort.add_callback(callback_func)
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(nil, next(cb.args))
local cb, err, errmsg = ngx_abort.add_callback_with_opts(
callback_func, nil, 1, 2, 3)
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(1, cb.args[1])
t:eq(2, cb.args[2])
t:eq(3, cb.args[3])
t:eq(nil, cb.args[4])
end
function test.invalid_funv(t)
local _, err, errmsg = ngx_abort.add_callback('foo')
t:neq(nil, err)
t:neq(nil, errmsg)
local _, err, errmsg = ngx_abort.add_callback_with_opts('foo')
t:neq(nil, err)
t:neq(nil, errmsg)
end
function test.remove(t)
ngx.ctx.callbacks = nil
local cb_1, err, errmsg = ngx_abort.add_callback_with_opts(
callback_func, {position='last'})
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(cb_1, ngx.ctx.callbacks.last[1])
local _, err, errmsg = ngx_abort.remove_callback(cb_1)
t:eq(nil, err)
t:eq(nil, errmsg)
t:eq(0, #ngx.ctx.callbacks.last)
end
|
local isInRagdoll = false
Citizen.CreateThread(function()
while true do
Citizen.Wait(10)
if isInRagdoll then
SetPedToRagdoll(PlayerPedId(), 1000, 1000, 0, 0, 0, 0)
end
end
end)
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if IsControlJustPressed(2, Config.RagdollKeybind) and Config.RagdollEnabled and IsPedOnFoot(PlayerPedId()) then
if isInRagdoll then
isInRagdoll = false
else
isInRagdoll = true
Wait(500)
end
end
end
end)
|
return {'ace','acetaat','aceton','acetylcholine','acetyleen','acetyleenbrander','acetyleengas','acetylsalicylzuur','aceh','acetyleenbranders','aces','acetaten'}
|
local InCombat = {
}
local OutCombat = {
}
XB.CR:Add(269, '[XB] Monk - Windwalker', inCombat, outCombat)
|
if kunkka_tidebringer_ff == nil then
kunkka_tidebringer_ff = class({})
end
LinkLuaModifier("modifier_tidebringer_ff", "heroes/kunkka/modifier_tidebringer_ff.lua", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_tidebringer_ff_weapon_effect", "heroes/kunkka/modifier_tidebringer_ff_weapon_effect.lua", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_tidebringer_cd_reduction_talent", "heroes/kunkka/modifier_tidebringer_cd_reduction_talent.lua", LUA_MODIFIER_MOTION_NONE)
function kunkka_tidebringer_ff:GetCooldown(level)
local caster = self:GetCaster()
local cooldown = self.BaseClass.GetCooldown(self, level)
if IsServer() then
-- Server side
-- Talent that reduces cooldown
local talent = caster:FindAbilityByName("special_bonus_unique_kunkka_5")
if talent then
if talent:GetLevel() ~= 0 then
local reduction = talent:GetSpecialValueFor("value")
cooldown = cooldown - reduction
end
end
else
-- Client side
if caster:HasModifier("modifier_tidebringer_cd_reduction_talent") then
cooldown = cooldown - caster.tidebringer_cd_reduction_talent_value
end
end
return cooldown
end
function kunkka_tidebringer_ff:IsStealable()
return false
end
function kunkka_tidebringer_ff:GetIntrinsicModifierName()
return "modifier_tidebringer_ff"
end
function kunkka_tidebringer_ff:CastFilterResultTarget(target)
local caster = self:GetCaster()
local default_result = self.BaseClass.CastFilterResultTarget(self, target)
if target == caster then
return UF_FAIL_CUSTOM
end
return default_result
end
function kunkka_tidebringer_ff:GetCustomCastErrorTarget(target)
local caster = self:GetCaster()
if target == caster then
return "#dota_hud_error_cant_cast_on_self"
end
end
function kunkka_tidebringer_ff:GetCastRange(location, target)
return self:GetCaster():GetAttackRange()
end
function kunkka_tidebringer_ff:ShouldUseResources()
return true
end
function kunkka_tidebringer_ff:OnUpgrade()
-- First point to the ability
if self:GetLevel() == 1 then
-- Turn on autocast when the ability is leveled-up for the first time
if not self:GetAutoCastState() then
self:ToggleAutoCast()
end
end
end
|
-- 自定义函数指针
local type = type
local u_each = require("app.utils.each")
local s_cache = require("app.store.cache.base_cache")
-----------------------------------------------------------------------------------------------------------------
local _obj = s_cache:extend()
------------------------------------------ 通用配置信息,使它分离出多个区域 -------------------------------------
--[[
---> RDS 选区
--]]
function _obj:new(conf)
self._VERSION = '0.02'
self._name = "cache-nginx-store"
self.store = ngx.shared[conf.name]
_obj.super.new(self, conf, self._name)
end
-----------------------------------------------------------------------------------------------------------------
----------------------------------------------- NGX 缓存设置 ----------------------------------------------------
-- 设置 NGX 缓存值
function _obj:set_by_json(list, timeout)
local ok,err,effect_len,forcible = "","",0,""
timeout = _obj.filter_timeout(timeout, 0)
local json_obj = self.utils.json.decode(list)
u_each.json_action(json_obj, function(k,v)
ok,err,forcible = self.store:set(k, v, timeout)
if not err then
effect_len = effect_len + 1
end
end)
return ok,err,effect_len,forcible
end
-- 设置 NGX 缓存值
function _obj:set(key, value, timeout)
timeout = _obj.filter_timeout(timeout, 0)
return self.store:set(key, value, timeout)
end
-- 设置 NGX 缓存值 依据 function
function _obj:set_by_func(key, func, timeout)
timeout = _obj.filter_timeout(timeout, 0)
return self.store:set(key, func(), timeout)
end
-- 获取 NGX 缓存值
function _obj:get(key)
local status,value,effect_len = "OK",nil,0
local value,err = self.store:get(key)
if not value then
status = "FAILURE"
else
effect_len = 1
end
return value,err,effect_len,status
end
-----------------------------------------------------------------------------------------------------------------
function _obj:delete(key)
self.store:delete(key)
end
function _obj:delete_all()
self.store:flush_all()
self.store:flush_expired()
end
function _obj:incr(key, step, timeout)
timeout = _obj.filter_timeout(timeout, 0)
return self.store:incr(key, step, timeout)
end
function _obj:keys(pattern)
if not pattern then
pattern = 0
end
return self.store:get_keys(pattern)
end
-----------------------------------------------------------------------------------------------------------------
-- 获取推送 REDIS 队列长度
function _obj:llen(key)
return self.store:llen(key)
end
-- 推送 REDIS 缓存值
function _obj:lpush(key, value)
return self.store:lpush(key, value)
end
-- 推送 REDIS 缓存值
function _obj:rpush(key, value)
return self.store:rpush(key, value)
end
-- 推出 REDIS 缓存值
function _obj:lpop(key)
return self.store:lpop(key)
end
-- 推出 REDIS 缓存值
function _obj:rpop(key)
return self.store:rpop(key)
end
-----------------------------------------------------------------------------------------------------------------
return _obj
|
function getNearbyElementsByType( x, y, z, type, distance )
local elements = { }
for _, element in ipairs( getElementsByType( type ) ) do
if ( getDistanceBetweenPoints3D( x, y, z, getElementPosition( element ) ) < distance ) then
table.insert( elements, element )
end
end
return elements
end
|
---
-- Placeholder for false
---
do
local function __eq(a, b)
return (lemma.type(a) == lemma.type(b)) and (tostring(a) == tostring(b))
end
local function __tostring(e)
return 'False'
end
local t = {}
local mt = {
class = 'False',
implements = nil,
__index = t,
__tostring = __tostring,
__eq = __eq
}
False = {}
function False:string()
return 'False'
end
setmetatable(False, mt)
end
|
--[[ Day 16: Chronal Classification
]]--
local fname = arg[1]
local verbose = (fname == '-v')
local printf = function(s,...)
return io.write(s:format(...))
end
local regs = {[0] = 0, 0, 0, 0}
local qregs = 4
local regok = function (n) return n >= 0 and n < qregs end
local _I = {} -- instruction table
--[[
addr (add register) stores into register C the result of adding register A and register B.
]]--
_I.addr = function (A, B, C)
if regok(A) and regok(B) and regok(C) then
regs[C] = regs[A] + regs[B]
return true
else
return false
end
end
--[[
addi (add immediate) stores into register C the result of adding register A and value B.
]]--
_I.addi = function (A, B, C)
if regok(A) and regok(C) then
regs[C] = regs[A] + B
return true
else
return false
end
end
--[[
mulr (multiply register) stores into register C the result of multiplying register A and register B.
]]--
_I.mulr = function (A, B, C)
if regok(A) and regok(B) and regok(C) then
regs[C] = regs[A] * regs[B]
return true
else
return false
end
end
--[[
muli (multiply immediate) stores into register C the result of multiplying register A and value B.
]]--
_I.muli = function (A, B, C)
if regok(A) and regok(C) then
regs[C] = regs[A] * B
return true
else
return false
end
end
--[[
banr (bitwise AND register) stores into register C the result of the bitwise AND of register A and register B.
]]--
_I.banr = function (A, B, C)
if regok(A) and regok(B) and regok(C) then
regs[C] = regs[A] & regs[B]
return true
else
return false
end
end
--[[
bani (bitwise AND immediate) stores into register C the result of the bitwise AND of register A and value B.
]]--
_I.bani = function (A, B, C)
if regok(A) and regok(C) then
regs[C] = regs[A] & B
return true
else
return false
end
end
--[[
borr (bitwise OR register) stores into register C the result of the bitwise OR of register A and register B.
]]--
_I.borr = function (A, B, C)
if regok(A) and regok(B) and regok(C) then
regs[C] = regs[A] | regs[B]
return true
else
return false
end
end
--[[
bori (bitwise OR immediate) stores into register C the result of the bitwise OR of register A and value B.
]]--
_I.bori = function (A, B, C)
if regok(A) and regok(C) then
regs[C] = regs[A] | B
return true
else
return false
end
end
--[[
setr (set register) copies the contents of register A into register C. (Input B is ignored.)
]]--
_I.setr = function (A, B, C)
if regok(A) and regok(C) then
regs[C] = regs[A]
return true
else
return false
end
end
--[[
seti (set immediate) stores value A into register C. (Input B is ignored.)
]]--
_I.seti = function (A, B, C)
if regok(C) then
regs[C] = A
return true
else
return false
end
end
--[[
gtir (greater-than immediate/register) sets register C to 1 if value A is greater than register B. Otherwise, register C is set to 0.
]]--
_I.gtir = function (A, B, C)
if regok(B) and regok(C) then
if A > regs[B] then
regs[C] = 1
else
regs[C] = 0
end
return true
else
return false
end
end
--[[
gtri (greater-than register/immediate) sets register C to 1 if register A is greater than value B. Otherwise, register C is set to 0.
]]--
_I.gtri = function (A, B, C)
if regok(A) and regok(C) then
if regs[A] > B then
regs[C] = 1
else
regs[C] = 0
end
return true
else
return false
end
end
--[[
gtrr (greater-than register/register) sets register C to 1 if register A is greater than register B. Otherwise, register C is set to 0.
]]--
_I.gtrr = function (A, B, C)
if regok(A) and regok(B) and regok(C) then
if regs[A] > regs[B] then
regs[C] = 1
else
regs[C] = 0
end
return true
else
return false
end
end
--[[
eqir (equal immediate/register) sets register C to 1 if value A is equal to register B. Otherwise, register C is set to 0.
]]--
_I.eqir = function (A, B, C)
if regok(B) and regok(C) then
if A == regs[B] then
regs[C] = 1
else
regs[C] = 0
end
return true
else
return false
end
end
--[[
eqri (equal register/immediate) sets register C to 1 if register A is equal to value B. Otherwise, register C is set to 0.
]]--
_I.eqri = function (A, B, C)
if regok(A) and regok(C) then
if regs[A] == B then
regs[C] = 1
else
regs[C] = 0
end
return true
else
return false
end
end
--[[
eqrr (equal register/register) sets register C to 1 if register A is equal to register B. Otherwise, register C is set to 0.
]]--
_I.eqrr = function (A, B, C)
if regok(A) and regok(B) and regok(C) then
if regs[A] == regs[B] then
regs[C] = 1
else
regs[C] = 0
end
return true
else
return false
end
end
-- destructive sets
local dunion = function (T, S)
for k,_ in pairs(S) do
T[k] = true
end
return T
end
local dremove = function (T, v)
T[v] = nil
return T
end
local setsize = function (S)
local n = 0
for _,_ in pairs(S) do
n = n + 1
end
return n
end
-- setup sets
local opcode2instr = {}
local printo2i = function ()
for i = 0, 15 do
printf("%2d (%2d)", i, setsize(opcode2instr[i]))
for k,_ in pairs(opcode2instr[i]) do
printf(" %s", k)
end
printf("\n")
end
end
local setupsets = function ()
for i = 0, 15 do
opcode2instr[i] = dunion({},_I)
end
if verbose then
printo2i()
if opcode2instr[1] == opcode2instr[2] then print "Error" end
end
end
--
local rejects = 0
local tryins = function (rin, ins, rou)
local bad = {}
local ops = opcode2instr[ins[0]]
for k,_ in pairs(ops) do
for i = 0, 3 do regs[i] = rin[i] end
--if verbose then printf("Registers %d %d %d %d\n", regs[0], regs[1], regs[2], regs[3]) end
--if verbose then printf("Trying %s %d %d %d\n", k, ins[1], ins[2], ins[3]) end
local ok = _I[k](ins[1], ins[2], ins[3])
if ok then
for i = 0, 3 do
if regs[i] ~= rou[i] then
ok = false
break
end
end
end
if not ok then
bad[#bad+1] = k
rejects = rejects + 1
end
end
for i = 1, #bad do dremove(ops, bad[i]) end
end
local runins = function (ins)
local ops = opcode2instr[ins[0]]
for k,_ in pairs(ops) do
--if verbose then printf("Registers %d %d %d %d\n", regs[0], regs[1], regs[2], regs[3]) end
--if verbose then printf("Running %s %d %d %d\n", k, ins[1], ins[2], ins[3]) end
local ok = _I[k](ins[1], ins[2], ins[3])
if not ok then
printf("Bad instruction: %s %d %d %d\n", k, ins[1], ins[2], ins[3])
end
end
end
local trysam = function (rin, ins, rou)
local qbad = 0
local ops = opcode2instr[ins[0]]
for k,_ in pairs(ops) do
for i = 0, 3 do regs[i] = rin[i] end
--if verbose then printf("Registers %d %d %d %d\n", regs[0], regs[1], regs[2], regs[3]) end
--if verbose then printf("Trying %s %d %d %d\n", k, ins[1], ins[2], ins[3]) end
local ok = _I[k](ins[1], ins[2], ins[3])
if ok then
for i = 0, 3 do
if regs[i] ~= rou[i] then
ok = false
break
end
end
end
if not ok then
qbad = qbad + 1
rejects = rejects + 1
end
end
return 16 - qbad
end
local finduniop = function (unfoundops)
local op
for i = 0, 15 do
local count = 0
for k,_ in pairs(opcode2instr[i]) do
if unfoundops[k] then
op = k
count = count + 1
end
end
if count == 1 then
return op, i
end
end
return nil
end
local removedupop = function (op, i)
for j = 0, 15 do
if i ~= j then
dremove(opcode2instr[j], op)
end
end
end
-- the 1st question is "how many samples in your puzzle input behave like three or more opcodes?"
local function part1 () -- this does: what opcodes work for all samples
local infile = io.open("2018_advent_16a.txt")
local line = infile:read("l")
setupsets()
local rin = {}
local ins = {}
local rou = {}
local result = 0
local tried = {}
rejects = 0
while line do
if line:len() == 0 then
-- punt
line = infile:read("l")
else
local i0,i1,i2,i3 = line:match("Before: %[(%d+), (%d+), (%d+), (%d+)%]") -- Before: [3, 2, 3, 3]
rin[0] = tonumber(i0)
rin[1] = tonumber(i1)
rin[2] = tonumber(i2)
rin[3] = tonumber(i3)
line = infile:read("l")
local i0,i1,i2,i3 = line:match("(%d+) (%d+) (%d+) (%d+)") -- 14 0 2 3
ins[0] = tonumber(i0)
ins[1] = tonumber(i1)
ins[2] = tonumber(i2)
ins[3] = tonumber(i3)
line = infile:read("l")
local i0,i1,i2,i3 = line:match("After: %[(%d+), (%d+), (%d+), (%d+)%]") -- After: [3, 2, 3, 3]
rou[0] = tonumber(i0)
rou[1] = tonumber(i1)
rou[2] = tonumber(i2)
rou[3] = tonumber(i3)
line = infile:read("l")
local candidates = trysam(rin, ins, rou)
if candidates >= 3 then
result = result + 1
end
tried[ins[0]] = (tried[ins[0]] or 0) + 1
end
end
infile:close()
printf("Part1: %d samples have more than 3 possibilites\n", result)
end
--part1()
local function part2 ()
local infile = io.open("2018_advent_16a.txt")
local line = infile:read("l")
setupsets()
local rin = {}
local ins = {}
local rou = {}
local tried = {}
rejects = 0
while line do
if line:len() == 0 then
-- punt
line = infile:read("l")
else
local i0,i1,i2,i3 = line:match("Before: %[(%d+), (%d+), (%d+), (%d+)%]") -- Before: [3, 2, 3, 3]
rin[0] = tonumber(i0)
rin[1] = tonumber(i1)
rin[2] = tonumber(i2)
rin[3] = tonumber(i3)
line = infile:read("l")
local i0,i1,i2,i3 = line:match("(%d+) (%d+) (%d+) (%d+)") -- 14 0 2 3
ins[0] = tonumber(i0)
ins[1] = tonumber(i1)
ins[2] = tonumber(i2)
ins[3] = tonumber(i3)
line = infile:read("l")
local i0,i1,i2,i3 = line:match("After: %[(%d+), (%d+), (%d+), (%d+)%]") -- After: [3, 2, 3, 3]
rou[0] = tonumber(i0)
rou[1] = tonumber(i1)
rou[2] = tonumber(i2)
rou[3] = tonumber(i3)
line = infile:read("l")
tryins(rin, ins, rou)
tried[ins[0]] = (tried[ins[0]] or 0) + 1
end
end
infile:close()
printo2i()
local totaltries = 0
if verbose then
printf("Tries:")
for i = 0, 15 do
printf(" %d", tried[i])
totaltries = totaltries + tried[i]
end
printf(" (%d), %d rejects\n", totaltries, rejects)
end
local unfoundops = dunion({},_I)
while true do
local op, i = finduniop(unfoundops)
if op then
dremove(unfoundops, op)
removedupop(op, i)
else
break
end
end
printo2i()
local result = 0
for i = 0, 15 do
local count = 0
for k,_ in pairs(opcode2instr[i]) do
count = count + 1
end
if count ~= 1 then result = result + 1 end
end
printf("Part2a: %d ops are undetermined\n", result)
if result ~= 0 then return end
infile = io.open("2018_advent_16b.txt")
line = infile:read("l")
tried = {}
for i = 0, 3 do regs[i] = 0 end
while line do
if line:len() == 0 then
-- punt
line = infile:read("l")
else
local i0,i1,i2,i3 = line:match("(%d+) (%d+) (%d+) (%d+)") -- 14 0 2 3
ins[0] = tonumber(i0)
ins[1] = tonumber(i1)
ins[2] = tonumber(i2)
ins[3] = tonumber(i3)
line = infile:read("l")
runins(ins)
tried[ins[0]] = (tried[ins[0]] or 0) + 1
end
end
infile:close()
totaltries = 0
if verbose then
printf("Tries:")
for i = 0, 15 do
printf(" %d", tried[i])
totaltries = totaltries + tried[i]
end
printf(" (%d)\n", totaltries)
end
printf("Part2b: regs[0] is %d\n", regs[0])
end
part2()
|
local format = { }
for _, module in ipairs(script:GetChildren()) do
format[module.Name] = require(module)
end
return format
|
-- Thu Aug 30 13:59:57 2018
-- (c) Alexander Veledzimovich
-- scr SWARM
local Tmr = require('lib/tmr')
local cls = require('lib/cls')
local ctrl = require('lib/lovctrl')
local ui = require('lib/lovui')
local cmp = require('lib/lovcmp')
local b2d = require('lib/lovb2d')
local fl = require('lib/lovfl')
local obj = require('game/obj')
local set = require('game/set')
local Proto=cls.Class({tag='proto',objects={},garbage={},particles={},
avatar=nil,fade=0,pause=false})
-- static cmp
Proto.getRandOffsetXY = cmp.getRandOffsetXY
-- particle
Proto.objectParticle = cmp.objectParticle
function Proto:__tostring() return self.tag end
function Proto:spawn(object) self.objects[object] = object end
function Proto:trash(object) self.garbage[object]=object end
function Proto:destroy(object) self.objects[object] = nil end
function Proto:get_objects() return self.objects end
function Proto:get_particles() return self.particles end
function Proto:get_avatar() return self.avatar end
function Proto:get_fade() return self.fade end
function Proto:update(dt) ui.Manager.update(dt) end
function Proto:draw() love.graphics.draw(self.bg) ui.Manager.draw() end
function Proto:set_pause(pause)
self.pause = pause or not self.pause
self:set_label('PAUSE',self.pause)
end
function Proto:set_label(text,bool)
if self.label then self.label:remove() end
if bool then
self.label = ui.Label{x=set.MIDWID,y=set.MIDHEI, text=text,
fnt=set.MENUFNT, fntclr=set.DARKRED, anchor='s'}
end
end
function Proto:set_cursor()
love.mouse.setVisible(false)
self.cursor = self:objectParticle(4, {set.GRAY,set.WHITEHHHF,
set.WHITEF},'circle',{0.1,4},{1,0.1})
end
function Proto:cursor_upd()
local x,y=ctrl:position()
self.cursor.particle:setPosition(x,y)
self.cursor.particle:emit(30)
end
function Proto:clear()
self.avatar=nil
-- clean corpses
-- for object in pairs(self.garbage) do self.garbage[object]=nil end
-- self.garbage={}
for object in pairs(self.objects) do self:destroy(object) end
self.objects={}
for particle in pairs(self.particles) do particle:reset() end
self.particles={}
if self.world then self.world:destroy() end
end
local SCR = {}
SCR.Menu=cls.Class(Proto,{tag='menu',fade=1})
SCR.Menu.bg=love.graphics.newImage(set.IMG['uibg'])
function SCR.Menu:new(o)
ui.Manager.clear()
self.tmr = Tmr:new()
cmp.GRAVITY = {x=0,y=10}
b2d.setWorld(self,10,cmp.GRAVITY.x,cmp.GRAVITY.y)
local deadhand=obj.DeadHand{screen=self,x=390,y=460,
scale=0.4,angle=math.rad(70),active=true}
deadhand:turn()
local x,y=ctrl:position()
self.avatar=self.avatar or obj.Avatar{screen=self,x=x,y=y}
ui.Label{x=set.MIDWID,y=set.MIDHEI-20,text=set.GAMENAME:upper(),
fntclr=set.GRAY,
fnt=set.TITLEFNT}
local oldscore = fl.loadLove(set.SAVE) or {42}
ui.Label{text=oldscore[1],x=556,y=427,
fntclr=set.GRAY,fnt=set.GAMEFNT,angle=10}
self:set_cursor()
set.AUD['swamp']:setVolume(0.3)
set.AUD['swamp']:setLooping(true)
set.AUD['swamp']:play()
self.set_pause = function() end
end
function SCR.Menu.beginContact(obj1, obj2, coll)
local ud1=obj1:getUserData()
local ud2=obj2:getUserData()
if ud1.tag=='swarm' and ud2.tag=='deadhand' then
ud1,ud2 = ud2,ud1
end
if ud1.tag=='deadhand' and ud2.tag=='swarm' then
ud2:catch()
SCR.Menu.fade = SCR.Menu.fade-0.01
end
end
function SCR.Menu:update(dt)
-- ui
ui.Manager.update(dt)
self:cursor_upd()
for particle in pairs(self.particles) do
particle:update(dt)
if particle:getCount()==0 then
particle:reset()
self.particles[particle]=nil
end
end
-- objects
for object in pairs(self.objects) do
if object.update then object:update(dt) end
end
-- box2d to avoid problem with destroy
if not self.world:isDestroyed() then self.world:update(dt) end
if self.fade<=0.1 then SCR.Menu.fade=1 love.audio.stop() love:game() end
end
function SCR.Menu:draw()
love.graphics.setColor({self.fade,self.fade,self.fade,1})
love.graphics.draw(self.bg)
-- items
for item in pairs(self.objects) do if item.draw then item:draw() end end
-- particle
for particle in pairs(self.particles) do love.graphics.draw(particle) end
ui.Manager.draw()
end
SCR.Game=cls.Class(Proto,{tag='game'})
SCR.Game.bg=love.graphics.newImage(set.IMG['bg'])
SCR.Game.fg=love.graphics.newImage(set.IMG['fg'])
function SCR.Game:new(o)
ui.Manager.clear()
self.tmr = Tmr:new()
cmp.GRAVITY = {x=0,y=10}
b2d.setWorld(self,10,cmp.GRAVITY.x,cmp.GRAVITY.y)
self:set_objects()
self:set_cursor()
self.fog=self:objectParticle(10, {set.WHITEF,set.WHITEHF,set.GRAYF},
set.IMG['fog'], {6,12}, {0.1,10}, 1)
self.fog.particle:setRotation(0.3, 1)
self.fog.particle:setEmitterLifetime(-1)
self.fog.particle:emit(1)
self.cloud = self:objectParticle(1, {set.GRAYHF,set.WHITEHHHF,set.GRAYF},
set.IMG['cloud'], {30,40}, {0.8,1.5}, 0.01)
self.cloud.particle:setSpeed(10,40)
self.cloud.particle:setPosition(set.MIDWID,0)
self.cloud.particle:setEmissionArea('uniform', 200, 100, 0.3)
self.cloud.particle:setRotation(0, 0)
self.cloud.particle:setSpin(0, 0)
self.cloud.particle:emit(40)
self.cloud.particle:setPosition(-set.IMG['cloud']:getWidth(),0)
self.fade=0
self.tmr:tween(4, self, {fade=1},'linear',
function() self.deadhand:show_score(0) end)
set.AUD['swamp']:stop()
set.AUD['wood']:setVolume(0.4)
set.AUD['wood']:setLooping(true)
set.AUD['wood']:play()
end
function SCR.Game:set_objects()
local x,y=ctrl:position()
obj.Ground{screen=self,x=set.MIDWID,y=set.HEI}
obj.Spider{screen=self,x=740,y=365}
obj.Owl{screen=self,x=190,y=226}
self.deadhand=obj.DeadHand{screen=self,x=405,y=460}
self.zombie = 12
for _=1,self.zombie do
local zx = love.math.random(set.WID)
local zy = love.math.random(set.HEI-40,set.HEI-20)
obj.Zombie{screen=self,x=zx,y=zy}
end
self.avatar=self.avatar or obj.Avatar{screen=self,x=x,y=y}
self.score = {val=nil}
ui.Label{x=392,y=428,var=self.score,
fntclr=set.GRAY,fnt=set.GAMEFNT,angle=10}
end
function SCR.Game:get_score() return self.score.val end
function SCR.Game:set_score(score) self.score.val = score end
function SCR.Game:destroy(...)
self.Super.destroy(self,...)
self.zombie=self.zombie-1
if self.zombie==0 then
local scrscore=(fl.loadLove(set.SAVE) or {0})[1]
self.tmr:after(3,function()
if self.score.val > scrscore then scrscore = self.score.val end
fl.saveLove(set.SAVE,'return {'..scrscore..'}')
love:startgame()
end)
end
end
function SCR.Game.beginContact(obj1, obj2, coll)
local ud1=obj1:getUserData()
local ud2=obj2:getUserData()
if ud1.tag=='swarm' and ud2.tag=='ground' then
ud1,ud2 = ud2,ud1
end
if ud1.tag=='ground' and ud2.tag=='swarm' then
obj.Swarm.set_done(true)
ud2:splash(ud2.wid,set.BLACK)
ud2.groundaud:play()
end
if ud1.tag=='zombie' and ud2.tag=='swarm' then
ud1,ud2 = ud2,ud1
end
if ud1.tag=='swarm' and ud2.tag=='zombie' then
ud1:catch(ud2)
end
if ud1.tag=='zombie' and ud2.tag=='zombie' then
ud2:set_dead(false)
ud1:turn()
ud2:turn()
end
if ud1.tag=='zombie' and ud2.tag=='ground' then
ud1,ud2 = ud2,ud1
end
if ud1.tag=='ground' and ud2.tag=='zombie' then
if ud2:get_dead() then
ud2:destroy()
end
if (math.abs(ud2.xvel)>50 or math.abs(ud2.yvel)>100) then
ud2.dust.particle:emit(25)
end
end
end
function SCR.Game:update(dt)
-- ui
ui.Manager.update(dt)
self:cursor_upd()
if self.pause then return end
-- garbage
for object in pairs(self.garbage) do
if object.update then object:update(dt) end
end
-- objects
for object in pairs(self.objects) do
if object.update then object:update(dt) end
end
for particle in pairs(self.particles) do
particle:update(dt)
if particle:getCount()==0 then
particle:reset()
self.particles[particle]=nil
end
end
local randx,randy=self.getRandOffsetXY(nil, nil, set.WID, set.HEI, 'rand')
self.fog.particle:setEmissionRate(love.math.random(1,3))
self.fog.particle:setPosition(randx,randy)
local cloud_emit=love.math.random(9)
if cloud_emit==1 then self.cloud.particle:emit(cloud_emit) end
-- box2d to avoid problem with destroy
if not self.world:isDestroyed() then self.world:update(dt) end
end
function SCR.Game:draw()
love.graphics.setColor({self.fade,self.fade,self.fade,1})
love.graphics.draw(self.bg)
-- garbage
for object in pairs(self.garbage) do
if object.draw then object:draw() end
end
-- objects
for object in pairs(self.objects) do
if object.draw then object:draw() end
end
-- grass
love.graphics.draw(self.fg,-14,set.HEI-85)
-- particle
for particle in pairs(self.particles) do love.graphics.draw(particle) end
-- ui
ui.Manager.draw()
end
return SCR
|
#!./hive
require("common/log");
require("common/tree");
require("common/alt_getopt");
require("common/signal");
lbus = require("lbus")
lredis = require("lredis");
_G.s2s = s2s or {};
if not hive.init_flag then
local long_opts =
{
routers=1, --router addr: 127.0.0.1:6000;127.0.0.1:6001
index=1, --instance index
log=1, --log file: gamesvr.1
daemon=0,
};
local args, optind = alt_getopt.get_opts(hive.args, "", long_opts);
if args.daemon then
hive.daemon(1, 1);
end
log_open(args.log or "dbagent", 60000);
hive.print = log_info;
_G.print = log_debug;
_G.socket_mgr = lbus.create_socket_mgr(args.connections or 1024);
_G.redis = lredis.create_agent();
redis.connect("127.0.0.1", 6379, 1000);
hive.args = args;
hive.optind = optind;
hive.start_time = hive.start_time or hive.get_time_ms();
hive.frame = hive.frame or 0;
router_mgr = import("common/router_mgr.lua");
router_mgr.setup("dbagent");
hive.init_flag = true;
end
collectgarbage("stop");
import("dbagent/lease_mgr.lua");
redis.on_connect = function(ok)
log_info("connect redis server ... %s", ok and "ok" or "failed");
if ok then
redis.command("set", "rolename:123", "tom");
redis.command("get", "rolename:123");
end
end
redis.on_disconnect = function()
log_err("db connection lost !");
end
redis.on_reply = function(reply)
log_tree("reply", reply);
end
hive.run = function()
hive.now = os.time();
local count = socket_mgr.wait(10) + redis.update();
local cost_time = hive.get_time_ms() - hive.start_time;
if 100 * hive.frame < cost_time then
hive.frame = hive.frame + 1;
local ok, err = xpcall(on_tick, debug.traceback, hive.frame);
if not ok then
log_err("on_tick error: %s", err);
end
collectgarbage("collect");
end
if check_quit_signal() then
log_info("service quit for signal !");
hive.run = nil;
end
end
function on_tick(frame)
if frame % 10 == 0 then
call_router_all("heartbeat", nil);
end
router_mgr.update(frame);
end
|
return {'sweater','sweatshirt','sweelinck','sweder','swen','sweep','sweers','sweere','sweet','swertz','swets','sweegers','sweelssen','sweerts','sweens','swenne','swenker','sweaters','sweatshirts','sweders','swens'}
|
-----------------------------------
-- Area: The Celestial Nexus
-- Mob: Eald'narche (Phase 2)
-- Zilart Mission 16 BCNM Fight
-----------------------------------
require("scripts/globals/titles")
require("scripts/globals/status")
require("scripts/globals/magic")
-----------------------------------
function onMobInitialize(mob)
-- 60% fast cast, -75% physical damage taken, 10tp/tick regain, no standback
mob:addMod(tpz.mod.UFASTCAST, 60)
mob:addMod(tpz.mod.UDMGPHYS, -75)
mob:addMod(tpz.mod.REGAIN, 100)
mob:setMobMod(tpz.mobMod.HP_STANDBACK,-1)
end
function onMobSpawn(mob)
mob:setMobMod(tpz.mobMod.GA_CHANCE,25)
end
function onMobDeath(mob, player, isKiller)
mob:getBattlefield():setLocalVar("loot", 0)
end
|
addEvent ( "doSendDriveBySettings", true )
addEvent ( "deletePedForDrivebyFix", true )
addEvent ( "savePedForDrivebyFix", true )
---Left/right toggling
local bikes = { [581]=true,[509]=true,[481]=true,[462]=true,[521]=true,[463]=true,
[510]=true,[522]=true,[461]=true,[448]=true,[468]=true,[586]=true }
local driver = false
local shooting = false
local exitingvehicle = false
local helpText, helpAnimation, block
local lastSlot = 0
local settings = {}
local functions = {} -- using this table to easily localize functions
local limiterTimer
local peds = {}
local pedowner = {}
-- Use this to detect damage on the player using driveby on a bike --
local function pedGotHit ( attacker, weapon, bodypart, loss )
-- Let the attacker trigger it --
if attacker == localPlayer and pedowner[source] ~= attacker then
triggerEvent ( "onClientPlayerDamage", pedowner[source], attacker, weapon, bodypart, loss )
end
end
-- function to change the alpha of the helptext --
local function helpTextChangeAlpha ( alpha )
helpText:color(255,255,255,alpha)
end
-- fade in help --
local function fadeInHelp ()
if helpAnimation then helpAnimation:remove() end
local _,_,_,a = helpText:color()
if a ~= 255 then
helpAnimation = Animation.createAndPlay(helpText, Animation.presets.dxTextFadeIn(300))
setTimer ( helpTextChangeAlpha, 300, 1, 255 )
end
end
-- fade out help --
local function fadeOutHelp ()
if helpAnimation then helpAnimation:remove() end
local _,_,_,a = helpText:color()
if a ~= 0 then
helpAnimation = Animation.createAndPlay(helpText, Animation.presets.dxTextFadeOut(300))
setTimer ( helpTextChangeAlpha, 300, 1, 0 )
end
end
-- remove keys for using driveby --
functions.removeKeyToggles = function ( vehicle )
toggleControl ( "vehicle_look_left",true )
toggleControl ( "vehicle_look_right",true )
toggleControl ( "vehicle_secondary_fire",true )
functions.toggleTurningKeys(getElementModel(vehicle),true)
fadeOutHelp()
removeEventHandler ( "onClientPlayerVehicleExit", localPlayer, functions.removeKeyToggles )
end
--Get the settings details from the server, and act appropriately according to them
addEventHandler("doSendDriveBySettings",localPlayer, function ( newSettings, thepeds )
settings = newSettings
--We change the tables into an indexed table that's easier to check
local newTable = {}
if settings.blockedVehicles[1] then
for i=1, #settings.blockedVehicles do
newTable[settings.blockedVehicles[i]] = true
end
end
settings.blockedVehicles = newTable
newTable = {}
if settings.driver[1] then
for i=1, #settings.driver do
newTable[settings.driver[i]] = true
end
end
settings.driver = newTable
-- get the peds of the guys using driveby --
newTable = {}
if settings.passenger[1] then
for i=1, #settings.passenger do
newTable[settings.passenger[i]] = true
end
end
settings.passenger = newTable
peds = {}
pedowner = {}
for i, v in pairs ( thepeds ) do
peds[i] = v
pedowner[v] = i
end
end )
-- Use driveby --
functions.toggleDriveby = function()
-- if you are in a vehicle --
if isPedInVehicle ( localPlayer ) then
local veh = getPedOccupiedVehicle ( localPlayer )
local vehicleID = getElementModel ( veh )
-- if the vehicle isn't blocked for using driveby --
if not settings.blockedVehicles[vehicleID] then
local equipedWeapon = getPedWeaponSlot ( localPlayer )
-- if you dont have any equiped weapons (not doing driveby) --
if equipedWeapon == 0 then
-- if the player isn't exiting the vehicle --
if not exitingvehicle then
local weaponsTable = driver and settings.driver or settings.passenger
local switchTo
local switchToWeapon
local lastSlotAmmo = getPedTotalAmmo ( localPlayer, lastSlot )
local lastSlotWeapon = getPedWeapon ( localPlayer, lastSlot )
-- if you didn't used a weapon last time or don't have ammo for it, get a new weapon --
if ( not lastSlotAmmo or lastSlotAmmo == 0 or lastSlot == 0 ) and not weaponsTable[lastSlotWeapon] then
for i=1, 12 do
local weapon = getPedWeapon ( localPlayer, i )
if weaponsTable[( weapon == 1 and 0 or weapon )] then
if getPedTotalAmmo ( localPlayer, i ) ~= 0 then
if not switchTo or i == 4 then
switchTo = i
switchToWeapon = weapon
break
end
end
end
end
else
switchTo = lastSlot
switchToWeapon = lastSlotWeapon
end
-- if you got a weapon to switch to --
if switchTo then
setPedDoingGangDriveby ( localPlayer, true )
setPedWeaponSlot( localPlayer, switchTo )
functions.limitDrivebySpeed ( switchToWeapon )
toggleControl ( "vehicle_look_left",false )
toggleControl ( "vehicle_look_right",false )
toggleControl ( "vehicle_secondary_fire",false )
functions.toggleTurningKeys(vehicleID,false)
if settings.bikeHitboxFix and getVehicleType ( veh ) == "Bike" then
triggerServerEvent ( "createPedForDrivebyFix", localPlayer )
end
addEventHandler ( "onClientPlayerVehicleExit",localPlayer,functions.removeKeyToggles )
local prevw,nextw = next(getBoundKeys ( "Previous driveby weapon" )),next(getBoundKeys ( "Next driveby weapon" ))
if prevw and nextw then
if animation then
Animation:remove()
end
helpText:text( "Press '"..prevw.."' or '"..nextw.."' to change weapon" )
fadeInHelp()
setTimer ( fadeOutHelp, 10000, 1 )
end
end
end
else -- if you are already in driveby
setPedDoingGangDriveby ( localPlayer, false )
setPedWeaponSlot( localPlayer, 0 )
functions.limitDrivebySpeed ( switchToWeapon )
toggleControl ( "vehicle_look_left",true )
toggleControl ( "vehicle_look_right",true )
toggleControl ( "vehicle_secondary_fire",true )
functions.toggleTurningKeys(vehicleID,true)
fadeOutHelp()
triggerServerEvent ( "destroyPedForDrivebyFix", localPlayer )
removeEventHandler ( "onClientPlayerVehicleExit",localPlayer,functions.removeKeyToggles )
end
end
end
end
addCommandHandler ( "Toggle Driveby", functions.toggleDriveby )
--This function handles the driveby switch weapon key
functions.switchDrivebyWeapon = function(cmd,progress)
if not block then
-- progress = -1 (previous weapon) or 1 (next weapon)
progress = tonumber(progress)
if progress then
if not shooting then
if isPedInVehicle( localPlayer ) then
local currentWeapon = getPedWeapon( localPlayer )
local currentSlot = getPedWeaponSlot(localPlayer)
if currentSlot ~= 0 then
local weaponsTable = driver and settings.driver or settings.passenger
local switchTo, switchToWeapon
if not weaponsTable[currentWeapon] then
switchToWeapon = 0
switchTo = 0
end
local j = currentSlot + progress
while j ~= currentSlot do
local nextWeapon = getPedWeapon ( localPlayer, j )
if nextWeapon and weaponsTable[nextWeapon] then
switchToWeapon = nextWeapon
switchTo = j
break
end
if j + progress < 0 or j + progress > 12 then
j = progress < 0 and 12 or 1
else
j = j + progress
end
end
--If a valid weapon was not found, dont set anything.
