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local Groups = assert(foundation.com.Groups) local RollingRegistry = foundation.com.Class:extends("RollingRegistry") local ic = RollingRegistry.instance_class function ic:initialize() ic._super.initialize(self) end function ic:find_roller_recipe(item_stack) local itemdef = item_stack:get_definition() if Groups.has_group(itemdef, "ingot") then -- ingot recipe if item_stack:get_count() >= 2 then local result = ItemStack({ name = "yatm_core:plate_" .. assert(itemdef.material_name), count = 1, }) assert(result:is_known()) return { required_count = 2, duration = 0.25, -- 1/4 second to form a plate result = result, } end end return nil, "no matching recipe" end yatm_machines.RollingRegistry = RollingRegistry
local typedefs = require "kong.db.schema.typedefs" return { name = "kong-auth-signature", fields = { { run_on = typedefs.run_on_first }, { protocols = typedefs.protocols_http }, { config = { type = "record", fields = { {header_key = { type = "string" }}, {body_key = { type = "string" }}, {api_key_1 = { type = "string" }}, {secret_key_1 = { type = "string" }}, {api_key_2 = { type = "string" }}, {secret_key_2 = { type = "string" }}, {api_key_3 = { type = "string" }}, {secret_key_3 = { type = "string" }}, {api_key_4 = { type = "string" }}, {secret_key_4 = { type = "string" }}, {api_key_5 = { type = "string" }}, {secret_key_5 = { type = "string" }}, { secret_signature={ type = "string" } } } } } } }
if onServer() then Player():addScriptOnce("buffs.lua") end
if data.raw['map-gen-presets'].default then local map_settings = data.raw['map-gen-presets'].default -- Rail World if map_settings['rail-world'] then for _, resource in pairs(data.raw.resource) do if not map_settings['rail-world'].basic_settings.autoplace_controls[resource.name] then map_settings['rail-world'].basic_settings.autoplace_controls[resource.name] = {} end map_settings['rail-world'].basic_settings.autoplace_controls[resource.name].frequency = 0.33333333332999997 map_settings['rail-world'].basic_settings.autoplace_controls[resource.name].size = 3 end end -- Rich Resources if map_settings['rich-resources'] then for _, resource in pairs(data.raw.resource) do if not map_settings['rich-resources'].basic_settings.autoplace_controls[resource.name] then map_settings['rich-resources'].basic_settings.autoplace_controls[resource.name] = {} end map_settings['rich-resources'].basic_settings.autoplace_controls[resource.name].richness = 'very-good' end end data:extend({map_settings}) end
surface.CreateFont("Arial16Bold", { font = "Arial", size = 16, weight = 700, blursize = 0, scanlines = 0, antialias = true, underline = false, italic = false, strikeout = false, symbol = false, rotary = false, shadow = false, additive = false, outline = false, }) local PANEL = {} AccessorFunc(PANEL, "draggable", "Draggable") AccessorFunc(PANEL, "sizable", "Sizable") AccessorFunc(PANEL, "minWidth", "MinWidth") AccessorFunc(PANEL, "minHeight", "MinHeight") AccessorFunc(PANEL, "removeOnClose", "RemoveOnClose") local matIconRemove = Material("icons/remove16.png") function PANEL:Init() self:SetDraggable(true) self:SetSizable(false) self:SetMinWidth(100) self:SetMinHeight(8+16+8) local pnlTitleBar = vgui.Create("Panel", self) pnlTitleBar:SetTall(16) pnlTitleBar.OnMousePressed = function(_, ...) self:OnMousePressed(...) end pnlTitleBar:SetCursor("sizeall") self.pnlTitleBar = pnlTitleBar local pnlClose = vgui.Create("MPNiceButton", pnlTitleBar) pnlClose:SetSize(16, 16) pnlClose:Dock(RIGHT) pnlClose:DockMargin(8, 0, 0, 0) pnlClose:SetMaterial(matIconRemove) pnlClose:SetMouseInputEnabled(true) pnlClose.DoClick = function(_, ...) self:Close() end self.pnlClose = pnlClose local pnlTitle = vgui.Create("DLabel", pnlTitleBar) pnlTitle:SetText("No title") pnlTitle:SetFont("Arial16Bold") pnlTitle:Dock(FILL) self.pnlTitle = pnlTitle self:DockPadding(8, 8+16+8, 8, 8) end function PANEL:Close() if self:GetRemoveOnClose() then self:Remove() else self:SetVisible(false) end end function PANEL:SetTitle(title) self.pnlTitle:SetText(title) end function PANEL:Paint(w, h) local desired = 100 if self.mouseInside then desired = 255 end self.alpha = math.Approach(self.alpha or desired, desired, FrameTime()*1200) self:SetAlpha(self.alpha) draw.RoundedBox(8, 0, 0, w, h, Color(0, 0, 0, 210)) end function PANEL:IsActionDrag(x, y) return (y < 8 + 16 + 8) and self.draggable end function PANEL:Think() local x, y = self:CursorPos() self.mouseInside = x > 0 and y > 0 and x < self:GetWide() and y < self:GetTall() if self:IsActionDrag(x, y) then self:SetCursor("sizeall") else self.action = nil self:SetCursor("arrow") end end function PANEL:OnMousePressed(btn) if btn ~= MOUSE_LEFT then return end local x, y = self:CursorPos() if self:IsActionDrag(x, y) then self.dragOffset = Vector(x, y) self:MouseCapture(true) end end function PANEL:OnMouseReleased(btn) if btn ~= MOUSE_LEFT then return end self.dragOffset = false self:MouseCapture(false) end function PANEL:OnCursorMoved(x, y) if self.dragOffset then local curX, curY = self:GetPos() self:SetPos(curX + (x - self.dragOffset.x), curY + (y - self.dragOffset.y)) end end function PANEL:PerformLayout() self.pnlTitleBar:SetPos(8, 8) self.pnlTitleBar:SetSize(self:GetWide()-8*2, 16) end vgui.Register("MPFadeFrame", PANEL, "DPanel")
if not GameSetup and Holo:ShouldModify("Menu", "ColoredBackground") then if Holo:ShouldModify("Menu", "PlayerProfile") then Holo:Post(MenuSceneManager, "_set_up_templates", function(self) self._scene_templates.standard.character_pos = Vector3(-32, 10.66, -137) end) end function MenuSceneManager:HoloUpdate() local cam = managers.viewport:get_current_camera() if type(cam) == "boolean" then return end local w,h = 1920, 1080 local a,b,c = cam:position() + Vector3(-1, 584, -h/2+1):rotate_with(cam:rotation()), Vector3(0, w, 0):rotate_with(cam:rotation()) , Vector3(0, 0, h):rotate_with(cam:rotation()) if alive(self._background_ws) then self._background_ws:set_world(w,h,a,b,c) self._background_ws:panel():child("bg"):set_color(Holo:GetColor("Colors/Menu")) if self._shaker then self._shaker:stop_all() end if not Holo.Options:GetValue("MenuColorGrading") then managers.environment_controller:set_default_color_grading("color_off", true) managers.environment_controller:refresh_render_settings() end else self._background_ws = World:newgui():create_world_workspace(w,h,a,b,c) self._background_ws:panel():bitmap({ name = "bg", color = Holo:GetColor("Colors/Menu"), layer = 20000, w = w, h = h, }) self._background_ws:set_billboard(Workspace.BILLBOARD_BOTH) end World:effect_manager():set_rendering_enabled(Global.load_level) if managers.environment_controller._vp then managers.environment_controller._vp:vp():set_post_processor_effect("World", Idstring("bloom_combine_post_processor"), Idstring("bloom_combine_empty")) end local unwanted = { "units/menu/menu_scene/menu_cylinder", "units/menu/menu_scene/menu_smokecylinder1", "units/menu/menu_scene/menu_smokecylinder2", "units/menu/menu_scene/menu_smokecylinder3", "units/menu/menu_scene/menu_cylinder_pattern", "units/menu/menu_scene/menu_cylinder_pattern", "units/menu/menu_scene/menu_logo", "units/pd2_dlc_shiny/menu_showcase/menu_showcase", "units/payday2_cash/safe_room/cash_int_safehouse_saferoom" } for _, unit in pairs(World:find_units_quick("all")) do for _, unit_name in pairs(unwanted) do if unit:name() == unit_name:id() then unit:set_visible(false) end end end end Hooks:PostHook(MenuSceneManager, "update", "MenuBGsUpdate", function(self) if not MenuBackgrounds then self:HoloUpdate() end end) end
----------------------------------------- -- ID: 4722 -- Scroll of Enfire II -- Teaches the white magic Enfire II ----------------------------------------- function onItemCheck(target) return target:canLearnSpell(312) end function onItemUse(target) target:addSpell(312) end
local utils = require('util') local assert = require('assert') local tap = require('util/tap') local sdp = require('rtsp/sdp') describe("test sdp decode 1", function() local sdpString = [[v=0 o=- 1453271342214497 1 IN IP4 10.10.42.66 s=MPEG Transport Stream, streamed by the LIVE555 Media Server i=hd.ts t=0 0 a=tool:LIVE555 Streaming Media v2015.07.31 a=type:broadcast a=control:* a=range:npt=0- a=x-qt-text-nam:MPEG Transport Stream, streamed by the LIVE555 Media Server a=x-qt-text-inf:hd.ts m=video 0 RTP/AVP 33 c=IN IP4 0.0.0.0 b=AS:5000 a=control:track1 ]] local session = sdp.decode(sdpString) -- version & time assert.equal(session.v, '0') assert.equal(session.t, '0 0') -- attributes local attributes = session.attributes assert.equal(attributes["control"], '*') assert.equal(attributes["range"], 'npt=0-') -- media tracks local medias = session.medias assert.equal(#medias, 1) -- video track local media = medias[1] assert.equal(media.type , 'video') assert.equal(media.payload, 33) assert.equal(media.port , 0) assert.equal(media.mode, 'RTP/AVP') -- video track attributes attributes = media.attributes assert.equal(attributes["control"], 'track1') console.log(media) end) describe("test sdp decode 2", function() local sdpString = [[ v=0 o=- 535676825 535676825 IN IP4 184.72.239.149 s=BigBuckBunny_115k.mov c=IN IP4 184.72.239.149 t=0 0 a=sdplang:en a=range:npt=0- 596.48 a=control:* m=audio 0 RTP/AVP 96 a=rtpmap:96 mpeg4-generic/12000/2 a=fmtp:96 profile-level-id=1;mode=AAC-hbr;sizelength=13;indexlength=3;indexdeltalength=3;config=1490 a=control:trackID=1 m=video 0 RTP/AVP 97 a=rtpmap:97 H264/90000 a=fmtp:97 packetization-mode=1;profile-level-id=42C01E; sprop-parameter-sets= Z0LAHtkDxWhAAAADAEAAAAwDxYuS,aMuMsg== a=cliprect:0,0,160,240 a=framesize:97 240-160 a=framerate:24.0 a=control:trackID=2 ]] local session = sdp.decode(sdpString) -- version & time assert.equal(session.v, '0') assert.equal(session.t, '0 0') -- attributes local attributes = session.attributes assert.equal(attributes["control"], '*') assert.equal(attributes["range"], 'npt=0- 596.48') -- media tracks local medias = session.medias assert.equal(#medias, 2) -- audio track local audio = session:getMedia('audio') local audioRtpMap = audio:getRtpmap(96) console.log(audioRtpMap) assert.equal(audioRtpMap.payload, 96) assert.equal(audioRtpMap.codec, 'mpeg4-generic') assert.equal(audioRtpMap.frequency, 12000) local audioFmtp = audio:getFmtp(96) console.log(audioFmtp) assert.equal(audioFmtp['mode'], 'AAC-hbr') assert.equal(audioFmtp['profile-level-id'], '1') assert.equal(audio:getAttribute('control', 'trackID'), '1') -- video track local video = session:getMedia('video') assert.equal(video:getAttribute('cliprect'), '0,0,160,240') local videoFmtp = video:getFmtp(97) assert.equal(videoFmtp['packetization-mode'], '1') assert.equal(videoFmtp['profile-level-id'], '42C01E') -- parameter-sets local value = videoFmtp['sprop-parameter-sets'] local tokens = value:split(',') local sqs = utils.base64Decode(tokens[1]) local pps = utils.base64Decode(tokens[2]) assert.equal(utils.hexEncode(sqs), '6742c01ed903c56840000003004000000c03c58b92') assert.equal(utils.hexEncode(pps), '68cb8cb2') -- rtpmap local videoRtpMap = video:getRtpmap(97) assert.equal(videoRtpMap.payload, 97) assert.equal(videoRtpMap.codec, 'H264') assert.equal(videoRtpMap.frequency, 90000) console.log('rtpmap', videoRtpMap) -- frame rate assert.equal(video:getFramerate(), 24) -- frame size local frameSize = video:getFramesize() assert.equal(frameSize.width, 240) assert.equal(frameSize.height, 160) assert.equal(video:getAttribute('control', 'trackID'), '2') end)
---@meta ---@class ccs.BaseData :cc.Ref local BaseData={ } ccs.BaseData=BaseData ---* ---@return color4b_table function BaseData:getColor () end ---* ---@param color color4b_table ---@return self function BaseData:setColor (color) end ---* ---@return self function BaseData:create () end ---* js ctor ---@return self function BaseData:BaseData () end
local Settings = {} function Settings.new(object, base) local inst = { _object = object; _base = base; } return setmetatable(inst, Settings) end function Settings:__index(key) local result = self._object:GetAttribute(key) local base = self._base if base ~= nil then base = base[key] if typeof(result) ~= typeof(base) then result = base end end return result end function Settings:__newindex(key, value) self._object:SetAttribute(key, value) end return Settings
--[[ Window management. Includes window switching, movement and resizing. Usage: The window management key (shift+control+escape by default) activates window management. A red box will be drawn arond the selected window, which starts off as the focus window. This box can be moved to other windows, by default with cursor keys or Vi-style navigation (h, j, k, l). Hitting the focus key (enter by default) focuses the selected window and exits window management mode. Hitting the window management key again exits window management mode without changing anything. Exiting can also be achieved with the exit key (escape by default). All other keys will be handled as normal; window management mode is not modal. Hitting space switches modes. The initial mode is window focusing, the second mode is the grid mode. In grid mode, a grid will be drawn on the screen. The currently selected grid cell will be displayed in blue. The selection can be moved (cursor keys or Vi-style navigation by default). Hitting the "accept" key (enter by default) resizes and moves the focused window to the dimension of and exits window management. Enlarging or shrinking the grid resolution is done with cursor-like navigation (s, d, f, g by default). --]] -- -- Configuration -- keymap = { acceptSelection = { key = "Return"}, changeMode = {key = "Space"}, exit = {key = "escape"}, selectionEast = {multi = {{key = "Right"}, {key = "l"}}}, selectionSouth = {multi = {{key = "Down"}, {key = "j"}}}, selectionNorth = {multi = {{key = "Up"}, {key = "k"}}}, selectionWest = {multi = {{key = "Left"}, {key = "h"}}}, sizeEnlargeX = {key = "g"}, sizeEnlargeY = {key = "f"}, sizeShrinkX = {key = "s"}, sizeShrinkY = {key = "d"}, windowManagement = {mods = {"shift", "control"}, key = "escape"}, } colors = { focus = {red = 1, green = 0.5, blue = 0.5}, gridActive = {red = 0.75, green = 0.75, blue = 1}, gridInactive = {red = 0.35, green = 0.35, blue = 0.35}, } dimensions = { defaultGridHeight = 2, defaultGridWidth = 3, focusedWindowBorderWidth = 5, gridBorderWidth = 3, } levels = { focusedWindow = hs.drawing.windowLevels.assistiveTechHigh+1, gridActive = hs.drawing.windowLevels.assistiveTechHigh+3, gridInactive = hs.drawing.windowLevels.assistiveTechHigh+2, } -- -- Module state variables -- stateKeybindings = { grid = { {key = keymap.acceptSelection, func = function() gridAccept() end}, {key = keymap.changeMode, func = function() exitGridState(); enterWindowManagementState(true) end}, {key = keymap.exit, func = function() exitGridState() end}, {key = keymap.selectionEast, func = function() gridMoveEast() end}, {key = keymap.selectionNorth, func = function() gridMoveNorth() end}, {key = keymap.selectionSouth, func = function() gridMoveSouth() end}, {key = keymap.selectionWest, func = function() gridMoveWest() end}, {key = keymap.sizeEnlargeX, func = function() gridEnlargeX() end}, {key = keymap.sizeEnlargeY, func = function() gridEnlargeY() end}, {key = keymap.sizeShrinkX, func = function() gridShrinkX() end}, {key = keymap.sizeShrinkY, func = function() gridShrinkY() end}, }, windowManagement = { {key = keymap.acceptSelection, func = function() focusSelection() end}, {key = keymap.changeMode, func = function() exitWindowManagementState(); enterGridState() end}, {key = keymap.exit, func = function() exitWindowManagementState() end}, {key = keymap.selectionEast, func = function() moveSelectionEast() end}, {key = keymap.selectionNorth, func = function() moveSelectionNorth() end}, {key = keymap.selectionSouth, func = function() moveSelectionSouth() end}, {key = keymap.selectionWest, func = function() moveSelectionWest() end}, } } selections = { grid = { height = dimensions.defaultGridHeight, width = dimensions.defaultGridWidth, selectionX = 0, selectionY = 0, screen = nil, rects = nil, }, focusedWindow = {rectDrawing = nil, color = colors.focus, window = nil} } -- -- UI state management -- function enterWindowManagementState(preserveFocus) local focusedWindow = getDefaultFocusedWindow(preserveFocus) if focusedWindow then bindKey(keymap.windowManagement, exitWindowManagementState) bindKeys(stateKeybindings.windowManagement) selectWindow(selections.focusedWindow, focusedWindow) end end function exitWindowManagementState() bindKey(keymap.windowManagement, enterWindowManagementState) unbindKeys(stateKeybindings.windowManagement) removeAllHighlights() end function enterGridState() bindKey(keymap.windowManagement, exitGridState) bindKeys(stateKeybindings.grid) selectWindow(selections.focusedWindow, selections.focusedWindow.window) selections.grid.screen = selections.focusedWindow.window:screen() createGrid() end function exitGridState() bindKey(keymap.windowManagement, enterWindowManagementState) unbindKeys(stateKeybindings.grid) removeAllHighlights() end -- -- Window selection -- function moveSelectionEast() moveSelectionInDirection(selectWindowsToEast) end function moveSelectionNorth() moveSelectionInDirection(selectWindowsToNorth) end function moveSelectionSouth() moveSelectionInDirection(selectWindowsToSouth) end function moveSelectionWest() moveSelectionInDirection(selectWindowsToWest) end function focusSelection() if selections.focusedWindow.window then selections.focusedWindow.window:focus() exitWindowManagementState() end end function moveSelectionInDirection(selectInDirection) if selections.focusedWindow.window then for _, candidate in ipairs(selectInDirection(selections.focusedWindow.window)) do if candidate:isVisible() then selectWindow(selections.focusedWindow, candidate) return end end end end function selectWindowsToEast(window) return window:windowsToEast() end function selectWindowsToNorth(window) return window:windowsToNorth() end function selectWindowsToSouth(window) return window:windowsToSouth() end function selectWindowsToWest(window) return window:windowsToWest() end -- -- Grid selection -- function gridAccept() selections.focusedWindow.window:setFrame(selections.grid.rects[selections.grid.selectionX][selections.grid.selectionY].rectDrawing:frame()) exitGridState() end function gridMoveEast() gridMove(1, 0) end function gridMoveNorth() gridMove(0, -1) end function gridMoveSouth() gridMove(0, 1) end function gridMoveWest() gridMove(-1, 0) end function gridMove(dx, dy) local newX, newY = selections.grid.selectionX + dx, selections.grid.selectionY + dy if newX>=0 and newX<selections.grid.width and newY>=0 and newY<selections.grid.height then removeGridHighlight() selections.grid.selectionX, selections.grid.selectionY = newX, newY addGridHighlight() end end function gridEnlargeX() gridResize(1, 0) end function gridEnlargeY() gridResize(0, 1) end function gridShrinkX() gridResize(-1, 0) end function gridShrinkY() gridResize(0, -1) end function gridResize(dw, dh) local newWidth, newHeight = selections.grid.width + dw, selections.grid.height + dh if newWidth>0 and newHeight>0 then removeGrid() selections.grid.width, selections.grid.height = newWidth, newHeight if newWidth<=selections.grid.selectionX then selections.grid.selectionX=selections.grid.width-1 end if newHeight<=selections.grid.selectionY then selections.grid.selectionY=selections.grid.height-1 end createGrid() end end -- -- Visual feedback -- function selectWindow(selection, window) removeHighlight(selection) selection.window = window if window then local rect = hs.drawing.rectangle(window:frame()) rect:setFill(false) rect:setStroke(true) rect:setStrokeColor(selection.color) rect:setStrokeWidth(dimensions.focusedWindowBorderWidth) rect:setLevel(levels.focusedWindow) selection.rectDrawing = rect rect:show() end end function removeAllHighlights() removeGrid() removeHighlight(selections.focusedWindow) end function removeHighlight(highlight) local rectDrawing = highlight.rectDrawing if rectDrawing then rectDrawing:hide() highlight.rectDrawing = nil end end function createGrid() if not selections.grid.screen then selections.grid.screen = selections.focusedWindow.window:screen() end local screen = selections.grid.screen if screen then local screenX1, screenY1 = screen:frame().x1, screen:frame().y1 local screenWidth, screenHeight = screen:frame().w, screen:frame().h selections.grid.rects = {} for x = 0, selections.grid.width-1 do local row = {} selections.grid.rects[x] = row for y = 0, selections.grid.height-1 do local cell = {} row[y] = cell local rectX1, rectY1 = screenX1 + math.floor(screenWidth*x/selections.grid.width), screenY1 + math.floor(screenHeight*y/selections.grid.height) local rectX2, rectY2 = screenX1 + math.floor(screenWidth*(x+1)/selections.grid.width), screenY1 + math.floor(screenHeight*(y+1)/selections.grid.height) local rect = hs.drawing.rectangle(hs.geometry.rect(rectX1, rectY1, rectX2-rectX1+1, rectY2-rectY1+1)) rect:setFill(false) rect:setStroke(true) rect:setStrokeWidth(dimensions.gridBorderWidth) rect:setStrokeColor(colors.gridInactive) rect:setLevel(levels.gridInactive) cell.rectDrawing = rect rect:show() end end end addGridHighlight() end function removeGrid() if selections.grid.rects then for x = 0, selections.grid.width-1 do for y = 0, selections.grid.height-1 do local cell = selections.grid.rects[x][y] if cell then removeHighlight(cell) end end end selections.grid.rects = nil end end function addGridHighlight() setGridCellActive(selections.grid.selectionX, selections.grid.selectionY, true) end function removeGridHighlight() setGridCellActive(selections.grid.selectionX, selections.grid.selectionY, false) end function setGridCellActive(x, y, active) if selections.grid.rects then local cell = selections.grid.rects[x] if cell then cell = cell[y] end if cell and cell.rectDrawing then if active then cell.rectDrawing:setStrokeColor(colors.gridActive) cell.rectDrawing:setLevel(levels.gridActive) else cell.rectDrawing:setStrokeColor(colors.gridInactive) cell.rectDrawing:setLevel(levels.gridInactive) end end end end -- -- Key bindings -- function bindKey(keymapElement, func) if keymapElement.multi then for _, innerElement in ipairs(keymapElement.multi) do bindKey(innerElement, func) end else unbindKey(keymapElement) keymapElement.hotkey = hs.hotkey.bind(keymapElement.mods, keymapElement.key, func) end end function unbindKey(keymapElement) if keymapElement.multi then for _, innerElement in ipairs(keymapElement.multi) do unbindKey(innerElement) end else if keymapElement.hotkey then keymapElement.hotkey:delete() keymapElement.hotkey = nil end end end function bindKeys(bindings) for _, binding in ipairs(bindings) do bindKey(binding.key, binding.func) end end function unbindKeys(bindings) for _, binding in ipairs(bindings) do unbindKey(binding.key) end end -- -- Window actions -- function getDefaultFocusedWindow(preserveFocus) local focusedWindow if preserveFocus then focusedWindow = selections.focusedWindow.window end if not focusedWindow then focusedWindow = hs.window.focusedWindow() end if not focusedWindow then focusedWindow = hs.window.frontmostWindow() end return focusedWindow end -- -- Module initializer -- bindKey(keymap.windowManagement, enterWindowManagementState)
local defaultSettings = { { "notes", "Este é seu bloco de notas." }, { "usersettings_usecustomradio", "true" }, { "usersettings_usecustomhud", "false" }, { "usersettings_usecustomvehiclenames", "true" }, { "usersettings_showspeedgraph", "false" }, { "usersettings_showspeedmeter", "false" }, { "usersettings_usetopbar", "true" }, { "usersetting_display_createfuelblips", "true" }, { "usersetting_display_createpnsblips", "true" }, { "usersetting_display_createammunationblips", "true" }, { "usersetting_notification_joinquitmessages", "true" }, { "usersetting_shader_bloom", "false" }, { "usersetting_shader_skybox", "false" }, { "usersetting_shader_water", "false" }, { "usersetting_shader_wetroad", "false" }, { "usersetting_shader_contrast", "false" }, { "usersetting_shader_vehiclereflections", "false" }, { "usersetting_notification_nickchangemessages", "true" }, { "usersettings_showmoneylogs", "false" }, { "usersetting_shader_roadshine", "false" }, { "usersetting_shader_detail", "false" }, { "usersetting_display_clubblips", "true" }, { "usersetting_display_skinshopblips", "true" }, { "usersetting_display_hospitalblips", "true" }, { "usersetting_display_vehicleshopblips", "true" }, { "user_waypoints", toJSON ( { } ) }, { "usersetting_misc_playsoundonguiclick", "true" }, { "usersettings_display_clouds", "false" }, { "usersetting_display_usershopblips", "true" }, { "usersetting_display_vipchat", "true" }, { "usersettings_display_clienttoserverstats", "true"}, { "usersettings_display_lowfpswarning", "true" }, { "usersetting_display_gymblips", "true" } } function doesSettingExist ( name ) local e = false for i, v in pairs ( defaultSettings ) do if ( tostring ( v [ 1 ] ):lower ( ) == tostring ( name ):lower ( ) ) then e = v [ 2 ] break end end return e end function createClientSettingsFile ( doReturn, replace ) if ( fileExists ( "@xml/configu.xml" ) ) then if ( replace ) then fileDelete ( "@xml/configu.xml" ) else if ( doreturn ) then return xmlLoadFile ( "@xml/configu.xml" ) else return nil end end end local file = xmlCreateFile ( "@xml/configu.xml", "settings" ) for i, v in ipairs ( defaultSettings ) do local child = xmlCreateChild ( file, tostring ( v [ 1 ] ) ) xmlNodeSetAttribute ( child, "value", tostring ( v [ 2 ] ) ) end xmlSaveFile ( file ) if ( doReturn ) then return file else xmlUnloadFile ( file ) return true end end if ( not fileExists ( "@xml/configu.xml" ) ) then createClientSettingsFile ( false, false ) end function getSetting ( name ) local file = xmlLoadFile ( "@xml/configu.xml" ) or createClientSettingsFile ( true, false ) local rV = false local name = string.lower ( tostring ( name ) ) for i, v in ipairs ( xmlNodeGetChildren ( file ) ) do if ( tostring ( xmlNodeGetName ( v ) ):lower() == name ) then rV = tostring ( xmlNodeGetAttribute ( v, "value" ) ) break end end if rV == false then for i, v in pairs ( defaultSettings ) do if ( tostring ( v [ 1 ] ):lower ( ) == tostring ( name ):lower ( ) ) then local c = xmlCreateChild ( file, name ) xmlNodeSetAttribute ( c, "value", v [ 2 ] ) xmlSaveFile ( file ) rV = v [ 2 ] end end end local rV = tostring ( rV ); if ( rV:lower ( ) == "true" ) then rV = true elseif ( rV:lower( ) == "false" ) then rV = false end xmlUnloadFile ( file ) return rV end function updateSetting ( name, value ) local file = xmlLoadFile ( "@xml/configu.xml" ) or createClientSettingsFile ( true, false ) local done = false local children = xmlNodeGetChildren ( file ) local name = tostring ( name ):lower ( ) local oldValue = getSetting ( name ) if not children then xmlUnloadFile ( file ) fileDelete ( "@xml/configu.xml" ) file = createClientSettingsFile ( true, false ) children = xmlNodeGetChildren ( file ) end local done = false for i, v in ipairs ( children ) do local nName = tostring ( xmlNodeGetName ( v ) ) if ( nName == tostring ( name ) ) then --xmlDestroyNode ( v ) xmlNodeSetAttribute ( v, "value", value ) done = true break end end if not done then local child = xmlCreateChild ( file, tostring ( name ) ) xmlNodeSetAttribute ( child, "value", tostring ( value ) ) end local value = tostring ( value ); local oldValue = tostring ( oldValue ); if ( value:lower ( ) == "true" ) then value = true elseif ( value:lower ( ) == "false" ) then value = false end if ( oldValue:lower() == "true" ) then oldValue=true elseif ( oldValue:lower() == "false" ) then oldValue = false end local setts = getElementData ( localPlayer, "userSettings" ) setts [ name ] = value setElementData ( localPlayer, "userSettings", setts ) triggerEvent ( "onClientUserSettingChange", localPlayer, tostring ( name ), value, oldValue ) xmlSaveFile ( file ) xmlUnloadFile ( file ) end addEvent ( "onClientUserSettingChange", true ) addEventHandler ( "onClientResourceStart", resourceRoot, function ( ) setCloudsEnabled ( getSetting ( 'usersettings_display_clouds' ) ) -- set default settings to data -- local settings = { } for _, i in pairs ( defaultSettings ) do local v = getSetting ( i [ 1 ] ) settings [ i [ 1 ] ] = v triggerEvent ( "onClientUserSettingChange", localPlayer, i[1], v ) end setElementData ( localPlayer, "userSettings", settings ) end ) addEventHandler ( "onClientUserSettingChange", root, function ( setting, value ) if ( setting == "usersettings_display_clouds" ) then setCloudsEnabled ( value ) end end )
