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local unicode = require("unicode") local shell = require("shell") local args, options = shell.parse(...) local bytes = 0 local chars = 0 local words = 0 local lines = 0 local word = false while true do local data = io.read(1) if not data then break end if io.input().remaining() > 0 then data = data .. io.read(io.input().remaining()) end bytes = bytes + #data chars = chars + unicode.len(data) for char in data:gmatch(".") do if char == "\n" then lines = lines + 1 end if data:match("%s") and word then word = false words = words + 1 else word = true end end end if options.c or options.bytes then print(bytes) elseif options.m or options.chars then print(chars) elseif options.l or options.lines then print(lines) else print(words) end
#!/usr/bin/env lua local exec = require "tek.lib.exec" local PI = math.pi local PI2 = PI*2 local SIN = math.sin local s1 = 0 local s2 = 0 local x1 = 0 local x2 = 0 while true do local n = 256 x1 = s1 x2 = s2 for cx = 0, n-1 do local y = ((x1 % 2) - 1 + SIN(x2) * 0.5) / 4 + 0.5 y = y * 0x10000 io.stdout:write(("%.0f "):format(y)) x1 = x1 + 0.08 x2 = x2 + 0.33 end io.stdout:write("\n") s1 = s1 + 0.047 s2 = s2 + 0.133 if s2 > PI2 then s2 = s2 - PI2 end -- wait given number of milliseconds: exec.sleep(10) end
Class = require 'hump.class' require 'entities/powerup' require 'bigballmode' local BIGBALLPOWERUP_IMG = love.graphics.newImage("resources/graphics/bigballpowerup.png") local BIGBALLPOWERUP_QUAD = love.graphics.newQuad(0, 0, 32, 32, 32, 32) BigBallPowerUp = Class{ __includes = PowerUp, init = function(self, x, y, level) PowerUp.init(self, x, y, level, 20, 16) self.mode = BigBallMode() end; draw = function(self) love.graphics.draw(BIGBALLPOWERUP_IMG, BIGBALLPOWERUP_QUAD, self.x, self.y, self.angle, 1, 1, 16, 16) end; }
slot0 = class("GuessForkGameView", import("..BaseMiniGameView")) slot1 = { 100, 50 } slot2 = { 10 } slot3 = { 20 } slot4 = { 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 12 } slot5 = { 1000, 200 } slot6 = 10000 slot7 = 2 slot8 = 2 slot9 = "event:/ui/ddldaoshu2" slot10 = "event:/ui/taosheng" slot11 = "event:/ui/zhengque" slot12 = "event:/ui/shibai" slot13 = "backyard" slot14 = { "Cup_B", "Cup_G", "Cup_P", "Cup_R", "Cup_Y" } slot15 = 3 slot16 = 0.5 slot17 = "Thinking_Loop" slot18 = { "Select_L", "Select_M", "Select_R" } slot19 = { "Correct_L", "Correct_M", "Correct_R" } slot20 = { "Incorrect_L", "Incorrect_M", "Incorrect_R" } slot21 = "Manjuu_Correct" slot22 = { "Ayanami", "Cheshire", "Eldridge", "Formidable", "Javelin", "Laffey", "LeMalin", "Merkuria", "PingHai", "Roon", "Saratoga", "Shiratsuyu", "Yukikaze", "Z23" } slot0.getUIName = function (slot0) return "GuessForkGameUI" end slot0.getBGM = function (slot0) return slot0 end slot0.init = function (slot0) slot0.countUI = slot0:findTF("count_ui") slot0.countAnimator = slot0:findTF("count_bg/count", slot0.countUI):GetComponent(typeof(Animator)) slot0.countDft = slot0:findTF("count_bg/count", slot0.countUI):GetComponent(typeof(DftAniEvent)) slot0.countDft:SetEndEvent(function () setActive(slot0.countUI, false) setActive:startGame() end) slot0.pauseUI = slot0.findTF(slot0, "pause_ui") slot0.resuemBtn = slot0:findTF("box/sure_btn", slot0.pauseUI) setText(slot0:findTF("box/content", slot0.pauseUI), i18n("idolmaster_game_tip1")) slot0.exitUI = slot0:findTF("exit_ui") slot0.exitSureBtn = slot0:findTF("box/sure_btn", slot0.exitUI) slot0.exitCancelBtn = slot0:findTF("box/cancel_btn", slot0.exitUI) setText(slot0:findTF("box/content", slot0.exitUI), i18n("idolmaster_game_tip2")) slot0.endUI = slot0:findTF("end_ui") slot0.endSureBtn = slot0:findTF("box/sure_btn", slot0.endUI) setText(slot0:findTF("box/cur_score", slot0.endUI), i18n("idolmaster_game_tip3")) slot0.endScoreTxt = slot0:findTF("box/cur_score/score", slot0.endUI) slot0.newTag = slot0:findTF("new", slot0.endScoreTxt) setText(slot0:findTF("box/highest_score", slot0.endUI), i18n("idolmaster_game_tip4")) slot0.highestScoreTxt = slot0:findTF("box/highest_score/score", slot0.endUI) slot0.gameUI = slot0:findTF("game_ui") slot0.returnBtn = slot0:findTF("top/return_btn", slot0.gameUI) slot0.pauseBtn = slot0:findTF("top/pause_btn", slot0.gameUI) slot0.roundTxt = slot0:findTF("top/title/round/num", slot0.gameUI) slot0.roundNum = 0 slot0.curScoreTxt = slot0:findTF("top/title/score_title/score", slot0.gameUI) slot0.curScore = 0 setText(slot0.curScoreTxt, slot0.curScore) slot0.curTimeTxt = slot0:findTF("top/time_bg/time", slot0.gameUI) slot0.curTime = 0 setText(slot0:findTF("top/title/score_title", slot0.gameUI), i18n("idolmaster_game_tip5")) slot0.correctBar = slot0:findTF("correct_bar", slot0.gameUI) slot0.failBar = slot0:findTF("fail_bar", slot0.gameUI) slot0.manjuu = slot0:findTF("play/manjuu", slot0.gameUI) slot0.manjuuAnimator = slot0.manjuu:GetComponent(typeof(Animator)) slot0.manjuuDft = slot0.manjuu:GetComponent(typeof(DftAniEvent)) slot0.result = slot0:findTF("result", slot0.gameUI) slot0.resultAnimator = slot0.result:GetComponent(typeof(Animator)) slot0.resultDft = slot0.result:GetComponent(typeof(DftAniEvent)) slot0.scoreAni = slot0:findTF("score", slot0.gameUI) slot0.cupContainer = slot0:findTF("cup_container", slot0.gameUI) slot0.fork = slot0:findTF("fork", slot0.gameUI) slot0.isGuessTime = false end slot0.didEnter = function (slot0) onButton(slot0, slot0.pauseBtn, function () setActive(slot0.pauseUI, true) setActive:pauseGame() end, SFX_PANEL) onButton(slot0, slot0.resuemBtn, function () setActive(slot0.pauseUI, false) setActive:resumeGame() end, SFX_PANEL) onButton(slot0, slot0.returnBtn, function () setActive(slot0.exitUI, true) setActive:pauseGame() end, SFX_PANEL) onButton(slot0, slot0.exitSureBtn, function () setActive(slot0.exitUI, false) setActive:enterResultUI() end, SFX_PANEL) onButton(slot0, slot0.exitCancelBtn, function () setActive(slot0.exitUI, false) setActive:resumeGame() end, SFX_PANEL) onButton(slot0, slot0.endSureBtn, function () slot0:emit(slot1.ON_BACK) end, SFX_PANEL) eachChild(slot0.cupContainer, function (slot0) onButton(slot0, slot0, function () if not slot0.isGuessTime then return end setActive(slot0:findTF("select", slot0.findTF), true) setActive.isGuessTime = false slot0 = string.gsub(false.name, "cup_", "") slot0.selectIndex = tonumber(slot0) slot0:endRound(slot0.selectIndex == slot0.forkIndex) end, SFX_PANEL) end) slot0.initGameData(slot0) setActive(slot0.countUI, true) slot0.countAnimator:Play("countDown") pg.CriMgr.GetInstance():PlaySoundEffect_V3(pg.CriMgr.GetInstance().PlaySoundEffect_V3) end slot0.initGameData = function (slot0) eachChild(slot0.cupContainer, function (slot0) GetSpriteFromAtlasAsync("ui/minigameui/guessforkgameui", slot0, function (slot0) setImageSprite(slot0:findTF("front", setImageSprite), slot0, true) end) end) slot0.forkIndex = math.random(slot1) slot0.selectIndex = nil slot0.roundNum = slot0.roundNum + 1 setText(slot0.roundTxt, slot0.roundNum) slot0.curTime = slot2[slot0.roundNum] or slot2[#slot2] setText(slot0.curTimeTxt, slot0.curTime) setActive(slot0.result, false) end slot0.startGame = function (slot0) slot0.manjuuAnimator:Play(slot0) slot1 = slot0.manjuuAnimator.Play[slot0.roundNum] or slot1[#slot1] slot0:playForkAni(function () slot0:startSwap(slot0) end) slot0.gameStartFlag = true end slot0.playForkAni = function (slot0, slot1) setParent(slot0.fork, slot0:findTF("fork_node", slot2), false) setLocalScale(slot0.fork, Vector3.one) setLocalPosition(slot0.fork, Vector3(0, 50, 0)) setActive(slot0.fork, true) slot0:managedTween(LeanTween.delayedCall, function () slot0:managedTween(LeanTween.moveY, function () setActive(slot0.fork, false) if slot0.fork then slot1() end end, slot0.fork, -20, ).setEase(slot0, LeanTweenType.linear) end, 0.5, nil) end slot0.startSwap = function (slot0, slot1) if slot1 < 1 then slot0.isGuessTime = true slot0:startTimer() return end table.remove(slot2, slot3) slot0:swapCup(slot0:findTF("cup_" .. ({ 1, 2, 3 })[1], slot0.cupContainer), slot0:findTF("cup_" .. ()[2], slot0.cupContainer), function () slot0:startSwap(slot1 - 1) end) end slot0.swapCup = function (slot0, slot1, slot2, slot3) pg.CriMgr.GetInstance():PlaySoundEffect_V3(slot0) slot0:managedTween(LeanTween.moveX, nil, slot1, slot2.anchoredPosition.x, slot8):setEase(LeanTweenType.linear) slot0:managedTween(LeanTween.moveX, function () if slot0 then slot0() end end, slot2, slot1.anchoredPosition.x, math.abs(slot2.anchoredPosition.x - slot1.anchoredPosition.x) / ((slot1[1] + (slot0.roundNum - 1) * slot1[2] < slot2 and slot4) or slot2)):setEase(LeanTweenType.linear) end slot0.startTimer = function (slot0) slot1 = slot0.curTime slot0.timer = Timer.New(function () slot0.curTime = slot0.curTime - 1 if slot0.curTime <= 0 then slot0:endRound(false) end setText(slot0.curTimeTxt, slot0.curTime) end, 1, -1) slot0.timer.Start(slot2) end slot0.stopTimer = function (slot0) if slot0.timer then slot0.timer:Stop() slot0.timer = nil end end slot0.pauseGame = function (slot0) slot0:pauseManagedTween() if slot0.timer then slot0.timer:Pause() end slot0.manjuuAnimator.speed = 0 slot0.resultAnimator.speed = 0 end slot0.resumeGame = function (slot0) slot0:resumeManagedTween() if slot0.timer then slot0.timer:Resume() end slot0.manjuuAnimator.speed = 1 slot0.resultAnimator.speed = 1 end slot0.endRound = function (slot0, slot1) slot0:stopTimer() if slot0.selectIndex then slot0:playManjuuAni(slot1) else slot0:playTimeOutAni() slot0:endGame() end end slot0.playManjuuAni = function (slot0, slot1) slot0.manjuuAnimator:Play(slot0[(slot0:findTF("cup_" .. slot0.selectIndex, slot0.cupContainer).anchoredPosition.x + 480) / 480 + 1]) slot0.manjuuDft:SetEndEvent(function () slot0.manjuuDft:SetEndEvent(nil) setActive((slot0.manjuuDft and slot2[slot3]) or slot4[slot3]:findTF("select", slot5), false) (slot0.manjuuDft and slot2[slot3]) or slot4[slot3].manjuuAnimator:Play((slot0.manjuuDft and slot2[slot3]) or slot4[slot3]) (slot0.manjuuDft and slot2[slot3]) or slot4[slot3]:playResultAni((slot0.manjuuDft and slot2[slot3]) or slot4[slot3].playResultAni) end) end slot0.playResultAni = function (slot0, slot1) setParent(slot0.result, slot0:findTF("result_node", slot0:findTF("cup_" .. slot0.selectIndex, slot0.cupContainer)), false) setLocalScale(slot0.result, Vector3.one) setLocalPosition(slot0.result, Vector3.zero) setActive(slot0.result, true) if slot1 then pg.CriMgr.GetInstance():PlaySoundEffect_V3(slot0) slot0.resultAnimator:Play(slot1) slot0.resultDft:SetEndEvent(function () slot0.resultDft:SetEndEvent(nil) slot0.resultDft.SetEndEvent:showCorrectBar() end) else pg.CriMgr.GetInstance().PlaySoundEffect_V3(slot3, slot2) slot0.resultAnimator:Play(slot3) slot0.resultDft:SetEndEvent(function () slot0.resultDft:SetEndEvent(nil) slot0.resultDft.SetEndEvent:endGame() end) end end slot0.showCorrectBar = function (slot0) setActive(slot0.correctBar, true) slot0.curScore = slot0.curScore + slot0[1] + (slot0.roundNum - 1) * slot0[2] setText(slot0.curScoreTxt, slot0.curScore) setLocalPosition(slot0.scoreAni, Vector3(0, 250, 0)) setText(slot0.scoreAni, "+" .. slot1) setActive(slot0.scoreAni, true) LeanTween.moveY(slot0.scoreAni, 300, 1):setOnComplete(System.Action(function () setActive(slot0.scoreAni, false) end)) slot4 = slot0.curScore + (slot1[slot0.roundNum] or slot1[#slot1]) * slot0.curTime LeanTween.value(go(slot0.curScoreTxt), slot0.curScore, slot4, 0.5):setOnUpdate(System.Action_float(function (slot0) setText(slot0.curScoreTxt, math.ceil(slot0)) end)).setOnComplete(slot5, System.Action(function () slot0.curScore = slot1 setText(slot0.curScoreTxt, slot0.curScore) end)) LeanTween.value(go(slot0.curTimeTxt), slot0.curTime, 0, slot2):setOnUpdate(System.Action_float(function (slot0) setText(slot0.curTimeTxt, math.ceil(slot0)) end)).setOnComplete(slot5, System.Action(function () slot0.curScore = slot1 setText(slot0.curTimeTxt, 0) end)) onButton(slot0, slot0.correctBar, function () setActive(slot0.correctBar, false) setActive(slot0.scoreAni, false) setActive:initGameData() setActive.initGameData:startGame() end, SFX_PANEL) slot0.managedTween(slot0, LeanTween.delayedCall, function () if isActive(slot0.correctBar) then triggerButton(slot0.correctBar) end end, 0.5, nil) end slot0.playTimeOutAni = function (slot0) setParent(slot0.result, slot0:findTF("result_node", slot0:findTF("cup_" .. slot0.forkIndex, slot0.cupContainer)), false) setLocalScale(slot0.result, Vector3.one) setLocalPosition(slot0.result, Vector3.zero) setActive(slot0.result, true) slot0.resultAnimator:Play(slot0) slot0.resultDft:SetEndEvent(function () slot0.resultDft:SetEndEvent(nil) end) end slot0.endGame = function (slot0) setActive(slot0.failBar, true) onButton(slot0, slot0.failBar, function () setActive(slot0.failBar, false) setActive:enterResultUI() end, SFX_PANEL) slot0.managedTween(slot0, LeanTween.delayedCall, function () if isActive(slot0.failBar) then triggerButton(slot0.failBar) end end, slot0, nil) end slot0.enterResultUI = function (slot0) slot0.gameStartFlag = false setActive(slot0.endUI, true) setText(slot0.endScoreTxt, slot0.curScore) setActive(slot0.newTag, ((slot0:GetMGData():GetRuntimeData("elements") and #slot1 > 0 and slot1[1]) or 0) < slot0.curScore) if slot2 <= slot0.curScore then slot0:StoreDataToServer({ slot0.curScore }) end setText(slot0.highestScoreTxt, slot2) if slot0:GetMGHubData().count > 0 then slot0:SendSuccess(0) end end slot0.OnGetAwardDone = function (slot0, slot1) if slot1.cmd == MiniGameOPCommand.CMD_COMPLETE and slot0:GetMGHubData().ultimate == 0 and slot2:getConfig("reward_need") <= slot2.usedtime then pg.m02:sendNotification(GAME.SEND_MINI_GAME_OP, { hubid = slot2.id, cmd = MiniGameOPCommand.CMD_ULTIMATE, args1 = {} }) end end slot0.onBackPressed = function (slot0) if not slot0.gameStartFlag then slot0:emit(slot0.ON_BACK_PRESSED) else setActive(slot0.exitUI, true) slot0:pauseGame() end end return slot0
--[[ MIT License Copyright (c) 2021 Christophe MICHEL 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. ]] local ADDON, _ = ... local L = LibStub("AceLocale-3.0"):NewLocale(ADDON, "frFR", false) if not L then return end -- UI elements L["TAB_TITLE"] = "Formes d’âme" L["COUNT_LABEL"] = "Total" L["UNTRACKABLE_TOOLTIP_TITLE"] = "Cette forme d’âme ne peut pas être détectée automatiquement" L["UNTRACKABLE_TOOLTIP_CLICK_ME"] = "Cliquez pour marquer %s comme débloquée si vous l'avez déjà." L["WARNING_NOT_NIGHT_FAE"] = "Vous n'êtes pas membre des Faë nocturnes, vous ne pouvez pas\ncollecter de nouvelle forme d’âme actuellement." L["Available since"] = "Disponible depuis la" -- Labels L["Loot"] = "Butin" L["Quest"] = "Quête" L["Campaign"] = "Campagne" L["World Event"] = "Événement mondial" L["World Quest"] = "Expédition" L["NPC"] = "PNJ" L["Region"] = "Région" L["Cost"] = "Coût" L["Faction"] = true L["Profession"] = "Métier" L["Covenant Feature"] = "Fonctionnalité de la congrégation" L["Difficulty"] = "Difficulté" L["Coordinates"] = "Coordonnées" L["Renown"] = "Renom" L["Spell"] = "Sort" L["Vendor"] = "Vendeur" -- Zone Names L["Shadowlands"] = "Ombreterre" L["Ardenweald"] = "Sylvarden" L["Bastion"] = "Le Bastion" L["Revendreth"] = true L["Maldraxxus"] = true L["Oribos"] = true L["The Maw"] = "Antre" L["Torghast"] = "Tourment" L["The Adamant Vaults"] = "Caveaux Impitoyables" L["Korthia"] = true L["De Other Side"] = "L’Autre côté" L["Mists of Tirna Scithe"] = "Brumes de Tirna Scithe" L["Tazavesh, the Veiled Market"] = "Tazavesh, le marché voilé" L["Castle Nathria"] = "Château Nathria" L["Sanctum of Domination"] = "Sanctum de Domination" -- Quest and Campaign Names (could be translated automatically through the API?) L["Drust and Ashes"] = "De Drust et de cendres" L["Mending a Broken Hart"] = "Soulager un cœur brisé" L["The Power of Elune"] = "Le pouvoir d’Élune" L["Night Warrior's Curse"] = "La malédiction de la guerrière de la Nuit" L["The Power of Night"] = "Le pouvoir de la nuit" -- Item Names (could be translated automatically through the API?) L["Bounty of the Grove Wardens"] = "Butin des gardiens du Bosquet" L["Queen's Conservatory Cache"] = "Cache du jardin d’hiver de la Reine" L["War Chest of the Wild Hunt"] = "Trésor de guerre de l’Hallali" L["Wild Hunt Supplies"] = "Fournitures de l’Hallali" L["Synvir Lockbox"] = "Coffret en vicevyr" L["Stygian Lockbox"] = "Coffret stygien" L["Riftbound Cache"] = "Cache liée à la faille" L["Wildseed Root Grain"] = "Grain de racine sauvage" L["Repaired Riftkey"] = "Clé de faille réparée" -- NPC Names (could be translated automatically through the API?) L["Lost Soul"] = "Âme égarée" L["Ma'oh"] = "Ma’oh" L["Sparkle"] = "Sparkel" L["Aithlyn"] = true L["Liawyn"] = true L["The Grand Menagerie"] = "Grandiose Ménagerie" L["Master Clerk Salorn"] = "Ouvreur en chef Salorn" L["Lady Sylvanas Windrunner"] = "Dame Sylvanas Coursevent" L["Mueh'Zala"] = true L["Mistcaller"] = "Mandebrume" L["Cortinarius"] = true L["Sire Denathrius"] = true L["Skuld Vit"] = true L["So'leah"] = true L["Valfir the Unrelenting"] = "Valfir le Tenace" L["Spindlenose"] = "Fusenez" L["Shopkeeper"] = "Commerçant" L["Mystic Rainbowhorn"] = "Mystique Arc-en-Corne" -- Others L["Burning Crusade Timewalking"] = "Marcheurs du temps de Burning Crusade" L["Wrath of the Lich King Timewalking"] = "Marcheurs du temps de Wrath of the Lich King" L["Cataclysm Timewalking"] = "Marcheurs du temps de Cataclysm" L["Mists of Pandaria Timewalking"] = "Marcheurs du temps de Mists of Pandaria" L["Warlords of Draenor Timewalking"] = "Marcheurs du temps de Warlords of Draenor" L["Legion Timewalking"] = "Marcheurs du temps de Legion" L["Pet Battle"] = "Combat de mascottes" L["Shadowlands World Bosses"] = "Boss hors instance de l'Ombreterre" L["Queen's Conservatory"] = "Jardin d’hiver de la Reine" L["Mythic+ dungeons"] = "Donjons mythiques +" L["Night Fae dailies"] = "Quêtes quotidiennes des Faë nocturnes" L["Mushroom Network"] = "Réseau de champignons" L["Marasmius"] = true L["Paragon reward."] = "Récompense de parangon." L["Soulshape"] = "Forme d’âme" L["Crittershape"] = "Forme de bestiole" L["Pilgrim's Bounty"] = "Les Bienfaits du pèlerin" L["Covenant Callings reward chests"] = "Coffres de récompense d'appels de congrégation" L["Normal"] = true L["Heroic"] = "Héroïque" L["Mythic"] = "Mythique" L["Hardmode"] = true L["Any"] = "Toutes" -- Database L["Alpaca Soul"] = "Âme d’alpaga" L["Ardenmoth Soul"] = "Âme de phalarden" L["Boar Soul"] = "Âme de sanglier" L["Boar Soul Guide"] = "Peut-être obtenu sur le dernier boss de n’importe quel donjon des Marcheurs du temps de Warlords of Draenor." L["Bunny Soul"] = "Âme de lapin" L["Bunny Soul Guide"] = "Récompense occasionnelle des expéditions de combat de mascottes." L["Cat Soul"] = "Âme de chat" L["Cat Soul Guide"] = "Une âme de chat peut apparaître au sommet d'un des plus hauts arbres de Sylvarden (Palun Chanterêve, Bassin Tombe-Lueur, Tirna Vaal, Creux Hibernal ou Bord-de-Griffe). Utilisez /apaise sur lui pour obtenir la forme d'âme." L["Cat Soul (Well Fed)"] = "Âme de chat (bien nourri)" L["Cat Soul (Well Fed) Guide"] = "Disponible après avoir débloqué l'âme de chat. Récupérez d'abord les Céréales spectrales, puis revenez au Cœur de la forêt, Ma'oh est une âme de chat qui dort dans un panier près de l'entrée du Jardin d'hiver de la Reine." .. "|n" .. "Faites-lui /miaou (il vous dira qu'il a faim) puis donnez-lui les Céréales spectrales. Vous recevez directement la forme d'âme (pas de quête à rendre)." L["Chicken Soul"] = "Âme de poulet" L["Chicken Soul Guide"] = "Récupérez d'abord les Céréales spectrales, puis faites /poulet à l'âme de poulet et donnez-lui les Céréales spectrales." L["Cloud Serpent Soul"] = "Âme de serpent-nuage" L["Cloud Serpent Soul Guide"] = "Peut-être obtenu sur le dernier boss de n’importe quel donjon des Marcheurs du temps de Mists of Pandaria." L["Cobra Soul"] = "Âme de cobra" L["Cobra Soul Guide"] = "Récompense occasionnelle après une victoire en Arène ou Champ de bataille coté." L["Corgi Soul"] = "Âme de corgi" L["Corgi Soul Guide"] = "Sparkel est une âme de corgi qui tourne dans le Cœur de la forêt. Faites-lui /cajoler et vous recevez directement la forme d'âme (pas de quête à rendre)." L["Crane Soul"] = "Âme de grue" L["Cricket Soul"] = "Âme de criquet" L["Direhorn Soul"] = "Âme de navrecorne" L["Eagle Soul"] = "Âme d’aigle" L["Equine Soul"] = "Âme d’étalon" L["Frog Soul"] = "Âme de grenouille" L["Frog Soul Guide"] = "Disponible dans n'importe quelle zone de congrégation." L["Goat Soul"] = "Âme de chèvre" L["Goat Soul Guide"] = "Obtenable dans les coffres de n'importe quel Appel de congrégation, pas uniquement des Faë nocturnes." L["Gryphon Soul"] = "Âme de griffon" L["Gryphon Soul Guide"] = "Récompense occasionnelle après une victoire en Escarmouche, Arène, Champ de bataille aléatoire ou Champ de bataille coté." L["Gulper Soul"] = "Âme de gobeur" L["Gulper Soul Guide"] = "Obtenable avec des esprits de n'importe quelle qualité, mais n'utilisez qu'un seul %s." L["Hippo Soul"] = "Âme de potamodonte" L["Hippo Soul Guide"] = "Récompense de l'assaut des Faë nocturnes." L["Hippogryph Soul"] = "Âme d’hippogriffe" L["Hyena Soul"] = "Âme de hyène" L["Hyena Soul Guide"] = "Peut s'obtenir à n'importe quel niveau de clé." L["Jormungar Soul"] = "Âme de jormungar" L["Jormungar Soul Guide"] = "Peut-être obtenu sur le dernier boss de n’importe quel donjon des Marcheurs du temps de Wrath of the Lich King." L["Kodo Soul"] = "Âme de kodo" L["Kodo Soul Guide"] = "Peut-être obtenu sur le dernier boss de n’importe quel donjon des Marcheurs du temps de Cataclysm." L["Leonine Soul"] = "Âme de lion" L["Lupine Soul"] = "Âme de loup" L["Mammoth Soul"] = "Âme de mammouth" L["Moose Soul"] = "Âme d’élan" L["Moose Soul Guide"] = "Vous devez avoir battu 5 des 7 différents boss rares des représentations de l'amphitéatre." L["Otter Soul"] = "Âme de loutre" L["Otter Soul Guide"] = "Une âme de loutre peut apparaître dans le lac sous le Repos du Héros (60 minutes de respawn).\nFaites-lui /serrer pour recevoir l'objet de quête de la forme d'âme." L["Owl Soul"] = "Âme de chouette" L["Owl Soul Guide"] = "Peut-être obtenu sur le dernier boss de n’importe quel donjon des Marcheurs du temps de Legion." L["Owlcat Soul"] = "Âme de fauve-huant" L["Porcupine Soul"] = "Âme de porc-épic" L["Prairie Dog Soul"] = "Âme de chien de prairie" L["Ram Soul"] = "Âme de bélier" L["Raptor Soul"] = "Âme de raptor" L["Rat Soul"] = "Âme de rat" L["Rat Soul Guide"] = "Quand il vous aborde, répondez avec /oui ou /hoche pour accéder à ses marchandises." L["Runestag Soul"] = "Âme de cerf runique" L["Runestag Soul Guide"] = "Apparaît au nord-est de Sylvarden." L["Saurid Soul"] = "Âme de sauride" L["Saurid Soul Guide"] = "A l'intérieur d'une grotte. Ciblez la pile de débris et faites /incliner." L["Saurolisk Soul"] = "Âme de saurolisque" L["Saurolisk Hatchling Soul"] = "Âme de bébé saurolisque" L["Shadowstalker Soul"] = "Âme de traqueur des ombres" L["Shoveltusk Soul"] = "Âme de brochepelle" L["Shoveltusk Soul Guide"] = "Récompense occasionnelle après une victoire dans n'importe quel Choc JcJ." L["Shrieker Soul"] = "Âme de hurleur" L["Snake Soul"] = "Âme de serpent" L["Snapper Soul"] = "Âme de mordeuse" L["Spider Soul"] = "Âme d’araignée" L["Spider Soul Guide"] = "Entrez dans un portail de faille avec une %s. Il y a 4 caches qui apparaissent chaque jour à des emplacements aléatoires." L["Sporebat Soul"] = "Âme de sporoptère" L["Sporebat Soul Guide"] = "Peut-être obtenu sur le dernier boss de n’importe quel donjon des Marcheurs du temps de Burning Crusade." L["Squirrel Soul"] = "Âme d’écureuil" L["Squirrel Soul Guide"] = "La première forme de bestiole de votre collection, offerte par Choufa !" L["Stag Soul"] = "Âme de cerf" L["Stag Soul Guide"] = "Peut-être aléatoirement offert en récompense de n'importe quelle quête journalière des Faë nocturnes à Korthia." L["Tiger Soul"] = "Âme de tigre" L["Turkey Soul"] = "Âme de dinde" L["Turkey Soul Guide"] = "Allez dans une capitale et trouvez une table des Bienfaits du pèlerin.\nMangez de chaque nourriture jusqu'à avoir les 5 buffs différents, puis continuer à manger et changer de siège à chaque fois. jusqu'à obtenir la forme d'âme." L["Ursine Soul"] = "Âme d’ours" L["Veilwing Soul"] = "Âme d’aile-voilée" L["Vulpine Soul"] = "Âme de vulpin" L["Vulpine Soul Guide"] = "La toute première forme d'âme de votre collection !" L["Wolfhawk Soul"] = "Âme de loup-faucon" L["Wolfhawk Soul Guide"] = "Vous devez utiliser votre forme d'âme pour traverser la barrière." L["Wyvern Soul"] = "Âme de wyverne" L["Yak Soul"] = "Âme de yack"
local Util = {} function Util.lerp(a, b, amount) return a + (b - a) * amount end function Util.gridToScreen(x, y) local sx = (x - 1) * 64 local sy = (y - 1) * 64 return sx, sy, 64, 64 end function Util.gridToScreenTile(x, y) local sx = (x - 1) * 64 + 4 local sy = (y - 1) * 64 + 4 return sx, sy, 56, 56 end return Util
-- @Author: detailyang -- @Date: 2016-10-10 15:45:33 -- @Last Modified by: detailyang -- @Last Modified time: 2017-02-19 13:29:41 -- https://www.w3.org/TR/cors/ local re_match = ngx.re.match local _M = { _VERSION = '0.2.1.5'} local Origin = 'Origin' local AccessControlAllowOrigin = 'Access-Control-Allow-Origin' local AccessControlExposeHeaders = 'Access-Control-Expose-Headers' local AccessControlMaxAge = 'Access-Control-Max-Age' local AccessControlAllowCredentials = 'Access-Control-Allow-Credentials' local AccessControlAllowMethods = 'Access-Control-Allow-Methods' local AccessControlAllowHeaders = 'Access-Control-Allow-Headers' local mt = { __index = _M } local allow_hosts = {} local allow_headers = {} local allow_methods = {} local expose_headers = {} local max_age = 3600 local allow_credentials = true local join = table.concat function _M.allow_host(host) if allow_hosts[host] == nil then allow_hosts[host] = host allow_hosts[#allow_hosts + 1] = host end end function _M.allow_method(method) if allow_methods[method] == nil then allow_methods[method] = method allow_methods[#allow_methods + 1] = method end end function _M.allow_header(header) if allow_headers[header] == nil then allow_headers[header] = header allow_headers[#allow_headers + 1] = header end end function _M.expose_header(header) if expose_headers[header] == nil then expose_headers[header] = header expose_headers[#expose_headers + 1] = header end end function _M.max_age(age) max_age = age end function _M.allow_credentials(credentials) allow_credentials = credentials end function _M.run() local origin = ngx.req.get_headers()[Origin] if not origin then return end local matched = false for k, v in pairs(allow_hosts) do local from, to, err = ngx.re.find(origin, v, "jo") if from then matched = true break end end if matched == false then return end ngx.header[AccessControlAllowOrigin] = origin ngx.header[AccessControlMaxAge] = max_age if #expose_headers >= 0 then ngx.header[AccessControlExposeHeaders] = join(expose_headers, ',') end if #allow_headers >= 0 then ngx.header[AccessControlAllowHeaders] = join(allow_headers, ',') end if #allow_methods >= 0 then ngx.header[AccessControlAllowMethods] = join(allow_methods, ',') end if allow_credentials == true then ngx.header[AccessControlAllowCredentials] = "true" else ngx.header[AccessControlAllowCredentials] = "false" end end return _M
local u = require 'utilities' require('lspsaga').init_lsp_saga() -- lsp provider to find the cursor word definition and reference u.map('n', 'gh', '<cmd>lua require(\'lspsaga.provider\').lsp_finder()<cr>', {noremap = true, silent = true}) -- code action u.map('n', '<leader>ca', '<cmd>lua require(\'lspsaga.codeaction\').code_action()<cr>', {noremap = true, silent = true}) u.map('v', '<leader>ca', ':<C-U>lua require(\'lspsaga.codeaction\').range_code_action()<cr>', {noremap = true, silent = true}) -- show hover doc u.map('n', 'K', '<cmd>lua require(\'lspsaga.hover\').render_hover_doc()<cr>', {noremap = true, silent = true}) -- scroll down hover doc or scroll in definition preview u.map('n', '<C-f>', '<cmd>lua require(\'lspsaga.action\').smart_scroll_with_saga(1)<cr>', {noremap = true, silent = true}) -- scroll up hover doc u.map('n', '<C-b>', '<cmd>lua require(\'lspsaga.action\').smart_scroll_with_saga(-1)<cr>', {noremap = true, silent = true}) -- show signature help u.map('n', 'gs', '<cmd>lua require(\'lspsaga.signaturehelp\').signature_help()<cr>', {noremap = true, silent = true}) -- show signature help u.map('n', 'gs', '<cmd>lua require(\'lspsaga.signaturehelp\').signature_help()<cr>', {noremap = true, silent = true}) -- rename u.map('n', 'gR', '<cmd>lua require(\'lspsaga.rename\').rename()<cr>', {noremap = true, silent = true}) -- preview definition - not working with Elixir u.map('n', 'gP', '<cmd>lua require\'lspsaga.provider\'.preview_definition()<cr>', {noremap = true, silent = true}) -- show diagnostic u.map('n', '<leader>cd', '<cmd>lua require\'lspsaga.diagnostic\'.show_line_diagnostics()<cr>', {noremap = true, silent = true}) -- only show diagnostic if cursor is over the area u.map('n', '<leader>cc', '<cmd>lua require\'lspsaga.diagnostic\'.show_cursor_diagnostics()<cr>', {noremap = true, silent = true}) -- jump diagnostic u.map('n', '[e', '<cmd>lua require\'lspsaga.diagnostic\'.lsp_jump_diagnostic_prev()<cr>', {noremap = true, silent = true}) u.map('n', ']e', '<cmd>lua require\'lspsaga.diagnostic\'.lsp_jump_diagnostic_next()<cr>', {noremap = true, silent = true}) -- float terminal also you can pass the cli command in open_float_terminal function u.map('n', '<A-d>', '<cmd>lua require(\'lspsaga.floaterm\').open_float_terminal()<cr>', {noremap = true, silent = true}) -- or open_float_terminal('lazygit')<CR> u.map('t', '<A-d>', '<C-\\><C-n>:lua require(\'lspsaga.floaterm\').close_float_terminal()<cr>', {noremap = true, silent = true})
local ESX = exports['es_extended']:getSharedObject() function getPlayerFromId(source) local steamid = false local license = false local discord = false local xbl = false local liveid = false local ip = false for k,v in pairs(GetPlayerIdentifiers(source))do if string.sub(v, 1, string.len("steam:")) == "steam:" then steamid = v elseif string.sub(v, 1, string.len("license:")) == "license:" then license = v elseif string.sub(v, 1, string.len("xbl:")) == "xbl:" then xbl = v elseif string.sub(v, 1, string.len("ip:")) == "ip:" then ip = v elseif string.sub(v, 1, string.len("discord:")) == "discord:" then discord = v elseif string.sub(v, 1, string.len("live:")) == "live:" then liveid = v end end return steamid end RegisterCommand('maintenance', function() cfg.isOnMaintenance = not cfg.isOnMaintenance print("Maintenance Mode", cfg.isOnMaintenance) end) AddEventHandler('playerConnecting', function(peerName, setKickReason) local allowed = false for i,allowedID in ipairs(cfg.AllowedIDs) do print(getPlayerFromId(source), allowedID) if getPlayerFromId(source) == allowedID then allowed = true end end if cfg.isOnMaintenance == true and not allowed then print('-----------------ESX MAINTENANCE SYSTEM-----------') print('Dropping Connection for: [' .. peerName ..'] ') print('-----------------ESX MAINTENANCE SYSTEM-----------') setKickReason('The server is under maintenance, please come back later!') CancelEvent() end end)
--[[ ]]-- module("luci.controller.app.vendor", package.seeall) function index() local page = node("app", "vendor") page.target = firstchild() page.title = _("") page.order = 10 page.sysauth = "admin" page.sysauth_authenticator = "jsonauth" page.index = true entry({"app"}, firstchild(), _(""), 700) entry({"app", "vendor"}, firstchild(), _(""), 700) entry({"app", "vendor", "ss"}, template("app/vendor/ss"), _("status"), 700, true) entry({"app", "vendor", "ss_ajax"}, template("app/vendor/ss_ajax"), _("status"), 700, true) end
vim.g["bujo#todo_file_path"] = tostring(os.getenv("HOME")) .. "/.cache/bujo" vim.g["bujo#window_width"] = 100
return { version = "1.1", luaversion = "5.1", tiledversion = "0.16.1", orientation = "orthogonal", renderorder = "right-down", width = 20, height = 6, tilewidth = 32, tileheight = 32, nextobjectid = 2, properties = {}, tilesets = {}, layers = { { type = "tilelayer", name = "Tile Layer 1", x = 0, y = 0, width = 20, height = 6, visible = true, opacity = 1, offsetx = 0, offsety = 0, properties = {}, encoding = "lua", data = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { type = "objectgroup", name = "Object Layer 1", visible = true, opacity = 1, offsetx = 0, offsety = 0, properties = {}, objects = { { id = 1, name = "Ground", type = "ground", shape = "rectangle", x = 0, y = 173, width = 640, height = 20, rotation = 0, visible = true, properties = { ["collidable"] = true } } } } } }
//________________________________ // // NS2 CustomEntitesMod // Made by JimWest 2013 // //________________________________ Script.Load("lua/ScriptActor.lua") Script.Load("lua/Mixins/ModelMixin.lua") Script.Load("lua/ExtraEntitiesMod/LogicMixin.lua") Script.Load("lua/TeamMixin.lua") Script.Load("lua/ExtraEntitiesMod/ScaledModelMixin.lua") class 'LogicBreakable' (ScriptActor) LogicBreakable.kMapName = "logic_breakable" LogicBreakable.kCinematic = PrecacheAsset("cinematics/breakable/breakable_debris.cinematic") local kSurfaceName = { "metal", "rock", "organic", "infestation", "thin_metal", "electronic", "armor", "flesh", "membrane", } local networkVars = { scale = "vector", surface = "integer (0 to 10)", cinematicName = "string (128)", team = "integer (0 to 2)", } AddMixinNetworkVars(BaseModelMixin, networkVars) AddMixinNetworkVars(ModelMixin, networkVars) AddMixinNetworkVars(LiveMixin, networkVars) AddMixinNetworkVars(TeamMixin, networkVars) function LogicBreakable:OnCreate() ScriptActor.OnCreate(self) InitMixin(self, BaseModelMixin) InitMixin(self, ModelMixin) InitMixin(self, LiveMixin) InitMixin(self, TeamMixin) end function LogicBreakable:OnInitialized() ScriptActor.OnInitialized(self) InitMixin(self, ScaledModelMixin) if not Predict and (self.model ~= nil) then PrecacheAsset(self.model) self:SetScaledModel(self.model) end if not self.cinematicName then self.cinematicName = LogicBreakable.kCinematic end PrecacheAsset(self.cinematicName) if Server then InitMixin(self, LogicMixin) InitMixin(self, StaticTargetMixin) if (self.team and self.team > 0) then self:SetTeamNumber(self.team) end end self.health = tonumber(self.health) self.initialHealth = self.health if not self.surface then self.surface = 0 end self:SetPhysicsType(PhysicsType.Kinematic) end function LogicBreakable:Reset() self.health = self.initialHealth if not self:GetRenderModel() then if(self.model ~= nil) then self:SetScaledModel(self.model) end end end function LogicBreakable:GetCanIdle() return false end function LogicBreakable:GetSendDeathMessageOverride() return false end function LogicBreakable:GetCanBeUsed(player, useSuccessTable) useSuccessTable.useSuccess = false end function LogicBreakable:GetCanTakeDamageOverride() return true end function LogicBreakable:OnTakeDamage(damage, attacker, doer, point) end function LogicBreakable:GetShowHitIndicator() return true end function LogicBreakable:GetSurfaceOverride() return kSurfaceName[self.surface + 1] end function LogicBreakable:OnKill(damage, attacker, doer, point, direction) ScriptActor.OnKill(self, damage, attacker, doer, point, direction) BaseModelMixin.OnDestroy(self) self:SetPhysicsGroup(PhysicsGroup.DroppedWeaponGroup) self:SetPhysicsGroupFilterMask(PhysicsMask.None) if Server then self:TriggerOutputs(attacker) Print("Trigger ouputs") end effectEntity = Shared.CreateEffect(nil, self.cinematicName, nil, Coords.GetTranslation(self:GetOrigin())) end if (Client) then function LogicBreakable:OnKillClient() BaseModelMixin.OnDestroy(self) self:SetPhysicsType(PhysicsType.None) // TODO: delete phys model from Client.propList end function LogicBreakable:OnTakeDamage(damage, attacker, doer, point) end end Shared.LinkClassToMap("LogicBreakable", LogicBreakable.kMapName , networkVars )
MenuScene = Scene:extend() function MenuScene:onEnter() Scene.setScene(main) end
return { } --[[ { Name = 'Recipe: Enhance I', Type = 'CraftingRecipe', Rarity = 'Common', MUID = '8FF69EDBD803461C:CRAFT_Enhance1', RecipeBookPage = '1', Method = 'PrimaryItemEnhance', YieldItemName = '', IngredientAmount1 = '50', IngredientName1 = 'Shards', IngredientAmount2 = '', IngredientName2 = '', IngredientAmount3 = '', IngredientName3 = '', Lore = 'Enhance the stats of a common item.', }, { Name = 'Recipe: Enhance II', Type = 'CraftingRecipe', Rarity = 'Uncommon', MUID = '8E3953FE153684F2:CRAFT_Enhance2', RecipeBookPage = '1', Method = 'PrimaryItemEnhance', YieldItemName = '', IngredientAmount1 = '100', IngredientName1 = 'Shards', IngredientAmount2 = '', IngredientName2 = '', IngredientAmount3 = '', IngredientName3 = '', Lore = 'Enhance the stats of an uncommon item.', }, { Name = 'Recipe: Enhance III', Type = 'CraftingRecipe', Rarity = 'Rare', MUID = 'A69E71228957FF9B:CRAFT_Enhance3', RecipeBookPage = '1', Method = 'PrimaryItemEnhance', YieldItemName = '', IngredientAmount1 = '200', IngredientName1 = 'Shards', IngredientAmount2 = '', IngredientName2 = '', IngredientAmount3 = '', IngredientName3 = '', Lore = 'Enhance the stats of a rare item.', }, { Name = 'Recipe: Enhance IV', Type = 'CraftingRecipe', Rarity = 'Epic', MUID = '3644F915F46A9A39:CRAFT_Enhance4', RecipeBookPage = '1', Method = 'PrimaryItemEnhance', YieldItemName = '', IngredientAmount1 = '400', IngredientName1 = 'Shards', IngredientAmount2 = '', IngredientName2 = '', IngredientAmount3 = '', IngredientName3 = '', Lore = 'Enhance the stats of a epic item.', }, { Name = 'Recipe: Enhance V', Type = 'CraftingRecipe', Rarity = 'Legendary', MUID = 'E878101ACF4BEC00:CRAFT_Enhance5', RecipeBookPage = '1', Method = 'PrimaryItemEnhance', YieldItemName = '', IngredientAmount1 = '800', IngredientName1 = 'Shards', IngredientAmount2 = '', IngredientName2 = '', IngredientAmount3 = '', IngredientName3 = '', Lore = 'Enhance the stats of a legendary item.', }, } --]]