if switchTo then
lastSlot = switchTo
setPedWeaponSlot( localPlayer, switchTo )
functions.limitDrivebySpeed ( switchToWeapon )
end
end
end
end
end
end
end
addCommandHandler ( "Next driveby weapon", functions.switchDrivebyWeapon )
addCommandHandler ( "Previous driveby weapon", functions.switchDrivebyWeapon )
--Here lies the stuff that limits shooting speed (so slow weapons dont shoot ridiculously fast)
functions.limitDrivebySpeed = function( weaponID )
local speed = settings.shotdelay[tostring(weaponID)]
if not speed then
if not isControlEnabled ( "vehicle_fire" ) then
toggleControl ( "vehicle_fire", true )
end
removeEventHandler("onClientPlayerVehicleExit",localPlayer,functions.unbindFire)
removeEventHandler("onClientPlayerWasted",localPlayer,functions.unbindFire)
unbindKey ( "vehicle_fire", "both", functions.limitedKeyPress )
elseif isControlEnabled ( "vehicle_fire" ) then
toggleControl ( "vehicle_fire", false )
addEventHandler("onClientPlayerVehicleExit",localPlayer,functions.unbindFire)
addEventHandler("onClientPlayerWasted",localPlayer,functions.unbindFire)
bindKey ( "vehicle_fire","both",functions.limitedKeyPress,speed)
end
end
functions.unbindFire = function()
unbindKey ( "vehicle_fire", "both", functions.limitedKeyPress )
if not isControlEnabled ( "vehicle_fire" ) then
toggleControl ( "vehicle_fire", true )
end
removeEventHandler("onClientPlayerVehicleExit",localPlayer,functions.unbindFire)
removeEventHandler("onClientPlayerWasted",localPlayer,functions.unbindFire)
end
functions.pressKey = function ( controlName )
setControlState ( controlName, true )
setTimer ( setControlState, 150, 1, controlName, false )
end
functions.blockfalse = function()
block = false
end
functions.limitedKeyPress = function(key,keyState,speed)
if keyState == "down" then
if not block then
shooting = true
functions.pressKey ( "vehicle_fire" )
block = true
setTimer ( functions.blockfalse, speed, 1 )
limiterTimer = setTimer ( functions.pressKey, speed, 0, "vehicle_fire" )
end
else
shooting = false
if isTimer ( limiterTimer ) then
killTimer ( limiterTimer )
end
end
end
functions.toggleTurningKeys = function(vehicleID, state)
if bikes[vehicleID] then
if not settings.steerBikes then
toggleControl ( "vehicle_left", state )
toggleControl ( "vehicle_right", state )
end
elseif not settings.steerCars then
toggleControl ( "vehicle_left", state )
toggleControl ( "vehicle_right", state )
end
end
--[[ Block driveby when exiting vehicle:
setPedDoingGangDriveby ejects the player if he is trying to get out of the vehicle (without animations ) ]]
addEventHandler ( "onClientVehicleStartExit", root, function ( player )
if player == localPlayer then
exitingvehicle = true
end
end )
--This function simply sets up the driveby upon vehicle entry
addEventHandler( "onClientPlayerVehicleEnter", localPlayer, function ( _, seat )
--If his seat is 0, store the fact that he's a driver
exitingvehicle = false
driver = seat == 0
lastSlot = 0
--By default, we set the player's equiped weapon to nothing.
setPedWeaponSlot( localPlayer, 0 )
if settings.autoEquip then
functions.toggleDriveby()
end
end )
addEventHandler ("onClientPlayerWeaponSwitch", localPlayer, function ( _, curSlot )
if isPedDoingGangDriveby(source) then
functions.limitDrivebySpeed(getPedWeapon(source, curSlot))
end
end )
--Tell the server the clientside script was downloaded and started
addEventHandler ( "onClientResourceStart", resourceRoot, function()
bindKey ( "mouse2", "down", "Toggle Driveby", "" )
bindKey ( "e", "down", "Next driveby weapon", "1" )
bindKey ( "q", "down", "Previous driveby weapon", "-1" )
toggleControl ( "vehicle_next_weapon",false )
toggleControl ( "vehicle_previous_weapon",false )
triggerServerEvent ( "driveby_clientScriptLoaded", localPlayer )
helpText = dxText:create("",0.5,0.85)
helpText:scale(1)
helpText:type("stroke",1)
end )
addEventHandler ( "onClientResourceStop", resourceRoot, function()
toggleControl ( "vehicle_next_weapon",true )
toggleControl ( "vehicle_previous_weapon",true )
end )
addEventHandler ( "deletePedForDrivebyFix", root, function ( )
if peds[source] then
pedowner[peds[source]] = nil
end
peds[source] = nil
end )
addEventHandler ( "savePedForDrivebyFix", root, function ( ped )
local veh = getPedOccupiedVehicle ( source )
if isElement ( veh ) then
--setElementAlpha ( ped, 0 )
peds[source] = ped
pedowner[ped] = source
addEventHandler ( "onClientPedDamage", ped, pedGotHit )
--setElementCollidableWith ( ped, veh, false )
if source == localPlayer then
setElementCollisionsEnabled ( ped, false )
else
setElementCollisionsEnabled ( ped, true )
end
end
end )
|
includeFile("custom_content/intangible/vendor/generic_vendor_control_device.lua")
|
object_mobile_dressed_corellia_ragtag_anita_bath = object_mobile_shared_dressed_corellia_ragtag_anita_bath:new {
}
ObjectTemplates:addTemplate(object_mobile_dressed_corellia_ragtag_anita_bath, "object/mobile/dressed_corellia_ragtag_anita_bath.iff")
|
-- vim.cmd [[packadd nvim-compe]]
-- vim.cmd [[packadd vim-vsnip]]
-- vim.cmd [[packadd vim-vsnip-integ]]
local map = vim.api.nvim_set_keymap
local protocol = require "vim.lsp.protocol"
-- vim.cmd "au BufEnter *.jsx set filetype=javascript"
vim.o.completeopt = "menuone,noselect"
require "compe".setup {
enabled = true,
debug = false,
min_length = 1,
preselect = "always",
source_timeout = 200,
-- incomplete_delay = 400,
allow_prefix_unmatch = false,
documentation = true,
source = {
path = {menu = " "},
buffer = {menu = " "},
vsnip = {menu = " "},
nvim_lsp = {menu = " "},
nvim_lua = {menu = " "},
treesitter = {menu = " "},
spell = true,
calc = true,
tags = true,
orgmode = true,
-- omni = true
}
}
local t = function(str)
return vim.api.nvim_replace_termcodes(str, true, true, true)
end
local check_back_space = function()
local col = vim.fn.col(".") - 1
if col == 0 or vim.fn.getline("."):sub(col, col):match("%s") then
return true
else
return false
end
end
-- Use (s-)tab to:
--- move to prev/next item in completion menuone
--- jump to prev/next snippet's placeholder
_G.tab_complete = function()
if vim.fn.pumvisible() == 1 then
return t "<C-n>"
elseif vim.fn.call("vsnip#available", {1}) == 1 then
return t "<Plug>(vsnip-expand-or-jump)"
elseif check_back_space() then
return t "<Tab>"
else
return vim.fn["compe#complete"]()
end
end
_G.s_tab_complete = function()
if vim.fn.pumvisible() == 1 then
return t "<C-p>"
elseif vim.fn.call("vsnip#jumpable", {-1}) == 1 then
return t "<Plug>(vsnip-jump-prev)"
else
return t "<S-Tab>"
end
end
map("i", "<CR>", "compe#confirm('<CR>')", {expr = true})
map("i", "<C-Space>", "compe#complete()", {expr = true})
map("i", "<Tab>", "v:lua.tab_complete()", {noremap = false, expr = true})
map("s", "<Tab>", "v:lua.tab_complete()", {noremap = false, expr = true})
map("i", "<S-Tab>", "v:lua.tab_complete()", {noremap = false, expr = true})
map("s", "<S-Tab>", "v:lua.tab_complete()", {noremap = false, expr = true})
map("i", "C-u", "compe#scroll({ 'delta': +4 })", {noremap = false, expr = true})
map("i", "<C-d>", "compe#scroll({ 'delta': -4 })", {noremap = false, expr = true})
protocol.CompletionItemKind = {
"ﮜ [text]",
" [method]",
" [function]",
" [constructor]",
"ﰠ [field]",
" [variable]",
" [class]",
" [interface]",
" [module]",
" [property]",
" [unit]",
" [value]",
" [enum]",
" [key]",
" [snippet]",
" [color]",
" [file]",
" [reference]",
" [folder]",
" [enum member]",
" [constant]",
" [struct]",
"⌘ [event]",
" [operator]",
"⌂ [type]"
}
|
if minetest.get_modpath("basic_materials") == nil then
--------------
-- PLASTICS --
--------------
minetest.register_craftitem(":basic_materials:oil_extract", {
description = "Oil Extract",
inventory_image = "elepower_oil_extract.png",
})
minetest.register_craftitem(":basic_materials:paraffin", {
description = "Unprocessed Paraffin",
inventory_image = "elepower_paraffin.png",
})
minetest.register_alias("basic_materials:plastic_base", "basic_materials:paraffin")
minetest.register_alias("homedecor:plastic_base", "basic_materials:paraffin")
minetest.register_alias("homedecor:paraffin", "basic_materials:paraffin")
minetest.register_alias("homedecor:plastic_sheeting", "basic_materials:plastic_sheet")
minetest.register_alias("homedecor:oil_extract", "basic_materials:oil_extract")
minetest.register_craftitem(":basic_materials:plastic_sheet", {
description = "Plastic Sheet",
inventory_image = "elepower_plastic_sheet.png",
})
minetest.register_craft({
type = "shapeless",
output = "basic_materials:oil_extract 4",
recipe = {
"group:leaves",
"group:leaves",
"group:leaves",
"group:leaves",
"group:leaves",
"group:leaves"
}
})
minetest.register_craft({
type = "cooking",
output = "basic_materials:paraffin",
recipe = "basic_materials:oil_extract",
})
minetest.register_craft({
type = "cooking",
output = "basic_materials:plastic_sheet",
recipe = "basic_materials:paraffin",
})
minetest.register_craft({
type = "fuel",
recipe = "basic_materials:oil_extract",
burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "basic_materials:paraffin",
burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "basic_materials:plastic_sheet",
burntime = 30,
})
-----------------
-- COPPER WIRE --
-----------------
minetest.register_craftitem(":basic_materials:copper_wire", {
description = "Copper Wire",
inventory_image = "elepower_copper_wire.png",
groups = {copper = 1, wire = 1, component = 1}
})
minetest.register_craft({
output = "basic_materials:copper_wire 8",
recipe = {
{"default:copper_ingot", "default:copper_ingot", "default:copper_ingot"},
{"default:copper_ingot", "", "default:copper_ingot"},
{"default:copper_ingot", "default:copper_ingot", "default:copper_ingot"}
}
})
-----------
-- MOTOR --
-----------
minetest.register_craftitem(":basic_materials:motor", {
description = "Motor",
inventory_image = "elepower_motor.png",
groups = {motor = 1, component = 1}
})
minetest.register_craft({
output = "basic_materials:motor 3",
recipe = {
{"default:steel_ingot", "elepower_dynamics:wound_copper_coil", "default:steel_ingot"},
{"basic_materials:copper_wire", "elepower_dynamics:wound_copper_coil", "basic_materials:copper_wire"},
{"default:steel_ingot", "elepower_dynamics:capacitor", "default:steel_ingot"},
}
})
-------------
-- SILICON --
-------------
minetest.register_craftitem(":basic_materials:silicon", {
description = "Silicon",
inventory_image = "elepower_silicon.png",
groups = {silicon = 1, lump = 1}
})
-----------
-- BRASS --
-----------
minetest.register_craftitem(":basic_materials:brass_ingot", {
description = "Brass Ingot",
inventory_image = "elepower_brass_ingot.png",
groups = {brass = 1, ingot = 1}
})
else
minetest.clear_craft({output = "basic_materials:brass_ingot"})
end
|
--[[ Akilzon- Gauntlet Event
This script was written and is protected
by the GPL v2. This script was released
by Paroxysm of the Blua Scripting
Project. Please give proper accredidations
when re-releasing or sharing this script
with others in the emulation commUnity.
~~End of License Agreement
-- Paroxysm, October 23, 2008.
~~End of License Agreement]]
local amani_warrior = 24225
local amani_eagle = 24159
local amani_windwalker = 24179
local amani_lookout = 24175
local amani_protector = 24180
local amani_tempest = 24549
local soaring_eagle = 24858
local allowtempest = false
local amani_adds = {}
amani_adds["warriors"] = {}
amani_adds["eagles"] = {}
function AmaniLookOut_OnCombat(Unit,event,pmisc)
Unit:DestroyCustomWaypointMap()
Unit:CreateCustomWaypointMap()
Unit:CreateWaypoint(1, 229.025361, 1465.758911, 25.916751, Unit:GetO(), 0, 256, 0)
Unit:CreateWaypoint(2, 228.005325, 1435.453491, 26.726126, Unit:GetO(), 0, 256, 0)
Unit:CreateWaypoint(3, 228.352188, 1374.711426, 46.888203, Unit:GetO(), 0, 256, 0)
Unit:SetCombatCapable(1)
Unit:RegisterEvent("AmaniLookOut_Waypoints", 200, 1)
end
function AmaniLookOut_Waypoints(Unit)
Unit:SetAllowedToEnterCombat(0)
Unit:StopMovement(0)
Unit:SetAIState(AI_State.STATE_SCRIPTMOVE)
Unit:SetMovementType(MovementType.MOVEMENTTYPE_FORWARDTHANSTOP)
allowtempest = true
Unit:RegisterEvent("AmaniTempest_Initialize", 10000, 1)
end
function AmaniLookOut_OnWipe(Unit)
Unit:DestroyCustomWaypointMap()
allowtempest = false;
end
function AmaniLookOut_OnDeath(Unit)
Unit:DestroyCustomWaypointMap()
allowtempest = false;
end
function AmaniLookOut_OnReachWp(Unit,null,null,wp)
print("Current waypoint is : "..tonumber(wp))
if(wp == 1) then
Unit:MoveToWaypoint(2)
Unit:SetMovementType(MovementType.MOVEMENTTYPE_WANTEDWP)
elseif(wp == 2) then
Unit:MoveToWaypoint(3)
Unit:SetMovementType(MovementType.MOVEMENTTYPE_WANTEDWP)
elseif(wp == 3) then
Unit:RemoveFromWorld()
end
end
function AmaniTempest_Initialize(Unit)
local tempest = Unit:GetCreatureNearestCoords(301.122009,1385.599976, 57.853100,amani_tempest)
if(type(tempest) == "userdata") then
if((tempest:IsAlive() == true) and (tempest:IsInCombat() == false)) then
tempest:RemoveFromWorld()-- Need to use onspawn hook and set the tempest as event controller
Unit:SpawnCreature(amani_tempest, 301.122009, 1385.599976, 57.853100, 3.263770, 1890, 0)
end
else
Unit:SpawnCreature(amani_tempest, 301.122009, 1385.599976, 57.853100, 3.263770, 1890, 0)
end
end
RegisterUnitEvent(amani_lookout, 1, "AmaniLookOut_OnCombat")
RegisterUnitEvent(amani_lookout, 19, "AmaniLookOut_OnReachWp")
RegisterUnitEvent(amani_lookout, 2, "AmaniLookOut_OnWipe")
RegisterUnitEvent(amani_lookout, 4,"AmaniLookOut_OnDeath")
function AmaniTempest_OnSpawn(Unit)
Unit:DestroyCustomWaypointMap()
if(allowtempest == true) then
Unit:RegisterEvent("AmaniTempest_AddSpawn", 100, 1)
end
Unit:RegisterAIUpdateEvent(2000)
end
function AmaniTempest_AIUpdate(Unit)
local warcount,eaglecount = table.getn(amani_adds["warriors"]),table.getn(amani_adds["eagles"])
if((warcount > 6) or (eaglecount > 15)) then
allowtempest = false
elseif((warcount <= 6) and (eaglecount <= 15)) then
allowtempest = true
end
end
function AmaniTempest_AddSpawn(Unit)
if(allowtempest == true) then
for i = 1, math.random(5,6) do
Unit:CastSpellAoF(296.047699, 1384.848022, 56.057110, 43487)
end
Unit:CastSpellAoF(228.884476, 1489.821777, 25.937740, 43486)
Unit:CastSpellAoF(223.590759, 1490.079712, 25.916952, 43486)
Unit:RegisterEvent("AmaniTempest_AddSpawndeux", 15000, 1)
else
Unit:RegisterEvent("AmaniTempest_AddSpawndeux", 3000, 1)
end
end
function AmaniTempest_AddSpawndeux(Unit)
if(allowtempest == true) then
for i = 1, math.random(5,6) do
Unit:CastSpellAoF(296.047699, 1384.848022, 56.057110, 43487)
end
Unit:RegisterEvent("AmaniTempest_AddSpawn", 30000, 1)
else
Unit:RegisterEvent("AmaniTempest_AddSpawn", 3000, 1)
end
end
function AmaniTempest_OnCombat(Unit)
Unit:RemoveEvents()
Unit:RegisterEvent("AmaniTempest_AOE",10000,0)
end
function AmaniTempest_AOE(Unit)
if Unit:GetRandomPlayer(0)~= nil then
Unit:FullCastSpell(44033) -- the aoe nature attack.
end
end
function AmaniTempest_OnLeaveCombat(Unit)
Unit:RemoveAIUpdateEvent()
Unit:RemoveEvents()
end
function AmaniTempest_OnDeath(Unit)
Unit:RemoveAIUpdateEvent()
Unit:RemoveEvents()
Unit:DisableRespawn()
end
RegisterUnitEvent(amani_tempest, 18, "AmaniTempest_OnSpawn")
RegisterUnitEvent(amani_tempest, 1, "AmaniTempest_OnCombat")
RegisterUnitEvent(amani_tempest, 2, "AmaniTempest_OnLeaveCombat")
RegisterUnitEvent(amani_tempest, 4, "AmaniTempest_OnDeath")
RegisterUnitEvent(amani_tempest, 21, "AmaniTempest_AIUpdate")
local kick_timer = nil
local charge_timer = nil
function AmaniWarrior_OnSpawn(Unit)
local args = getvars(Unit)
if((args == nil) or (args.NALORAKK == nil)) then
table.insert(amani_adds["warriors"],Unit)
Unit:ModifySpeed(12)
if(allowtempest == true) then
Unit:DestroyCustomWaypointMap()
Unit:CreateWaypoint(1, 229.025361+(math.random(3)*math.cos(math.random(20, 60))), 1465.758911+(math.random(3)*math.sin(math.random(20, 60))), 25.916751, Unit:GetO(), 500, 256, 0)
Unit:CreateWaypoint(2, 228.005325+(math.random(3)*math.cos(math.random(20, 60))), 1435.453491+(math.random(3)*math.sin(math.random(20, 60))), 26.726126, Unit:GetO(), 500, 256, 0)
Unit:CreateWaypoint(3, 228.352188+(math.random(3)*math.cos(math.random(20, 60))), 1374.711426+(math.random(3)*math.sin(math.random(20, 60))), 46.888203, Unit:GetO(), 500, 256, 0)
Unit:CreateWaypoint(4, 284.307404+(math.random(3)*math.cos(math.random(20, 60))), 1379.991211+(math.random(3)*math.sin(math.random(20, 60))), 49.321771, Unit:GetO(), 500, 256, 0)
Unit:SetMovementType(MovementType.MOVEMENTTYPE_FORWARDTHANSTOP)
--Unit:MoveToWaypoint(1)
Unit:DisableRespawn(1)
end
end
end
function AmaniWarrior_OnReachWp(Unit,null,null,wp)
local args = getvars(Unit)
if((args == nil) or (args.NALORAKK == nil)) then
if(wp == 1) then
--Unit:MoveToWaypoint(2)
elseif(wp == 2) then
--Unit:MoveToWaypoint(3)
elseif(wp == 3) then
--Unit:MoveToWaypoint(4)
elseif(wp == 4) then
Unit:RemoveFromWorld()
end
end
end
function AmaniWarrior_OnCombat(Unit,event,pMisc)
kick_timer = 0
charge_timer = 0
Unit:DestroyCustomWaypointMap()
Unit:StopMovement(100)
Unit:RegisterAIUpdateEvent(2000)
end
function AmaniWarrior_Abilities(Unit)
local args = getvars(Unit)
if((args == nil) or (args.NALORAKK == nil) then
return
end
if((type(args.NALORAKK) == "table") and (args.NALORAKK.gauntlet == true)) then
return
end
if Unit:IsInCombat() == true then
local tank = Unit:GetMainTank()
kick_timer = kick_timer+2
charge_timer = charge_timer+2
if((kick_timer >= 10) and (type(tank) == "userdata") and (tank:IsAlive() == true)) then
local casters = {}
local tbl = Unit:GetInRangePlayers()
for k,v in pairs(tbl) do
if((type(v) == "userdata") and (Unit:GetDistance(v) <= 10) and (v:IsAlive() == true) and (v:GetCurrentSpellId() ~= nil)) then
table.insert(casters,v)
end
end
if table.getn(casters) ~= 0 then
local randcaster = casters[math.random(1,table.getn(casters))]
if((type(randcaster) == "userdata") and (randcaster:IsAlive() == true)) then
Unit:FullCastSpellOnTarget(43518,randcaster)
kick_timer = 0
end
else
Unit:FullCastSpellOnTarget(43518,tank)
kick_timer = 0
end
elseif((kick_timer >= 10) and (type(tank) ~= "userdata")) then
kick_timer = kick_timer-2
end
if((charge_timer >= 20) and (type(tank) == "userdata") and (tank:IsAlive() == true)) then
local casters = {}
local tbl = Unit:GetInRangePlayers()
for k,v in pairs(tbl) do
if((type(v) == "userdata") and (v:GetCurrentSpellId() ~= nil)) then
table.insert(casters,v)
end
end
if((table.getn(casters) ~= 0) then
local randcaster = casters[math.random(1,table.getn(casters))]
if((type(randcaster) == "userdata") and (randcaster:IsAlive() == true)) then
Unit:FullCastSpellOnTarget(43519, randcaster)
charge_timer = 0
end
else
Unit:FullCastSpellOnTarget(43519, tank)
charge_timer = 0
end
elseif((charge_timer >= 20) and (type(tank) ~= "userdata")) then
charge_timer = charge_timer - 2
end
end
end
function AmaniWarrior_OnWipe(Unit)
Unit:DestroyCustomWaypointMap()
Unit:RemoveAIUpdateEvent()
end
function AmaniWarrior_OnDeath(Unit)
local args = getvars(Unit)
if((type(args.NALORAKK) == "table") and (args.NALORAKK.gauntlet == true)) then
for k,v in pairs(args.NALORAKK.guardssent) do
if(v == Unit) then
table.remove(args.NALORAKK.guardssent,k)
end
end
elseif not ((type(args.NALORAKK) == "table") or (args.NALORAKK.gauntlet ~= true)) then
Unit:DestroyCustomWaypointMap()
Unit:RemoveAIUpdateEvent()
for k,v in pairs(amani_adds["warriors"]) do
if(v == Unit) then
table.remove(amani_adds["warriors"],k)
end
end
end
end
function AmaniEagle_OnSpawn(Unit)
table.insert(amani_adds["eagles"],Unit)
if(allowtempest == true) then
Unit:ModifySpeed(20)
Unit:CreateWaypoint(1, 284.307404+(math.random(3)*math.cos(math.random(20, 60))), 1379.991211+(math.random(3)*math.sin(math.random(20, 60))), 49.321771, Unit:GetO(), 500, 256, 0)
Unit:CreateWaypoint(2, 228.352188+(math.random(3)*math.cos(math.random(20, 60))), 1374.711426+(math.random(3)*math.sin(math.random(20, 60))), 46.888203, Unit:GetO(), 500, 256, 0)
Unit:CreateWaypoint(3, 228.005325+(math.random(3)*math.cos(math.random(20, 60))), 1435.453491+(math.random(3)*math.sin(math.random(20, 60))), 26.726126, Unit:GetO(), 500, 256, 0)
Unit:CreateWaypoint(4, 229.025361+(math.random(3)*math.cos(math.random(20, 60))), 1465.758911+(math.random(3)*math.sin(math.random(20, 60))), 25.916751, Unit:GetO(), 500, 256, 0)
Unit:MoveToWaypoint(1)
Unit:DisableRespawn(1)
end
end
function AmaniEagle_OnReachWp(Unit,null,null,wp)
if(wp == 1) then
Unit:MoveToWaypoint(2)
elseif(wp == 2) then
Unit:MoveToWaypoint(3)
elseif(wp == 3) then
Unit:MoveToWaypoint(4)
elseif(wp == 4) then
Unit:RemoveFromWorld()
end
end
function AmaniEagle_OnCombat(Unit, event, pMisc)
Unit:DestroyCustomWaypointMap()
Unit:StopMovement(100)
Unit:RegisterEvent("AmaniEagle_Abilities", 7000, 1)
end
function AmaniEagle_OnWipe(Unit)
Unit:DestroyCustomWaypointMap()
Unit:RemoveEvents()
Unit:RemoveFromWorld()
end
function AmaniEagle_OnDeath(Unit)
Unit:DestroyCustomWaypointMap()
Unit:RemoveEvents()
for k,v in pairs(amani_adds["eagles"]) do
if(v == Unit) then
table.remove(amani_adds["eagles"],k)
end
end
end
function AmaniEagle_Abilities(Unit)
local tank = Unit:GetMainTank()
if((Unit:IsAlive() == true) and (type(tank) == "userdata") and (tank:IsAlive()) and (Unit:GetDistance(tank) <= 10) then
Unit:FullCastSpellOnTarget(43517,tank) -- talon
Unit:RegisterEvent("AmaniEagle_Abilities", 7000, 1)
elseif((Unit:IsAlive() == true) and (type(tank) ~= "userdata") then
Unit:RegisterEvent("AmaniEagle_Abilities", 2000, 1)
end
end
RegisterUnitEvent(amani_warrior, 18, "AmaniWarrior_OnSpawn")
RegisterUnitEvent(amani_eagle, 18, "AmaniEagle_OnSpawn")
RegisterUnitEvent(amani_warrior, 1,"AmaniWarrior_OnCombat")
RegisterUnitEvent(amani_eagle, 1, "AmaniEagle_OnCombat")
RegisterUnitEvent(amani_warrior, 2,"AmaniWarrior_OnWipe")
RegisterUnitEvent(amani_warrior, 4, "AmaniWarrior_OnDeath")
RegisterUnitEvent(amani_eagle, 2, "AmaniEagle_OnWipe")
RegisterUnitEvent(amani_eagle, 4,"AmaniEagle_OnDeath")
RegisterUnitEvent(amani_warrior, 19, "AmaniWarrior_OnReachWp")
RegisterUnitEvent(amani_eagle, 19, "AmaniEagle_OnReachWp")
RegisterUnitEvent(amani_warrior,21,"AmaniWarrior_Abilities")
function AmaniProtector_OnCombat(Unit)
Unit:RegisterEvent("AmaniProtector_Abilities", 10000, 0)
end
function AmaniProtector_OnWipe(Unit)
Unit:RemoveEvents()
end
function AmaniProtector_OnDeath(Unit)
Unit:RemoveEvents()
end
function AmaniProtector_Abilities(Unit)
local tank = Unit:GetMainTank()
if((math.random(3) == 1) and (type(tank) == "userdata") and (tank:IsAlive() == true)) then
if(Unit:IsAlive() == true) then
Unit:FullCastSpellOnTarget(15496, tank)
end
elseif((math.random(3) == 2) and (type(tank) == "userdata") and (tank:IsAlive() == true)) then
if(Unit:IsAlive() == true) then
Unit:FullCastSpellOnTarget(43529, tank)
end
elseif(math.random(3) == 3) then
if((Unit:IsAlive() == true) and (tank:IsAlive() == true)) then
local tbl = Unit:GetInRangePlayers()
local movplayers = {}
for k,v in pairs(tbl) do
if((v:IsAlive()) and (v:IsMoving() == true) and (v:GetDistance(v) <= 10)) then
table.insert(movplayers,v)
end
end
if(table.getn(movplayers) ~= 0) then
Unit:FullCastSpell(43530)
else
AmaniProtector_Abilities(Unit)
end
end
end
end
RegisterUnitEvent(amani_protector, 1, "AmaniProtector_OnCombat")
RegisterUnitEvent(amani_protector, 2, "AmaniProtector_OnWipe")
RegisterUnitEvent(amani_protector, 4, "AmaniProtector_OnDeath")
function AmaniWindWalker_OnCombat(Unit)
Unit:RegisterEvent("AmaniWindWalker_Abilities", 5000, 1)
Unit:RegisterAIUpdateEvent(2000)
end
function AmaniWindWalker_OnWipe(Unit)
Unit:RemoveEvents()
end
function AmaniWindWalker_OnDeath(Unit)
Unit:RemoveEvents()
end
function AmaniWindWalker_HealAI(Unit)
local allies = Unit:GetInRangeFriends()
local healtable = {}
table.insert(allies,Unit)
for k,v in pairs(allies) do
if((type(v) == "userdata") and (v:GetHealthPct() <= 50)) then
table.insert(healtable,v)
if(Unit:GetHealthPct() <= 50) then
table.insert(healtable,Unit)
end
end
end
if(table.getn(healtable) >= 1) then -- more than 1 target needs health!
local healtar = healtable[math.random(1,table.getn(healtable))]
if((type(healtar) == "userdata") and (healtar:IsAlive() == true)) then --Lets cast chain heal
if(healtar == Unit) then
Unit:FullCastSpell(43527)
else
Unit:FullCastSpellOnTarget(43527,healtar)
end
end
end
end
function AmaniWindWalker_Abilities(Unit)
local tank = Unit:GetMainTank()
if((math.random(2) == 1) and (type(tank) == "userdata") and (tank:IsAlive())) then
local plrs = Unit:GetInRangePlayers()
local movplrs = {}
for k,v in pairs(plrs) do
if((type(v) == "userdata") and (v:IsAlive() == true) and (v:IsMoving() == true)) then
table.insert(movplrs,v)
end
end
if(table.getn(movplrs) ~= 0) then
local freezetar = movplrs[math.random(1,table.getn(movplrs))]
if((type(freezetar) == "userdata") and (freezetar:IsAlive() == true)) then
Unit:FullCastSpellOnTarget(43524, freezetar)-- frost shock
Unit:RegisterEvent("AmaniWindWalker_Abilities", 5000, 1)
end
else
Unit:FullCastSpellOnTarget(43524,tank)
Unit:RegisterEvent("AmaniWindWalker_Abilities", 2000, 1)
end
elseif((math.random(2) == 2) and (type(tank) == "userdata") and (tank:IsAlive() == true)) then
local plrs = Unit:GetInRangePlayers()
local besttar = {}
for k,v in pairs(plrs) do
if((type(v) == "userdata") and (v:IsAlive()) and (v:GetHealthPct() <= 50)) then -- store this target and try to spike him later
table.insert(besttar,v)
end
end
if table.getn(besttar) ~= 0 then
local besttarget = besttar[math.random(1,table.getn(besttar))]
if((type(besttarget) == "userdata") and (besttarget:IsAlive()) and (besttarget ~= tank)) then -- we attempt to finish off target
Unit:FullCastSpellOnTarget(43526, besttarget)
Unit:RegisterEvent("AmaniWindWalker_Abilities", 10000, 1)
end
else
Unit:FullCastSpellOnTarget(43526, tank)
Unit:RegisterEvent("AmaniWindWalker_Abilities", 10000, 1)
end
end
end
RegisterUnitEvent(amani_windwalker, 1, "AmaniWindWalker_OnCombat")
RegisterUnitEvent(amani_windwalker, 2, "AmaniWindWalker_OnWipe")
RegisterUnitEvent(amani_windwalker, 4, "AmaniWindWalker_OnDeath")
RegisterUnitEvent(amani_windwalker, 21, "AmaniWindWalker_HealAI")
|
local scope={}
-------------------------------------------------------------------------------
scope.address=function(address,next_scope)
local block={
block_type = "scope_address",
address = address or {},
next_scope = next_scope
}
return block
end
scope.index=function(index,next_scope)
local block={
block_type = "scope_index",
index = index,
next_scope = next_scope
}
return block
end
-------------------------------------------------------------------------------
return scope
|
--[[
TheNexusAvenger
Runs the TODO list plugin.
--]]
local NexusPluginComponents = require(script:WaitForChild("NexusPluginComponents"))
local TodoListWindow = require(script:WaitForChild("TodoListWindow"))
--Create the window.
local Window = TodoListWindow.new(plugin)
--Create the button.
local NexusWidgetsToolbar = plugin:CreateToolbar("Nexus Widgets")
local ToDoListButton = NexusWidgetsToolbar:CreateButton("TODO List", "Toggles the TODO list window.", "http://www.roblox.com/asset/?id=1690576230")
local ToDoListToggleButton = NexusPluginComponents.new("PluginToggleButton", ToDoListButton, Window)
ToDoListToggleButton.ClickableWhenViewportHidden = true
|
UnitPopupButtons["GM_MENU"] = { text = "GM Menu", dist = 0, nested = 1 };
UnitPopupMenus["GM_MENU"] = { "GM_PRINT_GUID" }
tinsert(UnitPopupMenus["TARGET"], 1, "GM_MENU")
tinsert(UnitPopupMenus["PLAYER"], 1, "GM_MENU")
tinsert(UnitPopupMenus["RAID_PLAYER"], 1, "GM_MENU")
tinsert(UnitPopupMenus["PARTY"], 1, "GM_MENU")
UnitPopupButtons["SET_FOCUS"] =
{
text = "Set Focus",
dist = 0,
func = function()
SetFocusByToken("target")
end
}
UnitPopupButtons["GM_PRINT_GUID"] =
{
text = "Print Guid", dist = 0, checkable = 1,
func = function()
print(UnitName("target") .. "'s GUID: " .. UnitGUID("target"))
end
}
hooksecurefunc("UnitPopup_ShowMenu", function()
for i=1, UIDROPDOWNMENU_MAXBUTTONS do
local button = _G["DropDownList"..UIDROPDOWNMENU_MENU_LEVEL.."Button"..i];
if button.value == "SET_FOCUS" then
button.func = UnitPopupButtons["SET_FOCUS"].func
elseif button.value == "GM_PRINT_GUID" then
button.func = UnitPopupButtons["GM_PRINT_GUID"].func
end
end
end)
|
AddCSLuaFile( 'cl_init.lua' )
AddCSLuaFile( 'shared.lua' )
include( 'shared.lua' )
timer.Destroy( 'HostnameThink' )
hook.Add( 'PreGamemodeLoaded', 'widgets_disabler_cpu', function()
function widgets.PlayerTick()
end
hook.Remove( 'PlayerTick', 'TickWidgets' )
end )
|
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local count = {}
local transfer = {}
function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end
function onThink() npcHandler:onThink() end
local voices = {
{ text = 'Deposit your money here in the safety of the Tibian Bank!' },
{ text = 'Any questions about the functions of your bank account? Feel free to ask me for help!' }
}
npcHandler:addModule(VoiceModule:new(voices))
local function greetCallback(cid)
count[cid], transfer[cid] = nil, nil
return true
end
local function creatureSayCallback(cid, type, msg)
if not npcHandler:isFocused(cid) then
return false
end
local player = Player(cid)
---------------------------- help ------------------------
if msgcontains(msg, 'bank account') then
npcHandler:say({
'Every Tibian has one. The big advantage is that you can access your money in every branch of the Tibian Bank! ...',
'Would you like to know more about the {basic} functions of your bank account, the {advanced} functions, or are you already bored, perhaps?'
