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----------------------------------------- -- ID: 4755 -- Scroll of Fire IV -- Teaches the black magic Fire IV ----------------------------------------- function onItemCheck(target) return target:canLearnSpell(147) end function onItemUse(target) target:addSpell(147) end
-- LÖVE lovecase demo script. local lovecase = require "lovecase" function love.load() local report = lovecase.runAllTestFiles("demo", true) print(report:printResults()) end
-- EDU Bot NodeMCU Lua firmware, 2016 sw@kaltpost.de -- MIT License (MIT) -- See LICENSE file for details require("router") print("Started telnetd") s=net.createServer(net.TCP, 180) s:listen(23, function(c) function s_output(str) if(c~=nil) then c:send(str .. "\n") end end c:on("receive", function(c, l) s_output(router.route(l)) end) c:on("disconnection", function(c) s_output("OK") end) end)
local lspconfig = require("lspconfig") -- local lspinstall = require("polarmutex.lsp.install") -- require('vim.lsp.log').set_level("trace") -- require('vim.lsp.log').set_level("debug") require("polarmutex.lsp.handlers") -- require("polarmutex.lsp.servers.prosemd").setup() require("polarmutex.lsp.servers.beancount") require("polarmutex.lsp.servers.clangd") -- require("polarmutex.lsp.servers.ccls") require("polarmutex.lsp.servers.efm") require("polarmutex.lsp.servers.prosemd") require("polarmutex.lsp.servers.pyright") require("polarmutex.lsp.servers.sumneko") -- require("polarmutex.lsp.servers.nlua") require("polarmutex.lsp.servers.svelte") require("polarmutex.lsp.servers.typescript") require("polarmutex.lsp.servers.vimls")
--- Animate variables -- @submodule Actions local ActionInstance = require("adam.system.action_instance") local M = {} -- @treturn ActionInstance function M.animate_value(source, target, time, delay, finish_event, ease_function) local action = ActionInstance(function(self) -- how can i animate table property? end) action:set_delay(delay) action:set_name("animation.animate_value") return action end -- @treturn ActionInstance function M.play_flipbook(target_url, image, finish_event, delay) local action = ActionInstance(function(self) -- how can i animate table property? target_url = target_url or self:get_adam_instance():get_self() sprite.play_flipbook(target_url, image, function() self:finish(finish_event) end) end) action:set_delay(delay) action:set_name("animation.play_flipbook") return action end return M
local module = {} local actions = game:GetService('ContextActionService') local setCore = require(game:GetService('ReplicatedStorage').Common.SetCore) local action_name = 'TogglePhotoMode' local title_format = 'Press %s to %s' local attribute_name = 'Invisible' local toggle = false local hud local enable = { [Enum.CoreGuiType.Chat] = true, } local disable = { [Enum.CoreGuiType.Chat] = false, } local function OnKey(_, state) if state == Enum.UserInputState.Begin then module.Toggle() end return Enum.ContextActionResult.Pass end function module.Toggle() toggle = not toggle setCore.TryCore('SendNotification', { Title = [[Photo Mode]], Text = string.format(title_format, [['L']], toggle and [[disable Photo Mode]] or [[re-enable Photo Mode]]), Duration = 3 }) setCore.SetEnabled(toggle and disable or enable) for _, gui in ipairs(hud:GetChildren()) do local visibility = false if toggle then gui:SetAttribute(attribute_name, not gui.Visible) else if gui:GetAttribute(attribute_name) then continue end visibility = true end gui.Visible = visibility end end function module.Start(_, newHud) hud = newHud actions:BindAction(action_name, OnKey, false, Enum.KeyCode.L) end function module.Stop() actions:UnbindAction(action_name) end return module
local function isSnowflake(id) return type(id) == 'string' and #id >= 17 and #id <= 64 and not id:match('%D') end env.isSnowflake = isSnowflake env.tobool = function(v) v = tostring(v:lower()) return (v == '1' or v == 'on' or v:find('t')) and true or false end env.toMember = function(v, g) if not v or type(g) ~= "table" then return end local mention = v:match('<@%!?(%d+)>') local memberID = v:match('%d+') local id = mention or memberID if not isSnowflake(id) then return end return (id and g:getMember(id)) end env.toChannel = function(v, g) local channelMention = v:match('<#(%d+)>') local channelID = v:match('%d+') local channelName = v:match('[%S%-]+') local id = channelMention or channelID if id and isSnowflake(id) then return client:getChannel(id) elseif channelName then return g and g.textChannels:find(function(c) return c.name == channelName end) end end env.toMessage = function(v, c) local guildID, channelID, messageLink = v:match('https://discordapp.com/channels/(%d+)/(%d+)/(%d+)') local messageID = v:match('%d+') local id = messageLink or messageID if not isSnowflake(id) then return end if type(c) ~= 'table' then if isSnowflake(channelID) then c = client:getChannel(channelID) elseif isSnowflake(c) then c = client:getChannel(c) else c = env.toChannel(c, client:getGuild(guildID)) end if not c then return end end return id and c:getMessage(id) end
-- Created by Elfansoer --[[ Ability checklist (erase if done/checked): - Scepter Upgrade - Break behavior - Linken/Reflect behavior - Spell Immune/Invulnerable/Invisible behavior - Illusion behavior - Stolen behavior ]] -------------------------------------------------------------------------------- skywrath_mage_mystic_flare_lua = class({}) LinkLuaModifier( "modifier_skywrath_mage_mystic_flare_lua_thinker", "lua_abilities/skywrath_mage_mystic_flare_lua/modifier_skywrath_mage_mystic_flare_lua_thinker", LUA_MODIFIER_MOTION_NONE ) -------------------------------------------------------------------------------- -- Custom KV -- AOE Radius function skywrath_mage_mystic_flare_lua:GetAOERadius() return self:GetSpecialValueFor( "radius" ) end -------------------------------------------------------------------------------- -- Ability Start function skywrath_mage_mystic_flare_lua:OnSpellStart() -- unit identifier local caster = self:GetCaster() local point = self:GetCursorPosition() -- load data local duration = self:GetSpecialValueFor( "duration" ) local radius = self:GetSpecialValueFor( "radius" ) -- create thinker CreateModifierThinker( caster, -- player source self, -- ability source "modifier_skywrath_mage_mystic_flare_lua_thinker", -- modifier name { duration = duration }, -- kv point, caster:GetTeamNumber(), false ) -- play effects local sound_cast = "Hero_SkywrathMage.MysticFlare.Cast" EmitSoundOn( sound_cast, caster ) -- scepter effect if caster:HasScepter() then local scepter_radius = self:GetSpecialValueFor( "scepter_radius" ) -- find nearby enemies local enemies = FindUnitsInRadius( caster:GetTeamNumber(), -- int, your team number point, -- point, center point nil, -- handle, cacheUnit. (not known) scepter_radius, -- float, radius. or use FIND_UNITS_EVERYWHERE DOTA_UNIT_TARGET_TEAM_ENEMY, -- int, team filter DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC, -- int, type filter DOTA_UNIT_TARGET_FLAG_FOW_VISIBLE + DOTA_UNIT_TARGET_FLAG_NO_INVIS, -- int, flag filter 0, -- int, order filter false -- bool, can grow cache ) local target = nil local creep = nil -- prioritize hero for _,enemy in pairs(enemies) do -- only enemies outside cast aoe if (enemy:GetOrigin()-point):Length2D()>radius then if enemy:IsHero() then target = enemy break elseif not creep then -- store first found creep creep = enemy end end end -- no secondary hero found, find creep if not target then target = creep end if target then -- create thinker CreateModifierThinker( caster, -- player source self, -- ability source "modifier_skywrath_mage_mystic_flare_lua_thinker", -- modifier name { duration = duration }, -- kv target:GetOrigin(), caster:GetTeamNumber(), false ) end end end
--[[ Original textures from GeMinecraft http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1440575-1-2-5-generation-minecraft-beta-1-2-farming-and ]] local S = farming.intllib -- corn seeds minetest.register_node("hades_extrafarming:seed_corn", { description = S("Corn Seeds"), tiles = {"farming_corn_seed.png"}, inventory_image = "farming_corn_seed.png", wield_image = "farming_corn_seed.png", drawtype = "signlike", groups = {seed = 1, snappy = 3, attached_node = 1, flammable = 4}, paramtype = "light", paramtype2 = "wallmounted", walkable = false, sunlight_propagates = true, selection_box = farming.select, on_place = function(itemstack, placer, pointed_thing) return farming.place_seed(itemstack, placer, pointed_thing, "hades_extrafarming:corn_1") end }) minetest.register_craft({ type = "shapeless", output = "hades_extrafarming:seed_corn", recipe = {"group:food_corn"} }) -- corn minetest.register_craftitem("hades_extrafarming:corn", { description = S("Corn"), inventory_image = "farming_corn.png", groups = {food_corn = 1, flammable = 2, food = 2, eatable = 3}, on_use = minetest.item_eat(3) }) -- corn on the cob (texture by TenPlus1) minetest.register_craftitem("hades_extrafarming:corn_cob", { description = S("Corn on the Cob"), inventory_image = "farming_corn_cob.png", groups = {food_corn_cooked = 1, flammable = 2, food = 2, eatable = 5}, on_use = minetest.item_eat(5) }) minetest.register_craft({ type = "cooking", cooktime = 10, output = "hades_extrafarming:corn_cob", recipe = "group:food_corn" }) -- popcorn minetest.register_craftitem("hades_extrafarming:popcorn", { description = S("Popcorn"), inventory_image = "farming_popcorn.png", groups = {food_popcorn = 1, flammable = 2, eatable = 4}, on_use = minetest.item_eat(4) }) minetest.register_craft({ output = "hades_extrafarming:popcorn", recipe = { {"group:food_pot", "group:food_oil", "group:food_corn"} }, replacements = { {"group:food_pot", "hades_extrafarming:pot"}, {"group:food_oil", "vessels:glass_bottle"} } }) -- cornstarch minetest.register_craftitem("hades_extrafarming:cornstarch", { description = S("Cornstarch"), inventory_image = "farming_cornstarch.png", groups = {food_cornstarch = 1, food_gelatin = 1, food_flammable = 2} }) minetest.register_craft({ output = "hades_extrafarming:cornstarch", recipe = { {"group:food_mortar_pestle", "group:food_corn_cooked", "group:food_baking_tray"}, {"", "group:food_bowl", ""}, }, replacements = { {"group:food_mortar_pestle", "hades_extrafarming:mortar_pestle"}, {"group:food_baking_tray", "hades_extrafarming:baking_tray"} } }) -- ethanol (thanks to JKMurray for this idea) minetest.register_node("hades_extrafarming:bottle_ethanol", { description = S("Bottle of Ethanol"), drawtype = "plantlike", tiles = {"farming_bottle_ethanol.png"}, inventory_image = "farming_bottle_ethanol.png", wield_image = "farming_bottle_ethanol.png", paramtype = "light", is_ground_content = false, walkable = false, selection_box = { type = "fixed", fixed = {-0.25, -0.5, -0.25, 0.25, 0.3, 0.25} }, groups = {vessel = 1, dig_immediate = 3, attached_node = 1}, sounds = hades_sounds.node_sound_glass_defaults() }) minetest.register_craft( { output = "hades_extrafarming:bottle_ethanol", recipe = { {"group:food_corn", "group:food_corn", "group:food_corn"}, {"group:food_corn", "vessels:glass_bottle", "group:food_corn"}, {"group:food_corn", "group:food_corn", "group:food_corn"} } }) minetest.register_craft({ type = "fuel", recipe = "hades_extrafarming:bottle_ethanol", burntime = 80, replacements = {{"hades_extrafarming:bottle_ethanol", "vessels:glass_bottle"}} }) -- corn definition local def = { drawtype = "plantlike", tiles = {"farming_corn_1.png"}, paramtype = "light", sunlight_propagates = true, walkable = false, buildable_to = true, drop = "", selection_box = farming.select, groups = { snappy = 3, flammable = 2, plant = 1, attached_node = 1, not_in_creative_inventory = 1, growing = 1 }, sounds = hades_sounds.node_sound_leaves_defaults() } -- stage 1 minetest.register_node("hades_extrafarming:corn_1", table.copy(def)) -- stage 2 def.tiles = {"farming_corn_2.png"} minetest.register_node("hades_extrafarming:corn_2", table.copy(def)) -- stage 3 def.tiles = {"farming_corn_3.png"} minetest.register_node("hades_extrafarming:corn_3", table.copy(def)) -- stage 4 def.tiles = {"farming_corn_4.png"} minetest.register_node("hades_extrafarming:corn_4", table.copy(def)) -- stage 5 def.tiles = {"farming_corn_5.png"} minetest.register_node("hades_extrafarming:corn_5", table.copy(def)) -- stage 6 def.tiles = {"farming_corn_6.png"} def.visual_scale = 1.9 minetest.register_node("hades_extrafarming:corn_6", table.copy(def)) -- stage 7 def.tiles = {"farming_corn_7.png"} def.drop = { items = { {items = {"hades_extrafarming:corn"}, rarity = 1}, {items = {"hades_extrafarming:corn"}, rarity = 2}, {items = {"hades_extrafarming:corn"}, rarity = 3} } } minetest.register_node("hades_extrafarming:corn_7", table.copy(def)) -- stage 8 (final) def.tiles = {"farming_corn_8.png"} def.groups.growing = nil def.drop = { items = { {items = {"hades_extrafarming:corn 2"}, rarity = 1}, {items = {"hades_extrafarming:corn 2"}, rarity = 2}, {items = {"hades_extrafarming:corn 2"}, rarity = 2} } } minetest.register_node("hades_extrafarming:corn_8", table.copy(def)) -- add to registered_plants farming.registered_plants["hades_extrafarming:corn"] = { crop = "hades_extrafarming:corn", seed = "hades_extrafarming:seed_corn", minlight = farming.min_light, maxlight = farming.max_light, steps = 8 }
local MP = minetest.get_modpath(minetest.get_current_modname()) local Channel = dofile(MP .. "/util/channel.lua") local channel -- auth request from webmail local function auth_handler(auth) local handler = minetest.get_auth_handler() minetest.log("action", "[webmail] auth: " .. auth.name) local success = false local entry = handler.get_auth(auth.name) if entry and minetest.check_password_entry(auth.name, entry.password, auth.password) then success = true end channel.send({ type = "auth", data = { name = auth.name, success = success } }) end -- send request from webmail local function send_handler(sendmail) -- send mail from webclient minetest.log("action", "[webmail] sending mail from webclient: " .. sendmail.src .. " -> " .. sendmail.dst) mail.send(sendmail.src, sendmail.dst, sendmail.subject, sendmail.body) end -- get player messages request from webmail local function get_player_messages_handler(playername) channel.send({ type = "player-messages", playername = playername, data = mail.messages[playername] }) end -- remove mail local function delete_mail_handler(playername, index) if mail.messages[playername] and mail.messages[playername][index] then table.remove(mail.messages[playername], index) end end -- mark mail as read local function mark_mail_read_handler(playername, index) if mail.messages[playername] and mail.messages[playername][index] then mail.messages[playername][index].unread = false end end -- mark mail as unread local function mark_mail_unread_handler(playername, index) if mail.messages[playername] and mail.messages[playername][index] then mail.messages[playername][index].unread = true end end function mail.webmail_send_hook(src,dst,subject,body) channel.send({ type = "new-message", data = { src=src, dst=dst, subject=subject, body=body } }) end mail.register_on_receive(mail.webmail_send_hook) function mail.webmail_init(http, url, key) channel = Channel(http, url .. "/api/minetest/channel", { extra_headers = { "webmailkey: " .. key } }) channel.receive(function(data) if data.type == "auth" then auth_handler(data.data) elseif data.type == "send" then send_handler(data.data) -- { src, dst, subject, body } elseif data.type == "delete-mail" then delete_mail_handler(data.playername, data.index) -- index 1-based elseif data.type == "mark-mail-read" then mark_mail_read_handler(data.playername, data.index) -- index 1-based elseif data.type == "mark-mail-unread" then mark_mail_unread_handler(data.playername, data.index) -- index 1-based elseif data.type == "player-messages" then get_player_messages_handler(data.data) end end) end
#!/usr/local/bin/lua local aux = require'ferre.aux' local lpr = require'ferre.bixolon' local tkt = require'ferre.ticket' local ex = require'ferre.extras' local precio = require'ferre.precio' local fd = require'carlos.fold' --[[ NEED TO BE REWRITTEN XXX local ventas = {VENTA=true, FACTURA=true, CREDITO=true} local function ventap(s) return (ventas[s] and 'ventas' or 'tickets') end --]] local function tickets(q) local uid = q.uid local tag = q.tag or '' local y,m,d = uid:match'^(%d+)-(%d+)-(%d+)' local week = ex.asweek(os.time{year=y, month=m, day=d}) local conn = assert(ex.dbconn(week), 'Error while connecting to DB ' .. week) local QRY = 'SELECT * FROM %s WHERE uid LIKE %q' assert(conn.exec'ATTACH DATABASE "/db/ferre.db" AS FR') local nombres = fd.reduce( conn.query'SELECT * FROM empleados', fd.rejig(function(w) return w.nombre, w.id end), fd.merge, {} ) local function fetch() local p = nombres[math.tointeger(uid:match'(%d+)$')] or 'NaP' local total = 0 local suma = fd.map(function(w) total = total + w.totalCents; return w end) -- uid REQUIRED to get DATE & TIME local ret = {uid=uid, person=p, tag=tag} ret.datos = fd.reduce( conn.query(string.format(QRY, 'tickets', uid)), fd.map(precio(conn)), suma, fd.into, {} ) -- ventap(tag) : DBase to connect ret.total = string.format('%.2f', total/100) return ret end lpr( tkt( fetch() ) ) --]] return 'OK' end aux( tickets )
local util = require("terrautil") local T = terralib.irtypes T:Define [[ TerraData = (Type type) unique ]] function T.TerraData:init() function self.__tostring() return ("terradata<%s>"):format(tostring(self.type)) end end -- equivalent to ffi.typeof, takes a cdata object and returns associated terra type object function terra.typeof(obj) local mt = getmetatable(obj) if not T.TerraData:isclassof(mt) then error(("expected a terradata<T> type but found '%s'"):format(terra.type(obj))) end return mt.type end -- terra.stringraw is provided by tcompiler.cpp function terra.string(ptr,len) local typ = terra.typeof(ptr) if type(len) ~= "number" then if terra.types.rawstring ~= typ then error(("expected a '%s' but found '%s'"):format(tostring(terra.types.rawstring),tostring(typ))) end else if not typ:ispointer() then error(("expected a pointer type but found '%s'"):format(tostring(typ))) end end return terra.stringraw(ptr,len) end function terra.offsetof(terratype,field) if not T.struct:isclassof(terratype) then error(("expected a terra struct but found"):format(terra.type(terratype))) end terratype:complete() local layout = terratype:getlayout() local idx = layout.keytoindex[field] if not idx then error(("no field '%s' in struct '%s'"):format(tostring(field),tostring(terratype))) end return terra.llvmoffsetof(terra.jitcompilationunit,terratype,idx) end function terra.new(terratype,...) error("NYI - new") end function terra.cast(terratype,obj) terratype:complete() error("NYI - cast") end --[[ ### Rules for converting Terra values to Lua objects, adapted from LuaJIT FFI: integers that can fit in a double --> "number" boolean -> "boolean" everything becomes "terradata", which as a "userdata" with sizeof(T) whose payload is the Terra value, the metatable is per-type and defines standard operations for that type in Lua ### ]] function T.terrafunction:__call(...) if not self.ffiwrapper then local terraffi = require("terraffi") self.ffiwrapper = terraffi.wrap(self) end return self.ffiwrapper(...) end
local player = ... local mods = SL[ToEnumShortString(player)].ActiveModifiers -- No judgement in DoNotJudgeMe mode. if mods.DoNotJudgeMe then return Def.ActorFrame{ Name="Pane1", InitCommand=cmd(xy, 0, 250), LoadActor("otter.png")..{ OnCommand=function(self) self:zoomto(210,130) end } } end return Def.ActorFrame{ Name="Pane1", -- Position all pane elements on the screen InitCommand=cmd(xy, 47, 200), -- labels (like "FANTASTIC, MISS, holds, rolls, etc.") LoadActor("./JudgmentLabels.lua", player), -- DP score displayed as a percentage LoadActor("./Percentage.lua", player), -- numbers (how many Fantastics? How many misses? etc.) LoadActor("./JudgmentNumbers.lua", player), }
----------------------------------------------------- ---! @file ---! @brief ------------------------------------------------------ local const = {} setmetatable(const, { __index = function (t, k) return function() print("unknown field from const: ", k, t) end end }) const.GAMEID = 2013 const.GAMEVERSION = 20170101 const.LOWVERSION = 20160107 ---! const values const.YUNCHENG_CARD_FLOWER = 55 const.YUNCHENG_CARD_BACKGROUND = 56 const.YUNCHENG_PLAYER_CARD_NUM = 17 const.YUNCHENG_LORD_CARD_NUM = 20 const.YUNCHENG_MAX_PLAYER_NUM = 3 const.kCard_ValueLeast = 2 const.kCard_Value3 = 3 const.kCard_Value4 = 4 const.kCard_Value5 = 5 const.kCard_Value6 = 6 const.kCard_Value7 = 7 const.kCard_Value8 = 8 const.kCard_Value9 = 9 const.kCard_ValueT = 10 -- Ten const.kCard_ValueJ = 11 const.kCard_ValueQ = 12 const.kCard_ValueK = 13 const.kCard_ValueA = 14 const.kCard_Value2 = 15 const.kCard_ValueJoker1 = 16 const.kCard_ValueJoker2 = 17 const.kCard_Joker1 = 53 const.kCard_Joker2 = 54 const.kCardType_Single = 1 -- 单纯类型, seriaNum == 1 const.kCardType_Serial = 2 -- 单顺, 双顺, 三顺(飞机), 4顺 const.kCardType_Rocket = 3 -- 火箭(大小王) ---! game trace const.YUNCHENG_GAMETRACE_PICKUP = 1 -- 发牌 const.YUNCHENG_GAMETRACE_DISCLOSE = 2 -- 明牌 const.YUNCHENG_GAMETRACE_REFRESH = 3 -- 更新牌面 const.YUNCHENG_GAMETRACE_LANDLORD = 4 -- 叫地主 const.YUNCHENG_GAMETRACE_MULTIPLE = 5 -- 加倍 const.YUNCHENG_GAMETRACE_THROW = 6 -- 出牌 const.YUNCHENG_GAMETRACE_SHOWBOTTOM = 7 -- 显示底牌 const.YUNCHENG_GAMETRACE_BOMBMULT = 8 -- 炸弹, 更新倍数 const.YUNCHENG_GAMETRACE_GAMEOVER = 10 ---! table status const.YUNCHENG_TABLE_STATUS_WAIT_NEWGAME = 5 const.YUNCHENG_TABLE_STATUS_WAIT_PICKUP = 6 -- 发牌 const.YUNCHENG_TABLE_STATUS_WAIT_LANDLORD = 7 -- 叫地主 const.YUNCHENG_TABLE_STATUS_WAIT_MULTIPLE = 8 -- 加倍 const.YUNCHENG_TABLE_STATUS_WAIT_THROW = 9 const.YUNCHENG_TABLE_STATUS_WAIT_GAMEOVER = 10 ---! time out const.YUNCHENG_TIMEOUT_WAIT_PICKUP = 5 const.YUNCHENG_TIMEOUT_WAIT_LANDLORD = 10 const.YUNCHENG_TIMEOUT_WAIT_MULTIPLE = 10 const.YUNCHENG_TIMEOUT_WAIT_THROW = 25 const.YUNCHENG_TIMEOUT_WAIT_OFFLINE = 5 const.YUNCHENG_TIMEOUT_WAIT_GAMEOVER = 2 const.YUNCHENG_TIMEOUT_WAIT_NEWGAME = 3 ---! card types const.kGiftItems = { egg = 0, water = 0, bomb = 0, cheer = 0, flower = 0, kiss = 0, slap = 0, car = 0, house = 0, } const.YUNCHENG_ACL_STATUS_RESTART_NO_MASTER = 101; -- 没有人叫地主, 重新开始 const.YUNCHENG_ACL_STATUS_NO_SELECT_CARDS = 102; -- 你没有选择任何牌 const.YUNCHENG_ACL_STATUS_NOT_VALID_TYPE = 103; -- 不能组成有效牌型 const.YUNCHENG_ACL_STATUS_NOT_SAME_TYPE = 104; -- 不是同一牌型 const.YUNCHENG_ACL_STATUS_NOT_BIGGER = 105; -- 打不过别人的牌 const.YUNCHENG_ACL_STATUS_NO_BIG_CARDS = 106; -- 没有牌能大过上家 const.YUNCHENG_ACL_STATUS_NO_YOUR_CARDS = 107; -- 发的牌不是你的牌 const.deltaSeat = function (seatId, delta) seatId = seatId + (delta and delta or 1) seatId = (seatId - 1 + const.YUNCHENG_MAX_PLAYER_NUM) % const.YUNCHENG_MAX_PLAYER_NUM + 1 return seatId end const.isRocket = function (node) return node.cardType == const.kCardType_Rocket end const.isBomb = function (node) return node.seralNum==1 and node.mainNum >= 4 and node.subNum == 0 end const.removeSubset = function (main, sub) local all = true for _, n in ipairs(sub) do local idx = nil for i,v in ipairs(main) do if v == n then idx = i break end end if not idx then all = nil print(n , " not found in main ") else table.remove(main, idx) end end return all end const.getCardValue = function (card) if card == const.kCard_Joker1 then return const.kCard_ValueJoker1; end if card == const.kCard_Joker2 then return const.kCard_ValueJoker2; end local t = card % 13; if t < 3 then t = t + 13; end return t; end const.getCardItSelf = function (card) return card end const.getSelCards = function (array, mainFunc, subset, subFunc) local cards = {} local subArr = {} for i, v in ipairs(subset) do subArr[i] = v end for _, sp in ipairs(array) do local valueT = mainFunc(sp) for i, v in ipairs(subArr) do if valueT == subFunc(v) then table.insert(cards, sp) table.remove(subArr, i) break end end end local ok = false if #subArr == 0 then ok = true end return ok, cards end const.levelScores = { -1000, 0, 500, 1000, 2000, 5000, 10000, 20000, 50000, 100000, 200000, 500000, 1000000, 2000000, 5000000, 10000000, 20000000, 50000000, 100000000, 200000000, 500000000, 1000000000, 2000000000, } const.levelName = { "包身工", "短工", "长工", "佃户", "贫农", "渔夫", "猎人", "中农", "富农", "掌柜", "商人", "衙役", "小财主", "大财主", "小地主", "大地主", "知县", "通判", "知府", "总督", "巡抚", "丞相", "帝王", } const.findLevelRank = function(score) local ret = 1 for i = 1, #const.levelScores do if score >= const.levelScores[i] then ret = i else break end end return ret end const.findLevelName = function(lvl) if not lvl or lvl < 1 then lvl = 1 elseif lvl > #const.levelScores then lvl = #const.levelScores end local str = const.levelName[lvl] return str end const.getNextLevelScore = function(score) if score then local lvl = const.findLevelRank(score) + 1 local nextScore if not lvl or lvl < 1 then lvl = 1 elseif lvl > #const.levelScores then return nil end nextScore = const.levelScores[lvl] return nextScore end return 1 end return const
seCDhelperAnchor = { bDragable = false, Anchor = {s = "CENTER", r = "CENTER", x = 0, y = 0}, } RegisterCustomData("seCDhelperAnchor.Anchor") RegisterCustomData("seCDhelperAnchor.bDragable") function seCDhelperAnchor.OnFrameCreate() this:RegisterEvent("UI_SCALED") end function seCDhelperAnchor.OnEvent(event) if event == "UI_SCALED" then seCDhelperAnchor.UpdateAnchor(this) seCDhelperAnchor.UpdateDrag() FireEvent("seBuffTimerAnchorChanged") end end function seCDhelperAnchor.OnFrameDrag() end function seCDhelperAnchor.UpdateDrag() if seCDhelperAnchor.bDragable then Station.Lookup("Topmost/seCDhelperAnchor"):Show() else Station.Lookup("Topmost/seCDhelperAnchor"):Hide() end end function seCDhelperAnchor.OnFrameDragSetPosEnd() this:CorrectPos() seCDhelperAnchor.Anchor = GetFrameAnchor(this) FireEvent("seCDhelperAnchorChanged") end function seCDhelperAnchor.OnFrameDragEnd() this:CorrectPos() seCDhelperAnchor.Anchor = GetFrameAnchor(this) FireEvent("seCDhelperAnchorChanged") end function seCDhelperAnchor.UpdateAnchor(frame) local anchor = seCDhelperAnchor.Anchor frame:SetPoint(anchor.s, 0, 0, anchor.r, anchor.x, anchor.y) frame:CorrectPos() end Wnd.OpenWindow("interface\\seCDhelper\\seCDhelperAnchor.ini", "seCDhelperAnchor")
ENT.Type = "anim" ENT.Base = "base_gmodentity" ENT.PrintName = "Wood (Crafting Ingredient)" ENT.Author = "Lambda Gaming" ENT.Spawnable = true ENT.Category = "Crafting Table"
--TerrainsInit.lua --Author: Jack Matters --Date: 23/05/2018 --Brief: Load in all heightmaps data --Note: Make filePath relative to CarreGameEngine.vcxproj --Note: Use this file to load all heightmap data --Note: "player" MUST BE present and MUST BE spelt correctly --Note: Needs improvements AllHeightmaps= { terrain= { {filePath = "res/terrain/newcity.raw", texFilePath = "res/terrain/grass.jpg", fileSize = 128, scaleX = 100.0, scaleY = 5.0, scaleZ = 100.0, posX = 0.0, posY = 0.0, posZ = 0.0}, }, buildings= { --{filePath = "res/terrain/buildingheightmap.raw", texFilePath = "res/terrain/buildingtexture.jpg", fileSize = 16, scaleX = 100.0, scaleY = 4.0, scaleZ = 100.0, posX = 6000.0, posY = -1.0, posZ = 6000.0}, }, }
_Parkings = { --[[{ name = string - REQUIRED, blipName = string - OPTIONAL, blipColor = number - OPTIONAL, zone = PolyZoneObject - REQUIRED, fee = number - REQUIRED, entrances = { vector3(-279.25, -890.39, 30.08) }, hideEntrance = boolean, maxcar = number, showEnter = boolean, }, ]] centralParkingArriba = { name = "Parking Central", fee = 1200, maxcar = 25, entrances = { vector3(224.52, -738.09, 33.0) }, zone = PolyZone:Create({ vector2(219.21, -753.44), vector2(264.1643371582, -768.44061279297), vector2(271.99243164062, -748.68383789062), vector2(226.43690490723, -733.07666015625) }, { minZ = 34.0, -- maxZ = 36.5, }), }, central397 = { name = "Parking Central 397", fee = 800, maxcar = 15, entrances = { vector3(184.13, -724.73, 32.5), vector3(84.67, -693.39, 30.5), }, zone = PolyZone:Create({ vector2(186.8207244873, -688.10272216797), vector2(162.18891906738, -756.45104980469), vector2(85.613945007324, -728.63720703125), vector2(100.27899169922, -687.77575683594), vector2(148.82186889648, -674.33020019531) }, { minZ = 32.5, maxZ = 36.5, -- debugGrid=true }), }, central209 = { name = "Parking Central 209", fee = 1000, maxcar = 15, entrances = { vector3(320.74, -700.35, 28.5), }, zone = PolyZone:Create({ vector2(322.45217895508, -693.83947753906), vector2(316.6965637207, -707.44232177734), vector2(284.78912353516, -696.00347900391), vector2(289.85623168945, -682.06231689453) }, { minZ = 28.5, -- maxZ = 36.5, }), }, centralPisoPobre = { name = "Parking Z.E.R", maxcar = 8, fee = 500, entrances = { vector3(307.37, -1071.23, 28.3), }, zone = PolyZone:Create({ vector2(297.74990844727, -1069.1755371094), vector2(309.69338989258, -1069.5327148438), vector2(310.73245239258, -1119.4951171875), vector2(298.04028320312, -1119.7993164062) }, { minZ = 28.5, -- maxZ = 36.5, }), }, central213 = { name = "Parking 213", maxcar = 10, entrances = { vector3(236.2, -1159.61, 28.2), }, zone = PolyZone:Create({ vector2(297.74990844727, -1069.1755371094), vector2(309.69338989258, -1069.5327148438), vector2(310.73245239258, -1119.4951171875), vector2(298.04028320312, -1119.7993164062) }, { minZ = 28.5, -- maxZ = 36.5, }), }, ammunation200 = { name = "Parking Ammunation", entrances = { vector3(54.62, -1058.32, 28.5), }, maxcar = 10, zone = PolyZone:Create({ vector2(-3.7880523204803, -1032.8937988281), vector2(-18.807891845703, -1073.7478027344), vector2(-0.10139285773039, -1080.2509765625), vector2(-8.3133583068848, -1105.0218505859), vector2(14.01505947113, -1113.78515625), vector2(25.972721099854, -1105.0301513672), vector2(51.863086700439, -1053.0716552734) }, { minZ = 37.0, -- debugGrid=true }), }, ammunationAfuera = { name = "Parking Ammunation", entrances = { vector3(38.57, -1101.62, 27.9), }, maxcar = 5, zone = PolyZone:Create({ vector2(51.788486480713, -1090.5505371094), vector2(38.689666748047, -1084.4910888672), vector2(20.36407661438, -1119.1564941406), vector2(31.362049102783, -1123.8967285156) }, { minZ = 27.9, }), }, parking206 = { name = "Parking Central 206", entrances = { vector3(100.03, -1067.86, 27.9), }, maxcar = 10, zone = PolyZone:Create({ vector2(110.2107925415, -1046.8802490234), vector2(96.416976928711, -1077.8547363281), vector2(113.95830535889, -1084.5230712891), vector2(149.40344238281, -1084.4375), vector2(147.11799621582, -1061.0041503906) }, { minZ = 28.0, maxZ = 32.0, }), }, parking584 = { name = "Parking 584", fee = 650, maxcar = 10, entrances = { vector3(283.2, -354.98, 44.0), }, zone = PolyZone:Create({ vector2(295.3505859375, -354.30935668945), vector2(257.44253540039, -340.56881713867), vector2(267.17907714844, -313.36639404297), vector2(305.41983032227, -326.45709228516) }, { minZ = 28.5, -- maxZ = 36.5, }), }, parkingEMS = { name = "Parking EMS", maxcar = 10, entrances = { vector3(-418.87, -295.98, 34.0), vector3(-427.88, -366.45, 31.5), }, zone = PolyZone:Create({ vector2(-417.82141113281, -369.45944213867), vector2(-436.49029541016, -367.00939941406), vector2(-425.03530883789, -288.87603759766), vector2(-410.96200561523, -299.06228637695) }, { minZ = 31.0, -- maxZ = 36.5, }), jobs = { 'ambulance' } }, parkingPublicoEMS = { name = "Parking EMS", fee = 650, maxcar = 10, entrances = { vector3(-365.90, -318.08, 31.0), }, zone = PolyZone:Create({ vector2(-339.15124511719, -338.39270019531), vector2(-329.2507019043, -314.31600952148), vector2(-403.99453735352, -260.50967407227), vector2(-420.80554199219, -279.41754150391) }, { minZ = 29.0, -- maxZ = 36.5, }), }, parkingGratuitoEMS = { name = "Parking Gratuit EMS", maxcar = 10, entrances = { vector3(-433.93, -440.62, 31.5), }, zone = PolyZone:Create({ vector2(-456.51409912109, -443.64981079102), vector2(-429.50225830078, -446.32495117188), vector2(-417.80718994141, -455.99887084961), vector2(-419.85702514648, -465.95944213867), vector2(-458.37075805664, -459.09002685547) }, { minZ = 31.0, -- maxZ = 36.5, }), }, policeStation = { name = "Parking LSPD", maxcar = 10, entrances = { vector3(-1058.56, -877.3, 5.0), }, zone = PolyZone:Create({ vector2(-1076.69, -876.02), vector2(-1051.69, -876.02), vector2(-1058.56, -876.02), vector2(-1058.56, -876.02), vector2(-1058.56, -876.02) }, { minZ = 24.0 }), jobs = { 'police' } }, taxiStation = { name = "Parking Taxi", maxcar = 5, entrances = { vector3(914.64, -179.94, 72.8), }, zone = PolyZone:Create({ vector2(904.5625, -194.25276184082), vector2(926.24066162109, -160.93862915039), vector2(914.62322998047, -152.86856079102), vector2(890.79711914062, -185.71098327637) }, { minZ = 72.0 }), jobs = { 'taxi' } }, airlinesStation = { name = "Parking Aeroport", maxcar = 5, entrances = { vector3(-997.39, -2908.48, 13.0), }, zone = PolyZone:Create({ vector2(-994.00, -2948.52), vector2(-974.33, -2914.63), vector2(-996.504, -2901.53), vector2(-1016.09, -2935.31), }, { minZ = 11.0 }), jobs = { 'aeroportp' } }, casinoStation = { name = "Parking Casino", fee = 1500, entrances = { vector3(924.85, -17.07, 77.00), vector3(879.96, -88.89, 78.00), }, maxcar = 10, zone = PolyZone:Create({ vector2(949.90808105469, -36.249973297119), vector2(934.86785888672, -64.720695495605), vector2(946.044921875, -81.659622192383), vector2(943.91174316406, -91.325477600098), vector2(926.20526123047, -107.20796966553), vector2(914.86871337891, -107.04007720947), vector2(851.87188720703, -67.271911621094), vector2(829.46838378906, -43.58727645874), vector2(872.38415527344, 13.005387306213) }, { minZ = 75.0 -- debugGrid=true }), society = "society_casino" }, parking382 = { name = "Parking 382", fee = 3000, entrances = { vector3(-279.25, -890.39, 30.08) }, maxcar = 15, zone = PolyZone:Create({ vector2(-363.97412109375, -872.61242675781), vector2(-364.0071105957, -969.91284179688), vector2(-296.05456542969, -994.67736816406), vector2(-290.4270324707, -977.08093261719), vector2(-283.4645690918, -924.81988525391), vector2(-269.30850219727, -887.85803222656), vector2(-345.55624389648, -871.81787109375) }, { minZ = 30.0 }), }, parking34 = { name = "Parking 34", fee = 3000, entrances = { vector3(130.75, -2536.38, 5.0) }, maxcar = 10, zone = PolyZone:Create({ vector2(148.78430175781, -2531.8173828125), vector2(152.84150695801, -2542.2097167969), vector2(75.531021118164, -2544.5634765625), vector2(70.752807617188, -2535.9296875), vector2(83.076271057129, -2518.3356933594), vector2(87.591773986816, -2522.1508789062) }, { minZ = 3.0 }) }, parking949 = { name = "Parking 949", fee = 3000, entrances = { vector3(1982.02, 3069.0, 46.0) }, maxcar = 10, zone = PolyZone:Create({ vector2(2007.9705810547, 3046.9934082031), vector2(1998.4720458984, 3051.5361328125), vector2(1978.6236572266, 3062.908203125), vector2(1994.2033691406, 3088.3896484375), vector2(2024.9884033203, 3069.0803222656) }, { minZ = 43.0 }) }, parking381 = { name = "Parking 381", fee = 2000, entrances = { vector3(-351.56, -824.39, 30.5) }, maxcar = 15, zone = PolyZone:Create({ vector2(-335.12908935547, -825.25671386719), vector2(-364.66879272461, -826.15881347656), vector2(-362.58465576172, -707.59173583984), vector2(-339.78118896484, -707.66369628906), vector2(-332.00588989258, -682.35296630859), vector2(-290.8034362793, -682.67749023438), vector2(-267.15789794922, -750.18212890625) }, { minZ = 30.524620056152 }) }, vinedos = { name = "Parking Vigne", entrances = { vector3(-1874.54, 2038.6, 138.5), vector3(-1884.19, 2007.2, 140.5), }, maxcar = 10, zone = PolyZone:Create({ vector2(-1921.6291503906, 2061.9162597656), vector2(-1929.6076660156, 2028.6848144531), vector2(-1911.328125, 2023.2541503906), vector2(-1910.1420898438, 1996.9866943359), vector2(-1888.1898193359, 1998.5826416016), vector2(-1875.9741210938, 2044.0516357422) }, { minZ = 31.0 }), jobs = { 'vignep' } }, delivery = { name = "Parking d'entrepot", maxcar = 10, entrances = { vector3(1176.27, -3242.90, 5.0), }, zone = PolyZone:Create({ vector2(1176.07, -3227.78), vector2(1195.71, -3227.36), vector2(1195.71, -3257.39), vector2(1176.85, -3259.11), }, { minZ = 4.0, -- debugGrid = true }), jobs = { 'delivery' } }, concertHall = { name = "Parking 712", entrances = { vector3(657.76, 637.13, 128.91) }, maxcar = 10, zone = PolyZone:Create({ vector2(648.55413818359, 581.9736328125), vector2(619.50964355469, 592.95727539062), vector2(638.25, 645.68426513672), vector2(667.80523681641, 634.09625244141) }, { minZ = 127.0 }) }, bridgeFBI = { name = "Parking FIB", entrances = { vector3(49.641, -842.167, 29.5), vector3(57.3828, -882.703, 29.5) }, maxcar = 10, zone = PolyZone:Create({ vector2(32.62385559082, -836.03149414062), vector2(69.494132995605, -849.35815429688), vector2(61.985488891602, -869.7998046875), vector2(25.128923416138, -856.58984375) }, { minZ = 29.0 }) }, observatory = { name = "Parking Observatoire", maxcar = 10, entrances = { vector3(-2328.660, 307.502, 168.1), }, zone = PolyZone:Create({ vector2(-2337.0920410156, 304.27774047852), vector2(-2323.4580078125, 273.86706542969), vector2(-2307.0131835938, 281.20922851562), vector2(-2320.7348632812, 311.54330444336) }, { minZ = 29.0 }) }, industrialNorte = { name = "Parking Industriel", maxcar = 10, entrances = { vector3(2677.527, 1671.026, 23.4885), }, zone = PolyZone:Create({ vector2(2677.0991210938, 1657.7574462891), vector2(2655.9072265625, 1657.4002685547), vector2(2655.56640625, 1698.7482910156), vector2(2676.9838867188, 1698.9072265625) }, { minZ = 22.0 }) }, }
include("autolua.lua") AddLuaCSFolder("cl_various") AddLuaCSFolder("cl_hud/vgui") AddLuaCSFolder("cl_hud/menus") AddLuaCSFolder("cl_hud") AddLuaSHFolder("sh_various") AddLuaSHFolder("sh_java") AddLuaSVFolder("sv_various") GM.Name = "Gearfox" GM.Author = "The Maw" GM.Email = "cjbremer@gmail.com" GM.Website = "www.devinity2.com" GM.Version = 1.5 function GM:PlayerNoClip( pl ) return pl:IsAdmin() end
--[[ File name : autoaim_fpscamera.lua PostRequireScripts: - [lib/units/cameras/fpcameraplayerbase, aim/autoaim_fpscamera.lua] Current v1.6.1 Change log : v1.6.1 Fix a bug that it suddenly stop aiming while in steelsight, but it seems to be normal after re-entering steelsight again. v1.6 Add aim support when charging melee weapons v1.5 Add support for auto-shoot. v1.4 It will not aim the target out of range when using grenade launchers . v1.3 Add aim support for grenade launchers. v1.2 Fix the problem that it aims an invalid target. v1.1 Improve the accuracy while carrying / bleeding out. v1.0 Initial release. --]] local org_get_aim_assist = FPCameraPlayerBase._get_aim_assist function FPCameraPlayerBase:_get_aim_assist(t, dt) if self._aim_assisting then local r_value_x, r_value_y = org_get_aim_assist(self, t, dt) return r_value_x, r_value_y else return 0, 0 end end local org_clbk_stop_aim_assist = FPCameraPlayerBase.clbk_stop_aim_assist function FPCameraPlayerBase:clbk_stop_aim_assist() self._aim_assisting = nil org_clbk_stop_aim_assist(self) end function FPCameraPlayerBase:chk_autoaim() if _fps_aim_assist then if not self._aim_assisting then if managers.player:player_unit():movement():current_state():in_steelsight() or managers.player:player_unit():movement():current_state():_is_meleeing() or managers.player:player_unit():movement():tased() then local dir = managers.player:player_unit():camera():forward() if managers.player:player_unit():inventory():equipped_unit():base():weapon_tweak_data().category == 'grenade_launcher' and self._gl_aiming then dir = self._gl_aiming end local closest_ray, feedback = managers.player:player_unit():inventory():equipped_unit():base():check_autoaim2(managers.player:player_unit():camera():position(), dir, managers.player:player_unit():movement():current_state():_is_meleeing()) if closest_ray then local chase_running_target = false if feedback.is_running then if feedback.error_dot then if feedback.error_dot > 0.99 then chase_running_target = true end end end self:clbk_aim_assist(closest_ray, chase_running_target) end return feedback end end end end function FPCameraPlayerBase:clbk_aim_assist(col_ray, chase_running_target) if col_ray then if self._aim_assisting then self._aim_assisting = false end local ray = col_ray.ray local r1 = self._parent_unit:camera():rotation() local r2 = self._aim_assist.mrotation or Rotation() mrotation.set_look_at(r2, ray, math.UP) local target_yaw = mrotation.yaw(r2) local target_pitch = mrotation.pitch(r2) if managers.player:player_unit():inventory():equipped_unit():base():weapon_tweak_data().category == 'grenade_launcher' then --Grenade launchers supported! local mypos = managers.player:player_unit():camera():position() local target_pos = col_ray.position if target_pos then local tar_vec = Vector3() mvector3.set(tar_vec, target_pos) mvector3.subtract(tar_vec, mypos) local dis = mvector3.normalize(tar_vec) local target_angle, correct_angle target_angle = -target_pitch local arcsin = (2 * dis * 981 * math.cos(target_angle)) / 16000000 if arcsin > 0 and arcsin < 1 then correct_angle = math.asin(arcsin) * 0.5 - target_angle target_pitch = correct_angle self._gl_aiming = Vector3() mvector3.set(self._gl_aiming, tar_vec) else return --Too far end end elseif self._camera_properties.current_tilt ~= 0 then --Carry and shoot? No problem! if target_pitch ~= 0 then local a = target_pitch local b = self._camera_properties.current_tilt target_pitch = math.atan(math.tan(a) * math.cos(b) * math.cos(b)) local correct_angle_yaw = math.atan(math.tan(a) * math.cos(b) * math.sin(b)) target_yaw = target_yaw + correct_angle_yaw end end local yaw = mrotation.yaw(r1) - target_yaw local pitch = mrotation.pitch(r1) - target_pitch if yaw > 180 then yaw = yaw - 360 elseif yaw < -180 then yaw = yaw + 360 end if pitch > 180 then pitch = pitch - 360 elseif pitch < -180 then pitch = 360 + pitch end mvector3.set_static(self._aim_assist.direction, yaw, -pitch, 0) self._aim_assist.distance = mvector3.normalize(self._aim_assist.direction) if self._aim_assist.distance > 0 then self._tweak_data.aim_assist_speed = self._aim_assist.distance * 5 + 200 if chase_running_target then self._tweak_data.aim_assist_speed = 4000 end self._aim_assisting = true else self._aim_assist.distance = 0 mvector3.set_static(self._aim_assist.direction, 0, 0, 0) end end end _fps_aim_assist = false
local name, _GatherLite = ...; local HBD = LibStub("HereBeDragons-2.0"); local Pins = LibStub("HereBeDragons-Pins-2.0"); local AceGUI = LibStub("AceGUI-3.0") local L = LibStub("AceLocale-3.0"):GetLocale("GatherLite", true) local Semver = LibStub("Semver"); --options interface GatherLite.OptionsPanel = AceGUI:Create("Frame"); _G["GatherLiteOptionPanel"] = GatherLite.OptionsPanel.frame; table.insert(UISpecialFrames, "GatherLiteOptionPanel"); GatherLite.NewVersionExists = false; local qNumberOfFrames = 0; GatherLite.frames = {} GatherLite.totalNodes = 0; GatherLite.synchronizing = false GatherLite.syncedNodes = { guild = 0, party = 0 } GatherLite.syncTimer = nil; local function RefreshConfig() LibStub("AceConfigRegistry-3.0"):NotifyChange("GatherLite") end function GatherLite:translate(key, ...) local arg = { ... }; for i, v in ipairs(arg) do arg[i] = tostring(v); end return string.format(L[key], unpack(arg)) end -- print message function GatherLite:print(...) print(GatherLite:Colorize("<" .. _GatherLite.name .. ">", "yellow"), ...) end -- print debug message function GatherLite:debug(...) if (GatherLite.db.char.debugging) then print(GatherLite:Colorize("<" .. _GatherLite.name .. " - Debugging>", "blue"), ...) end end -- count table rows function GatherLite:tablelength(T) local count = 0 if T then for _ in pairs(T) do count = count + 1 end end return count end -- Make string colorized function GatherLite:Colorize(str, color) local c = ''; if color == 'red' then c = '|cffff0000'; elseif color == 'gray' then c = '|cFFCFCFCF'; elseif color == 'purple' then c = '|cFFB900FF'; elseif color == 'blue' then c = '|cB900FFFF'; elseif color == 'yellow' then c = '|cFFFFB900'; elseif color == 'green' then c = "|cFF00FF00"; elseif color == 'white' then c = "|cffffffff" elseif color == 'cyan' then c = "|cff00FFFF" end return c .. str .. "|r" end -- copy table into another table function GatherLite:CopyDefaults(src, dst) if type(src) ~= "table" then return {} end if type(dst) ~= "table" then dst = {} end for k, v in pairs(src) do if type(v) == "table" then dst[k] = GatherLite:CopyDefaults(v, dst[k]) elseif type(v) ~= type(dst[k]) then dst[k] = v end end return dst end function GatherLite:ShowSettings() LibStub("AceConfigDialog-3.0"):Open("GatherLite", GatherLite.OptionsPanel) end -- slash commands function GatherLite:GatherSlash(input) input = string.trim(input, " "); if input == "" or not input then GatherLite:ShowSettings(); return ; end if input == "debugging" then if GatherLite.db.char.debugging then GGatherLite.db.char.debugging = false; GatherLite:print("debugging", GatherLite:Colorize("disabled", "red")); else GatherLite.db.char.debugging = true; GatherLite:print("debugging", GatherLite:Colorize("enabled", "green")); end end end -- find spell type function GatherLite:findSpellType(spell) local spellInfo = GetSpellInfo(spell); -- see if spell is in our list for k, s in pairs(_GatherLite.spellIDs) do if k == spellInfo then return s; end end ; -- spell was not found return nil; end -- find spell function GatherLite:findSpell(spellID) -- check if spell is a mining spell for k, s in pairs(_GatherLite.spellIDs["mining"]) do if s == spellID then return "mining", s; end end ; -- check if spell is a herbalism spell for k, s in pairs(_GatherLite.spellIDs["herbalism"]) do if s == spellID then return "herbalism", s; end end ; -- spell type was not found return nil, nil; end -- check distance between player and node function GatherLite:IsNodeInRange(myPosX, myPosY, nodePosX, nodePosY, spellType) local distance = ((((myPosX - nodePosX) ^ 2) + ((myPosY - nodePosY) ^ 2)) ^ 0.5) if spellType == "fish" then return distance < _GatherLite.gatherSpellRanges.fish else return distance < _GatherLite.gatherSpellRanges.default end ; end -- find existing node nearby function GatherLite:findExistingNode(spellType, x, y, mapID) for k, node in pairs(_GatherLite.nodes[spellType]) do if node.position.mapID == mapID and GatherLite:IsNodeInRange(x, y, node.position.x, node.position.y, spellType) then return node; end end return nil; end function GatherLite:findExistingNodeLocal(spellType, x, y, mapID) for k, node in pairs(GatherLite.db.global.nodes[spellType]) do if node.position.mapID == mapID and GatherLite:IsNodeInRange(x, y, node.position.x, node.position.y, spellType) then return node; end end return nil; end -- found ore, herb or fish function GatherLite:foundNode() if (IsInInstance()) then return end local x, y, mapID = HBD:GetPlayerZonePosition(); local loot = {}; local coin = 0; local count = GetNumLootItems() if count == 0 then GatherLite:debug("Node does not contain any items... skipping"); return end for i = 1, count do local lIcon, lName, lQuantity, lQuality, locked, isQuestItem = GetLootSlotInfo(i) local slotType = GetLootSlotType(i) local lLink = GetLootSlotLink(i) if not isQuestItem then if (not lLink and slotType == LOOT_SLOT_MONEY) then local i, j, val i, j, val = string.find(lName, COPPER_AMOUNT:gsub("%%d", "(%%d+)", 1)) if (i) then coin = coin + val end i, j, val = string.find(lName, SILVER_AMOUNT:gsub("%%d", "(%%d+)", 1)) if (i) then coin = coin + (val * 100) end i, j, val = string.find(lName, GOLD_AMOUNT:gsub("%%d", "(%%d+)", 1)) if (i) then coin = coin + (val * 10000) end if (coin == 0) then table.insert(loot, { name = lName, count = tonumber(lQuantity), link = lLink }) end else table.insert(loot, { name = lName, count = tonumber(lQuantity), link = lLink }) end end end -- dont do anything if loot table length is 0 if GatherLite:tablelength(loot) == 0 then return ; end ; local icon, target; local node = GatherLite:findExistingNodeLocal(_GatherLite.tracker.spellType, x, y, mapID); if not node then -- found treasure or node if _GatherLite.tracker.spellType == "treasure" then local lIcon, lName, lQuantity, lQuality, currencyID, locked, isQuestItem = GetLootSlotInfo(1) if not isQuestItem then target = _GatherLite.tracker.target icon = 132594 else GatherLite:debug("Treasure is quest item, do not add to database"); return end else local primary = GetLootSlotLink(1) if (primary) then primary = primary:match("item:(%d+)") if (primary) then if _GatherLite.tracker.spellType == "fish" then target = "Fishing spot" icon = GetItemIcon(6303) else target = _GatherLite.tracker.target; icon = GetItemIcon(primary); end elseif not primary and _GatherLite.tracker.spellType == "artifacts" then target = _GatherLite.tracker.target; icon = GetItemIcon(1195) end ; end end -- do nothing if matching failed if not target and not icon then return end GatherLite:insertDatabaseNode(x, y, mapID, _GatherLite.tracker.spellID, _GatherLite.tracker.spellType, target, icon, loot, coin) else local primary = GetLootSlotLink(1) if (primary) then primary = primary:match("item:(%d+)") if (primary) then if _GatherLite.tracker.spellType == "fish" then target = "Fishing spot" icon = GetItemIcon(6303) else target = _GatherLite.tracker.target; icon = GetItemIcon(primary); end elseif not primary and _GatherLite.tracker.spellType == "artifacts" then target = _GatherLite.tracker.target; icon = GetItemIcon(1195) end end GatherLite:updateDatabaseNode(node, loot, coin, target, icon) end end -- create new node function GatherLite:insertDatabaseNode(x, y, mapID, spellID, spellType, target, icon, loot, coin) local locClass, engClass, locRace, engRace, gender, pName = GetPlayerInfoByGUID(UnitGUID('player')); -- node data local node = { GUID = UnitGUID('player'), type = spellType, spellID = spellID, target = string.lower(target), name = target, icon = icon, shared = false, loot = {}, coins = coin, position = { mapID = mapID, x = x, y = y }, date = date('*t'), player = { name = pName, class = engClass, race = engRace, realm = GetRealmName() } }; for k, item in pairs(loot) do local exists = GatherLite:findLoot(node.loot, item.name); if not exists then table.insert(node.loot, { name = item.name, count = item.count, link = item.link }) else node.loot[exists].count = node.loot[exists].count + item.count; end end table.insert(GatherLite.db.global.nodes[spellType], node); table.insert(_GatherLite.nodes[spellType], node); GatherLite.totalNodes = GatherLite.totalNodes + 1; GatherLite:debug("Adding node at " .. "|cff32CD32" .. node.position.x .. " " .. node.position.y .. "|r"); GatherLite:createNode(node) if IsInGuild() and GatherLite.db.char.p2p.guild then GatherLite:SendCommMessage(_GatherLite.name .. "Node", GatherLite:Serialize(node), "GUILD") GatherLite:debug("sharing node with guild"); end if IsInGroup() and GatherLite.db.char.p2p.party then GatherLite:SendCommMessage(_GatherLite.name .. "Node", GatherLite:Serialize(node), "PARTY") GatherLite:debug("sharing node with party"); end end -- update existing node function GatherLite:updateDatabaseNode(node, loot, coin, target, icon) node.date = date('*t'); if target then node.name = target; node.target = string.lower(target); end if icon then node.icon = icon; end if node.loot == nil then node.loot = {}; end if node.coins == nil then node.coins = 0; end node.coins = node.coins + coin; for k, item in pairs(loot) do local exists = GatherLite:findLoot(node.loot, item.name); if not exists then table.insert(node.loot, { name = item.name, count = item.count, link = item.link }) else node.loot[exists].count = node.loot[exists].count + item.count; end end if IsInGuild() and GatherLite.db.char.p2p.guild then GatherLite:SendCommMessage(_GatherLite.name .. "Node", GatherLite:Serialize(node), "GUILD") GatherLite:debug("sharing node with guild"); end if IsInGroup() and GatherLite.db.char.p2p.party then GatherLite:SendCommMessage(_GatherLite.name .. "Node", GatherLite:Serialize(node), "PARTY") GatherLite:debug("sharing node with party"); end end -- draw world map nodes function GatherLite:drawWorldmap() GatherLite:debug("drawing world map nodes"); for type in pairs(_GatherLite.nodes) do for k, node in pairs(_GatherLite.nodes[type]) do GatherLite:createWorldmapNode(node, k); end end for i, frame in ipairs(GatherLite.frames) do if frame.type == "worldmap" then frame:SetSize(GatherLite.db.char.worldmap.size, GatherLite.db.char.worldmap.size) frame:SetAlpha(GatherLite.db.char.worldmap.opacity) end end end -- draw minimap nodes function GatherLite:drawMinimap() if not GatherLite.db.char.enabled or not GatherLite.db.char.minimap.enabled then return end GatherLite:debug("Updating mini map nodes"); for type in pairs(_GatherLite.nodes) do for k, node in pairs(_GatherLite.nodes[type]) do GatherLite:createMinimapNode(node, k); end end for i, frame in ipairs(GatherLite.frames) do if frame.type == "minimap" then frame:SetSize(GatherLite.db.char.minimap.size, GatherLite.db.char.minimap.size) frame:SetAlpha(GatherLite.db.char.minimap.opacity) end end end -- add leadingZeros to number function GatherLite:leadingZeros(value) value = tonumber(value); if (value < 10) then return "0" .. value; end ; return value; end -- create tooltip for map node function GatherLite:createNodeTooltip(self) local node = self.node; _GatherLite.tooltip:ClearLines(); _GatherLite.tooltip:SetOwner(self, "TOP"); _GatherLite.tooltip:SetText(node.name); if node.date then _GatherLite.tooltip:AddDoubleLine(GatherLite:translate('tooltip.last_visit'), GatherLite:Colorize(GatherLite:leadingZeros(node.date.day) .. '/' .. GatherLite:leadingZeros(node.date.month) .. '/' .. GatherLite:leadingZeros(node.date.year) .. " - " .. GatherLite:leadingZeros(node.date.hour) .. ':' .. GatherLite:leadingZeros(node.date.min) .. ':' .. GatherLite:leadingZeros(node.date.sec), "white")); end local lootTable = false if self.type == "minimap" then lootTable = GatherLite.db.char.minimap.loot; elseif self.type == "worldmap" then lootTable = GatherLite.db.char.worldmap.loot; end if node.loot and lootTable then for k, item in pairs(node.loot) do if item.count > 0 then _GatherLite.tooltip:AddDoubleLine(item.link, "x" .. item.count); else _GatherLite.tooltip:AddDoubleLine(item.link, ""); end end end if not node.player and node.GUID then local locClass, engClass, locRace, engRace, gender, pName = GetPlayerInfoByGUID(node.GUID); node.player = { name = pName, class = engClass, race = engRace, realm = GetRealmName() } end if node.coins and node.coins > 0 then SetTooltipMoney(_GatherLite.tooltip, node.coins) end if node.player and node.player.name and _GatherLite.classColours[node.player.class] then _GatherLite.tooltip:AddDoubleLine(GatherLite:translate('tooltip.found_by'), _GatherLite.classColours[node.player.class].fs .. node.player.name .. " - " .. node.player.realm); end _GatherLite.tooltip:Show(); _GatherLite.showingTooltip = true; end function GatherLite:createFrame() qNumberOfFrames = qNumberOfFrames + 1 local f = CreateFrame("Button", "GatherLite" .. qNumberOfFrames, nil) if MBB_Ignore then table.insert(MBB_Ignore, "GatherLite" .. qNumberOfFrames) end f:SetFrameStrata("TOOLTIP"); f:SetWidth(16) -- Set these to whatever height/width is needed f:SetHeight(16) -- for your Texture f.node = {}; f.type = nil; local t = f:CreateTexture(nil, "TOOLTIP") t:SetWidth(16) t:SetHeight(16) t:SetAllPoints(f) t:SetTexelSnappingBias(0) t:SetSnapToPixelGrid(false) f:SetScript("OnEnter", function(self) GatherLite:createNodeTooltip(self); end) f:SetScript("OnLeave", function() _GatherLite.tooltip:Hide() end) f.texture = t; function f:FakeHide() if not self.hidden then self.shouldBeShowing = self:IsShown(); self._show = self.Show; self.Show = function() self.shouldBeShowing = true; end self:Hide(); self._hide = self.Hide; self.Hide = function() self.shouldBeShowing = false; end self.hidden = true end end function f:FakeShow() if self.hidden then self.hidden = false self.Show = self._show; self.Hide = self._hide; self._show = nil self._hide = nil if self.shouldBeShowing then self:Show(); end end end function f:Unload() self:SetScript("OnUpdate", nil) self:SetScript("OnShow", nil) self:SetScript("OnHide", nil) self.texture:SetVertexColor(1, 1, 1, 1) if self ~= nil and self.hidden and self._show ~= nil and self._hide ~= nil then self.hidden = false self.Show = self._show; self.Hide = self._hide; self._show = nil self._hide = nil end self.shouldBeShowing = nil self.node = {} self.type = nil Pins:RemoveMinimapIcon(GatherLite, self) Pins:RemoveWorldMapIcon(GatherLite, self) self:Hide() end f:Hide() table.insert(GatherLite.frames, f) return f; end -- create world map node frame function GatherLite:createWorldmapNode(node, ik) if not node.position.mapID and not node.position.x and not node.position.y then return end local x, y, instanceID = HBD:GetWorldCoordinatesFromZone(node.position.x, node.position.y, node.position.mapID); if not instanceID and not x and not y then return end local f = GatherLite:createFrame(); f:SetAlpha(GatherLite.db.char.worldmap.opacity); f:SetSize(GatherLite.db.char.worldmap.size, GatherLite.db.char.worldmap.size) f.texture:SetTexture(node.icon) f.node = node; f.type = "worldmap"; --local x, y, instanceID = HBD:GetWorldCoordinatesFromZone(node.position.x, node.position.y, node.position.mapID); --Pins:AddWorldMapIconWorld("GathererClassic.Worldmap", f, instanceID, x, y); local flag if GatherLite.db.char.worldmap.continent then flag = HBD_PINS_WORLDMAP_SHOW_CONTINENT end if GatherLite.db.char.worldmap.neighbors then Pins:AddWorldMapIconWorld(GatherLite, f, instanceID, x, y, flag); else Pins:AddWorldMapIconMap(GatherLite, f, node.position.mapID, node.position.x, node.position.y, flag); end end -- create mini map node frame function GatherLite:createMinimapNode(node, ik) if not node.position.mapID and not node.position.x and not node.position.y then return end local x, y, instanceID = HBD:GetWorldCoordinatesFromZone(node.position.x, node.position.y, node.position.mapID); if not instanceID and not x and not y then return end local f = GatherLite:createFrame(); f:SetAlpha(GatherLite.db.char.minimap.opacity); f:SetSize(GatherLite.db.char.minimap.size, GatherLite.db.char.minimap.size) f.texture:SetTexture(node.icon) f.node = node; f.type = "minimap"; if GatherLite.db.char.minimap.neighbors then Pins:AddMinimapIconWorld(GatherLite, f, instanceID, x, y, GatherLite.db.char.minimap.edge); else Pins:AddMinimapIconMap(GatherLite, f, node.position.mapID, node.position.x, node.position.y, true, GatherLite.db.char.minimap.edge) end end function GatherLite:createNode(node) GatherLite:createMinimapNode(node, GatherLite:tablelength(_GatherLite.nodes[node.type])); GatherLite:createWorldmapNode(node, GatherLite:tablelength(_GatherLite.nodes[node.type])); end function GatherLite:addContextItem(args) local info = UIDropDownMenu_CreateInfo() info.text = args.text; info.checked = args.checked; info.func = args.callback; info.icon = args.icon; info.isTitle = args.isTitle; info.disabled = args.disabled; info.notCheckable = args.notCheckable; UIDropDownMenu_AddButton(info) end function GatherLite:MinimapContextMenu() return function(frame, level, menuList) if level == 1 then GatherLite:addContextItem({ text = _GatherLite.name, isTitle = true, notCheckable = true }); GatherLite:addContextItem({ text = GatherLite:translate('mining'), icon = GetItemIcon(2770), checked = GatherLite.db.char.tracking.mining, callback = function() if GatherLite.db.char.tracking.mining then GatherLite.db.char.tracking.mining = false; else GatherLite.db.char.tracking.mining = true; end ; end }) GatherLite:addContextItem({ text = GatherLite:translate('herbalism'), icon = GetItemIcon(765), checked = GatherLite.db.char.tracking.herbalism, callback = function() if GatherLite.db.char.tracking.herbalism then GatherLite.db.char.tracking.herbalism = false; else GatherLite.db.char.tracking.herbalism = true; end ; end }) if not _GatherLite.isClassic then GatherLite:addContextItem({ text = GatherLite:translate('archaeology'), icon = 134435, checked = GatherLite.db.char.tracking.artifacts, callback = function() if GatherLite.db.char.tracking.artifacts then GatherLite.db.char.tracking.artifacts = false; else GatherLite.db.char.tracking.artifacts = true; end ; end }) end GatherLite:addContextItem({ text = GatherLite:translate('fish'), icon = GetItemIcon(6303), checked = GatherLite.db.char.tracking.fish, callback = function() if GatherLite.db.char.tracking.fish then GatherLite.db.char.tracking.fish = false; else GatherLite.db.char.tracking.fish = true; end ; end }) GatherLite:addContextItem({ text = GatherLite:translate('treasures'), icon = 132594, checked = GatherLite.db.char.tracking.treasure, callback = function() if GatherLite.db.char.tracking.treasure then GatherLite.db.char.tracking.treasure = false; else GatherLite.db.char.tracking.treasure = true; end ; end }) end end end function GatherLite:SendVersionCheck() if IsInGuild() then GatherLite:SendCommMessage(_GatherLite.name .. "Ver", GatherLite:Serialize(_GatherLite.version), "GUILD") end if IsInGroup() then GatherLite:SendCommMessage(_GatherLite.name .. "Ver", GatherLite:Serialize(_GatherLite.version), "PARTY") end end function GatherLite:VersionCheck(event, msg, channel, sender) local success, message = GatherLite:Deserialize(msg); if not success then return end local removeVersion = Semver:Parse(message); if not removeVersion then return end local localVersion = Semver:Parse(_GatherLite.version); if not localVersion then return end if localVersion < removeVersion and not GatherLite.NewVersionExists then GatherLite.NewVersionExists = true; GatherLite:print("A new version of", _GatherLite.name, "has been detected, please visit curseforge.com to download the latest version, or use the twitch app to keep you addons updated") end end function GatherLite:p2pNode(event, msg, channel, sender) if (sender == UnitName("player")) then return end if channel == "GUILD" and not GatherLite.db.char.p2p.guild then return end if channel == "PARTY" and not GatherLite.db.char.p2p.party then return ; end local success, node = GatherLite:Deserialize(msg); if success then if node.position and node.position.mapID and node.position.x and node.position.y then if not GatherLite:findExistingNodeLocal(node.type, node.position.x, node.position.y, node.position.mapID) then node.shared = true; node.coins = 0; local isQuest = false; if node.loot and GatherLite:tablelength(node.loot) > 0 then for i, item in ipairs(node.loot) do local name = select(1, GetItemInfo(node.target)); local type = select(6, GetItemInfo(node.target)) if type == "Quest" then isQuest = true end end else node.loot = {}; end if not isQuest then table.insert(GatherLite.db.global.nodes[node.type], node); table.insert(_GatherLite.nodes[node.type], node); GatherLite:createNode(node) GatherLite:debug("received p2p " .. node.type .. " node from " .. sender); end end end end end function GatherLite:findLoot(list, name) for item, data in pairs(list) do if data.name == name then return item end end end -- sanitize node to new structure function GatherLite:sanitizeNode(type, i) local node = GatherLiteGlobalSettings.database[type][i]; if not node.position or not node.position.mapID or not node.position.x or not node.position.y then -- remove nodes wich has a faulty position data GatherLiteGlobalSettings.database[type][i] = nil; GatherLite:debug("removing unknown node") elseif GatherLite:tablelength(node.loot) == 0 and not node.shared then -- remove all nodes thats empty and hasnt been shared with the new p2p system -- They are probably old quest items being tracked. GatherLiteGlobalSettings.database[type][i] = nil; GatherLite:debug("removing empty node") else -- update node loot table to avoid duplicate items shown. local newLoot = {}; for link, data in pairs(GatherLiteGlobalSettings.database[type][i].loot) do if not tonumber(link) then local exists = GatherLite:findLoot(newLoot, data.name); if not exists then table.insert(newLoot, { name = data.name, count = data.count, link = link }) else newLoot[exists].count = newLoot[exists].count + data.count; end else table.insert(newLoot, data) end end GatherLiteGlobalSettings.database[type][i].loot = newLoot; table.insert(GatherLite.db.global.nodes[type], GatherLiteGlobalSettings.database[type][i]); GatherLiteGlobalSettings.database[type][i] = nil end end -- sanitize database on load function GatherLite:sanitizeDatabase() if not GatherLiteGlobalSettings then return end if not GatherLiteGlobalSettings.database then return end for type in pairs(GatherLiteGlobalSettings.database) do for i, node in pairs(GatherLiteGlobalSettings.database[type]) do GatherLite:sanitizeNode(type, i) end end end function GatherLite:copy(obj, seen) if type(obj) ~= 'table' then return obj end if seen and seen[obj] then return seen[obj] end local s = seen or {} local res = setmetatable({}, getmetatable(obj)) s[obj] = res for k, v in pairs(obj) do res[GatherLite:copy(k, s)] = GatherLite:copy(v, s) end return res end function GatherLite:p2pDatabase() GatherLite:CancelTimer(GatherLite.syncTimer) if IsInGuild() and GatherLite.db.char.p2p.guild and GatherLite.syncedNodes.guild == 0 and GatherLite.tablelength(GatherLite.db.global.nodes) > 0 then GatherLite:debug("Starting synchronization with guild") GatherLite.synchronizing = true; local totalNodes = GatherLite:copy(GatherLite.totalNodes); for i, data in pairs(GatherLite.db.global.nodes) do for i, node in pairs(data) do GatherLite:SendCommMessage(_GatherLite.name .. "Node", GatherLite:Serialize(node), "GUILD", nil, "BULK", function(args, bytes, totalBytes) if bytes == totalBytes then GatherLite.syncedNodes.guild = GatherLite.syncedNodes.guild + 1; if GatherLite.syncedNodes.guild == totalNodes then GatherLite.syncedNodes.guild = 0; GatherLite.syncTimer = GatherLite:ScheduleTimer("p2pDatabase", 3600) GatherLite.synchronizing = false; GatherLite:debug("Guild synchronization complete") end RefreshConfig(); end end) end end end end function GatherLite:syncCheck() if GatherLite.synchronizing then GatherLite:debug("Synchronized", GatherLite.syncedNodes.guild .. "/" .. GatherLite.totalNodes) end end -- event handler function GatherLite:EventHandler(event, ...) -- loot window opened if event == "LOOT_OPENED" then if (_GatherLite.tracker.spellID and _GatherLite.tracker.ended and GetTime() - _GatherLite.tracker.ended < 1) then GatherLite:debug("loot window opened") GatherLite:foundNode(); _GatherLite.tracker.target = nil; _GatherLite.tracker.spellID = nil; _GatherLite.tracker.spellType = nil; elseif (_GatherLite.tracker.spellID and IsFishingLoot()) then GatherLite:debug("loot window opened") GatherLite:foundNode(); _GatherLite.tracker.target = nil; _GatherLite.tracker.spellID = nil; _GatherLite.tracker.spellType = nil; end end -- spell has ended if (event == "UNIT_SPELLCAST_SENT") or (event == "UNIT_SPELLCAST_SUCCEEDED") or (event == "UNIT_SPELLCAST_INTERRUPTED") or (event == "UNIT_SPELLCAST_FAILED") then local spell = select(4, ...) local target = select(2, ...) if (event == "UNIT_SPELLCAST_SENT") then local spellType = GatherLite:findSpellType(spell) if (spellType) then GatherLite:debug("Started " .. GetSpellInfo(spell), spell) _GatherLite.tracker.target = target _GatherLite.tracker.spellID = spell _GatherLite.tracker.spellType = spellType end ; elseif (event == "UNIT_SPELLCAST_SUCCEEDED") then _GatherLite.tracker.ended = GetTime() elseif ((event == "UNIT_SPELLCAST_INTERRUPTED") or (event == "UNIT_SPELLCAST_FAILED")) then -- Spell failed, cancel the tracking _GatherLite.tracker.target = nil _GatherLite.tracker.spellID = nil _GatherLite.tracker.spellType = nil end end end function GatherLite:UpdateNodes() if not GatherLite.db.char.enabled then for i, frame in ipairs(GatherLite.frames) do frame:FakeHide(); end return end for i, frame in ipairs(GatherLite.frames) do if frame.type == "minimap" and GatherLite.db.char.minimap.enabled then local angle, distance = Pins:GetVectorToIcon(frame); if GatherLite.db.char.tracking[frame.node.type] and distance and distance < GatherLite.db.char.minimap.distance then frame:FakeHide(); elseif GatherLite.db.char.tracking[frame.node.type] then frame:FakeShow(); else frame:FakeHide(); end elseif frame.type == "worldmap" and GatherLite.db.char.worldmap.enabled then if GatherLite.db.char.tracking[frame.node.type] then frame:FakeShow(); else frame:FakeHide(); end else frame:FakeHide(); end end end function GatherLite:loadDatabase() if GatherLite.db.char.predefined then if _GatherLite.database then for type, arr in pairs(_GatherLite.database) do for i, node in pairs(arr) do table.insert(_GatherLite.nodes[type], node) end end end end for type, arr in pairs(GatherLite.db.global.nodes) do for i, node in pairs(arr) do local pre = GatherLite:findExistingNode(node.type, node.position.x, node.position.y, node.position.mapID); if not pre then table.insert(_GatherLite.nodes[type], node) else pre.loot = node.loot; pre.coins = node.coins; end GatherLite.totalNodes = GatherLite.totalNodes + 1; end end end function GatherLite:ResetDatabase() for i, frame in ipairs(GatherLite.frames) do frame:Unload() end GatherLite.db.global.nodes = { mining = {}, herbalism = {}, treasure = {}, fish = {}, artifacts = {} } _GatherLite.nodes = { mining = {}, herbalism = {}, treasure = {}, fish = {}, artifacts = {} } GatherLite:loadDatabase(); end function GatherLite:ResetDatabaseType(type) for i, frame in ipairs(GatherLite.frames) do if frame.node.type == type then frame:Unload() end end GatherLite.db.global.nodes[type] = {} _GatherLite.nodes[type] = {} end