local Bilinear, parent = torch.class('nn.Bilinear', 'nn.Module') local function isint(x) return type(x) == 'number' and x == math.floor(x) end function Bilinear:__assertInput(input) assert(input and type(input) == 'table' and #input == 2, 'input should be a table containing two data Tensors') assert(input[1]:nDimension() == 2 and input[2]:nDimension() == 2, 'input Tensors should be two-dimensional') assert(input[1]:size(1) == input[2]:size(1), 'input Tensors should have the same number of rows (instances)') assert(input[1]:size(2) == self.weight:size(2), 'dimensionality of first input is erroneous') assert(input[2]:size(2) == self.weight:size(3), 'dimensionality of second input is erroneous') end function Bilinear:__assertInputGradOutput(input, gradOutput) assert(input[1]:size(1) == gradOutput:size(1), 'number of rows in gradOutput does not match input') assert(gradOutput:size(2) == self.weight:size(1), 'number of columns in gradOutput does not output size of layer') end function Bilinear:__init(inputSize1, inputSize2, outputSize, bias) -- assertions: assert(self and inputSize1 and inputSize2 and outputSize, 'should specify inputSize1 and inputSize2 and outputSize') assert(isint(inputSize1) and isint(inputSize2) and isint(outputSize), 'inputSize1 and inputSize2 and outputSize should be integer numbers') assert(inputSize1 > 0 and inputSize2 > 0 and outputSize > 0, 'inputSize1 and inputSize2 and outputSize should be positive numbers') -- set up model: parent.__init(self) local bias = ((bias == nil) and true) or bias self.weight = torch.Tensor(outputSize, inputSize1, inputSize2) self.gradWeight = torch.Tensor(outputSize, inputSize1, inputSize2) if bias then self.bias = torch.Tensor(outputSize) self.gradBias = torch.Tensor(outputSize) end self.gradInput = {torch.Tensor(), torch.Tensor()} self:reset() end function Bilinear:reset(stdv) assert(self) if stdv then assert(stdv and type(stdv) == 'number' and stdv > 0, 'standard deviation should be a positive number') stdv = stdv * math.sqrt(3) else stdv = 1 / math.sqrt(self.weight:size(2)) end self.weight:uniform(-stdv, stdv) if self.bias then self.bias:uniform(-stdv, stdv) end return self end function Bilinear:updateOutput(input) assert(self) self:__assertInput(input) -- set up buffer: self.buff2 = self.buff2 or input[1].new() self.buff2:resizeAs(input[2]) -- compute output scores: self.output:resize(input[1]:size(1), self.weight:size(1)) for k = 1,self.weight:size(1) do torch.mm(self.buff2, input[1], self.weight[k]) self.buff2:cmul(input[2]) torch.sum(self.output:narrow(2, k, 1), self.buff2, 2) end if self.bias then self.output:add( self.bias:reshape(1, self.bias:nElement()):expandAs(self.output) ) end return self.output end function Bilinear:updateGradInput(input, gradOutput) assert(self) if self.gradInput then self:__assertInputGradOutput(input, gradOutput) -- compute d output / d input: self.gradInput[1]:resizeAs(input[1]):fill(0) self.gradInput[2]:resizeAs(input[2]):fill(0) -- do first slice of weight tensor (k = 1) self.gradInput[1]:mm(input[2], self.weight[1]:t()) self.gradInput[1]:cmul(gradOutput:narrow(2,1,1):expand(self.gradInput[1]:size(1), self.gradInput[1]:size(2))) self.gradInput[2]:addmm(1, input[1], self.weight[1]) self.gradInput[2]:cmul(gradOutput:narrow(2,1,1):expand(self.gradInput[2]:size(1), self.gradInput[2]:size(2))) -- do remaining slices of weight tensor if self.weight:size(1) > 1 then self.buff1 = self.buff1 or input[1].new() self.buff1:resizeAs(input[1]) for k = 2, self.weight:size(1) do self.buff1:mm(input[2], self.weight[k]:t()) self.buff1:cmul(gradOutput:narrow(2,k,1):expand(self.gradInput[1]:size(1), self.gradInput[1]:size(2))) self.gradInput[1]:add(self.buff1) self.buff2:mm(input[1], self.weight[k]) self.buff2:cmul(gradOutput:narrow(2,k,1):expand(self.gradInput[2]:size(1), self.gradInput[2]:size(2))) self.gradInput[2]:add(self.buff2) end end return self.gradInput end end function Bilinear:accGradParameters(input, gradOutput, scale) local scale = scale or 1 self:__assertInputGradOutput(input, gradOutput) assert(scale and type(scale) == 'number' and scale >= 0) -- make sure we have buffer: self.buff1 = self.buff1 or input[1].new() self.buff1:resizeAs(input[1]) -- accumulate parameter gradients: for k = 1,self.weight:size(1) do torch.cmul( self.buff1, input[1], gradOutput:narrow(2, k, 1):expandAs(input[1]) ) self.gradWeight[k]:addmm(self.buff1:t(), input[2]) end if self.bias then self.gradBias:add(scale, gradOutput:sum(1)) end end -- we do not need to accumulate parameters when sharing: Bilinear.sharedAccUpdateGradParameters = Bilinear.accUpdateGradParameters function Bilinear:__tostring__() return torch.type(self) .. string.format( '(%dx%d -> %d) %s', self.weight:size(2), self.weight:size(3), self.weight:size(1), (self.bias == nil and ' without bias' or '') ) end function Bilinear:clearState() if self.buff2 then self.buff2:set() end if self.buff1 then self.buff1:set() end return parent.clearState(self) end
--- Entity lifespan. -- -- @setting zombie.lifetime -- @settype int -- @default 300 (5 minutes) cmer_zombie.lifetime = tonumber(core.settings:get("zombie.lifetime")) or 300 --- Spawn rate frequency. -- -- -- @setting zombie.spawn_interval -- @settype int -- @default 36 -- @see [ABM definition](http://minetest.gitlab.io/minetest/definition-tables.html#abm-activeblockmodifier-definition) cmer_zombie.spawn_interval = tonumber(core.settings:get("zombie.spawn_interval")) or 36 --- Chance of spawn at interval. -- -- @setting zombie.spawn_chance -- @settype int -- @default 7600 -- @see [ABM definition](http://minetest.gitlab.io/minetest/definition-tables.html#abm-activeblockmodifier-definition) cmer_zombie.spawn_chance = tonumber(core.settings:get("zombie.spawn_chance")) or 7600
local function try_staple(itemstack, placer, pointed) if pointed.type ~= "node" then return end if pointed.above.y - pointed.under.y ~= 0 then return end -- Node under must be a tree local node_under = minetest.get_node(pointed.under) local def_under = minetest.registered_nodes[node_under.name] or {} if not def_under.groups or not def_under.groups.tree then return end if def_under.paramtype2 == "facedir" or def_under.paramtype2 == "colorfacedir" then -- Only vertical facedirs are allowed local dir = minetest.wallmounted_to_dir(node_under.param2) if dir.x ~= 0 or dir.z ~= 0 then return end end -- Node above must be airlike, but not ignore local node_above = minetest.get_node(pointed.above) local def_above = minetest.registered_nodes[node_above.name] or {} if node_above.name == "ignore" or not def_above.buildable_to then return end -- Staple to the tree local dir = vector.direction(pointed.above, pointed.under) local pos = minetest.pointed_thing_to_face_pos(placer, pointed) local obj = minetest.add_entity( vector.add(pos, vector.multiply(dir, -0.01)), "stapled_bread:bread_slice" ) if obj then local entity = obj:get_luaentity() if not creative or not creative.is_enabled_for( placer:get_player_name()) then itemstack:take_item(1) end entity.object:set_yaw(math.atan2(-dir.x, dir.z)) entity.object:set_properties({ textures = { itemstack:get_name() } }) end return itemstack end local function staple_place_wrapper(itemstack, placer, pointed_thing) return try_staple(itemstack, placer, pointed_thing) or itemstack end local extent = 0.12 local box = {-extent, -extent, -extent, extent, extent, extent} minetest.register_entity("stapled_bread:bread_slice", { visual = "wielditem", textures = { "unknown_node.png" }, visual_size = {x = 0.2, y = 0.2}, physical = false, collisionbox = box, selectionbox = box, get_staticdata = function(self) return self.object:get_properties().textures[1] end, on_activate = function(self, staticdata, dtime_s) if staticdata and staticdata ~= "" then self.object:set_properties({ textures = { staticdata } }) end end }) -- REGISTER BREAD STUFF minetest.override_item("farming:bread", { on_place = staple_place_wrapper }) minetest.register_craftitem("stapled_bread:bread_slice", { description = "Bread Slice", inventory_image = "stapled_bread_slice.png", on_use = minetest.item_eat(1), on_place = staple_place_wrapper }) minetest.register_craft({ type = "shapeless", output = "stapled_bread:bread_slice 5", recipe = { "farming:bread" } })
villageSivarraPhase4ConvoTemplate = ConvoTemplate:new { initialScreen = "", templateType = "Lua", luaClassHandler = "villageSivarraPhase4ConvoHandler", screens = {} } intro_not_eligible = ConvoScreen:new { id = "intro_not_eligible", leftDialog = "@conversation/fs_combat_healing_quest:s_48b1807b", -- "What? Do I look like I have time to chit chat?!?" stopConversation = "true", options = {} } villageSivarraPhase4ConvoTemplate:addScreen(intro_not_eligible); intro_full_inventory = ConvoScreen:new { id = "intro_full_inventory", leftDialog = "@conversation/fs_combat_healing_quest:s_a7b82bb9", -- "Huh? I can't deal with you if you don't have any room to hold things, clear up some room and come back! And hurry, I'm not sure how long we have." stopConversation = "true", options = {} } villageSivarraPhase4ConvoTemplate:addScreen(intro_full_inventory); intro_give_first_set_reward = ConvoScreen:new { id = "intro_give_first_set_reward", leftDialog = "@conversation/fs_combat_healing_quest:s_8d7b6d3", -- "Hmm... I see the Force has gifted you as a healer. You seem to have unlocked some potential in yourself. I wish I could guide you more, but that is all I can do for you. There is still much to do, let me know if you would like to help some more." stopConversation = "true", options = {} } villageSivarraPhase4ConvoTemplate:addScreen(intro_give_first_set_reward); intro_give_second_set_reward = ConvoScreen:new { id = "intro_give_second_set_reward", leftDialog = "@conversation/fs_combat_healing_quest:s_5b948c11", -- "Ah! Yes, you're back! You've done so much, I happen to have an extra tank that we don't have room for, I'm sure a gifted healer such as yourself will find a good place for it." stopConversation = "true", options = {} } villageSivarraPhase4ConvoTemplate:addScreen(intro_give_second_set_reward); intro_has_otherquest = ConvoScreen:new { id = "intro_has_otherquest", leftDialog = "@conversation/fs_combat_healing_quest:s_5b2d3e0f", -- "Who? Oh, you seem far too busy to help me now, if you have time please see if there are any other medics available." stopConversation = "true", options = {} } villageSivarraPhase4ConvoTemplate:addScreen(intro_has_otherquest); intro_has_no_medic = ConvoScreen:new { id = "intro_has_no_medic", leftDialog = "@conversation/fs_combat_healing_quest:s_14e60463", -- "You don't seem to have any medical training at all. I'm sorry, but I don't think you are going to be able to help me" stopConversation = "true", options = {} } villageSivarraPhase4ConvoTemplate:addScreen(intro_has_no_medic); intro_begin = ConvoScreen:new { id = "intro_begin", leftDialog = "@conversation/fs_combat_healing_quest:s_7ed32afc", -- "Huh? Oh! Great! More medics! The troops are in desperate need of support. Are you here to provide the medical support?" stopConversation = "false", options = { {"@conversation/fs_combat_healing_quest:s_8fddaea0", "choose_accept"}, -- "Yes, I want to help." {"@conversation/fs_combat_healing_quest:s_d4d1a11f", "choose_decline"}, -- "Sorry, no." } } villageSivarraPhase4ConvoTemplate:addScreen(intro_begin); choose_decline = ConvoScreen:new { id = "choose_decline", leftDialog = "@conversation/fs_combat_healing_quest:s_df4917e", -- "Too bad, too bad, we need some help here, but I'm sure you already realized that. Excuse me, I have much to do." stopConversation = "true", options = {} } villageSivarraPhase4ConvoTemplate:addScreen(choose_decline); choose_accept = ConvoScreen:new { id = "choose_accept", leftDialog = "@conversation/fs_combat_healing_quest:s_ad2d5f2b", -- "Help? Yes, you can help! What I need you to help with is troop support. This may put you in direct harms way, and you won't be able to help the other villagers with their tasks, but I will make sure Noldan helps you to develop your healing abilities even more. Are you sure?" stopConversation = "false", options = { {"@conversation/fs_combat_healing_quest:s_25b83816", "choose_certain"}, -- "Yes, I'm sure." {"@conversation/fs_combat_healing_quest:s_5d4f7fdb", "choose_uncertain"}, -- "On second thought..." } } villageSivarraPhase4ConvoTemplate:addScreen(choose_accept); choose_certain = ConvoScreen:new { id = "choose_certain", leftDialog = "@conversation/fs_combat_healing_quest:s_1f0513d3", -- "Yes! Yes! I need you to go find the groups of defenders and join them, you will need to support them while they are defending us as any good medic would. Be careful, you will be in harms way sometimes! If you can help out fifty times that would be a great help! Oh, and you can come back and talk to me or the droids to track your progress!" stopConversation = "true", options = {} } villageSivarraPhase4ConvoTemplate:addScreen(choose_certain); choose_uncertain = ConvoScreen:new { id = "choose_uncertain", leftDialog = "@conversation/fs_combat_healing_quest:s_8c663fab", -- "I see, I see... I was hoping you would be made of sterner stuff, but I guess not." stopConversation = "true", options = {} } villageSivarraPhase4ConvoTemplate:addScreen(choose_uncertain); intro_start_second_set = ConvoScreen:new { id = "intro_start_second_set", leftDialog = "@conversation/fs_combat_healing_quest:s_6a7931f2", -- "Hmm... I can tell you are a great healer, I may have something else for you if you are interested in helping some more." stopConversation = "false", options = { {"@conversation/fs_combat_healing_quest:s_aa2e6c00", "choose_continue"}, -- "Sure, I'll help." {"@conversation/fs_combat_healing_quest:s_2e7fd1c", "choose_cease"}, -- "Sorry, maybe later." } } villageSivarraPhase4ConvoTemplate:addScreen(intro_start_second_set); choose_continue = ConvoScreen:new { id = "choose_continue", leftDialog = "@conversation/fs_combat_healing_quest:s_3fd56843", -- "Brilliant! I need you to, well to help the troops more. If you can help out a total of 100 times that would be wonderful." stopConversation = "true", options = {} } villageSivarraPhase4ConvoTemplate:addScreen(choose_continue); choose_cease = ConvoScreen:new { id = "choose_cease", leftDialog = "@conversation/fs_combat_healing_quest:s_671a071f", -- "Well, let me know if you change your mind!" stopConversation = "true", options = {} } villageSivarraPhase4ConvoTemplate:addScreen(choose_cease); intro_in_progress = ConvoScreen:new { id = "intro_in_progress", leftDialog = "@conversation/fs_combat_healing_quest:s_e6d3592a", -- "I see, I see, yes very good, it looks like %TO" stopConversation = "false", options = { {"@conversation/fs_combat_healing_quest:s_67e6df55", "update_continue"}, -- "Okay." } } villageSivarraPhase4ConvoTemplate:addScreen(intro_in_progress); update_continue = ConvoScreen:new { id = "update_continue", leftDialog = "@conversation/fs_combat_healing_quest:s_e734fdf3", -- "Keep at it!" stopConversation = "true", options = {} } villageSivarraPhase4ConvoTemplate:addScreen(update_continue); intro_completed_quest = ConvoScreen:new { id = "intro_completed_quest", leftDialog = "@conversation/fs_combat_healing_quest:s_7263868e", -- "Thank you! Thank you so much for your help! Can't talk much, still have much to do." stopConversation = "true", options = {} } villageSivarraPhase4ConvoTemplate:addScreen(intro_completed_quest); addConversationTemplate("villageSivarraPhase4ConvoTemplate", villageSivarraPhase4ConvoTemplate);
-- Config for Travis CI cmdline client -- https://github.com/travis-ci/travis.rb -- created on top of external debian chroot, prepared by debian-setup.cfg.lua -- using debian-sandbox.cfg.lua config file as base -- do not forget to install ruby and ruby-dev packages inside sandbox chroot defaults.recalculate_orig=defaults.recalculate function defaults.recalculate() tunables.datadir=loader.path.combine(loader.workdir,"userdata-travis") defaults.recalculate_orig() end defaults.recalculate() -- load base config dofile(loader.path.combine(loader.workdir,"debian-sandbox.cfg.lua")) -- remove some unneded features and mounts loader.table.remove_value(sandbox.features,"dbus") loader.table.remove_value(sandbox.features,"gvfs_fix") loader.table.remove_value(sandbox.features,"pulse") -- remove some mounts from base config loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.devsnd_mount) loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.devdri_mount) loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.sys_mount) loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.devinput_mount) loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.devshm_mount) -- enable resolvconf feature table.insert(sandbox.features,"resolvconf") loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.resolvconf_mount) -- add mounts with sources directory table.insert(sandbox.setup.mounts,{prio=100,tag="data","bind-try","/mnt/data","/mnt/data"}) shell.term_orphans=true shell.desktop={ name = "Travis-CI shell", generic_name= "Travis-CI utility", comment = "Shell for Travis-CI utility, sandbox uid "..config.sandbox_uid, icon = "terminal", terminal = true, startupnotify = false, categories="Development;Utility;", } shell.env_set={ {"TERM",os.getenv("TERM")}, {"GEM_HOME","/home/sandboxer/gems"}, {"GEM_PATH","/home/sandboxer/gems"}, } shell.exec="/bin/bash" shell.args={"-c","PATH=\"$HOME/gems/bin:$PATH\" /bin/bash -l"} travis_install={ exec="/bin/bash", path="/home/sandboxer", env_set=shell.env_set, args={"-c","rm -rf $HOME/gems && ( PATH=\"$HOME/gems/bin:$PATH\" gem install travis )"}, term_signal=defaults.signals.SIGTERM, attach=true, pty=true, exclusive=true, term_orphans=true, }
local cld_cmd_util = {} cld_cmd_util.table_sep = " " function cld_cmd_util.display_table(o) headers = o.headers table_data = o.data column_widths = o.column_widths fmtspecs = {} if column_widths ~= nil then for k, v in pairs(column_widths) do fmtspecs[k] = "%-" .. (v + 1) .. "." .. v .. "s" end end items = 0 for _, k in ipairs(headers) do if o.show_headers then if fmtspecs[k] ~= nil then io.write(string.format(fmtspecs[k], k) .. cld_cmd_util.table_sep) else io.write(k .. cld_cmd_util.table_sep) end end if items == 0 then items = #table_data[k] end end if o.show_headers then io.write("\n") end for i = 1, items do for _, k in ipairs(headers) do if fmtspecs[k] ~= nil then io.write(string.format(fmtspecs[k], table_data[k][i]) .. cld_cmd_util.table_sep) else io.write(table_data[k][i] .. cld_cmd_util.table_sep) end end io.write("\n") end end function cld_cmd_util.print_options(options) for opt, opt_val in pairs(options) do io.write(opt .. " [") io.write("name=" .. opt_val["name"] .. " ") if opt_val["short_name"] ~= nil then io.write("short_name=" .. tostring(opt_val["short_name"]) .. " ") end if opt_val["val"] ~= nil then io.write("value=" .. tostring(opt_val["val"]) .. " ") end if opt_val["default_val"] ~= nil then io.write("default=" .. tostring(opt_val["default_val"]) .. " ") end if opt_val["description"] ~= nil then io.write("description=" .. tostring(opt_val["description"]) .. " ") end io.write(']\n') end end function cld_cmd_util.has_option(options, key) return options[key] ~= nil end function cld_cmd_util.option_val(options, key) if cld_cmd_util.has_option(options, key) then return options[key]["val"] else return nil end end function cld_cmd_util.filters_to_list(filters) filters_ls = {} for w in string.gmatch(filters, "[%w<>:-/@]+=[%w<>:-/@]+") do count = 0 key = nil val = nil for k in string.gmatch(w, "[%w<>:-/@]+") do if count == 0 then key = k else val = k end count = count +1 end if filters_ls[key] == nil then filters_ls[key] = {} end table.insert(filters_ls[key], val) end return filters_ls end return cld_cmd_util
--------------------------------------------------------------------------------------------------- -- Issue: https://github.com/smartdevicelink/sdl_core/issues/2129 --------------------------------------------------------------------------------------------------- -- Description: -- In case: -- 1) Mobile app is activated -- SDL must: -- 1) Send OnHMIStatus notification with appropriate value of 'audioStreamingState' parameter -- Particular value depends on app's 'appHMIType' and 'isMediaApplication' flag, and described in 'testCases' table below --------------------------------------------------------------------------------------------------- --[[ Required Shared libraries ]] local common = require('test_scripts/MobileProjection/Phase2/common') local runner = require('user_modules/script_runner') --[[ Test Configuration ]] runner.testSettings.isSelfIncluded = false --[[ Local Variables ]] local testCases = { [001] = { t = "PROJECTION", m = false, s = "NOT_AUDIBLE" }, [003] = { t = "NAVIGATION", m = false, s = "AUDIBLE" }, [005] = { t = "NAVIGATION", m = true, s = "AUDIBLE" }, [007] = { t = "PROJECTION", m = true, s = "AUDIBLE" } } --[[ Local Functions ]] local function activateApp(pTC, pAudioSS) local requestId = common.getHMIConnection():SendRequest("SDL.ActivateApp", { appID = common.getHMIAppId() }) common.getHMIConnection():ExpectResponse(requestId) common.getMobileSession():ExpectNotification("OnHMIStatus") :ValidIf(function(_, data) return common.checkAudioSS(pTC, "App1", pAudioSS, data.payload.audioStreamingState) end) end --[[ Scenario ]] for n, tc in common.spairs(testCases) do runner.Title("TC[" .. string.format("%03d", n) .. "]: " .. "[hmiType:" .. tc.t .. ", isMedia:" .. tostring(tc.m) .. "]") runner.Step("Clean environment", common.preconditions) runner.Step("Start SDL, HMI, connect Mobile, start Session", common.start) runner.Step("Set App Config", common.setAppConfig, { 1, tc.t, tc.m }) runner.Step("Register App", common.registerApp) runner.Step("Activate App, audioState:" .. tc.s, activateApp, { n, tc.s }) runner.Step("Clean sessions", common.cleanSessions) runner.Step("Stop SDL", common.postconditions) end runner.Step("Print failed TCs", common.printFailedTCs)
-- effect_id :: string: The effect_id specified in the trigger effect. -- surface_index :: uint: The surface the effect happened on. -- source_position :: Position (optional) -- source_entity :: LuaEntity (optional) -- target_position :: Position (optional) -- target_entity :: LuaEntity (optional) local function effect_triggered(event) if (event.effect_id == "RTCrank" and global.AllPlayers[event.source_entity.player.index].sliding and global.AllPlayers[event.source_entity.player.index].succ.energy ~= 0 and game.get_player(event.source_entity.player.index).character.get_inventory(defines.inventory.character_guns)[game.get_player(event.source_entity.player.index).character.selected_gun_index].valid_for_read and game.get_player(event.source_entity.player.index).character.get_inventory(defines.inventory.character_guns)[game.get_player(event.source_entity.player.index).character.selected_gun_index].name == "RTZiplineItem" and game.get_player(event.source_entity.player.index).character.get_inventory(defines.inventory.character_ammo)[game.get_player(event.source_entity.player.index).character.selected_gun_index].valid_for_read and game.get_player(event.source_entity.player.index).character.get_inventory(defines.inventory.character_ammo)[game.get_player(event.source_entity.player.index).character.selected_gun_index].name == "RTZiplineCrankControlsItem" and game.get_player(event.source_entity.player.index).walking_state.walking == true ) then if (global.AllPlayers[event.source_entity.player.index].ForwardDirection[game.get_player(event.source_entity.player.index).walking_state.direction] ~= nil) then if (global.AllPlayers[event.source_entity.player.index].LetMeGuideYou.speed <= 0.420) then global.AllPlayers[event.source_entity.player.index].LetMeGuideYou.speed = global.AllPlayers[event.source_entity.player.index].LetMeGuideYou.speed + 0.040 --increments slower than 0.008 don't seem to do anything game.get_player(event.source_entity.player.index).surface.play_sound { path = "RTZipAttach", position = game.get_player(event.source_entity.player.index).position, volume = 0.7 } end elseif (global.AllPlayers[event.source_entity.player.index].BackwardsDirection[game.get_player(event.source_entity.player.index).walking_state.direction] ~= nil) then if (global.AllPlayers[event.source_entity.player.index].LetMeGuideYou.speed >= -0.420) then global.AllPlayers[event.source_entity.player.index].LetMeGuideYou.speed = global.AllPlayers[event.source_entity.player.index].LetMeGuideYou.speed - 0.040 game.get_player(event.source_entity.player.index).surface.play_sound { path = "RTZipAttach", position = game.get_player(event.source_entity.player.index).position, volume = 0.7 } end end end end return effect_triggered
object_static_worldbuilding_furniture_frn_vet_couch_section_lg = object_static_worldbuilding_furniture_shared_frn_vet_couch_section_lg:new { } ObjectTemplates:addTemplate(object_static_worldbuilding_furniture_frn_vet_couch_section_lg, "object/static/worldbuilding/furniture/frn_vet_couch_section_lg.iff")
--[[ *********************************************************************** Project owner: RageQuit community Project name: GTW-RPG Developers: Mr_Moose Source code: https://github.com/404rq/GTW-RPG/ Bugtracker: https://discuss.404rq.com/t/issues Suggestions: https://discuss.404rq.com/t/development Version: Open source License: BSD 2-Clause Status: Stable release *********************************************************************** ]]-- --[[ All help related text is in this file ]]-- list = { { "Rules", 0 }, { "English", 1, [[ *********************************************************************** * Rules in English *********************************************************************** #1 Do not spawn kill other players. #2 Drive on the right side of the road. Do not block other players, do not crash into other players unless you have a reason to do so, e.g in a police chase or to revenge. #3 Do not use any kind of hack or exploit bugs. GTW-RPG is an open source game mode which we claim to be stable and of high quality, it's therefore important to let us know about any bug you may find. Bug reports are rewardable, exploits are punishable. #4 Do not advertise, feel free to talk about anything as long you're not advertising it. If you don't get the difference here's an example: Talking: xBox vs PS3... Advertising: buy xBox here... #5 Do not obstruct or interrupt role play situations. It's not appropriate to show up with a minigun and kill a group of players standing together chatting for instance, do not use more violence than the situation require. #6 Do not spam the chats, repeating nonsense on purpose will lead to a mute, note that this mute are global and applies to many other servers running GTW-RPG resources as well. #7 Do NOT try this in game: apply for staff, suggest new features, complaint on other players or staff, ask about stuff you'll find information about in the list to the left. This is not punishable but you may not get the response you expected. #8 Do not actively troll, provoke, annoy or insult other players. Instead, solve your conflicts here: Report/Appeal: https://forum.404rq.com/complaints-and-reports/ Thank you for complying with our rules. *********************************************************************** * Last edit: 2015-01-28 ***********************************************************************]] }, { "Russian", 1, [[ *********************************************************************** * Rules in Russian *********************************************************************** # 1 Не убивать других игроков. (Применяется около больниц) # 2 Движение толь по правой стороне дороги. Не перекрывайте дорогу другим игрокам, не врезаться в другие игроком, если у вас нет причин для этого. #3 Не используйте какие либо трейнеры, читы или баги на сервере GTW-PRG. #4 Не рекламируйте что либо. И так же не бойтесь говорить о чем угодно Вот вам пример правильного общения на сервере (Пример разговора: XBox против PS3) (Пример рекламы: Купить XBox можно тут "Ссылка") # 5 Не мешайте и не препятствуйте отыгровки РП ситуаций. (Пример: Стоят люди отыгрывают РП ситуацию, прибегает парень достаёт миниган и начинает расстреливать всё что движется) # 6 Не спамьте в чат(ы), повторяя одно и тоже по несколько раз.Обратите внимание, что этот за это можно получить мут и это носят глобальный характер и относится ко многим другим серверам, работающие на ресурсах GTW-RPG # 7 Не пытайтесь повторить это в игре: подать заявку на администратора , предлогать новые функции, жаловаться на других игроков или администраторов, Это не наказывается но вы не сможете получить на эти вопросы ожидаемый ответ. # 8 Не тролль, не провоцируй или не оскорбляй других игроков на сервере.Вместо этого постарайтесь решить свои недопонимания на форуме: https://forum.404rq.com/complaints-and-reports/ Благодарим Вас за соблюдение наших правил. *********************************************************************** * Last edit: 2016-02-10 ***********************************************************************]] }, { "Dutch (Nederlands)", 1, [[ *********************************************************************** * Rules in Dutch (Nederlands) *********************************************************************** #1 Geen andere spelers spawnkillen. (Geld rond ziekenhuizen) #2 Rijd aan de rechterkant van de weg. Blokkeer geen andere spelers, rijd niet in andere spelers zonder een geldige reden. bv. in een politie achtervolging of wraak. #3 Gebruik geen soort van hack of misbruik geen bugs. GTW-RPG is een open source game modus waarbij we zeggen dat hij stabiel en van hoge kwaliteit is, het is daarom belangrijk dat je ons laat weten van een bug die je vind. Bug reports zijn beloonbaar, misbruik is strafbaar. #4 Adverteer niet, voel je vrij om over alles te praten zolang je het niet adverteerd. Als je het verschil niet snapt dan is hier een voorbeeld: Praten: Xbox vs PS3... Adverteren: Koop je Xbox hier... #5 Onderbreek of belemmer rolspel situaties niet. Het is niet volwassen om met een minigun te komen en een groep van spelers die aan het praten zijn te vermoorden, gebruik niet meer geweld dan dat de situatie nodig heeft. #6 Spam de chat niet, onzin herhalen met opzet zal leiden tot een mute, denk eraan dat deze mute globaal werkt en dus in alle andere GTW servers werken. #7 Probeer dit spel NIET: soliciteren voor personeel, nieuwe kenmerken aanvragen, klagen over de andere spelers of personeel, iets vragen dat je in de lijst links van dit kan vinden. Dit is niet strafbaar maar het kan zijn dat je je verwachtte antwoord niet krijgt. #8 Ga niet actief trollen, provoceren, irriteren of spelers uitschelden. Inplaats daarvan, los je problemen hier op: https://forum.404rq.com/complaints-and-reports/ Bedankt om mee te werken met ons reglement. Translated by: - WhoopeeTheClown (Global moderator, In game staff) *********************************************************************** * Last edit: 2015-03-07 ***********************************************************************]] }, { "Italian (Italiano)", 1, [[ *********************************************************************** * Rules in Italian (Italiano) *********************************************************************** #1 Non spawn-killare gli altri giocatori. (Questa regola vale vicino agli ospedali) #2 Guida sul lato destro della strada. Non bloccare gli altri giocatori, non schiantarti contro gli altri giocatori a meno che non hai una ragione per farlo, per esempio in un inseguimento o per vendetta. #3 Non usare nessun tipo di hack e non abusare dei bug. GTW-RPG è una modalità di gioco open source che affermiamo sia stabile e di alta qualità, quindi è importante notificarci riguardo qualsiasi bug che riesci a trovare. Vieni ricompensato se segnali un bug, ma vieni punito se abusi di un exploit. #4 Non pubblicizzare, sii libero di parlare di qualsiasi cosa purché non la pubblicizzi. Se non capisci la differenza, eccoti un esempio: Parlare: xBox vs PS3... Pubblicizzare: compra la xBox qua... #5 Non ostruire o interrompere situazioni role play. Non è appropriato presentarsi con una minigun e uccidere un gruppo di giocatori che stanno insieme a parlare per esempio, non usare più violenza di quanto la situazione richiede. #6 Non spammare nelle chat, ripetere cose senza senso porterà ad essere mutati,tieni conto che questo mute è globale e viene applicato a molti altri server che usano le risorse di GTW-RPG. #7 NON fare questo nel gioco: chiedere per diventare staff, suggerire nuove idee, lamentarsi di altri giocatori o staffer, chiedere cose ovvie allo staff che puoi trovare nella lista alla tua sinistra. Questo non è punibile ma potrai non ottenere la riposta che ti aspettavi. #8 Non trollare, provocare, annoiare o insultare gli altri giocatori. Invece, risolvi i tuoi conflitti qua: https://forum.404rq.com/complaints-and-reports/ Grazie per aver letto le regole. Translated by: - Franckf (Community member) *********************************************************************** * Last edit: 2015-03-07 ***********************************************************************]] }, { "Swedish (Svenska)", 1, [[ *********************************************************************** * Rules in Swedish (Svenska) *********************************************************************** #1 Spawn kill är ej tillåtet (gäller framförallt vid sjukhus) #2 Håll till höger när du kör, blockera ej andra spelare, krocka inte medveted med andra spelare om du inte har en anledning som exempelvis hämnd eller en biljakt (tjuv och polis). #3 Missbruka inte eventuella buggar, GTW-RPG är baserat på öppen källkod och bör vara stabilt, belöning utlovas till den som upptäcker och rapporterar buggar beroende på dess storlek, missbruk av buggar bestraffas. #4 Reklam är ej tillåten, vi tillämpar yttrandefrihet så du får självklart prata om precis vad du vill, så länge du inte öppet gör reklam för en produkt exempelvis. #5 Avbryt ej rolspel, servern stödjer både role-play och RPG, om en grupp spelare står och sysslar med /me och /do rollspel är det olämpligt att dyka upp med minigun och ha ihjäl dem eller meja ner dem med din bil. #6 SPAM är ej tillåten, toleransen här är dock hög men får du en varning bör du lugna dig en aning. #7 Administrativa uppgifter delas INTE ut till den som skriker högst, detsamma gäller för serverns utveckling (förslag och dylikt) samt klagomål på andra spelare med mera, allt sånt hanteras i forumet. #8 Att aktivt trolla eller provocera är ej heller tillåtet, lös era konflikter här: https://forum.404rq.com/complaints-and-reports/ Tack för att du respekterar våra regler! Translated by: - Mr.Moose (Developer/Administrator of Grand Theft Walrus) *********************************************************************** * Last edit: 2015-03-07 ***********************************************************************]] }, { "Danish (Danska)", 1, [[ *********************************************************************** * Rules in Danish (Danska) *********************************************************************** #1 Du må ikke gyde dræbe andre spillere. (Gælder omkring hospitaler) #2 Kørsel på højre side af vejen. Bloker ikke andre spillere, ikke køre ind i andre spillere, medmindre du har en grund til det, fx i en politi jagt eller til hævn. #3 Brug ikke nogen form for hack eller udnytte bugs. GTW-RPG er en open source game mode, som vi hævder at være stabil og høj kvalitet, er det derfor vigtigt at lade os vide om enhver fejl du kan finde. Fejlrapporter er rewardable, exploits er strafbare. #4 Du må ikke annoncere, er du velkommen til at tale om noget, så længe du er ikke reklame det. Hvis du ikke får forskellen Her er et eksempel: Talking: Xbox vs PS3 ... Reklame: indkøbe xBox her ... #5 Du må ikke hindre eller afbryde rollespil situationer. Det er ikke hensigtsmæssigt at dukke op med en minigun og dræbe en gruppe af spillere står sammen chatter for eksempel, brug ikke mere vold end situationen kræver. #6 ikke spam de chats, gentage nonsens med vilje vil føre til en stum, bemærke, at denne mute er globale og gælder for mange andre servere, der kører ressourcer GTW-RPG så godt. #7 Du må ikke prøve dette i gmae: ansøge om personale, foreslå nye funktioner, klage på andre spillere eller medarbejdere, spørge om ting, du vil find oplysninger om i listen til venstre. Dette er ikke strafbar, men du kan ikke få det svar du forventede. #8 Du må ikke aktivt trold, provokere, irritere eller fornærme andre spillere. I stedet løse dine konflikter her: https://forum.404rq.com/complaints-and-reports/ Tak for at overholde vores regler. Translated by: - The.Penguin (Developer & Administrator) *********************************************************************** * Last edit: 2015-03-07 ***********************************************************************]] }, { "Urdu (Urdu)", 1, [[ *********************************************************************** * Rules in Urdu (Urdu) *********************************************************************** #1 Jab player spawn hota hai to use kill mat kareu. (Hospitals ke ird gird) #2 Road ki right side pe drive kareu, kisi waja ke bagaar gaari ko doosre players ki gaari pe na mareu. Sirf kareu agar aap ke paas koi acha reason ho jese ke police chase meu ya phir revenge ke liye. #3 Kisi bhi tarha ka hack na use kareu aur bugs ko abuse na kareu. GTW aik open source community hai. Agar aap ko koi bug milta hai to aap please GTW forums pe GTW developers ko is bugs ka batain. Aap ko is ka reward diya jai ga. #4 Aap please advertise na kareu. Aap kisi bhi cheez ke bare meu baat kar sakte hain lekin please aap advertise na kareu. #5 Roleplay situations ko interept na kareu. Ye theek nahi hai ke aap aik minigun kisi group ko dekha kar group ko maar deu. #6 Do not spam the chats, repeating nonsense on purpose will lead #6 Chat mein spamming na kareu aur nonsense material bhi post na kareu, warna aap mute ho jain gay. #7 Game mein ye na kareu: staff ke liye apply, new features ko add karne ki suggestion, dosre players ya staff ki complaint. #8 Kisi ko troll, annoy ya insult na kareu. Aap yahan pe jaa sakte hain: https://forum.404rq.com/complaints-and-reports/ Shukriya hamare rules parhane ke liye. Translated by: - ccv (Contributor) *********************************************************************** * Last edit: 2015-03-07 ***********************************************************************]] }, { "Egyptian (Masry)", 1, [[ *********************************************************************** * Rules in Egyptian (Masry) *********************************************************************** #1 Mate2telsh awl lama el la3eeb yes7a, w dah kman fel mostashfa. #2 Dayman so2 3ala el yemeen, mate8batsh el nas bel 3ayabeya aw 7aga zay keda. Te2dar te3mel keda 3ashan ta5od ha2ak aw law enta shorta w betegry wara 7aramy. #3 Mate3mlsh Hack lel server. Ay bug tela2ee fel server e3melo report 3ala el mawka3 w momken ta5od floos law tele3 begad w etsala7. Ay taree2 3ashan teksab beeha haga zay haraka w ta5od floos deeh hata5od punish feeha. #4 Etkalem 3an ay haga bas mat7awelsh enak tesa5an el nas 3ala haga masalan Xbox ded el PS4. #5 Ew3a tera5em 3ala el nas w homa beye3mlo 7agat akenaha fel ha2eeya aw teegy te2teel magmoo3a men el nas w homa bey3melo haga. #6 Ew3a tekteb 7agat keteer fel chat ya3ny te3melaha spam aw tekteb aya haga malhash ay talateen lazma aw teba2 haga mesh kwayesa. #7 Ew3a te7awel fel le3ba enak te3mel apply lel staff aw te2ool 3ala fekra lel server aw teshteky 3ala 7ad aw tesa2l haga tela2eeha fel list 3ala el shemal w momken ta5od fe deeh punish. #8 Matra5emsh 3ala ay 7ad fel server, aw teshtem 7ad, aw te2ool kelma we7sha fel chat badal keda eshteky 3ala 7ad hena: https://forum.404rq.com/complaints-and-reports/ Shokran 3ashan betrakez fel hagat deeh! Translated by: - Smart (Moderator) *********************************************************************** * Last edit: 2015-05-27 ***********************************************************************]] }, { "Portuguese (Portuguese)", 1, [[ *********************************************************************** * Rules in Portuguese (Portuguese) *********************************************************************** #1 Não faça spawn kill em outros jogadores. (Aplica-se ao redor de hospitais) #2 Dirigir sempre no lado direito da estrada. Não bloquear os outros jogadores, não bater em outros jogadores, a menos que você tenha uma razão para fazer isso, por exemplo, em uma perseguição policial ou por vingança. #3 Não use qualquer tipo de hack ou exploração de bugs. GTW-RPG é um modo de jogo de código aberto que pretendemos deixar estável e de alta qualidade, Portanto, é importante que você nos informe sobre qualquer bug, que você encontrar. Relatórios de bug são