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slot0 = class("WSMapItem", import("...BaseEntity")) slot0.Fields = { cell = "table", transform = "userdata", rtArtifacts = "userdata", theme = "table" } slot0.GetName = function (slot0, slot1) return "item_" .. slot0 .. "_" .. slot1 end slot0.Setup = function (slot0, slot1, slot2) slot0.cell = slot1 slot0.theme = slot2 end slot0.Dispose = function (slot0) slot0:Unload() slot0:Clear() end slot0.Load = function (slot0) PoolMgr.GetInstance():GetPrefab("world/object/world_cell_item", "world_cell_item", false, function (slot0) slot0.transform = slot0.transform slot0:Init() end) end slot0.Unload = function (slot0) if slot0.transform then PoolMgr.GetInstance():ReturnPrefab("world/object/world_cell_item", "world_cell_item", slot0.transform.gameObject) end slot0.transform = nil end slot0.Init = function (slot0) slot0.transform.name = slot0.GetName(slot0.cell.row, slot0.cell.column) slot0.transform.anchoredPosition = slot0.theme:GetLinePosition(slot0.cell.row, slot0.cell.column) slot0.transform.sizeDelta = slot0.theme.cellSize slot0.rtArtifacts = slot0.transform.Find(slot2, "artifacts") slot0.rtArtifacts.localEulerAngles = Vector3(-slot0.theme.angle, 0, 0) end return slot0
local tbTable = GameMain:GetMod("MagicHelper") local tbMagic = tbTable:GetMagic("TTMG_11_3") function tbMagic:EnableCheck(npc) return true end function tbMagic:TargetCheck(key, t) if t.ThingType == CS.XiaWorld.g_emThingType.Npc then return true else return false end end function tbMagic:MagicEnter(IDs, IsThing) self.targetId = IDs[0] end function tbMagic:MagicStep(dt, duration) self:SetProgress(duration / self.magic.Param1) if duration >= self.magic.Param1 then return 1 end return 0 end function tbMagic:MagicLeave(success) if success then local target = ThingMgr:FindThingByID(self.targetId) local v1 = target:GetProperty("NpcFight_SpellPowerAddP") local v2 = self.bind:GetProperty("NpcFight_SpellPowerAddP") if target then if v2 <= 100000000 then self.bind.PropertyMgr:ModifierProperty("NpcFight_SpellPowerAddP", v1 * 0.5) target.PropertyMgr:ModifierProperty("NpcFight_SpellPowerAddP", -v1) else self.bind:AddMsg("[NAME] has reached the limit, cannot absorb.") end end end end
client, service = nil, nil return function() local function findMean(tab: {number}): number local total = 0 for _, val in pairs(tab) do total += val end return total / #tab end local function checkConsistency(tab: {number}, uncertainty: number?): boolean local consistent = 0 for _, val in pairs(tab) do if math.abs(math.abs(val) - math.abs(findMean(tab))) < (uncertainty or 1) then consistent += 1 if consistent >= #tab / 2 then return true end end end return false end local Mouse: Mouse = service.Players.LocalPlayer:GetMouse() local clickHistory = {} local isActive = true local function activateClickCheck() if not isActive then return end table.insert(clickHistory, os.clock()) task.delay(2, function() clickHistory = {} end) if #clickHistory > 4 then if checkConsistency(clickHistory, 0.1) then isActive = false client.Anti.Detected("kick", "Autoclicking detected") end end end Mouse.Button1Down:Connect(activateClickCheck) Mouse.Button2Down:Connect(activateClickCheck) end
local Piece = require 'tetris.components.piece' local Ruleset = require 'tetris.rulesets.arika_ace2' local ARS = Ruleset:extend() ARS.name = "ACE-ARS" ARS.hash = "ArikaACE" ARS.colourscheme = { I = "C", L = "O", J = "B", S = "G", Z = "R", O = "Y", T = "M", } ARS.softdrop_lock = false ARS.harddrop_lock = true return ARS
local lang = { repair = "Riparazione {1}.", reward = "Ricompensa: {1} $.", bankdriver = "Dato soldi {1}.", reward = "Ricompensa: {1} $.", delivery = { title = "Compra gli oggetti dai mercati (vedi mappa) e poi portameli!", item = "- {2} {1}" }, drugseller = { title = "Trova l'Informatore illegale, raccogli i semi dalla posizione che dà, portali al Drug Lab (vedi mappa) e poi portameli!", item = "- {2} {1}" }, hacker = { title = "Hack carte di credito dai terminali nascosti quindi vendono carte di credito per me!", item = "- {2} {1}" }, fisherman = { title = "Vai a pescare (vedi mappa) e poi portami quei pesci!", item = "- {2} {1}" }, weapons_smuggler = { title = "Prendi le armi da dietro a Paleto Ammunation e poi nascondi le armi!", item = "- {2} {1}" }, medical = { title = "Prendi l'erba medica (vedi la mappa) e consegna l'erba medica a me!", item = "- {2} {1}" }, -- santa = { -- title = "Consegna i regali di Natale", -- item = "- {2} {1}" -- }, pilot = { title = "Raccogli il carico (vedi mappa) e poi consegnami il carico!", item = "- {2} {1}" }, police = { title = "Ottieni rapporti di polizia (vedi mappa) e consegnali ai responsabili bancari per mostrare la presenza della polizia.", item = "- {2} {1}" }, ems = { title = "Ottieni rapporti medici (vedi mappa) e consegnali all'ospedale.", item = "- {2} {1}" }, trash = { title = "Raccogli la spazzatura (vedi mappa) e portameli.", item = "- {2} {1}" }, forger = { title = "Ottieni le carte di credito dagli hacker, convertili in ID falso (vedi mappa) e portameli!", item = "- {2} {1}" } } return lang
-- -- Copyright (c) 2016-present, Facebook, Inc. -- All rights reserved. -- -- This source code is licensed under the BSD-style license found in the -- LICENSE file in the root directory of this source tree. An additional grant -- of patent rights can be found in the PATENTS file in the same directory. -- local ffi = require 'ffi' local pl = require 'pl.import_into'() local utils = require 'utils.utils' local common = require 'common.common' -- local image = require 'image' -- local symbols, s = utils.ffi_include(paths.concat(common.lib_path, "board/board.h")) local script_path = common.script_path() local symbols, s = utils.ffi_include(paths.concat(script_path, "board.h")) -- print(s) local board = {} board.pass = tonumber(symbols.M_PASS) board.resign = tonumber(symbols.M_RESIGN) board.chinese_rule = tonumber(symbols.RULE_CHINESE) board.japanese_rule = tonumber(symbols.RULE_JAPANESE) local C = ffi.load(paths.concat(script_path, "../libs/libboard.so")) board.C = C board.s = s board.symbols = symbols board.script_path = script_path local ids = ffi.new("GroupId4") local debugging = false local function dprintf(...) if debugging then print(string.format(...)) end end function board.print_info() -- Print relevant information print("----Go board for LUA version 1.0----") local b = board.new() print(string.format("sizeof(Board) = %d", ffi.sizeof(b))) print(string.format("sizeof(Group) = %d", ffi.sizeof("Group"))) print(string.format("sizeof(Info) = %d", ffi.sizeof("Info"))) print(string.format("sizeof(GroupId4) = %d", ffi.sizeof("GroupId4"))) print(string.format("sizeof(Board._infos) = %d", ffi.sizeof(b._infos))) print(string.format("sizeof(Board._groups) = %d", ffi.sizeof(b._groups))) print("-----------------------------------") end function board.get_board_size() return common.board_size end function board.new(n) dprintf("Start board.new()") if n == nil then return ffi.new("Board") elseif type(n) == 'number' then return ffi.new("Board[?]", n) end end function board.copyfrom(b) local bb = ffi.new("Board") ffi.copy(bb, b, ffi.sizeof("Board")) return bb end function board.copyfrom2(bb, b) ffi.copy(bb, b, ffi.sizeof("Board")) end function board.clear(b) dprintf("Start board.clear()") C.ClearBoard(b) end function board.show(b, choice) dprintf("Start board.show()") if choice == "last_move" then C.ShowBoard(b, tonumber(symbols.SHOW_LAST_MOVE)) elseif choice == "all" then C.ShowBoard(b, tonumber(symbols.SHOW_ALL)) else C.ShowBoard(b, tonumber(symbols.SHOW_NONE)) end print " " end function board.show_fancy(b, choice) dprintf("Start board.show()") if choice == "last_move" then C.ShowBoardFancy(b, tonumber(symbols.SHOW_LAST_MOVE)) elseif choice == "all" then C.ShowBoardFancy(b, tonumber(symbols.SHOW_ALL)) elseif choice == 'all_rows_cols' then C.ShowBoardFancy(b, tonumber(symbols.SHOW_ALL_ROWS_COLS)) else C.ShowBoardFancy(b, tonumber(symbols.SHOW_NONE)) end print " " end function board.dump(b) dprintf("Start board.dump()") C.DumpBoard(b) C.VerifyBoard(b) end -- This one returns Coords. function board.get_all_stones(b) local black_moves = ffi.new("AllMoves") local white_moves = ffi.new("AllMoves") C.GetAllStones(b, black_moves, white_moves) local res = { } for i = 0, black_moves.num_moves - 1 do table.insert(res, { black_moves.moves[i], common.black }) end for i = 0, white_moves.num_moves - 1 do table.insert(res, { white_moves.moves[i], common.white }) end return res end function board.get_black_white_stones(b) local black_moves = ffi.new("AllMoves") local white_moves = ffi.new("AllMoves") C.GetAllStones(b, black_moves, white_moves) local blacks = { } for i = 0, black_moves.num_moves - 1 do table.insert(blacks, black_moves.moves[i]) end local whites = { } for i = 0, white_moves.num_moves - 1 do table.insert(whites, white_moves.moves[i]) end return blacks, whites end function board.is_true_eye(b, x, y, player) return C.IsTrueEyeXY(b, x - 1, y - 1, player) == common.TRUE end function board.is_self_atari(b, x, y, player) local num_stone = ffi.new("int[1]") if C.TryPlay(b, x - 1, y - 1, player, ids) == common.TRUE then local is_self_atari = C.IsSelfAtariXY(b, ids, x - 1, y - 1, player, num_stone) == common.TRUE return is_self_atari, tonumber(num_stone[0]) end end function board.is_move_giving_simple_ko(b, x, y, player) if C.TryPlay(b, x - 1, y - 1, player, ids) == common.TRUE then return C.IsMoveGivingSimpleKo(b, ids, player) == common.TRUE end end function board.tryplay(b, x, y, player) dprintf("Start board.tryplay()") -- print(x, y) return C.TryPlay(b, x - 1, y - 1, player, ids) == common.TRUE end function board.play(b, x, y, player) dprintf("Start board.play()") -- print(x, y) if C.TryPlay(b, x - 1, y - 1, player, ids) == common.TRUE then C.Play(b, ids) return true else return false end end function board.place_handicap(b, x, y, player) return C.PlaceHandicap(b, x - 1, y - 1, player) == common.TRUE end function board.play2(b, m) dprintf("Start board.play()") -- print(x, y) if C.TryPlay2(b, m, ids) == common.TRUE then C.Play(b, ids) return true else return false end end function board.opponent(player) return 3 - player end function board.get_ply(b) return b._ply end function board.is_game_end(b) return C.IsGameEnd(b) == common.TRUE end -- Feature extractors --- function board.get_liberties_map(b, player) dprintf("Start board.get_liberties_map()") local liberties = torch.FloatTensor(19, 19) C.GetLibertyMap(b, player, liberties:data()) return liberties end function board.get_stones(b, player) local stones = torch.FloatTensor(19, 19) C.GetStones(b, player, stones:data()) return stones end function board.get_simple_ko(b, player) local simple_ko = torch.FloatTensor(19, 19) C.GetSimpleKo(b, player, simple_ko:data()) return simple_ko end function board.get_history(b, player) local history = torch.FloatTensor(19, 19) C.GetHistory(b, player, history:data()) return history end function board.get_distance_map(b, player) local distance_map = torch.FloatTensor(19, 19) C.GetDistanceMap(b, player, distance_map:data()) return distance_map end function board.get_stones_bbox(b) local r = ffi.new("Region") C.GetBoardBBox(b, r) return r end function board.expand_region(r, margin) r.left = math.max(r.left - margin, 0) r.top = math.max(r.top - margin, 0) r.right = math.min(r.right + margin, common.board_size) r.bottom = math.min(r.bottom + margin, common.board_size) end function board.get_attacker(b, r) -- From the bounding box, we could get the likely attacker. return C.GuessLDAttacker(b, r) end -- Check whether the play at (x, y) by player is the victim of ladder. function board.check_ladder(b, x, y, player) dprintf("Start board.is_ladder()") -- print(x, y) if C.TryPlay(b, x - 1, y - 1, player, ids) == common.TRUE then return C.CheckLadder(b, ids, player) end end -- Scoring function board.get_fast_score(b, rule) rule = rule or board.chinese_rule return C.GetFastScore(b, rule) end --[[ function board.show_map(m) local name = m:type() return image.hflip(m:float()):transpose(1, 2):type(name) end ]] function board.show_compact_map(m) assert(m:size(1) == 19) assert(m:size(2) == 19) local s = "" for i = 1, 19 do s = s .. " " for j = 1, 19 do local v = m[j][20 - i] if v == common.black then s = s .. 'x ' else s = s .. 'o ' end end s = s .. "\n" end print(s) end return board
local Prop = {} Prop.Name = "Strip Mall 1" Prop.Cat = "Stores" Prop.Price = 250 Prop.Doors = { Vector( -8668.000000, -3826.000000, -13892.000000 ), Vector( -8668.000000, -3918.000000, -13892.000000 ), } GM.Property:Register( Prop )
local M = {} function M.script(path) local dir_name = path:parent():head():gsub("/", "") local file_name = path:head() return table.concat({ [[tabedit | terminal]], [[setlocal bufhidden=wipe]], ([[call chansend(&channel, "cat %s\n")]]):format(path), ([[file virtes://%s_%s]]):format(dir_name, file_name), }, "\n") end function M.write(path, strs) vim.validate({ strs = { strs, "table" } }) if #strs > 0 then table.insert(strs, ([[" source %s " ex command to show screenshots]]):format(path) .. "\n") end local f = io.open(path, "w") f:write(table.concat(strs, "\n")) f:close() end return M
----------------------------------- -- -- Zone: Valley_of_Sorrows (128) -- ----------------------------------- local ID = require("scripts/zones/Valley_of_Sorrows/IDs"); require("scripts/globals/conquest"); require("scripts/globals/settings"); require("scripts/globals/zone"); ----------------------------------- function onInitialize(zone) if (LandKingSystem_NQ ~= 1) then UpdateNMSpawnPoint(ID.mob.ADAMANTOISE); GetMobByID(ID.mob.ADAMANTOISE):setRespawnTime(900 + math.random(0, 6) * 1800) end end; function onConquestUpdate(zone, updatetype) tpz.conq.onConquestUpdate(zone, updatetype) end; function onZoneIn(player,prevZone) local cs = -1; if (player:getXPos() == 0 and player:getYPos() == 0 and player:getZPos() == 0) then player:setPos(45.25,-2.115,-140.562,0); end return cs; end; function onRegionEnter(player,region) end; function onEventUpdate(player,csid,option) end; function onEventFinish(player,csid,option) end;
local ReplicatedStorage = game:GetService("ReplicatedStorage") local LocalLinker = ReplicatedStorage:FindFirstChild("LocalLinker") -- Run outside of Hexolus environment if not LocalLinker then require(script.Parent)() end
local Camera = require "libs.camera3d" local cpml = require "libs.cpml" local lume = require "libs.lume" local geometry = require "geometry" local PostProcess = require "postprocess" local map = require "map_loader" local Terrain = require "terrain" local Gameplay = {} --[[ 1) terrain needs bounding boxes for each triangle (or just do a check on each tile's triangles) 2) implement gravity so tank falls and collides with terrain 3) use tank bounding box to grab terrain positions from each of the tank's corners 4) create new tile and adjust orientation to fix normals 5) adjust tank to this normal --]] function Gameplay:enter(from, name, resources, terrain, connection, chat, controls) lurker.postswap = function(f) if connection then connection:disconnect() end Gamestate.switch(require "states.loading", name, resources, connection.host, connection.port, controls, chat) end self.wireframe = false self.gamma = 2.2 self.post = PostProcess() self.resources = resources self.players = {} self.map = map.new() self.manager = require "client_manager" self.manager:init(connection, name, self.map, self.players) self.map:add_object(Terrain( "Terrain_01", terrain, "assets/shaders/shader.glsl", self.gamma, "assets/textures/Grass0130_2_S.dds" )) self.chat = chat or false self.controls = controls self.camera = Camera(cpml.vec3(0,0,0)) self.flat = love.graphics.newShader("assets/shaders/flat.glsl") self.sniper = false self.original_x, self.original_y = false, false self.prevx, self.prevy = love.mouse.getPosition() self.original_direction = 0 self.focused = love.window.hasFocus() self.grabbed = true self.first_press = true self.camera:grab(self.focused) self.map:set_camera(self.camera) self.ui = require "ui.gameplay" self.ui:init(self.manager) Signal.register("pressed-a", function(...) self:pressed_a(...) end) Signal.register("pressed-y", function(...) self:pressed_y(...) end) Signal.register("pressed-back", function(...) self:pressed_back(...) end) Signal.register("pressed-start", function(...) self:pressed_start(...) end) Signal.register("moved-axisleft", function(...) self:moved_axisleft(...) end) Signal.register("moved-axisright", function(...) self:moved_axisright(...) end) Signal.register("moved-triggerright", function(...) self:moved_triggerright(...) end) self.pew_pew = {} self.cooldown = 0 self.released = true end function Gameplay:update(dt) collectgarbage("step") self.manager:update(dt) if self.chat then self.chat:update(dt) end self.cooldown = self.cooldown - dt if self.cooldown < 0 then self.cooldown = 0 end local w, h = love.graphics.getDimensions() local mx, my = love.mouse.getPosition() local dx, dy = self.prevx - mx, self.prevy - my self.prevx, self.prevy = mx, my if not console.visible and self.focused then if self.grabbed then dx, dy = love.mouse.getPosition() dx, dy = w/2 - dx, h/2 - dy if self.first_press then self.original_x, self.original_y = love.mouse.getPosition() end love.mouse.setPosition(w/2, h/2) else if self.original_x and self.original_y then love.mouse.setPosition(self.original_x, self.original_y) self.original_x, self.original_y = false, false end end if self.grabbed then if not self.first_press then self.camera:rotateXY(dx, dy) else self.first_press = false end end end local move, turn = self:check_controls() local mouse = cpml.vec2(-dx, -dy):normalize() Signal.emit("moved-axisleft", nil, turn, move) Signal.emit("moved-axisright", nil, mouse.x, mouse.y) for _, player in pairs(self.players) do self.map.draw_data[player.id] = {} self.map.draw_data[player.id].Turret = cpml.mat4():rotate(player.turret, { 0, 0, 1 }) local terrain = self.map:get("Terrain_01") local tiles = {} tiles.start = terrain:get_tile(player.position) tiles.top_left = terrain:get_tile(cpml.vec3(player.position.x-2, player.position.y+2, player.position.z)) tiles.top_right = terrain:get_tile(cpml.vec3(player.position.x+2, player.position.y+2, player.position.z)) tiles.bottom_right = terrain:get_tile(cpml.vec3(player.position.x+2, player.position.y-2, player.position.z)) tiles.bottom_left = terrain:get_tile(cpml.vec3(player.position.x-2, player.position.y-2, player.position.z)) -- I TOLD YOU ABOUT STAIRS BRO -- STOP REMOVING THIS MOTHERFUCKING CHECK YOU ASSHOLE -- @u@ if tiles.start and tiles.top_left and tiles.top_right and tiles.bottom_left and tiles.bottom_right then local function ananas(tile, player_offset) local hit = cpml.intersect.ray_triangle local triangles = { { tile.positions[1], tile.positions[2], tile.positions[3] }, { tile.positions[1], tile.positions[3], tile.positions[4] } } local ray = { point = tile.center + cpml.vec3(player_offset.x, player_offset.y, 10), direction = cpml.vec3(0, 0, -1) } -- only one of these will probably hit so we'll just go with that local p = hit(ray, triangles[1]) or hit(ray, triangles[2]) if p then p = p + tile.offset end return p end local offset = player.position - (tiles.start.center + tiles.start.offset) local new_tile = {} new_tile.vertices = {} table.insert(new_tile.vertices, ananas(tiles.bottom_left, offset)) table.insert(new_tile.vertices, ananas(tiles.bottom_right, offset)) table.insert(new_tile.vertices, ananas(tiles.top_right, offset)) table.insert(new_tile.vertices, ananas(tiles.top_left, offset)) new_tile.center = cpml.mesh.average(new_tile.vertices) local normals = {} table.insert(normals, cpml.mesh.compute_normal(new_tile.vertices[1], new_tile.vertices[2], new_tile.vertices[3])) table.insert(normals, cpml.mesh.compute_normal(new_tile.vertices[1], new_tile.vertices[3], new_tile.vertices[4])) new_tile.normal = -(normals[1] + normals[2]):normalize() player.up = new_tile.normal player.orientation.x = -math.atan2(new_tile.normal.y, math.sqrt((new_tile.normal.x * new_tile.normal.x) + (new_tile.normal.z * new_tile.normal.z))) player.orientation.y = math.atan2(new_tile.normal.x, new_tile.normal.z) player.direction = player.orientation:orientation_to_direction() player.position.z = new_tile.center.z if self.debug_geometry then local triangles = { new_tile.vertices[1], new_tile.vertices[2], new_tile.vertices[3], new_tile.vertices[1], new_tile.vertices[3], new_tile.vertices[4] } table.insert(self.debug_squares, (geometry.new_triangles(triangles, cpml.vec3(0, 0, 0.01)))) end end local model = cpml.mat4() :rotate(-player.orientation.z, { 0, 0, 1 }) :rotate(-player.orientation.y, { 0, 1, 0 }) :rotate(-player.orientation.x, { 1, 0, 0 }) :scale(player.scale) for k, buffer in ipairs(player.model.bounds) do local m = model local vb = player.model.vertex_buffer[k] local draw_data = self.map.draw_data[id] if draw_data[vb.name] then m = m * draw_data[vb.name]:scale(cpml.vec3(-1, 1, 1)) end geometry.update_bounding_box(buffer[1], buffer[2], m, vb.bounds.min, vb.bounds.max) end end self.map:update(dt) self.ui:update(dt) end function Gameplay:draw() local color = cpml.vec3(0.7, 0.9, 1.0) gl.ClearColor(color.x, color.y, color.z, color:dot(cpml.vec3(0.299, 0.587, 0.114))) -- Disable blending because we use/abuse the alpha channel for other stuff. gl.Disable(GL.BLEND) self.post:bind() self.map:draw() love.graphics.setShader(self.flat) self.camera:send(self.flat) self.flat:send("u_color", { 1, 0, 1, 1 }) self.flat:send("u_model", cpml.mat4():to_vec4s()) gl.Enable(GL.DEPTH_TEST) for _, pew in ipairs(self.pew_pew) do self.flat:send("u_color", { 0, 1, 1, 1 }) love.graphics.draw(pew) end gl.Disable(GL.DEPTH_TEST) self.post:unbind() self.post:draw() gl.Enable(GL.BLEND) self.ui:set_nametags(self.map:get_nametags()) self.ui:draw() end function Gameplay:keypressed(key, isrepeat) local move, turn = self:check_controls(key, isrepeat) Signal.emit("moved-axisleft", nil, turn, move) if key == "escape" then Signal.emit("pressed-back") end if key == " " then Signal.emit("pressed-y") end if key == "g" then Signal.emit("pressed-start") end end function Gameplay:keyreleased(key) local move, turn = self:check_controls(key) Signal.emit("moved-axisleft", nil, turn, move) end function Gameplay:mousepressed(x, y, button) if button == "l" then self.first_press = true Signal.emit("moved-triggerright", nil, 1) end end function Gameplay:mousereleased(x, y, button) if button == "l" then self.first_press = true Signal.emit("moved-triggerright", nil, 0) end end function Gameplay:resize(x, y) self.post:rebuild() end function Gameplay:focus(f) self.focused = f if not f then self.camera:grab(false) else if self.grabbed then self.camera:grab(true) end end end function Gameplay:leave() self.wireframe = nil self.gamma = nil self.post = nil self.resources = nil self.players = nil self.map = nil self.controls = nil self.camera = nil self.flat = nil self.sniper = nil self.original_x = nil self.original_y = nil self.prevx = nil self.prevy = nil self.grabbed = nil self.first_press = nil self.focused = nil self.ui = nil self.original_direction = nil self.manager:destroy() if self.chat then self.chat:disconnect() end Signal.clear_pattern("pressed%-.*") Signal.clear_pattern("released%-.*") Signal.clear_pattern("moved%-.*") end function Gameplay:check_controls(key, isrepeat) local move = 0 local turn = 0 local holding = { forward = self.controls:check("move_forward", key) and not isrepeat, back = self.controls:check("move_back", key) and not isrepeat, left = self.controls:check("turn_left", key) and not isrepeat, right = self.controls:check("turn_right", key) and not isrepeat, } if holding.forward then move = move - 1 end if holding.back then move = move + 1 end if holding.left then turn = turn - 1 end if holding.right then turn = turn + 1 end return move, turn end -- Gamepad Signals function Gameplay:pressed_a(joystick) if not self.manager.id then return end end function Gameplay:pressed_y(joystick) if not self.manager.id then return end if not self.grabbed or not self.focused then return end self.sniper = not self.sniper if self.sniper then self.original_direction = self.camera.direction self.camera.direction = 0 else self.camera.direction = self.original_direction self.original_direction = 0 end end function Gameplay:pressed_start(joystick) self.grabbed = not self.grabbed if not self.grabbed then self.first_press = true end self.camera:grab(self.grabbed) end function Gameplay:pressed_back(joystick) self.camera:grab(false) Gamestate.switch(require "states.menu") end function Gameplay:moved_axisleft(joystick, x, y) if not self.manager.id then return end if not self.grabbed or not self.focused then x = 0 y = 0 end local dt = love.timer.getDelta() local turn = -x local move = -y local move_speed = 420/6/6 local turn_speed = math.rad(35) local turret_speed = math.rad(44) local player = self.players[self.manager.id] -- Normalize movement velocity so it never exceeds max speed player.velocity = player.velocity + player.direction * move * move_speed if player.velocity:len() > move_speed then player.velocity = player.velocity:normalize() * move_speed end -- Check to see if you are going to collide if you move local new_pos = player.position + player.velocity * dt -- Don't let players clip half way over the map edge local terrain = self.map:get("Terrain_01") local bounds = terrain:get_bounding_box() bounds.min = bounds.min + cpml.vec2(player.radius, player.radius) bounds.max = bounds.max - cpml.vec2(player.radius, player.radius) if new_pos.x < bounds.min.x or new_pos.y < bounds.min.y or new_pos.x > bounds.max.x or new_pos.y > bounds.max.y then player.velocity = cpml.vec3(0, 0, 0) end -- Don't let players hit each other. for i, p in pairs(self.players) do if i ~= self.manager.id then local c1 = { point=new_pos, radius=player.radius } local c2 = { point=p.position, radius=p.radius } -- If collision, stop tank if cpml.intersect.circle_circle(c1, c2) then player.velocity = cpml.vec3(0, 0, 0) break end end end -- Normalize rotational velocity so it never exceeds max speed player.rot_velocity = player.rot_velocity + cpml.vec3(0, 0, turn * turn_speed) if player.rot_velocity:len() > turn_speed then player.rot_velocity = player.rot_velocity:normalize() * turn_speed end end function Gameplay:moved_axisright(joystick, x, y) if not self.manager.id then return end -- kill the input if mouse isn't being captured. if not self.grabbed or not self.focused then x = 0 y = 0 end local turret_speed = math.rad(44) local stick = cpml.vec2(-x, -y) local player = self.players[self.manager.id] if self.sniper then -- Normalize turret rotational velocity so it never exceeds max speed player.turret_velocity = player.turret_velocity + stick.x * turret_speed if player.turret_velocity > turret_speed then player.turret_velocity = turret_speed end if player.turret_velocity < -turret_speed then player.turret_velocity = -turret_speed end player.direction = player.orientation:orientation_to_direction() local forward = player.direction:rotate(player.turret, player.up) local offset = cpml.vec3(0, -1.97, 1.37) -- Camera snaps to turret self.camera.forced_transforms = true self.camera:move_to(player.position + offset) self.camera.direction = forward self.camera.view = cpml.mat4() :translate(offset) :look_at(player.position, player.position + forward, player.up) else self.camera.forced_transforms = false self.camera.pre_offset = cpml.vec3(0, 0, -11) self.camera:move_to(player.position + cpml.vec3(0, 0, 4)) self.camera:rotateXY(stick.x * 18, stick.y * 9) -- Get angle between Camera Forward and Turret Forward local fwd = cpml.vec2(0, 1):rotate(player.orientation.z + player.turret) local cam = cpml.vec2(1, 0):rotate(math.atan2(self.camera.direction.y, self.camera.direction.x)) local angle = fwd:angle_to(cam) -- If the turret is not true, adjust it if math.abs(angle) > 0 then local function new_angle(direction) local dt = love.timer.getDelta() local velocity = direction * turret_speed * dt return cpml.vec2(0, 1):rotate(player.orientation.z + player.turret + velocity):angle_to(cam) end -- Rotate turret into the correct direction if new_angle(1) < 0 then player.turret_velocity = turret_speed elseif new_angle(-1) > 0 then player.turret_velocity = -turret_speed else -- If rotating the turret a full frame will overshoot, set turret to camera position -- atan2 starts from the left and we need to also add half a rotation. subtract player orientation to convert to local space. player.turret = math.atan2(self.camera.direction.y, self.camera.direction.x) + (math.pi * 1.5) - player.orientation.z player.turret_velocity = 0 end end end local direction = cpml.mat4():rotate(player.turret, { 0, 0, 1 }) * cpml.mat4():rotate(player.orientation.z, { 0, 0, 1 }) player.turret_direction = cpml.vec3(direction * { 0, 1, 0, 1 }) end function Gameplay:moved_triggerright(joystick, axis) if not self.manager.id then return end if axis >= 0.8 and self.cooldown == 0 and self.released then self.released = false self.cooldown = 5 Signal.emit("send-shoot") end if axis <= 0.5 then self.released = true end end function Gameplay:action_shoot(id) local player = self.players[id] local ray = { point = player.position + player.up * 2.5, direction = player.direction:rotate(player.turret, player.up), } table.insert(self.pew_pew, geometry.new_ray(ray, 50, 0.1)) if #self.pew_pew > 100 then table.remove(self.pew_pew, 1) end end function Gameplay:action_disconnect(id) local player = self.players[id] self.players[id] = nil local map_id = self.map:get_id(player.id) if map_id then self.map:remove_object(map_id) end end return Gameplay
----------------------------------------------------------------------- -- FILE: luaotfload-harf-plug.lua -- DESCRIPTION: part of luaotfload / HarfBuzz / fontloader plugin ----------------------------------------------------------------------- do -- block to avoid to many local variables error local ProvidesLuaModule = { name = "luaotfload-harf-plug", version = "3.13", --TAGVERSION date = "2020-05-01", --TAGDATE description = "luaotfload submodule / database", license = "GPL v2.0", author = "Khaled Hosny, Marcel Krüger", copyright = "Luaotfload Development Team", } if luatexbase and luatexbase.provides_module then luatexbase.provides_module (ProvidesLuaModule) end end local hb = luaotfload.harfbuzz local assert = assert local next = next local tonumber = tonumber local type = type local format = string.format local open = io.open local tableinsert = table.insert local tableremove = table.remove local ostmpname = os.tmpname local osremove = os.remove local direct = node.direct local tonode = direct.tonode local todirect = direct.todirect local traverse = direct.traverse local insertbefore = direct.insert_before local insertafter = direct.insert_after local protectglyph = direct.protect_glyph local newnode = direct.new local freenode = direct.free local copynode = direct.copy local removenode = direct.remove local copynodelist = direct.copy_list local ischar = direct.is_char local uses_font = direct.uses_font local getattrs = direct.getattributelist local setattrs = direct.setattributelist local getchar = direct.getchar local setchar = direct.setchar local getdir = direct.getdir local setdir = direct.setdir local getdisc = direct.getdisc local setdisc = direct.setdisc local getfont = direct.getfont local getdata = direct.getdata local setdata = direct.setdata local getfont = direct.getfont local setfont = direct.setfont local getfield = direct.getfield local setfield = direct.setfield local getid = direct.getid local getkern = direct.getkern local setkern = direct.setkern local getnext = direct.getnext local setnext = direct.setnext local getoffsets = direct.getoffsets local setoffsets = direct.setoffsets local getproperty = direct.getproperty local setproperty = direct.setproperty local getprev = direct.getprev local setprev = direct.setprev local getsubtype = direct.getsubtype local setsubtype = direct.setsubtype local getwidth = direct.getwidth local setwidth = direct.setwidth local is_char = direct.is_char local tail = direct.tail local properties = direct.get_properties_table() local imgnode = img.node local disc_t = node.id("disc") local glue_t = node.id("glue") local glyph_t = node.id("glyph") local dir_t = node.id("dir") local kern_t = node.id("kern") local localpar_t = node.id("local_par") local whatsit_t = node.id("whatsit") local pdfliteral_t = node.subtype("pdf_literal") local explicitdisc_t = 1 local fontkern_t = 0 local italiccorr_t = 3 local regulardisc_t = 3 local spaceskip_t = 13 local dir_ltr = hb.Direction.new("ltr") local dir_rtl = hb.Direction.new("rtl") local fl_unsafe = hb.Buffer.GLYPH_FLAG_UNSAFE_TO_BREAK local startactual_p = "luaotfload_startactualtext" local endactual_p = "luaotfload_endactualtext" local empty_table = {} -- "Copy" properties as done by LuaTeX: Make old properties metatable local function copytable(old) local new = {} for k, v in next, old do if type(v) == "table" then v = copytable(v) end new[k] = v end setmetatable(new, getmetatable(old)) return new end -- Set and get properties. local function setprop(n, prop, value) local props = properties[n] if not props then props = {} properties[n] = props end props[prop] = value end local function inherit(t, base, properties) local n = newnode(t) setattrs(n, getattrs(base)) if properties then setproperty(n, setmetatable({}, {__index = properties})) end return n end -- New kern node of amount `v`, inheriting the properties/attributes of `n`. local function newkern(v, n) local kern = inherit(kern_t, n, getproperty(n)) setkern(kern, v) return kern end local function insertkern(head, current, kern, rtl) if rtl then head = insertbefore(head, current, kern) else head, current = insertafter(head, current, kern) end return head, current end -- Convert list of integers to UTF-16 hex string used in PDF. local function to_utf16_hex(uni) if uni < 0x10000 then return format("%04X", uni) else uni = uni - 0x10000 local hi = 0xD800 + (uni // 0x400) local lo = 0xDC00 + (uni % 0x400) return format("%04X%04X", hi, lo) end end local process local function itemize(head, fontid, direction) local fontdata = font.getfont(fontid) local hbdata = fontdata and fontdata.hb local spec = fontdata and fontdata.specification local options = spec and spec.features.raw local runs, codes = {}, {} local dirstack = {} local currdir = direction or "TLT" local lastskip, lastdir = true local lastrun = {} for n, id, subtype in direct.traverse(head) do local code = 0xFFFC -- OBJECT REPLACEMENT CHARACTER local skip = lastskip local props = properties[n] if props and props.zwnj then code = 0x200C -- skip = false -- Not sure about this, but lastskip should be a bit faster elseif id == glyph_t then if is_char(n) and getfont(n) == fontid then code = getchar(n) skip = false else skip = true end elseif id == glue_t and subtype == spaceskip_t then code = 0x0020 -- SPACE elseif id == disc_t then if uses_font(n, fontid) then code = 0x00AD -- SOFT HYPHEN skip = false else skip = true end elseif id == dir_t then local dir = getdir(n) if dir:sub(1, 1) == "+" then -- Push the current direction to the stack. tableinsert(dirstack, currdir) currdir = dir:sub(2) else assert(currdir == dir:sub(2)) -- Pop the last direction from the stack. currdir = tableremove(dirstack) end elseif id == localpar_t then currdir = getdir(n) end codes[#codes + 1] = code if lastdir ~= currdir or lastskip ~= skip then lastrun.after = n lastrun = { start = #codes, len = 1, font = fontid, dir = currdir == "TRT" and dir_rtl or dir_ltr, skip = skip, codes = codes, } runs[#runs + 1] = lastrun lastdir, lastskip = currdir, skip else lastrun.len = lastrun.len + 1 end end return runs end -- Check if it is not safe to break before this glyph. local function unsafetobreak(glyph) return glyph and glyph.flags and glyph.flags & fl_unsafe end local shape -- Make s a sub run, used by discretionary nodes. local function makesub(run, codes, nodelist) local subrun = { start = 1, len = #codes, font = run.font, dir = run.dir, fordisc = true, node = nodelist, codes = codes, } local glyphs if nodelist == 0 then -- FIXME: This shouldn't happen nodelist = nil end nodelist, nodelist, glyphs = shape(nodelist, nodelist, subrun) return { glyphs = glyphs, run = subrun, head = nodelist } end local function printnodes(label, head, after) after = tonode(after) for n in node.traverse(tonode(head)) do if n == after then return end print(label, n, n.font or '', n.char or '') local pre, post, rep = getdisc(todirect(n)) if pre then printnodes(label .. '<', pre) end if post then printnodes(label .. '>', post) end if rep then printnodes(label .. '=', rep) end end end -- Main shaping function that calls HarfBuzz, and does some post-processing of -- the output. function shape(head, firstnode, run) local node = firstnode local codes = run.codes local offset = run.start local nodeindex = offset run.start = offset local len = run.len local fontid = run.font local dir = run.dir local fordisc = run.fordisc local cluster = offset - 2 local fontdata = font.getfont(fontid) local hbdata = fontdata.hb local spec = fontdata.specification local features = spec.hb_features local options = spec.features.raw local hbshared = hbdata.shared local hbfont = hbshared.font local lang = spec.language local script = spec.script local shapers = options.shaper and { options.shaper } or {} local buf = hb.Buffer.new() if buf.set_flags then buf:set_flags(hbdata.buf_flags) end