local spell = Spell("instant") function spell.onCastSpell(creature, variant) return creature:conjureItem(0, 25760, 1, CONST_ME_MAGIC_BLUE) end spell:group("support") spell:id(92) spell:name("Conjure Wand of Darkness") spell:words("exevo gran mort") spell:cooldown(90 * 1000) spell:groupCooldown(2 * 1000) spell:level(41) spell:mana(250) spell:soul(0) spell:isPremium(true) spell:isSelfTarget(true) spell:isAggressive(false) spell:vocation("sorcerer;true", "master sorcerer;true") spell:needLearn(false) spell:register()
local ffi = require 'ffi' local bit = require 'bit' local luagit = {} local function class(gitType) local Class = {} Class.__index = function(t, k) if Class[k] then return Class[k] elseif gitType ~= nil then local hasfn, gitfn = pcall(function() return luagit.C['git_'..gitType..'_'..k] end) if hasfn then return function(t, ...) local isPtrPtr, handle = pcall(function() return t.handle[0] end) if not isPtrPtr then handle = t.handle end return gitfn(handle, ...) end end end end setmetatable(Class, { __call = function(cls, ...) local self = setmetatable({}, cls) self.type = gitType self:__init(...) return self end, }) return Class end luagit.C = require 'luagit-ffi.ffi' luagit.Repository = class('repository') luagit.Index = class('index') luagit.Tree = class('tree') luagit.OID = class('oid') -- SHA luagit.StatusList = class('status_list') luagit.shutdown = function() luagit.C.git_libgit2_shutdown() end function luagit.getLastError() local giterr = luagit.C.giterr_last() return giterr == nil and nil or { message = ffi.string(giterr.message), code = giterr.klass, } end -- luagit.errors = setmetatable({}, { -- __index = function(k, v) return luagit.C['GIT_'..k] end -- }) setmetatable(luagit, { __index = function(lg, key) return lg.C['git_'..key] end }) function makeFlags(prefix, opts) opts = opts or {} local flags = 0 for i,opt in pairs(opts) do flags = bit.bor(flags, luagit.C['GIT_'..prefix..'_'..opt]) end return flags end function makeCheckoutOpts(opts) opts = opts or {} return ffi.new('git_checkout_options', { version = 1, checkout_strategy = makeFlags('CHECKOUT', opts.strategy), paths = opts.paths and makeStrArray(opts.paths) or nil, }) end function luagit.Repository:__init(path) self.path = path self.handle = ffi.new('git_repository*[1]') luagit.repository_open(self.handle, path) end function luagit.Repository:getIndex() local index = luagit.Index() luagit.repository_index(index.handle, self.handle[0]) index.repository = self return index end function luagit.Repository:getStatus(opts) local status = luagit.StatusList() local flags = makeFlags('STATUS_OPT', opts) local opts = ffi.new('git_status_options', {version=1, flags=flags}) luagit.status_list_new(status.handle, self.handle[0], opts) return status end function makeSig(sigspec) return ffi.new('git_signature', { name=ffi.cast('char*', ffi.new('const char*', sigspec.name)), email=ffi.cast('char*', ffi.new('const char*', sigspec.email)), when=ffi.new('git_time', sigspec.when) }) end function luagit.Repository:commit(updateRef, author, committer, msg, _tree, parents) parents = parents or {} local tree = _tree if tree.type ~= 'tree' then tree = self:lookupTree(tree) end author = makeSig(author) committer = makeSig(committer) local parentsArr if #parents > 0 then parentsArr = ffi.new('git_commit['..#parents..']', parents) end local oid = luagit.OID() luagit.commit_create(oid.handle, self.handle[0], updateRef, author, committer, nil, msg, tree.handle[0], #parents, parentsArr) if _tree.type ~= 'tree' then tree:free() end return oid end function luagit.Repository:lookupTree(oid) oid = luagit.OID(oid) local tree = luagit.Tree() local err = luagit.tree_lookup_prefix(tree.handle, self.handle[0], oid.handle, #oid) if err ~= 0 then error('Could not look up tree.') end tree.repository = self return tree end function luagit.Repository:stashSave(stasher, msg, opts) stasher = makeSig(stasher) local flags = makeFlags('STASH', opts) local oid = luagit.OID() local stashed = luagit.stash_save(oid.handle, self.handle[0], stasher, msg, flags) return stashed, oid end function luagit.Repository:stashPop(index, opts) opts = opts or {} local applyOpts = ffi.new('git_stash_apply_options', { version = 1, apply_flags = makeFlags('STASH_APPLY', opts.applyFlags), checkout_options = makeCheckoutOpts(opts.checkoutOpts), }) return luagit.stash_pop(self.handle[0], index, applyOpts) end function luagit.Repository:checkout(ref, opts) -- this type of function should be autoconverted from the api opts = (type(ref) == 'table' and ref.type == nil) and ref or opts local coOpts = makeCheckoutOpts(opts) if ref.type == 'index' then return luagit.checkout_index(self.handle[0], ref.handle[0], coOpts) elseif ref.type == 'tree' or ref.type == 'commit' then local objHandle = ffi.cast('git_object*', ref.handle[0]) return luagit.checkout_tree(self.handle[0], objHandle, coOpts) else return luagit.checkout_head(self.handle[0], coOpts) end end function luagit.Tree:__init() self.handle = ffi.new('git_tree*[1]') end function luagit.Index:__init() self.handle = ffi.new('git_index*[1]') luagit.index_new(self.handle) end function luagit.Index:addAll(pathspecs, opts, callback, payload) opts = opts or {} local ps = ffi.cast('char**', ffi.new('const char*['..#pathspecs..']', pathspecs)) local psArr = ffi.new('git_strarray', {strings=ps, count=#pathspecs}) local flags = makeFlags('INDEX_ADD', opts) return self:add_all(psArr, flags, callback, payload) end function luagit.Index:readTree(treeOrOid) assert(treeOrOid.type == 'tree' or self.repository ~= nil) local tree = treeOrOid if treeOrOid.type ~= 'tree' then tree = self.repository:lookupTree(treeOrOid) end luagit.index_read_tree(self.handle[0], tree.handle[0]) if treeOrOid.type ~= 'tree' then tree:free() end return self end function luagit.Index:writeTree() local oid = luagit.OID() luagit.index_write_tree(oid.handle, self.handle[0]) return oid end function luagit.Index:write() print(luagit.index_write(self.handle[0])) end function luagit.StatusList:__init() self.handle = ffi.new('git_status_list*[1]') end function luagit.OID:__init(existing) self.length = 41 if type(existing) == 'table' then -- init from OID object self.handle = existing.handle self.length = existing.length elseif type(existing) == 'cdata' then -- init from handle self.handle = existing elseif type(existing) == 'string' then -- init from string self.handle = ffi.new('git_oid') self.length = #existing self:fromstr(existing) else self.handle = ffi.new('git_oid') end end function luagit.OID:__tostring() local cstrlen = #self + 1 -- null terminator local str = ffi.new('char['..cstrlen..']') luagit.oid_tostr(str, cstrlen, self.handle) return ffi.string(str) end function luagit.OID:__len() return self.length end luagit.C.git_libgit2_init() return luagit
local _, Addon = ... local DDBL = Addon.DethsDBLib if DDBL.__loaded then return end local consts = DDBL.consts local utils = DDBL.utils local db_cache = { -- ["AddonName"] = db table } -- Creates and returns a new database table. -- @param {string} addonName - the name of the addon -- @param {table} defaults - a table of default key-value pairs function DDBL:Create(addonName, defaults) local svarKey -- set during validation do -- Validation -- params assert(type(addonName) == "string", "addonName must be a string") assert(type(defaults) == "table", "defaults must be a table") assert(type(defaults.Global) == "table", "defaults.Global must be a table") assert(type(defaults.Profile) == "table", "defaults.Profile must be a table") -- addon is loaded and svars are available assert( select(2, _G.IsAddOnLoaded(addonName)), consts.ADDON_NOT_LOADED_MSG:format(addonName) ) -- database for addon does not already exist assert( db_cache[addonName] == nil, ("attempt to create existing database for \"%s\""):format(addonName) ) -- .toc metadata entry for DDBL svarKey = _G.GetAddOnMetadata(addonName, consts.TOC_ENTRY) assert(type(svarKey) == "string", consts.TOC_ERROR_MSG:format(addonName)) end -- Create, store, and return local db = utils.initialize(svarKey, defaults) db_cache[addonName] = db return db end -- Allow usage: `Addon.DethsDBLib(...)` setmetatable(DDBL, { __call = DDBL.Create }) -- ============================================================================ -- Frame -- ============================================================================ local frame = _G.CreateFrame( "Frame", ("%s_%s_EventFrame"):format( DDBL.metadata.name, DDBL.metadata.version ) ) function frame:OnEvent(event) if (event == "PLAYER_LOGOUT") then -- Deinitialize all databases for _, db in pairs(db_cache) do utils.deinitialize(db) end end end frame:SetScript("OnEvent", frame.OnEvent) frame:RegisterEvent("PLAYER_LOGOUT")
local M = {} local ccomp = require 'complementree.comparators' local filter = require 'complementree.filters' local utils = require 'complementree.utils' local function complete(col, matches) if matches and #matches > 0 then vim.fn.complete(col, matches) return true else return false end end function M.combine(...) local funcs = { ... } return function(...) local matches = {} local coherent_p = nil for _, f in pairs(funcs) do local m, p = f(...) if not coherent_p then coherent_p = p end if coherent_p == p then vim.list_extend(matches, m) end end return matches, coherent_p end end function M.optional(mandat, opt) return function(ltc, lnum) local matches, prefix = mandat(ltc, lnum) if #matches > 0 then local m, p = opt(ltc, lnum) if p == prefix then vim.list_extend(matches, m) end return matches, prefix else return {}, '' end end end -- TODO(vigoux): do we even need this anymore ? function M.non_empty_prefix(func) return function(ltc, lnum) local compl, prefix = func(ltc, lnum) if #prefix > 1 then return complete(#ltc - #prefix + 1, compl) else return false end end end function M.wrap(func) return function(ltc, lnum) local compl, prefix = func(ltc, lnum) return complete(#ltc - #prefix + 1, compl) end end function M.pipeline(source, ...) local current = source for _, func in ipairs { ... } do current = func(current) end return M.wrap(current) end function M.chain(...) local funcs = { ... } return function(...) for _, f in pairs(funcs) do local c, pref = f(...) if #c > 0 then return c, pref end end return {}, '' end end return M
Hooks:PostHook(PlayerManager, "check_skills", "Addon_Perks_PlayerManager_check_skills", function(self) if self:has_category_upgrade("melee", "stacking_hit_damage_multiplier") then -- Fix here to avoid skill being triggered by other perkdecks local function speed_up_on_melee_kill(weapon_unit, variant) if variant == "melee" or weapon_unit:base():is_category("saw") then self:activate_temporary_upgrade("temporary", "dodgeopath_speed") self:activate_temporary_upgrade("temporary", "dodgeopath_invulnerability_on_kill") managers.hud:activate_local_ability_radial_with_fullscreen(3) local player_unit = self:player_unit() local stamina_regen = player_unit:movement():_max_stamina() player_unit:movement():add_stamina(stamina_regen) end end self:register_message(Message.OnEnemyKilled, "speed_up_on_melee_kill_dodgeopath", speed_up_on_melee_kill) else self:unregister_message(Message.OnEnemyKilled, "speed_up_on_melee_kill_dodgeopath") end if self:has_category_upgrade("player", "redacted_pain") then local function redacted_on_kill(weapon_unit, variant) local player_unit = self:player_unit() local char_damage = managers.player and managers.player:player_unit() and managers.player:player_unit():character_damage() if char_damage then local healing = char_damage:_max_health() * 0.04 char_damage:restore_health(healing, true) end end self:register_message(Message.OnEnemyKilled, "redacted_on_kill", redacted_on_kill) else self:unregister_message(Message.OnEnemyKilled, "redacted_on_kill") end end) local VPPP_PlayerManager_movement_speed_multiplier = PlayerManager.movement_speed_multiplier function PlayerManager:movement_speed_multiplier(speed_state, bonus_multiplier, upgrade_level, health_ratio) local multiplier = VPPP_PlayerManager_movement_speed_multiplier(self, speed_state, bonus_multiplier, upgrade_level, health_ratio) multiplier = self:multiply_by_temporary_value_boost(multiplier, "dodgeopath_speed", 1.5) return multiplier end local VPPP_PlayerManager_skill_dodge_chance = PlayerManager.skill_dodge_chance function PlayerManager:skill_dodge_chance(running, crouching, on_zipline, override_armor, detection_risk) local chance = VPPP_PlayerManager_skill_dodge_chance(self, running, crouching, on_zipline, override_armor, detection_risk) -- local player = managers.player:player_unit() chance = self:give_temporary_value_boost(chance, "dodgeopath_invulnerability_on_kill", 1) return chance end function PlayerManager:get_striker_stacks() return self._decaying_stacks.striker_stacks or 0 end function PlayerManager:update_striker_stacks(value) local newValue = self._decaying_stacks.striker_stacks + value self._decaying_stacks.striker_stacks = math.min(math.max(newValue, 0), 1); end Hooks:PostHook(PlayerManager, "_setup", "VPPP_PlayerManager__setup", function(self) self._decaying_stacks = self._decaying_stacks or {} self._decaying_stacks.striker_stacks = 0 end) local strikerDecayInterval = 1 -- 1s between one decay and the other PlayerManager.strikerStackIncrease = 0.015 PlayerManager.strikerStackDecrease = -0.02 function PlayerManager:striker_decay_update(player, t) if not self:has_category_upgrade("player", "striker_accuracy_to_damage") or not player then return end self._striker_stack_decay_t = self._striker_stack_decay_t or t + strikerDecayInterval if self._striker_stack_decay_t <= t and managers and managers.hud then self._striker_stack_decay_t = self._striker_stack_decay_t + strikerDecayInterval self:update_striker_stacks(-managers.player.strikerStackIncrease) local char_damage = managers.player and managers.player:player_unit() and managers.player:player_unit():character_damage() if char_damage and self:get_striker_stacks() > 0 then local healing = char_damage:_max_health() * managers.player.strikerStackIncrease * self:get_striker_stacks() -- mx_log("healing:"..tostring(healing).."_max_health"..tostring(char_damage:_max_health())) char_damage:restore_health(healing, true) end managers.hud:set_info_meter_fast(nil, { icon = "guis/dlcs/coco/textures/pd2/hud_absorb_stack_icon_01", max = 1, current = self:get_striker_stacks(), total = 1 }) end end Hooks:PostHook(PlayerManager, "_internal_load", "Striker_PlayerManager__internal_load", function(self) if self:has_category_upgrade("player", "striker_accuracy_to_damage") and managers and managers.hud then managers.hud:set_info_meter(nil, { icon = "guis/dlcs/coco/textures/pd2/hud_absorb_stack_icon_01", max = 1, current = self:get_striker_stacks(), total = self:get_striker_stacks() }) self:update_cocaine_hud() end end) local redactedDecayInterval = 1 -- 1s between one decay and the other function PlayerManager:redacted_decay_update(player, t) if not self:has_category_upgrade("player", "redacted_pain") or not player and managers.groupai and not managers.groupai:state():whisper_mode()then return end self._redacted_decay_t = self._redacted_decay_t or t + redactedDecayInterval if self._redacted_decay_t <= t then self._redacted_decay_t = self._redacted_decay_t + redactedDecayInterval local char_damage = managers.player and managers.player:player_unit() and managers.player:player_unit():character_damage() if char_damage and not char_damage._dead and not char_damage._bleed_out and not char_damage._check_berserker_done then local damage = (char_damage:_max_health() * 0.01) char_damage:stealth_set_health(char_damage:get_real_health() - damage) char_damage:_check_bleed_out(true) -- To avoid the "walking around with 0HP" shit end end end local redactedBoostInterval = 30 -- 30s function PlayerManager:redacted_boosts_update(player, t) self.redacted_boost_stacks = self.redacted_boost_stacks or 0 self.redacted_boost_stacks = self.redacted_boost_stacks + 1 mx_log_chat('redacted_boost_stacks', self.redacted_boost_stacks) end Hooks:PostHook(PlayerManager, "update", "VPPP_PlayerManager_update", function(self, t, dt) local player = self:player_unit() self:striker_decay_update(player, t) self:redacted_decay_update(player, t) self:generic_decay_update(t, 'redacted_boosts', redactedBoostInterval, self.redacted_boosts_update) end) function PlayerManager:generic_decay_update(t, decay_key, decayInterval, callback) local player = self:player_unit() self[decay_key] = self[decay_key] or t + decayInterval if self[decay_key] <= t then self[decay_key] = self[decay_key] + decayInterval callback(self, player, t) end end Hooks:AddHook("PlayerManager_upgrade_value_overrides", "PlayerManager_upgrade_value_overrides_perkthrowables", function(self, category, upgrade, default, result) local new_result = nil local player_extra_ammo_multiplier = category == "player" and upgrade == "extra_ammo_multiplier" if player_extra_ammo_multiplier and self:has_category_upgrade("player", "lonestar_extra_ammo_multiplier") then new_result = self:upgrade_value("player", "lonestar_extra_ammo_multiplier") + result -- Add +X% ammo end return new_result end) function PlayerManager:_attempt_lonestar_rage() local activated = self:generic_attempt("lonestar_rage") if activated then self:player_unit():movement():current_state()._equipped_unit:base():on_reload() managers.hud:set_ammo_amount(self:player_unit():movement():current_state()._equipped_unit:base():selection_index(), self:player_unit():movement():current_state()._equipped_unit:base():ammo_info()) end return activated end
--Saber local plr = game:service'Players'.LocalPlayer local char = plr.Character local mouse = plr:GetMouse() local torso = char:findFirstChild("Torso") local head = char.Head local ra = char:findFirstChild("Right Arm") local la = char:findFirstChild("Left Arm") local rl = char:findFirstChild("Right Leg") local ll = char:findFirstChild("Left Leg") local rs = torso:findFirstChild("Right Shoulder") local ls = torso:findFirstChild("Left Shoulder") local equipped = false local debounce = false local slashing = false local blocking = false local blocking2 = false local stoopidstuff = Instance.new("BoolValue", char) stoopidstuff.Name = "stoopidstuff" stoopidstuff.Value = true local healing = false local storedhealth local storewalkspeed = char:findFirstChild("Humanoid").WalkSpeed local damage = 30 local colors = {"Royal purple", "Cyan", "Really red", "Lime green"} function part(parent, size, formfactor, color, collide, transparency) local p=Instance.new("Part", parent) p.FormFactor=formfactor p.CanCollide=false p.Size=size p.Locked=true p.Transparency=transparency p.Position=torso.Position p.BrickColor=color p.FrontSurface="SmoothNoOutlines" p.BackSurface="SmoothNoOutlines" p.LeftSurface="SmoothNoOutlines" p.BottomSurface="SmoothNoOutlines" p.TopSurface="SmoothNoOutlines" p.RightSurface="SmoothNoOutlines" return p end function wedge(parent, size, formfactor, color, collide) local p=Instance.new("Wedge", parent) p.FormFactor=formfactor p.CanCollide=false p.Size=size p.Locked=true p.Position = torso.Position p.BrickColor=color p.FrontSurface="SmoothNoOutlines" p.BackSurface="SmoothNoOutlines" p.LeftSurface="SmoothNoOutlines" p.BottomSurface="SmoothNoOutlines" p.TopSurface="SmoothNoOutlines" p.RightSurface="SmoothNoOutlines" return p end function weld(c0, c1, part1, part0) local wel=Instance.new("Weld", char) wel.Part0 = part0 wel.Part1 = part1 wel.C0 = c0 wel.C1 = c1 return wel end function specialmesh(parent, meshType, scale, meshId) local mesh = Instance.new("SpecialMesh", parent) mesh.Scale = scale mesh.MeshType = meshType mesh.MeshId = meshId return mesh end function equip() ar = Instance.new("Part", char) ar.FormFactor = "Custom" ar.Size = Vector3.new(1, 1, 1) ar.Transparency = 1 ar.CanCollide = false ar.Locked = true ar:BreakJoints() fakel = Instance.new("Weld", char) fakel.Part0 = char.Torso fakel.Part1 = ar coroutine.wrap(function() for angle = 0, 45, 5 do if fakel == nil then return end fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(angle), math.rad(0), math.rad(0)) wait() end end)() welditbro = Instance.new("Weld", char) welditbro.C0 = CFrame.new(0, 0.5, 0) welditbro.Part0 = ra welditbro.Part1 = ar end function block() if not equipped then return end stoopidstuff.Value = true damage = 2 char:findFirstChild("Humanoid").WalkSpeed = 6 storedhealth = char:findFirstChild("Humanoid").Health for angle = 0, 70, 10 do fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(45), math.rad(angle), 0) wait() end coroutine.wrap(function() while blocking do if not blocking then return end char:findFirstChild("Humanoid").Health = storedhealth game:service'RunService'.Stepped:wait() end end)() end function unblock() stoopidstuff.Value = false if not equipped then return end damage = 30 char:findFirstChild("Humanoid").WalkSpeed = storewalkspeed for angle = 70, 0, -10 do fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(45), math.rad(angle), 0) wait() end blocking = false end function block2() if not equipped then return end stoopidstuff.Value = true damage = 2 char:findFirstChild("Humanoid").WalkSpeed = 6 storedhealth = char:findFirstChild("Humanoid").Health for angle = 0, 50, 10 do fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(45 + angle/6), 0, -math.rad(angle)) wait() end coroutine.wrap(function() while blocking2 do if not blocking2 then return end char:findFirstChild("Humanoid").Health = storedhealth game:service'RunService'.Stepped:wait() end end)() end function unblock2() stoopidstuff.Value = false if not equipped then return end damage = 30 char:findFirstChild("Humanoid").WalkSpeed = storewalkspeed for angle = 50, 0, -10 do fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(45 + angle/6), math.rad(0), -math.rad(angle)) wait() end blocking2 = false end function heal() ar2 = Instance.new("Part", char) ar2.FormFactor = "Custom" ar2.Size = Vector3.new(1, 1, 1) ar2.Transparency = 1 ar2.CanCollide = false ar2.Locked = true ar2:BreakJoints() fakel2 = Instance.new("Weld", char) fakel2.Part0 = torso fakel2.Part1 = ar2 welditbro2 = Instance.new("Weld", char) welditbro2.C0 = CFrame.new(0, 0.5, 0) welditbro2.Part0 = la welditbro2.Part1 = ar2 for angle = 0, 170, 5 do fakel2.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(angle), math.rad(0), math.rad(0)) wait() end local ball = Instance.new("Part", char) ball.FormFactor = "Custom" ball.BrickColor = BrickColor.new("Lime green") ball.Anchored = true ball.CanCollide = false ball.TopSurface = 0 ball.BottomSurface = 0 ball.Transparency = 0.4 ball.Locked = true ball.Shape = "Ball" ball.CFrame = torso.CFrame local mesh = Instance.new("SpecialMesh", ball) mesh.MeshType = "Sphere" coroutine.wrap(function() for i = 0.2, 8, 0.1 do mesh.Scale = Vector3.new(i, i, i) ball.Transparency = ball.Transparency + 0.005 wait() end ball:Destroy() end)() local splash = Instance.new("Part", char) splash.FormFactor = "Custom" splash.BrickColor = BrickColor.new("Lime green") splash.Transparency = 0 splash.Anchored = true splash.CanCollide = false splash.BottomSurface = 0 splash.TopSurface = 0 splash.Locked = true local mesh = Instance.new("SpecialMesh", splash) mesh.MeshType = "FileMesh" mesh.Scale = Vector3.new(1, 1, 1) mesh.MeshId = "http://www.roblox.com/asset/?id=3270017" splash:BreakJoints() splash.CFrame = ball.CFrame * CFrame.Angles(math.rad(90), 0, 0) coroutine.resume(coroutine.create(function() for i = 0, 50, 0.5 do mesh.Scale = Vector3.new(i, i, 1) splash.Transparency = splash.Transparency + 0.01 wait() end splash:Destroy() end)) char:findFirstChild("Humanoid").Health = char:findFirstChild("Humanoid").Health + 1000 wait(0.5) welditbro2:Destroy() fakel2:Destroy() ar2:Destroy() ls.Parent = torso wait(1) healing = false end function slash() if blocking then return end if blocking2 then return end if not equipped then return end damage = 80 for angle = 45, 95, 10 do fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(angle), math.rad(angle/2), 0) wait() end for angle = 95, 5, -20 do fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(angle), math.rad(angle/2), 0) wait() end for angle = 5, 45, 10 do fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(angle), math.rad(angle/angle - 5), 0) wait() end slashing = false fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(45), 0, 0) damage = 30 wait(0.2) end function deequip() pcall(function() ar:Destroy() fakel:Destroy() welditbro:Destroy() end) end local part1 = part(char, Vector3.new(0.2, 1.4, 0.2), "Custom", BrickColor.new("Black"), 0) Instance.new("CylinderMesh", part1) local weld1 = weld(CFrame.new(0, 0, 1) * CFrame.Angles(math.pi/2, 0, 0), CFrame.new(), ra, part1) local part2 = part(char, Vector3.new(0.4, 0.4, 0.4), "Custom", BrickColor.new("Black"), 0) Instance.new("CylinderMesh", part2) local weld3 = weld(CFrame.new(0, 0.65, 0), CFrame.new(), part2, part1) local part3 = part(char, Vector3.new(0.3, 4.4, 0.3), "Custom", BrickColor.White(), 0) local mesh1 = specialmesh(part3, "Head", Vector3.new(0.8, 1, 0.8), "") local weld4 = weld(CFrame.new(0, 2.9, 0), CFrame.new(), part3, part1) local part4 = part(char, Vector3.new(0.4, 4.4, 0.4), "Custom", BrickColor.new(colors[math.random(1, #colors)]), 0) local mesh2 = specialmesh(part4, "Head", Vector3.new(1, 1.01, 1), "") local weld5 = weld(CFrame.new(0, 2.9, 0), CFrame.new(), part4, part1) local pl = Instance.new("PointLight", part4) pl.Color = part4.BrickColor.Color pl.Brightness = 0 part3.Transparency = 1 part4.Transparency = 1 part4.Touched:connect(function(hit) if not equipped then return end if debounce then return end debounce = true coroutine.wrap(function() pcall(function() if hit.Parent:FindFirstChild("Humanoid") ~= nil then if hit.Parent.Name == char.Name then return end if hit.Parent:findFirstChild("stoopidstuff") ~= nil and hit.Parent:findFirstChild("stoopidstuff").Value == true then return end damagerandom = damage + math.random(0, 10) hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - damagerandom coroutine.wrap(function() local prt = Instance.new("Part", char) prt.FormFactor = "Custom" prt.Size = Vector3.new(0.1, 0.1, 0.1) prt.Transparency = 1 prt.CanCollide = false prt.CFrame = CFrame.new(part4.CFrame.x, part4.CFrame.y, part4.CFrame.z) prt.Anchored = true coroutine.resume(coroutine.create(function() for i = 2, 10, 0.05 do if prt == nil then return end prt.CFrame = prt.CFrame * CFrame.new(0, 0.05, 0) game:service'RunService'.Stepped:wait() end end)) local bg = Instance.new("BillboardGui") bg.Parent = prt bg.Adornee = prt bg.Size = UDim2.new(4, 0, 3.5, 0) bg.ExtentsOffset = Vector3.new(0, 0, 0) local lol = Instance.new("TextLabel") lol.Size = UDim2.new(1.3, 0, 0.4, 0) lol.TextScaled = true lol.TextWrapped = true lol.BackgroundTransparency = 0.4 lol.Parent = bg lol.FontSize = "Size24" lol.TextColor3 = Color3.new(1, 0, 0) lol.TextStrokeTransparency = 0 lol.Font = "ArialBold" lol.Text = "-"..damagerandom wait(5) prt:Destroy() end)() end end) end)() wait(0.1) debounce = false end) mouse.Button1Down:connect(function(mouse) if slashing then return end if not equipped then return end if blocking2 then return end if blocking then return end slashing = true slash() end) mouse.KeyUp:connect(function(key) if key == "f" then if not equipped then return end if not blocking then return end unblock() char:findFirstChild("Humanoid").MaxHealth = 100 end if key == "g" then if not equipped then return end if not blocking2 then return end unblock2() char:findFirstChild("Humanoid").MaxHealth = 100 end end) mouse.KeyDown:connect(function(key) if key == "f" then if not equipped then return end if blocking then return end if blocking2 then return end blocking = true block() end if key == "g" then if not equipped then return end if blocking then return end if blocking2 then return end blocking2 = true block2() end if key == "v" then if healing then return end if slashing then return end healing = true heal() end if key == "q" then if blocking2 then return end if blocking then return end equipped = not equipped if equipped then coroutine.wrap(function() while equipped do part4.Transparency = 0.6 pl.Brightness = 0.6 wait(0.05) part4.Transparency = 0.7 pl.Brightness = 0.8 wait(0.05) end end)() weld1.Part1 = ra weld1.C0 = CFrame.new(0, 0, 1) * CFrame.Angles(math.pi/2, 0, 0) part3.Transparency = 0 local sound = Instance.new("Sound", char.Head) sound.SoundId = [[rbxasset://sounds\Rocket whoosh 01.wav]] sound.Pitch = 3 sound.Volume = 1 sound:play() equip() wait(1) sound:stop() sound:Destroy() else deequip() wait(0.1) weld1.Part1 = rl weld1.C0 = CFrame.new(-0.6,-0.8,-0.2) * CFrame.Angles(math.pi/4, 0, 0) part3.Transparency = 1 pl.Brightness = 0 part4.Transparency = 1 end end end) while true do if slashing then local clone = part4:clone() clone.Anchored = true clone.Parent = workspace clone.Name = "trail" clone:findFirstChild("Mesh"):Destroy() Instance.new("BlockMesh", clone) clone.Mesh.Scale = clone.Mesh.Scale - Vector3.new(0.8, 0, 0) + Vector3.new(0, 0, 1.6) coroutine.wrap(function() for i = 0, 20 do clone.Transparency = clone.Transparency + 0.05 clone.Mesh.Scale = clone.Mesh.Scale - Vector3.new(0.05, 0.05, 0.05) wait() end clone:Destroy() end)() end wait() end
util.keep_running() require("natives-1640181023") -- Yoinked From MoistScript, hope moist won't mind :) SoundAnnoy = { {"CHARACTER_SELECT", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"Air_Defenses_Disabled", "DLC_sum20_Business_Battle_AC_Sounds"}, {"Air_Defences_Activated", "DLC_sum20_Business_Battle_AC_Sounds"}, {"TIME_LAPSE_MASTER", "0"}, {"Lester_Laugh_Phone", "DLC_HEIST_HACKING_SNAKE_SOUNDS"}, {"Leave_Horn", "DLC_Apartment_Yacht_Streams_Soundset"}, {"Arrive_Horn", "DLC_Apartment_Yacht_Streams_Soundset"}, {"Moor_SEASHARK3_Engine", "DLC_Apartment_Yacht_Streams_Soundset"}, {"Turret_Camera_Hum_Loop", "DLC_BTL_Terrobyte_Turret_Sounds"}, {"Fire", "DLC_BTL_Terrobyte_Turret_Sounds"}, {"Moor_Boat_Engine", "DLC_Apartment_Yacht_Streams_Soundset"}, {"VULKAN_LOCK_ON_AMBER", 0}, {"VULKAN_LOCK_ON_RED", 0}, {"cannon_activating_loop", "dlc_xm_orbital_cannon_sounds"}, {"cannon_charge_fire_loop", "dlc_xm_orbital_cannon_sounds"}, {"DLC_XM_Explosions_Orbital_Cannon", 0}, {"TIMER", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"Timer_10s", "DLC_HALLOWEEN_FVJ_Sounds"}, {"TIMER_STOP", "HUD_MINI_GAME_SOUNDSET"}, {"5s_To_Event_Start_Countdown", "GTAO_FM_Events_Soundset"}, {"10s", "MP_MISSION_COUNTDOWN_SOUNDSET"}, {"5s", "MP_MISSION_COUNTDOWN_SOUNDSET"}, {"5_Second_Timer", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS"}, {"5_SEC_WARNING", "HUD_MINI_GAME_SOUNDSET"}, {"3_2_1_NON_RACE", "HUD_MINI_GAME_SOUNDSET"}, {"3_2_1", "HUD_MINI_GAME_SOUNDSET"}, {"WIND", "EXTREME_01_SOUNDSET"}, {"HOUSE_FIRE", "JOSH_03_SOUNDSET"}, {"Hot_Tub_Loop", "GTAO_Yacht_SoundSet"}, {"Arming_Countdown", "GTAO_Speed_Convoy_Soundset"}, {"Bomb_Disarmed", "GTAO_Speed_Convoy_Soundset"}, {"Boss_Blipped", "GTAO_Magnate_Hunt_Boss_SoundSet"}, {"Boss_Message_Orange", "GTAO_Boss_Goons_FM_Soundset"}, {"1st_Person_Transition", "PLAYER_SWITCH_CUSTOM_SOUNDSET"}, {"Apt_Style_Purchase", "DLC_APT_Apartment_SoundSet"}, {"ARM_WRESTLING_WHOOSH_MASTER", "0"}, {"ASSASSINATIONS_HOTEL_TIMER_COUNTDOWN", "ASSASSINATION_MULTI"}, {"ATM_WINDOW", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"BASE_JUMP_PASSED", "HUD_AWARDS"}, {"Bed", "WastedSounds"}, {"Beep_Green", "DLC_HEIST_HACKING_SNAKE_SOUNDS"}, {"Beep_Red", "DLC_HEIST_HACKING_SNAKE_SOUNDS"}, {"Blade_Appear", "APT_BvS_Soundset"}, {"BOATS_PLANES_HELIS_BOOM", "MP_LOBBY_SOUNDS"}, {"Breaker_01", "DLC_HALLOWEEN_FVJ_Sounds"}, {"Breaker_02", "DLC_HALLOWEEN_FVJ_Sounds"}, {"Bus_Schedule_Pickup", "DLC_PRISON_BREAK_HEIST_SOUNDS"}, {"CABLE_SNAPS", "CONSTRUCTION_ACCIDENT_1_SOUNDS"}, {"CAM_PAN_DARTS", "HUD_MINI_GAME_SOUNDSET"}, {"Camera_Shoot", "Phone_Soundset_Franklin"}, {"CANCEL", "HUD_FREEMODE_SOUNDSET"}, {"CAR_BIKE_WHOOSH", "MP_LOBBY_SOUNDS"}, {"CHALLENGE_UNLOCKED", "HUD_AWARDS"}, {"CHECKPOINT_AHEAD", "HUD_MINI_GAME_SOUNDSET"}, {"CHECKPOINT_BEHIND", "HUD_MINI_GAME_SOUNDSET"}, {"Checkpoint_Cash_Hit", "GTAO_FM_Events_Soundset"}, {"Checkpoint_Hit", "GTAO_FM_Events_Soundset"}, {"CHECKPOINT_MISSED", "HUD_MINI_GAME_SOUNDSET"}, {"CHECKPOINT_NORMAL", "HUD_MINI_GAME_SOUNDSET"}, {"CHECKPOINT_PERFECT", "HUD_MINI_GAME_SOUNDSET"}, {"Checkpoint_Teammate", "GTAO_Shepherd_Sounds"}, {"CHECKPOINT_UNDER_THE_BRIDGE", "HUD_MINI_GAME_SOUNDSET"}, {"Click", "DLC_HEIST_HACKING_SNAKE_SOUNDS"}, {"CLICK_BACK", "WEB_NAVIGATION_SOUNDS_PHONE"}, {"Click_Fail", "WEB_NAVIGATION_SOUNDS_PHONE"}, {"Click_Special", "WEB_NAVIGATION_SOUNDS_PHONE"}, {"CLOSED", "MP_PROPERTIES_ELEVATOR_DOORS"}, {"CONFIRM_BEEP", "HUD_MINI_GAME_SOUNDSET"}, {"CONTINUE", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"Continue_Accepted", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, {"Continue_Appears", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, {"Crash", "DLC_HEIST_HACKING_SNAKE_SOUNDS"}, {"Criminal_Damage_High_Value", "GTAO_FM_Events_Soundset"}, {"Criminal_Damage_Kill_Player", "GTAO_FM_Events_Soundset"}, {"Criminal_Damage_Low_Value", "GTAO_FM_Events_Soundset"}, {"Cycle_Item", "DLC_Dmod_Prop_Editor_Sounds"}, {"DELETE", "HUD_DEATHMATCH_SOUNDSET"}, {"Delete_Placed_Prop", "DLC_Dmod_Prop_Editor_Sounds"}, {"Deliver_Pick_Up", "HUD_FRONTEND_MP_COLLECTABLE_SOUNDS"}, {"DiggerRevOneShot", "BulldozerDefault"}, {"Door_Open", "DOCKS_HEIST_FINALE_2B_SOUNDS"}, {"Drill_Pin_Break", "DLC_HEIST_FLEECA_SOUNDSET"}, {"Dropped", "HUD_FRONTEND_MP_COLLECTABLE_SOUNDS"}, {"EDIT", "HUD_DEATHMATCH_SOUNDSET"}, {"Start_Squelch", "CB_RADIO_SFX"}, {"End_Squelch", "CB_RADIO_SFX"}, {"Enemy_Capture_Start", "GTAO_Magnate_Yacht_Attack_Soundset"}, {"Enemy_Deliver", "HUD_FRONTEND_MP_COLLECTABLE_SOUNDS"}, {"Enemy_Pick_Up", "HUD_FRONTEND_MP_COLLECTABLE_SOUNDS"}, {"Enter_1st", "GTAO_FM_Events_Soundset"}, {"Enter_Area", "DLC_Lowrider_Relay_Race_Sounds"}, {"Enter_Capture_Zone", "DLC_Apartments_Drop_Zone_Sounds"}, {"ERROR", "HUD_AMMO_SHOP_SOUNDSET"}, {"Event_Message_Purple", "GTAO_FM_Events_Soundset"}, {"Event_Start_Text", "GTAO_FM_Events_Soundset"}, {"EXIT", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"Exit_Capture_Zone", "DLC_Apartments_Drop_Zone_Sounds"}, {"Failure", "DLC_HEIST_HACKING_SNAKE_SOUNDS"}, {"Falling_Crates", "EXILE_1"}, {"Faster_Bar_Full", "RESPAWN_ONLINE_SOUNDSET"}, {"Faster_Click", "RESPAWN_ONLINE_SOUNDSET"}, {"FestiveGift", "Feed_Message_Sounds"}, {"FIRST_PLACE", "HUD_MINI_GAME_SOUNDSET"}, {"FLIGHT_SCHOOL_LESSON_PASSED", "HUD_AWARDS"}, {"FLYING_STREAM_END_INSTANT", "FAMILY_5_SOUNDS"}, {"FocusIn", "HintCamSounds"}, {"FocusOut", "HintCamSounds"}, {"Friend_Deliver", "HUD_FRONTEND_MP_COLLECTABLE_SOUNDS"}, {"Friend_Pick_Up", "HUD_FRONTEND_MP_COLLECTABLE_SOUNDS"}, {"GO", "HUD_MINI_GAME_SOUNDSET"}, {"Goal", "DLC_HEIST_HACKING_SNAKE_SOUNDS"}, {"GOLF_BIRDIE", "HUD_AWARDS"}, {"GOLF_EAGLE", "HUD_AWARDS"}, {"GOLF_HUD_HOLE_IN_ONE_MASTER", "0"}, {"GOLF_HUD_SCORECARD_MASTER", "0"}, {"GOLF_NEW_RECORD", "HUD_AWARDS"}, {"Goon_Paid_Small", "GTAO_Boss_Goons_FM_Soundset"}, {"Grab_Parachute", "BASEJUMPS_SOUNDS"}, {"Hack_Failed", "DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS"}, {"Hack_Success", "DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS"}, {"BBQ_EXPLODE", "JOSH_03_SOUNDSET"}, {"HACKING_CLICK", "0"}, {"HACKING_CLICK_BAD", "0"}, {"HACKING_CLICK_GOOD", "0"}, {"HACKING_MOVE_CURSOR", "0"}, {"Hang_Up", "Phone_SoundSet_Michael"}, {"HIGHLIGHT", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"Highlight_Accept", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, {"Highlight_Cancel", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, {"Highlight_Error", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, {"Highlight_Move", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, {"HIGHLIGHT_NAV_UP_DOWN", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"Hit", "RESPAWN_ONLINE_SOUNDSET"}, {"Hit_1", "LONG_PLAYER_SWITCH_SOUNDS"}, {"Hit_In", "PLAYER_SWITCH_CUSTOM_SOUNDSET"}, {"Hit_Out", "PLAYER_SWITCH_CUSTOM_SOUNDSET"}, {"HORDE_COOL_DOWN_TIMER", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"HUD_FREEMODE_CANCEL_MASTER", "0"}, {"Kill_List_Counter", "GTAO_FM_Events_Soundset"}, {"LEADERBOARD", "HUD_MINI_GAME_SOUNDSET"}, {"Lights_On", "GTAO_MUGSHOT_ROOM_SOUNDS"}, {"LIMIT", "DLC_APT_YACHT_DOOR_SOUNDS"}, {"Load_Scene", "DLC_Dmod_Prop_Editor_Sounds"}, {"LOCAL_PLYR_CASH_COUNTER_COMPLETE", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS"}, {"LOCAL_PLYR_CASH_COUNTER_INCREASE", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS"}, {"LOOSE_MATCH", "HUD_MINI_GAME_SOUNDSET"}, {"Lose_1st", "GTAO_FM_Events_Soundset"}, {"LOSER", "HUD_AWARDS"}, {"Map_Roll_Down", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, {"Map_Roll_Up", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, {"MARKER_ERASE", "HEIST_BULLETIN_BOARD_SOUNDSET"}, {"MARTIN1_DISTANT_TRAIN_HORNS_MASTER", "0"}, {"MEDAL_BRONZE", "HUD_AWARDS"}, {"MEDAL_GOLD", "HUD_AWARDS"}, {"MEDAL_SILVER", "HUD_AWARDS"}, {"MEDAL_UP", "HUD_MINI_GAME_SOUNDSET"}, {"Menu_Accept", "Phone_SoundSet_Default"}, {"Mission_Pass_Notify", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS"}, {"MP_5_SECOND_TIMER", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"MP_AWARD", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"MP_Flash", "WastedSounds"}, {"MP_IDLE_KICK", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"MP_IDLE_TIMER", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"MP_Impact", "WastedSounds"}, {"MP_RANK_UP", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"MP_WAVE_COMPLETE", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"NAV", "HUD_AMMO_SHOP_SOUNDSET"}, {"Nav_Arrow_Ahead", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS"}, {"Nav_Arrow_Behind", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS"}, {"Nav_Arrow_Left", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS"}, {"Nav_Arrow_Right", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS"}, {"NAV_LEFT_RIGHT", "HUD_FREEMODE_SOUNDSET"}, {"NAV_UP_DOWN", "HUD_FREEMODE_SOUNDSET"}, {"Near_Miss_Counter_Reset", "GTAO_FM_Events_Soundset"}, {"NO", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"Object_Collect_Player", "GTAO_FM_Events_Soundset"}, {"Object_Dropped_Remote", "GTAO_FM_Events_Soundset"}, {"Off_High", "MP_RADIO_SFX"}, {"OK", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"ON", "NOIR_FILTER_SOUNDS"}, {"On_Call_Player_Join", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS"}, {"Oneshot_Final", "MP_MISSION_COUNTDOWN_SOUNDSET"}, {"OOB_Cancel", "GTAO_FM_Events_Soundset"}, {"OOB_Start", "GTAO_FM_Events_Soundset"}, {"OPEN_WINDOW", "LESTER1A_SOUNDS"}, {"OPENED", "MP_PROPERTIES_ELEVATOR_DOORS"}, {"OTHER_TEXT", "HUD_AWARDS"}, {"Out_Of_Area", "DLC_Lowrider_Relay_Race_Sounds"}, {"Out_Of_Bounds_Timer", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS"}, {"Paper_Shuffle", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, {"Parcel_Vehicle_Lost", "GTAO_FM_Events_Soundset"}, {"Payment_Non_Player", "DLC_HEISTS_GENERIC_SOUNDS"}, {"Payment_Player", "DLC_HEISTS_GENERIC_SOUNDS"}, {"Pen_Tick", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, {"PERSON_SCROLL", "HEIST_BULLETIN_BOARD_SOUNDSET"}, {"PERSON_SELECT", "HEIST_BULLETIN_BOARD_SOUNDSET"}, {"Phone_Generic_Key_02", "HUD_MINIGAME_SOUNDSET"}, {"PICK_UP", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"Pin_Bad", "DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS"}, {"PIN_BUTTON", "ATM_SOUNDS"}, {"Pin_Centred", "DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS"}, {"Pin_Good", "DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS"}, {"PIPES_LAND", "CONSTRUCTION_ACCIDENT_1_SOUNDS"}, {"Place_Prop_Fail", "DLC_Dmod_Prop_Editor_Sounds"}, {"Place_Prop_Success", "DLC_Dmod_Prop_Editor_Sounds"}, {"Player_Collect", "DLC_PILOT_MP_HUD_SOUNDS"}, {"Player_Enter_Line", "GTAO_FM_Cross_The_Line_Soundset"}, {"Player_Exit_Line", "GTAO_FM_Cross_The_Line_Soundset"}, {"Power_Down", "DLC_HEIST_HACKING_SNAKE_SOUNDS"}, {"Pre_Screen_Stinger", "DLC_HEISTS_FAILED_SCREEN_SOUNDS"}, {"PS2A_MONEY_LOST", "PALETO_SCORE_2A_BANK_SS"}, {"PURCHASE", "HUD_LIQUOR_STORE_SOUNDSET"}, {"Put_Away", "Phone_SoundSet_Michael"}, {"QUIT", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"QUIT_WHOOSH", "HUD_MINI_GAME_SOUNDSET"}, {"RACE_PLACED", "HUD_AWARDS"}, {"RAMP_DOWN", "TRUCK_RAMP_DOWN"}, {"RAMP_UP", "TRUCK_RAMP_DOWN"}, {"RANK_UP", "HUD_AWARDS"}, {"REMOTE_PLYR_CASH_COUNTER_COMPLETE", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS"}, {"REMOTE_PLYR_CASH_COUNTER_INCREASE", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS"}, {"Reset_Prop_Position", "DLC_Dmod_Prop_Editor_Sounds"}, {"RESTART", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"RETRY", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"ROBBERY_MONEY_TOTAL", "HUD_FRONTEND_CUSTOM_SOUNDSET"}, {"ROPE_CUT", "ROPE_CUT_SOUNDSET"}, {"ROUND_ENDING_STINGER_CUSTOM", "CELEBRATION_SOUNDSET"}, {"Save_Scene", "DLC_Dmod_Prop_Editor_Sounds"}, {"SCOPE_UI_MASTER", "0"}, {"ScreenFlash", "WastedSounds"}, {"SCREEN_SWIPE", "CELEBRATION_SWIPE"}, {"SELECT", "HUD_FREEMODE_SOUNDSET"}, {"Select_Placed_Prop", "DLC_Dmod_Prop_Editor_Sounds"}, {"Shard_Disappear", "GTAO_FM_Events_Soundset"}, {"SHOOTING_RANGE_ROUND_OVER", "HUD_AWARDS"}, {"Short_Transition_In", "PLAYER_SWITCH_CUSTOM_SOUNDSET"}, {"Short_Transition_Out", "PLAYER_SWITCH_CUSTOM_SOUNDSET"}, {"SKIP", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"Start", "DLC_HEIST_HACKING_SNAKE_SOUNDS"}, {"STUN_COLLECT", "MINUTE_MAN_01_SOUNDSET"}, {"Success", "DLC_HEIST_HACKING_SNAKE_SOUNDS"}, {"Swap_Sides", "DLC_HALLOWEEN_FVJ_Sounds"}, {"SWING_SHUT", "GTAO_APT_DOOR_DOWNSTAIRS_GLASS_SOUNDS"}, {"Tattooing_Oneshot", "TATTOOIST_SOUNDS"}, {"Tattooing_Oneshot_Remove", "TATTOOIST_SOUNDS"}, {"Team_Capture_Start", "GTAO_Magnate_Yacht_Attack_Soundset"}, {"TENNIS_MATCH_POINT", "HUD_AWARDS"}, {"TENNIS_POINT_WON", "HUD_AWARDS"}, {"TextHit", "WastedSounds"}, {"TOGGLE_ON", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"Turn", "DLC_HEIST_HACKING_SNAKE_SOUNDS"}, {"UNDER_THE_BRIDGE", "HUD_AWARDS"}, {"WAYPOINT_SET", "HUD_FRONTEND_DEFAULT_SOUNDSET"}, {"WEAPON_ATTACHMENT_EQUIP", "HUD_AMMO_SHOP_SOUNDSET"}, {"WEAPON_ATTACHMENT_UNEQUIP", "HUD_AMMO_SHOP_SOUNDSET"}, {"WEAPON_PURCHASE", "HUD_AMMO_SHOP_SOUNDSET"}, {"WEAPON_SELECT_ARMOR", "HUD_AMMO_SHOP_SOUNDSET"}, {"Whistle", "DLC_TG_Running_Back_Sounds"}, {"Whoosh_1s_L_to_R", "MP_LOBBY_SOUNDS"}, {"Whoosh_1s_R_to_L", "MP_LOBBY_SOUNDS"}, {"WIN", "HUD_AWARDS"}, {"Zone_Enemy_Capture", "DLC_Apartments_Drop_Zone_Sounds"}, {"Zone_Neutral", "DLC_Apartments_Drop_Zone_Sounds"}, {"Zone_Team_Capture", "DLC_Apartments_Drop_Zone_Sounds"}, {"Zoom_In", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, {"Zoom_Left", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, {"Zoom_Out", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, {"Zoom_Right", "DLC_HEIST_PLANNING_BOARD_SOUNDS"}, } local getPlayerPed = PLAYER.GET_PLAYER_PED local getEntityCoords = ENTITY.GET_ENTITY_COORDS local menuroot = menu.my_root() local function AudioAnnoyance(Ker_SND, Ker_AUD) for i=0, 31, 1 do Ker_pped = getPlayerPed(i) Ker_pos = getEntityCoords(Ker_pped) AUDIO.PLAY_SOUND_FRONTEND(-1, Ker_SND, Ker_AUD, true) AUDIO.PLAY_SOUND_FROM_COORD(-1, Ker_SND, Ker_pos.x, Ker_pos.y, Ker_pos.z, Ker_AUD, true, 999999999, true) end end local soundsList = menu.list(menu.my_root(), "Play Sounds throughout the map.", {"Ksounds", "soundslist", "soundannoy"}, "A list of sounds that can be played throughout the entire freemode lobby. Sounds provided by Moist through his MoistScript.") for i = 1, #SoundAnnoy do menu.action(soundsList, SoundAnnoy[i][1], {}, "", function() local snd, aud snd = tostring(SoundAnnoy[i][1]) aud = tostring(SoundAnnoy[i][2]) AudioAnnoyance(snd, aud) end) menu.toggle_loop(soundsList, SoundAnnoy[i][1], {}, "", function () local snd, aud snd = tostring(SoundAnnoy[i][1]) aud = tostring(SoundAnnoy[i][2]) AudioAnnoyance(snd, aud) end) end
--- -- Sink a signal to a file, serialized in JSON. Samples are serialized -- individually and newline delimited. This sink accepts any data type that -- implements `to_json()`. -- -- @category Sinks -- @block JSONSink -- @tparam[opt=io.stdout] string|file|int file Filename, file object, or file descriptor -- -- @signature in:supported > -- -- @usage -- -- Sink JSON serialized samples to stdout -- local snk = radio.JSONSink() -- top:connect(src, snk) -- -- -- Sink JSON serialized samples to a file -- local snk = radio.JSONSink('out.json') -- top:connect(src, snk) local ffi = require('ffi') local block = require('radio.core.block') local JSONSink = block.factory("JSONSink") function JSONSink:instantiate(file) if type(file) == "number" then self.fd = file elseif type(file) == "string" then self.filename = file elseif file == nil then -- Default to io.stdout self.file = io.stdout end -- Accept all input types that implement to_json() self:add_type_signature({block.Input("in", function (type) return type.to_json ~= nil end)}, {}) end function JSONSink:initialize() if self.filename then self.file = ffi.C.fopen(self.filename, "wb") if self.file == nil then error("fopen(): " .. ffi.string(ffi.C.strerror(ffi.errno()))) end elseif self.fd then self.file = ffi.C.fdopen(self.fd, "wb") if self.file == nil then error("fdopen(): " .. ffi.string(ffi.C.strerror(ffi.errno()))) end end -- Register open file self.files[self.file] = true end function JSONSink:process(x) for i = 0, x.length-1 do local s = x.data[i]:to_json() .. "\n" -- Write to file if ffi.C.fwrite(s, 1, #s, self.file) ~= #s then error("fwrite(): " .. ffi.string(ffi.C.strerror(ffi.errno()))) end end -- Flush file if ffi.C.fflush(self.file) ~= 0 then error("fflush(): " .. ffi.string(ffi.C.strerror(ffi.errno()))) end end function JSONSink:cleanup() if self.filename then if ffi.C.fclose(self.file) ~= 0 then error("fclose(): " .. ffi.string(ffi.C.strerror(ffi.errno()))) end elseif self.fd then if ffi.C.fflush(self.file) ~= 0 then error("fflush(): " .. ffi.string(ffi.C.strerror(ffi.errno()))) end else self.file:flush() end end return JSONSink
return {'cdtje'}
--==================-- local libUnitMove = {} --==================-- -- < Modules > -- local math2 = require "math2" local table2 = require "table2" --========================================================-- -- class unitMove2D -- -- -- -- Handles movement of a unit with key input of a player. -- --========================================================-- libUnitMove.unitMove2D = setmetatable({ Name = "New 2D Player Controller", --== Auto-Update Functionality On Change ==-- PlayerId, -- int. Change to set which player this controls. Unit, -- (native) unithandle. Change to set which unit is controlled by movement. Speed = 270, -- Movespeed KeyUp = OSKEY_W, -- (native) oskeytype. Keybind to move up KeyLeft = OSKEY_A, -- (native) oskeytype. Keybind to move left KeyDown = OSKEY_S, -- (native) oskeytype. Keybind to move down KeyRight = OSKEY_D, -- (native) oskeytype. Keybind to move right Enabled = true, -- Change to enable or disable movement --== Read-Only ==-- CurrVec, -- math2.vec3. Current movement vector based on pressed keys. IsUp = false, -- Is the player currently pressing Up key IsLeft = false, -- Is the player currently pressing Left key IsDown = false, -- Is the player currently pressing Down key IsRight = false, -- Is the player currently pressing Right key Trigs = {}, -- Triggers used for movement --=============-- -- Constructor -- --=============-- new = function(self, o) o = o or {} -- Init default params and methods -- o.Trigs = {} o.CurrVec = math2.vec3:new() setmetatable(o, {__index = self}) -- This class is a supaTable -- local tbl = table2.supaTable:new(o) -- Set read-only properties (supaTable) -- tbl:setReadOnly(true, "CurrVec") tbl:setReadOnly(true, "IsUp") tbl:setReadOnly(true, "IsLeft") tbl:setReadOnly(true, "IsDown") tbl:setReadOnly(true, "IsRight") tbl:setReadOnly(true, "Trigs") -- Auto-update movement functionality (supaTable) -- tbl:watchProp(function(t,k,v) tbl:initKeyPressTrigs() end, "PlayerId", false) tbl:watchProp(function(t,k,v) tbl:initKeyPressTrigs() end, "KeyUp", false) tbl:watchProp(function(t,k,v) tbl:initKeyPressTrigs() end, "KeyLeft", false) tbl:watchProp(function(t,k,v) tbl:initKeyPressTrigs() end, "KeyDown", false) tbl:watchProp(function(t,k,v) tbl:initKeyPressTrigs() end, "KeyRight", false) -- Main -- tbl:initMainMovementTrig() tbl:initKeyPressTrigs() return tbl end, ------------------------- --<< PRIVATE METHODS >>-- ------------------------- initMainMovementTrig = function(self) local updatePeriod = 1/60 getmetatable(self.Trigs).__index.Main = CreateTrigger() --Set read-only prop (supaTable) DisableTrigger(self.Trigs.Main) TriggerRegisterTimerEventPeriodic(self.Trigs.Main, updatePeriod) TriggerAddAction(self.Trigs.Main, function() self:move(updatePeriod) end) end, initKeyPressTrigs = function(self) if (self.PlayerId == nil) then return end -- Used to set read-only properties (supaTable) -- local tbl = getmetatable(self).__index local tblTrigs = getmetatable(self.Trigs).__index -- For each event type -- local inputs = { "Up", "Left", "Down", "Right" } for k, v in pairs(inputs) do -- Cleanup old KeyPress trig -- if ((self.Trigs[v .. "Press"] ~= nil)) then DestroyTrigger(self.Trigs[v .. "Press"]) end -- Cleanup old KeyRelease trig -- if (self.Trigs[v .. "Release"] ~= nil) then DestroyTrigger(self.Trigs[v .. "Release"]) end if (GetPlayerSlotState(Player(self.PlayerId)) == PLAYER_SLOT_STATE_PLAYING) then -- New KeyPress trig -- tblTrigs[v .. "Press"] = CreateTrigger() BlzTriggerRegisterPlayerKeyEvent(self.Trigs[v .. "Press"], Player(self.PlayerId), self["Key" .. v], 0, true) TriggerAddAction(self.Trigs[v .. "Press"], function() -- Update movement calculations -- if (self["Is" .. v] == true) then return end tbl["Is" .. v] = true self:updateMovementVector() -- Only turn on trig while moving -- local delayCompensationFactor = 0.04 if (self.CurrVec:length() > 0) then self:move(delayCompensationFactor) --delay fix EnableTrigger(self.Trigs.Main) end end) -- New KeyRelease trig -- tblTrigs[v .. "Release"] = CreateTrigger() BlzTriggerRegisterPlayerKeyEvent(self.Trigs[v .. "Release"], Player(self.PlayerId), self["Key" .. v], 0, false) TriggerAddAction(self.Trigs[v .. "Release"], function() -- Update movement calculations -- tbl["Is" .. v] = false self:updateMovementVector() -- Turn off trig while not moving -- if (self.CurrVec:length() == 0) then DisableTrigger(self.Trigs.Main) end end) end end end, updateMovementVector = function(self) local x = 0 if (self.IsLeft) then x = x - 1 end if (self.IsRight) then x = x + 1 end local y = 0 if (self.IsDown) then y = y - 1 end if (self.IsUp) then y = y + 1 end -- Set read-only props (supaTable) -- local tbl = getmetatable(self).__index local tblCurrVec = getmetatable(self.CurrVec).__index tblCurrVec.x = x tblCurrVec.y = y tblCurrVec:normalize() end, move = function(self, scalar) if (self.Unit == nil) then return end if (self.Enabled ~= true) then return end scalar = scalar or 1 local newX = GetUnitX(self.Unit) + (self.Speed * self.CurrVec.x * scalar) local newY = GetUnitY(self.Unit) + (self.Speed * self.CurrVec.y * scalar) if (IsTerrainPathable(newX, newY, PATHING_TYPE_ANY)) then SetUnitPosition(self.Unit, newX, newY) end end, },{ --===========-- -- Metatable -- --===========-- }) --==============-- return libUnitMove --==============--