recompensados, explarações são puníveis.. #4 Não anunciar, sinta-se livre para falar sobre qualquer coisa, contanto que você não anuncie. Se você não entende a diferença aqui está um exemplo: Falando: xBox vs PS3... Publicidade: compre xBox aqui... #5 Não obstrua ou interrompa as situações de role play. Não é apropriado aparecer com uma minigun e matar um grupo de jogadores que estão juntos conversando, por exemplo. Não use mais violência do que a situação requer. #6 Não faça spam no chat, se repetir propositalmente você sera mutado, note que o mute é global e aplicado em todos os servidores GTW. #7 Não tente isso em jogo: pedir para ser staff, sugerir novas funcionalidades, reclamar sobre outros jogadores ou staff, Perguntar sobre coisas que estão no menu à esquerda. Isso não é punível, mas você pode não obter a resposta que você esperava. #8 Não seja um troll, não provoque, irrite ou insulte os outros jogadores. Em vez disso, resolve seus conflitos aqui: https://forum.404rq.com/complaints-and-reports/ Obrigado por cumprir com as nossas regras. Translated by: - EHLuC & EHPHUCK (Community members) *********************************************************************** * Last edit: 2015-05-27 ***********************************************************************]] }, { "General", 0 }, { "RageQuit community", 1, [[ *********************************************************************** * RageQuit community *********************************************************************** Where the game is a true pleasure, we started as a small hobby project to give some new life to a bunch of old gaming PC's, thanks to the great Linux distribution "Debian" and a overkill network in northern Europe RageQuit has been growing over a couple of years and is now running multiple Multi Theft Auto and Minecraft servers. As our main interest always been the development we don't put much effort in limitations of the free speech or other bureocratic "rules", instead we're trying to make our game mode enjoyable for as many players as possible, this includes everything from design details to pure performance, we hate FPS lag and bad ping just as much as you do. We're one of feew communities almost completly built on open source software, especially the GTW-RPG project for Multi Theft Auto which we are the main contributors to. We also offers total freedom of speech and high security on our servers so that you don't have to loose any of your valuable game progress or items you worked hard for. Find our more on our websites: www.404rq.com forum.404rq.com wiki.404rq.com code.404rq.com media.404rq.com *********************************************************************** * Last edit: 2015-09-01 *********************************************************************** ]] }, { "User accounts commands", 1, [[ *********************************************************************** * About user accounts *********************************************************************** How to login or register: * Enter your credentials then press login and your data will be saved and synced * If you don't have any account, choose and enter any credentials then press "register", on success you'll see a green text, press login to login to your new account. How to change password: * Press F8 to open your console, then enter: chgmypass <oldpass> <newpass> How to change nick name: * Press F8 to open your console, then enter: nick <new-nick> Note that these commands are built in and works on any Multi Theft Auto server. ]]}, { "Staff guidelines", 1, [[ *********************************************************************** * Staff guidelines (only relevant to server staff) *********************************************************************** How do I get into "staff mode": * Use /gostaff(f/m) last f/m is optional and specifies if you want to use the male or female skin Where is the staff panel located: * Use /staff or press P How to spawn a vehicle: * Use /gv to open the rental spawn menu anywhere on the map, all vehicles are free How do I warp: * Use /setpos x y z or open the staff panel for warp to options Do I need to use tags: * Nope, it's completly optional, no matter which mode you're in ]]}, { "How to prevent FPS lag", 1, [[ *********************************************************************** * How to prevent FPS lag *********************************************************************** You can toggle the shaders to improve your FPS Toggle car paint reflection shader: /reflect Toggle high details shader: /detail Toggle water shader (if you get FPS drops near lakes or the sea): /water Toggle high contrast shader: /contrast You can locally change your weather to increase your FPS too, using the following commands: /sunny /rainy /foggy If none of these options help check our forum for more suggestions: https://forum.404rq.com ]]}, { "How to prevent high latency", 1, [[ *********************************************************************** * How to prevent high latency *********************************************************************** High latency occurs for two reasons, either the network is overloaded or you're very far away from the server, consider for instance if you're connected to a wireless network with lot's of disturbances (which pretty much all wireless networks has more or less). To prevent high latency you neet to consider these two things: * If possible, use a cable network rather than a wireless one. That should reduce your latency to max 400 no matter where in the world you're located, (lower values applies to Europe and USA since that's our location). * Avoid downloading files while playing, especially torrent files and similar which tends to overflow local networks, also make sure noone else on the same network aren't downloading anything in the background. What happens when the latency is too high? We block some features for you temporary, in worst case scenario we kick you. These systems are automatic so don't blame online staff for your own high latency. ]]}, { "F.A.Q", 1, [[ *********************************************************************** * Frequently asked questions *********************************************************************** Q: How do I change my skin? A: Look for a green t-shirt on your radar, enter the shop, walk up to the marker then select a new skin from the GUI Q: How do I make money? A: Take a job, (walk up into a yellow marker to open the application GUI), do criminal stuff like robbing stores, steal cars, kill bots etc.. Q: Where can I find a car? A: You can rent a car by entering any white marker close to gas stations, you can also buy a vehicle from markers with a vehicle type name written over it. Q: How can I become staff? A: Visit: https://forum.404rq.com/staff-applications/ to learn everything you need to know Q: Is there any other way? A: A few, although none of them works if you annoy other players/staff or lack in braincells Q: Can I become staff by inviting players? A: No, but you can earn good money by invitations if you instruct them to enter your account name in the invitation field Q: Is there any website? A: Yes: https://www.404rq.com Q: Is there any forum? A: Yes: https://forum.404rq.com Q: What's the uptime? A: 100%, all RageQuit 404/Grand Theft Walrus servers are hosted in "the cloud" (big datacenters worldwide with 100% uptime guarentee). Q: How do I donate? A: Visit: https://404rq.com/donations/ Q: My question wasn't answered here, what should I do? A: Ask your question here: https://forum.404rq.com/questions-and-concerns/ ]]}, { "Vehicles", 0 }, { "Vehicle rental", 1, [[ *********************************************************************** * Vehicle rental *********************************************************************** What is a rental vehicle: * Any vehicle you spawn by walking up to a white or yellow marker located near work places or gas stations, it's a pay per minute vehicle you can use to quickly travel around the map Where do I get a rental vehicle: * press F11 to toggle the big map, look for tiny white or yellow colored squares and find the marker at that location Why can't I spawn a rental vehicle: * If you are wanted for comitting a crime and a law enforcer is nearby you can't spawn How do I return my vehicle: * Use /djv or /rrv, vehicles are also removed 5 minutes after an explosion caused by damage or immediately if you leave the server. ]] }, { "Vehicle shops/personal vehicles", 1, [[ *********************************************************************** * Vehicle shops/personal vehicles *********************************************************************** What is a personal vehicle: * A vehicle you own by yourself. Why should I buy when I can rent: * A owned vehicle can be spawned anywhere on the map * A owned vehicle can be customized and all your modifications are saved * A owned vehicle's trunk can be used to hide weapons from the law, press F9 to open/close the trunk * Owned vehicles doesn't have any rental charges * You can spawn a unlimed amount of owned vehicles while in a rental vehicle you can only spawn one vehicle at the time Where do I find the car shops: * Press F11 to toggle the big map, look for dark grey blips (hard to see) that looks like vehicles (cars/trucks/boats/aircraft/trains) Which vehicles can I buy: * Nearly all vehicles that is available in game can be bought, including trains ]] }, { "Vehicle commands/binds", 1, [[ *********************************************************************** * Vehicle commands/binds *********************************************************************** Useful keys while driving: * 'C' - Toggle cruising control * 'L' - Toggle vehicle headlights * 'H' - Horn/Toggle vehicle emergency lights (police vehicles/firetrucks and ambulances) * ',' - Turn indicator to left * '.' - Turn indicator to right * '-' - Toggle hazard lights And the commands to be used while driving: - Open/close vehicle doors, all or individual * /cd\[0-6\] * /od\[0-6\] - Turn indicators * /warn * /lleft * /lright - Misc features * /engine - Start/stop the vehicle engine * /lock - Lock/unlock the doors of your vehicle * /emlight - Toggle emergency lights * /topspeed - Show current top speed in KM/h * /plate <text> - Change license plate text * /drop - Exit a helicopter with a rope - Return rental vehicles * /djv - destroy job vehicle * /rrv - return rental vehicle ]] }, { "Civilians", 0 }, { "Bus driver", 1, [[ *********************************************************************** * Bus driver: *********************************************************************** Where do I find this job: * Unity station - Los Santos * Pier 69 - San Fierro * West side storage building - Las Venturas What do I need for this job: * A bus or coach, you can rent one near the job location or use your own vehicle What do I do in this job: * Enter your bus, select the route you wish to drive and follow the instructions on your screen When do I get paid: * Every time you hit a bus stop or pick up another player as passenger Advantages: * Largest first, nobody mess with you in the traffic unpunished * Ability to pickup and get to know mnay new friends * A strong vehicle with lot's of fuel for long distance travelling ]] }, { "Farmer", 1, [[ *********************************************************************** * Farmer: *********************************************************************** Where do I find this job: * The Farm - (south about San Fierro) What do I need for this job: * A tractor, a combine harvester and money for the seeds. You need to buy these vehicles or borrow them from a friend What do I do in this job: * Enter the tractor and drive to nearest unoccupied field * Plant your seeds with the 'N' key * Let your seeds grow, (you can do anything you want while waiting, just make sure you're there when it's harvest time). * Harvest your seeds with the combine harvester and pick up the bales When do I get paid: * Each bale you pick up gives you cash, just make sure nobody else steal them from you Advantages: * You're a redneck, you can kill anyone getting to cloose to your seeds without getting wanted * A real cash boost for players who have money to invest, without limitations. ]] }, { "Fisher", 1, [[ *********************************************************************** * Fisher: *********************************************************************** Where do I find this job: * The lighthouse west about the beach - Los Santos What do I need for this job: * A boat of any type. You need to buy your boat or borrow one from your friend What do I do in this job: * Drive your boat slowly on any water * Cruise if you want and you'll soon start to capture fish When do I get paid: * Every time you get a fish, (or anything else that might be valuable for that matter) Advantages: * Not much traffic on the sea, a perfect place to relax with your friends * Possibility to get rich if you're lucky ]] }, { "Iron miner", 1, [[ *********************************************************************** * Iron miner: *********************************************************************** Where do I find this job: * The quarry - Las Venturas What do I need for this job: * A minimal amount of cash to afford to buy dynamite * A schovel, (buy from the job panel or in a hardware store) What do I do in this job: * Plant a dynamite using 'N' then run fast as hell * Take cover for the explosion * Go to the messy area and start mining * Sell the minerals you mined at the big white marker near the job location When do I get paid: * Every time you sell your minerals Advantages: * Free access to dynamite, imagine all the fun you can do with that ;) ]] }, { "Mechanic", 1, [[ *********************************************************************** * Mechanic: *********************************************************************** Where do I find this job: * West side mod shop and pay 'n' spray - Los Santos * Just north about the train station and fire department - San Fierro * North/Central between burger shot and LVPD - Las Venturas What do I need for this job: * (Optional) a towtruck What do I do in this job: * Press X to toggle your cursor * Click on a damaged car * Choose if you want to repair or refuel in the menu * Tow broken vehicles to pay'n'spray for a small bonus When do I get paid: * Every repair or refuel (except for your own vehicles) or if another player tip you Advantages: * You'll never suffer from a broken car in the middle of nowhere * Cheaper repairs and refulings * Big chance of getting tipped by other players ]] }, { "Pilot", 1, [[ *********************************************************************** * Pilot: *********************************************************************** Where do I find this job: * Los Santos international airport * San Fierro international airport * Las Venturas international airport What do I need for this job: * An airplane or helicopter owned or rented, aircraft rental markers are found near or in the beginning of start and landing fields What do I do in this job: * Drive to the assigned pickup point and load passengers/cargo * Fly to the destination airport (if helicopter or small aircraft more locations are available, often harder to land in) * Land safely and get paid When do I get paid: * As soon you hit the drop off marker and your aircraft isn't too damaged Advantages: * A quick way to travel around the state * Earns lot's of cash compared to other transporter jobs * Earns a bonus for each player picked up as passenger ]] }, { "Taxi", 1, [[ *********************************************************************** * Taxi driver: *********************************************************************** Where do I find this job: * Los Santos international airport * San Fierro international airport * Las Venturas international airport What do I need for this job: * A taxi or cabby, owned or rented What do I do in this job: * Cruise around until you find a passenger (player) or pick up any AI passenger * "Deliver" the passenger to requested location and get paid When do I get paid: * As soon your passenger is successfully delivered, if you drive a player you'll get paid each minute Advantages: * Earn money by giving other players a ride ]] }, { "Train driver", 1, [[ *********************************************************************** * Train driver: *********************************************************************** Where do I find this job: * Unity station - Los Santos * Cranberry station - San Fierro * Yellow Bell station - Las Venturas What do I need for this job: * A train (with any amount of cars attached), rented or owned What do I do in this job: * Drive your train safely around the state * Deliver passengers and cargo from station to station * !Watch the speedlimits (see bottom right of your screen) When do I get paid: * As soon you hit the dropoff destination, the more attached cars the more money you make, but your train is also getting slower during start/stop the more cars you're pulling * Players gives an extra bonus payment each minute Advantages: * Your vehicle is imortal and unstoppable * Pickup and drop off cars along the tracks ]] }, { "Tram driver", 1, [[ *********************************************************************** * Tram driver: *********************************************************************** Where do I find this job: * San Fierro, between the hospital and SFPD (central) What do I need for this job: * A tram (with any amount of cars attached), rented or owned What do I do in this job: * Drive your tram(s) around the tracks in the streets of San Fierro * Deliver passengers and players around San Fierro * !Watch for other vehicles and players that might be in your way * !Watch the speedlimits (see bottom right of your screen) When do I get paid: * As soon you hit the dropoff destination, the more attached cars the more money you make, but your train is also getting slower during start/stop the more cars you're pulling * Players gives an extra bonus payment each minute Advantages: * Your vehicle is (almost) imortal and unstoppable * Pickup and drop off cars along the tracks ]] }, { "Trucker", 1, [[ *********************************************************************** * Trucker: *********************************************************************** Where do I find this job: * The docks - San Fierro * The gas station west of Los Santos * The docks - Los Santos What do I need for this job: * A truck/van of any type, owned or rented, (semi trucks needs one or more trailers to load the cargo in) What do I do in this job: * Enter your truck to view the routes * Select the route you want to drive * Deliver cargo around the state or within the city (local deliveries) When do I get paid: * As soon you hit the dropoff destination, damaged cargo will reduce your payment, drive carefully! Advantages: * Your vehicle is (almost) imortal and unstoppable * Access to CB radio using: /r <message> (only for truckers) to trace where cops are checking for speeders ]] }, { "Government", 0 }, { "Police", 1, [[ *********************************************************************** * Police: *********************************************************************** Where do I find this job: * LSPD - Los Santos (inside HQ) * SFPD - San Fierro (inside HQ) * LVPD - Las Venturas (inside HQ) * Inside all country side sheriff stations What do I need for this job: * A nightstick to arrest * A tazer to force suspects to stop * Additional stronger weapons like M4, MP5 and teargas * A fast and bullet resistant car, rented or owned (police vehicles can be spawned for free outside all police departments) What do I do in this job: * Use /wanted to list all wanted players and their locations * Patrol until you find anythnig suspicious * Check bottom right for an orange text telling you the distance to nearest suspect, (use that information to find the suspect) * When you got a visual on the suspect stop his/her car, (use your sirens and lights to show you're a cop, press 'H' quickly to toggle) * Once you stopped the suspects car arrest him/her by hitting them with your nightstick once * If the suspect runs, shoot them with your tazer (works only on short distance) * If the suspect is violent (i.e opens fire at you) you may perform a so called kill arrest where you shoot to kill the suspect. * Once arrested, bring the suspect to nearest police department, walk inside and down in the basement to find the cell blocks, walk up to a cell of your choice to lock up the suspect and get paid When do I get paid: * When you kill a violent suspect, (killing non violent suspects or innocent people will make you loose your job) * When you arrested someone and locked that person up in a jail cell * (Unofficial) Bribes, arrested players may try to bribe you, scam is allowed here so be sure what you're doing, i.e require the money first Advantages: * Access to emergency lights (press 'H' quickly to toggle) in any vehicle * Access to all law enforement vehicles * Ability to arrest law breakers * Ability to get paid instantly for killing a violent player, (consult /wanted and make sure the player you want to kill is marked as red and not orange or any other color) ]] }, { "Prison guard", 1, [[ *********************************************************************** * Prison guard: *********************************************************************** Where do I find this job: * See "Police" What do I need for this job: * See "Police" What do I do in this job: * Travel to the prison located on the west side of Bayside Marina, (north of San Fierro) * Guard the prisoners either by sitting in a tower with a sniper or by cruising over with a helicopter * Kill anyone trying to escape * Check visitors and let them in/out * Organize activities for the prisoners * Stop riots by throwing teargas or taze the prisoners When do I get paid: * You're not getting paid in money, only (nearly) free sadism towards the prisoners Advantages: * Free access to armored helicopters and boats * You're in charge over the prisoners and your job is to force them to obey you ]] }, { "Police chief", 1, [[ Police chiefs makes sure that players working for the law enforcement respects the laws themselves and has the ability to ban players from taking part of law related activities as a law enforcer, not anyone can be a police chief, you have to submit an application in the forum to grant access, see this link for more details: https://forum.404rq.com/law-board/police-chief-center-topic/ To add or remove a new police chief (admins only) * /addpc <nickname> * /removepc <nickname> To ban or unban a law enforcer (as police chief) * /banfromlaw <nickname> * /revokebanfromlaw <nickname> ]] }, { "Police codes", 1, [[ A list of police codes used in role play situations: 10-4 Roger that 10-10 Off duty 10-14 Provide Escort 10-15 Prisoner in custody 10-23 Stand by 10-29 Check For Wanted (person, Vehicle Or Object) 10-97 Arrived At Scene 10-98 Assignment Completed 11-10 Take A Report 11-24 Abandoned Vehicle 11-25 Traffic Hazard 11-41 Ambulance Required 11-66 Defective Traffic Signals 11-78 Paramedics Dispatched 11-79 Accident- Ambulance Rolling 11-98 Officer Requires Help, Emergency]]}, { "How to arrest", 1, [[ There are two ways: A: Kill arrest: * kill a violent player to arrest him/her B: Traditional arrest * Hit the suspect with your nightstick once * If he insist in running, shoot him with your tazer to stop him first ]] }, { "How do I know who's wanted?", 1, [[ Use the command /wanted to get a list of wanted players * "violent time" is the time remaining in where you can perform a kill arrest * "wanted level" indicates how "hot" a suspect are, the higher wanted level the more payment you get What the colors mean: * Names that appears in red are "violent" players, these may be kill arrested * Names that appears in orange are "non violent", you may only perform a traditional arrest on them * Names that appears in yellow are arrested players, you may only protect the law enforcer holding the suspect * Names that appears in green are in prison, (time is seen here as well expressed as seconds left) ]] }, { "Law chat", 1, [[ Law chat is a multi team chat visible to Government and Emergency service * Usage: /e <message> ]] }, { "Server staff", 1, [[ Read more about server staff and the different types of staff on this link: https://forum.404rq.com/staff-applications/staff-applications-guidelines/ Report staff or players violating the server rules on this link: https://forum.404rq.com/complaints-and-reports/complaints-user-reports-and-guidelines/ ]] }, { "Developers", 1, [[ Developers are the second highest rank available, listen to developers, respect their orders and requests or face a punishment. Remember, developers are always right. You can become a developer by invitation after contributing to the GTW-RPG project on Github: https://github.com/404rq/GTW-RPG ]] }, { "Criminals", 0 }, { "How do I become a criminal", 1, [[ There are three common ways to become a criminal: * By command: /criminal * By GUI: press F5, then go criminal (press F5 again to close the GUI) * By comitting a crime, i.e when your wanted level raise quickly or over a limit ]] }, { "How do I rob a store", 1, [[ Enter any store and target a weapon at the cashier, if you intend to use a meele weapon or your fists you have to stand close to the cashier before starting the robbery. There are many different stores that can be robbed * 17 Skin shops * 34 Fast food restaurants * 3 Hardware shops * 11 Ammu nation (at your own risk) ]] }, { "Hijacking missions", 1, [[ Look for the flag blip on your map, locate the car in that location and enter it, deliver the car to the dropoff location and get paid. The more criminals fighthing about the car the money money you make]] }, { "Mystery bags", 1, [[ Look for the question mark blip on the map, locate and pick up the bag in that location, it contains a happy surprise for criminals.]] }, { "Turfs", 1, [[ Colored areas on the map are turfs, you can capture a turf by entering it as a criminal and member of a gang, (press F6 to join or create one). Once entering the turf it will start flashing if above requirements are fulfilled. You can see the time you have to protect the turf at the bottom of your screen, during that time you can not die or leave the turf, if you do you'll lose it. Turfs gives you money each 10 minute while being online. The more turfs you own the more money you make. Requirements: * Being in the team criminal or gangster * Being a member of a gang ]] }, { "Gangsters", 1, [[ Players who die in a turf will be moved to the gangster team, it works just the same way as criminal team although criminals and gangsters can not see eachothers blips on the map, thus it's a great opportunity for a stealth attack. Gangsters can any time become a criminal again by command or by pressing F5. ]] }, { "How to reduce wanted level", 1, [[ There are two ways to redcue your wanted level: * Staying away from cops, the text showing your wanted level in the hud will be green if reducing and red if increasing, white means that you're violent and the wanted level remains constant until the violent time has counted down successfully * Paying your fines, use /fine to see how much it will cost and follow the instructions on your screen to accept or reject, you can not pay a fine when a law enforcer is nearby. Already arrested? don't worry there might still be hope: * Offer to bribe the cop who arrested you, this is risky tho and they may scam you, scam is allowed during Bribery In jail? don't worry there might still be hope: * You can escape from jail, see the "Jail" section for more details ]] }, { "Jail", 1, [[ The Jail is located on it's own island built by concre on top of smaller rock islands behind the mountains just west about Bayside Marina, this is a place full of hiding spots, a place where cops and other law units can become prison guards and kill any criminal trying to escape, (yes you can escape). 7 guard towers with rockets will fire at anything coming nearby except for law units, unless they are trying to help a criminal escape. The place is only reachable by boat or helicopter and prison guards has multiple spawners for these vehicles around jail. To escape, you need to get far away from the jail, unnoticed and survive both rockets and potential guards that may notice your escape attempt, a successfull escape attempt will gice you 10 stars, (making it the worst crime you can commit). Note that your weapons will be returned when you get released, but not if you escaped from jail during the session.]] }, { "Shops", 0 }, { "Fast food restaurants", 1, [[ If you want to regain health but are far away from a hospital or just wanna get fat we have 32 fast food restaurants for you, All Clucki'n Bells, Burger shots and Well stack Pizza C.o are open for you 24/7. Welcome. Are you lazy? Try the new drive thru outside most burger shots.]] }, { "Ammu nation", 1, [[ Protect yourself with a gun, the patriotic way. Ammu nation is the best place to buy cheap weapons with 11 shops around the map, there is also two special shops where you can buy the heavy stuff such as Heat seeking rockets, bombs and grenades.]] }, { "Skin and clothes shops", 1, [[ Six different chains and 17 shops allover the map, in case you want to change your skin or jsut get a new look.]] }, { "Gas stations", 1, [[ Buy fuel for your vehicles here.]] }, { "Pay'n'spray", 1, [[ Are your car damaged? Then come in and we repair it for you for a fair price, way cheaper than calling for a mechanic.]] }, { "Mod shops", 1, [[ Want to mod your car? We have all the equiptment you need, hydralics, nitrus, new colors, spoilers and other nice stuff.]] }, { "Vending machines", 1, [[ If you see a vending machine walk up to it and press 'Enter' to buy snacks and regain health.]] }, { "Hardware shops", 1, [[ If you ever need a baseball bad, golf club, knife or other tools we have them here.]] }, { "Misc features", 0 }, { "Command list", 1, [[ :: Animations :: Key 'F10' -- Opens a GUI with all available animations /chat -- Face expressions to chat /cpr -- Do CPR on another player /deal1 -- If you want to look like a drugdealer /deal2 /deal3 /fatidle -- Look like a fat person /getup -- Rise from the ground /getupfront -- Rise forward from the ground /gum -- Take a gum /gumchew -- Chew a gum /handcower -- Take cower using your hands /handsup -- Handsup to follow the orders from a law officer and prevent getting shot /lean -- Lean towards a wall or a car /lookaround -- Look around in place /mourn -- Look sad (if someone dies maybe) /sit -- Sit down on anything you want to sit on /smoke -- Smoke a cigarette /taxiwink -- Wink in a taxi /tired -- Look tired /turn180 -- Turn around /urp -- Open ye mouth /wave -- Wave to another player * All animations can be interupted by walking forward at any time :: General (keys) :: F1 -- Toggle help F2 -- Show the vehicle GUI where you can manage your own vehicles. F3 | /stats -- Show the stats window F4 -- Use drugs F5 -- Show the job management GUI, current job stats and quick buttons to end your work or become a criminal. /endwork /criminal -- (See job management GUI) F6 -- Open group system, create a group/gang and invite people, useful for turfning or if you just want to chat privately. F7 (admin) -- The admin panel (staff only) F8 -- Show the console F9 -- (nearby vehicle) open the vehicle trunk F10 -- All available animations. F11 -- The map over San Andreas F12 -- Take a screenshot B -- Show your phone :: Bank :: /give <player_nick> <amount> -- Transfer money to another player pocket to pocket :: Police :: /e <message> -- Say something in law chat /wanted -- Shows a list of all wanted players /release -- Release a suspect you are holding :: Criminals :: /fine -- Attempts to pay a fine to get rid of your wanted level. Warning! it's expensive and may fail. /sell -- Start/stop selling drugs :: Public transportation :: /taxi -- Call for a taxi /bus -- Let the busdrivers know youre waiting /pilot -- Call for a pilot in helicopter /train -- Let the train drivers know youre waiting /tram -- Let the tramdrivers know youre waiting :: Staff :: /gv -- Spawn a vehicle /setpos x y z -- Move anywhere on the map /mute <player_nick> <time_in_minutes> <reason> /jail <player_nick> <time_in_seconds> <reason> /ban <player_nick> <time_in_minutes> <reason> ]]}, { "House system", 1, [[ Buy a house as a place to relax, a place to hide from the law, hide your money and weapons or as a base for your gang. The posibilities are infinite. Houses are available in a wide price range allover the map, starting from just 500$ for a shed countryside up to 1'000'000$ for a luxury manson in north Los Santos or downtown San Fierro and everything between. You may also rent your house as a landlord or rent from someone else, all this will be configured in the house GUI which is simple to understand, type: /househelp for more info or ask anyone else.]] }, { "The phone", 1, [[ Press 'B' to open your nokia phone which you may use to listen to radio, send SMS to other players or to call for services. ]] }, { "Trains", 1, [[ Avoid driving your car on the railroads, you may getting hit by a train, you may also see trams in San Fierro so be careful while driving there as well, they won't stop for you, trains and trams is also a great way to travel around the map for free.]] }, { "Business system", 1, [[ There are a lot of business properties to invest in around the map, a business start's to generate money after about two weeks, after that time it has produced as much money as you payed for buying it. Busniess are available in all price classes but may be hard to find thought.]] }, { "Bank system", 1, [[ Safe your money by putting them into the bank, ATM's and banks are all useful to deposit, withdraw or send money to other players. ATM's and banks are marked with a dollar sign on the map.]] }, { "Hospitals", 1, [[ There are many hospitals around the map, you can regain health at nay hospital quick and for a fair price, you will also respawn at nearest hospital if you die. Hospitals are safe zones and it's strictly forbidden to kill or damage people or vehicles near a hospital.]] }, }
require('lsp_signature').setup({ handler_opts = { border = 'none', }, -- floating_window_above_cur_line = true, hint_prefix = ' ', zindex = 50, })
object_building_player_construction_construction_player_diner = object_building_player_construction_shared_construction_player_diner:new { } ObjectTemplates:addTemplate(object_building_player_construction_construction_player_diner, "object/building/player/construction/construction_player_diner.iff")
---@class GridCollisionClass @enum GridCollisionClass = {} --- --- 0 GridCollisionClass.COLLISION_NONE = 0 --- --- 1 GridCollisionClass.COLLISION_PIT = 1 --- --- 2 GridCollisionClass.COLLISION_OBJECT = 2 --- --- 3 GridCollisionClass.COLLISION_SOLID = 3 --- --- 4 GridCollisionClass.COLLISION_WALL = 4 --- --- 5 GridCollisionClass.COLLISION_WALL_EXCEPT_PLAYER = 5 return GridCollisionClass
workspace "Akame" architecture "x64" startproject "imGui" configurations { "Debug", "Release" } ComDir={} ComDir["AkameCore"]="%{wks.location}/AkameCore/" IncludeDir={} IncludeDir["vendor"]="%{wks.location}/AkameCore/vendor" IncludeDir["glad"]="%{IncludeDir.vendor}/glad-akame-" IncludeDir["json"]="%{IncludeDir.vendor}/single_include/nlohmann" IncludeDir["GLFW"]="%{IncludeDir.vendor}/glfw/include" IncludeDir["imGui"]="%{IncludeDir.vendor}/imGui" IncludeDir["assimp"]="%{IncludeDir.vendor}/assimp/include" IncludeDir["AkameCore"]="%{wks.location}/AkameCore/Header Files" IncludeDir["ECS"]="%{wks.location}/ECS/HeaderFiles" IncludeDir["pugixml"]="%{IncludeDir.vendor}/pugixml/src" IncludeDir["spdlog"]="%{IncludeDir.vendor}/spdlog/include" IncludeDir["Physx"]=[[%{IncludeDir.vendor}/PhysX/physx/include; %{IncludeDir.vendor}/PhysX/physx/source/physxextensions/src; %{IncludeDir.vendor}/PhysX/pxshared/include; %{IncludeDir.vendor}/PhysX/physx/source/foundation/include; %{IncludeDir.vendor}/PhysX/physx/snippets]] LibraryDir={} LibraryDir["GLFW"]="%{IncludeDir.vendor}/glfw/builds/src/%{cfg.buildcfg}" LibraryDir["assimp"]="%{IncludeDir.vendor}/assimp/lib/%{cfg.buildcfg}" LibraryDir["AkameCore"]="%{wks.location}/AkameCore/bin/%{cfg.buildcfg}" LibraryDir["Physx"]="%{IncludeDir.vendor}/PhysX/physx/bin/win.x86_64.vc142.md/%{cfg.buildcfg}" LibraryDir["imGui"]="%{IncludeDir.vendor}/imGui/%{cfg.system}/%{cfg.buildcfg}" LibraryDir["pugixml"]="%{IncludeDir.vendor}/pugixml/src/bin/%{cfg.buildcfg}" LiblinksRelease={ "glfw3dll.lib", "opengl32.lib", "imGui.lib", "assimp-vc142-mt.lib", "AkameCore.lib", "PhysX_64.lib", "PhysXCommon_64.lib", "PhysXCooking_64.lib", "PhysXFoundation_64.lib", "PhysXPvdSDK_static_64.lib", "PhysXExtensions_static_64.lib" } LiblinksDebug={ "glfw3dll.lib", "opengl32.lib", "imGui.lib", "assimp-vc142-mtd.lib", "AkameCore.lib", "PhysX_64.lib", "PhysXCommon_64.lib", "PhysXCooking_64.lib", "PhysXFoundation_64.lib", "PhysXPvdSDK_static_64.lib", "PhysXExtensions_static_64.lib" } AllIncludeDir="%{IncludeDir.GLFW};%{IncludeDir.json};%{IncludeDir.glad};%{IncludeDir.vendor};%{IncludeDir.imGui};%{IncludeDir.assimp};%{IncludeDir.ECS};%{IncludeDir.AkameCore};%{IncludeDir.pugixml};%{IncludeDir.spdlog};"..IncludeDir["Physx"] AllDebugEnvPaths="PATH=$(SolutionDir)/AkameCore/vendor/PhysX/physx/bin/win.x86_64.vc142.md/%{cfg.buildcfg};$(SolutionDir)/AkameCore/vendor/assimp/bin/%{cfg.buildcfg};$(SolutionDir)/AkameCore/bin/%{cfg.buildcfg};$(SolutionDir)/AkameCore/vendor/glfw/builds/src/%{cfg.buildcfg}" startproject "Test" include "premakeconfig/AkameCore.lua" include "premakeconfig/ECS.lua" include "premakeconfig/AkameEngine.lua" group "Dependencies" include "premakeconfig/imGui.lua" include "premakeconfig/Dependencies.lua" group "" group "Samples" include "premakeconfig/Test.lua" include "premakeconfig/RenderStressTest.lua" include "premakeconfig/Model.lua" include "premakeconfig/RandomStuffTest.lua" include "premakeconfig/AnimationTest.lua" group "" group "tools" include "premakeConfig/AkameExporter" group ""