data:extend( { { type = "item", name = "timer-combinator", icon = "__UsefulCombinators__/graphics/icons/timer-combinator.png", flags = { "goes-to-quickbar" }, subgroup = "circuit-network", place_result="timer-combinator", order = "b[combinators]-u[timer-combinator]", stack_size= 10, }, { type = "item", name = "counting-combinator", icon = "__UsefulCombinators__/graphics/icons/counting-combinator.png", flags = { "goes-to-quickbar" }, subgroup = "circuit-network", place_result="counting-combinator", order = "b[combinators]-u[counting-combinator]", stack_size= 10, }, { type = "item", name = "random-combinator", icon = "__UsefulCombinators__/graphics/icons/random-combinator.png", flags = { "goes-to-quickbar" }, subgroup = "circuit-network", place_result="random-combinator", order = "b[combinators]-u[random-combinator]", stack_size= 10, }--[[, { type = "item", name = "logic-combinator", icon = "__UsefulCombinators__/graphics/icons/logic-combinator.png", flags = { "goes-to-quickbar" }, subgroup = "circuit-network", place_result="logic-combinator", order = "b[combinators]-u[logic-combinator]", stack_size= 10, }]], { type = "item", name = "comparator-combinator", icon = "__UsefulCombinators__/graphics/icons/comparator-combinator.png", flags = { "goes-to-quickbar" }, subgroup = "circuit-network", place_result="comparator-combinator", order = "b[combinators]-u[comparator-combinator]", stack_size= 10, } })
local BB = require("breadboard") local log = require("log") local Entity = BB.class() function Entity:on(evtName, func) local ls = self:_getListeners(evtName) table.insert(ls, func) end function Entity:off(evtName, func) local ls = self:_getListeners(evtName) local a = {} for i, l in ipairs(ls) do if not func or l == func then a[#a+1] = i end end for i=#a, 1, -1 do table.remove(ls, i) end end function Entity:fire(evtName, ...) local ls = self:_getListeners(evtName) for i=1, #ls do ls[i](...) end end function Entity:_getListeners(evtName) local ls = self._listeners if not ls then ls = {} self._listeners = ls end l = ls[evtName] if not l then l = {} ls[evtName] = l end return l end return Entity
----------------------------------- -- Area: Ru'Lude Gardens -- NPC: Audience Chamber -- Involved in Mission: Magicite -- !pos 0 -5 66 243 ----------------------------------- require("scripts/globals/keyitems"); require("scripts/globals/settings"); require("scripts/globals/titles"); require("scripts/globals/missions"); local ID = require("scripts/zones/RuLude_Gardens/IDs"); ----------------------------------- function onTrade(player,npc,trade) end; function onTrigger(player,npc) CurrentMission = player:getCurrentMission(player:getNation()); if ( player:getCurrentMission(COP) ==tpz.mission.id.cop.MORE_QUESTIONS_THAN_ANSWERS and player:getCharVar("PromathiaStatus")==1) then player:startEvent(10050); elseif (player:hasKeyItem(tpz.ki.ARCHDUCAL_AUDIENCE_PERMIT) and CurrentMission == 255 and player:getCharVar("MissionStatus") == 1) then player:startEvent(128); elseif (player:hasKeyItem(tpz.ki.MAGICITE_OPTISTONE) and player:hasKeyItem(tpz.ki.MAGICITE_AURASTONE) and player:hasKeyItem(tpz.ki.MAGICITE_ORASTONE)) then if (player:hasKeyItem(tpz.ki.AIRSHIP_PASS)) then player:startEvent(60,1); else player:startEvent(60); end elseif (player:hasKeyItem(tpz.ki.ARCHDUCAL_AUDIENCE_PERMIT)) then player:messageSpecial(ID.text.SOVEREIGN_WITHOUT_AN_APPOINTMENT); else player:startEvent(138); -- you don't have a permit end end; function onEventUpdate(player,csid,option) end; function onEventFinish(player,csid,option) if (csid == 128) then player:setCharVar("MissionStatus",2); player:addMission(player:getNation(),13); player:addKeyItem(tpz.ki.LETTERS_TO_ALDO); player:messageSpecial(ID.text.KEYITEM_OBTAINED,tpz.ki.LETTERS_TO_ALDO); elseif (csid == 60) then player:delKeyItem(tpz.ki.MAGICITE_OPTISTONE); player:delKeyItem(tpz.ki.MAGICITE_AURASTONE); player:delKeyItem(tpz.ki.MAGICITE_ORASTONE); if (player:hasKeyItem(tpz.ki.AIRSHIP_PASS)) then player:addGil(GIL_RATE*20000); player:messageSpecial(ID.text.GIL_OBTAINED,GIL_RATE*20000); player:addTitle(tpz.title.CONQUEROR_OF_FATE); else player:addKeyItem(tpz.ki.AIRSHIP_PASS); player:messageSpecial(ID.text.KEYITEM_OBTAINED,tpz.ki.AIRSHIP_PASS); player:addTitle(tpz.title.HAVE_WINGS_WILL_FLY); end player:setCharVar("MissionStatus",6); -- all that's left is to go back to the embassy elseif (csid == 10050) then player:setCharVar("PromathiaStatus",2); end end;
local noteController = {} -- Modules local composer = require "composer" local crudController = require "src.controller.crudController" local note = require "src.model.note" function noteController.new(logger, notecard) local l = logger local this = crudController.new(l, "note", "text") this.itemToDelete = nil this.notecardI = notecard -- Override function this.getModels() return this.notecardI.notes end -- Override function this.newModel(modelText) return note.new(modelText) end -- Override function this.onCardTap(modelId) -- Do nothing. This overrides the parent method that throws an error with assert. end -- Override function this.setParent(notecard) this.notecardI = notecard end return this end return noteController
-- It's a simple sprite package warpper, use your own asset format instead. local ejoy2d = require "ejoy2d" local ppm = require "ejoy2d.ppm" --local pack = require "ejoy2d.spritepack" local pack = require "quick.lua.SpritePack" local sprite = require "ejoy2d.sprite" local png = require "ejoy2d.png" local jpg = require "ejoy2d.jpg" local fw = require "ejoy2d.framework" -- This limit defined in texture.c local MAX_TEXTURE = 128 local textures = {} local packages = {} local spack = {} local package_pattern local function require_tex(fileName, texType) local tex = #textures assert(tex < MAX_TEXTURE) table.insert(textures, fileName) if texType == "ppm" then ppm.texture(tex, fileName) elseif texType == "png" then png.texture(tex, fileName) elseif texType == "jpg" then jpg.texture(tex, fileName) else --error('unknown texture type...') print("fileName=>" .. fileName) end return tex end function spack.path(pattern) package_pattern = pattern end local function realname(filename) --assert(package_pattern, "Need a pattern") if package_pattern == nil then package_pattern = fw.WorkDir .. "res/?" --package_pattern = fw.WorkDir .. "quick/demos/kofanim/res/?" end return string.gsub(package_pattern,"([^?]*)?([^?]*)","%1"..filename.."%2") end function spack.preload(packname) if packages[packname] then return packages[packname] end local p = {} local filename = realname(packname) p.meta = assert(pack.pack(dofile(filename .. ".lua"))) p.tex = {} for i=1,p.meta.texture do local texType = p.meta.textureType[i] p.tex[i] = require_tex(filename .. "." .. i, texType) end pack.init(packname, p.tex, p.meta) packages[packname] = p end function spack.preload_raw(packname) if packages[packname] then return packages[packname] end local p = {} local filename = realname(packname) local data = io.open(filename..".raw", "rb"):read("*a") p.meta = assert(pack.import(data)) p.tex = {} for i=1,p.meta.texture do --local texType = p.meta.textureType[i] p.tex[i] = require_tex(filename .. "." .. i, nil) --@to do... end pack.init(packname, p.tex, p.meta) packages[packname] = p end function ejoy2d.sprite(packname, name) if packages[packname] == nil then spack.preload(packname) end return sprite.new(packname, name) end function ejoy2d.load_texture(filename) return require_tex(filename) end function spack.load(tbl) spack.path(assert(tbl.pattern)) for _,v in ipairs(tbl) do spack.preload(v) collectgarbage "collect" end end function spack.load_raw(tbl) spack.path(assert(tbl.pattern)) for _,v in ipairs(tbl) do spack.preload_raw(v) end collectgarbage "collect" end function spack.texture(packname, index) if packages[packname] == nil then spack.preload(packname) end return packages[packname].tex[index or 1] end function spack.export(outdir, tbl) spack.path(assert(tbl.pattern)) for _, packname in ipairs(tbl) do print("packname ", packname, outdir, tbl.pattern) local filename = string.gsub(outdir..tbl.pattern, "([^?]*)?([^?]*)", "%1"..packname.."%2") print("spack.export ", filename.. ".raw") local meta = assert(pack.pack(dofile(filename .. ".lua"))) local output = pack.export(meta) local file = io.open(filename .. ".raw", "w+") file:write(output) file:close() end end function spack.isPackageLoaded(packPath) return (packages[packPath] ~= nil) end return spack
NPC.Class = "" NPC.Name = "" NPC.Description = "" NPC.Icon = "" NPC.SortIndex = 0 NPC.Health = 0 NPC.Flag = 0 NPC.Cost = 0 NPC.PopCost = 0 NPC.Hidden = true NPC.DelaySetModel = false NPC.Model = "models/zombie/zm_classic.mdl" NPC.SkinNum = 3 function NPC:SetupModel(npc) if not self.Model then return end local mdl = "" if type(self.Model) == "table" then local rand = math.Round(util.SharedRandom(npc:EntIndex().."_RandModel", 1, #self.Model)) mdl = self.Model[rand] else mdl = self.Model end if (self.SkinNum or 0) > 0 then local rand = math.Round(util.SharedRandom(npc:EntIndex().."_RandSkin", 0, self.SkinNum)) npc:SetSkin(rand) end if self.DelaySetModel then npc:SetModelDelayed(0, mdl) else npc:SetModel(mdl) end npc.CurrentModel = mdl end
function OnResourceChanged(player, resource, value) local playerData = Storage.GetPlayerData(player) if type(playerData.resources) ~= "table" then playerData.resources = {} end playerData.resources[resource] = value Storage.SetPlayerData(player, playerData) end function NeverShowTutorial(player) player:SetResource("NoTutorial", 1) end function OnPlayerJoined(player) local playerData = Storage.GetPlayerData(player) if type(playerData.resources) ~= "table" then playerData.resources = {} end local showTutorial = true for resource, value in pairs(playerData.resources) do if resource == "NoTutorial" then player:SetResource(resource, value) end end player.resourceChangedEvent:Connect(OnResourceChanged) Task.Wait() player:SetResource("CoreLordsResourceReady", 1) Events.ConnectForPlayer("NeverShowTutorial", NeverShowTutorial) end Game.playerJoinedEvent:Connect(OnPlayerJoined)
-- Copyright (c) 2021 Trevor Redfern -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT local tables = require "moonpie.tables" local ImageManager = require "game.rules.graphics.image_manager" local Animator = require "game.rules.graphics.animator" local World = require "game.rules.world" local Behaviors = require "game.rules.npcs.behaviors" local aiRoutines = { Behaviors.moveTowardsPlayer, Behaviors.randomMovement } local Actions = {} function Actions.addAlien(position) local Characters = require "game.rules.character" local alienIdle = require "assets.bestiary.alien" local alien = Characters.create { position = position, isEnemy = true, ai = tables.pickRandom(aiRoutines) } alien.alien = true alien.animator = Animator:new() alien.animator:addAnimation("idle", alienIdle) alien.animator:play("idle") return Characters.actions.add(alien) end function Actions.addSpawner(position) return World.actions.addEntity { position = position, spawner = true, sprite = ImageManager.load("ALIEN_SPAWNER", "assets/graphics/spawner.png") } end function Actions.removeSpawner(spawner) return World.actions.removeEntity(spawner) end return Actions
local area = require("__flib__.area") local gui = require("__flib__.gui") local math = require("__flib__.math") local table = require("__flib__.table") local constants = require("constants") local formatter = require("scripts.formatter") local recipe_book = require("scripts.recipe-book") local gui_util = {} -- The calling GUI will navigate to the context that is returned, if any -- Actions that do not open a page will not return a context function gui_util.navigate_to(e) local tags = gui.get_tags(e.element) local context = tags.context local modifiers = {} for name, modifier in pairs{control = e.control, shift = e.shift, alt = e.alt} do if modifier then modifiers[#modifiers + 1] = name end end for _, interaction in pairs(constants.interactions[context.class]) do if table.deep_compare(interaction.modifiers, modifiers) then local action = interaction.action local context_data = recipe_book[context.class][context.name] local player = game.get_player(e.player_index) local player_table = global.players[e.player_index] if action == "view_details" then return context elseif action == "get_blueprint" then local blueprint_recipe = tags.blueprint_recipe if blueprint_recipe then if context_data.blueprintable then local cursor_stack = player.cursor_stack player.clear_cursor() if cursor_stack and cursor_stack.valid then local CollisionBox = area.load(game.entity_prototypes[context.name].collision_box) local height = CollisionBox:height() local width = CollisionBox:width() cursor_stack.set_stack{name = "blueprint", count = 1} cursor_stack.set_blueprint_entities{ { entity_number = 1, name = context.name, position = { -- Entities with an even number of tiles to a side need to be set at -0.5 instead of 0 math.ceil(width) % 2 == 0 and -0.5 or 0, math.ceil(height) % 2 == 0 and -0.5 or 0 }, recipe = blueprint_recipe } } player.add_to_clipboard(cursor_stack) player.activate_paste() end else player.create_local_flying_text{ text = {"message.rb-cannot-create-blueprint"}, create_at_cursor = true } player.play_sound{path = "utility/cannot_build"} end end elseif action == "open_in_technology_window" then local player_table = global.players[e.player_index] player_table.flags.technology_gui_open = true player.open_technology_gui(context.name) elseif action == "view_source" then local source = context_data[interaction.source] if source then return source end end end end end function gui_util.update_list_box(pane, source_tbl, player_data, iterator, options) local i = 0 local children = pane.children local add = pane.add for _, obj_ident in iterator(source_tbl) do local obj_data = recipe_book[obj_ident.class][obj_ident.name] local info = formatter(obj_data, player_data, options) if info then i = i + 1 local style = info.researched and "rb_list_box_item" or "rb_unresearched_list_box_item" local item = children[i] if item then item.style = style item.caption = info.caption item.tooltip = info.tooltip item.enabled = info.enabled gui.update_tags(item, {context = {class = obj_ident.class, name = obj_ident.name}}) else add{ type = "button", style = style, caption = info.caption, tooltip = info.tooltip, enabled = info.enabled, mouse_button_filter = {"left", "middle"}, tags = { [script.mod_name] = { context = {class = obj_ident.class, name = obj_ident.name}, flib = { on_click = {gui = "search", action = "open_object"} } } } } end end end -- Destroy extraneous items for j = i + 1, #children do children[j].destroy() end end return gui_util
--------------------------------- --! @file CORBA_RTCUtil.lua --! @brief RTC操作関数定義 --------------------------------- --[[ Copyright (c) 2017 Nobuhiko Miyamoto ]] local CORBA_RTCUtil = {} --_G["openrtm.CORBA_RTCUtil"] = CORBA_RTCUtil local oil = require "oil" local RTObject = require "openrtm.RTObject" local NVUtil = require "openrtm.NVUtil" local Properties = require "openrtm.Properties" local StringUtil = require "openrtm.StringUtil" -- コンポーネントプロファイル取得 -- @param rtc RTC -- @return コンポーネントプロファイル(プロパティ形式) CORBA_RTCUtil.get_component_profile = function(rtc) local prop = Properties.new() if rtc == oil.corba.idl.null then return prop end local prof = rtc:get_component_profile() NVUtil.copyToProperties(prop, prof.properties) return prop end -- RTCの存在確認 -- @param rtc RTC -- @return true:存在する CORBA_RTCUtil.is_existing = function(rtc) local ret = true if NVUtil._non_existent(rtc) then ret = false end return ret end -- RTCがデフォルトの実行コンテキストで生存しているかを確認 -- @param rtc RTC -- @return true:生存 CORBA_RTCUtil.is_alive_in_default_ec = function(rtc) local ec = CORBA_RTCUtil.get_actual_ec(rtc) if ec == oil.corba.idl.null then return false end return rtc:is_alive(ec) end -- RTCから指定IDの実行コンテキストを取得 -- @param rtc RTC -- @param ec_id -- @return 実行コンテキスト CORBA_RTCUtil.get_actual_ec = function(rtc, ec_id) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t if ec_id == nil then ec_id = 0 end if ec_id < 0 then return oil.corba.idl.null end if rtc == oil.corba.idl.null then return oil.corba.idl.null end if ec_id < RTObject.ECOTHER_OFFSET then local eclist = rtc:get_owned_contexts() if ec_id >= #eclist then return oil.corba.idl.null end if eclist[ec_id+1] == nil then return oil.corba.idl.null end return eclist[ec_id+1] elseif ec_id >= RTObject.ECOTHER_OFFSET then local pec_id = ec_id - RTObject.ECOTHER_OFFSET local eclist = rtc:get_participating_contexts() --print(pec_id, #eclist) if pec_id >= #eclist then return oil.corba.idl.null end if eclist[pec_id+1] == nil then return oil.corba.idl.null end return eclist[pec_id+1] end end -- 対象RTCの指定実行コンテキストのIDを取得 -- @param rtc RTC -- @param ec 実行コンテキスト -- @return ID -- 存在しない場合は-1 CORBA_RTCUtil.get_ec_id = function(rtc, ec) if rtc == oil.corba.idl.null then return -1 end if ec == oil.corba.idl.null then return -1 end local eclist_own = rtc:get_owned_contexts() local count = 0 for k,e in ipairs(eclist_own) do if e ~= oil.corba.idl.null then if NVUtil._is_equivalent(e, ec, e.getObjRef, ec.getObjRef) then return count end end count = count+1 end local eclist_pec = rtc:get_participating_contexts() count = 0 for k, e in pairs(eclist_pec) do if e ~= oil.corba.idl.null then if NVUtil._is_equivalent(e, ec, e.getObjRef, ec.getObjRef) then return count+RTObject.ECOTHER_OFFSET end end count = count+1 end return -1 end -- RTCのアクティブ化 -- @param rtc RTC -- @param ec_id 実行コンテキストのID -- @return リターンコード -- RTC_OK:アクティブ化成功 CORBA_RTCUtil.activate = function(rtc, ec_id) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t if ec_id == nil then ec_id = 0 end if rtc == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end local ec = CORBA_RTCUtil.get_actual_ec(rtc, ec_id) if ec == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end return NVUtil.getReturnCode(ec:activate_component(rtc)) end -- RTCの非アクティブ化 -- @param rtc RTC -- @param ec_id 実行コンテキストのID -- @return リターンコード -- RTC_OK:非アクティブ化成功 CORBA_RTCUtil.deactivate = function(rtc, ec_id) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t if ec_id == nil then ec_id = 0 end if rtc == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end local ec = CORBA_RTCUtil.get_actual_ec(rtc, ec_id) if ec == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end return NVUtil.getReturnCode(ec:deactivate_component(rtc)) end -- RTCのリセット -- @param rtc RTC -- @param ec_id 実行コンテキストのID -- @return リターンコード -- RTC_OK:リセット成功 CORBA_RTCUtil.reset = function(rtc, ec_id) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t if ec_id == nil then ec_id = 0 end if rtc == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end local ec = CORBA_RTCUtil.get_actual_ec(rtc, ec_id) if ec == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end return NVUtil.getReturnCode(ec:reset_component(rtc)) end -- RTCの状態取得 -- @param rtc RTC -- @param ec_id 実行コンテキストのID -- @return ret、state -- ret true:状態取得成功 -- state 状態(取得に失敗した場合はCREATED_STATE) CORBA_RTCUtil.get_state = function(rtc, ec_id) local Manager = require "openrtm.Manager" local LifeCycleState = Manager:instance():getORB().types:lookup("::RTC::LifeCycleState").labelvalue if ec_id == nil then ec_id = 0 end if rtc == oil.corba.idl.null then return false, LifeCycleState.CREATED_STATE end local ec = CORBA_RTCUtil.get_actual_ec(rtc, ec_id) if ec == oil.corba.idl.null then return false, LifeCycleState.CREATED_STATE end local state = ec:get_component_state(rtc) return true, NVUtil.getLifeCycleState(state) end -- RTCが非アクティブ状態かを確認 -- @param rtc RTC -- @param ec_id 実行コンテキストのID -- @return true:非アクティブ状態 CORBA_RTCUtil.is_in_inactive = function(rtc, ec_id) local Manager = require "openrtm.Manager" local LifeCycleState = Manager:instance():getORB().types:lookup("::RTC::LifeCycleState").labelvalue if ec_id == nil then ec_id = 0 end local ret, state = CORBA_RTCUtil.get_state(rtc, ec_id) if ret then if state == LifeCycleState.INACTIVE_STATE then return true end end return false end -- RTCがアクティブ状態かを確認 -- @param rtc RTC -- @param ec_id 実行コンテキストのID -- @return true:アクティブ状態 CORBA_RTCUtil.is_in_active = function(rtc, ec_id) local Manager = require "openrtm.Manager" local LifeCycleState = Manager:instance():getORB().types:lookup("::RTC::LifeCycleState").labelvalue if ec_id == nil then ec_id = 0 end local ret, state = CORBA_RTCUtil.get_state(rtc, ec_id) if ret then if state == LifeCycleState.ACTIVE_STATE then return true end end return false end -- RTCがエラー状態かを確認 -- @param rtc RTC -- @param ec_id 実行コンテキストのID -- @return true:エラー状態 CORBA_RTCUtil.is_in_error = function(rtc, ec_id) local Manager = require "openrtm.Manager" local LifeCycleState = Manager:instance():getORB().types:lookup("::RTC::LifeCycleState").labelvalue if ec_id == nil then ec_id = 0 end local ret, state = CORBA_RTCUtil.get_state(rtc, ec_id) if ret then if state == LifeCycleState.ERROR_STATE then return true end end return false end -- 対象RTCのデフォルトの実行コンテキストでの実行周期を取得 -- @param rtc RTC -- @return 実行周期 CORBA_RTCUtil.get_default_rate = function(rtc) local ec = CORBA_RTCUtil.get_actual_ec(rtc) return ec:get_rate() end -- 対象RTCのデフォルトの実行コンテキストでの実行周期を設定 -- @param rtc RTC -- @param 実行周期 -- @return リターンコード -- RTC_OK:設定成功 CORBA_RTCUtil.set_default_rate = function(rtc, rate) local ec = CORBA_RTCUtil.get_actual_ec(rtc) return ec:set_rate(rate) end -- 対象RTCのデフォルトの実行コンテキストでの実行周期を取得 -- @param rtc RTC -- @param ec_id 実行コンテキストのID -- @return 実行周期 CORBA_RTCUtil.get_current_rate = function(rtc, ec_id) local ec = CORBA_RTCUtil.get_actual_ec(rtc, ec_id) return ec:get_rate() end -- 対象RTCのデフォルトの実行コンテキストでの実行周期を設定 -- @param rtc RTC -- @param ec_id 実行コンテキストのID -- @param 実行周期 -- @return リターンコード -- RTC_OK:設定成功 CORBA_RTCUtil.set_current_rate = function(rtc, ec_id, rate) local ec = CORBA_RTCUtil.get_actual_ec(rtc, ec_id) return ec:set_rate(rate) end -- RTC1のデフォルトの実行コンテキストにRTC2を追加 -- @param localcomp RTC1 -- @param othercomp RTC2 -- @return リターンコード CORBA_RTCUtil.add_rtc_to_default_ec = function(localcomp, othercomp) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t if othercomp == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end local ec = CORBA_RTCUtil.get_actual_ec(localcomp) if ec == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end return NVUtil.getReturnCode(ec:add_component(othercomp)) end -- RTC1のデフォルトの実行コンテキストからRTC2を削除 -- @param localcomp RTC1 -- @param othercomp RTC2 -- @return リターンコード CORBA_RTCUtil.remove_rtc_to_default_ec = function(localcomp, othercomp) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t if othercomp == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end local ec = CORBA_RTCUtil.get_actual_ec(localcomp) if ec == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end return NVUtil.getReturnCode(ec:remove_component(othercomp)) end -- RTCのデフォルトの実行コンテキストにアタッチしている外部のRTCを取得 -- @param rtc RTC -- @return RTC一覧 CORBA_RTCUtil.get_participants_rtc = function(rtc) local ec = CORBA_RTCUtil.get_actual_ec(rtc) if ec == oil.corba.idl.null then return {} end local profile = ec:get_profile() return profile.participants end -- RTCのポート名一覧を取得 -- @param rtc RTC -- @return ポート名一覧 CORBA_RTCUtil.get_port_names = function(rtc) local names = {} if rtc == oil.corba.idl.null then return names end local ports = rtc:get_ports() for k,p in ipairs(ports) do local pp = p:get_port_profile() local s = pp.name table.insert(names, s) end return names end -- RTCのInPort名一覧を取得 -- @param rtc RTC -- @return InPort名一覧 CORBA_RTCUtil.get_inport_names = function(rtc) local names = {} if rtc == oil.corba.idl.null then return names end local ports = rtc:get_ports() for k,p in ipairs(ports) do local pp = p:get_port_profile() local prop = Properties.new() NVUtil.copyToProperties(prop, pp.properties) if prop:getProperty("port.port_type") == "DataInPort" then local s = pp.name table.insert(names, s) end end return names end -- RTCのOutPort名一覧を取得 -- @param rtc RTC -- @return OutPort名一覧 CORBA_RTCUtil.get_outport_names = function(rtc) local names = {} if rtc == oil.corba.idl.null then return names end local ports = rtc:get_ports() for k,p in ipairs(ports) do local pp = p:get_port_profile() local prop = Properties.new() NVUtil.copyToProperties(prop, pp.properties) if prop:getProperty("port.port_type") == "DataOutPort" then local s = pp.name table.insert(names, s) end end return names end -- RTCのサービスポート名一覧を取得 -- @param rtc RTC -- @return サービスポート名一覧 CORBA_RTCUtil.get_svcport_names = function(rtc) local names = {} if rtc == oil.corba.idl.null then return names end local ports = rtc:get_ports() for k,p in ipairs(ports) do local pp = p:get_port_profile() local prop = Properties.new() NVUtil.copyToProperties(prop, pp.properties) if prop:getProperty("port.port_type") == "CorbaPort" then local s = pp.name table.insert(names, s) end end return names end -- ポート名からポートを取得 -- @param rtc RTC -- @param port_name ポート名 -- @return ポート CORBA_RTCUtil.get_port_by_name = function(rtc, port_name) if rtc == oil.corba.idl.null then return oil.corba.idl.null end local ports = rtc:get_ports() for k,p in ipairs(ports) do pp = p:get_port_profile() s = pp.name if port_name == s then return p end end return oil.corba.idl.null end -- ポートからコネクタ名一覧を取得 -- @param port ポート -- @return コネクタ名一覧 CORBA_RTCUtil.get_connector_names_by_portref = function(port) local names = {} if port == oil.corba.idl.null then return names end local conprof = port:get_connector_profiles() for k,c in ipairs(conprof) do table.insert(names, c.name) end return names end -- RTCとポート名からコネクタ名一覧を取得 -- @param RTC rtc -- @param port_name ポート名 -- @return コネクタ名一覧 CORBA_RTCUtil.get_connector_names = function(rtc, port_name) local names = {} local port = CORBA_RTCUtil.get_port_by_name(rtc, port_name) if port == oil.corba.idl.null then return names end local conprof = port:get_connector_profiles() for k,c in ipairs(conprof) do table.insert(names, c.name) end return names end -- ポートからコネクタID一覧を取得 -- @param port ポート -- @return コネクタID一覧 CORBA_RTCUtil.get_connector_ids_by_portref = function(port) local ids = {} if port == oil.corba.idl.null then return ids end local conprof = port:get_connector_profiles() for k,c in ipairs(conprof) do table.insert(ids, c.connector_id) end return ids end -- RTCとポート名からコネクタID一覧を取得 -- @param RTC rtc -- @param port_name ポート名 -- @return コネクタID一覧 CORBA_RTCUtil.get_connector_ids = function(rtc, port_name) local ids = {} local port = CORBA_RTCUtil.get_port_by_name(rtc, port_name) if port == oil.corba.idl.null then return ids end local conprof = port:get_connector_profiles() for k,c in ipairs(conprof) do table.insert(ids, c.connector_id) end return ids end -- コネクタプロファイルの生成 -- @param name コネクタ名 -- @param prop_arg 設定 -- データフロー型はデフォルトでpush -- インターフェース型はデフォルトでdata_service -- @param port0 ポート0 -- @param port1 ポート1 -- @return コネクタプロファイル CORBA_RTCUtil.create_connector = function(name, prop_arg, port0, port1) local prop = prop_arg local conn_prof = {name=name, connector_id="", ports={port0, port1}, properties={}} if tostring(prop:getProperty("dataport.dataflow_type")) == "" then prop:setProperty("dataport.dataflow_type","push") end if tostring(prop:getProperty("dataport.interface_type")) == "" then prop:setProperty("dataport.interface_type","data_service") end conn_prof.properties = {} NVUtil.copyFromProperties(conn_prof.properties, prop) return conn_prof end -- 指定ポート同士が接続済みかを確認 -- @param localport ポート1 -- @param otherport ポート2 -- @return true:接続済み CORBA_RTCUtil.already_connected = function(localport, otherport) local conprof = localport:get_connector_profiles() for k,c in ipairs(conprof) do for k,p in ipairs(c.ports) do if NVUtil._is_equivalent(p, otherport, p.getPortRef, otherport.getPortRef) then return true end end end return false end -- ポートの接続 -- @param name コネクタ名 -- @param prop 設定 -- @param port0 ポート0 -- @param port1 ポート1 -- @return リターンコード -- RTC_OK:接続成功 CORBA_RTCUtil.connect = function(name, prop, port0, port1) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t if port0 == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end if port1 == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end if NVUtil._is_equivalent(port0, port1, port0.getPortRef, port1.getPortRef) then return ReturnCode_t.BAD_PARAMETER end local cprof = CORBA_RTCUtil.create_connector(name, prop, port0, port1) local ret, prof = port0:connect(cprof) ret = NVUtil.getReturnCode(ret) --print(ret) return ret end -- 複数のポートを接続 -- @param name コネクタ名 -- @param prop 設定 -- @param port 接続元のポート -- @param target_ports 接続先のポート一覧 -- @param リターンコード -- RTC_OK:すべてのコネクタが接続成功 -- BAD_PARAMETER:いずれかのコネクタが接続失敗 CORBA_RTCUtil.connect_multi = function(name, prop, port, target_ports) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t local ret = ReturnCode_t.RTC_OK if port == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end for k,p in ipairs(target_ports) do if p == oil.corba.idl.null then ret = ReturnCode_t.BAD_PARAMETER else if NVUtil._is_equivalent(p, port, p.getPortRef, port.getPortRef) then ret = ReturnCode_t.BAD_PARAMETER else if CORBA_RTCUtil.already_connected(port, p) then ret = ReturnCode_t.BAD_PARAMETER else if ReturnCode_t.RTC_OK ~= CORBA_RTCUtil.connect(name, prop, port, p) then ret = ReturnCode_t.BAD_PARAMETER end end end end end return ret end -- ポート検索用関数オブジェクトの初期化 -- @param name ポート名 -- @return ポート検索用関数オブジェクト CORBA_RTCUtil.find_port = function(name) local obj = {} obj._name = name -- ポート検索用関数 -- @param self 自身のオブジェクト -- @param p 比較対象のポート -- @return true:一致 local call_func = function(self, p) local prof = p:get_port_profile() local c = prof.name return (self._name == c) end setmetatable(obj, {__call=call_func}) return obj end -- ポート名指定でコネクタを接続 -- @param name コネクタ名 -- @param prop 設定 -- @param rtc0 RTC0 -- @param port_name0 RTC0の保持するポート名 -- @param rtc1 RTC1 -- @param port_name1 RTC1の保持するポート名 -- @return リターンコード -- RTC_OK:接続成功 -- BAD_PARAMETER:ポートが存在しない場合など CORBA_RTCUtil.connect_by_name = function(name, prop, rtc0, port_name0, rtc1, port_name1) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t if rtc0 == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end if rtc1 == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end local port0 = CORBA_RTCUtil.get_port_by_name(rtc0, port_name0) if port0 == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end local port1 = CORBA_RTCUtil.get_port_by_name(rtc1, port_name1) if port1 == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end return CORBA_RTCUtil.connect(name, prop, port0, port1) end -- コネクタ切断 -- @param connector_prof コネクタプロファイル -- @return リターンコード -- RTC_OK:切断成功 CORBA_RTCUtil.disconnect = function(connector_prof) local ports = connector_prof.ports return CORBA_RTCUtil.disconnect_by_portref_connector_id(ports[1], connector_prof.connector_id) end -- コネクタ名指定でコネクタ切断 -- @param port_ref ポート -- @param conn_name コネクタ名 -- @return リターンコード -- RTC_OK:切断成功 -- BAD_PARAMETER:コネクタが存在しない場合など CORBA_RTCUtil.disconnect_by_portref_connector_name = function(port_ref, conn_name) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t if port_ref == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end local conprof = port_ref:get_connector_profiles() for k,c in ipairs(conprof) do if c.name == conn_name then return CORBA_RTCUtil.disconnect(c) end end return ReturnCode_t.BAD_PARAMETER end -- ポート名、コネクタ名指定でコネクタ切断 -- @param port_name ポート名 -- RTCをrtcloc、rtcname形式で指定する -- rtcname://localhost/test.host_cxt/ConsoleIn0.out -- @param conn_name コネクタ名 -- @return リターンコード -- RTC_OK:切断成功 -- BAD_PARAMETER:コネクタが存在しない場合など CORBA_RTCUtil.disconnect_by_portname_connector_name = function(port_name, conn_name) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t local port_ref = CORBA_RTCUtil.get_port_by_url(port_name) if port_ref == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end local conprof = port_ref:get_connector_profiles() for k,c in pairs(conprof) do if c.name == conn_name then return CORBA_RTCUtil.disconnect(c) end end return ReturnCode_t.BAD_PARAMETER end -- コネクタID指定でコネクタ切断 -- @param port_ref ポート -- @param conn_name コネクタ名 -- @return リターンコード -- RTC_OK:切断成功 CORBA_RTCUtil.disconnect_by_portref_connector_id = function(port_ref, conn_id) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t if port_ref == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end return NVUtil.getReturnCode(port_ref:disconnect(conn_id)) end -- ポート名、コネクタID指定でコネクタ切断 -- @param port_name ポート名 -- RTCをrtcloc、rtcname形式で指定する -- rtcname://localhost/test.host_cxt/ConsoleIn0.out -- @param conn_name コネクタ名 -- @return リターンコード -- RTC_OK:切断成功 CORBA_RTCUtil.disconnect_by_portname_connector_id = function(port_name, conn_id) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t local port_ref = CORBA_RTCUtil.get_port_by_url(port_name) if port_ref == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end return NVUtil.getReturnCode(port_ref:disconnect(conn_id)) end -- 全コネクタ切断 -- @param port_ref ポート -- @return リターンコード -- RTC_OK:切断成功 CORBA_RTCUtil.disconnect_all_by_ref = function(port_ref) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t if port_ref == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end return NVUtil.getReturnCode(port_ref:disconnect_all()) end -- ポート名、全コネクタ切断 -- @param port_name ポート名 -- RTCをrtcloc、rtcname形式で指定する -- rtcname://localhost/test.host_cxt/ConsoleIn0.out -- @return リターンコード -- RTC_OK:切断成功 CORBA_RTCUtil.disconnect_all_by_name = function(port_name) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t local port_ref = CORBA_RTCUtil.get_port_by_url(port_name) if port_ref == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end return NVUtil.getReturnCode(port_ref:disconnect_all()) end -- rtcloc、rtcname形式でポートを取得する -- @param port_name ポート名 -- RTCをrtcloc、rtcname形式で指定する -- rtcname://localhost/test.host_cxt/ConsoleIn0.out -- @return ポート CORBA_RTCUtil.get_port_by_url = function(port_name) local Manager = require "openrtm.Manager" local mgr = Manager:instance() local nm = mgr:getNaming() local p = StringUtil.split(port_name, "%.") if #p < 2 then return oil.corba.idl.null end local tmp = StringUtil.split(port_name, "%.") tmp[#tmp] = nil --print(StringUtil.flatten(tmp, "%.")) local rtcs = nm:string_to_component(StringUtil.flatten(tmp, "%.")) if #rtcs < 1 then return oil.corba.idl.null end local pn = StringUtil.split(port_name, "/") return CORBA_RTCUtil.get_port_by_name(rtcs[1],pn[#pn]) end -- ポート1と接続しているポートとポート2が一致した場合にコネクタを切断 -- @param localport ポート1 -- @param othername ポート2 -- @return リターンコード -- RTC_OK:切断成功 -- BAD_PARAMETER:接続していなかった場合など CORBA_RTCUtil.disconnect_by_port_name = function(localport, othername) local Manager = require "openrtm.Manager" local ReturnCode_t = Manager._ReturnCode_t if localport == oil.corba.idl.null then return ReturnCode_t.BAD_PARAMETER end local prof = localport:get_port_profile() if prof.name == othername then return ReturnCode_t.BAD_PARAMETER end local conprof = localport:get_connector_profiles() for k,c in ipairs(conprof) do for k2,p in ipairs(c.ports) do if p ~= oil.corba.idl.null then local pp = p:get_port_profile() --print(pp.name,othername) if pp.name == othername then return CORBA_RTCUtil.disconnect(c) end end end end return ReturnCode_t.BAD_PARAMETER end -- コンフィギュレーションセットをプロパティ形式で取得 -- @param rtc RTC -- @param conf_name コンフィギュレーションセット名 -- @return コンフィギュレーションセット(プロパティ形式) CORBA_RTCUtil.get_configuration = function(rtc, conf_name) local conf = rtc:get_configuration() local confset = conf:get_configuration_set(conf_name) local confData = confset.configuration_data local prop = Properties.new() NVUtil.copyToProperties(prop, confData) return prop end -- コンフィギュレーションパラメータの取得 -- @param rtc RTC -- @param confset_name コンフィギュレーションセット名 -- @param value_name パラメータ名 -- @return パラメータ CORBA_RTCUtil.get_parameter_by_key = function(rtc, confset_name, value_name) local conf = rtc:get_configuration() local confset = conf:get_configuration_set(confset_name) local confData = confset.configuration_data local prop = Properties.new() NVUtil.copyToProperties(prop, confData) return prop:getProperty(value_name) end -- アクティブなコンフィギュレーションセット名を取得 -- @param rtc RTC -- @return コンフィギュレーションセット名 CORBA_RTCUtil.get_active_configuration_name = function(rtc) local conf = rtc:get_configuration() local confset = conf:get_active_configuration_set() return confset.id end -- アクティブなコンフィギュレーションセットをプロパティ形式で取得 -- @param rtc RTC -- @return コンフィギュレーションセット(プロパティ形式) CORBA_RTCUtil.get_active_configuration = function(rtc) local conf = rtc:get_configuration() local confset = conf:get_active_configuration_set() local confData = confset.configuration_data local prop = Properties.new() NVUtil.copyToProperties(prop, confData) return prop end -- コンフィギュレーションパラメータの設定 -- @param rtc RTC -- @param confset_name コンフィギュレーションセット名 -- @param value_name パラメータ名 -- @param value 設定する値 -- @return true:設定成功 CORBA_RTCUtil.set_configuration = function(rtc, confset_name, value_name, value) local conf = rtc:get_configuration() local confset = conf:get_configuration_set(confset_name) CORBA_RTCUtil.set_configuration_parameter(conf, confset, value_name, value) conf:activate_configuration_set(confset_name) return true end -- アクティブなコンフィギュレーションセットのパラメータを設定 -- @param rtc RTC -- @param value_name パラメータ名 -- @param value 設定する値 -- @return true:設定成功 CORBA_RTCUtil.set_active_configuration = function(rtc, value_name, value) local conf = rtc:get_configuration() local confset = conf:get_active_configuration_set() CORBA_RTCUtil.set_configuration_parameter(conf, confset, value_name, value) conf:activate_configuration_set(confset.id) return true end -- コンフィギュレーションパラメータ設定 -- @param conf コンフィギュレーション -- @param confset コンフィギュレーションセット -- @param value_name パラメータ名 -- @param value 設定する値 -- @return true:設定成功 CORBA_RTCUtil.set_configuration_parameter = function(conf, confset, value_name, value) local confData = confset.configuration_data local prop = Properties.new() NVUtil.copyToProperties(prop, confData) prop:setProperty(value_name,value) NVUtil.copyFromProperties(confData,prop) confset.configuration_data = confData conf:set_configuration_set_values(confset) return true end return CORBA_RTCUtil
uranium_basic_belt_animation_set = { animation_set = { filename = "__uraniumlogistics__/graphics/entity/uranium-transport-belt/uranium-transport-belt.png", priority = "extra-high", width = 64, height = 64, frame_count = 16, direction_count = 20, hr_version = { filename = "__uraniumlogistics__/graphics/entity/uranium-transport-belt/hr-uranium-transport-belt.png", priority = "extra-high", width = 128, height = 128, scale = 0.5, frame_count = 16, direction_count = 20 } }, }
local module = {} module.new = function(Parent: Instance) local Comp = Instance.new("UIPadding") local t = { ["Left"] = UDim.new(0, 0), ["Right"] = UDim.new(0, 0), ["Top"] = UDim.new(0, 0), ["Bottom"] = UDim.new(0, 0), ["Parent"] = Parent } local function cook() for i,v in pairs(t) do if typeof(v) == "UDim" then Comp["Padding" .. i] = v elseif i == "Parent" then Comp.Parent = Parent end end end return setmetatable({}, { __index = function(_, key: string) return t[key] end, __newindex = function(_, key: string, value: any) if t[key] then t[key] = value cook() return t[key] end end, }) end return module
local t = require 'torch' local nn = require 'nn' local autograd = require 'autograd' local util = require 'util.util' local _ = require 'moses' function getMatchingNet(opt) local model = {} -- load and functionalize cosine-similarity layer local cosineSim = autograd.functionalize(nn.CosineDistance()) -- load embedding model (simple or FCE) local embedModel = require(opt.embedModel)(opt) local cast = "float" if opt.useCUDA then cast = "cuda" end model.params = autograd.util.cast(embedModel.params, cast) -- set training or evaluate function model.set = embedModel.set model.save = embedModel.save model.load = embedModel.load local lossF, _ = autograd.functionalize(util.localize( nn.CrossEntropyCriterion(), opt)) model.forward = function(params, input) local trainInput = input[1] local trainTarget = input[2] local testInput = input[3] local batchSize = input[3]:size(1) local y_one_hot = autograd.util.oneHot(trainTarget, opt.nClasses.train) -- embed support set & test items using g and f respectively local gS = embedModel.embedS(params, trainInput) local fX = embedModel.embedX(params, testInput, gS, opt.steps) -- repeat tensors so that can get cosine sims in one call local repeatgS = torch.repeatTensor(gS, torch.size(fX, 1), 1) local repeatfX = torch.reshape(torch.repeatTensor(fX, 1, torch.size(gS, 1)), torch.size(fX, 1)*torch.size(gS,1), torch.size(fX, 2)) -- weights are num_test x num_train (weights per test item) local weights = torch.reshape(cosineSim({repeatgS, repeatfX}), torch.size(fX, 1), torch.size(gS, 1), 1) -- one-hot matrix of train labels is expanded to num_train x num_test x num_labels local expandOneHot = torch.expand(torch.reshape(y_one_hot, 1, torch.size(y_one_hot, 1), torch.size(y_one_hot, 2)), fX:size(1), torch.size(y_one_hot, 1), torch.size(y_one_hot, 2)) -- weights are expanded to match one-hot matrix local expandWeights = torch.expandAs(weights, expandOneHot) -- cmul one-hot matrix by weights and sum along rows to get weight per label -- final size: num_train x num_labels local out = torch.reshape(torch.sum( torch.cmul(expandWeights, expandOneHot), 2), torch.size(fX, 1), torch.size(y_one_hot, 2)) return out end model.f = function(params, input, testY) local lossT = {} local outT = {} for i=1,#input do -- model's log-sofmax output local out = model.forward(params, input[i]) -- calculate NLL local loss = lossF(out, testY[i]) lossT[i] = loss outT[i] = out end return torch.mean(autograd.util.cat(lossT)), torch.cat(outT, 1) end model.df = embedModel.df(autograd(model.f)) return model end return function(opt, dataset) local metaTrainSet = dataset.train local metaValidationSet = dataset.validation local metaTestSet = dataset.test -- model local network = getMatchingNet(opt) print('params: ') print(network.params) -- keep track of errors local avgs = {} local trainConf = optim.ConfusionMatrix(opt.nClasses.train) local valConf = {} local testConf = {} for _,k in pairs(opt.nTestShot) do valConf[k] = optim.ConfusionMatrix(opt.nClasses.val) testConf[k] = optim.ConfusionMatrix(opt.nClasses.test) avgs[k] = 0 end -- load params from file? if opt.paramsFile and opt.networkFile then print('loading from params: ' .. opt.paramsFile) network.params = torch.load(opt.paramsFile) local cast = "float" if opt.useCUDA then cast = "cuda" end network.params = autograd.util.cast(network.params, cast) print('loading from network: ' .. opt.networkFile) network.load(opt.networkFile, opt) end local nEpisode = opt.nEpisode local printPer = opt.printPer local timer = torch.Timer() local cost = 0 local optimState = {learningRate=opt.learningRate} local evalCounter = 1 ---------------------------------------------------------------------------- -- meta-training -- init optimizer local optimizer, optimState = autograd.optim[opt.optimMethod](network.df, tablex.deepcopy(opt), network.params) -- set net for training network.set('training') -- train episode loop for d=1,nEpisode do local batchInput = {} local batchTarget = {} -- get all train examples local trainSet, testSet = metaTrainSet.createEpisode( {testBatchSize=opt.batchSize}) local trainData = trainSet:get() local testData = testSet:get() table.insert(batchInput, {trainData.input, trainData.target, testData.input}) table.insert(batchTarget, testData.target) local gParams, loss, prediction, _ = optimizer(batchInput, batchTarget) cost = cost + loss -- update confusion matrix local idx = 1 for i=1,batchTarget[1]:size(1) do trainConf:add(prediction[idx], batchTarget[1][i]) idx = idx + 1 end if math.fmod(d, opt.printPer) == 0 then local elapsed = timer:time().real print('Training progress') print( string.format("Dataset: %d, Train Loss: %.3f, LR: %.5f, Time: %.4f s", d, cost/(printPer), util.getCurrentLR(optimState[1]), elapsed)) print(trainConf) trainConf:zero() -- evaluate validation set network.set('evaluate') for v=1,opt.nValidationEpisode do local trainSet, testSet = metaValidationSet.createEpisode( {testBatchSize=opt.batchSize}) -- get all train examples local trainData = trainSet:get() -- k-shot loop for _,k in pairs(opt.nTestShot) do local input, target = util.extractK(trainData.input, trainData.target, k, opt.nClasses.val) -- minibatch loop local nBatches = testSet:size() for idx=1,nBatches do -- process test example local testData = testSet:get() local pred = network.forward(network.params, {input, target, testData.input}) for i=1,pred:size(1) do valConf[k]:add(pred[i], testData.target[i]) end end end end for _,k in pairs(opt.nTestShot) do print('Validation Accuracy (' .. opt.nValidationEpisode .. ' episodes, ' .. k .. '-shot)') print(valConf[k]) valConf[k]:zero() end cost = 0 timer = torch.Timer() network.set('training') end if math.fmod(d, 1000) == 0 then local prevIterParams = util.deepClone(network.params) torch.save("matching-net_params_snapshot.th", autograd.util.cast(prevIterParams, "float")) network.save() end end ---------------------------------------------------------------------------- -- meta-testing -- set net for testing network.set('evaluate') local ret = {} _.each(opt.nTest, function(i, n) local acc = {} for _, k in pairs(opt.nTestShot) do acc[k] = torch.zeros(n) end for d=1,n do local trainSet, testSet = metaTestSet.createEpisode( {testBatchSize=opt.batchSize}) -- get all train examples local trainData = trainSet:get() for _, k in pairs(opt.nTestShot) do local input, target = util.extractK(trainData.input, trainData.target, k, opt.nClasses.test) -- minibatch loop local nBatches = testSet:size() for idx=1,nBatches do -- process test example local testData = testSet:get() local pred = network.forward(network.params, {input, target, testData.input}) for i=1,pred:size(1) do testConf[k]:add(pred[i], testData.target[i]) end testConf[k]:updateValids() acc[k][d] = testConf[k].totalValid*100 testConf[k]:zero() end end end for _,k in pairs(opt.nTestShot) do print('Test Accuracy (' .. n .. ' episodes, ' .. k .. '-shot)') print(acc[k]:mean()) end ret[n] = _.values(_.map(acc, function(i, val) local low = val:mean() - 1.96*(val:std()/math.sqrt(val:size(1))) local high = val:mean() + 1.96*(val:std()/math.sqrt(val:size(1))) return i .. '-shot: ' .. val:mean() .. '; ' .. val:std() .. '; [' .. low .. ',' .. high .. ']' end)) end) return ret end
CurrentEditRow = false GUIEditor = { label = {}, button = {}, window = {}, gridlist = {}, memo = {} } addEventHandler("onClientResourceStart", resourceRoot, function() local screenW, screenH = guiGetScreenSize() GUIEditor.window[1] = guiCreateWindow((screenW - 555) / 2, (screenH - 439) / 2, 555, 439, "Manage Chatbox Ads", false) guiWindowSetSizable(GUIEditor.window[1], false) guiSetVisible( GUIEditor.window[1], false ) GUIEditor.button[1] = guiCreateButton(456, 397, 82, 32, "Close", false, GUIEditor.window[1]) guiSetProperty(GUIEditor.button[1], "NormalTextColour", "FFAAAAAA") GUIEditor.button[2] = guiCreateButton(246, 397, 82, 32, "Update", false, GUIEditor.window[1]) guiSetProperty(GUIEditor.button[2], "NormalTextColour", "FFAAAAAA") GUIEditor.gridlist[1] = guiCreateGridList(67, 85, 441, 246, false, GUIEditor.window[1]) guiGridListSetSortingEnabled( GUIEditor.gridlist[1], false ) guiGridListAddColumn(GUIEditor.gridlist[1], "Ads", 0.9) GUIEditor.label[1] = guiCreateLabel(66, 25, 442, 50, "Here you can manage the chatbox ads.\nBe sure to update once you are done!", false, GUIEditor.window[1]) guiLabelSetHorizontalAlign(GUIEditor.label[1], "center", false) GUIEditor.button[3] = guiCreateButton(67, 336, 67, 26, "Add", false, GUIEditor.window[1]) guiSetProperty(GUIEditor.button[3], "NormalTextColour", "FFAAAAAA") GUIEditor.button[4] = guiCreateButton(440, 336, 67, 26, "Remove", false, GUIEditor.window[1]) guiSetProperty(GUIEditor.button[4], "NormalTextColour", "FFAAAAAA") GUIEditor.button[8] = guiCreateButton(156, 336, 67, 26, "Edit", false, GUIEditor.window[1]) guiSetProperty(GUIEditor.button[8], "NormalTextColour", "FFAAAAAA") GUIEditor.window[2] = guiCreateWindow(683, 321, 555, 439, "", false) guiSetVisible( GUIEditor.window[2], false ) guiWindowSetSizable(GUIEditor.window[2], false) GUIEditor.memo[1] = guiCreateMemo(63, 89, 439, 240, "", false, GUIEditor.window[2]) GUIEditor.button[6] = guiCreateButton(218, 341, 98, 32, "OK", false, GUIEditor.window[2]) guiSetProperty(GUIEditor.button[6], "NormalTextColour", "FFAAAAAA") GUIEditor.button[7] = guiCreateButton(404, 341, 98, 32, "Cancel", false, GUIEditor.window[2]) guiSetProperty(GUIEditor.button[7], "NormalTextColour", "FFAAAAAA") GUIEditor.label[2] = guiCreateLabel(59, 30, 443, 44, "Set the ad text.\nBe sure to keep it short! (Big messages will have multiple outputChatBox()'s' )", false, GUIEditor.window[2]) guiLabelSetHorizontalAlign(GUIEditor.label[2], "center", false) end ) addEventHandler("onClientGUIClick", root, function() if source == GUIEditor.button[1] then guiSetVisible(GUIEditor.window[1],false) showCursor(false) elseif source == GUIEditor.button[3] then editnewText("new") guiSetVisible(GUIEditor.window[1],false) guiSetVisible(GUIEditor.window[2],true) elseif source == GUIEditor.button[7] then CurrentEditRow = false guiSetVisible(GUIEditor.window[1],true) guiSetVisible(GUIEditor.window[2],false) elseif source == GUIEditor.button[4] then removeAd() elseif source == GUIEditor.button[6] then saveAd() elseif source == GUIEditor.button[8] then editAd() elseif source == GUIEditor.button[2] then updateAds() end end) addEventHandler("onClientGUIFocus", root, function() if source == GUIEditor.memo[1] then guiSetInputMode( "no_binds" ) end end) addEventHandler("onClientGUIBlur", root, function() if source == GUIEditor.memo[1] then guiSetInputMode( "allow_binds" ) end end) function editAd() local item = guiGridListGetSelectedItem( GUIEditor.gridlist[1] ) if item == -1 then return end CurrentEditRow = item editnewText("edit") local rowtext = guiGridListGetItemData( GUIEditor.gridlist[1], item,1 ) guiSetText( GUIEditor.memo[1], rowtext ) guiSetVisible(GUIEditor.window[1],false) guiSetVisible(GUIEditor.window[2],true) end function removeAd() local item = guiGridListGetSelectedItem( GUIEditor.gridlist[1] ) if item == -1 then return end guiGridListRemoveRow( GUIEditor.gridlist[1], item ) end function saveAd() guiGridListAutoSizeColumn(GUIEditor.gridlist[1],1) local text = guiGetText(GUIEditor.memo[1]) if #text < 1 then outputChatBox("Message too short!",255,0,0) return end local text = string.gsub(text,"\n"," ") -- remove linebreaks if windowmode == "new" then local row = guiGridListAddRow( GUIEditor.gridlist[1] ) guiGridListSetItemText( GUIEditor.gridlist[1], row, 1, text, false, false ) guiGridListSetItemData( GUIEditor.gridlist[1], row, 1, text) outputChatBox("Message added to ad queue, don't forget to update!",0,255,0) guiSetVisible(GUIEditor.window[1],true) guiSetVisible(GUIEditor.window[2],false) elseif windowmode == "edit" then local row = CurrentEditRow guiGridListSetItemText( GUIEditor.gridlist[1], row, 1, text, false, false ) guiGridListSetItemData( GUIEditor.gridlist[1], row, 1, text) outputChatBox("Message edited, don't forget to update!",0,255,0) guiSetVisible(GUIEditor.window[1],true) guiSetVisible(GUIEditor.window[2],false) end end addEvent("editChatboxAds", true) addEventHandler("editChatboxAds", resourceRoot, function(tbl) populateAdsGridlist(tbl) guiSetVisible(GUIEditor.window[1],true) showCursor(true) end) function populateAdsGridlist(tbl) guiGridListClear( GUIEditor.gridlist[1] ) for f, u in ipairs(tbl) do local row = guiGridListAddRow( GUIEditor.gridlist[1] ) guiGridListSetItemText( GUIEditor.gridlist[1], row, 1, u, false, false ) guiGridListSetItemData( GUIEditor.gridlist[1], row, 1, u) end guiGridListAutoSizeColumn(GUIEditor.gridlist[1],1) end function editnewText(td) if td == "edit" then windowmode = "edit" guiSetText( GUIEditor.window[2], "Edit chatbox ad" ) elseif td == "new" then windowmode = "new" guiSetText(GUIEditor.memo[1],"") guiSetText( GUIEditor.window[2], "Add new chatbox ad" ) end end function updateAds() local niuAdTable = {} local rowCount = guiGridListGetRowCount( GUIEditor.gridlist[1] ) local rowCount = rowCount - 1 for i=0,rowCount do local theText = guiGridListGetItemData( GUIEditor.gridlist[1], i, 1 ) table.insert(niuAdTable,theText) end rowLoop = nil triggerServerEvent( "clientSendNewAds", root, niuAdTable ) outputChatBox("New ad list updated and is now in queue!",0,255,0) end