buf:set_direction(dir) buf:set_script(script) buf:set_language(lang) buf:set_cluster_level(buf.CLUSTER_LEVEL_MONOTONE_CHARACTERS) buf:add_codepoints(codes, offset - 1, len) local hscale = hbdata.hscale local vscale = hbdata.vscale hbfont:set_scale(hscale, vscale) do features = table.merged(features) -- We don't want to modify the global features local current_features = {} local n = node for i = offset-1, offset+len-2 do local props = properties[n] or empty_table if props then local local_feat = props.glyph_features or empty_table if local_feat then for tag, value in next, current_features do local loc = local_feat[tag] loc = loc ~= nil and (tonumber(loc) or (loc and 1 or 0)) or nil if value.value ~= loc then -- This includes loc == nil value._end = i features[#features + 1] = value current_features[tag] = nil end end for tag, value in next, local_feat do if not current_features[tag] then local feat = hb.Feature.new(tag) feat.value = tonumber(value) or (value and 1 or 0) feat.start = i current_features[tag] = feat end end end end n = getnext(n) end for _, feat in next, current_features do features[#features + 1] = feat end end if hb.shape_full(hbfont, buf, features, shapers) then -- The engine wants the glyphs in logical order, but HarfBuzz outputs them -- in visual order, so we reverse RTL buffers. if dir:is_backward() then buf:reverse() end local glyphs = buf:get_glyphs() local i = 0 while i < #glyphs do i = i + 1 local glyph = glyphs[i] -- Calculate the Unicode code points of this glyph. If cluster did not -- change then this is a glyph inside a complex cluster and will be -- handled with the start of its cluster. if cluster ~= glyph.cluster then cluster = glyph.cluster for i = nodeindex, cluster do node = getnext(node) end nodeindex = cluster + 1 local hex = "" local str = "" local nextcluster for j = i+1, #glyphs do nextcluster = glyphs[j].cluster if cluster ~= nextcluster then glyph.nglyphs = j - i goto NEXTCLUSTERFOUND -- break end end -- else -- only executed if the loop reached the end without -- finding another cluster nextcluster = offset + len - 1 glyph.nglyphs = #glyphs + 1 - i ::NEXTCLUSTERFOUND:: -- end glyph.nextcluster = nextcluster do local node = node for j = cluster,nextcluster-1 do local id = getid(node) if id == glyph_t or (id == glue_t and getsubtype(node) == spaceskip_t) then local code = codes[j + 1] hex = hex..to_utf16_hex(code) str = str..utf8.char(code) end end glyph.tounicode = hex glyph.string = str end if not fordisc then local discindex = nil local disc = node for j = cluster + 1, nextcluster do local props = properties[disc] if (not (props and props.zwnj)) and getid(disc) == disc_t then discindex = j break end disc = getnext(disc) end if discindex then -- Discretionary found. local startindex, stopindex = nil, nil local startglyph, stopglyph = nil, nil -- Find the previous glyph that is safe to break at. local startglyph = i while startglyph > 1 and codes[glyphs[startglyph - 1].cluster + 1] ~= 0x20 and codes[glyphs[startglyph - 1].cluster + 1] ~= 0xFFFC and unsafetobreak(glyphs[startglyph]) do startglyph = startglyph - 1 end -- Get the corresponding character index. startindex = glyphs[startglyph].cluster + 1 -- Find the next glyph that is safe to break at. stopglyph = i + 1 local lastcluster = glyphs[i].cluster while stopglyph <= #glyphs and codes[glyphs[stopglyph].cluster + 1] ~= 0x20 and codes[glyphs[stopglyph].cluster + 1] ~= 0xFFFC and (unsafetobreak(glyphs[stopglyph]) or lastcluster == glyphs[stopglyph].cluster) do lastcluster = glyphs[stopglyph].cluster stopglyph = stopglyph + 1 end stopindex = stopglyph <= #glyphs and glyphs[stopglyph].cluster + 1 or offset + len local startnode, stopnode = node, node for j=nodeindex - 1, startindex, -1 do startnode = getprev(startnode) end for j=nodeindex + 1, stopindex do stopnode = getnext(stopnode) end glyphs[startglyph] = glyph glyph.cluster = startindex - 1 glyph.nextcluster = startindex for j = stopglyph, #glyphs do local glyph = glyphs[j] glyph.cluster = glyph.cluster - (stopindex - startindex) + 1 end len = len - (stopindex - startindex) + 1 table.move(glyphs, stopglyph, #glyphs + stopglyph - startglyph - 1, startglyph + 1) local subcodes, subindex = {} do local node = startnode while node ~= stopnode do if node == disc then subindex = #subcodes startindex = startindex + 1 node = getnext(node) elseif getid(node) == disc_t then local oldnode = node startnode, node = removenode(startnode, node) freenode(oldnode) tableremove(codes, startindex) else subcodes[#subcodes + 1] = tableremove(codes, startindex) node = getnext(node) end end end local pre, post, rep, lastpre, lastpost, lastrep = getdisc(disc, true) local precodes, postcodes, repcodes = {}, {}, {} table.move(subcodes, 1, subindex, 1, repcodes) for n, id, subtype in traverse(rep) do repcodes[#repcodes + 1] = getfont(n) == fontid and getchar(n) or 0xFFFC end table.move(subcodes, subindex + 1, #subcodes, #repcodes + 1, repcodes) table.move(subcodes, 1, subindex, 1, precodes) for n, id, subtype in traverse(pre) do precodes[#precodes + 1] = getfont(n) == fontid and getchar(n) or 0xFFFC end for n, id, subtype in traverse(post) do postcodes[#postcodes + 1] = getfont(n) == fontid and getchar(n) or 0xFFFC end table.move(subcodes, subindex + 1, #subcodes, #postcodes + 1, postcodes) if startnode ~= disc then local newpre = copynodelist(startnode, disc) setnext(tail(newpre), pre) pre = newpre end if post then setnext(lastpost, copynodelist(getnext(disc), stopnode)) else post = copynodelist(getnext(disc), stopnode) end if startnode ~= disc then local predisc = getprev(disc) setnext(predisc, rep) setprev(rep, predisc) if firstnode == startnode then firstnode = disc end if startnode == head then head = disc else local before = getprev(startnode) setnext(before, disc) setprev(disc, before) end setprev(startnode, nil) rep = startnode lastrep = lastrep or predisc end if getnext(disc) ~= stopnode then setnext(getprev(stopnode), nil) setprev(stopnode, disc) setprev(getnext(disc), lastrep) setnext(lastrep, getnext(disc)) rep = rep or getnext(disc) setnext(disc, stopnode) end glyph.replace = makesub(run, repcodes, rep) glyph.pre = makesub(run, precodes, pre) glyph.post = makesub(run, postcodes, post) i = startglyph node = disc cluster = glyph.cluster nodeindex = cluster + 1 end end end end return head, firstnode, glyphs, run.len - len end return head, firstnode, {}, 0 end local function color_to_rgba(color) local r = color.red / 255 local g = color.green / 255 local b = color.blue / 255 local a = color.alpha / 255 if a ~= 1 then -- XXX: alpha return format('%s %s %s rg', r, g, b) else return format('%s %s %s rg', r, g, b) end end -- Cache of color glyph PNG data for bookkeeping, only because I couldn’t -- figure how to make the engine load the image from the binary data directly. local pngcache = {} local pngcachefiles = {} local function cachedpng(data) local hash = md5.sumhexa(data) local i = pngcache[hash] if not i then local path = ostmpname() pngcachefiles[#pngcachefiles + 1] = path open(path, "wb"):write(data):close() -- local file = open(path, "wb"):write():close() -- file:write(data) -- file:close() i = img.scan{filename = path} pngcache[hash] = i end return i end local function get_png_glyph(gid, fontid, characters, haspng) return gid end local push_cmd = { "push" } local pop_cmd = { "pop" } local nop_cmd = { "nop" } --[[ In the following, "text" actually refers to "font" mode and not to "text" mode. "font" mode is called "text" inside of virtual font commands (don't ask me why, but the LuaTeX source does make it clear that this is intentional) and behaves mostly like "page" (especially it does not enter a "BT" "ET" block) except that it always resets the current position to the origin. This is necessary to ensure that the q/Q pair does not interfere with TeX's position tracking. ]] local save_cmd = { "pdf", "text", "q" } local restore_cmd = { "pdf", "text", "Q" } -- Convert glyphs to nodes and collect font characters. local function tonodes(head, node, run, glyphs) local nodeindex = run.start local dir = run.dir local fontid = run.font local fontdata = font.getfont(fontid) local space = fontdata.parameters.space local characters = fontdata.characters local hbdata = fontdata.hb local hfactor = (fontdata.extend or 1000) / 1000 local palette = hbdata.palette local hbshared = hbdata.shared local hbface = hbshared.face local nominals = hbshared.nominals local hbfont = hbshared.font local fontglyphs = hbshared.glyphs local gid_offset = hbshared.gid_offset local rtl = dir:is_backward() local lastprops local scale = hbdata.scale local haspng = hbshared.haspng local fonttype = hbshared.fonttype local nextcluster for i, glyph in ipairs(glyphs) do if glyph.cluster + 1 >= nodeindex then -- Reached a new cluster nextcluster = glyph.nextcluster assert(nextcluster) for j = nodeindex, glyph.cluster do local oldnode = node head, node = removenode(head, node) freenode(oldnode) end lastprops = getproperty(node) nodeindex = glyph.cluster + 1 elseif nextcluster + 1 == nodeindex then -- Oops, we went too far nodeindex = nodeindex - 1 local new = inherit(glyph_t, getprev(node), lastprops) setfont(new, fontid) head, node = insertbefore(head, node, new) end local gid = glyph.codepoint local char = nominals[gid] or gid_offset + gid local id = getid(node) if glyph.replace then -- For discretionary the glyph itself is skipped and a discretionary node -- is output in place of it. local rep, pre, post = glyph.replace, glyph.pre, glyph.post setdisc(node, tonodes(pre.head, pre.head, pre.run, pre.glyphs), tonodes(post.head, post.head, post.run, post.glyphs), tonodes(rep.head, rep.head, rep.run, rep.glyphs)) node = getnext(node) nodeindex = nodeindex + 1 elseif glyph.skip then local oldnode = node head, node = removenode(head, node) freenode(oldnode) nodeindex = nodeindex + 1 else if lastprops and lastprops.zwnj and nodeindex == glyph.cluster + 1 then elseif id == glyph_t then local done local fontglyph = fontglyphs[gid] local character = characters[char] if not character.commands then if palette then local layers = fontglyph.layers if layers == nil then layers = hbface:ot_color_glyph_get_layers(gid) or false fontglyph.layers = layers end if layers then local cmds = {} -- Every layer will add 5 cmds local prev_color = nil for j = 1, #layers do local layer = layers[j] local layerchar = characters[gid_offset + layer.glyph] if layerchar.height > character.height then character.height = layerchar.height end if layerchar.depth > character.depth then character.depth = layerchar.depth end -- color_index has a special value, 0x10000, that mean use text -- color, we don’t check for it here explicitly since we will -- get nil anyway. local color = palette[layer.color_index] cmds[5*j - 4] = (color and not prev_color) and save_cmd or nop_cmd cmds[5*j - 3] = prev_color == color and nop_cmd or (color and {"pdf", "page", color_to_rgba(color)} or restore_cmd) cmds[5*j - 2] = push_cmd cmds[5*j - 1] = {"char", layer.glyph + gid_offset} cmds[5*j] = pop_cmd fontglyphs[layer.glyph].used = true prev_color = color end cmds[#cmds + 1] = prev_color and restore_cmd if not character.colored then local coloredcharacter = {} for k,v in next, character do coloredcharacter[k] = v end coloredcharacter.commands = cmds local newcharacters = {[gid + 0x130000] = coloredcharacter} characters[gid + 0x130000] = coloredcharacter if char ~= gid + gid_offset then newcharacters[char] = coloredcharacter characters[char] = coloredcharacter character.colored = char else character.colored = gid + 0x130000 end font.addcharacters(fontid, {characters = newcharacters}) end char = character.colored character = characters[char] end end if haspng then local pngglyph = character.pngglyph if pngglyph == nil then local pngblob = hbfont:ot_color_glyph_get_png(gid) if pngblob then local glyphimg = cachedpng(pngblob:get_data()) local pngchar = { } for k,v in next, character do pngchar[k] = v end local i = img.copy(glyphimg) i.width = character.width i.depth = 0 i.height = character.height + character.depth pngchar.commands = fonttype and { {"push"}, {"char", gid_offset + gid}, {"pop"}, {"down", character.depth}, {"image", i} } or { {"down", character.depth}, {"image", i} } if not nominals[gid] then char = 0x130000 + gid end characters[char] = pngchar pngglyph = char font.addcharacters(fontid, {characters = {[char] = pngchar}}) end character.pngglyph = pngglyph end if pngglyph then char = pngglyph elseif not fonttype then -- Color bitmap font with no glyph outlines (like Noto -- Color Emoji) but has no bitmap for current glyph (most likely -- `.notdef` glyph). The engine does not know how to embed such -- fonts, so we don’t want them to reach the backend as it will cause -- a fatal error. We use `nullfont` instead. That is a hack, but I -- think it is good enough for now. We could make the glyph virtual -- with empty commands suh that LuaTeX ignores it, but we still want -- a missing glyph warning. -- We insert the glyph node and move on, no further work is needed. setfont(node, 0) done = true end end end if not done then local oldcharacter = characters[getchar(node)] -- If the glyph index of current font character is the same as shaped -- glyph, keep the node char unchanged. Helps with primitives that -- take characters as input but actually work on glyphs, like -- `\rpcode`. if not oldcharacter then if gid == 0 then local new = copynode(node) head, node = insertafter(head, node, new) end setchar(node, char) elseif character.commands or character.index ~= oldcharacter.index then setchar(node, char) end local xoffset = (rtl and -glyph.x_offset or glyph.x_offset) * scale local yoffset = glyph.y_offset * scale setoffsets(node, xoffset, yoffset) fontglyph.used = fonttype and true -- The engine will use this string when printing a glyph node e.g. in -- overfull messages, otherwise it will be trying to print our -- invalid pseudo Unicode code points. -- If the string is empty it means this glyph is part of a larger -- cluster and we don’t to print anything for it as the first glyph -- in the cluster will have the string of the whole cluster. local props = properties[node] if not props then props = {} properties[node] = props end props.glyph_info = glyph.string or "" -- Handle PDF text extraction: -- * Find how many characters in this cluster and how many glyphs, -- * If there is more than 0 characters -- * One glyph: one to one or one to many mapping, can be -- represented by font’s /ToUnicode -- * More than one: many to one or many to many mapping, can be -- represented by /ActualText spans. -- * If there are zero characters, then this glyph is part of complex -- cluster that will be covered by an /ActualText span. local tounicode = glyph.tounicode if tounicode then if glyph.nglyphs == 1 and not character.commands and not fontglyph.tounicode then fontglyph.tounicode = tounicode elseif character.commands or tounicode ~= fontglyph.tounicode then setprop(node, startactual_p, tounicode) glyphs[i + glyph.nglyphs - 1].endactual = true end end if glyph.endactual then setprop(node, endactual_p, true) end local x_advance = glyph.x_advance local width = fontglyph.width * hfactor if width ~= x_advance then -- The engine always uses the glyph width from the font, so we need -- to insert a kern node if the x advance is different. local kern = newkern((x_advance - width) * scale, node) head, node = insertkern(head, node, kern, rtl) end end elseif id == glue_t and getsubtype(node) == spaceskip_t then -- If the glyph advance is different from the font space, then a -- substitution or positioning was applied to the space glyph changing -- it from the default. We try to maintain as much as possible from the -- original value because we assume that we want to keep spacefactors and -- assume that we got mostly positioning applied. TODO: Handle the case that -- we became a glyph in the process. -- We are intentionally not comparing with the existing glue width as -- spacing after the period is larger by default in TeX. local width = glyph.x_advance * scale -- if space > width + 2 or width > space + 2 then if space ~= width then setwidth(node, getwidth(node) - space + width) -- setfield(node, "stretch", width / 2) -- setfield(node, "shrink", width / 3) end elseif id == kern_t and getsubtype(node) == italiccorr_t then -- If this is an italic correction node and the previous node is a -- glyph, update its kern value with the glyph’s italic correction. local prevchar, prevfontid = ischar(getprev(node)) if prevfontid == fontid and prevchar and prevchar > 0 then local italic = characters[prevchar].italic if italic then setkern(node, italic) end end end node = getnext(node) nodeindex = nodeindex + 1 end end while node ~= run.after do local oldnode = node head, node = removenode(head, node) freenode(oldnode) end return head, node end local function shape_run(head, current, run) if not run.skip then -- Font loaded with our loader and an HarfBuzz face is present, do our -- shaping. local glyphs, offset head, current, glyphs, offset = shape(head, current, run) return offset, tonodes(head, current, run, glyphs) else return 0, head, run.after end end function process(head, font, _attr, direction) local newhead, current = head, head local runs = itemize(head, font, direction) local offset = 0 for i = 1,#runs do local run = runs[i] run.start = run.start - offset local new_offset new_offset, newhead, current = shape_run(newhead, current, run) offset = offset + new_offset end return newhead or head end local function pageliteral(data) local n = newnode(whatsit_t, pdfliteral_t) setfield(n, "mode", 1) -- page setdata(n, data) return n end local function post_process(head) for n in traverse(head) do local props = properties[n] local startactual, endactual if props then startactual = rawget(props, startactual_p) endactual = rawget(props, endactual_p) end if startactual then local actualtext = "/Span<</ActualText<FEFF"..startactual..">>>BDC" head = insertbefore(head, n, pageliteral(actualtext)) end if endactual then head = insertafter(head, n, pageliteral("EMC")) end local replace = getfield(n, "replace") if replace then setfield(n, "replace", post_process(replace)) end local subhead = getfield(n, "head") if subhead then setfield(n, "head", post_process(subhead)) end end return head end local function post_process_nodes(head, groupcode) return tonode(post_process(todirect(head))) end local function run_cleanup() -- Remove temporary PNG files that we created, if any. -- FIXME: It would be nice if we wouldn't need this for _, path in next, pngcachefiles do osremove(path) end end local function set_tounicode() for fontid, fontdata in font.each() do local hbdata = fontdata.hb if hbdata and fontid == pdf.getfontname(fontid) then local characters = fontdata.characters local newcharacters = {} local hbshared = hbdata.shared local glyphs = hbshared.glyphs local nominals = hbshared.nominals local gid_offset = hbshared.gid_offset for gid = 0, #glyphs do local glyph = glyphs[gid] if glyph.used then local character = characters[gid + gid_offset] newcharacters[gid + gid_offset] = character local unicode = nominals[gid] if unicode then newcharacters[unicode] = character end character.tounicode = glyph.tounicode or "FFFD" character.used = true end end font.addcharacters(fontid, { characters = newcharacters }) end end end -- FIXME: Move this into generic parts of luaotfload local utfchar = utf8.char local function get_glyph_info(n) n = todirect(n) local props = properties[n] return props and props.glyph_info or utfchar(getchar(n)):gsub('\0', '^^@') end fonts.handlers.otf.registerplugin('harf', process) -- luatexbase does not know how to handle `wrapup_run` callback, teach it. -- TODO: Move these into ltluatex luatexbase.callbacktypes.wrapup_run = 1 -- simple luatexbase.callbacktypes.glyph_info = 1 -- simple local base_callback_descriptions = luatexbase.callback_descriptions local base_add_to_callback = luatexbase.add_to_callback local base_remove_from_callback = luatexbase.remove_from_callback -- Remove all existing functions from given callback, insert ours, then -- reinsert the removed ones, so ours takes a priority. local function add_to_callback(name, func) local saved_callbacks = {}, ff, dd for k, v in next, base_callback_descriptions(name) do saved_callbacks[k] = { base_remove_from_callback(name, v) } end base_add_to_callback(name, func, "Harf "..name.." callback") for _, v in next, saved_callbacks do base_add_to_callback(name, v[1], v[2]) end end add_to_callback('pre_output_filter', post_process_nodes) -- FIXME: Wrong callback, but I want to get rid of the whole function anyway add_to_callback('wrapup_run', run_cleanup) add_to_callback('finish_pdffile', set_tounicode) add_to_callback('glyph_info', get_glyph_info)
--[[------------ Q U A K E II Heads Up Display Ammo data ]]-------------- if CLIENT then -- Default half-life ammo Q2HUD:AddAmmoIcon("Pistol", "hammo0"); Q2HUD:AddAmmoIcon("357", "hammo1"); Q2HUD:AddAmmoIcon("SMG1", "hammo2"); Q2HUD:AddAmmoIcon("AR2", "hammo3"); Q2HUD:AddAmmoIcon("SMG1_Grenade", "hammo4"); Q2HUD:AddAmmoIcon("AR2AltFire", "hammo5"); Q2HUD:AddAmmoIcon("XBowBolt", "hammo6"); Q2HUD:AddAmmoIcon("Buckshot", "qammo2"); Q2HUD:AddAmmoIcon("RPG_Round", "qammo3"); Q2HUD:AddAmmoIcon("Grenade", "qammo0"); Q2HUD:AddAmmoIcon("slam", "qammo0"); -- Quake II SWEPs support Q2HUD:AddAmmoIcon("Cells", "qammo5"); Q2HUD:AddAmmoIcon("Slugs", "qammo4"); end
ffi.cdef [[ typedef struct { bool value; } refbool; typedef struct { float value; } refnumber; ]] ---Stores a boolean value and can be used as a reference to it. ---@class refbool ---@field value boolean @Stored value. refbool = ffi.metatype('refbool', { __index = { ---@return boolean isrefbool = function(x) return ffi.istype('refbool', x) end, ---For easier use with UI controls. ---@param newValue boolean ---@return refbool set = function (s, newValue) s.value = newValue return s end } }) ---Stores a numerical value and can be used as a reference to it. ---@class refnumber ---@field value number @Stored value. refnumber = ffi.metatype('refnumber', { __index = { ---@return boolean isrefnumber = function(x) return ffi.istype('refnumber', x) end, ---For easier use with UI controls. ---@param newValue number ---@return refnumber set = function (s, newValue) s.value = newValue return s end } })
-- EXIT -- shell.exit()
local adt = require('algebraic-data-types') local list -- Forward declaration local function _table(self) local ret = {n=0} local function loop(xs) xs:match { Nil = function () end, Cons = function (hd, tl) ret[ret.n + 1] = hd ret.n = ret.n + 1 return loop(tl) end } end loop(self) return ret end local function cons(self, x) return list.Cons(x, self) end local function uncons(self) return self:match { Nil = function () error("Cannot decompose an empty list", 2) end, Cons = function (hd, tl) return hd, tl end } end local function head(self) local hd = self:uncons() return hd end local function tail(self) return select(2, self:uncons()) end local function __concat(xs, ys) return xs:match { Nil = function () return ys end, Cons = function (hd, tl) return list.Cons(hd, __concat(tl, ys)) end } end local function length(self) local len = 0 while true do if self:is(list.Nil) then return len else len = len+1 self = self.fields[2] end end end local function null(self) return self:is(list.Nil) end local function map(self, f) checkArg(1, f, "function") return self:match { Nil = function () return self end, Cons = function (hd, tl) return list.Cons(f(hd), tl:map(f)) end } end local function _rev(xs, acc) return xs:match { Nil = function () return acc end, Cons = function (hd, tl) return _rev(tl, list.Cons(hd, acc)) end } end local function reverse(self) return _rev(self, list.Nil) end local function prependToAll(sep, xs) return xs:match { Nil = function () return xs end, Cons = function (hd, tl) return list.Cons(sep, list.Cons(hd, prependToAll(sep, tl))) end } end local function intersperse(self, sep) return self:match { Nil = function () return self end, Cons = function (x, xs) return list.Cons(x, prependToAll(sep, xs)) end } end local function intercalate(self, xs) return self:intersperse(xs):concat() end local function foldl_(f, a, xs) return xs:match { Nil = function () return a end, Cons = function (hd, tl) return foldl_(f, f(a, hd), tl) end } end local function foldl(self, f, ...) checkArg(1, f, "function") local args = table.pack(...) if args.n == 0 then return self:match { Nil = function () error("List is empty", 2) end, Cons = function (x, xs) return foldl_(f, x, xs) end } else return foldl_(f, args[1], self) end end local function foldr1(f, xs) return xs:match { Nil = function () error("List is empty", 2) end, Cons = function (hd, tl) if tl:null() then return hd else return f(hd, foldr1(f, tl)) end end } end local function foldr_(f, a, xs) return xs:match { Nil = function () return a end, Cons = function (hd, tl) return f(hd, foldr_(f, a, tl)) end } end local function foldr(self, f, ...) checkArg(1, f, "function") local args = table.pack(...) if args.n == 0 then return foldr1(f, self) else return foldr_(f, args[1], self) end end local function concat(self) return self:foldl(__concat, list.Nil) end local function concatMap(self, f) checkArg(1, f, "function") return self:foldl( function (a, x) return a .. f(x) end, list.Nil) end local function any(self, f) checkArg(1, f, "function") return self:match { Nil = function () return false end, Cons = function (hd, tl) if f(hd) then return true else return tl:any(f) end end } end local function all(self, f) checkArg(1, f, "function") return self:match { Nil = function () return true end, Cons = function (hd, tl) if f(hd) then return tl:all(f) else return false end end } end local function maximum(self) return self:foldl( function (max, x) return max > x and max or x end) end local function minimum(self) return self:foldl( function (min, x) return min < x and min or x end) end local function scanl_(f, a, xs) return list.Cons( a, xs:match { Nil = function () return xs end, Cons = function (hd, tl) return scanl_(f, f(a, hd), tl) end }) end local function scanl(self, f, ...) checkArg(1, f, "function") local args = table.pack(...) if args.n == 0 then return self:match { Nil = function () return self end, Cons = function (x, xs) return scanl_(f, x, xs) end } else return scanl_(f, args[1], self) end end local function scanr1(f, xs) return xs:match { Nil = function () return xs end, Cons = function (hd, tl) if tl:null() then return xs else -- tl isn't null so qs is guaranteed to be non-null. local qs = scanr1(f, tl) return list.Cons(f(hd, qs:head()), qs) end end } end local function scanr_(f, a, xs) return xs:match { Nil = function () return list.of(a) end, Cons = function (hd, tl) -- qs can never be non-null. local qs = scanr_(f, a, tl) return list.Cons(f(hd, qs:head()), qs) end } end local function scanr(self, f, ...) checkArg(1, f, "function") local args = table.pack(...) if args.n == 0 then return scanr1(f, self) else return scanr_(f, args[1], self) end end local function take(self, n) checkArg(1, n, "number") if n <= 0 then return list.Nil elseif self:null() then return self else return list.Cons(self:head(), self:tail():take(n-1)) end end local function drop(self, n) checkArg(1, n, "number") if n <= 0 then return self elseif self:null() then return self else return self:tail():drop(n-1) end end local function splitAt_(n, xs) return xs:match { Nil = function () return xs, xs end, Cons = function (hd, tl) if n == 1 then return list.of(hd), tl else local ys, zs = splitAt_(n-1, tl) return list.Cons(hd, ys), zs end end } end local function splitAt(self, n) checkArg(1, n, "number") if n <= 0 then return list.Nil, self else return splitAt_(n, self) end end local function takeWhile(self, p) checkArg(1, p, "function") return self:match { Nil = function () return self end, Cons = function (hd, tl) if p(hd) then return list.Cons(hd, tl:takeWhile(p)) else return list.Nil end end } end local function dropWhile(self, p) checkArg(1, p, "function") return self:match { Nil = function () return self end, Cons = function (hd, tl) if p(hd) then return tl:dropWhile(p) else return self end end } end local function span(self, p) checkArg(1, p, "function") return self:match { Nil = function () return self, self end, Cons = function (hd, tl) if p(hd) then local ys, zs = tl:span(p) return list.Cons(hd, ys), zs else return list.Nil, self end end } end local function nth(self, n) checkArg(1, n, "number") if n <= 0 then error("List index out of range: "..n, 2) else return self:match { Nil = function () error("List index out of range: "..n, 2) end, Cons = function (hd, tl) if n == 1 then return hd else return tl:nth(n-1) end end } end end -- NOTE: There are obviously more functions to be added, but I'm tired -- of doing this. Maybe I will do it later. list = adt.define( adt.constructor('Nil'), adt.constructor('Cons', adt.field(), adt.field()), adt.method('table', _table), adt.method('cons', cons), adt.method('uncons', uncons), adt.metamethod('__concat', __concat), adt.method('head', head), adt.method('tail', tail), adt.method('null', null), adt.metamethod('__len', length), adt.method('map', map), adt.method('reverse', reverse), adt.method('intersperse', intersperse), adt.method('intercalate', intercalate), adt.method('foldl', foldl), adt.method('foldr', foldr), adt.method('concat', concat), adt.method('concatMap', concatMap), adt.method('any', any), adt.method('all', all), adt.method('maximum', maximum), adt.method('minimum', minimum), adt.method('scanl', scanl), adt.method('scanr', scanr), adt.method('take', take), adt.method('drop', drop), adt.method('splitAt', splitAt), adt.method('takeWhile', takeWhile), adt.method('dropWhile', dropWhile), adt.method('span', span), adt.method('nth', nth)) -- This is just an alias. list.empty = list.Nil function list.of(...) local args = table.pack(...) local self = list.Nil for i = args.n, 1, -1 do self = list.Cons(args[i], self) end return self end function list.from(...) local args = table.pack(...) checkArg(1, args[1], "table", "function") local self = list.Nil if type(args[1]) == "table" then local seq = args[1] for i = #seq, 1, -1 do self = list.Cons(seq[i], self) end else for _, v in table.unpack(args) do self = list.Cons(v, self) end self = self:reverse() end return self end return list
----------------------------------- -- Physical Shield -- Blocks all physical attacks -- ----------------------------------- require("scripts/globals/status") ----------------------------------- function onEffectGain(target,effect) if (effect:getPower() < 2) then target:addMod(tpz.mod.UDMGPHYS, -100) else target:addMod(tpz.mod.PHYS_ABSORB, 100) end end function onEffectTick(target,effect) end function onEffectLose(target,effect) if (effect:getPower() < 2) then target:delMod(tpz.mod.UDMGPHYS, -100) else target:delMod(tpz.mod.PHYS_ABSORB, 100) end end
--[[ TheNexusAvenger Stores settings. --]] local NexusVRCharacterModel = require(script.Parent.Parent) local NexusObject = NexusVRCharacterModel:GetResource("NexusInstance.NexusObject") local NexusEventCreator = NexusVRCharacterModel:GetResource("NexusInstance.Event.NexusEventCreator") local Settings = NexusObject:Extend() Settings:SetClassName("Settings") --[[ Creates a settings object. --]] function Settings:__new() self:InitializeSuper() --Store the settings. self.Defaults = {} self.Overrides = {} self.SettingsChangeEvents = {} self.SettingsCache = {} end --[[ Returns the value of a setting. --]] function Settings:GetSetting(Setting) --Return a cached entry if one exists. if self.SettingsCache[Setting] ~= nil then return self.SettingsCache[Setting] end --Get the table containing the setting. local Defaults,Overrides = self.Defaults,self.Overrides local SplitSettingNames = string.split(Setting,".") for i = 1,#SplitSettingNames - 1 do Defaults = Defaults[SplitSettingNames[i]] or {} Overrides = Overrides[SplitSettingNames[i]] or {} end --Return the value. local Value = Overrides[SplitSettingNames[#SplitSettingNames]] if Value == nil then Value = Defaults[SplitSettingNames[#SplitSettingNames]] end self.SettingsCache[Setting] = Value return Value end --[[ Sets the value of a setting. --]] function Settings:SetSetting(Setting,Value) --Set the setting. local Overrides = self.Overrides local SplitSettingNames = string.split(Setting,".") for i = 1,#SplitSettingNames - 1 do if not Overrides[SplitSettingNames[i]] then Overrides[SplitSettingNames[i]] = {} end Overrides = Overrides[SplitSettingNames[i]] end Overrides[SplitSettingNames[#SplitSettingNames]] = Value self.SettingsCache[Setting] = Value --Fire the changed signal. local Event = self.SettingsChangeEvents[string.lower(Setting)] if Event then Event:Fire() end end --[[ Sets all the defaults. --]] function Settings:SetDefaults(Defaults) --Set the defaults. self.Defaults = Defaults self.SettingsCache = {} --Fire all the event changes. for _,Event in pairs(self.SettingsChangeEvents) do Event:Fire() end end --[[ Sets all the overrides. --]] function Settings:SetOverrides(Overrides) --Set the overrides. self.Overrides = Overrides self.SettingsCache = {} --Fire all the event changes. for _,Event in pairs(self.SettingsChangeEvents) do Event:Fire() end end --[[ Returns a changed signal for a setting. --]] function Settings:GetSettingsChangedSignal(SettingName) SettingName = string.lower(SettingName) --Create the event if none exists. if not self.SettingsChangeEvents[SettingName] then self.SettingsChangeEvents[SettingName] = NexusEventCreator:CreateEvent() end --Return the event. return self.SettingsChangeEvents[SettingName] end --[[ Destroys the settings. --]] function Settings:Destroy() --Disconnect the settings. for _,Event in pairs(self.SettingsChangeEvents) do Event:Disconnect() end self.SettingsChangeEvents = {} end return Settings
package("libxkbcommon") set_homepage("https://xkbcommon.org/") set_description("keymap handling library for toolkits and window systems") set_license("MIT") add_urls("https://github.com/xkbcommon/libxkbcommon/archive/xkbcommon-$(version).tar.gz", "https://github.com/xkbcommon.git") add_versions("1.0.3", "5d10a57ab65daad7d975926166770eca1d2c899131ab96c23845df1c42da5c31") if is_plat("linux") then add_extsources("apt::libxkbcommon-dev") end add_configs("x11", {description = "Switch backend to X11 (default is wayland).", default = false, type = "boolean"}) on_load("linux", function (package) if package:config("x11") then package:add("deps", "libxcb", "xcb-proto", "libxml2") else package:add("deps", "wayland") end end) add_deps("meson") on_install("linux", function (package) package:addenv("PATH", "bin") local configs = {"-Denable-docs=false", "-Dc_link_args=-lm"} table.insert(configs, "--libdir=lib") if package:config("x11") then table.join2(configs, {"-Denable-wayland=false", "-Dxkb-config-root=/usr/share/X11/xkb", "-Dx-locale-root=/usr/share/X11/locale"}) else table.join2(configs, {"-Denable-x11=false", "-Dxkb-config-root=/usr/share/X11/xkb", "-Dx-locale-root=/usr/share/X11/locale"}) end import("package.tools.meson").install(package, configs) end) on_test(function (package) assert(package:has_cfuncs("xkb_context_new", {includes = "xkbcommon/xkbcommon.h"})) end)
return { head = false, face = { { "ActionEditor/Model/Output/boy.clip|face", {"positionX",-2}, {"positionY",2}, }, }, fHair = { { "ActionEditor/Model/Output/boy.clip|fHair", {"positionX",43}, {"positionY",70}, }, }, bHair = { { "ActionEditor/Model/Output/boy.clip|bHair", {"positionX",17}, {"positionY",24}, }, }, fBody = { { "ActionEditor/Model/Output/boy.clip|fBody", {"positionX",5}, {"positionY",-3}, }, }, bBody = { { "ActionEditor/Model/Output/boy.clip|bBody", {"positionX",1}, {"positionY",-34}, }, }, lArm = { { "ActionEditor/Model/Output/boy.clip|lArm", {"positionX",14}, {"positionY",27}, }, }, lHand = { { "ActionEditor/Model/Output/boy.clip|lHand", {"positionX",22}, {"positionY",46}, }, }, rArm = { { "ActionEditor/Model/Output/boy.clip|rArm", {"positionX",10}, {"positionY",24}, }, }, rHand = { { "ActionEditor/Model/Output/boy.clip|rHand", {"positionX",10}, {"positionY",44}, }, }, lLeg = { { "ActionEditor/Model/Output/boy.clip|lLeg", {"positionX",7}, {"positionY",34}, }, }, lFoot = { { "ActionEditor/Model/Output/boy.clip|lLegD", {"positionX",14}, {"positionY",56}, }, { "ActionEditor/Model/Output/boy.clip|lFoot", {"positionX",6}, {"positionY",6}, {"angle",15}, }, }, rLeg = { { "ActionEditor/Model/Output/boy.clip|rLeg", {"positionX",14}, {"positionY",30}, }, }, rFoot = { { "ActionEditor/Model/Output/boy.clip|rLegD", {"positionX",8}, {"positionY",56}, }, { "ActionEditor/Model/Output/boy.clip|lFoot", {"positionX",5}, {"positionY",5}, {"angle",15}, }, }, }
-- Causa Dano a todos jogadores local rolagem = arg[1]; if rolagem==nil then rolagem = inputQuery("Rolagem de dano a ser causado."); end; local resultado = rolar(rolagem, "Dano em Area"); for i = 1, #jogadores, 1 do if jogadores[i].isJogador then local min, max = jogadores[i]:getBarValue(1); local novo = min - resultado; jogadores[i]:requestSetBarValue(1, novo); end; end;
corellia_selonian_patrol_neutral_none = Lair:new { mobiles = {{"selonian_scout",1},{"selonian_thief",1},{"selonian_healer",1},{"domestic_humbaba",1},{"domestic_krahbu",1}}, spawnLimit = 15, buildingsVeryEasy = {}, buildingsEasy = {}, buildingsMedium = {}, buildingsHard = {}, buildingsVeryHard = {}, mobType = "npc", buildingType = "none" } addLairTemplate("corellia_selonian_patrol_neutral_none", corellia_selonian_patrol_neutral_none)