}, cid)
npcHandler.topic[cid] = 0
return true
---------------------------- balance ---------------------
elseif msgcontains(msg, 'balance') then
npcHandler.topic[cid] = 0
if player:getBankBalance() >= 100000000 then
npcHandler:say('I think you must be one of the richest inhabitants in the world! Your account balance is ' .. player:getBankBalance() .. ' gold.', cid)
return true
elseif player:getBankBalance() >= 10000000 then
npcHandler:say('You have made ten millions and it still grows! Your account balance is ' .. player:getBankBalance() .. ' gold.', cid)
return true
elseif player:getBankBalance() >= 1000000 then
npcHandler:say('Wow, you have reached the magic number of a million gp!!! Your account balance is ' .. player:getBankBalance() .. ' gold!', cid)
return true
elseif player:getBankBalance() >= 100000 then
npcHandler:say('You certainly have made a pretty penny. Your account balance is ' .. player:getBankBalance() .. ' gold.', cid)
return true
else
npcHandler:say('Your account balance is ' .. player:getBankBalance() .. ' gold.', cid)
return true
end
---------------------------- deposit ---------------------
elseif msgcontains(msg, 'deposit') then
count[cid] = player:getMoney()
if count[cid] < 1 then
npcHandler:say('You do not have enough gold.', cid)
npcHandler.topic[cid] = 0
return false
end
if msgcontains(msg, 'all') then
count[cid] = player:getMoney()
npcHandler:say('Would you really like to deposit ' .. count[cid] .. ' gold?', cid)
npcHandler.topic[cid] = 2
return true
else
if string.match(msg,'%d+') then
count[cid] = getMoneyCount(msg)
if count[cid] < 1 then
npcHandler:say('You do not have enough gold.', cid)
npcHandler.topic[cid] = 0
return false
end
npcHandler:say('Would you really like to deposit ' .. count[cid] .. ' gold?', cid)
npcHandler.topic[cid] = 2
return true
else
npcHandler:say('Please tell me how much gold it is you would like to deposit.', cid)
npcHandler.topic[cid] = 1
return true
end
end
if not isValidMoney(count[cid]) then
npcHandler:say('Sorry, but you can\'t deposit that much.', cid)
npcHandler.topic[cid] = 0
return false
end
elseif npcHandler.topic[cid] == 1 then
count[cid] = getMoneyCount(msg)
if isValidMoney(count[cid]) then
npcHandler:say('Would you really like to deposit ' .. count[cid] .. ' gold?', cid)
npcHandler.topic[cid] = 2
return true
else
npcHandler:say('You do not have enough gold.', cid)
npcHandler.topic[cid] = 0
return true
end
elseif npcHandler.topic[cid] == 2 then
if msgcontains(msg, 'yes') then
if player:getMoney() >= tonumber(count[cid]) then
player:depositMoney(count[cid])
npcHandler:say('Alright, we have added the amount of ' .. count[cid] .. ' gold to your {balance}. You can {withdraw} your money anytime you want to.', cid)
else
npcHandler:say('You do not have enough gold.', cid)
end
elseif msgcontains(msg, 'no') then
npcHandler:say('As you wish. Is there something else I can do for you?', cid)
end
npcHandler.topic[cid] = 0
return true
---------------------------- withdraw --------------------
elseif msgcontains(msg, 'withdraw') then
if string.match(msg,'%d+') then
count[cid] = getMoneyCount(msg)
if isValidMoney(count[cid]) then
npcHandler:say('Are you sure you wish to withdraw ' .. count[cid] .. ' gold from your bank account?', cid)
npcHandler.topic[cid] = 7
else
npcHandler:say('There is not enough gold on your account.', cid)
npcHandler.topic[cid] = 0
end
return true
else
npcHandler:say('Please tell me how much gold you would like to withdraw.', cid)
npcHandler.topic[cid] = 6
return true
end
elseif npcHandler.topic[cid] == 6 then
count[cid] = getMoneyCount(msg)
if isValidMoney(count[cid]) then
npcHandler:say('Are you sure you wish to withdraw ' .. count[cid] .. ' gold from your bank account?', cid)
npcHandler.topic[cid] = 7
else
npcHandler:say('There is not enough gold on your account.', cid)
npcHandler.topic[cid] = 0
end
return true
elseif npcHandler.topic[cid] == 7 then
if msgcontains(msg, 'yes') then
if player:getFreeCapacity() >= getMoneyWeight(count[cid]) then
if not player:withdrawMoney(count[cid]) then
npcHandler:say('There is not enough gold on your account.', cid)
else
npcHandler:say('Here you are, ' .. count[cid] .. ' gold. Please let me know if there is something else I can do for you.', cid)
end
else
npcHandler:say('Whoah, hold on, you have no room in your inventory to carry all those coins. I don\'t want you to drop it on the floor, maybe come back with a cart!', cid)
end
npcHandler.topic[cid] = 0
elseif msgcontains(msg, 'no') then
npcHandler:say('The customer is king! Come back anytime you want to if you wish to {withdraw} your money.', cid)
npcHandler.topic[cid] = 0
end
return true
---------------------------- money exchange --------------
elseif msgcontains(msg, 'change gold') then
npcHandler:say('How many platinum coins would you like to get?', cid)
npcHandler.topic[cid] = 14
elseif npcHandler.topic[cid] == 14 then
if getMoneyCount(msg) < 1 then
npcHandler:say('Sorry, you do not have enough gold coins.', cid)
npcHandler.topic[cid] = 0
else
count[cid] = getMoneyCount(msg)
npcHandler:say('So you would like me to change ' .. count[cid] * 100 .. ' of your gold coins into ' .. count[cid] .. ' platinum coins?', cid)
npcHandler.topic[cid] = 15
end
elseif npcHandler.topic[cid] == 15 then
if msgcontains(msg, 'yes') then
if player:removeItem(2148, count[cid] * 100) then
player:addItem(2152, count[cid])
npcHandler:say('Here you are.', cid)
else
npcHandler:say('Sorry, you do not have enough gold coins.', cid)
end
else
npcHandler:say('Well, can I help you with something else?', cid)
end
npcHandler.topic[cid] = 0
elseif msgcontains(msg, 'change platinum') then
npcHandler:say('Would you like to change your platinum coins into gold or crystal?', cid)
npcHandler.topic[cid] = 16
elseif npcHandler.topic[cid] == 16 then
if msgcontains(msg, 'gold') then
npcHandler:say('How many platinum coins would you like to change into gold?', cid)
npcHandler.topic[cid] = 17
elseif msgcontains(msg, 'crystal') then
npcHandler:say('How many crystal coins would you like to get?', cid)
npcHandler.topic[cid] = 19
else
npcHandler:say('Well, can I help you with something else?', cid)
npcHandler.topic[cid] = 0
end
elseif npcHandler.topic[cid] == 17 then
if getMoneyCount(msg) < 1 then
npcHandler:say('Sorry, you do not have enough platinum coins.', cid)
npcHandler.topic[cid] = 0
else
count[cid] = getMoneyCount(msg)
npcHandler:say('So you would like me to change ' .. count[cid] .. ' of your platinum coins into ' .. count[cid] * 100 .. ' gold coins for you?', cid)
npcHandler.topic[cid] = 18
end
elseif npcHandler.topic[cid] == 18 then
if msgcontains(msg, 'yes') then
if player:removeItem(2152, count[cid]) then
player:addItem(2148, count[cid] * 100)
npcHandler:say('Here you are.', cid)
else
npcHandler:say('Sorry, you do not have enough platinum coins.', cid)
end
else
npcHandler:say('Well, can I help you with something else?', cid)
end
npcHandler.topic[cid] = 0
elseif npcHandler.topic[cid] == 19 then
if getMoneyCount(msg) < 1 then
npcHandler:say('Sorry, you do not have enough platinum coins.', cid)
npcHandler.topic[cid] = 0
else
count[cid] = getMoneyCount(msg)
npcHandler:say('So you would like me to change ' .. count[cid] * 100 .. ' of your platinum coins into ' .. count[cid] .. ' crystal coins for you?', cid)
npcHandler.topic[cid] = 20
end
elseif npcHandler.topic[cid] == 20 then
if msgcontains(msg, 'yes') then
if player:removeItem(2152, count[cid] * 100) then
player:addItem(2160, count[cid])
npcHandler:say('Here you are.', cid)
else
npcHandler:say('Sorry, you do not have enough platinum coins.', cid)
end
else
npcHandler:say('Well, can I help you with something else?', cid)
end
npcHandler.topic[cid] = 0
elseif msgcontains(msg, 'change crystal') then
npcHandler:say('How many crystal coins would you like to change into platinum?', cid)
npcHandler.topic[cid] = 21
elseif npcHandler.topic[cid] == 21 then
if getMoneyCount(msg) < 1 then
npcHandler:say('Sorry, you do not have enough crystal coins.', cid)
npcHandler.topic[cid] = 0
else
count[cid] = getMoneyCount(msg)
npcHandler:say('So you would like me to change ' .. count[cid] .. ' of your crystal coins into ' .. count[cid] * 100 .. ' platinum coins for you?', cid)
npcHandler.topic[cid] = 22
end
elseif npcHandler.topic[cid] == 22 then
if msgcontains(msg, 'yes') then
if player:removeItem(2160, count[cid]) then
player:addItem(2152, count[cid] * 100)
npcHandler:say('Here you are.', cid)
else
npcHandler:say('Sorry, you do not have enough crystal coins.', cid)
end
else
npcHandler:say('Well, can I help you with something else?', cid)
end
npcHandler.topic[cid] = 0
end
return true
end
-- Basic keywords
keywordHandler:addKeyword({'name'}, StdModule.say, {npcHandler = npcHandler, text = 'I\'m Paulie.'})
keywordHandler:addKeyword({'job'}, StdModule.say, {npcHandler = npcHandler, text = 'I\'m still a bank clerk-in-training. They say I can work on the mainland of Tibia once I have proven myself!'})
keywordHandler:addKeyword({'transfer'}, StdModule.say, {npcHandler = npcHandler, text = 'I\'m afraid this service is not available to you until you reach mainland.'})
keywordHandler:addKeyword({'change'}, StdModule.say, {npcHandler = npcHandler, text = 'There are three different coin types in Tibia: 100 gold coins equal 1 platinum coin, 100 platinum coins equal 1 crystal coin. For example, if you like to change 100 gold coins into 1 platinum coin, simply say \'{change gold}\' and then \'1 platinum\'.'})
keywordHandler:addKeyword({'advanced'}, StdModule.say, {npcHandler = npcHandler, text = 'Once you are on the Tibian mainland, you can access new functions of your bank account, such as transferring money to other players safely or taking part in house auctions.'})
keywordHandler:addKeyword({'king'}, StdModule.say, {npcHandler = npcHandler, text = 'HAIL TO THE KING!'})
keywordHandler:addKeyword({'academy'}, StdModule.say, {npcHandler = npcHandler, text = 'The academy is the big stone building in the town centre. When you are ready to leave Rookgaard, you should visit the {oracle} there.'})
keywordHandler:addKeyword({'time'}, StdModule.say, {npcHandler = npcHandler, text = 'It\'s exactly |TIME|.'})
keywordHandler:addKeyword({'temple'}, StdModule.say, {npcHandler = npcHandler, text = 'The temple is south of the city. Go there and talk to {Cipfried} if you are in dire need of healing.'})
keywordHandler:addKeyword({'mainland'}, StdModule.say, {npcHandler = npcHandler, text = 'I\'m looking forward to work on the mainland. The great Tibian cities are so much more interesting than this little village of {Rookgaard}.'})
keywordHandler:addKeyword({'rookgaard'}, StdModule.say, {npcHandler = npcHandler, text = 'What a godforsaken place! Well, at least there are no criminals robbing the bank which would be - me. <gulp>'})
keywordHandler:addKeyword({'premium'}, StdModule.say, {npcHandler = npcHandler, text = 'Another excellent way of investing your money.'})
keywordHandler:addKeyword({'trade'}, StdModule.say, {npcHandler = npcHandler, text = 'I don\'t trade. Ask the shop owners for a trade instead. I can only help you with your {bank account}.'})
keywordHandler:addAliasKeyword({'offer'})
keywordHandler:addAliasKeyword({'potion'})
keywordHandler:addAliasKeyword({'sell'})
keywordHandler:addAliasKeyword({'buy'})
keywordHandler:addAliasKeyword({'stuff'})
keywordHandler:addAliasKeyword({'wares'})
keywordHandler:addAliasKeyword({'weapon'})
keywordHandler:addAliasKeyword({'equip'})
keywordHandler:addAliasKeyword({'food'})
keywordHandler:addAliasKeyword({'armor'})
keywordHandler:addAliasKeyword({'shield'})
keywordHandler:addKeyword({'help'}, StdModule.say, {npcHandler = npcHandler, text = 'Every Tibian has a bank account. You can {deposit} your gold in one bank and {withdraw} it from the same or any other Tibian bank. Ask me for your {balance} to learn how much money you\'ve already saved. There are also {advanced} functions.'})
keywordHandler:addAliasKeyword({'function'})
keywordHandler:addAliasKeyword({'account'})
keywordHandler:addKeyword({'bank'}, StdModule.say, {npcHandler = npcHandler, text = 'You can {deposit} and {withdraw} money from your {bank account} here. I can also {change} money for you.'})
keywordHandler:addAliasKeyword({'money'})
-- Names
keywordHandler:addKeyword({'zerbrus'}, StdModule.say, {npcHandler = npcHandler, text = 'Thank god that guy guards our bridge. Without him, I believe all sorts of critters would storm the bank!'})
keywordHandler:addAliasKeyword({'dallheim'})
keywordHandler:addKeyword({'al', 'dee'}, StdModule.say, {npcHandler = npcHandler, text = 'He sells general equipment such as ropes or torches.'})
keywordHandler:addKeyword({'amber'}, StdModule.say, {npcHandler = npcHandler, text = '<blushes> It\'s making me nervous to have her around my working place all the time. Actually it\'s distracting, but I can\'t say why.'})
keywordHandler:addKeyword({'billy'}, StdModule.say, {npcHandler = npcHandler, text = 'A fine cook and farmer.'})
keywordHandler:addKeyword({'willie'}, StdModule.say, {npcHandler = npcHandler, text = 'He\'s incredibly rude! I don\'t know what I\'ve done to him. Well, he buys and sells {food}.'})
keywordHandler:addKeyword({'tom'}, StdModule.say, {npcHandler = npcHandler, text = 'He\'s the local tanner. You could try selling fresh corpses or leather to him and then bring the earnt money to our {bank}.'})
keywordHandler:addKeyword({'seymour'}, StdModule.say, {npcHandler = npcHandler, text = 'A well-educated man.'})
keywordHandler:addKeyword({'zirella'}, StdModule.say, {npcHandler = npcHandler, text = 'She\'s a nice old lady, but I guess she prefers keeping her savings in one of her socks. She never comes to my bank.'})
keywordHandler:addKeyword({'santiago'}, StdModule.say, {npcHandler = npcHandler, text = 'Just a fisherman living outside the village.'})
keywordHandler:addKeyword({'paulie'}, StdModule.say, {npcHandler = npcHandler, text = 'That\'s me, in all my beauty! <coughs>'})
keywordHandler:addKeyword({'oracle'}, StdModule.say, {npcHandler = npcHandler, text = 'You can find the oracle on the top floor of the {academy}, just above {Seymour}. Go there when you are level 8.'})
keywordHandler:addKeyword({'obi'}, StdModule.say, {npcHandler = npcHandler, text = 'He sells {weapons}. His shop is south west of town, close to the {temple}.'})
keywordHandler:addKeyword({'norma'}, StdModule.say, {npcHandler = npcHandler, text = 'Going to her bar is not so much my cup of tea... I prefer reading a good book about economy.'})
keywordHandler:addKeyword({'loui'}, StdModule.say, {npcHandler = npcHandler, text = 'I don\'t know that guy.'})
keywordHandler:addKeyword({'lily'}, StdModule.say, {npcHandler = npcHandler, text = 'Lily sells {potions} in the South of town.'})
keywordHandler:addKeyword({'lee\'delle'}, StdModule.say, {npcHandler = npcHandler, text = 'Her shop is on the {premium} side of town. She has really good offers.'})
keywordHandler:addKeyword({'hyacinth'}, StdModule.say, {npcHandler = npcHandler, text = 'Hm, I\'ve never seen him. He\'s supposed to be a druid.'})
keywordHandler:addKeyword({'dixi'}, StdModule.say, {npcHandler = npcHandler, text = 'She\'s {Obi\'s} granddaughter and deals with {armors} and {shields}. Her shop is southwest of town, close to the {temple}.'})
keywordHandler:addKeyword({'cipfried'}, StdModule.say, {npcHandler = npcHandler, text = 'He guards the temple and can heal you if you are badly injured or poisoned.'})
npcHandler:setMessage(MESSAGE_GREET, 'Welcome |PLAYERNAME|! Here, you can {deposit} or {withdraw} your money from your bank account and {change} gold. I can also explain the {functions} of your bank account to you.')
npcHandler:setMessage(MESSAGE_FAREWELL, 'Good bye, and remember: entrusting us with your gold is the safest way of storing it!')
npcHandler:setMessage(MESSAGE_WALKAWAY, 'Good bye.')
npcHandler:setCallback(CALLBACK_GREET, greetCallback)
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())
|
local has_iter, iter = pcall(require, "kk.iter")
if not has_iter then
print "lua/kesav/tabline.lua: install kesav21/lua-stdlib"
return
end
local function choose(first, second, condition)
if condition then
return first
else
return second
end
end
local function is_equal(a)
return function(b)
return a == b
end
end
local function buf_islisted(b)
return vim.fn.buflisted(b) == 1
end
local function buf_current_position(bufs)
return iter.first(
iter.filter_keys(
is_equal(vim.api.nvim_get_current_buf()),
iter.to_table(bufs)
)
)
end
local function buf_title()
local bufs = vim.api.nvim_list_bufs()
local listed_bufs = iter.filter(buf_islisted, iter.values(bufs))
return string.format(
"[%s/%s]",
buf_current_position(listed_bufs) or " ",
iter.length(listed_bufs)
)
end
-- TODO: fix
-- when a single regular window and two telescope windows are visible,
-- the count shows five windows
local function tab_title(current_tabnr, tabnr)
local wins = vim.api.nvim_tabpage_list_wins(tabnr)
local highlight = choose("%#TabSel#", "%#TabUnsel#", current_tabnr == tabnr)
local current_winnr = vim.api.nvim_tabpage_get_win(tabnr)
local current_win = iter.first(
iter.filter_keys(is_equal(current_winnr), wins)
)
return string.format("%s %s: [%s/%s]", highlight, tabnr, current_win, #wins)
end
local function get_tab_title()
local current_tabnr = vim.api.nvim_get_current_tabpage()
local tabs = vim.api.nvim_list_tabpages()
local t = {}
for _, tabnr in ipairs(tabs) do
table.insert(t, tab_title(current_tabnr, tabnr))
end
return table.concat(t, " ")
end
function _G.tabline()
vim.cmd [[ hi TabSel guifg=#1d2021 guibg=#a89984 ]]
vim.cmd [[ hi TabUnsel guifg=#a89984 guibg=#282828 ]]
vim.cmd [[ hi TabClear guibg=#282828 ]]
return string.format(
"%%#TabUnsel# %s %s %%#TabClear#",
buf_title(),
get_tab_title()
)
end
vim.o.showtabline = 2
vim.o.tabline = "%!v:lua.tabline()"
|
local M = {}
local hotfix_helper = require("hotfix_helper")
local test = require("test")
local function sleep(sec)
local end_time = os.time() + sec
while os.time() < end_time do end
end -- sleep()
function M.run()
hotfix_helper.init()
while true do
test.func()
sleep(2)
hotfix_helper.check()
end
end -- run()
return M
|
function genMiningDrills(inputs)
-- Copy electric furnace
local item = table.deepcopy(data.raw.item["electric-mining-drill"])
local recipe = table.deepcopy(data.raw.recipe["electric-mining-drill"])
local entity = table.deepcopy(data.raw["mining-drill"]["electric-mining-drill"])
local tech = table.deepcopy(data.raw.technology["advanced-material-processing"])
--Item
if inputs.new then
item.name = "5d-electric-mining-drill-" .. inputs.number
end
item.icon =
"__5dim_mining__/graphics/icon/electric-mining-drill/electric-mining-drill-icon-" .. inputs.number .. ".png"
item.subgroup = inputs.subgroup
item.order = inputs.order
item.place_result = item.name
--Recipe
recipe.name = item.name
recipe.icon = item.icon
recipe.icon_size = 64
if recipe.normal == nil then
recipe.result = item.name
if inputs.new then
recipe.enabled = false
end
recipe.ingredients = inputs.ingredients
else
recipe.normal.result = item.name
if inputs.new then
recipe.normal.enabled = false
end
recipe.normal.ingredients = inputs.ingredients
recipe.expensive.result = item.name
if inputs.new then
recipe.expensive.enabled = false
end
recipe.expensive.ingredients = inputs.ingredients
end
--Entity
entity.name = item.name
entity.next_upgrade = inputs.nextUpdate or nil
entity.icon = item.icon
entity.minable.result = item.name
entity.mining_speed = inputs.craftingSpeed
entity.module_specification.module_slots = inputs.moduleSlots
entity.energy_usage = inputs.energyUsage .. "kW"
entity.energy_source.emissions_per_minute = inputs.pollution
--North
entity.graphics_set.animation.north.layers[1].hr_version.filename =
"__5dim_mining__/graphics/entities/electric-mining-drill/hr-electric-mining-drill-N/electric-mining-drill-N-" ..
inputs.number .. ".png"
entity.wet_mining_graphics_set.animation.north.layers[1].hr_version.filename =
"__5dim_mining__/graphics/entities/electric-mining-drill/hr-electric-mining-drill-N/electric-mining-drill-N-wet-" ..
inputs.number .. ".png"
--East
entity.graphics_set.animation.east.layers[1].hr_version.filename =
"__5dim_mining__/graphics/entities/electric-mining-drill/hr-electric-mining-drill-E/electric-mining-drill-E-" ..
inputs.number .. ".png"
entity.graphics_set.working_visualisations[7].east_animation.hr_version.filename =
"__5dim_mining__/graphics/entities/electric-mining-drill/hr-electric-mining-drill-E/electric-mining-drill-E-front-" ..
inputs.number .. ".png"
entity.wet_mining_graphics_set.animation.east.layers[1].hr_version.filename =
"__5dim_mining__/graphics/entities/electric-mining-drill/hr-electric-mining-drill-E/electric-mining-drill-E-wet-" ..
inputs.number .. ".png"
entity.wet_mining_graphics_set.working_visualisations[13].east_animation.layers[1].hr_version.filename =
"__5dim_mining__/graphics/entities/electric-mining-drill/hr-electric-mining-drill-E/electric-mining-drill-E-wet-front-" ..
inputs.number .. ".png"
--South
entity.graphics_set.working_visualisations[7].south_animation.layers[2].hr_version.filename =
"__5dim_mining__/graphics/entities/electric-mining-drill/hr-electric-mining-drill-S/electric-mining-drill-S-front-" ..
inputs.number .. ".png"
entity.wet_mining_graphics_set.working_visualisations[13].south_animation.layers[2].hr_version.filename =
"__5dim_mining__/graphics/entities/electric-mining-drill/hr-electric-mining-drill-S/electric-mining-drill-S-wet-front-" ..
inputs.number .. ".png"
--West
entity.graphics_set.animation.west.layers[1].hr_version.filename =
"__5dim_mining__/graphics/entities/electric-mining-drill/hr-electric-mining-drill-W/electric-mining-drill-W-" ..
inputs.number .. ".png"
entity.graphics_set.working_visualisations[7].west_animation.hr_version.filename =
"__5dim_mining__/graphics/entities/electric-mining-drill/hr-electric-mining-drill-W/electric-mining-drill-W-front-" ..
inputs.number .. ".png"
entity.wet_mining_graphics_set.animation.west.layers[1].hr_version.filename =
"__5dim_mining__/graphics/entities/electric-mining-drill/hr-electric-mining-drill-W/electric-mining-drill-W-wet-" ..
inputs.number .. ".png"
entity.wet_mining_graphics_set.working_visualisations[13].west_animation.layers[1].hr_version.filename =
"__5dim_mining__/graphics/entities/electric-mining-drill/hr-electric-mining-drill-W/electric-mining-drill-W-wet-front-" ..
inputs.number .. ".png"
data:extend({entity, recipe, item})
-- Technology
if inputs.tech then
tech.name = "5d-mining-" .. inputs.tech.number
tech.icon = item.icon
tech.icon_size = 64
tech.unit.count = inputs.tech.count
tech.unit.ingredients = inputs.tech.packs
tech.prerequisites = inputs.tech.prerequisites
tech.effects = {
{
type = "unlock-recipe",
recipe = item.name
}
}
data:extend({tech})
end
end
|
local HighlighterFactory = require("searcho.lib.highlight").HighlighterFactory
local bufferlib = require("searcho.lib.buffer")
local M = {}
local SearchHighlight = {}
SearchHighlight.__index = SearchHighlight
M.SearchHighlight = SearchHighlight
function SearchHighlight.new(window_id)
local bufnr = vim.api.nvim_win_get_buf(window_id)
local tbl = {_hl_factory = HighlighterFactory.new("searcho", bufnr), _bufnr = bufnr}
return setmetatable(tbl, SearchHighlight)
end
function SearchHighlight.reset(self)
vim.cmd("nohlsearch")
self:reset_current_match()
end
function SearchHighlight.reset_current_match(self)
return self._hl_factory:reset()
end
function SearchHighlight.enable(self, input, start_row, start_col, end_row, end_col)
self:_enable_match(input)
self:_enable_current_match(start_row, start_col, end_row, end_col)
end
function SearchHighlight._enable_match(_, input)
-- HACK
if input == "\\v" then
return
end
vim.cmd("let &hlsearch = &hlsearch")
end
function SearchHighlight._enable_current_match(self, start_row, start_col, end_row, end_col)
local highlighter = self:reset_current_match()
local text = bufferlib.get_text(self._bufnr, start_row - 1, start_col, end_row - 1, end_col)
local strs = vim.split(text, "\n", true)
highlighter:add_ranged_virtual(strs, "IncSearch", start_row - 1, start_col - 1, {
virt_text_pos = "overlay",
})
end
return M
|
GUI = {}
Menu = {}
Menus = {}
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--
--==============================================================================================--
-- Settings --
--==============================================================================================--
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--
GUI.maxVisOptions = 8 ------------------------ Max options to show on the menu --
GUI.titleText = {255, 255, 255, 255, 1} ------- Color of title text --
GUI.titleRect = {52, 73, 94, 255} ------------- Color of rectangle [title] --
GUI.optionText = {255, 255, 255, 255, 6} ------ Color of option text --
GUI.optionRect = {40, 40, 40, 190} ------------ Color of option rectangles --
GUI.scroller = {127, 140, 140, 240} ----------- Color of active option --
titleTextSize = {0.85, 0.65} ------------ {p1, Size} --
titleRectSize = {0.16, 0.085} ----------- {Width, Height} --
optionTextSize = {0.5, 0.5} ------------- {p1, Size} --
optionRectSize = {0.16, 0.035} ---------- {Width, Height} --
menuX = 0.9 ----------------------------- X position of the menu --
menuXOption = 0.075 --------------------- X postiion of Menu.Option text --
menuXOtherOption = 0.055 ---------------- X position of Bools, Arrays etc text --
menuYModify = 0.6500 -------------------- Default: 0.1174 ------ Top bar --
menuYOptionDiv = 18.56 ------------------ Default: 3.56 ------ Distance between buttons --
menuYOptionAdd = 0.675 ------------------ Default: 0.142 ------ Move buttons up and down --
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--
--==============================================================================================--
-- Settings --
--==============================================================================================--
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--
local menuOpen = false
prevMenu = nil
curMenu = nil
local selectPressed = false
local leftPressed = false
local rightPressed = false
currentOption = 1
local optionCount = 0
function tablelength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
function Menu.IsOpen()
return menuOpen == true
end
function Menu.SetupMenu(menu, title)
Menus[menu] = {}
Menus[menu].title = title
Menus[menu].optionCount = 0
Menus[menu].options = {}
Menus[menu].previous = nil
--currentOption = 1
end
function Menu.addOption(menu, option)
if not (Menus[menu].title == nil) then
Menus[menu].optionCount = Menus[menu].optionCount + 1
Menus[menu].options[Menus[menu].optionCount] = option
end
end
function Menu.Switch(prevmenu, menu)
curMenu = menu
prevMenu = prevmenu
if prevmenu ~= nil and menu ~= "" then
Menus[menu].previous = prevmenu
end
end
function Menu.DisplayCurMenu()
if not (curMenu == "") then
menuOpen = true
Menu.Title(Menus[curMenu].title)
for k,v in pairs(Menus[curMenu].options) do
v()
end
Menu.updateSelection()
end
end
function GUI.Text(text, color, position, size, center)
SetTextCentre(center)
SetTextColour(color[1], color[2], color[3], color[4])
SetTextFont(color[5])
SetTextScale(size[1], size[2])
SetTextEntry("STRING")
AddTextComponentString(text)
DrawText(position[1], position[2])
end
function GUI.Rect(color, position, size)
DrawRect(position[1], position[2], size[1], size[2], color[1], color[2], color[3], color[4])
end
function Menu.Title(title)
GUI.Text(title, GUI.titleText, {menuX, menuYModify - 0.02241}, titleTextSize, true)
GUI.Rect(GUI.titleRect, {menuX, menuYModify}, titleRectSize)
Menu.PageCounter()
end
function Menu.PageCounter()
GUI.Text(currentOption.."/"..Menus[curMenu].optionCount, GUI.optionText, {menuX + menuXOption - 0.02, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
GUI.Rect(GUI.optionRect, { menuX, (menuYOptionAdd + (optionCount / menuYOptionDiv) * menuYModify) }, optionRectSize)
RequestStreamedTextureDict("commonmenu", true)
DrawSprite("commonmenu", "shop_arrows_upanddown", menuX, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify + 0.015), 0.03, 0.03, 0.0, 255, 255, 255, 255)
GUI.Rect(GUI.titleRect, { menuX, (menuYOptionAdd + (optionCount / menuYOptionDiv) * menuYModify + 0.015) }, {optionRectSize[1], optionRectSize[2] - 0.03})
end
function Menu.Option(option)
optionCount = optionCount + 1
local thisOption = nil
if(currentOption == optionCount) then
thisOption = true
else
thisOption = false
end
if(currentOption <= GUI.maxVisOptions and optionCount <= GUI.maxVisOptions) then
GUI.Text(option, GUI.optionText, {menuX - menuXOption, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
GUI.Rect(GUI.optionRect, { menuX, (menuYOptionAdd + (optionCount / menuYOptionDiv) * menuYModify) }, optionRectSize)
if(thisOption) then
GUI.Rect(GUI.scroller, { menuX, (menuYOptionAdd + (optionCount / menuYOptionDiv) * menuYModify) }, optionRectSize)
end
elseif (optionCount > currentOption - GUI.maxVisOptions and optionCount <= currentOption) then
GUI.Text(option, GUI.optionText, {menuX - menuXOption, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
GUI.Rect(GUI.optionRect, { menuX, (menuYOptionAdd + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify) }, optionRectSize)
if(thisOption) then
GUI.Rect(GUI.scroller, { menuX, (menuYOptionAdd + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify) }, optionRectSize)
end
end
if (optionCount == currentOption and selectPressed) then
return true
end
return false
end
function Menu.changeMenu(option, menu)
if (Menu.Option(option)) then
Menu.Switch(curMenu, menu)
end
if(currentOption <= GUI.maxVisOptions and optionCount <= GUI.maxVisOptions) then
GUI.Text(">>", GUI.optionText, { menuX + menuXOtherOption, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
elseif(optionCount > currentOption - GUI.maxVisOptions and optionCount <= currentOption) then
GUI.Text(">>", GUI.optionText, { menuX + 0.068, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
end
if (optionCount == currentOption and selectPressed) then
return true
end
return false
end
function Menu.Bool(option, bool, option2, option3, cb)
Menu.Option(option)
if(currentOption <= GUI.maxVisOptions and optionCount <= GUI.maxVisOptions) then
if(bool) then
GUI.Text(option2, GUI.optionText, { menuX + menuXOtherOption, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
else
GUI.Text(option3, GUI.optionText, { menuX + menuXOtherOption, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
end
elseif(optionCount > currentOption - GUI.maxVisOptions and optionCount <= currentOption) then
if(bool) then
GUI.Text(option2, GUI.optionText, { menuX + menuXOtherOption, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
else
GUI.Text(option3, GUI.optionText, { menuX + menuXOtherOption, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
end
end
if (optionCount == currentOption and selectPressed) then
cb(not bool)
return true
end
return false
end
function Menu.CarBool(option, bool, option2, option3, cb)
Menu.Option(option)
local amount = 0
if string.len(option2) == 8 and option2 ~= "~g~OWNED" and option3 ~= "~g~OWNED" then -- 1
amount = 0.035
elseif string.len(option2) == 8 and option2 == "~g~OWNED" and option3 == "~g~OWNED" then -- 1
amount = 0.0175
elseif string.len(option2) == 9 then -- 10
amount = 0.032
elseif string.len(option2) == 10 and option2 ~= "~g~Insured" and option3 ~= "~g~Insured" then -- 100
amount = 0.0265
elseif string.len(option2) == 10 and option2 == "~g~Insured" and option3 == "~g~Insured" then -- 100
amount = 0.0165
elseif string.len(option2) == 11 then -- 1000
amount = 0.0215
elseif string.len(option2) == 12 then -- 10000
amount = 0.0165
elseif string.len(option2) == 13 then -- 100000
amount = 0.0115
elseif string.len(option2) == 14 then -- 1000000
amount = 0.0065
elseif string.len(option2) == 15 then -- 10000000
amount = 0.0015
elseif string.len(option2) == 4 then
amount = 0.0265
end
if(currentOption <= GUI.maxVisOptions and optionCount <= GUI.maxVisOptions) then
if(bool) then
GUI.Text(option2, GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
else
GUI.Text(option3, GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
end
elseif(optionCount > currentOption - GUI.maxVisOptions and optionCount <= currentOption) then
if(bool) then
GUI.Text(option2, GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
else
GUI.Text(option3, GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
end
end
if (optionCount == currentOption and selectPressed) then
cb(not bool)
return true
end
return false
end
function Menu.GunBool(option, bool, option2, option3, cb)
Menu.Option(option)
local amount = 0
if string.len(option2) == 8 then -- 1
amount = 0.035
elseif string.len(option2) == 9 then -- 10
amount = 0.032
elseif string.len(option2) == 10 then -- 100
amount = 0.0265
elseif string.len(option2) == 11 then -- 1000
amount = 0.0215
elseif string.len(option2) == 12 then -- 10000
amount = 0.0165
elseif string.len(option2) == 13 then -- 100000
amount = 0.0115
elseif string.len(option2) == 14 then -- 1000000
amount = 0.0065
elseif string.len(option2) == 15 then -- 10000000
amount = 0.0015
end
if(currentOption <= GUI.maxVisOptions and optionCount <= GUI.maxVisOptions) then
if(bool) then
GUI.Text(option2, GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
else
GUI.Text(option3, GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
end
elseif(optionCount > currentOption - GUI.maxVisOptions and optionCount <= currentOption) then
if(bool) then
GUI.Text(option2, GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
else
GUI.Text(option3, GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
end
end
if (optionCount == currentOption and selectPressed) then
cb(not bool)
return true
end
return false
end
function Menu.GarageBool(option, bool, option2, option3, cb)
Menu.Option(option)
local amount = 0
if string.len(option2) == 8 then -- 1
amount = 0.035
elseif string.len(option2) == 9 then -- 10
amount = 0.032
elseif string.len(option2) == 10 then -- 100
amount = 0.0265
elseif string.len(option2) == 11 then -- 1000
amount = 0.0215
elseif string.len(option2) == 12 then -- 10000
amount = 0.0165
elseif string.len(option2) == 13 then -- 100000
amount = 0.0115
elseif string.len(option2) == 14 then -- 1000000
amount = 0.0065
elseif string.len(option2) == 15 then -- 10000000
amount = 0.0015
end
if(currentOption <= GUI.maxVisOptions and optionCount <= GUI.maxVisOptions) then
if(bool) then
GUI.Text(option2, GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
else
GUI.Text(option3, GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
end
elseif(optionCount > currentOption - GUI.maxVisOptions and optionCount <= currentOption) then
if(bool) then
GUI.Text(option2, GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
else
GUI.Text(option3, GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, false)
end
end
if (optionCount == currentOption and selectPressed) then
cb(not bool)
return true
end
return false
end
function Menu.TransferBool(option, bool, option2, option3, cb)
Menu.Option(option)
if(currentOption <= GUI.maxVisOptions and optionCount <= GUI.maxVisOptions) then
if(bool) then
GUI.Text(option2, GUI.optionText, { menuX + menuXOtherOption + 0.01, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
else
GUI.Text(option3, GUI.optionText, { menuX + menuXOtherOption + 0.01, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
end
elseif(optionCount > currentOption - GUI.maxVisOptions and optionCount <= currentOption) then
if(bool) then
GUI.Text(option2, GUI.optionText, { menuX + menuXOtherOption + 0.01, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
else
GUI.Text(option3, GUI.optionText, { menuX + menuXOtherOption + 0.01, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
end
end
if (optionCount == currentOption and selectPressed) then
cb(not bool)
return true
end
return false
end
function Menu.Int(option, int, min, max, cb)
Menu.Option(option);
if (optionCount == currentOption) then
if (leftPressed) then
if(int > min) then int = int - 1 else int = max end-- : _int = max;
end
if (rightPressed) then
if(int < max) then int = int + 1 else int = min end
end
end
if (currentOption <= GUI.maxVisOptions and optionCount <= GUI.maxVisOptions) then
GUI.Text(tostring(int), GUI.optionText, { menuX + menuXOtherOption, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
elseif (optionCount > currentOption - GUI.maxVisOptions and optionCount <= currentOption) then
GUI.Text(tostring(int), GUI.optionText, { menuX + menuXOtherOption, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
end
if (optionCount == currentOption and selectPressed) then cb(position) return true
elseif (optionCount == currentOption and leftPressed) then cb(position)
elseif (optionCount == currentOption and rightPressed) then cb(position) end
return false
end
function Menu.StringArray(option, array, position, cb)
Menu.Option(option);
if (optionCount == currentOption) then
local max = tablelength(array)
local min = 1
if (leftPressed) then
if(position > min) then position = position - 1 else position = max end
end
if (rightPressed) then
if(position < max) then position = position + 1 else position = min end
end
end
if (currentOption <= GUI.maxVisOptions and optionCount <= GUI.maxVisOptions) then
GUI.Text(array[position], GUI.optionText, { menuX + menuXOtherOption, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
elseif (optionCount > currentOption - GUI.maxVisOptions and optionCount <= currentOption) then
GUI.Text(array[position], GUI.optionText, { menuX + menuXOtherOption, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
end
if (optionCount == currentOption and selectPressed) then cb(position) return true
elseif (optionCount == currentOption and leftPressed) then cb(position)
elseif (optionCount == currentOption and rightPressed) then cb(position) end
return false
end
function Menu.GarageArray(option, array, position, cb)
Menu.Option(option);
local amount = 0
if position <= 9 then -- 1
amount = 0.043
elseif position >= 10 then
amount = 0.0425
end
if (optionCount == currentOption) then
local max = tablelength(array)
local min = 1
if (leftPressed) then
if(position > min) then position = position - 1 else position = max end
end
if (rightPressed) then
if(position < max) then position = position + 1 else position = min end
end
end
if (currentOption <= GUI.maxVisOptions and optionCount <= GUI.maxVisOptions) then
GUI.Text(array[position], GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + (optionCount / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
elseif (optionCount > currentOption - GUI.maxVisOptions and optionCount <= currentOption) then
GUI.Text(array[position], GUI.optionText, { menuX + menuXOtherOption + amount, ((menuYOptionAdd - 0.018) + ((optionCount - (currentOption - GUI.maxVisOptions)) / menuYOptionDiv) * menuYModify)}, optionTextSize, true)
end
if (optionCount == currentOption and selectPressed) then cb(position) return true
elseif (optionCount == currentOption and leftPressed) then cb(position) return true
elseif (optionCount == currentOption and rightPressed) then cb(position) return true end
return false
end
function Menu.updateSelection()
selectPressed = false;
leftPressed = false;
rightPressed = false;
if IsControlJustPressed(1, 173) then
if(currentOption < optionCount) then
currentOption = currentOption + 1
else
currentOption = 1
end
elseif IsControlJustPressed(1, 172) then
if(currentOption > 1) then
currentOption = currentOption - 1
else
currentOption = optionCount
end
elseif IsControlJustPressed(1, 174) then
leftPressed = true
elseif IsControlJustPressed(1, 175) then
rightPressed = true
elseif IsControlJustPressed(1, 176) then
selectPressed = true
if isCustomsOpen then
UpdateCar()
end
elseif IsControlJustPressed(1, 177) then
if (prevMenu == nil) then
Menu.Switch(nil, "")
menuOpen = false
if isCustomsOpen then
isCustomsOpen = false
closeCustoms()
end
currentOption = 1
end
if not (prevMenu == nil) then
if not Menus[prevMenu].previous == nil then
currentOption = 1
Menu.Switch(nil, prevMenu)
Citizen.Trace("IS NOT NIL BUT NIL? "..prevMenu)
else
--print(Menus[curMenu].optionCount)
if Menus[prevMenu].optionCount < currentOption then
currentOption = 1
end
--print(Menus[prevMenu].optionCount)
Menu.Switch(Menus[prevMenu].previous, prevMenu)
end
if isCustomsOpen then
UpdateCar()
end
end
end
optionCount = 0
end
|
resource_manifest_version '77731fab-63ca-442c-a67b-abc70f28dfa5'
client_script 'carhud.lua'
|
local etcd = require "resty.etcd"
local _M = {}
local mt = {__index = _M}
function _M.new(conf)
conf = conf or {}
local self = setmetatable({}, mt)
local options = {
http_host = conf.http_host or "http://127.0.0.1:4001",
protocol = conf.protocol or "v2",
key_prefix = conf.key_prefix or "",
timeout = conf.timeout or 60,
ssl_verify = conf.ssl_verify,
}
local client, err = etcd.new(options)
if err then
return nil, err
end
self.client = client
self.protocol_is_v2 = options.protocol == "v2"
return self, nil
end
-- set the key regardless of it's existence
function _M:set(k, v, ttl)
local res, err = self.client:set(k, v, ttl)
if err then
return err
end
end
-- set the key only if the key doesn't exist
function _M:add(k, v, ttl)
local res, err = self.client:setnx(k, v, ttl)
if err then
return err
end
if res and res.body and res.body.errorCode == 105 then
return "exists"
end
end
function _M:delete(k)
local res, err = self.client:delete(k)
if err then
return err
end
end
function _M:get(k)
local res, err = self.client:get(k)
if err then
return nil, err
elseif res.status == 404 and res.body and res.body.errorCode == 100 then
return nil, nil
elseif res.status ~= 200 then
return nil, "etcd returned status " .. res.status
end
local node = res.body.node
-- is it already expired but not evited ?
if node.expiration and not node.ttl and self.protocol_is_v2 then
return nil, nil
end
return node.value
end
local empty_table = {}
function _M:list(prefix)
local res, err = self.client:get("/")
if err then
return nil, err
elseif not res or not res.body or not res.body.node or not res.body.node.nodes then
return empty_table, nil
end
local ret = {}
-- offset 1 to strip leading "/" in original key
local prefix_length = #prefix + 1
for _, node in ipairs(res.body.node.nodes) do
local key = node.key
if key then
-- start from 2 to strip leading "/"
if key:sub(2, prefix_length) == prefix then
table.insert(ret, key:sub(2))
end
end
end
return ret
end
return _M
|
--- Administration functions (topology related).