local map = require('helper').map vim.opt.completeopt = {'menuone', 'noselect'} require'compe'.setup { enabled = true, autocomplete = true, debug = false, min_length = 1, preselect = 'enable', throttle_time = 80, source_timeout = 200, resolve_timeout = 800, incomplete_delay = 400, max_abbr_width = 100, max_kind_width = 100, max_menu_width = 100, documentation = true, source = {path = true, buffer = true, calc = true, nvim_lsp = true, vim_dadbod_completion = true} } map('i', '<C-Space>', 'compe#complete()', {expr = true, silent = true}) map('i', '<CR>', "compe#confirm('<CR>')", {expr = true, silent = true}) map('i', '<C-e>', "compe#close('<C-e>')", {expr = true, silent = true}) map('i', '<C-f>', "compe#scroll({ 'delta': +4 })", {expr = true, silent = true}) map('i', '<C-d>', "compe#scroll({ 'delta': -4 })", {expr = true, silent = true})
local gumbo = require "gumbo" local document = assert(gumbo.parse [[ <!DOCTYPE html> <!-- Comment #1 --> <!-- Comment #2 --> <html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en"> <head> <meta charset="utf-8"/> <title>lua-gumbo</title> </head> <body> <h1>Document.serialize Test</h1> </body> </html> ]]) assert(document:serialize() == [[ <!DOCTYPE html> <!-- Comment #1 --> <!-- Comment #2 --> <html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en"><head> <meta charset="utf-8"> <title>lua-gumbo</title> </head> <body> <h1>Document.serialize Test</h1> </body></html> ]])
data.raw["gui-style"].default["blueprintstring_button_style"] = { type = "button_style", font = "default-button", default_font_color={r=1, g=1, b=1}, align = "center", default_graphical_set = { type = "composition", filename = "__core__/graphics/gui.png", priority = "extra-high-no-scale", corner_size = {3, 3}, position = {0, 0} }, hovered_font_color={r=1, g=1, b=1}, hovered_graphical_set = { type = "composition", filename = "__core__/graphics/gui.png", priority = "extra-high-no-scale", corner_size = {3, 3}, position = {0, 8} }, clicked_font_color={r=1, g=1, b=1}, clicked_graphical_set = { type = "composition", filename = "__core__/graphics/gui.png", priority = "extra-high-no-scale", corner_size = {3, 3}, position = {0, 16} }, disabled_font_color={r=0.5, g=0.5, b=0.5}, disabled_graphical_set = { type = "composition", filename = "__core__/graphics/gui.png", priority = "extra-high-no-scale", corner_size = {3, 3}, position = {0, 0} }, pie_progress_color = {r=1, g=1, b=1}, left_click_sound = { filename = "__core__/sound/gui-click.ogg", volume = 1 } } data.raw["gui-style"].default["blueprintstring_button_main"] = { type = "button_style", parent = "button", width = 33, height = 33, default_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", priority = "extra-high-no-scale", width = 36, height = 36, x = 0, y = 0, } }, hovered_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", priority = "extra-high-no-scale", width = 36, height = 36, x = 0, y = 36, } }, clicked_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", width = 36, height = 36, x = 0, y = 36, } }, left_click_sound = { filename = "__core__/sound/gui-click.ogg", volume = 1 }, } data.raw["gui-style"].default["blueprintstring_button_load"] = { type = "button_style", parent = "button", width = 33, height = 33, default_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", priority = "extra-high-no-scale", width = 36, height = 36, x = 72, y = 0, } }, hovered_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", priority = "extra-high-no-scale", width = 36, height = 36, x = 72, y = 36, } }, clicked_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", width = 36, height = 36, x = 72, y = 36, } }, left_click_sound = { filename = "__core__/sound/gui-click.ogg", volume = 1 }, } data.raw["gui-style"].default["blueprintstring_button_saveas"] = { type = "button_style", parent = "button", width = 33, height = 33, default_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", priority = "extra-high-no-scale", width = 36, height = 36, x = 36, y = 0, } }, hovered_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", priority = "extra-high-no-scale", width = 36, height = 36, x = 36, y = 36, } }, clicked_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", width = 36, height = 36, x = 36, y = 36, } }, left_click_sound = { filename = "__core__/sound/gui-click.ogg", volume = 1 }, } data.raw["gui-style"].default["blueprintstring_button_saveall"] = { type = "button_style", parent = "button", width = 33, height = 33, default_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", priority = "extra-high-no-scale", width = 36, height = 36, x = 108, y = 0, } }, hovered_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", priority = "extra-high-no-scale", width = 36, height = 36, x = 108, y = 36, } }, clicked_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", width = 36, height = 36, x = 108, y = 36, } }, left_click_sound = { filename = "__core__/sound/gui-click.ogg", volume = 1 }, } data.raw["gui-style"].default["blueprintstring_button_upgrade"] = { type = "button_style", parent = "button", width = 33, height = 33, default_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", priority = "extra-high-no-scale", width = 36, height = 36, x = 144, y = 0, } }, hovered_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", priority = "extra-high-no-scale", width = 36, height = 36, x = 144, y = 36, } }, clicked_graphical_set = { type = "monolith", monolith_image = { filename = "__blueprint-string__/graphics/gui.png", width = 36, height = 36, x = 144, y = 36, } }, left_click_sound = { filename = "__core__/sound/gui-click.ogg", volume = 1 }, }
HUD = {} HUD.Name = "No hud" function HUD:Init() end function HUD:DrawHud(vel, rev, gear, fuel, turbo, speed, scar, ply, isWideScreen, kilometersOrMiles) end function HUD:MenuElements(Panel) end SCarHudHandler:RegisterHUD(HUD)
local Prop = {} Prop.Name = "Jail" Prop.Government = true Prop.Doors = { { Pos = Vector( -8463, 10425, -720 ), Locked = true }, { Pos = Vector( -8463, 10519, -720 ), Locked = true }, { Pos = Vector( -8135, 10425, -720 ), Locked = true }, { Pos = Vector( -8135, 10519, -720 ), Locked = true }, { Pos = Vector( -8189, 10404.59375, -720 ), Locked = true }, } GM.Property:Register( Prop )
-- -- Created by IntelliJ IDEA. -- User: bking -- Date: 1/12/17 -- Time: 9:44 AM -- To change this template use File | Settings | File Templates. -- -- allows local imports package.path = ';/Users/bking/IdeaProjects/LanguageModelRNN/?.lua;'..package.path -- While unrelated to language modeling, this is a simple step 0 task to get aquainted with the nn package and torch require 'nn' require 'torch' require 'util' -- ============================================= PREPARING THE DATA ==================================================== -- This is a dataset consisting of a table of input, label pairs, where input is a torch.ByteTensor and label is a number class dataset = dataset_from_csv('data/train.csv') -- We received ByteTensors of shape (783 x 1) and we would like (28 x 28). To fix this, we need to resize and reshape print('Beginning input tensor shape: ') print(dataset[1][1]:size()) for i = 1, #dataset do local x = dataset[i][1]:resize(784):reshape(28, 28) dataset[i][1] = torch.DoubleTensor(1, 28, 28) dataset[i][1][1] = x:double() dataset[i][2] = torch.ByteTensor({dataset[i][2] + 1}) end print('Current input tensor shape: ') print(dataset[1][1]:size()) -- =============================================== SPECIFYING THE NN ARCHITECTURE ====================================== -- mlp is the wrapper for our NN. It is a sequential NN, in that layers are stacked operate as a simple feed-forward NN. -- General gist of this architecture is that we are doing a single convolution and pooling, followed by a couple of fully -- connected layers, and a final LogSoftMax for a probability over the 10 classes in {0-9}. ReLU is our chosen non-linearity -- for convenience and quick training. net = nn.Sequential() -- a spatial convolution layer net:add(nn.SpatialConvolution(1, 6, 5, 5)) net:add(nn.ReLU()) -- a max pooling layer (chooses max value from 2x2 squares, reduces information) net:add(nn.SpatialMaxPooling(2,2,2,2)) net:add(nn.ReLU()) -- Re shape it to single dimmensional vectors, we no longer care about 2D structure net:add(nn.View(864)) net:add(nn.Linear(864, 120)) -- fully connected layer (matrix multiplication between input and weights) net:add(nn.ReLU()) -- non-linearity net:add(nn.Linear(120, 84)) net:add(nn.ReLU()) -- non-linearity net:add(nn.Linear(84, 10)) -- 10 is the number of outputs of the network (in this case, 10 digits) net:add(nn.LogSoftMax()) -- final non-linearity puts makes classification a probabilitiy distribution -- =============================================== SPECIFYING THE CRITERION ============================================ -- Here we use a negative log-likelihood criterion, which works well when our network outputs log-likelihoods (via LogSoftMax as the final layer) criterion = nn.ClassNLLCriterion() -- =============================================== TRAINING ============================================================ -- We train using Stochastic Gradient Descent. We set a learning rate and number of epochs of training sgd_trainer = nn.StochasticGradient(net, criterion) sgd_trainer.learningRate = 0.005 sgd_trainer.maxIteration = 5 -- now, sgd_trainer is prepared to do all the training for us, the reason we use the NN package in the first place instead of manipulating the tensors ourselves. -- sgd_trainer:train(dataset) -- =============================================== EVALUATION ==========================================================
------------- -- LSP config ------------- -- See ~/.dotfiles/vim/plugins.vim for the Plug directives local lspconfig = require('lspconfig') -- lsp_signature -- https://github.com/ray-x/lsp_signature.nvim#full-configuration-with-default-values local on_attach_lsp_signature = function(client, bufnr) require('lsp_signature').on_attach({ bind = true, -- This is mandatory, otherwise border config won't get registered. floating_window = true, handler_opts = { border = "single" }, zindex = 99, -- <100 so that it does not hide completion popup. fix_pos = false, -- Let signature window change its position when needed, see GH-53 toggle_key = '<M-x>', -- Press <Alt-x> to toggle signature on and off. }) end -- Customize LSP behavior -- [[ A callback executed when LSP engine attaches to a buffer. ]] local on_attach = function(client, bufnr) -- Always use signcolumn for the current buffer vim.wo.signcolumn = 'yes:1' -- Activate LSP signature on attach. on_attach_lsp_signature(client, bufnr) -- Activate LSP status on attach (see a configuration below). require('lsp-status').on_attach(client) -- Keybindings -- https://github.com/neovim/nvim-lspconfig#keybindings-and-completion local function buf_set_keymap(...) vim.api.nvim_buf_set_keymap(bufnr, ...) end local function buf_set_option(...) vim.api.nvim_buf_set_option(bufnr, ...) end local opts = { noremap=true, silent=true } -- See `:help vim.lsp.*` for documentation on any of the below functions buf_set_keymap('n', 'gD', '<cmd>lua vim.lsp.buf.declaration()<CR>', opts) if vim.fn.exists(':Telescope') then buf_set_keymap('n', 'gr', '<cmd>Telescope lsp_references<CR>', opts) buf_set_keymap('n', 'gd', '<cmd>Telescope lsp_definitions<CR>', opts) buf_set_keymap('n', 'gi', '<cmd>Telescope lsp_implementations<CR>', opts) else buf_set_keymap('n', 'gd', '<cmd>lua vim.lsp.buf.definition()<CR>', opts) buf_set_keymap('n', 'gr', '<cmd>lua vim.lsp.buf.references()<CR>', opts) buf_set_keymap('n', 'gi', '<cmd>lua vim.lsp.buf.implementation()<CR>', opts) end buf_set_keymap('n', 'K', '<Cmd>lua vim.lsp.buf.hover()<CR>', opts) --buf_set_keymap('n', '<C-k>', '<cmd>lua vim.lsp.buf.signature_help()<CR>', opts) buf_set_keymap('n', '[d', '<cmd>lua vim.lsp.diagnostic.goto_prev()<CR>', opts) buf_set_keymap('n', ']d', '<cmd>lua vim.lsp.diagnostic.goto_next()<CR>', opts) --buf_set_keymap('n', '<space>wa', '<cmd>lua vim.lsp.buf.add_workspace_folder()<CR>', opts) --buf_set_keymap('n', '<space>wr', '<cmd>lua vim.lsp.buf.remove_workspace_folder()<CR>', opts) --buf_set_keymap('n', '<space>wl', '<cmd>lua print(vim.inspect(vim.lsp.buf.list_workspace_folders()))<CR>', opts) --buf_set_keymap('n', '<space>D', '<cmd>lua vim.lsp.buf.type_definition()<CR>', opts) --buf_set_keymap('n', '<space>rn', '<cmd>lua vim.lsp.buf.rename()<CR>', opts) --buf_set_keymap('n', '<space>ca', '<cmd>lua vim.lsp.buf.code_action()<CR>', opts) --buf_set_keymap('n', '<space>e', '<cmd>lua vim.lsp.diagnostic.show_line_diagnostics()<CR>', opts) --buf_set_keymap('n', '<space>q', '<cmd>lua vim.lsp.diagnostic.set_loclist()<CR>', opts) --buf_set_keymap("n", "<space>f", "<cmd>lua vim.lsp.buf.formatting()<CR>", opts) end -- Add global keymappings for LSP actions -- F3, F12: goto definition vim.cmd [[ map <F12> gd imap <F12> <ESC>gd map <F3> <F12> imap <F3> <F12> ]] -- Shift+F12: show usages/references vim.cmd [[ map <F24> gr imap <F24> <ESC>gr ]] -- Register and activate LSP servers (managed by nvim-lsp-installer) local builtin_lsp_servers = { -- List name of LSP servers that will be automatically installed and managed by :LspInstall. -- LSP servers will be installed locally at: ~/.local/share/nvim/lsp_servers -- @see(lspinstall): https://github.com/williamboman/nvim-lsp-installer 'pyright', 'vimls', 'tsserver', } -- Optional and additional LSP setup options other than (common) on_attach, capabilities, etc. -- @see(config): https://github.com/neovim/nvim-lspconfig/blob/master/CONFIG.md local lsp_setup_opts = {} lsp_setup_opts['pyright'] = { settings = { python = { }, }, } lsp_setup_opts['sumneko_lua'] = vim.tbl_extend('force', require("lua-dev").setup {}, { settings = { Lua = { completion = { callSnippet = "Disable" }, workspace = { maxPreload = 2000 }, }, }, } ) local lsp_installer = require("nvim-lsp-installer") lsp_installer.on_server_ready(function(server) local opts = { on_attach = on_attach, -- Suggested configuration by nvim-cmp capabilities = require('cmp_nvim_lsp').update_capabilities( vim.lsp.protocol.make_client_capabilities() ), } -- Customize the options passed to the server opts = vim.tbl_extend("error", opts, lsp_setup_opts[server.name] or {}) -- This setup() function is exactly the same as lspconfig's setup function (:help lspconfig-quickstart) server:setup(opts) vim.cmd [[ do User LspAttachBuffers ]] end) -- Automatically install if a required LSP server is missing. for _, lsp_name in ipairs(builtin_lsp_servers) do local ok, lsp = require('nvim-lsp-installer.servers').get_server(lsp_name) ---@diagnostic disable-next-line: undefined-field if ok and not lsp:is_installed() then vim.defer_fn(function() -- lsp:install() -- headless lsp_installer.install(lsp_name) -- with UI (so that users can be notified) end, 0) end end ------------------------- -- LSP Handlers (general) ------------------------- -- :help lsp-method -- :help lsp-handler local lsp_handlers_hover = vim.lsp.with(vim.lsp.handlers.hover, { border = 'single' }) vim.lsp.handlers["textDocument/hover"] = function(err, result, ctx, config) local bufnr, winnr = lsp_handlers_hover(err, result, ctx, config) if winnr ~= nil then vim.api.nvim_win_set_option(winnr, "winblend", 20) -- opacity for hover end return bufnr, winnr end ------------------ -- LSP diagnostics ------------------ -- https://github.com/neovim/nvim-lspconfig/wiki/UI-customization -- Customize how to show diagnostics: -- No virtual text (distracting!), show popup window on hover. if vim.fn.has('nvim-0.6.0') > 0 then -- @see https://github.com/neovim/neovim/pull/16057 for new APIs vim.diagnostic.config({ virtual_text = false, float = { source = 'always', focusable = false, -- See neovim#16425 border = 'single', }, }) _G.LspDiagnosticsShowPopup = function() return vim.diagnostic.open_float(0, {scope="cursor"}) end else -- neovim 0.5.0 -- @see :help lsp-handler-configuration vim.lsp.handlers["textDocument/publishDiagnostics"] = vim.lsp.with( vim.lsp.diagnostic.on_publish_diagnostics, { virtual_text = false, -- disable virtual text signs = true, -- show signs update_in_insert = false, -- delay update diagnostics -- display_diagnostic_autocmds = { "InsertLeave" }, } ) _G.LspDiagnosticsShowPopup = function() ---@diagnostic disable-next-line: deprecated return vim.lsp.diagnostic.show_line_diagnostics({ focusable = false, border = 'single', }) end end -- Show diagnostics in a pop-up window on hover _G.LspDiagnosticsPopupHandler = function() local current_cursor = vim.api.nvim_win_get_cursor(0) local last_popup_cursor = vim.w.lsp_diagnostics_last_cursor or {nil, nil} -- Show the popup diagnostics window, -- but only once for the current cursor location (unless moved afterwards). if not (current_cursor[1] == last_popup_cursor[1] and current_cursor[2] == last_popup_cursor[2]) then vim.w.lsp_diagnostics_last_cursor = current_cursor local _, winnr = _G.LspDiagnosticsShowPopup() if winnr ~= nil then vim.api.nvim_win_set_option(winnr, "winblend", 20) -- opacity for diagnostics end end end vim.cmd [[ augroup LSPDiagnosticsOnHover autocmd! autocmd CursorHold * lua _G.LspDiagnosticsPopupHandler() augroup END ]] -- Redefine signs (:help diagnostic-signs) -- neovim <= 0.5.1 vim.fn.sign_define("LspDiagnosticsSignError", {text = "✘", texthl = "DiagnosticSignError"}) vim.fn.sign_define("LspDiagnosticsSignWarning", {text = "", texthl = "DiagnosticSignWarn"}) vim.fn.sign_define("LspDiagnosticsSignInformation", {text = "i", texthl = "DiagnosticSignInfo"}) vim.fn.sign_define("LspDiagnosticsSignHint", {text = "", texthl = "DiagnosticSignHint"}) -- neovim >= 0.6.0 vim.fn.sign_define("DiagnosticSignError", {text = "✘", texthl = "DiagnosticSignError"}) vim.fn.sign_define("DiagnosticSignWarn", {text = "", texthl = "DiagnosticSignWarn"}) vim.fn.sign_define("DiagnosticSignInfo", {text = "i", texthl = "DiagnosticSignInfo"}) vim.fn.sign_define("DiagnosticSignHint", {text = "", texthl = "DiagnosticSignHint"}) vim.cmd [[ hi DiagnosticSignError guifg=#e6645f ctermfg=167 hi DiagnosticSignWarn guifg=#b1b14d ctermfg=143 hi DiagnosticSignHint guifg=#3e6e9e ctermfg=75 ]] --------------------------------- -- nvim-cmp: completion support --------------------------------- -- https://github.com/hrsh7th/nvim-cmp#recommended-configuration -- ~/.vim/plugged/nvim-cmp/lua/cmp/config/default.lua vim.o.completeopt = "menu,menuone,noselect" local has_words_before = function() if vim.api.nvim_buf_get_option(0, 'buftype') == 'prompt' then return false end local line, col = unpack(vim.api.nvim_win_get_cursor(0)) return col ~= 0 and vim.api.nvim_buf_get_lines(0, line-1, line, true)[1]:sub(col, col):match('%s') == nil end local cmp = require('cmp') cmp.setup { snippet = { expand = function(args) vim.fn["UltiSnips#Anon"](args.body) end, }, documentation = { border = {'╭', '─', '╮', '│', '╯', '─', '╰', '│'} -- in a clockwise order }, mapping = { ['<C-b>'] = cmp.mapping.scroll_docs(-4), ['<C-f>'] = cmp.mapping.scroll_docs(4), ['<C-Space>'] = cmp.mapping.complete(), ['<C-e>'] = cmp.mapping.close(), ['<CR>'] = cmp.mapping.confirm({ select = false }), ['<Tab>'] = function(fallback) -- see GH-231, GH-286 if cmp.visible() then cmp.select_next_item() elseif has_words_before() then cmp.complete() else fallback() end end, ['<S-Tab>'] = function(fallback) if cmp.visible() then cmp.select_prev_item() else fallback() end end, }, formatting = { format = function(entry, vim_item) -- fancy icons and a name of kind vim_item.kind = " " .. require("lspkind").presets.default[vim_item.kind] .. " " .. vim_item.kind -- set a name for each source (see the sources section below) vim_item.menu = ({ buffer = "[Buffer]", nvim_lsp = "[LSP]", luasnip = "[LuaSnip]", ultisnips = "[UltiSnips]", nvim_lua = "[Lua]", latex_symbols = "[Latex]", })[entry.source.name] return vim_item end, }, sources = { -- Note: make sure you have proper plugins specified in plugins.vim -- https://github.com/topics/nvim-cmp { name = 'nvim_lsp', priority = 100 }, { name = 'ultisnips', keyword_length = 2, priority = 50 }, -- workaround '.' trigger { name = 'path', priority = 30, }, { name = 'buffer', priority = 10 }, }, sorting = { comparators = { cmp.config.compare.offset, cmp.config.compare.exact, cmp.config.compare.score, require("cmp-under-comparator").under, cmp.config.compare.kind, cmp.config.compare.sort_text, cmp.config.compare.length, cmp.config.compare.order, }, }, } -- Highlights for nvim-cmp's custom popup menu (GH-224) vim.cmd [[ " To be compatible with Pmenu (#fff3bf) hi CmpItemAbbr guifg=#111111 hi CmpItemAbbrMatch guifg=#f03e3e gui=bold hi CmpItemAbbrMatchFuzzy guifg=#fd7e14 gui=bold hi CmpItemAbbrDeprecated guifg=#adb5bd hi CmpItemKindDefault guifg=#cc5de8 hi! def link CmpItemKind CmpItemKindDefault hi CmpItemMenu guifg=#cfa050 ]] ----------------------------- -- Configs for PeekDefinition ----------------------------- function PeekDefinition() local params = vim.lsp.util.make_position_params() local definition_callback = function (_, result) if result == nil or vim.tbl_isempty(result) then print("PeekDefinition: " .. "cannot find the definition.") return nil end --- either Location | LocationLink --- https://microsoft.github.io/language-server-protocol/specification#location local def_result = result[1] -- Peek defintion. Currently, use quickui but a better alternative should be found. -- vim.lsp.util.preview_location(result[1]) local def_uri = def_result.uri or def_result.targetUri local def_range = def_result.range or def_result.targetSelectionRange vim.fn['quickui#preview#open'](vim.uri_to_fname(def_uri), { cursor = def_range.start.line, number = 1, -- show line number persist = 0, }) end -- Asynchronous request doesn't work very smoothly, so we use synchronous one with timeout; -- return vim.lsp.buf_request(0, 'textDocument/definition', params, definition_callback) local results, err = vim.lsp.buf_request_sync(0, 'textDocument/definition', params, 1000) if results then for client_id, result in pairs(results) do definition_callback(client_id, result.result) end else print("PeekDefinition: " .. err) end end vim.cmd [[ command! -nargs=0 PeekDefinition :lua PeekDefinition() command! -nargs=0 PreviewDefinition :PeekDefinition nmap <leader>K :<C-U>PeekDefinition<CR> nmap <silent> gp :<C-U>PeekDefinition<CR> ]] ------------ -- LSPstatus ------------ local lsp_status = require('lsp-status') lsp_status.config({ -- Avoid using use emoji-like or full-width characters -- because it can often break rendering within tmux and some terminals -- See ~/.vim/plugged/lsp-status.nvim/lua/lsp-status.lua indicator_hint = '!', status_symbol = ' ', -- Automatically sets b:lsp_current_function current_function = true, }) lsp_status.register_progress() -- LspStatus(): status string for airline _G.LspStatus = function() if #vim.lsp.buf_get_clients() > 0 then return lsp_status.status() end return '' end -- :LspStatus (command): display lsp status vim.cmd [[ command! -nargs=0 LspStatus echom v:lua.LspStatus() ]] -- Other LSP commands vim.cmd [[ command! -nargs=0 LspDebug :tab drop $HOME/.cache/nvim/lsp.log ]] --------------- -- trouble.nvim --------------- require("trouble").setup { -- https://github.com/folke/trouble.nvim#setup mode = "document_diagnostics", auto_preview = false, }
-- Copyright 2021 - Deviap (deviap.com) -- Author(s): Sanjay-B(Sanjay) -- Creates an text component. local newBaseComponent = require("devgit:source/libraries/UI/components/baseComponent.lua") return function(props) --[[ @description Creates a base component @parameter table, props @returns table, component ]] local self = newBaseComponent(props) self.container.backgroundAlpha = 0 local contentLabel = core.construct("guiTextBox", { parent = self.container, active = false, backgroundAlpha = 0, textColour = colour.hex("#FF7043"), size = props.size, position = guiCoord(0, 0, 0, 0), textFont = "deviap:fonts/openSansBold.ttf", textAlign = "topMiddle", textSize = 18, }) self.render = function() --[[ @description Renders the component @parameter nil @returns nil ]] contentLabel.text = props.text end self.render() return self end
return {'waoer','wao','waoers'}
local NPC = {}; NPC.Name = "Bartender"; NPC.ID = 23; NPC.Model = Model("models/humans/suits2/male_04.mdl"); NPC.Invisible = false; // Used for ATM Machines, Casino Tables, etc. NPC.Location = Vector(-7189.0312, -14183.5, 72.0313); NPC.Angles = Angle(0,0,0); NPC.ShowChatBubble = "Normal"; NPC.Sequence = 228; // This is always local player. function NPC.OnTalk ( ) if (LocalPlayer():Team() == TEAM_CITIZEN) then GAMEMODE.DialogPanel:SetDialog("What can I get for you maybe a shot or a beer?"); GAMEMODE.DialogPanel:AddDialog("I'll have beer please.", LEAVE_DIALOG) GAMEMODE.DialogPanel:AddDialog('How about a shot?', LEAVE_DIALOG) GAMEMODE.DialogPanel:AddDialog("No thanks I'm just looking around.", LEAVE_DIALOG) else GAMEMODE.DialogPanel:SetDialog("Uhhh... I don't server government officials on duty.\n\n(You must be a citizen to use this feature.)"); GAMEMODE.DialogPanel:AddDialog("Oh shi-...*Sneak away awkwardly*", LEAVE_DIALOG) end GAMEMODE.DialogPanel:Show(); end /*local function MakeEffects ( ) LocalPlayer():TakeCash(50); GAMEMODE.DialogPanel:AddDialog("*Doawns the shot and feels it taking effect*", LEAVE_DIALOG) end GAMEMODE:LoadNPC(NPC); */