return { no_consumer = true, fields = { client_id = { type = "string", required = true }, client_secret = { type = "string", required = true }, discovery = { type = "string", required = true, default = "https://.well-known/openid-configuration" }, introspection_endpoint = { type = "string", required = false }, timeout = { type = "number", required = false }, introspection_endpoint_auth_method = { type = "string", required = false }, bearer_only = { type = "string", required = true, default = "no" }, realm = { type = "string", required = true, default = "kong" }, redirect_uri_path = { type = "string" }, scope = { type = "string", required = true, default = "openid" }, response_type = { type = "string", required = true, default = "code" }, ssl_verify = { type = "string", required = true, default = "no" }, token_endpoint_auth_method = { type = "string", required = true, default = "client_secret_post" }, session_secret = { type = "string", required = false }, recovery_page_path = { type = "string" }, logout_path = { type = "string", required = false, default = '/logout' }, redirect_after_logout_uri = { type = "string", required = false, default = '/' }, filters = { type = "string" }, verify_only = { type = "string", required = true, default = "no"}, } }
local stringutils = {} --[[ @param str 待分割字符串 @param delimiter 分割字符 --]] function stringutils.split(str,delimiter) if str == nil or str == "" or delimiter == nil then return nil end local result = {} for match in (str .. delimiter):gmatch("(.-)" .. delimiter) do table.insert(result,match) end return result end --[[ 去除字符串空格 --]] function stringutils.trim(str) if str == nil or tostring(str) == "userdata: NULL" then return "" end local result,count = string.gsub(str,"%s","") return result end return stringutils
--######################################################### Camera def --#{ --/** \brief Creates a basic thirdperson camera. -- --\param name char Name of the new camera [optional] --\return chilCameraObject newCamera Returns a camera object --\ingroup Lua_Camera -- -- */ --void chilCreateThirdPersonCamera(char name) {} --#} function chilCreateThirdPersonCamera(name) local newCamera = {} newCamera.alpha = 0; -- camera orientation on the x axis newCamera.azimuth = 0; -- camera orientation on the y axis newCamera.tsi = 0; -- something newCamera.x = 0.0; -- x pos. newCamera.y = 0.0; -- y pos. newCamera.z = 10.0; -- z pos. newCamera.fov = 40.0; newCamera.left = false; newCamera.right = false; newCamera.up = false; newCamera.down = false; newCamera.forward = false; newCamera.backward = false; newCamera.lock1open = false; newCamera.lock2open = false; newCamera.zoomin = false; newCamera.zoomout = false; newCamera.zoomspeed = 2.0; newCamera.movespeed = 1.0*0.0166666; newCamera.orthoWidth = 50.0; newCamera.type = "Perspective" newCamera.xmax = 10000; newCamera.xmin =-10000; newCamera.ymax = 10000; newCamera.ymin =-10000; newCamera.zmax = 10000; newCamera.zmin =-10000; newCamera.sceneScope,newCamera.displayerScope = chiGetScene(); newCamera.callbackReference = newCamera; --===================================================== Update function newCamera.Update = function(this) currentScene,currentDisplayer = chiGetScene(); chiBindScene(this.sceneScope,this.displayerScope); if (this.type=="Orthographic") then chiGraphicsCameraType(2); else chiGraphicsCameraType(1); end chiGraphicsOrientCamera(0,this.alpha,this.azimuth,this.tsi); chiGraphicsPositionCamera(this.x,this.y,this.z); chiBindScene(currentScene,currentDisplayer); end --===================================================== Callback function newCamera.callbackFunction = function(this) --print(chi_frameRate); if (WM_KEYDN.occured and (WM_KEYDN.iPar4 == this.sceneScope)) then --print(string.format("WM_KEYDN %6.4f",chi_programTime)); if (WM_KEYDN.iPar0 == 65) then this.left = true; end if (WM_KEYDN.iPar0 == 68) then this.right = true; end if (WM_KEYDN.iPar0 == 87) then this.forward = true; end if (WM_KEYDN.iPar0 == 83) then this.backward = true; end if (WM_KEYDN.iPar0 == 69) then this.up = true; end if (WM_KEYDN.iPar0 == 81) then this.down = true; end end if (WM_MOUSEMOVE.occured) then --print(string.format("Object selected: %d",WM_MOUSEMOVE.iPar5)); end if (WM_KEYUP.occured or WM_MOUSELEAVE.occured) then --print(string.format("WM_KEYUP %6.4f",chi_programTime)); if (WM_KEYUP.iPar0 == 65) then this.left = false; end if (WM_KEYUP.iPar0 == 68) then this.right = false; end if (WM_KEYUP.iPar0 == 87) then this.forward = false; end if (WM_KEYUP.iPar0 == 83) then this.backward = false; end if (WM_KEYUP.iPar0 == 69) then this.up = false; end if (WM_KEYUP.iPar0 == 81) then this.down = false; end if (WM_MOUSELEAVE.occured) then this.left = false; this.right = false; this.forward = false; this.backward = false; this.up = false; this.down = false; this.lock2open=false; end end local dx = 0; local dy = 0; local dz = 0; if ((this.left) ) then dx = 0.0 - this.movespeed; end if ((this.right) ) then dx = 0.0 + this.movespeed; end if ((this.forward) ) then dy = 0.0 + this.movespeed; end if ((this.backward)) then dy = 0.0 - this.movespeed; end --if ((this.up) ) then end --if ((this.down) ) then end -- this.x = this.x + dx; this.y = this.y + dy; this.z = this.z + dz; if (this.x>this.xmax) then this.x = this.x + dx; end if (this.x<this.xmin) then this.x = this.x + dx; end if (this.y>this.ymax) then this.y = this.y + dy; end if (this.y<this.ymin) then this.y = this.y + dy; end if (this.z>this.zmax) then this.z = this.z + dz; end if (this.z<this.zmin) then this.z = this.z + dz; end this.Update(this); end newCamera.CameraControl = newCamera.callbackFunction print("Third person camera made") return newCamera; end
return Def.ActorFrame{ InitCommand=function(self) self:Center() end, LoadActor("usbicon.png")..{ InitCommand=function(self) self:shadowlength(1) end, OnCommand=function(self) self:zoom(0.6):glow(1,1,1,1):glowshift():diffusealpha(0):sleep(1):decelerate(2):diffusealpha(1):sleep(6):linear(0.75):diffusealpha(0) end, }, LoadFont("Common Normal")..{ Text=ScreenString("Top"), InitCommand=function(self) self:shadowlength(1):y(-60):diffusealpha(0) end, OnCommand=function(self) self:sleep(2.0):decelerate(1):diffusealpha(1):sleep(6):linear(0.75):diffusealpha(0) end, }, LoadFont("Common Normal")..{ Text=ScreenString("Bottom"), InitCommand=function(self) self:shadowlength(1):y(60):diffusealpha(0) end, OnCommand=function(self) self:sleep(3.0):decelerate(1):diffusealpha(1):sleep(5):linear(0.75):diffusealpha(0) end, } }
-------------------------------------------------------------------------------- -- Generic relay with configureable parameters -------------------------------------------------------------------------------- -- Copyright (C) 2013-2018 Metrostroi Team & FoxWorks Aerospace s.r.o. -- Contains proprietary code. See license.txt for additional information. -------------------------------------------------------------------------------- Metrostroi.DefineSystem("Relay") local relay_types = { ["PK-162"] = { pneumatic = true, contactor = true, }, ["Switch"] = { contactor = true, }, ["GV_10ZH"] = { contactor = true, normally_closed = true, }, ["VA21-29"] = { contactor = true, normally_closed = true, bass = true, }, ["AVU-045"] = { bass = true, }, ["Switch"] = { close_time = 0, open_time = 0, }, ["ARS"] = { close_time = 0, open_time = 0, } } function TRAIN_SYSTEM:Initialize(parameters,extra_parameters) ---------------------------------------------------------------------------- -- Initialize parameters if not parameters then parameters = {} end if type(parameters) ~= "table" then relay_type = parameters if relay_types[relay_type] then parameters = relay_types[relay_type] else --print("[sys_relay.lua] Unknown relay type: "..parameters) parameters = {} end parameters.relay_type = relay_type end -- Create new table local old_param = parameters parameters = {} for k,v in pairs(old_param) do parameters[k] = v end -- Add extra parameters if type(extra_parameters) == "table" then for k,v in pairs(extra_parameters) do parameters[k] = v end end -- Contactors have different failure modes parameters.contactor = parameters.contactor or false -- Should the relay be initialized in 'closed' state parameters.normally_closed = parameters.normally_closed or false -- Time in which relay will close (seconds) parameters.close_time = parameters.close_time or 0.050 -- Time in which relay will open (seconds) parameters.open_time = parameters.open_time or 0.050 -- Is relay latched (stays in its position even without voltage) parameters.latched = parameters.latched or false -- Should relay be spring-returned to initial position parameters.returns = parameters.returns or (not parameters.latched) -- Trigger level for the relay parameters.trigger_level = parameters.trigger_level or 0.5 for k,v in pairs(parameters) do self[k] = v end ---------------------------------------------------------------------------- -- Relay parameters if self.close_time == 0 then FailSim.AddParameter(self,"CloseTime", { value = parameters.close_time}) else FailSim.AddParameter(self,"CloseTime", { value = parameters.close_time, precision = self.contactor and 0.35 or 0.10, min = 0.010, varies = true }) end if self.open_time == 0 then FailSim.AddParameter(self,"OpenTime", { value = parameters.open_time}) else FailSim.AddParameter(self,"OpenTime", { value = parameters.open_time, precision = self.contactor and 0.35 or 0.10, min = 0.010, varies = true }) end -- Did relay short-circuit? FailSim.AddParameter(self,"ShortCircuit", { value = 0.000, precision = 0.00 }) -- Was there a spurious trip? FailSim.AddParameter(self,"SpuriousTrip", { value = 0.000, precision = 0.00 }) -- Calculate failure parameters local MTBF = parameters.MTBF or 1000000 -- cycles, mean time between failures local MFR = 1/MTBF -- cycles^-1, total failure rate local openWeight,closeWeight -- FIXME openWeight = self.open_weight or 0.25 closeWeight = self.close_weight or 0.25 --[[if self.Contactor then openWeight = 0.25 closeWeight = 0.25 elseif self.NormallyOpen then openWeight = 0.4 closeWeight = 0.1 else openWeight = 0.1 closeWeight = 0.4 end]]-- -- Add failure points FailSim.AddFailurePoint(self, "CloseTime", "Mechanical problem (close time not nominal)", { type = "precision", value = 0.5, mfr = MFR*0.65*openWeight, recurring = true } ) FailSim.AddFailurePoint(self, "OpenTime", "Mechanical problem (open time not nominal)", { type = "precision", value = 0.5, mfr = MFR*0.65*closeWeight , recurring = true } ) FailSim.AddFailurePoint(self, "CloseTime", "Stuck closed", { type = "value", value = 1e9, mfr = MFR*0.65*openWeight, dmtbf = 0.2 } ) FailSim.AddFailurePoint(self, "OpenTime", "Stuck open", { type = "value", value = 1e9, mfr = MFR*0.65*closeWeight , dmtbf = 0.4 } ) FailSim.AddFailurePoint(self, "SpuriousTrip", "Spurious trip", { type = "on", mfr = MFR*0.20, dmtbf = 0.4 } ) --FailSim.AddFailurePoint(self, "ShortCircuit", "Short-circuit", --{ type = "on", mfr = MFR*0.15, dmtbf = 0.2 } ) ---------------------------------------------------------------------------- -- Initial relay state if self.normally_closed then self.TargetValue = 1.0 self.Value = 1.0 else self.TargetValue = self.defaultvalue or 0.0 self.Value = self.defaultvalue or 0.0 end -- Time when relay should change its value self.Time = 0 self.ChangeTime = nil self.Blocked = 0 -- This increases precision at cost of perfomance self.SubIterations = parameters.iterations or 1--relay end function TRAIN_SYSTEM:Inputs() return { "Open","Close","+","-","Set","Toggle","Block","OpenBypass","Check","OpenTime","CloseTime"} end function TRAIN_SYSTEM:Outputs() return { "Value" , "Blocked","TargetValue"} end function TRAIN_SYSTEM:TriggerInput(name,value) -- Boolean values accepted if type(value) == "boolean" then value = value and 1 or 0 end if name == "OpenTime" then self.open_time = value FailSim.AddParameter(self,"OpenTime", { value = self.open_time}) end if name == "CloseTime" then self.close_time = value FailSim.AddParameter(self,"CloseTime", { value = self.close_time}) end if name == "Reset" then if self.normally_closed then self:TriggerInput("Set",1) else self:TriggerInput("Set",self.defaultvalue or 0.0) end end --print(name) if name == "Check" then if value < 0 and self.Value == 1 then self:TriggerInput("Set",0) --self:TriggerInput("Set",0) self.Train:PlayOnce("av_off","cabin",0.7,70) end return end if value == -1 and self.relay_type == "VA21-29" then self:TriggerInput("Set",0) return end if name == "OpenBypass" then if (not self.ChangeTime) and (self.TargetValue ~= 0.0) then self.ChangeTime = self.Time + FailSim.Value(self,"OpenTime") end self.TargetValue = 0.0 if self.ChangeTime==self.Time and self.Train.DeltaTime then self:Think(self.Train.DeltaTime) end return end if self.Blocked > 0 and name ~= "Block" and (name == "Close" and self.relay_type == "PK-162" or self.relay_type ~= "PK-162") then return end -- Open/close coils of the relay if (name == "Block") then self.Blocked = value elseif (name == "Close") and (value > self.trigger_level) and (self.Value ~= 1.0 or self.TargetValue ~= 1.0) then --(self.TargetValue ~= 1.0 and self.rpb)) if self.pneumatic and self.Train.Pneumatic.TrainLinePressure < 3 then return end if (not self.ChangeTime) or (self.TargetValue ~= 1.0) then self.ChangeTime = self.Time + FailSim.Value(self,"CloseTime") --if self.rvt then print(FailSim.Value(self,"CloseTime")) end end --if self.rpb and if self.Value == 1.0 then self.ChangeTime = nil end self.TargetValue = 1.0 if self.ChangeTime==self.Time and self.Train.DeltaTime then self:Think(self.Train.DeltaTime) end elseif (name == "Open") and (value > self.trigger_level) and (self.Value ~= 0.0 or self.TargetValue ~= 0.0) then if (not self.ChangeTime) or (self.TargetValue ~= 0.0) then self.ChangeTime = self.Time + FailSim.Value(self,"OpenTime") end self.TargetValue = 0.0 if self.ChangeTime==self.Time and self.Train.DeltaTime then self:Think(self.Train.DeltaTime) end elseif name == "NoOpenTime" and value > 0 then self.ChangeTime = self.Time elseif (name == "+") and (self.Value < (self.maxvalue or self.three_position and 2 or 1)) and value > 0 then self.ChangeTime = self.Time + FailSim.Value(self,"CloseTime") self.TargetValue = math.min(self.maxvalue or self.three_position and 2 or 1,self.Value+1) if self.ChangeTime==self.Time and self.Train.DeltaTime then self:Think(self.Train.DeltaTime) end elseif (name == "-") and (self.Value > 0) and value > 0 then self.ChangeTime = self.Time + FailSim.Value(self,"OpenTime") self.TargetValue = math.max(0.0,self.Value-1) if self.ChangeTime==self.Time and self.Train.DeltaTime then self:Think(self.Train.DeltaTime) end elseif name == "Set" then if self.pneumatic and value > 0 and self.Train.Pneumatic.TrainLinePressure < 3 then return end if self.maxvalue then if not self.ChangeTime then self.ChangeTime = self.Time + FailSim.Value(self,"OpenTime") end self.TargetValue = math.max(0.0,math.min(self.maxvalue,math.floor(value))) if self.ChangeTime==self.Time and self.Train.DeltaTime then self:Think(self.Train.DeltaTime) end elseif self.three_position then if not self.ChangeTime then self.ChangeTime = self.Time + FailSim.Value(self,"OpenTime") end self.TargetValue = math.max(0.0,math.min(2.0,math.floor(value))) if self.ChangeTime==self.Time and self.Train.DeltaTime then self:Think(self.Train.DeltaTime) end else if value > self.trigger_level then self:TriggerInput("Close",self.trigger_level+1) else self:TriggerInput("Open",self.trigger_level+1) end end elseif (name == "Toggle") and (value > 0.5) then if self.maxvalue then self:TriggerInput("Set",self.Value > self.maxvalue-1 and 0 or self.Value+1) elseif self.three_position then self:TriggerInput("Set",self.Value > 1 and 0 or self.Value+1) else self:TriggerInput("Set",(1.0 - self.Value)*(self.trigger_level+1)) end end end function TRAIN_SYSTEM:Think(dT) --print(self.relay_type) self.Time = self.Time + dT --if self.relay_type == "VA21-29" then --if self.Value --if self.Value == -1 then print(self.Name) end -- Short-circuited relay if FailSim.Value(self,"ShortCircuit") > 0.5 then self.Value = 1.0 return end -- Spurious trip if FailSim.Value(self,"SpuriousTrip") > 0.5 then self.SpuriousTripTimer = self.Time + (0.5 + 2.5*math.random()) FailSim.ResetParameter(self,"SpuriousTrip",0.0) FailSim.Age(self,1) -- Simulate switch right away self.Value = 1.0 - self.Value self.TargetValue = self.Value self.ChangeTime = nil end if self.SpuriousTripTimer and (self.Time > self.SpuriousTripTimer) then self.Value = self.TargetValue self.SpuriousTripTimer = nil end -- Switch relay if self.ChangeTime and (self.Time > self.ChangeTime) and not self.SpuriousTripTimer then -- Electropneumatic relays make this sound if self.bass and self.Value ~= self.TargetValue then --[[ if self.Value ~= 0.0 and self.maxvalue ~= 2 or self.Value ~= 1.0 and self.maxvalue == 2 then if self.av3 then self.Train:PlayOnce("vu22b_on","cabin") end if self.igla then self.Train:PlayOnce("igla_on","cabin") end if self.button then self.Train:PlayOnce("button_press","cabin",0.51) end if self.vud then self.Train:PlayOnce("vu22_on","cabin") end if self.uava then self.Train:PlayOnce("uava_on","cabin") end if self.pb then self.Train:PlayOnce("switch6","cabin") end if self.programm then self.Train:PlayOnce("inf_on","cabin") end if self.programm1 then self.Train:PlayOnce("triple_up-0","cabin") end if self.programm2 then self.Train:PlayOnce("triple_down-0","cabin") end if self.av then self.Train:PlayOnce("auto_on","cabin") end if self.mainav then self.Train:PlayOnce("mainauto_on","cabin") end if self.krishka then self.Train:PlayOnce("kr_close","cabin") end if self.paketnik then self.Train:PlayOnce("pak_on","cabin") end if self.switch then self.Train:PlayOnce("switch_on","cabin") end if self.rcr then self.Train:PlayOnce("rcr_on","cabin") end end if self.Value == 0.0 and self.maxvalue ~= 2 or self.Value == 1.0 and self.maxvalue == 2 then if self.av3 then self.Train:PlayOnce("vu22b_off","cabin") end if self.igla then self.Train:PlayOnce("igla_off","cabin") end if self.button then self.Train:PlayOnce("button_release","cabin",0.56) end if self.vud then self.Train:PlayOnce("vu22_off","cabin") end if self.uava then self.Train:PlayOnce("uava_off","cabin") end if self.pb then self.Train:PlayOnce("switch6_off","cabin") end if self.programm then self.Train:PlayOnce("inf_off","cabin") end if self.programm1 then self.Train:PlayOnce("triple_0-up","cabin") end if self.programm2 then self.Train:PlayOnce("triple_0-down","cabin") end if self.av then self.Train:PlayOnce("auto_off","cabin") end if self.mainav then self.Train:PlayOnce("mainauto_off","cabin") end if self.krishka then self.Train:PlayOnce("kr_open","cabin") end if self.paketnik then self.Train:PlayOnce("pak_off","cabin") end if self.switch then self.Train:PlayOnce("switch_off","cabin") end if self.rcr then self.Train:PlayOnce("rcr_off","cabin") end end ]] if self.bass_separate then if self.TargetValue > 0 then self.Train:PlayOnce(self.Name.."_on","bass",1) else self.Train:PlayOnce(self.Name.."_off","bass",1) end else self.Train:PlayOnce(self.Name,"bass",self.TargetValue) end end self.Value = self.TargetValue self.ChangeTime = nil -- Age relay a little FailSim.Age(self,1) end end
-- handler.lua -- https://docs.konghq.com/gateway-oss/2.4.x/plugin-development/custom-logic/ local BasePlugin = require "kong.plugins.base_plugin" local redis = require "resty.redis" local kong = kong local function retrieve_credentials() -- get val from redis local red = redis:new() red:set_timeouts(1000, 1000, 1000) -- 1 sec local ok, err = red:connect("demo-redis", 6379) -- redis host address in docker network if not ok then kong.log.inspect("----- my-custom-plugin retrieve_credentials error -----") error(err) end local redis_val = red:hget("ht", "field") kong.log.inspect(redis_val) return redis_val end local CustomHandler = BasePlugin:extend() CustomHandler.VERSION = "1.0.0" -- https://docs.konghq.com/gateway-oss/2.4.x/plugin-development/custom-logic/#plugins-execution-order CustomHandler.PRIORITY = 10 function CustomHandler:new() CustomHandler.super.new(self, "my-custom-plugin") kong.log.inspect("----- my-custom-plugin new -----") end function CustomHandler:access(config) -- Executed for every request from a client and before it is being proxied to the upstream service. kong.log.inspect("----- my-custom-plugin access -----") CustomHandler.super.access(self) kong.log.inspect(config) local cache_name = kong.request.get_headers()["x-cache-auth"] local cache_delete = kong.request.get_headers()["x-del-auth"] -- https://docs.konghq.com/enterprise/2.3.x/plugin-development/entities-cache/ if cache_delete then -- delete cache: -- Lua memory cache - local to an Nginx worker process -- Shared memory cache (SHM) - local to an Nginx node kong.cache:invalidate(cache_delete) return kong.response.exit(200, {message = "Auth deleted"}) end if cache_name then -- get and save cache from redis, then put it to upstream request kong.log.inspect("----- my-custom-plugin access cache-----", cache_name) -- !!! Retrieves the value from the cache local credential, err = kong.cache:get(cache_name, nil, retrieve_credentials, cache_name) if err then kong.log.err(err) return kong.response.exit(500, {message = "Unexpected error"}) end if not credential then return kong.response.exit(401, {message = "Invalid credentials"}) end kong.log.inspect(credential) kong.service.request.set_header("X-API-Key", credential) end kong.log.inspect("----- my-custom-plugin access end-----") end return CustomHandler
require 'laia.ClassWithOptions' require 'laia.SignalHandler' require 'warp_ctc' local xlua = wrequire 'xlua' local CTCTrainer, Parent = torch.class('laia.CTCTrainer', 'laia.ClassWithOptions') -- Basic usage example: -- trainer = CTCTrainer(model, train_batcher, valid_batcher, optim.rmsprop) -- trainer:start() -- while true do -- train_epoch_info = trainer:trainEpoch(rmsprop_opts) -- valid_epoch_info = trainer:validEpoch() -- print(train_epoch_info.loss, valid_epoch_info.loss) -- end local function check_nan(x, m) return x:ne(x):sum() end local function check_inf(x, m) return x:ge(math.huge):sum() + x:le(-math.huge):sum() end function CTCTrainer:__init(model, train_batcher, valid_batcher, optimizer) Parent.__init(self, { batch_size = 16, use_distortions = false, use_distortions_after = 0, cer_trim = 0, snapshot_interval = 0, display_progress_bar = false, num_samples_epoch = 0, grad_clip = 0, check_nan = false, check_inf = false, normalize_loss = true, shuffle_valid = false, batchChunkSize = 0, }) self._model = model self._train_batcher = train_batcher self._valid_batcher = valid_batcher self._optimizer = optimizer -- Use :start() to initialize the trainer self._initialized = false end function CTCTrainer:setModel(model) self._model = model self._initialized = false return self end function CTCTrainer:setTrainBatcher(batcher) self._train_batcher = batcher self._initialized = false return self end function CTCTrainer:setValidBatcher(batcher) self._valid_batcher = batcher self._initialized = false return self end function CTCTrainer:setOptimizer(optimizer) self._optimizer = optimizer self._initialized = false return self end function CTCTrainer:setDistorter(distorter) self._distorter = distorter self._initialized = false if self._distorter and self._opt.use_distortions then laia.log.info('CTCTrainer uses the distorter:\n' .. self._distorter:__tostring__()) end return self end function CTCTrainer:setAdversarialRegularizer(regularizer) self._adversarial_regularizer = regularizer self._initialized = false if self._adversarial_regularizer then laia.log.info('CTCTrainer uses the adversarial regularizer:\n' .. self._adversarial_regularizer:__tostring__()) end return self end function CTCTrainer:setWeightRegularizer(regularizer) self._weight_regularizer = regularizer self._initialized = false if self._weight_regularizer then laia.log.info('CTCTrainer uses the weight regularizer:\n' .. self._weight_regularizer:__tostring__()) end return self end function CTCTrainer:registerOptions(parser, advanced) advanced = advanced or false parser:option( '--batch_size -b', 'Batch size', self._opt.batch_size, laia.toint) :gt(0) :bind(self._opt, 'batch_size') :advanced(advanced) parser:option( '--use_distortions', 'If true, augment the training set using random distortions.', self._opt.use_distortions, laia.toboolean) :bind(self._opt, 'use_distortions') :advanced(advanced) parser:option( '--use_distortions_after', 'Start using distortions after this epoch (set this value to 0 to use ' .. 'distortions from the beginning).', self._opt.use_distortions_after, laia.toint) :bind(self._opt, 'use_distortions_after') :gt(0) :advanced(advanced) parser:option( '--cer_trim', 'For computing CER, removes leading, trailing and ' .. 'repetitions of given symbol number (i.e. space).', self._opt.cer_trim, laia.toint) :argname('<sym>') :ge(0) :bind(self._opt, 'cer_trim') :advanced(advanced) --[[ parser:option( '--snapshot_interval', 'If n>0, create a snapshot of the model every n batches.', self._opt.snapshot_interval, laia.toint) :argname('<n>') :ge(0) :bind(self._opt, 'snapshot_interval') :advanced(advanced) --]] parser:option( '--grad_clip', 'If c>0, clip gradients to the range [-c,+c].', self._opt.grad_clip, tonumber) :argname('<c>') :ge(0) :bind(self._opt, 'grad_clip') :advanced(advanced) parser:option( '--display_progress_bar', 'Display a progress bar on the terminal showing the status ' .. 'of the training and validation epoch. Note: if you ' .. 'redirect the output to a file, the progress bar is not ' .. 'displayed.', self._opt.display_progress_bar, laia.toboolean) :bind(self._opt, 'display_progress_bar') :advanced(advanced) parser:option( '--num_samples_epoch', 'Number of training samples to process in each epoch; ' .. 'If n=0, this value is equal to the number of samples in the training '.. 'partition.', self._opt.num_samples_epoch, laia.toint) :argname('<n>') :ge(0) :bind(self._opt, 'num_samples_epoch') :advanced(advanced) parser:option( '--check_nan', 'If true, check for NaN values during training.', self._opt.check_nan, laia.toboolean) :bind(self._opt, 'check_nan') :advanced(advanced) parser:option( '--check_inf', 'If true, check for infinity values during training.', self._opt.check_inf, laia.toboolean) :bind(self._opt, 'check_inf') :advanced(advanced) parser:option( '--normalize_loss', 'If true, normalize the loss among the batch size and the length of the samples.', self._opt.normalize_loss, laia.toboolean) :bind(self._opt, 'normalize_loss') :advanced(advanced) parser:option( '--shuffle_valid', 'If true, shuffle the validation data on each epoch.', self._opt.shuffle_valid, laia.toboolean) :bind(self._opt, 'shuffle_valid') :advanced(advanced) parser:option( '--batch_chunk_size', 'If >0, split the batch in chunks of this size (in' .. ' MB). Useful to perform constant batch size updates with scarce memory.', self._opt.batchChunkSize, laia.toint) :bind(self._opt, 'batchChunkSize') :advanced(advanced) end function CTCTrainer:checkOptions() assert(self._opt.batch_size > 0 and laia.isint(self._opt.batch_size), ('Batch size must be positive integer (value = %s)'):format( self._opt.batch_size)) assert(laia.isint(self._opt.cer_trim), ('CER trim symbol must be an integer (value = %s)'):format( self._opt.cer_trim)) assert(laia.isint(self._opt.snapshot_interval), ('Snapshot interval must be an integer (value = %s)'):format( self._opt.snapshot_interval)) assert(type(self._opt.grad_clip) == 'number', ('Gradient clip value must be a number (value = %s)'):format( self._opt.grad_clip)) assert(type(self._opt.display_progress_bar) == 'boolean', ('Display progress bar must be a boolean (value = %s)'):format( self._opt.display_progress_bar)) assert(type(self._opt.check_nan) == 'boolean', ('Expected a boolean value (got value = %s)') :format(self._opt.check_nan)) assert(type(self._opt.check_inf) == 'boolean', ('Expected a boolean value (got value = %s)') :format(self._opt.check_inf)) -- Log some warnings if self._opt.display_progress_bar and not xlua then laia.log.warn('Progress bar not displayed, xlua was not found') end if self._opt.display_progress_bar and not laia.stdout_isatty then laia.log.warn('Progress bar not displayed, stdout is redirected') end end function CTCTrainer:start() assert(self._model ~= nil) assert(self._train_batcher ~= nil and self._train_batcher:numSamples() > 0) assert(self._optimizer ~= nil) assert(self._distorter or not self._opt.use_distortions, 'No distorter passed to the CTCTrainer, but --use_distortions=true') assert(self._train_batcher:symCount()[0] == 0, 'CTC non-character symbol found in transcripts') -- Flatten the model parameters into a single big chunk of memory. self._parameters, self._gradParameters = self._model:getParameters() -- Define some buffers that will be used for different batches to avoid -- multiple data allocation/dellocation. self._gradOutput = torch.Tensor():type(self._model:type()) self._tr_batch_img = torch.Tensor():type(self._train_batcher:cacheType()) self._va_batch_img = self._valid_batcher and torch.Tensor():type(self._valid_batcher:cacheType()) -- Total number of precessed training and validation batches, used to update -- the monitor snapshot only at certain times. self._num_processed_train_batches = 0 self._num_processed_valid_batches = 0 -- Compute the number of training samples to process in each epoch. -- Note: This number may be different from the total number of training -- samples, or the value of --num_samples_epoch, because of the batch_size. if self._opt.num_samples_epoch > 0 then self._train_num_samples = self._opt.batch_size * math.ceil(self._opt.num_samples_epoch / self._opt.batch_size) else self._train_num_samples = self._opt.batch_size * math.ceil(self._train_batcher:numSamples() / self._opt.batch_size) end -- Compute the number of validation samples to process in each epoch. -- See Note before. self._valid_num_samples = self._valid_batcher and (self._opt.batch_size * math.ceil(self._valid_batcher:numSamples() / self._opt.batch_size)) self._currEpoch = 0 self._initialized = true end function CTCTrainer:trainEpoch(optimizer_params, batcher_reset_params) assert(self._initialized, 'CTCTrainer must be initialized with :start()') self._currEpoch = self._currEpoch + 1 -- Reset batcher with the given parameters self._train_batcher:epochReset(batcher_reset_params) -- Useful information for monitoring the performance on trainining data local epoch_info = { loss = 0, num_frames = 0, posteriors = {}, num_ins_ops = {}, num_del_ops = {}, num_sub_ops = {}, hyp_trim = {}, ref_trim = {}, time_start = os.time(), time_end = nil, numChunks = {}, numChunkSamples = {}, } for b=1,self._train_num_samples,self._opt.batch_size do -- If exit signal was captured, terminate if laia.SignalHandler.ExitRequested() then return nil end -- Load batch from batcher local batch_img, batch_gt, batch_sizes = self._train_batcher:next( self._opt.batch_size, self._tr_batch_img) -- Ensure that batch is in the same device (GPU vs CPU) as the model batch_img = batch_img:type(self._model:type()) -- Apply distortions, if a distorter was given if self._distorter and self._opt.use_distortions and self._currEpoch > self._opt.use_distortions_after then if b == 1 then laia.log.debug('Applying distortions on the training data (this ' .. 'message only shown for the first batch on each epoch).') end batch_img = self._distorter:distort(batch_img) end -- Run optimizer on the batch self._optimizer( function(_) local batch_costs = self:_trainBatch(batch_img, batch_gt) CTCTrainer._updateCosts(epoch_info, batch_costs) return batch_costs.loss, self._gradParameters end, self._parameters, optimizer_params) -- Show progress bar only if running on a tty if xlua and laia.stdout_isatty and self._opt.display_progress_bar then xlua.progress(b + self._opt.batch_size - 1, self._train_num_samples) end -- Update number of processed batches self._num_processed_train_batches = self._num_processed_train_batches + 1 end epoch_info.time_end = os.time() return epoch_info end function CTCTrainer:validEpoch(batcher_reset_params) assert(self._initialized, 'CTCTrainer must be initialized with :start()') -- Reset batcher with the given parameters self._valid_batcher:epochReset(batcher_reset_params) -- Useful information for monitoring the performance on validation data local epoch_info = { loss = 0, num_frames = 0, posteriors = {}, num_ins_ops = {}, num_del_ops = {}, num_sub_ops = {}, hyp_trim = {}, ref_trim = {}, time_start = os.time(), time_end = nil, numChunks = {}, numChunkSamples = {}, } for b=1,self._valid_num_samples,self._opt.batch_size do -- If exit signal was captured, terminate if laia.SignalHandler.ExitRequested() then return nil end -- Load batch from batcher local batch_img, batch_gt, batch_sizes = self._valid_batcher:next( self._opt.batch_size, self._va_batch_img) -- Ensure that batch is in the same device as the model batch_img = batch_img:type(self._model:type()) -- Forward pass local batch_costs = self:_fbPass(batch_img, batch_gt, false) CTCTrainer._updateCosts(epoch_info, batch_costs) -- Show progress bar only if running on a tty if xlua and laia.stdout_isatty and self._opt.display_progress_bar then xlua.progress(b + self._opt.batch_size - 1, self._valid_num_samples) end -- Update number of processed batches self._num_processed_valid_batches = self._num_processed_valid_batches + 1 end epoch_info.time_end = os.time() return epoch_info end -- Perform forward/backward on a training batch, and apply the regularizers -- to obtain the regularized loss function and the gradient of it w.r.t. the -- model parameters. -- Note: This updates self._gradParameters directly and returs the different -- costs on the training batch for monitoring purposes. See the call to -- optimizer() in trainEpoch() to see how this method is used. function CTCTrainer:_trainBatch(batch_img, batch_gt) -- Regular backpropagation pass local batch_costs = self:_fbPass(batch_img, batch_gt, true) -- Adversarial samples regularization if self._adversarial_regularizer then batch_costs.loss = self._adversarial_regularizer:regularize( batch_costs.loss, self._model, batch_img, function(x) return self:_fbPass(x, batch_gt, true).loss end) end -- Weight decay regularization if self._weight_regularizer then batch_costs.loss = self._weight_regularizer:regularize( batch_costs.loss, self._model) end -- Clip gradients if self._opt.grad_clip > 0 then -- Number of clamped gradients, for debugging purposes local ncg = torch.abs(self._gradParameters):gt(self._opt.grad_clip):sum() if ncg > 0 then laia.log.debug(('%d [%.2f%%] gradients clamped to [-%g,%g]'):format( ncg, 100 * ncg / self._gradParameters:nElement(), self._opt.grad_clip, self._opt.grad_clip)) self._gradParameters:clamp(-self._opt.grad_clip, self._opt.grad_clip) end end return batch_costs end -- Perform forward (and optionally, backprop) pass. This is common -- code used for both training and evaluation of the model. function CTCTrainer:_fbPass(batch_img, batch_gt, do_backprop) do_backprop = do_backprop or false local gradParamAcc = nil if do_backprop then self._model:training() -- TOOD(jpuigcerver): We should not need this copy, since model:backward() -- should accumulate the gradients unless model:zeroGradParameters() is -- called, however this does not seem to work properly. gradParamAcc = self._gradParameters:clone():zero() else self._model:evaluate() end self._model:clearState() local batchSize = batch_img:size(1) assert(batchSize == #batch_gt, ('The number of transcripts is not equal to the number of images '.. '(expected = %d, actual = %d)'):format(batchSize, #batch_gt)) -- If the batch is too big to fill in memory, split the batch in chunks -- but perform a single model update (gradients are accumulated) local numChunks, numChunkSamples = 1, batchSize local batchSizeMB = batch_img:nElement() * batch_img:elementSize() / 1048576 local sampleSizeMB = batch_img[1]:nElement() * batch_img:elementSize() / 1048576 if not self.warnSampleSize and self._opt.batchChunkSize > 0 and sampleSizeMB > self._opt.batchChunkSize then laia.log.warn( ('Your maximum batch chunk size is smaller than the size ' .. 'of one sample (%.2fMB vs. %.2fMB). If memory is scarce, Laia ' .. 'might crash soon. This message won\'t be shown again.') :format(self._opt.batchChunkSize, sampleSizeMB)) self.warnSampleSize = true end if self._opt.batchChunkSize > 0 then numChunks = math.min(math.ceil(batchSizeMB / self._opt.batchChunkSize), batchSize) numChunkSamples = math.ceil(batchSize / numChunks) end local numFrames = 0 local batch_losses = {} local batch_dc_trim, batch_gt_trim = {}, {} local batch_num_ins_ops, batch_num_del_ops, batch_num_sub_ops = {}, {}, {} for chunkStart=1,batchSize,numChunkSamples do if chunkStart + numChunkSamples - 1 > batchSize then numChunkSamples = batchSize - chunkStart + 1 end local chunkImg = batch_img:narrow(1, chunkStart, numChunkSamples) local chunkGt = table.subrange(batch_gt, chunkStart, chunkStart + numChunkSamples - 1) -- Forward pass self._model:forward(chunkImg) local output = self._model.output numFrames = numFrames + output:size(1) -- Check output size assert(self._train_batcher:numSymbols() == output:size(2), ('Expected model output to have %d dimensions and got %d'):format( self._train_batcher:numSymbols(), output:size(2))) -- Check NaNs if self._opt.check_nan then local n = check_nan(output) local p = n / output:nElement() * 100 assert(n == 0, 'Found %d (%.2f%%) NaN values during forward!', n, p) end -- Check NaNs if self._opt.check_inf then local n = check_inf(output) local p = n / output:nElement() * 100 assert(n == 0, 'Found %d (%.2f%%) inf values during forward!', n, p) end -- Set _gradOutput to have the same size as the output and fill it with zeros self._gradOutput = self._gradOutput:typeAs(output):resizeAs(output):zero() -- TODO(jpuigcerver): This assumes that all sequences have the same number -- of frames, which should not be the case, since padding should be ignored! local sizes = {} local seq_len = output:size(1) / chunkImg:size(1) for i=1,chunkImg:size(1) do table.insert(sizes, seq_len) end -- Compute loss function and gradients w.r.t. the output if self._model:type() == 'torch.CudaTensor' then local chunkLosses = gpu_ctc(output, self._gradOutput, chunkGt, sizes) table.extend(batch_losses, chunkLosses) elseif self._model:type() == 'torch.FloatTensor' then local chunkLosses = cpu_ctc(output, self._gradOutput, chunkGt, sizes) table.extend(batch_losses, chunkLosses) else laia.log.fatal( ('CTC is not implemented for tensors of type %q'):format(output:type())) end -- Check NaNs if self._opt.check_nan then local n = check_nan(self._gradOutput) local p = n / self._gradOutput:nElement() * 100 assert(n == 0, 'Found %d (%.2f%%) NaN values during CTC!', n, p) end -- Check NaNs if self._opt.check_inf then local n = check_inf(self._gradOutput) local p = n / self._gradOutput:nElement() * 100 assert(n == 0, 'Found %d (%.2f%%) inf values during CTC!', n, p) end -- Compute gradients of the loss function w.r.t parameters if do_backprop then self._model:zeroGradParameters() self._model:backward(chunkImg, self._gradOutput) -- Check NaNs if self._opt.check_nan then local n = check_nan(self._gradParameters) local p = n / self._gradParameters:nElement() * 100 assert(n == 0, 'Found %d (%.2f%%) NaN values during backward!', n, p) end -- Check NaNs if self._opt.check_inf then local n = check_inf(self._gradParameters) local p = n / self._gradParameters:nElement() * 100 assert(n == 0, 'Found %d (%.2f%%) inf values during backward!', n, p) end gradParamAcc:add(self._gradParameters) end -- Perform framewise decoding to estimate CER local chunkDecode = laia.framewise_decode(chunkImg:size(1), output) for i=1,#chunkDecode do local dc_i = chunkDecode[i] local gt_i = chunkGt[i] if self._opt.cer_trim > 0 then dc_i = laia.symbol_trim(dc_i, self._opt.cer_trim) gt_i = laia.symbol_trim(gt_i, self._opt.cer_trim) end local _, edit_ops = laia.levenshtein(gt_i, dc_i) table.insert(batch_num_ins_ops, edit_ops.ins) table.insert(batch_num_del_ops, edit_ops.del) table.insert(batch_num_sub_ops, edit_ops.sub) table.insert(batch_dc_trim, dc_i) table.insert(batch_gt_trim, gt_i) end end if do_backprop then -- Copy accumulated gradients back to self._gradParameters:copy(gradParamAcc) -- Make gradients independent of the batch size and sequence length if self._opt.normalize_loss then self._gradParameters:div(numFrames) end end -- Return, for each sample in the batch, the total loss (including -- regularization terms, adversarial, etc), the posterior probability -- of the reference sequence, number of edit operations of each type, the -- decoded (hypothesis) sequence and the reference sequence (after triming). return { -- Sum individual batch losses loss = table.reduce(batch_losses, operator.add, 0), -- Batch Size x Length of samples num_frames = numFrames, -- Convert losses to (log-)posteriors, i.e loss = -log p(y|x), per sample! posteriors = table.map(batch_losses, function(x) return -x end), -- Number of insertion operations (after trimming), for each sample! num_ins_ops = batch_num_ins_ops, -- Number of deletion operations (after trimming), for each sample! num_del_ops = batch_num_del_ops, -- Number of subtitution operations (after trimming), for each sample! num_sub_ops = batch_num_sub_ops, -- Hypothesis transcript (after trimming), for each sample! hyp_trim = batch_dc_trim, -- Reference transcript (after trimming), for each sample! ref_trim = batch_gt_trim, -- -- -- These are not costs, but are useful information to monitor. -- Number of chunks in which the batch was divided numChunks = {numChunks}, numChunkSamples = {numChunkSamples}, } end -- Usage: -- a = { loss = 5, posteriors = {-0.2} } -- b = { loss = 2, posteriors = {-0.01, -1.1} } -- CTCTrainer._updateCosts(a, b) -- print(a) -- { loss = 7, posteriors = {-0.2, -0.01, -1.1} } function CTCTrainer._updateCosts(dst, src) for k,v in pairs(src) do if type(v) == 'number' then assert(type(dst[k]) == 'number') dst[k] = dst[k] + v elseif type(v) == 'table' then assert(type(dst[k]) == 'table') table.foreach(v, function(i, x) table.insert(dst[k], x) end) end end end -- Usage: -- a = { loss = 5, posteriors = {-0.2, -0.5} } -- CTCTrainer._resetCosts(a) -- print(a) -- { loss = 0, posteriors = { } } function CTCTrainer._resetCosts(dst) for k,v in pairs(dst) do if type(v) == 'number' then dst[k] = 0 elseif type(v) == 'table' then dst[k] = {} end end end return CTCTrainer
return { { name = "2018-1219-151200_init_routebyselector", up = [[ CREATE TABLE IF NOT EXISTS route_by_selector( id uuid, selector_name text UNIQUE, service_id uuid REFERENCES services(id) ON DELETE CASCADE, service_name text, value text, created_at timestamp without time zone default (CURRENT_TIMESTAMP(0) at time zone 'utc'), op_time timestamp without time zone default (CURRENT_TIMESTAMP(0) at time zone 'utc'), PRIMARY KEY (id) ); DO $$ BEGIN IF (SELECT to_regclass('route_by_selector_service_id')) IS NULL THEN CREATE INDEX route_by_selector_service_id ON route_by_selector(service_id); END IF; IF (SELECT to_regclass('route_by_selector_selector_name')) IS NULL THEN CREATE INDEX route_by_selector_selector_name ON route_by_selector(selector_name); END IF; END$$; ]], down = [[ DROP TABLE route_by_selector; ]] } }
-- used as a resource manager to load only used images, sounds, fonts Resource=class:new() function Resource:init() self.images={} self.sounds={} self.musics={} self.fonts={} self.lastPlayedSound=nil end function Resource:exists(fileName) local file=File:new() if file:exists(fileName)==false then dbg("File "..fileName.." does not exist") return false end return true end -- load font resource function Resource:loadFont(fontName,fontSize) fontSize=fontSize or 14 if fontName==nil then return nil end local ident=fontName.."|"..fontSize local font=self.fonts[ident] if font==nil then local fullPath="data/font/"..fontName..".ttf" if self:exists(fullPath)==false then return nil end font=love.graphics.newFont(fullPath,fontSize) if font~=nil then self.fonts[ident]=font end end return font end -- load image resource -- directory for file -- imageName : only file name without extension, extension is always .png because of compression function Resource:loadImage(directory,imageName) if directory==nil or imageName==nil then return nil end local image=self.images[imageName] if image==nil then local fullPath="data/"..directory.."/"..imageName..".png" if self:exists(fullPath)==false then return nil end image=love.graphics.newImage(fullPath) if image~=nil then self.images[imageName]=image end end return image end -- load sound resource function Resource:loadSound(soundName) if soundName==nil then return nil end local sound=self.sounds[soundName] if sound==nil then local fullPath="data/sound/"..soundName..".wav" if self:exists(fullPath)==false then return nil end sound=love.audio.newSource(fullPath,"static") if sound~=nil then self.sounds[soundName]=sound end end return sound end -- load music resource function Resource:loadMusic(musicName) if musicName==nil then return nil end local music=resources.musics[musicName] if music==nil then local fullPath="data/music/"..musicName..".ogg" if self:exists(fullPath)==false then return nil end music=love.audio.newSource(fullPath,"stream") if music~=nil then self.musics[musicName]=music end end return music end -- play sounds function Resource:soundPlay(sound,loop) if self.lastPlayedSound~=nil then soundStop(self.lastPlayedSound) end if sound~=nil then sound:setLooping(default(loop,false)) sound:play() end self.lastPlayedSound=sound end -- stop sound playing function Resource:soundStop(sound) if sound~=nil then sound:stop() end self.lastPlayedSound=nil end -- set volume for audio output function Resource:soundSetVolume(volume) love.audio.setVolume(volume) end
----------------------------------- -- Area: Selbina -- NPC: Lucia -- !pos 30.552 -2.558 -30.023 248 ----------------------------------- function onTrade(player,npc,trade) end function onTrigger(player,npc) if player:getZPos() > -28.750 then player:startEvent(221, player:getGil(), 100) else player:startEvent(235) end end function onEventUpdate(player,csid,option) end function onEventFinish(player,csid,option) if csid == 221 and player:getZPos() < -28.750 then player:delGil(100) end end
eventMgr.subscribe("on_load_done", function(e) local v1 = versionNumber.new("1.0.0") local v2 = versionNumber.new("1.0.1") local v3 = versionNumber.new("0.1.9") assert(v1 == v1, "versionNumber eq fail") assert(v1 < v2, "versionNumber lt fail") assert(v1 > v3, "versionNumber gt fail") assert(v1 <= v1, "versionNumber le fail") assert(v3 <= v1, "versionNumber le fail") printA("[tests.lua]: All tests passed") end)
object_tangible_loot_generic_usable_handheld_viewscreen_2_generic = object_tangible_loot_generic_usable_shared_handheld_viewscreen_2_generic:new { } ObjectTemplates:addTemplate(object_tangible_loot_generic_usable_handheld_viewscreen_2_generic, "object/tangible/loot/generic/usable/handheld_viewscreen_2_generic.iff")
local util = require('vim.lsp.util') local api = vim.api local M = {} --- bufnr → true|nil --- to throttle refreshes to at most one at a time local active_refreshes = {} --- bufnr -> client_id -> lenses local lens_cache_by_buf = setmetatable({}, { __index = function(t, b) local key = b > 0 and b or api.nvim_get_current_buf() return rawget(t, key) end }) local namespaces = setmetatable({}, { __index = function(t, key) local value = api.nvim_create_namespace('vim_lsp_codelens:' .. key) rawset(t, key, value) return value end; }) --@private M.__namespaces = namespaces --@private local function execute_lens(lens, bufnr, client_id) local line = lens.range.start.line api.nvim_buf_clear_namespace(bufnr, namespaces[client_id], line, line + 1) -- Need to use the client that returned the lens → must not use buf_request local client = vim.lsp.get_client_by_id(client_id) assert(client, 'Client is required to execute lens, client_id=' .. client_id) client.request('workspace/executeCommand', lens.command, function(...) local result = vim.lsp.handlers['workspace/executeCommand'](...) M.refresh() return result end, bufnr) end --- Return all lenses for the given buffer --- ---@return table (`CodeLens[]`) function M.get(bufnr) local lenses_by_client = lens_cache_by_buf[bufnr] if not lenses_by_client then return {} end local lenses = {} for _, client_lenses in pairs(lenses_by_client) do vim.list_extend(lenses, client_lenses) end return lenses end --- Run the code lens in the current line --- function M.run() local line = api.nvim_win_get_cursor(0)[1] local bufnr = api.nvim_get_current_buf() local options = {} local lenses_by_client = lens_cache_by_buf[bufnr] or {} for client, lenses in pairs(lenses_by_client) do for _, lens in pairs(lenses) do if lens.range.start.line == (line - 1) then table.insert(options, {client=client, lens=lens}) end end end if #options == 0 then vim.notify('No executable codelens found at current line') elseif #options == 1 then local option = options[1] execute_lens(option.lens, bufnr, option.client) else local options_strings = {"Code lenses:"} for i, option in ipairs(options) do table.insert(options_strings, string.format('%d. %s', i, option.lens.command.title)) end local choice = vim.fn.inputlist(options_strings) if choice < 1 or choice > #options then return end local option = options[choice] execute_lens(option.lens, bufnr, option.client) end end --- Display the lenses using virtual text --- ---@param lenses table of lenses to display (`CodeLens[] | null`) ---@param bufnr number ---@param client_id number function M.display(lenses, bufnr, client_id) if not lenses or not next(lenses) then return end local lenses_by_lnum = {} for _, lens in pairs(lenses) do local line_lenses = lenses_by_lnum[lens.range.start.line] if not line_lenses then line_lenses = {} lenses_by_lnum[lens.range.start.line] = line_lenses end table.insert(line_lenses, lens) end local ns = namespaces[client_id] local num_lines = api.nvim_buf_line_count(bufnr) for i = 0, num_lines do local line_lenses = lenses_by_lnum[i] or {} api.nvim_buf_clear_namespace(bufnr, ns, i, i + 1) local chunks = {} local num_line_lenses = #line_lenses for j, lens in ipairs(line_lenses) do local text = lens.command and lens.command.title or 'Unresolved lens ...' table.insert(chunks, {text, 'LspCodeLens' }) if j < num_line_lenses then table.insert(chunks, {' | ', 'LspCodeLensSeparator' }) end end if #chunks > 0 then api.nvim_buf_set_extmark(bufnr, ns, i, 0, { virt_text = chunks }) end end end --- Store lenses for a specific buffer and client --- ---@param lenses table of lenses to store (`CodeLens[] | null`) ---@param bufnr number ---@param client_id number function M.save(lenses, bufnr, client_id) local lenses_by_client = lens_cache_by_buf[bufnr] if not lenses_by_client then lenses_by_client = {} lens_cache_by_buf[bufnr] = lenses_by_client local ns = namespaces[client_id] api.nvim_buf_attach(bufnr, false, { on_detach = function(b) lens_cache_by_buf[b] = nil end, on_lines = function(_, b, _, first_lnum, last_lnum) api.nvim_buf_clear_namespace(b, ns, first_lnum, last_lnum) end }) end lenses_by_client[client_id] = lenses end --@private local function resolve_lenses(lenses, bufnr, client_id, callback) lenses = lenses or {} local num_lens = vim.tbl_count(lenses) if num_lens == 0 then callback() return end --@private local function countdown() num_lens = num_lens - 1 if num_lens == 0 then callback() end end local ns = namespaces[client_id] local client = vim.lsp.get_client_by_id(client_id) for _, lens in pairs(lenses or {}) do if lens.command then countdown() else client.request('codeLens/resolve', lens, function(_, _, result) if result and result.command then lens.command = result.command -- Eager display to have some sort of incremental feedback -- Once all lenses got resolved there will be a full redraw for all lenses -- So that multiple lens per line are properly displayed api.nvim_buf_set_extmark( bufnr, ns, lens.range.start.line, 0, { virt_text = {{ lens.command.title, 'LspCodeLens' }} } ) end countdown() end, bufnr) end end end --- |lsp-handler| for the method `textDocument/codeLens` --- function M.on_codelens(err, _, result, client_id, bufnr) assert(not err, vim.inspect(err)) M.save(result, bufnr, client_id) -- Eager display for any resolved (and unresolved) lenses and refresh them -- once resolved. M.display(result, bufnr, client_id) resolve_lenses(result, bufnr, client_id, function() M.display(result, bufnr, client_id) active_refreshes[bufnr] = nil end) end --- Refresh the codelens for the current buffer --- --- It is recommended to trigger this using an autocmd or via keymap. --- --- <pre> --- autocmd BufEnter,CursorHold,InsertLeave <buffer> lua vim.lsp.codelens.refresh() --- </pre> --- function M.refresh() local params = { textDocument = util.make_text_document_params() } local bufnr = api.nvim_get_current_buf() if active_refreshes[bufnr] then return end active_refreshes[bufnr] = true vim.lsp.buf_request(0, 'textDocument/codeLens', params) end return M
object_mobile_npc_dressed_collection_npc_female_human_02 = object_mobile_shared_npc_dressed_collection_npc_female_human_02:new { } ObjectTemplates:addTemplate(object_mobile_npc_dressed_collection_npc_female_human_02, "object/mobile/npc_dressed_collection_npc_female_human_02.iff")
local filepath = require "util/filepath" local result = {} for k, filepath in ipairs( filepath.list_files( "ChallengeFight:fight_data", "*.lua", true )) do local name = filepath:match( "(.+)[.]lua$" ) if name then local temp = require(name) table.insert(result, temp) end end function AddChallengeFightEntry(entry) table.insert(result, entry) end return result
------------------------------------------------------------------------------- --- AUTHOR: Nostrademous ------------------------------------------------------------------------------- local Chat = {} Chat.Name = "Chat" Chat.NumArgs = 3 ------------------------------------------------- function Chat:Call( hHero, sMsg, bAllChat ) hHero:ActionImmediate_Chat(sMsg[1], bAllChat[1]) end ------------------------------------------------- return Chat
return cubictest.formatter:new { ["Suite Start"] = function(self, run, event) end, ["Specification Start"] = function(self, run, event) self:write_ln("#### %s", run.target.description) end, ["TestCase Start"] = function(self, run, event) self.step_index = 0 self:write_ln("###### … %s", run.target.description) end, ["Step"] = function(self, run, event) self.step_index = self.step_index + 1 if not run.success and #(run.events)-3 <= self.step_index then -- intentional whitespace at the end for line break self:write_ln(" %d. ~~**%s** %s~~ ", self.step_index, event.conjunction, event.description) else self:write_ln(" %d. **%s** %s", self.step_index, event.conjunction, event.description) end end, ["TestCase Error"] = function(self, run, event) if event.effect == "skipped" then self:write_ln(" Skipped: failed assumption") return end self:write_ln(" Fail with:\n") self:write_ln(event.message:prefix_lines(" > ")) end, ["TestCase End"] = function(self, run, event) self:write_ln() end, ["Specification End"] = function(self, run, event) end, ["Specification Error"] = function(self, run, event) self:write_ln("##### … Its setup fails with:") self:write_ln(event.message:prefix_lines("> ")) end, ["Suite End"] = function(self, run, event) self:write_ln("## Summary") local run_time = event.time - run.events[1].time self:write_ln(" * Run in %.2fs", run_time/1000000) local specs_total = run.stats:get_total() self:write_ln(" * %d specifications (%s) in %.2fms/spec", specs_total, tostring(run.stats), run_time/specs_total/1000) local cases_total = run.children_stats:get_total() self:write_ln(" * %d tests (%s) in %.2fms/test", cases_total, tostring(run.children_stats), run_time/cases_total/1000) end, }