--
-- @module cartridge.lua-api.topology
local checks = require('checks')
local errors = require('errors')
local membership = require('membership')
local pool = require('cartridge.pool')
local topology = require('cartridge.topology')
local confapplier = require('cartridge.confapplier')
local lua_api_get_topology = require('cartridge.lua-api.get-topology')
local lua_api_edit_topology = require('cartridge.lua-api.edit-topology')
local ProbeServerError = errors.new_class('ProbeServerError')
local RestartReplicationError = errors.new_class('RestartReplicationError')
--- Get alias, uri and uuid of current instance.
-- @function get_self
-- @local
-- @treturn table
local function get_self()
local myself = membership.myself()
local state, err = confapplier.get_state()
local app_info = require('cartridge.argparse').get_opts({
app_name = 'string',
instance_name = 'string'
})
local result = {
uri = myself.uri,
uuid = confapplier.get_instance_uuid(),
demo_uri = os.getenv('TARANTOOL_DEMO_URI'),
alias = myself.payload.alias,
state = state,
error = err and err.err or nil,
app_name = app_info.app_name,
instance_name = app_info.instance_name,
}
return result
end
--- Get servers list.
-- Optionally filter out the server with the given uuid.
-- @function get_servers
-- @tparam[opt] string uuid
-- @treturn[1] {ServerInfo,...}
-- @treturn[2] nil
-- @treturn[2] table Error description
local function get_servers(uuid)
checks('?string')
local ret = {}
local topology, err = lua_api_get_topology.get_topology()
if topology == nil then
return nil, err
end
if uuid then
table.insert(ret, topology.servers[uuid])
else
for _, v in pairs(topology.servers) do
table.insert(ret, v)
end
end
return ret
end
--- Get replicasets list.
-- Optionally filter out the replicaset with given uuid.
-- @function get_replicasets
-- @tparam[opt] string uuid
-- @treturn[1] {ReplicasetInfo,...}
-- @treturn[2] nil
-- @treturn[2] table Error description
local function get_replicasets(uuid)
checks('?string')
local ret = {}
local topology, err = lua_api_get_topology.get_topology()
if topology == nil then
return nil, err
end
if uuid then
table.insert(ret, topology.replicasets[uuid])
else
for _, v in pairs(topology.replicasets) do
table.insert(ret, v)
end
end
return ret
end
--- Discover an instance.
-- @function probe_server
-- @tparam string uri
local function probe_server(uri)
checks('string')
local ok, err = membership.probe_uri(uri)
if not ok then
return nil, ProbeServerError:new('Probe %q failed: %s', uri, err)
end
return true
end
local function __set_servers_disabled_state(uuids, state)
checks('table', 'boolean')
local patch = {servers = {}}
for _, uuid in pairs(uuids) do
table.insert(patch.servers, {
uuid = uuid,
disabled = state,
})
end
local topology, err = lua_api_edit_topology.edit_topology(patch)
if topology == nil then
return nil, err
end
return topology.servers
end
--- Enable nodes after they were disabled.
-- @function enable_servers
-- @tparam {string,...} uuids
-- @treturn[1] {ServerInfo,...}
-- @treturn[2] nil
-- @treturn[2] table Error description
local function enable_servers(uuids)
checks('table')
return __set_servers_disabled_state(uuids, false)
end
--- Temporarily disable nodes.
--
-- @function disable_servers
-- @tparam {string,...} uuids
-- @treturn[1] {ServerInfo,...}
-- @treturn[2] nil
-- @treturn[2] table Error description
local function disable_servers(uuids)
checks('table')
return __set_servers_disabled_state(uuids, true)
end
--- Restart replication on specified instances.
--
-- (added in v2.6.0-43)
--
-- @function restart_replication
-- @tparam {string, ...} uuids
-- @treturn[1] boolean true
-- @treturn[2] nil
-- @treturn[2] table Error description
local function restart_replication(uuids)
checks('table')
local topology_cfg = confapplier.get_readonly('topology')
if topology_cfg == nil then
return nil, RestartReplicationError:new(
"Current instance isn't bootstrapped yet"
)
end
-- Prepare a server group to be operated
local uri_list = {}
local refined_uri_list = topology.refine_servers_uri(topology_cfg)
for _, uuid in ipairs(uuids) do
local srv = topology_cfg.servers[uuid]
if not srv then
return nil, RestartReplicationError:new(
'Server %s not in clusterwide config', uuid
)
elseif topology.disabled(uuid, srv) then
return nil, RestartReplicationError:new(
'Server %s is disabled, not suitable' ..
' for restarting replication', uuid
)
end
table.insert(uri_list, refined_uri_list[uuid])
end
local retmap, errmap = pool.map_call(
'_G.__cartridge_confapplier_restart_replication',
{}, { uri_list = uri_list }
)
for _, uri in ipairs(uri_list) do
if retmap[uri] == nil then
local err = errmap and errmap[uri]
if err == nil then
err = RestartReplicationError:new('Unknown error at %s', uri)
end
return nil, err
end
end
return true
end
return {
get_self = get_self,
get_servers = get_servers,
get_replicasets = get_replicasets,
get_topology = lua_api_get_topology.get_topology,
edit_topology = lua_api_edit_topology.edit_topology,
probe_server = probe_server,
enable_servers = enable_servers,
disable_servers = disable_servers,
restart_replication = restart_replication,
}
|
local localizer = require("localization/localizer")
local gameplay_data = require("resources/gameplay_data")
-- class holding persistent information on the fighter, pc or npc
local fighter_progression = new_class()
--[[
Parameters
character_type: character_types is the fighter representing a player or an npc?
control_type: control_types is the fighter controlled by the player or some ai?
fighter_info: fighter_info fighter info this was created with
character_info: character_info cached reference to character info (derived from fighter_info)
State
level: int current level (only useful for npc)
known_attack_ids: {int} known attack ids
known_reply_ids: {int} known reply ids
known_quote_match_ids: {int} known quote matches (only filled and used for pc for assist)
received_attack_id_count_persistent_map: {int: int}
count of new attacks received over past fights,
indexed by attack id (as in fighter, but persistent)
received_reply_id_count_persistent_map: {int: int}
count of new replies received over past fights,
indexed by reply id (as in fighter, but persistent)
--]]
function fighter_progression:init(character_type, some_fighter_info)
-- Parameters
self.character_type = character_type
self.control_type = character_type == character_types.pc and control_types.human or control_types.ai
self.fighter_info = some_fighter_info
-- State
self.level = some_fighter_info.initial_level
self.max_hp = some_fighter_info.initial_max_hp
self.known_attack_ids = copy_seq(some_fighter_info.initial_attack_ids)
self.known_reply_ids = copy_seq(some_fighter_info.initial_reply_ids)
self.known_quote_match_ids = {}
self.received_attack_id_count_persistent_map = {}
self.received_reply_id_count_persistent_map = {}
end
--#if log
function fighter_progression:get_name()
local character_info
if self.character_type == character_types.pc then
character_info = gameplay_data.pc_info
else
character_info = gameplay_data.npc_info_s[self.fighter_info.character_info_id]
assert(character_info, "no character_info found for id: "..self.fighter_info.character_info_id)
end
return character_info.name
end
--#endif
function fighter_progression:transfer_received_attack_id_count_map(added_count_map)
fighter_progression.add_received_quote_id_count_map(self.received_attack_id_count_persistent_map, added_count_map)
self:check_learn_quote(added_count_map, quote_types.attack)
clear_table(added_count_map)
end
function fighter_progression:transfer_received_reply_id_count_map(added_count_map)
fighter_progression.add_received_quote_id_count_map(self.received_reply_id_count_persistent_map, added_count_map)
self:check_learn_quote(added_count_map, quote_types.reply)
clear_table(added_count_map)
end
-- static (generic enough to be a table helper)
function fighter_progression.add_received_quote_id_count_map(modified_count_map, added_count_map)
for quote_id, counter in pairs(added_count_map) do
-- sum counts (uninitialised count defaults to 0)
local reception_count = modified_count_map[quote_id] or 0
reception_count = reception_count + counter
modified_count_map[quote_id] = reception_count
end
end
function fighter_progression:check_learn_quote(added_count_map, quote_type)
local known_quote_ids
local received_quote_id_count_map
if quote_type == quote_types.attack then
known_quote_ids = self.known_attack_ids
received_quote_id_count_map = self.received_attack_id_count_persistent_map
else -- quote_type == quote_types.reply
known_quote_ids = self.known_reply_ids
received_quote_id_count_map = self.received_reply_id_count_persistent_map
end
for quote_id, _ in pairs(added_count_map) do
local received_quote = gameplay_data:get_quote(quote_type, quote_id)
local learning_difficulty = received_quote.level - self.level
local learning_repetition_threshold = gameplay_data.base_learning_repetition_threshold + learning_difficulty
-- Check if we've received the quote enough times to learn it.
-- Note that for quotes at very low level compared to the fighter, the threshold is negative,
-- but we don't need to check if reception_count >= 1 since the added_count_map only
-- contains counts of at least 1.
-- The first members should not be nil as long as add_received_quote_id_count_map
-- added the counters properly.
if received_quote_id_count_map[quote_id] >= learning_repetition_threshold then
add(known_quote_ids, quote_id)
--#if log
local quote_type_name = quote_type == quote_types.attack and "attack" or "reply"
local quote_string = localizer:get_string(gameplay_data:get_quote(quote_type, quote_id).localized_string_id)
log("fighter '"..self:get_name().."' learns "..quote_type_name.." quote "..quote_id..": \""..
quote_string.."\"", 'progression')
--#endif
end
end
end
function fighter_progression:try_learn_quote_match(id)
-- With fighter:auto_pick_reply v2, AI don't use known_quote_match_ids anyymore,
-- and instead check for any matching reply directly from the DB.
-- So learning quote matches is only used by PC so we can assist player in reply
-- selection with UI hints.
if self.character_type == character_types.pc then
assert(id > 0, "cannot learn cancel quote match")
if not contains(self.known_quote_match_ids, id) then
add(self.known_quote_match_ids, id)
log("pc fighter learns "..gameplay_data.quote_matches[id], 'progression')
end
end
end
return fighter_progression
|
--[[
MIT License
Copyright (c) 2019 Michael Wiesendanger
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]--
lp = lp or {}
local me = lp
me.tag = "Core"
-- global
local _G = getfenv(0)
--[[
Testing
Hook GetLocale to return a fixed value. Deactivate in production!
Note: This is used for testing only. If the locale doesn't match with the actual
locale of the combatlog the Addon is unable to parse the log.
]]--
--[[
function _G.GetLocale()
return "deDE"
end
]]--
--[[Addon load]]--
function me.OnLoad()
me.RegisterEvents()
me.SetupSlashCmdList()
end
--[[
MainFrame OnEvent handler
]]--
function me.OnEvent()
local messageType
if event == "PLAYER_LOGIN" then
me.logger.LogEvent(me.tag, "PLAYER_LOGIN")
me.Initialize()
elseif event == "CHAT_MSG_SPELL_FAILED_LOCALPLAYER" then
me.logger.LogEvent(me.tag, "CHAT_MSG_SPELL_FAILED_LOCALPLAYER")
me.eventManager.HandleEvent(arg1, event)
elseif event == "CHAT_MSG_SPELL_SELF_DAMAGE" then
me.logger.LogEvent(me.tag, "CHAT_MSG_SPELL_SELF_DAMAGE")
me.eventManager.HandleEvent(arg1, event)
elseif event == "CHAT_MSG_SPELL_HOSTILEPLAYER_DAMAGE" then
me.logger.LogEvent(me.tag, "CHAT_MSG_SPELL_HOSTILEPLAYER_DAMAGE")
me.eventManager.HandleEvent(arg1, event)
elseif event == "CHAT_MSG_SPELL_HOSTILEPLAYER_BUFF" then
me.logger.LogEvent(me.tag, "CHAT_MSG_SPELL_HOSTILEPLAYER_BUFF")
me.eventManager.HandleEvent(arg1, event)
elseif event == "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_BUFFS" then
me.logger.LogEvent(me.tag, "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_BUFFS")
me.eventManager.HandleEvent(arg1, event)
elseif event == "CHAT_MSG_SPELL_AURA_GONE_OTHER" then
me.logger.LogEvent(me.tag, "CHAT_MSG_SPELL_AURA_GONE_OTHER")
me.eventManager.HandleEvent(arg1, event)
elseif event == "CHAT_MSG_SPELL_PERIODIC_SELF_DAMAGE" then
me.logger.LogEvent(me.tag, "CHAT_MSG_SPELL_PERIODIC_SELF_DAMAGE")
me.eventManager.HandleEvent(arg1, event)
elseif event == "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE" then
me.logger.LogEvent(me.tag, "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE")
me.eventManager.HandleEvent(arg1, event)
elseif event == "CHAT_MSG_COMBAT_HOSTILE_DEATH" then
me.logger.LogEvent(me.tag, "CHAT_MSG_COMBAT_HOSTILE_DEATH")
me.eventManager.HandleEvent(arg1, event)
end
end
--[[
register addon events
]]--
function me.RegisterEvents()
-- register to player login event also fires on /reload
this:RegisterEvent("PLAYER_LOGIN")
end
--[[
init function
]]--
function me.Initialize()
--setup random seed
math.randomseed(GetTime())
me.logger.LogDebug(me.tag, "Initialize addon")
end
--[[
Print cmd options for addon
]]--
local function ShowInfoMessage()
local reload = "|cFFFFFF00reload|r - reload UI"
local info = "|cFFFFFF00info|r - show this message"
DEFAULT_CHAT_FRAME:AddMessage(string.format(LP_ENVIRONMENT.ADDON_NAME
.. "|cFFFFFF00(%s)|r:", LP_ENVIRONMENT.ADDON_VERSION))
DEFAULT_CHAT_FRAME:AddMessage(reload)
DEFAULT_CHAT_FRAME:AddMessage(info)
end
--[[
Setup slash command handler
]]--
function me.SetupSlashCmdList()
SLASH_LOGPARSER1 = "/lp"
SLASH_LOGPARSER2 = "/logparser"
SlashCmdList["LOGPARSER"] = function(msg)
me.logger.LogDebug(me.tag, "/lp passed argument: " .. msg)
if msg == "" or msg == "info" then
ShowInfoMessage()
elseif msg == "rl" or msg == "reload" then
ReloadUI()
else
me.logger.PrintUserError("Invalid argument passed")
end
end
end
|
-- luacheck: std lua53
if _VERSION < 'Lua 5.3' then
require ('compat53')
end
local Bits = require ('map.file.bits')
local Flags = require ('map.file.flags')
local W3I = {}
local map_flags = {
[0x00001] = 'hide_minimap_in_preview_screens',
[0x00002] = 'modify_ally_priorities',
[0x00004] = 'melee_map',
[0x00008] = 'playable_map_size_was_large',
[0x00010] = 'masked_areas_are_partially_visible',
[0x00020] = 'fixed_player_settings_for_custom_forces',
[0x00040] = 'use_custom_forces',
[0x00080] = 'use_custom_techtree',
[0x00100] = 'use_custom_abilities',
[0x00200] = 'use_custom_upgrades',
[0x00400] = 'has_opened_map_properties',
[0x00800] = 'show_waves_on_cliff_shores',
[0x01000] = 'show_waves_on_rolling_shores',
[0x02000] = 'use_terrain_fog',
[0x04000] = 'requires_expansion',
[0x08000] = 'use_item_classification_system',
[0x10000] = 'use_water_tinting_color',
[0x20000] = 'use_accurate_probability',
[0x40000] = 'use_custom_ability_skin'
}
local force_flags = {
[0x01] = 'allied',
[0x02] = 'allied_victory',
[0x08] = 'share_vision',
[0x10] = 'share_control',
[0x20] = 'share_advanced_control'
}
local formats = {
[18] = 'RoC',
[25] = 'TFT',
[28] = 'Lua',
[31] = 'Reforged'
}
function W3I.unpack (input)
assert (type (input) == 'string')
local unpack = string.unpack
local count
local format,
position = unpack ('< i4', input)
assert (formats [format])
local output = {
format = format,
map = {},
camera = { {}, {}, {}, {} },
margins = {},
dimensions = {},
loading = {},
prologue = {}
}
output.saves,
output.editor,
position = unpack ('< i4 i4', input, position)
if format >= 28 then
output.version = {}
output.version.major,
output.version.minor,
output.version.patch,
output.version.build,
position = unpack ('< i4 i4 i4 i4', input, position)
end
output.map.name,
output.map.author,
output.map.description,
output.map.recommended,
output.camera [1].x,
output.camera [1].y,
output.camera [2].x,
output.camera [2].y,
output.camera [3].x,
output.camera [3].y,
output.camera [4].x,
output.camera [4].y,
output.margins.left,
output.margins.right,
output.margins.top,
output.margins.bottom,
output.dimensions.width,
output.dimensions.height,
output.map.flags,
output.tileset,
position = unpack (
'< z z z z f f f f f f f f i4 i4 i4 i4 i4 i4 I4 c1',
input, position)
output.map.flags = Flags.unpack (map_flags, output.map.flags)
if format == 18 then
output.campaign = {}
output.campaign.background,
output.loading.text,
output.loading.title,
output.loading.subtitle,
output.loading.background,
output.prologue.text,
output.prologue.title,
output.prologue.subtitle,
position = unpack ('< i4 z z z i4 z z z', input, position)
else
output.fog = {
z = {},
color = {}
}
output.environment = {
water = {}
}
output.loading.background,
output.loading.model,
output.loading.text,
output.loading.title,
output.loading.subtitle,
output.game_data,
output.prologue.model,
output.prologue.text,
output.prologue.title,
output.prologue.subtitle,
output.fog.index,
output.fog.z.start,
output.fog.z.finish,
output.fog.density,
output.fog.color.red,
output.fog.color.green,
output.fog.color.blue,
output.fog.color.alpha,
output.environment.weather,
output.environment.sound,
output.environment.light,
output.environment.water.red,
output.environment.water.green,
output.environment.water.blue,
output.environment.water.alpha,
position = unpack (
'< i4 z z z z i4 z z z z i4 f f f B B B B c4 z c1 B B B B',
input, position)
end
if format >= 28 then
output.script,
position = unpack ('< i4', input, position)
end
if format >= 31 then
output.graphics,
output.game_data_version,
position = unpack ('< i4 i4', input, position)
end
output.players = {}
count,
position = unpack ('< i4', input, position)
for index = 1, count do
local player = {
start = {},
ally = {}
}
output.players [index] = player
player.index,
player.type,
player.race,
player.start.fixed,
player.name,
player.start.x,
player.start.y,
player.ally.low,
player.ally.high,
position = unpack ('< i4 i4 i4 i4 z f f I4 I4', input, position)
player.ally.low = Bits.unpack ('I4', player.ally.low)
player.ally.high = Bits.unpack ('I4', player.ally.high)
if format >= 31 then
player.enemy = {}
player.enemy.low,
player.enemy.high,
position = unpack ('< I4 I4', input, position)
player.enemy.low = Bits.unpack ('I4', player.enemy.low)
player.enemy.high = Bits.unpack ('I4', player.enemy.high)
end
end
output.forces = {}
count,
position = unpack ('< i4', input, position)
for index = 1, count do
local force = {}
output.forces [index] = force
force.flags,
force.players,
force.name,
position = unpack ('< I4 I4 z', input, position)
force.flags = Flags.unpack (force_flags, force.flags)
force.players = Bits.unpack ('I4', force.players)
end
output.upgrades = {}
count,
position = unpack ('< i4', input, position)
for index = 1, count do
local upgrade = {}
output.upgrades [index] = upgrade
upgrade.players,
upgrade.id,
upgrade.level,
upgrade.availability,
position = unpack ('< I4 c4 i4 i4', input, position)
upgrade.players = Bits.unpack ('I4', upgrade.players)
end
output.tech = {}
count,
position = unpack ('< i4', input, position)
for index = 1, count do
local tech = {}
output.tech [index] = tech
tech.players,
tech.id,
position = unpack ('< I4 c4', input, position)
tech.players = Bits.unpack ('I4', tech.players)
end
output.units = {}
count,
position = unpack ('< i4', input, position)
for index = 1, count do
local units = {
rows = {}
}
output.units [index] = units
units.index,
units.name,
units.columns,
position = unpack ('< i4 z i4', input, position)
local columns = units.columns
units.type = { unpack (('i4'):rep (columns), input, position) }
position = table.remove (units.type)
count,
position = unpack ('< i4', input, position)
for row = 1, count do
units.rows [row] = {}
row = units.rows [row]
row.chance,
position = unpack ('< i4', input, position)
row.id = { unpack (('c4'):rep (columns), input, position) }
position = table.remove (row.id)
end
end
if format >= 25 then
output.item_tables = {}
count,
position = unpack ('< i4', input, position)
for table = 1, count do
local item_table = {}
output.item_tables [table] = item_table
item_table.index,
item_table.name,
count,
position = unpack ('< i4 z i4', input, position)
for set = 1, count do
local items = {}
item_table [set] = items
count,
position = unpack ('< i4', input, position)
for index = 1, count do
local item = {}
items [index] = item
item.chance,
item.id,
position = unpack ('< i4 c4', input, position)
end
end
end
end
assert (#input == position - 1)
return output
end
function W3I.pack (input)
assert (type (input) == 'table')
local pack = string.pack
local output = {}
local format = input.format or 31
assert (formats [format])
output [#output + 1] = pack (
'< i4 i4 i4',
format,
input.saves,
input.editor)
if format >= 28 then
output [#output + 1] = pack (
'< i4 i4 i4 i4',
input.version.major,
input.version.minor,
input.version.patch,
input.version.build)
end
output [#output + 1] = pack (
'< z z z z f f f f f f f f i4 i4 i4 i4 i4 i4 I4 c1',
input.map.name,
input.map.author,
input.map.description,
input.map.recommended,
input.camera [1].x,
input.camera [1].y,
input.camera [2].x,
input.camera [2].y,
input.camera [3].x,
input.camera [3].y,
input.camera [4].x,
input.camera [4].y,
input.margins.left,
input.margins.right,
input.margins.top,
input.margins.bottom,
input.dimensions.width,
input.dimensions.height,
Flags.pack (map_flags, input.map.flags),
input.tileset)
if format == 18 then
output [#output + 1] = pack (
'< i4 z z z i4 z z z',
input.campaign.background,
input.loading.text,
input.loading.title,
input.loading.subtitle,
input.loading.background,
input.prologue.text,
input.prologue.title,
input.prologue.subtitle)
else
output [#output + 1] = pack (
'< i4 z z z z i4 z z z z i4 f f f B B B B c4 z c1 B B B B',
input.loading.background,
input.loading.model,
input.loading.text,
input.loading.title,
input.loading.subtitle,
input.game_data,
input.prologue.model,
input.prologue.text,
input.prologue.title,
input.prologue.subtitle,
input.fog.index,
input.fog.z.start,
input.fog.z.finish,
input.fog.density,
input.fog.color.red,
input.fog.color.green,
input.fog.color.blue,
input.fog.color.alpha,
input.environment.weather,
input.environment.sound,
input.environment.light,
input.environment.water.red,
input.environment.water.green,
input.environment.water.blue,
input.environment.water.alpha)
end
if format >= 28 then
output [#output + 1] = pack ('< i4', input.script)
end
if format >= 31 then
output [#output + 1] = pack (
'< i4 i4',
input.graphics,
input.game_data_version)
end
output [#output + 1] = pack ('< i4', #input.players)
for _, player in ipairs (input.players) do
output [#output + 1] = pack (
'< i4 i4 i4 i4 z f f I4 I4',
player.index,
player.type,
player.race,
player.start.fixed,
player.name,
player.start.x,
player.start.y,
Bits.pack (player.ally.low),
Bits.pack (player.ally.high))
if format == 31 then
output [#output + 1] = pack (
'< I4 I4',
Bits.pack (player.enemy.low),
Bits.pack (player.enemy.high))
end
end
output [#output + 1] = pack ('< i4', #input.forces)
for _, force in ipairs (input.forces) do
output [#output + 1] = pack (
'< I4 I4 z',
Flags.pack (force_flags, force.flags),
Bits.pack (force.players),
force.name)
end
output [#output + 1] = pack ('< i4', #input.upgrades)
for _, upgrade in ipairs (input.upgrades) do
output [#output + 1] = pack (
'< I4 c4 i4 i4',
Bits.pack (upgrade.players),
upgrade.id,
upgrade.level,
upgrade.availability)
end
output [#output + 1] = pack ('< i4', #input.tech)
for _, tech in ipairs (input.tech) do
output [#output + 1] = pack (
'< I4 c4',
Bits.pack (tech.players),
tech.id)
end
output [#output + 1] = pack ('< i4', #input.units)
for _, units in ipairs (input.units) do
output [#output + 1] = pack (
'< i4 z i4 i4' .. ('i4'):rep (units.columns),
units.index,
units.name,
units.columns,
table.unpack (units.type),
#units.rows)
for _, row in ipairs (units.rows) do
output [#output + 1] = pack (
'< i4' .. ('c4'):rep (units.columns),
row.chance,
table.unpack (row.id))
end
end
if format >= 25 then
output [#output + 1] = pack ('< i4', #input.item_tables)
for _, item_table in ipairs (input.item_tables) do
output [#output + 1] = pack (
'< i4 z i4',
item_table.index,
item_table.name,
#item_table)
for _, set in ipairs (item_table) do
output [#output + 1] = pack ('< i4', #set)
for _, item in ipairs (set) do
output [#output + 1] = pack (
'< i4 c4',
item.chance,
item.id)
end
end
end
end
return table.concat (output)
end
return W3I
|
local function loadMapData()
local map = game.GetMap():lower();
if (map ~= "rp_evocity_v2d") then
MsgN("Elevatr doesn't know ", map, "!");
return
end
return {
SearchArea = { Vector(-7000, -9000, 2800), Vector(-7300, -9500, 60) };
Stops = {
{
Name = "Ground";
Pos = Vector(-7114, -9382, 134.0679);
Ang = Angle( 0, 90, 0);
};
{
Name = "Jail";
Pos = Vector(-7114, -9382, 902.4282);
Ang = Angle( 0, 90, 0);
};
{
Name = "Admin";
Pos = Vector(-7121, -9401, 1543.0226);
Ang = Angle( 0, 0, 0);
};
{
Name = "Mayor";
Pos = Vector(-7123, -9401, 2680.1448);
Ang = Angle( 0, 0, 0);
};
};
Control = {
Pos = Vector(83.4, -2.492188, 9);
Ang = Angle(0, 90, 90);
};
};
end
local function fuckWithTrackPoints(points)
local top = -math.huge;
local bottom = math.huge;
local topEnt, bottomEnt;
for _, ent in pairs(points) do
local pos = ent:GetPos();
if (pos.z > top) then
topEnt = ent;
top = pos.z;
end
if (pos.z < bottom) then
bottomEnt = ent;
bottom = pos.z;
end
end
-- Cut out all the other stops
topEnt:SetKeyValue("target", bottomEnt:GetName());
bottomEnt:SetKeyValue("target", topEnt:GetName());
-- Make them re-evaluate
topEnt:Activate();
bottomEnt:Activate();
end
-- Funny names make the code better
function DoYouEvenLiftBro()
local mapdata = loadMapData();
if (not mapdata) then
return;
end
local points = {};
local lift;
for _, ent in pairs(ents.FindInBox(unpack(mapdata.SearchArea))) do
local class = ent:GetClass();
if (class == "path_track") then
table.insert(points, ent);
elseif (class == "func_tracktrain") then
lift = ent;
elseif (class == "func_button") then
-- What could possibly go wrong
-- TODO: Some way to get the outputs?
ent:Remove();
end
end
if (not IsValid(lift)) then
error("Could not find lift!");
elseif (#points < 3) then
error("" .. #points .. " is not enough Vpoints!");
end
fuckWithTrackPoints(points);
local controller = ents.Create("gmod_evolift");
controller:SetPos(lift:LocalToWorld(mapdata.Control.Pos));
controller:SetAngles(mapdata.Control.Ang);
controller:SetLift(lift);
controller:SetStops(mapdata.Stops);
controller:Spawn();
controller:Activate();
end
hook.Add("InitPostEntity", "Lift Spawner", DoYouEvenLiftBro);
hook.Add("PostCleanupMap", "Lift Spawner", DoYouEvenLiftBro);
|
object_tangible_food_bar_drink_bar_s05 = object_tangible_food_bar_shared_drink_bar_s05:new {
}
ObjectTemplates:addTemplate(object_tangible_food_bar_drink_bar_s05, "object/tangible/food/bar/drink_bar_s05.iff")
|
require("mods")
require("modutil")
local function modprint(...)