-- Copyright (C) Yichun Zhang (agentzh) local ffi = require "ffi" local base = require "resty.core.base" local C = ffi.C local ffi_string = ffi.string local ngx = ngx local type = type local error = error local tostring = tostring local get_string_buf = base.get_string_buf local subsystem = ngx.config.subsystem local ngx_lua_ffi_escape_uri local ngx_lua_ffi_unescape_uri local ngx_lua_ffi_uri_escaped_length local NGX_ESCAPE_URI = 0 local NGX_ESCAPE_URI_COMPONENT = 2 local NGX_ESCAPE_MAIL_AUTH = 6 if subsystem == "http" then ffi.cdef[[ size_t ngx_http_lua_ffi_uri_escaped_length(const unsigned char *src, size_t len, int type); void ngx_http_lua_ffi_escape_uri(const unsigned char *src, size_t len, unsigned char *dst, int type); size_t ngx_http_lua_ffi_unescape_uri(const unsigned char *src, size_t len, unsigned char *dst); ]] ngx_lua_ffi_escape_uri = C.ngx_http_lua_ffi_escape_uri ngx_lua_ffi_unescape_uri = C.ngx_http_lua_ffi_unescape_uri ngx_lua_ffi_uri_escaped_length = C.ngx_http_lua_ffi_uri_escaped_length elseif subsystem == "stream" then ffi.cdef[[ size_t ngx_stream_lua_ffi_uri_escaped_length(const unsigned char *src, size_t len, int type); void ngx_stream_lua_ffi_escape_uri(const unsigned char *src, size_t len, unsigned char *dst, int type); size_t ngx_stream_lua_ffi_unescape_uri(const unsigned char *src, size_t len, unsigned char *dst); ]] ngx_lua_ffi_escape_uri = C.ngx_stream_lua_ffi_escape_uri ngx_lua_ffi_unescape_uri = C.ngx_stream_lua_ffi_unescape_uri ngx_lua_ffi_uri_escaped_length = C.ngx_stream_lua_ffi_uri_escaped_length end ngx.escape_uri = function (s, esc_type) if type(s) ~= 'string' then if not s then s = '' else s = tostring(s) end end if esc_type == nil then esc_type = NGX_ESCAPE_URI_COMPONENT else if type(esc_type) ~= 'number' then error("\"type\" is not a number", 3) end if esc_type < NGX_ESCAPE_URI or esc_type > NGX_ESCAPE_MAIL_AUTH then error("\"type\" " .. esc_type .. " out of range", 3) end end local slen = #s local dlen = ngx_lua_ffi_uri_escaped_length(s, slen, esc_type) -- print("dlen: ", tonumber(dlen)) if dlen == slen then return s end local dst = get_string_buf(dlen) ngx_lua_ffi_escape_uri(s, slen, dst, esc_type) return ffi_string(dst, dlen) end ngx.unescape_uri = function (s) if type(s) ~= 'string' then if not s then s = '' else s = tostring(s) end end local slen = #s local dlen = slen local dst = get_string_buf(dlen) dlen = ngx_lua_ffi_unescape_uri(s, slen, dst) return ffi_string(dst, dlen) end return { version = base.version, }
AddCSLuaFile() ENT.Type = "anim" ENT.Base = "base_anim" ENT.PrintName = "" ENT.Author = "" ENT.AutomaticFrameAdvance = true ENT.Spawnable = false ENT.AdminSpawnable = false function ENT:Initialize() self:SetSolid(SOLID_NONE) self:SetNotSolid(true) self:DrawShadow(false) self:SetMoveType(MOVETYPE_NONE) self:SetCollisionBounds( Vector(0, 0, 0), Vector(0, 0, 0) ) local phy = self:GetPhysicsObject() if phy:IsValid() then phy:EnableCollisions(false) phy:EnableDrag(false) phy:SetMass(0) phy:Sleep() end end
----------------------------------- -- Area: Western Altepa Desert -- Mob: Western Sphinx ----------------------------------- local ID = require("scripts/zones/Western_Altepa_Desert/IDs") require("scripts/globals/missions") require("scripts/globals/status") ----------------------------------- function onMobInitialize(mob) mob:setMobMod(tpz.mobMod.IDLE_DESPAWN, 180) end function onMobSpawn(mob) DespawnMob(mob:getID(), 180) end function onMobDeath(mob, player, isKiller) if GetMobByID(ID.mob.EASTERN_SPHINX):isDead() and GetMobByID(ID.mob.WESTERN_SPHINX):isDead() and player:getCurrentMission(BASTOK) == tpz.mission.id.bastok.RETURN_OF_THE_TALEKEEPER and player:getCharVar("MissionStatus") == 2 then player:setCharVar("Mission6-1MobKilled", 1) end end
Global( "PlayerHP", {} ) function PlayerHP:Init(anID) self.playerID = anID self.unitParams = {} self.objParams = {} self.shield = 0 self.hp = 0 self.lastShield = -1 self.lastHP = -1 --PlayerWounds.lua не достаточно, тк EVENT_UNIT_WOUNDS_COMPLEXITY_CHANGED не приходит на руническое проклятье и тд self.woundsComplexity = 0 self.lastWoundsComplexity = -1 self.eventFunc = self:GetEventFunc() self.base = copyTable(PlayerBase) self.base:Init() self:RegisterEvent(anID) end function PlayerHP:ClearLastValues() self.lastHP = -1 self.lastShield = -1 self.lastWoundsComplexity = -1 end function PlayerHP:SubscribeTargetGui(aLitener) self:ClearLastValues() self.base:SubscribeTargetGui(self.playerID, aLitener, self.eventFunc) end function PlayerHP:UnsubscribeTargetGui() self.base:UnsubscribeTargetGui() end function PlayerHP:SubscribeRaidGui(aLitener) self:ClearLastValues() self.base:SubscribeRaidGui(self.playerID, aLitener, self.eventFunc) end function PlayerHP:UnsubscribeRaidGui() self.base:UnsubscribeRaidGui() end function PlayerHP:TryDestroy() if self.base:CanDestroy() then self:UnRegisterEvent() return true end return false end function PlayerHP:UpdateValueIfNeeded() local res = nil local profile = GetCurrentProfile() if self.shield ~= self.lastShield then self.lastShield = self.shield res = profile.raidFormSettings.showShieldButton and self.base.guiRaidListener and self.base.guiRaidListener.listenerShield(self.shield, self.base.guiRaidListener) res = profile.targeterFormSettings.showShieldButton and self.base.guiTargetListener and self.base.guiTargetListener.listenerShield(self.shield, self.base.guiTargetListener) end if self.hp ~= self.lastHP then self.lastHP = self.hp res = self.base.guiRaidListener and self.base.guiRaidListener.listenerHP(self.hp, self.base.guiRaidListener) res = self.base.guiTargetListener and self.base.guiTargetListener.listenerHP(self.hp, self.base.guiTargetListener) if profile.raidFormSettings.woundsShowButton or profile.targeterFormSettings.woundsShowButton then self.woundsComplexity = 100*(1-1/((1+unit.GetRuneWoundsComplexity(self.playerID)/10)*(unit.GetRelativeWoundsComplexity(self.playerID)))) or 0 if self.hp == 100 then self.woundsComplexity = 0 end if self.woundsComplexity ~= self.lastWoundsComplexity then self.lastWoundsComplexity = self.woundsComplexity res = profile.raidFormSettings.woundsShowButton and self.base.guiRaidListener and self.base.guiRaidListener.listenerWounds(self.woundsComplexity, self.base.guiRaidListener) res = profile.targeterFormSettings.woundsShowButton and self.base.guiTargetListener and self.base.guiTargetListener.listenerWounds(self.woundsComplexity, self.base.guiTargetListener) end end end end function PlayerHP:GetEventFunc() return function(aParams) local playerID = aParams.unitId or aParams.id if isExist(playerID) then local healthInfo = object.GetHealthInfo(playerID) self.shield = healthInfo and healthInfo.additionalPercents self.hp = healthInfo and healthInfo.valuePercents end end end function PlayerHP:RegisterEvent(anID) self.unitParams.unitId = anID common.RegisterEventHandler(self.eventFunc, "EVENT_UNIT_HEALTH_CHANGED", self.unitParams) self.objParams.id = anID common.RegisterEventHandler(self.eventFunc, "EVENT_OBJECT_HEALTH_CHANGED", self.objParams) if g_debugSubsrb then self.base:reg("hp") self.base:reg("hp") end end function PlayerHP:UnRegisterEvent() common.UnRegisterEventHandler(self.eventFunc, "EVENT_UNIT_HEALTH_CHANGED", self.unitParams) common.UnRegisterEventHandler(self.eventFunc, "EVENT_OBJECT_HEALTH_CHANGED", self.objParams) if g_debugSubsrb then self.base:unreg("hp") self.base:unreg("hp") end end
--[[ 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 fs = require('fs') local os = require('os') local table = require('table') local string = require('string') local path = require('path') local Object = require('core').Object local async = require('async') local misc = require('./util/misc') local logging = require('logging') local request = require('./protocol/request') local CrashReporter = Object:extend() function CrashReporter:initialize(binary, bundle, platform, dump_dir, endpoints) self.binary = binary self.bundle = bundle self.platform = platform self.dump_dir = dump_dir self.endpoints = endpoints end function CrashReporter:submit(callback) local productName = virgo.default_name:gsub('%-', '%%%-') local function send_and_delete(file, callback) local mtime local options = {headers={}} async.series({ function(callback) fs.stat(file, function(err, stats) if err then logging.errorf("couldn't stat file: %s because %s.", self.upload, tostring(err)) return callback(err) end mtime = stats.mtime options.headers["Content-Type"] = "application/octet-stream" options.headers['Content-Length'] = stats.size callback() end) end, function(callback) local querytable = { binary_version = self.binary, bundle_version = self.bundle, platform = self.platform, time = mtime } --TODO: add to luvit querstring.stringify like nodes local querystring = "" for key,value in pairs(querytable) do querystring = string.format('%s%s=%s&', querystring, key, value) end local req_options = misc.merge({ method = "POST", path = string.format("/agent-crash-report?%s", querystring), endpoints = self.endpoints, upload = file }, self._options, options) request.makeRequest(req_options, callback) end, function(callback) logging.infof('Upload crash dump, now unlinking: %s', file) fs.unlink(file, callback) end }, function(err, res) if err then logging.errorf('Error uploading crash report: %s because %s', file, tostring(err)) end callback(err) end) end fs.readdir(self.dump_dir, function (err, files) if err then return callback(err) end local reports = {} for _, file in ipairs(files) do if string.find(file, productName .. "%-crash%-report-.+.dmp") ~= nil then logging.infof('Found previous crash report %s/%s', self.dump_dir, file) table.insert(reports, path.join(self.dump_dir, file)) end end async.forEach(reports, send_and_delete, callback) end) end local exports = {} exports.CrashReporter = CrashReporter return exports
local container = 'backpack' --write your main bp's name local InboxFull = true -- don't touch local BpsCount = 6 -- amount of your stacked bps, these have to be stacked properly and without any items inside local CurItems = 0 -- don't touch local BpFull = false -- don't touch local Logout = false -- I have set distance statue as logout place, change in waypoints last leaver place to set it for yourcelf --- not all items are listed in there, because I was nat selling all of them and I was wearing boh and rh, so it would mess up some registerEventListener(WALKER_SELECTLABEL, "onWalkerSelectLabel") function onWalkerSelectLabel(labelName) if (labelName == "SellMagic") then Walker.Stop() Self.SayToNpc("Hi") sleep(math.random(1000, 1500)) Self.SayToNpc("trade") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Wand of Inferno") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Wand of Cosmic Energy") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Wand of Decay") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Wand of Draconia") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Wand of Starstorm") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Wand of Dragonbreath") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Power Ring") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Magic Light Wand") sleep(math.random(1000, 1500)) Walker.Start() elseif (labelName == "SellRest") then Walker.Stop() Self.SayToNpc("Hi") sleep(math.random(1000, 1500)) Self.SayToNpc("trade") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Blue Robe") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Broadsword") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Crown Armor") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Crown Helmet") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Crown Legs") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Crown Shield") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Crusader Helmet") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Dragon Shield") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Fire Axe") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Fire Sword") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Guardian Shield") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Ice Rapier") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Obsidian Lance") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("Spike Sword") sleep(math.random(1000, 1500)) Self.ShopSellAllItems("War Hammer") sleep(math.random(1000, 1500)) Walker.Start() elseif (labelName == "DepositGold") then Walker.Stop() Self.SayToNpc("Hi") sleep(math.random(2000, 2500)) Self.SayToNpc("deposit all") sleep(math.random(2000, 2500)) Self.SayToNpc("yes") sleep(math.random(2000, 2500)) Walker.Start() elseif (labelName == "GetItems") then CurItems = 0 BpFull = false Self.OpenLocker() withdraw() elseif (labelName == "Start") then Self.CloseContainers() Self.OpenMainBackpack(false) elseif (labelName == "WaitForNext") then if(InboxFull == false) then if(Logout == true) then gotoLabel("Logout") else Walker.Stop() end else gotoLabel("Start") end end end function withdraw() local cfrom = Container.New('Your Inbox') local cto = Container.New(container) while not cfrom:isOpen() do cfrom = Container.New('Your Inbox') local dp = Container.New('Locker') for mailspot, touse in dp:iItems() do if touse.id == 12902 then dp:UseItem(mailspot, true) wait(500, 1700) end end end if cfrom:isOpen() and cto:isOpen() then while (cfrom:ItemCount() >= 0) do local slot = 0 if(cfrom:ItemCount() == 0) then InboxFull = false break else InboxFull = true end local items = cfrom:GetItemData(slot) if Self.Cap() - Item.GetWeight(items.id) < 1 then error('You need '..math.floor((Item.GetWeight(items.id)+1)-Self.Cap())..' cap to pick this item.') break end while Self.Cap() - Item.GetWeight(items.id) >= 1 do if not cto:isFull() then if (CurItems < (BpsCount * 19)) then cfrom:MoveItemToContainer(slot, cto:Index(), 19, 100) wait(300, 1200) CurItems = CurItems + 1 break else BpFull = true break end else for spot, item in cto:iItems() do if Item.isContainer(item.id) then cto:UseItem(spot, true) wait(500, 1600) end end end end if (BpFull == true) then error('Your bp is full.') break end end end end
local ipairs = ipairs local tab_insert = table.insert local tab_new = require('resty.core.base').new_tab local balancer = require('apicast.balancer') local UpstreamSelector = require('upstream_selector') local Request = require('request') local Rule = require('rule') local _M = require('apicast.policy').new('Routing policy') local new = _M.new local function init_rules(config) if not config or not config.rules then return tab_new(0, 0) end local res = tab_new(#config.rules, 0) for _, config_rule in ipairs(config.rules) do local rule, err = Rule.new_from_config_rule(config_rule) if rule then tab_insert(res, rule) else ngx.log(ngx.WARN, err) end end return res end function _M.new(config) local self = new(config) self.upstream_selector = UpstreamSelector.new() self.rules = init_rules(config) return self end function _M:content(context) -- This should be moved to the place where the context is started, so other -- policies can use it. context.request = context.request or Request.new() -- Once request is in the context, we should move this to wherever the jwt is -- validated. context.request:set_validated_jwt(context.jwt) local upstream = self.upstream_selector:select(self.rules, context) if upstream then upstream:call(context) else return nil, 'no upstream' end end _M.balancer = balancer.call return _M
if not _G.THREATLIB_LOAD_MODULES then return end -- only load if LibThreatClassic2.lua allows it if not LibStub then return end local ThreatLib, MINOR = LibStub("LibThreatClassic2", true) if not ThreatLib then return end local BROODLORD_LASHLAYER_ID = 12017 local KNOCK_AWAY_ID = 18670 ThreatLib:GetModule("NPCCore-r"..MINOR):RegisterModule(BROODLORD_LASHLAYER_ID, function(BroodlordLashlayer) function BroodlordLashlayer:Init() self:RegisterCombatant(BROODLORD_LASHLAYER_ID, true) self:RegisterSpellDamageHandler(BROODLORD_LASHLAYER_ID, KNOCK_AWAY_ID, self.KnockAway) end function BroodlordLashlayer:KnockAway(sourceGUID, unitId) self:ModifyThreat(sourceGUID, unitId, 0.5, 0) end end)
--[[ --==Contributers==-- - Rami Sabbagh (RamiLego4Game) ]] --TREE-2 Events System local reg = {} --The list of registered events local e = {} --The events system --- Register a new function to be called at a specific event. --P <name> (String): The name of the event. --P <func> (Function): The function to register. function e:registerEvent(name,func) --Arguments type verification. if type(name) ~= "string" then return error("Event name must be a string, provided: "..type(name)) end if type(func) ~= "function" then return error("Event function must be a string, provided: "..type(func)) end if not reg[name] then reg[name] = {} end --Create a new table for this event name. table.insert(reg[name],func) --Add the function. end --- Trigger the functions register for a specific event. --P <name> (String): The name of the event. --P [...]: Any arguments to pass to the functions. -- --R reponds (Table): The return values of the functions. function e:triggerEvent(name,...) --Argument type verification. if type(name) ~= "string" then return error("Event name must be a string, provided: "..type(name)) end if not reg[name] then return {} end --No functions are registered for this event. local responds = {} for id,func in ipairs(reg[name]) do local respond = {func(...)} --Call each function, in the order they are registered with. table.insert(responds,respond) --Add the repond to the responds list. end return responds --Return the responds list. end return e
local modname = minetest.get_current_modname() local modpath = minetest.get_modpath(modname) dofile(modpath.."/netherman.lua") --dofile(modpath.."/dragon.lua")
-- Copyright (c) 2010-2011 by Robert G. Jakabosky <bobby@neoawareness.com> -- -- 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. local setmetatable = setmetatable local print = print local nixio = require"nixio" local ev = require"ev" -- important SSL error codes local SSL_ERROR_SSL = 1 local SSL_ERROR_WANT_READ = 2 local SSL_ERROR_WANT_WRITE = 3 local SSL_ERROR_WANT_X509_LOOKUP = 4 local SSL_ERROR_SYSCALL = 5 local SSL_ERROR_ZERO_RETURN = 6 local SSL_ERROR_WANT_CONNECT = 7 local SSL_ERROR_WANT_ACCEPT = 8 local function sock_setsockopt(self, level, option, value) return self.sock.socket:setsockopt(level, option, value) end local function sock_getsockopt(self, level, option) return self.sock.socket:getsockopt(level, option) end local function sock_getpeername(self) return self.sock.socket:getpeername() end local function sock_getsockname(self) return self.sock.socket:getsockname() end local function sock_shutdown(self, read, write) if read then -- stop reading from socket, we don't want any more data. self.io_read:stop(self.loop) end end local function sock_close(self) self.is_closing = true if not self.write_buf or self.has_error then local loop = self.loop if self.write_timer then self.write_timer:stop(loop) end self.io_write:stop(loop) self.io_read:stop(loop) self.sock:shutdown() end end local function sock_block_read(self, block) -- block/unblock read if block ~= self.read_blocked then self.read_blocked = block if block then self.io_read:stop(self.loop) else self.io_read:start(self.loop) end end end local function sock_handle_error(self, err, errno) local handler = self.handler local errFunc = handler and handler.handle_error self.has_error = true -- mark socket as bad. sock_close(self) if err == nil then if errno == SSL_ERROR_SYSCALL then errno = nixio.errno() end err = 'TLS error code: ' .. tostring(errno) end if errFunc then errFunc(handler, err) else print('socket error:', err) end end local function sock_set_write_timeout(self, timeout) local timer = self.write_timer -- default to no write timeout. timeout = timeout or -1 self.write_timeout = timeout -- enable/disable timeout local is_disable = (timeout <= 0) -- create the write timer if one is needed. if not timer then -- don't create a disabled timer. if is_disable then return end timer = ev.Timer.new(function() sock_handle_error(self, 'write timeout') end, timeout, timeout) self.write_timer = timer -- enable timer if socket is write blocked. if self.write_blocked then timer:start(self.loop) end return end -- if the timer should be disabled. if is_disable then -- then disable the timer timer:stop(self.loop) return end -- update timeout interval and start the timer if socket is write blocked. if self.write_blocked then timer:again(self.loop, timeout) end end local function sock_reset_write_timeout(self) local timeout = self.write_timeout local timer = self.write_timer -- write timeout is disabled. if timeout < 0 or timer == nil then return end -- update timeout interval timer:again(self.loop, timeout) end local function sock_send_data(self, buf) local sock = self.sock local is_blocked = false local num, errno, err = sock:send(buf) if not num then -- got timeout error block writes. if num == false or SSL_ERROR_WANT_WRITE then -- got EAGAIN is_blocked = true else -- data == nil -- report error sock_handle_error(self, err, errno) return nil, err end else -- trim sent data. if num < #buf then -- remove sent bytes from buffer. buf = buf:sub(num+1) -- partial send, not enough socket buffer space, so blcok writes. is_blocked = true else self.write_buf = nil if self.is_closing then -- write buffer is empty, finish closing socket. sock_close(self) return num, 'closed' end end end -- block/un-block write events. if is_blocked ~= self.write_blocked then self.write_blocked = is_blocked if is_blocked then self.write_buf = buf self.io_write:start(self.loop) -- socket is write blocked, start write timeout sock_reset_write_timeout(self) return num, 'blocked' else local loop = self.loop self.io_write:stop(loop) -- no data to write, so stop timer. if self.write_timer then self.write_timer:stop(loop) end end elseif is_blocked then -- reset write timeout, since some data was written and the socket is still write blocked. sock_reset_write_timeout(self) end return num end local function sock_send(self, data) -- only process send when given data to send. if data == nil or #data == 0 then return end local num, err local buf = self.write_buf if buf then buf = buf .. data else buf = data end if not self.write_blocked then num, err = sock_send_data(self, buf) else self.write_buf = buf -- let the caller know that the socket is blocked and data is being buffered err = 'blocked' end -- always return the size of the data passed in, since un-sent data will be buffered -- for sending later. return #data, err end local function sock_handle_connected(self) local handler = self.handler self.is_connecting = false if handler then local handle_connected = handler.handle_connected if handle_connected then handle_connected(handler) end end end local function sock_recv_data(self) local read_len = self.read_len local read_max = self.read_max local handler = self.handler local sock = self.sock local len = 0 local is_connecting = self.is_connecting repeat local data, errno, err = sock:recv(read_len) if not data then if data == false then -- check if we where in the connecting state. if is_connecting then is_connecting = false sock_handle_connected(self) end elseif errno ~= SSL_ERROR_WANT_READ then -- report error sock_handle_error(self, err, errno) return false, err end -- no data return true end -- check if the other side shutdown there send stream if #data == 0 then -- report socket closed sock_handle_error(self, 'closed') return false, 'closed' end -- check if we where in the connecting state. if is_connecting then is_connecting = false sock_handle_connected(self) end -- pass read data to handler len = len + #data err = handler:handle_data(data) if err then -- report error sock_handle_error(self, err) return false, err end until len >= read_max and not self.read_blocked or self.shutdown_waiting return true end local function sock_sethandler(self, handler) self.handler = handler if handler and not self.is_connecting then -- raise 'connected' event for the new handler sock_handle_connected(self) end end local function sock_is_closed(self) return self.is_closing end local function sock_handshake(self, is_client) local stat, code if is_client then stat, code = self.sock:connect() else stat, code = self.sock:accept() end if stat then self.is_handshake_complete = true return true, code else self.is_handshake_complete = false return false, code end end local tls_sock_mt = { is_tls = true, send = sock_send, getsockopt = sock_getsockopt, setsockopt = sock_setsockopt, getsockname = sock_getsockname, getpeername = sock_getpeername, shutdown = sock_shutdown, close = sock_close, block_read = sock_block_read, set_write_timeout = sock_set_write_timeout, sethandler = sock_sethandler, is_closed = sock_is_closed, } tls_sock_mt.__index = tls_sock_mt local function sock_tls_wrap(self, tls, is_client) local loop = self.loop -- create TLS context tls = tls or nixio.tls(is_client and 'client' or 'server') -- convertion normal socket to TLS setmetatable(self, tls_sock_mt) self.sock = tls:create(self.sock) -- create callback closure local write_cb = function() local num, err = sock_send_data(self, self.write_buf) if self.write_buf == nil and not self.is_closing then -- write buffer is empty and socket is still open, -- call drain callback. local handler = self.handler local drain = handler.handle_drain if drain then local err = drain(handler) if err then -- report error sock_handle_error(self, err) end end end end local read_cb = function() sock_recv_data(self) end -- create callback for TLS handshake self.is_handshake_complete = false -- block writes until handshake is completed, to force queueing of sent data. self.write_blocked = true self.read_blocked = false -- no need to block reads. local handshake_cb = function() local is_handshake_complete, code = sock_handshake(self, is_client) if is_handshake_complete then self.write_blocked = false self.io_write:stop(loop) -- install normal read/write callbacks self.io_write:callback(write_cb) self.io_read:callback(read_cb) -- check if we where in the connecting state. if self.is_connecting then sock_handle_connected(self) end -- check for pending write data. local buf = self.write_buf if buf then sock_send_data(self, buf) end else if code == SSL_ERROR_WANT_WRITE then self.io_write:start(loop) elseif code == SSL_ERROR_WANT_READ then self.io_write:stop(loop) else -- report error sock_handle_error(self, "SSL_Error: code=" .. code) end end end self.io_write:callback(handshake_cb) self.io_read:callback(handshake_cb) -- start TLS handshake handshake_cb() -- always keep read events enabled. self.io_read:start(loop) return self end module(...) -- export wrap = sock_tls_wrap
local K, C, L, _ = unpack(select(2, ...)) if C["chat"].enable ~= true or C["chat"].damage_meter_spam ~= true then return end local ipairs = ipairs local match = string.match local time = time local strsplit = strsplit local UIParent = UIParent -- Merge damage meter spam(SpamageMeters by Wrug and Cybey) local firstLines = { "^Recount - (.*)$", -- Recount "^Skada: (.*) for (.*):$", -- Skada enUS "^Skada: (.*) für (.*):$", -- Skada deDE "^Skada: (.*) pour (.*):$", -- Skada frFR "^Отчёт Skada: (.*), с (.*):$", -- Skada ruRU "^Skada: (.*) por (.*):$", -- Skada esES/ptBR "^Skada: (.*) per (.*):$", -- Skada itIT "^(.*) 의 Skada 보고 (.*):$", -- Skada koKR "^Skada报告(.*)的(.*):$", -- Skada zhCN "^Skada:(.*)來自(.*):$", -- Skada zhTW "^(.*) Done for (.*)$", -- TinyDPS enUS "^(.*) für (.*)$", -- TinyDPS deDE "데미지량 -(.*)$", -- TinyDPS koKR "힐량 -(.*)$", -- TinyDPS koKR "Урон:(.*)$", -- TinyDPS ruRU "Исцеление:(.*)$", -- TinyDPS ruRU "^Numeration: (.*) - (.*)$", -- Numeration "alDamageMeter : (.*)$", -- alDamageMeter "^Details! Report for (.*)$" -- Details! } local nextLines = { "^(%d+)\. (.*)$", -- Recount, Details! and Skada "^(.*) (.*)$", -- Additional Skada "^[+-]%d+.%d", -- Numeration deathlog details "^(%d+). (.*):(.*)(%d+)(.*)(%d+)%%(.*)%((%d+)%)$" -- TinyDPS } local meters = {} local events = { "CHAT_MSG_CHANNEL", "CHAT_MSG_GUILD", "CHAT_MSG_OFFICER", "CHAT_MSG_PARTY", "CHAT_MSG_PARTY_LEADER", "CHAT_MSG_RAID", "CHAT_MSG_RAID_LEADER", "CHAT_MSG_SAY", "CHAT_MSG_WHISPER", "CHAT_MSG_WHISPER_INFORM", "CHAT_MSG_YELL" } local function FilterLine(event, source, message, ...) local spam = false for k, v in ipairs(nextLines) do if message:match(v) then local curTime = time() for i, j in ipairs(meters) do local elapsed = curTime - j.time if j.source == source and j.event == event and elapsed < 1 then local toInsert = true for a, b in ipairs(j.data) do if b == message then toInsert = false end end if toInsert then table.insert(j.data, message) end return true, false, nil end end end end for k, v in ipairs(firstLines) do local newID = 0 if message:match(v) then local curTime = time() for i, j in ipairs(meters) do local elapsed = curTime - j.time if j.source == source and j.event == event and elapsed < 1 then newID = i return true, true, string.format("|HMergeSpamMeter:%1$d|h|cFFFFFF00[%2$s]|r|h", newID or 0, message or "nil") end end table.insert(meters, {source = source, event = event, time = curTime, data = {}, title = message}) for i, j in ipairs(meters) do if j.source == source and j.event == event and j.time == curTime then newID = i end end return true, true, string.format("|HMergeSpamMeter:%1$d|h|cFFFFFF00[%2$s]|r|h", newID or 0, message or "nil") end end return false, false, nil end local orig2 = SetItemRef function SetItemRef(link, text, button, frame) local linkType, id = strsplit(":", link) if linkType == "MergeSpamMeter" then local meterID = tonumber(id) ShowUIPanel(ItemRefTooltip) if not ItemRefTooltip:IsShown() then ItemRefTooltip:SetOwner(UIParent, "ANCHOR_PRESERVE") end ItemRefTooltip:ClearLines() ItemRefTooltip:AddLine(meters[meterID].title) ItemRefTooltip:AddLine(string.format(BY_SOURCE..": %s", meters[meterID].source)) for k, v in ipairs(meters[meterID].data) do local left, right = v:match("^(.*) (.*)$") if left and right then ItemRefTooltip:AddDoubleLine(left, right, 1, 1, 1, 1, 1, 1) else ItemRefTooltip:AddLine(v, 1, 1, 1) end end ItemRefTooltip:Show() else return orig2(link, text, button, frame) end end local function ParseChatEvent(self, event, message, sender, ...) for _, value in ipairs(events) do if event == value then local isRecount, isFirstLine, newMessage = FilterLine(event, sender, message) if isRecount then if isFirstLine then return false, newMessage, sender, ... else return true end end end end end for _, event in pairs(events) do ChatFrame_AddMessageEventFilter(event, ParseChatEvent) end
function numzero(s, c, z) if c == 0 then return (z == 0) and 1 or 0 elseif #s < c or z + c * s[1] > 0 or z + c * s[#s] < 0 then return 0 end local t = {} for i = 1, #s-1 do t[#t+1] = s[i+1] end return numzero(t, c-1, z + s[1]) + numzero(t, c, z) end for line in io.lines(arg[1]) do local s = {} for i in line:gmatch("[-]?%d+") do s[#s+1] = tonumber(i) end table.sort(s) print(numzero(s, 4, 0)) end
slot0 = class("WorldBossListPage", import("....base.BaseSubView")) slot0.Listeners = { onRankListUpdated = "OnRankListUpdated", onCacheBossUpdated = "OnCacheBossUpdated" } slot1 = { [970701] = { 411, 777 }, [970702] = { 411, 574 }, [970201] = { 296, 610, 0.95, 0.95 }, [970703] = { 1424, 1267.9, 1.7, 1.7 } } slot0.getUIName = function (slot0) return "WorldBossListUI" end slot0.Setup = function (slot0, slot1) for slot5, slot6 in pairs(slot0.Listeners) do slot0[slot5] = function (...) slot0[slot1](slot2, ...) end end slot0.proxy = slot1 end slot0.OnLoaded = function (slot0) slot0.awardPage = WorldBossAwardPage.New(slot0._tf.parent.parent, slot0._event) slot0.rankPage = WorldBossRankPage.New(slot0._tf.parent.parent, slot0._event) slot0:AddListeners(slot0.proxy) slot0.groupId = WorldBossConst.GetCurrBossGroup() end slot0.OnInit = function (slot0) slot0:findTF("main/label"):GetComponent(typeof(Image)).sprite = LoadSprite("metaship/" .. slot0.groupId .. "_title") slot1 = slot0:getTpl("list_panel/mask/tpl") slot1:Find("complete"):GetComponent(typeof(Image)).sprite = LoadSprite("metaship/" .. slot0.groupId .. "_item_02") slot1:Find("raiding"):GetComponent(typeof(Image)).sprite = LoadSprite("metaship/" .. slot0.groupId .. "_item_03") slot2 = slot1:Find("empty"):GetComponent(typeof(Image)) slot2.sprite = LoadSprite("metaship/" .. slot0.groupId .. "_item_04") slot2:SetNativeSize() slot1:Find("selected/challenging"):GetComponent(typeof(Image)).sprite = LoadSprite("metaship/" .. slot0.groupId .. "_item_01") slot1:Find("selected/finished"):GetComponent(typeof(Image)).sprite = LoadSprite("metaship/" .. slot0.groupId .. "_item_05") slot0.scrollRect = WorldBossItemList.New(slot0:findTF("list_panel/mask/bg/container"), slot1) slot0.scrollRect:Make(function (slot0, slot1) slot0:OnInitCard(slot0, slot1) end, function (slot0, slot1) slot0:OnPreviewCard(slot0, slot1) end, function (slot0, slot1) slot0:OnSelectCard(slot0, slot1) end) slot0.hpSlider = slot0.findTF(slot0, "main/hp/slider"):GetComponent(typeof(Slider)) slot0.levelTxt = slot0:findTF("main/hp/level/Text"):GetComponent(typeof(Text)) slot0.hpTxt = slot0:findTF("main/hp/Text"):GetComponent(typeof(Text)) slot0.expiredTimeTxt = slot0:findTF("main/time/Text"):GetComponent(typeof(Text)) slot0.mainPanel = slot0:findTF("main") slot0.painting = slot0:findTF("paint") setActive(slot0.painting, false) setActive(slot0.mainPanel, false) slot0.awardBtn = slot0.mainPanel:Find("award_btn") slot0.rankBtn = slot0.mainPanel:Find("rank_btn") slot0.startBtn = slot0.mainPanel:Find("start_btn") slot0.refreshBtn = slot0:findTF("list_panel/frame/filter/refresh_btn") slot0.refreshBtnGray = slot0:findTF("list_panel/frame/filter/refresh_btn_gray") slot0.cdTime = 0 onButton(slot0, slot0.refreshBtn, function () if slot0.cdTime <= pg.TimeMgr.GetInstance():GetServerTime() then slot0.worldBossId = nil slot0:emit(WorldBossMediator.UPDATE_CACHE_BOSS_HP, function () slot0:OnCacheBossUpdated() end) slot0.cdTime = pg.TimeMgr.GetInstance().GetServerTime(slot2) + pg.gameset.world_boss_resfresh.key_value slot0:RotateRefreshBtn(pg.gameset.world_boss_resfresh.key_value) else pg.TipsMgr.GetInstance():ShowTips(i18n("world_joint_not_refresh_frequently")) end end, SFX_PANEL) onButton(slot0, slot0.refreshBtnGray, function () pg.TipsMgr.GetInstance():ShowTips(i18n("world_joint_not_refresh_frequently")) end, SFX_PANEL) function slot3() if _.all(slot0.filterFlags, function (slot0) return slot0 == -1 end) then triggerToggle(slot0.findTF(slot1, "list_panel/frame/filter/toggles/world"), true) triggerToggle(slot0:findTF("list_panel/frame/filter/toggles/friend"), true) triggerToggle(slot0:findTF("list_panel/frame/filter/toggles/guild"), true) end end slot0.filterToggle = slot0.findTF(slot0, "list_panel/frame/filter/toggles") slot0.filterFlags = { WorldBoss.BOSS_TYPE_WORLD, WorldBoss.BOSS_TYPE_FRIEND, WorldBoss.BOSS_TYPE_GUILD } onToggle(slot0, slot0:findTF("list_panel/frame/filter/toggles/world"), function (slot0) slot0.filterFlags[1] = (slot0 and WorldBoss.BOSS_TYPE_WORLD) or -1 slot0.filterFlags() slot0:UpdateNonProcessList() end, SFX_PANEL) onToggle(slot0, slot0:findTF("list_panel/frame/filter/toggles/friend"), function (slot0) slot0.filterFlags[2] = (slot0 and WorldBoss.BOSS_TYPE_FRIEND) or -1 slot0.filterFlags() slot0:UpdateNonProcessList() end, SFX_PANEL) onToggle(slot0, slot0:findTF("list_panel/frame/filter/toggles/guild"), function (slot0) slot0.filterFlags[3] = (slot0 and WorldBoss.BOSS_TYPE_GUILD) or -1 slot0.filterFlags() slot0:UpdateNonProcessList() end, SFX_PANEL) setPaintingPrefabAsync(slot0.painting, slot0.groupId, "lihuisha") if slot0[slot0.groupId] then setAnchoredPosition(slot0.painting, { x = slot0[slot0.groupId][1], y = slot0[slot0.groupId][2] }) slot4 = slot0[slot0.groupId][3] or 1 slot0.painting.localScale = Vector3(slot4, slot0[slot0.groupId][4] or 1, 1) end end slot0.RotateRefreshBtn = function (slot0, slot1) LeanTween.rotate(rtf(slot0.refreshBtn), -360, 0.5):setOnComplete(System.Action(function () slot0.refreshBtn.localEulerAngles = Vector3(0, 0, 0) setActive(slot0.refreshBtnGray, false) setActive(slot0.refreshBtnGray, true) end)) if slot0.refreshtimer then slot0.refreshtimer.Stop(slot3) slot0.refreshtimer = nil end slot0.refreshtimer = Timer.New(function () setActive(slot0.refreshBtnGray, true) setActive(slot0.refreshBtnGray, false) end, slot1, 1) slot0.refreshtimer:Start() end slot0.AddListeners = function (slot0, slot1) slot1:AddListener(WorldBossProxy.EventRankListUpdated, slot0.onRankListUpdated) slot1:AddListener(WorldBossProxy.EventCacheBossListUpdated, slot0.onCacheBossUpdated) end slot0.RemoveListeners = function (slot0, slot1) slot1:RemoveListener(WorldBossProxy.EventRankListUpdated, slot0.onRankListUpdated) slot1:RemoveListener(WorldBossProxy.EventCacheBossListUpdated, slot0.onCacheBossUpdated) end slot0.OnCacheBossUpdated = function (slot0) slot0:UpdateNonProcessList() end slot0.OnRankListUpdated = function (slot0, slot1, slot2, slot3) if slot0.boss and slot0.boss.id == slot3 and slot0.rankPage:GetLoaded() and slot0.rankPage:isActive() then slot0.rankPage:ExecuteAction("Update", slot0.proxy, slot0.boss.id) end end slot0.Update = function (slot0) slot0:emit(WorldBossMediator.UPDATE_CACHE_BOSS_HP, function () slot0:UpdateNonProcessList() slot0.UpdateNonProcessList:Show() end) end slot0.UpdateNonProcessList = function (slot0) slot2 = slot0.proxy.GetCacheBossList(slot1) function slot3(slot0) slot1 = _.select(slot0.filterFlags, function (slot0) return slot0 >= 0 end) return _.any(slot1, function (slot0) return slot0:GetType() == slot0 end) end slot0.displays = {} for slot7, slot8 in ipairs(slot2) do if not slot8:isDeath() and not slot8:IsExpired() and slot3(slot8) and not slot8:IsFullPeople() then table.insert(slot0.displays, slot8) end end table.sort(slot0.displays, function (slot0, slot1) return slot1:GetJoinTime() < slot0:GetJoinTime() end) slot4 = 1 for slot8, slot9 in ipairs(slot0.displays) do if slot9.id == slot0.contextData.worldBossId or slot9.id == slot0.worldBossId then slot4 = slot8 break end end slot0.contextData.worldBossId = nil WorldBossScene.inOtherBossBattle = nil slot0.scrollRect:Align(#slot0.displays, slot4) setActive(slot0.filterToggle, true) setActive(slot0.refreshBtn, true) end slot0.OnInitCard = function (slot0, slot1, slot2) slot4 = false slot5 = slot1:Find("tags") removeOnButton(slot1) if slot0.displays[slot2 + 1] then slot4 = slot3:isDeath() setActive(slot1:Find("tags/friend"), slot3:GetType() == WorldBoss.BOSS_TYPE_FRIEND) setActive(slot1:Find("tags/guild"), slot6 == WorldBoss.BOSS_TYPE_GUILD) setActive(slot1:Find("tags/world"), slot6 == WorldBoss.BOSS_TYPE_WORLD) slot5.anchoredPosition = Vector3(0, 14, 0) setText(slot1:Find("tags/friend/Text"), slot3:GetRoleName()) setText(slot1:Find("tags/guild/Text"), slot3:GetRoleName()) onButton(slot0, slot1, function () slot0.scrollRect:SliceTo(slot0.scrollRect) end, SFX_PANEL) end setActive(slot1.Find(slot1, "complete"), slot3 and slot4) setActive(slot1:Find("raiding"), slot3 and not slot4) setActive(slot1:Find("empty"), not slot3) setActive(slot5, slot3) setActive(slot1:Find("tags/friend/Text"), false) setActive(slot1:Find("tags/guild/Text"), false) end slot0.OnPreviewCard = function (slot0, slot1, slot2) if slot0.prevSelected and slot0.prevSelected.boss then slot0.prevSelected.childTF:Find("tags").anchoredPosition = Vector3(0, 14, 0) setActive(slot0.prevSelected.childTF:Find("tags/friend/Text"), false) setActive(slot0.prevSelected.childTF:Find("tags/guild/Text"), false) setActive(slot0.prevSelected.childTF:Find("selected"), false) end if slot0.displays[slot2 + 1] then setActive(slot1:Find("selected/challenging"), not slot3:isDeath()) setActive(slot1:Find("selected/finished"), slot4) slot1:Find("tags").anchoredPosition = Vector3(-17, 41.69, 0) setActive(slot1:Find("tags/friend/Text"), true) setActive(slot1:Find("tags/guild/Text"), true) end setActive(slot1:Find("selected"), slot3) slot0.prevSelected = { childTF = slot1, boss = slot3 } end slot0.OnSelectCard = function (slot0, slot1, slot2) slot0.boss = slot0.displays[slot2 + 1] slot0.worldBossId = nil if slot0.boss then slot0.worldBossId = slot3.id slot0:UpdateMainView(slot3) else setActive(slot0.mainPanel, false) setActive(slot0.painting, false) end end slot0.UpdateMainView = function (slot0, slot1, slot2) setActive(slot0.mainPanel, true) setActive(slot0.painting, true) slot3 = slot0.proxy setActive(slot0.awardBtn, not slot1:isDeath()) onButton(slot0, slot0.awardBtn, function () slot0.awardPage:ExecuteAction("Update", slot0.awardPage) end, SFX_PANEL) onButton(slot0, slot0.rankBtn, function () slot0.rankPage:ExecuteAction("Update", slot0.proxy, slot1.id) end, SFX_PANEL) slot0.hpSlider.value = 1 slot0.levelTxt.text = slot1:GetLevel() slot0.hpTxt.text = "HP:" .. slot6 onButton(slot0, slot0.startBtn, function () slot0:emit(WorldBossMediator.ON_BATTLE, slot1.id, true) end, SFX_PANEL) setActive(slot0.startBtn, not slot1.isDeath() and slot1:GetLeftTime() > 0) slot0.removeBattleTimer(slot0) if not slot4 and not slot2 then slot0:addBattleTimer(slot1) end end slot0.addBattleTimer = function (slot0, slot1) if slot1:GetExpiredTime() - pg.TimeMgr.GetInstance():GetServerTime() >= 0 then slot0.timer = Timer.New(function () if slot0 - pg.TimeMgr.GetInstance():GetServerTime() <= 0 then slot1.expiredTimeTxt.text = i18n("world_word_expired") slot1.expiredTimeTxt:removeBattleTimer() slot1.expiredTimeTxt.removeBattleTimer:UpdateMainView(slot1.expiredTimeTxt.removeBattleTimer, true) else slot1.expiredTimeTxt.text = pg.TimeMgr.GetInstance():DescCDTime(slot0) end end, 1, -1) slot0.timer.Start(slot5) slot0.timer.func() else slot0.expiredTimeTxt.text = i18n("world_word_expired") slot0:UpdateMainView(slot1, true) end end slot0.removeBattleTimer = function (slot0) if slot0.timer then slot0.timer:Stop() slot0.timer = nil end end slot0.OnDestroy = function (slot0) retPaintingPrefab(slot0.painting, slot0.groupId) slot0:RemoveListeners(slot0.proxy) slot0:removeBattleTimer() slot0.scrollRect:Dispose() slot0.awardPage:Destroy() slot0.rankPage:Destroy() if slot0.refreshtimer then slot0.refreshtimer:Stop() slot0.refreshtimer = nil end end return slot0