--===========================================================================-- -- -- -- System.Serialization -- -- -- --===========================================================================-- --===========================================================================-- -- Author : kurapica125@outlook.com -- -- URL : http://github.com/kurapica/PLoop -- -- Create Date : 2015/07/22 -- -- Update Date : 2019/02/28 -- -- Version : 1.1.0 -- --===========================================================================-- PLoop(function(_ENV) export { type = type, rawset = rawset, rawget = rawget, ipairs = ipairs, pairs = pairs, getmetatable = getmetatable, strformat = string.format, safeset = Toolset.safeset, isclass = Class.Validate, isstruct = Struct.Validate, isenum = Enum.Validate, issubtype = Class.IsSubType, isselfreferenced = Struct.IsSelfReferenced, getarrayelement = Struct.GetArrayElement, getmembers = Struct.GetMembers, getfeatures = Class.GetFeatures, getstructcategory = Struct.GetStructCategory, MEMBER = StructCategory.MEMBER, CUSTOM = StructCategory.CUSTOM, ARRAY = StructCategory.ARRAY, getnamespace = Namespace.Validate, validenum = Enum.ValidateValue, validstruct = Struct.ValidateValue, validprop = Property.Validate, gettemplate = Class.GetTemplate, gettemplatepars = Class.GetTemplateParameters, getstructtemplate = Struct.GetTemplate, getstrcuttemppars = Struct.GetTemplateParameters, getbasestruct = Struct.GetBaseStruct, } export { Enum, Struct, Class, Property } ----------------------------------------------------------- -- storage -- ----------------------------------------------------------- local _SerializableType = {} local _SerializeInfo = {} local _NonSerializableInfo = {} ----------------------------------------------------------- -- helpers -- ----------------------------------------------------------- export { savenonserializable = false, regSerializableType = false, saveTypeInfo = false, isSerializable = false, isSerializableType = false, serialize = false, deserialize = false, } savenonserializable = function(smem) _NonSerializableInfo = safeset(_NonSerializableInfo, smem, true) end -- Reset the cache if re-defined Runtime.OnTypeDefined = Runtime.OnTypeDefined + function(type, target) if _SerializeInfo[target] then _SerializeInfo[target] = false end end function regSerializableType(type) _SerializableType = safeset(_SerializableType, type, true) end function saveTypeInfo(type) _SerializeInfo = safeset(_SerializeInfo, type, true) -- Cache the field info for quick access if isclass(type) and not issubtype(type, ISerializable) then local fieldInfo = {} for name, prop in getfeatures(type) do if validprop(prop) and not _NonSerializableInfo[prop] and prop:IsReadable() and prop:IsWritable() then local ptype = prop:GetType() if not ptype then fieldInfo[name] = false elseif isSerializableType(ptype) then fieldInfo[name] = ptype end end end _SerializeInfo = safeset(_SerializeInfo, type, fieldInfo) elseif isstruct(type) and getstructcategory(type) == MEMBER then local fieldInfo = {} for _, mem in getmembers(type) do if not _NonSerializableInfo[mem] then local mtype = mem:GetType() if not mtype then fieldInfo[mem:GetName()] = false elseif isSerializableType(mtype) then fieldInfo[mem:GetName()] = mtype end end end _SerializeInfo = safeset(_SerializeInfo, type, fieldInfo) end end function chkSerializableType(type, cache) if isenum (type) then return true end if isclass(type) then local template = gettemplate(type) if template and isSerializableType(template) then for _, par in ipairs{ gettemplatepars(type) } do if getnamespace(par) and not isSerializableType(par) then return false end end return true end return false end if not isstruct(type) then return false end local category = getstructcategory(type) if category == CUSTOM then local base = getbasestruct(type) if base and isSerializableType(base) then return true end local template = getstructtemplate(type) if template and isSerializableType(template) then for _, par in ipairs{ getstrcuttemppars(type) } do if getnamespace(par) and not isSerializableType(par) then return false end end return true end elseif category == ARRAY then cache = cache or isselfreferenced(type) and {} if cache then cache[type] = true end if isSerializableType(getarrayelement(type), cache) then return true end elseif category == MEMBER then cache = cache or isselfreferenced(type) and {} if cache then cache[type] = true end for _, member in getmembers(type) do if not _NonSerializableInfo[member] then local mtype = member:GetType() if mtype and not isSerializableType(mtype, cache) then return false end end end return true end return false end function isSerializableType(type, cache) if not type then return false end if _SerializeInfo[type] then return true end if cache and cache[type]then return true end if _SerializableType[type] or chkSerializableType(type, cache) then saveTypeInfo(type) return true end return false end function isSerializable(obj) local otype = type(obj) if otype == "table" then local cls = getmetatable(obj) return (cls == nil or isSerializableType(cls)) and true or false else return otype == "string" or otype == "number" or otype == "boolean" end end function serialize(object, otype, cache) if cache[object] then throw("Duplicated object is not supported by System.Serialization") end cache[object] = true local storage = {} local stype = otype or getmetatable(object) if isclass(stype) then if issubtype(stype, ISerializable) then local sinfo = SerializationInfo(storage, cache) object:Serialize(sinfo) else local srinfo = _SerializeInfo[stype] if srinfo and type(srinfo) == "table" then for name, ptype in pairs(srinfo) do local val = object[name] if val ~= nil then if type(val) == "table" then val = serialize(val, ptype, cache) end storage[name] = val end end else for name, prop in getfeatures(stype) do if validprop(prop) and not _NonSerializableInfo[prop] and prop:IsReadable() and prop:IsWritable() then local ptype = prop:GetType() if not ptype or isSerializableType(ptype) then local val = object[name] if val ~= nil then if type(val) == "table" then val = serialize(val, ptype, cache) end storage[name] = val end end end end end end elseif isstruct(stype) then local scategory = getstructcategory(stype) if scategory == ARRAY then local etype = getarrayelement(stype) for i, val in ipairs(object) do if isSerializable(val) then if type(val) == "table" then val = serialize(val, etype, cache) end storage[i] = val end end elseif scategory == MEMBER then local srinfo = _SerializeInfo[stype] if srinfo and type(srinfo) == "table" then for name, mtype in pairs(srinfo) do local val = object[name] if val ~= nil then if type(val) == "table" then val = serialize(val, mtype, cache) end storage[name] = val end end else for _, mem in getmembers(stype) do if not _NonSerializableInfo[mem] then local mtype = mem:GetType() if not mtype or isSerializableType(mtype) then local name = mem:GetName() local val = object[name] if val ~= nil then if type(val) == "table" then val = serialize(val, mtype, cache) end storage[name] = val end end end end end else stype = nil end else stype = nil end if not stype then for k, v in pairs(object) do local tk = type(k) if (tk == "string" or tk == "number") and isSerializable(v) then if type(v) == "table" then v = serialize(v, nil, cache) end storage[k] = v end end else -- save the object type storage[Serialization.ObjectTypeField] = stype end return storage end function deserialize(storage, otype) if type(storage) == "table" then local dtype = storage[Serialization.ObjectTypeField] if dtype ~= nil then storage[Serialization.ObjectTypeField] = nil dtype = getnamespace(dtype) if dtype and (isclass(dtype) or isstruct(dtype)) then otype = dtype end end otype = dtype or otype if otype then if isclass(otype) then if issubtype(otype, ISerializable) then return otype(SerializationInfo(storage)) else local srinfo = _SerializeInfo[otype] if srinfo and type(srinfo) == "table" then for name, ptype in pairs(srinfo) do local val = storage[name] if val ~= nil then storage[name] = deserialize(val, ptype) end end else for name, prop in getfeatures(otype) do if validprop(prop) and not _NonSerializableInfo[prop] and prop:IsWritable() then local val = storage[name] if val ~= nil then storage[name] = deserialize(val, prop:GetType()) end end end end -- As init-table return otype(storage) end elseif isstruct(otype) then local scategory = getstructcategory(otype) if scategory == ARRAY then local etype = getarrayelement(otype) for i, v in ipairs(storage) do storage[i] = deserialize(v, etype) end return otype(storage) elseif scategory == MEMBER then local srinfo = _SerializeInfo[otype] if srinfo and type(srinfo) == "table" then for name, mtype in pairs(srinfo) do local val = storage[name] if val ~= nil then storage[name] = deserialize(val, mtype) end end else for _, mem in getmembers(otype) do if not _NonSerializableInfo[mem] then local name = mem:GetName() local val = storage[name] if val ~= nil then storage[name] = deserialize(val, mem:GetType()) end end end end return otype(storage) end end end -- Default for no-type data or custom table struct data for k, v in pairs(storage) do if type(v) == "table" then storage[k] = deserialize(v) end end return storage else if otype then if isstruct(otype) and getstructcategory(otype) == CUSTOM then return validstruct(otype, storage) elseif isenum(otype) then return validenum(otype, storage) else throw(strformat("Deserialize non-table data to %s is not supported.", tostring(otype))) end else return storage end end end --- Serialization is the process of converting the state of an object into a form that can be persisted or transported. __Final__() __Sealed__() interface (_ENV, "System.Serialization") (function (_ENV) export { regSerializableType = regSerializableType, savenonserializable = savenonserializable, isSerializableType = isSerializableType, isSerializable = isSerializable, serialize = serialize, deserialize = deserialize, error = error, type = type, } export { AttributeTargets, StructCategory, Struct } --- indicates that a class or custom struct can be serialized __Sealed__() __Final__() class "__Serializable__" { IAttachAttribute, AttachAttribute = function (self, target, targettype, owner, name, stack) if targettype == AttributeTargets.Struct and Struct.GetStructCategory(target) ~= StructCategory.CUSTOM then error("the `__Serializable__` can only applied on custom struct or class", stack + 1) end regSerializableType(target) end, AttributeTarget = { type = AttributeTargets, default = AttributeTargets.Struct + AttributeTargets.Class }, } --- indicates that a member of struct or property of class can't be serialized __Sealed__() __Final__() class "__NonSerialized__" { IAttachAttribute, AttachAttribute = function (self, target, targettype, owner, name, stack) savenonserializable(target) end, AttributeTarget = { type = AttributeTargets, default = AttributeTargets.Property + AttributeTargets.Member }, } --- allows classes to control its own serialization and deserialization, -- the class should define a method *Serialize* used to save its properties -- into the serialization info, also need a constructor that can accept -- the data of System.Serialization.SerializationInfo __Sealed__() interface "ISerializable" { --- Use a SerializationInfo to serialize the target object -- @owner ISerializable -- @method Serialize -- @param info the serialization info __Abstract__(), Serialize = function(self, info) end } --- represents the serializable values __Sealed__() struct "Serializable" { function(val) return not isSerializable(val) and (onlyvalid or "the %s must be serializable") or nil end } --- represents the serializable types __Sealed__() struct "SerializableType" { function(type, onlyvalid) return not isSerializableType(type) and (onlyvalid or "the %s must be a serializable type") or nil end } --- stores all the data needed to serialize or deserialize an object __Sealed__() __Final__() class "SerializationInfo" { --- save the object data to the SerializationInfo -- @owner SerializationInfo -- @method SetValue -- @param name -- the field name -- @param value -- the field value -- @param type -- the value type SetValue = function(self, name, value, vtype) if value == nil then return end if not isSerializable(value) then throw("SerializationInfo:SetValue(name, value[, valuetype]) - value must be serializable") end if type(value) == "table" then self.__storage[name] = serialize(value, vtype, self.__cache) else self.__storage[name] = value end end, --- get the object data from the SerializationInfo -- @owner SerializationInfo -- @method GetValue -- @param name -- the field name -- @param type -- the value type -- @return value -- the field value GetValue = function(self, name, vtype) local val = self.__storage[name] if type(val) == "table" then return deserialize(val, vtype) else return val end end, __new = function(_, storage, cache) return { __storage = storage, __cache = cache }, true end, } --- Provide a format for serialization. Used to serialize the table data to target format or convert the target format data to the table data __Abstract__() __Sealed__() class "FormatProvider" (function(_ENV) --- Serialize the common lua data to the target format for storage. __Abstract__() function Serialize(self, data, writer) end --- Deserialize the data to common lua data. __Abstract__() function Deserialize(self, reader) end end) ----------------------------------------------------------------------- -- static property -- ----------------------------------------------------------------------- --- The field that used to store the object type __Static__() property "ObjectTypeField" { type = NEString, default = "__PLoop_Serial_ObjectType" } ----------------------------------------------------------------------- -- static method -- ----------------------------------------------------------------------- __Arguments__{ FormatProvider, Any + Function + System.IO.TextReader, SerializableType/nil } __Static__() function Deserialize(provider, reader, otype) return deserialize(provider:Deserialize(reader), otype) end __Arguments__{ FormatProvider, Serializable, (Function + System.IO.TextWriter)/nil } __Static__() function Serialize(provider, object, writer) if type(object) ~= "table" then return provider:Serialize(object, writer) end return provider:Serialize(serialize(object, nil, {}), writer) end __Arguments__{ FormatProvider, Serializable, SerializableType, (Function + System.IO.TextWriter)/nil } __Static__() function Serialize(provider, object, otype, writer) if type(object) ~= "table" then return provider:Serialize(object, writer) end return provider:Serialize(serialize(object, otype, {}), writer) end end) ----------------------------------------------------------------------- -- prepare -- ----------------------------------------------------------------------- regSerializableType(Boolean) regSerializableType(String) regSerializableType(Number) regSerializableType(AnyBool) regSerializableType(NEString) regSerializableType(PositiveNumber) regSerializableType(NegativeNumber) regSerializableType(Integer) regSerializableType(NaturalNumber) regSerializableType(NegativeInteger) regSerializableType(Guid) export { Serialization, Serialization.SerializationInfo, Serialization.ISerializable } end)
-- example local loader = require "ase-loader" local sprite = {} function sprite:load(dir) local file = loader(dir) -- size self.width = file.header.width self.height = file.header.height self.frames = {} self.tags = {} self.active = "" -- active tag self.index = 1 -- actual frame self.time = 0 -- current time elapsed for _, frame in ipairs(file.header.frames) do for _, chunk in ipairs(frame.chunks) do -- frame image data if chunk.type == 0x2005 then local cel = chunk.data local buffer = love.data.decompress("data", "zlib", cel.data) local data = love.image.newImageData(cel.width, cel.height, "rgba8", buffer) local image = love.graphics.newImage(data) local canvas = love.graphics.newCanvas(self.width, self.height) -- you need to draw in a canvas before. -- frame images can be of different sizes -- but never bigger than the header width and height love.graphics.setCanvas(canvas) love.graphics.draw(image, cel.x, cel.y) love.graphics.setCanvas() table.insert(self.frames, { image = canvas, duration = frame.frame_duration / 1000}) -- tag elseif chunk.type == 0x2018 then for i, tag in ipairs(chunk.data.tags) do -- first tag as default if i == 1 then self.active = tag.name end -- aseprite use 0 notation to begin -- but in lua, everthing starts in 1 tag.to = tag.to + 1 tag.from = tag.from + 1 tag.frames = tag.to - tag.from self.tags[tag.name] = tag end end end end end function sprite:play(name) assert(self.tags[name], "invalid tag: " .. name) -- if arent playing... -- prevent indexes bigger than tag to if self.active ~= name then self.index = self.tags[name].from end self.active = name end function sprite:update(delta) assert(self.active, "no tag playing, sure you set this in aseprite?") local tag = self.tags[self.active] -- time tracker are useless on single frames... if (tag.to - tag.from) ~= 0 then self.time = self.time + delta -- next frame if self.time >= self.frames[self.index].duration then self.index = self.index + 1 self.time = 0 -- you can change to "self.time - frame.duration" as well -- reach the end, return to begin if self.index > tag.to then self.index = tag.from end end end end function sprite:draw(x, y, angle, sx, sy) love.graphics.draw(self.frames[self.index].image, x, y, angle, sx, sy) end function love.load() love.graphics.setDefaultFilter("nearest", "nearest") sprite:load("player.ase") sprite:play("run") end function love.update(delta) sprite:update(delta) end function love.draw() sprite:draw(0, 0, 0, 10, 10) end
local c = reflection:getClass("net.minecraft.network.packet.c2s.play.ClientCommandC2SPacket") local mode = c.Mode.START_FALL_FLYING local p = player:getPlayer() local rawP = p:getRaw() p:getAbilities():setFlying(true) function fuck() rawP.networkHandler:sendPacket(luajava.new(c, rawP, mode)) end fuck()
--- The client implemented by socketchannel of skynet local base = require 'enip.ab.client.unconnected' local command = require 'enip.command.base' local reply_parser = require 'enip.reply.parser' local socketchannel = require 'socketchannel' local client = base:subclass('FREEIOE_APP_PLC_ENIP_CIP_CLIENT') local function protect_call(obj, func, ...) assert(obj and func) local f = obj[func] if not f then return nil, "Object has no function "..func end local ret = {xpcall(f, debug.traceback, obj, ...)} if not ret[1] then return nil, table.concat(ret, '', 2) end return table.unpack(ret, 2) end function client:set_logger(log) self._log = log end function client:connect() local conn_path = self:conn_path() local log = self._log assert(conn_path:proto() == 'tcp', 'Only TCP is supported') self._channel = socketchannel.channel({ host = conn_path:address(), port = conn_path:port(), nodelay = true, response = function(...) local ret = {xpcall(self.sock_dispatch, debug.traceback, self, ...)} if not ret[1] then local err = ret[2] if err ~= socketchannel.error then err = table.concat(ret, '', 2) end if log then log:error("Socket error:", err) end if self.reconnect then self:reconnect() end return nil, err end return table.unpack(ret, 2) end, overload = function(...) return self:sock_overload(...) end, auth = function(sock) local r, err = self:register_session() if not r then log:error('register_session error', err) assert(r, err) end --[[ local ret, err = pcall(self.register_session, self) if not ret then if log then log:error("Auth method error", err) end end ]]-- end }) self._channel:connect(false) -- non-block mode connect return true end function client:sock_dispatch(sock) local min_size = command.min_size() local raw, err = sock:read(min_size) local cmd, data_len = command.parse_header(raw) if data_len > 0 then local data_raw, err = sock:read(data_len) if not data_raw then return nil, err end raw = raw..data_raw end if self._hex_dump then self._hex_dump('IN', raw) end local reply, err = reply_parser(cmd, raw) if not reply then self._log:error('reply parser error:', err) return nil, err end local session = reply:session() return session:context(), reply ~= nil, reply or err end function client:sock_overload(is_overload) if is_overload then self:close() end end function client:invalid_session() local r, err = self:register_session() if not r then self._log:error("Invalid session try to register session again but failed", err) end end function client:close() self._channel:close() return true end function client:set_dump(func) self._hex_dump = func end function client:request(request, response) assert(request.to_hex, "Request needs to be one object") assert(request.session, "Session missing") local session = request:session() if not self._channel then return nil, "Channel not initialized" end local req_raw = request:to_hex() if self._hex_dump then self._hex_dump('OUT', req_raw) end local r, resp, err = pcall(self._channel.request, self._channel, req_raw, session:context()) if not r then return nil, resp, err end return response(resp, err) end return client
--[[ The MIT License (MIT) Copyright (c) 2016 Subhojit Basu 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. --]] function bot(myloc,food,frnd) --local dir = getDir(myloc,food[math.random(#food)]); if #food == 0 then return {x=0,y=0} end local dist = {}; local shortest=math.huge; local index = -1; for i=1,#food do dist[i] = getDist(myloc,food[i]); if dist[i] < shortest then shortest,index = dist[i],i; end end --local dir = getDir(myloc,food[1]); local dir = getDir(myloc,food[index]); local move; if dir < 90 then move = {x=0,y=1}; elseif dir < 180 then move = {x=-1,y=0}; elseif dir < 270 then move = {x=0,y=-1}; else move = {x=1,y=0}; end return move; end function getDir(loc1,loc2) local deg = math.deg(math.atan((loc2.y-loc1.y)/(loc2.x-loc1.x))); while deg < 0 do deg = deg + 360; end return deg; end function getDist(loc1,loc2) return math.sqrt((loc1.x-loc2.x)^2 + (loc1.y-loc2.y)^2) end
require "outerInterpreter" tinyLuaForth=function(inDictFilePath) print "--- tiny LuaForth 1.2 ---"; dofile(inDictFilePath) while true do io.write("-> ") local line=io.read(); if line=="" then print("bye."); break end local result=outerInterpreter(line) print(result==nil and " ok." or "unknown word '"..result.."'") end end
--------------------------------------------------------------------------- -- SoarETX widget -- -- -- -- Author: Jesper Frickmann -- -- Date: 2022-02-08 -- -- Version: 1.0.0 -- -- -- -- Copyright (C) EdgeTX -- -- -- -- License GPLv2: http://www.gnu.org/licenses/gpl-2.0.html -- -- -- -- This program is free software; you can redistribute it and/or modify -- -- it under the terms of the GNU General Public License version 2 as -- -- published by the Free Software Foundation. -- -- -- -- This program is distributed in the hope that it will be useful -- -- but WITHOUT ANY WARRANTY; without even the implied warranty of -- -- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -- -- GNU General Public License for more details. -- --------------------------------------------------------------------------- local options = { { "Version", VALUE, 1, 1, 99 }, { "FileName", STRING, "" } } local soarGlobals -- Load a Lua component dynamically based on option values local function Load(widget) local chunk, errMsg = loadScript(soarGlobals.path .. widget.options.Version .. "/" .. widget.options.FileName .. ".lua") if errMsg then widget.errMsg = errMsg else chunk(widget, soarGlobals) end end -- Initialize the first time this widget is instantiated local function init() soarGlobals = { path = "/WIDGETS/SoarETX/", battery = 0, batteryParameter = 1 } -- Functions to handle persistent model parameters stored in curve 32 local parameterCurve = model.getCurve(31) if not parameterCurve then error("Curve #32 is missing! It is used to store persistent model parameters for Lua.") end -- Work around the stupid fact that getCurve and setCurve tables are incompatible... local y = parameterCurve.y parameterCurve.y = { } for i = 1, parameterCurve.points do parameterCurve.y[i] = y[i - 1] end function soarGlobals.getParameter(idx) return parameterCurve.y[idx] end function soarGlobals.setParameter(idx, value) parameterCurve.y[idx] = value model.setCurve(31, parameterCurve) end end local function create(zone, options) if not soarGlobals then init() end local widget = { zone = zone, options = options } Load(widget) return widget end local function update(widget, options) if options.Version ~= widget.options.Version or options.FileName ~= widget.options.FileName then local zone = widget.zone -- Erase all fields in widget local keys = { } for key in pairs(widget) do keys[#keys + 1] = key end for i, key in ipairs(keys) do widget[key] = nil end widget.zone = zone widget.options = options Load(widget) end end local function refresh(widget, event, touchState) if widget.errMsg then lcd.drawTextLines(0, 0, widget.zone.w, widget.zone.h, widget.errMsg .. "\nPlease check widget settings!", COLOR_THEME_WARNING) else widget.refresh(event, touchState) end end local function background(widget) if widget.background then widget.background() end end return { name = "SoarETX", create = create, refresh = refresh, options = options, update = update, background = background }
-- Access the Lightroom SDK namespaces. local LrDialogs = import "LrDialogs" local LrLogger = import "LrLogger" local LrApplication = import "LrApplication" local LrTasks = import "LrTasks" local LrErrors = import "LrErrors" -- Create the logger and enable the print function. local myLogger = LrLogger("nosleepLogger") myLogger:enable("logfile") -- print or logfile ------------------------------------------------------------------------------- -- Write trace information to the logger. local function outputToLog(message) myLogger:trace(message) end ------------------------------------------------------------------------------- -- Split a string into tokens. local function mysplit (inputstr, sep) if sep == nil then sep = "%s" end local t={} for str in string.gmatch(inputstr, "([^"..sep.."]+)") do table.insert(t, str) end return t end ------------------------------------------------------------------------------- -- Options local dryRun = true -- Set to false to actually update the photo titles. local collectionSetName = "From Lightroom" -- Set to the collection set of interest. ------------------------------------------------------------------------------- -- This function sets the titles of the photos within each collection to the -- name of the collection. I.e. all collections are expected to be named with -- a year/month prefix: -- -- 2017-03 Family Picnic -- 2018-10 Halloween -- 2018-11 Thanksgiving -- -- The function performs some validation of the format of the collection names -- and then sets the title of each photo to the collection name with the -- year/month prefix changed to a suffix: -- -- Family Picnic (2017-03) -- Halloween (2018-10) -- Thanksgiving (2018-11) local function go() local catalog = LrApplication.activeCatalog() LrTasks.startAsyncTask( function() outputToLog("Script started: " .. catalog:getPath()) -- Step through each high-level collection for i, v in ipairs(catalog:getChildCollectionSets()) do if collectionSetName == v:getName() then outputToLog("Found '" .. collectionSetName .. "'") for i, v in ipairs(v:getChildCollections()) do -- Extract contents of the folder name local tokens = mysplit(v:getName(), ' ') local datePrefix = tokens[1] -- Make sure the date prefix has the right length if #datePrefix ~= 7 then LrErrors.throwUserError("Error: Bad date prefix: " .. datePrefix) end -- Make sure the date prefix contains a dash if string.match(datePrefix, "-") == false then LrErrors.throwUserError("Error: Bad date prefix: " .. datePrefix) end -- Make sure the year and month look legit local date_tokens = mysplit(datePrefix, "-") local year = tonumber(date_tokens[1]) local month = tonumber(date_tokens[2]) if datePrefix ~= "0000-00" then if year < 1950 or year > 2020 then LrErrors.throwUserError("Error: Bad year: " .. year) end if month < 1 or month > 12 then LrErrors.throwUserError("Error: Bad month: " .. month) end end -- Generate the title and log it. local title = v:getName():sub(9,#v:getName()) outputToLog("Updating " .. tostring(#v:getPhotos()) .. " photo titles to '" .. title .. "'") -- Update the title for all photos in this folder. catalog:withWriteAccessDo( "Title Update", function() for i, p in ipairs(v:getPhotos()) do if dryRun == false then p:setRawMetadata('title', title) end end end ) -- withWriteAccessDo end -- for getChildCollections end -- if target collection end -- for collection sets outputToLog("Script stopped") end -- function ) -- async task end go()
export['cel.sequence'] { [[Defines the factories for the sequence.x and sequence.y metacels]]; functiondef['cel.sequence.x(t)'] { [[Creates a new horizontal sequence.]]; [[The sequence is influx until this function returns.]]; code[=[ cel.sequence.x { gap = number, } ]=]; params = { param.number[[gap - the amount of space to leave between links in the sequence. Default is 0.]]; }; returns = { param['sequence.x'][[a new horizontal sequence.]]; }; }; functiondef['cel.sequence.y(t)'] { [[Creates a new vertical sequence.]]; [[The sequence is influx until this function returns.]]; code[=[ cel.sequence.y { gap = number, } ]=]; params = { param.number[[gap - the amount of space to leave between links in the sequence. Default is 0.]]; }; returns = { param['sequence.y'][[a new vertical sequence.]]; }; }; functiondef['cel.sequence.x.new([gap [, face]])'] { [[Creates a new horizontal sequence.]]; params = { param.number[[gap - amount of space to leave between links in the sequence. Default is 0.]]; param.face[[face - face or face name.]]; }; returns = { param['sequence.x'][[a new horizontal sequence.]]; }; }; functiondef['cel.sequence.y.new([gap [, face]])'] { [[Creates a new vertical sequence.]]; params = { param.number[[gap - amount of space to leave between links in the sequence. Default is 0.]]; param.face[[face - face or face name.]]; }; returns = { param['sequence.y'][[a new vertical sequence.]]; }; }; celdef['sequence'] { [[A cel that arranges its links into a vertical or horizontal sequence.]]; [[A sequence is a cel that provides automatic layout. For each link the top/left is aligned with the bottom/right (with an optional gap) of the link that comes before it in the sequence. For a vertical sequence its height, minh and maxh are always the sum of the heights of its links, and its width is the smallest width necessary to ensure that no part of any of its links are clipped. A sequence does support linkers as well as it can, but keep in mind that the dimensions of a sequence are calculated from the dimensions and positions of its links, and a linker will be enforced when the dimensions of the sequence change. Each link is put into a (virtual) slot, for a vertical sequence the width of the slot is the width of the sequence, the height of the slot is the height of the link. The slot w and h are the hostw and hosth that the linker will see. Because the slot h is the link h, the any change the y and h returned from a linker are ignored and 0, and slot.h are used. The height of a link/slot can be changed by explicitly resizing the link. ]]; [[The position(y for vertical, x for horizontal) of a link in the sequence is the sum of the link.dimension + gap (dimension is height for vertical, width for horizontal) of the links that precede it in the sequence. If the sequence is in flux then the links position is not enforced until the sequence is no longer in flux.]]; functiondef['sequence:get(index)'] { [[Get a link by index.]]; params = { param.integer[[index - An array index.]]; }; returns = { param.cel[[the cel that is linked to the sequence at the specified index, or nil.]]; }; }; functiondef['sequence:insert(index, link)'] { [[links the given cel to the sequence, inserting it at the given index.]]; [[This is a shortcut for using link, when a linker is not required.]]; params = { param.integer[[index - An array index. If not provided then link is appended to the end of the sequence]]; param.integer[[link - The cel to link to the sequence.]]; }; returns = { param.sequence[[self]]; }; }; functiondef['sequence:insert(link)'] { [[links the given cel to the end of the sequence]]; [[This is a shortcut for using link, when a linker is not required.]]; params = { param.integer[[link - The cel to link to the sequence.]]; }; returns = { param.sequence[[self]]; }; }; functiondef['sequence:remove(index)'] { [[unlinks the cel at the given index.]]; [[If the index is invalid the sequence remains unmutated.]]; params = { param.integer[[index - An array index.]]; }; returns = { param.sequence[[self]]; }; }; functiondef['sequence:clear()'] { [[effciently unlinks all cels from the sequence.]]; [[The sequence will be in flux for the duration of clear().]]; returns = { param.sequence[[self]]; }; }; functiondef['sequence:len()'] { [[returns number of cels in the sequence.]]; returns = { param.integer[[The number of cels in the sequence.]]; }; }; functiondef['sequence:next(link)'] { [[Get the cel which has an index that is 1 greater than the index of the given link in the sequence.]]; params = { param.cel[[link - a cel linked to the sequence, if the cel is not in the sequence nil is returned.]]; }; returns = { param.cel[[the link following the given link in the sequence, or nil]]; }; }; functiondef['sequence:prev(link)'] { [[Get the cel which has an index that is 1 less than the index of the given link in the sequence.]]; params = { param.cel[[link - a cel linked to the sequence, if the cel is not in the sequence nil is returned.]]; }; returns = { param.cel[[the link preceding the given link in the sequence, or nil]]; }; }; functiondef['sequence:indexof(link)'] { [[Get the array index of the given link in the sequence.]]; params = { param.cel[[link - a cel linked to the sequence, if the cel is not in the sequence nil is returned.]]; }; returns = { param.integer[[the array index of the given link in the sequence, or nil.]]; }; }; functiondef['sequence:flux(callback, ...)'] { [[Puts the sequence into flux and calls the given function.]]; [[Before the function is called the sequence is reconciled, meaning that all links are in sequence and the sequence dimensions are the minimum size such that no link is clipped by the sequence. After the callback function returns the sequence is reconciled again.]]; params = { param['function'][[callback - a callback function, it will be called as callback(...).]]; param['...'][[... - parameters passed to the callback function.]]; }; returns = { param.sequence[[self]]; }; }; functiondef['sequence:beginflux([reconcile])'] { [[Puts the sequence into flux.]]; [[When a sequence is in flux it will not automatically reconcile.]]; [[An equal number of calls to endflux are required to take the sequence out of flux.]]; params = { param.boolean[[reconcile - If true the sequence is reconciled.]]; }; returns = { param.sequence[[self]]; }; }; functiondef['sequence:endflux([reconcile])'] { [[Takes a sequence out of flux and reconciles it.]]; [[An equal number of calls to beginflux/endflux are required to take the sequence out of flux.]]; params = { param.boolean[[reconcile - If false the sequence will not be reconciled if it is still in flux.]]; }; returns = { param.sequence[[self]]; }; }; functiondef['sequence:pick(x, y)'] { [[Returns the link at the give xy coordinate in the sequence.]]; [[x is ignored for a vertical sequence, y is ignored for a horizontal sequence.]]; [[TODO document which link is picked when it falls on a gap]]; params = { param.number[[x - For a horizontal sequence the x coordinate.]]; param.number[[y - For a vertical sequence the y coordinate..]]; }; returns = { param.cel[[The link closest to the x coordinate for a horizontal sequence, or closest to the y coordinate for a vertical sequence]]; }; }; functiondef['sequence:ilinks()'] { [[Returns an iterator function and the sequence.]]; code[=[ for index, link in sequence:ilinks() do end ]=]; [[will iterate over each link in the sequence starting a the first link.]]; returns = { param.iterator[[an iterator function]]; param.listbox[[the sequence, iterator function invariant state]]; }; }; functiondef['sort'] { [[TODO]] }; functiondef['swap'] { [[TODO]] }; functiondef['replace'] { [[TODO]] }; }; --[===[ metaceldef['sequence'] { functions = { functiondef['__describeslot'] { [[TODO]] }; } }; --]===] };
function onCreate() makeLuaSprite('ready', 'ready', 0, 0) makeLuaSprite('readyCL', 'readyCL', 0, 0) scaleObject('ready', 0.6, 0.6) scaleObject('readyCL', 0.6, 0.6) screenCenter('ready', 'xy') screenCenter('readyCL', 'xy') addLuaSprite('ready', true) addLuaSprite('readyCL', true) setObjectCamera('ready', 'hud') setObjectCamera('readyCL', 'hud') setProperty('readyCL.visible', false) doTweenX('RXS0', 'ready.scale', 0.65, 0.5, 'quadInOut') doTweenY('RYS0', 'ready.scale', 0.65, 0.5, 'quadInOut') end local allowCountdown = false function onStartCountdown() if not allowCountdown then setPropertyFromClass('flixel.FlxG', 'mouse.visible', true); setProperty('boyfriend.stunned', true) setProperty('botplayTxt.visible', false) return Function_Stop end return Function_Continue end local pause = false local esc = false function onSongStart() pause = true setProperty('boyfriend.stunned', false) if botplay then setProperty('botplayTxt.visible', true) end end local MR = false function onUpdate(elapsed) setProperty('readyCL.scale.x', getProperty('ready.scale.x') + 0.1) setProperty('readyCL.scale.y', getProperty('ready.scale.y') + 0.1) if not allowCountdown and (keyReleased('space') or getPropertyFromClass('flixel.FlxG', 'keys.justReleased.ENTER')) or (mouseReleased() and MR) and not startedCountdown then allowCountdown = true startCountdown() playSound('clickText') removeLuaSprite('ready', true) removeLuaSprite('readyCL', true) setPropertyFromClass('flixel.FlxG', 'mouse.visible', false); end if getPropertyFromClass('flixel.FlxG', 'keys.justReleased.ESCAPE') and not esc and pause then esc = true pause = false endSong() end if getPropertyFromClass('flixel.FlxG', 'keys.justReleased.ESCAPE') and esc then pause = false endSong() end if getMouseX('hud') > getProperty('ready.x') and getMouseY('hud') > getProperty('ready.y') and getMouseX('hud') < getProperty('ready.x') + getProperty('ready.width') and getMouseY('hud') < getProperty('ready.y') + getProperty('ready.height') then setProperty('ready.visible', false) setProperty('readyCL.visible', true) MR = true else setProperty('ready.visible', true) setProperty('readyCL.visible', false) MR = false end end function onTweenCompleted(t) if t == 'RXS0' then doTweenX('RXS2', 'ready.scale', 0.6, 0.5, 'quadInOut') doTweenY('RYS2', 'ready.scale', 0.6, 0.5, 'quadInOut') elseif t == 'RXS2' then doTweenX('RXS0', 'ready.scale', 0.65, 0.5, 'quadInOut') doTweenY('RYS0', 'ready.scale', 0.65, 0.5, 'quadInOut') end end function onPause() if not pause then return Function_Stop end if esc then endSong() end return Function_Continue end
_G.__MOCK_GMOD_CONVARS = {} function _G.__MOCK_GMOD_RESET_CONVAR (id) _G.__MOCK_GMOD_CONVARS [id] = nil end _G.__CONSOLE_PRINTER_NONE = true return { CreateConVar = function (id, default) _G.__MOCK_GMOD_CONVARS [id] = _G.__MOCK_GMOD_CONVARS [id] or default return { GetString = function () if _G.__CONSOLE_PRINTER_NONE then return "NONE" end return _G.__MOCK_GMOD_CONVARS [id] end, SetString = function (_, newVal) _G.__MOCK_GMOD_CONVARS [id] = newVal end } end, Color = function (r, g, b, a) return { r = math.min (tonumber (r) or 0, 255), g = math.min (tonumber (g) or 0, 255), b = math.min (tonumber (b) or 0, 255), a = math.min (tonumber (a) or 0, 255) } end, unpack = table.unpack }
-------------------------------------------------------------------------------- -- Login Server Settings ------------------------------------------------------- -------------------------------------------------------------------------------- require("ablogin") log_dir = "c:/Users/Stefan Ascher/Documents/Visual Studio 2015/Projects/ABx/Bin/logs/ablogin"
--[[ Copyright 2012 Rackspace Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS-IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. --]] local fmt = require('string').format local Error = require('core').Error local ProtocolError = Error:extend() function ProtocolError:initialize(msg) Error.initialize(self, self.message) self['original'] = msg self['code'] = msg['code'] or 'unknown' self['type'] = msg['type'] or 'unknown' self['msg'] = msg['message'] or 'no message' self.message = fmt('%s error: code=%s, message=%s', self['type'], self['code'], self['msg']) end local VersionError = Error:extend() function VersionError:initialize(msg, resp) Error.initialize(self) self.message = fmt( 'Version mismatch: message_version=%s response_version=%s', msg.v or 'unknown', resp.v or 'unknown') end local InvalidMethodError = Error:extend() function InvalidMethodError:initialize(method) Error.initialize(self) self.message = fmt('invalid method method=%s', method) self.method = method end local exports = {} exports.ProtocolError = ProtocolError exports.VersionError = VersionError exports.InvalidMethodError = InvalidMethodError return exports
-------------------------------- -- @module Scale9Sprite -- @extend Sprite -- @parent_module ccui -------------------------------- -- @overload self, cc.Sprite, rect_table, bool, vec2_table, size_table, rect_table -- @overload self, cc.Sprite, rect_table, bool, rect_table -- @function [parent=#Scale9Sprite] updateWithSprite -- @param self -- @param #cc.Sprite sprite -- @param #rect_table rect -- @param #bool rotated -- @param #vec2_table offset -- @param #size_table originalSize -- @param #rect_table capInsets -- @return bool#bool ret (return value: bool) -------------------------------- -- Creates and returns a new sprite object with the specified cap insets.<br> -- You use this method to add cap insets to a sprite or to change the existing<br> -- cap insets of a sprite. In both cases, you get back a new image and the<br> -- original sprite remains untouched.<br> -- param capInsets The values to use for the cap insets.<br> -- return A Scale9Sprite instance. -- @function [parent=#Scale9Sprite] resizableSpriteWithCapInsets -- @param self -- @param #rect_table capInsets -- @return Scale9Sprite#Scale9Sprite ret (return value: ccui.Scale9Sprite) -------------------------------- -- Returns the Cap Insets -- @function [parent=#Scale9Sprite] getCapInsets -- @param self -- @return rect_table#rect_table ret (return value: rect_table) -------------------------------- -- Change the state of 9-slice sprite.<br> -- see `State`<br> -- param state A enum value in State.<br> -- since v3.4 -- @function [parent=#Scale9Sprite] setState -- @param self -- @param #int state -- @return Scale9Sprite#Scale9Sprite self (return value: ccui.Scale9Sprite) -------------------------------- -- brief Change the bottom sprite's cap inset.<br> -- param bottomInset The values to use for the cap inset. -- @function [parent=#Scale9Sprite] setInsetBottom -- @param self -- @param #float bottomInset -- @return Scale9Sprite#Scale9Sprite self (return value: ccui.Scale9Sprite) -------------------------------- -- Initializes a 9-slice sprite with an sprite frame name and with the specified<br> -- cap insets.<br> -- Once the sprite is created, you can then call its "setContentSize:" method<br> -- to resize the sprite will all it's 9-slice goodness interact.<br> -- It respects the anchorPoint too.<br> -- param spriteFrameName The sprite frame name.<br> -- param capInsets The values to use for the cap insets.<br> -- return True if initializes success, false otherwise. -- @function [parent=#Scale9Sprite] initWithSpriteFrameName -- @param self -- @param #string spriteFrameName -- @param #rect_table capInsets -- @return bool#bool ret (return value: bool) -------------------------------- -- brief Get the original no 9-sliced sprite<br> -- return A sprite instance. -- @function [parent=#Scale9Sprite] getSprite -- @param self -- @return Sprite#Sprite ret (return value: cc.Sprite) -------------------------------- -- brief Change the top sprite's cap inset.<br> -- param topInset The values to use for the cap inset. -- @function [parent=#Scale9Sprite] setInsetTop -- @param self -- @param #float topInset -- @return Scale9Sprite#Scale9Sprite self (return value: ccui.Scale9Sprite) -------------------------------- -- Set the slice sprite rendering type.<br> -- When setting to SIMPLE, only 4 vertexes is used to rendering.<br> -- otherwise 16 vertexes will be used to rendering.<br> -- see RenderingType -- @function [parent=#Scale9Sprite] setRenderingType -- @param self -- @param #int type -- @return Scale9Sprite#Scale9Sprite self (return value: ccui.Scale9Sprite) -------------------------------- -- @overload self, cc.Sprite, rect_table, rect_table -- @overload self, cc.Sprite, rect_table, bool, rect_table -- @overload self, cc.Sprite, rect_table, bool, vec2_table, size_table, rect_table -- @function [parent=#Scale9Sprite] init -- @param self -- @param #cc.Sprite sprite -- @param #rect_table rect -- @param #bool rotated -- @param #vec2_table offset -- @param #size_table originalSize -- @param #rect_table capInsets -- @return bool#bool ret (return value: bool) -------------------------------- -- brief Change the preferred size of Scale9Sprite.<br> -- param size A delimitation zone. -- @function [parent=#Scale9Sprite] setPreferredSize -- @param self -- @param #size_table size -- @return Scale9Sprite#Scale9Sprite self (return value: ccui.Scale9Sprite) -------------------------------- -- brief copies self to copy -- @function [parent=#Scale9Sprite] copyTo -- @param self -- @param #ccui.Scale9Sprite copy -- @return Scale9Sprite#Scale9Sprite self (return value: ccui.Scale9Sprite) -------------------------------- -- brief Change inner sprite's sprite frame.<br> -- param spriteFrame A sprite frame pointer.<br> -- param capInsets The values to use for the cap insets. -- @function [parent=#Scale9Sprite] setSpriteFrame -- @param self -- @param #cc.SpriteFrame spriteFrame -- @param #rect_table capInsets -- @return Scale9Sprite#Scale9Sprite self (return value: ccui.Scale9Sprite) -------------------------------- -- Query the current bright state.<br> -- return @see `State`<br> -- since v3.7 -- @function [parent=#Scale9Sprite] getState -- @param self -- @return int#int ret (return value: int) -------------------------------- -- brief Query the bottom sprite's cap inset.<br> -- return The bottom sprite's cap inset. -- @function [parent=#Scale9Sprite] getInsetBottom -- @param self -- @return float#float ret (return value: float) -------------------------------- -- brief Toggle 9-slice feature.<br> -- If Scale9Sprite is 9-slice disabled, the Scale9Sprite will rendered as a normal sprite.<br> -- warning: Don't use setScale9Enabled(false), use setRenderingType(RenderingType::SIMPLE) instead.<br> -- The setScale9Enabled(false) is kept only for back back compatibility.<br> -- param enabled True to enable 9-slice, false otherwise.<br> -- js NA -- @function [parent=#Scale9Sprite] setScale9Enabled -- @param self -- @param #bool enabled -- @return Scale9Sprite#Scale9Sprite self (return value: ccui.Scale9Sprite) -------------------------------- -- brief Query whether the Scale9Sprite is enable 9-slice or not.<br> -- return True if 9-slice is enabled, false otherwise.<br> -- js NA -- @function [parent=#Scale9Sprite] isScale9Enabled -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#Scale9Sprite] resetRender -- @param self -- @return Scale9Sprite#Scale9Sprite self (return value: ccui.Scale9Sprite) -------------------------------- -- Return the slice sprite rendering type. -- @function [parent=#Scale9Sprite] getRenderingType -- @param self -- @return int#int ret (return value: int) -------------------------------- -- brief Query the right sprite's cap inset.<br> -- return The right sprite's cap inset. -- @function [parent=#Scale9Sprite] getInsetRight -- @param self -- @return float#float ret (return value: float) -------------------------------- -- brief Query the sprite's original size.<br> -- return Sprite size. -- @function [parent=#Scale9Sprite] getOriginalSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- @overload self, rect_table, string -- @overload self, string, rect_table, rect_table -- @function [parent=#Scale9Sprite] initWithFile -- @param self -- @param #string file -- @param #rect_table rect -- @param #rect_table capInsets -- @return bool#bool ret (return value: bool) -------------------------------- -- brief Query the top sprite's cap inset.<br> -- return The top sprite's cap inset. -- @function [parent=#Scale9Sprite] getInsetTop -- @param self -- @return float#float ret (return value: float) -------------------------------- -- brief Change the left sprite's cap inset.<br> -- param leftInset The values to use for the cap inset. -- @function [parent=#Scale9Sprite] setInsetLeft -- @param self -- @param #float leftInset -- @return Scale9Sprite#Scale9Sprite self (return value: ccui.Scale9Sprite) -------------------------------- -- Initializes a 9-slice sprite with an sprite frame and with the specified<br> -- cap insets.<br> -- Once the sprite is created, you can then call its "setContentSize:" method<br> -- to resize the sprite will all it's 9-slice goodness interact.<br> -- It respects the anchorPoint too.<br> -- param spriteFrame The sprite frame object.<br> -- param capInsets The values to use for the cap insets.<br> -- return True if initializes success, false otherwise. -- @function [parent=#Scale9Sprite] initWithSpriteFrame -- @param self -- @param #cc.SpriteFrame spriteFrame -- @param #rect_table capInsets -- @return bool#bool ret (return value: bool) -------------------------------- -- brief Query the Scale9Sprite's preferred size.<br> -- return Scale9Sprite's preferred size. -- @function [parent=#Scale9Sprite] getPreferredSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- Set the Cap Insets in Points using the untrimmed size as reference -- @function [parent=#Scale9Sprite] setCapInsets -- @param self -- @param #rect_table insets -- @return Scale9Sprite#Scale9Sprite self (return value: ccui.Scale9Sprite) -------------------------------- -- brief Query the left sprite's cap inset.<br> -- return The left sprite's cap inset. -- @function [parent=#Scale9Sprite] getInsetLeft -- @param self -- @return float#float ret (return value: float) -------------------------------- -- brief Change the right sprite's cap inset.<br> -- param rightInset The values to use for the cap inset. -- @function [parent=#Scale9Sprite] setInsetRight -- @param self -- @param #float rightInset -- @return Scale9Sprite#Scale9Sprite self (return value: ccui.Scale9Sprite) -------------------------------- -- @overload self, string, rect_table, rect_table -- @overload self -- @overload self, rect_table, string -- @overload self, string, rect_table -- @overload self, string -- @function [parent=#Scale9Sprite] create -- @param self -- @param #string file -- @param #rect_table rect -- @param #rect_table capInsets -- @return Scale9Sprite#Scale9Sprite ret (return value: ccui.Scale9Sprite) -------------------------------- -- @overload self, string, rect_table -- @overload self, string -- @function [parent=#Scale9Sprite] createWithSpriteFrameName -- @param self -- @param #string spriteFrameName -- @param #rect_table capInsets -- @return Scale9Sprite#Scale9Sprite ret (return value: ccui.Scale9Sprite) -------------------------------- -- @overload self, cc.SpriteFrame, rect_table -- @overload self, cc.SpriteFrame -- @function [parent=#Scale9Sprite] createWithSpriteFrame -- @param self -- @param #cc.SpriteFrame spriteFrame -- @param #rect_table capInsets -- @return Scale9Sprite#Scale9Sprite ret (return value: ccui.Scale9Sprite) -------------------------------- -- Initializes a 9-slice sprite with an sprite frame name.<br> -- Once the sprite is created, you can then call its "setContentSize:" method<br> -- to resize the sprite will all it's 9-slice goodness interact.<br> -- It respects the anchorPoint too.<br> -- param spriteFrameName The sprite frame name.<br> -- return True if initializes success, false otherwise. -- @function [parent=#Scale9Sprite] initWithSpriteFrameName -- @param self -- @param #string spriteFrameName -- @return bool#bool ret (return value: bool) -------------------------------- -- @overload self, string -- @overload self, string, rect_table -- @function [parent=#Scale9Sprite] initWithFile -- @param self -- @param #string file -- @param #rect_table rect -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#Scale9Sprite] init -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Default constructor.<br> -- js ctor<br> -- lua new -- @function [parent=#Scale9Sprite] Scale9Sprite -- @param self -- @return Scale9Sprite#Scale9Sprite self (return value: ccui.Scale9Sprite) return nil
local util = require("__bzzirconium__.data-util"); local nuclear_plate = mods.bzlead and "lead-plate" or "iron-plate" util.replace_some_ingredient("stone-furnace", "stone", 1, "zircon", 1) if not mods["Krastorio2"] then util.replace_some_ingredient("steel-furnace", "stone-brick", 4, "zircon", 6) util.replace_some_ingredient("electric-furnace", "stone-brick", 5, "zirconia", 5) end if mods["Krastorio2"] then util.replace_some_ingredient("low-density-structure", "copper-plate", 5, "zirconia", 5) else util.replace_some_ingredient("low-density-structure", "copper-plate", 10, "zirconia", 10) end util.add_ingredient("explosives", "zirconium-plate", 1) util.add_ingredient("nuclear-reactor", "zirconium-plate", 100) local ufc_amt = mods["Krastorio2"] and 1 or 5 util.replace_some_ingredient("uranium-fuel-cell", nuclear_plate, 5, "zirconium-plate", ufc_amt) if not mods.bztungsten then util.add_ingredient("nuclear-fuel", "zirconium-plate", 1) end util.add_ingredient("rocket-engine-nozzle", "zirconia", 1) util.add_to_product("rocket-engine-nozzle", "rocket-engine-nozzle", 1) util.add_time("rocket-engine-nozzle", 5) if util.me.use_cermet() then util.add_ingredient("rocket-control-unit", "cermet", 1) util.add_ingredient("speed-module-3", "cermet", 1) util.add_ingredient("productivity-module-3", "cermet", 1) util.add_ingredient("effectivity-module-3", "cermet", 1) util.add_ingredient("beacon", "cermet", 10) util.add_ingredient("spidertron", "cermet", 8) if not util.fe_plus("Machines") then util.add_ingredient("assembling-machine-3", "cermet", 2) else util.add_ingredient("assembling-machine-4", "cermet", 2) util.add_ingredient("assembling-machine-5", "cermet", 2) util.add_ingredient("chemical-plant-mk3", "cermet", 2) util.add_ingredient("oil-refinery-mk3", "cermet", 4) end end -- More FE+ if util.fe_plus("Machines") then util.add_ingredient("electric-furnace-mk2", "zirconia", 10) util.add_ingredient("electric-furnace-mk3", "zirconia", 10) util.add_ingredient("oil-refinery-mk2", "zirconia", 10) util.add_ingredient("pumpjack-mk2", "zirconia", 10) end -- Krastorio2 if mods["Krastorio2"] then util.replace_some_ingredient("matter-stabilizer", "imersium-plate", 1, "zirconium-plate", 5) util.add_ingredient("kr-advanced-furnace", "zirconia", 60) if util.me.use_cermet() then util.add_ingredient("ai-core", "cermet", 2) util.add_ingredient("kr-matter-assembler", "cermet", 4) end util.replace_some_ingredient("stone-brick", "stone", 5, "zircon", 5) if mods["space-exploration"] then util.replace_some_ingredient("se-stone-brick-vulcanite", "stone", 2, "zircon", 2) end if not mods.bztungsten then util.add_ingredient("matter-research-data", "zirconia", 5) end end -- Space Exploration if mods["space-exploration"] then util.replace_some_ingredient("se-aeroframe-scaffold", "se-aeroframe-pole", 1, "zirconia", 2) util.replace_some_ingredient("se-heat-shielding", "stone-tablet", 10, "zirconia", 10) util.replace_ingredient("se-heat-shielding-iridium", "stone-tablet", "zirconia") util.add_ingredient("se-thruster-suit", "zirconium-plate", 10) util.add_ingredient("se-space-thermodynamics-laboratory", "zirconium-plate", 20) if util.me.use_cermet() then util.add_ingredient("se-quantum-processor", "cermet", 1) util.add_ingredient("se-space-mechanical-laboratory", "cermet", 40) end if not mods.bztungsten then util.add_ingredient("se-hot-thermodynamics-data", "zirconium-plate", 1) util.add_product("se-hot-thermodynamics-data", {name="zirconium-plate", amount=1, probability=0.50}) end util.add_ingredient("se-experimental-alloys-data", "zirconium-plate", 1) util.add_to_product("se-experimental-alloys-data", "se-experimental-alloys-data", 1) util.add_to_product("se-experimental-alloys-data", "se-scrap", 1) util.add_to_ingredient("se-experimental-alloys-data", "se-empty-data", 1) end -- AAI util.add_ingredient("industrial-furnace", "zirconium-plate", 4) -- Aircraft util.add_ingredient("gunship", "zirconia", 10) util.add_ingredient("cargo-plane", "zirconia", 20) util.add_ingredient("jet", "zirconia", 50) util.add_ingredient("flying-fortress", "zirconia", 80) util.add_ingredient("aircraft-afterburner", "zirconia", 5) util.add_ingredient("mega-furnace", "zirconia", 5) util.add_ingredient("nuclear-furnace-4", "zirconia", 400) util.add_ingredient("nuclear-furnace-5", "zirconium-plate", 400) util.replace_some_ingredient("breeder-fuel-cell", nuclear_plate, 5, "zirconium-plate", 5) util.replace_some_ingredient("mox-fuel-cell", nuclear_plate, 5, "zirconium-plate", 5) util.replace_some_ingredient("MOX-fuel", nuclear_plate, 5, "zirconium-plate", 5) util.add_ingredient("advanced-electric-furnace-rampant-industry", "zirconia", 50) -- Realistic Reactors util.add_ingredient("realistic-reactor", "zirconium-plate", 100) util.add_ingredient("breeder-reactor", "zirconium-plate", 100) -- Plutonium Energy util.add_ingredient("MOX-reactor", "zirconium-plate", 400) -- Schall util.add_ingredient("Schall-radioactive-waste-incinerator", "zirconia", 25) -- RITEG util.add_ingredient("RITEG-1", "zirconium-plate", 10) util.add_ingredient("RITEG-cyan", "zirconium-plate", 10) util.add_ingredient("RITEG-breeder", "zirconium-plate", 10) -- Nixie tubes util.add_ingredient("nixie-tube", "zirconium-plate", 1) util.add_ingredient("nixie-tube-alpha", "zirconium-plate", 1) util.add_ingredient("nixie-tube-small", "zirconium-plate", 1) util.add_ingredient("SNTD-old-nixie-tube", "zirconium-plate", 1) util.add_ingredient("SNTD-nixie-tube", "zirconium-plate", 1) util.add_ingredient("SNTD-nixie-tube-small", "zirconium-plate", 1) -- RFP util.add_ingredient("rfp-reactor", "zirconium-plate", 1000) util.add_ingredient("rfp-reactor", "zirconia", 1000) util.add_ingredient("rfp-aneutronic-reactor", "zirconium-plate", 5000) util.add_ingredient("rfp-particle-accelerator", "zirconium-plate", 1000) util.add_ingredient("rfp-particle-decelerator", "zirconium-plate", 1000) util.replace_some_ingredient("rfp-matter-antimatter-fuel-cell-empty", "steel-plate", 10, "zirconium-plate", 10) -- Cermet in other mods if util.me.use_cermet() then util.add_ingredient("advanced-assembler-rampant-industry", "cermet", 30) util.add_ingredient("advanced-electric-furnace-rampant-industry", "cermet", 30) util.add_ingredient("advanced-oil-refinery-rampant-industry", "cermet", 30) if mods["modules-t4"] then util.add_ingredient("speed-module-4", "cermet", 6) util.add_ingredient("productivity-module-4", "cermet", 6) util.add_ingredient("effectivity-module-4", "cermet", 6) end -- Various assemblers if mods["zombiesextended-core"] then util.add_ingredient("assembling-machine-mk1", "cermet", 1) util.add_ingredient("assembling-machine-mk2", "cermet", 1) util.add_ingredient("assembling-machine-mk3", "cermet", 1) end -- Bob's machines util.add_ingredient("chemical-plant-3", "cermet", 2) util.add_ingredient("chemical-plant-4", "cermet", 2) util.add_ingredient("assembling-machine-4", "cermet", 3) util.add_ingredient("assembling-machine-5", "cermet", 4) util.add_ingredient("assembling-machine-6", "cermet", 5) util.add_ingredient("oil-refinery-3", "cermet", 10) util.add_ingredient("oil-refinery-4", "cermet", 10) util.add_ingredient("bob-mining-drill-4", "cermet", 5) util.add_ingredient("bob-area-mining-drill-4", "cermet", 5) end -- Bob's - bobplates util.replace_some_ingredient("plutonium-fuel-cell", nuclear_plate, 5, "zirconium-plate", 5) -- True nukes util.replace_some_ingredient("tritium-breeder-fuel-cell", nuclear_plate, 5, "zirconium-plate", 5) -- Hazmat suit util.replace_some_ingredient("mil-grade-fuel-cell", nuclear_plate, 5, "zirconium-plate", 5) -- Power Armor Mk3 util.add_ingredient("pamk3-battmk3", "zirconium-plate", 5) util.add_ingredient("pamk3-pamk4", "zirconium-plate", 10)
function onCastSpell(creature, variant) return creature:conjureItem(2389, 7367, 1, CONST_ME_MAGIC_GREEN) end
--[[ sh_chatmessage.lua MrGrimm Utility to allow sending/broadcasting messages with the use of colors, etc. --]] if SERVER then util.AddNetworkString( "ChatMessage" ) local Player = FindMetaTable( "Player" ) --[[------------------------------------------------ Name: Broadcast() Desc: Sends a message to all players. --]]------------------------------------------------ function util.Broadcast(...) local args = {...} net.Start( "ChatMessage" ) net.WriteTable( args ) net.Broadcast() end --[[------------------------------------------------ Name: PlayerMsg() Desc: Sends a message to a single player. --]]------------------------------------------------ function Player:PlayerMsg(...) local args = {...} net.Start( "ChatMessage" ) net.WriteTable( args ) net.Send( self ) end else -- CLIENT net.Receive( "ChatMessage", function( len ) local msg = net.ReadTable() chat.AddText( unpack( msg ) ) end) end
-- For a full example, see the original library's readme. -- https://github.com/Quenty/NevermoreEngine/tree/version2/Modules/Server/DataStore local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerStorage = game:GetService("ServerStorage") local DataStoreService = require(ServerStorage.DataStoreService) local Janitor = require(ReplicatedStorage.Janitor) local PlayerDataStoreManager = require(ServerStorage.PlayerDataStoreManager) local dataStoreManager = PlayerDataStoreManager.new( DataStoreService:GetDataStore("PlayerData"), -- Load the base Roblox store however you want function(player: Player) return tostring(player.UserId) end ) local playerJanitors: {[Player]: any} = {} local function loadStats(playerJanitor, mainStore) local leaderboard = Instance.new("Folder") leaderboard.Name = "leaderstats" local moneyValue = Instance.new("IntValue") moneyValue.Name = "Money" moneyValue.Parent = leaderboard playerJanitor:AddPromise(mainStore:Load("money", 0)):andThen(function(money) moneyValue.Value = money playerJanitor:Add(mainStore:StoreOnValueChange("money", moneyValue), "Disconnect") end):catch(function(problem) warn("Failed to load", tostring(problem)) end):finally(function() moneyValue.Value += 10 end) return leaderboard end local function playerAdded(player: Player) local playerJanitor = Janitor.new() playerJanitors[player] = playerJanitor local dataStore = dataStoreManager:GetDataStore(player) local mainStore = dataStore:GetSubStore("MainStore") local leaderboard = loadStats(playerJanitor, mainStore) leaderboard.Parent = player end local function playerRemoving(player: Player) local playerJanitor = playerJanitors[player] if playerJanitor then playerJanitors[player] = playerJanitor:Destroy() end end Players.PlayerAdded:Connect(playerAdded) Players.PlayerRemoving:Connect(playerRemoving) for _, player in ipairs(Players:GetPlayers()) do if playerJanitors[player] then continue end playerAdded(player) end
fx_version "adamant" games {"rdr3"} rdr3_warning "I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships." client_scripts { "@_core/lib/utils.lua", "@_core/config/Items.lua", "client.lua", "client_drop.lua" } server_scripts { "@_core/lib/utils.lua", "server.lua" } ui_page "nui/index.html" files { "nui/fonts/*", "nui/*", "nui/images/*", "nui/images/items/*" }
include("terms") style = {["off_color"] = "fff", ["on_color"] = "fff", ["line_color"] = "00f", ["line_width"] = "3"}; inter_style = {["off_color"] = "fff", ["on_color"] = "f30", ["line_color"] = "000", ["line_width"] = "2"}; out_style = {["off_color"] = "fff", ["on_color"] = "0cf", ["line_color"] = "000", ["line_width"] = "2"}; include("shapes") ind = math.random(2) position = place[ind] mycanvas = function() if (ind == 1) then results = "result[0] == 1 && result[1] == 0 && result[2] == 1 && result[3] == 0" else results = "result[0] == 0 && result[1] == 1 && result[2] == 0 && result[3] == 1" end scale = 1 lib.start_canvas(350, 250, "center", results) lib.add_ellipse(150, 100, 120, 80, style, false, false) lib.add_triangle(180, 80, 70, 50, inter_style, false, true) lib.add_rectangle(60, 190, 80, 30, out_style, false, true) diamond(lib, 90, 120, scale, inter_style, false, true) cross(lib, 250, 170, scale, out_style, false, true) lib.end_canvas() end