--[[ ================================================================= Description: All strings (Chinese) used by MailTips. ================================================================= --]] -- Strings used within MailTips -- Locale by 急云@CWDG 2008-10-9 if (GetLocale()=="zhCN") then MT_STARTUP_MESSAGE = MT_NAME.." ("..C_GREEN..MT_VERSION..C_CLOSE..") \229\183\178\232\189\189\229\133\165."; MT_ENCLOSED_ITEMS = "\232\180\167\231\137\169\230\184\133\229\141\149"; end;
-- ---------------------------------------------------------------------------------------------------- -- INFINITY CHEATS DEFINITIONS -- Definitions for infinity cheats. Basically just a bunch of enormous tables! local abs = math.abs local conditional_event = require('scripts/util/conditional-event') local chunk = require('__stdlib__/stdlib/area/chunk') local event = require('__stdlib__/stdlib/event/event') local table = require('__stdlib__/stdlib/utils/table') local util = require('scripts/util/util') local defs = {} local vanilla_loaders_recipes = { 'loader', 'fast-loader', 'express-loader' } -- cheat data and functions defs.cheats = { player = { god_mode = {type='toggle', functions={ value_changed = function(player, cheat, cheat_global, new_value) local player_table = util.player_table(player) local character = player.character if new_value == true then -- make sure the player is not in god mode if player.controller_type == defines.controllers.character then -- store character in global player_table.character = character -- 'deactivate' (freeze) character player_table.character.active = false -- switch controller and transfer inventory player.set_controller{type=defines.controllers.god} util.transfer_inventory_contents(character.get_inventory(defines.inventory.character_main), player.get_inventory(defines.inventory.god_main)) end else -- make sure the player is in god mode if player.controller_type == defines.controllers.god then -- save inventory local god_inventory = player.get_inventory(defines.inventory.god_main) -- if the player does not own a character, create one if not player_table.character then player_table.character = player.surface.create_entity{name='character', position=player.position, force=player.force} end -- teleport character to current position and reenable movement player_table.character.teleport(player.position) player_table.character.active = true -- transfer inventory and switch controller util.transfer_inventory_contents(god_inventory, player_table.character.get_inventory(defines.inventory.character_main)) player.set_controller{type=defines.controllers.character, character=player_table.character} end end end, get_value = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.god end, get_enabled = function(player, cheat, cheat_global) return player.controller_type ~= defines.controllers.editor end }}, true_zoom_to_world = {type='toggle', defaults={on=true, off=false}, functions={ value_changed = function(player, cheat, cheat_global, new_value) player.spectator = new_value end, get_value = function(player, cheat, cheat_global) return player.spectator end, get_enabled = function(player, cheat, cheat_global) return player.controller_type ~= defines.controllers.god end }}, invincible_character = {type='toggle', defaults={on=true, off=false}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if player.character then player.character.destructible = not new_value end end, get_value = function(player, cheat, cheat_global) return player.character and not player.character.destructible or false end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, instant_blueprint = {type='toggle', defaults={on=true, off=false}, functions={ setup_global_global = function(player, default) return {next_tick_entities={}} end, value_changed = function(player, cheat, cheat_global, new_value) if new_value then conditional_event.cheat_register(player, cheat, 'cheats.player.instant_blueprint.on_built_entity') else conditional_event.cheat_deregister(player, cheat, 'cheats.player.instant_blueprint.on_built_entity') end end, get_value = function(player, cheat, cheat_global) return cheat_global.cur_value end, get_enabled = function(player, cheat, cheat_global) return player.controller_type ~= defines.controllers.editor end }}, instant_upgrade = {type='toggle', defaults={on=true, off=false}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if new_value then conditional_event.cheat_register(player, cheat, 'cheats.player.instant_upgrade.on_marked_for_upgrade') else conditional_event.cheat_deregister(player, cheat, 'cheats.player.instant_upgrade.on_marked_for_upgrade') end end, get_value = function(player, cheat, cheat_global) return cheat_global.cur_value end, get_enabled = function(player, cheat, cheat_global) return player.controller_type ~= defines.controllers.editor end }}, instant_deconstruction = {type='toggle', defaults={on=true, off=false}, functions={ setup_global_global = function(player, default) return {next_tick_entities={}} end, value_changed = function(player, cheat, cheat_global, new_value) if new_value then conditional_event.cheat_register(player, cheat, 'cheats.player.instant_deconstruction.on_deconstruction') else conditional_event.cheat_deregister(player, cheat, 'cheats.player.instant_deconstruction.on_deconstruction') end end, get_value = function(player, cheat, cheat_global) return cheat_global.cur_value end, get_enabled = function(player, cheat, cheat_global) return player.controller_type ~= defines.controllers.editor end }}, cheat_mode = {type='toggle', defaults={on=true, off=false}, functions={ value_changed = function(player, cheat, cheat_global, new_value) player.cheat_mode = new_value end, get_value = function(player, cheat, cheat_global) return player.cheat_mode end, get_enabled = function(player, cheat, cheat_global) return player.controller_type ~= defines.controllers.editor end }}, keep_last_item = {type='toggle', defaults={on=true, off=false}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if new_value then conditional_event.cheat_register(player, cheat, 'cheats.player.keep_last_item.on_put_item') else conditional_event.cheat_deregister(player, cheat, 'cheats.player.keep_last_item.on_put_item') end end, get_value = function(player, cheat, cheat_global) return cheat_global.cur_value end, get_enabled = function(player, cheat, cheat_global) return player.controller_type ~= defines.controllers.editor end }}, single_stack_limit = {type='toggle', defaults={on=true, off=false}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if new_value then conditional_event.cheat_register(player, cheat, 'cheats.player.single_stack_limit.on_main_inventory_changed') conditional_event.dispatch('cheats.player.single_stack_limit.on_main_inventory_changed', {player_index=player.index}) else conditional_event.cheat_deregister(player, cheat, 'cheats.player.single_stack_limit.on_main_inventory_changed') end end, get_value = function(player, cheat, cheat_global) return cheat_global.cur_value end, get_enabled = function(player, cheat, cheat_global) return player.controller_type ~= defines.controllers.editor end }}, repair_used_item = {type='toggle', defaults={on=true, off=false}, functions={ setup_global_global = function(player, default) return {cur_players={}} end, value_changed = function(player, cheat, cheat_global, new_value) if new_value then conditional_event.cheat_register(player, cheat, 'cheats.player.repair_used_item.on_main_inventory_changed') conditional_event.cheat_register(player, cheat, 'cheats.player.repair_used_item.on_cursor_stack_changed') else conditional_event.cheat_deregister(player, cheat, 'cheats.player.repair_used_item.on_main_inventory_changed') conditional_event.cheat_deregister(player, cheat, 'cheats.player.repair_used_item.on_cursor_stack_changed') end end, get_value = function(player, cheat, cheat_global) return cheat_global.cur_value end }}, instant_request = {type='toggle', defaults={on=true, off=false}, functions={ setup_global = function(player, default) return {cur_value=default} end, setup_global_global = function(player, default) return {active_players={}} end, value_changed = function(player, cheat, cheat_global, new_value) if new_value then conditional_event.cheat_register(player, cheat, 'cheats.player.instant_request.on_main_inventory_changed') conditional_event.cheat_register(player, cheat, 'cheats.player.instant_request.on_gui_opened') event.dispatch{name=defines.events.on_player_main_inventory_changed, player_index=player.index} else conditional_event.cheat_deregister(player, cheat, 'cheats.player.instant_request.on_main_inventory_changed') conditional_event.cheat_deregister(player, cheat, 'cheats.player.instant_request.on_gui_opened') end end, get_value = function(player, cheat, cheat_global) return cheat_global.cur_value end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, instant_trash = {type='toggle', defaults={on=true, off=false}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if new_value then conditional_event.cheat_register(player, cheat, 'cheats.player.instant_trash.on_trash_inventory_changed') event.dispatch{name=defines.events.on_player_trash_inventory_changed, player_index=player.index} else conditional_event.cheat_deregister(player, cheat, 'cheats.player.instant_trash.on_trash_inventory_changed') end end, get_value = function(player, cheat, cheat_global) return cheat_global.cur_value end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, character_reach_distance_bonus = {type='number', defaults={on=1000000, off=0}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if player.character then player.character_reach_distance_bonus = new_value end end, get_value = function(player, cheat, cheat_global) return player.character and player.character_reach_distance_bonus end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, character_build_distance_bonus = {type='number', defaults={on=1000000, off=0}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if player.character then player.character_build_distance_bonus = new_value end end, get_value = function(player, cheat, cheat_global) return player.character and player.character_build_distance_bonus end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, character_resource_reach_distance_bonus = {type='number', defaults={on=1000000, off=0}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if player.character then player.character_resource_reach_distance_bonus = new_value end end, get_value = function(player, cheat, cheat_global) return player.character and player.character_resource_reach_distance_bonus end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, character_item_drop_distance_bonus = {type='number', defaults={on=1000000, off=0}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if player.character then player.character_item_drop_distance_bonus = new_value end end, get_value = function(player, cheat, cheat_global) return player.character and player.character_item_drop_distance_bonus end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, character_item_pickup_distance_bonus = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if player.character then player.character_item_pickup_distance_bonus = new_value end end, get_value = function(player, cheat, cheat_global) return player.character and player.character_item_pickup_distance_bonus end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, character_loot_pickup_distance_bonus = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if player.character then player.character_loot_pickup_distance_bonus = new_value end end, get_value = function(player, cheat, cheat_global) return player.character and player.character_loot_pickup_distance_bonus end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, character_mining_speed_modifier = {type='number', defaults={on=100, off=0}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if player.character then player.character_mining_speed_modifier = new_value end end, get_value = function(player, cheat, cheat_global) return player.character and player.character_mining_speed_modifier end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, character_running_speed_modifier = {type='number', defaults={on=2, off=0}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if player.character then player.character_running_speed_modifier = new_value end end, get_value = function(player, cheat, cheat_global) return player.character and player.character_running_speed_modifier end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, character_crafting_speed_modifier = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if player.character then player.character_crafting_speed_modifier = new_value end end, get_value = function(player, cheat, cheat_global) return player.character and player.character_crafting_speed_modifier end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, character_inventory_slots_bonus = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if player.character then player.character_inventory_slots_bonus = new_value end end, get_value = function(player, cheat, cheat_global) return player.character and player.character_inventory_slots_bonus end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, character_health_bonus = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(player, cheat, cheat_global, new_value) if player.character then player.character_health_bonus = new_value end end, get_value = function(player, cheat, cheat_global) return player.character and player.character_health_bonus end, get_enabled = function(player, cheat, cheat_global) return player.controller_type == defines.controllers.character end }}, clear_inventory = {type='action', functions={ action = function(player, cheat, cheat_table) player.get_main_inventory().clear() end }} }, force = { instant_research = {type='toggle', defaults={on=true, off=false}, functions={ value_changed = function(force, cheat, cheat_global, new_value) if new_value then conditional_event.cheat_register(force, cheat, 'cheats.force.instant_research.on_research_started') else conditional_event.cheat_deregister(force, cheat, 'cheats.force.instant_research.on_research_started') end end, get_value = function(force, cheat, cheat_global) return cheat_global.cur_value end }}, research_queue = {type='toggle', functions={ value_changed = function(force, cheat, cheat_global, new_value) force.research_queue_enabled = new_value end, get_value = function(force, cheat, cheat_global) return force.research_queue_enabled end }}, infinity_tools_recipes = {type='toggle', defaults={on=true, off=true}, functions={ value_changed = function(force, cheat, cheat_global, new_value) for n,r in pairs(game.recipe_prototypes) do if string.find(n, 'im_tool_') and force.recipes[n] then force.recipes[n].enabled = new_value end end end, get_value = function(force, cheat, cheat_global) return cheat_global.cur_value end }}, free_resource_recipes = {type='toggle', defaults={on=true, off=false}, functions={ value_changed = function(force, cheat, cheat_global, new_value) for n,r in pairs(game.recipe_prototypes) do if string.find(n, 'im_free_resource_') and force.recipes[n] then force.recipes[n].enabled = new_value end end end, get_value = function(force, cheat, cheat_global) return cheat_global.cur_value end }}, vanilla_loaders_recipes = {type='toggle', defaults={on=true, off=false}, functions={ value_changed = function(force, cheat, cheat_global, new_value) for _,n in pairs(vanilla_loaders_recipes) do if force.recipes[n] then force.recipes[n].enabled = new_value end end end, get_value = function(force, cheat, cheat_global) return cheat_global.cur_value end }}, misc_vanilla_recipes = {type='toggle', defaults={on=true, off=false}, functions={ value_changed = function(force, cheat, cheat_global, new_value) --force.recipes['player-port'].enabled = new_value --force.recipes['railgun'].enabled = new_value --force.recipes['railgun-dart'].enabled = new_value end, get_value = function(force, cheat, cheat_global) return cheat_global.cur_value end }}, character_reach_distance_bonus = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(force, cheat, cheat_global, new_value) force.character_reach_distance_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.character_reach_distance_bonus end }}, character_build_distance_bonus = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(force, cheat, cheat_global, new_value) force.character_build_distance_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.character_build_distance_bonus end }}, character_resource_reach_distance_bonus = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(force, cheat, cheat_global, new_value) force.character_resource_reach_distance_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.character_resource_reach_distance_bonus end }}, character_item_drop_distance_bonus = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(force, cheat, cheat_global, new_value) force.character_item_drop_distance_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.character_item_drop_distance_bonus end }}, character_item_pickup_distance_bonus = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(force, cheat, cheat_global, new_value) force.character_item_pickup_distance_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.character_item_pickup_distance_bonus end }}, character_loot_pickup_distance_bonus = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(force, cheat, cheat_global, new_value) force.character_loot_pickup_distance_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.character_loot_pickup_distance_bonus end }}, manual_mining_speed_modifier = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(force, cheat, cheat_global, new_value) force.manual_mining_speed_modifier = new_value end, get_value = function(force, cheat, cheat_global) return force.manual_mining_speed_modifier end }}, character_running_speed_modifier = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(force, cheat, cheat_global, new_value) force.character_running_speed_modifier = new_value end, get_value = function(force, cheat, cheat_global) return force.character_running_speed_modifier end }}, manual_crafting_speed_modifier = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(force, cheat, cheat_global, new_value) force.manual_crafting_speed_modifier = new_value end, get_value = function(force, cheat, cheat_global) return force.manual_crafting_speed_modifier end }}, character_inventory_slots_bonus = {type='number', defaults={on=10, off=0}, functions={ value_changed = function(force, cheat, cheat_global, new_value) force.character_inventory_slots_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.character_inventory_slots_bonus end }}, character_health_bonus = {type='number', defaults={on=0, off=0}, functions={ value_changed = function(force, cheat, cheat_global, new_value) force.character_health_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.character_health_bonus end }}, inserter_stack_size_bonus = {type='number', functions={ value_changed = function(force, cheat, cheat_global, new_value) force.inserter_stack_size_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.inserter_stack_size_bonus end }}, stack_inserter_capacity_bonus = {type='number', functions={ value_changed = function(force, cheat, cheat_global, new_value) force.stack_inserter_capacity_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.stack_inserter_capacity_bonus end }}, mining_drill_productivity_bonus = {type='number', functions={ value_changed = function(force, cheat, cheat_global, new_value) force.mining_drill_productivity_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.mining_drill_productivity_bonus end }}, laboratory_speed_modifier = {type='number', functions={ value_changed = function(force, cheat, cheat_global, new_value) force.laboratory_speed_modifier = new_value end, get_value = function(force, cheat, cheat_global) return force.laboratory_speed_modifier end }}, laboratory_productivity_bonus = {type='number', functions={ value_changed = function(force, cheat, cheat_global, new_value) force.laboratory_productivity_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.laboratory_productivity_bonus end }}, worker_robots_speed_modifier = {type='number', functions={ value_changed = function(force, cheat, cheat_global, new_value) force.worker_robots_speed_modifier = new_value end, get_value = function(force, cheat, cheat_global) return force.worker_robots_speed_modifier end }}, worker_robots_battery_modifier = {type='number', functions={ value_changed = function(force, cheat, cheat_global, new_value) force.worker_robots_battery_modifier = new_value end, get_value = function(force, cheat, cheat_global) return force.worker_robots_battery_modifier end }}, worker_robots_storage_bonus = {type='number', functions={ value_changed = function(force, cheat, cheat_global, new_value) force.worker_robots_storage_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.worker_robots_storage_bonus end }}, train_braking_force_bonus = {type='number', functions={ value_changed = function(force, cheat, cheat_global, new_value) force.train_braking_force_bonus = new_value end, get_value = function(force, cheat, cheat_global) return force.train_braking_force_bonus end }}, evolution_factor = {type='number', max_value=1, functions={ value_changed = function(force, cheat, cheat_global, new_value) force.evolution_factor = new_value end, get_value = function(force, cheat, cheat_global) return force.evolution_factor end }}, chart_all = {type='action', defaults={on=true}, functions={ action = function(force, cheat, cheat_global) force.chart_all() end }}, kill_all_units = {type='action', functions={ action = function(force, cheat, cheat_global) force.kill_all_units() end }}, research_all_technologies = {type='action', defaults={on=true}, functions={ action = function(force, cheat, cheat_global) force.research_all_technologies() end }}, reset_technologies = {type='action', functions={ action = function(force, cheat, cheat_global) force.reset() end }}, restart_current_research = {type='action', functions={ action = function(force, cheat, cheat_global) if force.current_research then force.research_progress = 0 end end }}, finish_current_research = {type='action', functions={ action = function(force, cheat, cheat_global) if force.current_research then force.research_progress = 1 end end }} }, surface = { peaceful_mode = {type='toggle', functions={ value_changed = function(surface, cheat, cheat_global, new_value) surface.peaceful_mode = new_value end, get_value = function(surface, cheat, cheat_global) return surface.peaceful_mode end }}, dont_generate_biters = {type='toggle', functions={ value_changed = function(surface, cheat, cheat_global, new_value) if not surface.map_gen_settings.autoplace_controls then return end if new_value then local map_gen_settings = table.deepcopy(surface.map_gen_settings) cheat_global.settings_copy = table.deepcopy(map_gen_settings) map_gen_settings.autoplace_controls['enemy-base'].size = 0 surface.map_gen_settings = map_gen_settings else if cheat_global.settings_copy == nil then return end surface.map_gen_settings = cheat_global.settings_copy cheat_global.settings_copy = nil end end, get_value = function(surface, cheat, cheat_global) return cheat_global.cur_value or false end }}, freeze_time = {type='toggle', defaults={on=true, off=false}, functions={ value_changed = function(surface, cheat, cheat_global, new_value) surface.freeze_daytime = new_value end, get_value = function(surface, cheat, cheat_global) return surface.freeze_daytime end }}, time_of_day = {type='number', defaults={on=0}, max_value=1, functions={ value_changed = function(surface, cheat, cheat_global, new_value) surface.daytime = new_value end, get_value = function(surface, cheat, cheat_global) return surface.daytime end }}, solar_power_multiplier = {type='number', functions={ value_changed = function(surface, cheat, cheat_global, new_value) surface.solar_power_multiplier = new_value end, get_value = function(surface, cheat, cheat_global) return surface.solar_power_multiplier end }}, min_brightness = {type='number', functions={ value_changed = function(surface, cheat, cheat_global, new_value) surface.min_brightness = new_value end, get_value = function(surface, cheat, cheat_global) return surface.min_brightness end }}, clear_pollution = {type='action', functions={ action = function(surface, cheat, cheat_global) surface.clear_pollution() end }}, clear_all_entities = {type='action', functions={ action = function(surface, cheat, cheat_global) for pos in surface.get_chunks() do for _,entity in pairs(surface.find_entities_filtered{area=chunk.to_area(pos), type='character', invert=true}) do entity.destroy() end end end }}, auto_clear_all_entities = {type='toggle', functions={ value_changed = function(surface, cheat, cheat_global, new_value) if new_value then conditional_event.cheat_register(surface, cheat, 'cheats.surface.auto_clear_all_entities.on_chunk_generated') else conditional_event.cheat_deregister(surface, cheat, 'cheats.surface.auto_clear_all_entities.on_chunk_generated') end end, get_value = function(surface, cheat, cheat_global) return cheat_global.cur_value or false end }}, fill_with_lab_tiles = {type='action', functions={ action = function(surface, cheat, cheat_global) surface.destroy_decoratives{} for chunk_pos in surface.get_chunks() do local tiles = {} local chunk_area = chunk.to_area(chunk_pos) for y=chunk_area.left_top.y,chunk_area.right_bottom.y-1 do for x=chunk_area.left_top.x,chunk_area.right_bottom.x-1 do table.insert(tiles, {name=((x+y)%2==0 and 'lab-dark-1' or 'lab-dark-2'), position={x,y}}) end end surface.set_tiles(tiles, false) end end }}, auto_fill_with_lab_tiles = {type='toggle', functions={ value_changed = function(surface, cheat, cheat_global, new_value) if new_value then conditional_event.cheat_register(surface, cheat, 'cheats.surface.auto_fill_with_lab_tiles.on_chunk_generated') else conditional_event.cheat_deregister(surface, cheat, 'cheats.surface.auto_fill_with_lab_tiles.on_chunk_generated') end end, get_value = function(surface, cheat, cheat_global) return cheat_global.cur_value or false end }} }, game = { pollution = {type='toggle', functions={ value_changed = function(game, cheat, cheat_global, new_value) game.map_settings.pollution.enabled = new_value end, get_value = function(game, cheat, cheat_global) return game.map_settings.pollution.enabled end }}, evolution = {type='toggle', functions={ value_changed = function(game, cheat, cheat_global, new_value) game.map_settings.enemy_evolution.enabled = new_value end, get_value = function(game, cheat, cheat_global) return game.map_settings.enemy_evolution.enabled end }}, biter_expansion = {type='toggle', functions={ value_changed = function(game, cheat, cheat_global, new_value) game.map_settings.enemy_expansion.enabled = new_value end, get_value = function(game, cheat, cheat_global) return game.map_settings.enemy_expansion.enabled end }}, recipe_difficulty = {type='list', items={'normal','expensive'}, functions={ value_changed = function(game, cheat, cheat_global, selected_index) game.difficulty_settings.recipe_difficulty = defines.difficulty_settings.recipe_difficulty[cheat.items[selected_index]] end, get_value = function(game, cheat, cheat_global) return table.invert(cheat.items)[table.invert(defines.difficulty_settings.recipe_difficulty)[game.difficulty_settings.recipe_difficulty]] end }}, game_speed = {type='number', min_value=0.01, max_value=1000, functions={ value_changed = function(game, cheat, cheat_global, new_value) game.speed = new_value end, get_value = function(game, cheat, cheat_global) return game.speed end }} } } -- cheats GUI parameters defs.cheats_gui_elems = { player = { has_defaults = true, toggles = { interaction = { god_mode = {}, true_zoom_to_world = {tooltip=true}, invincible_character = {}, instant_blueprint = {}, instant_upgrade = {}, instant_deconstruction = {} }, inventory = { cheat_mode = {}, keep_last_item = {tooltip=true}, single_stack_limit = {tooltip=true}, repair_used_item = {tooltip=true}, instant_request = {tooltip=true}, instant_trash = {} } }, bonuses = { character_reach_distance_bonus = {}, character_build_distance_bonus = {}, character_resource_reach_distance_bonus = {}, character_item_drop_distance_bonus = {}, character_item_pickup_distance_bonus = {}, character_loot_pickup_distance_bonus = {}, character_mining_speed_modifier = {}, character_running_speed_modifier = {}, character_crafting_speed_modifier = {}, character_inventory_slots_bonus = {}, character_health_bonus = {} }, actions = { clear_inventory = {} } }, force = { has_defaults = true, toggles = { instant_research = {}, research_queue = {}, infinity_tools_recipes = {}, free_resource_recipes = {tooltip=true}, vanilla_loaders_recipes = {}, misc_vanilla_recipes = {tooltip=true} }, bonuses = { character_reach_distance_bonus = {}, character_build_distance_bonus = {}, character_resource_reach_distance_bonus = {}, character_item_drop_distance_bonus = {}, character_item_pickup_distance_bonus = {}, character_loot_pickup_distance_bonus = {}, manual_mining_speed_modifier = {}, character_running_speed_modifier = {}, manual_crafting_speed_modifier = {}, character_inventory_slots_bonus = {}, character_health_bonus = {}, inserter_stack_size_bonus = {}, stack_inserter_capacity_bonus = {}, mining_drill_productivity_bonus = {}, laboratory_speed_modifier = {}, laboratory_productivity_bonus = {}, worker_robots_speed_modifier = {}, worker_robots_battery_modifier = {}, worker_robots_storage_bonus = {}, train_braking_force_bonus = {}, evolution_factor = {textfield={allow_decimal=true}} }, actions = { chart_all = {tooltip=true}, kill_all_units = {tooltip=true} }, research_actions = { restart_current_research = {}, finish_current_research = {} } }, surface = { has_defaults = false, toggles = { peaceful_mode = {}, dont_generate_biters = {tooltip=true}, clear_pollution = {tooltip=true} }, time = { freeze_time = {}, time_of_day = { slider = {min_value=0, max_value=1, value_step=0.1}, textfield = {allow_decimal=true, width=42} }, min_brightness = {tooltip=true, textfield={allow_decimal=true, width=50}}, solar_power_multiplier = {tooltip=true, textfield={allow_decimal=true, width=50}} }, clear_entities = { auto_clear_all_entities = {tooltip=true}, clear_all_entities = {tooltip=true} }, fill = { auto_fill_with_lab_tiles = {tooltip=true}, fill_with_lab_tiles = {tooltip=true} } }, game = { has_defaults = false, toggles = { pollution = {}, evolution = {}, biter_expansion = {}, -- recipe_difficulty = {}, game_speed = { slider = {min_value=1, max_value=10, value_step=1}, textfield = {allow_decimal=true, width=50} } } } } return defs
--- Terra Volta --- MISSIONS printDebug("Finished Loading missions.lua")
-- TODO: maybe local cache? function getMailFile(playername) local saneplayername = string.gsub(playername, "[.|/]", "") return mail.maildir .. "/" .. saneplayername .. ".json" end mail.getMessages = function(playername) local file = io.open(getMailFile(playername), "r") local messages = {} if file then local json = file:read("*a") messages = minetest.parse_json(json or "[]") or {} mail.hud_update(playername, messages) file:close() end return messages end mail.setMessages = function(playername, messages) local file = io.open(getMailFile(playername),"w") local json = minetest.write_json(messages) if file and file:write(json) and file:close() then mail.hud_update(playername, messages) return true else minetest.log("error","[mail] Save failed - messages may be lost!") return false end end
--- -- @realm client -- @section SimpleRoleIcon local math = math local surface = surface local vgui = vgui local matHover = Material("vgui/spawnmenu/hover") local PANEL = {} --- -- @function GetIconSize() -- @return number -- --- -- @function SetIconSize(i) -- @param number i --- AccessorFunc(PANEL, "m_iIconSize", "IconSize") function PANEL:Init() self.Icon = vgui.Create("DRoleImage", self) self.Icon:SetMouseInputEnabled(false) self.Icon:SetKeyboardInputEnabled(false) self.animPress = Derma_Anim("Press", self, self.PressedAnim) self:SetIconSize(64) end --- -- @param number mcode mouse key / code function PANEL:OnMousePressed(mcode) if mcode == MOUSE_LEFT then self:DoClick() self.animPress:Start(0.1) end end function PANEL:OnMouseReleased() end function PANEL:DoClick() end function PANEL:OpenMenu() end function PANEL:ApplySchemeSettings() end local oldPaintOver = PANEL.PaintOver --- -- @param number w width -- @param number h height function PANEL:PaintOver(w, h) if self.toggled then surface.SetDrawColor(0, 200, 0, 255) surface.SetMaterial(matHover) self:DrawTexturedRect() end if isfunction(oldPaintOver) then oldPaintOver(self, w, h) end end function PANEL:OnCursorEntered() self.PaintOverOld = self.PaintOver self.PaintOver = self.PaintOverHovered end function PANEL:OnCursorExited() if self.PaintOver == self.PaintOverHovered then self.PaintOver = self.PaintOverOld end end function PANEL:PaintOverHovered() if self.animPress:Active() or self.toggled then return end surface.SetDrawColor(255, 255, 255, 80) surface.SetMaterial(matHover) self:DrawTexturedRect() end function PANEL:PerformLayout() if self.animPress:Active() then return end self:SetSize(self.m_iIconSize, self.m_iIconSize) self.Icon:StretchToParent(0, 0, 0, 0) end --- -- @param Material icon function PANEL:SetIcon(icon) self.Icon:SetImage(icon) end --- -- @return Material function PANEL:GetIcon() return self.Icon:GetImage() end function PANEL:SetIconColor(c) self.Icon:SetImageColor(c) end function PANEL:Think() self.animPress:Run() end --- -- @param table anim -- @param number delta -- @param table data function PANEL:PressedAnim(anim, delta, data) if anim.Started then return end if anim.Finished then self.Icon:StretchToParent(0, 0, 0, 0) return end local border = math.sin(delta * math.pi) * (self.m_iIconSize * 0.05) self.Icon:StretchToParent(border, border, border, border) end --- -- @param boolean b function PANEL:Toggle(b) self.toggled = b end vgui.Register("SimpleRoleIcon", PANEL, "Panel")
project "cpp_redis" language "C++" cppdialect "C++11" kind "StaticLib" targetname "cpp_redis" includedirs { "includes", "tacopie/includes" } dependson { "tacopie" } links { "tacopie" } vpaths { ["Headers/*"] = "includes/cpp_redis/**.hpp", ["Sources/*"] = "sources/**.cpp", ["*"] = "premake5.lua" } files { "premake5.lua", "**.cpp", "**.hpp" } excludes { "tacopie/**", "examples/**", "tests/**" }
--RasPegacy v0.1 --Menu Child gl.setup(720, 40) node.alias("menu") bg = resource.load_image("bg_top.png") title = resource.load_image("title.png") local json = require "json" local font = resource.load_font("Exo2.otf") util.file_watch("menu.json", function(content) menu = json.decode(content) cur = menu.current steps = string.format(cur.step1 .. cur.step2 .. cur.step3 .. '.png') menpic = resource.load_image(steps) end) local clk = "00:00" local tmp = "0" util.data_mapper{ ["clock/clk"] = function(new_clk) --print("CLK", new_clk) if new_clk ~= nil then clk = new_clk else clk = "--" end end; ["clock/tmp"] = function(new_tmp) --print("TMP", new_tmp) if new_tmp ~= nil then tmp = new_tmp else tmp = "--" end end; } function node.render() gl.clear(0, 0, 0, 1) --if tonumber(clk) < 2000 then -- gl.clear(0, 0, 0, 0) --end -- Load menu background bg:draw(0, 0, 720, 40, 1) -- Load Title (alpha determined by if menu is active [json "current:step1"] title:draw(241, 0, WIDTH, HEIGHT, 1) -- Load menu items (menu selection based on json file "current";file is selected by [steps] -- which corresponds to the file names [i.e. "000.png" is the top most menu level) menpic:draw(0, 0, 240, 40) -- Draw clock font:write(WIDTH - 50, 2, clk, 18, 1, 1, 1, 1) font:write(WIDTH - 190, 2, 'Inside: ' .. tmp .. '°', 18, 1, 1, 1, 1) end
ui = {} function ui.load() end function ui.draw() love.graphics.print("HUNGER:", 50, 0) love.graphics.print("HEALTH:", 250, 0) love.graphics.print("SCORE:", 450, 0) love.graphics.print("ROUND:", 650, 0) love.graphics.print(game.score, 450, 25) love.graphics.print(game.round, 650, 25) love.graphics.setColor(0, 0, 0) love.graphics.rectangle("fill", 50, 26, 100, 8) love.graphics.rectangle("fill", 250, 26, 100, 8) love.graphics.setColor(255, 170, 0) love.graphics.rectangle("fill", 50, 25, whale.hunger, 10) love.graphics.setColor(255, 0, 0) love.graphics.rectangle("fill", 250, 25, whale.health, 10) love.graphics.setColor(255, 255, 255) end function ui.update() end
local theme={colors={normal={blue={0.31764705882353,0.4156862745098,0.92549019607843,1},green={0.56862745098039,0.54509803921569,0.23137254901961,1},cyan={0.082352941176471,0.57647058823529,0.57647058823529,1},white={0.67058823529412,0.6078431372549,0.67058823529412,1},red={0.7921568627451,0.25098039215686,0.16862745098039,1},magenta={0.48235294117647,0.34901960784314,0.75294117647059,1},black={0.10588235294118,0.094117647058824,0.10588235294118,1},yellow={0.73333333333333,0.54117647058824,0.2078431372549,1}},primary={background={0.10588235294118,0.094117647058824,0.10588235294118,1},foreground={0.67058823529412,0.6078431372549,0.67058823529412,1}},bright={blue={0.61960784313725,0.56078431372549,0.61960784313725,1},green={0.16078431372549,0.13725490196078,0.16078431372549,1},cyan={0.8,0.2,0.8,1},white={0.96862745098039,0.95294117647059,0.96862745098039,1},red={0.65098039215686,0.34901960784314,0.14901960784314,1},magenta={0.84705882352941,0.7921568627451,0.84705882352941,1},black={0.46666666666667,0.41176470588235,0.46666666666667,1},yellow={0.41176470588235,0.36470588235294,0.41176470588235,1}},cursor={text={0.10588235294118,0.094117647058824,0.10588235294118,1},cursor={0.67058823529412,0.6078431372549,0.67058823529412,1}}}} return theme.colors