function EFFECT:Init( data ) --print("bourne bourne bourne yes ur gonna bourne") self.PartName = "flamethrower" self.StartPacket = data:GetStart() self.EntityV = data:GetEntity() self.Attachment = data:GetAttachment() if self.Attachment and IsValid(self.EntityV) then local owner = Entity(math.Round(self.StartPacket.x)) if owner == LocalPlayer() and math.Round(self.StartPacket.y)==1 then self.EntityV = owner:GetViewModel() if IsValid(self.EntityV) then ParticleEffectAttach(self.PartName,PATTACH_POINT_FOLLOW,self.EntityV,self.Attachment) end else self.EntityV = owner:GetActiveWeapon() if IsValid(self.EntityV) then ParticleEffectAttach(self.PartName,PATTACH_POINT_FOLLOW,self.EntityV,self.Attachment) end end end end function EFFECT:Think( ) return false end function EFFECT:Render() end
local packer = require("packer") packer.use({ "akinsho/nvim-bufferline.lua", requires = "kyazdani42/nvim-web-devicons", config = function() require("bufferline").setup({ options = { diagnostics = "nvim_lsp", offsets = { { filetype = "NvimTree", text = "File Explorer", text_align = "left" } }, }, }) end, })
--ロイヤル・ストレート・スラッシャー --Script by mercury233 local s,id,o=GetID() function s.initial_effect(c) aux.AddCodeList(c,25652259,64788463,90876561) c:EnableReviveLimit() --cannot special summon local e1=Effect.CreateEffect(c) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_SPSUMMON_CONDITION) e1:SetValue(aux.FALSE) c:RegisterEffect(e1) --destroy local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(id,0)) e2:SetCategory(CATEGORY_TOGRAVE+CATEGORY_DESTROY) e2:SetType(EFFECT_TYPE_IGNITION) e2:SetRange(LOCATION_MZONE) e2:SetCountLimit(1,id) e2:SetCondition(s.descon) e2:SetTarget(s.destg) e2:SetOperation(s.desop) c:RegisterEffect(e2) --spsummon local e3=Effect.CreateEffect(c) e3:SetDescription(aux.Stringid(id,1)) e3:SetCategory(CATEGORY_SPECIAL_SUMMON) e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e3:SetProperty(EFFECT_FLAG_CARD_TARGET) e3:SetCode(EVENT_BATTLE_DESTROYED) e3:SetCountLimit(1,id+o) e3:SetTarget(s.sptg) e3:SetOperation(s.spop) c:RegisterEffect(e3) end function s.descon(e,tp,eg,ep,ev,re,r,rp) return Duel.IsExistingMatchingCard(Card.IsCode,tp,LOCATION_GRAVE,0,1,nil,25652259) and Duel.IsExistingMatchingCard(Card.IsCode,tp,LOCATION_GRAVE,0,1,nil,64788463) and Duel.IsExistingMatchingCard(Card.IsCode,tp,LOCATION_GRAVE,0,1,nil,90876561) end function s.tgfilter(c) return c:IsType(TYPE_MONSTER) and c:IsLevelBelow(5) and c:IsAbleToGrave() end function s.destg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then if not Duel.IsExistingMatchingCard(aux.TRUE,tp,0,LOCATION_ONFIELD,1,nil) then return false end local tg=Duel.GetMatchingGroup(s.tgfilter,tp,LOCATION_HAND+LOCATION_DECK,0,nil) return tg:CheckSubGroup(aux.dlvcheck,5,5) end local g=Duel.GetMatchingGroup(aux.TRUE,tp,0,LOCATION_ONFIELD,nil) Duel.SetOperationInfo(0,CATEGORY_TOGRAVE,nil,5,tp,LOCATION_HAND+LOCATION_DECK) Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,g:GetCount(),0,0) end function s.desop(e,tp,eg,ep,ev,re,r,rp) local tg=Duel.GetMatchingGroup(s.tgfilter,tp,LOCATION_HAND+LOCATION_DECK,0,nil) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOGRAVE) local sg=tg:SelectSubGroup(tp,aux.dlvcheck,false,5,5) if sg then Duel.SendtoGrave(sg,REASON_EFFECT) local g=Duel.GetMatchingGroup(aux.TRUE,tp,0,LOCATION_ONFIELD,nil) if #g>0 then Duel.Destroy(g,REASON_EFFECT) end end end function s.spfilter(c,e,tp) return c:IsRace(RACE_WARRIOR) and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsCanBeSpecialSummoned(e,0,tp,false,false) end function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and s.spfilter(chkc,e,tp) end local ft=Duel.GetLocationCount(tp,LOCATION_MZONE) if chk==0 then return ft>0 and Duel.IsExistingTarget(s.spfilter,tp,LOCATION_GRAVE,0,1,nil,e,tp) end if ft>1 and Duel.IsPlayerAffectedByEffect(tp,59822133) then ft=1 end if ft>3 then ft=3 end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectTarget(tp,s.spfilter,tp,LOCATION_GRAVE,0,1,ft,nil,e,tp) Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,g,#g,0,0) end function s.spop(e,tp,eg,ep,ev,re,r,rp) local ft=Duel.GetLocationCount(tp,LOCATION_MZONE) if ft<=0 then return end local g=Duel.GetChainInfo(0,CHAININFO_TARGET_CARDS) local sg=g:Filter(Card.IsRelateToEffect,nil,e) if sg:GetCount()>1 and Duel.IsPlayerAffectedByEffect(tp,59822133) then return end if sg:GetCount()>ft then Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) sg=sg:Select(tp,ft,ft,nil) end Duel.SpecialSummon(sg,0,tp,tp,false,false,POS_FACEUP) end
--Bans module for ULX GUI -- by Stickly Man! --Manages banned users and shows ban details xgui.prepareDataType( "bans" ) xgui.prepareDataType( "sbans" ) local xbans = xlib.makepanel{ parent=xgui.null } xbans.isPopulating = 0 xbans.showperma = xlib.makecheckbox{ x=445, y=10, value=1, label="Show Permabans", parent=xbans } function xbans.showperma:OnChange() xbans.clearbans() xbans.populateBans() end xbans.banlist = xlib.makelistview{ x=5, y=30, w=572, h=310, multiselect=false, parent=xbans } xbans.banlist:AddColumn( "Name/SteamID" ) xbans.banlist:AddColumn( "Banned By" ) xbans.banlist:AddColumn( "Unban Date" ) xbans.banlist:AddColumn( "Reason" ) xbans.banlist.DoDoubleClick = function() xbans.ShowBanDetailsWindow( xbans.banlist:GetLine( xbans.banlist:GetSelectedLine() ):GetValue( 5 ) ) end xbans.banlist.OnRowRightClick = function( self, LineID, line ) local menu = DermaMenu() menu:AddOption( "Details...", function() xbans.ShowBanDetailsWindow( line:GetValue( 5 ) ) end ) menu:AddOption( "Edit Ban...", function() xgui.ShowBanWindow( nil, line:GetValue( 5 ), nil, true ) end ) menu:AddOption( "Remove", function() xbans.RemoveBan( line:GetValue( 5 ) ) end ) menu:Open() end xlib.makelabel{ x=200, y=10, label="Right-click on a ban for more options", parent=xbans } xbans.freezeban = xlib.makecheckbox{ x=140, y=343, label="Use Freezeban", tooltip="Freezes a player you have selected for banning while editing ban information (!fban in chat)", value=1, parent=xbans } xlib.makebutton{ x=5, y=340, w=130, label="Add Ban...", parent=xbans }.DoClick = function() local menu = DermaMenu() for k, v in ipairs( player.GetAll() ) do menu:AddOption( v:Nick(), function() xgui.ShowBanWindow( v, v:SteamID(), xbans.freezeban:GetChecked() ) end ) end menu:AddSpacer() if LocalPlayer():query("ulx banid") then menu:AddOption( "Ban by STEAMID...", function() xgui.ShowBanWindow() end ) end menu:Open() end xlib.makebutton{ x=447, y=340, w=130, label="View Source Bans...", parent=xbans }.DoClick = function() if xbans.sbanWindow and xbans.sbanWindow:IsVisible() then return end xbans.sbanWindow = xlib.makeframe{ w=160, h=400, label="Bans added via banid", skin=xgui.settings.skin } xbans.sbanWindow.bans = xlib.makelistview{ x=5, y=50, w=150, h=323, headerheight=0, parent=xbans.sbanWindow } xbans.sbanWindow.bans:AddColumn( "" ) xbans.sbanWindow.bans.OnRowSelected = function( self, LineID, Line ) xbans.sbanWindow.sbanDelete:SetDisabled( false ) xbans.sbanWindow.sbanDetails:SetDisabled( false ) end xlib.makelabel{ x=5, y=32, label="100 per page", parent=xbans.sbanWindow } xbans.sbanWindow.pgleft = xlib.makebutton{ x=80, y=30, w=20, icon="icon16/arrow_left.png", centericon=true, disabled=true, parent=xbans.sbanWindow } xbans.sbanWindow.pgleft.DoClick = function() local page = xbans.sbanWindow.sbanPage:GetValue()-1 xbans.sbanWindow.gotoPage( page ) xbans.sbanWindow.sbanPage:SetText( page ) end xbans.sbanWindow.pgright = xlib.makebutton{ x=100, y=30, w=20, icon="icon16/arrow_right.png", centericon=true, disabled=true, parent=xbans.sbanWindow } xbans.sbanWindow.pgright.DoClick = function() local page = xbans.sbanWindow.sbanPage:GetValue()+1 xbans.sbanWindow.gotoPage( page ) xbans.sbanWindow.sbanPage:SetText( page ) end xbans.sbanWindow.sbanPage = xlib.makecombobox{x=120, y=30, w=35, text="1", disabled=true, parent=xbans.sbanWindow } function xbans.sbanWindow.sbanPage:OnSelect() xbans.sbanWindow.gotoPage( tonumber( self:GetValue() ) ) end xbans.sbanWindow.sbanDelete = xlib.makebutton{ x=5, y=373, w=75, label="Delete", disabled=true, parent=xbans.sbanWindow } xbans.sbanWindow.sbanDelete.DoClick = function() xbans.RemoveBan( xbans.sbanWindow.bans:GetSelected()[1]:GetColumnText(1), true ) end xbans.sbanWindow.sbanDetails = xlib.makebutton{ x=80, y=373, w=75, label="Add Details...", disabled=true, parent=xbans.sbanWindow } xbans.sbanWindow.sbanDetails.DoClick = function() xgui.ShowBanWindow( nil, xbans.sbanWindow.bans:GetSelected()[1]:GetColumnText(1), nil, true ) end function xbans.sbanWindow.gotoPage( pageno ) xbans.sbanWindow.bans:Clear() xbans.sbanWindow.sbanDelete:SetDisabled( true ) xbans.sbanWindow.sbanDetails:SetDisabled( true ) for i,ID in ipairs( xbans.sbanWindow.banlist ) do if i > ( pageno-1 )*100 and i <= ( pageno )*100 then xbans.sbanWindow.bans:AddLine( ID ) end end xbans.sbanWindow.sbanPage:SetText( pageno ) if xbans.sbanPages > 2 then xbans.sbanWindow.sbanPage:SetDisabled( false ) xbans.sbanWindow.pgright:SetDisabled( not ( pageno < xbans.sbanPages ) ) xbans.sbanWindow.pgleft:SetDisabled( not ( pageno > 1 ) ) else xbans.sbanWindow.sbanPage:SetDisabled( true ) xbans.sbanWindow.pgright:SetDisabled( true ) xbans.sbanWindow.pgleft:SetDisabled( true ) end end function xbans.populateSBans( page ) xbans.sbanWindow.banlist = {} for ID,_ in pairs( xgui.data.sbans ) do table.insert( xbans.sbanWindow.banlist, ID ) end table.sort( xbans.sbanWindow.banlist ) xbans.sbanWindow.sbanPage:Clear() xbans.sbanPages = 0 for i=1,#xbans.sbanWindow.banlist,100 do xbans.sbanWindow.sbanPage:AddChoice( tostring(math.floor((i+100)/100)) ) xbans.sbanPages = xbans.sbanPages + 1 end xbans.sbanWindow.gotoPage( page ) end xbans.populateSBans( 1 ) end function xbans.RemoveBan( ID, noName ) local tempstr = "<Unknown>" if not noName then tempstr = xgui.data.bans[ID].name or "<Unknown>" end Derma_Query( "Are you sure you would like to unban " .. tempstr .. " - " .. ID .. "?", "XGUI WARNING", "Remove", function() RunConsoleCommand( "ulx", "unban", ID ) end, "Cancel", function() end ) end xbans.openWindows = {} function xbans.ShowBanDetailsWindow( ID ) local wx, wy if xbans.openWindows[ID] then wx, wy = xbans.openWindows[ID]:GetPos() xbans.openWindows[ID]:Remove() end xbans.openWindows[ID] = xlib.makeframe{ label="Ban Details", x=wx, y=wy, w=285, h=295, skin=xgui.settings.skin } local panel = xbans.openWindows[ID] local name = xlib.makelabel{ x=50, y=30, label="Name:", parent=panel } xlib.makelabel{ x=90, y=30, w=190, label=( xgui.data.bans[ID].name or "<Unknown>" ), parent=panel, tooltip=xgui.data.bans[ID].name } xlib.makelabel{ x=36, y=50, label="SteamID:", parent=panel } xlib.makelabel{ x=90, y=50, label=ID, parent=panel } xlib.makelabel{ x=33, y=70, label="Ban Date:", parent=panel } if xgui.data.bans[ID].time then xlib.makelabel{ x=90, y=70, label=os.date( "%b %d, %Y - %I:%M:%S %p", tonumber( xgui.data.bans[ID].time ) ), parent=panel } end xlib.makelabel{ x=20, y=90, label="Unban Date:", parent=panel } xlib.makelabel{ x=90, y=90, label=( tonumber( xgui.data.bans[ID].unban ) == 0 and "Never" or os.date( "%b %d, %Y - %I:%M:%S %p", math.min( tonumber( xgui.data.bans[ID].unban ), 4294967295 ) ) ), parent=panel } xlib.makelabel{ x=10, y=110, label="Length of Ban:", parent=panel } xlib.makelabel{ x=90, y=110, label=( tonumber( xgui.data.bans[ID].unban ) == 0 and "Permanent" or xgui.ConvertTime( tonumber( xgui.data.bans[ID].unban ) - xgui.data.bans[ID].time ) ), parent=panel } xlib.makelabel{ x=33, y=130, label="Time Left:", parent=panel } local timeleft = xlib.makelabel{ x=90, y=130, label=( tonumber( xgui.data.bans[ID].unban ) == 0 and "N/A" or xgui.ConvertTime( tonumber( xgui.data.bans[ID].unban ) - os.time() ) ), parent=panel } xlib.makelabel{ x=26, y=150, label="Banned By:", parent=panel } if xgui.data.bans[ID].admin then xlib.makelabel{ x=90, y=150, label=string.gsub( xgui.data.bans[ID].admin, "%(STEAM_%w:%w:%w*%)", "" ), parent=panel } end if xgui.data.bans[ID].admin then xlib.makelabel{ x=90, y=165, label=string.match( xgui.data.bans[ID].admin, "%(STEAM_%w:%w:%w*%)" ), parent=panel } end xlib.makelabel{ x=41, y=185, label="Reason:", parent=panel } xlib.makelabel{ x=90, y=185, w=190, label=xgui.data.bans[ID].reason, parent=panel, tooltip=xgui.data.bans[ID].reason ~= "" and xgui.data.bans[ID].reason or nil } xlib.makelabel{ x=13, y=205, label="Last Updated:", parent=panel } xlib.makelabel{ x=90, y=205, label=( ( xgui.data.bans[ID].modified_time == nil ) and "Never" or os.date( "%b %d, %Y - %I:%M:%S %p", tonumber( xgui.data.bans[ID].modified_time ) ) ), parent=panel } xlib.makelabel{ x=21, y=225, label="Updated by:", parent=panel } if xgui.data.bans[ID].modified_admin then xlib.makelabel{ x=90, y=225, label=string.gsub( xgui.data.bans[ID].modified_admin, "%(STEAM_%w:%w:%w*%)", "" ), parent=panel } end if xgui.data.bans[ID].modified_admin then xlib.makelabel{ x=90, y=240, label=string.match( xgui.data.bans[ID].modified_admin, "%(STEAM_%w:%w:%w*%)" ), parent=panel } end xlib.makebutton{ x=5, y=265, w=89, label="Edit Ban...", parent=panel }.DoClick = function() xgui.ShowBanWindow( nil, ID, nil, true ) end xlib.makebutton{ x=99, y=265, w=89, label="Unban", parent=panel }.DoClick = function() xbans.RemoveBan( ID ) end xlib.makebutton{ x=192, y=265, w=88, label="Close", parent=panel }.DoClick = function() xbans.openWindows[ID] = nil panel:Remove() end panel.btnClose.DoClick = function ( button ) xbans.openWindows[ID] = nil panel:Remove() end if timeleft:GetValue() ~= "N/A" then function panel.OnTimer() if panel:IsVisible() then if not xgui.data.bans[ID] then panel:Remove() return end local bantime = tonumber( xgui.data.bans[ID].unban ) - os.time() if bantime <= 0 then timeleft:SetText( xgui.ConvertTime( 0 ) .. " (Waiting for server)" ) else timeleft:SetText( xgui.ConvertTime( bantime ) ) end timeleft:SizeToContents() timer.Simple( 1, panel.OnTimer ) end end panel.OnTimer() end end function xgui.ShowBanWindow( ply, ID, doFreeze, isUpdate ) if LocalPlayer():query( "ulx ban" ) or LocalPlayer():query( "ulx banid" ) then local xgui_banwindow = xlib.makeframe{ label=( isUpdate and "Edit Ban" or "Ban Player" ), w=285, h=180, skin=xgui.settings.skin } xlib.makelabel{ x=37, y=33, label="Name:", parent=xgui_banwindow } xlib.makelabel{ x=23, y=58, label="SteamID:", parent=xgui_banwindow } xlib.makelabel{ x=28, y=83, label="Reason:", parent=xgui_banwindow } xlib.makelabel{ x=10, y=108, label="Ban Length:", parent=xgui_banwindow } local reason = xlib.makecombobox{ x=75, y=80, w=200, parent=xgui_banwindow, enableinput=true, selectall=true, choices=ULib.cmds.translatedCmds["ulx ban"].args[4].completes } local bantime = xlib.makeslider{ x=150, y=105, w=125, value=0, min=0, max=360, decimal=0, disabled=true, parent=xgui_banwindow } local interval = xlib.makecombobox{ x=75, y=105, w=75, text="Permanent", choices={ "Permanent", "Minutes", "Hours", "Days", "Weeks", "Years" }, parent=xgui_banwindow } interval.OnSelect = function( self, index, value, data ) bantime:SetDisabled( value == "Permanent" ) end local name if not isUpdate then name = xlib.makecombobox{ x=75, y=30, w=200, parent=xgui_banwindow, enableinput=true, selectall=true } for k,v in pairs( player.GetAll() ) do name:AddChoice( v:Nick(), v:SteamID() ) end name.OnSelect = function( self, index, value, data ) self.steamIDbox:SetText( data ) end else name = xlib.maketextbox{ x=75, y=30, w=200, parent=xgui_banwindow, selectall=true } if xgui.data.bans[ID] then name:SetText( xgui.data.bans[ID].name or "" ) reason:SetText( xgui.data.bans[ID].reason or "" ) if tonumber( xgui.data.bans[ID].unban ) ~= 0 then local btime = ( tonumber( xgui.data.bans[ID].unban ) - tonumber( xgui.data.bans[ID].time ) ) if btime % 31536000 == 0 then interval:SetText( "Years" ) btime = btime / 31536000 elseif btime % 86400 == 0 then interval:SetText( "Days" ) btime = btime / 86400 elseif btime % 3600 == 0 then interval:SetText( "Hours" ) btime = btime / 3600 else btime = btime / 60 interval:SetText( "Minutes" ) end bantime:SetDisabled( false ) bantime:SetValue( btime ) end end end local steamID = xlib.maketextbox{ x=75, y=55, w=200, selectall=true, disabled=( isUpdate or not LocalPlayer():query( "ulx banid" ) ), parent=xgui_banwindow } name.steamIDbox = steamID --Make a reference to the steamID textbox so it can change the value easily without needing a global variable if doFreeze and ply then if LocalPlayer():query( "ulx freeze" ) then RunConsoleCommand( "ulx", "freeze", "$" .. ULib.getUniqueIDForPlayer( ply ) ) steamID:SetDisabled( true ) name:SetDisabled( true ) xgui_banwindow:ShowCloseButton( false ) else doFreeze = false end end xlib.makebutton{ x=165, y=150, w=75, label="Cancel", parent=xgui_banwindow }.DoClick = function() if doFreeze and ply and ply:IsValid() then RunConsoleCommand( "ulx", "unfreeze", "$" .. ULib.getUniqueIDForPlayer( ply ) ) end xgui_banwindow:Remove() end xlib.makebutton{ x=45, y=150, w=75, label=( isUpdate and "Update" or "Ban!" ), parent=xgui_banwindow }.DoClick = function() local calctime = bantime:GetValue() if interval:GetValue() == "Permanent" then calctime = calctime*0 elseif interval:GetValue() == "Hours" then calctime = calctime*60 elseif interval:GetValue() == "Days" then calctime = calctime*1440 elseif interval:GetValue() == "Years" then calctime = calctime*525600 end if isUpdate then local function performUpdate() RunConsoleCommand( "xgui", "updateBan", steamID:GetValue(), calctime, reason:GetValue(), name:GetValue() ) xgui_banwindow:Remove() end if calctime ~= 0 and xgui.data.bans[steamID:GetValue()] and calctime*60 + xgui.data.bans[steamID:GetValue()].time < os.time() then Derma_Query( "WARNING! The new ban time you have specified will cause this ban to expire.\nThe minimum time required in order to change the ban length successfully is " .. xgui.ConvertTime( os.time() - xgui.data.bans[steamID:GetValue()].time ) .. ".\nAre you sure you wish to continue?", "XGUI WARNING", "Expire Ban", function() performUpdate() end, "Cancel", function() end ) else performUpdate() end return end if ULib.isValidSteamID( steamID:GetValue() ) then local isOnline = false for k, v in ipairs( player.GetAll() ) do if v:SteamID() == steamID:GetValue() then isOnline = v break end end if not isOnline then if name:GetValue() == "" then RunConsoleCommand( "ulx", "banid", steamID:GetValue(), calctime, reason:GetValue() ) else RunConsoleCommand( "xgui", "updateBan", steamID:GetValue(), calctime, reason:GetValue(), ( name:GetValue() ~= "" and name:GetValue() or nil ) ) end else RunConsoleCommand( "ulx", "ban", "$" .. ULib.getUniqueIDForPlayer( isOnline ), calctime, reason:GetValue() ) end xgui_banwindow:Remove() else local ply = ULib.getUser( name:GetValue() ) if ply then RunConsoleCommand( "ulx", "ban", "$" .. ULib.getUniqueIDForPlayer( ply ), calctime, reason:GetValue() ) xgui_banwindow:Remove() return end Derma_Message( "Invalid SteamID, player name, or multiple player targets found!" ) end end if ply then name:SetText( ply:Nick() ) end if ID then steamID:SetText( ID ) else steamID:SetText( "STEAM_0:" ) end end end --If the user requests to sort by unban date, tell the listview to sort by column 6 (unban date in seconds) for better sort accuracy xbans.banlist.Columns[3].DoClick = function( self ) self:GetParent():SortByColumn( 6, self:GetDescending() ) self:SetDescending( not self:GetDescending() ) end function xgui.ConvertTime( seconds ) --Convert number of seconds remaining to something more legible (Thanks JamminR!) local years = math.floor( seconds / 31536000 ) seconds = seconds - ( years * 31536000 ) local days = math.floor( seconds / 86400 ) seconds = seconds - ( days * 86400 ) local hours = math.floor( seconds/3600 ) seconds = seconds - ( hours * 3600 ) local minutes = math.floor( seconds/60 ) seconds = seconds - ( minutes * 60 ) local curtime = "" if years ~= 0 then curtime = curtime .. years .. " year" .. ( ( years > 1 ) and "s, " or ", " ) end if days ~= 0 then curtime = curtime .. days .. " day" .. ( ( days > 1 ) and "s, " or ", " ) end curtime = curtime .. ( ( hours < 10 ) and "0" or "" ) .. hours .. ":" curtime = curtime .. ( ( minutes < 10 ) and "0" or "" ) .. minutes .. ":" return curtime .. ( ( seconds < 10 and "0" or "" ) .. seconds ) end ---Update stuff function xbans.clearbans() xbans.banlist:Clear() end function xbans.populateBans( chunk ) if not chunk then chunk = xgui.data.bans end xbans.showperma:SetDisabled( true ) xbans.isPopulating = xbans.isPopulating + 1 for steamID, baninfo in pairs( chunk ) do if not ( xbans.showperma:GetChecked() == false and tonumber( baninfo.unban ) == 0 ) then xgui.queueFunctionCall( xbans.addbanline, "bans", baninfo, steamID ) --Queue this via xgui.queueFunctionCall to prevent lag end end xgui.queueFunctionCall( function() xbans.isPopulating = xbans.isPopulating - 1 if xbans.isPopulating == 0 then xbans.showperma:SetDisabled( false ) end end, nil ) end function xbans.addbanline( baninfo, steamID ) xbans.banlist:AddLine( baninfo.name or steamID, ( baninfo.admin ) and string.gsub( baninfo.admin, "%(STEAM_%w:%w:%w*%)", "" ) or "", (( tonumber( baninfo.unban ) ~= 0 ) and os.date( "%c", math.min( tonumber( baninfo.unban ), 4294967295 ) )) or "Never", baninfo.reason, steamID, tonumber( baninfo.unban ) ) end function xbans.banRemoved( banids ) for _,ID in ipairs( banids ) do if xbans.openWindows[ID] then xbans.openWindows[ID]:Remove() xbans.openWindows[ID] = nil end for i, v in ipairs( xbans.banlist.Lines ) do if v.Columns[5]:GetValue() == ID then xbans.banlist:RemoveLine(i) break end end if xgui.data.sbans[ID] then xgui.data.sbans[ID] = nil if xbans.sbanWindow and xbans.sbanWindow:IsVisible() then xbans.populateSBans( tonumber( xbans.sbanWindow.sbanPage:GetValue() ) ) end end end end function xbans.banUpdated( bantable ) for SteamID, data in pairs( bantable ) do local found = false for i, v in ipairs( xbans.banlist.Lines ) do if v.Columns[5]:GetValue() == SteamID then found = true v:SetColumnText( 1, data.name or SteamID ) v:SetColumnText( 2, data.admin and string.gsub( data.admin, "%(STEAM_%w:%w:%w*%)", "" ) or "" ) v:SetColumnText( 3, (( tonumber( data.unban ) ~= 0 ) and os.date( "%c", math.min( tonumber( data.unban ), 4294967295 ) )) or "Never" ) v:SetColumnText( 4, data.reason ) v:SetColumnText( 5, SteamID ) v:SetColumnText( 6, tonumber( data.unban ) ) break end end if not found then local t = {} t[SteamID] = data xbans.populateBans( t ) end if xbans.openWindows[SteamID] then xbans.ShowBanDetailsWindow( SteamID ) end end end function xbans.updateSBans( chunk ) if xbans.sbanWindow and xbans.sbanWindow:IsVisible() then xbans.populateSBans( tonumber( xbans.sbanWindow.sbanPage:GetValue() ) ) end end function xbans.xban( ply, cmd, args, dofreeze ) if args[1] and args[1] ~= "" then local target = ULib.getUser( args[1] ) if target then xgui.ShowBanWindow( target, target:SteamID(), dofreeze ) end else xgui.ShowBanWindow() end end ULib.cmds.addCommandClient( "xgui xban", xbans.xban ) function xbans.fban( ply, cmd, args ) xbans.xban( ply, cmd, args, true ) end ULib.cmds.addCommandClient( "xgui fban", xbans.fban ) xgui.hookEvent( "bans", "process", xbans.populateBans ) xgui.hookEvent( "bans", "clear", xbans.clearbans ) xgui.hookEvent( "bans", "add", xbans.banUpdated ) xgui.hookEvent( "bans", "remove", xbans.banRemoved ) xgui.hookEvent( "sbans", "process", xbans.updateSBans ) xgui.hookEvent( "sbans", "remove", xbans.updateSBans ) xgui.addModule( "Bans", xbans, "icon16/exclamation.png", "xgui_managebans" )
local TableUtil = {} function TableUtil.clone(tbl) local clone = {} for key, value in pairs(tbl) do if typeof(value) == "table" then clone[key] = TableUtil.clone(value) else clone[key] = value end end return clone end return TableUtil
---------------------------- -- Author: M. Utku Altinkaya -- utkualtinkaya@gmail.com ---------------------------- --Base class for all scenes Scene = {} function Scene:init() end function Scene:draw() end function Scene:update(dt) end function Scene:keypressed( key, unicode ) end function Scene:keyreleased( key, unicode ) end function Scene:mousepressed( x, y, button ) end --Class of UI container scenes, manages ui elements UIScene = Class(Scene) function UIScene:init() Scene.init(self) self.ui = {} end --draw all ui elements function UIScene:draw() for i, ui in pairs(self.ui) do ui:draw() end end function UIScene:update(dt) for i, ui in pairs(self.ui) do ui:update(dt) end end --pass mouse press event to memeber ui elements function UIScene:mousepressed(x, y, button ) for name, ui in pairs(self.ui) do if ui:mousepressed(x,y,button) then self:buttonClick(name) end end end --pass mouse keypress event to memeber ui elements function UIScene:keypressed( key, unicode ) for name, ui in pairs(self.ui) do ui:keypressed(key, unicode) end end --set color of ui elements function UIScene:setColor(color) for _,ui in pairs(self.ui) do ui.color = color ui.normalColor = color end end
--[[ alert.lua a finish effect that displays the cooldown at the center of the screen --]] local Addon = _G[...] local L = _G.OMNICC_LOCALS local Frame = CreateFrame("Frame", nil, UIParent) Frame:SetPoint("CENTER") Frame:SetSize(50, 50) Frame:SetAlpha(0) Frame:Hide() local Icon = Frame:CreateTexture() Icon:SetAllPoints() local Anims = Frame:CreateAnimationGroup() Anims:SetLooping("NONE") Anims:SetScript( "OnFinished", function() Frame:Hide() end ) local function newAnim(type, order, from, to) local anim = Anims:CreateAnimation(type) anim:SetDuration(0.3) anim:SetOrder(order) if type == "Scale" then anim:SetOrigin("CENTER", 0, 0) anim:SetScale(from, from) else anim:SetFromAlpha(from) anim:SetToAlpha(to) end end newAnim("Scale", 1, 2.5) newAnim("Alpha", 1, 0, .7) newAnim("Scale", 2, -2.5) newAnim("Alpha", 2, .7, 0) local Alert = Addon.FX:Create("alert", L.Alert, L.AlertTip) function Alert:Run(cooldown) local icon = Addon:GetButtonIcon(cooldown:GetParent()) if not icon then return end Icon:SetVertexColor(icon:GetVertexColor()) Icon:SetTexture(icon:GetTexture()) Frame:Show() if Anims:IsPlaying() then Anims:Finish() end Anims:Play() end
project "FractalPlayer" configurations { "Debug", "Release" } dependson { "FractalEngine" } kind "ConsoleApp" architecture "x64" language "C++" cppdialect "C++17" characterset ("MBCS") -- Set Directories targetdir (flBinPath) debugdir (flBinPath) objdir (flBuildsPath .. "/output/%{cfg.platform}_%{cfg.buildcfg}") symbolspath '$(OutDir)$(TargetName).pdb' -- Includes includedirs { "include/" } includedirs { "../Engine/include/" } -- Project Files files { "source/**.cpp", "source/**.h", "source/**.inl" , "**.natvis" } -- Third Party third_party_prefix = "../3rdParty/" dofile "../3rdParty/3rd-party.lua" -- Lib links libdirs { flBuildsPath } links { "FractalEngine" }
-- SkyBlock plugin for cuberite. -- Before starting the server, you need to add a (configurable world name in Config.ini) -- world in the settings.ini under the section [Worlds] -- Example: World=skyblock PLUGIN = nil ISLAND_NUMBER = nil -- Gets increased, before a new island is created ISLAND_DISTANCE = nil -- Distance betweens the islands ISLAND_SCHEMATIC = nil -- Schematic file for islands SPAWN_SCHEMATIC = nil -- Schematic file for the spawn SPAWN_CREATED = nil -- Check value, if spawn has already been created SKYBLOCK = nil -- Instance of a world PLAYERS = nil -- A table that contains player uuid and PlayerInfos ISLANDS = nil -- A table contains island numbers and IslandInfo WORLD_NAME = nil -- The world that the plugin is using LEVELS = nil -- Store all levels CONFIG_FILE = nil -- Config file for SkyBlock BLOCK_VALUES = nil -- Store the points of block / meta LANGUAGES = nil -- Contains a list of languages LANGUAGE_DEFAULT = nil -- Default language file LANGUAGE_OTHERS = nil -- Enable other language files ISLAND_AREA = nil -- The island file function Initialize(Plugin) Plugin:SetName("SkyBlock") Plugin:SetVersion(3) PLUGIN = Plugin ISLAND_NUMBER = 0 ISLAND_DISTANCE = 96 ISLAND_SCHEMATIC = "" SPAWN_SCHEMATIC = "" SPAWN_CREATED = false PLAYERS = {} ISLANDS = {} WORLD_NAME = "skyblock" LEVELS = {} CONFIG_FILE = PLUGIN:GetLocalFolder() .. "/Config.ini" BLOCK_VALUES = {} LANGUAGES = {} LANGUAGE_DEFAULT = "english.ini" LANGUAGE_OTHERS = 1 -- Load all lua files LoadLuaFiles() -- Load Config file LoadConfiguration() ISLAND_AREA = cBlockArea() if not(ISLAND_AREA:LoadFromSchematicFile(PLUGIN:GetLocalFolder() .. "/" .. ISLAND_SCHEMATIC)) then ISLAND_AREA = nil end -- Check for world <WORLD NAME> SKYBLOCK = cRoot:Get():GetWorld(WORLD_NAME) if (SKYBLOCK == nil) then LOGERROR("The plugin SkyBlock requires the world " .. WORLD_NAME .. ". Please add this line") LOGERROR("World=" .. WORLD_NAME) LOGERROR("to the section [Worlds] in the settings.ini.") LOGERROR("Then stop and start the server again.") return false end -- Create language folder cFile:CreateFolder(PLUGIN:GetLocalFolder() .. "/languages/") LoadLanguageFiles() -- Load the points for block / meta LoadBlockValues() -- Load all ChallengeInfos LoadAllLevels(PLUGIN:GetLocalFolder() .. "/challenges/Config.ini") -- Load all PlayerInfos and IslandInfos from players who are in the world LoadPlayerInfos() -- Register hooks cPluginManager:AddHook(cPluginManager.HOOK_CHUNK_GENERATING, OnChunkGenerating) cPluginManager:AddHook(cPluginManager.HOOK_PLAYER_DESTROYED, OnPlayerQuit) cPluginManager:AddHook(cPluginManager.HOOK_PLAYER_SPAWNED, OnPlayerSpawn) cPluginManager:AddHook(cPluginManager.HOOK_WORLD_STARTED, OnWorldLoaded) cPluginManager:AddHook(cPluginManager.HOOK_TAKE_DAMAGE, OnTakeDamage) cPluginManager:AddHook(cPluginManager.HOOK_ENTITY_CHANGED_WORLD, OnPlayerChangedWorld) -- This below are required for checking the permission in the island area cPluginManager:AddHook(cPluginManager.HOOK_PLAYER_PLACING_BLOCK, OnBlockPlacing) cPluginManager:AddHook(cPluginManager.HOOK_PLAYER_LEFT_CLICK, OnPlayerLeftClick) cPluginManager:AddHook(cPluginManager.HOOK_PLAYER_RIGHT_CLICK, OnPlayerRightClick) -- Command Bindings cPluginManager:BindCommand("/skyblock", "skyblock.command", CommandSkyBlock , " - Access to the skyblock plugin") cPluginManager:BindCommand("/challenges", "skyblock.command", CommandChallenges , " - Access to the challenges") cPluginManager:BindCommand("/island", "skyblock.command", CommandIsland , " - Access to the island commands") LOG("Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion()) return true end function OnDisable() LOG(PLUGIN:GetName() .. " is shutting down...") end function LoadConfiguration() -- Create players folder if (not cFile:IsFolder(PLUGIN:GetLocalFolder() .. "/players/")) then cFile:CreateFolder(PLUGIN:GetLocalFolder() .. "/players/") end -- Create islands folder if (not cFile:IsFolder(PLUGIN:GetLocalFolder() .. "/islands/")) then cFile:CreateFolder(PLUGIN:GetLocalFolder() .. "/islands/") end local configIni = cIniFile() configIni:ReadFile(CONFIG_FILE) ISLAND_NUMBER = configIni:GetValueI("Island", "Number") ISLAND_DISTANCE = configIni:GetValueI("Island", "Distance") ISLAND_SCHEMATIC = "schematics/" .. configIni:GetValue("Schematic", "Island") SPAWN_SCHEMATIC = "schematics/" .. configIni:GetValue("Schematic", "Spawn") WORLD_NAME = configIni:GetValue("General", "Worldname") SPAWN_CREATED = configIni:GetValueB("PluginValues", "SpawnCreated") LANGUAGE_DEFAULT = configIni:GetValue("Language", "Default") LANGUAGE_OTHERS = configIni:GetValueB("Language", "EnableOthers") -- Reminder: Any new settings who gets added in new versions, should be added, to the config file trough the plugin, if not existent end -- Save settings who gets changed trough the plugin function SaveConfiguration() local configIni = cIniFile() configIni:ReadFile(CONFIG_FILE) configIni:SetValue("Island", "Number", ISLAND_NUMBER, true) configIni:SetValueB("PluginValues", "SpawnCreated", SPAWN_CREATED, true) configIni:WriteFile(CONFIG_FILE) end -- Only for the world that the plugin is using function LoadPlayerInfos() cRoot:Get():ForEachPlayer(function(a_Player) if (a_Player:GetWorld():GetName() == WORLD_NAME) then local playerInfo = cPlayerInfo.new(a_Player) if (cFile:IsFolder(PLUGIN:GetLocalFolder() .. "/islands/" .. playerInfo.m_IslandNumber .. ".ini")) then GetIslandInfo(playerInfo.m_IslandNumber) end PLAYERS[a_Player:GetUUID()] = playerInfo end end); end -- Loads all level challenges function LoadAllLevels(a_File) local configIni = cIniFile() configIni:ReadFile(a_File) local amount = configIni:GetNumValues("Levels") for counter = 1, amount do local fileLevel = configIni:GetValue("Levels", tostring(counter)) LEVELS[counter] = cLevel.new(fileLevel) end end function LoadBlockValues() local f = io.open(PLUGIN:GetLocalFolder() .. "/blockvalues.txt") while true do local line = f:read() if (line == nil) then break end local values = StringSplit(line, ":") local point = tonumber(values[2]) if (string.find(values[1], "#") == nil) then local id = tonumber(values[1]) BLOCK_VALUES[id] = {} BLOCK_VALUES[id][0] = point else local idMeta = StringSplit(values[1], "#") local id = tonumber(idMeta[1]) local meta = tonumber(idMeta[2]) if (BLOCK_VALUES[id] == nil) then BLOCK_VALUES[id] = {} end BLOCK_VALUES[id][meta] = point end end end function LoadLanguageFiles() local files = cFile:GetFolderContents(PLUGIN:GetLocalFolder() .. "/languages") if #files == 0 or not(cFile:IsFile(PLUGIN:GetLocalFolder() .. "/languages/english.ini")) then -- Write Default language file LANGUAGES["english.ini"] = cLanguage.new() return end if (LANGUAGE_OTHERS) then for i = 1, #files do if (cFile:IsFile(PLUGIN:GetLocalFolder() .. "/languages/" .. files[i])) then LANGUAGES[files[i]] = cLanguage.new(files[i]) end end else LANGUAGES[LANGUAGE_DEFAULT] = cLanguage.new(LANGUAGE_DEFAULT) end end function LoadLuaFiles() local folders = { "/code", "/code/classes", "/code/commands" } for _, folder in pairs(folders) do local files = cFile:GetFolderContents(PLUGIN:GetLocalFolder() .. folder) for _, file in pairs(files) do if (string.sub(file, #file -3, #file) == ".lua") then dofile(PLUGIN:GetLocalFolder() .. folder .. "/" .. file) end end end end
-- ProtectionAreas.lua -- Defines the main plugin entrypoint, as well as some utility functions --- Prefix for all messages logged to the server console PluginPrefix = "ProtectionAreas: "; --- Bounds for the area loading. Areas less this far in any direction from the player will be loaded into cPlayerAreas g_AreaBounds = 48; --- If a player moves this close to the PlayerAreas bounds, the PlayerAreas will be re-queried g_AreaSafeEdge = 12; --- Called by MCS when the plugin loads -- Returns true if initialization successful, false otherwise function Initialize(a_Plugin) a_Plugin:SetName("ProtectionAreas"); a_Plugin:SetVersion(1); InitializeConfig(); if (not(InitializeStorage())) then LOGWARNING(PluginPrefix .. "failed to initialize Storage, plugin is disabled"); return false; end InitializeHooks(a_Plugin); dofile(cPluginManager:GetPluginsPath() .. "/InfoReg.lua") RegisterPluginInfoCommands() -- We might be reloading, so there may be players already present in the server; reload all of them cRoot:Get():ForEachWorld( function(a_World) ReloadAllPlayersInWorld(a_World:GetName()); end ); return true; end --- Loads a cPlayerAreas object from the DB for the player, and assigns it to the player map function LoadPlayerAreas(a_Player) local PlayerID = a_Player:GetUniqueID(); local PlayerX = math.floor(a_Player:GetPosX()); local PlayerZ = math.floor(a_Player:GetPosZ()); local WorldName = a_Player:GetWorld():GetName(); g_PlayerAreas[PlayerID] = g_Storage:LoadPlayerAreas(a_Player:GetName(), PlayerX, PlayerZ, WorldName); end function ReloadAllPlayersInWorld(a_WorldName) local World = cRoot:Get():GetWorld(a_WorldName); World:ForEachPlayer(LoadPlayerAreas); end
function onCreate() setProperty('cameraSpeed', 1.8); makeLuaSprite('sky', 'SonicP2/sky', -414, -440.8); setScrollFactor('sky', 1, 1); scaleObject('sky', 1.4, 1.4); makeLuaSprite('backtrees', 'SonicP2/backtrees', -290.55, -298.3); setScrollFactor('backtrees', 1.1, 1); scaleObject('backtrees', 1.2, 1.2); makeLuaSprite('trees', 'SonicP2/trees', -306, -334.65); setScrollFactor('trees', 1.2, 1); scaleObject('trees', 1.2, 1.2); makeLuaSprite('floor', 'SonicP2/ground', -306, -334.65); setScrollFactor('floor', 1.3, 1); scaleObject('floor', 1.2, 1.2); makeLuaSprite('readthefiletitlelol', 'makeGraphicsucks', 0, 0); scaleObject('readthefiletitlelol', 6.0, 6.0); setObjectCamera('readthefiletitlelol', 'other'); addLuaSprite('readthefiletitlelol', true); makeLuaSprite('introcircle', 'StartScreens/CircleYouCantRun', 100, 0); setObjectCamera('introcircle', 'other'); addLuaSprite('introcircle', true); makeLuaSprite('introtext', 'StartScreens/TextYouCantRun', -100, 0); setObjectCamera('introtext', 'other'); addLuaSprite('introtext', true); --makeLuaSprite('greenhills', 'GreenHill', -428.5 + 50 + 700, -449.35 + 25 + 392 + 105 + 50); --setScrollFactor('greenhills', 1, 1); --scaleObject('greenhills', 8, 8); addLuaSprite('sky', false); addLuaSprite('backtrees', false); addLuaSprite('trees', false); addLuaSprite('floor', false); end function onStartCountdown() doTweenX('circleTween', 'introcircle', -100, 2, 'quintOut') doTweenX('textTween', 'introtext', 100, 2, 'quintOut') return Function_Continue end function onSongStart() doTweenAlpha('graphicAlpha', 'readthefiletitlelol', 0, 0.2, 'quintOut'); doTweenAlpha('circleAlpha', 'introcircle', 0, 0.2, 'quintOut'); doTweenAlpha('textAlpha', 'introtext', 0, 0.2, 'quintOut'); end function onUpdate() for i = 0, getProperty('unspawnNotes.length')-1 do setPropertyFromGroup('unspawnNotes', i, 'noteSplashTexture', 'BloodSplash'); end end --The note splash texture took me so long to figure out..