local checktype = SF.CheckType local checkluatype = SF.CheckLuaType local checkpermission = SF.Permissions.check ------------------------------------------------------------------------------- -- Vehicle functions. ------------------------------------------------------------------------------- SF.Vehicles = {} --- Vehicle type local vehicle_methods, vehicle_metamethods = SF.RegisterType("Vehicle") SF.Vehicles.Methods = vehicle_methods SF.Vehicles.Metatable = vehicle_metamethods local wrap, unwrap, pwrap SF.AddHook("postload", function() pwrap = SF.Players.Wrap SF.ApplyTypeDependencies(vehicle_methods, vehicle_metamethods, SF.Entities.Metatable) wrap, unwrap = SF.CreateWrapper(vehicle_metamethods, true, false, debug.getregistry().Vehicle, SF.Entities.Metatable) SF.Vehicles.Wrap = wrap SF.Vehicles.Unwrap = unwrap end) --- To string -- @shared function vehicle_metamethods:__tostring() local ent = unwrap(self) if not ent then return "(null entity)" else return tostring(ent) end end if SERVER then -- Register privileges local P = SF.Permissions P.registerPrivilege("vehicle.eject", "Vehicle eject", "Removes a driver from vehicle", { entities = {} }) P.registerPrivilege("vehicle.kill", "Vehicle kill", "Kills a driver in vehicle", { entities = {} }) P.registerPrivilege("vehicle.strip", "Vehicle strip", "Strips weapons from a driver in vehicle", { entities = {} }) P.registerPrivilege("vehicle.lock", "Vehicle lock", "Allow vehicle locking/unlocking", { entities = {} }) --- Returns the driver of the vehicle -- @server -- @return Driver of vehicle function vehicle_methods:getDriver () checktype(self, vehicle_metamethods) local ent = unwrap(self) if not (ent and ent:IsValid()) then SF.Throw("Invalid entity", 2) end return pwrap(ent:GetDriver()) end --- Ejects the driver of the vehicle -- @server function vehicle_methods:ejectDriver () checktype(self, vehicle_metamethods) local ent = unwrap(self) if not (ent and ent:IsValid()) then SF.Throw("Invalid entity", 2) end local driver = ent:GetDriver() if driver:IsValid() then driver:ExitVehicle() end end --- Returns a passenger of a vehicle -- @server -- @param n The index of the passenger to get -- @return The passenger or NULL if empty function vehicle_methods:getPassenger (n) checktype(self, vehicle_metamethods) checkluatype(n, TYPE_NUMBER) local ent = unwrap(self) if not (ent and ent:IsValid()) then SF.Throw("Invalid entity", 2) end return pwrap(ent:GetPassenger(n)) end --- Kills the driver of the vehicle -- @server function vehicle_methods:killDriver () checktype(self, vehicle_metamethods) local ent = unwrap(self) if not (ent and ent:IsValid()) then SF.Throw("Invalid entity", 2) end checkpermission(SF.instance, ent, "vehicle.kill") local driver = ent:GetDriver() if driver:IsValid() then driver:Kill() end end --- Strips weapons of the driver -- @param class Optional weapon class to strip. Otherwise all are stripped. -- @server function vehicle_methods:stripDriver (class) checktype(self, vehicle_metamethods) if class ~= nil then checkluatype(class, TYPE_STRING) end local ent = unwrap(self) if not (ent and ent:IsValid()) then SF.Throw("Invalid entity", 2) end checkpermission(SF.instance, ent, "vehicle.strip") local driver = ent:GetDriver() if driver:IsValid() then if class then driver:StripWeapon(class) else driver:StripWeapons() end end end --- Will lock the vehicle preventing players from entering or exiting the vehicle. -- @server function vehicle_methods:lock() checktype(self, vehicle_metamethods) local ent = unwrap(self) if not (ent and ent:IsValid()) then SF.Throw("Invalid entity", 2) end checkpermission(SF.instance, ent, "vehicle.lock") local n = "SF_CanExitVehicle"..ent:EntIndex() hook.Add("CanExitVehicle", n, function(v) if v==ent then return false end end) ent:CallOnRemove(n, function() hook.Remove("CanExitVehicle", n) end) ent:Fire("Lock") end --- Will unlock the vehicle. -- @server function vehicle_methods:unlock() checktype(self, vehicle_metamethods) local ent = unwrap(self) if not (ent and ent:IsValid()) then SF.Throw("Invalid entity", 2) end checkpermission(SF.instance, ent, "vehicle.lock") hook.Remove("CanExitVehicle", "SF_CanExitVehicle"..ent:EntIndex()) ent:Fire("Unlock") end end
--[[ Module:Rectangle Author:DylanYang Time:2021-01-26 19:22:00 ]] local interface = require("patterns.creational.factory.Shape") local _M = Class("Rectangle", interface) local public = _M.public function public:Draw() print(string.format("Factory Test: I'm a %s%s !", self.__name, "(矩形)")) end return _M
--[[ Multicolor Awesome WM theme 2.0 github.com/lcpz --]] local gears = require("gears") local lain = require("lain") local awful = require("awful") local wibox = require("wibox") local os = os local my_table = awful.util.table or gears.table -- 4.{0,1} compatibility local theme = {} theme.confdir = os.getenv("HOME") .. "/.config/awesome/themes/multicolor" theme.wallpaper = theme.confdir .. "/wall.png" theme.font = "xos4 Terminus 8" theme.menu_bg_normal = "#000000" theme.menu_bg_focus = "#000000" theme.bg_normal = "#000000" theme.bg_focus = "#000000" theme.bg_urgent = "#000000" theme.fg_normal = "#aaaaaa" theme.fg_focus = "#ff8c00" theme.fg_urgent = "#af1d18" theme.fg_minimize = "#ffffff" theme.border_width = 1 theme.border_normal = "#1c2022" theme.border_focus = "#606060" theme.border_marked = "#3ca4d8" theme.menu_border_width = 0 theme.menu_width = 130 theme.menu_submenu_icon = theme.confdir .. "/icons/submenu.png" theme.menu_fg_normal = "#aaaaaa" theme.menu_fg_focus = "#ff8c00" theme.menu_bg_normal = "#050505dd" theme.menu_bg_focus = "#050505dd" theme.widget_temp = theme.confdir .. "/icons/temp.png" theme.widget_uptime = theme.confdir .. "/icons/ac.png" theme.widget_cpu = theme.confdir .. "/icons/cpu.png" theme.widget_weather = theme.confdir .. "/icons/dish.png" theme.widget_fs = theme.confdir .. "/icons/fs.png" theme.widget_mem = theme.confdir .. "/icons/mem.png" theme.widget_note = theme.confdir .. "/icons/note.png" theme.widget_note_on = theme.confdir .. "/icons/note_on.png" theme.widget_netdown = theme.confdir .. "/icons/net_down.png" theme.widget_netup = theme.confdir .. "/icons/net_up.png" theme.widget_mail = theme.confdir .. "/icons/mail.png" theme.widget_batt = theme.confdir .. "/icons/bat.png" theme.widget_clock = theme.confdir .. "/icons/clock.png" theme.widget_vol = theme.confdir .. "/icons/spkr.png" theme.taglist_squares_sel = theme.confdir .. "/icons/square_a.png" theme.taglist_squares_unsel = theme.confdir .. "/icons/square_b.png" theme.tasklist_plain_task_name = true theme.tasklist_disable_icon = true theme.useless_gap = 0 theme.layout_tile = theme.confdir .. "/icons/tile.png" theme.layout_tilegaps = theme.confdir .. "/icons/tilegaps.png" theme.layout_tileleft = theme.confdir .. "/icons/tileleft.png" theme.layout_tilebottom = theme.confdir .. "/icons/tilebottom.png" theme.layout_tiletop = theme.confdir .. "/icons/tiletop.png" theme.layout_fairv = theme.confdir .. "/icons/fairv.png" theme.layout_fairh = theme.confdir .. "/icons/fairh.png" theme.layout_spiral = theme.confdir .. "/icons/spiral.png" theme.layout_dwindle = theme.confdir .. "/icons/dwindle.png" theme.layout_max = theme.confdir .. "/icons/max.png" theme.layout_fullscreen = theme.confdir .. "/icons/fullscreen.png" theme.layout_magnifier = theme.confdir .. "/icons/magnifier.png" theme.layout_floating = theme.confdir .. "/icons/floating.png" theme.titlebar_close_button_normal = theme.confdir .. "/icons/titlebar/close_normal.png" theme.titlebar_close_button_focus = theme.confdir .. "/icons/titlebar/close_focus.png" theme.titlebar_minimize_button_normal = theme.confdir .. "/icons/titlebar/minimize_normal.png" theme.titlebar_minimize_button_focus = theme.confdir .. "/icons/titlebar/minimize_focus.png" theme.titlebar_ontop_button_normal_inactive = theme.confdir .. "/icons/titlebar/ontop_normal_inactive.png" theme.titlebar_ontop_button_focus_inactive = theme.confdir .. "/icons/titlebar/ontop_focus_inactive.png" theme.titlebar_ontop_button_normal_active = theme.confdir .. "/icons/titlebar/ontop_normal_active.png" theme.titlebar_ontop_button_focus_active = theme.confdir .. "/icons/titlebar/ontop_focus_active.png" theme.titlebar_sticky_button_normal_inactive = theme.confdir .. "/icons/titlebar/sticky_normal_inactive.png" theme.titlebar_sticky_button_focus_inactive = theme.confdir .. "/icons/titlebar/sticky_focus_inactive.png" theme.titlebar_sticky_button_normal_active = theme.confdir .. "/icons/titlebar/sticky_normal_active.png" theme.titlebar_sticky_button_focus_active = theme.confdir .. "/icons/titlebar/sticky_focus_active.png" theme.titlebar_floating_button_normal_inactive = theme.confdir .. "/icons/titlebar/floating_normal_inactive.png" theme.titlebar_floating_button_focus_inactive = theme.confdir .. "/icons/titlebar/floating_focus_inactive.png" theme.titlebar_floating_button_normal_active = theme.confdir .. "/icons/titlebar/floating_normal_active.png" theme.titlebar_floating_button_focus_active = theme.confdir .. "/icons/titlebar/floating_focus_active.png" theme.titlebar_maximized_button_normal_inactive = theme.confdir .. "/icons/titlebar/maximized_normal_inactive.png" theme.titlebar_maximized_button_focus_inactive = theme.confdir .. "/icons/titlebar/maximized_focus_inactive.png" theme.titlebar_maximized_button_normal_active = theme.confdir .. "/icons/titlebar/maximized_normal_active.png" theme.titlebar_maximized_button_focus_active = theme.confdir .. "/icons/titlebar/maximized_focus_active.png" local markup = lain.util.markup -- Textclock os.setlocale(os.getenv("LANG")) -- to localize the clock local clockicon = wibox.widget.imagebox(theme.widget_clock) local mytextclock = wibox.widget.textclock(markup("#7788af", "%A %d %B ") .. markup("#ab7367", ">") .. markup("#de5e1e", " %H:%M ")) mytextclock.font = theme.font -- Calendar theme.cal = lain.widget.cal({ attach_to = { mytextclock }, notification_preset = { font = "xos4 Terminus 10", fg = theme.fg_normal, bg = theme.bg_normal } }) -- Weather local weathericon = wibox.widget.imagebox(theme.widget_weather) theme.weather = lain.widget.weather({ city_id = 2643743, -- placeholder (London) notification_preset = { font = "xos4 Terminus 10", fg = theme.fg_normal }, weather_na_markup = markup.fontfg(theme.font, "#eca4c4", "N/A "), settings = function() descr = weather_now["weather"][1]["description"]:lower() units = math.floor(weather_now["main"]["temp"]) widget:set_markup(markup.fontfg(theme.font, "#eca4c4", descr .. " @ " .. units .. "°C ")) end }) -- / fs --[[ commented because it needs Gio/Glib >= 2.54 local fsicon = wibox.widget.imagebox(theme.widget_fs) theme.fs = lain.widget.fs({ notification_preset = { font = "xos4 Terminus 10", fg = theme.fg_normal }, settings = function() widget:set_markup(markup.fontfg(theme.font, "#80d9d8", string.format("%.1f", fs_now["/"].used) .. "% ")) end }) --]] -- Mail IMAP check --[[ commented because it needs to be set before use local mailicon = wibox.widget.imagebox() theme.mail = lain.widget.imap({ timeout = 180, server = "server", mail = "mail", password = "keyring get mail", settings = function() if mailcount > 0 then mailicon:set_image(theme.widget_mail) widget:set_markup(markup.fontfg(theme.font, "#cccccc", mailcount .. " ")) else widget:set_text("") --mailicon:set_image() -- not working in 4.0 mailicon._private.image = nil mailicon:emit_signal("widget::redraw_needed") mailicon:emit_signal("widget::layout_changed") end end }) --]] -- CPU local cpuicon = wibox.widget.imagebox(theme.widget_cpu) local cpu = lain.widget.cpu({ settings = function() widget:set_markup(markup.fontfg(theme.font, "#e33a6e", cpu_now.usage .. "% ")) end }) -- Coretemp local tempicon = wibox.widget.imagebox(theme.widget_temp) local temp = lain.widget.temp({ settings = function() widget:set_markup(markup.fontfg(theme.font, "#f1af5f", coretemp_now .. "°C ")) end }) -- Battery local baticon = wibox.widget.imagebox(theme.widget_batt) local bat = lain.widget.bat({ settings = function() local perc = bat_now.perc ~= "N/A" and bat_now.perc .. "%" or bat_now.perc if bat_now.ac_status == 1 then perc = perc .. " plug" end widget:set_markup(markup.fontfg(theme.font, theme.fg_normal, perc .. " ")) end }) -- ALSA volume local volicon = wibox.widget.imagebox(theme.widget_vol) theme.volume = lain.widget.alsa({ settings = function() if volume_now.status == "off" then volume_now.level = volume_now.level .. "M" end widget:set_markup(markup.fontfg(theme.font, "#7493d2", volume_now.level .. "% ")) end }) -- Net local netdownicon = wibox.widget.imagebox(theme.widget_netdown) local netdowninfo = wibox.widget.textbox() local netupicon = wibox.widget.imagebox(theme.widget_netup) local netupinfo = lain.widget.net({ settings = function() if iface ~= "network off" and string.match(theme.weather.widget.text, "N/A") then theme.weather.update() end widget:set_markup(markup.fontfg(theme.font, "#e54c62", net_now.sent .. " ")) netdowninfo:set_markup(markup.fontfg(theme.font, "#87af5f", net_now.received .. " ")) end }) -- MEM local memicon = wibox.widget.imagebox(theme.widget_mem) local memory = lain.widget.mem({ settings = function() widget:set_markup(markup.fontfg(theme.font, "#e0da37", mem_now.used .. "M ")) end }) -- MPD local mpdicon = wibox.widget.imagebox() theme.mpd = lain.widget.mpd({ settings = function() mpd_notification_preset = { text = string.format("%s [%s] - %s\n%s", mpd_now.artist, mpd_now.album, mpd_now.date, mpd_now.title) } if mpd_now.state == "play" then artist = mpd_now.artist .. " > " title = mpd_now.title .. " " mpdicon:set_image(theme.widget_note_on) elseif mpd_now.state == "pause" then artist = "mpd " title = "paused " else artist = "" title = "" --mpdicon:set_image() -- not working in 4.0 mpdicon._private.image = nil mpdicon:emit_signal("widget::redraw_needed") mpdicon:emit_signal("widget::layout_changed") end widget:set_markup(markup.fontfg(theme.font, "#e54c62", artist) .. markup.fontfg(theme.font, "#b2b2b2", title)) end }) function theme.at_screen_connect(s) -- Quake application s.quake = lain.util.quake({ app = awful.util.terminal }) -- If wallpaper is a function, call it with the screen local wallpaper = theme.wallpaper if type(wallpaper) == "function" then wallpaper = wallpaper(s) end gears.wallpaper.maximized(wallpaper, s, true) -- Tags awful.tag(awful.util.tagnames, s, awful.layout.layouts) -- Create a promptbox for each screen s.mypromptbox = awful.widget.prompt() -- Create an imagebox widget which will contains an icon indicating which layout we're using. -- We need one layoutbox per screen. s.mylayoutbox = awful.widget.layoutbox(s) s.mylayoutbox:buttons(my_table.join( awful.button({}, 1, function () awful.layout.inc( 1) end), awful.button({}, 2, function () awful.layout.set( awful.layout.layouts[1] ) end), awful.button({}, 3, function () awful.layout.inc(-1) end), awful.button({}, 4, function () awful.layout.inc( 1) end), awful.button({}, 5, function () awful.layout.inc(-1) end))) -- Create a taglist widget s.mytaglist = awful.widget.taglist(s, awful.widget.taglist.filter.all, awful.util.taglist_buttons) -- Create a tasklist widget s.mytasklist = awful.widget.tasklist(s, awful.widget.tasklist.filter.currenttags, awful.util.tasklist_buttons) -- Create the wibox s.mywibox = awful.wibar({ position = "top", screen = s, height = 20, bg = theme.bg_normal, fg = theme.fg_normal }) -- Add widgets to the wibox s.mywibox:setup { layout = wibox.layout.align.horizontal, { -- Left widgets layout = wibox.layout.fixed.horizontal, --s.mylayoutbox, s.mytaglist, s.mypromptbox, mpdicon, theme.mpd.widget, }, --s.mytasklist, -- Middle widget nil, { -- Right widgets layout = wibox.layout.fixed.horizontal, wibox.widget.systray(), --mailicon, --theme.mail.widget, netdownicon, netdowninfo, netupicon, netupinfo.widget, volicon, theme.volume.widget, memicon, memory.widget, cpuicon, cpu.widget, --fsicon, --theme.fs.widget, weathericon, theme.weather.widget, tempicon, temp.widget, baticon, bat.widget, clockicon, mytextclock, }, } -- Create the bottom wibox s.mybottomwibox = awful.wibar({ position = "bottom", screen = s, border_width = 0, height = 20, bg = theme.bg_normal, fg = theme.fg_normal }) -- Add widgets to the bottom wibox s.mybottomwibox:setup { layout = wibox.layout.align.horizontal, { -- Left widgets layout = wibox.layout.fixed.horizontal, }, s.mytasklist, -- Middle widget { -- Right widgets layout = wibox.layout.fixed.horizontal, s.mylayoutbox, }, } end return theme
vim.api.nvim_create_autocmd("BufWritePost", { pattern = "plugins.lua", command = 'source % | PackerCompile', }) local execute = vim.api.nvim_command local fn = vim.fn local install_path = fn.stdpath('data') .. '/site/pack/packer/start/packer.nvim' if fn.empty(fn.glob(install_path)) > 0 then fn.system({ 'git', 'clone', 'https://github.com/wbthomason/packer.nvim', install_path }) execute 'packadd packer.nvim' end vim.api.nvim_command('packadd packer.nvim') return require('packer').startup(function() use 'wbthomason/packer.nvim' use { 'christianchiarulli/nvcode-color-schemes.vim', opt = true, cond = function() return false end } use { 'titanzero/zephyrium', config = function() vim.cmd [[colorscheme zephyrium]] end, opt = true, cond = function() return true end } use { 'rebelot/kanagawa.nvim', config = function() vim.cmd [[colorscheme kanagawa]] end, opt = true, cond = function() return false end } use { 'EdenEast/nightfox.nvim', config = function() vim.g.nightfox_style = "palefox" require('nightfox').set() end, opt = true, cond = function() return false end } --------------QoL------------ use { 'JoosepAlviste/nvim-ts-context-commentstring', config = function() require 'nvim-treesitter.configs'.setup { context_commentstring = { enable = true, enable_autocmd = false, } } end } use { 'numToStr/Comment.nvim', config = function() require('Comment').setup({ toggler = { line = '<leader>cl', }, opleader = { ---Block-comment keymap block = '<leader>ci', }, pre_hook = function(ctx) local U = require 'Comment.utils' local location = nil if ctx.ctype == U.ctype.block then location = require('ts_context_commentstring.utils').get_cursor_location() elseif ctx.cmotion == U.cmotion.v or ctx.cmotion == U.cmotion.V then location = require('ts_context_commentstring.utils').get_visual_start_location() end return require('ts_context_commentstring.internal').calculate_commentstring { key = ctx.ctype == U.ctype.line and '__default' or '__multiline', location = location, } end, }) end } use { 'windwp/nvim-autopairs', config = function() require('nvim-autopairs').setup { fast_wrap = {}, } end } use { 'p00f/nvim-ts-rainbow', ft = { 'clojure', 'html', 'vue' } } use 'romgrk/barbar.nvim' -- Best bufferline use { 'NTBBloodbath/galaxyline.nvim', opt = true, cond = function() return true end, config = function() require('mygalaxyline') end } use 'farmergreg/vim-lastplace' -------------dev tools--------- use 'simrat39/symbols-outline.nvim' use { 'tpope/vim-fireplace', ft = 'clojure' } -- enables clojure development use { 'kyazdani42/nvim-tree.lua', config = function() vim.g.nvim_tree_git_hl = 1 vim.g.nvim_tree_highlight_opened_files = 1 vim.g.nvim_tree_respect_buf_cwd = 1 local tree_cb = require 'nvim-tree.config'.nvim_tree_callback require 'nvim-tree'.setup { update_cwd = true, view = { width = 27, mappings = { list = { { key = { "h", "l" }, cb = tree_cb("edit") }, { key = { "<CR>" }, cb = tree_cb("cd") } } } }, filters = { exclude = { '.git', 'node_modules', '.cache', 'target', '.o', 'bin' }, }, diagnostics = { enable = true }, renderer = { indent_markers = { enable = true, }, }, } end } ---------------git------------ use { 'TimUntersberger/neogit', config = function() require('neogit').setup { integrations = { diffview = true }, } end } use { 'lewis6991/gitsigns.nvim', config = function() require('gitsigns').setup { signs = { add = { hl = 'GitSignsAdd', text = '+', numhl = 'GitSignsAddNr', linehl = 'GitSignsAddLn' }, change = { hl = 'GitSignsChange', text = '~', numhl = 'GitSignsChangeNr', linehl = 'GitSignsChangeLn' }, delete = { hl = 'GitSignsDelete', text = '-', numhl = 'GitSignsDeleteNr', linehl = 'GitSignsDeleteLn' }, topdelete = { hl = 'GitSignsDelete', text = '-', numhl = 'GitSignsDeleteNr', linehl = 'GitSignsDeleteLn' }, changedelete = { hl = 'GitSignsChange', text = '~', numhl = 'GitSignsChangeNr', linehl = 'GitSignsChangeLn' }, }, current_line_blame_opts = { delay = 10, } } end } use { 'sindrets/diffview.nvim', config = function() local cb = require 'diffview.config'.diffview_callback require 'diffview'.setup { diff_binaries = false, -- Show diffs for binaries use_icons = true, -- Requires nvim-web-devicons file_panel = { width = 35, }, key_bindings = { disable_defaults = false, -- Disable the default key bindings -- The `view` bindings are active in the diff buffers, only when the current -- tabpage is a Diffview. view = { ["<tab>"] = cb("select_next_entry"), -- Open the diff for the next file ["<s-tab>"] = cb("select_prev_entry"), -- Open the diff for the previous file ["<leader>e"] = cb("focus_files"), -- Bring focus to the files panel ["<leader>b"] = cb("toggle_files"), -- Toggle the files panel. }, file_panel = { ["j"] = cb("next_entry"), -- Bring the cursor to the next file entry ["<down>"] = cb("next_entry"), ["k"] = cb("prev_entry"), -- Bring the cursor to the previous file entry. ["<up>"] = cb("prev_entry"), ["<cr>"] = cb("select_entry"), -- Open the diff for the selected entry. ["o"] = cb("select_entry"), ["<2-LeftMouse>"] = cb("select_entry"), ["-"] = cb("toggle_stage_entry"), -- Stage / unstage the selected entry. ["S"] = cb("stage_all"), -- Stage all entries. ["U"] = cb("unstage_all"), -- Unstage all entries. ["R"] = cb("refresh_files"), -- Update stats and entries in the file list. ["<tab>"] = cb("select_next_entry"), ["<s-tab>"] = cb("select_prev_entry"), ["<leader>e"] = cb("focus_files"), ["<leader>b"] = cb("toggle_files"), } } } end } --------nvim-lsp--------- use { 'neovim/nvim-lspconfig', opt = true, cond = function() return true end, config = function() require('lsps') end } use { 'tami5/lspsaga.nvim', config = function() local saga = require 'lspsaga' saga.init_lsp_saga { error_sign = '', warn_sign = '', hint_sign = '', infor_sign = '', code_action_prompt = { enable = false, sign = true, sign_priority = 20, virtual_text = true, }, max_preview_lines = 20, border_style = "round" } end } use 'williamboman/nvim-lsp-installer' use { "hrsh7th/nvim-cmp", requires = { "L3MON4D3/LuaSnip", "rafamadriz/friendly-snippets", "hrsh7th/cmp-buffer", "hrsh7th/cmp-nvim-lsp", "hrsh7th/cmp-nvim-lua", "hrsh7th/cmp-path", "onsails/lspkind-nvim", 'hrsh7th/cmp-cmdline', "saadparwaiz1/cmp_luasnip" }, config = function() local luasnip = require('luasnip') require("luasnip.loaders.from_vscode").lazy_load() require("luasnip.loaders.from_vscode").lazy_load({ paths = { "./snips" } }) local has_words_before = function() if vim.api.nvim_buf_get_option(0, "buftype") == "prompt" then return false end local line, col = unpack(vim.api.nvim_win_get_cursor(0)) return col ~= 0 and vim.api.nvim_buf_get_lines(0, line - 1, line, true)[1]:sub(col, col):match("%s") == nil end local cmp = require 'cmp' local cmp_autopairs = require('nvim-autopairs.completion.cmp') cmp.event:on('confirm_done', cmp_autopairs.on_confirm_done()) cmp_autopairs.lisp[#cmp_autopairs.lisp + 1] = "racket" cmp.setup { snippet = { expand = function(args) require 'luasnip'.lsp_expand(args.body) end, }, mapping = { ['<C-b>'] = cmp.mapping.scroll_docs(-4), ['<C-f>'] = cmp.mapping.scroll_docs(4), ['<C-Space>'] = cmp.mapping.complete(), ['<C-e>'] = cmp.mapping.close(), ['<CR>'] = cmp.mapping.confirm { behavior = cmp.ConfirmBehavior.Replace, select = true, }, ['<Tab>'] = cmp.mapping(function(fallback) if cmp.visible() then cmp.select_next_item() elseif luasnip.expand_or_jumpable() then luasnip.expand_or_jump() elseif has_words_before() then cmp.complete() else fallback() end end, { 'i', 's' }), ['<S-Tab>'] = cmp.mapping(function(fallback) if cmp.visible() then cmp.select_prev_item() elseif luasnip.jumpable(-1) then luasnip.jump(-1) else fallback() end end, { 'i', 's' }), }, sources = { { name = 'nvim_lsp' }, { name = 'nvim_lua' }, { name = 'luasnip' }, { name = 'cmp_tabnine' }, { name = 'path' }, { name = 'buffer' } }, formatting = { format = require("lspkind").cmp_format({ with_text = true, menu = ({ buffer = "[Buffer]", nvim_lsp = "[LSP]", nvim_lua = "[Lua]", path = "[Path]", cmp_tabnine = "[TabNine]", luasnip = "[LuaSnip]" }) }), }, } -- Use buffer source for `/` (if you enabled `native_menu`, this won't work anymore). cmp.setup.cmdline('/', { sources = { { name = 'buffer' } } }) -- Use cmdline & path source for ':' (if you enabled `native_menu`, this won't work anymore). cmp.setup.cmdline(':', { sources = cmp.config.sources({ { name = 'path' } }, { { name = 'cmdline' } }), mapping = cmp.mapping.preset.cmdline({}), -- This line }) end } use { 'tzachar/cmp-tabnine', run = './install.sh' } use { "ray-x/lsp_signature.nvim", config = function() require "lsp_signature".setup() end } -------------telescope--------- use { 'nvim-lua/telescope.nvim', config = function() require('telescope').setup({ defaults = { file_sorter = require('telescope.sorters').get_fzy_sorter } }) end } use 'nvim-lua/popup.nvim' use 'nvim-lua/plenary.nvim' use { 'windwp/nvim-spectre', config = function() require('spectre').setup() end } --------------misc------------ use { 'ron-rs/ron.vim', ft = 'ron' } use { 'nvim-treesitter/nvim-treesitter', -- commit = '668de0951a36ef17016074f1120b6aacbe6c4515', run = ':TSUpdate', config = function() require('misc') end } use 'nvim-treesitter/nvim-treesitter-textobjects' use 'kyazdani42/nvim-web-devicons' use { 'norcalli/nvim-colorizer.lua', config = function() require('colorizer').setup() end } use { 'akinsho/nvim-toggleterm.lua', config = function() require("toggleterm").setup { open_mapping = [[<A-d>]], direction = 'float', float_opts = { border = 'curved', }, } end } use 'mfussenegger/nvim-dap' use { 'rcarriga/nvim-dap-ui', config = function() require("dapui").setup() end } use { 'simrat39/rust-tools.nvim', } end)
-- This file manages npc reaction levels to emotes and spatial emoteReactionLevels = { { "backhand", 3 }, { "bang", 3 }, { "bodyslam", 3 }, { "halfnelson", 3 }, { "nelson", 3 }, { "noogie", 3 }, { "punch", 3 }, { "slap", 3 }, { "spit", 3 }, { "strangle", 3 }, { "tackle", 3 }, { "bonk", 2 }, { "claw", 2 }, { "drool", 2 }, { "elbow", 2 }, { "lick", 2 }, { "pet", 2 }, { "pinch", 2 }, { "provoke", 2 }, { "puke", 2 }, { "swat", 2 }, { "twistarm", 2 }, { "whap", 2 }, { "fiddle", 2 }, { "knockwood", 2 }, { "lean", 2 }, { "mosh", 2 }, { "flail", 2 }, { "charge", 2 }, { "chestpuff", 2 }, { "peyoo", 1 }, { "echuta", 2 }, { "fistpalm", 2 }, { "poke", 2 }, { "combhair", 1 }, { "hug", 1 }, { "kiss", 1 }, { "melt", 1 }, { "nuzzle", 1 }, { "pat", 1 }, { "scratch", 1 }, { "slobber", 1 }, { "snog", 1 }, { "squeeze", 1 }, { "stomp", 1 }, { "sweat", 1 }, { "toss", 1 }, { "tug", 1 }, { "tweak", 1 }, { "covereyes", 1 }, { "embrace", 1 }, { "hi5", 1 }, { "nap", 1 }, { "pillow", 1 }, { "prod", 1 }, { "pull", 1 }, { "push", 1 }, { "ruffle", 1 }, { "spin", 1 }, { "stretch", 1 }, { "tickle", 1 }, { "brandish", 1 }, { "burp", 1 }, { "chestpound", 1 }, { "curse", 1 }, { "deride", 1 }, { "flame", 1 }, { "hand", 1 }, { "pound", 1 }, { "roar", 1 }, { "adjust", 1 }, { "boggle", 1 }, { "chase", 1 }, { "dance", 1 }, { "diagnose", 1 }, { "feel", 1 }, { "fool", 1 }, { "fume", 1 }, { "gag", 1 }, { "glare", 1 }, { "growl", 1 }, { "hiss", 1 }, { "hose", 1 }, { "mimic", 1 }, { "mourn", 1 }, { "mutter", 1 }, { "pucker", 1 }, { "raspberry", 1 }, { "scare", 1 }, { "scold", 1 }, { "scowl", 1 }, { "sharpen", 1 }, { "slit", 1 }, { "smell", 1 }, { "snarl", 1 }, { "sneer", 1 }, { "steam", 1 }, { "throwat", 1 }, { "throwdown", 1 }, { "tongue", 1 }, { "veto", 1 }, { "yawn", 1 }, } emoteReactionFines = { -- { EmoteLevel, IsImperial, IsHuman, RankComparison, CreditFine, FactionFine, Knockdown, quipMin, quipMax, responseEmote } -- RankComparison: -1 = inferior rank than npc, 0 = same rank as npc, 1 = superior rank than npc -- Inferior Ranked Imperials -- { 3, true, true, -1, 3500, 35, true, 21, 24, "" }, { 3, true, false, -1, 5000, 50, true, 13, 16, "" }, { 2, true, true, -1, 2000, 20, false, 21, 24, "" }, { 2, true, false, -1, 5000, 20, true, 13, 16, "" }, { 1, true, true, -1, 500, 50, false, 21, 24, "" }, { 1, true, false, -1, 2000, 20, false, 13, 16, "" }, { 0, true, true, -1, 0, 0, false, 0, 0, "" }, -- No reaction { 0, true, false, -1, 500, 5, false, 13, 16, "" }, -- Superior Ranked Imperials -- { 3, true, true, 1, 0, 0, false, 35, 36, "standing_placate" }, { 3, true, false, 1, 0, 0, false, 35, 36, "standing_placate" }, { 2, true, true, 1, 0, 0, false, 35, 36, "salute2" }, { 2, true, false, 1, 0, 0, false, 35, 36, "salute2" }, { 1, true, true, 1, 0, 0, false, 37, 39, "salute1" }, { 1, true, false, 1, 0, 0, false, 37, 39, "salute1" }, { 0, true, true, 1, 0, 0, false, -1, -1, "salute1" }, { 0, true, false, 1, 0, 0, false, -1, -1, "salute1" }, -- Equal Ranked Imperials -- { 3, true, true, 0, 0, 25, false, 25, 26, "" }, { 3, true, false, 0, 0, 50, false, 21, 24, "" }, { 2, true, true, 0, 0, 25, false, 25, 26, "" }, { 2, true, false, 0, 0, 50, false, 21, 24, "" }, { 1, true, true, 0, 0, 0, false, -1, -1, "" }, { 1, true, false, 0, 0, 0, false, -1, -1, "" }, { 0, true, true, 0, 0, 0, false, -1, -1, "" }, { 0, true, false, 0, 0, 0, false, -1, -1, "" }, -- Non Imperials -- { 3, false, true, 0, 3500, 35, true, 31, 34, "" }, { 3, false, false, 0, 5000, 50, true, 27, 30, "" }, { 2, false, true, 0, 2000, 20, false, 31, 34, "" }, { 2, false, false, 0, 5000, 50, true, 27, 30, "" }, { 1, false, true, 0, 500, 5, false, 31, 34, "" }, { 1, false, false, 0, 3500, 35, false, 27, 30, "" }, { 0, false, true, 0, 0, 0, false, -1, -1, "" }, -- No reaction { 0, false, false, 0, 1000, 10, false, 27, 30, "" }, } -- This is the list of npcs that have reactions and their reaction rank -- Their rank is compared to player faction rank to determine if they are superior/inferior/equal in rank imperialReactionRanks = { { "imperial_cadet_squadleader", 1, 1 }, { "imperial_civil_patrolman", 1, 1 }, { "imperial_private", 1, 1 }, { "imperial_trooper", 1, 1 }, { "imperial_lance_corporal", 2, 2 }, { "imperial_senior_cadet", 2, 2 }, { "imperial_civil_patrol_corporal", 3, 3 }, { "imperial_corporal", 3, 3 }, { "imperial_staff_corporal", 4, 4 }, { "imperial_civil_patrol_sergeant", 5, 5 }, { "imperial_sergeant", 5, 5 }, { "imperial_staff_sergeant", 6, 6 }, { "imperial_master_sergeant", 7, 7 }, { "imperial_sergeant_major", 7, 7 }, { "imperial_warrant_officer_ii", 8, 8 }, { "imperial_warrant_officer_i", 9, 9 }, { "imperial_second_lieutenant", 10, 10 }, { "imperial_civil_patrol_commander", 11, 11 }, { "imperial_first_lieutenant", 11, 11 }, { "imperial_army_captain", 12, 12 }, { "imperial_civil_patrol_captain", 12, 12}, { "stormtrooper_captain", 12, 12 }, { "imperial_major", 13, 13 }, { "stormtrooper_major", 13, 13 }, { "imperial_lieutenant_colonel", 14, 14 }, { "imperial_colonel", 15, 15 }, { "high_colonel", 16, 16 }, { "imperial_brigadier_general", 16, 16 }, { "imperial_major_genera", 17, 17 }, { "imperial_lieutenant_general", 18, 18 }, { "imperial_general", 19, 19 }, { "imperial_high_general", 20, 20 }, { "imperial_surface_marshal", 21, 21}, { "coa3_rebel_research_attacker1", 1, 7 }, { "imperial_medic", 1, 7 }, { "imperial_noncom", 1, 7 }, { "imperial_recruiter", 1, 7 }, { "imperial_retreat_guard", 1, 7 }, { "imperial_sharpshooter", 1, 7 }, { "lance_bombardier", 1, 7 }, { "sand_trooper", 1, 7 }, { "scout_trooper", 1, 7 }, { "storm_commando", 1, 7 }, { "stormtrooper", 1, 7 }, { "stormtrooper_black_hole", 1, 7 }, { "stormtrooper_medic", 1, 7 }, { "stormtrooper_rifleman", 1, 7 }, { "stormtrooper_sniper", 1, 7 }, { "stranded_imperial_soldier", 1, 7 }, { "swamp_trooper", 1, 7 }, { "swamp_trooper_anti_gungan", 1, 7 }, { "veteran_compforce_trooper", 1, 7 }, { "bombardier", 8, 13 }, { "coa3_information_imperial", 8, 13 }, { "coa3_rebel_research_attacker2", 8, 13 }, { "coa3_tactical_imperial", 8, 13 }, { "comm_operator", 8, 13 }, { "command_security_guard", 8, 13 }, { "detention_security_guard", 8, 13 }, { "imperial_pilot", 8, 13 }, { "special_missions_engineer", 8, 13 }, { "stormtrooper_black_hole_squad_leader", 8, 13 }, { "stormtrooper_bombardier", 8, 13 }, { "stormtrooper_squad_leader", 8, 13 }, { "stranded_imperial_pilot", 8, 13 }, { "imperial_moff", 14, 21 }, { "stranded_imperial_officer", 14, 21 }, { "assault_trooper", 5, 18 }, { "dark_trooper", 5, 18 }, { "elite_dark_trooper", 5, 18 }, { "elite_sand_trooper", 5, 18 }, { "imperial_exterminator", 19, 21 }, { "imperial_inquisitor", 19, 21 }, }
loadstring(game:GetObjects('rbxassetid://339069795')[1].Source)()
local Rectangle = GameObject:extend() function Rectangle:new(zone, x, y, opts, w, h) Rectangle.super.new(self, zone, x, y, opts) self.width = w self.height = h end function Rectangle:update(dt) Rectangle.super:update(dt) end function Rectangle:draw() love.graphics.rectangle('fill', self.x - self.width/2, self.y - self.height/2, self.width, self.height) end return Rectangle
local map = {} map.width = 100 map.height = 10 map.tilewidth = 256 map.tileheight = 256 map.tilecount = 2 map.tiles = { { id = 0, image = love.graphics.newImage("art/level1-1.png"), width = 256, height = 256 }, { id = 1, image = love.graphics.newImage("art/level1-3.png"), width = 256, height = 256 } } map.mapData = { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2} } return map;
-- Credits to linerider64 for making this script ModelName = "Gilgamesh" attack = false attacktype = 1 Hitdeb = 0 Hitdeb2 = 0 name = "ace28545" ---------------------------- --Customize mediafire Rage = 0 Rage = 200 mindamage = 10 maxdamage = 40 crtmaxdamage = 60 omindamage = mindamage omaxdamage = maxdamage ocrtmaxdamage = crtmaxdamage crtrate = 100/5 HP = 2000 WS = 16 jump = 50 --100%/critpercentage oblkbrkr = 3 blockbreaker = oblkbrkr handlecolor = BrickColor.new("Really black") bcolor = BrickColor.new("Institutional white") gemcolor = BrickColor.new("Really black") ------------------------------------------------------------------------------------------------------------------------------------- if game.Workspace:findFirstChild(ModelName,true) ~= nil then game.Workspace:findFirstChild(ModelName,true).Parent = nil end local bodyholder = Instance.new("Model") bodyholder.Name = ModelName bodyholder.Parent = game.Workspace Character = bodyholder ev = Instance.new("BoolValue",bodyholder) ev.Name = "EquippedVal" ev.Value = false --[[blk = Instance.new("BoolValue",bodyholder) blk.Name = "Block" blk.Value = false]] blkc = Instance.new("IntValue",blk) blkc.Name = "BlockPower" blkc.Value = blockpower SpawnPos = Instance.new("Vector3Value",script) SpawnPos.Name = "SpawnPos" SpawnPos.Value = Vector3.new(0,20,0) local Head = Instance.new("Part") Head.formFactor = 3 Head.CanCollide = true Head.Name = "Head" Head.Locked = true Head.Size = Vector3.new(4,2,2) Head.Parent = bodyholder Head.BrickColor = BrickColor.new("White") local smh = Instance.new("SpecialMesh",Head) smh.Scale = Vector3.new(1.25,1.25,1.25) local Torso = Instance.new("Part") Torso.formFactor = 3 Torso.CanCollide = true Torso.Name = "Torso" Torso.Locked = true Torso.Size = Vector3.new(4,4,2) Torso.Parent = bodyholder Torso.BrickColor = BrickColor.new("Really black") Torso.Reflectance = 0.1 Torso.CFrame = CFrame.new(SpawnPos.Value) local bg=Instance.new("BodyGyro") bg.Parent=Torso bg.P = 3000 bg.maxTorque = Vector3.new(1000,1000,1000) local msht = Instance.new("BlockMesh",Torso) local RightArm = Instance.new("Part") RightArm.formFactor = 3 RightArm.CanCollide = true RightArm.Name = "Right Arm" RightArm.Locked = true RightArm.Size = Vector3.new(2,4,2) RightArm.Parent = bodyholder RightArm.BrickColor = BrickColor.new("Really red") local mshra = Instance.new("BlockMesh",RightArm) local LeftArm = Instance.new("Part") LeftArm.formFactor = 3 LeftArm.CanCollide = true LeftArm.Name = "Left Arm" LeftArm.Locked = true LeftArm.Size = Vector3.new(2,4,2) LeftArm.Parent = bodyholder LeftArm.BrickColor = BrickColor.new("Really red") local mshla = Instance.new("BlockMesh",LeftArm) local RightLeg = Instance.new("Part") RightLeg.formFactor = 3 RightLeg.CanCollide = true RightLeg.Name = "Right Leg" RightLeg.Locked = true RightLeg.Size = Vector3.new(2,4,2) RightLeg.Parent = bodyholder RightLeg.BrickColor = BrickColor.new("Really black") local mshrl = Instance.new("BlockMesh",RightLeg) local LeftLeg = Instance.new("Part") LeftLeg.formFactor = 3 LeftLeg.CanCollide = true LeftLeg.Name = "Left Leg" LeftLeg.Locked = true LeftLeg.Size = Vector3.new(2,4,2) LeftLeg.Parent = bodyholder LeftLeg.BrickColor = BrickColor.new("Really black") local mshll = Instance.new("BlockMesh",LeftLeg) --player player = nil --welds RW, LW , RWL, LWL = Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld"), Instance.new("Weld") --what anim anim = "none" --save shoulders AoETrue = {} Neck = Instance.new("Motor") --derp RW.Part0 = Character.Torso RW.Part1 = Character["Right Arm"] RW.C0 = CFrame.new(3, 1, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) RW.C1 = CFrame.new(0, 1, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) RW.Parent = bodyholder -- LW.Part0 = Character.Torso LW.Part1 = Character["Left Arm"] LW.C0 = CFrame.new(-3, 1, 0) LW.C1 = CFrame.new(0, 1, 0) LW.Parent = bodyholder -- RWL.Part0 = Character.Torso RWL.Part1 = Character["Right Leg"] RWL.C0 = CFrame.new(2, -2, 0) * CFrame.Angles(0, 0, 0) RWL.C1 = CFrame.new(1, 2, 0) RWL.Parent = bodyholder -- LWL.Part0 = Character.Torso LWL.Part1 = Character["Left Leg"] LWL.C0 = CFrame.new(-2, -2, 0) * CFrame.Angles(0, 0, 0) LWL.C1 = CFrame.new(-1, 2, 0) LWL.Parent = bodyholder -- Neck.Part0 = Character.Torso Neck.Part1 = Character.Head Neck.C0 = CFrame.new(0, 2, 0) * CFrame.Angles(0, 0, 0) Neck.C1 = CFrame.new(0, -1, 0) Neck.Parent = bodyholder ---- -- armorholder = Instance.new("Model") armorholder.Name = "Armor" armorholder.Parent = bodyholder ap1 = Instance.new("Part") ap1.formFactor = 3 ap1.CanCollide = false ap1.Name = "HelmP1" ap1.Locked = true ap1.Size = Vector3.new(2.7,1.5,0.2) ap1.Parent = armorholder ap1.BrickColor = BrickColor.new("Really red") am1 = Instance.new("BlockMesh",ap1) aw1 = Instance.new("Weld") aw1.Parent = ap1 aw1.Part0 = ap1 aw1.Part1 = Head aw1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-20), 0, 0) * CFrame.new(0, -1, 1.1) ap1a = Instance.new("Part") ap1a.formFactor = 3 ap1a.CanCollide = false ap1a.Name = "HelmP1a" ap1a.Locked = true ap1a.Size = Vector3.new(0.3,1.5,0.2) ap1a.Parent = armorholder ap1a.BrickColor = BrickColor.new("Really red") am1a = Instance.new("BlockMesh",ap1a) aw1a = Instance.new("Weld") aw1a.Parent = ap1a aw1a.Part0 = ap1a aw1a.Part1 = Head aw1a.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw1a.C0 = CFrame.fromEulerAnglesXYZ(math.rad(10), 0, 0) * CFrame.new(0, 0.4, 1.3) ap2 = Instance.new("Part") ap2.formFactor = 3 ap2.CanCollide = false ap2.Name = "HelmP2" ap2.Locked = true ap2.Size = Vector3.new(0.2,0.75,1) ap2.Parent = armorholder ap2.BrickColor = BrickColor.new("Really red") am2 = Instance.new("BlockMesh",ap2) aw2 = Instance.new("Weld") aw2.Parent = ap2 aw2.Part0 = ap2 aw2.Part1 = Head aw2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(-1.25, -1, 0.55) ap3 = Instance.new("Part") ap3.formFactor = 3 ap3.CanCollide = false ap3.Name = "HelmP3" ap3.Locked = true ap3.Size = Vector3.new(0.2,0.75,1) ap3.Parent = armorholder ap3.BrickColor = BrickColor.new("Really red") am3 = Instance.new("BlockMesh",ap3) aw3 = Instance.new("Weld") aw3.Parent = ap3 aw3.Part0 = ap3 aw3.Part1 = Head aw3.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw3.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(1.25, -1, 0.55) ap4 = Instance.new("Part") ap4.formFactor = 3 ap4.CanCollide = false ap4.Name = "HelmP4" ap4.Locked = true ap4.Size = Vector3.new(4,2.2,2.2) ap4.Parent = armorholder ap4.BrickColor = BrickColor.new("Really red") am4 = Instance.new("SpecialMesh",ap4) am4.Scale = Vector3.new(1.25,1.25,1.25) aw4 = Instance.new("Weld") aw4.Parent = ap4 aw4.Part0 = ap4 aw4.Part1 = Head aw4.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw4.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 0, -0.1) ap5 = Instance.new("Part") ap5.formFactor = 3 ap5.CanCollide = false ap5.Name = "HelmP5" ap5.Locked = true ap5.Size = Vector3.new(2,0.5,0.2) ap5.Parent = armorholder ap5.BrickColor = BrickColor.new("Really black") am5 = Instance.new("BlockMesh",ap5) aw5 = Instance.new("Weld") aw5.Parent = ap5 aw5.Part0 = ap5 aw5.Part1 = Head aw5.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw5.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 0, 1.15) ap6 = Instance.new("Part") ap6.formFactor = 3 ap6.CanCollide = false ap6.Name = "HelmP6" ap6.Locked = true ap6.Size = Vector3.new(0.2,1.5,2.5) ap6.Parent = armorholder ap6.BrickColor = BrickColor.new("Really red") am6 = Instance.new("BlockMesh",ap6) aw6 = Instance.new("Weld") aw6.Parent = ap6 aw6.Part0 = ap6 aw6.Part1 = Head aw6.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw6.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(1.25, 0.25, 0) ap7 = Instance.new("Part") ap7.formFactor = 3 ap7.CanCollide = false ap7.Name = "HelmP7" ap7.Locked = true ap7.Size = Vector3.new(0.2,1.5,2.5) ap7.Parent = armorholder ap7.BrickColor = BrickColor.new("Really red") am7 = Instance.new("BlockMesh",ap7) aw7 = Instance.new("Weld") aw7.Parent = ap7 aw7.Part0 = ap7 aw7.Part1 = Head aw7.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw7.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(-1.25, 0.25, 0) ap8 = Instance.new("Part") ap8.formFactor = 3 ap8.CanCollide = false ap8.Name = "HelmP8" ap8.Locked = true ap8.Size = Vector3.new(0.2,2,1) ap8.Parent = armorholder ap8.BrickColor = BrickColor.new("Really red") am8 = Instance.new("BlockMesh",ap8) aw8 = Instance.new("Weld") aw8.Parent = ap8 aw8.Part0 = ap8 aw8.Part1 = Head aw8.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw8.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(-1.25, 0.25, -1) ap9 = Instance.new("Part") ap9.formFactor = 3 ap9.CanCollide = false ap9.Name = "HelmP9" ap9.Locked = true ap9.Size = Vector3.new(0.2,2,1) ap9.Parent = armorholder ap9.BrickColor = BrickColor.new("Really red") am9 = Instance.new("BlockMesh",ap9) aw9 = Instance.new("Weld") aw9.Parent = ap9 aw9.Part0 = ap9 aw9.Part1 = Head aw9.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw9.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(1.25, 0.25, -1) ap9 = Instance.new("Part") ap9.formFactor = 3 ap9.CanCollide = false ap9.Name = "HelmP9" ap9.Locked = true ap9.Size = Vector3.new(2.7,2,0.2) ap9.Parent = armorholder ap9.BrickColor = BrickColor.new("Really red") am9 = Instance.new("BlockMesh",ap9) aw9 = Instance.new("Weld") aw9.Parent = ap9 aw9.Part0 = ap9 aw9.Part1 = Head aw9.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw9.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 0.25, -1.5) ap10 = Instance.new("Part") ap10.formFactor = 3 ap10.CanCollide = false ap10.Name = "HelmP10" ap10.Locked = true ap10.Size = Vector3.new(0.2,1,0.2) ap10.Parent = armorholder ap10.BrickColor = BrickColor.new("Really blue") am10 = Instance.new("CylinderMesh",ap10) aw10 = Instance.new("Weld") aw10.Parent = ap10 aw10.Part0 = ap10 aw10.Part1 = Head aw10.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw10.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-45), 0, 0) * CFrame.new(0, -1.5, -1.5) ap11 = Instance.new("Part") ap11.formFactor = 3 ap11.CanCollide = false ap11.Name = "HelmP11" ap11.Locked = true ap11.Size = Vector3.new(1.5,1.5,1.5) ap11.Parent = armorholder ap11.BrickColor = BrickColor.new("White") am11 = Instance.new("SpecialMesh",ap11) am11.MeshType = "Sphere" aw11 = Instance.new("Weld") aw11.Parent = ap11 aw11.Part0 = ap11 aw11.Part1 = ap10 aw11.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw11.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, -1, 0) ap12 = Instance.new("Part") ap12.formFactor = 3 ap12.CanCollide = false ap12.Name = "HelmP12" ap12.Locked = true ap12.Size = Vector3.new(1,1,1) ap12.Parent = armorholder ap12.BrickColor = BrickColor.new("White") am12 = Instance.new("SpecialMesh",ap12) am12.MeshId = "http://www.roblox.com/asset/?id=1778999" am12.Scale = Vector3.new(1.1,1,1.1) aw12 = Instance.new("Weld") aw12.Parent = ap12 aw12.Part0 = ap12 aw12.Part1 = ap10 aw12.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw12.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, -2, 0) ap13 = Instance.new("Part") ap13.formFactor = 3 ap13.CanCollide = false ap13.Name = "HelmP13" ap13.Locked = true ap13.Size = Vector3.new(1,1,1) ap13.Parent = armorholder ap13.BrickColor = BrickColor.new("Really blue") ap13.Reflectance = 0.1 am13 = Instance.new("SpecialMesh",ap13) am13.MeshType = "Sphere" am13.Scale = Vector3.new(1,1,1) aw13 = Instance.new("Weld") aw13.Parent = ap13 aw13.Part0 = ap13 aw13.Part1 = Head aw13.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw13.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(1.25, 0.5, 0.25) ap14 = Instance.new("Part") ap14.formFactor = 3 ap14.CanCollide = false ap14.Name = "HelmP14" ap14.Locked = true ap14.Size = Vector3.new(1,1,1) ap14.Parent = armorholder ap14.BrickColor = BrickColor.new("Really blue") ap14.Reflectance = 0.1 am14 = Instance.new("SpecialMesh",ap14) am14.MeshType = "Sphere" am14.Scale = Vector3.new(1,1,1) aw14 = Instance.new("Weld") aw14.Parent = ap14 aw14.Part0 = ap14 aw14.Part1 = Head aw14.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw14.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(-1.25, 0.5, 0.25) ap15 = Instance.new("Part") ap15.formFactor = 3 ap15.CanCollide = false ap15.Name = "HelmP15" ap15.Locked = true ap15.Size = Vector3.new(2.5,1.5,0.2) ap15.Parent = armorholder ap15.BrickColor = BrickColor.new("New Yeller") ap15.Reflectance = 0.1 am15 = Instance.new("BlockMesh",ap15) aw15 = Instance.new("Weld") aw15.Parent = ap15 aw15.Part0 = ap15 aw15.Part1 = Head aw15.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw15.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-10), 0, 0) * CFrame.new(0, 1, 1.75) ap16 = Instance.new("Part") ap16.formFactor = 3 ap16.CanCollide = false ap16.Name = "HelmP16" ap16.Locked = true ap16.Size = Vector3.new(0.2,1,2.5) ap16.Parent = armorholder ap16.BrickColor = BrickColor.new("New Yeller") ap16.Reflectance = 0.1 am16 = Instance.new("BlockMesh",ap16) aw16 = Instance.new("Weld") aw16.Parent = ap16 aw16.Part0 = ap16 aw16.Part1 = Head aw16.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw16.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(-20), 0) * CFrame.new(-1.6, 1.25, 0.6) ap17 = Instance.new("Part") ap17.formFactor = 3 ap17.CanCollide = false ap17.Name = "HelmP17" ap17.Locked = true ap17.Size = Vector3.new(0.2,1,2.5) ap17.Parent = armorholder ap17.BrickColor = BrickColor.new("New Yeller") ap17.Reflectance = 0.1 am17 = Instance.new("BlockMesh",ap17) aw17 = Instance.new("Weld") aw17.Parent = ap17 aw17.Part0 = ap17 aw17.Part1 = Head aw17.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw17.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(20), 0) * CFrame.new(1.6, 1.25, 0.6) ap18 = Instance.new("Part") ap18.formFactor = 3 ap18.CanCollide = false ap18.Name = "HelmP18" ap18.Locked = true ap18.Size = Vector3.new(0.2,1.5,1.5) ap18.Parent = armorholder ap18.BrickColor = BrickColor.new("Really red") ap18.Reflectance = 0.1 am18 = Instance.new("BlockMesh",ap18) aw18 = Instance.new("Weld") aw18.Parent = ap18 aw18.Part0 = ap18 aw18.Part1 = Head aw18.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw18.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(30), 0) * CFrame.new(-1.7, 1, -1.1) ap19 = Instance.new("Part") ap19.formFactor = 3 ap19.CanCollide = false ap19.Name = "HelmP19" ap19.Locked = true ap19.Size = Vector3.new(0.2,1.5,1.5) ap19.Parent = armorholder ap19.BrickColor = BrickColor.new("Really red") ap19.Reflectance = 0.1 am19 = Instance.new("BlockMesh",ap19) aw19 = Instance.new("Weld") aw19.Parent = ap19 aw19.Part0 = ap19 aw19.Part1 = Head aw19.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw19.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(-30), 0) * CFrame.new(1.7, 1, -1.1) ap20 = Instance.new("Part") ap20.formFactor = 3 ap20.CanCollide = false ap20.Name = "HelmP20" ap20.Locked = true ap20.Size = Vector3.new(2.7,1.5,0.2) ap20.Parent = armorholder ap20.BrickColor = BrickColor.new("Really red") ap20.Reflectance = 0.1 am20 = Instance.new("BlockMesh",ap20) aw20 = Instance.new("Weld") aw20.Parent = ap20 aw20.Part0 = ap20 aw20.Part1 = Head aw20.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw20.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), 0) * CFrame.new(0, 1, -1.7) ap21 = Instance.new("Part") ap21.formFactor = 3 ap21.CanCollide = false ap21.Name = "HelmP21" ap21.Locked = true ap21.Size = Vector3.new(0.2,0.2,0.2) ap21.Parent = armorholder ap21.Transparency = 0.9 ap21.BrickColor = BrickColor.new("New Yeller") am21 = Instance.new("BlockMesh",ap21) aw21 = Instance.new("Weld") aw21.Parent = ap21 aw21.Part0 = ap21 aw21.Part1 = Head aw21.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw21.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), 0) * CFrame.new(0.55, 0.15, 1.2) ap22 = Instance.new("Part") ap22.formFactor = 3 ap22.CanCollide = false ap22.Name = "HelmP22" ap22.Locked = true ap22.Size = Vector3.new(0.2,0.2,0.2) ap22.Parent = armorholder ap22.BrickColor = BrickColor.new("New Yeller") ap22.Transparency = 0.9 am22 = Instance.new("BlockMesh",ap22) aw22 = Instance.new("Weld") aw22.Parent = ap22 aw22.Part0 = ap22 aw22.Part1 = Head aw22.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw22.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), 0) * CFrame.new(-0.55, 0.15, 1.2) ap23 = Instance.new("Part") ap23.formFactor = 3 ap23.CanCollide = false ap23.Name = "HelmP23" ap23.Locked = true ap23.Size = Vector3.new(1,1,1) ap23.Parent = armorholder ap23.BrickColor = BrickColor.new("Dark stone grey") ap23.Reflectance = 0.1 am23 = Instance.new("BlockMesh",ap23) am23.Scale = Vector3.new(4,2,1.5) aw23 = Instance.new("Weld") aw23.Parent = ap23 aw23.Part0 = ap23 aw23.Part1 = Torso aw23.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw23.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), 0) * CFrame.new(0, -1, 1) ap24 = Instance.new("Part") ap24.formFactor = 3 ap24.CanCollide = false ap24.Name = "HelmP24" ap24.Locked = true ap24.Size = Vector3.new(1,1,1) ap24.Parent = armorholder ap24.BrickColor = BrickColor.new("Dark stone grey") ap24.Reflectance = 0.1 am24 = Instance.new("BlockMesh",ap24) am24.Scale = Vector3.new(2,1,1.5) aw24 = Instance.new("Weld") aw24.Parent = ap24 aw24.Part0 = ap24 aw24.Part1 = Torso aw24.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw24.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), 0) * CFrame.new(-1.2, -0.5, 1.2) ap25 = Instance.new("Part") ap25.formFactor = 3 ap25.CanCollide = false ap25.Name = "HelmP25" ap25.Locked = true ap25.Size = Vector3.new(1,1,1) ap25.Parent = armorholder ap25.BrickColor = BrickColor.new("Dark stone grey") ap25.Reflectance = 0.1 am25 = Instance.new("BlockMesh",ap25) am25.Scale = Vector3.new(2,1,1.5) aw25 = Instance.new("Weld") aw25.Parent = ap25 aw25.Part0 = ap25 aw25.Part1 = Torso aw25.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw25.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), 0) * CFrame.new(1.2, -0.5, 1.2) ap26 = Instance.new("Part") ap26.formFactor = 3 ap26.CanCollide = false ap26.Name = "HelmP26" ap26.Locked = true ap26.Size = Vector3.new(1,1,1) ap26.Parent = armorholder ap26.BrickColor = BrickColor.new("Dark stone grey") ap26.Reflectance = 0.1 am26 = Instance.new("SpecialMesh",ap26) am26.Scale = Vector3.new(1.2,2,1.5) am26.MeshType = "Wedge" aw26 = Instance.new("Weld") aw26.Parent = ap26 aw26.Part0 = ap26 aw26.Part1 = Torso aw26.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw26.C0 = CFrame.fromEulerAnglesXYZ(math.rad(180), math.rad(-90), 0) * CFrame.new(1, 0.5, 1.2) ap27 = Instance.new("Part") ap27.formFactor = 3 ap27.CanCollide = false ap27.Name = "HelmP27" ap27.Locked = true ap27.Size = Vector3.new(1,1,1) ap27.Parent = armorholder ap27.BrickColor = BrickColor.new("Dark stone grey") ap27.Reflectance = 0.1 am27 = Instance.new("SpecialMesh",ap27) am27.Scale = Vector3.new(1.2,2,1.5) am27.MeshType = "Wedge" aw27 = Instance.new("Weld") aw27.Parent = ap27 aw27.Part0 = ap27 aw27.Part1 = Torso aw27.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw27.C0 = CFrame.fromEulerAnglesXYZ(math.rad(180), math.rad(90), 0) * CFrame.new(-1, 0.5, 1.2) ap28 = Instance.new("Part") ap28.formFactor = 3 ap28.CanCollide = false ap28.Name = "HelmP28" ap28.Locked = true ap28.Size = Vector3.new(1,1,1) ap28.Parent = armorholder ap28.BrickColor = BrickColor.new("Mid grey") ap28.Reflectance = 0.1 am28 = Instance.new("SpecialMesh",ap28) am28.Scale = Vector3.new(3.5,3.5,1) am28.MeshType = "Sphere" aw28 = Instance.new("Weld") aw28.Parent = ap28 aw28.Part0 = ap28 aw28.Part1 = Torso aw28.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw28.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), 0) * CFrame.new(0, 0, 1) ap29 = Instance.new("Part") ap29.formFactor = 3 ap29.CanCollide = false ap29.Name = "HelmP29" ap29.Locked = true ap29.Size = Vector3.new(1,1,1) ap29.Parent = armorholder ap29.BrickColor = BrickColor.new("Really black") ap29.Reflectance = 0.1 am29 = Instance.new("BlockMesh",ap29) am29.Scale = Vector3.new(4.1,1,2.1) aw29 = Instance.new("Weld") aw29.Parent = ap29 aw29.Part0 = ap29 aw29.Part1 = Torso aw29.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw29.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), 0) * CFrame.new(0, 2-0.5, 0) ap30 = Instance.new("Part") ap30.formFactor = 3 ap30.CanCollide = false ap30.Name = "HelmP30" ap30.Locked = true ap30.Size = Vector3.new(1,1,1) ap30.Parent = armorholder ap30.BrickColor = BrickColor.new("New Yeller") ap30.Reflectance = 0.1 am30 = Instance.new("CylinderMesh",ap30) am30.Scale = Vector3.new(1.5,1,1.5) aw30 = Instance.new("Weld") aw30.Parent = ap30 aw30.Part0 = ap30 aw30.Part1 = Torso aw30.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw30.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(0), 0) * CFrame.new(0, 2-0.5, 1) ap30a = Instance.new("Part") ap30a.formFactor = 3 ap30a.CanCollide = false ap30a.Name = "HelmP30a" ap30a.Locked = true ap30a.Size = Vector3.new(1,1,1) ap30a.Parent = armorholder ap30a.BrickColor = BrickColor.new("New Yeller") ap30a.Reflectance = 0.1 am30a = Instance.new("CylinderMesh",ap30a) am30a.Scale = Vector3.new(0.75,1,0.75) aw30a = Instance.new("Weld") aw30a.Parent = ap30a aw30a.Part0 = ap30a aw30a.Part1 = Torso aw30a.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw30a.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(20)) * CFrame.new(0.5, 2.2, 1) ap31a = Instance.new("Part") ap31a.formFactor = 3 ap31a.CanCollide = false ap31a.Name = "HelmP31a" ap31a.Locked = true ap31a.Size = Vector3.new(1,1,1) ap31a.Parent = armorholder ap31a.BrickColor = BrickColor.new("New Yeller") ap31a.Reflectance = 0.1 am31a = Instance.new("CylinderMesh",ap31a) am31a.Scale = Vector3.new(0.75,1,0.75) aw31a = Instance.new("Weld") aw31a.Parent = ap31a aw31a.Part0 = ap31a aw31a.Part1 = Torso aw31a.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw31a.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(-20)) * CFrame.new(-0.5, 2.2, 1) ap32a = Instance.new("Part") ap32a.formFactor = 3 ap32a.CanCollide = false ap32a.Name = "HelmP32a" ap32a.Locked = true ap32a.Size = Vector3.new(1,3,1) ap32a.Parent = armorholder ap32a.BrickColor = BrickColor.new("New Yeller") ap32a.Reflectance = 0.1 am32a = Instance.new("CylinderMesh",ap32a) am32a.Scale = Vector3.new(0.75,1,0.75) aw32a = Instance.new("Weld") aw32a.Parent = ap32a aw32a.Part0 = ap32a aw32a.Part1 = Torso aw32a.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw32a.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(-0.75, 4, 1) ap33a = Instance.new("Part") ap33a.formFactor = 3 ap33a.CanCollide = false ap33a.Name = "HelmP33a" ap33a.Locked = true ap33a.Size = Vector3.new(1,3,1) ap33a.Parent = armorholder ap33a.BrickColor = BrickColor.new("New Yeller") ap33a.Reflectance = 0.1 am33a = Instance.new("CylinderMesh",ap33a) am33a.Scale = Vector3.new(0.75,1,0.75) aw33a = Instance.new("Weld") aw33a.Parent = ap33a aw33a.Part0 = ap33a aw33a.Part1 = Torso aw33a.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw33a.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0.75, 4, 1) ap31 = Instance.new("Part") ap31.formFactor = 3 ap31.CanCollide = false ap31.Name = "HelmP31" ap31.Locked = true ap31.Size = Vector3.new(1,1,1) ap31.Parent = armorholder ap31.BrickColor = BrickColor.new("Dark stone grey") ap31.Reflectance = 0.1 am31 = Instance.new("BlockMesh",ap31) am31.Scale = Vector3.new(1.7,1,1.1) aw31 = Instance.new("Weld") aw31.Parent = ap31 aw31.Part0 = ap31 aw31.Part1 = Torso aw31.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw31.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), 0) * CFrame.new(-1.25, -0.8, -1.2) ap32 = Instance.new("Part") ap32.formFactor = 3 ap32.CanCollide = false ap32.Name = "HelmP32" ap32.Locked = true ap32.Size = Vector3.new(1,1,1) ap32.Parent = armorholder ap32.BrickColor = BrickColor.new("Dark stone grey") ap32.Reflectance = 0.1 am32 = Instance.new("BlockMesh",ap32) am32.Scale = Vector3.new(1.7,1,1.1) aw32 = Instance.new("Weld") aw32.Parent = ap32 aw32.Part0 = ap32 aw32.Part1 = Torso aw32.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw32.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), 0) * CFrame.new(1.25, -0.8, -1.2) ap33 = Instance.new("Part") ap33.formFactor = 3 ap33.CanCollide = false ap33.Name = "HelmP33" ap33.Locked = true ap33.Size = Vector3.new(1,1,1) ap33.Parent = armorholder ap33.BrickColor = BrickColor.new("Mid grey") ap33.Reflectance = 0.1 am33 = Instance.new("SpecialMesh",ap33) am33.Scale = Vector3.new(1.1,1.5,1.5) am33.MeshType = "Wedge" aw33 = Instance.new("Weld") aw33.Parent = ap33 aw33.Part0 = ap33 aw33.Part1 = Torso aw33.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw33.C0 = CFrame.fromEulerAnglesXYZ(math.rad(180), math.rad(90), 0) * CFrame.new(-1.25, 0.45, -1.2) ap34 = Instance.new("Part") ap34.formFactor = 3 ap34.CanCollide = false ap34.Name = "HelmP34" ap34.Locked = true ap34.Size = Vector3.new(1,1,1) ap34.Parent = armorholder ap34.BrickColor = BrickColor.new("Mid grey") ap34.Reflectance = 0.1 am34 = Instance.new("SpecialMesh",ap34) am34.Scale = Vector3.new(1.1,1.5,1.5) am34.MeshType = "Wedge" aw34 = Instance.new("Weld") aw34.Parent = ap34 aw34.Part0 = ap34 aw34.Part1 = Torso aw34.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw34.C0 = CFrame.fromEulerAnglesXYZ(math.rad(180), math.rad(-90), 0) * CFrame.new(1.25, 0.45, -1.2) ap35 = Instance.new("Part") ap35.formFactor = 3 ap35.CanCollide = false ap35.Name = "HelmP35" ap35.Locked = true ap35.Size = Vector3.new(3,0.5,2) ap35.Parent = armorholder ap35.BrickColor = BrickColor.new("Really black") ap35.Reflectance = 0.1 am35 = Instance.new("BlockMesh",ap35) aw35 = Instance.new("Weld") aw35.Parent = ap35 aw35.Part0 = ap35 aw35.Part1 = LeftArm aw35.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw35.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), 0) * CFrame.new(0.5, -2, 0) ap36 = Instance.new("Part") ap36.formFactor = 3 ap36.CanCollide = false ap36.Name = "HelmP36" ap36.Locked = true ap36.Size = Vector3.new(3.1,0.5,2.1) ap36.Parent = armorholder ap36.BrickColor = BrickColor.new("New Yeller") ap36.Reflectance = 0.1 am36 = Instance.new("BlockMesh",ap36) am36.Scale = Vector3.new(1,0.9,1) aw36 = Instance.new("Weld") aw36.Parent = ap36 aw36.Part0 = ap36 aw36.Part1 = LeftArm aw36.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw36.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), 0) * CFrame.new(0.5, -2, 0) ap37 = Instance.new("Part") ap37.formFactor = 3 ap37.CanCollide = false ap37.Name = "HelmP37" ap37.Locked = true ap37.Size = Vector3.new(3,0.3,2) ap37.Parent = armorholder ap37.BrickColor = BrickColor.new("Really black") ap37.Reflectance = 0.1 am37 = Instance.new("BlockMesh",ap37) aw37 = Instance.new("Weld") aw37.Parent = ap37 aw37.Part0 = ap37 aw37.Part1 = LeftArm aw37.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw37.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(-20)) * CFrame.new(0.5+1, -2+0.5, 0) ap38 = Instance.new("Part") ap38.formFactor = 3 ap38.CanCollide = false ap38.Name = "HelmP38" ap38.Locked = true ap38.Size = Vector3.new(3.1,0.3,2.1) ap38.Parent = armorholder ap38.BrickColor = BrickColor.new("New Yeller") ap38.Reflectance = 0.1 am38 = Instance.new("BlockMesh",ap38) am38.Scale = Vector3.new(1,0.9,1) aw38 = Instance.new("Weld") aw38.Parent = ap38 aw38.Part0 = ap38 aw38.Part1 = LeftArm aw38.