----------------------------------- -- Area: Quicksand Caves -- NPC: Goblin Geologist -- Type: Mission -- !pos -737.000 -11.125 -550.000 208 ----------------------------------- function onTrade(player,npc,trade) end; function onTrigger(player,npc) player:startEvent(100); end; function onEventUpdate(player,csid,option) end; function onEventFinish(player,csid,option) end;
Statemachine = class{} function Statemachine:init(states) self.empty = { render = function() end, update = function() end, enter = function() end, exit = function() end } self.states = states or {} -- [name] -> [function that returns states] self.current = self.empty end function Statemachine:change(stateName, enterParams) self.current = self.states[stateName]() end function Statemachine:update(dt) self.current:update(dt) end function Statemachine:render() self.current:render() end
--[=[ Module:utils v0.3.1 Date: 2015-08-14 This module contains some common useful functions. Fill free to add another universal functions here. ]=]-- local export = {} -- Function to clone table (sometimes it works better then mw.clone) function export.clone(original) local copy = {} for key, value in pairs(original) do copy[key] = value end return copy end -- Function to get current PAGENAME and related function export.get_base() local PAGENAME = mw.title.getCurrentTitle().text local SUBPAGENAME = mw.title.getCurrentTitle().subpageText local NAMESPACE = mw.title.getCurrentTitle().nsText if NAMESPACE == 'User' or NAMESPACE == 'Участник' then return SUBPAGENAME end return PAGENAME end -- Function to iterate table with sorted keys (sorting function can be different) function export.spairs(t, order) -- collect the keys local keys = {} for k in pairs(t) do keys[#keys+1] = k end -- sort if order then table.sort(keys, function(a,b) return order(t, a, b) end) else table.sort(keys) end -- return the iterator function local i = 0 return function() i = i + 1 if keys[i] then return keys[i], t[keys[i]] end end end -- Functions to measure working time of scripts (start) function export.start() export.started = os.clock() end -- Functions to measure working time of scripts (stop) function export.stop(desc) export.stoped = os.clock() export.delta = export.stoped - export.started if desc == nil then desc = 'time delta' end mw.log('™ ' .. desc .. ' = ' .. export.delta) end -- Function to find common part (length) of two strings -- (common part from the beginning of strings) function export.find_common(str_1, str_2) if not str_1 or not str_2 then return 1 end for pos = 1, #str_1 do local char_1 = str_1:sub(pos, pos) local char_2 = str_2:sub(pos, pos) if char_1 ~= char_2 then return pos end end return 1 end -- Function that allows easily add values into dict of dicts of lists -- Example of this structure: -- dict = { -- key1 = { -- sub_key1 = {value1, value2, value3}, -- sub_key2 = {value4, value5}, -- }, -- key2 = { -- sub_key3 = {value6}, -- sub_key4 = {value7, value8}, -- }, -- } function export.put_value(dict, key, sub_key, value) if not dict[key] then dict[key] = {} end if not dict[key][sub_key] then dict[key][sub_key] = {} end table.insert(dict[key][sub_key], value) end -- Compare two items, recursively comparing lists. -- FIXME, doesn't work for tables that aren't lists. function export.equals(x, y) if type(x) == "table" and type(y) == "table" then if #x ~= #y then return false end for key, value in ipairs(x) do if not export.equals(value, y[key]) then return false end end return true end return x == y end -- true if list contains item function export.contains(tab, item) for _, value in pairs(tab) do if export.equals(value, item) then return true end end return false end -- append to list if element not already present function export.insert_if_not(tab, item, pos) if not export.contains(tab, item) then if pos then table.insert(tab, pos, item) else table.insert(tab, item) end end end -- convert list to set function export.list_to_set(list) local set = {} for _, item in ipairs(list) do set[item] = true end return set end -- Inhibit Regular Expression magic characters ^$()%.[]*+-?) function export.escape(value) -- Prefix every non-alphanumeric character (%W) with a % escape character, -- where %% is the % escape, and %1 is original character return mw.ustring.gsub(value, "(%W)","%%%1") end return export
--[[ desc: WORLD, a system set. author: Musoucrow since: 2018-3-20 alter: 2019-8-25 ]]-- local _CONFIG = require("config") local _TABLE = require("lib.table") local _GRAPHICS = require("lib.graphics") local _RESOURCE = require("lib.resource") local _ECSMGR = require("actor.ecsmgr") local _MAP = require("map.init") local _QuickList = require("core.quickList") local _DigitTip = require("actor.digitTip") local _damageTipDataMap = { player = _RESOURCE.GetFontData("digitTip/player"), other = _RESOURCE.GetFontData("digitTip/other"), beaten = _RESOURCE.GetFontData("digitTip/beaten"), hp = _RESOURCE.GetFontData("digitTip/hp"), mp = _RESOURCE.GetFontData("digitTip/mp") } local _WORLD = {isPaused = false} ---@class Actor.WORLD local _systems ---@type table<number, Actor.System> local _adds = {} ---@type table<int, Actor.System> local _dels = {} ---@type table<int, Actor.System> local _updateList = _QuickList.New() local _lateUpdateList = _QuickList.New() local _drawList = _QuickList.New() local _digitTips = {} ---@type table<number, Actor.DigitTip> | table<number, Core.Gear> local _sortTick = false local _shader = _RESOURCE.NewShader(_RESOURCE.GetShaderData("white")) local _player ---@type Actor.Entity ---@param a Actor.System ---@param b Actor.System ---@return boolean local function _Sorting(a, b) return a:GetID() < b:GetID() end local function _OnClean() _digitTips = {} end function _WORLD.Init() local event = { AddSystem = function(system) if (system.Update and not _updateList:HasValue(system)) then _updateList:Add(system) end if (system.LateUpdate and not _lateUpdateList:HasValue(system)) then _lateUpdateList:Add(system) end if (system.Draw and not _drawList:HasValue(system)) then _drawList:Add(system) end _sortTick = true end, DelSystem = function(system) if (system.Update and _updateList:HasValue(system)) then _updateList:Del(system) end if (system.LateUpdate and _lateUpdateList:HasValue(system)) then _lateUpdateList:Del(system) end if (system.Draw and _drawList:HasValue(system)) then _drawList:Del(system) end end, Add = function(system) table.insert(_adds, system) end, Del = function(system) table.insert(_dels, system) end } --Init combo list require("actor.service.duelist") require("actor.service.ai") require("actor.service.pathgate") _systems = { require("actor.system.obstacle").New(event), require("actor.system.attacker").New(event), require("actor.system.effect").New(event), require("actor.system.transparency").New(event), require("actor.system.drawing").New(event), require("actor.system.onceplay").New(event), require("actor.system.battle").New(event), require("actor.system.ais").New(event), require("actor.system.states").New(event), require("actor.system.duelist.init").New(event), require("actor.system.duelist.cowardGoblin").New(event), require("actor.system.effect.figure").New(event), require("actor.system.effect.colorize").New(event), require("actor.system.article").New(event), require("actor.system.article.grass").New(event), require("actor.system.article.pathgate").New(event), require("actor.system.bullet").New(event), require("actor.system.bullet.throwStone").New(event), require("actor.system.trigger").New(event), require("actor.system.skills").New(event), require("actor.system.equipments").New(event), require("actor.system.buffs").New(event), require("actor.system.summon").New(event), require("actor.system.sound").New(event), require("actor.system.transport").New(event), require("actor.system.attributes").New(event), require("actor.system.life").New(event), require("actor.system.input").New(event), } --Init combo list require("actor.gear.attack").Init() require("actor.ai.battleJudge") require("actor.ai.attackJudge") require("actor.ai.searchMove") _MAP.AddLoadListener(self, _OnClean) end function _WORLD.Update(dt, rate) if (_WORLD.isPaused) then return end if (_ECSMGR.AddComponentTick()) then if (_sortTick) then _updateList:Sort(_Sorting) _lateUpdateList:Sort(_Sorting) _drawList:Sort(_Sorting) _sortTick = false end table.sort(_adds, _Sorting) for n=1, #_adds do _adds[n]:Enter() end for n=1, #_adds do _adds[n]:Init() end _adds = {} end for n=1, _updateList:GetLength() do _updateList:Get(n):Update(dt, rate) end for n=1, _lateUpdateList:GetLength() do _lateUpdateList:Get(n):LateUpdate(dt, rate) end for n=1, #_digitTips do _digitTips[n]:Update(dt) end if (_ECSMGR.DelComponentTick()) then table.sort(_dels, _Sorting) for n=1, #_dels do _dels[n]:Exit() end _dels = {} end end function _WORLD.Draw() for n=1, _drawList:GetLength() do _drawList:Get(n):Draw() end for n=1, #_digitTips do _digitTips[n]:Draw() end _GRAPHICS.SetShader(_shader) for n=1, #_digitTips do _digitTips[n]:DrawFlash() end _GRAPHICS.SetShader() end ---@param value int ---@param type string @playerDamage ---@param x int ---@param y int ---@param isCritical boolean ---@return Actor.DigitTip function _WORLD.AddDamageTip(value, type, x, y, isCritical) if (not _CONFIG.setting.digit) then return end local flashTime = isCritical and 100 or 0 local scale = isCritical and 3 or 1.5 local scaleTime = isCritical and 200 or 150 local digitTip ---@type Actor.DigitTip for n=1, #_digitTips do if (not _digitTips[n].isRunning) then digitTip = _digitTips[n] break end end if (not digitTip) then digitTip = _DigitTip.New() table.insert(_digitTips, digitTip) end digitTip:Enter(tostring(value), _damageTipDataMap[type], x, y, scale, scaleTime, 350, 350, flashTime, -40) return digitTip end return _WORLD
local gears = require('gears') local theme = {} theme.font = 'JetBrains Mono 10' theme.useless_gap = 5 theme.border_width = 0 theme.snap_bg = "#E8E3E3" theme.snap_shape = gears.shape.rectangle return theme
--[[ Trade class ]]-- local Trade = {} Trade.__index = Trade Trade.__tostring = function(self) return table.tostring(self) end Trade.trades = {} Trade.handshakes = {} setmetatable(Trade, { __call = function (cls, name) return cls.new(name) end, }) function Trade.new(id, party1, party2) print("new trade") local self = setmetatable({}, Trade) self.id = id self.party1 = { name = party1, lands = {}, teleporters = {}, utilities = {}, hasJailFreeCommu = false, hasJailFreeChance = false, money = 0, submitted = false } self.party2 = { name = party2, lands = {}, teleporters = {}, utilities = {}, hasJailFreeCommu = false, hasJailFreeChance = false, money = 0, submitted = false } players[party1].tradeID = id players[party2].tradeID = id Trade.trades[id] = self return self end function Trade:updateInterface() print("[trade] updte interface") local p1Name, p2Name = self.party1.name, self.party2.name local player1, player2 = players[p1Name], players[p2Name] local p1Txt, p2Txt = "[" .. p1Name .. "]\n", "[" .. p2Name .. "]\n" local col = lands[2].color for id, land in next, lands do if not land.isSpecial then if land.color ~= col then col = land.color p1Txt = p1Txt .. "\n" ..col p2Txt = p2Txt .. "\n" .. col end -- todo: create another string to displayed to the other party so that they can't add lands to the trade local p1Owns = not not (player1.ownedLands[col] and player1.ownedLands[col][id]) local p2Owns = not not (player2.ownedLands[col] and player2.ownedLands[col][id]) local p1Added = p1Owns and self.party1.lands[id] local p2Added = p2Owns and self.party2.lands[id] if p1Added then print(id) end p1Txt = p1Txt .. (p1Owns and "<VP><a href='event:trade-addLand:" .. id .. "'>" or "<N2>") .. (p1Added and "<b><T>" or "") .. land.name .. (p1Added and "</T></b>" or "") .. (p1Owns and "</a></VP>" or "</N2>") .. ", " p2Txt = p2Txt .. (p2Owns and "<VP><a href='event:trade-addLand:" .. id .. "'>" or "<N2>") .. (p2Added and "<b><T>" or "") .. land.name .. (p2Added and "</T></b>" or "") .. (p2Owns and "</a></VP>" or "</N2>") .. ", " end end for _, player in next, ({self.party1.name, self.party2.name}) do ui.updateTextArea(200, player == p1Name and p1Txt or p2Txt, player) ui.updateTextArea(201, player == p1Name and p2Txt or p1Txt, player) end end function Trade:addLand(player, landId, add) print("[trade] add land") add = add == nil and true or add local party = player == self.party1.name and 1 or 2 self["party" .. party].lands[landId] = add and true or nil print(table.tostring(self)) self.party1.submitted = false self.party2.submitted = false self:updateInterface() end function Trade:addCard(player, type) local party = player == self.party1.name and 1 or 2 local hasJailFreeChance, hasJailFreeCommu = players[player].hasJailFreeCards["chance"], players[player].hasJailFreeCards["community chest"] self["party" .. party]["hasJailFree" .. type] = type == "Chance" and hasJailFreeChance or hasJailFreeCommu local addJailFreeChance, addJailFreeCommu = self["party" .. party].hasJailFreeChance, self["party" .. party].hasJailFreeCommu local res = player .. ((addJailFreeChance and "<T>" or "") .. (hasJailFreeChance and "<a href='event:jailFreeChance:" .. self.id .. "'>" or "<N2>") .. "Get out of jail free (chance) " .. (hasJailFreeChance and "</a>" or "</N2>") .. (addJailFreeChance and "</T>" or "")) .. "|" .. ((addJailFreeCommu and "<T>" or "") .. (hasJailFreeCommu and "<a href='event:jailFreeCommu:" .. self.id .. "'>" or "<N2>") .. "Get out of jail free (commu)" .. (hasJailFreeCommu and "</a>" or "</N2>") .. (addJailFreeCommu and "</T>" or "")) ui.updateTextArea(206, res, player) ui.updateTextArea(207, res, player == self.party1.name and self.party2.name or self.party1.name) end function Trade:addMoney(player, amount) local playerObj = players[player] if not amount then tfm.exec.chatMessage("<R>Please specify a valid number!", player) elseif amount > playerObj.money then tfm.exec.chatMessage("<R>Not enough money for that action!", player) else local party = player == self.party1.name and 1 or 2 self["party" .. party].money = amount ui.updateTextArea(204, "<a href='event:trade-addMoney:" .. self.id .. "'>Money: $" .. amount .. "</a>", player) ui.updateTextArea(205, "<a href='event:trade-addMoney:" .. self.id .. "'>Money: $" .. amount .. "</a>", player == self.party1.name and self.party2.name or self.party1.name) end end function Trade:close(closedBy) print("[trade] close") if closedBy then tfm.exec.chatMessage("You cancelled the trade!", closedBy) tfm.exec.chatMessage("The trade has been cancelled by " .. closedBy, self.party1.name == closeBy and self.party2.name or self.party1.name) end handleCloseBtn(200, self.party1.name) handleCloseBtn(200, self.party2.name) players[self.party1.name].tradeID = nil players[self.party2.name].tradeID = nil Trade.trades[self.id] = nil self = nil end function Trade:submit(submittedBy) print("[trade] submit") local party = submittedBy == self.party1.name and 1 or 2 self["party" .. party].submitted = true if self.party1.submitted and self.party2.submitted then -- both parties submitted, start the transaction for party, partyData in next, ({self.party1, self.party2}) do local partyName = partyData.name local otherName = partyName == self.party1.name and self.party2.name or self.party1.name -- exchanging lands for landID, _ in next, partyData.lands do lands[landID]:removeOwner() lands[landID]:setOwner(otherName, 0) end -- exchanging money players[partyName]:addMoney(-(partyData.money)) players[otherName]:addMoney(partyData.money) -- exchanging cards if partyData.hasJailFreeChance then players[partyName].hasJailFreeCards["chance"] = false players[otherName].hasJailFreeCards["chance"] = true end if partyData.hasJailFreeCommu then players[partyName].hasJailFreeCards["community chest"] = false players[otherName].hasJailFreeCards["community chest"] = true end end self:close() end end
ESX = nil Citizen.CreateThread(function() while ESX == nil do TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) Citizen.Wait(0) end while ESX.GetPlayerData().job == nil do Citizen.Wait(10) end ESX.PlayerData = ESX.GetPlayerData() -- Update the door list ESX.TriggerServerCallback('esx_doorlock:getDoorInfo', function(doorInfo) for doorID,state in pairs(doorInfo) do Config.DoorList[doorID].locked = state end end) end) RegisterNetEvent('esx:setJob') AddEventHandler('esx:setJob', function(job) ESX.PlayerData.job = job end) -- Get objects every second, instead of every frame Citizen.CreateThread(function() while true do for _,doorID in ipairs(Config.DoorList) do if doorID.doors then for k,v in ipairs(doorID.doors) do if not v.object or not DoesEntityExist(v.object) then v.object = GetClosestObjectOfType(v.objCoords, 1.0, GetHashKey(v.objName), false, false, false) end end else if not doorID.object or not DoesEntityExist(doorID.object) then doorID.object = GetClosestObjectOfType(doorID.objCoords, 1.0, GetHashKey(doorID.objName), false, false, false) end end end Citizen.Wait(1000) end end) Citizen.CreateThread(function() while true do Citizen.Wait(0) local playerCoords = GetEntityCoords(PlayerPedId()) for k,doorID in ipairs(Config.DoorList) do local distance if doorID.doors then distance = #(playerCoords - doorID.doors[1].objCoords) else distance = #(playerCoords - doorID.objCoords) end local isAuthorized = IsAuthorized(doorID) local maxDistance, size, displayText = 1.25, 1, _U('unlocked') if doorID.distance then maxDistance = doorID.distance end if distance < 50 then if doorID.doors then for _,v in ipairs(doorID.doors) do FreezeEntityPosition(v.object, doorID.locked) if doorID.locked and v.objYaw and GetEntityRotation(v.object).z ~= v.objYaw then SetEntityRotation(v.object, 0.0, 0.0, v.objYaw, 2, true) end end else FreezeEntityPosition(doorID.object, doorID.locked) if doorID.locked and doorID.objYaw and GetEntityRotation(doorID.object).z ~= doorID.objYaw then SetEntityRotation(doorID.object, 0.0, 0.0, doorID.objYaw, 2, true) end end end if distance < maxDistance then if doorID.size then size = doorID.size end if doorID.locked then displayText = _U('locked') end if isAuthorized then displayText = _U('press_button', displayText) end ESX.Game.Utils.DrawText3D(doorID.textCoords, displayText, size) if IsControlJustReleased(0, 38) then if isAuthorized then doorID.locked = not doorID.locked TriggerServerEvent('esx_doorlock:updateState', k, doorID.locked) -- Broadcast new state of the door to everyone end end end end end end) function IsAuthorized(doorID) if ESX.PlayerData.job == nil then return false end for _,job in pairs(doorID.authorizedJobs) do if job == ESX.PlayerData.job.name then return true end end return false end -- Set state for a door RegisterNetEvent('esx_doorlock:setState') AddEventHandler('esx_doorlock:setState', function(doorID, state) Config.DoorList[doorID].locked = state end)
-------------------------------- -- @module TransitionSceneOriented -- @extend TransitionScene -- @parent_module cc -------------------------------- -- Creates a transition with duration, incoming scene and orientation.<br> -- param t Duration time, in seconds.<br> -- param scene A given scene.<br> -- param orientation A given orientation: LeftOver, RightOver, UpOver, DownOver.<br> -- return A autoreleased TransitionSceneOriented object. -- @function [parent=#TransitionSceneOriented] create -- @param self -- @param #float t -- @param #cc.Scene scene -- @param #int orientation -- @return TransitionSceneOriented#TransitionSceneOriented ret (return value: cc.TransitionSceneOriented) return nil
--- === cp.web.html === --- --- Functions for Generating HTML markup. --- --- This library allows the creation of 'safe' HTML using via code. --- --- Examples: --- --- ```lua --- local html = require "cp.web.html" --- print html.p "Hello world!" -- "<p>Hello world!</p>" --- print html.p { class = "custom" } "Hello world!" -- "<p class='custom'>Hello world!</p>" --- print html.p { class = "custom" } ( --- html.b "Bold" .. " and " .. html.i "italic" .. "." --- ) --- -- "<p class='custom'><b>Bold</b> and <i>italic</i>.</p>" --- print html("1 < 2") -- "1 &lt; 2" (escaped) --- print html("1 < 2", true) -- "1 < 2" (unescaped) --- print html.p ("<b>bold</b>", true) -- "<p><b>bold</b></p>" --- ``` --- --- Be aware that concatonating with ".." can behave unexpectedly in some cases. For example: --- --- ```lua --- local name = "world!" --- print html.p "Hello " .. name -- "<p>Hello </p>world!" --- ``` --- --- The `"Hello"` gets inserted into the `p` tag, but the `name` gets concatonated after the closing tag. --- To get the `name` inside the `p` tag, we need to put brackets around the content: --- --- ```lua --- print html.p ("Hello " .. name) -- "<p>Hello world!</p>" --- ``` --- --- Any tag name can be generated, along with any attribute. The results are correctly escaped. --- There are two 'special' tag names: --- * `CDATA` - will generate a `&lt;![CDATA[ ... ]]&gt;` section with the content contained. --- * `__` - (double underscore) will generate a `&lt!-- ... --&gt` comment block. local require = require local block = require "cp.web.block" local template = require "resty.template" local htmlEscape = template.escape local html = {} --- cp.web.html.is(value) -> boolean --- Function --- Checks if the `value` is an `cp.web.html` block. --- --- Parameters: --- * value - the value to check --- --- Returns: --- * `true` if it is an HTML block, or `false` otherwise. html.is = block.is html.__index = function(_, name) return function(param, ...) local pType = type(param) if param ~= nil and (pType ~= "table" or block.is(param)) then -- it's content, not attributes return block.new(name, nil, htmlEscape)(param, ...) else return block.new(name, param, htmlEscape) end end end html.__call = function(_, content, ...) return block.is(content) and content or block.new("_", nil, htmlEscape)(content, ...) end return setmetatable(html, html)
local Root = script:FindFirstAncestor("BarrierCreator") local Roact = require(Root.dependencies.Roact) return function() return Roact end
local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end function onThink() npcHandler:onThink() end local function creatureSayCallback(cid, type, msg) if not npcHandler:isFocused(cid) then return false end if msgcontains(msg, 'mission') then if Player(cid):getStorageValue(Storage.WrathoftheEmperor.Questline) == 33 then npcHandler:say('Oh yez, let me zee ze documentz. Here we go: zree cheztz filled wiz platinum, one houze, a zet of elite armor, and an unending mana cazket. Iz ziz correct?', cid) npcHandler.topic[cid] = 1 end elseif msgcontains(msg, 'yes') and npcHandler.topic[cid] == 1 then npcHandler:say({ 'Fine, zo let\'z prozeed. You uzed forged documentz to enter our zity, killed zeveral guardz who enjoyed a quite excluzive and expenzive training, deztroyed rare magical devizez in ze pozzezzion of ze emperor. ...', 'Ze good newz iz, your zree cheztz of platinum should be nearly enough to pay ze finez. Lucky you, ziz could have left you broke. ...', 'Zere are alzo zertain noble familiez complaining about ze murder of zeveral of zeir beloved onez. ...', 'I zink I can make a deal wiz ze noblez by zelling zem your property in ze zity. Your prezenze would ruin ze houze prizez zere anyway. ...', 'Of courze zat will not zuffize to compenzate zeir grief, zo I guezz you\'ll have to part wiz zat elite armor, too. Zadly, prizez for armor are on an all time low right now. ...', 'But luckily you ztill have zat mana cazket. Well, you had it. Now we have to zell it. ...', 'But not all iz lozt my blank-zkinned vizitor. According to my calculationz, zere iz ztill a bit left. ...', 'I zink we can zave you zome gold and zome treazurez, and you can keep one pieze of your elite armor at leazt. ...', 'You will find your rewardz in one of ze old zupply zellarz. Beware of ze ratz zough. ...', 'Ze rednezz of your faze and ze zound you make wiz your teez iz obviouzly a zign of gratitude of your zpeziez! I am flattered, but pleaze leave now az I have to attend to zome important buzinezz.' }, cid) Player(cid):setStorageValue(Storage.WrathoftheEmperor.Questline, 34) npcHandler.topic[cid] = 0 end return true end npcHandler:setMessage(MESSAGE_GREET, 'Greetingz zcalelezz being.') npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npcHandler:addModule(FocusModule:new())
function setup() background(0,0,0) end function draw() if mouse.pressed['1'] then fill(255,0,0,.2) else fill(0,0,255,.2) end ellipse(mouse.x,mouse.y,30,30) end
--游戏服务 --主责:战斗模块 local cmd_define = require("app.public.global.cmd_define") local gate_manager = require("app.public.config.gate_manager") local game_server = {} function game_server:deal_game_msg(sub_id, data) if sub_id == cmd_define.sub_stop_auto_fight_req then self:send_event(cmd_define.main_game, cmd_define.sub_stop_auto_fight_rsp, {}) return true elseif sub_id == cmd_define.sub_find_fight_req then if not data then return false end local _info = gate_manager.get_instance():get_gate_info(data.gate_id) if not _info then return false end if not _info.enemy then return false end local _index = math.random(1, #_info.enemy) self:send_event(cmd_define.main_game, cmd_define.sub_find_fight_rsp, {enemy = _info.enemy[_index]}) return true elseif sub_id == cmd_define.sub_fight_result_req then self:send_event(cmd_define.main_game, cmd_define.sub_fight_result_rsp, {}) return true end return false end return game_server
local ffi = require "ffi" local ffi_cdef = ffi.cdef ffi_cdef[[ int __cdecl xlSheetCellTypeA(SheetHandle handle, int row, int col); int __cdecl xlSheetIsFormulaA(SheetHandle handle, int row, int col); FormatHandle __cdecl xlSheetCellFormatA(SheetHandle handle, int row, int col); void __cdecl xlSheetSetCellFormatA(SheetHandle handle, int row, int col, FormatHandle format); const char* __cdecl xlSheetReadStrA(SheetHandle handle, int row, int col, FormatHandle* format); int __cdecl xlSheetWriteStrA(SheetHandle handle, int row, int col, const char* value, FormatHandle format); double __cdecl xlSheetReadNumA(SheetHandle handle, int row, int col, FormatHandle* format); int __cdecl xlSheetWriteNumA(SheetHandle handle, int row, int col, double value, FormatHandle format); int __cdecl xlSheetReadBoolA(SheetHandle handle, int row, int col, FormatHandle* format); int __cdecl xlSheetWriteBoolA(SheetHandle handle, int row, int col, int value, FormatHandle format); int __cdecl xlSheetReadBlankA(SheetHandle handle, int row, int col, FormatHandle* format); int __cdecl xlSheetWriteBlankA(SheetHandle handle, int row, int col, FormatHandle format); const char* __cdecl xlSheetReadFormulaA(SheetHandle handle, int row, int col, FormatHandle* format); int __cdecl xlSheetWriteFormulaA(SheetHandle handle, int row, int col, const char* value, FormatHandle format); const char* __cdecl xlSheetReadCommentA(SheetHandle handle, int row, int col); void __cdecl xlSheetWriteCommentA(SheetHandle handle, int row, int col, const char* value, const char* author, int width, int height); int __cdecl xlSheetIsDateA(SheetHandle handle, int row, int col); int __cdecl xlSheetReadErrorA(SheetHandle handle, int row, int col); double __cdecl xlSheetColWidthA(SheetHandle handle, int col); double __cdecl xlSheetRowHeightA(SheetHandle handle, int row); int __cdecl xlSheetSetColA(SheetHandle handle, int colFirst, int colLast, double width, FormatHandle format, int hidden); int __cdecl xlSheetSetRowA(SheetHandle handle, int row, double height, FormatHandle format, int hidden); int __cdecl xlSheetRowHiddenA(SheetHandle handle, int row); int __cdecl xlSheetSetRowHiddenA(SheetHandle handle, int row, int hidden); int __cdecl xlSheetColHiddenA(SheetHandle handle, int col); int __cdecl xlSheetSetColHiddenA(SheetHandle handle, int col, int hidden); int __cdecl xlSheetGetMergeA(SheetHandle handle, int row, int col, int* rowFirst, int* rowLast, int* colFirst, int* colLast); int __cdecl xlSheetSetMergeA(SheetHandle handle, int rowFirst, int rowLast, int colFirst, int colLast); int __cdecl xlSheetDelMergeA(SheetHandle handle, int row, int col); int __cdecl xlSheetMergeSizeA(SheetHandle handle); int __cdecl xlSheetMergeA(SheetHandle handle, int index, int* rowFirst, int* rowLast, int* colFirst, int* colLast); int __cdecl xlSheetDelMergeByIndexA(SheetHandle handle, int index); int __cdecl xlSheetPictureSizeA(SheetHandle handle); int __cdecl xlSheetGetPictureA(SheetHandle handle, int index, int* rowTop, int* colLeft, int* rowBottom, int* colRight, int* width, int* height, int* offset_x, int* offset_y); void __cdecl xlSheetSetPictureA(SheetHandle handle, int row, int col, int pictureId, double scale, int offset_x, int offset_y); void __cdecl xlSheetSetPicture2A(SheetHandle handle, int row, int col, int pictureId, int width, int height, int offset_x, int offset_y); int __cdecl xlSheetGetHorPageBreakA(SheetHandle handle, int index); int __cdecl xlSheetGetHorPageBreakSizeA(SheetHandle handle); int __cdecl xlSheetGetVerPageBreakA(SheetHandle handle, int index); int __cdecl xlSheetGetVerPageBreakSizeA(SheetHandle handle); int __cdecl xlSheetSetHorPageBreakA(SheetHandle handle, int row, int pageBreak); int __cdecl xlSheetSetVerPageBreakA(SheetHandle handle, int col, int pageBreak); void __cdecl xlSheetSplitA(SheetHandle handle, int row, int col); int __cdecl xlSheetSplitInfoA(SheetHandle handle, int* row, int* col); int __cdecl xlSheetGroupRowsA(SheetHandle handle, int rowFirst, int rowLast, int collapsed); int __cdecl xlSheetGroupColsA(SheetHandle handle, int colFirst, int colLast, int collapsed); int __cdecl xlSheetGroupSummaryBelowA(SheetHandle handle); void __cdecl xlSheetSetGroupSummaryBelowA(SheetHandle handle, int below); int __cdecl xlSheetGroupSummaryRightA(SheetHandle handle); void __cdecl xlSheetSetGroupSummaryRightA(SheetHandle handle, int right); void __cdecl xlSheetClearA(SheetHandle handle, int rowFirst, int rowLast, int colFirst, int colLast); int __cdecl xlSheetInsertColA(SheetHandle handle, int colFirst, int colLast); int __cdecl xlSheetInsertRowA(SheetHandle handle, int rowFirst, int rowLast); int __cdecl xlSheetRemoveColA(SheetHandle handle, int colFirst, int colLast); int __cdecl xlSheetRemoveRowA(SheetHandle handle, int rowFirst, int rowLast); int __cdecl xlSheetCopyCellA(SheetHandle handle, int rowSrc, int colSrc, int rowDst, int colDst); int __cdecl xlSheetFirstRowA(SheetHandle handle); int __cdecl xlSheetLastRowA(SheetHandle handle); int __cdecl xlSheetFirstColA(SheetHandle handle); int __cdecl xlSheetLastColA(SheetHandle handle); int __cdecl xlSheetDisplayGridlinesA(SheetHandle handle); void __cdecl xlSheetSetDisplayGridlinesA(SheetHandle handle, int show); int __cdecl xlSheetPrintGridlinesA(SheetHandle handle); void __cdecl xlSheetSetPrintGridlinesA(SheetHandle handle, int print); int __cdecl xlSheetZoomA(SheetHandle handle); void __cdecl xlSheetSetZoomA(SheetHandle handle, int zoom); int __cdecl xlSheetPrintZoomA(SheetHandle handle); void __cdecl xlSheetSetPrintZoomA(SheetHandle handle, int zoom); int __cdecl xlSheetGetPrintFitA(SheetHandle handle, int* wPages, int* hPages); void __cdecl xlSheetSetPrintFitA(SheetHandle handle, int wPages, int hPages); int __cdecl xlSheetLandscapeA(SheetHandle handle); void __cdecl xlSheetSetLandscapeA(SheetHandle handle, int landscape); int __cdecl xlSheetPaperA(SheetHandle handle); void __cdecl xlSheetSetPaperA(SheetHandle handle, int paper); const char* __cdecl xlSheetHeaderA(SheetHandle handle); int __cdecl xlSheetSetHeaderA(SheetHandle handle, const char* header, double margin); double __cdecl xlSheetHeaderMarginA(SheetHandle handle); const char* __cdecl xlSheetFooterA(SheetHandle handle); int __cdecl xlSheetSetFooterA(SheetHandle handle, const char* footer, double margin); double __cdecl xlSheetFooterMarginA(SheetHandle handle); int __cdecl xlSheetHCenterA(SheetHandle handle); void __cdecl xlSheetSetHCenterA(SheetHandle handle, int hCenter); int __cdecl xlSheetVCenterA(SheetHandle handle); void __cdecl xlSheetSetVCenterA(SheetHandle handle, int vCenter); double __cdecl xlSheetMarginLeftA(SheetHandle handle); void __cdecl xlSheetSetMarginLeftA(SheetHandle handle, double margin); double __cdecl xlSheetMarginRightA(SheetHandle handle); void __cdecl xlSheetSetMarginRightA(SheetHandle handle, double margin); double __cdecl xlSheetMarginTopA(SheetHandle handle); void __cdecl xlSheetSetMarginTopA(SheetHandle handle, double margin); double __cdecl xlSheetMarginBottomA(SheetHandle handle); void __cdecl xlSheetSetMarginBottomA(SheetHandle handle, double margin); int __cdecl xlSheetPrintRowColA(SheetHandle handle); void __cdecl xlSheetSetPrintRowColA(SheetHandle handle, int print); int __cdecl xlSheetPrintRepeatRowsA(SheetHandle handle, int* rowFirst, int* rowLast); void __cdecl xlSheetSetPrintRepeatRowsA(SheetHandle handle, int rowFirst, int rowLast); int __cdecl xlSheetPrintRepeatColsA(SheetHandle handle, int* colFirst, int* colLast); void __cdecl xlSheetSetPrintRepeatColsA(SheetHandle handle, int colFirst, int colLast); int __cdecl xlSheetPrintAreaA(SheetHandle handle, int* rowFirst, int* rowLast, int* colFirst, int* colLast); void __cdecl xlSheetSetPrintAreaA(SheetHandle handle, int rowFirst, int rowLast, int colFirst, int colLast); void __cdecl xlSheetClearPrintRepeatsA(SheetHandle handle); void __cdecl xlSheetClearPrintAreaA(SheetHandle handle); int __cdecl xlSheetGetNamedRangeA(SheetHandle handle, const char* name, int* rowFirst, int* rowLast, int* colFirst, int* colLast, int scopeId, int* hidden); int __cdecl xlSheetSetNamedRangeA(SheetHandle handle, const char* name, int rowFirst, int rowLast, int colFirst, int colLast, int scopeId); int __cdecl xlSheetDelNamedRangeA(SheetHandle handle, const char* name, int scopeId); int __cdecl xlSheetNamedRangeSizeA(SheetHandle handle); const char* __cdecl xlSheetNamedRangeA(SheetHandle handle, int index, int* rowFirst, int* rowLast, int* colFirst, int* colLast, int* scopeId, int* hidden); int __cdecl xlSheetHyperlinkSizeA(SheetHandle handle); const char* __cdecl xlSheetHyperlinkA(SheetHandle handle, int index, int* rowFirst, int* rowLast, int* colFirst, int* colLast); int __cdecl xlSheetDelHyperlinkA(SheetHandle handle, int index); void __cdecl xlSheetAddHyperlinkA(SheetHandle handle, const char* hyperlink, int rowFirst, int rowLast, int colFirst, int colLast); const char* __cdecl xlSheetNameA(SheetHandle handle); void __cdecl xlSheetSetNameA(SheetHandle handle, const char* name); int __cdecl xlSheetProtectA(SheetHandle handle); void __cdecl xlSheetSetProtectA(SheetHandle handle, int protect); int __cdecl xlSheetHiddenA(SheetHandle handle); int __cdecl xlSheetSetHiddenA(SheetHandle handle, int hidden); void __cdecl xlSheetGetTopLeftViewA(SheetHandle handle, int* row, int* col); void __cdecl xlSheetSetTopLeftViewA(SheetHandle handle, int row, int col); int __cdecl xlSheetRightToLeftA(SheetHandle handle); void __cdecl xlSheetSetRightToLeftA(SheetHandle handle, int rightToLeft); void __cdecl xlSheetSetAutoFitAreaA(SheetHandle handle, int rowFirst, int colFirst, int rowLast, int colLast); void __cdecl xlSheetAddrToRowColA(SheetHandle handle, const char* addr, int* row, int* col, int* rowRelative, int* colRelative); const char* __cdecl xlSheetRowColToAddrA(SheetHandle handle, int row, int col, int rowRelative, int colRelative); ]]
--[[ BloxStore module for integrating BloxStore into Roblox games. Getting started: 1. Sign up for a BloxStore account by going to https://bloxstore.whats-in.space 2. Create a table 3. Add some columns 4. Put this script into a ModuleScript and require() it 5. Using the API you can integrate your game into BloxStore Important Notes: - Do NOT interface with BloxStore on the client-side, doing so can leave your table open to exploiters - When running a SQL statement, replace the name of the table with %table% for the statement to work Created by: CoreDev Website: https://bloxstore.whats-in.space --]] local BloxStore = {} local httpService = game:GetService("HttpService") local defaultTableKey = "" local debugMode = false --[[ @description Encodes the data to be sent in the POST request @param data: The table of data @returns string: The data that is encoded for POST requests --]] function BloxStore:buildQuery(data) local built = "" for key, value in pairs(data) do if built ~= "" then built = built .. "&" end built = built .. key .. "=" .. value end return built end --[[ @description Sets the default table key for the runSQL function @param tableKey: The table key --]] function BloxStore:setTableKey(tableKey) defaultTableKey = tableKey if debugMode then local i = 0 local censored = "" while string.len(tableKey) > i do i = i + 1 if (string.len(tableKey) - 5) < i then censored = censored .. string.sub(tableKey, i, i) else censored = censored .. "*" end end print("BloxStore: Setting default table key to: " .. censored) end end --[[ @description Used to set the debug mode which prints out useful information to the console @param value: A boolean for wether or not debug should be enable --]] function BloxStore:setDebugMode(value) if value == true or value == false then debugMode = value if debugMode then print("BloxStore: Enabling debug mode.") else print("BloxStore: Disabling debug mode.") end end end --[[ @description Sends a POST request to the BloxStore API @param path: The path starting with / with the endpoint @param requestData: The encoded post data @returns table: The JSON response from the API decoded --]] function BloxStore:sendApiRequest(path, requestData) local response = httpService:PostAsync( "https://bloxstore.whats-in.space/api/v1" .. path, BloxStore:buildQuery(requestData), Enum.HttpContentType.ApplicationUrlEncoded ) if debugMode then print("BloxStore: Response received from the API: " .. response) end return httpService:JSONDecode(response) end --[[ @description Runs an SQL statement on the table @param tableKey: (Optional) The table key for the table to run the statement on @param query: The SQL statement to run on the API @returns table: The JSON response from the API decoded --]] function BloxStore:runSQL(...) local args = {...} if #args == 1 then local query = args[1] if debugMode then print("BloxStore: Running \"" .. query .. "\" on the table.") end return BloxStore:sendApiRequest("/sql", { tablekey = defaultTableKey, query = query }) elseif #args == 2 then local tableKey = args[1] local query = args[2] if debugMode then print("BloxStore: Running \"" .. query .. "\" on the table.") end return BloxStore:sendApiRequest("/sql", { tablekey = tableKey, query = query }) end end --[[ @description Runs an SQL prepared statement on the table @param tableKey: (Optional) The table key for the table to run the statement on @param query: The SQL statement to run on the API @param values: The values in a table for the prepared statement @returns table: The JSON response from the API decoded --]] function BloxStore:runPreparedSQL(...) local args = {...} if #args == 2 then local query = args[1] local values = args[2] if debugMode then print("BloxStore: Running \"" .. query .. "\" on the table with values: " .. httpService:JSONEncode(values)) end return BloxStore:sendApiRequest("/sql", { tablekey = defaultTableKey, query = query, values = httpService:JSONEncode(values) }) elseif #args == 3 then local tableKey = args[1] local query = args[2] local values = args[3] if debugMode then print("BloxStore: Running \"" .. query .. "\" on the table with values: " .. httpService:JSONEncode(values)) end return BloxStore:sendApiRequest("/sql", { tablekey = tableKey, query = query, values = httpService:JSONEncode(values) }) end end return BloxStore