require "./scripts/libcowgol" local args = {...} local infilename = args[2] local outfilename = args[3] local midcodes = loadmidcodes(infilename) local hfp = io.open(outfilename, "w") local function title(s) return s:sub(1, 1):upper()..s:sub(2):lower() end -- Midcode names. local first = true for m, t in pairs(midcodes) do hfp:write(string.format("const MIDCODE_%s := %d;\n", m, t.id)) end -- Midcode subrecords. for m, md in pairs(midcodes) do if (#md.args > 0) then hfp:write("record Midcode", title(m), "\n") for _, a in ipairs(md.args) do hfp:write("\t", a.name, ": ", a.type, ";\n") end hfp:write("end record;\n") end end -- Midcode structure itself. hfp:write("record Node\n"); for m, md in pairs(midcodes) do if (#md.args > 0) then hfp:write("\t", m:lower(), " @at(0): Midcode", title(m), ";\n") end end hfp:write("\ttype: [Symbol];\n") hfp:write("\tleft: [Node];\n") hfp:write("\tright: [Node];\n") hfp:write("\tdlink: [Node]; # only used during destruction and codegen\n") hfp:write("\tproducer: [Instruction];\n") hfp:write("\tconsumer: [Instruction];\n") hfp:write("\tdesired_reg: RegId;\n") hfp:write("\tproduced_reg: RegId;\n") hfp:write("\top: uint8;\n") hfp:write("end record;\n"); -- Routines for allocating midnodes. hfp:write("sub AllocateNewNode(code: uint8): (m: [Node])\n") hfp:write("\tm := Alloc(@bytesof Node) as [Node];\n") hfp:write("\t#print(\"alloc \");\n"); hfp:write("\t#print_hex_i32(m as intptr as uint32);\n"); hfp:write("\t#print(\" op \");\n"); hfp:write("\t#print_i8(code);\n"); hfp:write("\t#print_nl();\n"); hfp:write("\tm.op := code;\n") hfp:write("end sub;\n") local function write_midcode_constructor(m, t) local first = true if t.hassizes then if not m:find("0$") then return end hfp:write("sub Mid", title(m):gsub("0$", ""), "(width: uint8") first = false else hfp:write("sub Mid", title(m), "(") end if t.ins >= 1 then if not first then hfp:write(', ') end hfp:write('left: [Node]') first = false end if t.ins == 2 then if not first then hfp:write(', ') end hfp:write('right: [Node]') first = false end if (#t.args > 0) then for _, a in ipairs(t.args) do if not first then hfp:write(", ") end hfp:write(a.name, ": ", a.type) first = false end end hfp:write("): (m: [Node])\n") hfp:write("\tm := AllocateNewNode(MIDCODE_", m) if t.hassizes then hfp:write(" + WidthToIndex(width)") end hfp:write(");\n") if t.ins >= 1 then hfp:write('\tm.left := left;\n') end if t.ins == 2 then hfp:write('\tm.right := right;\n') end for _, a in ipairs(t.args) do hfp:write("\tm.", m:lower(), ".", a.name, " := ", a.name, ";\n") end hfp:write("end sub;\n") end for m, t in pairs(midcodes) do write_midcode_constructor(m, t) end hfp:close()
return PlaceObj("ModDef", { "title", "Rogue Rocket (Philip DeFranco) (Logo)", "version", 1, "version_major", 0, "version_minor", 1, "image", "Preview.png", "id", "ChoGGi_Logos_RogueRocket", "steam_id", "1739995106", "author", "BrowncoatTrekky & ChoGGi", "lua_revision", 1001569, "TagColonyLogos", true, "code", { "Code/Script.lua", }, "description", "[b]\"Sup you beautiful bastards?\" ~ Philip DeFranco[/b]\n\nRogue Rocket is a new media circuit formed by Philip DeFranco. Their logo seemed a good fit for Surviving Mars. This is for fellow fans of the YouTube channel.\n\nRogue Rocket website: https://roguerocket.com/\nPhilip DeFranco YouTube channel: https://www.youtube.com/user/sxephil/featured\n\n\nCredit for creation and implementation for Surviving Mars belongs to [b][url=https://steamcommunity.com/id/ChoGGi/]ChoGGi[/url][/b]. Commissioned by [b][url=https://steamcommunity.com/profiles/76561198030245978]BrowncoatTrekky.[/url][/b] No adaptations are to be made to this asset in this game without prior consent from [b][url=https://steamcommunity.com/id/ChoGGi/myworkshopfiles/]ChoGGi[/url][/b] and [b][url=https://steamcommunity.com/profiles/76561198030245978/myworkshopfiles/]BrowncoatTrekky[/url][/b]. Credit to Philip DeFranco & Rogue Rocket for the logo. Source file found [url=https://media.licdn.com/dms/image/C4E0BAQGQUM2BK_jUCg/company-logo_200_200/0?e=2159024400&v=beta&t=BT5wDlmxmqKUnlWu2S9TE1iyTsCl4Y5H8X1pNNp5uyg]here.[/url]", })
local skynet = require "skynet" local sharedata = require "sharedata" local data_pool = {} local query_queue = {} local function query_sharedata(name) if data_pool[name] then return data_pool[name] end if not query_queue[name] then query_queue[name] = {} data_pool[name] = sharedata.query(name) local tmp_queue = query_queue[name] query_queue[name] = nil for k,v in ipairs(tmp_queue) do skynet.wakeup(v) end else table.insert(query_queue[name], (coroutine.running())) skynet.wait() end return data_pool[name] end return query_sharedata
--- @class Logger --- @field defaultLogLevel LogLevel local Logger --- returns the global log history --- @return LoggerLogEntry[] function Logger.history()end --- sets or gets the global log history size --- @param size number|nil @desired number of log entries to keep in the history; if omitted, will return the current size; the starting value is 0 (disabled) --- @return number @current or new history size function Logger.historySize(size)end --- creates a new logger instance --- @param id string @identifier for the instance --- @param loglevel LogLevel @can be 'nothing', 'error', 'warning', 'info', 'debug', or 'verbose', or a corresponding number between 0 and 5; uses hs.logger.defaultLogLevel if omitted --- @return LoggerInstance @new logger instance function Logger.new(id, loglevel)end --- prints the global log history to the console --- @param entries number|nil @maximum number of entries to print; if omitted, all entries in the history will be printed --- @param level LogLevel|nil @desired log level (see hs.logger:setLogLevel()); if omitted, defaults to verbose --- @param filter string|nil @string to filter the entries (by logger id or message) via string.find plain matching --- @param caseSensitive boolean|nil @if `true`, filtering is case sensitive function Logger.printHistory(entries, level, filter, caseSensitive)end --- sets the log level for all logger instances (including objects' loggers) --- @param lvl LogLevel @can be 'nothing', 'error', 'warning', 'info', 'debug', or 'verbose', or a corresponding number between 0 and 5 function Logger.setGlobalLogLevel(lvl)end --- sets the log level for all currently loaded modules --- @param lvl LogLevel @can be 'nothing', 'error', 'warning', 'info', 'debug', or 'verbose', or a corresponding number between 0 and 5 function Logger.setModulesLogLevel(lvl)end
local lsp = vim.lsp local format = {} local function nvim_create_augroup(group_name, definitions) vim.api.nvim_command("augroup " .. group_name) vim.api.nvim_command("autocmd!") for _, def in ipairs(definitions) do local command = table.concat(vim.tbl_flatten({ "autocmd", def }), " ") vim.api.nvim_command(command) end vim.api.nvim_command("augroup END") end function format.lsp_before_save() local defs = {} local ext = vim.fn.expand("%:e") table.insert(defs, { "BufWritePre", "*." .. ext, "lua vim.lsp.buf.formatting_sync(nil,1000)" }) if ext == "go" then table.insert( defs, { "BufWritePre", "*.go", "lua require('modules.completion.format').go_organize_imports_sync(1000)" } ) end nvim_create_augroup("lsp_before_save", defs) end -- Synchronously organise (Go) imports. Taken from -- https://github.com/neovim/nvim-lsp/issues/115#issuecomment-654427197. function format.go_organize_imports_sync(timeout_ms) local context = { source = { organizeImports = true } } vim.validate({ context = { context, "t", true } }) local params = vim.lsp.util.make_range_params() params.context = context -- See the implementation of the textDocument/codeAction callback -- (lua/vim/lsp/handler.lua) for how to do this properly. local result = lsp.buf_request_sync(0, "textDocument/codeAction", params, timeout_ms) if not result or next(result) == nil then return end local actions = result[1].result or nil if not actions then return end local action = actions[1] -- textDocument/codeAction can return either Command[] or CodeAction[]. If it -- is a CodeAction, it can have either an edit, a command or both. Edits -- should be executed first. if action.edit or type(action.command) == "table" then if action.edit then vim.lsp.util.apply_workspace_edit(action.edit) end if type(action.command) == "table" then vim.lsp.buf.execute_command(action.command) end else vim.lsp.buf.execute_command(action) end end return format
local tango = require 'tango' local client_backend = "socket" local config = { address = os.getenv("TANGO_SERVER") or "localhost" } local connect = tango.client[client_backend].connect local client, android if config.address == "localhost" then os.execute("adb forward tcp:12345 tcp:12345") end describe("#BasicTests : `android` module with JVM access", function() setup(function() client = connect(config) android = client.require "android" end) it("can call some basic runtime functions", function() local ext_storage_path = android.getExternalStoragePath() assert.is_equal( "string", type(ext_storage_path) ) assert.truthy( ext_storage_path:find('/') ) local ext_files_dir = android.externalFilesDir assert.is_equal( "string", type(ext_files_dir) ) assert.truthy( ext_files_dir:find(ext_storage_path), "android.externalFilesDir does not contain android.getExternalStoragePath()" ) end) it("can get some device info", function() local product,version,name,flavor = android.getProduct(),android.getVersion(), android.getName(),android.getFlavor() assert.is_equal( "string", type(product) ) assert.is_equal( "string", type(version) ) assert.is_equal( "string", type(name) ) assert.is_equal( "string", type(flavor) ) assert.truthy( string.find( product..'/'..version..'/'..name..'/'..flavor, "%/luajit%-launcher%-debug%/") ) end) it("can get some device values", function() local scr_wid = android.getScreenWidth() assert.is_equal( "number", type(scr_wid) ) assert.truthy( scr_wid>0 and scr_wid<9999 ) local scr_bri = android.getScreenBrightness() assert.is_equal( "number", type(scr_bri) ) assert.truthy( scr_bri>0 and scr_bri<9999 ) local batt = android.getBatteryLevel() assert.is_equal( "number", type(batt) ) assert.truthy( batt>0 and batt<9999 ) end) it("can handle Android clipboard", function() local clipb = android.getClipboardText() assert.is_equal( "string", type(clipb) ) android.setClipboardText("Hello, Android world!") clipb = android.getClipboardText() assert.is_equal( "Hello, Android world!", clipb ) end) it("can exec a command in a subprocess", function() local out = android.stdout("uname", "-a") assert.truthy( out:find("Linux") ) end) it("can handle exceptions in jvm", function() local fn_FindClass_str = [[ name = ... return android.jni:jpcallInContext(function(jni) return jni.env[0].FindClass(jni.env, name) end) ]] local remFindClass = client.loadstring( fn_FindClass_str ) assert.is_not.equal(nil, remFindClass, "failed to push fn remFindClass() to server") assert.equal('function', remFindClass.__tango_type) local ok, aClazz = remFindClass("java/lang/String") assert.equal(true, ok) assert.equal("cdata<void *>", aClazz.__tango_type) ok, aClazz = remFindClass("java/lang/NONEXISTANT") assert.equal(false, ok) assert.equal("string", type(aClazz)) assert.truthy(aClazz:find("Didn't find class")) end) end)
return ccompile{"main.c"};
local p = require 'pretty-print-ffi'.prettyPrint local loop = require 'uv-ffi' require 'safe-coro'(function () local timer = loop:newTimer() p("About to sleep", timer) timer:sleep(1000) p("Done sleeping!", timer) timer:close() end) loop:run('default')
--憶念の相剣 -- --Script by KillerDJSH function c101107067.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) c:RegisterEffect(e1) --remove local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(101107067,0)) e2:SetCategory(CATEGORY_REMOVE) e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O) e2:SetProperty(EFFECT_FLAG_DELAY) e2:SetRange(LOCATION_SZONE) e2:SetCode(EVENT_REMOVE) e2:SetCountLimit(1,101107067) e2:SetTarget(c101107067.remtg) e2:SetOperation(c101107067.remop) c:RegisterEffect(e2) --token local e3=Effect.CreateEffect(c) e3:SetDescription(aux.Stringid(101107067,1)) e3:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_TOKEN) e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e3:SetProperty(EFFECT_FLAG_DELAY) e3:SetCode(EVENT_REMOVE) e3:SetCountLimit(1,101107067+100) e3:SetTarget(c101107067.sptg) e3:SetOperation(c101107067.spop) c:RegisterEffect(e3) end function c101107067.rmfilter(c) return (c:IsType(TYPE_SYNCHRO) and c:IsRace(RACE_WYRM) or c:IsSetCard(0x16b)) and c:IsAbleToRemove() and (c:IsFaceup() or not c:IsOnField()) end function c101107067.remtg(e,tp,eg,ep,ev,re,r,rp,chk) local g=Duel.GetMatchingGroup(c101107067.rmfilter,tp,LOCATION_HAND+LOCATION_ONFIELD+LOCATION_GRAVE+LOCATION_DECK,LOCATION_ONFIELD,nil) if chk==0 then return g:GetCount()>0 end Duel.SetOperationInfo(0,CATEGORY_REMOVE,g,1,tp,LOCATION_HAND+LOCATION_ONFIELD+LOCATION_GRAVE+LOCATION_DECK) end function c101107067.remop(e,tp,eg,ep,ev,re,r,rp) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE) local g=Duel.SelectMatchingCard(tp,c101107067.rmfilter,tp,LOCATION_HAND+LOCATION_ONFIELD+LOCATION_GRAVE+LOCATION_DECK,LOCATION_ONFIELD,1,1,nil) if #g>0 then Duel.Remove(g,POS_FACEUP,REASON_EFFECT) end end function c101107067.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsPlayerCanSpecialSummonMonster(tp,20001444,0x16b,TYPES_TOKEN_MONSTER+TYPE_TUNER,0,0,4,RACE_WYRM,ATTRIBUTE_WATER) end Duel.SetOperationInfo(0,CATEGORY_TOKEN,nil,1,0,0) Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,0,0) end function c101107067.spop(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsPlayerCanSpecialSummonMonster(tp,20001444,0x16b,TYPES_TOKEN_MONSTER+TYPE_TUNER,0,0,4,RACE_WYRM,ATTRIBUTE_WATER) then local token=Duel.CreateToken(tp,101107167) Duel.SpecialSummonStep(token,0,tp,tp,false,false,POS_FACEUP) local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_FIELD) e1:SetCode(EFFECT_CANNOT_SPECIAL_SUMMON) e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e1:SetRange(LOCATION_MZONE) e1:SetAbsoluteRange(tp,1,0) e1:SetTarget(c101107067.splimit) e1:SetReset(RESET_EVENT+RESETS_STANDARD) token:RegisterEffect(e1,true) Duel.SpecialSummonComplete() end end function c101107067.splimit(e,c) return not c:IsType(TYPE_SYNCHRO) and c:IsLocation(LOCATION_EXTRA) end
vim.o.termguicolors = true require('common.utils') require('config.settings') -- File auto commands require('config.files') require('config.mapping') require('config.theme') require('config.abbrev') -- Everything else we want to use fennel for -- Note: this runs AFTER fennel plugin configuration require('config.fennel') -- Plugins require('config.plugins') cmd "syntax enable" cmd "syntax on"
-- premake5.lua function AddWXWidgetStaticLibrary(libpath) wxwidgetOption = "lib" --links { "comctl32.lib" } -- necessary for WXWIDGET --links { "rpcrt4.lib" } -- necessary for WXWIDGET --defines { "UNICODE" } -- necessary for WXWIDGET --defines { "_UNICODE" } -- necessary for WXWIDGET includedirs{ libpath .. "wxWidgets/include/" } filter "system:Windows" links { "comctl32.lib" } -- necessary for WXWIDGET links { "rpcrt4.lib" } -- necessary for WXWIDGET defines { "UNICODE" } -- necessary for WXWIDGET defines { "_UNICODE" } -- necessary for WXWIDGET filter "configurations:Debug" links { "wxbase31ud.lib" } -- necessary for WXWIDGET links { "wxmsw31ud_core.lib" } -- necessary for WXWIDGET links { "wxpngd.lib" } -- necessary for WXWIDGET links { "wxzlibd.lib" } -- necessary for WXWIDGET filter "configurations:Release" links { "wxbase31u.lib" } -- necessary for WXWIDGET links { "wxmsw31u_core.lib" } -- necessary for WXWIDGET links { "wxpng.lib" } -- necessary for WXWIDGET links { "wxzlib.lib" } -- necessary for WXWIDGET filter "platforms:x86" libdirs { libpath .. "wxWidgets/lib/vc_".. wxwidgetOption .."/" } includedirs { libpath .. "wxWidgets/lib/vc_" .. wxwidgetOption .."/mswu/" } filter "platforms:x64" libdirs { libpath .. "wxWidgets/lib/vc_x64_".. wxwidgetOption .."/" } includedirs { libpath .. "wxWidgets/lib/vc_x64_".. wxwidgetOption .."/mswu/" } filter {} end function AddWXWidgetDynamicLibrary(libpath) wxwidgetOption = "dll" --links { "comctl32.lib" } -- necessary for WXWIDGET --links { "rpcrt4.lib" } -- necessary for WXWIDGET --defines { "UNICODE" } -- necessary for WXWIDGET --defines { "_UNICODE" } -- necessary for WXWIDGET defines { "WXUSINGDLL" } -- necessary for WXWIDGET (DLL) includedirs{ libpath .. "wxWidgets/include/" } filter "system:Windows" links { "comctl32.lib" } -- necessary for WXWIDGET links { "rpcrt4.lib" } -- necessary for WXWIDGET defines { "UNICODE" } -- necessary for WXWIDGET defines { "_UNICODE" } -- necessary for WXWIDGET filter "configurations:Debug" links { "wxbase31ud.lib" } -- necessary for WXWIDGET links { "wxmsw31ud_core.lib" } -- necessary for WXWIDGET links { "wxpngd.lib" } -- necessary for WXWIDGET links { "wxzlibd.lib" } -- necessary for WXWIDGET filter "configurations:Release" links { "wxbase31u.lib" } -- necessary for WXWIDGET links { "wxmsw31u_core.lib" } -- necessary for WXWIDGET links { "wxpng.lib" } -- necessary for WXWIDGET links { "wxzlib.lib" } -- necessary for WXWIDGET filter "platforms:x86" libdirs { libpath .. "wxWidgets/lib/vc_".. wxwidgetOption .."/" } includedirs { libpath .. "wxWidgets/lib/vc_" .. wxwidgetOption .."/mswu/" } filter "platforms:x64" libdirs { libpath .. "wxWidgets/lib/vc_x64_".. wxwidgetOption .."/" } includedirs { libpath .. "wxWidgets/lib/vc_x64_".. wxwidgetOption .."/mswu/" } filter {} end rootdir = "../.." srcroot = rootdir .. "/src/" libroot = rootdir .. "/lib/" workspace "RayTracerProject" configurations { "Debug" , "Release" } platforms { "x86" , "x64" } location (rootdir .. "/build/solutions/".._ACTION) filter "system:Windows" libpath = libroot filter { } project "RayTracer" kind "WindowedApp" flags { "WinMain" } language "C++" targetdir (rootdir.."/bin/%{cfg.buildcfg}") --cppdialect "C++17" files { srcroot .. "**.h", srcroot .. "**.cpp" } filter "system:Windows" filter {} --includedirs --{ -- Invision libraries -- srcroot --} AddWXWidgetStaticLibrary(libpath) filter "configurations:Debug" defines { "DEBUG" } flags { "Symbols" } filter "configurations:Release" defines { "NDEBUG" } optimize "On" filter "platforms:x86" architecture "x86" filter "platforms:x64" architecture "x86_64"
local VariantSource = {} VariantSource.__index = VariantSource function VariantSource.For(baseName, count, extension) local varSrc = { Variants = {} } for i = 1, count do table.insert(varSrc.Variants, MultiSource.For(baseName .. string.format("%02d", i) .. extension)) end return setmetatable(varSrc, VariantSource) end function VariantSource:PlayRandom() assert(getmetatable(self) == VariantSource, ERR_STATIC_CALL:format("PlayRandom", "VariantSource.For(baseName, count, extension)")) local randIndex = math.random(1, #self.Variants) self.Variants[randIndex]:Play() end function VariantSource:Play(index) assert(getmetatable(self) == VariantSource, ERR_STATIC_CALL:format("Play", "VariantSource.For(baseName, count, extension)")) if index < 1 or index > #self.Variants then error("Attempt to play invalid VariantSource! Index out of range.") end self.Variants[index]:Play() end return VariantSource
AelsKoSGUI = AelsKoS:NewModule("GUI"); local mainWindow local scrollFrame local scrollBar local contentFrame local scrollItems = { count = 0 } local killData local activeSortMode = "" local sortFlag = true function AelsKoSGUI:toggle() if mainWindow == nil or not mainWindow:IsShown() then self:show() else self:hide() end end function AelsKoSGUI:show() if mainWindow == nil then self:createGUI() end self:loadKillData() mainWindow:Show() end function AelsKoSGUI:hide() mainWindow:Hide() end function AelsKoSGUI:loadKillData() killData = {count = 0} for k, v in pairs(AelsKoS.db.global.stats) do local score = v.kills - v.deaths table.insert(killData, {name = k, kills = v.kills, deaths = v.deaths, score = score}) killData.count = killData.count + 1 end self:setScrollItems(killData) end function AelsKoSGUI:sortBy(sortMode) if sortMode == activeSortMode then sortFlag = not sortFlag else sortFlag = true end if sortMode == "name" then if(sortFlag) then table.sort(killData, function(a, b) return a.name < b.name end) else table.sort(killData, function(a, b) return a.name > b.name end) end elseif sortMode == "kills" or sortMode == "deaths" or sortMode == "score" then if(sortFlag) then table.sort(killData, function(a, b) return a[sortMode] > b[sortMode] end) else table.sort(killData, function(a, b) return a[sortMode] < b[sortMode] end) end end activeSortMode = sortMode self:setScrollItems(killData) end function AelsKoSGUI:createGUI() self:createMainWindow() self:createScrollFrame() self:createScrollContent() end function AelsKoSGUI:setScrollItems(items) for k, v in ipairs(items) do local item if(k > scrollItems.count) then item = self:createScrollItem() else item = scrollItems[k] end item:setText(v.name, v.kills, v.deaths, v.score) if v.score > 0 then item.text4:SetTextColor(0, 1, 0) elseif v.score < 0 then item.text4:SetTextColor(0.9, 0, 0) else item.text4:SetTextColor(1, 0.82, 0) end end contentFrame:SetHeight(16 * items.count) end function AelsKoSGUI:createMainWindow() mainWindow = CreateFrame("Frame", "AelsKoSMainWindow", UIParent) mainWindow:SetFrameStrata("DIALOG") mainWindow:SetToplevel(true) mainWindow:EnableMouse(true) mainWindow:SetMovable(true) mainWindow:SetClampedToScreen(true) mainWindow:SetWidth(384) mainWindow:SetHeight(512) mainWindow:SetPoint("TOP", 0, -50) mainWindow:Hide() mainWindow:SetScript('OnShow', function() PlaySound(SOUNDKIT.IG_MAINMENU_OPTION) end) mainWindow:SetScript('OnHide', function() PlaySound(SOUNDKIT.GS_TITLE_OPTION_EXIT) end) mainWindow:RegisterForDrag('LeftButton') mainWindow:SetScript('OnDragStart', function(f) f:StartMoving() end) mainWindow:SetScript('OnDragStop', function(f) f:StopMovingOrSizing() end) local closeButton = CreateFrame("Button", "AelsKoSCloseButton", mainWindow, "UIPanelCloseButton"); closeButton:SetPoint("TOPRIGHT", mainWindow, -30, -8); local backgroundIconTexture = mainWindow:CreateTexture("AelsKoSIcon", "BACKGROUND"); backgroundIconTexture:SetTexture("Interface\\FriendsFrame\\FriendsFrameScrollIcon"); backgroundIconTexture:SetWidth(60); backgroundIconTexture:SetHeight(60); backgroundIconTexture:SetPoint("TOPLEFT", 7, -6); local backgroundTopLeft = mainWindow:CreateTexture("AelsKoSBGTL", "ARTWORK"); backgroundTopLeft:SetTexture("Interface\\ClassTrainerFrame\\UI-ClassTrainer-TopLeft"); backgroundTopLeft:SetWidth(256); backgroundTopLeft:SetHeight(256); backgroundTopLeft:SetPoint("TOPLEFT"); local backgroundTopRight = mainWindow:CreateTexture("AelsKoSBGTR", "ARTWORK"); backgroundTopRight:SetTexture("Interface\\ClassTrainerFrame\\UI-ClassTrainer-TopRight"); backgroundTopRight:SetWidth(128); backgroundTopRight:SetHeight(256); backgroundTopRight:SetPoint("TOPRIGHT"); local backgroundBottomLeft = mainWindow:CreateTexture("AelsKoSBGBL", "ARTWORK"); backgroundBottomLeft:SetTexture("Interface\\PaperDollInfoFrame\\UI-Character-General-BottomLeft"); backgroundBottomLeft:SetWidth(256); backgroundBottomLeft:SetHeight(256); backgroundBottomLeft:SetPoint("BOTTOMLEFT"); local backgroundBottomRight = mainWindow:CreateTexture("AelsKoSBGBR", "ARTWORK"); backgroundBottomRight:SetTexture("Interface\\PaperDollInfoFrame\\UI-Character-General-BottomRight"); backgroundBottomRight:SetWidth(128); backgroundBottomRight:SetHeight(256); backgroundBottomRight:SetPoint("BOTTOMRIGHT"); local title = mainWindow:CreateFontString("ARTWORK") title:SetFontObject("GameFontNormal") title:SetPoint("TOP", mainWindow, "TOP", 0, -18) title:SetText("AelsKoS") end function AelsKoSGUI:createScrollFrame() scrollFrame = CreateFrame("ScrollFrame", "AelsKoSInnerFrame", mainWindow) scrollFrame:EnableMouse(true) scrollFrame:SetPoint("TOPLEFT", 19, -95) scrollFrame:SetPoint("BOTTOMRIGHT", -43, 81) scrollFrame:SetBackdropColor(0.1, 0.1, 0.1, 0.5) scrollFrame:SetBackdropBorderColor(0.4, 0.4, 0.4) scrollFrame:EnableMouseWheel(true) scrollFrame:SetScript("OnMouseWheel", ScrollFrame_OnMouseWheel) scrollBar = CreateFrame("Slider", "TestScroll", scrollFrame, "UIPanelScrollBarTemplate") scrollBar:SetPoint("TOPRIGHT", scrollFrame, "TOPRIGHT", -6, -20) scrollBar:SetPoint("BOTTOMRIGHT", scrollFrame, "BOTTOMRIGHT", -6, 20) scrollBar:SetMinMaxValues(0, 1000) scrollBar:SetValueStep(16) scrollBar:SetValue(0) scrollBar:SetWidth(16) scrollBar:SetHeight(50) scrollBar:SetScript("OnValueChanged", ScrollBar_OnScrollValueChanged) scrollBar.scrollStep = 16 local scrollbg = scrollBar:CreateTexture(nil, "BACKGROUND") scrollbg:SetAllPoints(scrollBar) scrollbg:SetColorTexture(0, 0, 0, 0.4) local testTab = CreateFrame("Button", "TestTab", scrollFrame, "WhoFrameColumnHeaderTemplate") testTab:SetPoint("BOTTOMLEFT", scrollFrame, "TOPLEFT") WhoFrameColumn_SetWidth(testTab, 162) testTab:SetText("Name") testTab:EnableMouse(true) testTab:SetScript("OnClick", function() AelsKoSGUI:sortBy("name") end) local testTab2 = CreateFrame("Button", "TestTab2", scrollFrame, "WhoFrameColumnHeaderTemplate") testTab2:SetPoint("TOPLEFT", testTab, "TOPRIGHT") WhoFrameColumn_SetWidth(testTab2, 46) testTab2:SetText("Kills") testTab2:EnableMouse(true) testTab2:SetScript("OnClick", function() AelsKoSGUI:sortBy("kills") end) local testTab3 = CreateFrame("Button", "TestTab3", scrollFrame, "WhoFrameColumnHeaderTemplate") testTab3:SetPoint("TOPLEFT", testTab2, "TOPRIGHT") WhoFrameColumn_SetWidth(testTab3, 46) testTab3:SetText("Deaths") testTab3:EnableMouse(true) testTab3:SetScript("OnClick", function() AelsKoSGUI:sortBy("deaths") end) local testTab4 = CreateFrame("Button", "TestTab4", scrollFrame, "WhoFrameColumnHeaderTemplate") testTab4:SetPoint("TOPLEFT", testTab3, "TOPRIGHT") WhoFrameColumn_SetWidth(testTab4, 46) testTab4:SetText("Score") testTab4:EnableMouse(true) testTab4:SetScript("OnClick", function() AelsKoSGUI:sortBy("score") end) end function AelsKoSGUI:createScrollContent() contentFrame = CreateFrame("Frame", "Hywqe", scrollFrame) scrollFrame:SetScrollChild(contentFrame) contentFrame:SetPoint("TOPLEFT", 0, 0) contentFrame:SetPoint("TOPRIGHT", 0, 0) contentFrame:SetHeight(400) end function AelsKoSGUI:createScrollItem() local itemIndex = scrollItems.count + 1 scrollItems.count = itemIndex local listButton = CreateFrame("Button", "ScrollItem" .. itemIndex, contentFrame); listButton:SetWidth(298); listButton:SetHeight(16); listButton:RegisterForClicks("LeftButtonUp", "RightButtonUp"); listButton:SetHighlightTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight"); listButton:GetHighlightTexture():SetBlendMode("ADD"); if itemIndex == 1 then listButton:SetPoint("TOPLEFT", 0, 0); else listButton:SetPoint("TOPLEFT", scrollItems[itemIndex - 1].button, "BOTTOMLEFT"); end local listButtonText = listButton:CreateFontString("ScrollItemButton" .. itemIndex .. "Text1", "BORDER"); listButtonText:SetWidth(142); listButtonText:SetHeight(14); listButtonText:SetJustifyH("LEFT"); listButtonText:SetJustifyV("MIDDLE"); listButtonText:SetFontObject("GameFontNormalSmall"); listButtonText:SetPoint("TOPLEFT", listButton, "TOPLEFT", 10, 0); listButtonText:SetText("Aelexe-Frostmourne") local listButtonText2 = listButton:CreateFontString("ScrollItemButton" .. itemIndex .. "Text2", "BORDER"); listButtonText2:SetWidth(36); listButtonText2:SetHeight(14); listButtonText2:SetJustifyH("RIGHT"); listButtonText2:SetJustifyV("MIDDLE"); listButtonText2:SetFontObject("GameFontNormalSmall"); listButtonText2:SetPoint("TOPLEFT", listButtonText, "TOPRIGHT", 15, 0); listButtonText2:SetText("3") listButtonText2:SetTextColor(0, 1, 0) local listButtonText3 = listButton:CreateFontString("ScrollItemButton" .. itemIndex .. "Text3", "BORDER"); listButtonText3:SetWidth(36); listButtonText3:SetHeight(14); listButtonText3:SetJustifyH("RIGHT"); listButtonText3:SetJustifyV("MIDDLE"); listButtonText3:SetFontObject("GameFontNormalSmall"); listButtonText3:SetPoint("TOPLEFT", listButtonText2, "TOPRIGHT", 10, 0); listButtonText3:SetText("1") listButtonText3:SetTextColor(0.9, 0, 0) local listButtonText4 = listButton:CreateFontString("ScrollItemButton" .. itemIndex .. "Text4", "BORDER"); listButtonText4:SetWidth(36); listButtonText4:SetHeight(14); listButtonText4:SetJustifyH("RIGHT"); listButtonText4:SetJustifyV("MIDDLE"); listButtonText4:SetFontObject("GameFontNormalSmall"); listButtonText4:SetPoint("TOPLEFT", listButtonText3, "TOPRIGHT", 10, 0); listButtonText4:SetText("2") listButtonText4:SetTextColor(0, 1, 0) scrollItems[itemIndex] = { button = listButton, text1 = listButtonText, text2 = listButtonText2, text3 = listButtonText3, text4 = listButtonText4, setText = function(self, content1, content2, content3, content4) self.text1:SetText(content1) self.text2:SetText(content2) self.text3:SetText(content3) self.text4:SetText(content4) end } return scrollItems[itemIndex] end function ScrollBar_OnScrollValueChanged(frame, value) local difference = contentFrame:GetHeight() - scrollFrame:GetHeight() local scrollAmount = difference * (value / 1000) contentFrame:SetPoint("TOPLEFT", 0, scrollAmount) contentFrame:SetPoint("TOPRIGHT", 0, scrollAmount) end function ScrollFrame_OnMouseWheel(frame, value) scrollBar:SetValue(scrollBar:GetValue() + (scrollBar.scrollStep * -value)) end
local Module = nn.Module -- You can use this to manually forget past memories in AbstractRecurrent instances function Module:forget() if self.modules then for i,module in ipairs(self.modules) do module:forget() end end return self end -- Used by nn.Sequencers function Module:remember(remember) if self.modules then for i, module in ipairs(self.modules) do module:remember(remember) end end return self end function Module:stepClone(shareParams, shareGradParams) return self:sharedClone(shareParams, shareGradParams, true) end function Module:backwardOnline() print("Deprecated Jan 6, 2016. By default rnn now uses backwardOnline, so no need to call this method") end -- calls setOutputStep on all component AbstractRecurrent modules -- used by Recursor() after calling stepClone. -- this solves a very annoying bug... function Module:setOutputStep(step) if self.modules then for i,module in ipairs(self.modules) do module:setOutputStep(step) end end end -- set the maximum number of backpropagation through time (BPTT) time-steps function Module:maxBPTTstep(rho) if self.modules then for i, module in ipairs(self.modules) do module:maxBPTTstep(rho) end end end function Module:getHiddenState(step) if self.modules then local hiddenState = {} for i, module in ipairs(self.modules) do hiddenState[i] = module:getHiddenState(step) end return hiddenState end end function Module:setHiddenState(step, hiddenState) if self.modules then assert(torch.type(hiddenState) == 'table') for i, module in ipairs(self.modules) do module:setHiddenState(step, hiddenState[i]) end end end function Module:getGradHiddenState(step) if self.modules then local gradHiddenState = {} for i, module in ipairs(self.modules) do gradHiddenState[i] = module:getGradHiddenState(step) end return gradHiddenState end end function Module:setGradHiddenState(step, gradHiddenState) if self.modules then assert(torch.type(gradHiddenState) == 'table') for i, module in ipairs(self.modules) do module:setGradHiddenState(step, gradHiddenState[i]) end end end
-- moneytweakdata.lua - MoneyTweakData:init, fixes infinite money loss at the results/exp screen. -- Must be in this seperate hook as the main init function is called on the loading of the tweak_data lua file, so this hook will be added after the main call of it has already taken place -- This method prevents issues with other mods that may also touch this function -- Gets called after every call of the init function on the MoneyTweakData class table, init is called in tweak_data after it has already been initialized for a particular difficulty Hooks:PostHook(MoneyTweakData, "init", "BigLobbyModifyMoneyTweak", function(self) self.alive_humans_multiplier = self._create_value_table(1, self.alive_players_max, BigLobbyGlobals:num_player_slots(), false, 1) end)
function hsvToRgb(h, s, v) -- from https://love2d.org/wiki/HSV_color if s <= 0 then return v,v,v end h, s, v = h/256*6, s/255, v/255 local c = v*s local x = (1-math.abs((h%2)-1))*c local m,r,g,b = (v-c), 0,0,0 if h < 1 then r,g,b = c,x,0 elseif h < 2 then r,g,b = x,c,0 elseif h < 3 then r,g,b = 0,c,x elseif h < 4 then r,g,b = 0,x,c elseif h < 5 then r,g,b = x,0,c else r,g,b = c,0,x end return (r+m)*255,(g+m)*255,(b+m)*255 end function randomChoice(array) return array[love.math.random(1,#array)] end function vectorNorm(array) local sum = 0 for i=1,#array do sum = sum + array[i]*array[i] end return math.sqrt(sum) end function vectorNormalized(array) local n = vectorNorm(array) local out = {} for i=1,#array do out[i]=array[i]/n end return out end function randomCharacter() return string.char(love.math.random(string.byte("A"), string.byte("Z"))) end function loveDoFile(filename) return assert(loadstring(love.filesystem.read(filename), filename))() end function clamp(value, low, hi) return math.max(low, math.min(value, hi)) end
local types = {} for _, key in ipairs(KEYS) do table.insert(types, redis.call('type', key)) end return types
--[[ TEMPLATE CHECKS =============== ]] check_parent = function (n, parent_type) it("appears as part of a " .. parent_type, function() expect(n:appears_as_child_of_type(parent_type)).should_be(true) end) end is_a_lone_feature = function (n) it("appears as a root node", function() expect(n:appears_as_root_node()).should_be(true) end) it("should not have children", function() expect(count(n:direct_children())).should_be(0) end) end does_not_cross_a_contig_boundary = function(n, childtype) it("does not have a CDS overlapping a gap", function() local ovl = feature_index:get_features_for_range(n:get_seqid(), n:get_range()) local contigs = {} for _,v in ipairs(ovl) do if v:get_type() == "gap" then for c in n:children() do if c:get_type() == childtype then expect(c:get_range():overlap(v:get_range())).should_be_falsy() end end end end end) end --[[ GENE ==== ]] describe.feature("gene", function(gene) local valid_child_types = {"mRNA","tRNA","rRNA","snoRNA","snRNA", "scRNA", "lncRNA", "ncRNA", "promoter"} does_not_cross_a_contig_boundary(gene, "CDS") it("has only allowed child types", function() for f in gene:direct_children() do expect(valid_child_types).should_contain(f:get_type()) end end) it("has at least one valid child", function() local has_child = false for f in gene:direct_children() do if not has_child and table.contains(valid_child_types, f:get_type()) then has_child = true break end end expect(has_child).should_be(true) end) it("only contains allowed attributes", function() for k,_ in gene:attribute_pairs() do expect({"ID", "Name", "comment", "Note", "End_range", "Start_range", "Dbxref", "controlled_curation", "previous_systematic_id", "fiveEndPartial", "threeEndPartial", "literature", "synonym", "eupathdb_uc", "internalGap", "ratt_ortholog", "original_prot_length", "Target", "has_internal_stop", "has_frameshift"}).should_contain(k) end end) it("appears as a root node", function() expect(gene:appears_as_root_node()).should_be(true) end) it("contains all child features within its coordinates", function() for child in gene:children() do expect(gene:get_range():contains(child:get_range())).should_be(true) end end) it("has consistent strands across all children", function() for child in gene:children() do expect(gene:get_strand()).should_be(child:get_strand()) end end) it("does not overlap another protein coding gene", function() local nof_genes_at_site = 0 local overlapping = feature_index:get_features_for_range(gene:get_seqid(), gene:get_range()) if gene:has_child_of_type("mRNA") then for _,f in ipairs(overlapping) do if f:get_type() == "gene" and f:has_child_of_type("mRNA") then nof_genes_at_site = nof_genes_at_site + 1 end end expect(nof_genes_at_site).should_equal(1) end end) end) --[[ PSEUDOGENE ========== ]] describe.feature("pseudogene", function(pseudogene) does_not_cross_a_contig_boundary(pseudogene, "pseudogenic_exon") it("contains a pseudogenic_transcript", function() expect(pseudogene:has_child_of_type("pseudogenic_transcript")).should_be(true) end) it("has only allowed child types", function() for f in pseudogene:direct_children() do expect({"pseudogenic_transcript"}).should_contain(f:get_type()) end end) it("appears as a root node", function() expect(pseudogene:appears_as_root_node()).should_be(true) end) it("only contains allowed attributes", function() for k,_ in pseudogene:attribute_pairs() do expect({"ID", "Name", "comment", "Note", "End_range", "Start_range", "Dbxref", "controlled_curation", "previous_systematic_id", "literature", "synonym", "eupathdb_uc", "has_internal_stop", "has_frameshift", "has_start", "has_stop", "original_prot_length", "Target", "ratt_ortholog", "threeEndPartial", "fiveEndPartial"}).should_contain(k) end end) it("contains all child features within its coordinates", function() for child in pseudogene:children() do expect(pseudogene:get_range():overlap(child:get_range())).should_be(true) end end) it("has consistent strands across all children", function() for child in pseudogene:children() do expect(pseudogene:get_strand()).should_be(child:get_strand()) end end) end) --[[ PSEUDOGENIC_TRANSCRIPT ====================== ]] describe.feature("pseudogenic_transcript", function(ptranscript) check_parent(ptranscript, "pseudogene") it("only contains allowed attributes", function() for k,_ in ptranscript:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "End_range", "Start_range", "Dbxref", "controlled_curation", "previous_systematic_id"}).should_contain(k) end end) it("contains at least one pseudogenic_exon", function() expect(ptranscript:has_child_of_type("pseudogenic_exon")).should_be(true) end) it("has only allowed child types", function() for f in ptranscript:direct_children() do expect({"pseudogenic_exon"}).should_contain(f:get_type()) end end) end) --[[ PSEUDOGENIC_EXON ================ ]] describe.feature("pseudogenic_exon", function(pexon) check_parent(pexon, "pseudogenic_transcript") it("only contains allowed attributes", function() for k,_ in pexon:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "End_range", "Start_range", "Dbxref", "controlled_curation", "previous_systematic_id"}).should_contain(k) end end) it("should not have children", function() expect(count(pexon:direct_children())).should_be(0) end) end) --[[ MRNA ==== ]] describe.feature("mRNA", function(mrna) local dnaseq = mrna:extract_sequence("CDS", true, region_mapping):lower() local protseq = mrna:extract_and_translate_sequence("CDS", true, region_mapping) check_parent(mrna, "gene") it("only contains allowed attributes", function() for k,_ in mrna:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "End_range", "Start_range", "Dbxref", "controlled_curation", "previous_systematic_id", "stop_codon_redefined_as_selenocysteine"}).should_contain(k) end end) it("consists of less than 50% Ns", function() expect(dnaseq:char_count("n")/dnaseq:len()).should_be_smaller_than(0.5) end) it("has at least one CDS child", function() expect(mrna:has_child_of_type("CDS")).should_be(true) end) it("has only allowed child types", function() for f in mrna:direct_children() do expect({"CDS", "exon", "five_prime_UTR", "three_prime_UTR"}).should_contain(f:get_type()) end end) it("has a coding sequence >= 3bp", function() expect(dnaseq:len()).should_be_larger_than(2) end) it("has a protein product >= 10aa", function() expect(protseq:len()).should_be_larger_than(10) end) it("has non-partial CDS ending on a stop codon", function() local in_partial_gene = false for _,g in ipairs(mrna:get_path()) do if g:get_type() == "gene" then if ((g:get_strand() == "+" and g:get_attribute("End_range")) or (g:get_strand() == "-" and g:get_attribute("Start_range")) or g:get_attribute("threeEndPartial")) then in_partial_gene = true break end end end if not in_partial_gene then expect(protseq:sub(-1)).should_match("[*+#]") end end) it("has non-partial CDS beginning with a start codon", function() local in_partial_gene = false for _,g in ipairs(mrna:get_path()) do if g:get_type() == "gene" then if ((g:get_strand() == "+" and g:get_attribute("Start_range")) or (g:get_strand() == "-" and g:get_attribute("End_range")) or g:get_attribute("fiveEndPartial")) then in_partial_gene = true break end end end if not in_partial_gene then expect(protseq:sub(1,1)).should_match("[Mm]") end end) it("has non-selenocysteine CDS with no internal stop codons", function() local overlapping = feature_index:get_features_for_range(mrna:get_seqid(), mrna:get_range()) is_selenocysteine = false for _,n in pairs(overlapping) do for c in n:children() do if not is_selenocysteine and c:get_attribute("stop_codon_redefined_as_selenocysteine") then is_selenocysteine = true break end end end if not is_selenocysteine then expect(protseq:sub(1, -2)).should_not_match("[*+#]") end end) it("agrees exactly with CDS/UTR coordinates of its children", function() local rng = nil -- collect and join CDS ranges for c in mrna:children() do if c:get_type() == "CDS" or string.match(c:get_type(), "UTR") then if not rng then rng = c:get_range() else rng = rng:join(c:get_range()) end end end -- should overlap with at least one feature expect(rng).should_be_truthy() -- check if coordinates match if rng then expect(rng:get_start() == mrna:get_range():get_start() and rng:get_end() == mrna:get_range():get_end()).should_be_truthy() end end) end) --[[ FIVE_PRIME_UTR ============== ]] describe.feature("five_prime_UTR", function(futr) check_parent(futr, "gene") it("only contains allowed attributes", function() for k,_ in futr:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "End_range", "Start_range", "Dbxref", "controlled_curation", "previous_systematic_id", "literature"}).should_contain(k) end end) it("should not have