--print(type(...) == "table" and unpack(...) or ...)
end
local mod_config_path = "mod_config_data/"
ModIndex = Class(function(self)
self.startingup = false
self.cached_data = {}
self.savedata =
{
known_mods = { },
known_api_version = 0,
}
end)
--[[
known_mods = {
[modname] = {
enabled = true,
disabled_bad = true,
disabled_old = true,
modinfo = {
version = "1.2",
api_version = 2,
old = true,
failed = false,
},
}
}
--]]
function ModIndex:GetModIndexName()
local name = "modindex"
if BRANCH ~= "release" then
name = name .. "_"..BRANCH
end
return name
end
function ModIndex:GetModConfigurationPath(modname)
if modname then
return mod_config_path..self:GetModConfigurationName(modname)
else
return mod_config_path
end
end
function ModIndex:GetModConfigurationName(modname)
local name = "modconfiguration_"..modname
if BRANCH ~= "release" then
name = name .. "_"..BRANCH
end
return name
end
function ModIndex:BeginStartupSequence(callback)
self.startingup = true
local filename = "boot_"..self:GetModIndexName()
TheSim:GetPersistentString(filename,
function(load_success, str)
if load_success and str == "loading" then
local modsenabled = self:GetModsToLoad()
if #modsenabled > 0 then
self.badload = true
print("ModIndex: Detected bad load, disabling all mods.")
self:DisableAllMods()
self:Save(nil) -- write to disk that all mods were disabled!
end
callback()
else
print("ModIndex: Beginning normal load sequence.\n")
SavePersistentString(filename, "loading", false, callback)
end
end)
end
function ModIndex:EndStartupSequence(callback)
self.startingup = false
local filename = "boot_"..self:GetModIndexName()
SavePersistentString(filename, "done", false, callback)
print("ModIndex: Load sequence finished successfully.\n")
end
function ModIndex:WasLoadBad()
return self.badload == true
end
function ModIndex:GetModNames()
local names = {}
for name,_ in pairs(self.savedata.known_mods) do
table.insert(names, name)
end
return names
end
function ModIndex:Save(callback)
if PLATFORM == "PS4" then
return
end
local newdata = { known_mods = {} }
newdata.known_api_version = MOD_API_VERSION
for name, data in pairs(self.savedata.known_mods) do
newdata.known_mods[name] = {}
newdata.known_mods[name].enabled = data.enabled
newdata.known_mods[name].disabled_bad = data.disabled_bad
newdata.known_mods[name].disabled_old = data.disabled_old
newdata.known_mods[name].disabled_incompatible_with_mode = data.disabled_incompatible_with_mode
newdata.known_mods[name].seen_api_version = MOD_API_VERSION
newdata.known_mods[name].modinfo = data.modinfo
end
--print("\n\n---SAVING MOD INDEX---\n\n")
--dumptable(newdata)
--print("\n\n---END SAVING MOD INDEX---\n\n")
local data = DataDumper(newdata, nil, false)
local insz, outsz = SavePersistentString(self:GetModIndexName(), data, ENCODE_SAVES, callback)
end
function ModIndex:GetModsToLoad(usecached)
local cached = usecached or false
local ret = {}
if not cached then
local moddirs = TheSim:GetModDirectoryNames()
for i,moddir in ipairs(moddirs) do
if (self:IsModEnabled(moddir) or self:IsModForceEnabled(moddir)) then
table.insert(ret, moddir)
end
end
else
if self.savedata and self.savedata.known_mods then
for modname, moddata in pairs(self.savedata.known_mods) do
if (self:IsModEnabled(modname) or self:IsModForceEnabled(modname)) then
table.insert(ret, modname)
end
end
end
end
for i,modname in ipairs(ret) do
if self:IsModStandalone(modname) then
print("\n\n"..ModInfoname(modname).." Loading a standalone mod! No other mods will be loaded.\n")
return { modname }
end
end
return ret
end
function ModIndex:GetModInfo(modname)
return self.savedata.known_mods[modname].modinfo or {}
end
function ModIndex:UpdateModInfo()
modprint("Updating all mod info.")
local modnames = TheSim:GetModDirectoryNames()
for modname,moddata in pairs(self.savedata.known_mods) do
if not table.contains(modnames, modname) then
self.savedata.known_mods[modname] = nil
end
end
for i,modname in ipairs(modnames) do
if not self.savedata.known_mods[modname] then
self.savedata.known_mods[modname] = {}
end
self.savedata.known_mods[modname].modinfo = self:LoadModInfo(modname)
end
end
function ModIndex:LoadModInfo(modname)
modprint(string.format("Updating mod info for '%s'", modname))
local info = self:InitializeModInfo(modname)
if info.old and self:IsModNewlyOld(modname) then
modprint(" It's using an old api_version.")
self:DisableBecauseOld(modname)
elseif info.failed then
modprint(" But there was an error loading it.")
self:DisableBecauseBad(modname)
else
-- we've already "dealt" with this in the past; if the user
-- chooses to enable it, then try loading it!
end
self.savedata.known_mods[modname].modinfo = info
for i,v in pairs(self.savedata.known_mods[modname].modinfo) do
-- print(i,v)
end
return info
end
function ModIndex:InitializeModInfo(modname)
local env = {}
local fn = kleiloadlua("../mods/"..modname.."/modinfo.lua")
local modinfo_message = ""
if type(fn) == "string" then
print("Error loading mod: "..ModInfoname(modname).."!\n "..fn.."\n")
--table.insert( self.failedmods, {name=modname,error=fn} )
env.failed = true
elseif not fn then
modinfo_message = modinfo_message.."No modinfo.lua, using defaults... "
env.old = true
else
local status, r = RunInEnvironment(fn,env)
if status == false then
print("Error loading mod: "..ModInfoname(modname).."!\n "..r.."\n")
--table.insert( self.failedmods, {name=modname,error=r} )
env.failed = true
elseif env.api_version == nil or env.api_version < MOD_API_VERSION then
local old = "Mod "..modname.." was built for an older version of the game and requires updating. (api_version is version "..tostring(env.api_version)..", game is version "..MOD_API_VERSION..".)"
modinfo_message = modinfo_message.."Old API! (mod: "..tostring(env.api_version).." game: "..MOD_API_VERSION..") "
env.old = true
elseif env.api_version > MOD_API_VERSION then
local old = "api_version for "..modname.." is in the future, please set to the current version. (api_version is version "..env.api_version..", game is version "..MOD_API_VERSION..".)"
print("Error loading mod: "..ModInfoname(modname).."!\n "..old.."\n")
--table.insert( self.failedmods, {name=modname,error=old} )
env.failed = true
else
local checkinfo = { "name", "description", "author", "version", "forumthread", "api_version", "dont_starve_compatible", "reign_of_giants_compatible", "configuration_options" }
local missing = {}
for i,v in ipairs(checkinfo) do
if env[v] == nil then
if v == "dont_starve_compatible" then
-- Print a warning but let the mod load
print("WARNING loading modinfo.lua: "..modname.." does not specify if it is compatible with the base game. It may not work properly.")
elseif v == "reign_of_giants_compatible" then
-- Print a warning but let the mod load
print("WARNING loading modinfo.lua: "..modname.." does not specify if it is compatible with Reign of Giants. It may not work properly.")
elseif v == "configuration_options" then
-- Do nothing. It's perfectly fine not to have config options!
else
table.insert(missing, v)
end
end
end
if #missing > 0 then
local e = "Error loading modinfo.lua. These fields are required: " .. table.concat(missing, ", ")
print (e)
--table.insert( self.failedmods, {name=modname,error=e} )
env.failed = true
else
-- everything loaded okay!
end
end
end
env.modinfo_message = modinfo_message
-- If modinfo hasn't been updated to specify compatibility yet, set it to true for both modes and set a flag
if env.dont_starve_compatible == nil then
env.dont_starve_compatible = true
env.dont_starve_compatibility_specified = false
end
if env.reign_of_giants_compatible == nil then
env.reign_of_giants_compatible = true
env.reign_of_giants_compatibility_specified = false
end
return env
end
function ModIndex:GetModActualName(fancyname)
for i,v in pairs(self.savedata.known_mods) do
if v and v.modinfo and v.modinfo.name then
if v.modinfo.name == fancyname then
return i
end
end
end
end
function ModIndex:GetModFancyName(modname)
local knownmod = self.savedata.known_mods[modname]
if knownmod and knownmod.modinfo and knownmod.modinfo.name then
return knownmod.modinfo.name
else
return modname
end
end
function ModIndex:Load(callback)
self:UpdateModSettings()
local filename = self:GetModIndexName()
TheSim:GetPersistentString(filename,
function(load_success, str)
if load_success == true then
local success, savedata = RunInSandbox(str)
if success and string.len(str) > 0 then
self.savedata = savedata
for k,info in pairs(self.savedata.known_mods) do
info.was_enabled = info.enabled
end
print ("loaded "..filename)
--print("\n\n---LOADING MOD INDEX---\n\n")
--dumptable(self.savedata)
--print("\n\n---END LOADING MOD INDEX---\n\n")
else
print ("Could not load "..filename)
end
else
print ("Could not load "..filename)
end
callback()
end)
end
function ModIndex:IsModCompatibleWithMode(modname, dlcmode)
local known_mod = self.savedata.known_mods[modname]
local reignofgiants = dlcmode or IsDLCEnabled(REIGN_OF_GIANTS)
if known_mod then
if reignofgiants then
return known_mod.modinfo.reign_of_giants_compatible
else
return known_mod.modinfo.dont_starve_compatible
end
end
return false
end
function ModIndex:HasModConfigurationOptions(modname)
local modinfo = self:GetModInfo(modname)
if modinfo and modinfo.configuration_options and type(modinfo.configuration_options) == "table" and #modinfo.configuration_options > 0 then
return true
end
return false
end
function ModIndex:UpdateConfigurationOptions(config_options, savedata)
for i,v in pairs(savedata) do
for j,k in pairs(config_options) do
if v.name == k.name and v.saved ~= nil then
k.saved = v.saved
end
end
end
end
-- Just returns the table itself
function ModIndex:GetModConfigurationOptions(modname)
local known_mod = self.savedata.known_mods[modname]
if known_mod then
return known_mod.modinfo.configuration_options
end
end
-- Loads the actual file from disk
function ModIndex:LoadModConfigurationOptions(modname)
local known_mod = self.savedata.known_mods[modname]
-- Try to find saved config settings first
local filename = self:GetModConfigurationPath(modname)
TheSim:GetPersistentString(filename,
function(load_success, str)
if load_success == true then
local success, savedata = RunInSandbox(str)
if success and string.len(str) > 0 then
-- Carry over saved data from old versions when possible
if self:HasModConfigurationOptions(modname) then
self:UpdateConfigurationOptions(known_mod.modinfo.configuration_options, savedata)
else
known_mod.modinfo.configuration_options = savedata
end
print ("loaded "..filename)
else
print ("Could not load "..filename)
end
else
print ("Could not load "..filename)
end
-- callback()
end)
if known_mod and known_mod.modinfo and known_mod.modinfo.configuration_options then
return known_mod.modinfo.configuration_options
end
return nil
end
function ModIndex:SaveConfigurationOptions(callback, modname, configdata)
if PLATFORM == "PS4" or not configdata then
return
end
-- Save it to disk
local name = self:GetModConfigurationPath(modname)
local data = DataDumper(configdata, nil, false)
local cb = function()
callback()
-- And reload it to make sure there's parity after it's been saved
self:LoadModConfigurationOptions(modname)
end
local insz, outsz = SavePersistentString(name, data, ENCODE_SAVES, cb)
end
function ModIndex:IsModEnabled(modname)
local known_mod = self.savedata.known_mods[modname]
return known_mod and known_mod.enabled
end
function ModIndex:IsModForceEnabled(modname)
return self.modsettings.forceenable[modname]
end
function ModIndex:IsModStandalone(modname)
local known_mod = self.savedata.known_mods[modname]
return known_mod and known_mod.modinfo and known_mod.modinfo.standalone == true
end
function ModIndex:IsModInitPrintEnabled()
return self.modsettings.initdebugprint
end
-- Note: Installed means enabled + ran in this terminology
function ModIndex:WasModEnabled(modname)
local known_mod = self.savedata.known_mods[modname]
return known_mod and known_mod.was_enabled
end
function ModIndex:Disable(modname)
if not self.savedata.known_mods[modname] then
self.savedata.known_mods[modname] = {}
end
self.savedata.known_mods[modname].enabled = false
end
function ModIndex:DisableAllMods()
for k,v in pairs(self.savedata.known_mods) do
self:Disable(k)
end
end
function ModIndex:DisableBecauseBad(modname)
if not self.savedata.known_mods[modname] then
self.savedata.known_mods[modname] = {}
end
self.savedata.known_mods[modname].disabled_bad = true
self.savedata.known_mods[modname].enabled = false
end
function ModIndex:DisableBecauseOld(modname)
if not self.savedata.known_mods[modname] then
self.savedata.known_mods[modname] = {}
end
self.savedata.known_mods[modname].disabled_old = true
self.savedata.known_mods[modname].enabled = false
end
function ModIndex:DisableBecauseIncompatibleWithMode(modname)
if not self.savedata.known_mods[modname] then
self.savedata.known_mods[modname] = {}
end
self.savedata.known_mods[modname].disabled_incompatible_with_mode = true
self.savedata.known_mods[modname].enabled = false
end
function ModIndex:Enable(modname)
if not self.savedata.known_mods[modname] then
self.savedata.known_mods[modname] = {}
end
self.savedata.known_mods[modname].enabled = true
self.savedata.known_mods[modname].disabled_bad = false
self.savedata.known_mods[modname].disabled_old = false
self.savedata.known_mods[modname].disabled_incompatible_with_mode = false
end
function ModIndex:IsModNewlyBad(modname)
local known_mod = self.savedata.known_mods[modname]
if known_mod and known_mod.modinfo.failed then
-- After a mod is disabled it can no longer fail;
-- in addition, the index is saved when a mod fails.
-- So we just have to check if the mod failed in the index
-- and that indicates what happened last time.
return true
end
return false
end
function ModIndex:KnownAPIVersion(modname)
local known_mod = self.savedata.known_mods[modname]
if not known_mod or not known_mod.modinfo then
return -2 -- If we've never seen the mod before, we assume it's REALLY old
elseif not known_mod.modinfo.api_version then
return -1 -- If we've seen it but it has no info, it's just "Old"
else
return known_mod.modinfo.api_version
end
end
function ModIndex:IsModNewlyOld(modname)
if self:KnownAPIVersion(modname) < MOD_API_VERSION and
self.savedata.known_mods[modname] and
self.savedata.known_mods[modname].seen_api_version and
self.savedata.known_mods[modname].seen_api_version < MOD_API_VERSION then
return true
end
return false
end
function ModIndex:IsModNew(modname)
return not self.savedata.known_mods[modname] or not self.savedata.known_mods[modname].modinfo
end
function ModIndex:IsModKnownBad(modname)
return self.savedata.known_mods[modname] and self.savedata.known_mods[modname].disabled_bad
end
-- When the user changes settings it messes directly with the index data, so make a backup
function ModIndex:CacheSaveData()
self.cached_data = {}
self.cached_data.savedata = deepcopy(self.savedata)
self.cached_data.modsettings = deepcopy(self.modsettings)
return self.cached_data
end
-- If the user cancels their mod changes, restore the index to how it was prior the changes.
function ModIndex:RestoreCachedSaveData(ext_data)
if ext_data then
self.savedata = ext_data.savedata
self.modsettings = ext_data.modsettings
elseif self.cached_data then
self.savedata = self.cached_data.savedata
self.modsettings = self.cached_data.modsettings
end
end
function ModIndex:UpdateModSettings()
self.modsettings = {
forceenable = {}
}
local function ForceEnableMod(modname)
print("WARNING: Force-enabling mod '"..ModInfoname(modname).."' from modsettings.lua! If you are not developing a mod, please use the in-game menu instead.")
self.modsettings.forceenable[modname] = true
end
local function EnableModDebugPrint()
self.modsettings.initdebugprint = true
end
local env = {
ForceEnableMod = ForceEnableMod,
EnableModDebugPrint = EnableModDebugPrint,
}
local filename = "../mods/modsettings.lua"
local fn = kleiloadlua( filename )
assert(fn, "could not load modsettings: "..filename)
if type(fn)=="string" then
error("Error loading modsettings:\n"..fn)
end
setfenv(fn, env)
fn()
end
KnownModIndex = ModIndex()
|
-- ARGV[1] = queue name
-- ARGV[2] = batch name
-- ARGV[3] = max batch
for i=0,ARGV[3] do
redis.call("RPOPLPUSH",ARGV[1],ARGV[2])
end
local element = redis.call("LRANGE",ARGV[2],0,-1)
return element
|
--[[
LuCI - SGI-Module for WSAPI
Description:
Server Gateway Interface for WSAPI
FileId:
$Id: wsapi.lua 2656 2008-07-23 18:52:12Z Cyrus $
License:
Copyright 2008 Steven Barth <steven@midlink.org>
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
]]--
module("luci.sgi.wsapi", package.seeall)
local ltn12 = require("luci.ltn12")
require("luci.http")
require("luci.dispatcher")
require("luci.http.protocol")
function run(wsapi_env)
local r = luci.http.Request(
wsapi_env,
ltn12.source.file(wsapi_env.input),
ltn12.sink.file(wsapi_env.error)
)
local res, id, data1, data2 = true, 0, nil, nil
local headers = {}
local status = 200
local x = coroutine.create(luci.dispatcher.httpdispatch)
local active = true
while id < 3 do
res, id, data1, data2 = coroutine.resume(x, r)
if not res then
status = 500
headers["Content-Type"] = "text/plain"
local err = {id}
return status, headers, function() local x = table.remove(err) return x end
end
if id == 1 then
status = data1
elseif id == 2 then
headers[data1] = data2
end
end
local function iter()
local res, id, data = coroutine.resume(x)
if id == 4 and active then
return data
elseif id == 5 then
active = false
return ""
else
return ""
end
if coroutine.status(x) == "dead" then
return nil
end
end
return status, headers, iter
end
|
hatoffsetindex = {}
hatoffsetindex["idleanim"] = "idle"
hatoffsetindex["run"] = "running"
hatoffsetindex["runfast"] = "running"
hatoffsetindex["slide"] = "sliding"
hatoffsetindex["jump"] = "jumping"
hatoffsetindex["fall"] = "falling"
hatoffsetindex["climb"] = "climbing"
hatoffsetindex["swim"] = "swimming"
hatoffsetindex["swimpush"] = "swimming"
hatoffsetindex["duck"] = "ducking"
hatoffsetindex["fly"] = "flyjump"
hatoffsetindex["capefly"] = "capefly"
hatoffsetindex["float"] = "jumping"
hatoffsetindex["die"] = "dead"
hatoffsetindex["grownogun"] = "grow"
hatoffsets = {}
hatoffsets["idle"] = {0, 0}
hatoffsets["running"] = {{0, 0}, {0, 0}, {-1, -1}}
hatoffsets["sliding"] = {0, 0}
hatoffsets["jumping"] = {0, -1}
hatoffsets["falling"] = {0, 0}
hatoffsets["climbing"] = {{0, 0}, {0, -1}}
hatoffsets["fence"] = {{0, 0}, {0, 0}}
hatoffsets["swimming"] = {{1, -1}, {1, -1}, {1, -1}, {1, -1}, {1, -1}}
hatoffsets["ducking"] = {0, -3}
hatoffsets["dead"] = {1, -2}
hatoffsets["grow"] = {-6, 0}
bighatoffsets = {}
bighatoffsets["idle"] = {-4, -2}
bighatoffsets["fire"] = {-5, -4}
bighatoffsets["running"] = {{-5, -4}, {-4, -3}, {-3, -2}}
bighatoffsets["sliding"] = {-5, -2}
bighatoffsets["jumping"] = {-4, -4}
bighatoffsets["falling"] = {-4, -2}
bighatoffsets["climbing"] = {{-4, -4}, {-4, -4}}
bighatoffsets["fence"] = {{-4, -4}, {-4, -4}}
bighatoffsets["swimming"] = {{-5, -4}, {-5, -4}, {-5, -4}, {-5, -4}, {-5, -4}}
bighatoffsets["ducking"] = {-5, -12}
bighatoffsets["flyjump"] = {-4, -2}
bighatoffsets["capefly"] = {{-10, -10}, {-11, -15}, {-10, -19}, {-11, -21}, {-9, -22}, {-9, -24}}
bighatoffsets["dead"] = false
skinnyhatoffsets = {}
skinnyhatoffsets["idle"] = {1, 0}
skinnyhatoffsets["running"] = {{2, -2}, {1, -1}, {3, 0}}
skinnyhatoffsets["sliding"] = {-1, -3}
skinnyhatoffsets["jumping"] = {2, -2}
skinnyhatoffsets["falling"] = {1, 0}
skinnyhatoffsets["climbing"] = {{2, 0}, {4, -2}}
skinnyhatoffsets["fence"] = {{2, 0}, {2, 0}}
skinnyhatoffsets["swimming"] = {{0, 0}, {0, -1}, {-2, -1}, {0, -1}, {0, -1}}
skinnyhatoffsets["ducking"] = {1, -13}
skinnyhatoffsets["dead"] = false
skinnyhat = {}
|
return {
up = function()
local utils = require('migrator.utils')
local owners = box.schema.space.create("owners", { if_not_exists = true })
owners:format({
{ name = "id", type = "uuid" },
{ name = "first_name", type = "string" },
{ name = "last_name", type = "string" },
{ name = "address", type = "string" },
{ name = "city", type = "string" },
{ name = "telephone", type = "string" },
{ name = "bucket_id", type = "unsigned" },
{ name = "pets", type = "map", is_nullable = true }
})
owners:create_index("primary", { parts = { { field = "id" } },
if_not_exists = true })
owners:create_index("bucket_id", { parts = { { field = "bucket_id" } },
unique = false,
if_not_exists = true })
owners:create_index("last_name", { parts = { { field = "last_name" } },
unique = false,
if_not_exists = true })
utils.register_sharding_key('owners', {'bucket_id'})
return true
end
}
|
--[[
Test loading the hms (body joints predictor) networks (LSTM + ConvNet3D).
]]
require 'torch'
require 'paths'
require 'string'
require 'nn'
require 'nngraph'
require 'image'
require 'cutorch'
require 'cunn'
require 'cudnn'
torch.manualSeed(4)
torch.setdefaulttensortype('torch.FloatTensor')
paths.dofile('../projectdir.lua')
utils = paths.dofile('../util/utils.lua')
local opts = paths.dofile('../options.lua')
opt = opts.parse(arg)
opt.dataset = 'ucf_sports'
opt.nFeats = 256
opt.num_activities = 10
opt.nLayers = 2
opt.batchSize = 2
opt.seq_length = 20
opt.GPU = 1
opt.nGPU = 1
local nets = {'hms-lstm', 'hms-convnet3d'}
for k, netType in ipairs(nets) do
opt.netType = netType
print(('\nLoad network: %s [%d/%d]'):format(netType, k, #nets))
local model_features, model_hms, model_classifier, criterion, params = paths.dofile('../model.lua')
opt.params = params
print('==> Features network:')
print(model_features)
print('==> hms network:')
print(model_hms)
print('==> Classifier network:')
print(model_classifier)
print('############################')
print('# process some input data')
print('############################')
local batch_feats_imgs = {}
for ibatch=1, opt.batchSize do
local seq_feats = {}
for i=1, opt.seq_length do
local img = torch.Tensor(1,3,256,256):uniform():cuda()
local features = model_hms:forward(img)
table.insert(seq_feats, features)
end
-- convert table into a single tensor
table.insert(batch_feats_imgs, nn.Unsqueeze(1):cuda():forward(nn.JoinTable(1):cuda():forward(seq_feats)))
end
-- convert table into a single tensor
local inputs = nn.JoinTable(1):cuda():forward(batch_feats_imgs)
-- classify the sequence of images
local res = model_classifier:forward(inputs)
print(#res)
end
|
--!strict
local NONE = require(script.Parent.None)
return function<T>(schema: T, input: any): T
local options = {}
for key, value in pairs(schema) do
options[key] = if value == NONE then nil else value
end
if type(input) ~= "table" then
return options::any
end
for key, _ in pairs(schema::any) do
if input[key] ~= nil or input[key] ~= NONE then
options[key] = input[key]
end
end
return options::any
end
|
ESX = nil
blip = nil
blips = {}
RegisterCommand("co", function(source, args, rawcommand)
local pos = GetEntityCoords(PlayerPedId())
print(pos.x..", "..pos.y..", "..pos.z)
end, false)
Citizen.CreateThread(function()
while ESX == nil do
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
Citizen.Wait(0)
end
while ESX.GetPlayerData().job == nil do
Citizen.Wait(10)
end
PlayerData = ESX.GetPlayerData()
if PlayerData.job.name == 'police' then
arme = false
end
end)
RegisterNetEvent('esx:setJob')
AddEventHandler('esx:setJob', function(job)
PlayerData.job = job
if PlayerData.job.name == 'police' then
arme = false
end
end)
RMenu.Add("lspd", "lspds", RageUI.CreateMenu("~b~L.S.P.D","Menu LSPD"))
RMenu:Get("lspd", "lspds").Closed = function()end
RMenu:Get('lspd', 'lspds'):SetRectangleBanner(0, 0, 0, 255)
-----Sous-Menu----------
RMenu.Add("lspd", "lspd_main", RageUI.CreateSubMenu(RMenu:Get("lspd", "lspds"), "~b~L.S.P.D", "LSPD"))
RMenu:Get("lspd", "lspd_main").Closed = function()end
-----Sous-Menu2-------
RMenu.Add("lspd", "lspd_main1", RageUI.CreateSubMenu(RMenu:Get("lspd", "lspds"), "~b~L.S.P.D", "LSPD"))
RMenu:Get("lspd", "lspd_main1").Closed = function()end
-----Sous-Menu3-------
RMenu.Add("lspd", "lspd_main2", RageUI.CreateSubMenu(RMenu:Get("lspd", "lspds"), "~b~L.S.P.D", "LSPD"))
RMenu:Get("lspd", "lspd_main2").Closed = function()end
-----Sous-Menu4-------
RMenu.Add("lspd", "lspd_main3", RageUI.CreateSubMenu(RMenu:Get("lspd", "lspds"), "~b~L.S.P.D", "LSPD"))
RMenu:Get("lspd", "lspd_main3").Closed = function()end
Citizen.CreateThread(function()
while true do
if IsControlJustReleased(0, 167) and not isDead and PlayerData.job and PlayerData.job.name == 'police' and not ESX.UI.Menu.IsOpen('default', GetCurrentResourceName(), 'police_actions') then
OpenPoliceActionsMenu()
end
-----------------Menu Sub---------------
RageUI.IsVisible(RMenu:Get("lspd","lspds"),true,true,true,function()
RageUI.Separator("~b~↓ Jobs - Police ↓")
RageUI.ButtonWithStyle("Intéraction Citoyen", "LSPD", {}, true,function(h,a,s)
if s then
end
end,RMenu:Get("lspd","lspd_main"))
RageUI.ButtonWithStyle("Intéraction Véhicule", "LSPD", {}, true,function(h,a,s)
if s then
end
end,RMenu:Get("lspd","lspd_main1"))
RageUI.ButtonWithStyle("Intéraction Service", "LSPD", {}, true,function(h,a,s)
if s then
end
end,RMenu:Get("lspd","lspd_main2"))
RageUI.ButtonWithStyle("Demande De Renfort", "LSPD", {}, true,function(h,a,s)
if s then
end
end,RMenu:Get("lspd","lspd_main3"))
end, function()end, 1)
----------------------Menu Véhicule--------------------
RageUI.IsVisible(RMenu:Get("lspd","lspd_main1"),true,true,true,function()
RageUI.Separator("~b~↓ Gestion - Véhicule ↓")
RageUI.ButtonWithStyle("~b~Déverouiller le Véhicule", "LSPD", {RightBadge = RageUI.BadgeStyle.Car}, true,function(h,a,s)
if s then
TriggerEvent('esx_mechanicjob:onHijack')
end
end)
end, function()end, 1)
-----------------------------Menu Renfort-----------------
RageUI.IsVisible(RMenu:Get("lspd","lspd_main3"),true,true,true,function()
RageUI.Separator("~b~↓ Gestion - Renfort ↓")
RageUI.ButtonWithStyle("~b~👨🏻💻 Petite demande", "LSPD", {RightBadge = RageUI.BadgeStyle.Tick}, true,function(h,a,s)
coords = GetEntityCoords(PlayerPedId())
if s then
local raison = 'petit'
TriggerServerEvent('renfort', coords, raison)
end
end)
RageUI.ButtonWithStyle("~b~👨🏻💻 Demande importante", "LSPD", {RightBadge = RageUI.BadgeStyle.Tick}, true,function(h,a,s)
coords = GetEntityCoords(PlayerPedId())
if s then
local raison = 'importante'
TriggerServerEvent('renfort', coords, raison)
end
end)
RageUI.ButtonWithStyle("~b~👨🏻💻 Demande importante", "LSPD", {RightBadge = RageUI.BadgeStyle.Tick}, true,function(h,a,s)
coords = GetEntityCoords(PlayerPedId())
if s then
local raison = 'omgad'
TriggerServerEvent('renfort', coords, raison)
end
end)
end, function()end, 1)
----------------------------------------MENU Service -------------------------------
RageUI.IsVisible(RMenu:Get("lspd","lspd_main2"),true,true,true,function()
RageUI.Separator("~b~↓ Gestion - Service ↓")
RageUI.ButtonWithStyle("~b~Prendre Son Service", "Prendre Son Service", {RightBadge = RageUI.BadgeStyle.Tick}, true,function(h,a,s)
if s then
local info = 'prise'
TriggerServerEvent('police:PriseEtFinservice', info)
end
end)
RageUI.ButtonWithStyle("~b~Fin De Service", "Fin De Service", {RightBadge = RageUI.BadgeStyle.Tick}, true,function(h,a,s)
if s then
local info = 'fin'
TriggerServerEvent('police:PriseEtFinservice', info)
end
end)
end, function()end, 1)
-----------------------------MENU 1 -----------------------------
RageUI.IsVisible(RMenu:Get("lspd","lspd_main"),true,true,true,function()
RageUI.Separator("~b~↓ Intéraction - Police ↓")
RageUI.ButtonWithStyle("~b~Ménotter", "Menotter La perssone la plus proche de vous.", {RightBadge = RageUI.BadgeStyle.Tick}, true,function(h,a,s)
if s then
TriggerServerEvent('esx_policejob:handcuff', GetPlayerServerId(closestPlayer))
end
end)
RageUI.ButtonWithStyle("~b~Démenotter", "", {RightBadge = RageUI.BadgeStyle.Tick}, true,function(h,a,s)
if s then
TriggerEvent('esx_policejob:unrestrain')
end
end)
RageUI.ButtonWithStyle("~b~Attacher", "", {RightBadge = RageUI.BadgeStyle.Tick}, true,function(h,a,s)
if s then
TriggerServerEvent('esx_policejob:drag', GetPlayerServerId(closestPlayer))
end
end)
RageUI.ButtonWithStyle("~r~Facture", "Donnez une Facture", {RightBadge = RageUI.BadgeStyle.Tick}, true,function(h,a,s)
if s then
OpenBillingMenu()
end
end)
RageUI.ButtonWithStyle("~r~Mettre Dans le Véhicule", "Donnez une Facture", {RightBadge = RageUI.BadgeStyle.Tick}, true,function(h,a,s)
if s then
TriggerServerEvent('esx_policejob:putInVehicle', GetPlayerServerId(closestPlayer))
end
end)
RageUI.ButtonWithStyle("~r~Sortis Du Véhicule", "Donnez une Facture", {RightBadge = RageUI.BadgeStyle.Tick}, true,function(h,a,s)
if s then
TriggerServerEvent('esx_policejob:OutVehicle', GetPlayerServerId(closestPlayer))
end
end)
end, function()end, 1)
Citizen.Wait(0)
end
end)
-----------------------------------------
function OpenPoliceActionsMenu()
RageUI.Visible(RMenu:Get('lspd', 'lspds'), not RageUI.Visible(RMenu:Get('lspd', 'lspds')))
end
RegisterNetEvent('esx_policejob:drag')
AddEventHandler('esx_policejob:drag', function(copId)
if isHandcuffed then
dragStatus.isDragged = not dragStatus.isDragged
dragStatus.CopId = copId
end
end)
function OpenBillingMenu()
ESX.UI.Menu.Open(
'dialog', GetCurrentResourceName(), 'billing',
{
title = "Facture"
},
function(data, menu)
local amount = tonumber(data.value)
local player, distance = ESX.Game.GetClosestPlayer()
if player ~= -1 and distance <= 3.0 then
menu.close()
if amount == nil then
ESX.ShowColoredNotification("~r~ERREUR~s~: ~g~Montant invalide", 25)
else
TriggerServerEvent('esx_billing:sendBill', GetPlayerServerId(player), 'society_police', _U('billing'), amount)
Citizen.Wait(100)
ESX.ShowColoredNotification("Vous avez bien envoyer une facture", 25)
end
else
ESX.ShowColoredNotification("~r~ERREUR~s~: ~g~Aucun joueur à proximitée", 25)
end
end,
function(data, menu)
menu.close()
end
)
end
RegisterNetEvent('esx_policejob:unrestrain')
AddEventHandler('esx_policejob:unrestrain', function()
if isHandcuffed then
local playerPed = PlayerPedId()
isHandcuffed = false
ClearPedSecondaryTask(playerPed)
SetEnableHandcuffs(playerPed, false)
DisablePlayerFiring(playerPed, false)
SetPedCanPlayGestureAnims(playerPed, true)
FreezeEntityPosition(playerPed, false)
DisplayRadar(true)
-- end timer
if Config.EnableHandcuffTimer and handcuffTimer.active then
ESX.ClearTimeout(handcuffTimer.task)
end
end
end)
RegisterNetEvent('esx_policejob:putInVehicle')
AddEventHandler('esx_policejob:putInVehicle', function()
if isHandcuffed then
local playerPed = PlayerPedId()
local coords = GetEntityCoords(playerPed)
if IsAnyVehicleNearPoint(coords, 5.0) then
local vehicle = GetClosestVehicle(coords, 5.0, 0, 71)
if DoesEntityExist(vehicle) then
local maxSeats, freeSeat = GetVehicleMaxNumberOfPassengers(vehicle)
for i=maxSeats - 1, 0, -1 do
if IsVehicleSeatFree(vehicle, i) then
freeSeat = i
break
end
end
if freeSeat then
TaskWarpPedIntoVehicle(playerPed, vehicle, freeSeat)
dragStatus.isDragged = false
end
end
end
end
end)
RegisterNetEvent('esx_policejob:OutVehicle')
AddEventHandler('esx_policejob:OutVehicle', function()
local playerPed = PlayerPedId()
if IsPedSittingInAnyVehicle(playerPed) then
local vehicle = GetVehiclePedIsIn(playerPed, false)
TaskLeaveVehicle(playerPed, vehicle, 64)
end
end)
RegisterNetEvent('esx_mechanicjob:onHijack')
AddEventHandler('esx_mechanicjob:onHijack', function()
local playerPed = PlayerPedId()
local coords = GetEntityCoords(playerPed)
if IsAnyVehicleNearPoint(coords.x, coords.y, coords.z, 5.0) then
local vehicle
if IsPedInAnyVehicle(playerPed, false) then
vehicle = GetVehiclePedIsIn(playerPed, false)
else
vehicle = GetClosestVehicle(coords.x, coords.y, coords.z, 5.0, 0, 71)
end
local chance = math.random(100)
local alarm = math.random(100)
if DoesEntityExist(vehicle) then
if alarm <= 33 then
SetVehicleAlarm(vehicle, true)
StartVehicleAlarm(vehicle)
end
TaskStartScenarioInPlace(playerPed, 'WORLD_HUMAN_WELDING', 0, true)
Citizen.CreateThread(function()
Citizen.Wait(10000)
if chance <= 66 then
SetVehicleDoorsLocked(vehicle, 1)
SetVehicleDoorsLockedForAllPlayers(vehicle, false)
ClearPedTasksImmediately(playerPed)
ESX.ShowNotification('Véhicule Ouvert')
else
ESX.ShowNotification('Ouverture A échouer')
ClearPedTasksImmediately(playerPed)
end
end)
end
end
end)
RegisterNetEvent('police:InfoService')
AddEventHandler('police:InfoService', function(service, nom)
if service == 'prise' then
PlaySoundFrontend(-1, "Start_Squelch", "CB_RADIO_SFX", 1)
ESX.ShowAdvancedNotification('LSPD INFORMATIONS', '~b~Prise de service', 'Agent: ~g~'..nom..'\n~w~Code: ~g~10-8\n~w~Information: ~g~Prise de service.', 'CHAR_CALL911', 8)
Wait(1000)
PlaySoundFrontend(-1, "End_Squelch", "CB_RADIO_SFX", 1)
elseif service == 'fin' then
PlaySoundFrontend(-1, "Start_Squelch", "CB_RADIO_SFX", 1)
ESX.ShowAdvancedNotification('LSPD INFORMATIONS', '~b~Fin de service', 'Agent: ~g~'..nom..'\n~w~Code: ~g~10-10\n~w~Information: ~g~Fin de service.', 'CHAR_CALL911', 8)
Wait(1000)
PlaySoundFrontend(-1, "End_Squelch", "CB_RADIO_SFX", 1)
elseif service == 'pause' then
PlaySoundFrontend(-1, "Start_Squelch", "CB_RADIO_SFX", 1)
ESX.ShowAdvancedNotification('LSPD INFORMATIONS', '~b~Pause de service', 'Agent: ~g~'..nom..'\n~w~Code: ~g~10-6\n~w~Information: ~g~Pause de service.', 'CHAR_CALL911', 8)
Wait(1000)
PlaySoundFrontend(-1, "End_Squelch", "CB_RADIO_SFX", 1)
elseif service == 'standby' then
PlaySoundFrontend(-1, "Start_Squelch", "CB_RADIO_SFX", 1)
ESX.ShowAdvancedNotification('LSPD INFORMATIONS', '~b~Mise en standby', 'Agent: ~g~'..nom..'\n~w~Code: ~g~10-12\n~w~Information: ~g~Standby, en attente de dispatch.', 'CHAR_CALL911', 8)
Wait(1000)
PlaySoundFrontend(-1, "End_Squelch", "CB_RADIO_SFX", 1)
elseif service == 'control' then
PlaySoundFrontend(-1, "Start_Squelch", "CB_RADIO_SFX", 1)
ESX.ShowAdvancedNotification('LSPD INFORMATIONS', '~b~Control routier', 'Agent: ~g~'..nom..'\n~w~Code: ~g~10-48\n~w~Information: ~g~Control routier en cours.', 'CHAR_CALL911', 8)
Wait(1000)
PlaySoundFrontend(-1, "End_Squelch", "CB_RADIO_SFX", 1)
elseif service == 'refus' then
PlaySoundFrontend(-1, "Start_Squelch", "CB_RADIO_SFX", 1)
ESX.ShowAdvancedNotification('LSPD INFORMATIONS', '~b~Refus d\'obtempérer', 'Agent: ~g~'..nom..'\n~w~Code: ~g~10-30\n~w~Information: ~g~Refus d\'obtempérer / Délit de fuite en cours.', 'CHAR_CALL911', 8)
Wait(1000)
PlaySoundFrontend(-1, "End_Squelch", "CB_RADIO_SFX", 1)
elseif service == 'crime' then
PlaySoundFrontend(-1, "Start_Squelch", "CB_RADIO_SFX", 1)
ESX.ShowAdvancedNotification('LSPD INFORMATIONS', '~b~Crime en cours', 'Agent: ~g~'..nom..'\n~w~Code: ~g~10-31\n~w~Information: ~g~Crime en cours / poursuite en cours.', 'CHAR_CALL911', 8)
Wait(1000)
PlaySoundFrontend(-1, "End_Squelch", "CB_RADIO_SFX", 1)
end
end)
RegisterNetEvent('renfort:setBlip')
AddEventHandler('renfort:setBlip', function(coords, raison)
if raison == 'petit' then
PlaySoundFrontend(-1, "Start_Squelch", "CB_RADIO_SFX", 1)
PlaySoundFrontend(-1, "OOB_Start", "GTAO_FM_Events_Soundset", 1)
ESX.ShowAdvancedNotification('LSPD INFORMATIONS', '~b~Demande de renfort', 'Demande de renfort demandé.\nRéponse: ~g~CODE-2\n~w~Importance: ~g~Légère.', 'CHAR_CALL911', 8)
Wait(1000)
PlaySoundFrontend(-1, "End_Squelch", "CB_RADIO_SFX", 1)
color = 2
elseif raison == 'importante' then
PlaySoundFrontend(-1, "Start_Squelch", "CB_RADIO_SFX", 1)
PlaySoundFrontend(-1, "OOB_Start", "GTAO_FM_Events_Soundset", 1)
ESX.ShowAdvancedNotification('LSPD INFORMATIONS', '~b~Demande de renfort', 'Demande de renfort demandé.\nRéponse: ~g~CODE-3\n~w~Importance: ~o~Importante.', 'CHAR_CALL911', 8)
Wait(1000)
PlaySoundFrontend(-1, "End_Squelch", "CB_RADIO_SFX", 1)
color = 47
elseif raison == 'omgad' then
PlaySoundFrontend(-1, "Start_Squelch", "CB_RADIO_SFX", 1)
PlaySoundFrontend(-1, "OOB_Start", "GTAO_FM_Events_Soundset", 1)
PlaySoundFrontend(-1, "FocusIn", "HintCamSounds", 1)
ESX.ShowAdvancedNotification('LSPD INFORMATIONS', '~b~Demande de renfort', 'Demande de renfort demandé.\nRéponse: ~g~CODE-99\n~w~Importance: ~r~URGENTE !\nDANGER IMPORTANT', 'CHAR_CALL911', 8)
Wait(1000)
PlaySoundFrontend(-1, "End_Squelch", "CB_RADIO_SFX", 1)
PlaySoundFrontend(-1, "FocusOut", "HintCamSounds", 1)
color = 1
end
blipId = AddBlipForCoord(coords)
SetBlipSprite(blipId, 161)
SetBlipScale(blipId, 1.2)
SetBlipColour(blipId, color)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString('Demande renfort')
EndTextCommandSetBlipName(blipId)
table.insert(blips, blipId)
Wait(80 * 1000)
for i, blipId in pairs(blips) do
RemoveBlip(blipId)
end
end)
|
local cute = require("cute")
local shapes = require("src.shapes")
notion("Can execute tests in subfolders", function ()
check("exterminate").is("exterminate")
end)
|
ITEM.name = "Tuborg GREEN, 330ml"
ITEM.description = "A bottle of beer"
ITEM.longdesc = "The story of Tuborg starts in Hellerup, north of Copenhagen, where the Tuborg Brewery brewed Denmark’s first pilsner-type beer in 1880 and packaged it in bottles with a distinctive green label. It instantly became popular with the Danes.\nTuborg Green is a bottom-fermented lager beer. It's brewed on lager malt, a slightly roasted, bright type of malt which results in the well-known mild, fresh taste and aroma of flowers and cereal. The beer is medium rich and lively with a moderate bitterness in the aftertaste. Today, Tuborg has grown to become an international brand enjoyed in more than 70 countries around the world and known for its exceptional quality and refreshing taste, even in Ukraine, where the beer is also brewed."