--[[ BUT DU JEU Pour les Villageois: éliminer les Loups-Garous Pour les Loups-Garous: éliminer les Villageois LES PERSONNAGES Les Loups-Garous: Chaque nuit, ils dévorent un Villageois. Le jour ils essaient de masquer leur identité nocturne pour échapper à la vindicte populaire. Ils sont 1, 2, 3 ou 4 suivant le nombre de joueurs et les variantes appliquées. Les Villageois (tous ceux qui ne sont pas Loups-Garous): Chaque nuit, l'un d'entre eux est dévoré par les Loups-Garous. Ce joueur est éliminé du jeu. Les Villageois survivant se réunissent le lendemain matin et essaient de remarquer , chez les autres joueurs, les signes qui trahiraient leur identité nocturne de mangeur d'homme. Après discussion, ils votent l'éxécution d'un suspect qui sera éliminé du jeu. Le simple Villageois: Il n'a aucune compétence particulière. Ses seules armes sont la capacité d'analyse des comportements pour identifier les Loups Garous et la force de conviction pour empêcher l'exécution de l'innocent qu'il est. La voyante: Chaque nuit, elle découvre la vraie personnalité d'un joueur de son choix. Elle doit aider les autres villageois, mais rester discrète pour ne pas être démasquée par les Loups-garous. Le Chasseur: S'il se fait dévorer par les Loups Garous ou exécuter malencontreusement par les joueurs, le Chasseur a le pouvoir de répliquer avant de rendre l'âme, en éliminant immédiatement n'importe quel autre joueur de son choix. Cupidon: En décochant ses célèbres flèches magique, Cupidon a le pouvoir de rendre 2 personnes amoureuses à jamais. La première nuit (tour préliminaire), il désigne les 2 joueurs (ou joueuses ou 1 joueur et 1 joueuse) amoureux. Cupidon peut, s'il le veut, se désigner comme l'un des Amoureux. Si l'un des amoureux est éliminé, l'autre meurt de chagrin immédiatement. Un Amoureux ne doit jamais voter contre son aimé (même pour faire semblant !) Attention: Si l'un des deux Amoureux est un Loup-Garou et l'autre un Villageois, le but de la partie change pour eux. Pour vivre en paix leur amour et gagner la partie, ils doivent éliminer tous les autres joueurs , Loups-Garous et Villageois, en respectant les règles du jeu. La Sorcière: Elle sait concocter 2 potions extrèmement puissantes: Une potion de guérison, pour ressusciter le joueur tué par les Loups-Garous, une potion d'empoisonnement, utilisée la nuit pour éliminer un joueur. La sorcière ne peut utiliser chaque potion qu'une seule fois dans la partie. Elle peut se servir de ses 2 potions dans la même nuit. Le matin suivant il pourra, suivant l'usage de ce pouvoir, y avoir 0 mort, 1 mort ou 2 morts. La sorcière peut utiliser les potions à son profit, et donc se guérir elle-même. Si au bout d'un certain nombre de parties, vous trouvez ce personnage trop puissant, limitez ses pouvoirs à une seule potion pour la partie. La Petite Fille: La Petite Fille peut, en entrouvrant les yeux, espionner les Loups Garous pendant leur réveil. Si elle se fait surprendre par un des Loups-Garous, elle meurt immédiatement (en silence), à la place de la victime désignée. Le Petite Fille ne peut espionner que la nuit, durant le tour d'éveil des Loups-Garous. Le Capitaine: Cette carte est confiée à un des joueurs, en plus de se carte de personnage. Le Capitaine est élu par vote, à la majorité relative. On ne peut refuser l'honneur d'être capitaine. Dorénavant, les votes de ce joueur comptent pour 2 voix. Si ce joueur se fait éliminer, dans son dernier souffle il désigne son successeur. Le Voleur: Si on veut jouer le Voleur, il faut ajouter deux cartes Simples Villageois en plus de toutes celles déja choisies. Après disttribution, les deux cartes non distribuées sont placées au centre de la table face cachée. La première nuit, le voleur pourra prendre connaissance de ses deux cartes, et échanger sa carte contre l'une des deux autres. Si ces deux cartes sont des Loups Garous, il est obligé d'échanger sa carte contre un des deux Loups Garous. Il jouera désormais ce personnage jusqu'à la fin de la partie. Distribution des personnages pour parties simplifiées 2 Loups-garous (ou plus selon le nombre de joueur) La voyante Les simples Villageois (en nombre suffisant) TOURS DE JEU MISE EN PLACE Les joueurs désignent ou tirent au sort un meneur de jeu qui ne joue pas, mais dirige la partie. Pour les premières parties, quelqu'un qui connaît bien le jeu ou celui qui a déchiffré la règle ou un habile meneur de groupe sera le plus à même de restituer la meilleure ambiance. Le meneur de jeu distribue à chaque joueur 1 carte personnage face cachée. Chaque joueur regarde discrètement son personnage, puis repose sa carte face cachée devant lui. Le meneur endort le village. Le meneur dit: "C'est la nuit tout le village s'endort, les joueurs ferment les yeux". Tous les joueurs baissent la tête et ferment les yeux. Puis selon le choix des personnages en jeu, le meneur appelle les différents personnages. TOUR DE PRÉPARATION (sauf parties simplifiées) - Le meneur appelle le Voleur: Le meneur dit: "le Voleur se réveille !". Le joueur qui possède la carte Voleur, ouvre les yeux et regarde discrètement les deux cartes cachées au milieu, puis change éventuellement de personnage. Le meneur dit : "Le Voleur se rendort". Le Voleur referme les yeux. - Le meneur appelle Cupidon Le meneur dit: "Cupidon se réveille !". Cupidon ouvre les yeux et désigne deux joueurs (dont éventuellement lui-même). Le meneur fait le tour de la table et touche discrètement le dos des deux Amoureux. Le meneur dit: "Cupidon se rendort". Cupidon referme les yeux. - Le meneur appelle les Amoureux Le meneur dit: "les Amoureux se réveillent, se reconnaissent, et se rendorment !". Ils ne se montrent pas leur carte de sorte que chacun ignore la véritable personnalité de l'être aimé. Puis le meneur suit le tour normal. TOUR NORMAL II varie selon le choix des personnages en jeu et leur survie dans la partie, mais les personnages sont toujours appelés dans l'ordre suivant: 1 - Le meneur appelle la Voyante. Le meneur dit: "la Voyante se réveille, et désigne un joueur dont elle veut sonder la véritable personnalité !". Le meneur montre à la Voyante la face cachée de la carte du joueur que la Voyante a désigné. Le meneur dit: "La Voyante se rendort". La Voyante referme les yeux. 2 - Le meneur appelle les Loups-Garous Le meneur dit: "les Loups-Carous se réveillent, se reconnaissent et désignent une nouvelle victime !!!". Les Loups-Garous (et eux seulement) lèvent la tête, ouvrent les yeux, se concertent silencieusement et désignent une victime. Durant ce tour, la Petite Fille peut espionner les Loups-Garous (en entrouvrant les yeux discrètement). Elle n'y est pas obligée. Si elle se fait prendre, les Loups-Garous ont le droit de changer d'avis et elle meurt à la place de la victime éventuellement choisie. Le meneur dit: "les Loups-Garous repus se rendorment et rêvent de prochaines victimes savoureuses !". Les Loups-Garous ferment les yeux. 3 - Le meneur appelle la Sorcière Le meneur dit: "la Sorcière se réveille, je lui montre la victime des Loups-Garous. Va-t-elle user de sa potion de guérison, ou d'empoisonnement ?" Le meneur montre à la Sorcière la victime des Loups-Garous. La Sorcière n'est pas obligée d'user de son pouvoir à un tour spécifique. Si elle utilise une potion, elle doit désigner au meneur sa cible avec le pouce tendu vers le haut pour la guérison, ou vers le bas pour I'empoisonnement. Le meneur révélera son effet éventuel le matin suivant. 4 - Le meneur réveille tout le village. Le meneur dit: "c'est le matin, le village se réveille, tout le monde se réveille et ouvre les yeux, tout le monde sauf..." Le meneur désigne alors le ou les joueurs qui ont été Victimes des Loups-Garous ou de la Sorcière durant la nuit. Ce ou ces joueurs révèlent leur carte car ils sont éliminés du jeu. Il ne pourront plus communiquer avec les autres joueurs de quelque manière que ce soit. Si un de ces joueurs est le Chasseur, il a le droit de répliquer et de tuer immédiatement un autre joueur de son choix. Si un des joueurs est un des deux Amoureux, l'autre Amoureux meurt de chagrin immédiatement. Si un des joueurs est le Capitaine, il désigne son successeur. 5 - Le village débat des suspects. Le meneur anime et relance les débats. Un bruit suspect pendant la nuit, un comportement bizarre par rapport à un autre joueur, ou une façon de voter toujours identique de certains villageois: voici des exemples d'indices qui peuvent laisser suspecter certains joueurs d'être Loups-Garous. Au cours de cette phase il ne faut pas perdre de vue que les objectifs de chacun sont différents: - Chaque Villageois tente de démasquer un Loup-Garou et de faire voter contre lui. - Les Loups-Garous doivent se faire passer pour des villageois. - La Voyante ainsi que la Petite Fille doivent aider les autres Villageois, mais sans mettre trop tôt leur vie en danger en exposant leur identité. - Les Amoureux doivent se protéger l'un l'autre. Chacun a le droit de se faire passer pour un autre. Cette phase est le cœur du jeu. Faites briller vos talents de tribun, bluffez ou dites la vérité, mais soyez toujours crédible. Croyez-nous, on finit toujours par se dévoiler d'une façon ou d'une autre, et les soupçons finissent toujours par tomber juste. Enfin, presque toujours ! 6 - Le village vote. Les joueurs doivent éliminer un joueur suspecté d'être un Loup-Garou. Au signal du meneur, chaque joueur pointe son doigt dans la direction du joueur qu'il souhaite éliminer. Le joueur qui a la majorité des voix est éliminé. N'oubliez pas que la voix du Capitaine compte double. En cas d'égalité, s'il est présent, le vote du Capitaine désigne la victime. Sinon, les joueurs votent à nouveau (y compris les joueurs en cause) pour départager les ex-aequo. S'il y a toujours égalité, aucun joueur n'est éliminé. Le joueur éliminé révèle sa carte et ne pourra plus communiquer avec les autres joueurs d'aucune manière. 7 - Le village S'endort Le meneur dit : "c'est la nuit, les survivants se rendorment !", les joueurs referment les yeux. (Les joueurs éliminés se taisent, surtout quand ils découvrent qui sont vraiment les Loups-Garous...). Le jeu reprend au début du tour normal, étape 1. CONDITIONS DE VICTOIRE Les Villageois gagnent dès qu'ils réussissent à éliminer le dernier Loup-Garou. Les Loups Garous gagnent s'ils éliminent le dernier des villageois. Cas particulier: si les Amoureux sont 1 Loup-Garou + 1 Villageois, ils gagnent dès qu'ils ont éliminé tous les autres. CONSEILS AU MENEUR Votre rôle est fondamental: de votre talent dépend l'ambiance du jeu. Grâce à vous les joueurs vont passer un bon moment. N'hésitez pas à créer une atmosphère d'angoisse. Installez un suspense quand vous révélez les victimes des Loups-Garous. N'hésitez pas à relancer les débats s'ils s'épuisent. Les phrases d'appel nocturne des personnages vous sont données en exemple. Quand vous aurez bien maîtrisé la technique, laissez-vous aller à un délire plus personnel. Avec des joueurs expérimentés, même si vous n'êtes pas très nombreux, n'hésitez pas à utiliser les villageois avec des pouvoirs spéciaux, cela ajoute de l'intérêt aux parties. Avec des joueurs débutants introduisez progressivement les autres cartes personnages. L'essentiel du plaisir est dans l'ambiance. Les parties sont relativement courtes, faites-en plusieurs dans la même soirée et variez les personnages. Points de procédures importants: - Lorsque vous parlez, faites très attention à ne pas laisser passer d'indices sur l'identité des personnages, ex: "j'appelle le Voyant... heu, pardon, la Voyante" - La nuit, quand vous vous adressez aux personnages appelés, ne dirigez pas votre voix uniquement vers eux, les joueurs pourraient en déduire leur position ! - Si les Loups-Garous n'arrivent pas à se décider, tant pis pour eux, il n'y aura pas de mort cette nuit là. - Si on joue la Petite Fille, les joueurs ne doivent pas baisser la tête, ni mettre les mains devant les yeux. - Lorsque la Voyante espionne, feignez de retourner les cartes de tous les joueurs. - Faites le tour complet de la table pour désigner les Amoureux. - Vous pouvez attendre quelques tours avant de mettre aux voix le poste de Capitaine, le temps que les joueurs se fassent une opinion sur leurs congénères. CONSEILS AUX JOUEURS Les Loups-Garous: un stratagème efficace pour se dédouaner d'une accusation, est de voter contre son partenaire. Encore faut-il que les Villageois le remarquent. La Voyante: attention, si vous avez découvert un Loup-Garou, cela vaut peut-être la peine de vous dévoiler pour accuser le joueur, mais pas trop tôt ! La Petite Fille: personnage très puissant, mais très angoissant à jouer. N'hésitez pas à espionner! Cela fait peur mais il faut en profiter rapidement avant d'être éliminé. Le Chasseur: II est toujours bon en cas d'accusation de se faire passer pour le Chasseur. Cupidon: si vous vous désignez comme un des Amoureux, ne choisissez pas comme partenaire une trop "grande gueule".Le Capitaine: n'hésitez pas à vous présenter au poste de Capitaine, faites votre campagne. Mais si vous êtes Loup-Garou, ne soyez pas trop ouvertement candidat à ce poste. Soyez fier de ce poste, accrochez la carte au revers de votre vêtement. La Sorcière: ce personnage devient plus puissant en fin de partie, ne gaspillez pas vos sorts. --]] if not WereWolf.IsCorrectVersion() then return end local L = WereWolf.L local WereWolf = WereWolf local Comm = WereWolf.Comm local players = WereWolf.players local UnitGUID, UnitClass = UnitGUID, UnitClass local stereotypes = { -- add notion for lover and remove the role -- werewolf can be lovers werewolf = { Class = L["Werewolf"], Name = L["Werewolf"], Icon = 132224, Tips = L["Just kill"], Goal = L["Kill every peon"], }, peon = { Class = L["Peon"], Name = L["Peon"], Icon = 132275, Tips = L["Just survive"], Goal = L["Survive to werewolf attacks"], }, special = { hunter = { Class = L["Peon"], Name = L["Hunter"], Icon = 132217, Tips = L["Can point a player to come with him into death"], Goal = L["Survive to werewolf attacks"], isApplyed = false, }, caty = { Class = L["Peon"], Name = L["Cathy"], Icon = 132311, Tips = L["Can spy the werewolf during night. Beware! do not be catch or you will be immediatly dead!"], Goal = L["Spy and survive to werewolf attacks"], isApplyed = false, }, witch = { Class = L["Peon"], Name = L["Witch"], Icon = 132378, Tips = L["Can concoct poisonous or healing potion"], Goal = L["Survive to werewolf attacks"], isApplyed = false, }, captain = { Class = L["Peon"], Name = L["Captain"], Icon = 132341, Tips = L["Vote count double. On death, point another player to become the new captain."], Goal = L["Survive to werewolf attacks"], isApplyed = false, }, cupidon = { Class = L["Peon"], Name = L["Cupid"], Icon = 134131, Tips = L["Point two players to become the lovers"], Goal = L["Survive to werewolf attacks"], isApplyed = false, }, rogue = { Class = L["Peon"], Name = L["Rogue"], Icon = 132320, Tips = L["During the first night, can choose its new role among two roles"], Goal = L["Survive to werewolf attacks"], isApplyed = false, } }, seer = { Class = L["Peon"], Name = L["Seer"], Icon = 132327, Tips = L["Each night, can discover the true nature of players"], Goal = L["Survive to werewolf attacks"], }, gamemaster = { Class = L["Game Master"], Name = L["Game Master"], Icon = 133073, Tips = L["You are the game master"], Goal = L["Manage the game!"], } }; function WereWolf.IsPlayerKnown(playerName) for key, value in pairs(players) do if value.Name == playerName then return true end end return false end function WereWolf.AddPlayer(playerName) if (not (IsPlayerKnown(playerName))) then local player = { id = UnitGUID(playerName), Name = playerName, Class = select(2, UnitClass(playerName)), Role = nil, hasVoted = false, isAlive = true, isLover = false } table.insert(players, player) else -- player is already known WereWolf.prettyPrint("Player " .. playerName .. " has already joined the game") end end function WereWolf.RemovePlayer(playerName) local playerPos for key, value in pairs(players) do if value.Name == playerName then playerPos = key break end end if playerPos then table.remove(players, playerPos) end end --[[ Nombre de joueurs | Loups-Garous | Voyante | Villageois 8 | 2 | 1 | 5 -> 2 speciaux 9 | 2 | 1 | 6 -> 3 speciaux 10 | 2 | 1 | 7 -> 3 speciaux 11 | 2 | 1 | 8 -> 4 speciaux 12 | 3 | 1 | 8 -> 4 speciaux 13 | 3 | 1 | 9 -> 4 speciaux 14 | 3 | 1 | 10 -> 5 speciaux 15 | 3 | 1 | 11 -> 5 speciaux 16 | 3 | 1 | 12 -> 6 speciaux 17 | 3 | 1 | 13 -> 6 speciaux 18 | 4 | 1 | 13 -> 6 speciaux --]] local peonNumber = 0; local specialPeonNumber = 0; local werewolfNumber = 0; local seerApplyed = false; local isSetupStep = false; function WereWolf.NextStep() if WereWolf.currentStep == "" or WereWolf.currentStep == "Vote" then WereWolf.SetNight() else if isSetupStep then if WereWolf.currentStep == "Night" then WereWolf.WakeUpRogue() elseif WereWolf.currentStep == "Rogue" then WereWolf.WakeUpCupid() elseif WereWolf.currentStep == "Cupid" then WereWolf.WakeUpLovers() elseif WereWolf.currentStep == "Lovers" then WereWolf.WakeUpSeer() end else if WereWolf.CanContinue() then if WereWolf.currentStep == "Night" then WereWolf.WakeUpSeer() elseif WereWolf.currentStep == "Seer" then WereWolf.WakeUpWerewolves() elseif WereWolf.currentStep == "Werewolves" then WereWolf.WakeUpWitch() elseif WereWolf.currentStep == "Witch" then WereWolf.SetDay() elseif WereWolf.currentStep == "Day" then WereWolf.Vote() end else WereWolf.GameEnds() end end end end function WereWolf.Reset() for key, value in pairs(players) do value.isAlive = true end for key, value in pairs(stereotypes.special) do value.isApplyed = false end for key, value in pairs(players) do value.Role = nil end seerApplyed = false peonNumber = 0 specialPeonNumber = 0 werewolfNumber = 0 WereWolf.currentStep = "" isSetupStep = true end function WereWolf.SendPlayerTable() for _, value in pairs(players) do if value.id ~= WereWolf.me.id then Comm:SendCommand(value.Name, "add_player", value) end end end function WereWolf.StartAsPlayer() WereWolf.Reset() WereWolf.SetRoleToAllPlayer() WereWolf.SendRoleToAllPlayer() end function WereWolf.GameEnds() local alivePeon = 0 local aliveWerewolf = 0 local msg = L["win"] for key, value in pairs(players) do if value.isAlive == true then if value.Role.Class == L["Peon"] then alivePeon = alivePeon + 1 elseif value.Role.Class == L["Werewolf"] then aliveWerewolf = aliveWerewolf + 1 else WereWolf.printDebug("unknown role : "..value.Role.Class) end end end if alivePeon == 0 and aliveWerewolf > 0 then msg = L["Werewolves"].." "..msg.."!" elseif alivePeon > 0 and aliveWerewolf == 0 then msg = L["Peons"].." "..msg.."!" end for key, value in pairs(players) do Comm:SendCommand(value.Name, "game_ends", msg) end end function WereWolf.CanContinue() local ret = true if(WereWolf.isDevVersion) then return false end --[[ CONDITIONS DE VICTOIRE Les Villageois gagnent dès qu'ils réussissent à éliminer le dernier Loup-Garou. Les Loups Garous gagnent s'ils éliminent le dernier des villageois. Cas particulier: si les Amoureux sont 1 Loup-Garou + 1 Villageois, ils gagnent dès qu'ils ont éliminé tous les autres. --]] local werewolfcount = 0 local peoncount = 0 for key, value in pairs(players) do if value.isAlive then if value.Role.class == L["Werewolf"] then werewolfcount = werewolfcount + 1 elseif value.Role.class == L["Peon"] then peoncount = peoncount + 1 end end end if werewolfcount > 0 and peoncount == 0 then ret = false elseif werewolfcount == 0 and peoncount > 0 then ret = false end return ret end function WereWolf.SendRoleToAllPlayer() for _, value in pairs(players) do if value.id ~= WereWolf.me.id then Comm:SendCommand(value.Name, "player_role", value.Role) end end end function WereWolf.SetNight() WereWolf.currentStep = "Night" WereWolf.prettyPrint(L["The night fall on the village and everyone fells asleep"]) for key, value in pairs(players) do if(value.Role and value.Role.Class ~= L["Game Master"]) then Comm:SendCommand(value.Name, "set_night") end end end function WereWolf.SetDay() --[[ 4 - Le meneur réveille tout le village. Le meneur dit: "c'est le matin, le village se réveille, tout le monde se réveille et ouvre les yeux, tout le monde sauf..." Le meneur désigne alors le ou les joueurs qui ont été Victimes des Loups-Garous ou de la Sorcière durant la nuit. Ce ou ces joueurs révèlent leur carte car ils sont éliminés du jeu. Il ne pourront plus communiquer avec les autres joueurs de quelque manière que ce soit. Si un de ces joueurs est le Chasseur, il a le droit de répliquer et de tuer immédiatement un autre joueur de son choix. Si un des joueurs est un des deux Amoureux, l'autre Amoureux meurt de chagrin immédiatement. Si un des joueurs est le Capitaine, il désigne son successeur. --]] WereWolf.currentStep = "Day" isSetupStep = false WereWolf.prettyPrint(L["The day rises again with its shinny sun and its grim discovery..."]) for key, value in pairs(players) do if(value.Role.Class ~= L["Game Master"]) then Comm:SendCommand(value.Name, "set_day") end end end function WereWolf.Vote() --[[ 6 - Le village vote. Les joueurs doivent éliminer un joueur suspecté d'être un Loup-Garou. Au signal du meneur, chaque joueur pointe son doigt dans la direction du joueur qu'il souhaite éliminer. Le joueur qui a la majorité des voix est éliminé. N'oubliez pas que la voix du Capitaine compte double. En cas d'égalité, s'il est présent, le vote du Capitaine désigne la victime. Sinon, les joueurs votent à nouveau (y compris les joueurs en cause) pour départager les ex-aequo. S'il y a toujours égalité, aucun joueur n'est éliminé. Le joueur éliminé révèle sa carte et ne pourra plus communiquer avec les autres joueurs d'aucune manière. --]] WereWolf.currentStep = "Vote" isSetupStep = false WereWolf.prettyPrint(L["Villagers vote! Point the one who killed!"]) for key, value in pairs(players) do if value.isAlive then Comm:SendCommand(value.Name, "set_vote") end end end local function IsRolePick(role) local rolePick = false for key, value in pairs(players) do if(value.Role.Name == role and value.isAlive) then rolePick = true break end end return rolePick end function WereWolf.WakeUpRogue() WereWolf.currentStep = "Rogue" if IsRolePick(L["Rogue"]) then WereWolf.prettyPrint(L["Rogue, wake up and do your sneaky thing!"]) for key, value in pairs(players) do Comm:SendCommand(value.Name, "set_rogue", value.Role) end else WereWolf.NextStep() end end function WereWolf.WakeUpCupid() WereWolf.currentStep = "Cupid" if IsRolePick(L["Cupid"]) then WereWolf.prettyPrint(L["Cupid, wake up and throw your arrows!"]) for key, value in pairs(players) do Comm:SendCommand(value.Name, "set_cupid", value.Role) end else WereWolf.NextStep() end end function WereWolf.WakeUpLovers() WereWolf.currentStep = "Lovers" if IsRolePick(L["Lover"]) then WereWolf.prettyPrint(L["Lovers, wake up and face your beloved!"]) for key, value in pairs(players) do Comm:SendCommand(value.Name, "set_lover", value.Role) end else WereWolf.NextStep() end end function WereWolf.WakeUpSeer() WereWolf.currentStep = "Seer" isSetupStep = false if IsRolePick(L["Seer"]) then for key, value in pairs(players) do if value.isAlive then Comm:SendCommand(value.Name, "set_seer", value.Role) end end else WereWolf.NextStep() end end function WereWolf.WakeUpWerewolves() WereWolf.currentStep = "Werewolves" isSetupStep = false WereWolf.prettyPrint(L["Werewolves, wake up and eat, eat till your hunger are filled!"]) for key, value in pairs(players) do if value.isAlive then Comm:SendCommand(value.Name, "set_werwolves", value.Role) end end end function WereWolf.WakeUpWitch() WereWolf.currentStep = "Witch" isSetupStep = false if IsRolePick(L["Witch"]) then for key, value in pairs(players) do if value.isAlive then Comm:SendCommand(value.Name, "set_witch", value.Role) end end else WereWolf.NextStep() end end -- select among werewolf and peon role and set it to player local function SetRoleToPlayer(player) local classType = math.random(#players) if ((classType% 2) == 0) then -- werewolf if not (werewolfNumber == #players / 4) then WereWolf.SetSpecificRoleToPlayer(player, stereotypes.werewolf) werewolfNumber = werewolfNumber + 1 else -- peon WereWolf.SetSpecificRoleToPlayer(player, stereotypes.peon) peonNumber = peonNumber + 1 end else -- peon WereWolf.SetSpecificRoleToPlayer(player, stereotypes.peon) peonNumber = peonNumber + 1 end end -- Apply the given role to player function WereWolf.SetSpecificRoleToPlayer(player, role) player.Role = { Class = role.Class, Name = role.Name, Icon = role.Icon, Tips = role.Tips, Goal = role.Goal, }; end function WereWolf.SetRoleToAllPlayer() for key, value in pairs(players) do if value.Role == nil then SetRoleToPlayer(value) end end for key, value in pairs(players) do if value.Role.Class == stereotypes.peon.Class then if not(seerApplyed) then WereWolf.SetSpecificRoleToPlayer(value, stereotypes.seer) seerApplyed = true else if not(specialPeonNumber == #players / 4) then local availableClass = {} for key, value in pairs(stereotypes.special) do if value.isApplyed == false then table.insert(availableClass, value) end end if #availableClass > 0 then local classType = math.random(#availableClass) local newRole = availableClass[classType] WereWolf.SetSpecificRoleToPlayer(value, newRole) specialPeonNumber = specialPeonNumber + 1 for key, value in pairs(stereotypes.special) do if value.Name == newRole.Name then value.isApplyed = true break end end end end end end end end function WereWolf.GetAvailabelRoleForRogue() local possibleRole = {} for i=0,2 do if not (werewolfNumber == #players / 4) then table.insert(possibleRole, stereotypes.werewolf) elseif not(specialPeonNumber == #players / 4) then local availableClass = {} for key, value in pairs(stereotypes.special) do if value.isApplyed == false then table.insert(availableClass, value) end end if #availableClass > 0 then local classType = math.random(#availableClass) local newRole = availableClass[classType] table.insert(possibleRole, newRole) end else table.insert(possibleRole, stereotypes.peon) end end return possibleRole end function WereWolf.ManageDeathOfPlayer(player) if player.Role.Class == L["Hunter"] then -- another should die -- WereWolf.AllowPlayerToPointFollower(player) elseif player.Role.Class == L["Captain"] then -- point the new captain -- WereWolf.AllowPlayerToPointSuccessor(player) elseif player.Role.Class == L["Lover"] then -- the other lover die as well for key, value in pairs(players) do if not (value == player) and value.Role.Class == L["Lover"] then -- WerWolf.SignifyDeathToPlayer(value) value.isAlive = false break end end end player.isAlive = false end
local auth = function(token) return token end return auth(ARGV[1])
--[[ License : GLPv3, see LICENCE in root of repository Authors : Nikolay Fiykov, v1 --]] local contains = require("contains") local PinState = { pin = 0, mode = 4, --gpio.OPENDRAIN, pullup = 6, -- gpio.FLOAT cbGetValue = function() return 1 --gpio.HIGH end, cbOnWrite = function() end, trigWhat = "none", trigCb = function() end } function PinState:new(pin, o) o = o or {} setmetatable(o, self) self.__index = self self.pin = pin return o end PinState.writeEnum = {0, 1} PinState.createPins = function() local arr = {} for i = 1, 12 do arr[i] = PinState:new(i) end return arr end PinState.assertPinRange = function(pin, pins) assert(type(pin) == "number", "pin must be number") assert(pin > 0 and pin < 13, "pin must be 0<pin<13") assert(pins[pin] ~= nil, "pin does not exists in test data array " .. pin) return pins[pin] end PinState.changePinValue = function(pinState, val) pinState.cbGetValue = function() return val end if (val == 1 and contains({"up", "high", "both"}, pinState.trigWhat)) or (val == 0 and contains({"down", "low", "both"}, pinState.trigWhat)) then pinState.trigCb(val, os.time()) end end return PinState
-- munin thermometer using DS18B20 sensors on ESP8622 -- (c) 2016, Florian Heimgaertner -- This software may be modified and distributed under the terms -- of the MIT license. See the LICENSE file for details. local modname = ... local M = {} _G[modname] = M local plugin = {} local action = {} local hostname = ('esp%06x'):format(node.chipid()) local ver = '0.04n' local luaver = _VERSION local pin = nil local sensors = nil local table = table local string = string local ow = ow local tmr = tmr local node = node local file = file local net = net local pairs = pairs setfenv(1,M) -- munin node actions action['config'] = function(socket,p) if plugin[p] then plugin[p](socket,'conf') else socket:send('# Unknown service\n') end socket:send('.\n') end action['fetch'] = function(socket,p) if plugin[p] then plugin[p](socket) else socket:send('# Unknown service\n') end socket:send('.\n') end action['list'] = function(socket) for k,v in pairs(plugin) do socket:send(k..' ') end socket:send('\n') end action['version'] = function(socket) socket:send(('munins node on %s version: %s (lunin, %s/NodeMCU %i.%i.%i)\n'):format(hostname, ver, luaver, node.info())) end action['nodes'] = function(socket) socket:send(hostname..'\n.\n') end action['help'] = function(socket) socket:send('# Unknown command. Try ') for k,v in pairs(action) do socket:send(k..' ') end socket:send('\n') end action['quit'] = function(socket) socket:close() end -- plugins plugin['ds18b20'] = function(socket, x) if sensors == nil then -- find sensors sensors = {} ow.setup(pin) ow.reset_search(pin) local nc = 0 repeat local addr = ow.search(pin) if (addr == nil) then nc = nc + 1 elseif (addr:byte(1) == 0x28 and addr:byte(8) == ow.crc8(string.sub(addr,1,7))) then table.insert(sensors, addr) end tmr.wdclr() until (nc > 1) ow.reset_search(pin) end if x == 'conf' then socket:send('graph_title DS18B20 Temperature Sensors\ngraph_vlabel degrees Celsius\ngraph_category sensors\n') for _,addr in pairs(sensors) do local saddr = ("%02x%02x%02x%02x%02x%02x"):format(addr:byte(2,7)) socket:send('temp'..saddr..'.label '..saddr..'\n') end else for _,addr in pairs(sensors) do local s = '' local t = 850001 ow.setup(pin) ow.reset(pin) ow.select(pin, addr) ow.write(pin, 0x44, 1) ow.reset(pin) ow.select(pin, addr) ow.write(pin, 0xBE, 1) local data = ow.read_bytes(pin, 9) if (data:byte(9) == ow.crc8(string.sub(data,1,8))) then t = (data:byte(1) + data:byte(2) * 256) if (t > 0x7fff) then t = t - 0x10000 s = '-' end t = t * 625 end tmr.wdclr() if t < 850000 then local saddr = ("%02x%02x%02x%02x%02x%02x"):format(addr:byte(2,7)) socket:send(('temp%s.value %s%i.%04u\n'):format(saddr, s, t/10000,t %10000)) end end end end plugin['heap'] = function(socket, x) if x == 'conf' then socket:send('graph_title Heap remaining\ngraph_vlabel Bytes\ngraph_category system\ngraph_args --base 1024\nheap.label heap\n') else socket:send('heap.value '..node.heap()..'\n') end end plugin['fsinfo'] = function(socket, x) local remaining, used, total = file.fsinfo() if x == 'conf' then socket:send('graph_title Flash usage\ngraph_vlabel Bytes\ngraph_category system\ngraph_args --base 1024 -l 0 --upper-limit '..total..'\nusage.label usage\n') else socket:send('usage.value '..used..'\n') end end function start(owpin) pin = owpin ow.setup(pin) srv=net.createServer(net.TCP,10) srv:listen(4949,function(socket) socket:send('# munin node at '..hostname..'\n') socket:on("receive",function(socket,payload) local cmd, arg = payload:match('^(%l+)%s?([%w_]*)\r?\n?$') if action[cmd] then action[cmd](socket, arg) else action['help'](socket) end end) end) end return M