return { summary = 'Get a new Curve from a slice of an existing one.', description = [[ Returns a new Curve created by slicing the Curve at the specified start and end points. ]], arguments = { { name = 't1', type = 'number', description = 'The starting point to slice at.' }, { name = 't2', type = 'number', description = 'The ending point to slice at.' } }, returns = { { name = 'curve', type = 'Curve', description = 'A new Curve.' } }, notes = [[ The new Curve will have the same number of control points as the existing curve. An error will be thrown if t1 or t2 are not between 0 and 1, or if the Curve has less than two points. ]], related = { 'Curve:evaluate', 'Curve:render' } }
--[[Author: Pizzalol Date: 1.1.2015. Applies flesh heap modifiers according to the kills and assists before the ability was leveled up]] function FleshHeap( keys ) local caster = keys.caster local ability = keys.ability local fleshHeapModifier = "modifier_flesh_heap_bonus_datadriven" local fleshHeapStackModifier = "modifier_flesh_heap_aura_datadriven" local assists = caster:GetAssists() local kills = caster:GetKills() for i = 1, (assists + kills) do ability:ApplyDataDrivenModifier(caster, caster, fleshHeapModifier, {}) print("Current number: " .. i) end caster:SetModifierStackCount(fleshHeapStackModifier, ability, (assists + kills)) end --[[Author: Pizzalol Date. 1.1.2015. Increases the stack count of Flesh Heap.]] function StackCountIncrease( keys ) local caster = keys.caster local ability = keys.ability local fleshHeapStackModifier = "modifier_flesh_heap_aura_datadriven" local currentStacks = caster:GetModifierStackCount(fleshHeapStackModifier, ability) caster:SetModifierStackCount(fleshHeapStackModifier, ability, (currentStacks + 1)) end --[[Author: Pizzalol Date: 1.1.2015. Adjusts the strength provided by the modifiers on ability upgrade]] function FleshHeapAdjust( keys ) local caster = keys.caster local ability = keys.ability local fleshHeapModifier = "modifier_flesh_heap_bonus_datadriven" local fleshHeapStackModifier = "modifier_flesh_heap_aura_datadriven" local currentStacks = caster:GetModifierStackCount(fleshHeapStackModifier, ability) -- Remove the old modifiers for i = 1, currentStacks do caster:RemoveModifierByName(fleshHeapModifier) end -- Add the same amount of new ones for i = 1, currentStacks do ability:ApplyDataDrivenModifier(caster, caster, fleshHeapModifier, {}) end end
-- =========================================================================== -- Base File -- =========================================================================== include("PartialScreenHooks_Expansion2"); include("partialscreenhooks_CQUI.lua");
local playsession = { {"Kiwicake", {14042}}, {"neuro666", {675139}}, {"GuidoCram", {52302}}, {"kalenmonster", {280703}}, {"rbirk", {650975}}, {"gamechanger", {354430}}, {"qwerin", {649178}}, {"Xspex", {220393}}, {"__init__", {606616}}, {"tykak", {588343}}, {"Weizenbrot", {1473}}, {"ManuelG", {25739}}, {"Pucio", {574462}}, {"Michaelmcking", {2935}}, {"blubFisch", {10423}}, {"Grooohm", {2958}}, {"Decu", {195321}}, {"andrekoul", {92351}}, {"itishappy", {4730}}, {"TheKoopa", {457226}}, {"Tribbiani", {111478}}, {"Collider", {4696}}, {"Knugn", {134824}}, {"PurpleLuk", {375285}}, {"Sneakypoop", {373738}}, {"Bionico", {391229}}, {"yulingqixiao", {390272}}, {"Terry1996", {76785}}, {"CptPonk", {356898}}, {"Iccy.Fox", {350654}}, {"kuumottaja", {331454}}, {"Trifon54", {3236}}, {"Tux0n0", {6282}}, {"Nehkko", {1004}}, {"beranabus", {264392}}, {"Ruslan_kc", {25609}}, {"evileddy60", {257210}}, {"Foldi", {63206}}, {"CawaEast", {203129}}, {"bigjoemonger", {186644}}, {"nikithase", {161268}}, {"araran", {7217}}, {"die_ott", {171939}}, {"fabilord98", {164696}}, {"OECEMESO", {159995}}, {"Preizhour", {2202}}, {"ReBootYourMind", {155184}}, {"srbrian", {130460}}, {"Freakneek", {4914}}, {"okan009", {112590}}, {"Agocelt", {111663}}, {"Sir_Metaladon", {2063}}, {"redlabel", {8535}}, {"thisisjack", {62821}}, {"lluceu", {8745}}, {"mewmew", {61857}}, {"jackazzm", {54161}}, {"RoiBezo", {4914}}, {"tickterd", {6036}}, {"Arusu", {20042}}, {"StarLite", {1829}}, {"Nick_Nitro", {10656}}, {"pwoland", {192}} } return playsession
local engine, ns = ... Logger.Information("Engine.Name=",engine.Name,", Engine.Title=",engine.Title) -- Setup engine engine:AddProcessName("DOOMx64") engine:AddProcessName("DOOMx64vk") -- Setup settings local setting = EngineSettingFolderBrowser() setting.CanAutoDetect = true setting.Name = "SourceFolder" setting.Caption = "Saved Game Folder" setting.Description = "Select the root folder where the game save files are located" setting.HelpTooltip = "This must be the folder containing the GAME-AUTOSAVEX folders" setting.Kind = EngineSettingKind.Setup setting.OnAutoDetect = function() local s = '%USERPROFILE%\\Saved Games\\id Software\\DOOM\\base\\savegame.user' local path = Environment.ExpandEnvironmentVariables(s) Logger.Debug(path) if (not Directory.Exists(path)) then return "" end local directoryInfo = DirectoryInfo(path) if directoryInfo then Logger.Debug("directoryInfo is ok") end local dirs = directoryInfo:GetDirectories() for i = 0, dirs.Length-1 do directory = dirs[i] if (string.match(directory.Name, "^([%d]+)$")) then directoryInfo = nil local fullname = directory.FullName directory = nil return fullname end directory = nil end directoryInfo = nil return "" end engine:AddSetting(setting) local settingSlot = EngineSettingCombobox() settingSlot.Name = "SlotIndex" settingSlot.Caption = "Slot" settingSlot.Description = "Select which slot to backup" settingSlot.HelpTooltip = "" settingSlot.Kind = EngineSettingKind.Setup settingSlot.Values:Add(1, "Slot 1") settingSlot.Values:Add(2, "Slot 2") settingSlot.Values:Add(3, "Slot 3") settingSlot.Value = 1 engine:AddSetting(settingSlot) engine.OnSetupValidate = function() local r = true for i = 0, engine.Settings.Count-1 do local s = engine.Settings[i] if s.Kind == EngineSettingKind.Setup then if s.Name == "SourceFolder" then if s.Value == "" or (not Directory.Exists(s.Value)) then r = false end end if s.Name == "SlotIndex" then if s.Value <= 0 then r = false end end end end return r end engine.OnSetupSuggestProfileName = function() if settingSlot.Value == 1 then return "DOOM 2016 - Slot 1" end if settingSlot.Value == 2 then return "DOOM 2016 - Slot 2" end if settingSlot.Value == 3 then return "DOOM 2016 - Slot 3" end return "DOOM 2016" end -- Runtime settings setting = EngineSettingCheckbox() setting.Name = "IncludeDeath" setting.Caption = "AutoBackup: Include death" setting.Description = "" setting.HelpTooltip = "Also do a backup on death checkpoint" setting.Kind = EngineSettingKind.Runtime setting.Value = false engine:AddSetting(setting) setting = EngineSettingCheckbox() setting.Name = "Screenshot" setting.Caption = "AutoBackup: Screenshot" setting.Description = "" setting.HelpTooltip = "Work only if the game is set to OpenGL or Windowed mode" setting.Kind = EngineSettingKind.Runtime setting.Value = false engine:AddSetting(setting) -- Snapshot list definition --[[ Predefine columns are: - DateTime Saved At - string Notes --]] local columnDiff = EngineSnapshotColumnDefinition() columnDiff.Key = "Difficulty" columnDiff.HeaderText = "Difficulty" engine:AddSnapshotColumnDefinition(columnDiff) local columnPlayed = EngineSnapshotColumnDefinition() columnPlayed.Key = "PlayedTime" columnPlayed.HeaderText = "Played Time" engine:AddSnapshotColumnDefinition(columnPlayed) local columnDeath = EngineSnapshotColumnDefinition() columnDeath.Key = "Death" columnDeath.HeaderText = "🕱" engine:AddSnapshotColumnDefinition(columnDeath)
-- https://github.com/akinsho/bufferline.nvim require('bufferline').setup { options = { diagnostics = "nvim_lsp", diagnostics_update_in_insert = false, diagnostics_indicator = function(count, level, diagnostics_dict, context) local s = " " for e, n in pairs(diagnostics_dict) do local sym = e == "error" and " " or (e == "warning" and " " or "") s = s .. n .. sym end return s end, show_buffer_close_icons = false, show_close_icon = false, name_formatter = function(buf) -- buf contains a "name", "path" and "bufnr" -- remove extension from markdown files for example if buf.name:match('%.md') then return vim.fn.fnamemodify(buf.name, ':t:r') end end, } }
RegisterServerEvent("SaveCoords") AddEventHandler("SaveCoords", function(name, x, y, z, h, text) local src = source file = io.open(name .. "-Coords.txt", "a") if file then file:write("vector4(" .. x .. ", " .. y .. ", " .. z .. ", " .. h .. "),\n") end file:close() TriggerClientEvent("DoLongHudText", src, "Position saved") end) RegisterServerEvent("SaveCoordsOffset") AddEventHandler("SaveCoordsOffset", function(name, x, y, z, h, text) local src = source file = io.open(name .. "-CoordsOffset.txt", "a") if file then file:write("vector4(" .. x .. ", " .. y .. ", " .. z .. ", " .. h .. "),\n") end file:close() TriggerClientEvent("DoLongHudText", src, "Position saved") end)
---------------------------------------------------------------------------------------------------- -- -- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or -- its licensors. -- -- For complete copyright and license terms please see the LICENSE at the root of this -- distribution (the "License"). All use of this software is governed by the License, -- or, if provided, by the license below or the license accompanying this file. Do not -- remove or modify any license notices. This file is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- -- ---------------------------------------------------------------------------------------------------- local ChickenSpawnAndAnimate = { Properties = { }, EventCallbacks = { UpArrow = {}, DownArrow = {}, LeftArrow = {}, RightArrow = {}, }, Handlers = { }, } function ChickenSpawnAndAnimate:OnActivate() -- Set up bus listeners to listen to notifications from Components -- Set up animation notifications listener self.animNotificationsBusHandler = SimpleAnimationComponentNotificationBus.Connect(self,self.entityId) -- Set up tick bus listener self.tickBusHandler = TickBus.Connect(self, 0) -- Flag to make sure animation only plays once self.OnAnimPlayed = false -- Set up a random delay to desync spawns self.chickeningDelay = math.random() self.chickeningCounter = 0 self.Handlers.Up = FloatActionNotificationBus.Connect(self.EventCallbacks.UpArrow, ActionNotificationId(0, "UpPressed")) self.Handlers.Down= FloatActionNotificationBus.Connect(self.EventCallbacks.DownArrow, ActionNotificationId(0, "DownPressed")) self.Handlers.Left = FloatActionNotificationBus.Connect(self.EventCallbacks.LeftArrow, ActionNotificationId(0, "LeftPressed")) self.Handlers.Right= FloatActionNotificationBus.Connect(self.EventCallbacks.RightArrow, ActionNotificationId(0, "RightPressed")) end function ChickenSpawnAndAnimate.EventCallbacks.UpArrow:OnEventAction(floatValue) end function ChickenSpawnAndAnimate.EventCallbacks.DownArrow:OnEventAction(floatValue) end function ChickenSpawnAndAnimate.EventCallbacks.LeftArrow:OnEventAction(floatValue) end function ChickenSpawnAndAnimate.EventCallbacks.RightArrow:OnEventAction(floatValue) end function ChickenSpawnAndAnimate.EventCallbacks.UpArrow:OnEventFailed() end function ChickenSpawnAndAnimate.EventCallbacks.DownArrow:OnEventFailed() end function ChickenSpawnAndAnimate.EventCallbacks.LeftArrow:OnEventFailed() end function ChickenSpawnAndAnimate.EventCallbacks.RightArrow:OnEventFailed() end function ChickenSpawnAndAnimate:OnTick(deltaTime, timePoint) self.chickeningCounter = self.chickeningCounter + deltaTime if(self.chickeningCounter >= self.chickeningDelay) then -- Check the flag if (self.OnAnimPlayed == false) then self.OnAnimPlayed = true -- Set up an animated layer to be played self.layer = AnimatedLayer("anim_chicken_flapping",0,false,1.0,0.15) -- Send a request to the Animation Component SimpleAnimationComponentRequestBus.Event.StartAnimation(self.entityId, self.layer) end self.chickeningDelay = math.random(7,12) self.chickeningCounter = 0 -- Send a request to the Audio component AudioTriggerComponentRequestBus.Event.ExecuteTrigger(self.entityId, "Play_Chicken_Squack") end end function ChickenSpawnAndAnimate:OnAnimationStopped(layer) -- When the flap animation ends, start the idle animation self.layer = AnimatedLayer("anim_chicken_idle",0,true,1.0,0.15) SimpleAnimationComponentRequestBus.Event.StartAnimation(self.entityId, self.layer) end function ChickenSpawnAndAnimate:OnDeactivate() self.tickBusHandler:Disconnect() self.animNotificationsBusHandler:Disconnect() self.Handlers.Up:Disconnect() self.Handlers.Down:Disconnect() self.Handlers.Left:Disconnect() self.Handlers.Right:Disconnect() end return ChickenSpawnAndAnimate
-------------------------------------------------------------------------------- local _ = require "lib.underscore" local class = require "lib.middleclass" -------------------------------------------------------------------------------- local Model = class("Model") function Model:initialize(db, tableName, attributes) self.db = db self.tableName = tableName self.attributes = attributes local tableSetup = "CREATE TABLE " .. tableName tableSetup = tableSetup .. " (id INTEGER PRIMARY KEY" _.each(attributes, function(a) if (a ~= "id") then tableSetup = tableSetup .. ", " .. a end end) tableSetup = tableSetup .. ");" db:exec(tableSetup) end local function tableToString(conditions, delimiter) local conds = {} conditions = conditions or {} for k,v in pairs(conditions) do if k == "SQL" then conds[#conds + 1] = "(" .. v .. ")" else conds[#conds + 1] = k .. " = \"" .. tostring(v) .. "\"" end end return _.join(conds, delimiter) end local function conditionsToSQL(conditions, exclude_conditions) local conds = tableToString(conditions, " AND ") local ex_conds = tableToString(exclude_conditions, " AND ") result = "" if string.len(conds) > 0 or string.len(ex_conds) > 0 then result = result .. " WHERE " .. conds if string.len(ex_conds) > 0 then if string.len(conds) > 0 then result = result .. " AND " end result = result .. " NOT (" .. ex_conds .. ")" end end return result end local function updateToSQL(attributes) attributes.id = nil return tableToString(attributes, ", ") end function Model:ordering() if self.orderBy then return " ORDER BY " .. self.orderBy .. " " else return "" end end function Model:aggregate(fun, conditions, exclude_conditions, attribute) local aggregation_functions = {avg = true, sum = true, count = true, min = true, max = true} attribute = attribute or "*" conditions = conditions or {} if aggregation_functions[fun] then local query = "SELECT " .. fun .. "(" .. attribute .. ") as r FROM " .. self.tableName .. conditionsToSQL(conditions, exclude_conditions) for row in self.db:nrows(query) do if row and row.r then return tonumber(row.r) end end end return 0 end function Model:count(conditions, exclude_conditions) return self:aggregate("count", conditions, exclude_conditions) end function Model:sum(attribute, conditions, exclude_conditions) return self:aggregate("count", conditions, exclude_conditions, attribute) end function Model:avg(attribute, conditions, exclude_conditions) return self:aggregate("avg", conditions, exclude_conditions, attribute) end function Model:min(attribute, conditions, exclude_conditions) return self:aggregate("min", conditions, exclude_conditions, attribute) end function Model:max(attribute, conditions, exclude_conditions) return self:aggregate("max", conditions, exclude_conditions, attribute) end function Model:all(rowCallback, conditions, exclude_conditions) for row in self.db:nrows("SELECT * FROM " .. self.tableName .. conditionsToSQL(conditions, exclude_conditions) .. self:ordering()) do rowCallback(row) end end function Model:allArray(conditions, exclude_conditions) local result = {} self:all(function(r) result[#result + 1] = r end, conditions, exclude_conditions) return result end function Model:where(conditions, rowCallback) local query = "SELECT * FROM " .. self.tableName .. conditionsToSQL(conditions, exclude_conditions) .. self:ordering() for row in self.db:nrows(query) do rowCallback(row) end end function Model:get(id) for row in self.db:nrows("SELECT * FROM " .. self.tableName .. " WHERE id = " .. id) do return row end end function Model:find(conditions, exclude_conditions) for row in self.db:nrows("SELECT * FROM " .. self.tableName .. conditionsToSQL(conditions, exclude_conditions)) do return row end return nil end function Model:join(joinSQL, conditions, rowCallback) local query = "SELECT * FROM " .. self.tableName .. " JOIN " .. joinSQL .. " " .. conditionsToSQL(conditions, {}) .. self:ordering() print("JOIN QUERY: " .. query) for row in self.db:nrows(query) do rowCallback(row) end end function Model:first(conditions) return self:find(conditions) end function Model:insert(attributes) local values = {} local columnNames = {} _.each(self.attributes, function(a) if attributes[a] then values[#values + 1] = "\"" .. attributes[a] .. "\"" columnNames[#columnNames + 1] = a end end) local query = "INSERT INTO " .. self.tableName .. "(" .. _.join(columnNames, ",") .. ") VALUES ( " .. _.join(values, ", ") .. ")" self.db:exec(query) local record_id = self.db:last_insert_rowid() if type(self.afterInsert) == "function" then self.afterInsert(record_id) end return record_id end function Model:create(attrs) return self:insert(attrs) end function Model:update(id, attributes) local existing_attributes = {} _.each(self.attributes, function(a) if attributes[a] then existing_attributes[a] = attributes[a] end end) local query = "UPDATE " .. self.tableName .. " SET " .. updateToSQL(existing_attributes) .. " WHERE id = \"" .. id .. "\"" print("[DB] " .. query) self.db:exec(query) end function Model:updateAll(conditions, attributes) local query = "UPDATE " .. self.tableName .. " SET " .. updateToSQL(attributes) .. conditionsToSQL(conditions) self.db:exec(query) end function Model:delete(conditions, exclude_conditions) local query = "DELETE FROM " .. self.tableName .. conditionsToSQL(conditions, exclude_conditions) local errcode = self.db:exec(query) end return Model
--test_sd-id128.lua package.path = package.path..";../src/?.lua" local ffi = require("ffi") local sd_id128 = require("sd-id128") local sd_messages = require("sd-messages") local id1 = sd_id128(); print("Default: ",id1) print(" isNull: ", id1:isNull()) local coreDump = sd_messages.SD_MESSAGE_COREDUMP; print(" COREDUMP: ", sd_messages.SD_MESSAGE_COREDUMP) print("SD_MESSAGE_POWER_KEY: ", sd_messages.SD_MESSAGE_POWER_KEY)
-- utilities.lua -- Functions shared among plugins. local utilities = {} local HTTP = require('socket.http') local ltn12 = require('ltn12') local HTTPS = require('ssl.https') local URL = require('socket.url') local JSON = require('dkjson') local bindings = require('bindings') -- get the indexed word in a string function utilities.get_word(s, i) s = s or '' i = i or 1 local t = {} for w in s:gmatch('%g+') do table.insert(t, w) end return t[i] or false end -- Like get_word(), but better. -- Returns the actual index. function utilities.index(s) local t = {} for w in s:gmatch('%g+') do table.insert(t, w) end return t end -- Returns the string after the first space. function utilities.input(s) if not s:find(' ') then return false end return s:sub(s:find(' ')+1) end -- I swear, I copied this from PIL, not yago! :) function utilities.trim(str) -- Trims whitespace from a string. local s = str:gsub('^%s*(.-)%s*$', '%1') return s end local lc_list = { -- Latin = 'Cyrillic' ['A'] = 'А', ['B'] = 'В', ['C'] = 'С', ['E'] = 'Е', ['I'] = 'І', ['J'] = 'Ј', ['K'] = 'К', ['M'] = 'М', ['H'] = 'Н', ['O'] = 'О', ['P'] = 'Р', ['S'] = 'Ѕ', ['T'] = 'Т', ['X'] = 'Х', ['Y'] = 'Ү', ['a'] = 'а', ['c'] = 'с', ['e'] = 'е', ['i'] = 'і', ['j'] = 'ј', ['o'] = 'о', ['s'] = 'ѕ', ['x'] = 'х', ['y'] = 'у', ['!'] = 'ǃ' } -- Replaces letters with corresponding Cyrillic characters. function utilities.latcyr(str) for k,v in pairs(lc_list) do str = str:gsub(k, v) end return str end -- Loads a JSON file as a table. function utilities.load_data(filename) local f = io.open(filename) if not f then return {} end local s = f:read('*all') f:close() local data = JSON.decode(s) return data end -- Saves a table to a JSON file. function utilities.save_data(filename, data) local s = JSON.encode(data) local f = io.open(filename, 'w') f:write(s) f:close() end -- Gets coordinates for a location. Used by gMaps.lua, time.lua, weather.lua. function utilities:get_coords(input) local url = 'http://maps.googleapis.com/maps/api/geocode/json?address=' .. URL.escape(input) local jstr, res = HTTP.request(url) if res ~= 200 then return self.config.errors.connection end local jdat = JSON.decode(jstr) if jdat.status == 'ZERO_RESULTS' then return self.config.errors.results end return { lat = jdat.results[1].geometry.location.lat, lon = jdat.results[1].geometry.location.lng } end -- Get the number of values in a key/value table. function utilities.table_size(tab) local i = 0 for _,_ in pairs(tab) do i = i + 1 end return i end -- Just an easy way to get a user's full name. -- Alternatively, abuse it to concat two strings like I do. function utilities.build_name(first, last) if last then return first .. ' ' .. last else return first end end function utilities:resolve_username(input) input = input:gsub('^@', '') for _,v in pairs(self.database.users) do if v.username and v.username:lower() == input:lower() then return v end end end function utilities:user_from_message(msg, no_extra) local input = utilities.input(msg.text_lower) local target = {} if msg.reply_to_message then for k,v in pairs(self.database.users[msg.reply_to_message.from.id_str]) do target[k] = v end elseif input and tonumber(input) then target.id = tonumber(input) if self.database.users[input] then for k,v in pairs(self.database.users[input]) do target[k] = v end end elseif input and input:match('^@') then local uname = input:gsub('^@', '') for _,v in pairs(self.database.users) do if v.username and uname == v.username:lower() then for key, val in pairs(v) do target[key] = val end end end if not target.id then target.err = 'Sorry, I don\'t recognize that username.' end else target.err = 'Please specify a user via reply, ID, or username.' end if not no_extra then if target.id then target.id_str = tostring(target.id) end if not target.first_name then target.first_name = 'User' end target.name = utilities.build_name(target.first_name, target.last_name) end return target end function utilities:handle_exception(err, message) if not err then err = '' end local output = '\n[' .. os.date('%F %T', os.time()) .. ']\n' .. self.info.username .. ': ' .. err .. '\n' .. message .. '\n' if self.config.log_chat then output = '```' .. output .. '```' bindings.sendMessage(self, self.config.log_chat, output, true, nil, true) else print(output) end end function utilities.download_file(url, filename) if not filename then filename = url:match('.+/(.-)$') or os.time() filename = '/tmp/' .. filename end local body = {} local doer = HTTP local do_redir = true if url:match('^https') then doer = HTTPS do_redir = false end local _, res = doer.request{ url = url, sink = ltn12.sink.table(body), redirect = do_redir } if res ~= 200 then return false end local file = io.open(filename, 'w+') file:write(table.concat(body)) file:close() return filename end function utilities.markdown_escape(text) text = text:gsub('_', '\\_') text = text:gsub('%[', '\\[') text = text:gsub('%]', '\\]') text = text:gsub('%*', '\\*') text = text:gsub('`', '\\`') return text end utilities.md_escape = utilities.markdown_escape utilities.INVOCATION_PATTERN = '/' utilities.triggers_meta = {} utilities.triggers_meta.__index = utilities.triggers_meta function utilities.triggers_meta:t(pattern, has_args) local username = self.username:lower() table.insert(self.table, '^'..utilities.INVOCATION_PATTERN..pattern..'$') table.insert(self.table, '^'..utilities.INVOCATION_PATTERN..pattern..'@'..username..'$') if has_args then table.insert(self.table, '^'..utilities.INVOCATION_PATTERN..pattern..'%s+[^%s]*') table.insert(self.table, '^'..utilities.INVOCATION_PATTERN..pattern..'@'..username..'%s+[^%s]*') end return self end function utilities.triggers(username, trigger_table) local self = setmetatable({}, utilities.triggers_meta) self.username = username self.table = trigger_table or {} return self end function utilities.with_http_timeout(timeout, fun) local original = HTTP.TIMEOUT HTTP.TIMEOUT = timeout fun() HTTP.TIMEOUT = original end function utilities.enrich_user(user) user.id_str = tostring(user.id) user.name = utilities.build_name(user.first_name, user.last_name) return user end function utilities.enrich_message(msg) if not msg.text then msg.text = msg.caption or '' end msg.text_lower = msg.text:lower() msg.from = utilities.enrich_user(msg.from) msg.chat.id_str = tostring(msg.chat.id) if msg.reply_to_message then if not msg.reply_to_message.text then msg.reply_to_message.text = msg.reply_to_message.caption or '' end msg.reply_to_message.text_lower = msg.reply_to_message.text:lower() msg.reply_to_message.from = utilities.enrich_user(msg.reply_to_message.from) msg.reply_to_message.chat.id_str = tostring(msg.reply_to_message.chat.id) end if msg.forward_from then msg.forward_from = utilities.enrich_user(msg.forward_from) end if msg.new_chat_participant then msg.new_chat_participant = utilities.enrich_user(msg.new_chat_participant) end if msg.left_chat_participant then msg.left_chat_participant = utilities.enrich_user(msg.left_chat_participant) end return msg end function utilities.pretty_float(x) if x % 1 == 0 then return tostring(math.floor(x)) else return tostring(x) end end function utilities:create_user_entry(user) local id = tostring(user.id) -- Clear things that may no longer exist, or create a user entry. if self.database.users[id] then self.database.users[id].username = nil self.database.users[id].last_name = nil else self.database.users[id] = {} end -- Add all the user info to the entry. for k,v in pairs(user) do self.database.users[id][k] = v end end -- This table will store unsavory characters that are not properly displayed, -- or are just not fun to type. utilities.char = { zwnj = '‌', arabic = '[\216-\219][\128-\191]', rtl = '‮', flush_right = '‏' } return utilities