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw38.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(-20)) * CFrame.new(0.5+1, -2+0.5, 0) ap39 = Instance.new("Part") ap39.formFactor = 3 ap39.CanCollide = false ap39.Name = "HelmP39" ap39.Locked = true ap39.Size = Vector3.new(4.1,0.75,2.1) ap39.Parent = armorholder ap39.BrickColor = BrickColor.new("Pastel yellow") am39 = Instance.new("SpecialMesh",ap39) am39.Scale = Vector3.new(1,1,1) am39.MeshType = "Sphere" aw39 = Instance.new("Weld") aw39.Parent = ap39 aw39.Part0 = ap39 aw39.Part1 = ap38 aw39.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw39.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(1, 0.25, 0) ap40 = Instance.new("Part") ap40.formFactor = 3 ap40.CanCollide = false ap40.Name = "HelmP40" ap40.Locked = true ap40.Size = Vector3.new(2.15,2.5,2.15) ap40.Parent = armorholder ap40.BrickColor = BrickColor.new("Really black") ap40.Reflectance = 0.1 am40 = Instance.new("BlockMesh",ap40) am40.Scale = Vector3.new(1,1,1) aw40 = Instance.new("Weld") aw40.Parent = ap40 aw40.Part0 = ap40 aw40.Part1 = LeftArm aw40.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw40.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.5, 0) ap41 = Instance.new("Part") ap41.formFactor = 3 ap41.CanCollide = false ap41.Name = "HelmP41" ap41.Locked = true ap41.Size = Vector3.new(2,0.4,2) ap41.Parent = armorholder ap41.BrickColor = BrickColor.new("White") ap41.Reflectance = 0.1 am41 = Instance.new("BlockMesh",ap41) am41.Scale = Vector3.new(1.01,1.01,1.01) aw41 = Instance.new("Weld") aw41.Parent = ap41 aw41.Part0 = ap41 aw41.Part1 = LeftArm aw41.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw41.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 2-0.2, 0) ap42 = Instance.new("Part") ap42.formFactor = 3 ap42.CanCollide = false ap42.Name = "HelmP42" ap42.Locked = true ap42.Size = Vector3.new(2,1.5,2.1) ap42.Parent = armorholder ap42.BrickColor = BrickColor.new("Really blue") ap42.Reflectance = 0.1 am42 = Instance.new("SpecialMesh",ap42) am42.MeshType = "Sphere" aw42 = Instance.new("Weld") aw42.Parent = ap42 aw42.Part0 = ap42 aw42.Part1 = LeftArm aw42.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw42.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0.5, 0.5, 0) ap43 = Instance.new("Part") ap43.formFactor = 3 ap43.CanCollide = false ap43.Name = "HelmP43" ap43.Locked = true ap43.Size = Vector3.new(2,1.5,2.1) ap43.Parent = armorholder ap43.BrickColor = BrickColor.new("New Yeller") ap43.Reflectance = 0.1 am43 = Instance.new("SpecialMesh",ap43) am43.MeshType = "Sphere" am43.Scale = Vector3.new(0.9,1.3,1.01) aw43 = Instance.new("Weld") aw43.Parent = ap43 aw43.Part0 = ap43 aw43.Part1 = LeftArm aw43.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw43.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0.5, 0.5, 0) ap44 = Instance.new("Part") ap44.formFactor = 3 ap44.CanCollide = false ap44.Name = "HelmP44" ap44.Locked = true ap44.Size = Vector3.new(2,1.5,2.1) ap44.Parent = armorholder ap44.BrickColor = BrickColor.new("Really blue") ap44.Reflectance = 0.1 am44 = Instance.new("SpecialMesh",ap44) am44.MeshType = "Sphere" aw44 = Instance.new("Weld") aw44.Parent = ap44 aw44.Part0 = ap44 aw44.Part1 = RightArm aw44.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw44.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(-0.5, 0.5, 0) ap45 = Instance.new("Part") ap45.formFactor = 3 ap45.CanCollide = false ap45.Name = "HelmP45" ap45.Locked = true ap45.Size = Vector3.new(2,1.5,2.1) ap45.Parent = armorholder ap45.BrickColor = BrickColor.new("New Yeller") ap45.Reflectance = 0.1 am45 = Instance.new("SpecialMesh",ap45) am45.MeshType = "Sphere" am45.Scale = Vector3.new(0.9,1.3,1.01) aw45 = Instance.new("Weld") aw45.Parent = ap45 aw45.Part0 = ap45 aw45.Part1 = RightArm aw45.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw45.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(-0.5, 0.5, 0) ap46 = Instance.new("Part") ap46.formFactor = 3 ap46.CanCollide = false ap46.Name = "HelmP46" ap46.Locked = true ap46.Size = Vector3.new(2.15,2.5,2.15) ap46.Parent = armorholder ap46.BrickColor = BrickColor.new("Really black") ap46.Reflectance = 0.1 am46 = Instance.new("BlockMesh",ap46) am46.Scale = Vector3.new(1,1,1) aw46 = Instance.new("Weld") aw46.Parent = ap46 aw46.Part0 = ap46 aw46.Part1 = RightArm aw46.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw46.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 0.5, 0) ap47 = Instance.new("Part") ap47.formFactor = 3 ap47.CanCollide = false ap47.Name = "HelmP47" ap47.Locked = true ap47.Size = Vector3.new(2,0.4,2) ap47.Parent = armorholder ap47.BrickColor = BrickColor.new("White") ap47.Reflectance = 0.1 am47 = Instance.new("BlockMesh",ap47) am47.Scale = Vector3.new(1.01,1.01,1.01) aw47 = Instance.new("Weld") aw47.Parent = ap47 aw47.Part0 = ap47 aw47.Part1 = RightArm aw47.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw47.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 2-0.2, 0) ap48 = Instance.new("Part") ap48.formFactor = 3 ap48.CanCollide = false ap48.Name = "HelmP48" ap48.Locked = true ap48.Size = Vector3.new(2.15,1.15,2.15) ap48.Parent = armorholder ap48.BrickColor = BrickColor.new("Really black") ap48.Reflectance = 0.1 am48 = Instance.new("BlockMesh",ap48) am48.Scale = Vector3.new(1,1,1) aw48 = Instance.new("Weld") aw48.Parent = ap48 aw48.Part0 = ap48 aw48.Part1 = RightArm aw48.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw48.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, -1.5, 0) ap49 = Instance.new("Part") ap49.formFactor = 3 ap49.CanCollide = false ap49.Name = "HelmP49" ap49.Locked = true ap49.Size = Vector3.new(3,1.1,2.25) ap49.Parent = armorholder ap49.BrickColor = BrickColor.new("New Yeller") ap49.Reflectance = 0.1 am49 = Instance.new("BlockMesh",ap49) am49.Scale = Vector3.new(1,1,1) aw49 = Instance.new("Weld") aw49.Parent = ap49 aw49.Part0 = ap49 aw49.Part1 = RightArm aw49.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw49.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, -1.5, 0) ap50 = Instance.new("Part") ap50.formFactor = 3 ap50.CanCollide = false ap50.Name = "HelmP50" ap50.Locked = true ap50.Size = Vector3.new(1.5,1.5,2.5) ap50.Parent = armorholder ap50.BrickColor = BrickColor.new("Really blue") ap50.Reflectance = 0.1 am50 = Instance.new("SpecialMesh",ap50) am50.MeshType = "Sphere" aw50 = Instance.new("Weld") aw50.Parent = ap50 aw50.Part0 = ap50 aw50.Part1 = RightArm aw50.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw50.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0.5, -1.25, 0) ap51 = Instance.new("Part") ap51.formFactor = 3 ap51.CanCollide = false ap51.Name = "HelmP51" ap51.Locked = true ap51.Size = Vector3.new(1,1,2.2) ap51.Parent = armorholder ap51.BrickColor = BrickColor.new("Really blue") ap51.Reflectance = 0.1 am51 = Instance.new("SpecialMesh",ap51) am51.MeshType = "Sphere" aw51 = Instance.new("Weld") aw51.Parent = ap51 aw51.Part0 = ap51 aw51.Part1 = RightArm aw51.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw51.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(-1, -0.75, 0) ap52 = Instance.new("Part") ap52.formFactor = 3 ap52.CanCollide = false ap52.Name = "HelmP52" ap52.Locked = true ap52.Size = Vector3.new(2.1,2,2.1) ap52.Parent = armorholder ap52.BrickColor = BrickColor.new("Mid grey") ap52.Reflectance = 0.1 am52 = Instance.new("BlockMesh",ap52) aw52 = Instance.new("Weld") aw52.Parent = ap52 aw52.Part0 = ap52 aw52.Part1 = RightLeg aw52.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw52.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 1, 0.1) ap53 = Instance.new("Part") ap53.formFactor = 3 ap53.CanCollide = false ap53.Name = "HelmP53" ap53.Locked = true ap53.Size = Vector3.new(1.5,2.5,2.1) ap53.Parent = armorholder ap53.BrickColor = BrickColor.new("New Yeller") ap53.Reflectance = 0.1 am53 = Instance.new("BlockMesh",ap53) aw53 = Instance.new("Weld") aw53.Parent = ap53 aw53.Part0 = ap53 aw53.Part1 = RightLeg aw53.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw53.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 1-0.5, 0.15) ap54 = Instance.new("Part") ap54.formFactor = 3 ap54.CanCollide = false ap54.Name = "HelmP54" ap54.Locked = true ap54.Size = Vector3.new(1.8,2.5,2.1) ap54.Parent = armorholder ap54.BrickColor = BrickColor.new("Mid grey") ap54.Reflectance = 0.1 am54 = Instance.new("BlockMesh",ap54) aw54 = Instance.new("Weld") aw54.Parent = ap54 aw54.Part0 = ap54 aw54.Part1 = RightLeg aw54.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw54.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 1-0.75, 0.1) ap55 = Instance.new("Part") ap55.formFactor = 3 ap55.CanCollide = false ap55.Name = "HelmP55" ap55.Locked = true ap55.Size = Vector3.new(2.2,1.5,2.1) ap55.Parent = armorholder ap55.BrickColor = BrickColor.new("New Yeller") ap55.Reflectance = 0.1 am55 = Instance.new("BlockMesh",ap55) aw55 = Instance.new("Weld") aw55.Parent = ap55 aw55.Part0 = ap55 aw55.Part1 = RightLeg aw55.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw55.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 1, 0.101) ap56 = Instance.new("Part") ap56.formFactor = 3 ap56.CanCollide = false ap56.Name = "HelmP52" ap56.Locked = true ap56.Size = Vector3.new(2.1,2,2.1) ap56.Parent = armorholder ap56.BrickColor = BrickColor.new("Mid grey") ap56.Reflectance = 0.1 am56 = Instance.new("BlockMesh",ap56) aw56 = Instance.new("Weld") aw56.Parent = ap56 aw56.Part0 = ap56 aw56.Part1 = LeftLeg aw56.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw56.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 1, 0.1) ap57 = Instance.new("Part") ap57.formFactor = 3 ap57.CanCollide = false ap57.Name = "HelmP53" ap57.Locked = true ap57.Size = Vector3.new(1.5,2.5,2.1) ap57.Parent = armorholder ap57.BrickColor = BrickColor.new("New Yeller") ap57.Reflectance = 0.1 am57 = Instance.new("BlockMesh",ap57) aw57 = Instance.new("Weld") aw57.Parent = ap57 aw57.Part0 = ap57 aw57.Part1 = LeftLeg aw57.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw57.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 1-0.5, 0.15) ap58 = Instance.new("Part") ap58.formFactor = 3 ap58.CanCollide = false ap58.Name = "HelmP54" ap58.Locked = true ap58.Size = Vector3.new(1.8,2.5,2.1) ap58.Parent = armorholder ap58.BrickColor = BrickColor.new("Mid grey") ap58.Reflectance = 0.1 am58 = Instance.new("BlockMesh",ap58) aw58 = Instance.new("Weld") aw58.Parent = ap58 aw58.Part0 = ap58 aw58.Part1 = LeftLeg aw58.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw58.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 1-0.75, 0.1) ap59 = Instance.new("Part") ap59.formFactor = 3 ap59.CanCollide = false ap59.Name = "HelmP55" ap59.Locked = true ap59.Size = Vector3.new(2.2,1.5,2.1) ap59.Parent = armorholder ap59.BrickColor = BrickColor.new("New Yeller") ap59.Reflectance = 0.1 am59 = Instance.new("BlockMesh",ap59) aw59 = Instance.new("Weld") aw59.Parent = ap59 aw59.Part0 = ap59 aw59.Part1 = LeftLeg aw59.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw59.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 1, 0.101) ap60 = Instance.new("Part") ap60.formFactor = 3 ap60.CanCollide = false ap60.Name = "HelmP60" ap60.Locked = true ap60.Size = Vector3.new(4,3,0.2) ap60.Parent = armorholder ap60.BrickColor = BrickColor.new("Really red") am60 = Instance.new("BlockMesh",ap60) aw60 = Instance.new("Weld") aw60.Parent = ap60 aw60.Part0 = ap60 aw60.Part1 = Torso aw60.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw60.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0, 4.5-1.5, -1.1) ap61 = Instance.new("Part") ap61.formFactor = 3 ap61.CanCollide = false ap61.Name = "HelmP61" ap61.Locked = true ap61.Size = Vector3.new(0.2,3,2) ap61.Parent = armorholder ap61.BrickColor = BrickColor.new("Really red") am61 = Instance.new("BlockMesh",ap61) aw61 = Instance.new("Weld") aw61.Parent = ap61 aw61.Part0 = ap61 aw61.Part1 = Torso aw61.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw61.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(2.1, 4.5-1.5,0) ap62 = Instance.new("Part") ap62.formFactor = 3 ap62.CanCollide = false ap62.Name = "HelmP62" ap62.Locked = true ap62.Size = Vector3.new(0.2,3,2) ap62.Parent = armorholder ap62.BrickColor = BrickColor.new("Really red") am62 = Instance.new("BlockMesh",ap62) aw62 = Instance.new("Weld") aw62.Parent = ap62 aw62.Part0 = ap62 aw62.Part1 = Torso aw62.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) aw62.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(-2.1, 4.5-1.5,0) RAP = Instance.new("Part") RAP.formFactor = 0 RAP.CanCollide = false RAP.Name = "RAPart" RAP.Locked = true RAP.Size = Vector3.new(1,1,1) RAP.Parent = bodyholder RAP.Transparency = 1 w = Instance.new("Weld") w.Parent = RAP w.Part0 = RAP w.Part1 = RightArm w.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 2, 0) LAP = Instance.new("Part") LAP.formFactor = 0 LAP.CanCollide = false LAP.Name = "LAPart" LAP.Locked = true LAP.Size = Vector3.new(1,1,1) LAP.Parent = bodyholder LAP.Transparency = 1 wl = Instance.new("Weld") wl.Parent = LAP wl.Part0 = LAP wl.Part1 = LeftArm wl.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wl.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 2, 0) swordholder = Instance.new("Model") swordholder.Name = "Weapon" swordholder.Parent = bodyholder prt1 = Instance.new("Part") prt1.formFactor = 3 prt1.CanCollide = false prt1.Name = "NaginataHandle" prt1.Locked = true prt1.Size = Vector3.new(0.5,15,0.5) prt1.Parent = swordholder prt1.BrickColor = BrickColor.new("Really red") m1 = Instance.new("CylinderMesh",prt1) w1 = Instance.new("Weld") w1.Parent = prt1 w1.Part0 = prt1 w1.Part1 = LAP w1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90+10), math.rad(0), math.rad(0)) * CFrame.new(0,0,0) prt2 = Instance.new("Part") prt2.formFactor = 3 prt2.CanCollide = false prt2.Name = "NaginataBlade" prt2.Locked = true prt2.Size = Vector3.new(0.5,3,0.5) prt2.Parent = swordholder prt2.BrickColor = BrickColor.new("Mid grey") prt2.Reflectance = 0.2 m2 = Instance.new("BlockMesh",prt2) w2 = Instance.new("Weld") w2.Parent = prt2 w2.Part0 = prt2 w2.Part1 = prt1 w2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,-7.5,0) prt3 = Instance.new("Part") prt3.formFactor = 3 prt3.CanCollide = false prt3.Name = "NaginataBlade" prt3.Locked = true prt3.Size = Vector3.new(0.5,0.5,3) prt3.Parent = swordholder prt3.BrickColor = BrickColor.new("Mid grey") prt3.Reflectance = 0.2 m3 = Instance.new("BlockMesh",prt3) w3 = Instance.new("Weld") w3.Parent = prt3 w3.Part0 = prt3 w3.Part1 = prt1 w3.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w3.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,-7.5,0) prt4 = Instance.new("Part") prt4.formFactor = 3 prt4.CanCollide = false prt4.Name = "NaginataBlade" prt4.Locked = true prt4.Size = Vector3.new(0.5,0.5,3) prt4.Parent = swordholder prt4.BrickColor = BrickColor.new("Mid grey") prt4.Reflectance = 0.2 m4 = Instance.new("SpecialMesh",prt4) m4.MeshType = "Wedge" w4 = Instance.new("Weld") w4.Parent = prt4 w4.Part0 = prt4 w4.Part1 = prt1 w4.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w4.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(0), math.rad(0)) * CFrame.new(0,-7.5+1.25,1.5) prt5 = Instance.new("Part") prt5.formFactor = 3 prt5.CanCollide = false prt5.Name = "NaginataBlade" prt5.Locked = true prt5.Size = Vector3.new(0.5,0.5,3) prt5.Parent = swordholder prt5.BrickColor = BrickColor.new("Mid grey") prt5.Reflectance = 0.2 m5 = Instance.new("SpecialMesh",prt5) m5.MeshType = "Wedge" w5 = Instance.new("Weld") w5.Parent = prt5 w5.Part0 = prt5 w5.Part1 = prt1 w5.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w5.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(180), math.rad(0)) * CFrame.new(0,-7.5+1.25,-1.5) prt6 = Instance.new("Part") prt6.formFactor = 3 prt6.CanCollide = false prt6.Name = "NaginataBlade" prt6.Locked = true prt6.Size = Vector3.new(0.5,2,3) prt6.Parent = swordholder prt6.BrickColor = BrickColor.new("Mid grey") prt6.Reflectance = 0.2 m6 = Instance.new("SpecialMesh",prt6) m6.MeshType = "Wedge" w6 = Instance.new("Weld") w6.Parent = prt6 w6.Part0 = prt6 w6.Part1 = prt1 w6.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w6.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(180), math.rad(0)) * CFrame.new(0,-10.75,1) prt7 = Instance.new("Part") prt7.formFactor = 3 prt7.CanCollide = false prt7.Name = "NaginataBlade" prt7.Locked = true prt7.Size = Vector3.new(0.5,0.5,4) prt7.Parent = swordholder prt7.BrickColor = BrickColor.new("Mid grey") prt7.Reflectance = 0.2 m7 = Instance.new("BlockMesh",prt7) w7 = Instance.new("Weld") w7.Parent = prt7 w7.Part0 = prt7 w7.Part1 = prt1 w7.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w7.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,-9,0) prt8 = Instance.new("Part") prt8.formFactor = 3 prt8.CanCollide = false prt8.Name = "NaginataBlade" prt8.Locked = true prt8.Size = Vector3.new(0.5,0.5,1) prt8.Parent = swordholder prt8.BrickColor = BrickColor.new("Mid grey") prt8.Reflectance = 0.2 m8 = Instance.new("SpecialMesh",prt8) m8.MeshType = "Wedge" w8 = Instance.new("Weld") w8.Parent = prt8 w8.Part0 = prt8 w8.Part1 = prt1 w8.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w8.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(0), math.rad(0)) * CFrame.new(0,-8.25,1.75) prt9 = Instance.new("Part") prt9.formFactor = 3 prt9.CanCollide = false prt9.Name = "NaginataBlade" prt9.Locked = true prt9.Size = Vector3.new(0.5,0.5,1) prt9.Parent = swordholder prt9.BrickColor = BrickColor.new("Mid grey") prt9.Reflectance = 0.2 m9 = Instance.new("SpecialMesh",prt9) m9.MeshType = "Wedge" w9 = Instance.new("Weld") w9.Parent = prt9 w9.Part0 = prt9 w9.Part1 = prt1 w9.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w9.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(180), math.rad(0)) * CFrame.new(0,-8.25,-1.75) prt10 = Instance.new("Part") prt10.formFactor = 3 prt10.CanCollide = false prt10.Name = "NaginataBlade" prt10.Locked = true prt10.Size = Vector3.new(0.5,0.5,1) prt10.Parent = swordholder prt10.BrickColor = BrickColor.new("Mid grey") prt10.Reflectance = 0.2 m10 = Instance.new("SpecialMesh",prt10) m10.MeshType = "Wedge" w10 = Instance.new("Weld") w10.Parent = prt10 w10.Part0 = prt10 w10.Part1 = prt1 w10.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w10.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(180), math.rad(0)) * CFrame.new(0,-9-0.7,-1.75) prt11 = Instance.new("Part") prt11.formFactor = 3 prt11.CanCollide = false prt11.Name = "NaginataBottom" prt11.Locked = true prt11.Size = Vector3.new(1,1,1) prt11.Parent = swordholder prt11.BrickColor = BrickColor.new("Mid grey") prt11.Reflectance = 0.2 m11 = Instance.new("SpecialMesh",prt11) m11.MeshType = "Sphere" w11 = Instance.new("Weld") w11.Parent = prt11 w11.Part0 = prt11 w11.Part1 = prt1 w11.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) w11.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(180), math.rad(0)) * CFrame.new(0,7.5,0) pprt1 = Instance.new("Part") pprt1.formFactor = 3 pprt1.CanCollide = false pprt1.Name = "ExcaliburHandle" pprt1.Locked = true pprt1.Size = Vector3.new(1,3,1) pprt1.Parent = swordholder pprt1.BrickColor = BrickColor.new("Really black") mm1 = Instance.new("CylinderMesh",pprt1) ww1 = Instance.new("Weld") ww1.Parent = pprt1 ww1.Part0 = pprt1 ww1.Part1 = RAP ww1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww1.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(0), math.rad(0)) * CFrame.new(0,0,0) pprt2 = Instance.new("Part") pprt2.formFactor = 3 pprt2.CanCollide = false pprt2.Name = "ExcaliburCrest" pprt2.Locked = true pprt2.Size = Vector3.new(1,2,2) pprt2.Parent = swordholder pprt2.BrickColor = BrickColor.new("New Yeller") mm2 = Instance.new("SpecialMesh",pprt2) mm2.MeshType = "Sphere" ww2 = Instance.new("Weld") ww2.Parent = pprt2 ww2.Part0 = pprt2 ww2.Part1 = pprt1 ww2.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww2.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,-2,0) pprt3 = Instance.new("Part") pprt3.formFactor = 3 pprt3.CanCollide = false pprt3.Name = "ExcaliburCrest" pprt3.Locked = true pprt3.Size = Vector3.new(1,2,1) pprt3.Parent = swordholder pprt3.BrickColor = BrickColor.new("New Yeller") mm3 = Instance.new("SpecialMesh",pprt3) mm3.MeshId = "http://www.roblox.com/asset/?id=1778999" mm3.Scale = Vector3.new(0.5,1,1) ww3 = Instance.new("Weld") ww3.Parent = pprt3 ww3.Part0 = pprt3 ww3.Part1 = pprt1 ww3.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww3.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90), math.rad(0), math.rad(0)) * CFrame.new(0,-2,1) pprt4 = Instance.new("Part") pprt4.formFactor = 3 pprt4.CanCollide = false pprt4.Name = "ExcaliburCrest" pprt4.Locked = true pprt4.Size = Vector3.new(1,2,1) pprt4.Parent = swordholder pprt4.BrickColor = BrickColor.new("New Yeller") mm4 = Instance.new("SpecialMesh",pprt4) mm4.MeshId = "http://www.roblox.com/asset/?id=1778999" mm4.Scale = Vector3.new(0.5,1,1) ww4 = Instance.new("Weld") ww4.Parent = pprt4 ww4.Part0 = pprt4 ww4.Part1 = pprt1 ww4.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww4.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0,-2,-1) for i = -1 , 1 do pprt5 = Instance.new("Part") pprt5.formFactor = 3 pprt5.CanCollide = false pprt5.Name = "ExcaliburCrest" pprt5.Locked = true pprt5.Size = Vector3.new(1,2,1) pprt5.Parent = swordholder pprt5.BrickColor = BrickColor.new("Really red") mm5 = Instance.new("SpecialMesh",pprt5) mm5.MeshId = "http://www.roblox.com/asset/?id=1778999" mm5.Scale = Vector3.new(0.1,1.3,1.2) ww5 = Instance.new("Weld") ww5.Parent = pprt5 ww5.Part0 = pprt5 ww5.Part1 = pprt2 ww5.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww5.C0 = CFrame.new(0,-1.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(-90+30*i), math.rad(0), math.rad(0)) end for i = -1 , 1 do pprt6 = Instance.new("Part") pprt6.formFactor = 3 pprt6.CanCollide = false pprt6.Name = "ExcaliburCrest" pprt6.Locked = true pprt6.Size = Vector3.new(1,2,1) pprt6.Parent = swordholder pprt6.BrickColor = BrickColor.new("Really red") mm6 = Instance.new("SpecialMesh",pprt6) mm6.MeshId = "http://www.roblox.com/asset/?id=1778999" mm6.Scale = Vector3.new(0.1,1.3,1.2) ww6 = Instance.new("Weld") ww6.Parent = pprt6 ww6.Part0 = pprt6 ww6.Part1 = pprt2 ww6.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww6.C0 = CFrame.new(0,-1.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(90+30*i), math.rad(0), math.rad(0)) end pprt7 = Instance.new("Part") pprt7.formFactor = 3 pprt7.CanCollide = false pprt7.Name = "ExcaliburCrest" pprt7.Locked = true pprt7.Size = Vector3.new(1,0.5,1) pprt7.Parent = swordholder pprt7.BrickColor = BrickColor.new("Really red") mm7 = Instance.new("CylinderMesh",pprt7) mm7.Scale = Vector3.new(1.2,1,1.2) ww7 = Instance.new("Weld") ww7.Parent = pprt7 ww7.Part0 = pprt7 ww7.Part1 = pprt1 ww7.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww7.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0) pprt8 = Instance.new("Part") pprt8.formFactor = 3 pprt8.CanCollide = false pprt8.Name = "ExcaliburBlade" pprt8.Locked = true pprt8.Size = Vector3.new(0.2,10,1) pprt8.Parent = swordholder pprt8.BrickColor = BrickColor.new("Really red") mm8 = Instance.new("BlockMesh",pprt8) mm8.Scale = Vector3.new(1,1,1) ww8 = Instance.new("Weld") ww8.Parent = pprt8 ww8.Part0 = pprt8 ww8.Part1 = pprt1 ww8.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww8.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,-2.5-5,0) pprt9 = Instance.new("Part") pprt9.formFactor = 3 pprt9.CanCollide = false pprt9.Name = "ExcaliburBlade" pprt9.Locked = true pprt9.Size = Vector3.new(0.2,10,1.5) pprt9.Parent = swordholder pprt9.BrickColor = BrickColor.new("Bright orange") mm9 = Instance.new("BlockMesh",pprt9) mm9.Scale = Vector3.new(0.9,1,1) ww9 = Instance.new("Weld") ww9.Parent = pprt9 ww9.Part0 = pprt9 ww9.Part1 = pprt1 ww9.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww9.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,-2.5-5,0) pprt10 = Instance.new("Part") pprt10.formFactor = 3 pprt10.CanCollide = false pprt10.Name = "ExcaliburTip" pprt10.Locked = true pprt10.Size = Vector3.new(0.2,0.75,2) pprt10.Parent = swordholder pprt10.BrickColor = BrickColor.new("Bright orange") mm10 = Instance.new("SpecialMesh",pprt10) mm10.Scale = Vector3.new(0.9,1,1) mm10.MeshType = "Wedge" ww10 = Instance.new("Weld") ww10.Parent = pprt10 ww10.Part0 = pprt10 ww10.Part1 = pprt1 ww10.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww10.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0,-12.5-1,-0.375) pprt11 = Instance.new("Part") pprt11.formFactor = 3 pprt11.CanCollide = false pprt11.Name = "ExcaliburTip" pprt11.Locked = true pprt11.Size = Vector3.new(0.2,0.75,2) pprt11.Parent = swordholder pprt11.BrickColor = BrickColor.new("Bright orange") mm11 = Instance.new("SpecialMesh",pprt11) mm11.Scale = Vector3.new(0.9,1,1) mm11.MeshType = "Wedge" ww11 = Instance.new("Weld") ww11.Parent = pprt11 ww11.Part0 = pprt11 ww11.Part1 = pprt1 ww11.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww11.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(180), math.rad(0)) * CFrame.new(0,-12.5-1,0.375) pprt12 = Instance.new("Part") pprt12.formFactor = 3 pprt12.CanCollide = false pprt12.Name = "ExcaliburTip" pprt12.Locked = true pprt12.Size = Vector3.new(0.2,0.5,2) pprt12.Parent = swordholder pprt12.BrickColor = BrickColor.new("Really red") mm12 = Instance.new("SpecialMesh",pprt12) mm12.Scale = Vector3.new(1,1,1) mm12.MeshType = "Wedge" ww12 = Instance.new("Weld") ww12.Parent = pprt12 ww12.Part0 = pprt12 ww12.Part1 = pprt1 ww12.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww12.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(0), math.rad(0)) * CFrame.new(0,-12.5-1,-0.25) pprt13 = Instance.new("Part") pprt13.formFactor = 3 pprt13.CanCollide = false pprt13.Name = "ExcaliburTip" pprt13.Locked = true pprt13.Size = Vector3.new(0.2,0.5,2) pprt13.Parent = swordholder pprt13.BrickColor = BrickColor.new("Really red") mm13 = Instance.new("SpecialMesh",pprt13) mm13.Scale = Vector3.new(1,1,1) mm13.MeshType = "Wedge" ww13 = Instance.new("Weld") ww13.Parent = pprt13 ww13.Part0 = pprt13 ww13.Part1 = pprt1 ww13.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww13.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(180), math.rad(0)) * CFrame.new(0,-12.5-1,0.25) pprt14 = Instance.new("Part") pprt14.formFactor = 3 pprt14.CanCollide = false pprt14.Name = "ExcaliburBladeHitbox" pprt14.Locked = true pprt14.Size = Vector3.new(0.2,12,1.5) pprt14.Parent = swordholder pprt14.Transparency = 1 ww14 = Instance.new("Weld") ww14.Parent = pprt14 ww14.Part0 = pprt14 ww14.Part1 = pprt1 ww14.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) ww14.C0 = CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,-8.5,0) function unequipweld() end unequipweld() function equipweld() end function ss(parent,p) --Slash local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function uss(parent,p) --unsheath local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end function ms(parent,p) --Metal Cling Sound local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\metal.ogg" SlashSound.Parent = parent SlashSound.Volume = 1 SlashSound.Pitch = p SlashSound.PlayOnRemove = true coroutine.resume(coroutine.create(function() wait() SlashSound.Parent = nil end)) end -- -- function returndmg() mindamage = omindamage maxdamage = omaxdamage crtmaxdamage = ocrtmaxdamage end function subdmg(sub) mindamage = omindamage - sub maxdamage = omaxdamage - sub crtmaxdamage = ocrtmaxdamage - sub end function prcntdmg(sub) mindamage = math.floor(omindamage - (omindamage*(sub/100))) maxdamage = math.floor(omaxdamage - (omaxdamage*(sub/100))) crtmaxdamage = math.floor(ocrtmaxdamage - (ocrtmaxdamage*(sub/100))) end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end local function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants return game.Workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end function equipanim() attack = true for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-20*i), 0, math.rad(45*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(-20*i), 0, math.rad(-45*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) RWL.C0 = CFrame.new(2, -2, 0) * CFrame.Angles(0, 0, math.rad(20*i)) RWL.C1 = CFrame.new(1, 2, 0) LWL.C0 = CFrame.new(-2, -2, 0) * CFrame.Angles(0, 0, math.rad(-20*i)) LWL.C1 = CFrame.new(-1, 2, 0) end attack = false end function damagesplat(dmg,hit,crit,blocked) local mo = Instance.new("Model") mo.Name = dmg local pa = Instance.new("Part",mo) pa.formFactor = 3 pa.Size = Vector3.new(0.8,0.3,0.8) if crit then pa.BrickColor = BrickColor.new("New Yeller") elseif not crit then pa.BrickColor = BrickColor.new("Really red") end if blocked then pa.BrickColor = BrickColor.new("Really blue") end pa.CFrame = CFrame.new(hit.Position) * CFrame.new(0, 3, 0) pa.Name = "Head" local hah = Instance.new("Humanoid") hah.Parent = mo hah.MaxHealth = 0 hah.Health = 0 local bp = Instance.new("BodyPosition") bp.P = 14000 bp.maxForce = Vector3.new(math.huge, math.huge, math.huge) bp.position = hit.Position + Vector3.new(0, 5, 0) coroutine.resume(coroutine.create(function() wait() mo.Parent = Character bp.Parent = pa wait(1.4) mo:remove() end)) return pa end function damage(hum,dmg,critornot) local pa = damagesplat(dmg,hum.Torso,critornot) hum:TakeDamage(dmg) coroutine.resume(coroutine.create(function() tagHumanoid(hum,Player) wait(1) untagHumanoid(hum) end)) return pa end function AddRage(add) Rage = Rage + add if Rage > MaxRage then Rage = MaxRage end end function OT(hit) --Normal Damage if Hitdeb == 1 then return end if hit.Parent == nil then return end local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then if hum.Health <= 0 then return end local critrandomizer = math.random(crtrate) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(hum,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(hum,rndmdamage,true) end Hitdeb = 1 end end function OT2(hit) --Normal Damage if Hitdeb2 == 1 then return end if hit.Parent == nil then return end local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then if hum.Health <= 0 then return end local critrandomizer = math.random(crtrate) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage)*2 damage(hum,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage)*2 damage(hum,rndmdamage,true) end Hitdeb2 = 1 end end function AoE(p,magnitude) local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local mag = (head.Position - p).magnitude; if mag <= magnitude and c[i].Name ~= Character.Name then local foundd = false for ii = 1 , #AoETrue do if AoETrue[ii] == c[i].Name then foundd = true end end if foundd then end -- if not foundd then local critrandomizer = math.random(crtrate) if critrandomizer ~= 1 then local rndmdamage = math.random(mindamage,maxdamage) damage(hum,rndmdamage,false) elseif critrandomizer == 1 then local rndmdamage = math.random(maxdamage,crtmaxdamage) damage(hum,rndmdamage,true) end table.insert(AoETrue,c[i].Name) end end end end end for ii = 1 , #AoETrue do table.remove(AoETrue,#AoETrue) end end -- -- function effect(Color,Ref,LP,P1) local effectsmsh = Instance.new("BlockMesh") effectsmsh.Scale = Vector3.new(1,1,1) effectsmsh.Name = "Mesh" local effectsg = Instance.new("Part") effectsg.formFactor = 3 effectsg.CanCollide = false effectsg.Name = "Eff" effectsg.Locked = true effectsg.Anchored = true effectsg.Size = Vector3.new(0.2,1,0.2) effectsg.Parent = bodyholder effectsmsh.Parent = effectsg effectsg.BrickColor = BrickColor.new(Color) effectsg.Reflectance = Ref local point1 = P1 local mg = (LP.p - point1.p).magnitude effectsg.Size = Vector3.new(0.2,mg,0.2) effectsg.CFrame = CFrame.new((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0) coroutine.resume(coroutine.create(function() for i = 0 , 1 , 0.1 do wait() effectsg.Transparency = 1*i effectsmsh.Scale = Vector3.new(1-1*i,1,1-1*i) end wait() effectsg.Parent = nil end)) end -- con,con2,con3 = nil,nil,nil conn,conn2,conn3 = nil,nil,nil function dmg1cnnct() if con ~= nil then con:disconnect() Hitdeb = 0 end con = prt1.Touched:connect(OT) con2 = prt7.Touched:connect(OT) con3 = prt2.Touched:connect(OT) end function dmg1dc() if con ~= nil then con:disconnect() Hitdeb = 0 end if con2 ~= nil then con2:disconnect() Hitdeb = 0 end if con3 ~= nil then con3:disconnect() Hitdeb = 0 end end function dmg2cnnct() if con ~= nil then con:disconnect() Hitdeb = 0 end conn = pprt14.Touched:connect(OT2) conn2 = pprt1.Touched:connect(OT2) end function dmg2dc() if conn ~= nil then conn:disconnect() Hitdeb2 = 0 end if conn2 ~= nil then conn2:disconnect() Hitdeb2 = 0 end if conn3 ~= nil then conn3:disconnect() Hitdeb2 = 0 end end function rptddmg(value,des,inc) coroutine.resume(coroutine.create(function() repeat wait(inc) Hitdeb = 0 until value == des end)) end function atktype(s,e) coroutine.resume(coroutine.create(function () attacktype = e wait(0.25) attacktype = s end)) end walking = false jumping = false Target = nil function Walk() --if attack==true then return end if walking then return end for i = 0.1 , 1 , 0.1 do if jumping then return end wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-20-40*i), 0, math.rad(45+20*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(-20-40*i), 0, math.rad(-45-20*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) RWL.C0 = CFrame.new(2, -2, 0) * CFrame.Angles(math.rad(45*i), 0, math.rad(20-10*i)) RWL.C1 = CFrame.new(1, 2, 0) LWL.C0 = CFrame.new(-2, -2, 0) * CFrame.Angles(math.rad(-45*i), 0, math.rad(-20+10*i)) LWL.C1 = CFrame.new(-1, 2, 0) end repeat for i = 0.1 , 1 , 0.1 do if jumping then return end wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-60-5*i), 0, math.rad(65)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(-60-5*i), 0, math.rad(-65)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) RWL.C0 = CFrame.new(2, -2, 0) * CFrame.Angles(math.rad(45-90*i), 0, math.rad(10)) RWL.C1 = CFrame.new(1, 2, 0) LWL.C0 = CFrame.new(-2, -2, 0) * CFrame.Angles(math.rad(-45+90*i), 0, math.rad(-10)) LWL.C1 = CFrame.new(-1, 2, 0) end for i = 0.1 , 1 , 0.1 do if jumping then return end wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-65+5*i), 0, math.rad(65)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(-65+5*i), 0, math.rad(-65)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) RWL.C0 = CFrame.new(2, -2, 0) * CFrame.Angles(math.rad(-45+90*i), 0, math.rad(10)) RWL.C1 = CFrame.new(1, 2, 0) LWL.C0 = CFrame.new(-2, -2, 0) * CFrame.Angles(math.rad(45-90*i), 0, math.rad(-10)) LWL.C1 = CFrame.new(-1, 2, 0) end until not walking or jumping for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-60+40*i), 0, math.rad(65-20*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(-60+40*i), 0, math.rad(-65+20*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) RWL.C0 = CFrame.new(2, -2, 0) * CFrame.Angles(math.rad(45-45*i), 0, math.rad(10+10*i)) RWL.C1 = CFrame.new(1, 2, 0) LWL.C0 = CFrame.new(-2, -2, 0) * CFrame.Angles(math.rad(-45+45*i), 0, math.rad(-10-10*i)) LWL.C1 = CFrame.new(-1, 2, 0) end end function Jump() if attack==true then return end if jumping then return end jumping = true Character.Humanoid.PlatformStand=false Character.Humanoid.Jump=true local vel = Instance.new("BodyVelocity",Torso) vel.maxForce = Vector3.new(0,1,0) * math.huge vel.P = vel.P * 5 vel.velocity = Vector3.new(0,jump,0) coroutine.resume(coroutine.create(function() wait() wait() wait() wait() vel.Parent=nil end)) for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-20+200*i), 0, math.rad(45-20*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(-20+200*i), 0, math.rad(-45+20*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) RWL.C0 = CFrame.new(2, -2, 0) * CFrame.Angles(math.rad(-10*i), 0, math.rad(20-10*i)) RWL.C1 = CFrame.new(1, 2, 0) LWL.C0 = CFrame.new(-2, -2, 0) * CFrame.Angles(math.rad(-10*i), 0, math.rad(-20+10*i)) LWL.C1 = CFrame.new(-1, 2, 0) end wait(1) for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(180-200*i), 0, math.rad(25+20*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(180-200*i), 0, math.rad(-25-20*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) RWL.C0 = CFrame.new(2, -2, 0) * CFrame.Angles(math.rad(-10+10*i), 0, math.rad(10+10*i)) RWL.C1 = CFrame.new(1, 2, 0) LWL.C0 = CFrame.new(-2, -2, 0) * CFrame.Angles(math.rad(-10+10*i), 0, math.rad(-10-10*i)) LWL.C1 = CFrame.new(-1, 2, 0) end jumping = false end function NaginataSpin() attack = true dmg1cnnct() local LastPoint = prt4.CFrame * CFrame.new(0,prt4.Size.Y/-2,0) ss(Head,math.random()) for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-20), 0, math.rad(45)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(-20+110*i), 0, math.rad(-45+35*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(100+20*i), math.rad(90*i), math.rad(0)) * CFrame.new(0, 0, 0) local Point = prt4.CFrame * CFrame.new(0,prt4.Size.Y/-2,0) effect("White",0.5,LastPoint,Point) LastPoint = Point end Hitdeb2 = 0 for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-20), 0, math.rad(45)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(90), 0, math.rad(-10+20*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(120), math.rad(90+360*i), math.rad(0)) * CFrame.new(0, 0, 0) local Point = prt4.CFrame * CFrame.new(0,prt4.Size.Y/-2,0) effect("White",0.5,LastPoint,Point) LastPoint = Point end Hitdeb2 = 0 for i = 0.15 , 1 , 0.15 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-20), 0, math.rad(45)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(90), 0, math.rad(10-10*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(120), math.rad(90+270*i), math.rad(0)) * CFrame.new(0, 0, 0) local Point = prt4.CFrame * CFrame.new(0,prt4.Size.Y/-2,0) effect("White",0.5,LastPoint,Point) LastPoint = Point end dmg1dc() for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-20), 0, math.rad(45)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(90-110*i), 0, math.rad(-45*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(120-20*i), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) end wait(0.2) attack = false end function DualThrust() attack = true ss(Head,math.random()) dmg1cnnct() dmg2cnnct() for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-20+90*i), 0, math.rad(45-65*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(-20+90*i), 0, math.rad(-45+65*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(100+80*i), math.rad(0), math.rad(0)) * CFrame.new(0, 5*i, 0) ww1.C0 = CFrame.Angles(math.rad(90+90*i), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) end local LastPoint = prt4.CFrame * CFrame.new(0,prt4.Size.Y/-2,0) local LastPoint2 = pprt14.CFrame * CFrame.new(0,pprt14.Size.Y/2,0) for i = 0.2 , 1 , 0.2 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(70), 0, math.rad(-20+110*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(70), 0, math.rad(20-110*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)) * CFrame.new(0, 5, 0) ww1.C0 = CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) local Point = prt4.CFrame * CFrame.new(0,prt4.Size.Y/-2,0) effect("Bright violet",0.5,LastPoint,Point) LastPoint = Point local Point2 = pprt14.CFrame * CFrame.new(0,pprt14.Size.Y/2,0) effect("Really red",0.5,LastPoint2,Point2) LastPoint2 = Point2 end for i = 0.2 , 1 , 0.2 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(70), 0, math.rad(90+10*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(70), 0, math.rad(-90-10*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)) * CFrame.new(0, 5, 0) ww1.C0 = CFrame.Angles(math.rad(180), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) local Point = prt4.CFrame * CFrame.new(0,prt4.Size.Y/-2,0) effect("Bright violet",0.5,LastPoint,Point) LastPoint = Point local Point2 = pprt14.CFrame * CFrame.new(0,pprt14.Size.Y/2,0) effect("Really red",0.5,LastPoint2,Point2) LastPoint2 = Point2 end dmg1dc() dmg2dc() for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(70-90*i), 0, math.rad(100-55*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(70-90*i), 0, math.rad(-100+55*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(180-80*i), math.rad(0), math.rad(0)) * CFrame.new(0, 5-5*i, 0) ww1.C0 = CFrame.Angles(math.rad(180-90*i), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) local Point = prt4.CFrame * CFrame.new(0,prt4.Size.Y/-2,0) effect("Bright violet",0.5,LastPoint,Point) LastPoint = Point local Point2 = pprt14.CFrame * CFrame.new(0,pprt14.Size.Y/2,0) effect("Really red",0.5,LastPoint2,Point2) LastPoint2 = Point2 end wait(0.5) attack = false end function Slash1() attack = true ss(Head,math.random()) dmg1cnnct() dmg2cnnct() for i = 0.2 , 1 , 0.2 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-20+220*i), 0, math.rad(45-65*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(-20+220*i), 0, math.rad(-45+65*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(100), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) ww1.C0 = CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) end local LastPoint = prt4.CFrame * CFrame.new(0,prt4.Size.Y/-2,0) local LastPoint2 = pprt14.CFrame * CFrame.new(0,pprt14.Size.Y/2,0) for i = 0.2 , 1 , 0.2 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(200+10*i), 0, math.rad(-20)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(200+10*i), 0, math.rad(20)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(100), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) ww1.C0 = CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) local Point = prt4.CFrame * CFrame.new(0,prt4.Size.Y/-2,0) effect("Bright violet",0.5,LastPoint,Point) LastPoint = Point local Point2 = pprt14.CFrame * CFrame.new(0,pprt14.Size.Y/2,0) effect("Really red",0.5,LastPoint2,Point2) LastPoint2 = Point2 end Hitdeb = 0 Hitdeb2 = 0 for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(210-220*i), 0, math.rad(-20-20*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(210-220*i), 0, math.rad(20+20*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(100), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) ww1.C0 = CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) local Point = prt4.CFrame * CFrame.new(0,prt4.Size.Y/-2,0) effect("Bright violet",0.5,LastPoint,Point) LastPoint = Point local Point2 = pprt14.CFrame * CFrame.new(0,pprt14.Size.Y/2,0) effect("Really red",0.5,LastPoint2,Point2) LastPoint2 = Point2 end for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-10-10*i), 0, math.rad(-40+85*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(-10-10*i), 0, math.rad(40-85*i)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) w1.C0 = CFrame.Angles(math.rad(100), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) ww1.C0 = CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) end dmg2dc() dmg1dc() attack = false end function Slash2() attack = true ss(Head,math.random()) dmg2cnnct() for i = 0.2 , 1 , 0.2 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-20+90*i), 0, math.rad(45+45*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, math.rad(90*i), 0) ww1.C0 = CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) end local LastPoint2 = pprt14.CFrame * CFrame.new(0,pprt14.Size.Y/2,0) Hitdeb2 = 0 for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(70), 0, math.rad(90-140*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, math.rad(90), 0) ww1.C0 = CFrame.Angles(math.rad(90+130*i), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) local Point2 = pprt14.CFrame * CFrame.new(0,pprt14.Size.Y/2,0) effect("Really red",0.5,LastPoint2,Point2) LastPoint2 = Point2 end Hitdeb2 = 0 for i = 0.1 , 1 , 0.2 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(70+10*i), 0, math.rad(90-140)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, math.rad(90), 0) ww1.C0 = CFrame.Angles(math.rad(90+130), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) end ss(Head,math.random()) for i = 0.1 , 1 , 0.2 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(80), 0, math.rad(90-140+140*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, math.rad(90), 0) ww1.C0 = CFrame.Angles(math.rad(90+130-130*i), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) local Point2 = pprt14.CFrame * CFrame.new(0,pprt14.Size.Y/2,0) effect("Really red",0.5,LastPoint2,Point2) LastPoint2 = Point2 end dmg2dc() for i = 0.1 , 1 , 0.1 do wait() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(80-100*i), 0, math.rad(90-45*i)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, math.rad(90-90*i), 0) ww1.C0 = CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) end attack = false end function returnwelds() RW.C0 = CFrame.new(3, 1, 0) * CFrame.Angles(math.rad(-20), 0, math.rad(45)) RW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) LW.C0 = CFrame.new(-3, 1, 0) * CFrame.Angles(math.rad(-20), 0, math.rad(-45)) LW.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(0, 0, 0) RWL.C0 = CFrame.new(2, -2, 0) * CFrame.Angles(0, 0, math.rad(20)) RWL.C1 = CFrame.new(1, 2, 0) LWL.C0 = CFrame.new(-2, -2, 0) * CFrame.Angles(0, 0, math.rad(-20)) LWL.C1 = CFrame.new(-1, 2, 0) w1.C0 = CFrame.Angles(math.rad(100), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) ww1.C0 = CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)) * CFrame.new(0, 0, 0) Neck.C0 = CFrame.new(0, 2, 0) * CFrame.Angles(0, 0, 0) end function Attackk(mag) if attack then return end if mag <= 8 then local rndm = math.random(1,3) if rndm == 1 then NaginataSpin() elseif rndm == 2 then Slash1() elseif rndm == 3 then Slash2() end elseif mag > 8 then local rndm = math.random(1,1) if rndm == 1 then DualThrust() end end end local BG = Instance.new("BodyGyro",Torso) BG.cframe = Torso.CFrame BG.maxTorque = Vector3.new(0, math.huge,0) BGSpin = 0 function FindTarget() local c = game.Workspace:GetChildren(); local nearestmag = 1500 local nearestprsn = nil for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local mag = (head.Position - Torso.Position).magnitude; if mag <= 1500 and c[i].Name ~= Character.Name then if mag < nearestmag then nearestmag = mag nearestprsn = c[i] end end end end end Target = nearestprsn end local Humanoid = Instance.new("Humanoid",bodyholder) Humanoid.MaxHealth = HP equipanim() wait(1) coroutine.resume(coroutine.create(function(Hum) for i=1,30 do wait() Hum.MaxHealth=2000 Hum.Health=2000 end end),Humanoid) bodyholder:MakeJoints() Humanoid.Health = HP Humanoid.WalkSpeed = WS wait(1) bodyholder.Torso.CFrame = CFrame.new(SpawnPos.Value) Humanoid.Health = HP script.Parent = Character repeat wait(0.1) Humanoid.Sit=false Humanoid.PlatformStand=false FindTarget() if Target ~= nil then BG.cframe = CFrame.new(Torso.Position,Target.Torso.Position) * CFrame.Angles(0,math.rad(BGSpin),0) local mag = (Torso.Position-Target.Torso.Position).magnitude if mag <= 20 then Attackk(mag) end -- pcall(function() local pos4 = Vector3.new(Target.Torso.Position.x,bodyholder.Torso.Position.Y,Target.Torso.Position.z) bg.cframe = CFrame.new(bodyholder.Torso.Position,pos4) Humanoid:MoveTo(Target.Torso.Position + CFrame.new(Torso.Position,Target.Torso.Position).lookVector * -6,Target.Torso) end) if Target.Torso.Position.y > Torso.Position.y+5 then coroutine.resume(coroutine.create(Jump)) end -- else BG.cframe = Torso.cframe Humanoid:MoveTo(Torso.Position,Torso) end if true then if (Torso.Velocity * Vector3.new(1,0,1)).magnitude > 2 then --coroutine.resume(coroutine.create(Walk)) walking = true elseif (Torso.Velocity * Vector3.new(1,0,1)).magnitude < 2 then walking = false end else walking = false end until Humanoid.Health <= 0 wait(5) Character.Parent = nil--mediafire
modifier_centaur_rage_channeling = class({}) function modifier_centaur_rage_channeling:OnCreated(params) if IsServer() then self.caster = self:GetCaster() self.ability = self:GetAbility() self.team = self.caster:GetTeamNumber() self.radius = self.ability:GetSpecialValueFor("radius") self.count = 7 self.angle_diff = 360/self.count self:OnIntervalThink() self:StartIntervalThink(1.0) end end function modifier_centaur_rage_channeling:OnIntervalThink() self.caster:StartGestureWithPlaybackRate(ACT_DOTA_CAST_ABILITY_1, 1.5) local origin = self.caster:GetAbsOrigin() for i = 0, self.count - 1 do local direction = RotatePosition(Vector(0,0,0), QAngle(0, 200 + self.angle_diff * i, 0), Vector(1,0,0)) local previous_range = 0 for j = 0,1 do local range = previous_range + RandomInt(self.radius * 2, 1000) local point = RotatePosition(origin, QAngle(0, self.angle_diff * i, 0), origin + Vector(range, 0, 0)) CreateModifierThinker( self.caster, --hCaster self.ability, --hAbility "modifier_centaur_rage_thinker", --modifierName { sound = j }, point, --vOrigin self.team, --nTeamNumber false --bPhantomBlocker ) previous_range = range end end end function modifier_centaur_rage_channeling:OnDestroy() if IsServer() then self.ability:StartCooldown(self.ability:GetCooldown(0)) self.caster:FadeGesture(ACT_DOTA_CAST_ABILITY_1) end end function modifier_centaur_rage_channeling:GetStatusLabel() return "Ultimate" end function modifier_centaur_rage_channeling:GetStatusPriority() return 5 end function modifier_centaur_rage_channeling:GetStatusStyle() return "Ultimate" end if IsClient() then require("wrappers/modifiers") end Modifiers.Channeling(modifier_centaur_rage_channeling) Modifiers.Status(modifier_centaur_rage_channeling)
-- Copyright (c) 2020 Trevor Redfern -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT local types = require "game.rules.character.types" local createSlice = require "moonpie.redux.create_slice" local tables = require "moonpie.tables" return createSlice { [types.ADD] = function(state, action) return tables.concatArray(state, { action.payload.character }) end, [types.BUY_ATTRIBUTE_POINT] = function(state, action) local Attributes = require "game.rules.character.attributes" local c, attr = action.payload.character, action.payload.attribute if c.attributes.buyPoints > 0 and c.attributes[attr] < Attributes.pointBuyMaximum() then c.attributes[attr] = c.attributes[attr] + 1 c.attributes.buyPoints = c.attributes.buyPoints - 1 end return state end, [types.NEW] = function(state, action) return tables.concatArray(state, { action.payload.character }) end, [types.REMOVE] = function(state, action) return tables.select(state, function(character) if character ~= action.payload.character then return character end end) end, [types.SELL_ATTRIBUTE_POINT] = function(state, action) local Attributes = require "game.rules.character.attributes" local c, attr = action.payload.character, action.payload.attribute if c.attributes[attr] > Attributes.pointBuyMinimum() then c.attributes[attr] = c.attributes[attr] - 1 c.attributes.buyPoints = c.attributes.buyPoints + 1 end return state end, [types.SET_ATTRIBUTE] = function(state, action) local character = action.payload.character character.attributes[action.payload.attribute] = action.payload.value return state end, [types.SET_HEALTH] = function(state, action) local colors = require "game.rules.graphics.colors" local c = action.payload.character c.health = action.payload.health if c.sprite then if c.health < 10 then c.sprite.color = colors.lowHealth else c.sprite.color = colors.drawDefault end end return state end, [types.SET_NAME] = function(state, action) local c = action.payload.character c.name = action.payload.name return state end, [types.SET_POSITION] = function(state, action) local c = action.payload.character c.position = action.payload.position return state end, }
Config = {} Config.Location = vector4(-163.89, 302.22, 99.42, 94.23) Config.Drink = { [1] = { label = "Water", description = "Water Bottle", item = "water_bottle", --item that will be given required = {}, -- required items to make (empty if no items required) progressbar = "Grabbing Water", -- text to display on progressbar progresstime = 5000, -- time required to make in milliseconds dictionary = 'amb@prop_human_bbq@male@idle_a', --dictionary name for animation animname = "idle_b", --animation name }, [2] = { label = "Orange Juice", description = "Orange Juice", item = "orangejuice", --item that will be given required = {}, -- required items to make (empty if no items required) progressbar = "Grabbing Juice", -- text to display on progressbar progresstime = 5000, -- time required to make in milliseconds dictionary = 'amb@prop_human_bbq@male@idle_a', --dictionary name for animation animname = "idle_b", --animation name }, [3] = { label = "Hot Tea", description = "Oolong Tea", item = "oolongtea", --item that will be given required = {}, -- required items to make (empty if no items required) progressbar = "Grabbing Tea", -- text to display on progressbar progresstime = 5000, -- time required to make in milliseconds dictionary = 'amb@prop_human_bbq@male@idle_a', --dictionary name for animation animname = "idle_b", --animation name }, [4] = { label = "Ice Tea", description = "Milk Tea", item = "milktea", --item that will be given required = {}, -- required items to make (empty if no items required) progressbar = "Grabbing Tea", -- text to display on progressbar progresstime = 5000, -- time required to make in milliseconds dictionary = 'amb@prop_human_bbq@male@idle_a', --dictionary name for animation animname = "idle_b", --animation name }, [5] = { label = "Alcohol", description = "Chivas with Green Tea", item = "chivastea", --item that will be given required = {}, -- required items to make (empty if no items required) progressbar = "Grabbing Tea", -- text to display on progressbar progresstime = 5000, -- time required to make in milliseconds dictionary = 'amb@prop_human_bbq@male@idle_a', --dictionary name for animation animname = "idle_b", --animation name }, } Config.Prep = { [1] = { label = "Make Seasoning", description = "Onion | Salt | Papper ", item = "seasoning", --item that will be given required = { [1] = {itemName = "onion", amount = 1}, [2] = {itemName = "salt", amount = 1}, [3] = {itemName = "papper", amount = 1}, }, progressbar = "Making Seasoning", -- text to display on progressbar progresstime = 10000, -- in milliseconds dictionary = "mini@repair", --dictionary name for animation animname = "fixing_a_player", --animation name }, [2] = { label = "Make Fried Seasoning", description = "Onion [2] | Chilly [2] | Oil | Salt | Papper", item = "friedseasoning", --item that will be given required = { [1] = {itemName = "onion", amount = 2}, [2] = {itemName = "chilly", amount = 2}, [3] = {itemName = "oil", amount = 1}, [4] = {itemName = "salt", amount = 1}, [5] = {itemName = "papper", amount = 1}, }, progressbar = "Making Fried Seasoning", -- text to display on progressbar progresstime = 10000, -- in milliseconds dictionary = "mini@repair", --dictionary name for animation animname = "fixing_a_player", --animation name }, [3] = { label = "Rice", description = "Take a Rice Bowl", item = "rice", --item that will be given required = {}, -- required items to make progressbar = "Take a Rice Bowl", -- text to display on progressbar progresstime = 5000, -- in milliseconds dictionary = "mini@repair", --dictionary name for animation animname = "fixing_a_player", --animation name }, [4] = { label = "Egg", description = "Take a Egg", item = "egg", --item that will be given required = {}, -- required items to make progressbar = "Take a Egg", -- text to display on progressbar progresstime = 1000, -- in milliseconds dictionary = "mini@repair", --dictionary name for animation animname = "fixing_a_player", --animation name }, } Config.Oven = { [1] = { label = "Fried Rice with Egg", description = "Rice | Fried Seasoning | Egg", item = "friendrice", --item that will be given required = { [1] = {itemName = "rice", amount = 1}, [2] = {itemName = "friedseasoning", amount = 1}, [3] = {itemName = "egg", amount = 1}, }, -- required items to make progressbar = "Making Fried Rice", -- text to display on progressbar progresstime = 15000, -- in milliseconds dictionary = "anim@mp_player_intmenu@key_fob@", --dictionary name for animation animname = "fob_click", --animation name }, [2] = { label = "Fried Noodles with Egg", description = "Noodle | Fried Seasoning | Egg", item = "friednoodle", --item that will be given required = { [1] = {itemName = "noodle", amount = 1}, [2] = {itemName = "friedseasoning", amount = 1}, [3] = {itemName = "egg", amount = 1}, }, -- required items to make progressbar = "Making Fried Noodle", -- text to display on progressbar progresstime = 15000, -- in milliseconds dictionary = "anim@mp_player_intmenu@key_fob@", --dictionary name for animation animname = "fob_click", --animation name }, [3] = { label = "Scrambled Egg with Tomato", description = "Egg | Seasoning | Tomato", item = "scrambledegg", --item that will be given required = { [1] = {itemName = "egg", amount = 2}, [2] = {itemName = "seasoning", amount = 1}, [3] = {itemName = "tomato", amount = 2}, }, -- required items to make progressbar = "Making Scrambled Egg", -- text to display on progressbar progresstime = 15000, -- in milliseconds dictionary = "anim@mp_player_intmenu@key_fob@", --dictionary name for animation animname = "fob_click", --animation name }, [4] = { label = "Boiled Fish with Mushroom", description = "Fish | Seasoning | Mushroom", item = "boiledfish", --item that will be given required = { [1] = {itemName = "fish", amount = 2}, [2] = {itemName = "seasoning", amount = 1}, [3] = {itemName = "mushroom", amount = 1}, }, -- required items to make progressbar = "Making Cheese Pizza", -- text to display on progressbar progresstime = 15000, -- in milliseconds dictionary = "anim@mp_player_intmenu@key_fob@", --dictionary name for animation animname = "fob_click", --animation name }, [5] = { label = "Spicy Chicken", description = "Chicken | Sour Sauce | Chilly | Paprika", item = "spicychicken", --item that will be given required = { [1] = {itemName = "chicken", amount = 1}, [2] = {itemName = "soursauce", amount = 1}, [3] = {itemName = "chilly", amount = 1}, [4] = {itemName = "paprika", amount = 1}, }, -- required items to make progressbar = "Making Spicy Chicken", -- text to display on progressbar progresstime = 15000, -- in milliseconds dictionary = "anim@mp_player_intmenu@key_fob@", --dictionary name for animation animname = "fob_click", --animation name }, [6] = { label = "Sweet and Sour Crispy Prawn", description = "Crispy Prawn | Sour Sauce | Oyster Sauce", item = "crispyprawn", --item that will be given required = { [1] = {itemName = "crispyprawn", amount = 1}, [2] = {itemName = "soursauce", amount = 1}, [3] = {itemName = "oystersauce", amount = 1}, }, -- required items to make progressbar = "Making Crispy Prawn", -- text to display on progressbar progresstime = 15000, -- in milliseconds dictionary = "anim@mp_player_intmenu@key_fob@", --dictionary name for animation animname = "fob_click", --animation name }, }
local proto = luci.model.network:register_protocol("iwifi") function proto.get_i18n(_) return luci.i18n.translate("Hebei Unicom iWiFi Client") end function proto.opkg_package(_) return "iwifi" end function proto.is_installed(_) return nixio.fs.access("/lib/netifd/proto/iwifi.sh") end
ENT.Type = "point" ENT.Base = "base_point" function ENT:Initialize() end function ENT:KeyValue( key, value ) end
-- Copy program local shell = require("shell") local filesystem = require("filesystem") local args, options = shell.parse(...) if #args < 2 then print("Usage: copy [-r] [-v] src dest") print("-v: Verbose") print("-r: Recursive") return end local function copy(src, dst) if options.v then print(src .. " -> " .. dst) end filesystem.copy(src, dst) end local function copyDir(src, dst) if not filesystem.isDirectory(src) or not filesystem.isDirectory(dst) then print("Source or destination isn't directory") return end if options.v then print(src .. " -> " .. dst) end local name = filesystem.name(src) for k, v in filesystem.list(src) do local path = src .. "/" .. k if filesystem.isDirectory(path) then if not filesystem.exists(dst .. "/" .. k) then filesystem.makeDirectory(dst .. "/" .. k) end copyDir(path, dst .. "/" .. k) else copy(path, dst .. "/" .. k) end end end local src = shell.resolve(args[1]) or args[1] local dst = shell.resolve(args[2]) or args[2] if options.r then if not filesystem.exists(dst) then if options.v then print("Creating " .. dst) end filesystem.makeDirectory(dst) end copyDir(src, dst) else copy(src, dst) end print("Copied.")