-- Load dependencies local mnist = require 'mnist' local optim = require 'optim' local gnuplot = require 'gnuplot' local image = require 'image' local cuda = pcall(require, 'cutorch') -- Use CUDA if available local hasCudnn, cudnn = pcall(require, 'cudnn') -- Use cuDNN if available local npy4th = require 'npy4th' local nn = require 'nn' require 'dpnn' require 'tools' require 'distributions' -- Set up Torch print('Setting up') torch.setdefaulttensortype('torch.FloatTensor') torch.manualSeed(torch.random()) if cuda then require 'cunn' cutorch.manualSeed(torch.random()) print(string.format("GPU number: %d", cutorch.getDeviceCount())) cutorch.setDevice(1) print(string.format("Using GPU %d", cutorch.getDevice())) end -- Choose model to train local cmd = torch.CmdLine() cmd:option('-model', 'DEC', 'Model: AE|SparseAE|DeepAE|ConvAE|UpconvAE|DenoisingAE|Seq2SeqAE|VAE|AAE') cmd:option('-learningRate', 0.0001, 'Learning rate') cmd:option('-optimiser', 'adam', 'Optimiser') cmd:option('-epochs', 300, 'Training epochs') cmd:option('-sample_times', 12, 'sampling times before calculate gradient') cmd:option('-K', 3, 'calculate gradient for K times and then averaging') cmd:option('-n_points', 60000, 'randomly sample n_points instances from dataset to train') cmd:option('-delta', 0.03, 'balance the loss of ae and ddcrp') cmd:option('-alpha', 1, 'alpha') cmd:option('-batchSize', 250, 'batchSize') cmd:option('-name', 'mnist_joint', 'name of the trained model') cmd:option('-task', 'ddcrp', 'ddcrp or ae') cmd:option('-dataset', 'mnist', 'dataset') cmd:option('-gamma', '0', 'gamma') cmd:option('-criterion', 'mse','criterion') local opt = cmd:parse(arg) if opt.task == 'ddcrp' then opt.n_points = 1000 opt.batchSize = 1000 end local n_points = opt.n_points local feature_size = 0 local XTrain = nil local yTrain = nil local XTest = nil local N = nil -- Load MNIST data if opt.dataset == 'mnist' then XTrain = mnist.traindataset().data:float():div(50) -- Normalise to [0, 1] yTrain = mnist.traindataset().label XTest = mnist.testdataset().data:float():div(50) yTest = mnist.testdataset().label N = XTrain:size(1) if cuda then XTrain = XTrain:cuda() XTest = XTest:cuda() end else local map = npy4th.loadnpz(string.format('%s.npz', opt.dataset)) XTrain = map['arr_0'] yTrain = map['arr_1'] XTest = XTrain N = XTrain:size(1) if cuda then XTrain = XTrain:cuda() XTest = XTrain end print(XTrain:size()) end local index = torch.randperm(N)[{{1, n_points}}]:long() XTrain = XTrain:index(1, index):cuda() yTrain = yTrain:index(1, index) -- torch.save('data/image.t7', XTrain:double()) -- torch.save('data/label.t7', yTrain) local label_unique = {} for i = 1, n_points do if label_unique[yTrain[i]+1] == nil then label_unique[yTrain[i]+1] = 1 else label_unique[yTrain[i]+1] = label_unique[yTrain[i]+1] + 1 end end print(#label_unique) -- Create model Model = require ('models/' .. opt.model) Model:createAutoencoder(XTrain) local autoencoder = Model.autoencoder local encoder = Model.encoder local normalized_encoder = nn.Sequential() normalized_encoder:add(encoder) normalized_encoder:add(nn.Normalize(2)) if cuda then autoencoder:cuda() encoder:cuda() normalized_encoder:cuda() -- Use cuDNN if available if hasCudnn then cudnn.convert(autoencoder, cudnn) cudnn.convert(encoder, cudnn) cudnn.convert(normalized_encoder, cudnn) end end if opt.task == 'ddcrp' then normalized_encoder:forward(XTrain) feature_size = normalized_encoder.output:size(2) torch.save('data/feature.t7', normalized_encoder.output:double()) torch.save('data/label.t7', yTrain) end -- Create tables and the relations between points local belong = torch.range(1, n_points):int() local tables = {} tables[1] = {} for i = 1, n_points do table.insert(tables[1], i) belong[i] = 1 end local means = {} local covs = {} -- local n_tables = n_points -- belong = torch.range(1, n_points):int() -- for i = 1, n_points do -- tables[i] = {} -- table.insert(tables[i], i) -- end -- local connect = torch.range(1, n_points):int() -- local connected = {} -- for i = 1, n_points do -- connected[i] = {} -- table.insert(connected[i], i) -- end local mu_0 = torch.CudaTensor({-0.158365442515, 0.0377739193953, -0.0147440236072, 0.074388357756, -0.153201982234, -0.0842131485674, 0.201350941488, 0.0575697282466, 0.18518343795, -0.0174676928583, }):view(feature_size, 1) local kappa_0 = 0.01 local nu_0 = feature_size local lambda_0 = torch.eye(feature_size):cuda():mul(2) -- torch.inverse(nu_0 * -- torch.CudaTensor({ -- {0.0366284242442, 0.00655439824317, 0.00223428470026, 0.00512935709104, 0.00706118920457, 0.00127367072023, 0.00895389914584, -0.00374665113559, 0.00494345676178, -0.0108999683881, }, -- {0.00655439824317, 0.0390891765439, -0.00130038432964, 0.00267932826372, 7.76895533872e-05, -0.000670595539531, -0.000162156024855, -0.00624318767337, 0.00433524044539, -0.000619171853721, }, -- {0.00223428470026, -0.00130038432964, 0.0446884605404, 0.00548076846674, -0.00285376214203, -0.00796014366193, 0.00940989578467, -0.00493952206002, 0.00139216856423, -0.00234435190168, }, -- {0.00512935709104, 0.00267932826372, 0.00548076846674, 0.0321686199303, 0.00346165276327, -0.0038337789042, 0.00530248525576, -0.0054437993534, -0.00404586384196, -0.00123830146687, }, -- {0.00706118920457, 7.76895533872e-05, -0.00285376214203, 0.00346165276327, 0.0417464946152, 0.00352988995952, 0.0125444622185, 0.00155953790617, 0.00150808524191, -0.00460548496398, }, -- {0.00127367072023, -0.000670595539531, -0.00796014366193, -0.0038337789042, 0.00352988995952, 0.0403215362515, -0.000409462230569, 0.00135282730524, 0.00191234159114, -9.72654600904e-05, }, -- {0.00895389914584, -0.000162156024855, 0.00940989578467, 0.00530248525576, 0.0125444622185, -0.000409462230569, 0.0403591606515, -0.00650039728275, -0.00601142474037, -0.00608422171382, }, -- {-0.00374665113559, -0.00624318767337, -0.00493952206002, -0.0054437993534, 0.00155953790617, 0.00135282730524, -0.00650039728275, 0.0449720012599, -0.00673620989614, -0.00177772886742, }, -- {0.00494345676178, 0.00433524044539, 0.00139216856423, -0.00404586384196, 0.00150808524191, 0.00191234159114, -0.00601142474037, -0.00673620989614, 0.0415150176486, 0.00106010428521, }, -- {-0.0108999683881, -0.000619171853721, -0.00234435190168, -0.00123830146687, -0.00460548496398, -9.72654600904e-05, -0.00608422171382, -0.00177772886742, 0.00106010428521, 0.0305230968794, }, -- }) -- ) --torch.diag(torch.Tensor(feature_size):fill(opt.lambda)):cuda() -- local tmp = torch.eig(lambda_0:double(), 'N')[{{},{1}}] -- local det_lambda_0 = torch.prod(tmp) -- print(tmp, math.log(det_lambda_0)) det_lambda_0 = distributions.util.logdet(lambda_0:double()) print(det_lambda_0) -- Get parameters local theta, gradTheta = autoencoder:getParameters() -- Create loss local criterion = nn.BCECriterion() -- nn.MSECriterion()-- if opt.criterion == 'mse' then criterion = nn.MSECriterion() end if cuda then criterion:cuda() end -- Create optimiser function evaluation local x -- Minibatch local feval = function(params) if theta ~= params then theta:copy(params) end -- Zero gradients gradTheta:zero() -- Reconstruction phase -- Forward propagation local xHat = autoencoder:forward(x) -- Reconstruction local loss = criterion:forward(xHat, x) -- Backpropagation local gradLoss = criterion:backward(xHat, x) autoencoder:backward(x, gradLoss) return loss, gradTheta end local ddcrpFeval = function(params) if theta ~= params then theta:copy(params) end -- Zero gradients gradTheta:zero() local xHat = autoencoder:forward(x) -- Reconstruction local loss = criterion:forward(xHat, x) print(string.format(" [%s], ae-loss: %f", os.date("%c", os.time()), loss)) -- Backpropagation local gradLoss = criterion:backward(xHat, x) autoencoder:backward(x, gradLoss) --encoder:evaluate() local z = normalized_encoder:forward(x) local z_d = z:double() means = {} covs = {} crp_init(z, means, covs, tables, mu_0, kappa_0, lambda_0, nu_0) -- print(z[{{1,5}}]) -- print(z:size()) --encoder:training() for ite = 1, opt.sample_times do --n_tables = gibbs_sample(z_d, belong, connect, tables, connected, n_tables, opt.alpha, mu_0, kappa_0, lambda_0, nu_0, det_lambda_0) crp_gibbs_sample(z_d, means, covs, tables, belong, 1e-6, mu_0:double(), kappa_0, lambda_0:double(), nu_0) end for ite = 1, opt.K do --n_tables = gibbs_sample(z_d, belong, connect, tables, connected, n_tables, opt.alpha, mu_0, kappa_0, lambda_0, nu_0, det_lambda_0) crp_gibbs_sample(z_d, means, covs, tables, belong, 1e-6, mu_0:double(), kappa_0, lambda_0:double(), nu_0) local l1_loss, l2_loss, S_loss, dz, S_dz = cal_gradient(z, connect, tables, opt.alpha, mu_0, kappa_0, lambda_0, nu_0, det_lambda_0) dz = dz * opt.delta / opt.K / n_points S_dz = S_dz * opt.gamma loss = loss + (l1_loss + l2_loss) * opt.delta / opt.K / n_points + S_loss * opt.gamma print(string.format(" [%s], loss1: %f, loss2: %f, S_loss: %f", os.date("%c", os.time()), l1_loss * opt.delta / opt.K / n_points, l2_loss * opt.delta / opt.K / n_points, S_loss * opt.gamma) ) normalized_encoder:backward(x, dz + S_dz) end return loss, gradTheta end -- Train print('Training') autoencoder:training() local optimParams = {learningRate = opt.learningRate} local advOptimParams = {learningRate = opt.learningRate} local __, loss local losses, advLosses = {}, {} for epoch = 1, opt.epochs do print('Epoch ' .. epoch .. '/' .. opt.epochs) for n = 1, n_points, opt.batchSize do -- Get minibatch x = XTrain:narrow(1, n, opt.batchSize) -- Optimise if opt.task == 'ddcrp' then __, loss = optim[opt.optimiser](ddcrpFeval, theta, optimParams) losses[#losses + 1] = loss[1] else __, loss = optim[opt.optimiser](feval, theta, optimParams) losses[#losses + 1] = loss[1] end -- Train adversary if opt.model == 'AAE' then __, loss = optim[opt.optimiser](advFeval, thetaAdv, advOptimParams) advLosses[#advLosses + 1] = loss[1] end end if opt.task == 'ddcrp' then evaluate_cluster(tables, yTrain, epoch, loss, n_points, #label_unique) else print(string.format(" loss: %4f", loss[1])) end -- Plot training curve(s) local plots = {{'Autoencoder', torch.linspace(1, #losses, #losses), torch.Tensor(losses), '-'}} gnuplot.pngfigure('train_20_news.png') gnuplot.plot(table.unpack(plots)) gnuplot.ylabel('Loss') gnuplot.xlabel('Batch #') gnuplot.plotflush() if epoch % 30 == 0 and opt.task == 'ddcrp' then torch.save('trained/' .. opt.name .. string.format('_%d_ddcrp', epoch), Model) torch.save(string.format("results/tables_at_epoch_%d", epoch), tables) end end -- Test print('Testing') x = XTest:narrow(1, 1, 10) autoencoder:evaluate() local xHat = autoencoder:forward(x) -- Plot reconstructions if opt.dataset == 'mnist' then image.save('Reconstructions.png', torch.cat(image.toDisplayTensor(x, 2, 10), image.toDisplayTensor(xHat, 2, 10), 1)) end if opt.ddcrp == 'ddcrp' then normalized_encoder:forward(XTrain) torch.save(string.format('data/feature_learnt.t7'), normalized_encoder.output:double()) end
local M = {} local luafmt = { formatCommand = "luafmt -i 2 --stdin", formatStdin = true, } local stylua = { formatCommand = "stylua --config-path $HOME/.config/stylua/stylua.toml -", formatStdin = true, } local flake8 = { lintCommand = "flake8 --ignore=E501,W503 --stdin-display-name ${INPUT} -", lintStdin = true, prefix = "flake8", lintIgnoreExitCode = true, lintFormats = { "%f:%l:%c: %t%n %m" }, } local isort = { formatCommand = "isort --profile black -l 100 -", formatStdin = true, } local autopep8 = { formatCommand = "autopep8 --max-line-length 100 -", formatStdin = true, } local yapf = { formatCommand = "yapf", formatStdin = true, } local black = { formatCommand = "black --quiet -l 100 -", formatStdin = true, } local mypy = { lintCommand = "mypy --show-column-numbers --ignore-missing-imports --disable-error-code name-defined --cache-dir=/dev/null", lintFormats = { "%f:%l:%c: %trror: %m", "%f:%l:%c: %tarning: %m", "%f:%l:%c: %tote: %m" }, prefix = "mypy", } local prettier = { formatCommand = "prettier --stdin-filepath ${INPUT}", formatStdin = true, } local shellcheck = { lintCommand = "shellcheck -f gcc -x", lintFormats = { "%f:%l:%c: %trror: %m", "%f:%l:%c: %tarning: %m", "%f:%l:%c: %tote: %m" }, } M.languages = { python = { isort, flake8, black, mypy }, lua = { stylua }, yaml = { prettier }, json = { prettier }, html = { prettier }, css = { prettier }, markdown = { prettier }, } M.config = { filetypes = vim.tbl_keys(M.languages), init_options = { documentFormatting = true, }, settings = { languages = M.languages, }, } return M
object_building_kashyyyk_poi_kash_rryatt_lvl4_tree_root_a3 = object_building_kashyyyk_shared_poi_kash_rryatt_lvl4_tree_root_a3:new { } ObjectTemplates:addTemplate(object_building_kashyyyk_poi_kash_rryatt_lvl4_tree_root_a3, "object/building/kashyyyk/poi_kash_rryatt_lvl4_tree_root_a3.iff")
return Def.ActorFrame{ Def.Quad{ InitCommand=cmd(FullScreen); OnCommand=cmd(diffusealpha,0;sleep,2); }; LoadActor(THEME:GetPathS("","_swoosh out.ogg"))..{ OnCommand=cmd(queuecommand,"Play"); PlayCommand=cmd(play) }; StartTransitioningCommand=function(self) SOUND:DimMusic(0,math.huge) end, }
local Types = require(script.Parent.Parent.Types) type Record<K, V = K> = Types.Record<K, V> local function override(target: Record<any>, source: Record<any>): Record<any> local result = table.clone(target) for key, value in source do result[key] = if type(value) == "table" then if type(result[key]) == "table" then override(result[key], value) else table.clone(value) else value end return result end return override
return Def.Sprite{ --No Quest Mode BGA so we'll have to live with it Texture=THEME:GetPathG("","_BGMovies/Arcade"); InitCommand=cmd(Cover;zoomx,1.02); };
-- function reference -- include local newTable = require("toolkit.common").newTable local utils = require("toolkit.utils") local helper = newTable(0, 2) helper.jsonSerialize = function(lData, pattern) return pattern and (utils.json_encode(lData)..pattern) or utils.json_encode(lData) end helper.jsonDerialize = function(jData) return utils.json_decode(jData) end return helper
module:set_global(); local measure = require"core.statsmanager".measure; local valid_shows = { available = true, chat = true, away = true, dnd = true, xa = true, unavailable = true, } local counters = { available = measure("amount", "client_presence.available"), chat = measure("amount", "client_presence.chat"), away = measure("amount", "client_presence.away"), dnd = measure("amount", "client_presence.dnd"), xa = measure("amount", "client_presence.xa"), unavailable = measure("amount", "client_presence.unavailable"), invalid = measure("amount", "client_presence.invalid"); }; module:hook("stats-update", function () local buckets = { available = 0, chat = 0, away = 0, dnd = 0, xa = 0, unavailable = 0, invalid = 0, }; for _, session in pairs(full_sessions) do local status = "unavailable"; if session.presence then status = session.presence:get_child_text("show") or "available"; end if valid_shows[status] ~= nil then buckets[status] = buckets[status] + 1; else buckets.invalid = buckets.invalid + 1; end end for bucket, count in pairs(buckets) do counters[bucket](count) end end)
function foo(a) local x = 1/0 local y = 0/1 local w = a/0 local z = 0/a print(x, y, w, z) end foo(7)
function factorial(n) if n == 0.0 then return 1.0 else return n * factorial(n - 1.0) end end
 module(..., package.seeall) --;=========================================================== --; SOUND TEST MENU LOOP --;=========================================================== t_soundMenu = { {id = textImgNew(), text = 'CONTINUE?'}, {id = textImgNew(), text = 'GAME OVER'}, {id = textImgNew(), text = 'BACK'}, } function f_soundMenu() cmdInput() local cursorPosY = 0 local moveTxt = 0 local soundMenu = 1 while true do if esc() then playBGM(bgmTitle) sndPlay(sysSnd, 100, 2) break elseif commandGetState(p1Cmd, 'u') then sndPlay(sysSnd, 100, 0) soundMenu = soundMenu - 1 elseif commandGetState(p1Cmd, 'd') then sndPlay(sysSnd, 100, 0) soundMenu = soundMenu + 1 end if soundMenu < 1 then soundMenu = #t_soundMenu if #t_soundMenu > 4 then cursorPosY = 4 else cursorPosY = #t_soundMenu-1 end elseif soundMenu > #t_soundMenu then soundMenu = 1 cursorPosY = 0 elseif commandGetState(p1Cmd, 'u') and cursorPosY > 0 then cursorPosY = cursorPosY - 1 elseif commandGetState(p1Cmd, 'd') and cursorPosY < 4 then cursorPosY = cursorPosY + 1 end if cursorPosY == 4 then moveTxt = (soundMenu - 5) * 13 elseif cursorPosY == 0 then moveTxt = (soundMenu - 1) * 13 end if btnPalNo(p1Cmd) > 0 then f_default() --TRACK LIST if soundMenu == 1 then playBGM('sound/CONTINUE.mp3') elseif soundMenu == 2 then playBGM('sound/GAME OVER.mp3') --BACK else playBGM(bgmTitle) sndPlay(sysSnd, 100, 2) break end end animDraw(f_animVelocity(titleBG0, -2.15, 0)) for i=1, #t_soundMenu do if i == soundMenu then bank = 5 else bank = 0 end textImgDraw(f_updateTextImg(t_soundMenu[i].id, jgFnt, bank, 0, t_soundMenu[i].text, 159, 144+i*13-moveTxt)) end animSetWindow(cursorBox, 101,147+cursorPosY*13, 116,13) f_dynamicAlpha(cursorBox, 20,100,5, 255,255,0) animDraw(f_animVelocity(cursorBox, -1, -1)) animDraw(titleBG1) animAddPos(titleBG2, -1, 0) animUpdate(titleBG2) animDraw(titleBG2) animDraw(titleBG3) animDraw(titleBG4) animDraw(titleBG5) animDraw(titleBG6) textImgDraw(txt_titleFt) textImgDraw(txt_titleFt2) animDraw(arrowsD) animUpdate(arrowsD) animDraw(arrowsU) animUpdate(arrowsU) animDraw(data.fadeTitle) animUpdate(data.fadeTitle) cmdInput() refresh() end end
if turn == 1 then character_1:UseSkill(2) character_1:UseSkill(3) character_1:UseSkill(4) character_2:UseSkill(1) character_2:UseSkill(2) character_2:OnPartyMember(3):UseSkill(3) character_3:UseSkill(2) character_3:UseSkill(1) character_4:WithWaitTime(2000):UseSkill(2) character_4:UseSkill(1) EnableChargeAttack() Summon(6) end if turn == 2 then Summon(4) character_3:UseSkill(3) end
include "app.gameClass.item.Item" include "app.gameClass.trigger.Need" _ENV=namespace "game" using_namespace "luaClass" using_namespace "container" class("Mission"){ CLASS_DEBUG(false); } function Mission:Mission(missionInfo) self.name=missionInfo.missionName self.limit=missionInfo.limit self.desc=missionInfo.desc self.needs=array() self.costs=array() self.tag=missionInfo.tag self.place=missionInfo.belongMissionPlace self.completeDesc=missionInfo.completeDesc self.identifier=self.place..self.name self.events=map() self.isComplete=false local needs=missionInfo.need local costs=missionInfo.cost if needs then for _,need in pairs(needs) do if need.type~="" then self.needs:push_back(MissionNeed(self,need.type,need.value)) end end end if costs then for _,cost in pairs(costs) do if cost.type~="" then self.costs:push_back( { name=cost.type, value=array(cost.value:split(",")) } ) end end end end function Mission:cost() for _,cost in self.costs:iter() do if cost.name=="item" then local name=cost.value:at(1) local num= tonumber(cost.value:at(2)) or 0 local item=RuntimeData:getInstance():getItemByName(name) if item then RuntimeData:getInstance():removeItem(item.identifier,num) else print("error: can not find item ".. name.."please check excel mission") end end end end function Mission:checkNeed() for _,need in self.needs:iter() do if not need:check() then return false end end RuntimeData:getInstance().tag:insert(self.tag) RuntimeData:getInstance().missionsComplete:insert(self.identifier) return true end function Mission:checkLimit() return (RuntimeData:getInstance().MissionLimit:get(self.identifier,0)<self.limit) end function Mission:hasMission() return RuntimeData:getInstance().missions:has(self.identifier) end function Mission:acceptMission() local value=RuntimeData:getInstance().MissionLimit:get(self.identifier,0) RuntimeData:getInstance().MissionLimit:insert(self.identifier,1+value) RuntimeData:getInstance().missions:insert(self.identifier,self) self:register() end function Mission:complete() self.isComplete=true self:cost() RuntimeData:getInstance().missionsComplete:insert(self.identifier) end function Mission:register() for _,need in self.needs:iter() do local name=need.name if name=="meet" then local event=self.events:get(ENUM.RUNTIME_EVENT.MEET_ROLE) or set() self.events:insert(ENUM.RUNTIME_EVENT.MEET_ROLE,event) elseif name=="kill" then local event=self.events:get(ENUM.RUNTIME_EVENT.KILL_ROLE) or map() event:insert(need.argvs:at(1),0) self.events:insert(ENUM.RUNTIME_EVENT.KILL_ROLE,event) end end end function Mission:interest(eventEnum,data) local event=self.events:get(eventEnum) if event then if eventEnum==ENUM.RUNTIME_EVENT.MEET_ROLE then return true elseif eventEnum==ENUM.RUNTIME_EVENT.KILL_ROLE then if event:get(data) then return true end end end return false end function Mission:record(eventEnum,data) if eventEnum==ENUM.RUNTIME_EVENT.MEET_ROLE then self.events:get(eventEnum):insert(data) elseif eventEnum==ENUM.RUNTIME_EVENT.KILL_ROLE then self.events:get(eventEnum):insert(data,1) end end function Mission:toString(type) type=type or "detail" local str="" if type=="simple" then str=str..self.name.."\n".. self.desc elseif type=="detail" then local strArr=array() local hasMission=self:hasMission() for _,need in self.needs:iter() do strArr:push_back( need:toString() ) end str=str..self.name.."\n".. self.desc.."\n".. "需求条件:\n".. table.concat(strArr:getData(),"\n").."\n".. "可接取次数: "..(self.limit-RuntimeData:getInstance().MissionLimit:get(self.identifier,0)).. ((not hasMission) and "\n尚未接受任务\n" or "\n已接受任务\n") elseif type=="check" then local strArr=array() for _,need in self.needs:iter() do strArr:push_back( need:toString("check") ) end str=str..self.name.."\n".. self.desc.."\n".. "需求完成:\n".. table.concat(strArr:getData(),"\n").."\n".. (self.isComplete and "已完成\n"..self.completeDesc or "未完成") end return str end
function RcEncodeTrace(rec) local longFmtCnt = 0 local buf = '' for i, data in ipairs(rec) do local dticks, model = tonumber(data[1]), tonumber(data[8]) local dx, dy, dz = tonumber(data[2]), tonumber(data[3]), tonumber(data[4]) local drx, dry, drz = tonumber(data[5]), tonumber(data[6]), tonumber(data[7]) if(not dticks or not dx or not dy or not dz or not drx or not dry or not drz) then Debug.warn('Invalid rec') return false end if(drx > 180) then drx = drx - 360 elseif(drx < -180) then drx = drx + 360 end if(dry > 180) then dry = dry - 360 elseif(dry < -180) then dry = dry + 360 end if(drz > 180) then drz = drz - 360 elseif(drz < -180) then drz = drz + 360 end local longFmt = model or dticks > 65000 or math.abs(dx) > 32000 or math.abs(dy) > 32000 or math.abs(dz) > 32000 or math.abs(drx) > 127 or math.abs(dry) > 127 or math.abs(drz) > 127 if(longFmt) then longFmtCnt = longFmtCnt + 1 buf = buf..'\1'..uintToBin(dticks, 4).. intToBin(dx, 4)..intToBin(dy, 4)..intToBin(dz, 4).. intToBin(drx, 2)..intToBin(dry, 2)..intToBin(drz, 2)..uintToBin(model or 0, 2) else buf = buf..'\0'..uintToBin(dticks, 2).. intToBin(dx, 2)..intToBin(dy, 2)..intToBin(dz, 2).. intToBin(drx, 1)..intToBin(dry, 1)..intToBin(drz, 1) end end if(longFmtCnt*10 > #rec) then Debug.warn('Too bad '..longFmtCnt..'/'..#rec) end return buf end function RcDecodeTrace(buf) local rec = {} local i = 1 while(i <= buf:len()) do local flags = buf:byte(i) assert(flags <= 1) local data = {} if(flags == 1) then -- long format assert(i + 24 <= buf:len()) data[1] = binToUint(buf:sub(i + 1, i + 4)) -- dticks data[2] = binToInt(buf:sub(i + 5, i + 8)) -- dx data[3] = binToInt(buf:sub(i + 9, i + 12)) -- dy data[4] = binToInt(buf:sub(i + 13, i + 16)) -- dz data[5] = binToInt(buf:sub(i + 17, i + 18)) -- drx data[6] = binToInt(buf:sub(i + 19, i + 20)) -- dry data[7] = binToInt(buf:sub(i + 21, i + 22)) -- drz data[8] = binToUint(buf:sub(i + 23, i + 24)) -- model if(data[8] == 0) then data[8] = false end i = i + 25 else assert(i + 11 <= buf:len()) data[1] = binToUint(buf:sub(i + 1, i + 2)) -- dticks data[2] = binToInt(buf:sub(i + 3, i + 4)) -- dx data[3] = binToInt(buf:sub(i + 5, i + 6)) -- dy data[4] = binToInt(buf:sub(i + 7, i + 8)) -- dz data[5] = binToInt(buf:sub(i + 9, i + 9)) -- drx data[6] = binToInt(buf:sub(i + 10, i + 10)) -- dry data[7] = binToInt(buf:sub(i + 11, i + 11)) -- drz i = i + 12 end table.insert(rec, data) end return rec end
require('bufferline').setup{ options = { view = "multiwindow", tab_size=5, numbers="both", separator_style="thin", enforce_regular_tabs=false, show_tab_indicators = true, tab_indicator_style = function(tab) if not tab.name or tab.name == "" then return "裡" end local loaded, webdev_icons if loaded == nil then loaded, webdev_icons = pcall(require, "nvim-web-devicons") end if loaded then local icon = webdev_icons.get_icon(tab.name, vim.fn.expand("#"..tab.mru_buf..":e")) if not icon or icon == "" then return vim.fn.fnamemodify(tab.name, ":t") -- return tab.name:match("^.+/(.+)$") .. " 裡" else -- return tab.name:match("^.+/(.+)$") .. " " .. icon return vim.fn.fnamemodify(tab.name, ':t') .. " " .. icon end end end } } local wk = require('which-key') wk.register({ name = "+bufferline", h = {"<cmd>BufferLineCyclePrev<CR>", "Previous buffer"}, l = {"<cmd>BufferLineCycleNext<CR>", "Next buffer"}, j = {"<cmd>BufferLineMovePrev<CR>", "Move buffer left"}, k = {"<cmd>BufferLineMoveNext<CR>", "Move buffer right"}, }, { mode = 'n', prefix = "<localleader>b" }) -- offsets = { --[[ {filetype="vista", text="vista"}, {filetype="coc-explorer", text="Project Drawer"} } ]] --[[ sort_by = function(buffer_a, buffer_b) -- Automatically sort buffers by tabpage local tabs = vim.fn.gettabinfo() local buffer_a_tabnr = nil local buffer_b_tabnr = nil for _, tab in ipairs(tabs) do local buffers = vim.fn.tabpagebuflist(tab.tabnr) for _, buff in ipairs(buffers) do if buff == buffer_a.id then buffer_a_tabnr = tab.tabnr elseif buff == buffer_b.id then buffer_b_tabnr = tab.tabnr end if buffer_a_tabnr ~= nil and buffer_b_tabnr ~= nil then return buffer_a_tabnr < buffer_b_tabnr end end end if buffer_a_tabnr == nil then return true end if buffer_b_tabnr == nil then return false end return buffer_a_tabnr < buffer_b_tabnr end ]]
-- Verify that cross referencing and aligned ABC emission works correctly abclua = require "abclua" function get_crossrefs(tokens, refs) -- return a table of all the cross references in the stream, as strings for i,v in ipairs(tokens) do if v.cross_ref then table.insert(refs,v.cross_ref.tune..'-'..v.cross_ref.tune_line..'-'..v.cross_ref.line..'-'..v.cross_ref.at) end end end function verify_crossrefs(str, result, test) -- verify that the pitches match the expected values local songs = abclua.parse_abc_multisong(str, {cross_ref=true}) local refs = {} for i,v in ipairs(songs) do tokens = v.token_stream get_crossrefs(tokens, refs) end -- table_print(refs) for i, v in ipairs(result) do assert(refs[i]==result[i], test) end print(test.." passed OK") end function test_crossrefs() -- Test repeats and variant endings verify_crossrefs([[ X:1 K:C CDE ]], { '1-1-1-1', '1-2-2-1', '1-3-3-1', '1-3-3-2', '1-3-3-3', '1-3-3-4', '1-3-3-4', -- newline }, 'Simple notes cross refs') verify_crossrefs([[ X:1 K:C C[r:remark]DE ]], { '1-1-1-1', '1-2-2-1', '1-3-3-1', '1-3-3-2', '1-3-3-12', '1-3-3-13', '1-3-3-14', '1-3-3-14', -- newline }, 'Inline fields cross refs') verify_crossrefs([[ X:1 K:C C"r:remark"DE ]], { '1-1-1-1', '1-2-2-1', '1-3-3-1', '1-3-3-2', '1-3-3-13', '1-3-3-14', '1-3-3-14', -- newline }, 'Annotations cross refs') verify_crossrefs([[ X:1 K:C CDE X:1 K:C CDE ]], { '1-1-1-1', '1-2-2-1', '1-3-3-1', '1-3-3-2', '1-3-3-3', '1-3-3-3', '2-1-4-1', '2-2-5-1', '2-3-6-1', '2-3-6-2', '2-3-6-3', '2-3-6-3', }, 'Multiple song cross refs') end test_crossrefs()
--Stance state is basically a Walk controller --Without any torso or feet update --We share the leg joint generation / balancing code --with walk controllers local state = {} state._NAME = ... local Body = require'Body' local vector = require'vector' local moveleg = require'moveleg' require'mcm' -- Keep track of important times local t_entry, t_update, t_last_step local timeout = 10 -- Track the torso local uTorso, uLeft, uRight local zLeft, zRight local side function state.entry() print(state._NAME..' Entry' ) -- Update the time of entry local t_entry_prev = t_entry -- When entry was previously called t_entry = Body.get_time() t_update = t_entry -- Shared variables uTorso = mcm.get_status_uTorso() uLeft = mcm.get_status_uLeft() uRight = mcm.get_status_uRight() zLeft, zRight = unpack(mcm.get_status_zLeg()) side = mcm.get_teach_sway() -- Local variables side = side=='none' and 'left' or side -- print('Sway to the', side) end function state.update() -- Get the time of update local t = Body.get_time() local dt = t - t_update -- Save this at the last update time t_update = t if t - t_entry > timeout then return'timeout' end local l_ft, r_ft = Body.get_lfoot(), Body.get_rfoot() -- Check the CoM first if side=='left' then if l_ft[3] < 2*r_ft[3] then uTorso = uTorso + vector.new{0,0.0005,0} mcm.set_status_uTorso(uTorso) else side = 'right' mcm.set_teach_sway(side) --return'switch' end elseif side=='right' then --print('L FT', l_ft) --print('R FT', r_ft) if r_ft[3] < 2*l_ft[3] then uTorso = uTorso - vector.new{0,0.0005,0} mcm.set_status_uTorso(uTorso) else side = 'left' mcm.set_teach_sway(side) --return'switch' end end moveleg.set_leg_positions_slowly(uTorso, uLeft, uRight, zLeft, zRight, dt) end function state.exit() print(state._NAME..' Exit') end return state
require("yalt/yalt") image = love.graphics.newImage( "image.png" ) love.graphics.setBackgroundColor(114,159,207) -- Tango! Sky Blue 1 --YALT restores the graphics color and font to what it was originally. love.graphics.setColor(46,52,54,255)-- Tango! Aluminium 6 speed = 1 function love.draw() love.graphics.print( "\"YALT - Yet Another Love Terminal\" demo project.\nPress F1 to open YALT.", 100, 100) love.graphics.draw( image, 400, 300, math.sin(r_term/speed)/2, 1,1,150,150) yalt:draw()--Required end function love.keypressed(key,unicode) yalt:keypressed(key,unicode)--Required end function love.keyreleased(key,unicode) yalt:keyreleased(key,unicode)--Required end function yalt:callback(input) ia = explode(" ",input) if ia[1] == "hello" then if ia[2] == "world" then if ia[3] then name = ia[3].."." else name = "friend." end yalt:push("Why, hello there!\nHow nice of you to stop by, "..name) else i_dunno(input) end else i_dunno(input) end end function i_dunno(input) yalt:push("unknown command \""..input.."\".") end r_term = 0 function love.update(dt) r_term = dt + r_term end function round(num, idp) local mult = 10^(idp or 0) return math.floor(num * mult + 0.5) / mult end function explode(div,str) -- credit: http://richard.warburton.it if (div=='') then return false end local pos,arr = 0,{} -- for each divider found for st,sp in function() return string.find(str,div,pos,true) end do table.insert(arr,string.sub(str,pos,st-1)) -- Attach chars left of current divider pos = sp + 1 -- Jump past current divider end table.insert(arr,string.sub(str,pos)) -- Attach chars right of last divider return arr end
--[[********************************** * * Multi Theft Auto - Admin Panel * * client/admin_coroutines.lua * * Original File by lil_Toady * **************************************]] local aCoroutines = {} sourceCoroutine = nil local _addEventHandler = addEventHandler function addEventHandler ( event, element, handler, ... ) if ( not _addEventHandler ( event, element, corouteHandler ( handler ), ... ) ) then local info = debug.getinfo ( 2, "nS" ) outputDebugString ( "addEventHandler call failed from: "..tostring ( info.name ).." ("..info.short_src..")" ) end end local _removeEventHandler = removeEventHandler function removeEventHandler ( event, element, handler ) if ( aCoroutines[handler] ) then for id, wrapper in ipairs ( aCoroutines[handler] ) do _removeEventHandler ( event, element, wrapper ) end aCoroutines[handler] = {} else _removeEventHandler ( event, element, handler ) end end function corouteHandler ( handler ) local wrapper = function ( ... ) local c = coroutine.create ( handler ) sourceCoroutine = c local result, error = coroutine.resume ( c, ... ) if ( not result ) then outputDebugString ( tostring ( error ) ) end if ( sourceCoroutine == c ) then sourceCoroutine = nil end end if ( not aCoroutines[handler] ) then aCoroutines[handler] = {} end table.insert ( aCoroutines[handler], wrapper ) return wrapper end function coroutineKill ( cr ) if ( coroutine.status ( c ) ~= 'dead' ) then coroutine.resume ( c, nil ) end end
local __exports = LibStub:NewLibrary("ovale/combat", 80300) if not __exports then return end local __class = LibStub:GetLibrary("tslib").newClass local __State = LibStub:GetLibrary("ovale/State") local States = __State.States local aceEvent = LibStub:GetLibrary("AceEvent-3.0", true) local GetTime = GetTime local tonumber = tonumber local __Condition = LibStub:GetLibrary("ovale/Condition") local TestBoolean = __Condition.TestBoolean local TestValue = __Condition.TestValue local Compare = __Condition.Compare local ReturnConstant = __Condition.ReturnConstant local huge = math.huge local __tools = LibStub:GetLibrary("ovale/tools") local OneTimeMessage = __tools.OneTimeMessage __exports.CombatState = __class(nil, { constructor = function(self) self.inCombat = false self.combatStartTime = 0 end }) __exports.Combat = __class(States, { constructor = function(self, ovale, debug, ovaleSpellBook, requirement, condition) self.ovale = ovale self.ovaleSpellBook = ovaleSpellBook self.requirement = requirement self.onInitialize = function() self.module:RegisterEvent("PLAYER_REGEN_DISABLED", self.handlePlayerRegenDisabled) self.module:RegisterEvent("PLAYER_REGEN_ENABLED", self.handlePlayerRegenEnabled) self.requirement:RegisterRequirement("combat", self.CombatRequirement) end self.onRelease = function() self.module:UnregisterEvent("PLAYER_REGEN_DISABLED") self.module:UnregisterEvent("PLAYER_REGEN_ENABLED") self.requirement:UnregisterRequirement("combat") end self.handlePlayerRegenDisabled = function(event) self.tracer:Debug(event, "Entering combat.") local now = GetTime() self.current.inCombat = true self.current.combatStartTime = now self.ovale:needRefresh() self.module:SendMessage("Ovale_CombatStarted", now) end self.handlePlayerRegenEnabled = function(event) self.tracer:Debug(event, "Leaving combat.") local now = GetTime() self.current.inCombat = false self.ovale:needRefresh() self.module:SendMessage("Ovale_CombatEnded", now) end self.CombatRequirement = function(spellId, atTime, requirement, tokens, index, targetGUID) local verified = false local combatFlag = tokens[index] index = index + 1 if combatFlag then combatFlag = tonumber(combatFlag) if (combatFlag == 1 and self:isInCombat(atTime)) or (combatFlag ~= 1 and not self:isInCombat(atTime)) then verified = true end local result = (verified and "passed") or "FAILED" if combatFlag == 1 then self.tracer:Log(" Require combat at time=%f: %s", atTime, result) else self.tracer:Log(" Require NOT combat at time=%f: %s", atTime, result) end else OneTimeMessage("Warning: requirement '%s' is missing an argument.", requirement) end return verified, requirement, index end self.InCombat = function(positionalParams, namedParams, atTime) local yesno = positionalParams[1] local boolean = self:isInCombat(atTime) return TestBoolean(boolean, yesno) end self.TimeInCombat = function(positionalParams, namedParams, atTime) local comparator, limit = positionalParams[1], positionalParams[2] if self:isInCombat(atTime) then local start = self:GetState(atTime).combatStartTime return TestValue(start, huge, 0, start, 1, comparator, limit) end return Compare(0, comparator, limit) end self.expectedCombatLength = function(positional, named, atTime) return ReturnConstant(15 * 60) end self.fightRemains = function() return ReturnConstant(15 * 60) end States.constructor(self, __exports.CombatState) self.module = ovale:createModule("Combat", self.onInitialize, self.onRelease, aceEvent) self.tracer = debug:create("Combat") condition:RegisterCondition("incombat", false, self.InCombat) condition:RegisterCondition("timeincombat", false, self.TimeInCombat) condition:RegisterCondition("expectedcombatlength", false, self.expectedCombatLength) condition:RegisterCondition("fightremains", false, self.fightRemains) end, isInCombat = function(self, atTime) return self:GetState(atTime).inCombat end, InitializeState = function(self) end, ResetState = function(self) self.next.inCombat = self.current.inCombat self.next.combatStartTime = self.current.combatStartTime or 0 end, CleanState = function(self) end, ApplySpellOnHit = function(self, spellId, targetGUID, startCast, endCast, channel) if not self.next.inCombat and self.ovaleSpellBook:IsHarmfulSpell(spellId) then self.next.inCombat = true if channel then self.next.combatStartTime = startCast else self.next.combatStartTime = endCast end end end, })
-- local dbg = require("debugger") -- dbg.auto_where = 2 local elixir = require'cccomplete.elixir'() local _ctxt local function line(value) _ctxt = {line = value} end local function subject() return elixir.complete(_ctxt) end local function it_behaves_like(opts) local result = subject() it("has the correct completion", function() assert.are.same(opts.lines, result.lines) end) it("has the correct offset", function() assert.is_equal(opts.offset or 1, result.offset) end) it("has the correct col", function() assert.is_equal(opts.col or 999, result.col) end) end describe("elixir", function() describe("starting a pipeline", function() line(" some code >") it_behaves_like{lines = {" some code", " |> "}} end) describe("continuing a pipeline", function() line(" |> some_more(:code)") it_behaves_like{lines = {_ctxt.line, " |> "}} end) describe("a docstring", function() line(' @doc """') it_behaves_like{lines = {_ctxt.line, ' ', ' """'}} end) describe("another docstring", function() line(' @moduledoc """') it_behaves_like{lines = {_ctxt.line, ' ', ' """'}} end) end) describe("a docstring", function() line(' @doc """') it_behaves_like{lines = {_ctxt.line, ' ', ' """'}} end)
--[[ @Author: Eoussama @Version: v0.0.1 @Creation date: 6/12/2019 - 11:24PM ]] local UtilText = require("core.utils.text") local UtilAudio = require("core.utils.audio") local UtilTimer = require("core.utils.timer") local UtilBackground = require("core.utils.background") local title = { meta = { id = 0, name = "title", active = false, default = false }, events = { setActiveScene = function() end, flickerTimerEnded = function() end }, store = { flicker = true } } --[[ @description Title scene initialization @param {Table} self: The table that invokes the function call @param {Table} events: A table that holds outer event handlers ]] function title.init(self, events) -- Resets the game' state global.over = false global.paused = false -- Recieving the event handlers self.setActiveScene = events.setActiveScene -- Playing ambient music UtilAudio:play("ambient", "music", 0.2, true) -- Starting a timer for flickering UtilTimer:start("title_flicker", 200, true, flickerTimerEnded) end --[[ @description Title scene update @param {Table} self: The table that invokes the function call @param {Number} dt: Delta time ]] function title.update(self, dt) -- Checking of the 'space' key was pressed if love.keyboard.isDown('space') and self.meta.active == true then -- Navigating to the 'game' scene self.setActiveScene(1) end end --[[ @description Title scene drawing @param {Table} self: The table that invokes the function call ]] function title.draw(self) -- Tiling the background UtilBackground.tile(global.assets.gfx.bg.ground, 0, 0, "cover") -- Printing 'Cöin' on the screen UtilText.print("Cöin", "center", 200, { r = 252, g = 109, b = 25, a = 255, preserve = true }, { fnt = global.assets.fonts.huge, preserve = true }) -- Checking the visibility of the flicker if self.store.flicker == true then -- Printing the starting message on the screen UtilText.print("Press SPACE to start!", "center", 300, { r = 255, g = 255, b = 255, a = 255 }, { fnt = global.assets.fonts.large, preserve = true }) end end --[[ @description Called when the scene is navigated away from ]] function title:leave() -- Stopping the active timers UtilTimer:finish("title_flicker") end --[[ @description Flicker timer event handler ]] function flickerTimerEnded() -- Toggling the flicker status title.store.flicker = not title.store.flicker end return title