return function(cat9, root, builtins, suggest) function builtins.trigger(job, action, cmd, oflow) if not job then cat9.add_message("trigger >job< ... - job missing") return end if type(job) ~= "table" or job.hidden then cat9.add_message("trigger >job< ... - wrong type or state for job") return end if not action or type(action) ~= "string" or (action ~= "ok" and action ~= "fail") then cat9.add_message("trigger job >action< - should be one of 'ok', 'fail'") return end if not cmd or type(cmd) ~= "string" then cat9.add_message("trigger job >action< - should be a valid cli input or 'flush'") return end if oflow then cat9.add_message("trigger job action >< - too many arguments (escape action with \"\")") return end -- the actions are just shorter aliases if action == "ok" then action = "on_finish" else action = "on_fail" end if cmd == "flush" then job.hooks[action] = {} else table.insert( job.hooks[action], function() local osel = cat9.selectedjob cat9.selectedjob = job cat9.parse_string(nil, cmd) cat9.selectedjob = osel end ) end end function suggest.trigger(args, raw) local set = {} if #args == 2 then for _,v in ipairs(lash.jobs) do if not v.hidden then table.insert(set, "#" .. tostring(v.id)) end end cat9.readline:suggest(set, "word") elseif #args == 3 then cat9.readline:suggest(cat9.prefix_filter({"ok", "fail"}, args[3]), "word") elseif #args == 4 and #args[#args] == 0 then cat9.readline:suggest({"flush"}, "word") -- should recursively resolve the rest of the 4th argument through the -- same parser / suggest as we do elsewhere end end end
local nvim_cmd = vim.api.nvim_command -- leave vim if nerdtree is the only open buffer left nvim_cmd('autocmd bufenter * if (winnr("$") == 1 && exists("b:NERDTree") && b:NERDTree.isTabTree()) | q | endif')
--[[ Given an "atlas" (a texture with multiple sprites), as well as a width and a height for the tiles therein, split the texture into all of the quads by simply dividing it evenly. ]] function GenerateQuads(atlas, tilewidth, tileheight) local sheetWidth = atlas:getWidth() / tilewidth local sheetHeight = atlas:getHeight() / tileheight local sheetCounter = 1 local spritesheet = {} for y = 0, sheetHeight - 1 do for x = 0, sheetWidth - 1 do spritesheet[sheetCounter] = love.graphics.newQuad(x * tilewidth, y * tileheight, tilewidth, tileheight, atlas:getDimensions()) sheetCounter = sheetCounter + 1 end end return spritesheet end 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 --[[ This function is specifically made to piece out the paddles from the sprite sheet. For this, we have to piece out the paddles a little more manually, since they are all different sizes. ]] function GenerateQuadsPaddles(atlas) local x = 0 local y = 64 local counter = 1 local quads = {} for i = 0, 3 do --smallest quads[counter] = love.graphics.newQuad(x, y, 32, 16, atlas:getDimensions()) counter = counter + 1 --medium quads[counter] = love.graphics.newQuad(x + 32, y, 64, 16, atlas:getDimensions()) counter = counter + 1 --large quads[counter] = love.graphics.newQuad(x + 96, y, 96, 16, atlas:getDimensions()) counter = counter + 1 --huge quads[counter] = love.graphics.newQuad(x, y + 16, 128, 16, atlas:getDimensions()) counter = counter + 1 --prepare X and Y for the next set of paddles x = 0 y = y + 32 end return quads end
-- Copyright 2021 Frank Uhlig -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. function love.load(args) width = love.graphics.getWidth() height = love.graphics.getHeight() debug = false debug_time = false debug_center = false finish_game = false State = { run = 1, fin = 2, cls = 3, pause = 4, } game_state = State.run for i, arg in ipairs(args) do if 'debug' == arg then debug = true elseif 'debugtime' == arg then debugtime = true elseif 'debugcenter' == arg then debugcenter = true end end score = 0 dist_cut = 224 world_speed = 30 max_bugs = 20 dm = nil def_bug_width = 5 def_bug_length = 10 max_vel = 100 bug_creation_rate = 0.010 max_rand_vel = 30 bug_rando_red = 0.2 bug_adhesive = 0.0015 bug_alignment = 0.02 bug_bias = 0.3 vel = 'vel' pos = 'pos' player_bug_enhancement = 15 death_bar = height death_vel = 0 death_vel_red = 100 max_death_vel = 10 if debug then dt_vel_inp = 1 else dt_vel_inp = 5 end -- use metatables and fun to create these more dynamically bugs = { -- { -- pos = { x = width / 2, y = height / 2 }, -- vel = { x = 0, y = 0 }, -- shape = { width = def_bug_width }, -- } } max_cookies = 3 cookies = {} def_cookie_width = def_bug_width * 10 cookie_creation_rate = bug_creation_rate / 4 cookie_margin = 1.1 * def_cookie_width cookie_min_neigh = 3 max_frogs = 5 frogs = {} def_frog_width = def_bug_width * 5 frog_creation_rate = 0.0005 -- alternate sides as well def_tongue_len = def_frog_width * 20 frog_attack_rate = 0.5 def_attack_len = 50 main_bug_width = def_bug_width main_bug_length = def_bug_length if debug then main_bug_width = main_bug_width * 10 main_bug_length = main_bug_length * 10 max_bugs = 0 max_death_vel = 10 end add_bug(width / 2, height / 2, 0, math.random(0.1 * max_vel), main_bug_width, main_bug_length) init_dist_mat() calc_dist_mat() targets = {} def_target_width = 50 target_score_red = 0.5 curtime = os.clock() registered_tables = { bugs, cookies, frogs, targets, } -- also create an overall container for bugs, objects, frogs, and feet end function init_dist_mat() dm = {} for i=1,#bugs do dm[i] = {} for j=1,#bugs do dm[i][j] = 0 end end end function calc_dist_mat() for i, bi in ipairs(bugs) do for j, bj in ipairs(bugs) do if i == j then dm[i][j] = 0 elseif i < j then -- refactor into reusable function dm[i][j] = vec_len({ x = bi.pos.x - bj.pos.x, y = bi.pos.y - bj.pos.y }) elseif i > j then dm[i][j] = dm[j][i] end end end end function get_init_frog_orientation(x, y) local ori = { x = 0, y = 0 } if x < 0.1 * width then ori.x = 1 ori.y = 0 elseif x > 0.9 * width then ori.x = -1 ori.y = 0 else ori.x = 0 ori.y = -1 end return ori end -- frogs need an orientation in which to shoot with their tongue function add_frog(x, y, radius, orientation) radius = radius or def_frog_width x = x or math.random(width) y = y or 0 orientation = orientation or get_init_frog_orientation(x, y) frogs[#frogs + 1] = { pos = { x = x, y = y }, shape = { width = radius }, orientation = orientation, attacking = 0, tongue = { x = x, y = y, len = 0, max = 0}, } end function add_cookie(x, y, width) x = x or width / 2 y = y or height / 2 local width = width or def_cookie_width cookies[#cookies + 1] = { pos = { x = x, y = y }, vel = { x = 0, y = 0 }, shape = { width = width }, } end function add_bug(x, y, vx, vy, width, length) x = x or width / 2 y = y or height / 2 vx = vx or 0 vy = vy or 0 local width = width or def_bug_width local length = length or def_bug_length bugs[#bugs + 1] = { pos = { x = x, y = y }, vel = { x = vx, y = vy }, shape = { width = width, length = length}, } end function add_target(x, y, width) x = x or math.random() * width y = y or math.random() * height width = width or def_target_width targets[ #targets + 1 ] = { pos = { x = x, y = y }, shape = { width = width }, } end function handle_input() if #bugs == 0 then return end --no friction and continuous, floaty movement if love.keyboard.isDown('k') or love.keyboard.isDown('up') then bugs[1].vel.y = math.min(bugs[1].vel.y + dt_vel_inp, max_vel) end if love.keyboard.isDown('j') or love.keyboard.isDown('down') then bugs[1].vel.y = math.max(bugs[1].vel.y - dt_vel_inp, -max_vel) end if love.keyboard.isDown('h') or love.keyboard.isDown('left') then bugs[1].vel.x = math.max(bugs[1].vel.x - dt_vel_inp, -max_vel) end if love.keyboard.isDown('l') or love.keyboard.isDown('right') then bugs[1].vel.x = math.min(bugs[1].vel.x + dt_vel_inp, max_vel) end end function update_frogs(dt) local lost_frogs = {} for i, f in ipairs(frogs) do if f.pos.y > death_bar then table.insert(lost_frogs, i) end end for i = #lost_frogs, 1, -1 do table.remove(frogs, lost_frogs[i]) end end function update_targets() local lost_targets = {} for i, t in ipairs(targets) do if t.pos.y > death_bar then table.insert(lost_targets, i) end end for i = #lost_targets, 1, -1 do table.remove(targets, lost_targets[i]) end end function attack_bugs() for i, f in ipairs(frogs) do local tongue = get_tongue_pos(f) if f.attacking > 0 then f.attacking = f.attacking - 1 f.tongue.len = (def_attack_len - f.attacking) / def_attack_len * f.tongue.max f.tongue.x = tongue.x + f.orientation.x * f.tongue.len f.tongue.y = tongue.y + f.orientation.y * f.tongue.len for j, b in ipairs(bugs) do if circles_colliding(f.tongue, b.pos, get_tongue_width(f), b.shape.width) then b.hit = true f.attacking = 0 f.tongue.len = 0 f.tongue.x = tongue.x f.tongue.y = tongue.y end end elseif math.random() > frog_attack_rate then f.attacking = def_attack_len f.tongue.max = def_tongue_len * math.random() f.tongue.len = 0 f.tongue.x = tongue.x f.tongue.y = tongue.y end end end function circles_colliding(a, b, r1, r2) -- not worlds local dx = a.x - b.x local dy = a.y - b.y if dx*dx + dy*dy <= (r1+r2) * (r1+r2) then return true end return false end function update_cookies(dt) local lost_cookies = {} for i, c in ipairs(cookies) do local numneighs = 0 local cumvel = { x = 0, y = 0 } for j, b in ipairs(bugs) do if vec_len({ x = b.pos.x - c.pos.x, y = b.pos.y - c.pos.y }) < cookie_margin then cumvel.x = cumvel.x + b.vel.x cumvel.y = cumvel.y + b.vel.y numneighs = numneighs + 1 end end if numneighs > cookie_min_neigh then --local vel = calc_prop_avg('vel', nil, c.pos) c.vel.x = cumvel.x / numneighs c.vel.y = cumvel.y / numneighs else c.vel.x = c.vel.x * 0.95 c.vel.y = c.vel.y * 0.95 end c.pos.x = c.pos.x + dt * c.vel.x c.pos.y = c.pos.y - dt * c.vel.y -- if there are a certain number of bugs under the cookie, move it -- use the average velocity of boid flock centered around cookie if c.pos.y > death_bar then table.insert(lost_cookies, i) end end for i = #lost_cookies, 1, -1 do table.remove(cookies, lost_cookies[i]) end end function update_bugs(dt) lost_bugs = {} for i, o in ipairs(bugs) do o.pos.x = o.pos.x + dt * o.vel.x o.pos.y = o.pos.y - dt * o.vel.y -- up is down and down is up -- die at the bottom if o.pos.y > death_bar or o.hit then table.insert(lost_bugs, i) else -- reflective boundaries left, right, top if o.pos.x < 0 then o.pos.x = -o.pos.x o.vel.x = -o.vel.x elseif o.pos.x > width then o.pos.x = 2 * width - o.pos.x o.vel.x = -o.vel.x end if o.pos.y < 0 then o.vel.y = -o.vel.y o.pos.y = -o.pos.y end end end for i = #lost_bugs, 1, -1 do table.remove(bugs, lost_bugs[i]) end end function move_world(dt) if #bugs == 0 then return end if bugs[1].pos.y < height / 2 then return end for t in pairs(registered_tables) do for i, obj in ipairs(registered_tables[t]) do obj.pos.y = obj.pos.y + dt * world_speed if obj.tongue then obj.tongue.y = obj.tongue.y + dt * world_speed end end end end function chill() for i in pairs(bugs) do bias = calc_separation_bias(i) bugs[i].vel.x = bugs[i].vel.x + bias.x * bug_bias bugs[i].vel.y = bugs[i].vel.y + bias.y * bug_bias end end function calc_separation_bias(me) local bias = { x = 0, y = 0 } local dist = { x = 0, y = 0 } for i in pairs(bugs) do if i ~= me then dist.x = bugs[me].pos.x - bugs[i].pos.x dist.y = bugs[me].pos.y - bugs[i].pos.y if math.sqrt(dist.x*dist.x + dist.y*dist.y) < (bugs[me].shape.width + bugs[i].shape.width) * 2 then bias.x = bias.x + dist.x bias.y = bias.y + dist.y end end end return bias end function alignment() local align = { x = 0, y = 0 } for i in pairs(bugs) do local avel = calc_bug_avel(i) align.x = avel.x - bugs[i].vel.x align.y = avel.y - bugs[i].vel.y bugs[i].vel.x = bugs[i].vel.x + align.x * bug_alignment bugs[i].vel.y = bugs[i].vel.y + align.y * bug_alignment end end function randomize() for i, b in ipairs(bugs) do if i ~= 1 then b.vel.x = b.vel.x + (math.random() * 2 - 1.) * max_rand_vel * bug_rando_red b.vel.y = b.vel.y + (math.random() * 2 - 1.) * max_rand_vel * bug_rando_red end end end function cohesion() local coh = { x = 0, y = 0 } local fac = 1 for i in pairs(bugs) do local center = calc_bug_center(i) coh.x = center.x - bugs[i].pos.x coh.y = center.y - bugs[i].pos.y if 1 == i then fac = 1 else fac = player_bug_enhancement end bugs[i].vel.x = bugs[i].vel.x + coh.x * bug_adhesive * fac bugs[i].vel.y = bugs[i].vel.y - coh.y * bug_adhesive * fac end end function calc_bug_center(bug_idx) return calc_prop_avg('pos', bug_idx) end function calc_bug_avel(bug_idx) return calc_prop_avg('vel', bug_idx) end function calc_prop_avg(prop, bug_idx, center) local x = 0. local y = 0. local num_bugs = 0 local dlt = 0 if not bug_idx and not center then return nil end for i, bug in ipairs(bugs) do if center then dlt = vec_len({ x = center.x - bugs[i][prop].x, y = center.y - bugs[i][prop].y }) else dlt = dm[i][bug_idx] end -- calculate distance to central bug or just take all if no center provided if not bug_idx or dlt < dist_cut then x = x + bugs[i][prop].x y = y + bugs[i][prop].y num_bugs = num_bugs + 1 end end x = x / num_bugs y = y / num_bugs return { x = x, y = y } end function detect_score() local finished = {} for i, c in ipairs(cookies) do for j, t in ipairs(targets) do if circles_colliding(c.pos, t.pos, c.shape.width, t.shape.width * target_score_red) then table.insert(finished, {i,j}) end end end for f=#finished, 1, -1 do table.remove(cookies, finished[f].i) table.remove(targets, finished[f].j) end return #finished end function love.update(dt) local tstart = os.clock() if game_state == State.fin then return elseif game_state == State.cls then love.event.quit() elseif game_state == State.pause then return end -- add new entities if #bugs < max_bugs and math.random() <= bug_creation_rate then add_bug(math.random(width), 0, math.random(max_rand_vel), math.random(max_rand_vel)) end if #cookies < max_cookies and math.random() <= cookie_creation_rate then add_cookie(math.random(width), 0) add_target(math.random(width), math.random(height), def_target_width * math.random()) end -- always have at least one frog to indicate plane movement if #frogs < max_frogs and (math.random() <= frog_creation_rate or #frogs < 1) then add_frog() end -- update things in the world death_vel = math.min(death_vel + 1, max_death_vel) / death_vel_red death_bar = death_bar - death_vel -- move the plane of existence by moving all of the objects move_world(dt) init_dist_mat() calc_dist_mat() -- flocking update cohesion() alignment() chill() randomize() -- just zip all relevant lists together (like in python, if it exists) -- or collect those functions in a global table update_bugs(dt) update_cookies(dt) update_frogs(dt) update_targets() score = score + detect_score() attack_bugs() handle_input() if #bugs == 0 or bugs[1].pos.y > height then game_state = State.fin end local tstop = os.clock() if debug or debugtime then io.write(string.format("took %.6f for update, %.6f seconds for the full loop\r", tstop - tstart, tstop - curtime)) end curtime = tstop end -- alternative bug visualization would be: -- love.graphics.rotate() -- rotate coordinate system -- love.graphics.ellipse() -- draw the bug -- love.graphics.origin() function vec_len(vec) return math.sqrt(vec.x*vec.x + vec.y*vec.y) end function draw_bug(bug) local angle = math.acos(bug.vel.x / vec_len(bug.vel)) if bug.vel.y > 0 then angle = -angle end love.graphics.rotate(angle) love.graphics.ellipse('fill', bug.pos.x * math.cos(math.pi * 2 - angle) - bug.pos.y * math.sin(math.pi * 2 - angle), bug.pos.x * math.sin(math.pi * 2 - angle) + bug.pos.y * math.cos(math.pi * 2 - angle), bug.shape.length, bug.shape.width) love.graphics.origin() -- for this visualization to work properly, we need to rework the world -- movement and have the bug at rest when its vel is zero local norm = math.sqrt(bug.vel.x * bug.vel.x + bug.vel.y * bug.vel.y) local factor = bug.shape.width * 0.9 / norm love.graphics.setColor(0, 0, 0) love.graphics.circle('fill', bug.pos.x + bug.vel.x * factor, bug.pos.y - bug.vel.y * factor, bug.shape.width / 5) end function draw_cookie(cookie) love.graphics.setColor(1, 1, 0) love.graphics.circle('fill', cookie.pos.x, cookie.pos.y, cookie.shape.width) end function draw_target(tgt) love.graphics.setColor(1, 0, 0) -- target width local qpi = math.pi / 4 local corners = { ll = { x = tgt.pos.x + math.cos(-3 * qpi) * def_target_width, y = tgt.pos.y + math.sin(-3 * qpi) * def_target_width, }, lr = { x = tgt.pos.x + math.cos(-qpi) * def_target_width, y = tgt.pos.y + math.sin(-qpi) * def_target_width, }, ur = { x = tgt.pos.x + math.cos(qpi) * def_target_width, y = tgt.pos.y + math.sin(qpi) * def_target_width, }, ul = { x = tgt.pos.x + math.cos(3 * qpi) * def_target_width, y = tgt.pos.y + math.sin(3 * qpi) * def_target_width, }, } love.graphics.line(corners.ll.x, corners.ll.y, corners.ur.x, corners.ur.y) love.graphics.line(corners.ul.x, corners.ul.y, corners.lr.x, corners.lr.y) end function get_tongue_pos(frog) local tongue = { x = frog.pos.x + frog.orientation.x * frog.shape.width * 0.9, y = frog.pos.y + frog.orientation.y * frog.shape.width * 0.9, } return tongue end function get_tongue_width(frog) return 0.1 * frog.shape.width end function draw_frog(frog) love.graphics.setColor(0, 0, 1) love.graphics.circle('fill', frog.pos.x, frog.pos.y, frog.shape.width) local tongue = get_tongue_pos(frog) local tongue_width = get_tongue_width(frog) love.graphics.setColor(1, 1, 1) love.graphics.circle( 'fill', tongue.x, tongue.y, tongue_width ) if frog.attacking > 0 then love.graphics.setLineStyle('rough') love.graphics.setLineWidth(tongue_width) love.graphics.setColor(1, 1, 1) love.graphics.line(tongue.x, tongue.y, frog.tongue.x, frog.tongue.y) end end function love.draw() if game_state == State.fin then love.graphics.setBackgroundColor(0, 0, 1) love.graphics.setColor(1, 1, 1) love.graphics.print("SCORE: " .. score, width / 2 - 40, height / 2) return end for i, bug in ipairs(bugs) do love.graphics.setColor(1, 1, 1) if 1 == i then love.graphics.setColor(1, 0, 0) end draw_bug(bug) end for i, cok in ipairs(cookies) do draw_cookie(cok) end for i, frg in ipairs(frogs) do draw_frog(frg) end for i, tgt in ipairs(targets) do draw_target(tgt) end love.graphics.setBackgroundColor(0.1, 1, 0.3) love.graphics.setColor(0, 0, 0) love.graphics.line(0, death_bar, width, death_bar) if debugcenter or debug then for i=1,#bugs do center = calc_bug_center(i) love.graphics.setColor(0, 0, 0) love.graphics.circle('fill', center.x, center.y, def_bug_width / 2) end end -- debugging if debug then love.graphics.origin() love.graphics.setColor(1,1,1) love.graphics.print(#bugs) if #bugs > 0 then love.graphics.print(table.concat({ 'x: '..bugs[1].pos.x, 'y: '..bugs[1].pos.y, 'vx: '..bugs[1].vel.x, 'vy: '..bugs[1].vel.y, }, '\n')) end end end function love.mousepressed(x, y, button, istouch) end function love.mousereleased(x, y, button, istouch) end function love.keypressed(key) end function love.keyreleased(key) if 'q' == key then if game_state == State.run then game_state = State.fin elseif game_state == State.fin then game_state = State.cls end elseif 'space' == key then if game_state == State.run then game_state = State.pause elseif game_state == State.fin or game_state == State.pause then game_state = State.run end end end function love.focus(f) end function love.quit() end
-- luacheck: globals prefs local std = stead local preferences = std.obj { nam = '@prefs', load = function(_) local name = std.savepath() .. '/prefs'; local f, err = std.loadfile(name); if not f then return false, err end local strict = std.nostrict; std.nostrict = true f(); std.nostrict = strict return true end, store = function(s) return s:save() end, save = function(s) -- save prefs on every save local name = std.savepath() .. '/prefs'; local name_tmp = name..'.tmp' local fp, _ = std.io.open(name_tmp, "wb"); if not fp then return false end std.obj.save(s, fp, 'std "@prefs"') fp:flush(); fp:close(); std.os.remove(name) return std.os.rename(name_tmp, name); end, purge = function(_) local name = std.savepath() .. '/prefs'; return std.os.remove(name); end }; local loaded std.mod_start(function() loaded = prefs:load() end) std.mod_done(function() if loaded then prefs:store() loaded = false end end) prefs = preferences
//________________________________ // // NS2 Single-Player Mod // Made by JimWest, 2012 // //________________________________ local originalGetPointBlocksAttachEntities = GetPointBlocksAttachEntities function GetPointBlocksAttachEntities(origin) // y the nobuild area is blocking us if Pathing.GetIsFlagSet(origin, Vector(0.5,0.5,0.5), Pathing.PolyFlag_NoBuild) then return true else return originalGetPointBlocksAttachEntities(origin) end end
local miniGameName = "glutton"; local miniGamePath = "miniGames/glutton/"; --utils:log(miniGameName, "Loaded"); local miniGameBase = require("miniGames.miniGameBase"); local scene = miniGameBase:newMiniGameScene(miniGameName); -- Game instructions. scene.instructions = "It must be a vegetarian snake: eat space carrots without eating yourself!" .. "||Swipe up, down, left or right anywhere to change direction."; -- The point that the touch event started at. scene.touchStart = nil; -- Constants for snake move directions. scene.MOVING_UP = 1; scene.MOVING_DOWN = 2; scene.MOVING_RIGHT = 3; scene.MOVING_LEFT = 4; -- Amounts to adjust X and Y of snake parts. -- Note: X grid coordinate goes from 1 to 17 -- Note: Y grid coordinate goes from 1 to 30 scene.xAdj = 44; scene.yAdj = 200; -- How many segments there currently are. scene.segmentsCount = 0; -- Current red color of the LASER fence and which way the pulse is going. scene.laserFenceColor = .5; scene.laserFenceColorDir = "inc"; scene.laserFenceColorFrameCount = 0; --- ==================================================================================================================== -- ==================================================================================================================== -- Scene lifecycle Event Handlers -- ==================================================================================================================== -- ==================================================================================================================== --- -- Handler for the create event. -- -- @param inEvent The event object. -- function scene:create(inEvent) self.parent.create(self, inEvent); --utils:log(self.miniGameName, "create()"); -- Load graphics. local imageSheet, sheetInfo = self.resMan:newImageSheet( "imageSheet", "miniGames." .. miniGameName .. ".imageSheet", miniGamePath .. "imageSheet.png" ); -- Construct LASER fence border. local laserFence = self.resMan:newRect("laserFence", self.resMan:getDisplayGroup("gameGroup"), display.contentCenterX, display.contentCenterY + 80, display.contentWidth - 100, display.contentHeight - 240 ); laserFence:setFillColor(0, 0, 0, 0); laserFence.strokeWidth = 20; laserFence:setStrokeColor(255, 0, 0); laserFence.alpha = .5; -- Build the snake. local head = self.resMan:newSprite("head", self.resMan:getDisplayGroup("gameGroup"), imageSheet, { { name = "default", start = sheetInfo:getFrameIndex("head"), count = 1, time = 9999 } }); self:buildSnake(); -- Create and place food. local food = self.resMan:newSprite("food", self.resMan:getDisplayGroup("gameGroup"), imageSheet, { { name = "default", start = sheetInfo:getFrameIndex("food"), count = 1, time = 9999 } }); self:placeFood(); -- Load sounds. self.resMan:loadSound("chomp", self.sharedResourcePath .. "chomp.wav"); self.resMan:loadSound("move", self.sharedResourcePath .. "step.wav"); self.resMan:loadSound("splat", self.sharedResourcePath .. "splat.wav"); end -- End create(). --- -- Handler for the show event. -- -- @param inEvent The event object. -- function scene:show(inEvent) self.parent.show(self, inEvent); if inEvent.phase == "did" then --utils:log(self.miniGameName, "show(): did"); end end -- End show(). --- -- Handler for the hide event. -- -- @param inEvent The event object. -- function scene:hide(inEvent) self.parent.hide(self, inEvent); if inEvent.phase == "did" then --utils:log(self.miniGameName, "hide(): did"); end end -- End hide(). --- -- Handler for the destroy event. -- -- @param inEvent The event object. -- function scene:destroy(inEvent) self.parent.destroy(self, inEvent); --utils:log(self.miniGameName, "destroy()"); end -- End destroy(). --- -- Called when the menu is triggered (either from it being shown or hidden). -- function scene:menuTriggered() end -- End menuTriggered(). --- -- Called when the starting countdown begins. -- function scene:countdownStartEvent() end -- End countdownStartEvent(). --- -- Called right after "GO!" is displayed to start a game. -- function scene:startEvent() end -- End startEvent(). --- -- Called right before "GAME OVER" is shown to end a game. -- function scene:endEvent() end -- End endEvent(). --- ==================================================================================================================== -- ==================================================================================================================== -- EnterFrame -- ==================================================================================================================== -- ==================================================================================================================== --- -- Handler for the enterFrame event. -- -- @param inEvent The event object. -- function scene:enterFrame(inEvent) self.parent.enterFrame(self, inEvent); -- Pulse the LASER fence. self.laserFenceColorFrameCount = self.laserFenceColorFrameCount + 1; if self.laserFenceColorFrameCount >= 3 then self.laserFenceColorFrameCount = 0; if self.laserFenceColorDir == "inc" then self.laserFenceColor = self.laserFenceColor + .1; if self.laserFenceColor >= 1 then self.laserFenceColorDir = "dec"; end else self.laserFenceColor = self.laserFenceColor - .1; if self.laserFenceColor <= .6 then self.laserFenceColorDir = "inc"; end end self.resMan:getRect("laserFence").alpha = self.laserFenceColor; end -- Bump up frame count. local head = self.resMan:getSprite("head"); local food = self.resMan:getSprite("food"); head.movingFrames = head.movingFrames + 1; -- When we reach half-way through the current frame, it's time to move the snake. if head.movingFrames == 5 then -- Move the snake body. Each segment is located where the previous one was, except for the first. for i = self.segmentsCount, 2, -1 do local segment1 = self.resMan:getSprite("segments" .. i); local segment2 = self.resMan:getSprite("segments" .. (i - 1)); segment1.gridX = segment2.gridX; segment1.gridY = segment2.gridY; segment1.x = segment2.x; segment1.y = segment2.y; end -- The first segment goes where the head is. local firstSegment = self.resMan:getSprite("segments1"); firstSegment.gridX = head.gridX; firstSegment.gridY = head.gridY; firstSegment.x = head.x; firstSegment.y = head.y; -- Now move the head. head.movingFrames = 0; if head.moving == self.MOVING_UP then head.gridY = head.gridY - 1; elseif head.moving == self.MOVING_DOWN then head.gridY = head.gridY + 1; elseif head.moving == self.MOVING_LEFT then head.gridX = head.gridX - 1; elseif head.moving == self.MOVING_RIGHT then head.gridX = head.gridX + 1; end head.x = (head.gridX * head.width) + self.xAdj; head.y = (head.gridY * head.height) + self.yAdj; audio.play(self.resMan:getSound("move")); -- If the head is out of bounds then restart. if head.gridX == 0 or head.gridX == 18 or head.gridY == 0 or head.gridY == 31 then audio.play(self.resMan:getSound("splat")); self.updateScore(self, -50); self:buildSnake(); self:placeFood(); end -- If the head is over any body segment then the snake eat itself and we need to restart. for i = 1, self.segmentsCount, 1 do local segment = self.resMan:getSprite("segments" .. i); if head.gridX == segment.gridX and head.gridY == segment.gridY then audio.play(self.resMan:getSprite("splat")); self.updateScore(self, -50); self:buildSnake(); self:placeFood(); break; end end -- If the head is on the food, eat it and add a segment if head.gridX == food.gridX and head.gridY == food.gridY then audio.play(self.resMan:getSound("chomp")); self.updateScore(self, 2 * self.segmentsCount); -- Now create a new segment, position it based on the current tail and segment before the tail, and add it. local tail = self.resMan:getSprite("segments" .. self.segmentsCount); local preTail = self.resMan:getSprite("segments" .. self.segmentsCount - 1); self.segmentsCount = self.segmentsCount + 1; local newTail = self.resMan:newSprite( "segments" .. self.segmentsCount, self.resMan:getDisplayGroup("gameGroup"), self.resMan:getImageSheet("imageSheet"), { { name = "default", start = self.resMan:getImageSheetInfo("imageSheet"):getFrameIndex("body"), count = 1, time = 9999 } } ); if tail.gridX == preTail.gridX and tail.gridY > preTail.gridY then newTail.gridX = tail.gridX; newTail.gridY = tail.gridY + 1; elseif tail.gridX == preTail.gridX and tail.gridY < preTail.gridY then newTail.gridX = tail.gridX; newTail.gridY = tail.gridY - 1; elseif tail.gridX < preTail.gridX and tail.gridY == preTail.gridY then newTail.gridX = tail.gridX - 1; newTail.gridY = tail.gridY; elseif tail.gridX > preTail.gridX and tail.gridY == preTail.gridY then newTail.gridX = tail.gridX + 1; newTail.gridY = tail.gridY; end newTail.x = (newTail.gridX * newTail.width) + self.xAdj; newTail.y = (newTail.gridY * newTail.height) + self.yAdj; -- Now place food again. self:placeFood(); end end end -- End enterFrame(). --- ==================================================================================================================== -- ==================================================================================================================== -- Touch Handler(s) -- ==================================================================================================================== -- ==================================================================================================================== --- -- Function that handles touch events on the screen generally. -- -- @param inEvent The event object. -- function scene:touch(inEvent) if inEvent.phase == "began" then self.touchStart = { x = inEvent.x, y = inEvent.y }; elseif inEvent.phase == "ended" and self.touchStart ~= nil then -- Determine what direction swipe was in. local swipeDir = self:determineSwipeDirection(self.touchStart, { x = inEvent.x, y = inEvent.y }); self.touchStart = nil; -- Now see if it's a valid move. local head = self.resMan:getSprite("head"); if swipeDir == self.SWIPE_UP then head.moving = self.MOVING_UP; head.rotation = 0; elseif swipeDir == self.SWIPE_DOWN then head.moving = self.MOVING_DOWN; head.rotation = 0; head:rotate(180); elseif swipeDir == self.SWIPE_LEFT then head.moving = self.MOVING_LEFT; head.rotation = 0; head:rotate(-90); elseif swipeDir == self.SWIPE_RIGHT then head.moving = self.MOVING_RIGHT; head.rotation = 0; head:rotate(90); end end end -- End touch(). --- ==================================================================================================================== -- ==================================================================================================================== -- Collision Handler -- ==================================================================================================================== -- ==================================================================================================================== --- -- Function that handles collision events. -- -- @param inEvent The event object. -- function scene:collision(inEvent) end -- End collision(). --- ==================================================================================================================== -- ==================================================================================================================== -- Game Utility Functions -- ==================================================================================================================== -- ==================================================================================================================== --- -- Builds the snake. This is done at the start or when the snake hits a boundary or eats itself. -- function scene:buildSnake() -- Delete all existing segments. for i = 1, self.segmentsCount, 1 do self.resMan:removeSprite("segments" .. i); end -- Position the head and reset flags. local head = self.resMan:getSprite("head"); head.rotation = 0; head.gridX = 9; head.gridY = 24; head.x = (head.gridX * head.width) + self.xAdj; head.y = (head.gridY * head.height) + self.yAdj; head.moving = self.MOVING_UP; head.movingFrames = 0; self.segmentsCount = 0; -- Create our initial segments. local imageSheet = self.resMan:getImageSheet("imageSheet"); local sheetInfo = self.resMan:getImageSheetInfo("imageSheet"); for i = 1, 4, 1 do self.segmentsCount = self.segmentsCount + 1; local segment = self.resMan:newSprite("segments" .. self.segmentsCount, self.resMan:getDisplayGroup("gameGroup"), imageSheet, { { name = "default", start = sheetInfo:getFrameIndex("body"), count = 1, time = 9999 } } ); segment.gridX = head.gridX; segment.gridY = head.gridY + i; segment.x = (segment.gridX * segment.width) + self.xAdj; segment.y = (segment.gridY * segment.height) + self.yAdj; end end -- End buildSnake(). --- -- Randomly places the food at a new location, taking care not to place it on a segment of the snake. -- function scene:placeFood() -- Re-choose if food is placed on head or a body segment. local chooseAgain = true; local food = self.resMan:getSprite("food"); local head = self.resMan:getSprite("head"); while chooseAgain do -- Assume we'll successfully place the food this iteration. chooseAgain = false; -- Choose a location. food.gridX = math.random(2, 17); food.gridY = math.random(2, 29); -- Test against head, choose again if we hit it. if food.gridX == head.gridX and food.gridY == head.gridY then chooseAgain = true; end -- Test against all body segments, choose again if we hit one. for i = 1, self.segmentsCount, 1 do local segment = self.resMan:getSprite("segments" .. i); if food.gridX == segment.gridX and food.gridY == segment.gridY then chooseAgain = true; end end end food.x = (food.gridX * food.width) + self.xAdj; food.y = (food.gridY * food.height) + self.yAdj; end -- End placeFood(). --- ==================================================================================================================== -- ==================================================================================================================== -- ==================================================================================================================== -- ==================================================================================================================== --utils:log(miniGameName, "Attaching lifecycle handlers"); scene:addEventListener("create", scene); scene:addEventListener("show", scene); scene:addEventListener("hide", scene); scene:addEventListener("destroy", scene); return scene;
--- Utilities for loading images. -- -- The (single-frame) image readers come from Sean Barrett's [stb](https://github.com/nothings/stb). -- -- Animated GIF support builds upon STB, using urraka's [xload](https://gist.githubusercontent.com/urraka/685d9a6340b26b830d49/raw/91eee495eeefb2d60abc73a1a9d83949fe6a4882/stb.c). -- -- The **Bytes** type&mdash;specified below&mdash;may be any object that implements [ByteReader](https://ggcrunchy.github.io/corona-plugin-docs/DOCS/ByteReader/policy.html), -- including strings. -- -- Functions that begin with (**WIP**) describe work in progress. These features are not considered stable, but give a reasonable idea of what to expect. -- -- ======================================================================== -- -- **(The comments that follow were adapted from [stb\_image.h](https://raw.githubusercontent.com/nothings/stb/master/stb_image.h).)** -- -- **QUICK NOTES**: -- -- Primarily of interest to game developers and other people who can -- avoid problematic images and only need the trivial interface -- -- JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib) -- -- PNG 1/2/4/8-bit-per-channel (16 bpc not supported) -- -- TGA (not sure what subset, if a subset) -- -- BMP (non-1bpp, non-RLE) -- -- PSD (composited view only, no extra channels, 8/16 bit-per-channel) -- -- GIF (_comp_ always reports as 4-channel) -- -- HDR (radiance rgbE format) -- -- PIC (Softimage PIC) -- -- PNM (PPM and PGM binary only) -- -- (**WIP**) The formats listed for @{SpotImage} are available as well. -- -- Animated GIF (via @{xload}) -- -- - decode from memory -- - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON) -- -- **DOCUMENTATION** -- -- Limitations: -- -- - no 16-bit-per-channel PNG -- - no 12-bit-per-channel JPEG -- - no JPEGs with arithmetic coding -- - no 1-bit BMP -- - GIF always returns comp = 4 -- -- Basic usage (see HDR discussion below for HDR usage): -- local data, x, y, comp = impack.image.load(filename, 0) -- -- ... process data if not nil ... -- -- ... x = width, y = height, comp = # 8-bit components per pixel ... -- -- ... replace '0' with '1'..'4' to force that many components per pixel -- -- ... but comp will always be the number that it would have been if you said 0 -- data = nil -- or allow to go out of scope -- -- Standard parameters and results: -- x -- image width in pixels -- y -- image height in pixels -- comp -- # of image components in image file -- req_comp -- if non-zero, # of image components requested in result -- -- The return value from an image loader is a string containing -- the pixel data, or **nil** on an allocation failure or if the image is -- corrupt or invalid. The pixel data consists of _y_ scanlines of _x_ pixels, -- with each pixel consisting of N interleaved 8-bit components; the first -- pixel pointed to is top-left-most in the image. There is no padding between -- image scanlines or between pixels, regardless of format. The number of -- components N is _req\_comp_ if _req\_comp_ is non-zero (and present), or -- _comp_ otherwise. If _req\_comp_ is non-zero, _comp_ has the number of -- components that _would_ have been output otherwise. E.g. if you set _req\_comp_ -- to 4, you will always get RGBA output, but you can check _comp_ to see if it's -- trivially opaque because e.g. there were only 3 channels in the source image. -- -- An output image with N components has the following components interleaved -- in this order in each pixel: -- -- N = #comp components -- 1 grey -- 2 grey, alpha -- 3 red, green, blue -- 4 red, green, blue, alpha -- -- If image loading fails for any reason, the return value will be **nil**, -- along with an extremely brief explanation of why the load failed. -- -- Paletted PNG, BMP, GIF, and PIC images are automatically depalettized. -- -- =========================================================================== -- -- **Philosophy**: -- -- stb libraries are designed with the following priorities: -- -- 1. easy to use -- 2. easy to maintain -- 3. good performance -- -- Sometimes I let "good performance" creep up in priority over "easy to maintain", -- and for best performance I may provide less-easy-to-use APIs that give higher -- performance, in addition to the easy to use ones. Nevertheless, it's important -- to keep in mind that from the standpoint of you, a client of this library, -- all you care about is #1 and #3, and stb libraries do not emphasize #3 above all. -- -- Some secondary priorities arise directly from the first two, some of which -- make more explicit reasons why performance can't be emphasized. -- -- - Portable ("ease of use") -- - Small footprint ("easy to maintain") -- - No dependencies ("ease of use") -- -- =========================================================================== -- -- **SIMD support**: -- -- The JPEG decoder will try to automatically use SIMD kernels on x86 when -- supported by the compiler. SSE2 will automatically be used when available -- based on a run-time test; if not, the generic C versions are used as a -- fall-back. Likewise, on ARM targets, NEON will be used when available. -- -- =========================================================================== -- -- **HDR image support**: -- -- stb_image now supports loading HDR images in general, and currently -- the Radiance .HDR file format, although the support is provided -- generically. You can still load any file through the existing interface; -- if you attempt to load an HDR file, it will be automatically remapped to -- LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1; -- both of these constants can be reconfigured through this interface: -- -- impack.image.hdr_to_ldr_gamma(2.2) -- impack.image.hdr_to_ldr_scale(1.0) -- -- (Note, do not use _inverse_ constants; the appropriate inversion will be -- applied internally.) -- -- Additionally, there is a new, parallel interface for loading files as -- (linear) floats to preserve the full dynamic range: -- -- local data, x, y, n = impack.image.loadf(filename) -- -- If you load LDR images through this interface, those images will -- be promoted to floating point values, run through the inverse of -- constants corresponding to the above: -- -- impack.image.ldr_to_hdr_scale(1.0) -- impack.image.ldr_to_hdr_gamma(2.2) -- -- Finally, given a filename or memory block containing image data, you -- can query for the "most appropriate" interface to use (that is, whether -- the image is HDR or not), using: -- -- impack.image.is_hdr(filename) -- -- =========================================================================== -- -- **iPhone PNG support**: -- -- By default we convert iPhone-formatted PNGs back to RGB, even though -- they are internally encoded differently. -- -- =========================================================================== -- -- **From stb's project page:** -- -- This software is dual-licensed to the public domain and under the following -- license: you are granted a perpetual, irrevocable license to copy, modify, -- publish, and distribute this file as you see fit. -- -- ======================================================================== -- -- Permission is hereby granted, free of charge, to any person obtaining -- a copy of this software and associated documentation files (the -- "Software"), to deal in the Software without restriction, including -- without limitation the rights to use, copy, modify, merge, publish, -- distribute, sublicense, and/or sell copies of the Software, and to -- permit persons to whom the Software is furnished to do so, subject to -- the following conditions: -- -- The above copyright notice and this permission notice shall be -- included in all copies or substantial portions of the Software. -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -- MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -- IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -- CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -- TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -- SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -- -- [ MIT license: http://www.opensource.org/licenses/mit-license.php ] -- --[[ TODO: Not yet using these enum { STBI_default = 0, // only used for req_comp STBI_grey = 1, STBI_grey_alpha = 2, STBI_rgb = 3, STBI_rgb_alpha = 4 }; ]] --- Assign the (global) high &rarr; low-dynamic-range gamma mapping. -- @function hdr_to_ldr_gamma -- @number gamma Gamma mapping. -- @see ldr_to_hdr_gamma --- Assign the (global) high &rarr; low-dynamic-range scale factor. -- @function hdr_to_ldr_scale -- @number scale Scale factor. -- @see ldr_to_hdr_scale --- Get image dimensions and component count without fully decoding. -- @function info -- @string filename Name of file to query. -- @param[opt=system.ResourceDirectory] baseDir Directory to search, as per -- [system.pathForFile](https://docs.coronalabs.com/api/library/system/pathForFile.html). -- @return[1] **true**, indicating success. -- @treturn[1] uint Width of image data... -- @treturn[1] uint ...and height. -- @treturn[1] uint Number of components per pixel. -- @return[2] **false**, indicating failure. --- (**WIP**) Alternate overload of **info**. -- @function info -- @ptable params Info parameters. This must include **filename** and may have a **baseDir** field, with meanings as in -- the other overload. -- -- If an **is\_absolute** is present and true, _filename_ is interpreted as an absolute path (any _baseDir_ is ignored). On -- non-desktop platforms, this raises an error. -- @treturn As per the other overload. --- Memory-based variant of @{info}. -- @function info_from_memory -- @tparam Bytes image Undecoded image contents. -- @return[1] **true**, indicating success. -- @treturn[1] uint Width of image data... -- @treturn[1] uint ...and height. -- @treturn[1] uint Number of components per pixel. -- @return[2] **false**, indicating failure. --- Check whether a file contains an HDR image. -- @function is_hdr -- @string filename Name of file to query. -- @param[opt=system.ResourceDirectory] baseDir Directory to search, as per -- [system.pathForFile](https://docs.coronalabs.com/api/library/system/pathForFile.html). -- @treturn boolean Image contents are HDR data? --- (**WIP**) Alternate overload of **is\_hdr**. -- @function is_hdr -- @ptable params Query parameters. See the table overload of @{info} for details. -- @return As per the other overload. --- Memory-based variant of @{is_hdr}. -- @function is_hdr_from_memory -- @tparam Bytes image Undecoded image contents. -- @treturn boolean Image contents are HDR data? --- Assign the (global) low &rarr; high-dynamic-range gamma mapping. -- @function ldr_to_hdr_gamma -- @number gamma Gamma mapping. -- @see hdr_to_ldr_gamma --- Assign the (global) low &rarr; high-dynamic-range scale factor. -- @function ldr_to_hdr_scale -- @number scale Scale factor. -- @see hdr_to_ldr_scale --- Loads an image into one-byte-per-component form. Refer to the summary above for further details. -- @function load -- @string filename Name of file to load. -- @param[opt=system.ResourceDirectory] baseDir Directory to search, as per -- [system.pathForFile](https://docs.coronalabs.com/api/library/system/pathForFile.html). -- @tparam ?table opts Load options, which include: -- -- * **as\_userdata** Affects how the image data is returned. -- * **req\_comp** When present (and non-0), it should be an integer between 1 and 4, the loaded data -- will have as many components (adding or removing channels as needed). -- * **is\_absolute**: (**WIP**) If true, _filename_ is interpreted as being an absolute path (any _baseDir_ is ignored). On -- non-desktop platforms, this raises an error. -- * **blob**: (**WIP**) If this is a [blob](https://ggcrunchy.github.io/corona-plugin-docs/DOCS/MemoryBlob/api.html) and -- the decoded image data will fit, it is populated with said data. (**TODO** errors, etc.) -- * **bypass\_filtering**: (**WIP**) WebP-specific: bypass filtering during decoding. -- * **no\_fancy\_upsampling**: (**WIP**) WebP-specific: forgo any fancy upsampling during decoding. -- * **premultiply**: (**WIP**) If true, alpha is premultiplied in the case of 4-component data. -- * **x**: (**WIP**) Horizontal offset into blob, if available... -- * **y**: (**WIP**) ...and vertical offset. -- @treturn[1] Bytes Image data. -- -- If _opts.as\_userdata_ was true, the data is returned as a userdata that implements **ByteReader**, -- rather than being converted to a more friendly string. Under some circumstances, this might be worth -- doing for performance reasons. (**N.B.** This feature is in flux at the moment and subject to change.) -- @treturn[1] uint Width of image data... -- @treturn[1] uint ...and height. -- @treturn[1] uint Number of (actual, not requested) components per pixel. -- @return[2] **nil**, indicating failure. -- @treturn[2] string Error message. --- Memory-based variant of @{load}. -- @function load_from_memory -- @tparam Bytes image Undecoded image contents. -- @tparam ?table opts As per @{load} -- @treturn[1] Bytes Image data, as per @{load}. -- @treturn[1] uint Width of image data... -- @treturn[1] uint ...and height. -- @treturn[1] uint Number of (actual, not requested) components per pixel. -- @return[2] **nil**, indicating failure. -- @treturn[2] string Error message. --- Loads an image into floating-point form. Refer to the summary above for further details. -- @function loadf -- @string filename Name of file to load. -- @param[opt=system.ResourceDirectory] baseDir Directory to search, as per -- [system.pathForFile](https://docs.coronalabs.com/api/library/system/pathForFile.html). -- @tparam ?table opts As per @{load}. -- @treturn[1] Bytes Image data, as per @{load}. -- @treturn[1] uint Width of image data... -- @treturn[1] uint ...and height. -- @treturn[1] uint Number of (actual, not requested) components per pixel. -- @return[2] **nil**, indicating failure. -- @treturn[2] string Error message. --- Memory-based variant of @{loadf}. -- @function loadf_from_memory -- @tparam Bytes image Undecoded image contents. -- @tparam ?table opts As per @{loadf}. -- @treturn[1] Bytes data Image data, as per @{loadf}. -- @treturn[1] uint Width of image data... -- @treturn[1] uint ...and height. -- @treturn[1] uint Number of (actual, not requested) components per pixel. -- @return[2] **nil**, indicating failure. -- @treturn[2] string Error message. --- (**WIP**) Load a Spot image from a file. -- @function load_image_object -- @string name Name of file to load. -- @param[opt=system.ResourceDirectory] baseDir Directory to search, as per -- [system.pathForFile](https://docs.coronalabs.com/api/library/system/pathForFile.html). -- @treturn[1] SpotImage On success, the new Spot image, cf. @{SpotImage}. -- @return[2] **nil**, indicating an error. -- @treturn[2] string Error message. --- (**WIP**) Alternate overload of **load\_image\_object**. -- @function load_image_object -- @ptable params Load parameters. See the table overload of @{info} for details. -- @return As per the other overload. --- (**WIP**) Load a Spot image from memory. -- @function load_image_object_from_memory -- @tparam Bytes image Undecoded image contents. -- @treturn[1] SpotImage On success, the new Spot image, cf. @{SpotImage}. -- @return[2] **nil**, indicating an error. -- @treturn[2] string Error message. --- (**WIP**) Create a new Spot color in HSLA form. -- @function new_color_hsla -- @number[opt=0] h Hue component, typically between 0 and, inclusive... -- @number[opt=0] s ...saturation component, ditto... -- @number[opt=0] l ...lightness, ditto... -- @number[opt=1] a ...and alpha, ditto. -- @treturn[1] SpotColor On success, the new Spot color, cf. @{SpotColor}. -- @return[2] **nil**, indicating an error. -- @treturn[2] string Error message. --- (**WIP**) Create a new Spot color in RGBA form. -- @function new_color_rgba -- @number[opt=0] r Red component, between 0 and 255, inclusive... -- @number[opt=0] g ...green component, ditto... -- @number[opt=0] b ...blue, ditto... -- @number[opt=0] a ...and alpha, ditto. -- @treturn[1] SpotColor On success, the new Spot color, cf. @{SpotColor}. -- @return[2] **nil**, indicating an error. -- @treturn[2] string Error message. --- (**WIP**) Create a new empty Spot image. -- @function new_image_object -- @uint w Image width... -- @uint h ...height... -- @uint[opt = 0] d ...and depth. -- @tparam ?SpotColor filler Optional initial fill color. -- @treturn SpotImage On success, the new Spot image, cf. @{SpotImage}. -- @return[2] **nil**, indicating an error. -- @treturn[2] string Error message. --- Represents a single frame in a GIF animation. -- @tparam Bytes image Frame data. -- @uint delay Delay, in milliseconds, for frame. -- @table GifFrame --- Given a GIF, loads its frames (image data, delay to next frame) into an array. All frames are loaded -- as RGBA with the same width and height. -- -- A single image buffer (with no delay info) is returned for non-GIF files and for GIFs that have one frame. -- @function xload -- @string filename Name of file to load. -- @param[opt=system.ResourceDirectory] baseDir Directory to search, as per -- [system.pathForFile](https://docs.coronalabs.com/api/library/system/pathForFile.html). -- @treturn[1] {GifFrame,...} frames, where a **frame** is a table with two keys, **image** containing -- a string and **delay** a uint. -- @treturn[1] uint Width common to all frames... -- @treturn[1] uint ...and height. -- @treturn[2] string Image data, in the case there is only one frame or _filename_ was not a GIF. -- @treturn[2] uint Image width... -- @treturn[2] uint ...and height. -- @treturn[2] uint bpp Always 4. -- @return[3] **nil**, indicating failure. -- @treturn[3] string Error message. --- (**WIP**) Alternate overload of **xload**. -- @function xload -- @ptable params Load parameters. See the table overload of @{info} for details. -- @return As per the other overload. --- Variant of @{xload} that loads from memory. -- @function xload_from_memory -- @tparam Bytes image Undecoded image contents -- @return As per @{xload}.