children", function() expect(#(collect(futr:direct_children()))).should_be(0) end) end) --[[ THREE_PRIME_UTR =============== ]] describe.feature("three_prime_UTR", function(tutr) check_parent(tutr, "gene") it("only contains allowed attributes", function() for k,_ in tutr:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "End_range", "Start_range", "Dbxref", "controlled_curation", "previous_systematic_id", "literature"}).should_contain(k) end end) it("should not have children", function() expect(#(collect(tutr:direct_children()))).should_be(0) end) end) --[[ CDS === ]] describe.feature("CDS", function(cds) it("appears as child of an mRNA", function() expect(cds:appears_as_child_of_type("mRNA")).should_be(true) end) it("only contains allowed attributes", function() for k,_ in cds:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "End_range", "Start_range", "Dbxref", "controlled_curation", "previous_systematic_id"}).should_contain(k) end end) it("should not have children", function() expect(#(collect(cds:direct_children()))).should_be(0) end) end) --[[ POLYPEPTIDE =========== ]] derives_from = {} describe.feature("polypeptide", function(pp) it("must be derived_from a unique mRNA", function() local dfrom = pp:get_attribute("Derives_from") expect(dfrom).should_not_be(nil) expect(derives_from).should_not_have_key(dfrom) derives_from[dfrom] = true end) it("appears as a root node", function() expect(pp:appears_as_root_node()).should_be(true) end) it("has a required product attribute", function() expect(pp:get_attribute("product")).should_not_be(nil) end) it("has only allowed child types", function() for f in pp:direct_children() do expect({"polypeptide_motif","protein_match", "polypeptide_domain", "transmembrane_polypeptide_region", "transmembrane_polypeptide_region", "non_cytoplasmic_polypeptide_region", "membrane_structure"}).should_contain(f:get_type()) end end) it("only contains allowed attributes", function() for k,_ in pp:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "End_range", "Start_range", "Dbxref", "controlled_curation", "previous_systematic_id", "Ontology_term", "Derives_from", "cytoplasmic_polypeptide_region", "literature", "non_cytoplasmic_polypeptide_region", "transmembrane_polypeptide_region", "membrane_structure", "gPI_anchor_cleavage_site", "paralogous_to", "orthologous_to", "polypeptide_domain", "product", "product_synonym", "signal_peptide", "similarity", "stop_codon_redefined_as_selenocysteine", "translation", "ortholog_cluster"}).should_contain(k) end end) local overlapping = feature_index:get_features_for_range(pp:get_seqid(), pp:get_range()) it("overlaps the transcript it derives_from", function() local num_transcripts = 0 expect(#overlapping).should_be_larger_than(0) if #overlapping > 0 then for _,ovl_feat in ipairs(overlapping) do for c in ovl_feat:children() do if c:get_attribute("ID") == pp:get_attribute("Derives_from") then num_transcripts = num_transcripts + 1 end end end expect(num_transcripts).should_be_larger_than(0) end end) it("agrees exactly with CDS of >=1 overlapping coding transcripts", function() local nof_possible = 0 local nof_correct = 0 -- check every feature in the range for _,ovl_feat in ipairs(overlapping) do for n in ovl_feat:children() do if n:get_type() == "mRNA" or n:get_type() =="pseudogenic_transcript" then -- locate transcript (no pseudogene etc) local rng = nil -- collect and join CDS ranges for c in n:children() do if c:get_type() == "CDS" or c:get_type() == "pseudogenic_exon" then if not rng then rng = c:get_range() else rng = rng:join(c:get_range()) end end end -- check if coordinates match if rng then nof_possible = nof_possible + 1 if rng:get_start() == pp:get_range():get_start() and rng:get_end() == pp:get_range():get_end() then nof_correct = nof_correct + 1 end end end end end if nof_possible > 0 then expect(nof_correct).should_be_larger_than(0) end end) end) --[[ POLYPEPTIDE_MOTIF ================= ]] describe.feature("polypeptide_motif", function(cds) it("appears as child of a polypeptide", function() expect(cds:appears_as_child_of_type("polypeptide")).should_be(true) end) it("only contains allowed attributes", function() for k,_ in cds:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "Dbxref", "controlled_curation", "literature"}).should_contain(k) end end) it("should not have children", function() expect(#(collect(cds:direct_children()))).should_be(0) end) end) --[[ NCRNA ===== ]] describe.feature("ncRNA", function(node) check_parent(node, "gene") it("only contains allowed attributes", function() for k,_ in node:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "Start_range", "End_range", "Dbxref", "controlled_curation", "product", "product_synonym", "previous_systematic_id", "literature", "Ontology_term"}).should_contain(k) end end) it("should not have children", function() expect(#(collect(node:direct_children()))).should_be(0) end) end) --[[ TRNA ==== ]] describe.feature("tRNA", function(node) check_parent(node, "gene") it("only contains allowed attributes", function() for k,_ in node:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "Start_range", "End_range", "Dbxref", "controlled_curation", "product", "product_synonym", "previous_systematic_id", "literature", "Ontology_term", "aa", "anticodon", "gc_content"}).should_contain(k) end end) it("should not have children", function() expect(#(collect(node:direct_children()))).should_be(0) end) end) --[[ RRNA ==== ]] describe.feature("rRNA", function(node) check_parent(node, "gene") it("only contains allowed attributes", function() for k,_ in node:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "Start_range", "End_range", "Dbxref", "controlled_curation", "product", "product_synonym", "previous_systematic_id", "literature", "Ontology_term", "model_name", "model_range", "gc", "evalue", "score"}).should_contain(k) end end) it("should not have children", function() expect(#(collect(node:direct_children()))).should_be(0) end) end) --[[ SNRNA ===== ]] describe.feature("snRNA", function(node) check_parent(node, "gene") it("only contains allowed attributes", function() for k,_ in node:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "Start_range", "End_range", "Dbxref", "controlled_curation", "product", "product_synonym", "previous_systematic_id", "literature", "internalGap", "Ontology_term", "model_name", "model_range", "gc", "evalue", "score"}).should_contain(k) end end) it("should not have children", function() expect(#(collect(node:direct_children()))).should_be(0) end) end) --[[ SNORNA ====== ]] describe.feature("snoRNA", function(node) check_parent(node, "gene") it("only contains allowed attributes", function() for k,_ in node:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "Start_range", "End_range", "Dbxref", "controlled_curation", "product", "product_synonym", "previous_systematic_id", "literature", "Ontology_term", "model_name", "model_range", "gc", "evalue", "score"}).should_contain(k) end end) it("should not have children", function() expect(#(collect(node:direct_children()))).should_be(0) end) end) --[[ GAP === ]] describe.feature("gap", function(gap) is_a_lone_feature(gap) it("only contains allowed attributes", function() for k,_ in gap:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "Start_range", "End_range", "Dbxref", "controlled_curation", "previous_systematic_id", "literature", "estimated_length", "gap_type"}).should_contain(k) end end) end) --[[ CONTIG ====== ]] describe.feature("contig", function(contig) is_a_lone_feature(contig) it("only contains allowed attributes", function() for k,_ in contig:attribute_pairs() do expect({"ID", "Name", "Parent", "comment", "Note", "Start_range", "End_range", "Dbxref", "controlled_curation", "previous_systematic_id", "literature"}).should_contain(k) end end) end) --[[ CENTROMERE ========== ]] describe.feature("centromere", function(centromere) is_a_lone_feature(centromere) end) --[[ DIRECT_REPEAT ============= ]] describe.feature("direct_repeat", function(node) is_a_lone_feature(node) end) --[[ INVERTED_REPEAT =============== ]] describe.feature("inverted_repeat", function(node) is_a_lone_feature(node) end) --[[ REPEAT_REGION ============= ]] describe.feature("repeat_region", function(node) is_a_lone_feature(node) end) --[[ REPEAT_UNIT =========== ]] describe.feature("repeat_unit", function(node) is_a_lone_feature(node) end) --[[ NUCLEOTIDE_MATCH ================ ]] describe.feature("nucleotide_match", function(node) is_a_lone_feature(node) end)
-- Default Fight AI fight_ai_name = "Default AI" fight_ai_monster_family = "*" fight_ai_monster_name = "*" function execute() local data = teal_fight_data local character = data.character character:MoveAndAttack() character:TakeCover() end
-- -- User: maks -- Date: 2019-02-14 -- Time: 13:16 -- local planeRenderInfo = { mesh = "models/plane.obj", material = Game.makeMaterial { diffuse = "textures/land.jpg", specularColor = {0.05, 0.08, 0.05}, shininess = 10 } } local scenery = { { Name = "camera", Transform = { position = { x = 0, y = 0, z = 10 } }, Camera = {}, CameraOrbitBehavior = { target = "head", distance = 10, minTilt = -60, maxTilt = 60, } }, { Name = "plane", Transform = { position = { x = 0 , y = 0 , z = 0 }, scale = { x = 10, y = 10, z = 10 } }, RenderInfo = planeRenderInfo }, { Name = "wallXP", Transform = { position = { 10, 10, 0 }, scale = { 10, 10, 10 }, rotation = { 0, 0, 90} }, RenderInfo = planeRenderInfo }, { Name = "wallXN", Transform = { position = { -10, 10, 0 }, scale = { 10, 10, 10 }, rotation = { 0, 0, -90} }, RenderInfo = planeRenderInfo }, { Name = "wallZP", Transform = { position = { 0, 10, 10 }, scale = { 10, 10, 10 }, rotation = { -90, 0, 0 } }, RenderInfo = planeRenderInfo }, { Name = "wallZN", Transform = { position = { 0, 10, -10 }, scale = { 10, 10, 10 }, rotation = { 90, 0, 0 } }, RenderInfo = planeRenderInfo }, { Name = "ceiling", Transform = { position = { 0, 20, 0 }, scale = { 10, 10, 10 }, rotation = { 180, 0, 0 } }, RenderInfo = planeRenderInfo }, { Name = "cube", Transform = { position = { x = 0, y = 2, z = 0 }, scale = { x = 1, y = 1, z = 1 } }, RenderInfo = { mesh = "models/cube_flat.obj", material = { diffuse = "textures/container/diffuse.png", specular = "textures/container/specular.png", shininess = 100 } }, }, { Name = "head", Transform = { position = { x = 0, y = 5, z = 0 } }, RenderInfo = { mesh = "models/suzanna_flat.obj", material = { diffuse = "textures/bricks.jpg", shininess = 100 } } }, { Name = "teapot", Transform = { position = { x = 0, y = 7, z = 0 } }, RenderInfo = { mesh = "models/teapot_smooth.obj", material = { diffuse = "textures/bricks.jpg" } } } } local scene = {} function scene:start() Game.makeActors(scenery) Game.makeActor { Name = "Light", Transform = { scale = {0.1, 0.1, 0.1} }, RenderInfo = { mesh = "models/sphere2.obj", material = {} }, Light = { intensity = 10 } } Game.makeActor { Name = "Light2", Transform = { position = {3, 2, 0}, scale = {0.1, 0.1, 0.1} }, RenderInfo = { mesh = "models/sphere2.obj", material = {} }, Light = { intensity = 10 } } Game.makeActor { Name = "LightDirectional", Transform = { scale = {0.1, 0.1, 0.1}, rotation = {-45, 0, 0} }, Light = { kind = "directional", ambientColor = {0, 0, 0}, intensity = 0.1 } } Game.makeActor { Name = "LightDirectional2", Transform = { scale = {0.1, 0.1, 0.1}, rotation = {0, 0, 0} }, Light = { kind = "directional", ambientColor = {0, 0, 0}, intensity = 0.1 } } Game.makeActor { Name = "Panel", Transform = { children = { { Name = "FontAtlasView", Transform = {}, UIRect = { anchorMin = {0, 0}, anchorMax = {1, 1}, offsetMin = {0, 0}, offsetMax = {0, -60} }, UISprite = { material = { shader = "sprite", texture = "textures/transparent.png" } }, LuaBehavior = { onMouseEnter = function(self) self.actor:get("UISprite").isEnabled = false end, onMouseLeave = function(self) self.actor:get("UISprite").isEnabled = true end } }, { Name = "FontAtlasViewTitle", Transform = {}, UIRect = { anchorMin = {0, 1}, anchorMax = {1, 1}, offsetMin = {0, -60}, offsetMax = {0, 0} }, UISprite = { material = { shader = "sprite", texture = "textures/white.png" } }, Text = { string = "Font atlas:", font = "fonts/Menlo.ttc", fontSize = 50, color = {0,0,0,1} } } } }, UIRect = { anchorMin = {0, 0}, anchorMax = {1, 1}, offsetMin = { 100, 200}, offsetMax = {-100, -100} }, UISprite = { material = { shader = "sprite", texture = "textures/black.png" } } } Game.makeActor { Name = "PanelBottom", Transform = {}, UIRect = { anchorMin = {0, 0}, anchorMax = {1, 0}, offsetMin = {50 , 0}, offsetMax = {-50, 100} }, UISprite = { material = { shader = "sprite", texture = "textures/black.png" } }, LuaBehavior = { update = function(self) self.actor:get("UIRect").isEnabled = not self.actor:get("UIRect").isMouseOver end } } Game.makeActor { Name = "TextElement", Transform = {parent = "PanelBottom"}, UIRect = {}, Text = { font = "fonts/Menlo.ttc", color = {0, 1 / 3, 2 / 3, 1}, string = "The quick brown fox jumps over the lazy dog\nThe quick brown fox jumps over the lazy dog" }, LuaBehavior = { update = function(self, dt) local text = self.actor:get("Text") text.string = string.sub("The quick brown fox jumps over the lazy dog\nThe quick brown fox jumps over the lazy dog", 1, 1 + math.floor(Game.getTime() * 10)) --text.font = math.fmod(Game.getTime(), 2) < 1 and "fonts/Menlo.ttc" or "fonts/arial.ttf" local color = text.color color.x = math.fmod(color.x + dt * 0.1, 1) color.y = math.fmod(color.y + dt * 0.1, 1) color.z = math.fmod(color.z + dt * 0.1, 1) text.color = color text.fontSize = math.floor(30 + math.sin(Game.getTime()) * 20) end } } end local function animateUITransform(actor) local tf = actor:get("Transform") tf.rotation = {0, 0, 10 * math.sin(Game.getTime() * 8) } local scale = 1 + 0.03 * math.sin(Game.getTime() * 8) tf.scale = {scale, scale, scale } local uiRect = actor:get("UIRect") uiRect.pivot = { math.sin(Game.getTime() * 0.1) * 0.5 + 0.5, math.cos(Game.getTime() * 0.1) * 0.5 + 0.5 } end function scene:update(dt) Game.find("Light"):get("Transform").position = {-4, 3 + 2 * math.sin(Game.getTime()), 0} --Game.find("LightDirectional"):get("Transform"):rotate(45 * dt, 1, 0, 0); if Game.keyboard.isHeld("Up") then Game.find("Light2"):get("Transform"):move(0, 2 * dt, 0) elseif Game.keyboard.isHeld("Down") then Game.find("Light2"):get("Transform"):move(0, -2 * dt, 0) end --Game.find("Panel"):get("UIRect").isEnabled = math.fmod(Game.getTime(), 2) < 1 animateUITransform(Game.find("Panel")) end return scene
--------------------------------------------------------------------------------------------------- -- Issue: https://github.com/smartdevicelink/sdl_core/issues/2129 --------------------------------------------------------------------------------------------------- -- Description: -- In case: -- 1) There is a mobile app which is audio/video source -- 2) And this app starts Audio/Video streaming -- 3) And HMI sends 'BC.OnEventChanged' (AUDIO_SOURCE) -- 4) And app still continue streaming -- SDL must: -- 1) Send to HMI: -- Navigation.OnAudioDataStreaming(available = false) -- Navigation.OnVideoDataStreaming(available = false) -- Navigation.StopAudioStream -- Navigation.StopStream -- 2) Send End Audio/Video service control messages to app --------------------------------------------------------------------------------------------------- --[[ Required Shared libraries ]] local common = require('test_scripts/MobileProjection/Phase2/common') local runner = require('user_modules/script_runner') local events = require("events") local constants = require("protocol_handler/ford_protocol_constants") --[[ Test Configuration ]] runner.testSettings.isSelfIncluded = false config.defaultProtocolVersion = 3 --[[ Local Variables ]] local testCases = { [001] = { t = "PROJECTION", m = true }, [002] = { t = "NAVIGATION", m = true }, } --[[ Local Functions ]] local function appStartAudioStreaming() common.getMobileSession():StartService(10) :Do(function() common.getHMIConnection():ExpectRequest("Navigation.StartAudioStream") :Do(function(_, data) common.getHMIConnection():SendResponse(data.id, data.method, "SUCCESS", {}) common.getMobileSession():StartStreaming(10,"files/MP3_1140kb.mp3") common.getHMIConnection():ExpectNotification("Navigation.OnAudioDataStreaming", { available = true }) end) end) common.getMobileSession():ExpectNotification("OnHMIStatus") :Times(0) end local function appStartVideoStreaming() common.getMobileSession():StartService(11) :Do(function() common.getHMIConnection():ExpectRequest("Navigation.StartStream") :Do(function(_, data) common.getHMIConnection():SendResponse(data.id, data.method, "SUCCESS", {}) common.getMobileSession():StartStreaming(11, "files/MP3_4555kb.mp3") common.getHMIConnection():ExpectNotification("Navigation.OnVideoDataStreaming", { available = true }) end) end) common.getMobileSession():ExpectNotification("OnHMIStatus") :Times(0) end local function appStopStreaming() common.getMobileSession():StopStreaming("files/MP3_1140kb.mp3") common.getMobileSession():StopStreaming("files/MP3_4555kb.mp3") common.getMobileSession():ExpectNotification("OnHMIStatus") :Times(0) end local function expectEndService(pServiceId) local event = events.Event() event.matches = function(_, data) return data.frameType == constants.FRAME_TYPE.CONTROL_FRAME and data.serviceType == pServiceId and data.sessionId == common.getMobileSession().mobile_session_impl.control_services.session.sessionId.get() and data.frameInfo == constants.FRAME_INFO.END_SERVICE end return common.getMobileSession():ExpectEvent(event, "EndService") end local function changeAudioSource() common.getHMIConnection():SendNotification("BasicCommunication.OnEventChanged", { eventName = "AUDIO_SOURCE", isActive = true }) common.getMobileSession():ExpectNotification("OnHMIStatus", { hmiLevel = "BACKGROUND", systemContext = "MAIN", audioStreamingState = "NOT_AUDIBLE", videoStreamingState = "NOT_STREAMABLE" }) common.wait(2000) common.getHMIConnection():ExpectNotification("Navigation.OnAudioDataStreaming", { available = false }):Times(AtLeast(1)) common.getHMIConnection():ExpectNotification("Navigation.OnVideoDataStreaming", { available = false }):Times(AtLeast(1)) common.getHMIConnection():ExpectRequest("Navigation.StopAudioStream", { appID = common.getHMIAppId() }) :Do(function(_, data) common.getHMIConnection():SendResponse(data.id, data.method, "SUCCESS", {}) end) common.getHMIConnection():ExpectRequest("Navigation.StopStream", { appID = common.getHMIAppId() }) :Do(function(_, data) common.getHMIConnection():SendResponse(data.id, data.method, "SUCCESS", {}) end) expectEndService(10) expectEndService(11) end --[[ Scenario ]] for n, tc in common.spairs(testCases) do runner.Title("TC[" .. string.format("%03d", n) .. "]: " .. "[hmiType:" .. tc.t .. ", isMedia:" .. tostring(tc.m) .. "]") runner.Step("Clean environment", common.preconditions) runner.Step("Start SDL, HMI, connect Mobile, start Session", common.start) runner.Step("Set App Config", common.setAppConfig, { 1, tc.t, tc.m }) runner.Step("Register App", common.registerApp, { 1 }) runner.Step("Activate App", common.activateApp, { 1 }) runner.Step("App starts Audio streaming", appStartAudioStreaming) runner.Step("App starts Video streaming", appStartVideoStreaming) runner.Step("Change Audio Source", changeAudioSource) runner.Step("Stop A/V streaming", appStopStreaming) runner.Step("Clean sessions", common.cleanSessions) runner.Step("Stop SDL", common.postconditions) end
--Copyright (c) 2013, Byrthnoth --All rights reserved. --Redistribution and use in source and binary forms, with or without --modification, are permitted provided that the following conditions are met: -- * Redistributions of source code must retain the above copyright -- notice, this list of conditions and the following disclaimer. -- * Redistributions in binary form must reproduce the above copyright -- notice, this list of conditions and the following disclaimer in the -- documentation and/or other materials provided with the distribution. -- * Neither the name of <addon name> nor the -- names of its contributors may be used to endorse or promote products -- derived from this software without specific prior written permission. --THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND --ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED --WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE --DISCLAIMED. IN NO EVENT SHALL <your name> BE LIABLE FOR ANY --DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES --(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; --LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND --ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT --(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS --SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. _addon.name = 'GearSwap' _addon.version = '0.818' _addon.author = 'Byrth' _addon.commands = {'gs','gearswap'} if windower.file_exists(windower.addon_path..'data/bootstrap.lua') then debugging = 1 else debugging = 0 end language = 'english' file = require 'files' require 'strings' require 'tables' require 'lists' require 'sets' require 'texts' require 'helper_functions' require 'statics' require 'equip_processing' require 'targets' require 'user_functions' require 'refresh' require 'parse_augments' require 'export' require 'validate' require 'flow' require 'triggers' res = require 'resources' windower.register_event('load',function() if debugging >= 1 then windower.debug('load') end if windower.dir_exists('../addons/GearSwap/data/logs') then logging = false logfile = io.open('../addons/GearSwap/data/logs/NormalLog'..tostring(os.clock())..'.log','w+') logit(logfile,'GearSwap LOGGER HEADER\n') end refresh_globals() if world.logged_in then refresh_user_env() if debugging >= 1 then windower.send_command('@unload spellcast;') end end end) windower.register_event('unload',function () if debugging >= 1 then windower.debug('unload') end user_pcall('file_unload') if logging then logfile:close() end end) windower.register_event('addon command',function (...) if debugging >= 1 then windower.debug('addon command') end if logging then local command = table.concat({...},' ') logit(logfile,'\n\n'..tostring(os.clock)..command) end local splitup = {...} if not splitup[1] then return end -- handles //gs if splitup[1]:lower() == 'c' then if gearswap_disabled then return end if splitup[2] then refresh_globals() equip_sets('self_command',nil,_raw.table.concat(splitup,' ',2,#splitup)) else windower.add_to_chat(123,'GearSwap: No self command passed.') end elseif splitup[1]:lower() == 'equip' then if gearswap_disabled then return end local set_split = string.split(_raw.table.concat(splitup,' ',2,#splitup):gsub('%[','%.'):gsub('[%]\']',''),'.') local n = 1 local tempset if set_split[1] == 'sets' then tempset = user_env else tempset = user_env.sets end while n <= #set_split do if tempset[set_split[n]] or tempset[tonumber(set_split[n])] then tempset = tempset[set_split[n]] or tempset[tonumber(set_split[n])] if n == #set_split then refresh_globals() equip_sets('equip_command',nil,tempset) break else n = n+1 end else windower.add_to_chat(123,'GearSwap: Equip command cannot be completed. That set does not exist.') break end end elseif splitup[1]:lower() == 'export' then table.remove(splitup,1) export_set(splitup) elseif splitup[1]:lower() == 'validate' then if user_env and user_env.sets then refresh_globals() table.remove(splitup, 1) validate(splitup) else windower.add_to_chat(123,'GearSwap: There is nothing to validate because there is no file loaded.') end elseif splitup[1]:lower() == 'enable' then disenable(splitup,enable,'enable',false) elseif splitup[1]:lower() == 'disable' then disenable(splitup,disable,'disable',true) elseif splitup[1]:lower() == 'reload' then refresh_user_env() elseif strip(splitup[1]) == 'debugmode' then _settings.debug_mode = not _settings.debug_mode print('GearSwap: Debug Mode set to '..tostring(_settings.debug_mode)..'.') elseif strip(splitup[1]) == 'showswaps' then _settings.show_swaps = not _settings.show_swaps print('GearSwap: Show Swaps set to '..tostring(_settings.show_swaps)..'.') elseif not ((strip(splitup[1]) == 'eval' or strip(splitup[1]) == 'visible' or strip(splitup[1]) == 'invisible' or strip(splitup[1]) == 'clocking' ) and debugging>0) then print('GearSwap: Command not found') end end) function disenable(tab,funct,functname,pol) if tab[2] and tab[2]:lower()=='all' then funct('main','sub','range','ammo','head','neck','lear','rear','body','hands','lring','rring','back','waist','legs','feet') print('GearSwap: All slots '..functname..'d.') elseif tab[2] then for i=2,#tab do if slot_map[tab[i]:gsub('[^%a_%d]',''):lower()] then funct(tab[i]) print('GearSwap: '..tab[i]..' slot '..functname..'d.') else print('GearSwap: Unable to find slot '..tostring(tab[i])..'.') end end elseif gearswap_disabled ~= pol and not tab[2] then print('GearSwap: User file '..functname..'d') gearswap_disabled = pol end end windower.register_event('incoming chunk',function(id,data,modified,injected,blocked) if debugging >= 1 then windower.debug('incoming chunk '..id) end if id == 0x0E and not injected and pet.index and pet.index == data:byte(9) + data:byte(10)*256 and math.floor((data:byte(11)%8)/4)== 1 then local oldstatus = pet.status local newstatus = res.statuses[data:byte(32)] if newstatus then newstatus = newstatus.english else newstatus = data:byte(32) end if oldstatus ~= newstatus then -- Should put a filter on this to prevent it from sending anything other than resting, engaged, and idle. refresh_globals() equip_sets('pet_status_change',nil,newstatus,oldstatus) end elseif id == 0x28 and not injected then if clocking then windower.add_to_chat(8,'Action Packet: '..(os.clock() - out_time)) end data = data:sub(5) local act = {} -- act.do_not_need = get_bit_packed(data,0,8) act.actor_id = get_bit_packed(data,8,40) act.target_count = get_bit_packed(data,40,50) act.category = get_bit_packed(data,50,54) act.param = get_bit_packed(data,54,70) act.unknown = get_bit_packed(data,70,86) act.recast = get_bit_packed(data,86,118) act.targets = {} local offset = 118 for i = 1,act.target_count do act.targets[i] = {} act.targets[i].id = get_bit_packed(data,offset,offset+32) act.targets[i].action_count = get_bit_packed(data,offset+32,offset+36) offset = offset + 36 act.targets[i].actions = {} for n = 1,act.targets[i].action_count do act.targets[i].actions[n] = {} act.targets[i].actions[n].reaction = get_bit_packed(data,offset,offset+5) act.targets[i].actions[n].animation = get_bit_packed(data,offset+5,offset+16) act.targets[i].actions[n].effect = get_bit_packed(data,offset+16,offset+21) act.targets[i].actions[n].stagger = get_bit_packed(data,offset+21,offset+27) act.targets[i].actions[n].param = get_bit_packed(data,offset+27,offset+44) act.targets[i].actions[n].message = get_bit_packed(data,offset+44,offset+54) act.targets[i].actions[n].unknown = get_bit_packed(data,offset+54,offset+85) act.targets[i].actions[n].has_add_effect = get_bit_packed(data,offset+85,offset+86) offset = offset + 86 if act.targets[i].actions[n].has_add_effect == 1 then act.targets[i].actions[n].has_add_effect = true act.targets[i].actions[n].add_effect_animation = get_bit_packed(data,offset,offset+6) act.targets[i].actions[n].add_effect_effect = get_bit_packed(data,offset+6,offset+10) act.targets[i].actions[n].add_effect_param = get_bit_packed(data,offset+10,offset+27) act.targets[i].actions[n].add_effect_message = get_bit_packed(data,offset+27,offset+37) offset = offset + 37 else act.targets[i].actions[n].has_add_effect = false act.targets[i].actions[n].add_effect_animation = 0 act.targets[i].actions[n].add_effect_effect = 0 act.targets[i].actions[n].add_effect_param = 0 act.targets[i].actions[n].add_effect_message = 0 end act.targets[i].actions[n].has_spike_effect = get_bit_packed(data,offset,offset+1) offset = offset +1 if act.targets[i].actions[n].has_spike_effect == 1 then act.targets[i].actions[n].has_spike_effect = true act.targets[i].actions[n].spike_effect_animation = get_bit_packed(data,offset,offset+6) act.targets[i].actions[n].spike_effect_effect = get_bit_packed(data,offset+6,offset+10) act.targets[i].actions[n].spike_effect_param = get_bit_packed(data,offset+10,offset+24) act.targets[i].actions[n].spike_effect_message = get_bit_packed(data,offset+24,offset+34) offset = offset + 34 else act.targets[i].actions[n].has_spike_effect = false act.targets[i].actions[n].spike_effect_animation = 0 act.targets[i].actions[n].spike_effect_effect = 0 act.targets[i].actions[n].spike_effect_param = 0 act.targets[i].actions[n].spike_effect_message = 0 end end end inc_action(act) elseif id == 0x29 and not injected then if clocking then windower.add_to_chat(8,'Action Message: '..(os.clock() - out_time)) end if gearswap_disabled then return end data = data:sub(5) local arr = {} arr.actor_id = get_bit_packed(data,0,32) arr.target_id = get_bit_packed(data,32,64) arr.param_1 = get_bit_packed(data,64,96) arr.param_2 = get_bit_packed(data,96,102) -- First 6 bits arr.param_3 = get_bit_packed(data,102,128) -- Rest arr.actor_index = get_bit_packed(data,128,144) arr.target_index = get_bit_packed(data,144,160) arr.message_id = get_bit_packed(data,160,175) -- Cut off the most significant bit, hopefully inc_action_message(arr) elseif id == 0x01B and not injected then -- 'Job Info Packet' local enc = data:byte(97) + data:byte(98)*256 items = windower.ffxi.get_items() local tab = {} for i,v in pairs(default_slot_map) do if encumbrance_table[i] and math.floor( (enc%(2^(i+1))) / 2^i ) ~= 1 and not_sent_out_equip[v] and not disable_table[i] then tab[v] = not_sent_out_equip[v] not_sent_out_equip[v] = nil if _settings.debug_mode then windower.add_to_chat(8,"GearSwap (Debug Mode): Your "..v..' are now unlocked.') end end encumbrance_table[i] = tf end if table.length(tab) > 0 then refresh_globals() equip_sets('equip_command',nil,tab) end elseif id == 0x067 and not injected then local flag_1 = data:byte(5) local flag_2 = data:byte(6) local owner_ind = data:byte(14)*256+data:byte(13) local subj_ind = data:byte(8)*256+data:byte(7) -- if debugging >= 1 and (windower.ffxi.get_player().index == owner_ind or windower.ffxi.get_player().index == subj_ind) then windower.add_to_chat(8,flag_2..' '..flag_1) end if flag_1 == 3 and flag_2 == 5 and windower.ffxi.get_player().index == owner_ind then local temp_mob = windower.ffxi.get_mob_by_index(subj_ind) if temp_mob then refresh_globals() table.reassign(pet,target_complete(temp_mob)) pet.isvalid = true pet.claim_id = nil pet.is_npc = nil if pet.tp then pet.tp = pet.tp/10 end if avatar_element[pet.name] then pet.element = avatar_element[pet.name] else pet.element = 'None' end equip_sets('pet_change',nil,pet,true) end elseif flag_1 == 4 and flag_2 == 5 and windower.ffxi.get_player().index == subj_ind then refresh_globals() pet.isvalid = false equip_sets('pet_change',nil,pet,false) end elseif gearswap_disabled then return elseif id == 0x050 and not injected then -- 'Equipment packet' if sent_out_equip[data:byte(6)] == data:byte(5) then sent_out_equip[data:byte(6)] = nil limbo_equip[data:byte(6)] = data:byte(5) end elseif id == 0x01D and not injected then limbo_equip = {} end end) windower.register_event('status change',function(new,old) if debugging >= 1 then windower.debug('status change '..new) end if gearswap_disabled or T{2,3,4}:contains(old) or T{2,3,4}:contains(new) then return end refresh_globals() equip_sets('status_change',nil,res.statuses[new].english,res.statuses[old].english) end) windower.register_event('gain buff',function(name,id) if debugging >= 1 then windower.debug('gain buff '..name) end if gearswap_disabled then return end -- Need to figure out what I'm going to do with this: if _global.midaction and T{'terror','sleep','stun','petrification','charm','weakness'}:contains(name:lower()) then _global.midaction = false end refresh_globals() equip_sets('buff_change',nil,name,true) end) windower.register_event('lose buff',function(name,id) if debugging >= 1 then windower.debug('lose buff '..name) end if gearswap_disabled then return end refresh_globals() equip_sets('buff_change',nil,name,false) end) windower.register_event('job change',function(mjob, mjob_id, mjob_lvl, sjob, sjob_id, sjob_lvl) if debugging >= 1 then windower.debug('job change') end disable_table = {false,false,false,false,false,false,false,false,false,false,false,false,false,false,false} not_sent_out_equip = {} sent_out_equip = {} limbo_equip = {} if mjob ~= current_job_file then refresh_user_env(mjob_id) end end) windower.register_event('login',function(name) if debugging >= 1 then windower.debug('login '..name) end windower.send_command('@wait 2;lua i gearSwap refresh_user_env;') end) windower.register_event('day change',function(new,old) if debugging >= 1 then windower.debug('day change') end windower.send_command('@wait 0.5;lua invoke gearSwap refresh_ffxi_info') end) windower.register_event('weather change',function(new_weather, new_weather_id, old_weather, old_weather_id) if debugging >= 1 then windower.debug('weather change') end refresh_ffxi_info() end) windower.register_event('zone change',function(new_zone,new_zone_id,old_zone,old_zone_id) if debugging >= 1 then windower.debug('zone change') end _global.midaction = false _global.pet_midaction = false sent_out_equip = {} not_sent_out_equip = {} out_arr = {} end) if debugging and debugging >= 1 then require('data/bootstrap') windower.register_event('addon command', function(...) local pantsu = {...} local opt = table.remove(pantsu,1) if opt == 'eval' then assert(loadstring(table.concat(pantsu,' ')))() elseif opt == 'visible' then windower.text.set_visibility('precast',true) windower.text.set_visibility('midcast',true) windower.text.set_visibility('aftercast',true) windower.text.set_visibility('buff_change',true) elseif opt == 'invisible' then windower.text.set_visibility('precast',false) windower.text.set_visibility('midcast',false) windower.text.set_visibility('aftercast',false) windower.text.set_visibility('buff_change',false) elseif opt == 'clocking' then if clocking then clocking = false else clocking = true end end end) windower.text.create('precast') windower.text.set_bg_color('precast',100,100,100,100) windower.text.set_bg_visibility('precast',true) windower.text.set_font('precast','Consolas') windower.text.set_font_size('precast',12) windower.text.set_color('precast',255,255,255,255) windower.text.set_location('precast',250,10) windower.text.set_visibility('precast',false) windower.text.set_text('precast','Panda') windower.text.create('midcast') windower.text.set_bg_color('midcast',100,100,100,100) windower.text.set_bg_visibility('midcast',true) windower.text.set_font('midcast','Consolas') windower.text.set_font_size('midcast',12) windower.text.set_color('midcast',255,255,255,255) windower.text.set_location('midcast',500,10) windower.text.set_visibility('midcast',false) windower.text.set_text('midcast','Panda') windower.text.create('aftercast') windower.text.set_bg_color('aftercast',100,100,100,100) windower.text.set_bg_visibility('aftercast',true) windower.text.set_font('aftercast','Consolas') windower.text.set_font_size('aftercast',12) windower.text.set_color('aftercast',255,255,255,255) windower.text.set_location('aftercast',750,10) windower.text.set_visibility('aftercast',false) windower.text.set_text('aftercast','Panda') windower.text.create('buff_change') windower.text.set_bg_color('buff_change',100,100,100,100) windower.text.set_bg_visibility('buff_change',true) windower.text.set_font('buff_change','Consolas') windower.text.set_font_size('buff_change',12) windower.text.set_color('buff_change',255,255,255,255) windower.text.set_location('buff_change',1000,10) windower.text.set_visibility('buff_change',false) windower.text.set_text('buff_change','Panda') end
do singleton "BasicSingle" { message = "", } accessor "Message->message" function Initialize( self ) end end
local pkg = require 'aula.core.package' local M = {} function M.init() pkg.add('tpope/vim-surround') end return M
--[[ Copyright 2014 The Luvit Authors. All Rights Reserved. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS-IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. --]] local Object = require('luvit.core').Object local os = require('os_binding') local table = require('table') local path_base = require('luvit.path_base') local function setup_meta(ospath) local path = {} path._internal = ospath setmetatable(path, {__index = function(table, key) if type(path._internal[key]) == 'function' then return function(...) return path._internal[key](path._internal, ...) end else return path._internal:_get(key) end end }) return path end if os.type() == "win32" then return setup_meta(path_base.nt) else return setup_meta(path_base.posix) end
function onSay(player, words, param) if not player:getGroup():getAccess() then return true end local steps = tonumber(param) if not steps then return false end local position = player:getPosition() position:getNextPosition(player:getDirection(), steps) position = player:getClosestFreePosition(position, false) if position.x == 0 then player:sendCancelMessage("You cannot teleport there.") return false end player:teleportTo(position) return false end
local json = require("dkjson") local socket = require("socket") socket.unix = require("socket.unix") local SOCK_PATH = "/var/run/yggdrasil.sock" local control = {} function control:request(command, args) if args == nil then args = {} end args["request"] = command local data = json.encode(args) local c = assert(socket.unix()) if c:connect(SOCK_PATH) == nil then return nil end if c:send(data) == nil then return nil end local resp = c:receive("*a") c:close() return json.decode(resp) end function control:get_DHT() return control:request("getDHT") end function control:get_peers() return control:request("getPeers") end function control:add_peer(uri) return control:request("addPeer", {uri = uri}) end function control:remove_peer(port) return control:request("removePeer", {port = port}) end function control:get_switch_peers() return control:request("getSwitchPeers") end function control:get_self() return control:request("getSelf") end function control:get_sessions() return control:request("getSessions") end function control:get_tun_tap() return control:request("getTunTap") end function control:get_allowed_encryption_public_keys() return control:request("getAllowedEncryptionPublicKeys") end function control:add_allowed_encryption_public_key(box_pub_key) return control:request("addAllowedEncryptionPublicKey", {box_pub_key = box_pub_key}) end function control:remove_allowed_encryption_public_key(box_pub_key) return control:request("removeAllowedEncryptionPublicKey", {box_pub_key = box_pub_key}) end function control:get_multicast_interfaces() return control:request("getMulticastInterfaces") end function control:get_routes() return control:request("getRoutes") end function control:add_route(subnet, box_pub_key) return control:request("addRoute", {subnet = subnet, box_pub_key = box_pub_key}) end function control:remove_route(subnet, box_pub_key) return control:request("removeRoute", {subnet = subnet, box_pub_key = box_pub_key}) end function control:get_source_subnets() return control:request("getSourceSubnets") end function control:add_source_subnet(subnet) return control:request("addSourceSubnet", {subnet = subnet}) end function control:remove_source_subnet(subnet) return control:request("removeSourceSubnet", {subnet = subnet}) end function control:dht_ping(box_pub_key, coords, target) args = {box_pub_key = box_pub_key, coords = coords} if target ~= nil then args["target"] = target end return control:request("dhtPing", args) end function control:get_node_info(box_pub_key, coords) return control:request("getNodeInfo", {box_pub_key = box_pub_key, coords = coords}) end return control
include("shared.lua") function ENT:Draw() self:DrawModel() end net.Receive("OpenBarricadeMenu", function() local ent = net.ReadEntity() local player = net.ReadEntity() local entName = ent:GetClass() local entHealth = net.ReadInt(11) local playerBalance = player:GetNWInt("playerMoney") local upgradePrice = ent.BaseHealth * 2 local UpgradeMenu = vgui.Create("DFrame") UpgradeMenu:SetPos(0, 0) UpgradeMenu:SetSize(500, 375) UpgradeMenu:Center() UpgradeMenu:SetTitle("Barricade Upgrade Menu") UpgradeMenu:SetDraggable(false) UpgradeMenu:ShowCloseButton(true) UpgradeMenu:SetVisible(true) UpgradeMenu:MakePopup() UpgradeMenu.Paint = function() draw.RoundedBox(3, 0, 0, UpgradeMenu:GetWide(), UpgradeMenu:GetTall(), Color(60, 60, 60)) draw.RoundedBox(0, 0, 24, UpgradeMenu:GetWide(), 1, Color(255, 255, 255)) draw.DrawText(entName:gsub("^%l", string.upper), "DermaLarge", 10, 35, Color(255, 255, 255), TEXT_ALIGN_LEFT) draw.DrawText("Health: "..entHealth.."/"..ent.BaseHealth, "Trebuchet24", 10, 65, Color(255, 255, 255), TEXT_ALIGN_LEFT) if (ent.CurHealthLevel != ent.MaxHealthLevel) then draw.DrawText("Upgrade Max Health | "..ent.CurHealthLevel.."/"..ent.MaxHealthLevel.." | $"..upgradePrice, "Trebuchet24", 10, 125, Color(255, 255, 255), TEXT_ALIGN_LEFT) else draw.DrawText("Upgrade Max Health | Max Level Reached", "Trebuchet24", 10, 125, Color(255, 255, 255), TEXT_ALIGN_LEFT) end end local UpgradeButton = vgui.Create("DButton", UpgradeMenu) UpgradeButton:SetPos(10, 155) UpgradeButton:SetText("Upgrade Max Health") UpgradeButton:SetSize(120, 50) UpgradeButton.DoClick = function() playerBalance = player:GetNWInt("playerMoney") if (playerBalance >= upgradePrice && ent.CurHealthLevel < ent.MaxHealthLevel) then ent.BaseHealth = ent.BaseHealth * 2 ent.CurHealthLevel = ent.CurHealthLevel + 1 entHealth = ent.BaseHealth net.Start("UpgradeEntityHealth") net.WriteEntity(ent) net.WriteInt(upgradePrice, 11) net.WriteInt(ent.BaseHealth, 11) net.SendToServer() upgradePrice = ent.BaseHealth * 2 elseif (ent.CurHealthLevel == ent.MaxHealthLevel) then player:PrintMessage(HUD_PRINTTALK, "The max level has been reached!") else player:PrintMessage(HUD_PRINTTALK, "You do not have enough money to upgrade!") end end end)