ITEM.model = "models/lostsignalproject/items/consumable/beer.mdl"
ITEM.price = 45
ITEM.width = 1
ITEM.height = 2
ITEM.weight = 0.330
ITEM.flatweight = 0.150
ITEM.thirst = 8
ITEM.quantity = 1
ITEM.alcohol = 10
ITEM.addictionLightAlcohol = true
ITEM.sound = "stalkersound/inv_flask.mp3"
ITEM.img = ix.util.GetMaterial("vgui/hud/items/drink/bottlebeer_4.png")
function ITEM:PopulateTooltipIndividual(tooltip)
ix.util.PropertyDesc(tooltip, "Light Alcohol", Color(64, 224, 208))
end
ITEM:Hook("use", function(item)
item.player:EmitSound(item.sound or "items/battery_pickup.wav")
item.player:AddBuff("buff_radiationremoval", 10, { amount = 0.15 })
item.player:GetCharacter():SatisfyAddictions("CheapAlcohol")
ix.chat.Send(item.player, "iteminternal", "takes a swig of their "..item.name..".", false)
end)
ITEM:DecideFunction()
|
target("libco")
set_kind("$(kind)")
set_basename("co")
add_files("**.cc")
add_options("with_openssl")
add_options("with_libcurl")
if has_config("with_libcurl") then
add_packages("libcurl")
add_packages("openssl")
elseif has_config("with_openssl") then
add_packages("openssl")
end
if is_plat("windows") then
add_files("__/StackWalker.cpp")
add_files("co/detours/creatwth.cpp")
add_files("co/detours/detours.cpp")
add_files("co/detours/image.cpp")
add_files("co/detours/modules.cpp")
add_files("co/detours/disasm.cpp")
if is_arch("x64") then
add_files("co/context/context_x64.asm")
else
add_files("co/context/context_x86.asm")
end
else
includes("check_cincludes.lua")
check_cincludes("HAS_EXECINFO_H", "execinfo.h")
add_files("co/context/context.S")
end
|
-- I have little to no idea of what the hell I'm even doing to be honest
local composer = require( "composer" )
composer.gotoScene( "game" )
|
-----------------------------------------------------------------------------------------------------------------------------------------
-- GETHEALTH
-----------------------------------------------------------------------------------------------------------------------------------------
function tvRP.getHealth()
return GetEntityHealth(PlayerPedId())
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- SETHEALTH
-----------------------------------------------------------------------------------------------------------------------------------------
function tvRP.setHealth(health)
SetEntityHealth(PlayerPedId(),parseInt(health))
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- SETFRIENDLYFIRE
-----------------------------------------------------------------------------------------------------------------------------------------
function tvRP.setFriendlyFire(flag)
NetworkSetFriendlyFireOption(flag)
SetCanAttackFriendly(PlayerPedId(),flag,flag)
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- NOCAUTEVAR
-----------------------------------------------------------------------------------------------------------------------------------------
local nocauteado = false
local deathtimer = 600
local deathextratimer = 1800
local bodybag = nil
-----------------------------------------------------------------------------------------------------------------------------------------
-- NOCAUTEADO
-----------------------------------------------------------------------------------------------------------------------------------------
Citizen.CreateThread(function()
while true do
Citizen.Wait(5)
local ped = PlayerPedId()
if GetEntityHealth(ped) <= 101 and deathtimer >= 0 then
local x,y,z = table.unpack(GetEntityCoords(ped))
if not nocauteado then
NetworkResurrectLocalPlayer(x,y,z,GetEntityHeading(ped),true,false)
deathtimer = 600
deathextratimer = deathtimer + 1800
nocauteado = true
vRPserver._updateHealth(101)
SetEntityHealth(ped,101)
SetEntityInvincible(ped,true)
if IsPedInAnyVehicle(ped) then
TaskLeaveVehicle(ped,GetVehiclePedIsIn(ped),4160)
end
TriggerEvent("DLGames:tuneOff",true)
TriggerServerEvent("vrp_inventory:Cancel")
else
if deathtimer > 0 then
DrawText3Ds(x,y,z-0.5,"~r~"..deathtimer.." ~w~ML DE SANGUE, AGUARDE POR ATENDIMENTO MEDICO",340)
else
if deathextratimer > 0 then
DrawText3Ds(x,y,z-0.5,"PRESSIONE ~g~E ~w~PARA ACEITAR SUA MORTE, VOCE TEM ~r~"..deathextratimer.." ~w~ML DE SANGUE",340)
end
end
SetPedToRagdoll(ped,1000,1000,0,0,0,0)
SetEntityHealth(ped,101)
BlockWeaponWheelThisFrame()
DisableControlAction(0,21,true)
DisableControlAction(0,22,true)
DisableControlAction(0,23,true)
DisableControlAction(0,24,true)
DisableControlAction(0,25,true)
DisableControlAction(0,29,true)
DisableControlAction(0,32,true)
DisableControlAction(0,33,true)
DisableControlAction(0,34,true)
DisableControlAction(0,35,true)
DisableControlAction(0,47,true)
DisableControlAction(0,56,true)
DisableControlAction(0,58,true)
DisableControlAction(0,73,true)
DisableControlAction(0,75,true)
DisableControlAction(0,137,true)
DisableControlAction(0,140,true)
DisableControlAction(0,141,true)
DisableControlAction(0,142,true)
DisableControlAction(0,143,true)
DisableControlAction(0,166,true)
DisableControlAction(0,167,true)
DisableControlAction(0,168,true)
DisableControlAction(0,169,true)
DisableControlAction(0,170,true)
DisableControlAction(0,177,true)
DisableControlAction(0,182,true)
DisableControlAction(0,187,true)
DisableControlAction(0,188,true)
DisableControlAction(0,189,true)
DisableControlAction(0,190,true)
DisableControlAction(0,243,true)
--DisableControlAction(0,245,true)
DisableControlAction(0,257,true)
DisableControlAction(0,263,true)
DisableControlAction(0,264,true)
DisableControlAction(0,268,true)
DisableControlAction(0,269,true)
DisableControlAction(0,270,true)
DisableControlAction(0,271,true)
DisableControlAction(0,288,true)
DisableControlAction(0,289,true)
DisableControlAction(0,311,true)
DisableControlAction(0,344,true)
--[[if not IsEntityPlayingAnim(ped,"missarmenian2","corpse_search_exit_ped",3) then
tvRP.playAnim(false,{"missarmenian2","corpse_search_exit_ped"},true)
end]]
end
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- CHECK PED ARMOUR
-----------------------------------------------------------------------------------------------------------------------------------------
Citizen.CreateThread(function()
while true do
Citizen.Wait(2000)
local ped = PlayerPedId()
if GetPedArmour(ped) < 1 then
SetPedComponentVariation(ped,9,0,0,2)
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- BUTTONTIMER
-----------------------------------------------------------------------------------------------------------------------------------------
Citizen.CreateThread(function()
while true do
Citizen.Wait(5)
local ped = PlayerPedId()
if GetEntityHealth(ped) <= 101 and deathtimer <= 0 then
if deathextratimer <= 0 then
tvRP.personDeath()
TriggerEvent("resetBleeding")
TriggerEvent("resetDiagnostic")
TriggerServerEvent("clearInventory")
deathtimer = 600
deathextratimer = 1800
nocauteado = false
ClearPedBloodDamage(ped)
SetEntityInvincible(ped,false)
DoScreenFadeOut(1000)
SetEntityHealth(ped,150)
SetPedArmour(ped,0)
Citizen.Wait(1000)
SetEntityCoords(ped,-1038.68+0.0001,-2738.62+0.0001,13.82+0.0001,1,0,0,1)
FreezeEntityPosition(ped,true)
SetTimeout(5000,function()
FreezeEntityPosition(ped,false)
Citizen.Wait(1000)
SetEntityVisible(ped,true,true)
DoScreenFadeIn(1000)
end)
else
if IsControlJustPressed(0,38) and IsInputDisabled(0) then
tvRP.personDeath()
TriggerEvent("resetBleeding")
TriggerEvent("resetDiagnostic")
TriggerServerEvent("clearInventory")
deathtimer = 600
deathextratimer = 1800
nocauteado = false
ClearPedBloodDamage(ped)
SetEntityInvincible(ped,false)
DoScreenFadeOut(1000)
SetEntityHealth(ped,150)
SetPedArmour(ped,0)
Citizen.Wait(1000)
SetEntityCoords(ped,-1038.68+0.0001,-2738.62+0.0001,13.82+0.0001,1,0,0,1)
FreezeEntityPosition(ped,true)
SetTimeout(5000,function()
FreezeEntityPosition(ped,false)
Citizen.Wait(1000)
SetEntityVisible(ped,true,true)
DoScreenFadeIn(1000)
end)
end
end
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- HEALTHRECHARGE
-----------------------------------------------------------------------------------------------------------------------------------------
Citizen.CreateThread(function()
while true do
Citizen.Wait(100)
SetPlayerHealthRechargeMultiplier(PlayerId(),0)
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- DEATHTIMER
-----------------------------------------------------------------------------------------------------------------------------------------
Citizen.CreateThread(function()
while true do
Citizen.Wait(1000)
if nocauteado and deathtimer > 0 then
deathtimer = deathtimer - 1
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- DEATHEXTRATIMER
-----------------------------------------------------------------------------------------------------------------------------------------
Citizen.CreateThread(function()
while true do
Citizen.Wait(1000)
if nocauteado and deathextratimer > 0 then
deathextratimer = deathextratimer - 1
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- PERSON DEATH EVENT
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterNetEvent("personDeath")
AddEventHandler("personDeath",function()
if deathtimer > 0 or deathextratimer > 0 then
deathtimer = 0
deathextratimer = 0
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- RESET TIMER EVENT
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterNetEvent("resetTimer")
AddEventHandler("resetTimer",function()
if deathtimer > 0 then
deathtimer = 600
else
if deathextratimer > 0 then
deathtimer = 600
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- ISINCOMA
-----------------------------------------------------------------------------------------------------------------------------------------
function tvRP.isInComa()
return nocauteado
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- NETWORKRESSURECTION
-----------------------------------------------------------------------------------------------------------------------------------------
function tvRP.killGod()
nocauteado = false
local ped = PlayerPedId()
local x,y,z = table.unpack(GetEntityCoords(ped))
NetworkResurrectLocalPlayer(x,y,z,GetEntityHeading(ped),true,false)
ClearPedBloodDamage(ped)
SetEntityInvincible(ped,false)
SetEntityHealth(ped,110)
ClearPedTasks(ped)
ClearPedSecondaryTask(ped)
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- NETWORKPRISON
-----------------------------------------------------------------------------------------------------------------------------------------
function tvRP.PrisionGod()
local ped = PlayerPedId()
if GetEntityHealth(ped) <= 101 then
nocauteado = false
TriggerEvent("resetBleeding")
TriggerEvent("resetDiagnostic")
ClearPedBloodDamage(ped)
SetEntityInvincible(ped,false)
SetEntityHealth(ped,150)
ClearPedTasks(ped)
ClearPedSecondaryTask(ped)
end
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- PERSON DEATH
-----------------------------------------------------------------------------------------------------------------------------------------
function tvRP.personDeath()
RequestModel("xm_prop_body_bag")
while not HasModelLoaded("xm_prop_body_bag") do
Citizen.Wait(10)
end
local ped = PlayerPedId()
local x,y,z = table.unpack(GetEntityCoords(ped))
bodybag = CreateObject(GetHashKey("xm_prop_body_bag"),x,y,z,true,true,true)
PlaceObjectOnGroundProperly(bodybag)
SetModelAsNoLongerNeeded(bodybag)
Citizen.InvokeNative(0xAD738C3085FE7E11,bodybag,true,true)
SetEntityAsNoLongerNeeded(bodybag)
SetEntityVisible(ped,false,false)
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- DRAWTEXT3D
-----------------------------------------------------------------------------------------------------------------------------------------
function DrawText3Ds(x,y,z,text,size)
local onScreen,_x,_y = World3dToScreen2d(x,y,z)
SetTextFont(4)
SetTextScale(0.35,0.35)
SetTextColour(255,255,255,150)
SetTextEntry("STRING")
SetTextCentre(1)
AddTextComponentString(text)
DrawText(_x,_y)
local factor = (string.len(text))/size
DrawRect(_x,_y+0.0125,0.01+factor,0.03,0,0,0,80)
end
|
local client_async = require "websocket.client_async"
local log = require "nakama.util.log"
local b64 = require "nakama.util.b64"
local uri = require "nakama.util.uri"
local json = require "nakama.util.json"
local uuid = require "nakama.util.uuid"
local b64_encode = b64.encode
local b64_decode = b64.decode
local uri_encode_component = uri.encode_component
local uri_decode_component = uri.decode_component
local uri_encode = uri.encode
local uri_decode = uri.decode
uuid.seed()
local M = {}
local function get_mac_address()
local ifaddrs = sys.get_ifaddrs()
for _,interface in ipairs(ifaddrs) do
if interface.mac then
return interface.mac
end
end
return nil
end
function M.uuid()
local mac = get_mac_address()
if not mac then
log("Unable to get hardware mac address for UUID")
end
return uuid(mac)
end
function M.http(config, url_path, query_params, method, post_data, callback)
local query_string = ""
if next(query_params) then
for query_key,query_value in pairs(query_params) do
if type(query_value) == "table" then
for _,v in ipairs(query_value) do
query_string = ("%s%s%s=%s"):format(query_string, (#query_string == 0 and "?" or "&"), query_key, uri_encode_component(tostring(v)))
end
else
query_string = ("%s%s%s=%s"):format(query_string, (#query_string == 0 and "?" or "&"), query_key, uri_encode_component(tostring(query_value)))
end
end
end
local url = ("%s%s%s"):format(config.http_uri, url_path, query_string)
local headers = {}
headers["Accept"] = "application/json"
headers["Content-Type"] = "application/json"
if config.bearer_token then
headers["Authorization"] = ("Bearer %s"):format(config.bearer_token)
elseif config.username then
local credentials = b64_encode(config.username .. ":" .. config.password)
headers["Authorization"] = ("Basic %s"):format(credentials)
end
local options = {
timeout = config.timeout
}
log("HTTP", method, url)
log("DATA", post_data)
http.request(url, method, function(self, id, result)
if result.response then
log(result.response)
result.response = json.decode(result.response)
end
callback(result.response)
end, headers, post_data, options)
end
function M.socket_create(config, on_message)
assert(config, "You must provide a config")
assert(on_message, "You must provide a message handler")
local socket = {}
socket.config = config
socket.scheme = config.use_ssl and "wss" or "ws"
socket.cid = 0
socket.requests = {}
socket.ws = client_async({
connect_timeout = config.timeout, -- optional timeout (in seconds) when connecting
})
socket.timer_handle = timer.delay(0.1, true, function(self, handle, time_elapsed)
socket.ws:step()
end)
socket.ws:on_disconnected(function()
log("Disconnected")
if socket.on_disconnect then
socket.on_disconnect()
end
end)
socket.ws:on_message(function(message)
log("Received message", message)
message = json.decode(message)
if not message.cid then
on_message(socket, message)
return
end
local callback = socket.requests[message.cid]
if not callback then
log("Unable to find callback for cid", message.cid)
return
end
socket.requests[message.cid] = nil
callback(message)
end)
return socket
end
function M.socket_connect(socket, callback)
assert(socket)
assert(callback)
assert(socket and socket.ws, "You must provide a socket")
local url = ("%s://%s:%d/ws?token=%s"):format(socket.scheme, socket.config.host, socket.config.port, uri.encode_component(socket.config.bearer_token))
--const url = `${scheme}${this.host}:${this.port}/ws?lang=en&status=${encodeURIComponent(createStatus.toString())}&token=${encodeURIComponent(session.token)}`;
log(url)
socket.ws:on_connected(function(ok, err)
callback(ok, err)
end)
socket.ws:connect(url)
end
function M.socket_send(socket, message, callback)
assert(socket and socket.ws, "You must provide a socket")
assert(message, "You must provide a message to send")
socket.cid = socket.cid + 1
message.cid = tostring(socket.cid)
socket.requests[message.cid] = callback
local data = json.encode(message)
-- Fix encoding of match_create_message to send {} instead of []
if message.match_create ~= nil then
data = string.gsub(data, "%[%]", "{}")
end
socket.ws:send(data)
end
return M
|
--[[=============================================================================
# FileName: util.lua
# Desc: 工具函数
# Author: hanxi
# Email: hanxi.com@gmail.com
# HomePage: http://hanxi.cnblogs.com
# Version: 0.0.1
# LastChange: 2013-08-22 10:09:03
# History:
=============================================================================]]
require("HXUtil")
--require("Deprecated")
require("AudioEngine")
|
local Alignment = {}
local triggers = {}
local function setup(args)
local tempTriggers = {}
tempTriggers.Alignment =
tempRegexTrigger("^(?:> )?You (\\w+) believe in (\\w+)\\."
,[[
local conviction = matches[2]
local alignment = matches[3]
local arguments = {conviction = conviction
,alignment = alignment}
Events.raiseEvent("alignmentEvent", arguments)
]])
triggers = tempTriggers
end
local function unsetup(args)
for i,v in pairs(triggers) do
killTrigger(v)
end
triggers = {}
end
local function resetup(args)
unsetup(args)
setup(args)
end
Alignment = {
setup = setup
,unsetup = unsetup
,resetup = resetup
}
return Alignment
|
local t = require "tests.luaunit"
-- XML module tests
local X = require "openLuup.xml"
local N = 0 -- total test count
local D = [[
<?xml version="1.0"?>
<root xmlns="urn:schemas-upnp-org:device-1-0">
<specVersion>
<major>1</major>
<minor>0</minor>
</specVersion>
<device>
<deviceType>urn:schemas-upnp-org:device:altui:1</deviceType>
<staticJson>D_ALTUI.json</staticJson>
<friendlyName>ALTUI</friendlyName>
<manufacturer>Amg0</manufacturer>
<manufacturerURL>http://www.google.fr/</manufacturerURL>
<modelDescription>AltUI for Vera UI7</modelDescription>
<modelName>AltUI for Vera UI7</modelName>
<modelNumber>1</modelNumber>
<protocol>cr</protocol>
<handleChildren>0</handleChildren>
<serviceList>
<service>
<serviceType>urn:schemas-upnp-org:service:altui:1</serviceType>
<serviceId>urn:upnp-org:serviceId:altui1</serviceId>
<controlURL>/upnp/control/ALTUI1</controlURL>
<eventSubURL>/upnp/event/ALTUI1</eventSubURL>
<SCPDURL>S_ALTUI.xml</SCPDURL>
</service>
</serviceList>
<implementationList>
<implementationFile>I_ALTUI.xml</implementationFile>
</implementationList>
</device>
</root>
]]
local I = [[
<?xml version="1.0"?>
<implementation>
<functions>
</functions>
<files>L_ALTUI.lua</files>
<startup>initstatus</startup>
<actionList>
<action>
<serviceId>urn:upnp-org:serviceId:altui1</serviceId>
<name>SetDebug</name>
<run>
setDebugMode(lul_device,lul_settings.newDebugMode)
</run>
</action>
<action>
<serviceId>urn:upnp-org:serviceId:altui1</serviceId>
<name>Reset</name>
<run>
resetDevice(lul_device,true)
</run>
</action>
</actionList>
</implementation>
]]
--- XML decode validity tests
local function invalid (x, y)
N = N + 1
local lua, msg = X.decode (x)
t.assertIsNil (lua)
t.assertEquals (msg, y)
end
local function valid (x, v)
N = N + 1
local lua, msg = X.decode (x)
t.assertEquals (lua, v)
t.assertIsNil (msg)
end
-- INVALID
TestDecodeInvalid = {}
function TestDecodeInvalid:test_decode ()
-- invalid code just returns the original string as error message
invalid ("rubbish", "rubbish")
invalid ("<foo", "<foo")
invalid ("<foo></bung>", "<foo></bung>")
end
-- VALID
TestDecodeValid = {}
function TestDecodeValid:test_decode ()
valid ('<foo a="b">garp</foo>', {foo="garp"})
valid ([[
<foo>
<garp>bung1</garp>
<garp>bung2</garp>
</foo>
]], {foo={garp= {"bung1","bung2"}}})
valid ('<a><>"'&</a>', {a = [[<>"'&]]})
end
--- XML encode validity tests
local function invalid (x)
N = N + 1
local lua, msg = X.encode (x)
t.assertFalse (lua)
t.assertIsString (msg)
end
local function valid (lua, v)
N = N + 1
local xml, msg = X.encode (lua)
t.assertIsString (xml)
t.assertEquals (xml:gsub ("%s+", ' '), v)
t.assertIsNil (msg)
end
-- INVALID
TestEncodeInvalid = {}
function TestEncodeInvalid:test_encode ()
invalid "a string"
invalid (42)
invalid (true)
invalid (function() end)
invalid {"hello"}
end
-- VALID
TestEncodeValid = {}
--function TestEncodeValid:test_literals ()
-- valid (true, "true")
-- valid (false, "false")
-- valid (nil, 'null')
--end
function TestEncodeValid:test_numerics ()
local Inf = "8.88e888"
valid ({number = 42}, " <number>42</number> ")
end
function TestEncodeValid:test_strings ()
valid ({string="easy"}, " <string>easy</string> ")
valid ({ctrl="\n"}, " <ctrl> </ctrl> ")
-- need to check the special conversion characters
valid ({UTF8= "1234 UTF-8 ß$¢€"}, " <UTF8>1234 UTF-8 ß$¢€</UTF8> ")
end
function TestEncodeValid:test_tables ()
-- valid ({1, nil, 3}, '[1,null,3]')
-- next is tricky because of sorting and pretty printing
-- valid ({ array = {1,2,3}, string = "is a str", num = 42, boolean = true},
-- '{"array":[1,2,3],"string":"is a str","num":42,"boolean":true}')
end
-- Longer round-trip file tests
local function round_trip_ok (x)
local lua1, msg = X.decode (x)
t.assertIsTable (lua1)
t.assertIsNil (msg)
local x2,msg2 = X.encode (lua1) -- not equal to x, necessary, because of formatting and sorting
t.assertIsString (x2)
t.assertIsNil (msg)
local lua2, msg3 = X.decode (x2) -- ...so go round once again
t.assertIsTable (lua2)
t.assertIsNil (msg3)
local x3,msg4 = X.encode (lua2)
t.assertIsString (x3)
t.assertIsNil (msg4)
t.assertEquals (x3, x2) -- should be the same this time around
end
TestEncodeDecode = {}
function TestEncodeDecode:test_round_trip ()
round_trip_ok (I)
round_trip_ok (D)
round_trip_ok "<a><>"'&</a>"
end
-------------------
if multifile then return end
t.LuaUnit.run "-v"
print ("TOTAL number of tests run = ", N)
-------------------
-- visual round-trip test
print "----- encode(decode(...)) -----"
print "Round-trip XML:"
print ((X.encode(X.decode(I))))
print "-----------"
local a = [[<>"'&]]
local b = X.encode {a = a}
local c = X.decode (b)
print (a)
print (b)
print (c.a)
print 'done'
|
function init()
connect(g_game, {onGameStart = online, onGameEnd = offline})
if g_game.isOnline() then online() end
end
function terminate()
disconnect(g_game, {onGameStart = online, onGameEnd = offline})
offline()
end
function online() g_keyboard.bindKeyDown('Ctrl+R', toggleMount) end
function offline() g_keyboard.unbindKeyDown('Ctrl+R') end
function toggleMount()
local player = g_game.getLocalPlayer()
if player then player:toggleMount() end
end
function mount()
local player = g_game.getLocalPlayer()
if player then player:mount() end
end
function dismount()
local player = g_game.getLocalPlayer()
if player then player:dismount() end
end
|
--[[
This module defines all AST shapes.
It also servers as a documentation for AST nodes schemas.
These shapes are used for shape checking in tests
and when manually creating AST nodes.
]]
local aster = require 'nelua.aster'
local shaper = aster.shaper
-- Block containing a list of statements.
aster.register('Block', shaper.array_of(shaper.Node))
-- Number literal.
aster.register('Number', {
shaper.string + shaper.number, -- value
shaper.string + shaper.falsy, -- literal type
})
-- String literal.
aster.register('String', {
shaper.string, -- value
shaper.string + shaper.falsy, -- literal type
})
-- Boolean literal, (e.g `true` and `false`).
aster.register('Boolean', {
shaper.boolean -- true or false
})
-- Nil literal, (e.g `nil`).
aster.register('Nil', {})
-- Variable arguments literal, (e.g `...`).
aster.register('Varargs', {})
-- List of statements that evaluates to an expression.
aster.register('DoExpr', {
shaper.Block -- statements block
})
-- Preprocess code to be executed and removed.
aster.register('Preprocess', {
shaper.string -- code
})
-- Preprocess expression to be replaced by an ASTNode containing an expression.
aster.register('PreprocessExpr', {
shaper.string -- code
})
-- Preprocess expression to be replaced by a string containing a name.
aster.register('PreprocessName', {
shaper.string -- code
})
local name = shaper.string + shaper.PreprocessName
-- Initializer list pair field.
aster.register('Pair', {
shaper.Node + name, -- field name or expr
shaper.Node, -- value expr
})
-- Initializer list (e.g `{}`), used for initialing tables, records and arrays.
aster.register('InitList', shaper.array_of(shaper.Pair + shaper.Node)) -- pair or exprs
-- Indexing with `.`.
aster.register('DotIndex', {
name, -- name
shaper.Node, -- expr
})
-- Indexing with `:`.
aster.register('ColonIndex', {
name, -- name
shaper.Node, -- expr
})
-- Indexing with brackets (e.g `[key]`).
aster.register('KeyIndex', {
shaper.Node, -- key expr
shaper.Node, -- expr
})
-- Annotation used in a variable, type or function declaration.
aster.register('Annotation', {
name, -- name
shaper.array_of(shaper.Node) + shaper.falsy, -- annotation arguments
})
-- Identifier.
aster.register('Id', {
name -- name
})
-- Identifier declaration.
aster.register('IdDecl', {
name + shaper.DotIndex, -- name
shaper.Node + shaper.falsy, -- type expr
shaper.array_of(shaper.Annotation) + shaper.falsy, -- annotations
})
-- Expression surround by parenthesis (e.g `(expr)`)
aster.register('Paren', {
shaper.Node -- expr
})
-- Type expression (e.g `@typeexpr`).
aster.register('Type', {
shaper.Node -- type expr
})
-- Variable arguments type, used in function declaration arguments only.
aster.register('VarargsType', {
shaper.one_of{"varautos", "varanys", "cvarargs"} + shaper.falsy
})
-- Function type.
aster.register('FuncType', {
shaper.array_of(shaper.Node), -- arguments types
shaper.array_of(shaper.Node) + shaper.falsy, -- returns types
})
-- Record field.
aster.register('RecordField', {
name, -- name
shaper.Node, -- type expr
})
-- Record type.
aster.register('RecordType', shaper.array_of(shaper.RecordField)) -- fields
-- Union field.
aster.register('UnionField', {
name + shaper.falsy, -- name
shaper.Node, -- type expr
})
-- Union type.
aster.register('UnionType', shaper.array_of(shaper.UnionField)) -- fields
-- Variant type.
aster.register('VariantType', shaper.array_of(shaper.Node)) -- types exprs
-- Enum field.
aster.register('EnumField', {
name, -- name
shaper.Node + shaper.falsy, -- value expr
})
-- Enum type.
aster.register('EnumType', {
shaper.Node + shaper.falsy, -- primitive type expr
shaper.array_of(shaper.EnumField), -- field types
})
-- Array type.
aster.register('ArrayType', {
shaper.Node, -- subtype type expr
shaper.Node + shaper.falsy, -- size expr
})
-- Pointer type.
aster.register('PointerType', {
shaper.Node + shaper.falsy, -- subtype type expr
})
-- Optional type.
aster.register('OptionalType', {
shaper.Node -- subtype type expr
})
-- Generic type.
aster.register('GenericType', {
shaper.Id + shaper.DotIndex, -- name
shaper.array_of(shaper.Node), -- arguments (type expr or expr)
})
-- Anonymous function (function without a name).
aster.register('Function', {
shaper.array_of(shaper.IdDecl + shaper.VarargsType), -- typed arguments
shaper.array_of(shaper.Node) + shaper.falsy, -- typed returns
shaper.array_of(shaper.Annotation) + shaper.falsy,
shaper.Node, -- block
})
-- Call.
aster.register('Call', {
shaper.array_of(shaper.Node), -- arguments exprs
shaper.Node, -- caller expr
})
-- Call a method.
aster.register('CallMethod', {
name, -- method name
shaper.array_of(shaper.Node), -- arguments exprs
shaper.Node, -- caller expr
})
-- Unary operator.
aster.register('UnaryOp', {
shaper.one_of{"not", "unm", "len", "bnot", "ref", "deref"}, -- op name
shaper.Node, -- right expr
})
-- Binary operator.
aster.register('BinaryOp', {
shaper.Node, --- left expr
shaper.one_of{"or", "and",
"eq", "ne", "le", "lt", "ge", "gt",
"bor", "bxor", "band", "shl", "shr", "asr",
"concat",
"add", "sub",
"mul", "div", "idiv", "tdiv", "mod", "tmod",
"pow"}, -- op name
shaper.Node, -- right expr
})
-- Return statement.
aster.register('Return', shaper.array_of(shaper.Node)) -- returned exprs
-- If statement.
aster.register('If', {
shaper.array_of(shaper.Node + shaper.Block), -- ifs (expr followed by block)
shaper.Block + shaper.falsy, -- else block
})
-- Switch statement.
aster.register('Switch', {
shaper.Node, -- switch expr
shaper.array_of(shaper.array_of(shaper.Node) + shaper.Block), -- cases (exprs followed by block}
shaper.Block + shaper.falsy, -- else block
})
-- Do statement.
aster.register('Do', {
shaper.Block, -- statements block
})
-- Defer statement.
aster.register('Defer', {
shaper.Block -- statements block
})
-- While statement.
aster.register('While', {
shaper.Node, -- expr
shaper.Block, -- statements block
})
-- Repeat statement.
aster.register('Repeat', {
shaper.Block, -- statements block
shaper.Node, -- expr
})
-- Numeric for statement.
aster.register('ForNum', {
shaper.IdDecl, -- iterated var
shaper.Node, -- begin expr
shaper.one_of{"eq", "ne", "le", "lt", "ge", "gt"} + shaper.falsy, -- compare operator
shaper.Node, -- end expr
shaper.Node + shaper.falsy, -- increment expr
shaper.Block, -- block
})
-- For in statement.
aster.register('ForIn', {
shaper.array_of(shaper.IdDecl), -- iteration vars
shaper.array_of(shaper.Node), -- in exprs
shaper.Block, -- statements block
})
-- Break statement.
aster.register('Break', {})
-- Continue statement.
aster.register('Continue', {})
-- Label statement.
aster.register('Label', {
name, -- label name
})
-- Goto statement.
aster.register('Goto', {
name, -- label name
})
-- Variable declaration statement.
aster.register('VarDecl', {
shaper.one_of{"local","global"}, -- scope
shaper.array_of(shaper.IdDecl), -- var names with types
shaper.array_of(shaper.Node) + shaper.falsy, -- exprs of initial values
})
-- Variable assignment statement.
aster.register('Assign', {
shaper.array_of(shaper.Node), -- var exprs
shaper.array_of(shaper.Node), -- values exprs
})
-- Function definition statement.
aster.register('FuncDef', {
shaper.one_of{"local","global"} + shaper.falsy, -- scope
shaper.IdDecl + shaper.Id + shaper.DotIndex + shaper.ColonIndex, -- name
shaper.array_of(shaper.IdDecl + shaper.VarargsType), -- typed arguments
shaper.array_of(shaper.Node) + shaper.falsy, -- typed returns
shaper.array_of(shaper.Annotation) + shaper.falsy,
shaper.Block, -- statements block
})
-- This is used only internally.
aster.register('PragmaCall', {
shaper.string, -- name
shaper.table, -- arguments exprs
})
|
-- We write save data to the general purpose buffer, until a save platform
-- is triggered.
-- DEBUG_BEGIN
g_debug = false
-- DEBUG_END
g_card_fade = 8
poke(0x5f5c, 15) -- set the initial delay before repeating.
poke(0x5f5d, 15) -- set the repeating delay.
function _init()
music(0, 3000)
g_tl = ztable([[
x=64, y=64, i=@2, u=nf, d=@1, tl_max_time=2.5; -- logo
i=@3, u=@4, d=@5; -- game
]], logo_draw, function() sfx'63' end,
game_init, game_update, game_draw
)
end
function game_init(a)
batch_call_new(acts_loop, [[
confined,room_end;
confined,kill;
confined,delete
]])
for x=-16, 40, 8 do
_g.cloud(x)
end
_g.fader_in(.5, nf, nf)
g_cur_room = tabcpy(ztable[[
x:-16; y:0; w:48; h:16;
]])
g_pl = _g.pl(8, 10)
_g.texter(8, 11.5)
g_main_view = _g.view(16, 16, 3, g_pl)
g_main_view:center_view()
end
function game_update(a)
if t() % 4 == 0 then
_g.cloud(-24)
end
batch_call_new(
acts_loop, [[
act,update;
drawable_obj,reset_off;
mov,move;
pl,move_check,@1;
tcol,coll_tile,@2;
rel,rel_update;
vec,vec_update;
kill_too_high,check_height;
bounded,check_bounds;
anim,anim_update;
timed,tick;
view,update_view;
]], g_act_arrs['col'],
function(x, y)
return x >= g_cur_room.x and x < g_cur_room.x+g_cur_room.w and
y >= g_cur_room.y and y < g_cur_room.y+g_cur_room.h and
fget(mget(x, y), 6)
end
)
batch_call_new(acts_loop, [[act, clean]])
end
function cycle(period)
return time()%period/period
end
function game_draw(a)
fade(g_card_fade)
map_draw(g_main_view, 8, 8)
end
function logo_draw(a)
local logo_opacity = 8+cos(a.tl_tim/a.tl_max_time)*4-4
fade(logo_opacity)
camera(logo_opacity > 1 and rnd_one())
zspr(108, a.x, a.y, 4, 2)
fade'0'
camera()
end
function _update60()
-- DEBUG_BEGIN
if g_debug then poke(0x5f42,15) -- glitch sound
else poke(0x5f42,0) -- no glitch sound
end
-- DEBUG_END
-- DEBUG_BEGIN
if btnp'5' and btn'4' then g_debug = not g_debug end
-- DEBUG_END
tl_node(g_tl)
end
function _draw()
cls()
-- DEBUG_BEGIN
if g_debug then
rect(0,0,127,127,8)
end
-- DEBUG_END
call_not_nil(g_tl, 'd', g_tl)
end
-- CAMERA STUFF
function shiftx(view)
return (view.x-view.off_x-8)*8
end
function shifty(view)
return (view.y-view.off_y-8)*8
end
function camera_to_view(view)
camera(shiftx(view), shifty(view))
end
function map_draw(view, x, y)
if view then
local rx = x - view.w/2
local ry = y - view.h/2
view.off_x = -(16-view.w)/2+rx
view.off_y = -(16-view.h)/2+ry
local x1, x2 = rx*8+4, (rx+view.w)*8-5
local y1, y2 = ry*8+4, (ry+view.h)*8-5
camera_to_view(view)
zclip(x1, y1, x2, y2)
zcls(g_cur_room.c)
scr_map(48, 1, g_cur_room.x, g_cur_room.y, g_cur_room.w, g_cur_room.h)
scr_map(g_cur_room.x, g_cur_room.y, g_cur_room.x, g_cur_room.y, g_cur_room.w, g_cur_room.h)
batch_call_new(acts_loop, [[
pre_drawable, d;
pre_drawable_1, d;
pre_drawable_2, d;
]])
isorty(g_act_arrs.drawable)
batch_call_new(acts_loop, [[
drawable, d;
drawable_1, d;
drawable_2, d;
post_drawable, d;
post_drawable_1, d;
post_drawable_2, d;
]])
local tr_water = 115
for x=-128,128+128,4 do
local function wave(a, p) return a+a*sin(x/64+cycle(4)+p) end
rectfill(x,tr_water-wave(2+sin(cycle(2)),0),x+3,tr_water,1)
rectfill(x,tr_water-wave(2+sin(cycle(4)),0.2+0.1*sin(cycle(6))),x+3,tr_water,12)
end
rectfill(-128, tr_water, 128*3, 128, 12)
-- DEBUG_BEGIN
if g_debug then
acts_loop('dim', 'debug_rect')
end
-- DEBUG_END
clip()
camera()
-- zrect(x1, y1, x2, y2)
-- DEBUG_BEGIN
if g_debug then
-- rect(g_cur_room.x, g_cur_room.y, 20, 20, 8)
end
-- DEBUG_END
end
end
|
local games = require("Games")
local misc = require("Misc")
local mafia = {}
local jester3, chicagoPD, jungle
local known_setups = "Jester3 (!start Mafia Jester3)\nChicago PD (!start Mafia Chicago)\nJungle of Bullshit (!start Mafia Jungle)\nWin Lose Banana (!start Mafia Banana)"
--#############################################################################################################################################
--# Main Functions #
--#############################################################################################################################################
function mafia.startGame(message)
local players = misc.shuffleTable(misc.indexifyTable(misc.shallowCopy(message.mentionedUsers)))
local args = message.content:split(" ")
args[3] = string.lower(args[3])
if args[3] == "jester3" then jester3(message.channel, players)
elseif args[3] == "chicago" then chicagoPD(message.channel, players)
elseif args[3] == "jungle" then jungle(message.channel, players)
elseif args[3] == "banana" then banana(message.channel, players)
else message.channel:send("I don't know that setup, homie!\nKnown setups:\n" .. known_setups)
end
end
function mafia.commandHandler(message, state)
end
function mafia.dmHandler(message, state)
end
--#############################################################################################################################################
--# Game Functions #
--#############################################################################################################################################
function banana(channel, players)
if #players ~= 3 then
channel:send("Win Lose Banana takes exactly 3 players!")
return
end
players[1]:send("You are the Banana! 🍌")
players[2]:send("You are the Loser! 😖")
channel:send(players[3].name .. " is the Winner! Try to pick the Banana!")
end
function jungle(channel, players)
if #players < 5 then
channel:send("Jungle of Bullshit takes at least 5 players!")
return
end
local scumlist = ""
for idx,player in pairs(players) do
if idx > 2 then scumlist = scumlist .. ", " .. player.name end
end
scumlist = scumlist:sub(3)
for idx,player in pairs(players) do
if idx == 1 or idx == 2 then
player:send("You are a **Townie**! You win when all mafiosi are dead.\nIf you get lynched on Day 1, you are not killed and instead kill all but two other players.")
else
player:send("You are a **Mafia Goon**! You win if a townie is lynched on Day 2, or if nothing can stop this from happening.\nIf you get lynched on Day 1, you must confirm one townie as being town, and kill all but one of your fellow mafiosi.")
player:send("Your fellow scum are: " .. scumlist)
end
end
end
function jester3(channel, players)
if #players ~= 3 then
channel:send("Jester3 takes exactly 3 players!")
return
end
local roles = misc.shuffleTable({"Vanilla Townie", "Mayor", "Super Saint", "Oracle", "Jester"})
local descs = {
["Mafia Goon"] = "You are a **Mafia Goon**! You win if a townie is lynched.",
["Vanilla Townie"] = "You are a **Vanilla Townie**! You win if the Mafia Goon is lynched.",
["Mayor"] = "You are a **Mayor**! You win if the Mafia Goon is lynched. You can reveal yourself as Mayor; if you've been revealed, your vote instantly lynches the player it's on.",
["Super Saint"] = "You are a **Super Saint**! You win if the Mafia Goon is lynched. If you're lynched, the last player to vote for you is lynched instead.",
["Oracle"] = "You are an **Oracle**! You win if the Mafia Goon is lynched. You get to see one role that isn't in the game.",
["Jester"] = "You are a **Jester**! You win (and everyone else loses) if you're lynched."