----------------------------------- -- Area: East Ronfaure -- NPC: Stone Monument -- Involved in quest "An Explorer's Footsteps" -- !pos 77.277 -2.894 -517.376 101 ----------------------------------- local ID = require("scripts/zones/East_Ronfaure/IDs"); ----------------------------------- function onTrigger(player,npc) player:startEvent(900); end; function onTrade(player,npc,trade) if (trade:getItemCount() == 1 and trade:hasItemQty(571,1)) then player:tradeComplete(); player:addItem(570); player:messageSpecial(ID.text.ITEM_OBTAINED,570); player:setCharVar("anExplorer-CurrentTablet",0x00002); end end; function onEventUpdate(player,csid,option) end; function onEventFinish(player,csid,option) end;
-- Dependencies -- global debug flag require "resources/Debug" -- Global flags require "resources/Flags" -- Data Tables and helper functions require "resources/DataTables" -- local debug flag local thisDebug = false; local isDebug = Debug.IsDebug() and thisDebug; -- Instantiate ourself if EntityHurt == nil then EntityHurt = {} end -- Event Listener function EntityHurt:OnEntityHurt(event) -- Get Event Data isHero = EntityHurt:GetIsHero(event) -- Drop out for non hero damage if not isHero then return end -- Get other event data victim, attacker, damage, damageType = EntityHurt:GetEntityHurtEventData(event) -- drop out if somehow there is no victim if victim == nil then return end -- drop out of the victim has no stats table if victim.stats == nil then return end -- Add damage to the victim's table victim.stats.damageTable[damageType] = victim.stats.damageTable[damageType] + damage -- Debug Print if isDebug then print('Damage Table for ' .. victim.stats.name) DeepPrintTable(victim.stats.damageTable) end end -- returns true if the victim was a hero function EntityHurt:GetIsHero(event) -- IsHero local isHero = false; local victim = EntIndexToHScript(event.entindex_killed); if victim:IsHero() and victim:IsRealHero() and not victim:IsIllusion() and not victim:IsClone() then isHero = true; end return isHero; end -- returns other useful data from the event function EntityHurt:GetEntityHurtEventData(event) local attacker = nil; local victim = nil; if event.entindex_attacker ~= nil and event.entindex_killed ~= nil then attacker = EntIndexToHScript(event.entindex_attacker) victim = EntIndexToHScript(event.entindex_killed) end -- Lifted from Anarchy. Props! -- Damage Type local damageType = nil; if event.entindex_inflictor~=nil then inflictor_table=EntIndexToHScript(event.entindex_inflictor):GetAbilityKeyValues() if inflictor_table['AbilityUnitDamageType'] == nil then -- assume item damage is magical damageType='DAMAGE_TYPE_MAGICAL' else damageType=tostring(inflictor_table['AbilityUnitDamageType']) end else damageType=tostring('DAMAGE_TYPE_PHYSICAL') end -- get damage value local damage=event.damage return victim, attacker, damage, damageType; end -- Registers Event Listener function EntityHurt:RegisterEvents() if not Flags.isEntityHurtRegistered then ListenToGameEvent("entity_hurt", Dynamic_Wrap(EntityHurt, 'OnEntityHurt'), EntityHurt) Flags.isEntityHurtRegistered = true; if isDebug then print("EntityHurt Event Listener Registered.") end end end
-------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- F I N A L C U T P R O A P I -- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- --- === cp.apple.finalcutpro.main.Viewer === --- --- Viewer Module. -------------------------------------------------------------------------------- -- -- EXTENSIONS: -- -------------------------------------------------------------------------------- local log = require("hs.logger").new("viewer") local inspect = require("hs.inspect") local just = require("cp.just") local prop = require("cp.prop") local axutils = require("cp.ui.axutils") local PrimaryWindow = require("cp.apple.finalcutpro.main.PrimaryWindow") local SecondaryWindow = require("cp.apple.finalcutpro.main.SecondaryWindow") local id = require("cp.apple.finalcutpro.ids") "Viewer" -------------------------------------------------------------------------------- -- -- THE MODULE: -- -------------------------------------------------------------------------------- local Viewer = {} -- TODO: Add documentation function Viewer.matches(element) -- Viewers have a single 'AXContents' element local contents = element:attributeValue("AXContents") return contents and #contents == 1 and contents[1]:attributeValue("AXRole") == "AXSplitGroup" and #(contents[1]) > 0 end -- TODO: Add documentation function Viewer:new(app, eventViewer) local o = { _app = app, _eventViewer = eventViewer } return prop.extend(o, Viewer) end -- TODO: Add documentation function Viewer:app() return self._app end ----------------------------------------------------------------------- -- -- BROWSER UI: -- ----------------------------------------------------------------------- -- TODO: Add documentation function Viewer:UI() return axutils.cache(self, "_ui", function() local app = self:app() if self:isMainViewer() then return self:findViewerUI(app:secondaryWindow(), app:primaryWindow()) else return self:findEventViewerUI(app:secondaryWindow(), app:primaryWindow()) end end, Viewer.matches) end ----------------------------------------------------------------------- -- -- VIEWER UI: -- ----------------------------------------------------------------------- -- TODO: Add documentation function Viewer:findViewerUI(...) for i = 1,select("#", ...) do local window = select(i, ...) if window then local top = window:viewerGroupUI() local ui = nil if top then for i,child in ipairs(top) do -- There can be two viwers enabled if Viewer.matches(child) then -- Both the event viewer and standard viewer have the ID, so pick the right-most one if ui == nil or ui:position().x < child:position().x then ui = child end end end end if ui then return ui end end end return nil end ----------------------------------------------------------------------- -- -- EVENT VIEWER UI: -- ----------------------------------------------------------------------- -- TODO: Add documentation function Viewer:findEventViewerUI(...) for i = 1,select("#", ...) do local window = select(i, ...) if window then local top = window:viewerGroupUI() local ui = nil local viewerCount = 0 if top then for i,child in ipairs(top) do -- There can be two viwers enabled if Viewer.matches(child) then viewerCount = viewerCount + 1 -- Both the event viewer and standard viewer have the ID, so pick the left-most one if ui == nil or ui:position().x > child:position().x then ui = child end end end end -- Can only be the event viewer if there are two viewers. if viewerCount == 2 then return ui end end end return nil end -- TODO: Add documentation Viewer.isEventViewer = prop.new(function(self) return self._eventViewer end):bind(Viewer) -- TODO: Add documentation Viewer.isMainViewer = prop.new(function(self) return not self._eventViewer end):bind(Viewer) -- TODO: Add documentation Viewer.isOnSecondary = prop.new(function(self) local ui = self:UI() return ui and SecondaryWindow.matches(ui:window()) end):bind(Viewer) -- TODO: Add documentation Viewer.isOnPrimary = prop.new(function(self) local ui = self:UI() return ui and PrimaryWindow.matches(ui:window()) end):bind(Viewer) -- TODO: Add documentation Viewer.isShowing = prop.new(function(self) return self:UI() ~= nil end):bind(Viewer) -- TODO: Add documentation function Viewer:showOnPrimary() local menuBar = self:app():menuBar() -- if it is on the secondary, we need to turn it off before enabling in primary if self:isOnSecondary() then menuBar:selectMenu({"Window", "Show in Secondary Display", "Viewers"}) end if self:isEventViewer() and not self:isShowing() then -- Enable the Event Viewer menuBar:selectMenu({"Window", "Show in Workspace", "Event Viewer"}) end return self end -- TODO: Add documentation function Viewer:showOnSecondary() local menuBar = self:app():menuBar() if not self:isOnSecondary() then menuBar:selectMenu({"Window", "Show in Secondary Display", "Viewers"}) end if self:isEventViewer() and not self:isShowing() then -- Enable the Event Viewer menuBar:selectMenu({"Window", "Show in Workspace", "Event Viewer"}) end return self end -- TODO: Add documentation function Viewer:hide() local menuBar = self:app():menuBar() if self:isEventViewer() then -- Uncheck it from the primary workspace if self:isShowing() then menuBar:selectMenu({"Window", "Show in Workspace", "Event Viewer"}) end elseif self:isOnSecondary() then -- The Viewer can only be hidden from the Secondary Display menuBar:selectMenu({"Window", "Show in Secondary Display", "Viewers"}) end return self end -- TODO: Add documentation function Viewer:topToolbarUI() return axutils.cache(self, "_topToolbar", function() local ui = self:UI() return ui and axutils.childFromTop(ui, 1) end) end -- TODO: Add documentation function Viewer:bottomToolbarUI() return axutils.cache(self, "_bottomToolbar", function() local ui = self:UI() return ui and axutils.childFromBottom(ui, 1) end) end -- TODO: Add documentation function Viewer:hasPlayerControls() return self:bottomToolbarUI() ~= nil end -- TODO: Add documentation function Viewer:formatUI() return axutils.cache(self, "_format", function() local ui = self:topToolbarUI() return ui and axutils.childFromLeft(ui, id "Format") end) end -- TODO: Add documentation function Viewer:getFormat() local format = self:formatUI() return format and format:value() end -- TODO: Add documentation function Viewer:getFramerate() local format = self:getFormat() local framerate = format and string.match(format, ' %d%d%.?%d?%d?[pi]') return framerate and tonumber(string.sub(framerate, 1,-2)) end -- TODO: Add documentation function Viewer:getTitle() local titleText = axutils.childFromLeft(self:topToolbarUI(), id "Title") return titleText and titleText:value() end return Viewer
local tbl = { name = "SQL", description = "Database module for Advisor data persistency.", loadOrder = {}, server_only = true, } return Module(tbl)
--- LSP Lua Config here --- --- Go require("lspconfig").gopls.setup{ on_attach = function() -- in normal mode, map <keys> to <action> in ONLY this buffer. vim.keymap.set("n", "K", vim.lsp.buf.hover, { buffer = 0 }) vim.keymap.set("n", "<leader>cd", vim.lsp.buf.definition, { buffer = 0 }) vim.keymap.set("n", "<leader>ct", vim.lsp.buf.type_definition, { buffer = 0 }) vim.keymap.set("n", "<leader>cr", vim.lsp.buf.references, { buffer = 0 }) vim.keymap.set("n", "<leader>cR", vim.lsp.buf.rename, { buffer = 0 }) vim.keymap.set("n", "<leader>ca", vim.lsp.buf.code_action, { buffer = 0 }) vim.keymap.set("n", "<C-n>", vim.diagnostic.goto_next, { buffer = 0 }) vim.keymap.set("n", "<C-p>", vim.diagnostic.goto_prev, { buffer = 0 }) end, }
-- Todo: Find a better solution to implement this local oldOnResearchComplete = RoboticsFactory.OnResearchComplete function RoboticsFactory:OnResearchComplete(researchId) oldOnResearchComplete(self, researchId) if researchId == kTechId.UpgradeRoboticsFactory then local supplyDiff = LookupTechData(kTechId.ARCRoboticsFactory, kTechDataSupply, 0) - LookupTechData(kTechId.RoboticsFactory, kTechDataSupply, 0) local team = self:GetTeam() if supplyDiff > 0 and team and team.AddSupplyUsed then team:AddSupplyUsed(supplyDiff) self.supplyAdded = true end end end
--[[ � 2012 CloudSixteen.com do not share, re-distribute or modify without permission of its author (kurozael@gmail.com). --]] ITEM.name = "Notepad"; ITEM.cost = 5; ITEM.model = "models/props_office/notepad_terranova.mdl"; ITEM.weight = 0.1; ITEM.flag = "g" ITEM.category = "Other" ITEM.description = "A clean notepad, useful for note taking."; ITEM.functions.Edit = { icon = "icon16/book_edit.png", OnRun = function(item) local client = item.player local character = client:GetCharacter() if(item:GetData("character")) then if(character:GetID() != item:GetData("character")) then return false, "You don't own this notepad!" end end item:SetData("character", character:GetID()) netstream.Start(client, "ViewNotepad", item:GetData("text"), item.id, true); return false end } ITEM.functions.View = { icon = "icon16/book_open.png", OnRun = function(item) local client = item.player netstream.Start(client, "ViewNotepad", item:GetData("text")) return false end } ITEM.functions.Lock = { icon = "icon16/lock.png", OnRun = function(item) item:SetData("locked", false) return false end, OnCanRun = function(item) local client = item.player local owner = item:GetData("character", 0) if(!item:GetData("locked")) then return false end if(owner == 0 or owner == client:GetCharacter():GetID()) then return true end return false end } ITEM.functions.Unlock = { icon = "icon16/lock_open.png", OnRun = function(item) item:SetData("locked", true) return false end, OnCanRun = function(item) local client = item.player local owner = item:GetData("character", 0) if(item:GetData("locked")) then return false end if(owner == 0 or owner == client:GetCharacter():GetID()) then return true end return false end } ITEM.functions.take.OnCanRun = function(item) local owner = item:GetData("character", 0) return IsValid(item.entity) and ((owner == 0 or owner == item.player:GetCharacter():GetID() or item:GetData("locked", false))) end
local typedefs = require "kong.db.schema.typedefs" local schema = { name = "jwt-crafter", fields = { { consumer = typedefs.no_consumer }, -- this plugin cannot be configured on a consumer (typical for auth plugins) { protocols = typedefs.protocols_http }, { config = { type = "record", fields = { { expires_in = { type = "number", default = 8 * 60 * 60 } } } } } } } return schema
local m = require 'model_helpers' local error_handler = require 'error_handler' local Pipeline = require 'models.pipeline' local Service = require 'models.service' local statsd = require 'statsd_wrapper' local get_service_and_user_from_host = function(host) return string.match(host, "^(.*)%-([^.]+)") end local get_user_and_service_from_proxy = function(header) local base64 = header:match("^Basic (.+)$") local credentials = ngx.decode_base64(base64) return credentials:match("^(.+):(.+)$") end local service, user local proxy_authorization = ngx.var.http_proxy_authorization local proxy_mode if proxy_authorization then -- probably proxy mode user, service = get_user_and_service_from_proxy(proxy_authorization) proxy_mode = 'proxy' end if not user or not service then service, user = get_service_and_user_from_host(ngx.var.host) proxy_mode = 'manual' end local service, url = Service:find_by_endpoint_code(service) error_handler.execute_and_report(function() assert(service, "no service for ".. ngx.var.host) local pipeline = service and Pipeline:get(service) assert(pipeline, "no pipeline for service ".. service._id) if proxy_mode == 'proxy' then -- cleanup proxy auth header ngx.req.clear_header('Proxy-Authorization') if url == '*' then url = "http://" .. ngx.var.http_host end url = url:gsub('localhost', '127.0.0.1', 1) end Pipeline.execute(pipeline, url) statsd.time('proxy.request', ngx.now() - ngx.req.start_time()) end) ngx.exit(ngx.OK)
function onResourceStart() if markersTable then for i=1, #markersTable do local m1 = createMarker(markersTable[i][1],markersTable[i][2],markersTable[i][3], "arrow",1,255,255,0,0)-- MTA bug : alpha doenst work on Arrow markers (should auto fix when the bug is corrected) setElementDimension(m1, 95419) setElementData(m1, "warpX", markersTable[i][4]) setElementData(m1, "warpY", markersTable[i][5]) setElementData(m1, "warpZ", markersTable[i][6]) local m2 = createMarker(markersTable[i][4],markersTable[i][5],markersTable[i][6], "arrow",1,255,255,0,0)-- MTA bug : alpha doenst work on Arrow markers(should auto fix when the bug is corrected) setElementDimension(m2, 95419) setElementData(m2, "warpX", markersTable[i][1]) setElementData(m2, "warpY", markersTable[i][2]) setElementData(m2, "warpZ", markersTable[i][3]) addEventHandler("onClientMarkerHit", m1, onPlayerMarkerHit) addEventHandler("onClientMarkerLeave", m1, onPlayerMarkerLeave) addEventHandler("onClientMarkerHit", m2, onPlayerMarkerHit) addEventHandler("onClientMarkerLeave", m2, onPlayerMarkerLeave) end end label = guiCreateLabel(0, 0.8, 1, 0.1, "Press F to climb the ladder", true) guiSetVisible(label,false) end addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), onResourceStart) function onPlayerMarkerHit (hitElement) if hitElement == localPlayer and not (guiGetVisible(label) == true) then guiSetVisible(label,true) guiLabelSetHorizontalAlign(label, "center", false) bindKey("f", "down", startClimb, source, hitElement) end end function onPlayerMarkerLeave (leftPlayer) if leftPlayer == localPlayer then if label then guiSetVisible(label, false) end unbindKey("f") end end function startClimb(keyPressed,state, marker, player) if player == localPlayer then local x = getElementData(marker, "warpX") local y = getElementData(marker, "warpY") local z = getElementData(marker, "warpZ") fadeCamera(false, 1) setTimer ( fadeCamera, 1500, 1, true, 1 ) if label then guiSetVisible(label, false) end if x and y and z then setTimer ( setElementPosition, 1500, 1, player, x, y, z-0.7 ) end end end
--[[ @Authors: Ben Dol (BeniS) @Details: Event class for event logic/callback. ]] Event = {} Event.__index = Event Event.__class = "Event" Event.new = function(id, event, callback, state) ev = { id = 0, event = {}, callback = {}, state = nil } if type(id) ~= 'number' then error('invalid id provided.') end ev.id = id ev.event = event ev.callback = callback ev.state = state setmetatable(ev, Event) return ev end -- gets/sets function Event:getId() return self.id end function Event:setId(id) self.id = id end function Event:getEvent() return self.event end function Event:setEvent(event) self.event = event end function Event:getCallback() return self.callback end function Event:setCallback(callback) self.callback = callback end function Event:getState() return self.state end function Event:setState(state) self.state = state end -- methods function Event:stopEvent() removeEvent(self.event) self.event = nil end
local M = {} function M.get(cp) return { DiagnosticError = { fg = cp.catppuccin5 }, DiagnosticWarning = { fg = cp.catppuccin8 }, DiagnosticInformation = { fg = cp.catppuccin9 }, DiagnosticHint = { fg = cp.hint }, LspFloatWinNormal = { bg = cp.catppuccin13 }, LspFloatWinBorder = { fg = cp.catppuccin9 }, LspSagaBorderTitle = { fg = cp.catppuccin2 }, LspSagaHoverBorder = { fg = cp.catppuccin9 }, LspSagaRenameBorder = { fg = cp.catppuccin7 }, LspSagaDefPreviewBorder = { fg = cp.catppuccin7 }, LspSagaCodeActionBorder = { fg = cp.catppuccin9 }, LspSagaFinderSelection = { fg = cp.catppuccin12 }, LspSagaCodeActionTitle = { fg = cp.catppuccin91 }, LspSagaCodeActionContent = { fg = cp.purple }, LspSagaSignatureHelpBorder = { fg = cp.catppuccin5 }, ReferencesCount = { fg = cp.purple }, DefinitionCount = { fg = cp.purple }, DefinitionIcon = { fg = cp.catppuccin9 }, ReferencesIcon = { fg = cp.catppuccin9 }, TargetWord = { fg = cp.catppuccin2 }, } end return M
nssm:register_mob("nssm:morgut", "Morgut", { type = "monster", hp_max = 35, hp_min = 28, collisionbox = {-0.3, -0.1, -0.3, 0.3, 1.8, 0.3}, visual = "mesh", rotate= 270, mesh = "morgut.x", textures = {{"morgut.png"}}, visual_size = {x=5, y=5}, makes_footstep_sound = true, view_range = 26, walk_velocity = 0.5, reach =2, run_velocity = 4, damage = 4, runaway = true, jump = true, sounds = { random = "morgut", }, drops = { {name = "nssm:life_energy", chance = 1, min = 1, max = 3,}, {name = "nssm:gluttonous_soul_fragment", chance = 3, min = 1, max = 1,}, }, armor = 70, drawtype = "front", water_damage = 0, fear_height = 4, floats = 1, lava_damage = 0, light_damage = 0, group_attack=true, attack_animals=true, knock_back=1, blood_texture="morparticle.png", stepheight=1.1, on_rightclick = nil, attack_type = "dogfight", animation = { speed_normal = 15, speed_run = 30, stand_start = 10, stand_end = 40, walk_start = 50, walk_end = 90, run_start = 100, run_end = 120, punch_start = 130, punch_end = 160, }, do_custom = function (self) self.flag = (self.flag or 0) if self.inv_flag ~= 1 then self.inventory = {} for i=1,32 do self.inventory[i]={name = '', num = 0} end end self.inv_flag = (self.inv_flag or 1) if self.flag == 1 then self.state = "" mobs:set_animation(self, "run") self.object:setyaw(self.dir) self:set_velocity(4) if os.time() - self.morgut_timer > 3 then self.flag = 0 self.state = "stand" end end end, custom_attack = function (self) self.curr_attack = (self.curr_attack or self.attack) self.morgut_timer = (self.morgut_timer or os.time()) self.dir = (self.dir or 0) if (os.time() - self.morgut_timer) > 1 then if self.attack then local s = self.object:get_pos() local p = self.attack:get_pos() mobs:set_animation(self, "punch") local m = 2 minetest.add_particlespawner({ amount = 6, time = 1, minpos = {x=p.x-0.5, y=p.y-0.5, z=p.z-0.5}, maxpos = {x=p.x+0.5, y=p.y+0.5, z=p.z+0.5}, minvel = {x=(s.x-p.x)*m, y=(s.y-p.y)*m, z=(s.z-p.z)*m}, maxvel = {x=(s.x-p.x)*m, y=(s.y-p.y)*m, z=(s.z-p.z)*m}, minacc = {x=s.x-p.x, y=s.y-p.y, z=s.z-p.z}, maxacc = {x=s.x-p.x, y=s.y-p.y, z=s.z-p.z}, minexptime = 0.2, maxexptime = 0.3, minsize = 2, maxsize = 3, collisiondetection = false, texture = "roasted_duck_legs.png" }) minetest.after(1, function (self) if self then if self.attack:is_player() then local pname = self.attack:get_player_name() local player_inv = minetest.get_inventory({type='player', name = pname}) if player_inv:is_empty('main') then --minetest.chat_send_all("Inventory empty") else for i = 1,32 do --minetest.chat_send_all("Inventory is not empty") local items = player_inv:get_stack('main', i) local n = items:get_name() if minetest.get_item_group(n, "eatable")==1 then local index local found = 0 for j = 1,32 do if found == 0 then if self.inventory[j].num == 0 then --found an empty place found = 2 index = j else --found a corrsponding itemstack if self.inventory[j].name == n then self.inventory[j].num = self.inventory[j].num +1 found = 1 end end end end if found == 2 then self.inventory[index].name = n self.inventory[index].num = 1 end items:take_item() player_inv:set_stack('main', i, items) end end end mobs:set_animation(self, "run") self.flag = 1 self.morgut_timer = os.time() self.curr_attack = self.attack self.state = "" local pyaw = self.curr_attack: get_look_horizontal()+math.pi/2 self.dir = pyaw self.object:setyaw(pyaw) if self then self:set_velocity(4) end end end end,self) end end end, on_die = function(self) local pos = self.object:get_pos() if (self.inventory ~= nil) then local elem for i = 1,32 do if self.inventory[i].num~=0 then local items = ItemStack(self.inventory[i].name.." "..self.inventory[i].num) local obj = minetest.add_item(pos, items) obj:setvelocity({ x = math.random(-1, 1), y = 6, z = math.random(-1, 1) }) end end end self.object:remove() end, })
-- drop every n'th element from a list -- > dropEvery({'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'k'}, 3) -- {'a', 'b', 'd', 'e', 'g', 'h', 'k'} dropEvery = function (t, n) local res = {} for i = 1, #t do if i % n ~= 0 then table.insert(res, t[i]) end end return res end dofile 'dumper.lua' print(DataDumper(dropEvery({'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'k'}, 3)))
local fc = { _AUTHOR = "Brandon Blanker Lim-it @flamendless", _DESCRIPTION = "A simple gui window with two options, perfect for yes or no dialogue box", _VERSION = "0.1", } local dpi = love.window.getDPIScale() if love.system.getOS() == "Android" then dpi = dpi/1.5 end local count = 1 local button_count = 1 local cursor = 0 local getColor = function() local c = {} for i = 1, 3 do c[i] = math.random(0, 1) end return c end local point_to_rect = function(mx,my, x,y,w,h) return mx > x and mx <= x + w and my > y and my <= y + h end function fc:show() self.state = true end function fc:hide() self.state = false end local SHOW_GDPR = true function fc:GDPR_check() if love.filesystem.getInfo("gdrp") then local _gdrp = love.filesystem.read("gdrp") if _gdrp == "accept" then SHOW_GDPR = false end end end function fc:validate() if love.filesystem.exists("gdrp") then local _g = love.filesystem.read("gdrp") return _g end end function fc:GDPR_init() if SHOW_GDPR == false then return end self:addWindow() self:addButton("I Agree", function() love.filesystem.write("gdrp", "accept") self:hide() end) self:addButton("I Refuse", function() love.filesystem.write("gdrp", "refuse") self:hide() end) self:show() self:start() end function fc:init() math.randomseed(os.time()) self.text = "\tThe game wishes to display ads. Allowing ads will help the developer earn income. If you want to support the game, please accept.\n\n\t The ads to be displayed will not use any of your personal data. This is a consensus in compliance with the GDPR.\n\n\tYou can revoke the consent anytime by going to game settings" self.font = love.graphics.newFont(22 * dpi) self.padding = 16 self.isShow = false self.buttons = {} self.windows = {} local base = {} base.count = count base.x = 32 base.y = 32 base.w = love.graphics.getWidth() - (base.x * 2) base.h = love.graphics.getHeight() - (base.y * 2) base.color = {77/255, 77/255, 77/255, 155/255} self:registerWindow(base) self:GDPR_check() end function fc:registerWindow(w) self.windows[count] = w count = count + 1 end function fc:registerButton(b, current) self.buttons[button_count] = b if button_count == 1 then local b = self.buttons[1] b.x = current.x + current.w/2 - b.w/2 else local b_left = self.buttons[1] local b_right = self.buttons[2] if b_left then b_left.x = current.x + current.w/4 - b_left.w/2 end if b_right then b_right.x = current.x + current.w/2 + current.w/4 - b_right.w/2 end end button_count = button_count + 1 end function fc:addWindow() local w = {} w.count = count w.x = 32 + (self.padding * count) w.y = 32 + (self.padding * count) w.w = love.graphics.getWidth() - (w.x * 2) w.h = love.graphics.getHeight() - (w.y * 2) w.color = {255/255, 255/255, 255/255, 255/255} self:registerWindow(w) end function fc:addButton(text, fn) local current = self.windows[count - 1] local b = {} b.text = text b.callback = fn or function() end b.index = button_count b.isHover = false b.w = current.w/4 b.h = current.h/8 b.x = 0 b.y = current.y + current.h - b.h - self.padding * 2 b.hoverColor = {255/255,0,0,125/255} b.color = {77/255,77/255,77/255,255/255} self:registerButton(b, current) end function fc:update(dt) if #self.buttons > 0 then local mx, my = love.mouse.getPosition() for k,btn in pairs(self.buttons) do btn.isHover = false if cursor == btn.index then btn.isHover = true end if point_to_rect(mx,my, btn.x,btn.y,btn.w,btn.h) then cursor = btn.index btn.isHover = true end end end if self.thread:isRunning() then self.channel:push(self.state) end end local thread = [[ local isRunning = true while (isRunning) do if love.thread.getChannel("state"):pop() == false then print("stopped") isRunning = false break end end ]] function fc:start() local t = love.thread.newThread(thread) local c = love.thread.getChannel("state") t:start() self.thread = t self.channel = c end function fc:draw() if not self.state then return end love.graphics.push() love.graphics.origin() love.graphics.setColor(255/255,255/255,255/255,255/255) for k,v in pairs(self.windows) do love.graphics.setColor(v.color) love.graphics.rectangle("fill", v.x, v.y, v.w, v.h) --print text if v.count == count - 1 then love.graphics.setColor(0,0,0,255/255) love.graphics.setFont(self.font) love.graphics.printf(self.text, v.x + self.padding, v.y + self.padding * 2, v.w - self.padding * 2) end end for k,v in pairs(self.buttons) do if v.isHover then love.graphics.setColor(v.hoverColor) else love.graphics.setColor(v.color) end love.graphics.rectangle("fill", v.x, v.y, v.w, v.h) if v.text then love.graphics.setColor(255/255,255/255,255/255,255/255) love.graphics.setFont(self.font) love.graphics.print(v.text, v.x + v.w/2 - self.font:getWidth(v.text)/2, v.y + v.h/2 - self.font:getHeight(v.text)/2) end end love.graphics.setColor(255/255,255/255,255/255,255/255) love.graphics.pop() end function fc:mousepressed(mx,my,mb,istouch) if not self.state then return end if #self.buttons > 0 then for k,v in pairs(self.buttons) do if mb == 1 or istouch then if v.isHover then v.callback() end end end end end function fc:touchpressed(id,tx,ty) if not self.state then return end if #self.buttons > 0 then for k,v in pairs(self.buttons) do if point_to_rect(tx,ty, v.x,v.y,v.w,v.h) then cursor = v.index v.callback() end end end end function fc:getState() return self.state end return fc
-------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Copyright (C) 2008. -- Licensed under the terms of the GNU GPL, v2 or later. -- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function widget:GetInfo() return { name = "AdvPlayersList", desc = "Playerlist. Use tweakmode (ctrl+F11) to customize.", author = "Marmoth. (spiced up by Floris)", date = "25 april 2015", version = "21.0", license = "GNU GPL, v2 or later", layer = -4, enabled = true, -- loaded by default? } end --Changelog -- before v8.0 developed outside of BA by Marmoth -- v9.0 (Bluestone): modifications to deal with twice as many players/specs; specs are rendered in a small font and cpu/ping does not show for them. -- v9.1 ([teh]decay): added notification about shared resources -- v10 (Bluestone): Better use of opengl for a big speed increase & less spaghetti -- v11 (Bluestone): Get take info from cmd_idle_players -- v11.1 (Bluestone): Added TrueSkill column -- v11.2 (Bluestone): Remove lots of hardcoded crap about module names/pictures -- v11.3 (Bluestone): More cleaning up -- v11.4 (Bluestone): Mute people with ctrl+click on their name -- v12 (Floris): Restyled looks + added imageDirectory var + HD-ified rank and some other icons -- v13 (Floris): Added scale buttons. Added grey cpu/ping icons for spectators. Resized elements. Textured bg. Spec label click to unfold/fold. Added guishader. Lockcamera on doubleclick. Ping in ms/sec/min. Shows dot icon in front of tracked player. HD-ified lots of other icons. Speccing/dead player keep their color. Improved e/m share gui responsiveness. + removed the m_spec option -- v14 (Floris): Added country flags + Added camera icons for locked camera + specs show bright when they are broadcasting new lockcamera positions + bugfixed lockcamera for specs. Added small gaps between in tweakui icons. Auto scales with resolution changes. -- v15 (Floris): Integrated LockCamers widget code -- v16 (Floris): Added chips next to gambling-spectators for betting system -- v17 (Floris): Added alliances display and button and /cputext option -- v18 (Floris): Player system shown on tooltip + added FPS counter + replaced allycursor data with activity gadget data (all these features need gadgets too) -- v19 (Floris): added player resource bars -- v20 (Floris): added /alwayshidespecs + fixed drawing when playerlist is at the leftside of the screen -- v21 (Floris): added toggle LoS and /specfullview when camera tracking a player -------------------------------------------------------------------------------- -- Widget Scale -------------------------------------------------------------------------------- local customScale = 1 local customScaleStep = 0.025 local pointDuration = 40 local cpuText = false local drawAlliesLabel = false local alwaysHideSpecs = false local lockcameraHideEnemies = false --true local lockcameraLos = false --true -------------------------------------------------------------------------------- -- SPEED UPS -------------------------------------------------------------------------------- local Spring_GetGameSeconds = Spring.GetGameSeconds local Spring_GetGameFrame = Spring.GetGameFrame local Spring_GetAllyTeamList = Spring.GetAllyTeamList local Spring_GetTeamInfo = Spring.GetTeamInfo local Spring_GetTeamList = Spring.GetTeamList local Spring_GetPlayerInfo = Spring.GetPlayerInfo local Spring_GetPlayerList = Spring.GetPlayerList local Spring_GetTeamColor = Spring.GetTeamColor local Spring_GetLocalAllyTeamID = Spring.GetLocalAllyTeamID local Spring_GetLocalTeamID = Spring.GetLocalTeamID local Spring_GetLocalPlayerID = Spring.GetLocalPlayerID local Spring_ShareResources = Spring.ShareResources local Spring_GetTeamUnitCount = Spring.GetTeamUnitCount local Echo = Spring.Echo local Spring_GetTeamResources = Spring.GetTeamResources local Spring_SendCommands = Spring.SendCommands local Spring_GetConfigInt = Spring.GetConfigInt local Spring_GetMouseState = Spring.GetMouseState local Spring_GetAIInfo = Spring.GetAIInfo local Spring_GetTeamRulesParam = Spring.GetTeamRulesParam local Spring_IsGUIHidden = Spring.IsGUIHidden local Spring_GetDrawFrame = Spring.GetDrawFrame local Spring_GetTeamColor = Spring.GetTeamColor local Spring_GetMyTeamID = Spring.GetMyTeamID local Spring_AreTeamsAllied = Spring.AreTeamsAllied local GetCameraState = Spring.GetCameraState local SetCameraState = Spring.SetCameraState local GetCameraNames = Spring.GetCameraNames local gl_Texture = gl.Texture local gl_Rect = gl.Rect local gl_TexRect = gl.TexRect local gl_Color = gl.Color local gl_CreateList = gl.CreateList local gl_BeginEnd = gl.BeginEnd local gl_DeleteList = gl.DeleteList local gl_CallList = gl.CallList local gl_Text = gl.Text local gl_GetTextWidth = gl.GetTextWidth local gl_GetTextHeight = gl.GetTextHeight -------------------------------------------------------------------------------- -- IMAGES -------------------------------------------------------------------------------- local imageDirectory = ":n:LuaUI/Images/advplayerslist/" local flagsDirectory = imageDirectory.."flags/" local bgcorner = "LuaUI/Images/bgcorner.png" local pics = { chipPic = imageDirectory.."chip.dds", currentPic = imageDirectory.."indicator.dds", unitsPic = imageDirectory.."units.dds", energyPic = imageDirectory.."energy.dds", metalPic = imageDirectory.."metal.dds", notFirstPic = imageDirectory.."notfirst.dds", notFirstPicWO = imageDirectory.."notfirstwo.png", pingPic = imageDirectory.."ping.dds", cpuPic = imageDirectory.."cpu.dds", selectPic = imageDirectory.."select.png", barPic = imageDirectory.."bar.png", amountPic = imageDirectory.."amount.png", pointPic = imageDirectory.."point.dds", lowPic = imageDirectory.."low.dds", arrowPic = imageDirectory.."arrow.dds", arrowdPic = imageDirectory.."arrowd.png", takePic = imageDirectory.."take.dds", crossPic = imageDirectory.."cross.dds", pointbPic = imageDirectory.."pointb.png", takebPic = imageDirectory.."takeb.png", seespecPic = imageDirectory.."seespec.png", indentPic = imageDirectory.."indent.png", cameraPic = imageDirectory.."camera.dds", countryPic = imageDirectory.."country.dds", readyTexture = imageDirectory.."indicator.dds", drawPic = imageDirectory.."draw.dds", allyPic = imageDirectory.."ally.dds", resourcesPic = imageDirectory.."res.png", resbarPic = imageDirectory.."resbar.png", resbarBgPic = imageDirectory.."resbarBg.png", barGlowCenterPic= imageDirectory.."barglow-center.dds", barGlowEdgePic = imageDirectory.."barglow-edge.dds", cpuPingPic = imageDirectory.."cpuping.dds", specPic = imageDirectory.."spec.png", chatPic = imageDirectory.."chat.dds", sidePic = imageDirectory.."side.dds", sharePic = imageDirectory.."share.dds", namePic = imageDirectory.."name.dds", idPic = imageDirectory.."id.dds", tsPic = imageDirectory.."ts.dds", sizednPic = imageDirectory.."sizedn.dds", sizeupPic = imageDirectory.."sizeup.dds", rank0 = imageDirectory.."ranks/rank0.dds", rank1 = imageDirectory.."ranks/rank1.dds", rank2 = imageDirectory.."ranks/rank2.dds", rank3 = imageDirectory.."ranks/rank3.dds", rank4 = imageDirectory.."ranks/rank4.dds", rank5 = imageDirectory.."ranks/rank5.dds", rank6 = imageDirectory.."ranks/rank6.dds", rank7 = imageDirectory.."ranks/rank7.dds", rank8 = imageDirectory.."ranks/rank_unknown.dds", } local sidePics = {} -- loaded in SetSidePics function local sidePicsWO = {} -- loaded in SetSidePics function local originalColourNames = {} -- loaded in SetOriginalColourNames, format is originalColourNames['name'] = colourString -------------------------------------------------------------------------------- -- Colors -------------------------------------------------------------------------------- local pingCpuColors = { [1] = {r = 0.11, g = 0.82, b = 0.11}, [2] = {r = 0.4, g = 0.75, b = 0.2}, [3] = {r = 0.72, g = 0.72, b = 0.2}, [4] = {r = 0.82, g = 0.27, b = 0.18}, [5] = {r = 1, g = 0.15, b = 0.3} } -------------------------------------------------------------------------------- -- Time Variables -------------------------------------------------------------------------------- local blink = true local lastTime = 0 local blinkTime = 0 local now = 0 -------------------------------------------------------------------------------- -- LockCamera variables -------------------------------------------------------------------------------- local transitionTime = 1 --how long it takes the camera to move when trackign a player local listTime = 14 --how long back to look for recent broadcasters local myPlayerID = Spring.GetMyPlayerID() local lockPlayerID local lastBroadcasts = {} local recentBroadcasters = {} local newBroadcaster = false local totalTime = 0 local playerScores = {} local aliveAllyTeams = {} local myLastCameraState -------------------------------------------------------------------------------- -- -------------------------------------------------------------------------------- local playSounds = true local buttonclick = 'LuaUI/Sounds/buildbar_waypoint.wav' local sliderdrag = 'LuaUI/Sounds/buildbar_rem.wav' local lastActivity = {} local lastFpsData = {} local lastSystemData = {} local lastGpuMemData = {} -------------------------------------------------------------------------------- -- Tooltip -------------------------------------------------------------------------------- local tipText -------------------------------------------------------------------------------- -- Players counts and info -------------------------------------------------------------------------------- -- local player info local myAllyTeamID local myTeamID local mySpecStatus,fullView,_ = Spring.GetSpectatingState() --General players/spectator count and tables local player = {} local playerSpecs = {} local playerReadyState = {} local numberOfSpecs = 0 --To determine faction at start local sideOneDefID = UnitDefNames.armcom.id local sideTwoDefID = UnitDefNames.corcom.id local teamSideOne = "arm" local teamSideTwo = "core" --Name for absent/resigned players local absentName = " --- " --Did the game start yet? local gameStarted = false -------------------------------------------------------------------------------- -- Button check variable -------------------------------------------------------------------------------- local clickToMove = nil -- click detection for moving the widget local moveStart = nil -- position of the cursor before dragging the widget local energyPlayer = nil -- player to share energy with (nil when no energy sharing) local metalPlayer = nil -- player to share metal with(nil when no metal sharing) local amountEM = 0 -- amount of metal/energy to share/ask local amountEMMax = nil -- max amount of metal/energy to share/ask local sliderPosition = 0 -- slider position in metal and energy sharing local sliderOrigin = nil -- position of the cursor before dragging the widget local firstclick = 0 -- local dblclickPeriod = 0.4 local backgroundMargin = 7 local widgetRelRight = 0 -------------------------------------------------------------------------------- -- GEOMETRY VARIABLES -------------------------------------------------------------------------------- local vsx,vsy = gl.GetViewSizes() local openClose = 0 local widgetTop = 0 local widgetRight = 1 local widgetHeight = 0 local widgetWidth = 0 local widgetPosX = vsx-200 local widgetPosY = 0 local widgetScale = 1 local expandDown = false local expandLeft = true local right local activePlayers = {} local labelOffset = 18 local separatorOffset = 4 local playerOffset = 17 local specOffset = 12 local drawList = {} local teamN local prevClickTime = os.clock() local specListShow = true -------------------------------------------------- -- Modules -------------------------------------------------- local modules = {} local modulesCount = 0 local m_indent; modulesCount = modulesCount + 1 local m_rank; modulesCount = modulesCount + 1 local m_side; modulesCount = modulesCount + 1 local m_ID; modulesCount = modulesCount + 1 local m_name; modulesCount = modulesCount + 1 local m_share; modulesCount = modulesCount + 1 local m_chat; modulesCount = modulesCount + 1 local m_cpuping; modulesCount = modulesCount + 1 local m_diplo; modulesCount = modulesCount + 1 local m_sizedn; modulesCount = modulesCount + 1 local m_sizeup; modulesCount = modulesCount + 1 -- these are not considered as normal module since they dont take any place and wont affect other's position -- (they have no module.width and are not part of modules) local m_point; modulesCount = modulesCount + 1 local m_take; modulesCount = modulesCount + 1 local m_seespec; modulesCount = modulesCount + 1 local position = 1 m_indent = { name = "indent", spec = true, --display for specs? play = true, --display for players? active = true, --display? (overrides above) default = true, --display by default? width = 9, position = position, posX = 0, pic = pics["indentPic"], noPic = true, } position = position + 1 m_ID = { name = "id", spec = true, play = true, active = false, width = 17, position = position, posX = 0, pic = pics["idPic"], } position = position + 1 m_rank = { name = "rank", spec = true, --display for specs? play = true, --display for players? active = true, --display? (overrides above) default = false, --display by default? width = 18, position = position, posX = 0, pic = pics["rank6"], } position = position + 1 m_country = { name = "country", spec = true, play = true, active = true, default = true, width = 20, position = position, posX = 0, pic = pics["countryPic"], } position = position + 1 m_side = { name = "side", spec = true, play = true, active = false, width = 18, position = position, posX = 0, pic = pics["sidePic"], } position = position + 1 m_skill = { name = "skill", spec = true, play = true, active = true, width = 18, position = position, posX = 0, pic = pics["tsPic"], } position = position + 1 m_name = { name = "name", spec = true, play = true, active = true, alwaysActive = true, width = 10, position = position, posX = 0, pic = pics["namePic"], noPic = true, picGap = 7, } position = position + 1 m_cpuping = { name = "cpuping", spec = true, play = true, active = true, width = 24, position = position, posX = 0, pic = pics["cpuPingPic"], } position = position + 1 m_resources = { name = "resources", spec = true, play = true, active = true, width = 28, position = position, posX = 0, pic = pics["resourcesPic"], picGap = 7, } position = position + 1 m_share = { name = "share", spec = false, play = true, active = true, width = 50, position = position, posX = 0, pic = pics["sharePic"], } position = position + 1 m_chat = { name = "chat", spec = false, play = true, active = false, width = 18, position = position, posX = 0, pic = pics["chatPic"], } position = position + 1 local fixedallies = tonumber(Spring.GetModOptions().fixedallies) local drawAllyButton = false --(not fixedallies or fixedallies == 0) m_alliance = { name = "ally", spec = false, play = true, active = true, width = 16, position = position, posX = 0, pic = pics["allyPic"], noPic = false, } if not drawAllyButton then m_alliance.width = 0 end position = position + 1 m_sizedn = { name = "sizedn", spec = true, play = true, active = true, alwaysActive = true, width = 0, position = position, posX = 0, pic = pics["sizednPic"], } position = position + 1 m_sizeup = { name = "sizeup", spec = true, play = true, active = true, alwaysActive = true, width = 0, position = position, posX = 0, pic = pics["sizeupPic"], } position = position + 1 modules = { m_indent, m_rank, m_country, m_ID, m_side, m_name, m_skill, m_resources, m_cpuping, m_alliance, m_share, m_chat, m_sizedn, m_sizeup, } m_point = { active = true, defaut = true, -- defaults dont seem to be accesible on widget data load pic = pics["pointbPic"], } m_take = { active = true, default = true, pic = pics["takePic"], } m_seespec = { active = true, default = true, pic = pics["seespecPic"], } local specsLabelOffset = 0 local teamsizeVersusText = "" --------------------------------------------------------------------------------------------------- -- Geometry --------------------------------------------------------------------------------------------------- function SetModulesPositionX() m_name.width = SetMaxPlayerNameWidth() table.sort(modules, function(v1,v2) return v1.position < v2.position end) pos = 1 for _,module in ipairs(modules) do module.posX = pos if module.active == true then if mySpecStatus == true then if module.spec == true then pos = pos + module.width end else if module.play == true then pos = pos + module.width end end end widgetWidth = pos + 1 if widgetWidth < 20 then widgetWidth = 20 end if widgetWidth + widgetPosX > vsx then widgetPosX = vsx - (widgetWidth * widgetScale) - widgetRelRight end if widgetRight - widgetWidth < 0 then widgetRight = widgetWidth end if expandLeft == true then widgetPosX = vsx - (widgetWidth * widgetScale) - widgetRelRight else widgetRight = widgetPosX + widgetWidth end end end function SetMaxPlayerNameWidth() -- determines the maximal player name width (in order to set the width of the widget) local t = Spring_GetPlayerList() local maxWidth = 14*gl_GetTextWidth(absentName) + 8 -- 8 is minimal width local name = "" local nextWidth = 0 for _,wplayer in ipairs(t) do name,_,spec = Spring_GetPlayerInfo(wplayer) local charSize if spec then charSize = 11 else charSize = 14 end nextWidth = charSize*gl_GetTextWidth(name)+8 if nextWidth > maxWidth then maxWidth = nextWidth end end return maxWidth end function GetNumberOfSpecs() local pList = Spring_GetPlayerList() local count = 0 local name = "" for _,playerID in ipairs(pList) do _,active,spec = Spring_GetPlayerInfo(playerID) if spec and active then count = count + 1 end end return count end function GeometryChange() --check if disappeared off the edge of screen widgetRight = widgetWidth + widgetPosX if widgetRight > vsx-(backgroundMargin * widgetScale) then widgetRight = vsx - (backgroundMargin * widgetScale) widgetPosX = vsx - ((widgetWidth + backgroundMargin) * widgetScale) - widgetRelRight end if widgetPosX + widgetWidth/2 > vsx/2 then right = true else right = false end end local function UpdateAlliances() playerList = Spring_GetPlayerList() teamList = Spring_GetTeamList() for _,playerID in pairs (playerList) do if not player[playerID].spec then local alliances = {} for _,player2ID in pairs (playerList) do if not player[playerID].spec and not player[player2ID].spec and playerID ~= player2ID and player[playerID].team ~= nil and player[player2ID].team ~= nil and player[playerID].allyteam ~= player[player2ID].allyteam and Spring_AreTeamsAllied(player[player2ID].team, player[playerID].team) then table.insert(alliances, player2ID) end end player[playerID].alliances = alliances end end end --------------------------------------------------------------------------------------------------- -- LockCamera stuff --------------------------------------------------------------------------------------------------- local function UpdateRecentBroadcasters() recentBroadcasters = {} local i = 1 for playerID, info in pairs(lastBroadcasts) do lastTime = info[1] if (totalTime - lastTime <= listTime or playerID == lockPlayerID) then if (totalTime - lastTime <= listTime) then recentBroadcasters[playerID] = totalTime - lastTime end i = i + 1 end end end local function LockCamera(playerID) if playerID and playerID ~= myPlayerID and playerID ~= lockPlayerID then if lockcameraHideEnemies and not select(3,Spring_GetPlayerInfo(playerID)) then if not fullView then sceduledSpecFullView = 1 Spring.SendCommands("specfullview") else sceduledSpecFullView = 2 Spring.SendCommands("specfullview") end if lockcameraLos and mySpecStatus and Spring.GetMapDrawMode()~="los" then Spring.SendCommands("togglelos") end elseif lockcameraHideEnemies and select(3,Spring_GetPlayerInfo(playerID)) then if not fullView then Spring.SendCommands("specfullview") end end lockPlayerID = playerID myLastCameraState = myLastCameraState or GetCameraState() local info = lastBroadcasts[lockPlayerID] if info then SetCameraState(info[2], transitionTime) end else if myLastCameraState then SetCameraState(myLastCameraState, transitionTime) myLastCameraState = nil end if lockcameraHideEnemies and lockPlayerID and not select(3,Spring_GetPlayerInfo(lockPlayerID)) then if not fullView then Spring.SendCommands("specfullview") end if lockcameraLos and mySpecStatus and Spring.GetMapDrawMode()=="los" then Spring.SendCommands("togglelos") end end lockPlayerID = nil end UpdateRecentBroadcasters() end function GpuMemEvent(playerID, percentage) lastGpuMemData[playerID] = percentage end function FpsEvent(playerID, fps) lastFpsData[playerID] = fps end function SystemEvent(playerID, system) -- dont trust the recieved data, limiting abuse local lines, length = 0, 0 local function helper(line) lines=lines+1; if string.len(line) then length = string.len(line) end return "" end helper((system:gsub("(.-)\r?\n", helper))) if lines <= 9 and length <= 64 then lastSystemData[playerID] = system end end function ActivityEvent(playerID) lastActivity[playerID] = os.clock() end function CameraBroadcastEvent(playerID,cameraState) --if cameraState is empty then transmission has stopped if not cameraState then if lastBroadcasts[playerID] then lastBroadcasts[playerID] = nil newBroadcaster = true end if lockPlayerID == playerID then LockCamera() end return end if not lastBroadcasts[playerID] and not newBroadcaster then newBroadcaster = true end lastBroadcasts[playerID] = {totalTime, cameraState} if playerID == lockPlayerID then SetCameraState(cameraState, transitionTime) end end --------------------------------------------------------------------------------------------------- -- Init/GameStart (creating players) --------------------------------------------------------------------------------------------------- function RecvPlayerScores(newPlayerScores) playerScores = newPlayerScores or {} end function widget:Initialize() if not WG["background_opacity_custom"] then WG["background_opacity_custom"] = {0,0,0,0.5} end widgetHandler:RegisterGlobal('getPlayerScoresAdvplayerslist', RecvPlayerScores) widgetHandler:RegisterGlobal('CameraBroadcastEvent', CameraBroadcastEvent) widgetHandler:RegisterGlobal('ActivityEvent', ActivityEvent) widgetHandler:RegisterGlobal('FpsEvent', FpsEvent) widgetHandler:RegisterGlobal('GpuMemEvent', GpuMemEvent) widgetHandler:RegisterGlobal('SystemEvent', SystemEvent) UpdateRecentBroadcasters() mySpecStatus,fullView,_ = Spring.GetSpectatingState() if Spring.GetGameFrame() <= 0 then if mySpecStatus and not alwaysHideSpecs then specListShow = true else specListShow = false end end if (Spring.GetConfigInt("ShowPlayerInfo")==1) then Spring.SendCommands("info 0") end if Spring.GetGameFrame()>0 then gameStarted = true end GeometryChange() SetModulesPositionX() SetSidePics() InitializePlayers() SortList() WG['advplayerlist_api'] = {} WG['advplayerlist_api'].GetPosition = function() local margin = backgroundMargin local BLcornerX = widgetPosX - margin local BLcornerY = widgetPosY - margin local TRcornerX = widgetPosX + widgetWidth + margin local TRcornerY = widgetPosY + widgetHeight - 1 + margin local leftPos = BLcornerX - ((widgetPosX - BLcornerX) * (widgetScale-1)) local bottomPos = BLcornerY - ((widgetPosY - BLcornerY) * (widgetScale-1)) local rightPos = TRcornerX - ((widgetPosX - TRcornerX) * (widgetScale-1)) local topPos = TRcornerY - ((widgetPosY - TRcornerY) * (widgetScale-1)) return {topPos,leftPos,bottomPos,rightPos,widgetScale,right} end WG['advplayerlist_api'].GetLockPlayerID = function() return lockPlayerID end WG['advplayerlist_api'].SetLockPlayerID = function(playerID) LockCamera(playerID) end WG['advplayerlist_api'].GetLockHideEnemies = function() return lockcameraHideEnemies end WG['advplayerlist_api'].SetLockHideEnemies = function(value) lockcameraHideEnemies = value if lockPlayerID and not select(3,Spring_GetPlayerInfo(lockPlayerID)) then if not lockcameraHideEnemies then if not fullView then Spring.SendCommands("specfullview") if lockcameraLos and mySpecStatus and Spring.GetMapDrawMode()=="los" then Spring.SendCommands("togglelos") end end else if fullView then Spring.SendCommands("specfullview") if lockcameraLos and mySpecStatus and Spring.GetMapDrawMode()~="los" then Spring.SendCommands("togglelos") end end end end end WG['advplayerlist_api'].GetLockLos = function() return lockcameraLos end WG['advplayerlist_api'].SetLockLos = function(value) lockcameraLos = value if lockcameraHideEnemies and mySpecStatus and lockPlayerID and not select(3,Spring_GetPlayerInfo(lockPlayerID)) then if lockcameraLos and Spring.GetMapDrawMode()~="los" then Spring.SendCommands("togglelos") elseif not lockcameraLos and Spring.GetMapDrawMode()=="los" then Spring.SendCommands("togglelos") end end end end function widget:GameFrame(n) if n > 0 and not gameStarted then if mySpecStatus and not alwaysHideSpecs then specListShow = true else specListShow = false end gameStarted = true SetSidePics() InitializePlayers() SetOriginalColourNames() SortList() end end function widget:Shutdown() if (WG['guishader_api'] ~= nil) then WG['guishader_api'].RemoveRect('advplayerlist') end WG['advplayerlist_api'] = nil widgetHandler:DeregisterGlobal('CameraBroadcastEvent') widgetHandler:DeregisterGlobal('ActivityEvent') widgetHandler:DeregisterGlobal('FpsEvent') widgetHandler:DeregisterGlobal('GpuMemEvent') widgetHandler:DeregisterGlobal('SystemEvent') if ShareSlider then gl_DeleteList(ShareSlider) end if MainList then gl_DeleteList(MainList) end if Background then gl_DeleteList(Background) end if lockPlayerID and mySpecStatus and Spring.GetMapDrawMode()=="los" then Spring.SendCommands("togglelos") end end function SetSidePics() --record readyStates playerList = Spring.GetPlayerList() for _,playerID in pairs (playerList) do playerReadyState[playerID] = Spring.GetGameRulesParam("player_" .. tostring(playerID) .. "_readyState") end --set factions, from TeamRulesParam when possible and from initial info if not teamList = Spring_GetTeamList() for _, team in ipairs(teamList) do local teamSide if Spring_GetTeamRulesParam(team, 'startUnit') then local startunit = Spring_GetTeamRulesParam(team, 'startUnit') if startunit == sideOneDefID then teamSide = teamSideOne end if startunit == sideTwoDefID then teamSide = teamSideTwo end else _,_,_,_,teamSide = Spring_GetTeamInfo(team) end if teamSide then sidePics[team] = imageDirectory..teamSide.."_default.png" sidePicsWO[team] = imageDirectory..teamSide.."wo_default.png" else sidePics[team] = imageDirectory.."default.png" sidePicsWO[team] = imageDirectory.."defaultwo.png" end end end function InitializePlayers() myPlayerID = Spring_GetLocalPlayerID() myTeamID = Spring_GetLocalTeamID() myAllyTeamID = Spring_GetLocalAllyTeamID() for i = 0, 128 do player[i] = {} end GetAllPlayers() end function GetAllPlayers() local noplayer local allteams = Spring_GetTeamList() teamN = table.maxn(allteams) - 1 --remove gaia for i = 0,teamN-1 do local teamPlayers = Spring_GetPlayerList(i, true) player[i + 64] = CreatePlayerFromTeam(i) for _,playerID in ipairs(teamPlayers) do player[playerID] = CreatePlayer(playerID) end playerSpecs[i] = true -- (this isnt correct when team consists of only AI) end specPlayers = Spring_GetTeamList() for _,playerID in ipairs(specPlayers) do local active,_,spec = Spring_GetPlayerInfo(playerID) if spec == true then if active == true then player[playerID] = CreatePlayer(playerID) end end end end function GetAliveAllyTeams() aliveAllyTeams = {} local allteams = Spring_GetTeamList() teamN = table.maxn(allteams) - 1 --remove gaia for i = 0,teamN-1 do local _,_, isDead, _, _, tallyteam = Spring_GetTeamInfo(i) if not isDead then aliveAllyTeams[tallyteam] = true end end end function round(num, idp) local mult = 10^(idp or 0) return math.floor(num * mult + 0.5) / mult end function GetSkill(playerID) local customtable = select(11,Spring_GetPlayerInfo(playerID)) -- player custom table local tsMu = customtable.skill local tsSigma = customtable.skilluncertainty local tskill = "" if tsMu then tskill = tsMu and tonumber(tsMu:match("%d+%.?%d*")) or 0 tskill = round(tskill,0) if string.find(tsMu, ")") then tskill = "\255"..string.char(190)..string.char(140)..string.char(140) .. tskill -- ')' means inferred from lobby rank else -- show privacy mode local priv = "" if string.find(tsMu, "~") then -- '~' means privacy mode is on priv = "\255"..string.char(200)..string.char(200)..string.char(200) .. "*" end --show sigma if tsSigma then -- 0 is low sigma, 3 is high sigma tsSigma=tonumber(tsSigma) local tsRed, tsGreen, tsBlue if tsSigma > 2 then tsRed, tsGreen, tsBlue = 190, 130, 130 elseif tsSigma == 2 then tsRed, tsGreen, tsBlue = 140, 140, 140 elseif tsSigma == 1 then tsRed, tsGreen, tsBlue = 195, 195, 195 elseif tsSigma < 1 then tsRed, tsGreen, tsBlue = 250, 250, 250 end tskill = priv .. "\255"..string.char(tsRed)..string.char(tsGreen)..string.char(tsBlue) .. tskill else tskill = priv .. "\255"..string.char(195)..string.char(195)..string.char(195) .. tskill --should never happen end end else tskill = "\255"..string.char(160)..string.char(160)..string.char(160) .. "?" end return tskill end function CreatePlayer(playerID) --generic player data local tname,_, tspec, tteam, tallyteam, tping, tcpu, tcountry, trank = Spring_GetPlayerInfo(playerID) local _,_,_,_, tside, tallyteam = Spring_GetTeamInfo(tteam) local tred, tgreen, tblue = Spring_GetTeamColor(tteam) --skill local tskill tskill = GetSkill(playerID) --cpu/ping tpingLvl = GetPingLvl(tping) tcpuLvl = GetCpuLvl(tcpu) tping = tping * 1000 - ((tping * 1000) % 1) tcpu = tcpu * 100 - ((tcpu * 100) % 1) -- resources local energy, energyStorage, energyIncome, metal, metalStorage, metalIncome = 0,1,0,1,0,0 if aliveAllyTeams[tallyteam] ~= nil and (mySpecStatus or myAllyTeamID == tallyteam) then energy, energyStorage,_, energyIncome = Spring_GetTeamResources(tteam, "energy") metal, metalStorage,_, metalIncome = Spring_GetTeamResources(tteam, "metal") energy = math.floor(energy) metal = math.floor(metal) if energy < 0 then energy = 0 end if metal < 0 then metal = 0 end end return { rank = trank, skill = tskill, name = tname, team = tteam, allyteam = tallyteam, red = tred, green = tgreen, blue = tblue, dark = GetDark(tred,tgreen,tblue), side = tside, pingLvl = tpingLvl, cpuLvl = tcpuLvl, ping = tping, cpu = tcpu, country = tcountry, dead = false, spec = tspec, ai = false, energy = energy, energyStorage = energyStorage, metal = metal, metalStorage = metalStorage, } end function CreatePlayerFromTeam(teamID) -- for when we don't have a human player occupying the slot, also when a player changes team (dies) local _,_, isDead, isAI, tside, tallyteam = Spring_GetTeamInfo(teamID) local tred, tgreen, tblue = Spring_GetTeamColor(teamID) local tname, ttotake, tskill local tdead = true if isAI then local version _,_,_,_, tname, version = Spring_GetAIInfo(teamID) if type(version) == "string" then tname = "AI:" .. tname .. "-" .. version else tname = "AI:" .. tname end ttotake = false tdead = false tai = true else if Spring_GetGameSeconds() < 0.1 then tname = absentName ttotake = false tdead = false else ttotake = IsTakeable(teamID) end tai = false end if tname == nil then tname = absentName end tskill = "" -- resources local energy, energyStorage, energyIncome, metal, metalStorage, metalIncome = 0,1,0,1,0,0 if aliveAllyTeams[tallyteam] ~= nil and (mySpecStatus or myAllyTeamID == tallyteam) then energy, energyStorage,_, energyIncome = Spring_GetTeamResources(teamID, "energy") or 0 metal, metalStorage,_, metalIncome = Spring_GetTeamResources(teamID, "metal") or 0 energy = math.floor(energy) metal = math.floor(metal) if energy < 0 then energy = 0 end if metal < 0 then metal = 0 end end return{ rank = 8, -- "don't know which" value skill = tskill, name = tname, team = teamID, allyteam = tallyteam, red = tred, green = tgreen, blue = tblue, dark = GetDark(tred, tgreen, tblue), side = tside, totake = ttotake, dead = tdead, spec = false, ai = tai, energy = energy, energyStorage = energyStorage, metal = metal, metalStorage = metalStorage, } end function UpdatePlayerResources() local energy, energyStorage, metal, metalStorage = 0, 1, 0 ,1 for playerID,_ in pairs(player) do if player[playerID].name and not player[playerID].spec and player[playerID].team then if aliveAllyTeams[player[playerID].allyteam] ~= nil and (mySpecStatus or myAllyTeamID == player[playerID].allyteam) then energy, energyStorage,_, energyIncome = Spring_GetTeamResources(player[playerID].team, "energy") metal, metalStorage,_, metalIncome = Spring_GetTeamResources(player[playerID].team, "metal") if energy == nil then -- need to be there for when you do /specfullview energy, energyStorage, energyIncome, metal, metalStorage, metalIncome = 0, 0, 0, 0, 0, 0 else energy = math.floor(energy) metal = math.floor(metal) if energy < 0 then energy = 0 end if metal < 0 then metal = 0 end end player[playerID].energy = energy player[playerID].energyIncome = energyIncome player[playerID].energyStorage = energyStorage player[playerID].metal = metal player[playerID].metalIncome = metalIncome player[playerID].metalStorage = metalStorage end end end end function GetDark(red,green,blue) -- Determines if the player color is dark (i.e. if a white outline for the sidePic is needed) if red + green*1.2 + blue*0.4 < 0.8 then return true end return false end function SetOriginalColourNames() -- Saves the original team colours associated to team teamID for playerID,_ in pairs(player) do if player[playerID].name then if player[playerID].spec then originalColourNames[playerID] = "\255\255\255\255" else originalColourNames[playerID] = colourNames(player[playerID].team) end end end end --------------------------------------------------------------------------------------------------- -- Sorting player data -- note: SPADS ensures that order of playerIDs/teams/allyteams as appropriate reflects TS (mu) order --------------------------------------------------------------------------------------------------- function SortList() local teamList local myOldSpecStatus = mySpecStatus _,_, mySpecStatus,_,_,_,_,_,_ = Spring_GetPlayerInfo(myPlayerID) -- checks if a team has died if mySpecStatus ~= myOldSpecStatus then if mySpecStatus == true then teamList = Spring_GetTeamList() for _, team in ipairs(teamList) do -- _,_, isDead = Spring_GetTeamInfo(team) if isDead == false then Spec(team) break end end end end myAllyTeamID = Spring_GetLocalAllyTeamID() myTeamID = Spring_GetLocalTeamID() drawList = {} drawListOffset = {} vOffset = 0 -- calls the (cascade) sorting for players vOffset = SortAllyTeams(vOffset) -- calls the sortings for specs if see spec is on --if m_chat.active == true then vOffset = SortSpecs(vOffset) --end -- set the widget height according to space needed to show team widgetHeight = vOffset + 3 -- move the widget if list is too long if widgetHeight + widgetPosY > vsy then widgetPosY = vsy - widgetHeight end if widgetTop - widgetHeight < 0 then --widgetTop = widgetHeight end -- set the widget Y position or the top of the widget according to expand direction if expandDown == true then widgetPosY = widgetTop - widgetHeight else widgetTop = widgetPosY + widgetHeight end end function SortAllyTeams(vOffset) -- adds ally teams to the draw list (own ally team first) -- (labels and separators are drawn) local allyTeamID local allyTeamList = Spring_GetAllyTeamList() local firstenemy = true local isFirstDrawnTeam = true allyTeamsCount = table.maxn(allyTeamList)-1 --find own ally team vOffset = 12/2.66 for allyTeamID = 0, allyTeamsCount - 1 do if allyTeamID == myAllyTeamID then vOffset = vOffset + labelOffset - 3 if drawAlliesLabel then table.insert(drawListOffset, vOffset) table.insert(drawList, -2) -- "Allies" label vOffset = SortTeams(allyTeamID, vOffset)+2 -- Add the teams from the allyTeam else vOffset = SortTeams(allyTeamID, vOffset-labelOffset) end break end end -- add the others for allyTeamID = 0, allyTeamsCount-1 do if allyTeamID ~= myAllyTeamID then if firstenemy == true then vOffset = vOffset + 13 vOffset = vOffset + labelOffset - 3 table.insert(drawListOffset, vOffset) table.insert(drawList, -3) -- "Enemies" label firstenemy = false else vOffset = vOffset + separatorOffset table.insert(drawListOffset, vOffset) table.insert(drawList, -4) -- Enemy teams separator end vOffset = SortTeams(allyTeamID, vOffset)+2 -- Add the teams from the allyTeam end end return vOffset end local deadPlayerHeightReduction = 10 function SortTeams(allyTeamID, vOffset) -- Adds teams to the draw list (own team first) --(teams are not visible as such unless they are empty or AI) local teamID local teamsList = Spring_GetTeamList(allyTeamID) --add teams for _,teamID in ipairs(teamsList) do table.insert(drawListOffset, vOffset) table.insert(drawList, -1) vOffset = SortPlayers(teamID,allyTeamID,vOffset) -- adds players form the team local _,_, isDead, _, _, _ = Spring_GetTeamInfo(teamID) if isDead then vOffset = vOffset - (deadPlayerHeightReduction/2) end end return vOffset end function SortPlayers(teamID,allyTeamID,vOffset) -- Adds players to the draw list (self first) local playersList = Spring_GetPlayerList(teamID,true) local noPlayer = true local _,_,_, isAi = Spring_GetTeamInfo(teamID) -- add own player (if not spec) if myTeamID == teamID then if player[myPlayerID].name ~= nil then if mySpecStatus == false then vOffset = vOffset + playerOffset table.insert(drawListOffset, vOffset) table.insert(drawList, myPlayerID) -- new player (with ID) player[myPlayerID].posY = vOffset noPlayer = false end end end -- add other players (if not spec) for _,playerID in ipairs(playersList) do if playerID ~= myPlayerID then if player[playerID].name ~= nil then if player[playerID].spec ~= true then vOffset = vOffset + playerOffset table.insert(drawListOffset, vOffset) table.insert(drawList, playerID) -- new player (with ID) player[playerID].posY = vOffset noPlayer = false end end end end -- add AI teams if isAi == true then vOffset = vOffset + playerOffset table.insert(drawListOffset, vOffset) table.insert(drawList, 64 + teamID) -- new AI team (instead of players) player[64 + teamID].posY = vOffset noPlayer = false end -- add no player token if no player found in this team at this point if noPlayer == true then vOffset = vOffset + playerOffset - (deadPlayerHeightReduction/2) table.insert(drawListOffset, vOffset) table.insert(drawList, 64 + teamID) -- no players team player[64 + teamID].posY = vOffset if Spring_GetGameFrame() > 0 then player[64+teamID].totake = IsTakeable(teamID) end end return vOffset end function SortSpecs(vOffset) -- Adds specs to the draw list local playersList = Spring_GetPlayerList(-1,true) local noSpec = true for _,playerID in ipairs(playersList) do _,active,spec = Spring_GetPlayerInfo(playerID) if spec and active then if player[playerID].name ~= nil then -- add "Specs" label if first spec if noSpec == true then vOffset = vOffset + 13 vOffset = vOffset + labelOffset - 2 table.insert(drawListOffset, vOffset) table.insert(drawList, -5) noSpec = false specJoinedOnce = true vOffset = vOffset + 4 end -- add spectator if specListShow == true then vOffset = vOffset + specOffset table.insert(drawListOffset, vOffset) table.insert(drawList, playerID) player[playerID].posY = vOffset noPlayer = false end end end end -- add "Specs" label if specJoinedOnce and noSpec then vOffset = vOffset + 13 vOffset = vOffset + labelOffset - 2 table.insert(drawListOffset, vOffset) table.insert(drawList, -5) vOffset = vOffset + 4 end return vOffset end --------------------------------------------------------------------------------------------------- -- Draw control --------------------------------------------------------------------------------------------------- local PrevGameFrame local MainList local Background local ShareSlider function widget:DrawScreen() if Spring_IsGUIHidden() then return end local scaleDiffX = -((widgetPosX*widgetScale)-widgetPosX)/widgetScale local scaleDiffY = -((widgetPosY*widgetScale)-widgetPosY)/widgetScale gl.Scale(widgetScale,widgetScale,0) gl.Translate(scaleDiffX,scaleDiffY,0) -- update lists frequently if there is mouse interaction local NeedUpdate = false local mouseX,mouseY = Spring_GetMouseState() if (mouseX > widgetPosX + m_name.posX + m_name.width - 5) and (mouseX < widgetPosX + widgetWidth) and (mouseY > widgetPosY - 16) and (mouseY < widgetPosY + widgetHeight) then local DrawFrame = Spring_GetDrawFrame() local CurGameFrame = Spring_GetGameFrame() if PrevGameFrame == nil then PrevGameFrame = CurGameFrame end if (DrawFrame%5==0) or (CurGameFrame>PrevGameFrame+1) then --Echo(DrawFrame) NeedUpdate = true end end if NeedUpdate then --Spring.Echo("DS APL update") CreateLists() PrevGameFrame = CurGameFrame end -- draws the background gl_Color(WG["background_opacity_custom"]) if Background then gl_CallList(Background) else CreateBackground() end -- draws the main list if MainList then gl_CallList(MainList) else CreateMainList() end -- draws share energy/metal sliders if ShareSlider then gl_CallList(ShareSlider) else CreateShareSlider() end local scaleReset = widgetScale / widgetScale / widgetScale gl.Translate(-scaleDiffX,-scaleDiffY,0) gl.Scale(scaleReset,scaleReset,0) end function CreateLists() CheckTime() --this also calls CheckPlayers UpdateRecentBroadcasters() UpdateAlliances() GetAliveAllyTeams() if m_resources.active then UpdateResources() end UpdatePlayerResources() --Create lists CreateBackground() CreateMainList() CreateShareSlider() end --------------------------------------------------------------------------------------------------- -- Background gllist --------------------------------------------------------------------------------------------------- local function DrawRectRound(px,py,sx,sy,cs,ignoreBorder) gl.TexCoord(0.8,0.8) gl.Vertex(px+cs, py, 0) gl.Vertex(sx-cs, py, 0) gl.Vertex(sx-cs, sy, 0) gl.Vertex(px+cs, sy, 0) gl.Vertex(px, py+cs, 0) gl.Vertex(px+cs, py+cs, 0) gl.Vertex(px+cs, sy-cs, 0) gl.Vertex(px, sy-cs, 0) gl.Vertex(sx, py+cs, 0) gl.Vertex(sx-cs, py+cs, 0) gl.Vertex(sx-cs, sy-cs, 0) gl.Vertex(sx, sy-cs, 0) local offset = 0.05 -- texture offset, because else gaps could show -- top left if (py+((sy-py)*widgetScale) >= vsy-backgroundMargin or px <= backgroundMargin) and ignoreBorder == nil then o = 0.5 else o = offset end gl.TexCoord(o,o) gl.Vertex(px, sy, 0) gl.TexCoord(o,1-o) gl.Vertex(px+cs, sy, 0) gl.TexCoord(1-o,1-o) gl.Vertex(px+cs, sy-cs, 0) gl.TexCoord(1-o,o) gl.Vertex(px, sy-cs, 0) -- top right if (py+((sy-py)*widgetScale) >= vsy-backgroundMargin or (px+((sx-px)*widgetScale)) >= vsx-backgroundMargin) and ignoreBorder == nil then o = 0.5 else o = offset end gl.TexCoord(o,o) gl.Vertex(px, py, 0) gl.TexCoord(o,1-o) gl.Vertex(px+cs, py, 0) gl.TexCoord(1-o,1-o) gl.Vertex(px+cs, py+cs, 0) gl.TexCoord(1-o,o) gl.Vertex(px, py+cs, 0) -- bottom left if (py <= backgroundMargin or px <= backgroundMargin) and ignoreBorder == nil then o = 0.5 else o = offset end gl.TexCoord(o,o) gl.Vertex(sx, py, 0) gl.TexCoord(o,1-o) gl.Vertex(sx-cs, py, 0) gl.TexCoord(1-o,1-o) gl.Vertex(sx-cs, py+cs, 0) gl.TexCoord(1-o,o) gl.Vertex(sx, py+cs, 0) -- bottom right if (py <= backgroundMargin or (px+((sx-px)*widgetScale)) >= vsx-backgroundMargin) and ignoreBorder == nil then o = 0.5 else o = offset end gl.TexCoord(o,o) gl.Vertex(sx, sy, 0) gl.TexCoord(o,1-o) gl.Vertex(sx-cs, sy, 0) gl.TexCoord(1-o,1-o) gl.Vertex(sx-cs, sy-cs, 0) gl.TexCoord(1-o,o) gl.Vertex(sx, sy-cs, 0) end function RectRound(px,py,sx,sy,cs,ignoreBorder) -- (coordinates work differently than the RectRound func in other widgets) gl.Texture(bgcorner) gl.BeginEnd(GL.QUADS, DrawRectRound, px,py,sx,sy,cs,ignoreBorder) gl.Texture(false) end function CreateBackground() if Background then gl_DeleteList(Background) end local margin = backgroundMargin local BLcornerX = widgetPosX - margin local BLcornerY = widgetPosY - margin local TRcornerX = widgetPosX + widgetWidth + margin local TRcornerY = widgetPosY + widgetHeight - 1 + margin if (WG['guishader_api'] ~= nil) then local left = BLcornerX - ((widgetPosX - BLcornerX) * (widgetScale-1)) local bottom = BLcornerY - ((widgetPosY - BLcornerY) * (widgetScale-1)) local right = TRcornerX - ((widgetPosX - TRcornerX) * (widgetScale-1)) local top = TRcornerY - ((widgetPosY - TRcornerY) * (widgetScale-1)) WG['guishader_api'].InsertRect(left,bottom,right,top,'advplayerlist') end Background = gl_CreateList(function() RectRound(BLcornerX,BLcornerY,TRcornerX,TRcornerY,6) local padding = 2.75 gl_Color(1,1,1,0.025) RectRound(BLcornerX+padding,BLcornerY+padding,TRcornerX-padding,TRcornerY-padding,padding,true) --DrawRect(BLcornerX,BLcornerY,TRcornerX,TRcornerY) -- draws highlight (top and left sides) --gl_Color(0.44,0.44,0.44,0.38) --gl_Rect(widgetPosX-margin-1, widgetPosY + widgetHeight +margin, widgetPosX + widgetWidth+margin, widgetPosY + widgetHeight-1+margin) --gl_Rect(widgetPosX-margin-1 , widgetPosY-margin, widgetPosX-margin, widgetPosY-margin + widgetHeight + 1 - 1+margin+margin) gl_Color(1,1,1,1) end) end --------------------------------------------------------------------------------------------------- -- Main (player) gllist --------------------------------------------------------------------------------------------------- function UpdateResources() if energyPlayer ~= nil then if energyPlayer.team == myTeamID then local current,storage = Spring_GetTeamResources(myTeamID,"energy") amountEMMax = storage - current amountEM = amountEMMax*sliderPosition/39 amountEM = amountEM-(amountEM%1) else amountEMMax = Spring_GetTeamResources(myTeamID,"energy") amountEM = amountEMMax*sliderPosition/39 amountEM = amountEM-(amountEM%1) end end if metalPlayer ~= nil then if metalPlayer.team == myTeamID then local current, storage = Spring_GetTeamResources(myTeamID,"metal") amountEMMax = storage - current amountEM = amountEMMax*sliderPosition/39 amountEM = amountEM-(amountEM%1) else amountEMMax = Spring_GetTeamResources(myTeamID,"metal") amountEM = amountEMMax*sliderPosition/39 amountEM = amountEM-(amountEM%1) end end end function CheckTime() local period = 0.5 now = os.clock() if now > (lastTime + period) then lastTime = now CheckPlayersChange() if blink == true then blink = false else blink = true end for playerID =0, 63 do if player[playerID] ~= nil then if player[playerID].pointTime ~= nil then if player[playerID].pointTime <= now then player[playerID].pointX = nil player[playerID].pointY = nil player[playerID].pointZ = nil player[playerID].pointTime = nil end end end end end end function CreateMainList(tip) --Spring.Echo("List Updated") numberOfSpecs = GetNumberOfSpecs() local mouseX,mouseY = Spring_GetMouseState() local leader if MainList then gl_DeleteList(MainList) end MainList = gl_CreateList(function() drawTipText = nil for i, drawObject in ipairs(drawList) do if drawObject == -5 then specsLabelOffset = drawListOffset[i] local specAmount = numberOfSpecs if numberOfSpecs == 0 or (specListShow and numberOfSpecs < 10) then specAmount = "" end DrawLabel(" Spectators "..specAmount, drawListOffset[i], specListShow) if Spring.GetGameFrame() <= 0 then if specListShow then DrawLabelTip("(click to hide specs)", drawListOffset[i], 95) else DrawLabelTip("(click to show specs)", drawListOffset[i], 95) end end elseif drawObject == -4 then DrawSeparator(drawListOffset[i]) elseif drawObject == -3 then DrawLabel(" Enemies", drawListOffset[i], true) elseif drawObject == -2 then DrawLabel(" Allies", drawListOffset[i], true) if Spring.GetGameFrame() <= 0 then DrawLabelTip("(dbl-click playername to track)", drawListOffset[i], 46) end elseif drawObject == -1 then leader = true else DrawPlayer(drawObject, leader, drawListOffset[i], mouseX, mouseY) end -- draw player tooltip later so they will be on top of players drawn below if tipText ~= nil then drawTipText = tipText drawTipMouseX = mouseX drawTipMouseY = mouseY end end if drawTipText ~= nil then tipText = drawTipText DrawTip(drawTipMouseX, drawTipMouseY) end end) end function DrawLabel(text, vOffset, drawSeparator) if widgetWidth < 67 then text = string.sub(text, 0, 1) end gl_Color(0,0,0,0.2) gl_Text(text, widgetPosX - 1, widgetPosY + widgetHeight -vOffset+6.6, 12, "") gl_Text(text, widgetPosX + 1, widgetPosY + widgetHeight -vOffset+6.6, 12, "") gl_Color(0.9,0.9,0.9,0.75) gl_Text(text, widgetPosX, widgetPosY + widgetHeight -vOffset+7.5, 12, "n") if drawSeparator then --DrawSeparator(vOffset) end end function DrawLabelTip(text, vOffset, xOffset) if widgetWidth < 67 then text = string.sub(text, 0, 1) end gl_Color(0,0,0,0.08) gl_Text(text, widgetPosX + xOffset - 1, widgetPosY + widgetHeight -vOffset+6.8, 10, "") gl_Text(text, widgetPosX + xOffset + 1, widgetPosY + widgetHeight -vOffset+6.8, 10, "") gl_Color(0.9,0.9,0.9,0.35) gl_Text(text, widgetPosX + xOffset, widgetPosY + widgetHeight -vOffset+7.5, 10, "n") end function DrawSeparator(vOffset) vOffset = vOffset - 2 gl_Color(0.55,0.55,0.55,0.45) gl_Rect(widgetPosX+2, widgetPosY + widgetHeight -vOffset+(1/widgetScale), widgetPosX + widgetWidth-2, widgetPosY + widgetHeight -vOffset) gl_Color(0,0,0,0.3) gl_Rect(widgetPosX+2, widgetPosY + widgetHeight -vOffset, widgetPosX + widgetWidth-2, widgetPosY + widgetHeight -vOffset-(1/widgetScale)) gl_Color(1,1,1) end function DrawLabelRightside(text, vOffset) local textLength = (gl_GetTextWidth(text)*12)*widgetScale gl_Color(1,1,1,0.13) gl_Text(text, widgetRight - textLength, widgetPosY + widgetHeight -vOffset+7.5, 12, "n") end function RecvPlayerBetList(newPlayerBetList) playerBetList = newPlayerBetList or {} end function DrawPlayer(playerID, leader, vOffset, mouseX, mouseY) tipY = nil local rank = player[playerID].rank local skill = player[playerID].skill local name = player[playerID].name local team = player[playerID].team local allyteam = player[playerID].allyteam local side = player[playerID].side local red = player[playerID].red local green = player[playerID].green local blue = player[playerID].blue local dark = player[playerID].dark local pingLvl = player[playerID].pingLvl local cpuLvl = player[playerID].cpuLvl local ping = player[playerID].ping local cpu = player[playerID].cpu local country = player[playerID].country local spec = player[playerID].spec local totake = player[playerID].totake local needm = player[playerID].needm local neede = player[playerID].neede local dead = player[playerID].dead local ai = player[playerID].ai local alliances = player[playerID].alliances local posY = widgetPosY + widgetHeight - vOffset local tipPosY = widgetPosY + ((widgetHeight - vOffset)*widgetScale) local alpha = 0.44-- alpha used to show inactivity for specs if WG['betfrontend'] ~= nil then --playerScores = WG['betfrontend'].GetPlayerScores() end --if mySpecStatus then alpha = 0.33 local alphaActivity = 0 -- keyboard/mouse activity if lastActivity[playerID] ~= nil and type(lastActivity[playerID]) == "number" then alphaActivity = (8 - math.floor(now-lastActivity[playerID])) / 5.5 if alphaActivity > 1 then alphaActivity = 1 end if alphaActivity < 0 then alphaActivity = 0 end alphaActivity = 0.33 + (alphaActivity*0.21) alpha = alphaActivity end -- camera activity if recentBroadcasters[playerID] ~= nil and type(recentBroadcasters[playerID]) == "number" then local alphaCam = (13 - math.floor(recentBroadcasters[playerID])) / 8.5 if alphaCam > 1 then alphaCam = 1 end if alphaCam < 0 then alphaCam = 0 end alpha = 0.33 + (alphaCam*0.42) if alpha < alphaActivity then alpha = alphaActivity end end --else -- alpha = 0.44 --end if mouseY >= tipPosY and mouseY <= tipPosY + (16*widgetScale) then tipY = true end if (lockPlayerID ~= nil and lockPlayerID == playerID) then -- active DrawCamera(posY, true) end if spec == false then --player if not dead and alliances ~= nil and #alliances > 0 then DrawAlliances(alliances, posY) end if leader == true then -- take / share buttons if mySpecStatus == false then if allyteam == myAllyTeamID then if m_take.active == true then if totake == true then DrawTakeSignal(posY) if tipY == true then TakeTip(mouseX) end end end if m_share.active == true and dead ~= true then DrawShareButtons(posY, needm, neede) if tipY == true then ShareTip(mouseX, playerID) end end end if drawAllyButton and dead ~= true then if tipY == true then AllyTip(mouseX, playerID) end end else if m_indent.active == true and Spring_GetMyTeamID() == team then DrawDot(posY) end end gl_Color(red,green,blue,1) if m_ID.active == true then DrawID(team, posY, dark, dead) end if m_skill.active == true then DrawSkill(skill, posY, dark, name) end end gl_Color(red,green,blue,1) if m_rank.active == true then DrawRank(rank, posY) end if m_country.active == true and country ~= "" then DrawCountry(country, posY) end --gl_Color(red,green,blue,1) gl_Color(1,1,1,0.45) if name ~= absentName and m_side.active == true then DrawSidePic(team, playerID, posY, leader, dark, ai) end gl_Color(red,green,blue,1) if m_name.active == true then DrawName(name, team, posY, dark, playerID) end if m_alliance.active == true and drawAllyButton and not mySpecStatus and not dead and team ~= myTeamID then DrawAlly(posY, player[playerID].team) end if m_resources.active and aliveAllyTeams[allyteam] ~= nil and player[playerID].energy ~= nil then if mySpecStatus or myAllyTeamID == allyteam then local e = player[playerID].energy local es = player[playerID].energyStorage local ei = player[playerID].energyIncome local m = player[playerID].metal local ms = player[playerID].metalStorage local mi = player[playerID].metalIncome if es > 0 then DrawResources(e, es, m, ms, posY, dead) if tipY == true then ResourcesTip(mouseX, e, es, ei, m, ms, mi) end end end end else -- spectator gl_Color(1,1,1,1) if specListShow == true and m_name.active == true then if playerSpecs[playerID] ~= nil and (lockPlayerID ~= nil and lockPlayerID ~= playerID or lockPlayerID == nil) then if recentBroadcasters[playerID] ~= nil and type(recentBroadcasters[playerID]) == "number" then DrawCamera(posY, false) end end if playerScores[playerID] ~= nil then DrawChips(playerID, posY) end DrawSmallName(name, team, posY, false, playerID, alpha) end end if m_cpuping.active == true then if cpuLvl ~= nil then -- draws CPU usage and ping icons (except AI and ghost teams) DrawPingCpu(pingLvl,cpuLvl,posY,spec,1,cpu,lastFpsData[playerID]) if tipY == true then PingCpuTip(mouseX, ping, cpu, lastFpsData[playerID], lastGpuMemData[playerID], lastSystemData[playerID], name) end end end gl_Color(1,1,1,1) if playerID < 64 then if m_chat.active == true and mySpecStatus == false and spec == false then if playerID ~= myPlayerID then DrawChatButton(posY) end end if m_point.active then if player[playerID].pointTime ~= nil then if player[playerID].allyteam == myAllyTeamID or mySpecStatus == true then --if blink == true then DrawPoint(posY, player[playerID].pointTime-now) --end if tipY == true then PointTip(mouseX) end end end end end leader = false gl_Texture(false) end function DrawTakeSignal(posY) if blink == true then -- Draws a blinking rectangle if the player of the same team left (/take option) if right then gl_Color(0.7,0.7,0.7) gl_Texture(pics["arrowPic"]) DrawRect(widgetPosX - 14, posY, widgetPosX, posY + 16) gl_Color(1,1,1) gl_Texture(pics["takePic"]) DrawRect(widgetPosX - 57, posY - 15, widgetPosX - 12, posY + 32) else local leftPosX = widgetPosX + widgetWidth gl_Color(0.7,0.7,0.7) gl_Texture(pics["arrowPic"]) DrawRect(leftPosX + 14, posY, leftPosX, posY + 16) gl_Color(1,1,1) gl_Texture(pics["takePic"]) DrawRect(leftPosX + 12, posY - 15, leftPosX + 57, posY + 32) end end end function DrawShareButtons(posY, needm, neede) gl_Color(1,1,1,1) gl_Texture(pics["unitsPic"]) -- Share UNIT BUTTON DrawRect(m_share.posX + widgetPosX + 1, posY, m_share.posX + widgetPosX + 17, posY + 16) gl_Texture(pics["energyPic"]) -- share ENERGY BUTTON DrawRect(m_share.posX + widgetPosX + 17, posY, m_share.posX + widgetPosX + 33, posY + 16) gl_Texture(pics["metalPic"]) -- share METAL BUTTON DrawRect(m_share.posX + widgetPosX + 33, posY, m_share.posX + widgetPosX + 49, posY + 16) gl_Texture(pics["lowPic"]) if needm == true then DrawRect(m_share.posX + widgetPosX + 33, posY, m_share.posX + widgetPosX + 49, posY + 16) end if neede == true then DrawRect(m_share.posX + widgetPosX + 17, posY, m_share.posX + widgetPosX + 33, posY + 16) end gl_Texture(false) end function DrawChatButton(posY) gl_Texture(pics["chatPic"]) DrawRect(m_chat.posX + widgetPosX + 1, posY, m_chat.posX + widgetPosX + 17, posY + 16) end function DrawResources(energy, energyStorage, metal, metalStorage, posY, dead) local paddingLeft = 2 local paddingRight = 2 local barWidth = m_resources.width - paddingLeft - paddingRight local y1Offset = 7 local y2Offset = 5 if dead then y1Offset = 7.4 y2Offset = 6 end gl_Color(1,1,1,0.14) gl_Texture(pics["resbarBgPic"]) DrawRect(m_resources.posX + widgetPosX + paddingLeft, posY + y1Offset, m_resources.posX + widgetPosX + paddingLeft + barWidth, posY + y2Offset) gl_Color(1,1,1,1) gl_Texture(pics["resbarPic"]) DrawRect(m_resources.posX + widgetPosX + paddingLeft, posY + y1Offset, m_resources.posX + widgetPosX + paddingLeft + ((barWidth/metalStorage)*metal), posY + y2Offset) if ((barWidth/metalStorage)*metal) > 0.8 then local glowsize = 12 gl_Color(1,1,1.2,0.033) gl_Texture(pics["barGlowCenterPic"]) DrawRect(m_resources.posX + widgetPosX + paddingLeft, posY + y1Offset+glowsize, m_resources.posX + widgetPosX + paddingLeft + ((barWidth/metalStorage)*metal), posY + y2Offset-glowsize) gl_Texture(pics["barGlowEdgePic"]) DrawRect(m_resources.posX + widgetPosX + paddingLeft-(glowsize*1.8), posY + y1Offset+glowsize, m_resources.posX + widgetPosX + paddingLeft, posY + y2Offset-glowsize) DrawRect(m_resources.posX + widgetPosX + paddingLeft + ((barWidth/metalStorage)*metal)+(glowsize*1.8), posY + y1Offset+glowsize, m_resources.posX + widgetPosX + paddingLeft + ((barWidth/metalStorage)*metal), posY + y2Offset-glowsize) end if not dead then y1Offset = 11 y2Offset = 9 else y1Offset = 10 y2Offset = 8.6 end gl_Color(1,1,0,0.14) gl_Texture(pics["resbarBgPic"]) DrawRect(m_resources.posX + widgetPosX + paddingLeft, posY + y1Offset, m_resources.posX + widgetPosX + paddingLeft + barWidth, posY + y2Offset) gl_Color(1,1,0,1) gl_Texture(pics["resbarPic"]) DrawRect(m_resources.posX + widgetPosX + paddingLeft, posY + y1Offset, m_resources.posX + widgetPosX + paddingLeft + ((barWidth/energyStorage)*energy), posY + y2Offset) if ((barWidth/energyStorage)*energy) > 0.8 then local glowsize = 12 gl_Color(1,1,0.2,0.033) gl_Texture(pics["barGlowCenterPic"]) DrawRect(m_resources.posX + widgetPosX + paddingLeft, posY + y1Offset+glowsize, m_resources.posX + widgetPosX + paddingLeft + ((barWidth/energyStorage)*energy), posY + y2Offset-glowsize) gl_Texture(pics["barGlowEdgePic"]) DrawRect(m_resources.posX + widgetPosX + paddingLeft-(glowsize*1.8), posY + y1Offset+glowsize, m_resources.posX + widgetPosX + paddingLeft, posY + y2Offset-glowsize) DrawRect(m_resources.posX + widgetPosX + paddingLeft + ((barWidth/energyStorage)*energy)+(glowsize*1.8), posY + y1Offset+glowsize, m_resources.posX + widgetPosX + paddingLeft + ((barWidth/energyStorage)*energy), posY + y2Offset-glowsize) end end function DrawChips(playerID, posY) local xPos = m_name.posX + widgetPosX - 6 gl_Color(0.75,0.75,0.75,0.8) gl_Text(playerScores[playerID].score, xPos-5, posY+4, 9.5, "r") gl_Color(1,1,1,1) gl_Texture(pics["chipPic"]) DrawRect(xPos+4, posY+3.5, xPos-2.5, posY + 10) end function DrawSidePic(team, playerID, posY, leader, dark, ai) if gameStarted then if leader == true then gl_Texture(sidePics[team]) -- sets side image (for leaders) else gl_Texture(pics["notFirstPic"]) -- sets image for not leader of team players end DrawRect(m_side.posX + widgetPosX + 2, posY+1, m_side.posX + widgetPosX + 16, posY + 15) -- draws side image --[[if dark == true then -- draws outline if player color is dark gl_Color(1,1,1) if leader == true then gl_Texture(sidePicsWO[team]) else gl_Texture(notFirstPicWO) end DrawRect(m_side.posX + widgetPosX + 2, posY+1,m_side.posX + widgetPosX + 16, posY + 15) gl_Texture(false) end ]]-- gl_Texture(false) else DrawState(playerID, m_side.posX + widgetPosX, posY) end end function DrawRank(rank, posY) if rank == 0 then DrawRankImage(pics["rank0"], posY) elseif rank == 1 then DrawRankImage(pics["rank1"], posY) elseif rank == 2 then DrawRankImage(pics["rank2"], posY) elseif rank == 3 then DrawRankImage(pics["rank3"], posY) elseif rank == 4 then DrawRankImage(pics["rank4"], posY) elseif rank == 5 then DrawRankImage(pics["rank5"], posY) elseif rank == 6 then DrawRankImage(pics["rank6"], posY) elseif rank == 7 then DrawRankImage(pics["rank7"], posY) else --DrawRankImage(rank8, posY) end gl_Color(1,1,1,1) end function DrawRankImage(rankImage, posY) gl_Color(1,1,1) gl_Texture(rankImage) DrawRect(m_rank.posX + widgetPosX + 3, posY+1, m_rank.posX + widgetPosX + 17, posY + 15) end local function RectQuad(px,py,sx,sy) local o = 0.008 -- texture offset, because else grey line might show at the edges gl.TexCoord(o,1-o) gl.Vertex(px, py, 0) gl.TexCoord(1-o,1-o) gl.Vertex(sx, py, 0) gl.TexCoord(1-o,o) gl.Vertex(sx, sy, 0) gl.TexCoord(o,o) gl.Vertex(px, sy, 0) end function DrawRect(px,py,sx,sy) --local px,py,sx,sy,cs = math.floor(px),math.floor(py),math.ceil(sx),math.ceil(sy),math.floor(cs) gl.BeginEnd(GL.QUADS, RectQuad, px,py,sx,sy) end function DrawAlly(posY, team) if Spring_AreTeamsAllied(team, myTeamID) then gl_Color(0,1,0, 0.44) else gl_Color(1,0,0, 0.44) end gl_Texture(pics["allyPic"]) DrawRect(m_alliance.posX + widgetPosX + 3, posY+1, m_alliance.posX + widgetPosX + 17, posY + 15) end function DrawCountry(country, posY) if country ~= nil and country ~= "??" then gl_Texture(flagsDirectory..string.upper(country)..".dds") gl_Color(1,1,1) DrawRect(m_country.posX + widgetPosX + 3, posY+1, m_country.posX + widgetPosX + 17, posY + 15) end end function DrawDot(posY) gl_Color(1,1,1,0.70) gl_Texture(pics["currentPic"]) DrawRect(m_indent.posX + widgetPosX-1 , posY+3, m_indent.posX + widgetPosX + 7, posY + 11) end function DrawCamera(posY,active) if active ~= nil and active then gl_Color(1,1,1,0.7) else gl_Color(1,1,1,0.13) end gl_Texture(pics["cameraPic"]) DrawRect(m_indent.posX + widgetPosX-1.5 , posY+2, m_indent.posX + widgetPosX + 9, posY + 12.4) end function colourNames(teamID) nameColourR,nameColourG,nameColourB,nameColourA = Spring_GetTeamColor(teamID) R255 = math.floor(nameColourR*255) --the first \255 is just a tag (not colour setting) no part can end with a zero due to engine limitation (C) G255 = math.floor(nameColourG*255) B255 = math.floor(nameColourB*255) if ( R255%10 == 0) then R255 = R255+1 end if( G255%10 == 0) then G255 = G255+1 end if ( B255%10 == 0) then B255 = B255+1 end return "\255"..string.char(R255)..string.char(G255)..string.char(B255) --works thanks to zwzsg end function DrawState(playerID, posX, posY) -- note that adv pl list uses a phantom pID for absent players, so this will always show unready for players not ingame local ready = (playerReadyState[playerID]==1) or (playerReadyState[playerID]==2) or (playerReadyState[playerID]==-1) local hasStartPoint = (playerReadyState[playerID]==4) if ai then gl_Color(0.1,0.1,0.97,1) else if ready then gl_Color(0.1,0.95,0.2,1) else if hasStartPoint then gl_Color(1,0.65,0.1,1) else gl_Color(0.8,0.1,0.1,1) end end end gl_Texture(pics["readyTexture"]) DrawRect(posX, posY - 1 , posX + 16, posY + 16) gl_Color(1,1,1,1) end function DrawAlliances(alliances, posY) -- still a problem is that teams with the same/similar color can be misleading local posX = widgetPosX + m_name.posX local width = m_name.width / #alliances local padding = 2 for i,playerID in pairs(alliances) do if player[playerID] ~= nil and player[playerID].red ~= nil then gl_Color(0,0,0,0.25) RectRound(posX+(width*(i-1)), posY - 3 , posX + (width*i), posY + 19, 2) gl_Color(player[playerID].red, player[playerID].green, player[playerID].blue, 0.5) RectRound(posX+(width*(i-1)) + padding, posY - 3 + padding , posX + (width*i)- padding, posY + 19 - padding, 2) end end gl_Color(1,1,1,1) end function DrawName(name, team, posY, dark, playerID) local willSub = "" if not gameStarted then if playerID>=64 then willSub = (Spring.GetGameRulesParam("Player" .. (playerID-64) .. "willSub")==1) and " (sub)" or "" --pID-64 because apl uses dummy playerIDs for absent players else willSub = (Spring.GetGameRulesParam("Player" .. (playerID) .. "willSub")==1) and " (sub)" or "" end end local nameText = name .. willSub local nameColourR,nameColourG,nameColourB,nameColourA = Spring_GetTeamColor(team) local xPadding = 0 -- includes readystate icon if factions arent shown if not gameStarted and not m_side.active then xPadding = 16 DrawState(playerID, m_name.posX + widgetPosX, posY) end if (nameColourR + nameColourG*1.2 + nameColourB*0.4) < 0.8 then gl_Text(colourNames(team) .. nameText, m_name.posX + widgetPosX + 3 + xPadding, posY + 4, 14, "o") -- draws name else gl_Color(0,0,0,0.45) gl_Text(nameText, m_name.posX + widgetPosX + 2 + xPadding, posY + 3, 14, "n") -- draws name gl_Text(nameText, m_name.posX + widgetPosX + 4 + xPadding, posY + 3, 14, "n") -- draws name gl_Color(nameColourR,nameColourG,nameColourB,1) gl_Text(nameText, m_name.posX + widgetPosX + 3 + xPadding, posY + 4, 14, "n") -- draws name end gl_Color(1,1,1) end function DrawSmallName(name, team, posY, dark, playerID, alpha) if team ~= nil then if originalColourNames[playerID] then name = originalColourNames[playerID] .. name end local textindent = 4 local explayerindent = -3 if m_indent.active or m_rank.active or m_side.active or m_ID.active then textindent = 0 end local nameColourR,nameColourG,nameColourB,nameColourA = 1,1,1,1 if playerSpecs[playerID] ~= nil then nameColourR,nameColourG,nameColourB,nameColourA = Spring_GetTeamColor(team) if (nameColourR + nameColourG*1.2 + nameColourB*0.4) < 0.8 then gl_Text(colourNames(team) .. name, m_name.posX + textindent + explayerindent + widgetPosX + 3, posY + 4, 11, "o") else gl_Color(0,0,0,0.3) gl_Text(name, m_name.posX + textindent + explayerindent + widgetPosX + 2, posY + 3.2, 11, "n") -- draws name gl_Text(name, m_name.posX + textindent + explayerindent + widgetPosX + 4, posY + 3.2, 11, "n") -- draws name gl_Color(nameColourR,nameColourG,nameColourB,0.78) gl_Text(name, m_name.posX + textindent + explayerindent + widgetPosX + 3, posY + 4, 11, "n") end else gl_Color(0,0,0,0.3) gl_Text(name, m_name.posX + textindent + widgetPosX + 2.2, posY + 3.3, 10, "n") gl_Text(name, m_name.posX + textindent + widgetPosX + 3.8, posY + 3.3, 10, "n") gl_Color(1,1,1,alpha) gl_Text(name, m_name.posX + textindent + widgetPosX + 3, posY + 4, 10, "n") end gl_Color(1,1,1) end end function DrawID(playerID, posY, dark, dead) local spacer = "" if playerID < 10 then spacer = " " end local fontSize = 11 local deadspace = 0 if dead then fontSize = 8 deadspace = 1.5 gl_Color(0,0,0,0.4) else gl_Color(0,0,0,0.6) end --gl_Text(colourNames(playerID) .. " ".. playerID .. "", m_ID.posX + widgetPosX+4.5, posY + 5, 11, "o") gl_Text(spacer .. playerID .. "", m_ID.posX + deadspace + widgetPosX+4.5, posY + 4.1, fontSize, "n") if dead then gl_Color(1,1,1,0.33) else gl_Color(1,1,1,0.5) end gl_Text(spacer .. playerID .. "", m_ID.posX + deadspace + widgetPosX+4.5, posY + 5, fontSize, "n") gl_Color(1,1,1) end function DrawSkill(skill, posY, dark) gl_Text(skill, m_skill.posX + widgetPosX + m_skill.width - 2, posY + 5.3, 9.5, "or") gl_Color(1,1,1) end function DrawPingCpu(pingLvl, cpuLvl, posY, spec, alpha, cpu, fps) gl_Texture(pics["pingPic"]) if spec then local grayvalue = 0.3 + (pingLvl / 15) gl_Color(grayvalue,grayvalue,grayvalue,(0.2*pingLvl)) DrawRect(m_cpuping.posX + widgetPosX + 12, posY+1, m_cpuping.posX + widgetPosX + 21, posY + 14) else gl_Color(pingCpuColors[pingLvl].r,pingCpuColors[pingLvl].g,pingCpuColors[pingLvl].b) DrawRect(m_cpuping.posX + widgetPosX + 12, posY+1, m_cpuping.posX + widgetPosX + 24, posY + 15) end grayvalue = 0.7 + (cpu/135) if cpuText ~= nil and cpuText then if type(cpu) == "number" then if cpu > 99 then cpu = 99 end if spec then gl_Color(0,0,0,0.1+(grayvalue*0.4)) gl_Text(cpu, m_cpuping.posX + widgetPosX+11, posY + 4.3, 9, "r") gl_Color(grayvalue,grayvalue,grayvalue,0.66*alpha*grayvalue) gl_Text(cpu, m_cpuping.posX + widgetPosX+11, posY + 5.3, 9, "r") else gl_Color(0,0,0,0.12+(grayvalue*0.44)) gl_Text(cpu, m_cpuping.posX + widgetPosX+11, posY + 4.3, 9.5, "r") gl_Color(grayvalue,grayvalue,grayvalue,0.8*alpha*grayvalue) gl_Text(cpu, m_cpuping.posX + widgetPosX+11, posY + 5.3, 9.5, "r") end gl_Color(1,1,1) end else if fps ~= nil then if fps > 99 then fps = 99 end grayvalue = 0.95 - (fps/195) if spec then gl_Color(0,0,0,0.1+(grayvalue*0.4)) gl_Text(fps, m_cpuping.posX + widgetPosX+11, posY + 4.3, 9, "r") gl_Color(grayvalue,grayvalue,grayvalue,0.77*alpha*grayvalue) gl_Text(fps, m_cpuping.posX + widgetPosX+11, posY + 5.3, 9, "r") else gl_Color(0,0,0,0.12+(grayvalue*0.44)) gl_Text(fps, m_cpuping.posX + widgetPosX+11, posY + 4.3, 9.5, "r") gl_Color(grayvalue,grayvalue,grayvalue,alpha*grayvalue) gl_Text(fps, m_cpuping.posX + widgetPosX+11, posY + 5.3, 9.5, "r") end gl_Color(1,1,1) else gl_Texture(pics["cpuPic"]) if spec then gl_Color(grayvalue,grayvalue,grayvalue,0.1+(0.14*cpuLvl)) DrawRect(m_cpuping.posX + widgetPosX + 2 , posY+1, m_cpuping.posX + widgetPosX + 13, posY + 14) else gl_Color(pingCpuColors[cpuLvl].r,pingCpuColors[cpuLvl].g,pingCpuColors[cpuLvl].b) DrawRect(m_cpuping.posX + widgetPosX + 1, posY+1, m_cpuping.posX + widgetPosX + 14, posY + 15) end end end end function DrawPoint(posY,pointtime) if right == true then gl_Color(1,0,0,pointtime/pointDuration) gl_Texture(pics["arrowPic"]) DrawRect(widgetPosX - 18, posY, widgetPosX - 2, posY+ 14) gl_Color(1,1,1,pointtime/pointDuration) gl_Texture(pics["pointPic"]) DrawRect(widgetPosX - 33, posY-1, widgetPosX - 17, posY + 15) else leftPosX = widgetPosX + widgetWidth gl_Color(1,0,0,pointtime/pointDuration) gl_Texture(pics["arrowPic"]) DrawRect(leftPosX + 18, posY, leftPosX + 2, posY + 14) gl_Color(1,1,1,pointtime/pointDuration) gl_Texture(pics["pointPic"]) DrawRect(leftPosX + 33, posY-1, leftPosX + 17, posY + 15) end gl_Color(1,1,1,1) end function TakeTip(mouseX) if right == true then if mouseX >= widgetPosX - 57 * widgetScale and mouseX <= widgetPosX - 1 * widgetScale then tipText = "Click to take abandoned units" end else local leftPosX = widgetPosX + widgetWidth if mouseX >= leftPosX + 1 * widgetScale and mouseX <= leftPosX + 57 * widgetScale then tipText = "Click to take abandoned units" end end end function ShareTip(mouseX, playerID) if playerID == myPlayerID then if mouseX >= widgetPosX + (m_share.posX + 1) * widgetScale and mouseX <= widgetPosX + (m_share.posX + 17) * widgetScale then tipText = "Double click to ask for Unit support" elseif mouseX >= widgetPosX + (m_share.posX + 19) * widgetScale and mouseX <= widgetPosX + (m_share.posX + 35) * widgetScale then tipText = "Click and drag to ask for Energy" elseif mouseX >= widgetPosX + (m_share.posX + 37) * widgetScale and mouseX <= widgetPosX + (m_share.posX + 53) * widgetScale then tipText = "Click and drag to ask for Metal" end else if mouseX >= widgetPosX + (m_share.posX + 1) * widgetScale and mouseX <= widgetPosX + (m_share.posX + 17) * widgetScale then tipText = "Double click to share Units" elseif mouseX >= widgetPosX + (m_share.posX + 19) * widgetScale and mouseX <= widgetPosX + (m_share.posX + 35) * widgetScale then tipText = "Click and drag to share Energy" elseif mouseX >= widgetPosX + (m_share.posX + 37) * widgetScale and mouseX <= widgetPosX + (m_share.posX + 53) * widgetScale then tipText = "Click and drag to share Metal" end end end function AllyTip(mouseX, playerID) if mouseX >= widgetPosX + (m_alliance.posX + 1) * widgetScale and mouseX <= widgetPosX + (m_alliance.posX + 11) * widgetScale then if Spring_AreTeamsAllied(player[playerID].team, myTeamID) then tipText = "Click to become enemy" else tipText = "Click to become ally" end end end function ResourcesTip(mouseX, e, es, ei, m, ms, mi) if mouseX >= widgetPosX + (m_resources.posX + 1) * widgetScale and mouseX <= widgetPosX + (m_resources.posX + m_resources.width) * widgetScale then if e > 1000 then e = math.floor(e / 100) * 100 else e = math.floor(e / 10) * 10 end if m > 1000 then m = math.floor(m / 100) * 100 else m = math.floor(m / 10) * 10 end if ei == nil then ei = 0 mi = 0 end ei = math.floor(ei) mi = math.floor(mi) if ei > 1000 then ei = math.floor(ei / 100) * 100 elseif ei > 100 then ei = math.floor(ei / 10) * 10 end if mi > 200 then mi = math.floor(mi / 10) * 10 end if e >= 10000 then e = math.floor(e/1000).."k" end if m >= 10000 then e = math.floor(m/1000).."k" end if ei >= 10000 then ei = math.floor(ei/1000).."k" end if mi >= 10000 then ei = math.floor(mi/1000).."k" end tipText = "\255\255\255\000+"..ei.."\n\255\255\255\000"..e.."\n\255\255\255\255"..m.."\n\255\255\255\255+"..mi end end function PingCpuTip(mouseX, pingLvl, cpuLvl, fps, gpumem, system, name) if mouseX >= widgetPosX + (m_cpuping.posX + 13) * widgetScale and mouseX <= widgetPosX + (m_cpuping.posX + 23) * widgetScale then if pingLvl < 2000 then pingLvl = pingLvl.." ms" elseif pingLvl >= 2000 and pingLvl < 60000 then pingLvl = round(pingLvl/1000,0).." sec" elseif pingLvl >= 60000 then pingLvl = round(pingLvl/60000,0).." min" end tipText = "Ping: "..pingLvl elseif mouseX >= widgetPosX + (m_cpuping.posX + 1) * widgetScale and mouseX <= widgetPosX + (m_cpuping.posX + 11) * widgetScale then tipText = "Cpu: "..cpuLvl.."%" if fps ~= nil then tipText = "FPS: "..fps.." "..tipText end if gpumem ~= nil then tipText = tipText.." Gpu mem: "..gpumem.."%" end if system ~= nil then tipText = "\255\000\000\000"..name.."\n\255\233\180\180"..tipText.."\n\255\240\240\240"..system end end end function PointTip(mouseX) if right == true then if mouseX >= widgetPosX - 28 * widgetScale and mouseX <= widgetPosX - 1 * widgetScale then tipText = "Click to reach the last point set by the player" end else local leftPosX = widgetPosX + widgetWidth if mouseX >= leftPosX + 1 * widgetScale and mouseX <= leftPosX + 28 * widgetScale then tipText = "Click to reach the last point set by the player" end end end function stringToLines(str) local t = {} local function helper(line) table.insert(t, line) return "" end helper((str:gsub("(.-)\r?\n", helper))) return t end function DrawTip(mouseX, mouseY) local scaleDiffX = -((widgetPosX*widgetScale)-widgetPosX)/widgetScale local scaleDiffY = -((widgetPosY*widgetScale)-widgetPosY)/widgetScale local scaleReset = widgetScale / widgetScale / widgetScale gl.Translate(-scaleDiffX,-scaleDiffY,0) gl.Scale(scaleReset,scaleReset,0) text = tipText --this is needed because we're inside a gllist if text ~= nil then local fontSize = 14*widgetScale local tw = fontSize*gl_GetTextWidth(text) + (20*widgetScale) local _, lines = string.gsub(text, "\n", "") lines = lines + 1 local lineHeight = fontSize + (fontSize/4.5) local th = lineHeight * lines + (fontSize*0.75) local oldWidgetScale = widgetScale widgetScale = 1 local bottomY = mouseY-(th-(26*oldWidgetScale)) local ycorrection = 0 if bottomY < 0 then ycorrection = (15*widgetScale)-bottomY end local padding = -1.8*oldWidgetScale local xoffset = -15*oldWidgetScale if right then gl_Color(0.8,0.8,0.8,0.75) RectRound(mouseX-tw+padding+xoffset, bottomY+ycorrection+padding, mouseX+xoffset-padding, (mouseY+(26*oldWidgetScale)+ycorrection)-padding, 4.5*oldWidgetScale) padding = 0*oldWidgetScale gl_Color(0,0,0,0.28) RectRound(mouseX-tw+padding+xoffset, bottomY+ycorrection+padding, mouseX+xoffset-padding, (mouseY+(26*oldWidgetScale)+ycorrection)-padding, 3.5*oldWidgetScale) else xoffset = 22*oldWidgetScale gl_Color(0.8,0.8,0.8,0.75) RectRound(mouseX+padding+xoffset, bottomY+ycorrection+padding, mouseX+tw+xoffset-padding, (mouseY+(26*oldWidgetScale)+ycorrection)-padding, 4.5*oldWidgetScale) padding = 0*oldWidgetScale gl_Color(0,0,0,0.28) RectRound(mouseX+padding+xoffset, bottomY+ycorrection+padding, mouseX+tw+xoffset+padding, (mouseY+(26*oldWidgetScale)+ycorrection)-padding, 3.5*oldWidgetScale) end widgetScale = oldWidgetScale -- draw text local textLines = stringToLines(text) th = 0 gl.BeginText() for i, line in ipairs(textLines) do if right then gl_Text('\255\244\244\244'..line, mouseX+xoffset+(8*widgetScale)-tw, mouseY+(8*widgetScale)+ycorrection+th, fontSize, "o") else gl_Text('\255\244\244\244'..line, mouseX+xoffset+(8*widgetScale), mouseY+(8*widgetScale)+ycorrection+th, fontSize, "o") end th = th - lineHeight end gl.EndText() end tipText = nil gl.Color(1,1,1,1) gl.Scale(widgetScale,widgetScale,0) gl.Translate(scaleDiffX,scaleDiffY,0) end --------------------------------------------------------------------------------------------------- -- Share slider gllist --------------------------------------------------------------------------------------------------- function CreateShareSlider() if ShareSlider then gl_DeleteList(ShareSlider) end ShareSlider = gl_CreateList(function() local posY if energyPlayer ~= nil then posY = widgetPosY + widgetHeight - energyPlayer.posY gl_Texture(pics["barPic"]) DrawRect(m_share.posX + widgetPosX + 16,posY-3,m_share.posX + widgetPosX + 34,posY+58) gl_Texture(pics["energyPic"]) DrawRect(m_share.posX + widgetPosX + 17,posY+sliderPosition,m_share.posX + widgetPosX + 33,posY+16+sliderPosition) gl_Texture(pics["amountPic"]) if right == true then DrawRect(m_share.posX + widgetPosX - 28,posY-1+sliderPosition, m_share.posX + widgetPosX + 19,posY+17+sliderPosition) gl_Texture(false) gl_Text(amountEM.."", m_share.posX + widgetPosX - 5,posY+3+sliderPosition) else DrawRect(m_share.posX + widgetPosX + 76,posY-1+sliderPosition, m_share.posX + widgetPosX + 31,posY+17+sliderPosition) gl_Texture(false) gl_Text(amountEM.."", m_share.posX + widgetPosX + 55,posY+3+sliderPosition) end elseif metalPlayer ~= nil then posY = widgetPosY + widgetHeight - metalPlayer.posY gl_Texture(pics["barPic"]) DrawRect(m_share.posX + widgetPosX + 32,posY-3,m_share.posX + widgetPosX + 50,posY+58) gl_Texture(pics["metalPic"]) DrawRect(m_share.posX + widgetPosX + 33, posY+sliderPosition,m_share.posX + widgetPosX + 49,posY+16+sliderPosition) gl_Texture(pics["amountPic"]) if right == true then DrawRect(m_share.posX + widgetPosX - 12,posY-1+sliderPosition, m_share.posX + widgetPosX + 35,posY+17+sliderPosition) gl_Texture(false) gl_Text(amountEM.."", m_share.posX + widgetPosX + 11,posY+3+sliderPosition) else DrawRect(m_share.posX + widgetPosX + 88,posY-1+sliderPosition, m_share.posX + widgetPosX + 47,posY+17+sliderPosition) gl_Texture(false) gl_Text(amountEM.."", m_share.posX + widgetPosX + 71,posY+3+sliderPosition) end end end) end function GetCpuLvl(cpuUsage) -- set the 5 cpu usage levels (green to red) if cpuUsage < 0.15 then return 1 elseif cpuUsage < 0.3 then return 2 elseif cpuUsage < 0.45 then return 3 elseif cpuUsage < 0.65 then return 4 else return 5 end end function GetPingLvl(ping) -- set the 5 ping levels (green to red) if ping < 0.15 then return 1 elseif ping < 0.3 then return 2 elseif ping < 0.7 then return 3 elseif ping < 1.5 then return 4 else return 5 end end --------------------------------------------------------------------------------------------------- -- Mouse --------------------------------------------------------------------------------------------------- local prevClickedName local clickedName function widget:MousePress(x,y,button) --super ugly code here local t = false -- true if the object is a team leader local clickedPlayer local posY local clickTime = os.clock() if button == 1 then local alt,ctrl,meta,shift = Spring.GetModKeyState() sliderPosition = 0 amountEM = 0 -- spectators label onclick posY = widgetPosY + widgetHeight - specsLabelOffset if numberOfSpecs > 0 and IsOnRect(x, y, widgetPosX + 2, posY+2, widgetPosX + widgetWidth - 2, posY+20) then specListShow = not specListShow SetModulesPositionX() --why? SortList() CreateLists() return true end for _,i in ipairs(drawList) do -- i = object # if i > -1 then clickedPlayer = player[i] clickedPlayer.id = i clickedName = clickedPlayer.name posY = widgetPosY + widgetHeight - clickedPlayer.posY end if mySpecStatus == true then if i == -1 then t = true else t = false if m_point.active then if i > -1 and i < 64 then if clickedPlayer.pointTime ~= nil then if right == true then if IsOnRect(x,y, widgetPosX - 33, posY - 2,widgetPosX - 17, posY + 16) then --point button Spring.SetCameraTarget(clickedPlayer.pointX,clickedPlayer.pointY,clickedPlayer.pointZ,1) -- -- return true -- end -- else -- if IsOnRect(x,y, widgetPosX + widgetWidth + 17, posY-2,widgetPosX + widgetWidth + 33, posY + 16) then -- Spring.SetCameraTarget(clickedPlayer.pointX,clickedPlayer.pointY,clickedPlayer.pointZ,1) -- return true end end end end end end if i>-1 and i<64 then if m_name.active and clickedPlayer.name ~= absentName and IsOnRect(x, y, m_name.posX + widgetPosX +1, posY, m_name.posX + widgetPosX + m_name.width, posY+16) then if ctrl then Spring_SendCommands{"toggleignore "..clickedPlayer.name} return true end if (mySpecStatus or player[i].allyteam == myAllyTeamID) and clickTime - prevClickTime < dblclickPeriod and clickedName == prevClickedName then LockCamera(i) prevClickedName = '' if not clickedPlayer.spec then Spring_SendCommands{"specteam "..i} end SortList() CreateLists() return true end prevClickedName = clickedName end end else if t == true then if clickedPlayer.allyteam == myAllyTeamID then if m_take.active == true then if clickedPlayer.totake == true then if right == true then if IsOnRect(x,y, widgetPosX - 57, posY ,widgetPosX - 12, posY + 17) then --take button Take(clickedPlayer.team, clickedPlayer.name, i) -- return true -- end -- else -- if IsOnRect(x,y, widgetPosX + widgetWidth + 12, posY ,widgetPosX + widgetWidth + 57, posY + 17) then -- Take(clickedPlayer.team, clickedPlayer.name, i) -- return true end end end end if m_share.active == true and clickedPlayer.dead ~= true then if IsOnRect(x, y, m_share.posX + widgetPosX +1, posY, m_share.posX + widgetPosX +17,posY+16) then -- share units button if release ~= nil then -- if release >= now then -- if clickedPlayer.team == myTeamID then -- Spring_SendCommands("say a: I need unit support!") -- (ask) else -- local suc = Spring.GetSelectedUnitsCount() Spring_SendCommands("say a: I gave "..suc.." units to "..clickedPlayer.name..".") local su = Spring.GetSelectedUnits() for _,uid in ipairs(su) do local ux,uy,uz = Spring.GetUnitPosition(uid) Spring.MarkerAddPoint(ux,uy,uz) end Spring_ShareResources(clickedPlayer.team, "units") -- end end release = nil else firstclick = now+1 end return true end if IsOnRect(x, y, m_share.posX + widgetPosX +17, posY, m_share.posX + widgetPosX +33,posY+16) then -- share energy button (initiates the slider) energyPlayer = clickedPlayer return true end if IsOnRect(x, y, m_share.posX + widgetPosX +33, posY, m_share.posX + widgetPosX +49,posY+16) then -- share metal button (initiates the slider) metalPlayer = clickedPlayer return true end end end end if i == -1 then t = true else t = false if i > -1 and i < 64 then --chat button if m_chat.active == true then if IsOnRect(x, y, m_chat.posX + widgetPosX +1, posY, m_chat.posX + widgetPosX +17,posY+16) then Spring_SendCommands("chatall","pastetext /w "..clickedPlayer.name..' \1') return true end end --ally button if m_alliance.active == true and drawAllyButton and not mySpecStatus and player[i] ~= nil and player[i].dead ~= true and i ~= myPlayerID then if IsOnRect(x, y, m_alliance.posX + widgetPosX +1, posY, m_alliance.posX + widgetPosX + m_alliance.width,posY+16) then if Spring_AreTeamsAllied(player[i].team, myTeamID) then Spring_SendCommands("ally "..player[i].allyteam.." 0") else Spring_SendCommands("ally "..player[i].allyteam.." 1") end return true end end --point if m_point.active then if clickedPlayer.pointTime ~= nil then if clickedPlayer.allyteam == myAllyTeamID then if right == true then if IsOnRect(x,y, widgetPosX - 28, posY - 1,widgetPosX - 12, posY + 17) then Spring.SetCameraTarget(clickedPlayer.pointX,clickedPlayer.pointY,clickedPlayer.pointZ,1) return true end else if IsOnRect(x,y, widgetPosX + widgetWidth + 12, posY-1,widgetPosX + widgetWidth + 28, posY + 17) then Spring.SetCameraTarget(clickedPlayer.pointX,clickedPlayer.pointY,clickedPlayer.pointZ,1) return true end end end end end --name if m_name.active and clickedPlayer.name ~= absentName and IsOnRect(x, y, m_name.posX + widgetPosX +1, posY, m_name.posX + widgetPosX + m_name.width, posY+12) then if ctrl then Spring_SendCommands{"toggleignore "..clickedPlayer.name} return true end if (mySpecStatus or player[i].allyteam == myAllyTeamID) and clickTime - prevClickTime < dblclickPeriod and clickedName == prevClickedName then LockCamera(clickedPlayer.team) prevClickedName = '' if not clickedPlayer.spec then Spring_SendCommands{"specteam "..clickedPlayer.team} end SortList() CreateLists() return true end prevClickedName = clickedName end end end end end end prevClickTime = clickTime end local mouseX, mouseY = 0,0 function widget:MouseMove(x,y,dx,dy,button) mouseX, mouseY = x, y local moveStartX, moveStartY if energyPlayer ~= nil or metalPlayer ~= nil then -- move energy/metal share slider if sliderOrigin == nil then sliderOrigin = y end sliderPosition = (y-sliderOrigin) * (1/widgetScale) if sliderPosition < 0 then sliderPosition = 0 end if sliderPosition > 39 then sliderPosition = 39 end local prevAmountEM = amountEM UpdateResources() if playSounds and (lastSliderSound == nil or os.clock() - lastSliderSound > 0.05) and amountEM ~= prevAmountEM then lastSliderSound = os.clock() Spring.PlaySoundFile(sliderdrag, 0.3, 'ui') end end end function widget:MouseRelease(x,y,button) if button == 1 then if firstclick ~= nil then -- double click system for share units release = firstclick firstclick = nil else release = nil end if energyPlayer ~= nil then -- share energy/metal mouse release if energyPlayer.team == myTeamID then if amountEM == 0 then Spring_SendCommands("say a: I need Energy!") else Spring_SendCommands("say a: I need "..amountEM.." Energy!") end elseif amountEM > 0 then Spring_ShareResources(energyPlayer.team, "energy", amountEM) Spring_SendCommands("say a: I sent "..amountEM.." energy to "..energyPlayer.name) end sliderOrigin = nil amountEMMax = nil sliderPosition = nil amountEM = nil energyPlayer = nil end if metalPlayer ~= nil then if metalPlayer.team == myTeamID then if amountEM == 0 then Spring_SendCommands("say a: I need Metal!") else Spring_SendCommands("say a: I need "..amountEM.." Metal!") end elseif amountEM > 0 then Spring_ShareResources(metalPlayer.team, "metal", amountEM) Spring_SendCommands("say a: I sent "..amountEM.." metal to "..metalPlayer.name) end sliderOrigin = nil amountEMMax = nil sliderPosition = nil amountEM = nil metalPlayer = nil end end end function Spec(teamID) Spring_SendCommands{"specteam "..teamID} specTarget = teamID SortList() end --------------------------------------------------------------------------------------------------- -- Tweak mode --------------------------------------------------------------------------------------------------- function IsOnRect(x, y, BLcornerX, BLcornerY,TRcornerX,TRcornerY) -- calc scale offset BLcornerX = BLcornerX - ((widgetPosX - BLcornerX) * (widgetScale-1)) BLcornerY = BLcornerY - ((widgetPosY - BLcornerY) * (widgetScale-1)) TRcornerX = TRcornerX - ((widgetPosX - TRcornerX) * (widgetScale-1)) TRcornerY = TRcornerY - ((widgetPosY - TRcornerY) * (widgetScale-1)) -- check if the mouse is in a rectangle return x >= BLcornerX and x <= TRcornerX and y >= BLcornerY and y <= TRcornerY end local function DrawGreyRect() gl_Color(0.2,0.2,0.2,0.25) gl_Rect(widgetPosX, widgetPosY, widgetPosX + widgetWidth, widgetPosY + widgetHeight) gl_Color(1,1,1,1) end local function DrawTweakButton(module, localLeft, localOffset, localBottom) gl_Texture(module.pic) DrawRect(localLeft + localOffset, localBottom + 11, localLeft + localOffset + 16, localBottom + 27) if module.active ~= true and module.alwaysActive == nil then gl_Texture(pics["crossPic"]) DrawRect(localLeft + localOffset, localBottom + 11, localLeft + localOffset + 16, localBottom + 27) end end local function DrawTweakButtons() local minSize = (modulesCount-1) * 16 + 2 local localLeft = widgetPosX local localBottom = widgetPosY + widgetHeight - 28 local localOffset = 1 --see func above, these track how far right we've got TODO: pass values gl_Color(0,0,0,0.5) RectRound(localLeft-3, localBottom + 8, localLeft + widgetWidth+3, localBottom + 30, 5, true) gl_Color(1,1,1,1) --if localLeft + minSize > vsx then localLeft = vsx - minSize end if localBottom < 0 then localBottom = 0 end for n,module in pairs(modules) do if module.noPic == nil or module.noPic == false then if mySpecStatus == false or mySpecStatus == true and module.spec then DrawTweakButton(module, localLeft, localOffset, localBottom) localOffset = localOffset + 16 end end if module.picGap ~= nil then if mySpecStatus == false or mySpecStatus == true and module.spec then localOffset = localOffset + module.picGap end end end end local function DrawArrows() gl_Color(1,1,1,0.4) gl_Texture(pics["arrowdPic"]) if expandDown == true then DrawRect(widgetPosX, widgetPosY - 15, widgetRight, widgetPosY - 1) else DrawRect(widgetPosX, widgetTop + 15, widgetRight, widgetTop + 1) end gl_Texture(pics["arrowPic"]) if expandLeft == true then DrawRect(widgetPosX - 1, widgetPosY, widgetPosX - 15, widgetTop) else DrawRect(widgetRight + 1, widgetPosY, widgetRight + 15, widgetTop) end gl_Color(1,1,1,1) gl_Texture(false) end function widget:TweakDrawScreen() local scaleDiffX = -((widgetPosX*widgetScale)-widgetPosX)/widgetScale local scaleDiffY = -((widgetPosY*widgetScale)-widgetPosY)/widgetScale gl.Scale(widgetScale,widgetScale,0) gl.Translate(scaleDiffX,scaleDiffY,0) --DrawGreyRect() DrawTweakButtons() --DrawArrows() CreateMainList() CreateBackground() local scaleReset = widgetScale / widgetScale / widgetScale gl.Translate(-scaleDiffX,-scaleDiffY,0) gl.Scale(scaleReset,scaleReset,0) end function checkButton(module, x, y, localLeft, localOffset, localBottom) if IsOnRect(x, y, localLeft + localOffset, localBottom + 11, localLeft + localOffset + 16, localBottom + 27) then if module.alwaysActive == nil then module.active = not module.active SetModulesPositionX() --why? SortList() -- adjust because of widget scaling local widthDiff = (module.width * widgetScale) - module.width if module.active then widgetRight = widgetRight - widthDiff else widgetRight = widgetRight + widthDiff end else if module.name == "sizedn" then customScaleDown() elseif module.name == "sizeup" then customScaleUp() end end CreateLists() return true else return false end end function widget:TweakMousePress(x,y,button) if button == 1 then local localLeft = widgetPosX local localBottom = widgetPosY + widgetHeight - 28 local localOffset = 1 if localBottom < 0 then localBottom = 0 end --if localLeft + 181 > vsx then localLeft = vsx - 181 end for _,module in pairs(modules) do if module.noPic == nil or module.noPic == false then if mySpecStatus == false or mySpecStatus == true and module.spec then if checkButton(module,x,y,localLeft,localOffset,localBottom) then return true end localOffset = localOffset + 16 end end if module.picGap ~= nil then if mySpecStatus == false or mySpecStatus == true and module.spec then localOffset = localOffset + module.picGap end end end elseif button == 2 or button == 3 then if IsOnRect(x, y, widgetPosX, widgetPosY, widgetPosX + widgetWidth, widgetPosY + widgetHeight) then clickToMove = true return true end end end function widget:TweakMouseMove(x,y,dx,dy,button) if clickToMove ~= nil then if moveStartX == nil then -- move widget on y axis moveStartX = x - widgetPosX end if moveStartY == nil then -- move widget on y axis moveStartY = y - widgetPosY end widgetPosX = widgetPosX + dx widgetPosY = widgetPosY + dy if widgetPosY <= (backgroundMargin*widgetScale) then widgetPosY = (backgroundMargin*widgetScale) expandDown = false --expandDown=false only if we are right on the bottom of the screen end if widgetPosY + (widgetHeight * widgetScale) >= vsy -(backgroundMargin*widgetScale) then widgetPosY = vsy - (widgetHeight * widgetScale) -(backgroundMargin*widgetScale) expandDown = true end if widgetPosX <= (backgroundMargin*widgetScale) then --expandLeft=false only when we are precisely on the left edge of the screen widgetPosX = (backgroundMargin*widgetScale) expandLeft = false end if widgetPosX + (widgetWidth * widgetScale) >= vsx-(backgroundMargin*widgetScale) then widgetPosX = vsx - (widgetWidth * widgetScale) - (backgroundMargin*widgetScale) expandLeft = true end widgetTop = widgetPosY + widgetHeight widgetRight = widgetPosX + widgetWidth widgetRelRight = vsx - (widgetPosX + (widgetWidth*widgetScale)) if widgetPosX + widgetWidth/2 > vsx/2 then right = true else right = false end end end function widget:TweakMouseRelease(x,y,button) clickToMove = nil -- ends the share slider process end --------------------------------------------------------------------------------------------------- -- Save/load --------------------------------------------------------------------------------------------------- function widget:GetConfigData(data) -- save if m_side ~= nil then --put module.active into a table local m_active_Table = {} for n,module in pairs(modules) do m_active_Table[module.name] = module.active end local settings = { --view customScale = customScale, vsx = vsx, vsy = vsy, widgetRelRight = widgetRelRight, widgetPosX = widgetPosX, widgetPosY = widgetPosY, widgetRight = widgetRight, widgetTop = widgetTop, expandDown = expandDown, expandLeft = expandLeft, specListShow = specListShow, m_pointActive = m_point.active, m_takeActive = m_take.active, m_seespecActive = m_seespec.active, m_active_Table = m_active_Table, cpuText = cpuText, lockPlayerID = lockPlayerID, specListShow = specListShow, gameFrame = Spring.GetGameFrame(), lastSystemData = lastSystemData, alwaysHideSpecs = alwaysHideSpecs, --lockcameraHideEnemies = lockcameraHideEnemies, --lockcameraLos = lockcameraLos, } return settings end end function widget:SetConfigData(data) -- load if data.customScale ~= nil then customScale = data.customScale end if data.specListShow ~= nil then specListShow = data.specListShow end if data.alwaysHideSpecs ~= nil then alwaysHideSpecs = data.alwaysHideSpecs end if data.lockcameraHideEnemies ~= nil then --lockcameraHideEnemies = data.lockcameraHideEnemies end if data.lockcameraLos ~= nil then --lockcameraLos = data.lockcameraLos end --view if data.expandDown ~= nil and data.widgetRight ~= nil then expandDown = data.expandDown expandLeft = data.expandLeft specListShow = data.specListShow local oldvsx = data.vsx local oldvsy = data.vsy if oldvsx == nil then oldvsx = vsx oldvsy = vsy end local dx = vsx - oldvsx local dy = vsy - oldvsy if expandDown == true then widgetTop = data.widgetTop + dy if widgetTop > vsy then widgetTop = vsy end else widgetPosY = data.widgetPosY end if expandLeft == true then widgetRelRight = data.widgetRelRight or 0 widgetRight = vsx - (widgetWidth * (widgetScale-1)) - widgetRelRight --align right of widget to right of screen widgetPosX = widgetRight - (widgetWidth*widgetScale) if widgetRight > vsx then widgetRight = vsx end else widgetPosX = data.widgetPosX --align left of widget to left of screen end end if data.lockPlayerID ~= nil and Spring.GetGameFrame()>0 then lockPlayerID = data.lockPlayerID if lockPlayerID and not select(3,Spring_GetPlayerInfo(lockPlayerID)) then if not lockcameraHideEnemies then if not fullView then Spring.SendCommands("specfullview") if lockcameraLos and mySpecStatus and Spring.GetMapDrawMode()=="los" then Spring.SendCommands("togglelos") end end else if fullView then Spring.SendCommands("specfullview") if lockcameraLos and mySpecStatus and Spring.GetMapDrawMode()~="los" then Spring.SendCommands("togglelos") end end end end end if data.cpuText ~= nil then cpuText = data.cpuText end --not technically modules m_point.active = true -- m_point.default doesnt work if data.m_pointActive ~= nil then m_point.active = data.m_pointActive end m_take.active = true -- m_take.default doesnt work if data.m_takeActive ~= nil then m_take.active = data.m_takeActive end m_seespec.active = true -- m_seespec.default doesnt work if data.m_seespecActive ~= nil then m_seespec.active = data.m_seespecActive end --load module.active from table local m_active_Table = data.m_active_Table or {} for name,active in pairs(m_active_Table) do --find module with matching name for _,module in pairs(modules) do if module.name == name then if name == "ally" then -- needs to be always active (some aready stored it as false before, this makes sure its corrected) module.active = true else module.active = module.default if active ~= nil then module.active = active end end end end end SetModulesPositionX() if data.lastSystemData ~= nil and data.gameFrame ~= nil and data.gameFrame <= Spring.GetGameFrame() and data.gameFrame > Spring.GetGameFrame()-300 then lastSystemData = data.lastSystemData end end function widget:TextCommand(command) if (string.find(command, "cputext") == 1 and string.len(command) == 7) then cpuText = not cpuText end if (string.find(command, "alwayshidespecs") == 1 and string.len(command) == 15) then alwaysHideSpecs = not alwaysHideSpecs if alwaysHideSpecs then Spring.Echo("AdvPlayersList: always hiding specs") specListShow = false else Spring.Echo("AdvPlayersList: not always hiding specs") end end end --------------------------------------------------------------------------------------------------- -- Player related changes --------------------------------------------------------------------------------------------------- function CheckPlayersChange() local sorting = false for i = 0,63 do local name,active,spec,teamID,allyTeamID,pingTime,cpuUsage, country, rank = Spring_GetPlayerInfo(i) if active == false then if player[i].name ~= nil then -- NON SPEC PLAYER LEAVING if player[i].spec==false then if table.maxn(Spring_GetPlayerList(player[i].team,true)) == 0 then player[player[i].team + 64] = CreatePlayerFromTeam(player[i].team) sorting = true end end player[i].name = nil player[i] = {} sorting = true end elseif active == true and name ~= nil then if spec ~= player[i].spec then -- PLAYER SWITCHING TO SPEC STATUS if spec == true then if table.maxn(Spring_GetPlayerList(player[i].team,true)) == 0 then -- (update the no players team) player[player[i].team + 64] = CreatePlayerFromTeam(player[i].team) end player[i].team = nil -- remove team end player[i].spec = spec -- consider player as spec sorting = true end if teamID ~= player[i].team then -- PLAYER CHANGING TEAM if table.maxn(Spring_GetPlayerList(player[i].team,true)) == 0 then -- check if there is no more player in the team + update player[player[i].team + 64] = CreatePlayerFromTeam(player[i].team) end player[i].team = teamID player[i].red, player[i].green, player[i].blue = Spring_GetTeamColor(teamID) player[i].dark = GetDark(player[i].red, player[i].green, player[i].blue) player[i].skill = GetSkill(i) sorting = true end if player[i].name == nil then player[i] = CreatePlayer(i) end if allyTeamID ~= player[i].allyteam then player[i].allyteam = allyTeamID updateTake(allyTeamID) sorting = true end -- Update stall / cpu / ping info for each player if player[i].spec == false then player[i].needm = GetNeed("metal",player[i].team) player[i].neede = GetNeed("energy",player[i].team) player[i].rank = rank else player[i].needm = false player[i].neede = false end player[i].pingLvl = GetPingLvl(pingTime) player[i].cpuLvl = GetCpuLvl(cpuUsage) player[i].ping = pingTime*1000-((pingTime*1000)%1) player[i].cpu = cpuUsage*100-((cpuUsage*100)%1) end if teamID and Spring_GetGameFrame() > 0 then local totake = IsTakeable(teamID) player[i].totake = totake if totake then sorting = true else player[i].name = name end end end if sorting == true then -- sorts the list again if change needs it SortList() SetModulesPositionX() -- change the X size if needed (change of widest name) end end function GetNeed(resType,teamID) local current, _, pull, income = Spring_GetTeamResources(teamID, resType) if current == nil then return false end local loss = pull - income if loss > 0 then if loss*5 > current then return true end end return false end local reportTake = false local tookTeamID local tookTeamName local tookFrame = -120 function updateTake(allyTeamID) for i = 0,teamN-1 do if player[i + 64].allyTeam == allyTeamID then player[i + 64] = CreatePlayerFromTeam(i) end end end function Take(teamID,name, i) -- sends the /take command to spring reportTake = true tookTeamID = teamID tookTeamName = name tookFrame = Spring.GetGameFrame() Spring_SendCommands("luarules take2 " .. teamID) return end function widget:TeamDied(teamID) player[teamID+64] = CreatePlayerFromTeam(teamID) SortList() end --------------------------------------------------------------------------------------------------- -- Take related stuff --------------------------------------------------------------------------------------------------- function IsTakeable(teamID) if Spring_GetTeamRulesParam(teamID, "numActivePlayers") == 0 then local units = Spring_GetTeamUnitCount(teamID) local energy = Spring_GetTeamResources(teamID,"energy") local metal = Spring_GetTeamResources(teamID,"metal") if units and energy and metal then if (units > 0) or (energy > 1000) or (metal > 100) then return true end end else return false end end --timers local timeCounter = 0 local updateRate = 0.75 local updateRatePreStart = 0.25 local lastTakeMsg = -120 function widget:Update(delta) --handles takes & related messages totalTime = totalTime + delta timeCounter = timeCounter + delta curFrame = Spring_GetGameFrame() mySpecStatus,fullView,_ = Spring.GetSpectatingState() if sceduledSpecFullView ~= nil then -- this is needed else the minimap/world doesnt update properly Spring.SendCommands("specfullview") sceduledSpecFullView = sceduledSpecFullView - 1 if sceduledSpecFullView == 0 then sceduledSpecFullView = nil end end if lockPlayerID ~= nil then Spring.SetCameraState(Spring.GetCameraState(), transitionTime) end if energyPlayer ~= nil or metalPlayer ~= nil then CreateShareSlider() end if curFrame >= 30 + tookFrame then if lastTakeMsg + 120 < tookFrame and reportTake then local teamID = tookTeamID local afterE = Spring_GetTeamResources(teamID,"energy") local afterM = Spring_GetTeamResources(teamID, "metal") local afterU = Spring_GetTeamUnitCount(teamID) local toSay = "say a: I took " .. tookTeamName .. ". " if afterE and afterM and afterU then if afterE > 1.0 or afterM > 1.0 or afterU > 0 then toSay = toSay .. "Left " .. math.floor(afterU) .. " units, " .. math.floor(afterE) .. " energy and " .. math.floor(afterM) .. " metal." end end Spring_SendCommands(toSay) for j = 0,127 do if player[j].allyteam == myAllyTeamID then if player[j].totake == true then player[j] = CreatePlayerFromTeam(player[j].team) SortList() end end end lastTakeMsg = tookFrame reportTake = false else reportTake = false end end -- update lists to take account of allyteam faction changes before gamestart if not curFrame or curFrame <=0 then if timeCounter < updateRatePreStart then return else timeCounter = 0 SetSidePics() --if the game hasn't started, update factions CreateLists() end end -- update lists every now and then, just to make sure if timeCounter < updateRate then return else timeCounter = 0 CreateLists() end end --------------------------------------------------------------------------------------------------- -- Other callins --------------------------------------------------------------------------------------------------- function updateWidgetScale() if customScale < 0.6 then customScale = 0.6 end widgetScale = (0.7 + (vsx*vsy / 5000000)) * customScale end function customScaleUp() widgetPosX = widgetPosX - (widgetWidth*customScaleStep) widgetRight = widgetPosX + widgetWidth customScale = customScale + customScaleStep updateWidgetScale() end function customScaleDown() widgetPosX = widgetPosX + (widgetWidth*customScaleStep) widgetRight = widgetPosX + widgetWidth customScale = customScale - customScaleStep updateWidgetScale() end function widget:ViewResize(viewSizeX, viewSizeY) local dx, dy = vsx - viewSizeX, vsy - viewSizeY vsx, vsy = viewSizeX, viewSizeY updateWidgetScale() if expandDown == true then widgetTop = widgetTop - dy widgetPosY = widgetTop - widgetHeight end if expandLeft == true then widgetRight = widgetRight - dx widgetPosX = vsx - (widgetWidth * widgetScale) - widgetRelRight end end function widget:MapDrawCmd(playerID, cmdType, px, py, pz) -- get the points drawn (to display point indicator) if m_point.active then if cmdType == "point" then player[playerID].pointX = px player[playerID].pointY = py player[playerID].pointZ = pz player[playerID].pointTime = now + pointDuration end end local osClock = os.clock() if cmdType == 'line' then --mapDrawNicknameTime[playerID] = osClock --AddCommandSpotter('map_draw', x, y, z, osClock, false, playerID) end end
return {'baxter','bax','baxters'}