Colors = {} function Colors:load() self.buttonScale = 0.1 * utils.vh -- 0.5 local paddingScale = 1 if utils.isMobile then self.buttonScale = 0.6 * self.buttonScale paddingScale = 0.6 end local ButtonImage = love.graphics.newImage("assets/color.png") local ButtonWidth = ButtonImage:getWidth() * self.buttonScale local ButtonHeight = ButtonImage:getHeight() * self.buttonScale local ButtonPressed = love.graphics.newImage("assets/color-pressed.png") local ButtonX = love.graphics.getWidth() / 2 - ButtonWidth / 2 local ButtonY = love.graphics.getHeight() / 2 - ButtonHeight / 2 + utils.vh * 30 self.colorButton = ColorButton:new({ img = ButtonImage, scale = self.buttonScale, pressedImg = ButtonPressed, x = ButtonX, y = ButtonY, image_map = love.image.newImageData("assets/color.png"), image_map_pressed = love.image.newImageData("assets/color-pressed.png"), }) local leftArrowButtonImage = love.graphics.newImage('assets/button-left-arrow.png') local leftArrowButtonWidth = leftArrowButtonImage:getWidth() * self.buttonScale local leftArrowButtonHeight = leftArrowButtonImage:getHeight() * self.buttonScale local leftArrowButtonPressed = love.graphics.newImage("assets/button-left-arrow-pressed.png") local leftArrowButtonX = love.graphics.getWidth() / 2 - ButtonWidth / 2 - leftArrowButtonWidth - utils.vh * 0.1 local leftArrowButtonY = love.graphics.getHeight() / 2 - leftArrowButtonHeight / 2 + utils.vh * 30 self.leftArrowButton = Button:new({ img = leftArrowButtonImage, scale = self.buttonScale, pressedImg = leftArrowButtonPressed, x = leftArrowButtonX, y = leftArrowButtonY, }) -- obg amor local rightArrowButtonImage = love.graphics.newImage('assets/button-right-arrow.png') local rightArrowButtonWidth = rightArrowButtonImage:getWidth() * self.buttonScale local rightArrowButtonHeight = rightArrowButtonImage:getHeight() * self.buttonScale local rightArrowButtonPressed = love.graphics.newImage("assets/button-right-arrow-pressed.png") local rightArrowButtonX = love.graphics.getWidth() / 2 + ButtonWidth / 2 + utils.vh * 0.1 local rightArrowButtonY = love.graphics.getHeight() / 2 - rightArrowButtonHeight / 2 + utils.vh * 30 self.rightArrowButton = Button:new({ img = rightArrowButtonImage, scale = self.buttonScale, pressedImg = rightArrowButtonPressed, x = rightArrowButtonX, y = rightArrowButtonY, }) local backButtonX = utils.vh * 5 local backButtonY = love.graphics.getHeight() - leftArrowButtonHeight - (utils.vh * 5 * paddingScale) self.backButton = Button:new({ img = leftArrowButtonImage, scale = self.buttonScale, pressedImg = leftArrowButtonPressed, x = backButtonX, y = backButtonY, }) -- colors we are currently using, may be added more according to users' sugestions self.availableColors = { {255, 255, 255, 255}, {204, 51, 0, 255}, {51, 153, 51, 255}, {0, 0, 230, 255}, {255, 255, 0, 255}, {221, 0, 0, 255}, {255, 51, 204, 255}, {51, 204, 255, 255}, {190, 92, 255, 255}, {255, 102, 0, 255}, {207, 201, 229, 255}, {223, 153, 255, 255}, {255, 158, 215, 255}, {252, 179, 200, 255}, } -- current color is by default the first one in the available colors if there is no save self.currentColor = Save:readCurrentColor() self.changeColor(self:getCurrentColor()) end function Colors:update(dt) self.colorButton:setColor(self:getCurrentColor()) end function Colors:nextColor() if self.currentColor == #self.availableColors then self.currentColor = 1 else self.currentColor = self.currentColor + 1 end self.changeColor(self:getCurrentColor()) end function Colors:previousColor() if self.currentColor == 1 then self.currentColor = #self.availableColors else self.currentColor = self.currentColor - 1 end self.changeColor(self:getCurrentColor()) end function Colors.changeColor(color) Player:changesColor(color) AI:changesColor(color) AIColors:changesColor(color) end function Colors:getCurrentColor() return self.availableColors[self.currentColor] end function Colors:getCurrentColorIndex() return self.currentColor end function Colors:draw() self.leftArrowButton:draw() self.colorButton:draw() self.rightArrowButton:draw() self.backButton:draw() end
-- @brief Builds deck layout from table data. -- @brief The function which builds deck layout from table data. -- @param data The table data. -- @return The deck layout. function deckLayoutBuilder(data) -- validate if not data.components then error('Deck layout without components') end -- layout local layout = ui.layout.DeckLayout.new() -- components for _,component in ipairs(data.components) do layout:append(ui.layout.builder.build(component)) end return layout end -- @brief Initializes the deck layout builder. function init() ui.layout.builder.registerBuilder('deck',deckLayoutBuilder) end -- initialize init()
Class = require("pl.class") Script = require("speedwalking.script") Types = require("pl.types") Class.Avalon_Walhalla_Zugang_Raus(Script) function Avalon_Walhalla_Zugang_Raus:setup() world.AddTriggerEx("avalon_walhalla_teich_ankunft_langsam", "*Toll. Du haettest eigentlich mehr von den Goettern erwartet.", "speedwalk_active_script():success()", trigger_flag.Enabled, NOCHANGE, 0, '', '', sendto.script, 100 ) world.AddTriggerEx("avalon_walhalla_teich_ankunft_schnell", "Wow - wenn man Schafe zaehlt, vergeht die Zeit ja wie im Fluge...", "speedwalk_active_script():success()", trigger_flag.Enabled, NOCHANGE, 0, '', '', sendto.script, 100 ) if not Types.is_empty(Avalon.IID()) and Avalon.IID() == "raum/718b91f6b42e217f3640b8ce2ffbeb18" then self:success() return end self:add_command("kletter in loch") end function Avalon_Walhalla_Zugang_Raus:teardown() world.DeleteTrigger("avalon_walhalla_teich_ankunft_schnell") world.DeleteTrigger("avalon_walhalla_teich_ankunft_langsam") end function Avalon_Walhalla_Zugang_Raus:get_duration() return 20.0 end function Avalon_Walhalla_Zugang_Raus:inverts(s) return Types.type(s) == 'Avalon_Walhalla_Zugang_Rein' end return Avalon_Walhalla_Zugang_Raus
local cmd = vim.cmd local fn = vim.fn cmd( [[ call wilder#setup({'modes': [':', '/', '?']}) call wilder#set_option('use_python_remote_plugin', 0) call wilder#set_option('pipeline', [ wilder#branch( wilder#cmdline_pipeline({ 'use_python': 0, 'fuzzy': 1, 'fuzzy_filter': wilder#lua_fzy_filter(), }), wilder#vim_search_pipeline(),), ]) call wilder#set_option('renderer', wilder#popupmenu_renderer({ 'highlighter': wilder#lua_fzy_highlighter(), 'left': [ wilder#popupmenu_devicons() ], 'right': [ ' ', wilder#popupmenu_scrollbar(), ] })) ]] )
-------------------------------------------------------------------------------- local class = require "lib.middleclass" -------------------------------------------------------------------------------- local GenericInput = class("GenericInput") function GenericInput:initialize(parent, left, top, width, options) self.options = options or {} self.parent = parent self.width = width self.height = self.options.height or 30 self.top = top self.left = left self.input_value = self.options.value self.group = display.newGroup() self:redraw() end function GenericInput:redraw() if self.group then self.group:removeSelf() end self.group = display.newGroup() self.group.anchorX = 0 self.group.anchorY = 0 self.group.x = self.left self.group.y = self.top self:drawInput() self.parent:insert(self.group) end function GenericInput:setErrorMode() self.errorMode = true self:redraw() end function GenericInput:clear() self.input_value = nil self.valueLabel = nil self:redraw() end function GenericInput:setValue(value) self.input_value = value self:redraw() end function GenericInput:value() return self.input_value end function GenericInput:required() return self.options.required end function GenericInput:setFocus() end return GenericInput
local BaseClass = include('sh_actor_base.lua') local slib = slib local bgNPC = bgNPC local table = table local math = math local SERVER = SERVER local setmetatable = setmetatable -- BGN_ACTOR = {} function BGN_ACTOR:Instance(npc, npc_type, custom_uid, not_sync_actor_on_client, not_auto_added_to_list) local npc_data = bgNPC:GetActorConfig(npc_type) if not npc_data then return end not_sync_actor_on_client = not_sync_actor_on_client or false not_auto_added_to_list = not_auto_added_to_list or false local default_name = 'Unknown citizen' if npc_data.nicks and istable(npc_data.nicks) then default_name = table.RandomBySeq(npc_data.nicks) end local default_gender = 'unknown' if npc_data.gender and isstring(npc_data.gender) then default_gender = npc_data.gender end local data = table.Copy(npc_data) local obj = {} obj.info = { name = default_name, gender = default_gender, } obj.uid = custom_uid or slib.GetUid() obj.npc = npc obj.npc_index = npc:EntIndex() obj.class = npc:GetClass() obj.collision_group = npc:GetCollisionGroup() obj.model_scale = npc:GetModelScale() obj.data = data obj.weapon = nil obj.sync_players_hash = {} obj.state_delay = -1 if data.weapons and (not data.getting_weapon_chance or math.random(0, 100) < data.getting_weapon_chance) then obj.weapon = table.RandomBySeq(data.weapons) end obj.type = npc_type obj.reaction = '' obj.eternal = false obj.vehicle = nil obj.state_data = { state = 'none', data = {} } if SERVER then obj.next_anim = nil obj.sync_animation_delay = 0 end obj.anim_time = 0 obj.anim_time_normal = 0 obj.loop_time = 0 obj.loop_time_normal = 0 obj.anim_is_loop = false obj.anim_name = '' obj.is_animated = false obj.anim_action = nil obj.old_state = { state = 'none', data = {} } obj.state_lock = false obj.walkPath = {} obj.walkPos = nil obj.walkTarget = NULL obj.walkType = SCHED_FORCED_GO obj.walkUpdatePathDelay = 0 obj.pathType = nil obj.isChase = false obj.isBgnClass = true obj.targets = {} obj.enemies = {} obj.npc_schedule = -1 obj.npc_state = -1 setmetatable(obj, BaseClass) local gender = obj:GetGenderByModel() if gender and bgNPC.cfg.npc_names[gender] then obj.info.name = table.RandomBySeq( bgNPC.cfg.npc_names[gender] ) obj.info.gender = gender else gender = table.RandomBySeq( { 'male', 'female' } ) obj.info.name = table.RandomBySeq( bgNPC.cfg.npc_names[gender] ) obj.info.gender = gender end function npc:GetActor() return obj end npc.isBgnActor = true if SERVER and not not_sync_actor_on_client then snet.Request('bgn_add_actor_from_client', npc, npc_type, obj.uid, obj.info).InvokeAll() end if not not_auto_added_to_list then bgNPC:AddNPC(obj) end return obj end snet.RegisterValidator('actor', function(ply, uid, actor_uid) return bgNPC:GetActorByUid(actor_uid) ~= nil end)
ESX = nil TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) print('[^bitch-silahkutusu^0] - Baslatildi!') ESX.RegisterUsableItem("silahkutusu", function(source) local xPlayer = ESX.GetPlayerFromId(source) TriggerClientEvent('bitchdev:silahkutusuac', source) TriggerClientEvent('mythic_notify:client:SendAlert', source, { type = 'inform', text = 'Silah kutusu kullandın'}) end) RegisterServerEvent("bitchdev:silahkutusu") AddEventHandler("bitchdev:silahkutusu", function(itemname) local xPlayer = ESX.GetPlayerFromId(source) local yilbasi = xPlayer.getInventoryItem('silahkutusu').count if yilbasi > 0 then xPlayer.removeInventoryItem('silahkutusu', Config.Kutu) xPlayer.addInventoryItem(RandomItem(), Config.KacTaneCiksin) else TriggerClientEvent('mythic_notify:client:SendAlert', source, { type = 'inform', text = 'Üzerinde silah kutusu yok!'}) end end) Items = { -- Burdan çıkabilcek itemleri ayarlayabilirsiniz. 'WEAPON_PISTOL', 'WEAPON_HEAVYPISTOL', 'WEAPON_APPISTOL', 'WEAPON_SNSPISTOL', 'WEAPON_VINTAGEPISTOL', 'WEAPON_KNIFE', 'WEAPON_PISTOL50', 'WEAPON_COMBATPISTOL', 'WEAPON_BAT', 'WEAPON_COMPACTRIFLE', 'WEAPON_SMG_MK2', 'WEAPON_SNIPERRIFLE', 'WEAPON_BAT', 'water' } function RandomItem() return Items[math.random(#Items)] end ESX.RegisterServerCallback('bitch-checkitem', function(source, cb, item, output) local xPlayer = ESX.GetPlayerFromId(source) if xPlayer ~= nil then local items = xPlayer.getInventoryItem(item) if items == nil then cb(0) else cb(items.count) end end end)
if !DOME_ENT then DOME_ENT = {} end local BlockData = {} BlockData.__index = BlockData function BlockData:GetShapeMode() return self.Shape.Type end function BlockData:GetPreventMode() return self.preventMode end function BlockData:SetSphere(radius) if not isnumber(radius) then return end self.Shape.Radius = radius self.Shape.Type = "Sphere" end function BlockData:GetSphereRadius() if self.Shape.Type == "Sphere" then return self.Shape.Radius end end function BlockData:IsPermitted(ply) if self.permission_type then return table.HasValue(self.permitted,ply) else return not table.HasValue(self.permitted,ply) end end function BlockData:GetPermittedPlayers() return self.permitted end function BlockData:GetPermissionType() return self.permission_type end function BlockData:SetPermissionType(ptype) if not isbool(ptype) then error("expected boolean, got "..type(ptype)) return end self.permission_type = ptype end function BlockData:MakeFromSteamID() self.permitted = {} for K,V in pairs(self.permittedSteamID) do local ply = player.GetBySteamID(V) if ply then table.insert(self.permitted,ply) end end end function BlockData:MakeFromCopy(data) self.permittedSteamID = data.permittedSteamID --we copy only steamid data self.preventMode = data.preventMode --1 teleport, 2 damage and dissolve, 3 just dissolve self.permission_type = data.permission_type --false : accept players out of the list, true - in the list self.Shape = data.Shape end function BlockData:create() local data = {} data.permitted = {} data.permittedSteamID = {} data.preventMode = 3 --1 teleport, 2 damage and dissolve, 3 just dissolve data.permission_type = false --false : accept players out of the list, true - in the list data.Shape = {} data.Shape.Radius = 512 --default data.Shape.Type = "Sphere" setmetatable(data,BlockData) return data end setmetatable(BlockData,{ __call = function(self) return self:create() end }) DOME_ENT.BlockData = BlockData
-- telescope.nvim -- https://github.com/nvim-telescope/telescope.nvim vim.cmd 'packadd telescope.nvim' vim.cmd 'packadd telescope-symbols.nvim' vim.cmd 'packadd telescope-z.nvim' local telescope = require 'telescope' local actions = require 'telescope.actions' local previewers = require 'telescope.previewers' telescope.setup { defaults = { prompt_prefix = '❯ ', selection_caret = '❯ ', color_devicons = true, file_previewer = previewers.vim_buffer_cat.new, grep_previewer = previewers.vim_buffer_vimgrep.new, qflist_previewer = previewers.vim_buffer_qflist.new, winblend = 10, mappings = { n = { ['<CR>'] = actions.select_default + actions.center, s = actions.select_horizontal, v = actions.select_vertical, t = actions.select_tab, j = actions.move_selection_next, k = actions.move_selection_previous, u = actions.preview_scrolling_up, d = actions.preview_scrolling_down, }, }, }, } telescope.load_extension 'builtin_extensions' telescope.load_extension 'z'
local style = utaha.styleCollection style :addFont("font.normal", "res/fonts/wqy-zenhei.ttf", 20) :addFont("font.small", "res/fonts/wqy-zenhei.ttf", 12) :addFont("font.big", "res/fonts/wqy-zenhei.ttf", 20) style :setFont("test.font", "font.normal") :setColor("test.3", 0xff010200) :setSize("test.2", 100, 200) :setInt("test.1", 1) :setFloat("test.4", 1.1001)
local ADDON_NAME, namespace = ... local L = namespace.L local addonName = "ArkInventory" local ArkInventoryMixin = {} function ArkInventoryMixin:GetName() return addonName end function ArkInventoryMixin:Init() hooksecurefunc(ArkInventory.API, "ItemFrameUpdated", function(...) self:OnFrameItemUpdate(...) end) end function ArkInventoryMixin:SetTooltipItem(tooltip, item, locationInfo) if locationInfo.isOffline then if not item:IsItemEmpty() then tooltip:SetHyperlink(item:GetItemLink()) end elseif not item:HasItemLocationBankOrBags() then local speciesID, level, breedQuality, maxHealth, power, speed, name = tooltip:SetGuildBankItem(locationInfo.tab, locationInfo.index) elseif locationInfo.bag == BANK_CONTAINER then local hasItem, hasCooldown, repairCost, speciesID, level, breedQuality, maxHealth, power, speed, name = tooltip:SetInventoryItem("player", BankButtonIDToInvSlotID(locationInfo.slot)) else local hasCooldown, repairCost, speciesID, level, breedQuality, maxHealth, power, speed, name = tooltip:SetBagItem(locationInfo.bag, locationInfo.slot) end end function ArkInventoryMixin:Refresh() ArkInventory.ItemCacheClear( ) ArkInventory.Frame_Main_Generate( nil, ArkInventory.Const.Window.Draw.Recalculate ) end function ArkInventoryMixin:GetDisplayInfo(button, item, feature, locationInfo, options, mogStatus, bindingStatus) if locationInfo.isOffline then local showBindingStatus = CaerdonWardrobeConfig.Binding.ShowStatus.BankAndBags local showOwnIcon = CaerdonWardrobeConfig.Icon.ShowLearnable.BankAndBags local showOtherIcon = CaerdonWardrobeConfig.Icon.ShowLearnableByOther.BankAndBags local showSellableIcon = CaerdonWardrobeConfig.Icon.ShowSellable.BankAndBags return { bindingStatus = { shouldShow = showBindingStatus }, ownIcon = { shouldShow = showOwnIcon }, otherIcon = { shouldShow = showOtherIcon }, sellableIcon = { shouldShow = showSellableIcon } } elseif not item:HasItemLocationBankOrBags() then return { bindingStatus = { shouldShow = CaerdonWardrobeConfig.Binding.ShowStatus.GuildBank }, ownIcon = { shouldShow = CaerdonWardrobeConfig.Icon.ShowLearnable.GuildBank }, otherIcon = { shouldShow = CaerdonWardrobeConfig.Icon.ShowLearnableByOther.GuildBank }, sellableIcon = { shouldShow = CaerdonWardrobeConfig.Icon.ShowSellable.GuildBank } } else return {} end end function ArkInventoryMixin:OnFrameItemUpdate(frame, loc_id, bag_id, slot_id) C_Timer.After(0.2, function () -- ArkInventory is slow compared to some - doing this until I find a better way - may need tweaked higher local bag = ArkInventory.API.InternalIdToBlizzardBagId(loc_id, bag_id) local slot = slot_id local options = { showMogIcon=true, showBindStatus=true, showSellables=true } if not ArkInventory.API.LocationIsOffline(loc_id) then if loc_id == ArkInventory.Const.Location.Vault then local itemDB = ArkInventory.API.ItemFrameItemTableGet(frame) local itemLink = itemDB and itemDB.h -- ArkInventory creates invalid hyperlinks for caged battle pets - fix 'em up for now if ( itemLink and strfind(itemLink, "battlepet:") ) then local _, speciesID, level, quality, health, power, speed, battlePetID = strsplit(":", itemLink); local name, icon, petType, creatureID, sourceText, description, isWild, canBattle, tradable, unique, _, displayID = C_PetJournal.GetPetInfoBySpeciesID(speciesID); if battlePetID == name then battlePetID = "0" end itemLink = string.format("%s|Hbattlepet:%s:%s:%s:%s:%s:%s:%s|h[%s]|h|r", YELLOW_FONT_COLOR_CODE, speciesID, level, quality, health, power, speed, battlePetID, name) end local tab = ArkInventory.Global.Location[loc_id].view_tab if itemLink then local item = CaerdonItem:CreateFromItemLink(itemLink) CaerdonWardrobe:UpdateButton(frame, item, self, { locationKey = format("tab%d-index%d", tab, slot), tab = tab, index = slot }, options) else CaerdonWardrobe:ClearButton(frame) end else local item = CaerdonItem:CreateFromBagAndSlot(bag, slot) CaerdonWardrobe:UpdateButton(frame, item, self, { bag = bag, slot = slot }, options) end else local itemLink local i = ArkInventory.API.ItemFrameItemTableGet( frame ) if i and i.h then itemLink = i.h end if itemLink then local item = CaerdonItem:CreateFromItemLink(itemLink) CaerdonWardrobe:UpdateButton(frame, item, self, { locationKey = format("bag%d-slot%d", bag, slot), isOffline = true }, options) else CaerdonWardrobe:ClearButton(frame) end end end) end local Version = nil if select(4, GetAddOnInfo(addonName)) then if IsAddOnLoaded(addonName) then Version = GetAddOnMetadata(addonName, 'Version') CaerdonWardrobe:RegisterFeature(ArkInventoryMixin) end end
local tw, th = wm.getSize() local w, h = term.getSize() local recent = {} local pinned = {} local util = require("/lib/util") local textbox = require("/lib/textbox") local scroll = require("/lib/scrollwindow") local draw = require("/lib/draw") local file = util.loadModule("file") local theme = _G.wm.getTheme() local search = textbox.new(3, h - 1, w - 7, nil, "Search", nil, theme.userInput.background, theme.userInput.text) local searchWindow = scroll.new(2, 2, w - 3, h - 4, {}, theme.menu.background, false) local pinnedWindow = scroll.new(2, 2, w - 3, h - 4, {}, theme.menu.background, true) local wm = _G.wm local query local searchResults = {} local function setColors(text, background) term.setTextColor(text) term.setBackgroundColor(background) end local function searchSystem(query, depth) if not depth then depth = 10 end local found = {} local function searchDir(path, query, iteration, depth) for _, file in pairs(fs.list(path)) do if file:sub(1, 1) ~= "." then if fs.isDir(fs.combine(path, file)) and iteration < depth then searchDir(fs.combine(path, file), query, iteration + 1, depth) else if string.find(string.lower(file), string.lower(query)) then table.insert(found, fs.combine(path, file)) end end end end end searchDir("/", query, 1, depth) return found end local function none() end local function updateRecent() file.writeTable("/etc/menu/recent.cfg", recent) end local function loadRecent() recent = file.readTable("/etc/menu/recent.cfg") end local function updatePinned() file.writeTable("/etc/menu/pinned.cfg", pinned) end local function loadPinned() pinned = file.readTable("/etc/menu/pinned.cfg") end local function cleanRecent(path) for i, v in pairs(recent) do if path == v.path then table.remove(recent, i) end end end local function drawUI() term.setBackgroundColor(theme.menu.background) term.clear() local sw = w - 3 if not query then searchWindow.setVisible(false) pinnedWindow.setVisible(true) pinnedWindow.setElements({}) local pos = 1 pinnedWindow.addElement(scroll.createElement(2, pos, "Pinned", colors.white, theme.menu.background, none)) pos = pos + 1 pinnedWindow.addElement(scroll.createElement(1, pos, string.rep("\140", sw), colors.lightGray, theme.menu.background, none)) pos = pos + 1 for i, v in pairs(pinned) do pinnedWindow.addElement(scroll.createElement(2, pos, draw.overflow(v.title, sw), colors.white, theme.menu.background, function() wm.endProcess(id) wm.selectProcess(wm.createProcess(v.path, v.insettings)) cleanRecent(v.path) table.insert(recent, 1, { name = v.insettings.title or fs.getName(v.path), path = v.path, settings = { width = v.insettings.width, height = v.insettings.height, title = v.insettings.title, } }) updateRecent() end)) pos = pos + 1 end pos = pos + 1 pinnedWindow.addElement(scroll.createElement(2, pos, "Recent", colors.white, theme.menu.background, none)) pos = pos + 1 pinnedWindow.addElement(scroll.createElement(1, pos, string.rep("\140", sw), colors.lightGray, theme.menu.background, none)) pos = pos + 1 for i, v in pairs(recent) do pinnedWindow.addElement(scroll.createElement(2, pos, draw.overflow(v.name, sw), colors.white, theme.menu.background, function() wm.endProcess(id) wm.selectProcess(wm.createProcess(v.path, {})) cleanRecent(v.path) table.insert(recent, 1, { name = v.name, path = v.path, settings = v.settings }) updateRecent() end)) pos = pos + 1 end if #recent == 0 then pinnedWindow.addElement(scroll.createElement(2, pos, draw.overflow("No recent apps", sw), colors.white, theme.menu.background, none)) end pinnedWindow.redraw() else local pos = 1 local elements = {} searchWindow.setVisible(true) pinnedWindow.setVisible(false) searchWindow.setElements({}) if #searchResults == 0 then searchWindow.addElement(scroll.createElement(math.ceil(searchWindow.getWidth() / 2 - string.len("No results") / 2), pos, "No results.", colors.lightGray, theme.menu.background, function() end)) else searchWindow.addElement(scroll.createElement(1, pos, "Found " .. #searchResults .. " results", colors.white, theme.menu.background, none)) pos = pos + 1 searchWindow.addElement(scroll.createElement(1, pos, string.rep("\140", sw), colors.lightGray, theme.menu.background, none)) pos = pos + 1 for i, v in pairs(searchResults) do local function addFunction() wm.endProcess(id) wm.selectProcess(wm.createProcess(v, {})) cleanRecent(v) table.insert(recent, 1, { name = fs.getName(v), path = v, settings = {} }) updateRecent() end searchWindow.addElement(scroll.createElement(2, pos, draw.overflow(fs.getName(v), sw), colors.white, theme.menu.background, addFunction)) pos = pos + 1 local text = fs.getDir(v) if fs.getDir(v) == "" then text = "Root" end searchWindow.addElement(scroll.createElement(2, pos, draw.overflow(text, sw), colors.lightGray, theme.menu.background, addFunction)) pos = pos + 1 searchWindow.addElement(scroll.createElement(2, pos, "", colors.lightGray, theme.menu.background, function() end)) pos = pos + 1 end searchWindow.removeElement(#searchWindow.getElements()) end searchWindow.redraw() end term.setBackgroundColor(colors.red) term.setTextColor(colors.white) term.setCursorPos(w - 2, h - 1) term.write("O") term.setCursorPos(w - 1, h - 2) term.setBackgroundColor(theme.menu.background) draw.drawBorder(w - 2, h - 1, 1, 1, colors.red) term.setCursorPos(w, h - 1) search.redraw() term.setCursorPos(w - 1, h - 2) term.setBackgroundColor(theme.menu.background) draw.drawBorder(3, h - 1, w - 7, 1, theme.userInput.background) end if not fs.exists("/etc/menu/recent.cfg") then updateRecent() end loadRecent() loadPinned() drawUI() while true do local e = {os.pullEvent()} if e[1] == "mouse_click" then local m, x, y = e[2], e[3], e[4] if x == w - 2 and y == h - 1 then wm.endProcess(id) wm.selectProcess(wm.createProcess("/bin/ui/shutdown.lua", { height = 6, showTitlebar = false, dontShowInTitlebar = true, title = "Power" })) elseif x >= 2 and x <= w - 5 and y == h - 1 then query = search.select() if query == "" then query = nil end if query then searchResults = searchSystem(query) drawUI() end end elseif e[1] == "wm_themeupdate" then theme = file.readTable("/etc/colors.cfg") end local found = searchWindow.checkEvents(e) pinnedWindow.checkEvents(e) end
name 'Lua Connection' author 'Gaada' description 'Gade Lua Connection' fx_version 'adamant' game 'gta5' server_scripts { 'server.lua', }
local cmd = vim.cmd local fn = vim.fn local defaults = { comment_italics = true, } local M = { Color = require('colorbuddy.init').Color, colors = require('colorbuddy.init').colors, Group = require('colorbuddy.init').Group, groups = require('colorbuddy.init').groups, styles = require('colorbuddy.init').styles, } function M.setup(opts) if not opts then opts = {} end for k, v in pairs(defaults) do if opts[k] == nil then opts[k] = v end end -- typos are annoying for k, _ in pairs(opts) do if defaults[k] == nil then print("neosolarized: unknown setting: ", k) end end cmd([[ packadd! colorbuddy.nvim highlight clear ]]) if fn.exists('syntax_on') then cmd('syntax reset') end vim.g.colors_name = 'neosolarized' local Color = M.Color local colors = M.colors local Group = M.Group local groups = M.groups local styles = M.styles Color.new('base03', '#002b36') Color.new('base02', '#073642') Color.new('base01', '#586e75') Color.new('base00', '#657b83') Color.new('base0', '#839496') Color.new('base1', '#93a1a1') Color.new('base2', '#eee8d5') Color.new('base3', '#fdf6e3') Color.new('yellow', '#b58900') Color.new('orange', '#cb4b16') Color.new('red', '#dc322f') Color.new('magenta', '#d33682') Color.new('violet', '#6c71c4') Color.new('blue', '#268bd2') Color.new('cyan', '#2aa198') Color.new('green', '#719e07') Color.new('bg', colors.base03) Group.new('Error', colors.red) Group.new('Warning', colors.yellow) Group.new('Information', colors.blue) Group.new('Hint', colors.cyan) -- normal non-current text Group.new('Normal', colors.base0, colors.NONE, styles.NONE) Group.new('NormalNC', colors.base0:dark(), colors.NONE, styles.NONE) Group.new('Comment', colors.base01, colors.none, opts.comment_italics and styles.italic or styles.NONE) Group.new('Constant', colors.cyan, colors.none, styles.NONE) -- Any variable name, function or class name Group.new('Identifier', colors.blue, colors.none, styles.NONE) -- any statement, conditional, repeat (for, do while), label, operator Group.new('Statement', colors.green, colors.none, styles.NONE) Group.new('PreProc', colors.orange, colors.none, styles.NONE) Group.new('Type', colors.yellow, colors.none, styles.NONE) Group.new('Special', colors.red, colors.none, styles.NONE) Group.new('Underlined', colors.violet, colors.none, styles.NONE) Group.new('Ignore', colors.none, colors.none, styles.NONE) Group.new('Error', colors.red, colors.none, styles.NONE) Group.new('TODO', colors.magenta, colors.none, styles.bold) Group.new('SpecialKey', colors.base00, colors.base02, styles.bold) Group.new('NonText', colors.base00, colors.NONE, styles.bold) Group.new('StatusLine', colors.base1, colors.base02, styles.reverse) Group.new('StatusLineNC', colors.base00, colors.base02, styles.reverse) Group.new('Visual', colors.base01, colors.base03, styles.reverse) Group.new('Directory', colors.blue, colors.none, styles.NONE) Group.new('ErrorMsg', colors.red, colors.none, styles.reverse) Group.new('IncSearch', colors.orange, colors.none, styles.standout) Group.new('Search', colors.yellow, colors.none, styles.reverse) Group.new('MoreMsg', colors.blue, colors.none, styles.NONE) Group.new('ModeMsg', colors.blue, colors.none, styles.NONE) Group.new('Question', colors.cyan, colors.none, styles.bold) Group.new('VertSplit', colors.base00, colors.none, styles.NONE) Group.new('Title', colors.orange, colors.none, styles.bold) Group.new('VisualNOS', colors.none, colors.base02, styles.reverse) Group.new('WarningMsg', colors.red, colors.none, styles.NONE) Group.new('WildMenu', colors.base2, colors.base02, styles.reverse) Group.new('Folded', colors.base0, colors.base02, styles.bold, colors.base03) Group.new('FoldColumn', colors.base0, colors.base02, styles.NONE) Group.new('DiffAdd', colors.green, colors.base02, styles.bold, colors.green) Group.new('DiffChange', colors.yellow, colors.base02, styles.bold, colors.yellow) Group.new('DiffDelete', colors.red, colors.base02, styles.bold) Group.new('DiffText', colors.blue, colors.base02, styles.bold, colors.blue) Group.new('SignColumn', colors.base0, colors.none, styles.NONE) Group.new('Conceal', colors.blue, colors.none, styles.NONE) Group.new('SpellBad', colors.none, colors.none, styles.undercurl, colors.red) Group.new('SpellCap', colors.none, colors.none, styles.undercurl, colors.violet) Group.new('SpellRare', colors.none, colors.none, styles.undercurl, colors.cyan) Group.new('SpellLocal', colors.none, colors.none, styles.undercurl, colors.yellow) -- pum (popup menu) Group.new('Pmenu', groups.Normal, colors.base02, styles.none) -- popup menu normal item Group.new('PmenuSel', colors.base01, colors.base2, styles.reverse) -- selected item Group.new('PmenuSbar', colors.base02, colors.none, styles.reverse) Group.new('PmenuThumb', colors.base0, colors.none, styles.reverse) -- be nice for this float border to be cyan if active Group.new('FloatBorder', colors.base02) Group.new('TabLine', colors.base0, colors.base02, styles.NONE, colors.base0) Group.new('TabLineFill', colors.base0, colors.base02) Group.new('TabLineSel', colors.yellow, colors.bg) Group.new('LineNr', colors.base01, colors.none, styles.NONE) Group.new('CursorLine', colors.none, colors.base02, styles.NONE, colors.base1) Group.new('CursorLineNr', colors.none, colors.none, styles.NONE, colors.base1) Group.new('ColorColumn', colors.none, colors.base02, styles.NONE) Group.new('Cursor', colors.base03, colors.base0, styles.NONE) Group.link('lCursor', groups.Cursor) Group.link('TermCursor', groups.Cursor) Group.new('TermCursorNC', colors.base03, colors.base01) Group.new('MatchParen', colors.red, colors.base01, styles.bold) Group.new('GitGutterAdd', colors.green) Group.new('GitGutterChange', colors.yellow) Group.new('GitGutterDelete', colors.red) Group.new('GitGutterChangeDelete', colors.red) Group.new('GitSignsAddLn', colors.green) Group.new('GitSignsAddNr', colors.green) Group.new('GitSignsChangeLn', colors.yellow) Group.new('GitSignsChangeNr', colors.yellow) Group.new('GitSignsDeleteLn', colors.red) Group.new('GitSignsDeleteNr', colors.red) Group.link('GitSignsCurrentLineBlame', groups.Comment) -- vim highlighting Group.link('vimVar', groups.Identifier) Group.link('vimFunc', groups.Identifier) Group.link('vimUserFunc', groups.Identifier) Group.link('helpSpecial', groups.Special) Group.link('vimSet', groups.Normal) Group.link('vimSetEqual', groups.Normal) Group.new('vimCommentString', colors.violet) Group.new('vimCommand', colors.yellow) Group.new('vimCmdSep', colors.blue, colors.NONE, styles.bold) Group.new('helpExample', colors.base1) Group.new('helpOption', colors.cyan) Group.new('helpNote', colors.magenta) Group.new('helpVim', colors.magenta) Group.new('helpHyperTextJump', colors.blue, colors.NONE, styles.underline) Group.new('helpHyperTextEntry', colors.green) Group.new('vimIsCommand', colors.base00) Group.new('vimSynMtchOpt', colors.yellow) Group.new('vimSynType', colors.cyan) Group.new('vimHiLink', colors.blue) Group.new('vimGroup', colors.blue, colors.NONE, styles.underline + styles.bold) Group.new('gitcommitSummary', colors.green) Group.new('gitcommitComment', colors.base01, colors.NONE, styles.italic) Group.link('gitcommitUntracked', groups.gitcommitComment) Group.link('gitcommitDiscarded', groups.gitcommitComment) Group.new('gitcommitSelected', groups.gitcommitComment) Group.new('gitcommitUnmerged', colors.green, colors.NONE, styles.bold) Group.new('gitcommitOnBranch', colors.base01, colors.NONE, styles.bold) Group.new('gitcommitBranch', colors.magenta, colors.NONE, styles.bold) Group.link('gitcommitNoBranch', groups.gitcommitBranch) Group.new('gitcommitDiscardedType', colors.red) Group.new('gitcommitSelectedType', colors.green) Group.new('gitcommitHeader', colors.base01) Group.new('gitcommitUntrackedFile', colors.cyan) Group.new('gitcommitDiscardedFile', colors.red) Group.new('gitcommitSelectedFile', colors.green) Group.new('gitcommitUnmergedFile', colors.yellow) Group.new('gitcommitFile', colors.base0) Group.link('gitcommitDiscardedArrow', groups.gitCommitDiscardedFile) Group.link('gitcommitSelectedArrow', groups.gitCommitSelectedFile) Group.link('gitcommitUnmergedArrow', groups.gitCommitUnmergedFile) Group.link('diffAdded', groups.Statement) Group.link('diffLine', groups.Identifier) Group.new('NeomakeErrorSign', colors.orange) Group.new('NeomakeWarningSign', colors.yellow) Group.new('NeomakeMessageSign', colors.cyan) Group.new('NeomakeNeomakeInfoSign', colors.green) Group.new('CmpItemKind', colors.green, colors.none, styles.none) Group.new('CmpItemMenu', groups.NormalNC, colors.bg, styles.none) -- Group.new('CmpItemAbbr', colors.base0, colors.bg, styles.none) -- Group.new('CmpItemAbbrMatch', colors.base0, colors.bg, styles.none) Group.new('LspSagaCodeActionTitle', colors.green) Group.new('LspSagaBorderTitle', colors.yellow, colors.none, styles.bold) Group.new('LspSagaDiagnosticHeader', colors.yellow) Group.new('ProviderTruncateLine', colors.base02) Group.new('LspSagaShTruncateLine', groups.ProviderTruncateLine) Group.new('LspSagaDocTruncateLine', groups.ProviderTruncateLine) Group.new('LspSagaCodeActionTruncateLine', groups.ProviderTruncateLine) Group.new('LspSagaHoverBorder', colors.cyan) Group.new('LspSagaRenameBorder', groups.LspSagaHoverBorder) Group.new('LSPSagaDiagnosticBorder', groups.LspSagaHoverBorder) Group.new('LspSagaSignatureHelpBorder', groups.LspSagaHoverBorder) Group.new('LspSagaCodeActionBorder', groups.LspSagaHoverBorder) Group.new('LspSagaLspFinderBorder', groups.LspSagaHoverBorder) Group.new('LspSagaFloatWinBorder', groups.LspSagaHoverBorder) Group.new('LspSagaSignatureHelpBorder', groups.LspSagaHoverBorder) Group.new('LspSagaDefPreviewBorder', groups.LspSagaHoverBorder) Group.new('LspSagaAutoPreviewBorder', groups.LspSagaHoverBorder) Group.new('LspFloatWinBorder', groups.LspSagaHoverBorder) Group.new('LspLinesDiagBorder', groups.LspSagaHoverBorder) Group.new('LspSagaFinderSelection', colors.green, colors.none, styles.bold) --Group.new('SagaShadow', colors.base02) Group.new('TelescopeMatching', colors.orange, groups.Special, groups.Special, groups.Special) Group.new('TelescopeBorder', colors.base01) -- float border not quite dark enough, maybe that needs to change? Group.new('TelescopePromptBorder', colors.cyan) -- active border lighter for clarity Group.new('TelescopeTitle', groups.Normal) -- separate them from the border a little, but not make them pop Group.new('TelescopePromptPrefix', groups.Normal) -- default is groups.Identifier Group.link('TelescopeSelection', groups.CursorLine) Group.new('TelescopeSelectionCaret', colors.cyan) Group.new('NeogitDiffAddHighlight', colors.blue, colors.red) Group.new('NeogitDiffDeleteHighlight', colors.blue, colors.red) Group.new('NeogitHunkHeader', groups.Normal, colors.base02) Group.new('NeogitHunkHeaderHighlight', groups.Normal, colors.red) Group.new('NeogitDiffContextHighlight', colors.base2, colors.base02) Group.new('NeogitCommandText', groups.Normal) Group.new('NeogitCommandTimeText', groups.Normal) Group.new('NeogitCommandCodeNormal', groups.Normal) Group.new('NeogitCommandCodeError', groups.Error) Group.new('NeogitNotificationError', groups.Error, colors.none) Group.new('NeogitNotificationInfo', groups.Information, colors.none) Group.new('NeogitNotificationWarning', groups.Warning, colors.none) -- seblj/nvim-tabline Group.new('TabLineSeparatorActive', colors.cyan) Group.link('TabLineModifiedSeparatorActive', groups.TablineSeparatorActive) -- kevinhwang91/nvim-bqf Group.new('BqfPreviewBorder', colors.base01) Group.new('BqfSign', colors.cyan) -- Primeagen/harpoon Group.new("HarpoonBorder", colors.cyan) Group.new("HarpoonWindow", groups.Normal) Group.new("NvimTreeFolderIcon", colors.blue) -- phaazon/hop.nvim Group.link('HopNextKey', groups.IncSearch) Group.link('HopNextKey1', groups.IncSearch) Group.link('HopNextKey2', groups.IncSearch) function M.translate(group) if fn.has("nvim-0.6.0") == 0 then return group end if not string.match(group, "^LspDiagnostics") then return group end local translated = group translated = string.gsub(translated, "^LspDiagnosticsDefault", "Diagnostic") translated = string.gsub(translated, "^LspDiagnostics", "Diagnostic") translated = string.gsub(translated, "Warning$", "Warn") translated = string.gsub(translated, "Information$", "Info") return translated end local lspColors = { Error = groups.Error, Warning = groups.Warning, Information = groups.Information, Hint = groups.Hint, } for _, lsp in pairs({ "Error", "Warning", "Information", "Hint" }) do local lspGroup = Group.new(M.translate("LspDiagnosticsDefault" .. lsp), lspColors[lsp]) Group.link(M.translate("LspDiagnosticsVirtualText" .. lsp), lspGroup) Group.new(M.translate("LspDiagnosticsUnderline" .. lsp), colors.none, colors.none, styles.undercurl, lspColors[lsp]) end for _, name in pairs({ "LspReferenceText", "LspReferenceRead", "LspReferenceWrite" }) do Group.link(M.translate(name), groups.CursorLine) end return M end return M
-- Copyright (c) 2018 Redfern, Trevor <trevorredfern@gmail.com> -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT local Stack = { } function Stack:new() local s = {} setmetatable(s, self) self.__index = self return s end function Stack:push(value) self[#self + 1] = value end function Stack:pop() return table.remove(self) end function Stack:top() return self[#self] end function Stack:isEmpty() return #self == 0 end function Stack:clear() while not self:isEmpty() do self:pop() end end return Stack
local json = require("snaker.utils.json") local _M = {} function _M:init() local req = { params = {}, body = {} } local request_method = ngx.var.request_method local request_args , request_body if "POST" == request_method then ngx.req.read_body() request_args = ngx.req.get_post_args() request_body = ngx.req.get_body_data() req.body = request_body else request_args = ngx.req.get_uri_args() end req.params = request_args return req end return _M
require 'kbd' stead.module_init(function() hook_keys('1','2','3','4','5','6','7','8','9','0'); end) game.kbd = stead.hook(game.kbd, function(f, s, down, key, ...) if down and key >= '0' and key <= '9' then if isDialog(stead.here()) then if key == '0' then key = '10' end local p = stead.here():srch(key); if p and stead.nameof(p) == key then return stead.call(p, 'act'); end end return end return f(s, down, key, ...); end) -- vim:ts=4
local oil = require "oil" local oo = require "oil.oo" local assert = require "oil.assert" local UnorderedArraySet = require "loop.collection.UnorderedArraySet" local ProxyPushConsumer = require "oil.corba.services.event.ProxyPushConsumer" module("oil.corba.services.event.SupplierAdmin", oo.class) function __init(class, channel) return oo.rawnew(class, { channel = channel, proxypushconsumers = UnorderedArraySet() }) end -- The obtain_push_consumer operation returns a ProxyPushConsumer object. -- The ProxyPushConsumer object is then used to connect a push-style supplier. function obtain_push_consumer(self) return ProxyPushConsumer(self) end -- invoked by ProxyPushConsumer to signal it's connected function add_push_supplier(self, proxy, push_supplier) self.proxypushconsumers:add(proxy) self.channel:add_push_supplier(push_supplier) end -- invoked by ProxyPushConsumer to signal it's connected function rem_push_supplier(self, proxy, push_supplier) assert.results(self.proxypushconsumers:contains(proxy)) self.proxypushconsumers:remove(proxy) self.channel:rem_push_supplier(push_supplier) end -- invoked by the channel to disconnect all proxies of the admin -- must reverse iterate over proxypushconsumers because the disconnection -- removes the supplier from the array. function destroy(self) for i=#self.proxypushconsumers,1,-1 do local proxy = self.proxypushconsumers[i] oil.pcall(proxy.disconnect_push_consumer, proxy) end self.proxypushconsumers = nil self.channel = nil end