}
local jesterRule = "\nIf there's a Jester, and the other two players vote for each other, both players win and the Jester loses."
local oracleText = "**There is no " .. roles[3] .. " in this game.**"
players[1]:send(descs["Mafia Goon"] .. jesterRule)
players[2]:send(descs[roles[1]] .. jesterRule)
players[3]:send(descs[roles[2]] .. jesterRule)
if roles[1] == "Oracle" then
players[2]:send(oracleText)
elseif roles[2] == "Oracle" then
players[3]:send(oracleText)
end
end
function chicagoPD(channel, players)
if #players ~= 4 then
channel:send("Chicago PD takes exactly 3 players!")
return
end
local roles = misc.shuffleTable({"Secret Agent", "Cop", "Cop", "Goon", "Gunner", "Dealer"})
local descs = {
["Police Chief"] = "You are the **Police Chief**, aligned with the police.",
["Secret Agent"] = "You are a **Secret Agent**, aligned with the police. You can reveal yourself as Secret Agent; if you've been revealed, your vote instantly lynches the player it's on, and other players cannot vote.",
["Cop"] = "You are a **Cop**, aligned with the police.",
["Goon"] = "You are a **Goon**, aligned with the mafia.",
["Gunner"] = "You are a **Gunner**, aligned with the mafia. With a Gunner in the game, players are lynched with only two votes instead of three; **you must reveal yourself when this happens!**",
["Dealer"] = "You are a **Dealer**, aligned with the mafia. If there's a Goon/Gunner and a Cop in the game, the Cop is aligned with the mafia (but is not informed of this)."
}
players[1]:send(descs["Police Chief"])
players[2]:send(descs[roles[1]])
players[2]:send(descs[roles[2]])
players[2]:send(descs[roles[3]])
end
return mafia
|
--local DEBUG = true
local g_DbgPerfData = {}
if ( DEBUG ) then
function DbgPrint ( fmt, ... )
outputDebugString ( fmt:format ( ... ), 3 )
end
function DbgDump ( str, title )
local bytes = { str:byte ( 1, str:len () ) }
local buf = "";
for i, byte in ipairs ( bytes ) do
buf = buf..( " %02X" ):format ( byte )
end
DbgPrint ( ( title or "dump" )..":"..buf )
end
function DbgPerfInit ( channel )
g_DbgPerfData[channel or 1] = getTickCount ()
end
function DbgPerfCp ( title, channel, ... )
local dt = getTickCount () - g_DbgPerfData[channel or 1]
local args = { ... }
args[#args + 1] = dt
--DbgPrint ( title.." has taken %u ms", unpack ( args ) )
g_DbgPerfData[channel or 1] = getTickCount ()
end
else
local function DbgDummy ()
end
DbgPrint = DbgDummy
DbgDump = DbgDummy
DbgPerfInit = DbgDummy
DbgPerfCp = DbgDummy
end
|
class("S1mple_Timer")
function S1mple_Timer:__init()
self.clocks = {}
AddTickCallback(function ()
self:updateClocks()
end)
end
function S1mple_Timer:updateClocks()
for i,v in pairs(self.clocks) do
if v and GetGameTimer() > v.t then
if v.r > 0 then
self.clocks[i].r = v.r-1
v.c()
self.clocks[i].t = v.t+v.i
else
self.clocks[i] = nil
end
end
end
end
function S1mple_Timer:AddTimer(time,callback,reoccuring,interval)
if time and callback then
self.clocks[#self.clocks+1] = {t = time+GetGameTimer(),c = callback, r = reoccuring and reoccuring or 1,i = interval or 1}
end
end
|
require "android"
android.makeToast("Hello, Android!")
|
local util = require 'util'
local lovetoys = require 'lovetoys.lovetoys'
local rot = require 'rot'
local Component = lovetoys.Component.create('Actor')
function Component:initialize(speed)
self.speed = speed or 100
self.eventQueue = rot.EventQueue()
self.added = false
end
function Component:getSpeed()
return self.speed
end
function Component:repeating()
return true
end
function Component:delay()
return nil
end
function Component:update(entity)
end
function Component:clear()
self.eventQueue:clear()
end
function Component:schedule(action, time)
self.eventQueue:add(action, time or 100)
end
function Component:reschedule(action, time)
if action then
self.eventQueue:remove(action)
self:schedule(action, time)
end
end
function Component:act()
local result
local action = self.eventQueue:get()
if type(action) == 'function' then
result = action(self)
end
return result
end
return Component
|
for i,v in pairs(game.Players:GetPlayers()) do
if v.Participating.Value == true then
i = Instance.new("IntValue", script.Parent)
i.Name = "Punching_" ..v.Name.. ""
script.TaskGUI:Clone().Parent = v.PlayerGui
scriptclone = script.PressedScript:Clone()
scriptclone.Parent = v.PlayerGui
cameragiverclone = script.CameraGive:Clone()
cameragiverclone.Parent = v.PlayerGui
cameragiverclone.Disabled = false
end
end
m = Instance.new("Message", game.Workspace)
m.Text = "The screen will show a bar that is constantly moving!"
wait(3)
m.Text = "Press the space bar to punch!"
wait(3)
m.Text = "The more power you punch with, the more score you get!"
wait(3)
m.Text = "If you punch with more power, there will be less wait time until your next punch!"
wait(3)
m.Text = "If you punch with maximum power, an addition 50 points will be awarded!"
wait(3)
m.Text = "You have 60 seconds to score as many points as possible!"
wait(3)
m.Text = "The player with the most amount of 60 seconds wins!"
wait(3)
m:Destroy()
h = Instance.new("Hint", game.Workspace)
for i = 5, 1, -1 do
h.Text = "The minigame begins in " ..i.. " seconds..."
wait(1)
end
for i,v in pairs(game.Players:GetPlayers()) do
if v.Participating.Value == true then
if v.PlayerGui:findFirstChild("PressedScript") then
v.PlayerGui:findFirstChild("PressedScript").Disabled = false
end
end
end
h.Text = "Begin!"
script.Parent.Playing.Value = true
wait(4)
for i = 60, 1, -1 do
h.Text = "There are " ..i.. " seconds left in the minigame."
wait(1)
end
h:Destroy()
m = Instance.new("Message", game.Workspace)
m.Text = "Stop!"
for i,v in pairs(game.Players:GetPlayers()) do
if v.Participating.Value == true then
if v.PlayerGui:findFirstChild("PressedScript") then
v.PlayerGui:findFirstChild("PressedScript"):Destroy()
end
end
end
wait(2)
m:Destroy()
for i,v in pairs(game.Players:GetPlayers()) do
if v.Participating.Value == true then
if v.PlayerGui:findFirstChild("TaskGUI") then
v.PlayerGui:findFirstChild("TaskGUI"):Destroy()
end
end
end
currentwinners = {}
highestscore = 0
winnernumber = 1
for i,v in pairs(script.Parent:GetChildren()) do
if string.sub(v.Name, 1, 9) == "Punching_" then
playername = string.sub(v.Name, 10)
if game.Players[playername] then
if v.Value == highestscore then
s = Instance.new("StringValue", script.Parent)
s.Name = "Winner" ..winnernumber.. ""
s.Value = playername
winnernumber = winnernumber + 1
elseif v.Value > highestscore then
winnernumber = 1
for i,v in pairs(script.Parent:GetChildren()) do
if string.sub(v.Name, 1, 6) == "Winner" then
v:Destroy()
end
end
s = Instance.new("StringValue", script.Parent)
s.Name = "Winner" ..winnernumber.. ""
s.Value = playername
winnernumber = winnernumber + 1
highestscore = v.Value
end
end
end
end
for i,v in pairs(game.Players:GetPlayers()) do
if v.Participating.Value == true then
v:LoadCharacter()
end
end
for i,v in pairs(game.Players:GetPlayers()) do
if v.Participating.Value == true then
camerarestoreclone = script.CameraRestore:Clone()
camerarestoreclone.Parent = v.PlayerGui
camerarestoreclone.Disabled = false
end
end
script.Disabled = true
|
-- can be used for both /proc/cmdline, and /proc/[pid]/cmdline
local sutil= require("lj2procfs.string-util")
local function decoder(path)
-- open the file
-- return full contents as a string
local f = io.open(path)
local str = f:read("*a")
local tbl = {}
-- can possibly be a string of '\0' delimited values
for _, str in sutil.mstrziter(str) do
table.insert(tbl,str)
end
return tbl;
end
return {
decoder = decoder;
}
|
local Plugin = script.Parent.Parent.Parent.Parent
local Libs = Plugin.Libs
local Roact = require(Libs.Roact)
local Utility = require(Plugin.Core.Util.Utility)
local Constants = require(Plugin.Core.Util.Constants)
local ContextGetter = require(Plugin.Core.Util.ContextGetter)
local ContextHelper = require(Plugin.Core.Util.ContextHelper)
local withTheme = ContextHelper.withTheme
local withModal = ContextHelper.withModal
local getModal = ContextGetter.getModal
local Components = Plugin.Core.Components
local Foundation = Components.Foundation
local BorderedFrame = require(Foundation.BorderedFrame)
local VerticalList = require(Foundation.VerticalList)
local PreciseButton = require(Foundation.PreciseButton)
local RoundedBorderedFrame = require(Foundation.RoundedBorderedFrame)
local LabeledFieldTemplate = require(Foundation.LabeledFieldTemplate)
local ColorSelector = Roact.PureComponent:extend("ColorSelector")
local ColorSlider
do
local DraggerButton = Roact.PureComponent:extend("DraggerButton")
function DraggerButton:init()
self:setState(
{
isHovered = false,
isPressed = false
}
)
self.onMouseButton1Down = function(rbx, x, y)
local dragBegan = self.props.dragBegan
local modal = getModal(self)
if dragBegan then
dragBegan(x, y)
end
self:setState(
{
isPressed = true
}
)
modal.onButtonPressed(self)
end
self.onInputEnded = function(rbx, inputObject)
local modal = getModal(self)
if self.state.isPressed and inputObject.UserInputType == Enum.UserInputType.MouseButton1 then
-- I can't do this after onClick for some reason...
self:setState(
{
isPressed = false
}
)
local disabled = self.props.disabled
local dragEnded = self.props.dragEnded
if
(not disabled and not (modal.isShowingModal(self.props.modalIndex)) or
(modal.isAnyButtonPressed() and not modal.isButtonPressed(self)))
then
if dragEnded then
dragEnded(inputObject.Position.X, inputObject.Position.Y)
end
end
modal.onButtonReleased()
end
end
self.onMouseEnterDragButton = function()
if not self.state.isHovered then
self:setState(
{
isHovered = true
}
)
end
end
self.onMouseLeaveDragButton = function()
if self.state.isHovered then
self:setState(
{
isHovered = false
}
)
end
end
self.onMouseButton1DownDragButton = function(rbx, x, y)
local modal = getModal(self)
if
not self.state.isPressed and
not (modal.isShowingModal(self.props.modalIndex) or (modal.isAnyButtonPressed() and not modal.isButtonPressed(self)))
then
local dragBegan = self.props.dragBegan
if dragBegan then
dragBegan(x, y)
end
self:setState(
{
isPressed = true
}
)
modal.onButtonPressed(self)
end
end
self.onInputEndedDragButton = function(rbx, inputObject)
local modal = getModal(self)
if self.state.isPressed and inputObject.UserInputType == Enum.UserInputType.MouseButton1 then
-- I can't do this after onClick for some reason...
self:setState(
{
isPressed = false
}
)
local disabled = self.props.disabled
local dragEnded = self.props.dragEnded
if
(not disabled and not (modal.isShowingModal(self.props.modalIndex)) or
(modal.isAnyButtonPressed() and not modal.isButtonPressed(self)))
then
if dragEnded then
dragEnded(inputObject.Position.X, inputObject.Position.Y)
end
end
modal.onButtonReleased()
end
end
self.onMouseMovedPortalDetector = function(rbx, x, y)
local dragMoved = self.props.dragMoved
if dragMoved then
dragMoved(x, y)
end
end
end
DraggerButton.defaultProps = {
Position = UDim2.new(0, 0, 0, 0),
Size = UDim2.new(0, 100, 0, 100),
Font = Constants.FONT,
checked = false
}
function DraggerButton:render()
local props = self.props
local Position = props.Position
local isPressed = self.state.isPressed
local AnchorPoint = props.AnchorPoint
local Size = props.Size
local ZIndex = props.ZIndex
local percent = props.percent
return withTheme(
function(theme)
return Roact.createElement(
"TextButton",
{
Text = "",
ZIndex = ZIndex,
BackgroundTransparency = 1,
Size = Size,
Position = Position,
AnchorPoint = AnchorPoint,
[Roact.Event.MouseButton1Down] = self.onMouseButton1Down,
[Roact.Event.InputEnded] = self.onInputEnded
},
{
Arrow = Roact.createElement(
"ImageLabel",
{
Position = UDim2.new(percent, 0, 0.5, -5),
AnchorPoint = Vector2.new(0.5, 0.5),
Size = UDim2.new(0, 11, 0, 11),
Image = "rbxassetid://3645512604",
BackgroundTransparency = 1
}
),
DragButton = Roact.createElement(
"TextButton",
{
Text = "",
Size = UDim2.new(0, Constants.SLIDER_BUTTON_WIDTH, 0, Constants.SLIDER_BUTTON_HEIGHT),
Position = UDim2.new(percent, 0, 0.5, 0),
BackgroundTransparency = 1,
AnchorPoint = Vector2.new(0.5, 0.5),
[Roact.Event.MouseEnter] = self.onMouseEnterDragButton,
[Roact.Event.MouseLeave] = self.onMouseLeaveDragButton,
[Roact.Event.MouseButton1Down] = self.onMouseButton1DownDragButton,
[Roact.Event.InputEnded] = self.onInputEndedDragButton
}
),
Portal = isPressed and
withModal(
function(modalTarget)
return Roact.createElement(
Roact.Portal,
{
target = modalTarget
},
{
Detector = Roact.createElement(
"TextButton",
{
Text = "",
Size = UDim2.new(1, 0, 1, 0),
BackgroundTransparency = 1,
ZIndex = 10,
[Roact.Event.MouseMoved] = self.onMouseMovedPortalDetector
}
)
}
)
end
)
}
)
end
)
end
function DraggerButton:willUnmount()
if self.state.isPressed then
local modal = getModal(self)
modal.onButtonReleased()
end
end
ColorSlider = Roact.PureComponent:extend("ColorSlider")
function ColorSlider:init()
self:setState(
{
dragPos = Vector2.new(0, 0),
isFocused = false
}
)
self.sliderRef = Roact.createRef()
self.lastValidText = tostring(self.props.value) or ""
self.formatValue = function(value)
return string.format("%d", value)
end
local modal = getModal(self)
self.onFocused = function(rbx)
local isFocused = self.state.isFocused
if (modal.isShowingModal(self.props.modalIndex) or modal.isAnyButtonPressed()) then
self.focusDebounce = true
rbx:ReleaseFocus(false)
self.focusDebounce = false
return
end
local value = self.props.value
if not isFocused then
rbx.Text = self.formatValue(value)
self:setState(
{
isFocused = true
}
)
end
end
self.onFocusLost = function(rbx, enterPressed, input)
local isFocused = self.state.isFocused
local minValue = 0
local maxValue = 255
local value = self.props.value
local onValueChanged = self.props.onValueChanged
if isFocused and not self.focusDebounce then
self:setState(
{
isFocused = false
}
)
local num = tonumber(rbx.Text)
local text
if num then
num = Utility.Round(math.clamp(num, minValue, maxValue), 1)
text = tostring(num)
else
text = nil
end
if text ~= nil then
self.changeDebounce = true
rbx.Text = self.formatValue(text)
local inputValue = tonumber(text)
if value ~= inputValue and onValueChanged then
onValueChanged(inputValue)
end
self.changeDebounce = false
else
self.changeDebounce = true
rbx.Text = self.formatValue(value)
self.changeDebounce = false
end
end
end
self.onMouseEnter = function()
local isHovered = self.state.isHovered
if not isHovered then
self:setState(
{
isHovered = true
}
)
end
end
self.onMouseLeave = function()
local isHovered = self.state.isHovered
if isHovered then
self:setState(
{
isHovered = false
}
)
end
end
local function validateTextChange(text)
if string.len(text) > 3 then
return false
end
return text:match("^[-%d]*$") ~= nil
end
self.onTextChanged = function(rbx)
if self.changeDebounce then
return
end
if not self.state.isFocused then
return
end
local newText = rbx.Text
if not validateTextChange(newText) then
self.changeDebounce = true
rbx.Text = self.lastValidText
self.changeDebounce = false
else
self.lastValidText = newText
end
end
self.dragMoved = function(x, y)
local props = self.props
local value = props.value
local onValueChanged = props.onValueChanged
local minValue = 0
local maxValue = 255
local valueSnap = 1
local slider = self.sliderRef.current
local pos, size = slider.AbsolutePosition.X, slider.AbsoluteSize.X
local left, right = pos, pos + size
local percent = math.clamp((x - left) / (right - left), 0, 1)
local dragValue = Utility.Lerp(minValue, maxValue, percent)
dragValue = Utility.Round(dragValue, valueSnap)
dragValue = math.clamp(dragValue, minValue, maxValue)
if value ~= dragValue and onValueChanged then
onValueChanged(dragValue)
end
end
self.dragBegan = function(x, y)
local props = self.props
local value = props.value
local onValueChanged = props.onValueChanged
local minValue = 0
local maxValue = 255
local valueSnap = 1
local slider = self.sliderRef.current
local pos, size = slider.AbsolutePosition.X, slider.AbsoluteSize.X
local left, right = pos, pos + size
local percent = math.clamp((x - left) / (right - left), 0, 1)
local dragValue = Utility.Lerp(minValue, maxValue, percent)
dragValue = Utility.Round(dragValue, valueSnap)
dragValue = math.clamp(dragValue, minValue, maxValue)
if value ~= dragValue and onValueChanged then
onValueChanged(dragValue)
end
end
self.dragEnded = function(x, y)
local props = self.props
local value = props.value
local onValueChanged = props.onValueChanged
local minValue = 0
local maxValue = 255
local valueSnap = 1
local slider = self.sliderRef.current
local pos, size = slider.AbsolutePosition.X, slider.AbsoluteSize.X
local left, right = pos, pos + size
local percent = math.clamp((x - left) / (right - left), 0, 1)
local dragValue = Utility.Lerp(minValue, maxValue, percent)
dragValue = Utility.Round(dragValue, valueSnap)
dragValue = math.clamp(dragValue, minValue, maxValue)
if value ~= dragValue and onValueChanged then
onValueChanged(dragValue)
end
end
end
ColorSlider.defaultProps = {
Size = UDim2.new(1, 0, 0, Constants.INPUT_FIELD_BOX_HEIGHT),
Position = UDim2.new(0, 0, 0, 0),
TextSize = Constants.FONT_SIZE_MEDIUM,
valueIsIntegral = false,
textboxIsEditable = true
}
function ColorSlider:willUpdate(nextProps, _)
self.lastValidText = tostring(self.props.value) or ""
end
function ColorSlider:render()
local props = self.props
local textboxWidthPixel = 40
local minValue = 0
local maxValue = 255
local value = props.value or minValue
local color = props.color
local shaderColor = props.shaderColor
local label = props.label
local LayoutOrder = props.LayoutOrder
return withTheme(
function(theme)
return withModal(
function()
local modal = getModal(self)
local fieldTheme = theme.textField
local textPadding = Constants.INPUT_FIELD_TEXT_PADDING
local fontSize = Constants.FONT_SIZE_MEDIUM
local font = Constants.FONT
local inputColor = fieldTheme.box.textColor
local isHovered = self.state.isHovered
local isFocused = self.state.isFocused
local boxState
if isFocused then
boxState = "Focused"
elseif isHovered and not (modal.isShowingModal(self.props.modalIndex) or modal.isAnyButtonPressed()) then
boxState = "Hovered"
else
boxState = "Default"
end
local borderColor
if boxState == "Focused" then
borderColor = fieldTheme.box.borderColor.Selected
elseif boxState == "Hovered" then
borderColor = fieldTheme.box.borderColor.Hover
else
borderColor = fieldTheme.box.borderColor.Default
end
local backgroundColor
if boxState == "Focused" then
backgroundColor = fieldTheme.box.backgroundColor.Selected
elseif boxState == "Hovered" then
backgroundColor = fieldTheme.box.backgroundColor.Hover
else
backgroundColor = fieldTheme.box.backgroundColor.Default
end
local placeholderColor = fieldTheme.box.placeholderColor
local children = {}
if props[Roact.Children] then
for key, child in next, props[Roact.Children] do
children[key] = child
end
end
children.Input =
Roact.createElement(
"TextBox",
{
BackgroundTransparency = 1,
Size = UDim2.new(1, -textPadding * 2, 1, 0),
Position = UDim2.new(0, textPadding, 0, 0),
Font = font,
TextSize = fontSize,
TextColor3 = inputColor,
TextXAlignment = Enum.TextXAlignment.Center,
ClearTextOnFocus = false,
Text = self.formatValue(value),
PlaceholderColor3 = placeholderColor,
[Roact.Event.Focused] = self.onFocused,
[Roact.Event.FocusLost] = self.onFocusLost,
[Roact.Event.MouseEnter] = self.onMouseEnter,
[Roact.Event.MouseLeave] = self.onMouseLeave,
[Roact.Change.Text] = self.onTextChanged
}
)
local textbox =
Roact.createElement(
RoundedBorderedFrame,
{
Size = UDim2.new(0, textboxWidthPixel, 1, 0),
Position = UDim2.new(0, 0, 0, 0),
AnchorPoint = Vector2.new(0, 0),
BackgroundColor3 = backgroundColor,
BorderColor3 = borderColor
},
children
)
local fillPercent = math.clamp((value - minValue) / (maxValue - minValue), 0, 1)
local spacingBetweenBarAndTextBox = 4
local slider =
Roact.createElement(
"Frame",
{
Size = UDim2.new(1, -textboxWidthPixel - Constants.SLIDER_BUTTON_WIDTH - spacingBetweenBarAndTextBox, 0, 0),
Position = UDim2.new(0, textboxWidthPixel + spacingBetweenBarAndTextBox + Constants.SLIDER_BUTTON_WIDTH / 2, 0.5, 0),
AnchorPoint = Vector2.new(0, 0.5),
BackgroundTransparency = 1,
[Roact.Ref] = self.sliderRef
},
{
Frame = Roact.createElement(
BorderedFrame,
{
BorderColor3 = theme.borderColor,
Size = UDim2.new(1, 2, 0, 14),
Position = UDim2.new(0, -1, 0.5, 0),
AnchorPoint = Vector2.new(0, 0.5)
}
),
BarBack = Roact.createElement(
"Frame",
{
BorderSizePixel = 0,
Size = UDim2.new(1, 0, 0, 12),
Position = UDim2.new(0, 0, 0.5, 0),
AnchorPoint = Vector2.new(0, 0.5),
BackgroundColor3 = color,
ZIndex = 2
},
{
Shader = Roact.createElement(
"ImageLabel",
{
BackgroundTransparency = 1,
Image = "rbxassetid://3111228327",
Size = UDim2.new(1, 0, 1, 0),
ImageColor3 = shaderColor
}
)
}
),
Dragger = Roact.createElement(
DraggerButton,
{
Size = UDim2.new(1, 0, 0, 20),
Position = UDim2.new(0, 0, 0.5, 0),
AnchorPoint = Vector2.new(0, 0.5),
ZIndex = 3,
percent = fillPercent,
dragMoved = self.dragMoved,
dragBegan = self.dragBegan,
dragEnded = self.dragEnded,
modalIndex = props.modalIndex
}
)
}
)
local boxPadding = Constants.INPUT_FIELD_BOX_PADDING
local boxHeight = Constants.INPUT_FIELD_BOX_HEIGHT
return Roact.createElement(
LabeledFieldTemplate,
{
label = label,
LayoutOrder = LayoutOrder
},
{
Slider = Roact.createElement(
"Frame",
{
BackgroundTransparency = 1,
Size = UDim2.new(1, -boxPadding, 0, boxHeight),
Position = UDim2.new(0, boxPadding, 0.5, 0),
AnchorPoint = Vector2.new(0, 0.5)
},
{
Textbox = textbox,
Slider = slider
}
)
}
)
end
)
end
)
end
end
function ColorSelector:init()
self.state = {
valuePressed = false,
chromaPressed = false
}
self.onRedSliderChanged = function(newRed)
local props = self.props
local h, s, v = props.h, props.s, props.v
local color = Color3.fromHSV(h, s, v)
local _, g, b = color.r, color.g, color.b
local newColor = Color3.new(newRed / 255, g, b)
h, s, v = Color3.toHSV(newColor)
if self.props.onColorChanged then
self.props.onColorChanged {
h = h,
s = s,
v = v
}
end
end
self.onGreenSliderChanged = function(newGreen)
local props = self.props
local h, s, v = props.h, props.s, props.v
local color = Color3.fromHSV(h, s, v)
local r, _, b = color.r, color.g, color.b
local newColor = Color3.new(r, newGreen / 255, b)
h, s, v = Color3.toHSV(newColor)
if self.props.onColorChanged then
self.props.onColorChanged {
h = h,
s = s,
v = v
}
end
end
self.onBlueSliderChanged = function(newBlue)
local props = self.props
local h, s, v = props.h, props.s, props.v
local color = Color3.fromHSV(h, s, v)
local r, g, _ = color.r, color.g, color.b
local newColor = Color3.new(r, g, newBlue / 255)
h, s, v = Color3.toHSV(newColor)
if self.props.onColorChanged then
self.props.onColorChanged {
h = h,
s = s,
v = v
}
end
end
self.onButton1DownChroma = function(rbx, x, y)
local modal = getModal(self)
local detector = self.chromaDetectorRef.current
local topLeft = detector.AbsolutePosition
local size = detector.AbsoluteSize
x, y = x - topLeft.X, y - topLeft.Y
local h = math.clamp(x / size.X, 0, 1)
local s = 1 - math.clamp(y / size.Y, 0, 1)
local v = self.props.v
if self.props.onColorChanged then
self.props.onColorChanged {
h = h,
s = s,
v = v
}
end
self:setState {
chromaPressed = true
}
modal.onButtonPressed(self)
end
self.onInputEndedChroma = function(rbx, inputObject)
local modal = getModal(self)
if self.state.chromaPressed and inputObject.UserInputType == Enum.UserInputType.MouseButton1 then
-- I can't do this after onClick for some reason...
self:setState(
{
chromaPressed = false
}
)
modal.onButtonReleased()
end
end
self.onMouseMovedChroma = function(rbx, x, y)
local detector = self.chromaDetectorRef.current
local topLeft = detector.AbsolutePosition
local size = detector.AbsoluteSize
x, y = x - topLeft.X, y - topLeft.Y
local h = math.clamp(x / size.X, 0, 1)
local s = 1 - math.clamp(y / size.Y, 0, 1)
local v = self.props.v
if self.props.onColorChanged then
self.props.onColorChanged {
h = h,
s = s,
v = v
}
end
end
self.onMouseButton1DownValue = function(rbx, x, y)
local modal = getModal(self)
local detector = self.valueDetectorRef.current
local topLeft = detector.AbsolutePosition
local size = detector.AbsoluteSize
y = y - topLeft.Y
local h, s = self.props.h, self.props.s
local v = 1 - math.clamp(y / size.Y, 0, 1)
if self.props.onColorChanged then
self.props.onColorChanged {
h = h,
s = s,
v = v
}
end
self:setState {
valuePressed = true
}
modal.onButtonPressed(self)
end
self.onInputEndedValue = function(rbx, inputObject)
local modal = getModal(self)
if self.state.valuePressed and inputObject.UserInputType == Enum.UserInputType.MouseButton1 then
-- I can't do this after onClick for some reason...