--[[-------------------------------------------------------------------------- -- TomTom - A navigational assistant for World of Warcraft -- -- This file contains the internal implementation of TomTom's waypoints. -- None of these functions should be called directly by addons if they want -- the waypoints to obey normal TomTom options and behavior. In otherwords -- don't call TomTom:SetWaypoint() or TomTom:ClearWaypoint(), use the public -- TomTom:AddWaypoint() and TomTom:RemoveWaypoint() instead. ----------------------------------------------------------------------------]] local addon_name, addon = ... local hbd = addon.hbd local hbdp = LibStub("HereBeDragons-Pins-2.0") -- Create a tooltip to be used when mousing over waypoints local tooltip = CreateFrame("GameTooltip", "TomTomTooltip", UIParent, "GameTooltipTemplate") do -- Set the the tooltip's lines local i = 1 tooltip.lines = {} repeat local line = getglobal("TomTomTooltipTextLeft"..i) if line then tooltip.lines[i] = line end i = i + 1 until not line end -- Store a reference to the minimap parent local minimapParent = Minimap -- Create a local table used as a frame pool local pool = {} local all_points = {} -- Local declarations local Minimap_OnEnter,Minimap_OnLeave,Minimap_OnUpdate,Minimap_OnClick,Minimap_OnEvent local Arrow_OnUpdate local World_OnEnter,World_OnLeave,World_OnClick local square_half = math.sqrt(0.5) local rad_135 = math.rad(135) local function rotateArrow(self) if self.disabled then return end local angle = hbdp:GetVectorToIcon(self) if not angle then return self:Hide() end angle = angle + rad_135 if GetCVar("rotateMinimap") == "1" then --local cring = MiniMapCompassRing:GetFacing() local cring = GetPlayerFacing() angle = angle - cring end local sin,cos = math.sin(angle) * square_half, math.cos(angle) * square_half self.arrow:SetTexCoord(0.5-sin, 0.5+cos, 0.5+cos, 0.5+sin, 0.5-cos, 0.5-sin, 0.5+sin, 0.5-cos) end function TomTom:ReparentMinimap(minimap) minimapParent = minimap for idx, waypoint in ipairs(all_points) do waypoint:SetParent(minimap) end end local waypointMap = {} function TomTom:SetWaypoint(waypoint, callbacks, show_minimap, show_world) local m, x, y = unpack(waypoint) local profile = self.profile -- Try to acquire a waypoint from the frame pool local point = table.remove(pool) if not point then point = {} local minimap = CreateFrame("Button", nil, minimapParent) minimap:SetHeight(20) minimap:SetWidth(20) minimap:RegisterForClicks("RightButtonUp") -- Add to the "All points" table so we can reparent easily table.insert(all_points, minimap) minimap.icon = minimap:CreateTexture(nil,"OVERLAY") minimap.icon:SetPoint("CENTER", 0, 0) minimap.icon:SetBlendMode("BLEND") -- ADD/BLEND minimap.arrow = minimap:CreateTexture(nil,"OVERLAY") minimap.arrow:SetTexture("Interface\\AddOns\\TomTom\\Images\\MinimapArrow-Green") minimap.arrow:SetPoint("CENTER", 0 ,0) minimap.arrow:SetHeight(40) minimap.arrow:SetWidth(40) minimap.arrow:Hide() -- Add the behavior scripts minimap:SetScript("OnEnter", Minimap_OnEnter) minimap:SetScript("OnLeave", Minimap_OnLeave) minimap:SetScript("OnUpdate", Minimap_OnUpdate) minimap:SetScript("OnClick", Minimap_OnClick) minimap:RegisterEvent("PLAYER_ENTERING_WORLD") minimap:SetScript("OnEvent", Minimap_OnEvent) if not TomTomMapOverlay then local overlay = CreateFrame("Frame", "TomTomMapOverlay", WorldMapFrame.BorderFrame) overlay:SetFrameStrata("HIGH") overlay:SetFrameLevel(9000) overlay:SetAllPoints(true) end local worldmap = CreateFrame("Button", nil, TomTomMapOverlay) worldmap:RegisterForClicks("RightButtonUp") worldmap.icon = worldmap:CreateTexture(nil, "OVERLAY") worldmap.icon:SetAllPoints() worldmap.icon:SetBlendMode("BLEND") worldmap:RegisterEvent("NEW_WMO_CHUNK") worldmap:SetScript("OnEnter", World_OnEnter) worldmap:SetScript("OnLeave", World_OnLeave) worldmap:SetScript("OnClick", World_OnClick) point.worldmap = worldmap point.minimap = minimap end waypointMap[waypoint] = point point.m = m point.x = x point.y = y point.show_world = show_world point.show_minimap = show_minimap point.callbacks = callbacks point.worldmap.callbacks = callbacks and callbacks.world point.minimap.callbacks = callbacks and callbacks.minimap -- Set up the minimap.icon if waypoint.minimap_displayID then SetPortraitTextureFromCreatureDisplayID(point.minimap.icon, waypoint.minimap_displayID) else point.minimap.icon:SetTexture(waypoint.minimap_icon or profile.minimap.default_icon) end point.minimap.icon:SetHeight(waypoint.minimap_icon_size or profile.minimap.default_iconsize) point.minimap.icon:SetWidth(waypoint.minimap_icon_size or profile.minimap.default_iconsize) -- Set up the worldmap.icon if waypoint.worldmap_displayID then SetPortraitTextureFromCreatureDisplayID(point.worldmap.icon, waypoint.worldmap_displayID) else point.worldmap.icon:SetTexture(waypoint.worldmap_icon or profile.worldmap.default_icon) end point.worldmap:SetHeight(waypoint.worldmap_icon_size or profile.worldmap.default_iconsize) point.worldmap:SetWidth(waypoint.worldmap_icon_size or profile.worldmap.default_iconsize) -- Process the callbacks table to put distances in a consumable format if callbacks and callbacks.distance then point.dlist = {} for k,v in pairs(callbacks.distance) do table.insert(point.dlist, k) end table.sort(point.dlist) end -- Clear the state for callbacks point.state = nil point.lastdist = nil -- Link the actual frames back to the waypoint object point.minimap.point = point point.worldmap.point = point point.uid = waypoint -- Place the waypoint -- AddMinimapIconMap(ref, icon, uiMapID, x, y, showInParentZone, floatOnEdge) hbdp:AddMinimapIconMap(self, point.minimap, m, x, y, true, true) if show_world then -- show worldmap pin on its parent zone map (if any) -- HBD_PINS_WORLDMAP_SHOW_PARENT = 1 -- show worldmap pin on the continent map -- HBD_PINS_WORLDMAP_SHOW_CONTINENT = 2 -- show worldmap pin on the continent and world map -- HBD_PINS_WORLDMAP_SHOW_WORLD = 3 hbdp:AddWorldMapIconMap(self, point.worldmap, m, x, y, 3) else point.worldmap.disabled = true end if not show_minimap then -- Hide the minimap icon/arrow if minimap is off point.minimap:EnableMouse(false) point.minimap.icon:Hide() point.minimap.arrow:Hide() point.minimap.disabled = true rotateArrow(point.minimap) else point.minimap:EnableMouse(true) point.minimap.disabled = false rotateArrow(point.minimap) end end function TomTom:HideWaypoint(uid, minimap, worldmap) local point = waypointMap[uid] if point then if minimap then point.minimap.disabled = true point.minimap:Hide() end if worldmap then point.worldmap.disabled = true point.worldmap:Hide() end end end function TomTom:ShowWaypoint(uid) local point = waypointMap[uid] if point then point.minimap.disabled = not point.data.show_minimap point.minimap:Show() point.worldmap.disabled = not point.data.show_worldmap point.worldmap:Show() end end -- This function removes the waypoint from the active set function TomTom:ClearWaypoint(uid) local point = waypointMap[uid] if point then hbdp:RemoveMinimapIcon(self, point.minimap) hbdp:RemoveWorldMapIcon(self, point.worldmap) point.minimap:Hide() point.worldmap:Hide() -- Clear our handles to the callback tables point.callbacks = nil point.minimap.callbacks = nil point.worldmap.callbacks = nil -- Clear disabled flags point.minimap.disabled = nil point.worldmap.disabled = nil point.dlist = nil point.uid = nil table.insert(pool, point) waypointMap[uid] = nil end end function TomTom:GetDistanceToWaypoint(uid) local point = waypointMap[uid] if point then local angle, distance = hbdp:GetVectorToIcon(point.minimap) return distance end end function TomTom:GetDirectionToWaypoint(uid) local point = waypointMap[uid] return point and hbdp:GetVectorToIcon(point.minimap) end do local tooltip_uid,tooltip_callbacks local function tooltip_onupdate(self, elapsed) if tooltip_callbacks and tooltip_callbacks.tooltip_update then local dist,x,y = TomTom:GetDistanceToWaypoint(tooltip_uid) tooltip_callbacks.tooltip_update("tooltip_update", tooltip, tooltip_uid, dist) end end function Minimap_OnClick(self, button) local data = self.callbacks if data and data.onclick then data.onclick("onclick", self.point.uid, self, button) end end function Minimap_OnEnter(self, motion) local data = self.callbacks if data and data.tooltip_show then local uid = self.point.uid local dist,x,y = TomTom:GetDistanceToWaypoint(uid) tooltip_uid = uid tooltip_callbacks = data -- Parent to UIParent, unless it's hidden if UIParent:IsVisible() then tooltip:SetParent(UIParent) else tooltip:SetParent(self) end tooltip:SetOwner(self, "ANCHOR_BOTTOMLEFT") data.tooltip_show("tooltip_show", tooltip, uid, dist) tooltip:Show() -- Set the update script if there is one if data.tooltip_update then tooltip:SetScript("OnUpdate", tooltip_onupdate) else tooltip:SetScript("OnUpdate", nil) end end end function Minimap_OnLeave(self, motion) tooltip_uid,tooltip_callbacks = nil,nil tooltip:Hide() end World_OnEnter = Minimap_OnEnter World_OnLeave = Minimap_OnLeave World_OnClick = Minimap_OnClick local minimap_count = 0 function Minimap_OnUpdate(self, elapsed) local angle, dist = hbdp:GetVectorToIcon(self) local disabled = self.disabled if not dist then self:Hide() return end minimap_count = minimap_count + elapsed if minimap_count < 0.1 then return end -- Reset the counter minimap_count = 0 local edge = hbdp:IsMinimapIconOnEdge(self) local data = self.point local callbacks = data.callbacks if edge then -- Check to see if this is a transition if not disabled then self.icon:Hide() self.arrow:Show() -- Rotate the icon, as required angle = angle + rad_135 if GetCVar("rotateMinimap") == "1" then --local cring = MiniMapCompassRing:GetFacing() local cring = GetPlayerFacing() angle = angle - cring end local sin,cos = math.sin(angle) * square_half, math.cos(angle) * square_half self.arrow:SetTexCoord(0.5-sin, 0.5+cos, 0.5+cos, 0.5+sin, 0.5-cos, 0.5-sin, 0.5+sin, 0.5-cos) end else if not disabled then self.icon:Show() self.arrow:Hide() end end if callbacks and callbacks.distance then local list = data.dlist local state = data.state local newstate -- Calculate the initial state if not state then for i=1,#list do if dist <= list[i] then state = i break end end -- Handle the case where we're outside the largest circle if not state then state = -1 end data.state = state else -- Calculate the new state for i=1,#list do if dist <= list[i] then newstate = i break end end -- Handle the case where we're outside the largest circle if not newstate then newstate = -1 end end -- If newstate is set, then this is a transition -- If only state is set, this is the initial state if state ~= newstate then -- Handle the initial state newstate = newstate or state local distance = list[newstate] local callback = callbacks.distance[distance] if callback then callback("distance", data.uid, distance, dist, data.lastdist) end data.state = newstate end -- Update the last distance with the current distance data.lastdist = dist end end function Minimap_OnEvent(self, event, ...) if event == "PLAYER_ENTERING_WORLD" then local data = self.point if data and data.uid and waypointMap[data.uid] then hbdp:AddMinimapIconMap(TomTom, self, data.m, data.x, data.y, true) end end end end
bhamuka_all_consuming_god_consume_souls = class({}) LinkLuaModifier( 'bhamuka_all_consuming_god_consume_souls_modifier', 'encounters/bhamuka_all_consuming_god/bhamuka_all_consuming_god_consume_souls_modifier', LUA_MODIFIER_MOTION_NONE ) function bhamuka_all_consuming_god_consume_souls:OnSpellStart() --- Get Caster, Victim, Player, Point --- local caster = self:GetCaster() local caster_loc = caster:GetAbsOrigin() local playerID = caster:GetPlayerOwnerID() local player = PlayerResource:GetPlayer(playerID) local team = caster:GetTeamNumber() local victim = caster local victim_loc = victim:GetAbsOrigin() --- Get Special Values --- local duration = self:GetSpecialValueFor("duration") local damage = self:GetSpecialValueFor("damage") local damage_interval = self:GetSpecialValueFor("damage_interval") local delay = self:GetSpecialValueFor("delay") local soul_consumed_per_second = self:GetSpecialValueFor("soul_consumed_per_second") caster:AddNewModifier(caster, self, "casting_rooted_modifier", {duration=duration+delay}) DisableMotionControllers(caster, duration+delay) EncounterUnitWarning(caster, delay, true, nil) --nil=yellow, "red", "orange", "green" -- Sound -- local sound = {"outworld_destroyer_odest_ability_eclipse_02", "outworld_destroyer_odest_ability_eclipse_10", "outworld_destroyer_odest_ability_eclipse_06", "outworld_destroyer_odest_ability_eclipse_07", "outworld_destroyer_odest_ability_eclipse_08"} EmitAnnouncerSound( sound[RandomInt(1, #sound)] ) local timer = Timers:CreateTimer(2.00, function() local sound = {"outworld_destroyer_odest_laugh_01", "outworld_destroyer_odest_laugh_02", "outworld_destroyer_odest_laugh_03", "outworld_destroyer_odest_laugh_04", "outworld_destroyer_odest_laugh_05", "outworld_destroyer_odest_laugh_06", "outworld_destroyer_odest_laugh_07", "outworld_destroyer_odest_laugh_08", "outworld_destroyer_odest_laugh_09", "outworld_destroyer_odest_laugh_10", "outworld_destroyer_odest_laugh_11", "outworld_destroyer_odest_laugh_12",} EmitAnnouncerSound( sound[RandomInt(1, #sound)] ) end) PersistentTimer_Add(timer) self.timers = {} local timer = Timers:CreateTimer(delay, function() -- Animation -- StartAnimation(caster, {duration=duration, activity=ACT_DOTA_RUN, rate=0.75}) -- Sound -- caster:EmitSound("Hero_ObsidianDestroyer.SanityEclipse") for _,victim in pairs(GetHeroesAliveEntities()) do -- Modifier -- local modifier = victim:FindModifierByName("bhamuka_all_consuming_god_consume_souls_modifier") if modifier == nil then local modifier = victim:AddNewModifier(caster, self, "bhamuka_all_consuming_god_consume_souls_modifier", {}) PersistentModifier_Add(modifier) modifier:SetStackCount(0) end self.timers[_] = Timers:CreateTimer(0, function() local fear_angle = 150 local hero_angle = victim:GetAnglesAsVector().y local origin_difference = victim:GetAbsOrigin() - caster_loc local origin_difference_radian = math.atan2(origin_difference.y, origin_difference.x) origin_difference_radian = origin_difference_radian * 180 local caster_angle = origin_difference_radian / math.pi caster_angle = caster_angle + 180.0 local result_angle = caster_angle - hero_angle result_angle = math.abs(result_angle) if ( result_angle >= 0 and result_angle <= (fear_angle / 2) ) or ( result_angle >= (360 - (fear_angle / 2)) and result_angle <= 360 ) then -- Particle -- local particle = ParticleManager:CreateParticle("particles/units/heroes/hero_bane/bane_fiendsgrip_ground_rubble.vpcf", PATTACH_ABSORIGIN, victim) ParticleManager:SetParticleControl( particle, 0, victim:GetAbsOrigin() ) ParticleManager:ReleaseParticleIndex( particle ) particle = nil -- Modifier -- local modifier = victim:FindModifierByName("bhamuka_all_consuming_god_consume_souls_modifier") modifier:SetStackCount( modifier:GetStackCount() + (soul_consumed_per_second * damage_interval) ) modifier:ForceRefresh() -- Apply Damage -- EncounterApplyDamage(victim, caster, self, damage*damage_interval, DAMAGE_TYPE_MAGICAL, DOTA_DAMAGE_FLAG_NONE) end return damage_interval end) PersistentTimer_Add(self.timers[_]) end end) PersistentTimer_Add(timer) local timer = Timers:CreateTimer(delay + duration, function() for _,timer in pairs(self.timers) do Timers:RemoveTimer(self.timers[_]) self.timers[_] = nil end end) PersistentTimer_Add(timer) end function bhamuka_all_consuming_god_consume_souls:OnAbilityPhaseStart() local caster = self:GetCaster() local playerID = caster:GetPlayerOwnerID() local player = PlayerResource:GetPlayer(playerID) return true end function bhamuka_all_consuming_god_consume_souls:GetManaCost(abilitylevel) return self.BaseClass.GetManaCost(self, abilitylevel) end function bhamuka_all_consuming_god_consume_souls:GetCooldown(abilitylevel) return self.BaseClass.GetCooldown(self, abilitylevel) end
-------------------------------------------------------------------------------- -- login.lua -------------------------------------------------------------------------------- local string_format = string.format local actor = tengine.actor local ERROR_MSG = tengine.ERROR_MSG local p = tengine.p local account = require('framework.model.account') local db = require "db" local _M = {} function _M.login_account(info) -- 1. 查找玩家 local succ, ret = pcall(db.check_account, info.account) if not succ then ERROR_MSG("db check account failed !!! %s", succ) return end -- 如果失败直接返回 if not ret then return end return ret end -- 游客登陆 function _M.visitor_login(message) p("visitor_login", message) local _driver = db.driver() message.account = "dotest" local _account = account:with(_driver, "account", 'dotest') if _account then return end local id = assert(account:save(_driver, message)) _account = account:fetch(_driver, id) return _account end return _M
data:extend({ { type = "generator", name = "biotech-wind-turbine", icon = "__BioTech__/graphics/icons/wind_turbine_icon.png", flags = {"placeable-neutral","player-creation"}, minable = {mining_time = 1, result = "biotech-wind-turbine"}, max_health = 50, corpse = "big-remnants", effectivity = 1.5, fluid_usage_per_tick = 0.004, resistances = { { type = "physical", percent = 10 } }, collision_box = {{-0.6, -0.6}, {0.6, 0.6}}, selection_box = {{-0.8, -0.8}, {0.8, 0.8}}, drawing_box = {{-0.5, -3}, {3.2, 0.5}}, fluid_box = { base_area = 100, pipe_connections = { --{ position = {-1, 2} }, --{ position = {-1,-2} }, }, }, energy_source = { type = "electric", usage_priority = "primary-output" }, horizontal_animation = { filename = "__BioTech__/graphics/entities/wind-turbine/wind_turbine_sheet_4.png", width = 175, height = 175, frame_count = 20, line_length = 5, shift = {1.7,-1.4}, --run_mode="backward" }, vertical_animation = { filename = "__BioTech__/graphics/entities/wind-turbine/wind_turbine_sheet_4.png", width = 175, height = 175, frame_count = 20, line_length = 5, shift = {1.7,-1.4}, run_mode="backward" }, smoke = { }, working_sound = { sound = { filename = "__base__/sound/train-wheels.ogg", volume = 0.6 }, match_speed_to_activity = true, }, min_perceived_performance = 0.25, performance_to_sound_speedup = 0.2 }, { type = "fluid", name = "wind", default_temperature = 0, max_temperature = 100, heat_capacity = "1KJ", base_color = {r=0, g=0.34, b=0.6}, flow_color = {r=0.7, g=0.7, b=0.7}, icon = "__BioTech__/graphics/icons/wind_turbine_icon.png", order = "a[fluid]-z[wind]", pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, }, })
-- Copyright (c) 2015-present, Facebook, Inc. -- All rights reserved. -- -- This source code is licensed under the BSD-style license found in the -- LICENSE file in the root directory of this source tree. An additional grant -- of patent rights can be found in the PATENTS file in the same directory. local babi = require 'babi' require 'babi.tasks.Counting' local Listing, parent = torch.class('babi.Listing', 'babi.Counting', babi) function Listing:generate_story(...) local story, knowledge = parent:generate_story(...) for i = 1, #story do if torch.isTypeOf(story[i], 'babi.Question') then story[i].kind = 'eval' end end return story, knowledge end return Listing
print("toto") local m = require("mod") m.test() test2() local log = require('log') log.info("Test") local data = require('data') print(data.toYaml({ toto = 'tata' })) local t = {} t[1] = "toto" t[2] = "titi" t[3] = "tata" t[4] = "tutu" t[5] = "foo" print(#t) print(data.toJson(t)) print(data.toYaml(t))
--[[ -- log.lua -- -- Copyright (c) 2016 rxi -- -- This library is free software; you can redistribute it and/or modify it -- under the terms of the MIT license. See LICENSE for details. -- Modefy by CandyMi In 2018.12.18 log的内部方法包括: log.trace(...) 紫色 log.debug(...) 天蓝色 log.info(...) 绿色 log.warn(...) 黄色 log.error(...) 红色 log.fatal(...) 粉色 log.usecolor 默认情况下: 这个为true! 如果你的终端不支持ANSI颜色转义码, 请将它设置为false或者nil. log.outfile 将log输出到outfile字符串指定的文件(路径). log.level 请参考使用方法相关method --]] local debug_getinfo = debug.getinfo local tostring = tostring local select = select local ipairs = ipairs local type = type local concat = table.concat local date = os.date local open = io.open local ceil = math.ceil local floor = math.floor local toint = math.tointeger local fmt = string.format local log = { _version = "0.1.0" } log.usecolor = true log.outfile = nil log.level = "trace" local modes = { { name = "trace", color = "\27[34m", }, { name = "debug", color = "\27[36m", }, { name = "info", color = "\27[32m", }, { name = "warn", color = "\27[33m", }, { name = "error", color = "\27[31m", }, { name = "fatal", color = "\27[35m", }, } local levels = {} for i, v in ipairs(modes) do levels[v.name] = i end local round = function(x, increment) if not toint(x) then increment = increment or 1 x = x / increment return (x > 0 and floor(x + .5) or ceil(x - .5)) * increment end return x end local _tostring = tostring local tostring = function(...) local t = {} for i = 1, select('#', ...) do local x = select(i, ...) if type(x) == "number" then x = round(x, .01) end t[#t + 1] = _tostring(x) end return concat(t, " ") end for i, x in ipairs(modes) do local nameupper = x.name:upper() log[x.name] = function(...) -- Return early if we're below the log level if i < levels[log.level] then return end local msg = tostring(...) local info = debug_getinfo(2, "Sl") local lineinfo = "[C]:[-1]" if info then lineinfo = info.short_src .. ":" .. info.currentline end -- Output to console print(fmt("%s[%s][%s]%s %s: %s", log.usecolor and x.color or "", nameupper, date("%Y/%m/%d %H:%M:%S"), log.usecolor and "\27[0m" or "", lineinfo, msg)) -- Output to log file if log.outfile then local fp = open(log.outfile, "a") if not fp then return log.warn("Cant't write info to "..(log.outfile or "")) end fp:write(fmt("[%s][%s] %s: %s\n", nameupper, date("%Y/%m/%d %H:%M:%S"), lineinfo, msg)) fp:close() end end end return log
local M = {} M.setup = function() local status_ok, cc = pcall(require, "virt-column") if not status_ok then return end cc.setup_buffer({ virtcolumn = "80,120", char = "▏" }) end vim.cmd [[ augroup virtcolumn autocmd! autocmd FileType * if index(["netrw", "NvimTree", "neo-tree", "UltestAttach", "dap-float", "Trouble", "lspinfo", "qf", "harpoon", "toggleterm", "packer"], &ft) == -1 | lua require("windows.colorcolumn").setup() augroup end ]] return M
ENT.RenderGroup = RENDERGROUP_OPAQUE ENT.Base = "fighter_base" ENT.Type = "vehicle" ENT.PrintName = "NTB-630 Bomber" ENT.Author = "Liam0102, Jellyton" ENT.Category = "Star Wars Vehicles: In Development"; list.Set("SWVehiclesEU", ENT.PrintName, ENT); ENT.AutomaticFrameAdvance = true ENT.Spawnable = false ENT.AdminSpawnable = false ENT.EntModel = "models/sweaw/ships/rep_ntb630_servius.mdl" ENT.Vehicle = "ntbbomber" ENT.Allegiance = "Republic" ENT.StartHealth = 1500 list.Set("SWVehicles", ENT.PrintName, ENT); if SERVER then ENT.FireSound = Sound("weapons/xwing_shoot.wav") ENT.NextUse = { Wings = CurTime(), Use = CurTime(), Fire = CurTime() } AddCSLuaFile() function ENT:SpawnFunction(pl, tr) local e = ents.Create("ntbbomber") if not IsValid(e) then return end e:SetPos(tr.HitPos + Vector(0, 0, 20)) e:SetModelScale( e:GetModelScale() * 0.75, 0 ) e:SetAngles(Angle(0, pl:EyeAngles().Yaw, 0)) e:Spawn() e:Activate() return e end function ENT:Initialize() self:SetNWInt("Health", self.StartHealth) self:SetNWBool("InShip", false) self.WeaponLocations = { Right = self:GetPos() + self:GetForward() * 520 + self:GetRight() * 25 + self:GetUp() * 40, Left = self:GetPos() + self:GetForward() * 520 + self:GetRight() * -25 + self:GetUp() * 40 } self.WeaponsTable = {} self.BoostSpeed = 900 self.ForwardSpeed = 900 self.UpSpeed = 600 self.AccelSpeed = 7 self.CanBack = false self.CanRoll = true self.CanStrafe = false self.CanStandby = true self.CanShoot = true self.FireDelay = 0.3 self.OverheatAmount = 20 self.DontOverheat = false self.Cooldown = 2 self.NextBlast = 1; self.Bullet = CreateBulletStructure(50, "blue") self.ExitModifier = { x = 0, y = -400, z = 0 } self.BaseClass.Initialize(self) end function ENT:Enter(p) self:SetNWBool("InShip", true) self.BaseClass.Enter(self, p) end function ENT:Exit(kill) self.IsFPV = false self:SetNWBool("InShip", false) self.BaseClass.Exit(self, kill) end function ENT:Think() if(self.Inflight) then if(IsValid(self.Pilot)) then if(IsValid(self.Pilot)) then if(self.Pilot:KeyDown(IN_ATTACK2) and self.NextUse.FireBlast < CurTime()) then self.BlastPositions = { self:GetPos() + self:GetForward() * -20 + self:GetRight() * 0 + self:GetUp() * -20, //1 self:GetPos() + self:GetForward() * -20 + self:GetRight() * 0 + self:GetUp() * -20, //2 self:GetPos() + self:GetForward() * -20 + self:GetRight() * 0 + self:GetUp() * -20, //3 self:GetPos() + self:GetForward() * -20 + self:GetRight() * 0 + self:GetUp() * -20, //4 self:GetPos() + self:GetForward() * -20 + self:GetRight() * 0 + self:GetUp() * -20, //5 self:GetPos() + self:GetForward() * -20 + self:GetRight() * 0 + self:GetUp() * -20, //6 } self:FirentbbomberBlast(self.BlastPositions[self.NextBlast],true,0.9,600,false,20); self.NextBlast = self.NextBlast + 1; if(self.NextBlast == 7) then self.NextUse.FireBlast = CurTime()+5; self:SetNWBool("OutOfMissiles",true); self:SetNWInt("FireBlast",self.NextUse.FireBlast) self.NextBlast = 1; end end end end if(self.NextUse.FireBlast < CurTime()) then self:SetNWBool("OutOfMissiles",false); end self:SetNWInt("Overheat",self.Overheat); self:SetNWBool("Overheated",self.Overheated); end self.BaseClass.Think(self); end function ENT:FirentbbomberBlast(pos,gravity,vel,dmg,white,size,snd) if(self.NextUse.FireBlast < CurTime()) then local e = ents.Create("cannon_blast"); e.Damage = dmg or 600; e.IsWhite = white or false; e.StartSize = 30; e.EndSize = 5; local sound = snd or Sound("weapons/ywing_bomb.wav"); e:SetPos(pos); e:Spawn(); e:Activate(); e:Prepare(self,sound,gravity,vel); e:SetColor(Color(255,255,255,1)); end end end if CLIENT then function ENT:SpawnCockpit() self.Cockpit = ents.CreateClientProp() self.Cockpit:SetModel("models/ywing/ywing_cockpit_b.mdl") self.Cockpit:SetPos(self:GetPos()) self.Cockpit:SetAngles(self:GetAngles()) self.Cockpit:Spawn() self.Cockpit:SetParent(self) self.Cockpit:SetNoDraw(true) end function ENT:Remove() if IsValid(self.Cockpit) then self.Cockpit:Remove() end self.BaseClass.Remove(self) end function ENT:Draw() if self.IsFPV and self:GetNWBool("InShip",false) then if not IsValid(self.Cockpit) then self:SpawnCockpit() else self.Cockpit:DrawModel() end else self:DrawModel() end end ENT.CanFPV = true ENT.EnginePos = {} ENT.ViewDistance = 800; ENT.ViewHeight = 200; ENT.FPVPos = Vector(245,0,88); ENT.Sounds = { Engine = Sound("vehicles/ywing_eng_loop.wav"), } function ENT:FlightEffects() local normal = -self:GetForward() local roll = math.Rand(-90, 90) local id = self:EntIndex() self.EnginePos = {self:GetPos() + self:GetForward() * -230 + self:GetRight() * 190 + self:GetUp() * 40, self:GetPos() + self:GetForward() * -230 + self:GetRight() * -190 + self:GetUp() * 40} for k, v in pairs(self.EnginePos) do local blue = self.FXEmitter:Add("sprites/bluecore", v) blue:SetVelocity(normal) blue:SetDieTime(0.1) blue:SetStartAlpha(155) blue:SetEndAlpha(5) blue:SetStartSize(45) blue:SetEndSize(15) blue:SetRoll(roll) blue:SetColor(250, 85, 247) end end function ENT:Think() self.BaseClass.Think(self) local Flying = self:GetNWBool("Flying" .. self.Vehicle) local TakeOff = self:GetNWBool("TakeOff") local Land = self:GetNWBool("Land") if Flying then if not (TakeOff or Land) then self:FlightEffects() end if LocalPlayer():KeyDown(IN_WALK) and self.NextView < CurTime() then self.IsFPV = not self.IsFPV self.NextView = CurTime() + 1 end end end hook.Add("HUDPaint", "ntbbomberReticle", function() local ship = LocalPlayer():GetNWEntity("ntbbomber") if LocalPlayer():GetNWBool("Flyingntbbomber") and IsValid(ship) then SW_HUD_DrawHull(1500) SW_WeaponReticles(ship) SW_HUD_DrawOverheating(ship) SW_BlastIcon(ship,5) SW_HUD_Compass(ship, ScrW() / 2, ScrH() * 0.775) SW_HUD_DrawSpeedometer() end end) end
--------------------------------------------------------------------------------------------------- ---boss_hitbox_prefab.lua ---author: Karl ---date created: 2021.6.1 ---desc: Defines the base objects for enemies that have hitboxes; a hitbox here has a disk shaped --- collision box with some hp, the hitbox is killed when hp reaches or goes below 0 --------------------------------------------------------------------------------------------------- local Prefab = require("core.prefab") local EnemyHitboxPrefab = require("BHElib.units.enemy.enemy_hitbox_prefab") ---@class Prefab.BossHitbox:Prefab.EnemyHitbox local M = Prefab.NewX(EnemyHitboxPrefab, "Prefab.BossHitobx") --------------------------------------------------------------------------------------------------- ---init ---@param radius number ---@param hp number initial hp ---@param session AttackSession function M:init(radius, hp, session) EnemyHitboxPrefab.init(self, radius, hp, session) self.session = session session:addHitbox(self) self.is_del = false end --------------------------------------------------------------------------------------------------- ---deletion function M:del() if not self.is_del then self.session:onHitboxDel(self) end self.is_del = true end function M:kill() if not self.is_del then self.session:onHitboxKill(self) end self.is_del = true end --------------------------------------------------------------------------------------------------- ---collision events ---@param other Prefab.PlayerBullet function M:onPlayerBulletCollision(other) other:onEnemyCollision(self) if self.hp < self.max_hp * 0.1 then other:playLowHpHitSound() else other:playNormalHitSound() end end Prefab.Register(M) return M
--- Slice part of a table and return a new copy --- --- Note : This methods does not check if tbl is a table, it does not check --- if first and last are valid... it is the responsibility of the caller --- to make sure all args are valid. --- -- @param tbl the table to slice -- @param first (optional) the starting index (default 1) -- @param last (optional) the last index (default #tbl) -- @param step (optinal) skip elements between first...last (default 1) -- @return The table slice function table.slice(tbl, first, last, step) local sliced = {} for i = first or 1, last or #tbl, step or 1 do sliced[#sliced+1] = tbl[i] end return sliced end --- Return all the keys in the given table. The table is assume not to be --- an array. -- @param tbl the table -- @return Table an array of all the keys in the given table function table.keys(tbl) local keys = {}; for k,v in pairs(tbl) do table.insert(keys, k); end return keys; end --- Used to find out if the provided table contains the specified value. -- @param tbl The table -- @param value The value you're looking for -- @return True if the value exists in the table, false if not function table.contains(tbl, value) local found = false; for k,v in pairs(tbl) do if v == value then found = true; break; end end return found; end --- Used to insert all elements into the provided table. This function is like --- table.insert(tbl, index, value) except that values is expected to be an array. --- However, values may not need to be an array and the function will act just like --- table.insert. -- @param tbl The table -- @param index The index from which insertion will start -- @param values The value or values to insert. function table.insertAll(tbl, index, values) if type(index) == "table" or values == nil then values = index; index = #tbl + 1; elseif type(index) ~= "number" then index = nil; end index = math.max(index, 1); if type(values) ~= "table" then if index then table.insert(tbl, index, values); else table.insert(tbl, values); end else for i = 1, #values do; table.insert(tbl, index + i - 1, values[i]); end; end return tbl; end --- Used to remove all elements from the provided table matching a given value. -- @param tbl The table -- @param value The value you want to remove -- @return The number of times value was removed from the array function table.removeAll(tbl, value) local n = #tbl; local j = 0; local removed = 0; -- 1. Remove all values from array and/or table for k,v in pairs(tbl) do if v == value then tbl[k] = nil; removed = removed + 1; end end -- 2. shifting elements for i = 1, n do if tbl[i] ~= nil then j = j + 1; tbl[j] = tbl[i]; end end -- 3. Compacting for i = j + 1, n do tbl[i] = nil; end return removed; end --- Pluck a value from each table elements and return them as an array. --- If an element is not a table, or does not possess the specified key, --- then it will be skipped. Otherwise, default will be used. -- @param tbl The table -- @param key The key's value to pluck from each element -- @param default (optional) If plucked value is nil, or missing, the value to be used instead -- @return The resulting table function table.pluck(tbl, key, default) local res = {}; for k,v in pairs(tbl) do if type(v) == "table" and v[key] then table.insert(res, v[key]); elseif default ~= nil then table.insert(res, default); end end return res; end
local Library = require "CoronaLibrary" local sprite = Library:new{ name='sprite', publisherId='com.' } local function toImageSheet( spriteSet ) assert( spriteSet.spriteSheet, "toImageSheet(): Bad spriteSet parameter: spriteSet.spriteSheet is nil" ) local options local spriteSheet = spriteSet.spriteSheet if spriteSheet.format == "simple" then local w = spriteSheet.width local h = spriteSheet.height options = { width = w, height = h, numFrames = spriteSet.numFrames, } elseif spriteSheet.format == "complex" then assert( spriteSheet.spriteSheetFrames, "spriteSheet.spriteSheetFrames is nil") options = { spriteSheetFrames = spriteSheet.spriteSheetFrames } end local filename = spriteSheet.filename local baseDir = spriteSheet.baseDir if baseDir then return graphics.newImageSheet( filename, baseDir, options ) else return graphics.newImageSheet( filename, options ) end end local function toSequenceData( spriteSet ) assert( spriteSet.spriteSheet, "toSequenceData(): Bad spriteSet parameter: spriteSet.spriteSheet is nil" ) local spriteSheet = spriteSet.spriteSheet local default = { name = "default", start = spriteSet.startFrame, count = spriteSet.numFrames, } local sequenceData = spriteSet.sequences or {} table.insert( sequenceData, default ) return sequenceData end sprite.newSprite = function( spriteSet ) assert( spriteSet, "spriteSet is nil", "sprite.newSprite(): spriteSet is nil." ) local s if spriteSet.type == "newSpriteArgs" then assert( type( spriteSet.args ) == "table", "sprite.newSprite(): 'spriteSet.args' is nil." ) s = display.newSprite( unpack( spriteSet.args ) ) else assert( spriteSet.type == "spriteSet" or spriteSet.type == "spriteMultiSet", "sprite.newSprite(): incorrect 'spriteSet.type'." ) local imageSheet = toImageSheet( spriteSet ) local sequenceData = toSequenceData( spriteSet ) assert( sequenceData, "sprite.newSprite(): failed to create sequenceData" ) s = display.newSprite( imageSheet, sequenceData ) end function s:prepare( name ) s:setSequence( name ) end return s end -- sprite.add( spriteSet, sequenceName, startFrame, frameCount, time, [loopParam] ) sprite.add = function( spriteSet, sequenceName, startFrame, frameCount, time, loopParam ) assert( spriteSet, "spriteSet is nil", "sprite.addSprite(): spriteSet is nil." ) assert( spriteSet.type == "spriteSet", "sprite.addSprite(): incorrect 'spriteSet.type'.") local sequences = spriteSet.sequences if not sequences then sequences = {} spriteSet.sequences = sequences end table.insert( sequences, item ) local loopCount = 0 local loopDirection if loopParam and 0 ~= loopParam then loopCount = 1 if -1 == loopParam then loopDirection = "bounce" elseif -2 == loopParam then loopCount = 0 loopDirection = "bounce" end end local item = { name = sequenceName, start = startFrame, count = frameCount, time = time, loopCount = loopCount, loopDirection = loopDirection, } table.insert( sequences, item ) end local function spriteSheetToImageSheet( spriteSheet ) assert( false, "spriteSheetToImageSheet() is not implemented." ) return nil end -- sprite.newSpriteMultiSet() sprite.newSpriteMultiSet = function( sequences ) assert( #sequences > 0, "sprite.newSpriteMultiSet(): sequences array is empty." ) -- Assume first element defines default sheet local defaultSheet = spriteSheetToImageSheet( sequences[1].sheet ) assert( defaultSheet, "sprite.newSpriteMultiSet(): no sheet param." ) local sequenceData = {} for i=1,#sequences do local seq = sequences[i] local imageSheet = spriteSheetToImageSheet( seq.sheet ) local data = { sheet = imageSheet, frames = seq.frames, } table.insert( sequenceData, data ) end local result = { type = "newSpriteArgs", args = { defaultSheet, sequenceData, } } return sequences end -- sprite.newSpriteSet( spriteSheet, startFrame, frameCount ) sprite.newSpriteSet = function( spriteSheet, startFrame, frameCount ) assert( spriteSheet, "sprite.newSpriteSet(): spriteSheet is nil." ) assert( spriteSheet.type == "spriteSheet", "sprite.newSpriteSet(): spriteSheet is malformed." ) local result = { type = "spriteSet", spriteSheet = spriteSheet, numFrames = frameCount, startFrame=startFrame, } return result end -- sprite.newSpriteSheet( spriteSheetFile, [baseDir,] frameWidth, frameHeight ) sprite.newSpriteSheet = function( ... ) local args = { ... } local spriteSheetFile = args[1] local nextArg = 2 local baseDir = args[nextArg] if type(baseDir) ~= "userdata" then baseDir = nil else nextArg = nextArg + 1 end local frameWidth, frameHeight = args[nextArg], args[nextArg+1] local result = { type = "spriteSheet", format = "simple", width = frameWidth, height = frameHeight, filename = spriteSheetFile, baseDir = baseDir, } function result:dispose() -- no-op end return result end -- sprite.newSpriteSheetFromData( spriteSheetFile, [baseDir,] coordinateData ) sprite.newSpriteSheetFromData = function( ... ) local args = { ... } local spriteSheetFile = args[1] local nextArg = 2 local baseDir = args[nextArg] if type(baseDir) ~= "userdata" then baseDir = nil else nextArg = nextArg + 1 end local coordinateData = args[nextArg] local result = { type = "spriteSheet", format = "complex", spriteSheetFrames = coordinateData.frames, filename = spriteSheetFile, baseDir = baseDir, } function result:dispose() -- no-op end return result end return sprite
-- Generated By protoc-gen-lua Do not Edit local protobuf = require "protobuf/protobuf" module('QueryClientIpArg_pb') QUERYCLIENTIPARG = protobuf.Descriptor(); local QUERYCLIENTIPARG_PARAM_FIELD = protobuf.FieldDescriptor(); QUERYCLIENTIPARG_PARAM_FIELD.name = "param" QUERYCLIENTIPARG_PARAM_FIELD.full_name = ".KKSG.QueryClientIpArg.param" QUERYCLIENTIPARG_PARAM_FIELD.number = 1 QUERYCLIENTIPARG_PARAM_FIELD.index = 0 QUERYCLIENTIPARG_PARAM_FIELD.label = 1 QUERYCLIENTIPARG_PARAM_FIELD.has_default_value = false QUERYCLIENTIPARG_PARAM_FIELD.default_value = 0 QUERYCLIENTIPARG_PARAM_FIELD.type = 13 QUERYCLIENTIPARG_PARAM_FIELD.cpp_type = 3 QUERYCLIENTIPARG.name = "QueryClientIpArg" QUERYCLIENTIPARG.full_name = ".KKSG.QueryClientIpArg" QUERYCLIENTIPARG.nested_types = {} QUERYCLIENTIPARG.enum_types = {} QUERYCLIENTIPARG.fields = {QUERYCLIENTIPARG_PARAM_FIELD} QUERYCLIENTIPARG.is_extendable = false QUERYCLIENTIPARG.extensions = {} QueryClientIpArg = protobuf.Message(QUERYCLIENTIPARG)