self:setState(
{
valuePressed = false
}
)
modal.onButtonReleased()
end
end
self.onMouseMovedValue = function(rbx, _, y)
local detector = self.valueDetectorRef.current
local topLeft = detector.AbsolutePosition
local size = detector.AbsoluteSize
y = y - topLeft.Y
local h, s = self.props.h, self.props.s
local v = 1 - math.clamp(y / size.Y, 0, 1)
if self.props.onColorChanged then
self.props.onColorChanged {
h = h,
s = s,
v = v
}
end
end
self.chromaDetectorRef = Roact.createRef()
self.valueDetectorRef = Roact.createRef()
end
local function Round(n, multiple)
multiple = multiple or 1
return (math.floor(n / multiple + 1 / 2) * multiple)
end
ColorSelector.defaultProps = {
modalIndex = 0
}
function ColorSelector:render()
return withTheme(
function(theme)
local props = self.props
local textured = props.textured
local color = Color3.fromHSV(self.props.h, self.props.s, self.props.v)
local texture = props.texture
local modalIndex = props.modalIndex
local r, g, b = color.r, color.g, color.b
local r_int, g_int, b_int = Round(r * 255), Round(g * 255), Round(b * 255)
return Roact.createElement(
"Frame",
{
BackgroundTransparency = 1,
Size = UDim2.new(1, 0, 0, 188),
LayoutOrder = props.LayoutOrder
},
{
ColorBox = Roact.createElement(
"Frame",
{
BackgroundTransparency = 1,
Size = UDim2.new(1, 0, 0, 102),
LayoutOrder = 1
},
{
ColorSquare = Roact.createElement(
BorderedFrame,
{
Size = UDim2.new(1, -26, 1, 0),
BorderColor3 = theme.borderColor
},
{
Chroma = Roact.createElement(
"ImageLabel",
{
BackgroundTransparency = 1,
Size = UDim2.new(1, -2, 1, -2),
Position = UDim2.new(0, 1, 0, 1),
Image = "rbxassetid://181615068",
ClipsDescendants = true
},
{
Shader = Roact.createElement(
"Frame",
{
BorderSizePixel = 0,
BackgroundColor3 = Color3.new(0, 0, 0),
BackgroundTransparency = self.props.v,
Size = UDim2.new(1, 0, 1, 0)
}
),
Circle = Roact.createElement(
"ImageLabel",
{
Position = (function()
local h, s = self.props.h, self.props.s
return UDim2.new(h, 0, 1 - s, 0)
end)(),
AnchorPoint = Vector2.new(0.5, 0.5),
Size = UDim2.new(0, 13, 0, 13),
Image = "rbxassetid://3645522059",
BackgroundTransparency = 1,
ZIndex = 2
}
),
Detector = Roact.createElement(
PreciseButton,
{
Size = UDim2.new(1, 0, 1, 0),
BackgroundTransparency = 1,
[Roact.Event.MouseButton1Down] = self.onButton1DownChroma,
[Roact.Event.InputEnded] = self.onInputEndedChroma,
[Roact.Ref] = self.chromaDetectorRef
},
{
ChromaPortal = self.state.chromaPressed and
withModal(
function(modalTarget)
return Roact.createElement(
Roact.Portal,
{
target = modalTarget
},
{
Detector = Roact.createElement(
"TextButton",
{
Text = "",
Size = UDim2.new(1, 0, 1, 0),
BackgroundTransparency = 1,
ZIndex = 10,
[Roact.Event.MouseMoved] = self.onMouseMovedChroma
}
)
}
)
end
)
}
)
}
)
}
),
ValueSquare = Roact.createElement(
BorderedFrame,
{
Size = UDim2.new(0, 14, 1, 0),
Position = UDim2.new(1, -8, 0, 0),
AnchorPoint = Vector2.new(1, 0),
BorderColor3 = theme.borderColor,
BackgroundColor3 = Color3.fromHSV(self.props.h, self.props.s, 1)
},
{
ValueShader = Roact.createElement(
"ImageLabel",
{
Size = UDim2.new(1, -2, 1, -2),
Position = UDim2.new(0, 1, 0, 1),
Image = "rbxassetid://3108067184",
BackgroundTransparency = 1
},
{
Arrow = Roact.createElement(
"ImageLabel",
{
Position = (function()
local v = self.props.v
return UDim2.new(0.5, 5, 1 - v, 0)
end)(),
AnchorPoint = Vector2.new(0.5, 0.5),
Size = UDim2.new(0, 11, 0, 11),
Image = "rbxassetid://3645508323",
BackgroundTransparency = 1
}
),
Detector = Roact.createElement(
PreciseButton,
{
Size = UDim2.new(1, 0, 1, 0),
BackgroundTransparency = 1,
[Roact.Event.MouseButton1Down] = self.onMouseButton1DownValue,
[Roact.Event.InputEnded] = self.onInputEndedValue,
[Roact.Ref] = self.valueDetectorRef
},
{
ValuePortal = self.state.valuePressed and
withModal(
function(modalTarget)
return Roact.createElement(
Roact.Portal,
{
target = modalTarget
},
{
Detector = Roact.createElement(
"TextButton",
{
Text = "",
Size = UDim2.new(1, 0, 1, 0),
BackgroundTransparency = 1,
ZIndex = 10,
[Roact.Event.MouseMoved] = self.onMouseMovedValue
}
)
}
)
end
)
}
)
}
)
}
)
}
),
PreviewBox = Roact.createElement(
"Frame",
{
Size = UDim2.new(1, 0, 0, 82),
Position = UDim2.new(0, 0, 0, 106),
BackgroundTransparency = 1
},
{
PreviewImageBox = Roact.createElement(
BorderedFrame,
{
Size = UDim2.new(0, 82, 0, 82),
Position = UDim2.new(0, 0, 0, 0),
AnchorPoint = Vector2.new(0, 0),
BorderColor3 = theme.borderColor,
BackgroundColor3 = color
},
(function()
if not textured then
return {}
end
local children = {}
children.Clipper =
Roact.createElement(
"Frame",
{
BackgroundTransparency = 1,
Size = UDim2.new(1, -2, 1, -2),
Position = UDim2.new(0, 1, 0, 1),
ClipsDescendants = true
},
{
PreviewImage = Roact.createElement(
"ImageLabel",
{
BorderSizePixel = 0,
BackgroundTransparency = 0,
BackgroundColor3 = color,
Image = texture or "",
ImageColor3 = color,
ScaleType = Enum.ScaleType.Tile,
TileSize = UDim2.new(0, 60, 0, 60),
Size = UDim2.new(0, 180, 0, 180),
Position = UDim2.new(0, -50, 0, -50)
}
),
ShadeLeft = Roact.createElement(
"Frame",
{
BorderSizePixel = 0,
Size = UDim2.new(0.125, 0, 1, 0),
BackgroundColor3 = Color3.new(0, 0, 0),
BackgroundTransparency = 0.5,
ZIndex = 2
}
),
ShadeRight = Roact.createElement(
"Frame",
{
BorderSizePixel = 0,
Size = UDim2.new(0.125, 0, 1, 0),
Position = UDim2.new(0.875, 0, 0, 0),
BackgroundColor3 = Color3.new(0, 0, 0),
BackgroundTransparency = 0.5,
ZIndex = 2
}
),
ShadeTop = Roact.createElement(
"Frame",
{
BorderSizePixel = 0,
Size = UDim2.new(0.75, 0, 0.125, 0),
Position = UDim2.new(0.125, 0, 0, 0),
BackgroundColor3 = Color3.new(0, 0, 0),
BackgroundTransparency = 0.5,
ZIndex = 2
}
),
ShadeBottom = Roact.createElement(
"Frame",
{
BorderSizePixel = 0,
Size = UDim2.new(0.75, 0, 0.125, 0),
Position = UDim2.new(0.125, 0, 0.875, 0),
BackgroundColor3 = Color3.new(0, 0, 0),
BackgroundTransparency = 0.5,
ZIndex = 2
}
)
}
)
return children
end)()
),
SliderFrame = Roact.createElement(
"Frame",
{
BackgroundTransparency = 1,
Position = UDim2.new(0, 86, 0, 0),
Size = UDim2.new(1, -86, 1, 0)
},
{
SliderList = Roact.createElement(
VerticalList,
{
width = UDim.new(1, 0),
ElementPaddingPixel = 4,
VerticalAlignment = Enum.VerticalAlignment.Center,
Position = UDim2.new(0, 0, 0.5, 0),
AnchorPoint = Vector2.new(0, 0.5)
},
{
RedSlider = Roact.createElement(
ColorSlider,
{
value = r_int,
color = Color3.new(1, g, b),
shaderColor = Color3.new(0, g, b),
LayoutOrder = 1,
onValueChanged = self.onRedSliderChanged,
label = "R",
modalIndex = modalIndex
}
),
GreenSlider = Roact.createElement(
ColorSlider,
{
value = g_int,
color = Color3.new(r, 1, b),
shaderColor = Color3.new(r, 0, b),
LayoutOrder = 2,
onValueChanged = self.onGreenSliderChanged,
label = "G",
modalIndex = modalIndex
}
),
BlueSlider = Roact.createElement(
ColorSlider,
{
value = b_int,
color = Color3.new(r, g, 1),
shaderColor = Color3.new(r, g, 0),
LayoutOrder = 3,
onValueChanged = self.onBlueSliderChanged,
label = "B",
modalIndex = modalIndex
}
)
}
)
}
)
}
)
}
)
end
)
end
function ColorSelector:willUnmount()
if self.state.chromaPressed or self.state.valuePressed then
local modal = getModal(self)
modal.onButtonReleased()
end
end
return ColorSelector
|
local RunService = game:GetService("RunService")
local Selection = game:GetService("Selection")
local Modules = script.Parent.Parent.Parent.Parent
local Roact = require(Modules.Roact)
local StudioComponents = require(Modules.StudioComponents)
local ComponentManager = require(script.Parent.Parent.Parent.ComponentManager)
local BaseProperty = require(script.Parent.BaseProperty)
local InstanceSelect = Roact.Component:extend("InstanceSelect")
--[[
OnChanged = () => string
]]
function InstanceSelect:init()
self.fieldRef = Roact.createRef()
self.lastGoodInput = self.props.Value
self:setState({
Instance = self.props.Instance,
Selecting = false,
})
end
function InstanceSelect:render()
local requiredKind = self.props.ClassName or self.props.IsA
local instance = self.props.Instance
return Roact.createElement(BaseProperty, {
Text = ("%s (%s)"):format(self.props.Key, requiredKind or "any"),
}, {
InstanceSelector = Roact.createElement(StudioComponents.Button, {
Size = UDim2.new(1, 0, 1, 0),
Text = instance and instance:GetFullName() or "<none>",
TextXAlignment = Enum.TextXAlignment.Left,
BorderSizePixel = 0,
TextTruncate = Enum.TextTruncate.AtEnd,
OnActivated = function()
if self.state.Selecting then
return
end
self:setState({
Selecting = true,
})
local oldSelection = Selection:Get()
ComponentManager._global:pauseSelection()
Selection:Set({})
Selection.SelectionChanged:Wait()
local newSelected = Selection:Get()[1]
if newSelected then
local valid = true
if self.props.IsA then
valid = newSelected:IsA(self.props.IsA)
end
if self.props.ClassName then
valid = newSelected.ClassName == self.props.ClassName
end
if valid then
self:setState({
Instance = newSelected,
})
self.props.OnChanged(newSelected)
end
end
RunService.Heartbeat:Wait()
Selection:Set(oldSelection)
ComponentManager._global:unpauseSelection()
self:setState({
Selecting = false,
})
end,
LayoutOrder = 0,
Selected = self.state.Selecting,
}),
})
end
return InstanceSelect
|
local Analytics = {}
local isDevice = (system.getInfo("environment") == "device")
local platform = system.getInfo("platform")
local platform_list = {"android", "ios"}
local firebaseAnalytics = nil
local isInit = false
local isPlatformAllowed
function Analytics.init()
if isDevice then
if isPlatformAllowed() then
firebaseAnalytics = require "plugin.firebaseAnalytics"
isInit = pcall(firebaseAnalytics.init)
end
end
end
function Analytics.logEvent(eventId, params)
assert(eventId, "bad argument #1 to 'logEvent' (string expected, got no value)")
assert(params, "bad argument #2 to 'logEvent' (table expected, got no value)")
if isInit then
firebaseAnalytics.logEvent(eventId, params)
end
end
function Analytics.setUserProperties(name, property)
assert(name, "bad argument #1 to 'setUserProperties' (string expected, got no value)")
assert(property, "bad argument #2 to 'setUserProperties' (string expected, got no value)")
if isInit then
firebaseAnalytics.setUserProperties(name, property)
end
end
function Analytics.setCurrentScreen(screenName, screenClass)
assert(screenName, "bad argument #1 to 'setCurrentScreen' (string expected, got no value)")
assert(screenClass, "bad argument #2 to 'setCurrentScreen' (string expected, got no value)")
if isInit then
firebaseAnalytics.setCurrentScreen(screenName, screenClass)
end
end
function Analytics.addPaymentInfo()
local params = {}
if isInit then
firebaseAnalytics.logEvent("add_payment_info", params)
end
end
function Analytics.addToCart(item_id, item_name, item_categoty, quantity, params)
assert(item_id, "bad argument #1 to 'addToCart' (string expected, got no value)")
assert(item_name, "bad argument #2 to 'addToCart' (string expected, got no value)")
assert(item_categoty, "bad argument #3 to 'addToCart' (string expected, got no value)")
assert(quantity, "bad argument #4 to 'addToCart' (number expected, got no value)")
local params = params or {}
params.item_id = item_id
params.item_name = item_name
params.item_categoty = item_categoty
params.quantity = quantity
if isInit then
firebaseAnalytics.logEvent("add_to_cart", params)
end
end
function Analytics.addToWishlist(item_id, item_name, item_categoty, quantity, params)
assert(item_id, "bad argument #1 to 'addToWishlist' (string expected, got no value)")
assert(item_name, "bad argument #2 to 'addToWishlist' (string expected, got no value)")
assert(item_categoty, "bad argument #3 to 'addToWishlist' (string expected, got no value)")
assert(quantity, "bad argument #4 to 'addToWishlist' (number expected, got no value)")
local params = params or {}
params.item_id = item_id
params.item_name = item_name
params.item_categoty = item_categoty
params.quantity = quantity
if isInit then
firebaseAnalytics.logEvent("add_to_wishlist", params)
end
end
function Analytics.appOpen()
local params = {}
if isInit then
firebaseAnalytics.logEvent("app_open", params)
end
end
function Analytics.beginCheckout(value, currency, params)
assert(value, "bad argument #1 to 'beginCheckout' (number expected, got no value)")
assert(currency, "bad argument #2 to 'beginCheckout' (string expected, got no value)")
local params = params or {}
params.value = value
params.currency = currency
if isInit then
firebaseAnalytics.logEvent("begin_checkout", params)
end
end
function Analytics.campaignDetails(source, medium, campaing, params)
assert(source, "bad argument #1 to 'campaignDetails' (string expected, got no value)")
assert(medium, "bad argument #2 to 'campaignDetails' (string expected, got no value)")
assert(campaing, "bad argument #3 to 'campaignDetails' (string expected, got no value)")
local params = params or {}
params.source = source
params.medium = medium
params.campaing = campaing
if isInit then
firebaseAnalytics.logEvent("campaign_details", params)
end
end
function Analytics.checkoutProgress(checkout_step, checkout_option)
assert(checkout_step, "bad argument #1 to 'checkoutProgress' (string expected, got no value)")
assert(checkout_option, "bad argument #2 to 'checkoutProgress' (string expected, got no value)")
local params = {}
params.checkout_step = checkout_step
params.checkout_option = checkout_option
if isInit then
firebaseAnalytics.logEvent("checkout_progress", params)
end
end
function Analytics.earnVirtualCurrency(virtual_currency_name, value)
assert(virtual_currency_name, "bad argument #1 to 'earnVirtualCurrency' (string expected, got no value)")
assert(value, "bad argument #2 to 'earnVirtualCurrency' (number expected, got no value)")
local params = {}
params.virtual_currency_name = virtual_currency_name
params.value = value
if isInit then
firebaseAnalytics.logEvent("earn_virtual_currency", params)
end
end
function Analytics.ecommercePurchase(value, currency, params)
assert(value, "bad argument #1 to 'ecommercePurchase' (number expected, got no value)")
assert(currency, "bad argument #2 to 'ecommercePurchase' (string expected, got no value)")
local params = params or {}
params.currency = currency
params.value = value
if isInit then
firebaseAnalytics.logEvent("ecommerce_purchase", params)
end
end
function Analytics.generateLead(value, currency)
assert(value, "bad argument #1 to 'generateLead' (number expected, got no value)")
assert(currency, "bad argument #2 to 'generateLead' (string expected, got no value)")
local params = {}
params.currency = currency
params.value = value
if isInit then
firebaseAnalytics.logEvent("generate_lead", params)
end
end
function Analytics.joinGroup(group_id)
assert(group_id, "bad argument #1 to 'joinGroup' (string expected, got no value)")
local params = {}
params.group_id = group_id
if isInit then
firebaseAnalytics.logEvent("join_group", params)
end
end
function Analytics.levelUp(level, character)
assert(level, "bad argument #1 to 'levelUp' (number expected, got no value)")
local params = {}
params.level = level
params.character = character
if isInit then
firebaseAnalytics.logEvent("level_up", params)
end
end
function Analytics.login()
local params = {}
if isInit then
firebaseAnalytics.logEvent("login", params)
end
end
function Analytics.postScore(score, level, character)
assert(score, "bad argument #1 to 'postScore' (number expected, got no value)")
local params = {}
params.score = score
params.level = level
params.character = character
if isInit then
firebaseAnalytics.logEvent("post_score", params)
end
end
function Analytics.presentOffer(item_id, item_name, item_categoty, quantity, params)
assert(item_id, "bad argument #1 to 'presentOffer' (string expected, got no value)")
assert(item_name, "bad argument #2 to 'presentOffer' (string expected, got no value)")
assert(item_categoty, "bad argument #3 to 'presentOffer' (string expected, got no value)")
assert(quantity, "bad argument #4 to 'presentOffer' (number expected, got no value)")
local params = params or {}
params.item_id = item_id
params.item_name = item_name
params.item_categoty = item_categoty
params.quantity = quantity
if params.value then
assert(params.currency, "bad argument #5 to 'presentOffer' (string (currency) expected, got no value)")
end
if isInit then
firebaseAnalytics.logEvent("present_offer", params)
end
end
function Analytics.purchaseRefund(value, currency, transaction_id)
assert(value, "bad argument #1 to 'purchaseRefund' (number expected, got no value)")
assert(currency, "bad argument #2 to 'purchaseRefund' (string expected, got no value)")
local params = {}
params.value = value
params.currency = currency
params.transaction_id = transaction_id
if isInit then
firebaseAnalytics.logEvent("purchase_refund", params)
end
end
function Analytics.removeFromCart(item_id, item_name, item_categoty, quantity, params)
assert(item_id, "bad argument #1 to 'removeFromCart' (string expected, got no value)")
assert(item_name, "bad argument #2 to 'removeFromCart' (string expected, got no value)")
assert(item_categoty, "bad argument #3 to 'removeFromCart' (string expected, got no value)")
assert(quantity, "bad argument #4 to 'removeFromCart' (number expected, got no value)")
local params = params or {}
params.item_id = item_id
params.item_name = item_name
params.item_categoty = item_categoty
params.quantity = quantity
if isInit then
firebaseAnalytics.logEvent("remove_from_cart", params)
end
end
function Analytics.search(search_term, params)
assert(search_term, "bad argument #1 to 'search' (string expected, got no value)")
local params = params or {}
params.search_term = search_term
if isInit then
firebaseAnalytics.logEvent("search", params)
end
end
function Analytics.selectContent(content_type, item_id)
assert(content_type, "bad argument #1 to 'selectContent' (string expected, got no value)")
assert(item_id, "bad argument #2 to 'selectContent' (string expected, got no value)")
local params = {}
params.content_type = content_type
params.item_id = item_id
if isInit then
firebaseAnalytics.logEvent("select_content", params)
end
end
function Analytics.setCheckoutOption(checkout_step, checkout_option)
assert(checkout_step, "bad argument #1 to 'setCheckoutOption' (string expected, got no value)")
assert(checkout_option, "bad argument #2 to 'setCheckoutOption' (string expected, got no value)")
local params = {}
params.checkout_step = checkout_step
params.checkout_option = checkout_option
if isInit then
firebaseAnalytics.logEvent("set_checkout_option", params)
end
end
function Analytics.share(content_type, item_id)
assert(content_type, "bad argument #1 to 'share' (string expected, got no value)")
assert(item_id, "bad argument #2 to 'share' (string expected, got no value)")
local params = {}
params.content_type = content_type
params.item_id = item_id
if isInit then
firebaseAnalytics.logEvent("share", params)
end
end
function Analytics.signUp(sign_up_method)
assert(sign_up_method, "bad argument #1 to 'signUp' (string expected, got no value)")
local params = {}
params.sign_up_method = sign_up_method
if isInit then
firebaseAnalytics.logEvent("sign_up", params)
end
end
function Analytics.spendVirtualCurrency(item_name, virtual_currency_name, value)
assert(item_name, "bad argument #1 to 'spendVirtualCurrency' (string expected, got no value)")
assert(virtual_currency_name, "bad argument #2 to 'spendVirtualCurrency' (string expected, got no value)")
assert(value, "bad argument #3 to 'spendVirtualCurrency' (number expected, got no value)")
local params = {}
params.item_name = item_name
params.virtual_currency_name = virtual_currency_name
params.value = value
if isInit then
firebaseAnalytics.logEvent("spend_virtual_currency", params)
end
end
function Analytics.tutorialBegin()
local params = {}
if isInit then
firebaseAnalytics.logEvent("tutorial_begin", params)
end
end
function Analytics.tutorialComplete()
local params = {}
if isInit then
firebaseAnalytics.logEvent("tutorial_complete", params)
end
end
function Analytics.unlockAchievement(achievement_id)
assert(achievement_id, "bad argument #1 to 'unlockAchievement' (string expected, got no value)")
local params = {}
params.achievement_id = achievement_id
if isInit then
firebaseAnalytics.logEvent("unlock_achievement", params)
end
end
function Analytics.viewItem(item_id, item_name, item_categoty, params)
assert(item_id, "bad argument #1 to 'viewItem' (string expected, got no value)")
assert(item_name, "bad argument #2 to 'viewItem' (string expected, got no value)")
assert(item_categoty, "bad argument #3 to 'viewItem' (string expected, got no value)")
local params = params or {}
params.item_id = item_id
params.item_name = item_name
params.item_categoty = item_categoty
if isInit then
firebaseAnalytics.logEvent("view_item", params)
end
end
function Analytics.viewItemList(item_categoty)
assert(item_categoty, "bad argument #1 to 'viewItemList' (string expected, got no value)")
local params = {}
params.item_categoty = item_categoty
if isInit then
firebaseAnalytics.logEvent("view_item_list", params)
end
end
function Analytics.viewSearchResult(search_term)
assert(search_term, "bad argument #1 to 'viewSearchResult' (string expected, got no value)")
local params = {}
params.search_term = search_term
if isInit then
firebaseAnalytics.logEvent("view_search_results", params)
end
end
function isPlatformAllowed()
local isAllowed = false
for i = 1, #platform_list do
if platform == platform_list[i] then
isAllowed = true
break
end
end
return isAllowed
end
return Analytics
|
local host_immunity = GetModConfigData( "host_immunity" )
local afk_time = GetModConfigData( "afk_time" )
local max_afk_time = GetModConfigData( "max_afk_time" )
local max_afk_action = GetModConfigData( "max_afk_action" )
local stop_death = GetModConfigData( "stop_death" )
local stop_hunger = GetModConfigData( "hunger_decrease" )
local stop_sanity = GetModConfigData( "stop_sanity" )
local last_move = { }
local function OnPlayerPostInit( inst )
if inst:HasTag( "player" ) and not inst:HasTag( "CLASSIFIED" ) then
inst:AddComponent( "afk" )
inst.components.afk.host_immunity = host_immunity
inst.components.afk.min_afk_time = afk_time
inst.components.afk.max_afk_time = max_afk_time
inst.components.afk.max_afk_action = max_afk_action
inst.components.afk.stop_death = stop_death
inst.components.afk.stop_hunger = stop_hunger
inst.components.afk.stop_sanity = stop_sanity
end
end
if GLOBAL.TheNet:GetIsServer( ) then
AddPrefabPostInitAny( OnPlayerPostInit )
end
|
local M = {}
local Highlighter = {}
Highlighter.__index = Highlighter
function Highlighter.add(self, hl_group, row, start_col, opts)
opts.hl_group = hl_group
vim.api.nvim_buf_set_extmark(self._bufnr, self._ns, row, start_col, opts)
end
function Highlighter.add_virtual(self, chunks, row, start_col, opts)
opts.virt_text = chunks
vim.api.nvim_buf_set_extmark(self._bufnr, self._ns, row, start_col, opts)
end
function Highlighter.add_ranged_virtual(self, strs, hl_group, start_row, start_col, opts)
local args = {}
local count = #strs
if count == 1 then
local str = strs[1]
table.insert(args, {{{str, hl_group}}, start_row, start_col, opts})
elseif count > 1 then
local eol = vim.opt.listchars:get().eol or ""
local row = start_row
for _, str in ipairs(strs) do
table.insert(args, {{{str .. eol, hl_group}}, row, 0, opts})
row = row + 1
end
args[1][3] = start_col
args[#args][1][1][1] = strs[#strs]
end
args = vim.tbl_filter(function(arg)
return arg[1][1][1] ~= ""
end, args)
for _, arg in ipairs(args) do
self:add_virtual(unpack(arg))
end
end
local HighlighterFactory = {}
HighlighterFactory.__index = HighlighterFactory
M.HighlighterFactory = HighlighterFactory
function HighlighterFactory.new(key, bufnr)
vim.validate({key = {key, "string"}, bufnr = {bufnr, "number", true}})
local ns = vim.api.nvim_create_namespace(key)
local tbl = {_ns = ns, _bufnr = bufnr}
return setmetatable(tbl, HighlighterFactory)
end
function HighlighterFactory.create(self, bufnr)
bufnr = bufnr or self._bufnr
local highlighter = {_bufnr = bufnr, _ns = self._ns}
return setmetatable(highlighter, Highlighter)
end
function HighlighterFactory.reset(self, bufnr)
bufnr = bufnr or self._bufnr
local highlighter = self:create(bufnr)
vim.api.nvim_buf_clear_namespace(bufnr, self._ns, 0, -1)
return highlighter
end
return M
|
require 'util'
local manhattan = curry(function(a,b)
return math.abs(a.x - b.x) + math.abs(a.y - b.y)
end)
local input = '06 - Input.txt'
local coords = keyBy(map(lines_from(input), function(v,k,t)
local point = {
x = tonumber(v:match('(%d+),')),
y = tonumber(v:match(', (%d+)')),
raw = v}
return point
end),'raw')
for x=1,1 do
for y=1,1 do
local dist = map(coords, function(v)
v.dist = manhattan({x=x,y=y}, v)
return v
end)
local grp = sort(groupBy(dist,'dist'),function(t,a,b) return a < b end)
for k,v in pairs(grp) do
print('Dist ['..k..'] '..#v)
end
--[[ local closest = minBy(map(coords,function(v)
v.dist = manhattan({x=x,y=y},v)
return v
end),'dist')]]
--print(closest.x..' '..closest.y)
end
end
|
-- my task
dofile("sendtemp.lua")
|
module(..., package.seeall)
--====================================================================--
-- Test: Json module
--====================================================================--
-- Semantic Versioning Specification: http://semver.org/
local VERSION = "0.1.0"
--====================================================================--
-- Testing Setup
--====================================================================--
local json
function suite_setup()
json = require 'json'
end
function test_jsonModule()
assert_not_nil( json, "json module required" )
end
|
local L = LibStub("AceLocale-3.0"):NewLocale("BuloLayer", "enUS", true, true)
L = L or {}
L["Layer Hopper"] = true
L["BuloLayer"] = true
L["optionsDesc"] = [=[Layer Hopper Config (You can type /lh config to open this).
Auto inviting will be disabled automatically if inside an instance or battleground and when in a battleground queue.
]=]
L["Auto Invite"] = true
L["autoInviteDesc"] = "Enable auto invites for layer switch requests in the guild (if you turn this off you cannot be used by other guildies to switch layers)."
L["Minimap Button"] = true
L["minimapDesc"] = [=[Enable minimap button (allows for quick layer hop requests and shows current layer).
Will require a /reload if hiding the button.]=]
L["layer unknown"] = true
L["layer %s"] = true
-- Chat Messages
L["noGuildErr"] = "Layer Hopper only works when you have joined a guild."
L["inGroupErr"] = "Can't request layer hop while in a group."
L["unknownLayerErr"] = "Can't request layer hop until your layer is known. Target any NPC or mob to get current layer."
L["inInstanceErr"] = "Can't request layer hop while in an instance or battleground."
L["oldVersionErr"] = "You are running an old version of Layer Hopper, please update from curseforge!"
L["rankTooLow"] = "Can't request layer data reset unless you are class lead or higher rank."
L["requestingHop"] = "Requesting layer hop from layer %s to another layer."
L["minimapShown"] = "Minimap button shown."
L["minimapHidden"] = "Minimap button hidden. (you will need to type /reload to show changes)"
L["playerRequestedLayerReset"] = "%s requested a reset of layer data for the guild."
L["resettingLayerData"] = "Resetting layer data in the guild..."
L["printPlayerLayer"] = "%s: %s - %s - layer id: %s" -- PlayerName: layer 1 - v1.5.2 - layer id: 14
-- Console
L["configConsole"] = "Open/close configuration window"
L["layerHopConsole"] = "Request a layer hop"
L["listLayersConsole"] = "List layers and versions for all guildies"
L["resetLayersConsole"] = "Reset layer data for all guildies. (can only be done by class lead rank or above)"
L["toggleMinimapConsole"] = "Toggle minimap button."
-- Minimap Icon Text
L["paused"] = "Resetting layer data for the guild. Should only take a few more seconds..."
L["unknownLayer"] = [=[Unknown Layer. Target any NPC or mob to get current layer.
(layer id: %s, min: %s, max: %s)]=]
L["minMaxUnknown"] = "Min/max layer IDs are unknown."
L["rangeTooSmall"] = "Min/max layer ID range is not large enough."
L["needMoreData"] = [=[Need more data from guild to determine current layer.
(layer id: %s, min: %s, max: %s)]=]
L["currentLayer"] = [=[Current Layer: %s
(layer id: %s, min: %s, max: %s)]=]
L["minimapLeftClickAction"] = "Left click to request a layer hop."
L["minimapRightClickAction"] = "Right click to access Layer Hopper settings."
L["minimapOtherOptions"] = "/lh to see other options"
-- Mob Error
L["mobErrTitle"] = "YOU HAVE ENCOUNTERED A MOB THAT BREAKS LAYER HOPPER!"
L["mobErrName"] = "MOB NAME: %s"
L["mobErrGUID"] = "MOB GUID: %s"
L["mobErrZone"] = "ZONE: %s"
L["mobErrGithub"] = "PLEASE SEND THIS INFORMATION TO KUTANO (OR REPORT ON GITHUB github.com/psynct/BuloLayer)!"
|
AddCSLuaFile()
CustomizableWeaponry.registeredSoundNames = {}
CustomizableWeaponry.reloadSoundVolume = 60
-- default settings
CustomizableWeaponry.reloadSoundTable = {
channel = CHAN_AUTO,
volume = 1,
level = CustomizableWeaponry.reloadSoundVolume,
pitchstart = 100,
pitchend = 100,
name = "noName",
sound = "path/to/sound"
}
CustomizableWeaponry.fireSoundTable = {
channel = CHAN_AUTO,
volume = 1,
level = 97,
pitchstart = 92,
pitchend = 112,
name = "noName",
sound = "path/to/sound"
}
CustomizableWeaponry.regularSoundTable = {
channel = CHAN_AUTO,
volume = 1,
level = 65,
pitchstart = 92,
pitchend = 112,
name = "noName",
sound = "path/to/sound"
}
-- "<" makes the sound directional, refer to https://developer.valvesoftware.com/wiki/Soundscripts#Sound_Characters
function CustomizableWeaponry:makeSoundDirectional(snd)
if type(snd) == "table" then
for key, sound in ipairs(snd) do
snd[key] = "<" .. sound
end
else
snd = "<" .. snd
end
return snd
end
function CustomizableWeaponry:addFireSound(name, snd, volume, soundLevel, channel, pitchStart, pitchEnd, noDirection)
-- use defaults if no args are provided
volume = volume or 1
soundLevel = soundLevel or 97
channel = channel or CHAN_AUTO
pitchStart = pitchStart or 92
pitchEnd = pitchEnd or 112
if not noDirection then
snd = self:makeSoundDirectional(snd)
end
self.fireSoundTable.name = name
self.fireSoundTable.sound = snd
self.fireSoundTable.channel = channel
self.fireSoundTable.volume = volume
self.fireSoundTable.level = soundLevel
self.fireSoundTable.pitchstart = pitchStart
self.fireSoundTable.pitchend = pitchEnd
sound.Add(self.fireSoundTable)
-- precache the registered sounds
if type(self.fireSoundTable.sound) == "table" then
for k, v in pairs(self.fireSoundTable.sound) do
util.PrecacheSound(v)
end
else
util.PrecacheSound(snd)
end
-- store all registered sound names so that we can retrieve them with findFireSound (in case someone names their firing sound in a lowercase manner and then uses upper case in the SWEP file)
self.registeredSoundNames[string.lower(name)] = name
end
function CustomizableWeaponry:addReloadSound(name, snd, noDirection)
if not noDirection then
snd = self:makeSoundDirectional(snd)
end
self.reloadSoundTable.name = name
self.reloadSoundTable.sound = snd
sound.Add(self.reloadSoundTable)
-- precache the registered sounds
if type(self.reloadSoundTable.sound) == "table" then
for k, v in pairs(self.reloadSoundTable.sound) do
util.PrecacheSound(v)
end
else
util.PrecacheSound(snd)
end
end
function CustomizableWeaponry:addRegularSound(name, snd, level, noDirection)
if not noDirection then
snd = self:makeSoundDirectional(snd)
end
level = level or 65
self.regularSoundTable.name = name
self.regularSoundTable.sound = snd
self.regularSoundTable.level = level
sound.Add(self.regularSoundTable)
-- precache the registered sounds
if type(self.regularSoundTable.sound) == "table" then
for k, v in pairs(self.regularSoundTable.sound) do
util.PrecacheSound(v)
end
else
util.PrecacheSound(snd)
end
end
function CustomizableWeaponry:findFireSound(snd)
snd = string.lower(snd)
if self.registeredSoundNames[snd] then
return self.registeredSoundNames[snd]
end
-- welp
return nil
end
|
------------------------------
-- library
------------------------------
require 'torch'
require 'xlua'
require 'optim'
require 'cunn'
------------------------------
-- function
------------------------------
function valid()
collectgarbage()
print("")
-- Load valid images
print(" => Load valid images")
path.mkdir("preprocess")
local prepro_list = getFilename("preprocess")
local seed = opt.seed
assert(contains(prepro_list, "valid_data_s" .. seed .. ".set"))
local valid_data = torch.load("preprocess/valid_data_s" .. seed .. ".set")
assert(contains(prepro_list, "valid_data_s" .. seed .. ".set"))
local valid_label = torch.load("preprocess/valid_label_s" .. seed .. ".set")
assert(contains(prepro_list, "trfolders.set"))
local trfolders = torch.load("preprocess/trfolders.set")
for i=1,3 do
valid_data[{{},i,{},{}}]:add(-res_mean[i]):div(res_std[i])
end
collectgarbage()
local valid_confusion = optim.ConfusionMatrix(trfolders)
-- local vars
local valid_size = valid_data:size(1)
valid_score = 0
-- set model to evaluate mode
model:evaluate()
-- test over test data
print(sys.COLORS.green .. '==> validating on valid set:')
for t = 1,valid_size,opt.batchSize do
-- disp progress
xlua.progress(t, valid_size)
local local_batchSize = math.min(opt.batchSize, valid_size - t + 1)
local inputs = torch.Tensor(local_batchSize, 3, 224, 224)
local targets = torch.Tensor(local_batchSize)
for local_count, i in ipairs( tablex.range(t, t+local_batchSize-1) ) do
-- get new sample
local img_ = valid_data[i]
inputs[{local_count}] = crop_imgs(img_)
targets[{local_count}] = valid_label[i]
end
inputs = inputs:cuda()
targets = targets:cuda()
local preds = model:forward(inputs)
collectgarbage()
-- calc valid score
local err = criterion:forward(preds, targets)
valid_score = valid_score + err * local_batchSize
valid_confusion:batchAdd(preds, targets)
end
xlua.progress(valid_size, valid_size)
-- print valid score
valid_score = valid_score / valid_size
print('\tvalid_score: ' .. string.format("%.4f", valid_score))
-- print total valid
valid_confusion:updateValids()
print('\tvalid_accuracy: ' .. string.format("%.1f", valid_confusion.totalValid * 100) .. " [%]")
end
|
cmd = torch.CmdLine()
cmd:text()
cmd:text()
cmd:text('Training a simple network')
cmd:text()
cmd:text('Options')
cmd:option('-seed',123,'initial random seed')
cmd:option('-booloption',false,'boolean option')
cmd:option('-stroption','mystring','string option')
cmd:text()
-- parse input params
params = cmd:parse(arg)
params.rundir = cmd:string('experiment', params, {dir=true})
paths.mkdir(params.rundir)
-- create log file
cmd:log(params.rundir .. '/log', params)
|
vim.g.mapleader = " "
-- when in terminal mode(:term), map ESC to exit instead of the default c-\ c-n
vim.api.nvim_set_keymap("t", "<Esc>", [[<C-\><C-n>]], {noremap = true, silent = true})
-- create new file
vim.api.nvim_set_keymap("n", "<Leader>fn", [[<Cmd> DashboardNewFile<CR>]], {noremap = true, silent = true})
-- eval current lua file
vim.api.nvim_set_keymap("n", "<Leader>rr", [[<Cmd> luafile %<CR>]], {noremap = true, silent = true})
-- keep everything centered
vim.api.nvim_set_keymap("n", "n", "nzzzv", {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "N", "Nzzzv", {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "J", "mzJ`z", {noremap = true, silent = true})
-- undo break points
--vim.api.nvim_set_keymap("i", ".", [[.<c-g>u]], {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "<Leader>hw", [[<Cmd> HopWord<CR>]], {noremap = true, silent = true})
-- open/close nvim tree
vim.api.nvim_set_keymap("n", "<Leader>k", [[<Cmd> NvimTreeToggle<CR>]], {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "<Leader>[", [[<Cmd> bp<CR>]], {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "<Leader>]", [[<Cmd> bn<CR>]], {noremap = true, silent = true})
-- map Y to yank curr line position up until the end, similar with D, C, etc
vim.api.nvim_set_keymap("n", "Y", "y$", {noremap = true, silent = true})
-- text move support
vim.api.nvim_set_keymap("v", "J", ":m '>+1<CR>gv=gv", {noremap = true, silent = true})
vim.api.nvim_set_keymap("v", "K", ":m '<-2<CR>gv=gv", {noremap = true, silent = true})
vim.api.nvim_set_keymap("i", "<C-j>", "<esc>:m .+1<CR>==i", {noremap = true, silent = true})
vim.api.nvim_set_keymap("i", "<C-k>", "<esc>:m .-2<CR>==i", {noremap = true, silent = true})
-- telescope mappings
vim.api.nvim_set_keymap("n", "<Leader>ff", "<cmd>Telescope find_files<cr>", {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "<Leader>b", ":Telescope buffers<cr>", {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "<Leader>ag", ":Telescope live_grep<cr>", {noremap = true, silent = true})
-- git fugitive mappings
vim.api.nvim_set_keymap("n", "<Leader>gs", ":Gstatus<cr>", {noremap = true, silent = true})
-- git merge accept right
vim.api.nvim_set_keymap("n", "<Leader>j", ":diffget //3", {noremap = true, silent = true})
-- git merge accept left
vim.api.nvim_set_keymap("n", "<Leader>f", ":diffget //2", {noremap = true, silent = true})
-- when in terminal mode(:term), map ESC to exit instead of the default c-\ c-n
vim.api.nvim_set_keymap("t", "<Esc>", [[<C-\><C-n>]], {noremap = true, silent = true})
-- create new file
vim.api.nvim_set_keymap("n", "<Leader>fn", [[<Cmd> DashboardNewFile<CR>]], {noremap = true, silent = true})
-- eval current lua file
vim.api.nvim_set_keymap("n", "<Leader>rr", [[<Cmd> luafile %<CR>]], {noremap = true, silent = true})
-- show current line git blame
vim.api.nvim_set_keymap("n", "<Leader>gb", [[<Cmd> Gitsigns blame_line<CR>]], {noremap = true, silent = true})
-- keep everything centered
vim.api.nvim_set_keymap("n", "n", "nzzzv", {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "N", "Nzzzv", {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "J", "mzJ`z", {noremap = true, silent = true})
-- undo break points
--vim.api.nvim_set_keymap("i", ".", [[.<c-g>u]], {noremap = true, silent = true})
-- open/close nvim tree
vim.api.nvim_set_keymap("n", "<Leader>k", [[<Cmd> NvimTreeToggle<CR>]], {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "<Leader>[", [[<Cmd> bp<CR>]], {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "<Leader>]", [[<Cmd> bn<CR>]], {noremap = true, silent = true})
-- map Y to yank curr line position up until the end, similar with D, C, etc
vim.api.nvim_set_keymap("n", "Y", "y$", {noremap = true, silent = true})
-- text move support
vim.api.nvim_set_keymap("v", "J", ":m '>+1<CR>gv=gv", {noremap = true, silent = true})
vim.api.nvim_set_keymap("v", "K", ":m '<-2<CR>gv=gv", {noremap = true, silent = true})
vim.api.nvim_set_keymap("i", "<C-j>", "<esc>:m .+1<CR>==i", {noremap = true, silent = true})
vim.api.nvim_set_keymap("i", "<C-k>", "<esc>:m .-2<CR>==i", {noremap = true, silent = true})
-- telescope mappings
vim.api.nvim_set_keymap("n", "<Leader>ff", "<cmd>Telescope find_files<cr>", {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "<Leader>b", ":Telescope buffers<cr>", {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "<Leader>ag", ":Telescope live_grep<cr>", {noremap = true, silent = true})
-- git fugitive mappings
vim.api.nvim_set_keymap("n", "<Leader>gs", ":Gstatus<cr>", {noremap = true, silent = true})
-- git merge accept right
vim.api.nvim_set_keymap("n", "<Leader>j", ":diffget //3", {noremap = true, silent = true})
-- git merge accept left
vim.api.nvim_set_keymap("n", "<Leader>f", ":diffget //2", {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "K", ":Lspsaga hover_doc", {noremap = true, silent = true})
vim.api.nvim_set_keymap("n", "<Leader>uw", ":Lspsaga lsp_finder<CR>", {noremap = true, silent = true})
|
-- English localization file for enUS and enGB.
local L = LibStub("AceLocale-3.0"):NewLocale("DrinkIt", "enUS", true)
L["Created macro:"] = true
L["Can't create new macro:"] = true
L["Make enough space in your general macro section."] = true
L["mage"] = true
L["conjure"] = true
L["conjured"] = true
L["refreshment"] = true
L["food & drink"] = true
L["food"] = true
L["drink"] = true
L["water"] = true
L["warlock"] = true
L["healthstone"] = true
L["first aid"] = true
L["armor"] = true
L["consumable"] = true
L["miscellaneous"] = true
L["potion"] = true
L["bandage"] = true
L["reagent"] = true
L["restores"] = true
L["restore"] = true
L["heals"] = true
L["remain seated"] = true
L["spend at least"] = true
L["well fed"] = true
L["battleground"] = true
L["health"] = true
L["life"] = true
L["damage"] = true
L["mana"] = true
|
local mesecons_mod = minetest.get_modpath("mesecons")
-- How far lights can be from a plant. 0 = infinite
local height_max = 2
local grow_light_rules = {
{x = 1, y = 0, z = 0},
{x = -1, y = 0, z = 0},
{x = 0, y = -1, z = 0},
{x = 0, y = 1, z = 0},
{x = 0, y = 0, z = -1},
{x = 0, y = 0, z = 1},
}
function hydroponics.toggle_light(pos, toggle_state, dug)
if toggle_state then
minetest.set_node(pos, {name = "hydroponics:grow_light_on"})
elseif not dug then
minetest.set_node(pos, {name = "hydroponics:grow_light_off"})
end
local p = {x = pos.x, y = pos.y - 1, z = pos.z}
local n = minetest.get_node(p)
local height = 0
while n.name == "air" and height ~= height_max do
if toggle_state then
minetest.set_node(p, {name = "air", param1 = 238})
else
minetest.set_node(p, {name = "air", param1 = 0})
end
p = {x = p.x, y = p.y - 1, z = p.z}
n = minetest.get_node(p)
height = height + 1
end
end
minetest.register_node("hydroponics:grow_light_off", {
description = "Hydroponic Grow Light",
tiles = {
"hydroponics_grow_light_ts.png",
"hydroponics_grow_light_b_off.png",
"hydroponics_grow_light_ts.png"
},
groups = {snappy = 2},
sounds = default.node_sound_stone_defaults(),
on_punch = function(pos, node, puncher, pointed_thing)
if not mesecons_mod then
hydroponics.toggle_light(pos, true)
else
return
end
end,
after_dig_node = function(pos, node, digger)
hydroponics.toggle_light(pos, false, true)
end,
mesecons = {
effector = {
rules = grow_light_rules,
action_on = function (pos, node)
hydroponics.toggle_light(pos, true)
end,
action_off = function (pos, node)
hydroponics.toggle_light(pos, false)
end,
},
},
})
minetest.register_node("hydroponics:grow_light_on", {
description = "Hydroponic Grow Light (On)",
tiles = {
"hydroponics_grow_light_ts.png",
"hydroponics_grow_light_b_on.png",
"hydroponics_grow_light_ts.png"
},
light_source = 14,
drop = "hydroponics:grow_light_off",
groups = {snappy = 2, not_in_creative_inventory = 1},
sounds = default.node_sound_stone_defaults(),
on_punch = function(pos, node, puncher, pointed_thing)
if not mesecons_mod then
hydroponics.toggle_light(pos, false)
else
return
end
end,
after_dig_node = function(pos, node, digger)
hydroponics.toggle_light(pos, false, true)
end,
mesecons = {
effector = {
rules = grow_light_rules,
action_on = function (pos, node)
hydroponics.toggle_light(pos, true)
end,
action_off = function (pos, node)
hydroponics.toggle_light(pos, false)
end,
},
},
})
minetest.register_craft({
output = "hydroponics:grow_light_off",
recipe = {
{ "default:steel_ingot", "default:steel_ingot", "default:steel_ingot" },
{ "default:steel_ingot", "default:torch", "default:steel_ingot" },
{ "default:steel_ingot", "default:torch", "default:steel_ingot" },
},
})
|
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