local mapa = { ambient="0.1,0.1,0.1", gravity="0 -9.8 0", entities={ { name="Sinbad", id=1, components={ transform={ position="0,0,0", rotation="0,0,0", scale="1,1,1", parent="-1" }, rigidbody={ shape="-1", mass="10", inertia="0,0,0", restitution="0.2", damping="0.2,0.2", trigger="false", kinematic="false" }, camera={ near="0.1", far="1000", autoaspect="true", aspect="1.78", fov="50", proyection="1", viewport="0,0,1,1", color="0,0,0" }, renderer={ mesh="Sinbad.mesh", material="", visible="false" }, playercontroller={ speed="175", maxJump="2", jumpStr="7200" } } }, --{ -- name="Drone", -- id=5, -- components={ -- transform={ -- position="0,40,0", -- rotation="0,90,0", -- scale="1,1,1" -- }, -- renderer={ -- mesh="Sinbad.mesh", -- material="", -- visible="true" -- }, -- rigidbody={ -- shape="0", -- mass="54", -- inertia="0,0,0", -- restitution="0.2", -- damping="0.2,0.2", -- trigger="false", -- kinematic="true" -- }, -- shotai={ -- objective="1", -- proyectile="bala.prefab", -- rof="3" -- } -- } --}, { name="Luz", id=3, components={ transform={ position="50,0,0", rotation="290,145,0", scale="1,1,1", parent="-1" }, light={ type="1", attenuation="", shadows="true", diffuse="0.7,0.7,0,1", specular="1,1,1,1", spotinner="", spotouter="" } } }, { name="Suelo", id=4, components={ transform={ position="0,-100,0", rotation="0,0,0", scale="0.75,0.1,0.75", parent="-1" }, renderer={ mesh="cube.mesh", material="", visible="true" }, rigidbody={ shape="0", mass="0", inertia="0,0,0", restitution="0.2", damping="0.2,0.2", trigger="false", kinematic="false" }, floor={ } } }, { name="Plat1", id=5, components={ transform={ position="50,-98,-100", rotation="0,0,0", scale="0.7,0.1,0.7", parent="-1" }, renderer={ mesh="cube.mesh", material="", visible="true" }, rigidbody={ shape="0", mass="0", inertia="0,0,0", restitution="0.2", damping="0.2,0.2", trigger="false", kinematic="false" }, floor={ } } }, { name="Plat2", id=6, components={ transform={ position="10,-97,-200", rotation="90,0,0", scale="0.7,0.1,0.7", parent="-1" }, renderer={ mesh="cube.mesh", material="", visible="true" }, rigidbody={ shape="0", mass="0", inertia="0,0,0", restitution="0.2", damping="0.2,0.2", trigger="false", kinematic="false", parent="-1" }, floor={ } } } } } function GetMapa () return mapa end
local L = LibStub('AceLocale-3.0'):NewLocale('tdInspect', 'enUS', true) if not L then return end -- @localization(locale=""enUS", format="lua_additive_table", table-name="L", same-key-is-true=true)@ -- @debug@ -- @import@ L['Show Model'] = true L['Last update:'] = true L['Inspect target'] = true L['Inspect mouseover'] = true -- @end-import@ -- @end-debug@
-- map offsets local x = 500 local y = 2740 local int = 0 local dim = 0 createObject(17864, x+3288.224609375, y+-1850.7109375, 0.88956797122955, 0, 0, 0, int, dim) createObject(17864, x+3328.2353515625, y+-1818.701171875, 0.89889800548553, 0, 0, 179.62097167969, int, dim) createObject(17864, x+3327.8818359375, y+-1850.0791015625, 0.89770597219467, 0, 0, 359.61547851563, int, dim) createObject(4843, x+3301.7109375, y+-1905.6337890625, -8.7781667709351, 0, 0, 77.958984375, int, dim) createObject(17864, x+3363.6806640625, y+-1848.314453125, 0.65166079998016, 0, 358.99194335938, 89.862670898438, int, dim) createObject(16118, x+3384.6923828125, y+-1844.2490234375, -0.42180401086807, 0, 0, 22.5, int, dim) createObject(16118, x+3354.8037109375, y+-1815.146484375, -1.5631539821625, 0, 0, 44.994506835938, int, dim) createObject(3865, x+3324.5791015625, y+-1799.640625, 2.2047588825226, 0, 0, 11.25, int, dim) createObject(899, x+3309.0366210938, y+-1800.2185058594, 4.3187108039856, 0, 0, 49.295654296875, int, dim) createObject(901, x+3324.273926, y+-1800.991211, 7.164276, 12.0321, 5.1566, 326.2500, int, dim) createObject(906, x+3323.7766113281, y+-1811.9937744141, 1.3830680847168, 0, 0, 101.24450683594, int, dim) createObject(3865, x+3323.0556640625, y+-1791.552734375, 2.2018091678619, 0, 0, 11.25, int, dim) createObject(16118, x+3284.9487304688, y+-1800.5972900391, -3.2846601009369, 0, 0, 129.04504394531, int, dim) createObject(906, x+3375.2353515625, y+-1844.87890625, 1.3772530555725, 0, 331.63330078125, 115.85632324219, int, dim) createObject(906, x+3364.554932, y+-1833.713379, 1.003339, 0.0000, 331.6386, 51.0160, int, dim) createObject(901, x+3370.5598144531, y+-1834.6596679688, 1.6076630353928, 0, 0, 0, int, dim) createObject(16118, x+3266.0307617188, y+-1839.7451171875, -1.6047070026398, 0, 0, 0, int, dim) createObject(16118, x+3265.1328125, y+-1863.2094726563, -2.8794651031494, 0, 0, 15.209228515625, int, dim) createObject(16118, x+3380.384765625, y+-1883.2197265625, -2.4747340679169, 0, 0, 330.69946289063, int, dim) createObject(880, x+3320.5964355469, y+-1803.5124511719, 1.7159869670868, 0, 0, 247.5, int, dim) createObject(744, x+3328.5493164063, y+-1804.71484375, 1.0824439525604, 0, 7.9400024414063, 236.25, int, dim) createObject(11495, x+3320.1533203125, y+-1776.4365234375, 0.52465099096298, 0, 0, 11.25, int, dim) createObject(899, x+3307.7006835938, y+-1784.7105712891, 3.2239170074463, 0, 0, 37.183227539063, int, dim) createObject(899, x+3332.205078125, y+-1784.5771484375, 1.7654249668121, 346.23962402344, 4.2901611328125, 329.68322753906, int, dim) createObject(900, x+3318.533203125, y+-1790.181640625, 7.2863211631775, 351.39770507813, 0, 356.68762207031, int, dim) createObject(900, x+3333.89453125, y+-1764.4208984375, 0.089320942759514, 17.188110351563, 358.28063964844, 42.929077148438, int, dim) createObject(16118, x+3267.3779296875, y+-1875.0048828125, -0.064865112304688, 0, 0, 222.35791015625, int, dim) createObject(16118, x+3250.240234375, y+-1903.0263671875, -3.9970893859863, 0, 7.93212890625, 333.51977539063, int, dim) createObject(16118, x+3360.0871582031, y+-1897.2099609375, -0.58950662612915, 0, 356.0299987793, 273.1318359375, int, dim) createObject(16118, x+3340.1748046875, y+-1883.5712890625, -2, 0, 0, 87.808227539063, int, dim) createObject(16118, x+3305.9077148438, y+-1878.9816894531, -3.6504447460175, 0, 340.14770507813, 75.897888183594, int, dim) createObject(13701, x+3368.068359375, y+-1854.2548828125, 5.6382503509521, 0, 0, 286.55554199219, int, dim) createObject(11495, x+3318.3696289063, y+-1767.4571533203, 0.55000019073486, 0, 0, 11.25, int, dim) createObject(906, x+3321.9157714844, y+-1809.4279785156, 2.2932643890381, 0, 0, 101.24450683594, int, dim) createObject(906, x+3325.9738769531, y+-1813.5694580078, 0.53995776176453, 0, 0, 101.24450683594, int, dim) createObject(906, x+3327.8295898438, y+-1815.5902099609, 0.50197601318359, 0, 0, 101.24450683594, int, dim) createObject(906, x+3324.81640625, y+-1810.4418945313, 2.9499206542969, 0, 0, 313.85986328125, int, dim) createObject(906, x+3322.91015625, y+-1810.7139892578, 3.1067757606506, 0, 0, 101.24450683594, int, dim) createObject(1596, x+3380.7568359375, y+-1850.9052734375, 18.772901535034, 0, 0, 252.81079101563, int, dim) createObject(1616, x+3321.587890625, y+-1805.1380615234, 3.0392160415649, 0, 21.834991455078, 205.08447265625, int, dim) createObject(1616, x+3323.8469238281, y+-1801.3896484375, 3.3709239959717, 0, 230.29997253418, 55.404998779297, int, dim) createObject(13816, x+3293.6789550781, y+-1818.6662597656, -1.1961883306503, 0, 0, 86.619720458984, int, dim) createObject(3934, x+3374.9677734375, y+-1861.4110107422, 16.218214035034, 0, 0, 15.8798828125, int, dim) createObject(5820, x+3362.1362304688, y+-1848.5373535156, 11.314449310303, 0, 0, 286.55499267578, int, dim) createObject(1827, x+3319.0651855469, y+-1830.9934082031, 1.0757881402969, 0, 0, 0, int, dim) createObject(1704, x+3318.5673828125, y+-1829.1770019531, 1.0880469083786, 0, 0, 0, int, dim) createObject(1704, x+3320.3930664063, y+-1829.6804199219, 1.086034655571, 0, 0, 302.43542480469, int, dim) createObject(1704, x+3320.9279785156, y+-1831.673828125, 1.1182564496994, 0, 0, 246.85198974609, int, dim) createObject(1704, x+3319.4321289063, y+-1832.9162597656, 1.1348026990891, 0, 0, 179.3623046875, int, dim) createObject(1704, x+3317.6586914063, y+-1832.1748046875, 1.1191223859787, 0, 0, 115.83752441406, int, dim) createObject(1704, x+3317.1591796875, y+-1830.2740478516, 1.1002963781357, 0, 0, 60.254638671875, int, dim) createObject(10444, x+3300.9982910156, y+-1825.7972412109, 0.95135509967804, 0, 0, 356.03002929688, int, dim) createObject(1641, x+3305.732421875, y+-1845.5791015625, 0.81665641069412, 0, 0, 0, int, dim) createObject(1640, x+3310.2053222656, y+-1818.3890380859, 1.1730824708939, 0, 0, 266.70568847656, int, dim) createObject(1641, x+3310.1882324219, y+-1820.8486328125, 1.1730824708939, 0, 0, 266.70568847656, int, dim) createObject(1642, x+3309.7958984375, y+-1830.1975097656, 1.1730824708939, 0, 0, 266.48046875, int, dim) createObject(1643, x+3304.8723144531, y+-1815.3527832031, 1.1730879545212, 0, 0, 356.03002929688, int, dim) createObject(9833, x+3314.6770019531, y+-1852.7746582031, 4.1894245147705, 0, 0, 0, int, dim) createObject(898, x+3330.3559570313, y+-1798.3762207031, 9.8685665130615, 0, 0, 0, int, dim) createObject(898, x+3308.2839355469, y+-1789.7376708984, 11.475784301758, 0, 0, 342.13513183594, int, dim) createObject(898, x+3315.5336914063, y+-1790.0906982422, 11.65096282959, 0, 0, 0, int, dim) createObject(898, x+3327.0109863281, y+-1792.5357666016, 11.338638305664, 0, 0, 0, int, dim) createObject(898, x+3300.3095703125, y+-1784.6469726563, 10.687282562256, 0, 0, 332.20581054688, int, dim) createObject(8660, x+3314.0422363281, y+-1851.9002685547, 1.5765663385391, 0, 0, 358.01501464844, int, dim) createObject(8660, x+3313.9208984375, y+-1852.2041015625, 1.5650634765625, 0, 0, 320.29675292969, int, dim) createObject(8660, x+3313.9545898438, y+-1852.3403320313, 1.5479245185852, 0, 0, 278.61071777344, int, dim) createObject(8660, x+3313.8903808594, y+-1852.4189453125, 1.568873167038, 0, 0, 230.96789550781, int, dim) createObject(2922, x+3323.4641113281, y+-1802.2016601563, 1.987716794014, 0, 0, 282.5849609375, int, dim)
-- creates a grayscale portrait of ceo jessica kern. local path = mod_loader.mods[modApi.currentMod].resourcePath local this = {} local color_hex = { "000000", "de7f41", "000000", "53403b", "dcd0c2", "9b928a", "777070", "fcf8f0", "575758", "282a33", "be6f47", "2b211f", "a4988b", "735344", "4d3d35", "907c6a", "1b1717", "060a0f", "8c4c38", "0f1d27", "414247", "1b2833", "30323f", "323442", "201a15", "1a1514", "863d2c", "483230", "412122", "1f070d", "1e1315", "714140", "baad9d", "fffff7", "13151b", "04070f", "0b0a0c", "515359", "090b0e" } local gray_hex = { "000000", "909090", "000000", "474747", "cfcfcf", "939393", "747474", "f6f6f6", "585858", "2e2e2e", "838383", "252525", "989898", "5c5c5c", "414141", "7d7d7d", "191919", "0b0b0b", "626262", "1b1b1b", "444444", "272727", "383838", "3a3a3a", "1b1b1b", "171717", "595959", "3c3c3c", "313131", "131313", "191919", "595959", "acacac", "fbfbfb", "171717", "0a0a0a", "0b0b0b", "555555", "0c0c0c" } local function dec(hex) return tonumber(hex, 16) end local color = {} for i = 1, #color_hex do local c = color_hex[i] color[#color+1] = sdl.rgb( dec(c:sub(1,2)), dec(c:sub(3,4)), dec(c:sub(5,6)) ) local c = gray_hex[i] color[#color+1] = sdl.rgb( dec(c:sub(1,2)), dec(c:sub(3,4)), dec(c:sub(5,6)) ) end local surface = sdl.scaled(2, sdlext.surface("img/portraits/ceo/ceo_rst.png")) local ceo_rst_grayscale = sdl.colormapped(surface, color) return ceo_rst_grayscale
require "tundra.syntax.glob" require "tundra.syntax.qt" require "tundra.syntax.osx-bundle" require "tundra.path" require "tundra.util" local function gen_moc(src) return Moc { Pass = "GenerateSources", Source = src } end ----------------------------------------------------------------------------------------------------------------------- ----------------------------------------------- EXTERNAL LIBS --------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------- StaticLibrary { Name = "remote_api", Env = { CPPPATH = { "api/include" }, CCOPTS = { "-Wno-visibility", "-Wno-conversion", "-Wno-pedantic", "-Wno-conversion", "-Wno-covered-switch-default", "-Wno-unreachable-code", "-Wno-bad-function-cast", "-Wno-missing-field-initializers", "-Wno-float-equal", "-Wno-conversion", "-Wno-switch-enum", "-Wno-format-nonliteral"; Config = "macosx-*-*" }, }, Sources = { Glob { Dir = "api/src/remote", Extensions = { ".c" }, }, }, IdeGenerationHints = { Msvc = { SolutionFolder = "Libs" } }, } ----------------------------------------------------------------------------------------------------------------------- StaticLibrary { Name = "remote_connection", Env = { CPPPATH = { "api/include" }, CCOPTS = { "-Wno-visibility", "-Wno-conversion", "-Wno-pedantic", "-Wno-conversion", "-Wno-covered-switch-default", "-Wno-unreachable-code", "-Wno-bad-function-cast", "-Wno-missing-field-initializers", "-Wno-float-equal", "-Wno-conversion", "-Wno-switch-enum", "-Wno-format-nonliteral"; Config = "macosx-*-*" }, }, Sources = { "api/src/remote/remote_connection.c", }, IdeGenerationHints = { Msvc = { SolutionFolder = "Libs" } }, } ----------------------------------------------------------------------------------------------------------------------- StaticLibrary { Name = "tinyexpr", Env = { CCOPTS = { { "-Wno-overflow", "-Wno-format", "-Wno-parentheses", "-Wno-unused-variable", "-Wno-pointer-to-int-cast", "-Wno-int-to-pointer-cast", "-Wno-unused-but-set-variable", "-Wno-return-type", "-Wno-unused-function", "-Wno-error=strict-aliasing" ; Config = "linux-*-*" }, { "-Wno-everything"; Config = "macosx-*-*" }, { "/wd4244", "/wd4267", "/wd4133", "/wd4047", "/wd4204", "/wd4201", "/wd4701", "/wd4703", "/wd4090", "/wd4146", "/wd4024", "/wd4100", "/wd4053", "/wd4431", "/wd4189", "/wd4127"; Config = "win64-*-*" }, }, }, Sources = { Glob { Dir = "src/native/external/tinyexpr", Extensions = { ".c", ".h" }, }, }, IdeGenerationHints = { Msvc = { SolutionFolder = "External" } }, } ----------------------------------------------------------------------------------------------------------------------- StaticLibrary { Name = "capstone", Env = { CPPPATH = { "src/native/external/capstone/include", }, CCOPTS = { { "-Wno-everything"; Config = "macosx-*-*" }, { "/wd4267", "/wd4706", "/wd4244", "/wd4701", "/wd4334", "/wd4127"; Config = "win64-*-*" }, }, CPPDEFS = { { "CAPSTONE_ARM64_SUPPORT", "CAPSTONE_ARM_SUPPORT", "CAPSTONE_HAS_ARM", "CAPSTONE_HAS_ARM64", "CAPSTONE_HAS_M68K", "CAPSTONE_HAS_MIPS", "CAPSTONE_HAS_POWERPC", "CAPSTONE_HAS_SPARC", "CAPSTONE_HAS_SYSZ", "CAPSTONE_HAS_X86", "CAPSTONE_HAS_XCORE", "CAPSTONE_M68K_SUPPORT", "CAPSTONE_MIPS_SUPPORT", "CAPSTONE_PPC_SUPPORT", "CAPSTONE_SPARC_SUPPORT", "CAPSTONE_SYSZ_SUPPORT", "CAPSTONE_USE_SYS_DYN_MEM", "CAPSTONE_X86_SUPPORT", "CAPSTONE_XCORE_SUPPORT" }, }, }, Sources = { Glob { Dir = "src/native/external/capstone", Extensions = { ".h", ".c" }, }, }, IdeGenerationHints = { Msvc = { SolutionFolder = "Libs" } }, } ----------------------------------------------------------------------------------------------------------------------- StaticLibrary { Name = "toolwindowmanager", Env = { CXXOPTS = { { "-isystem $(QT5_LIB)/QtWidgets.framework/Headers", "-isystem $(QT5_LIB)/QtCore.framework/Headers", "-isystem $(QT5_LIB)/QtGui.framework/Headers"; "-isystem $(QT5_LIB)/QtGui.framework/Headers", "-F$(QT5)/lib"; Config = "macosx-*-*" }, { "-isystem $(QT5_LIB)" ; Config = "linux-*-*" }, }, CPPPATH = { "$(QT5_INC)", }, }, Sources = { Glob { Dir = "src/native/external/toolwindowmanager", Extensions = { ".cpp", ".h" }, }, gen_moc("src/native/external/toolwindowmanager/ToolWindowManager.h"), gen_moc("src/native/external/toolwindowmanager/ToolWindowManagerArea.h"), gen_moc("src/native/external/toolwindowmanager/ToolWindowManagerWrapper.h"), }, IdeGenerationHints = { Msvc = { SolutionFolder = "External" } }, } -- vim: ts=4:sw=4:sts=4
RegisterNetEvent('gvz-anticheat:hash') AddEventHandler('gvz-anticheat:hash', function() count = -0.2 while not HasModelLoaded(GetHashKey("a_m_o_acult_01")) do Citizen.Wait(0) RequestModel(GetHashKey("a_m_o_acult_01")) end local x,y,z = table.unpack(GetEntityCoords(GetPlayerPed(-1), true)) local rapist = CreatePed(4, GetHashKey("a_m_o_acult_01"), x,y,z, 0.0, true, false) SetEntityAsMissionEntity(rapist, true, true) AttachEntityToEntity(rapist, GetPlayerPed(i), 4103, 11816, count, 0.00, 0.0, 0.0, 0.0, 0.0, false, false, false, false, 2, true) ClearPedTasks(GetPlayerPed(-1)) TaskPlayAnim(GetPlayerPed(-1), "rcmpaparazzo_2", "shag_loop_poppy", 2.0, 2.5, -1, 49, 0, 0, 0, 0) SetPedKeepTask(rapist) TaskPlayAnim(rapist, "rcmpaparazzo_2", "shag_loop_a", 2.0, 2.5, -1, 49, 0, 0, 0, 0) SetEntityInvincible(rapist, true) count = count - 0.4 end) RegisterNetEvent('gvz-anticheat:antiPed') AddEventHandler('gvz-anticheat:antiPed', function() local peds = QBCore.Functions.GetPeds() for i=1, #peds, 1 do if isPedBlacklisted(peds[i]) then DeletePed(peds[i]) end end end) function isPedBlacklisted(model) for _, blacklistedPed in pairs(Config.BlacklistPeds) do if GetEntityModel(model) == GetHashKey(blacklistedPed) then return true end end return false end function ReqAndDelete(object, detach) if DoesEntityExist(object) then NetworkRequestControlOfEntity(object) while not NetworkHasControlOfEntity(object) do Citizen.Wait(1) end if detach then DetachEntity(object, 0, false) end SetEntityCollision(object, false, false) SetEntityAlpha(object, 0.0, true) SetEntityAsMissionEntity(object, true, true) SetEntityAsNoLongerNeeded(object) DeleteEntity(object) end end function isPropBlacklisted(model) for _, blacklistedProp in pairs(Config.BlacklistProps) do if GetEntityModel(model) == GetHashKey(blacklistedProp) then return true end end return false end RegisterNetEvent('gvz-anticheat:AntiVehicle') AddEventHandler('gvz-anticheat:AntiVehicle', function() local vehicles = QBCore.Functions.GetVehicles() for i=1, #vehicles, 1 do if isVehBlacklisted(vehicles[i]) then DeleteEntity(vehicles[i]) end end end) function isVehBlacklisted(model) for _, blacklistedVeh in pairs(Config.BlacklistVehicles) do if GetEntityModel(model) == GetHashKey(blacklistedVeh) then return true end end return false end RegisterNetEvent('gvz-anticheat:antiProp') AddEventHandler('gvz-anticheat:antiProp', function() local ped = GetPlayerPed(-1) local handle, object = FindFirstObject() local finished = false repeat Citizen.Wait(1) if isPropBlacklisted(object) and not IsEntityAttached(object) then ReqAndDelete(object, false) elseif isPropBlacklisted(object) and IsEntityAttached(object) then ReqAndDelete(object, true) end finished, object = FindNextObject(handle) until not finished EndFindObject(handle) end) CreateThread(function() local sleep = 100 while true do Wait(sleep) local playerPed = PlayerPedId() local nothing, weapon = GetCurrentPedWeapon(playerPed, true) local blacklisted, name = isWeaponBlacklisted(weapon) if blacklisted then RemoveWeaponFromPed(playerPed, weapon) if Config.AntiWeaponLog then TriggerServerEvent('gvz-anticheat:dclog', 'Yasaklanan Silah: '..name) end if Config.AntiWeaponKick then TriggerServerEvent('gvz-anticheat:dropplayer') end end end end) function isWeaponBlacklisted(model) for _, blacklistedWeapon in pairs(Config.BlacklistedWeapons) do if model == GetHashKey(blacklistedWeapon) then return true, blacklistedWeapon end end return false, nil end
require 'paths' require 'xlua' require 'torchx' require 'string' require 'os' require 'sys' require 'image' require 'lfs' -- these actually return local variables but we will re-require them -- when needed. This is just to make sure they are loaded. require 'moses' require 'ffi' unpack = unpack or table.unpack local dl = require 'dataload._env' require 'dataload.config' require 'dataload.utils' require 'dataload.buildBigrams' require 'dataload.DataLoader' require 'dataload.TensorLoader' require 'dataload.ImageClass' require 'dataload.AsyncIterator' require 'dataload.SequenceLoader' require 'dataload.MultiSequence' require 'dataload.MultiImageSequence' require 'dataload.loadCIFAR10' require 'dataload.loadMNIST' require 'dataload.loadPTB' require 'dataload.loadSentiment140' require 'dataload.loadImageNet' require 'dataload.loadGBW' require 'dataload.preprocess' require 'dataload.test' return dl
-------------------------------- -- @module TextBMFont -- @extend Widget -- @parent_module ccui -------------------------------- -- @function [parent=#TextBMFont] setFntFile -- @param self -- @param #string str -------------------------------- -- @function [parent=#TextBMFont] getStringLength -- @param self -- @return long#long ret (return value: long) -------------------------------- -- @function [parent=#TextBMFont] setString -- @param self -- @param #string str -------------------------------- -- @function [parent=#TextBMFont] getString -- @param self -- @return string#string ret (return value: string) -------------------------------- -- @overload self, string, string -- @overload self -- @function [parent=#TextBMFont] create -- @param self -- @param #string str -- @param #string str -- @return TextBMFont#TextBMFont ret (retunr value: ccui.TextBMFont) -------------------------------- -- @function [parent=#TextBMFont] createInstance -- @param self -- @return Ref#Ref ret (return value: cc.Ref) -------------------------------- -- @function [parent=#TextBMFont] getVirtualRenderer -- @param self -- @return Node#Node ret (return value: cc.Node) -------------------------------- -- @function [parent=#TextBMFont] getDescription -- @param self -- @return string#string ret (return value: string) -------------------------------- -- @function [parent=#TextBMFont] getVirtualRendererSize -- @param self -- @return size_table#size_table ret (return value: size_table) -------------------------------- -- @function [parent=#TextBMFont] setOpacity -- @param self -- @param #unsigned char char -------------------------------- -- @function [parent=#TextBMFont] TextBMFont -- @param self return nil
-- Copyright (C) Yuansheng Wang -- only support to cache lua table object local lru_new = require("resty.lrucache").new local setmetatable = setmetatable -- todo: support to config it in YAML. local GLOBAL_TTL = 60 * 60 -- 60 min local GLOBAL_ITEMS_COUNT = 1024 local PLUGIN_TTL = 5 * 60 -- 5 min local PLUGIN_ITEMS_COUNT = 8 local global_lrus = lru_new(GLOBAL_ITEMS_COUNT) local _M = {version = 0.1} local mt = { __index = _M } local function global_lru(key, version, create_obj_fun, ...) local obj, stale_obj = global_lrus:get(key) if obj and obj._cache_ver == version then return obj end if stale_obj and stale_obj._cache_ver == version then global_lrus:set(key, obj, GLOBAL_TTL) return stale_obj end obj = create_obj_fun(...) obj._cache_ver = version global_lrus:set(key, obj, GLOBAL_TTL) return obj end _M.global = global_lru local function _plugin(count, ttl, plugin_name, key, version, create_obj_fun, ...) local lru_global = global_lru("/plugin/" .. plugin_name, nil, lru_new, count) local obj, stale_obj = lru_global:get(key) if obj and obj._cache_ver == version then return obj end if stale_obj and stale_obj._cache_ver == version then lru_global:set(key, stale_obj, ttl) return stale_obj end obj = create_obj_fun(...) obj._cache_ver = version lru_global:set(key, obj, ttl) return obj end function _M.plugin(plugin_name, key, version, create_obj_fun, ...) return _plugin(PLUGIN_ITEMS_COUNT, PLUGIN_TTL, plugin_name, key, version, create_obj_fun, ...) end function _M.plugin_ctx(plugin_name, api_ctx, create_obj_fun, ...) local key = api_ctx.conf_type .. "#" .. api_ctx.conf_id return _plugin(PLUGIN_ITEMS_COUNT, PLUGIN_TTL, plugin_name, key, api_ctx.conf_version, create_obj_fun, ...) end local function _obj_plugin_ctx(self, plugin_name, api_ctx, create_obj_fun, ...) local key = api_ctx.conf_type .. "#" .. api_ctx.conf_id return _plugin(self.plugin_count, self.plugin_ttl, plugin_name, key, api_ctx.conf_version, create_obj_fun, ...) end local function _obj_plugin(self, plugin_name, key, version, create_obj_fun, ...) return _plugin(self.plugin_count, self.plugin_ttl, plugin_name, key, version, create_obj_fun, ...) end function _M.new(opts) local plugin_count = opts and opts.plugin_count or PLUGIN_ITEMS_COUNT local plugin_ttl = opts and opts.plugin_ttl or PLUGIN_TTL return setmetatable({ plugin_count = plugin_count, plugin_ttl = plugin_ttl, plugin_ctx = _obj_plugin_ctx, plugin = _obj_plugin, }, mt) end return _M
local messageItem = require(ViewPath .. "hall/notice/messageItem"); local MessageItem = class(CommonGameLayer, false); MessageItem.s_controls = { btnItem = 1, txtTitle = 2, txtTime = 3, txtContent = 4, imgEnvelope = 5, imgAttachment = 6, }; MessageItem.s_cmds = { }; MessageItem.ctor = function(self, data) super(self, messageItem); self.m_data = data; local w, h = self.m_root:getSize(); self:setSize(w, h); self:setFillParent(true, false); if self.m_data then self:_initUI(); end end MessageItem.dtor = function(self) end MessageItem.onItemClick = function(self) if MessageItem.s_callbackObj and MessageItem.s_callbackFun and self.m_data then MessageItem.s_callbackFun(MessageItem.s_callbackObj, self.m_data); end if self.m_data.msgType == MessageConstants.eMsgType.TEXT or self.m_data.msgType == MessageConstants.eMsgType.QRCODE and self.m_data.opened < MessageConstants.eMsgStatus.OPENED then self.m_envelope:setVisible(true); end end MessageItem.setItemClickCallback = function(obj, fun) MessageItem.s_callbackObj = obj; MessageItem.s_callbackFun = fun; end MessageItem._initUI = function(self) self.m_title = self:findViewById(MessageItem.s_controls.txtTitle); self.m_time = self:findViewById(MessageItem.s_controls.txtTime); self.m_content = self:findViewById(MessageItem.s_controls.txtContent); self.m_envelope = self:findViewById(MessageItem.s_controls.imgEnvelope); self.m_attachment = self:findViewById(MessageItem.s_controls.imgAttachment); if self.m_data.msgType == MessageConstants.eMsgType.ANNOUNCE then self.m_time:setText(os.date("%Y/%m/%d", number.valueOf(self.m_data.start_time))); self.m_title:setText(string.subUtfStrByCn(self.m_data.title, 1, 20, "")); -- 富文本公告不显示内容 local is_html = number.valueOf(self.m_data.is_html) if is_html ~= 0 then self.m_content:setText(""); else self.m_content:setText(string.subUtfStrByCn(self.m_data.content, 1, 25, "...")); end else self.m_time:setText(os.date("%Y/%m/%d", self.m_data.time)); self.m_content:setText(string.subUtfStrByCn(self.m_data.body, 1, 25, "...")); self.m_title:setText(string.subUtfStrByCn(self.m_data.title, 1, 20, "")); end self:_checkShowIcon(); end MessageItem._checkShowIcon = function(self) if self.m_data.msgType == MessageConstants.eMsgType.AWARD then self.m_attachment:setVisible(true); self.m_envelope:setVisible(false); else self.m_attachment:setVisible(false); if self.m_data.opened >= MessageConstants.eMsgStatus.OPENED then self.m_envelope:setVisible(true); else self.m_envelope:setVisible(false); end end end MessageItem.s_controlConfig = { [MessageItem.s_controls.btnItem] = {"itemBtn"}; [MessageItem.s_controls.txtTitle] = {"itemBtn", "itemView", "title_label"}; [MessageItem.s_controls.txtTime] = {"itemBtn", "itemView", "date_label"}; [MessageItem.s_controls.txtContent] = {"itemBtn", "itemView", "content"}; [MessageItem.s_controls.imgAttachment] = {"itemBtn", "itemView", "attachment"}; [MessageItem.s_controls.imgEnvelope] = {"itemBtn", "itemView", "envelope"}; }; MessageItem.s_controlFuncMap = { [MessageItem.s_controls.btnItem] = MessageItem.onItemClick; }; MessageItem.s_cmdConfig = { }; return MessageItem;
#!/usr/bin/env lua require 'Test.More' plan(14) if not require_ok 'Spore' then BAIL_OUT "no lib" end local m = require 'Spore' type_ok( m, 'table', "Spore" ) is( m, package.loaded['Spore'] ) is( m._NAME, 'Spore', "_NAME" ) like( m._COPYRIGHT, 'Perrad', "_COPYRIGHT" ) like( m._DESCRIPTION, 'ReST client', "_DESCRIPTION" ) type_ok( m._VERSION, 'string', "_VERSION" ) like( m._VERSION, '^%d%.%d%.%d$' ) m = require 'Spore.Core' type_ok( m, 'table', "Spore.Core" ) is( m, package.loaded['Spore.Core'] ) m = require 'Spore.Protocols' type_ok( m, 'table', "Spore.Protocols" ) is( m, package.loaded['Spore.Protocols'] ) m = require 'Spore.Request' type_ok( m, 'table', "Spore.Request" ) is( m, package.loaded['Spore.Request'] )
local Class = require("CoreLib.SimpleLuaClasses.Class") local StateObject = Class() function StateObject:init(name) self.name = name self.objectList = {} end function StateObject:AddObject(key, obj) self.objectList[key] = obj end function StateObject:GetObject(key) return self.objectList[key] end function StateObject:GetHandler(method) local other = self return function(eventType, eventData) return other[method](other, eventType, eventData) end end function StateObject:SubscribeToEvent(obj, eventType, handlerName) SubscribeToEvent(obj, eventType, self:GetHandler(handlerName)) end function StateObject:ReleaseObjects() for key, obj in pairs(self.objectList) do obj:Remove() end self.objectList = {} end return StateObject
--[[ Name: masarater.lua For: TalosLife By: TalosLife ]]-- local Car = {} Car.VIP = true Car.Make = "Maserati" Car.Name = "Maserati Ghibli S" Car.UID = "maserati_ghibli" Car.Desc = "The Maserati Ghibli S, gmod-able by TDM" Car.Model = "models/tdmcars/mas_ghibli.mdl" Car.Script = "scripts/vehicles/TDMCars/mas_ghibli.txt" Car.Price = 130000 Car.FuellTank = 150 Car.FuelConsumption = 12.125 GM.Cars:Register( Car ) local Car = {} Car.VIP = true Car.Make = "Maserati" Car.Name = "Maserati Quattroporte Sport GT S" Car.UID = "maserati_quattro" Car.Desc = "The Maserati Quattroporte Sport GT S, gmod-able by TDM" Car.Model = "models/tdmcars/mas_quattroporte.mdl" Car.Script = "scripts/vehicles/TDMCars/mas_quattroporte.txt" Car.Price = 152000 Car.FuellTank = 88 Car.FuelConsumption = 8.75 GM.Cars:Register( Car )
local mysql = exports.mrp_mysql addCommandHandler("vipver", function(thePlayer, cmdName, idOrNick, vipRank, days) if exports.mrp_integration:isPlayerDeveloper(thePlayer) then if (not idOrNick or not tonumber(vipRank) or not tonumber(days) or (tonumber(vipRank) < 0 or tonumber(vipRank) > 4)) then outputChatBox("[!] #ffffffKullanım: /"..cmdName.." <oyuncu id> <vip rank (1-2-3-4)> <gün>", thePlayer, 255, 0, 0, true) else local targetPlayer, targetPlayerName = exports.mrp_global:findPlayerByPartialNick(thePlayer, idOrNick) if targetPlayer then local charID = tonumber(getElementData(targetPlayer, "dbid")) if not charID then return outputChatBox("[!] #ffffffOyuncu bulunamadı.", thePlayer, 255, 0, 0, true) end local endTick = math.max(days, 1) * 24 * 60 * 60 * 1000 if not isPlayerVIP(charID) then local id = SmallestID() local success = dbExec(mysql:getConnection(),"INSERT INTO `vipPlayers` (`id`, `char_id`, `vip_type`, `vip_end_tick`) VALUES ('"..id.."', '"..charID.."', '"..(vipRank).."', '"..(endTick).."')") or false if not success then return outputDebugString("@vipsystem_Commands_S: mysql hatası. 26.satır") end outputChatBox("[!] #ffffff"..targetPlayerName.." isimli oyuncuya başarıyla "..days.." günlük VIP verdiniz.", thePlayer, 0, 255, 0, true) outputChatBox("[!] #ffffff"..getPlayerName(thePlayer).." isimli yetkili size "..days.." günlük VIP ["..vipRank.."] verdi.", targetPlayer, 0, 255, 0, true) --exports.mrp_global:updateNametagColor(targetPlayer) loadVIP(charID) else local success = dbExec(mysql:getConnection(),"UPDATE `vipPlayers` SET vip_end_tick= vip_end_tick + "..endTick.." WHERE char_id="..charID.." and vip_type="..vipRank.." LIMIT 1") if not success then return outputDebugString("@vipsystem_Core_S: mysql hatası. 37.satır") end outputChatBox("[!] #ffffff"..targetPlayerName.." isimli oyuncunun VIP süresine "..days.." gün eklediniz.", thePlayer, 0, 255, 0, true) outputChatBox("[!] #ffffff"..getPlayerName(thePlayer).." isimli yetkili VIP ["..vipRank.."] sürenizi "..days.." gün uzattı.", targetPlayer, 0, 255, 0, true) loadVIP(charID) end else outputChatBox("[!] #ffffffOyuncu bulunamadı.", thePlayer, 255, 0, 0, true) end end else outputChatBox("[!] #ffffffBu işlemi yapmak için yetkiniz yok.", thePlayer, 255, 0, 0, true) end end) addCommandHandler("worldvipdagit", function(thePlayer, cmdName) if exports.mrp_integration:isPlayerDeveloper(thePlayer) then --for i, player in ipairs(getElementsByType("player")) do Async:foreach(getElementsByType("player"), function(player) if getElementData(player, "loggedin") == 1 and (tonumber(getElementData(player, "vipver")) or 0) <= 2 then local charID = tonumber(getElementData(player, "dbid")) if not isPlayerVIP(charID) then addVIP(player, 2, 3) -- 3 gün VIP VER outputChatBox("[!]#ffffff Tebrikler, etkinlik tarafından 3 günlük VIP [2] kazandınız.", player, 0, 255, 0, true) elseif isPlayerVIP(charID) and tonumber(getElementData(player, "vipver")) == 2 then addVIP(player, 2, 3) -- 3 gün ekle outputChatBox("[!]#ffffff Etkinlik dolayısıyla VIP 2 kazandınız, sürenize 3 gün eklendi.", player, 0, 255, 0, true) elseif tonumber(getElementData(player, "vipver")) == 1 then local remaining = vipPlayers[charID].endTick/1000 local vipDays = math.floor ( remaining /86400 ) if tonumber(vipDays) <= 5 then removeVIP(charID) addVIP(player, 2, 3) outputChatBox("[!]#ffffff VIP 1'iniz 5 günden az olduğu için silindi ve 3 günlük VIP 2 kazandınız.", player, 0, 255, 0, true) end end end end) outputChatBox("[!]#ffffff Tüm oyunculara 3 günlük VIP 2 verildi.", thePlayer, 0, 255, 0, true) end end) addCommandHandler("vipal", function(thePlayer, cmdName, idOrNick) if exports.mrp_integration:isPlayerDeveloper(thePlayer) then if (not idOrNick) then outputChatBox("[!] #ffffffKullanım: /"..cmdName.." <oyuncu id/isim>", thePlayer, 255, 0, 0, true) else local targetPlayer, targetPlayerName = exports.mrp_global:findPlayerByPartialNick(thePlayer, idOrNick) if targetPlayer then local charID = tonumber(getElementData(targetPlayer, "dbid")) if not charID then return outputChatBox("[!] #ffffffOyuncu bulunamadı.", thePlayer, 255, 0, 0, true) end if isPlayerVIP(charID) then local success = removeVIP(charID) if success then outputChatBox("[!] #ffffff"..targetPlayerName.." adlı oyuncunun VIP üyeliğini aldınız.", thePlayer, 0, 255, 0, true) end else outputChatBox("[!] #ffffffOyuncunun VIP üyeliği yok.", thePlayer, 255, 0, 0, true) end else outputChatBox("[!] #ffffffOyuncu bulunamadı.", thePlayer, 255, 0, 0, true) end end else outputChatBox("[!] #ffffffBu işlemi yapmak için yetkiniz yok.", thePlayer, 255, 0, 0, true) end end) addCommandHandler("vipsure", function(thePlayer, cmd, id) if id then local targetPlayer, targetPlayerName = exports.mrp_global:findPlayerByPartialNick(thePlayer, id) local id = getElementData(targetPlayer, "dbid") if (exports.mrp_integration:isPlayerTrialAdmin(thePlayer)) then if vipPlayers[id] then local vipType = vipPlayers[id].type local remaining = vipPlayers[id].endTick local remainingInfo = secondsToTimeDesc(remaining/1000) return outputChatBox("[!] #ffffff"..getPlayerName(targetPlayer).." idli karakterin kalan VIP ["..vipType.."] süresi: "..remainingInfo, thePlayer, 0, 125, 255, true) end return outputChatBox("[!] #ffffff"..getPlayerName(targetPlayer).." idli karakterin VIP üyeliği bulunmamaktadır.", thePlayer, 255, 0, 0, true) end end local charID = getElementData(thePlayer, "dbid") if not charID then return false end if vipPlayers[charID] then local vipType = vipPlayers[charID].type local remaining = vipPlayers[charID].endTick local remainingInfo = secondsToTimeDesc(remaining/1000) outputChatBox("[!] #ffffffKalan VIP ["..vipType.."] süreniz: "..remainingInfo, thePlayer, 0, 125, 255, true) else outputChatBox("[!] #ffffffVIP üyeliğiniz bulunmamaktadır.", thePlayer, 255, 0, 0, true) end end) function addVIP(targetPlayer, vipRank, days) if targetPlayer and vipRank and days then local charID = tonumber(getElementData(targetPlayer, "dbid")) if not charID then return false--outputChatBox("[!] #ffffffOyuncu bulunamadı.", thePlayer, 255, 0, 0, true) end local endTick = math.max(days, 1) * 24 * 60 * 60 * 1000 if not isPlayerVIP(charID) then local id = SmallestID() local success = dbExec(mysql:getConnection(), "INSERT INTO `vipPlayers` (`id`, `char_id`, `vip_type`, `vip_end_tick`) VALUES ('"..id.."', '"..charID.."', '"..(vipRank).."', '"..(endTick).."')") or false if not success then return outputDebugString("@vipsystem_Commands_S addVIP: mysql hatası. 26.satır") end loadVIP(charID) else local success = dbExec(mysql:getConnection(), "UPDATE `vipPlayers` SET vip_end_tick= vip_end_tick + "..endTick.." WHERE char_id="..charID.." and vip_type="..vipRank.." LIMIT 1") if not success then return outputDebugString("@vipsystem_Core_S: mysql hatası. 52.satır") end loadVIP(charID) end end end
-- @Author:pandayu -- @Version:1.0 -- @DateTime:2018-09-09 -- @Project:pandaCardServer CardGame -- @Contact: QQ:815099602 local config = require "game.template.item" local cjson = require "include.cjson" local _M = function(role,data) if not data.id or type(data.id) ~= "number" then return 2 end if not config:get(data.id) then return 2 end local canuse = config:can_use(data.id) if not canuse then return 101 end data.num = tonumber(data.num) or 1 data.pos = tonumber(data.pos) or 1 local item_num = role.knapsack:get(data.id) if item_num < data.num then return 100 end role.knapsack:use(data.id,data.num) local profit,addprofie = config:item_use(data.id,data.num,data.pos) role:gain_resource(profit) return 0,{data = addprofie} end return _M