-- This is a modified version of VGG network in -- https://github.com/szagoruyko/cifar.torch -- Modifications: -- * removed dropout -- * last nn.Linear layers substituted with convolutional layers -- and avg-pooling require 'nn' local utils = paths.dofile'utils.lua' require 'cudnnorn' local nOrientation = 8 local ConvCounter = 0 local scale_factor = 4 -- function Convolution local Convolution = function (...) local arg = {...} local ARF if ConvCounter > 0 then arg[1] = arg[1] / scale_factor arg[2] = arg[2] / scale_factor ARF = nOrientation else arg[2] = arg[2] / scale_factor ARF = {1, nOrientation} end ConvCounter = ConvCounter + 1 table.insert(arg, 3, ARF) return nn.ORConv(unpack(arg)) -- unpack(arg): return all the parameters end -- function View local View = function (nFeature) local ORNFeature = nFeature / scale_factor * nOrientation return nn.View(ORNFeature) end -- function Linear local Linear = function (nFeature, nOutput) local ORNFeature = nFeature / scale_factor * nOrientation return nn.Linear(ORNFeature, nOutput) end -- function BN local SBatchNorm = function (nFeature) local ORNFeature = nFeature / scale_factor * nOrientation return nn.SpatialBatchNormalization(ORNFeature) end return function (opt) local model = nn.Sequential() -- building block local function Block(nInputPlane, nOutputPlane) model:add(Convolution(nInputPlane, nOutputPlane, 3,3, 1,1, 1,1)) model:add(SBatchNorm(nOutputPlane, 1e-3)) model:add(nn.ReLU()) return model end local function MP() model:add(nn.SpatialMaxPooling(2,2, 2,2):ceil()) return model end local function Group(ni, no, N, f) -- the priority of the logical operator (and > or) for i=1, N do Block(i == 1 and ni or no, no) end -- proper tail call if f then f() end end -- feature learning -- model:add(Convolution(3,8, 3,3, 1,1, 1,1)) -- one conv at the beginning (spatial size: 32x32) -- model:add(nn.ReLU()) -- first conv layer -- model:add(nn.ORConv(8, 8, nOrientation, 3,3, 1,1, 1,1)) -- model:add(nn.ReLU()) -- model:add(nn.SpatialMaxPooling(2,2, 2,2):ceil()) Group(3, 64, 2, MP) Group(64, 128, 2, MP) Group(128, 256, 4, MP) Group(256, 512, 4, MP) Group(512, 512, 4) model:add(nn.SpatialAveragePooling(2,2, 2,2):ceil()) model:add(nn.ORAlign(nOrientation)) -- classifier model:add(View(512):setNumInputDims(3)) model:add(Linear(512, opt and opt.numClasses or 10)) -- initailization utils.FCinit(model) utils.testModel(model) utils.MSRinit(model) return model end
slot0 = class("WorldTaskProxy", import("....BaseEntity")) slot0.Fields = { list = "table", itemListenerList = "table", taskFinishCount = "number", mapList = "table", mapListenerList = "table" } slot0.EventUpdateTask = "WorldTaskProxy.EventUpdateTask" slot0.Build = function (slot0) slot0.list = {} slot0.itemListenerList = {} slot0.mapListenerList = {} end slot0.Setup = function (slot0, slot1) for slot5, slot6 in ipairs(slot1) do slot0:addTask(WorldTask.New(slot6)) end end slot0.Dispose = function (slot0) slot0:Clear() end slot0.getTaskById = function (slot0, slot1) return slot0.list[slot1] end slot0.addTaskListener = function (slot0, slot1) if slot1.config.complete_condition == WorldConst.TaskTypeSubmitItem then slot0.itemListenerList[slot2] = slot0.itemListenerList[slot1.config.complete_parameter[1]] or {} table.insert(slot0.itemListenerList[slot2], slot1.id) elseif slot1.config.complete_condition == WorldConst.TaskTypePressingMap then for slot5, slot6 in ipairs(slot1.config.complete_parameter) do slot0.mapListenerList[slot6] = slot0.mapListenerList[slot6] or {} table.insert(slot0.mapListenerList[slot6], slot1.id) end end end slot0.removeTaskListener = function (slot0, slot1) if slot1.config.complete_condition == WorldConst.TaskTypeSubmitItem then table.removebyvalue(slot0.itemListenerList[slot1.config.complete_parameter[1]], slot1.id) elseif slot1.config.complete_condition == WorldConst.TaskTypePressingMap then for slot5, slot6 in ipairs(slot1.config.complete_parameter) do table.removebyvalue(slot0.mapListenerList[slot6], slot1.id) end end end slot0.doUpdateTaskByItem = function (slot0, slot1) if not slot0.itemListenerList[slot1.id] then return end for slot5, slot6 in ipairs(slot0.itemListenerList[slot1.id]) do slot7 = slot0:getTaskById(slot6) slot7:updateProgress(slot1.count) slot0:updateTask(slot7) end end slot0.doUpdateTaskByMap = function (slot0, slot1, slot2) if not slot0.mapListenerList[slot1] then return end for slot6, slot7 in ipairs(slot0.mapListenerList[slot1]) do slot8 = slot0:getTaskById(slot7) slot8:updateProgress(slot8:getProgress() + ((slot2 and 1) or -1)) slot0:updateTask(slot8) end end slot0.addTask = function (slot0, slot1) slot0.list[slot1.id] = slot1 slot0:addTaskListener(slot1) slot0:DispatchEvent(slot0.EventUpdateTask, slot1) end slot0.deleteTask = function (slot0, slot1) if not slot0.list[slot1] then return end slot0.list[slot1] = nil slot0:removeTaskListener(slot2) slot0:DispatchEvent(slot0.EventUpdateTask, slot0.list[slot1]) end slot0.updateTask = function (slot0, slot1) if slot1:getState() == WorldTask.STATE_RECEIVED then slot0:deleteTask(slot1.id) else slot0.list[slot1.id] = slot1 slot0:DispatchEvent(slot0.EventUpdateTask, slot1) end end slot0.getTasks = function (slot0) return slot0.list end slot0.getTaskVOs = function (slot0) return _.values(slot0.list) end slot0.getDoingTaskVOs = function (slot0) slot1 = {} for slot5, slot6 in pairs(slot0:getTasks()) do if slot6:getState() == WorldTask.STATE_ONGOING or slot7 == WorldTask.STATE_FINISHED then table.insert(slot1, slot6) end end return slot1 end slot0.getAutoSubmitTaskVO = function (slot0) for slot4, slot5 in pairs(slot0:getTasks()) do if slot5:IsAutoSubmit() and slot5:getState() == WorldTask.STATE_FINISHED then return slot5 end end return nil end slot0.riseTaskFinishCount = function (slot0) slot0.taskFinishCount = slot0.taskFinishCount + 1 end return slot0
// ============================================================================================ // /* * Wildfire Servers - Portal RP - Base Addon * File description: Hook serverside script file * Copyright (C) 2022 KiwifruitDev * Licensed under the MIT License. */ // ============================================================================================ // // BASE FILE HEADER DO NOT MODIFY!! // local ent = FindMetaTable("Entity") // local ply = FindMetaTable("Player") // local vec = FindMetaTable("Vector") // // ================================ // // Every file needs this :) include("portalrp/portalrp_shared.lua") // Basic hooks // hook.Add("SystemMessage", "HookSystemMessage", function(ply, prefix, msg) if not IsValid(ply) then return end if not ply:IsPlayer() then return end if prefix == "" then prefix = "Aperture" end ply:ChatPrint("<icon 32,32>atlaschat/customemoticons/aperture.png</icon> <c=0,100,255>["..prefix.."] |</c> <c=0,126,255>"..msg.."</c>") end) hook.Add( "PlayerInitialSpawn", "PortalRPInit", function( ply ) timer.Simple(5, function() ply:InitializePortalRPPlayer() end) end) hook.Add("PlayerSpawn", "PortalRP_PlayerSpawn", function(ply) local jbtbl = ply:getJobTable() timer.Simple(1, function() if not IsValid(ply) then return end if not ply:Alive() then return end ply:SetCollisionGroup( COLLISION_GROUP_WEAPON ) if jbtbl.isCore then // Make player invisible ply:SetColor(Color(0, 0, 0, 0)) ply:SetRenderMode(RENDERMODE_TRANSCOLOR) ply:SetNoDraw(true) ply:SetNotSolid(true) ply:StripWeapons() ply:SetMoveType(MOVETYPE_NONE) ply:SetNoTarget(true) // RUN CONSOLE COMMAND TO PLAYER ply:ConCommand("simple_thirdperson_enabled 1") else ply:ConCommand("simple_thirdperson_enabled 0") end end) if jbtbl.isCore then local coreent = ents.Create("portalrp_core") coreent:SetPos(ply:EyePos()) coreent:SetAngles(ply:EyeAngles()) coreent:Spawn() coreent:Activate() coreent:SetPlayerOwner(ply) ply:SetNWEntity("PersonalityCore", coreent) end end) hook.Add("Think", "PortalRP_Think", function() for k, v in pairs(player.GetAll()) do if not IsValid(v) then continue end if not v:Alive() then continue end local jbtbl = v:getJobTable() if jbtbl.isCore == true then if not v:GetNWEntity("PersonalityCore") then v:changeTeam(1, true) elseif not v:Alive() then v:changeTeam(1, true) else local coreent = v:GetNWEntity("PersonalityCore") if not IsValid(coreent) then v:changeTeam(1, true) end coreent:SetSkin(1) coreent:SetAnimationID(6) v:SetPos(coreent:GetPos()) v:SetAngles(coreent:GetAngles()) end end end end) // Other hooks // //First map initialization stuff (used for turning things off, removing things, adding core functionality, etc) PORTALRP.AddToMapReset("PortalRP_MapInit", function() //remove dumb map death triggers for k,v in pairs(ents.FindByName("deathtrigger")) do v:Remove() end //These lights aren't on by default for k,v in pairs(ents.FindByName("glados_lights")) do v:Fire("TurnOn") end for k,v in pairs(ents.FindByName("gladoschamber_lights")) do v:Fire("TurnOff") end for k,v in pairs(ents.FindByName("glados_spotlights")) do v:Fire("LightOn") end for k,v in pairs(ents.FindByName("portalrp_light")) do v:Fire("TurnOn") end //create funny radios local vec = Vector( 136.14031982422, -21.269031524658, 612.32452392578) local ang = Angle(0, -43, 0) local radio = ents.Create("ent_portal_radio") radio:Spawn() radio:Activate() radio:SetPos(vec) radio:SetAngles(ang) //creating test chambers print("Creating test chamber locations...") for k,v in pairs(PORTALRP.TestChamberLocations) do local chamber = ents.Create("trigger_location") chamber:Spawn() chamber:Activate() chamber:SetCollisionBoundsWS(v[1], v[2]) chamber:SetLocationName(k) chamber:SetName("TestChamber_" .. k:gsub("%s", "")) print("Created test chamber \"" .. k .. "\" between " .. v[1].x .. ", " .. v[1].y .. ", " .. v[1].z .. " and " .. v[2].x .. ", " .. v[2].y .. ", " .. v[2].z) end print("Creating commutation entities...") for k,v in pairs(PORTALRP.CommutationPositions) do local chamber = ents.Create("trigger_commutation") chamber:Spawn() chamber:Activate() chamber:SetCollisionBoundsWS(v[1], v[2]) chamber:SetDestinationPos(v[3]) chamber:SetDestinationAngles(v[4]) chamber:SetName("Commutation_" .. k:gsub("%s", "")) print("Created commutation entity \"" .. k .. "\" between " .. v[1].x .. ", " .. v[1].y .. ", " .. v[1].z .. " and " .. v[2].x .. ", " .. v[2].y .. ", " .. v[2].z) end //adding glados (this will be changed and removed later) print("Attempting to spawn GLaDos") //escape_02 coordinates local coords = Vector( 4360, -670, 1746 ) for k,v in pairs(ents.FindByName("temp_glados")) do coords = v:GetPos() v:Remove() break end local glados = ents.Create("portalrp_glados") glados:SetPos(coords) glados:SetAngles(Angle(0, 0, 0)) glados:Spawn() glados:Activate() SetGlobalBool("GladosActivated", false) end)
local NumEntries = 13 local RowHeight = 24 local SetEntryText = function(rank, name, score, date, actor) if actor == nil then return end actor:GetChild("Rank"):settext(rank) actor:GetChild("Name"):settext(name) actor:GetChild("Score"):settext(score) actor:GetChild("Date"):settext(date) end local SetLeaderboardForPlayer = function(player_num, leaderboard, leaderboardData, isRanked) if leaderboard == nil or leaderboardData == nil then return end local playerStr = "player"..player_num local entryNum = 1 local rivalNum = 1 -- Hide the rival and self highlights. -- They will be unhidden and repositioned as needed below. for i=1,3 do leaderboard:GetChild("Rival"..i):visible(false) end leaderboard:GetChild("Self"):visible(false) -- Hide/Unhide EX score display leaderboard:GetChild("EX"):visible(leaderboardData["IsEX"]) if leaderboardData then if leaderboardData["Name"] then leaderboard:GetChild("Header"):settext(leaderboardData["Name"]) end if leaderboardData["Data"] then for gsEntry in ivalues(leaderboardData["Data"]) do local entry = leaderboard:GetChild("LeaderboardEntry"..entryNum) SetEntryText( gsEntry["rank"]..".", gsEntry["name"], string.format("%.2f%%", gsEntry["score"]/100), ParseGroovestatsDate(gsEntry["date"]), entry ) if gsEntry["isRival"] then if gsEntry["isFail"] then entry:GetChild("Rank"):diffuse(Color.Black) entry:GetChild("Name"):diffuse(Color.Black) entry:GetChild("Score"):diffuse(Color.Red) entry:GetChild("Date"):diffuse(Color.Black) else entry:diffuse(Color.Black) end leaderboard:GetChild("Rival"..rivalNum):y(entry:GetY()):visible(true) rivalNum = rivalNum + 1 elseif gsEntry["isSelf"] then if gsEntry["isFail"] then entry:GetChild("Rank"):diffuse(Color.Black) entry:GetChild("Name"):diffuse(Color.Black) entry:GetChild("Score"):diffuse(Color.Red) entry:GetChild("Date"):diffuse(Color.Black) else entry:diffuse(Color.Black) end leaderboard:GetChild("Self"):y(entry:GetY()):visible(true) else entry:diffuse(Color.White) end -- Why does this work for normal entries but not for Rivals/Self where -- I have to explicitly set the colors for each child?? if gsEntry["isFail"] then entry:GetChild("Score"):diffuse(Color.Red) end entryNum = entryNum + 1 end end end -- Empty out any remaining entries. -- This also handles the error case. If success is false, then the above if block will not run. -- and we will set the first entry to "Failed to Load 😞". for i=entryNum, NumEntries do local entry = leaderboard:GetChild("LeaderboardEntry"..i) -- We didn't get any scores if i is still == 1. if i == 1 then if isRanked then SetEntryText("", "No Scores", "", "", entry) else SetEntryText("", "Chart Not Ranked", "", "", entry) end else -- Empty out the remaining rows. SetEntryText("", "", "", "", entry) end end end local LeaderboardRequestProcessor = function(res, master) if master == nil then return end if res == nil then for i=1, 2 do local pn = "P"..i local leaderboard = master:GetChild(pn.."Leaderboard") for j=1, NumEntries do local entry = leaderboard:GetChild("LeaderboardEntry"..j) if j == 1 then SetEntryText("", "Timed Out", "", "", entry) else -- Empty out the remaining rows. SetEntryText("", "", "", "", entry) end end end return end local data = res["status"] == "success" and res["data"] or nil for i=1, 2 do local playerStr = "player"..i local pn = "P"..i local leaderboard = master:GetChild(pn.."Leaderboard") local leaderboardList = master[pn]["Leaderboards"] if res["status"] == "success" then if data[playerStr] then master[pn].isRanked = data[playerStr]["isRanked"] -- First add the main GrooveStats leaderboard. if data[playerStr]["gsLeaderboard"] then leaderboardList[#leaderboardList + 1] = { Name="GrooveStats", Data=DeepCopy(data[playerStr]["gsLeaderboard"]), IsEX=false } master[pn]["LeaderboardIndex"] = 1 end -- Then any event leaderboards. local events = {"rpg", "itl"} for event in ivalues(events) do if data[playerStr][event] and data[playerStr][event][event.."Leaderboard"] then leaderboardList[#leaderboardList + 1] = { Name=data[playerStr][event]["name"], Data=DeepCopy(data[playerStr][event][event.."Leaderboard"]), IsEX=(event == "itl") } master[pn]["LeaderboardIndex"] = 1 end end if #leaderboardList > 1 then leaderboard:GetChild("PaneIcons"):visible(true) else leaderboard:GetChild("PaneIcons"):visible(false) end end -- We assume that at least one leaderboard has been added. -- If leaderboardData is nil as a result, the SetLeaderboardForPlayer -- function will handle it. local leaderboardData = leaderboardList[1] SetLeaderboardForPlayer(i, leaderboard, leaderboardData, master[pn].isRanked) elseif res["status"] == "fail" then for j=1, NumEntries do local entry = leaderboard:GetChild("LeaderboardEntry"..j) if j == 1 then SetEntryText("", "Failed to Load 😞", "", "", entry) else -- Empty out the remaining rows. SetEntryText("", "", "", "", entry) end end elseif res["status"] == "disabled" then for j=1, NumEntries do local entry = leaderboard:GetChild("LeaderboardEntry"..j) if j == 1 then SetEntryText("", "Leaderboard Disabled", "", "", entry) else -- Empty out the remaining rows. SetEntryText("", "", "", "", entry) end end end end end local af = Def.ActorFrame{ Name="LeaderboardMaster", InitCommand=function(self) self:visible(false) end, ShowLeaderboardCommand=function(self) self:visible(true) for i=1, 2 do local pn = "P"..i self[pn] = {} self[pn].isRanked = false self[pn].Leaderboards = {} self[pn].LeaderboardIndex = 0 end MESSAGEMAN:Broadcast("ResetEntry") -- Only make the request when this actor gets actually displayed through the sort menu. self:queuecommand("SendLeaderboardRequest") end, HideLeaderboardCommand=function(self) self:visible(false) end, LeaderboardInputEventMessageCommand=function(self, event) local pn = ToEnumShortString(event.PlayerNumber) if #self[pn].Leaderboards == 0 then return end if event.type == "InputEventType_FirstPress" then -- We don't use modulus because #Leaderboards might be zero. if event.GameButton == "MenuLeft" then self[pn].LeaderboardIndex = self[pn].LeaderboardIndex - 1 if self[pn].LeaderboardIndex == 0 then -- Wrap around if we decremented from 1 to 0. self[pn].LeaderboardIndex = #self[pn].Leaderboards end elseif event.GameButton == "MenuRight" then self[pn].LeaderboardIndex = self[pn].LeaderboardIndex + 1 if self[pn].LeaderboardIndex > #self[pn].Leaderboards then -- Wrap around if we incremented past #Leaderboards self[pn].LeaderboardIndex = 1 end end if event.GameButton == "MenuLeft" or event.GameButton == "MenuRight" then local leaderboard = self:GetChild(pn.."Leaderboard") local leaderboardList = self[pn]["Leaderboards"] local leaderboardData = leaderboardList[self[pn].LeaderboardIndex] SetLeaderboardForPlayer("P1" == pn and 1 or 2, leaderboard, leaderboardData, self[pn].isRanked) end end end, Def.Quad{ InitCommand=function(self) self:FullScreen():diffuse(0,0,0,0.875) end }, LoadFont("Common Normal")..{ Text=THEME:GetString("Common", "PopupDismissText"), InitCommand=function(self) self:xy(_screen.cx, _screen.h-50):zoom(1.1) end }, RequestResponseActor("Leaderboard", 10, 17, 50)..{ SendLeaderboardRequestCommand=function(self) if not IsServiceAllowed(SL.GrooveStats.Leaderboard) then return end local sendRequest = false local data = { action="groovestats/player-leaderboards", maxLeaderboardResults=NumEntries, } for i=1,2 do local pn = "P"..i if SL[pn].ApiKey ~= "" and SL[pn].Streams.Hash ~= "" then data["player"..i] = { chartHash=SL[pn].Streams.Hash, apiKey=SL[pn].ApiKey } sendRequest = true end end -- Only send the request if it's applicable. -- Technically this should always be true since otherwise we wouldn't even get to this screen. if sendRequest then MESSAGEMAN:Broadcast("Leaderboard", { data=data, args=SCREENMAN:GetTopScreen():GetChild("Overlay"):GetChild("LeaderboardMaster"), callback=LeaderboardRequestProcessor }) end end } } local paneWidth1Player = 330 local paneWidth2Player = 230 local paneWidth = (GAMESTATE:GetNumSidesJoined() == 1) and paneWidth1Player or paneWidth2Player local paneHeight = 360 local borderWidth = 2 for player in ivalues( PlayerNumber ) do af[#af+1] = Def.ActorFrame{ Name=ToEnumShortString(player).."Leaderboard", InitCommand=function(self) self:y(_screen.cy - 15) self:queuecommand("Refresh") end, PlayerJoinedMessageCommand=function(self) self:queuecommand("Refresh") end, RefreshCommand=function(self) self:visible(GAMESTATE:IsSideJoined(player)) if GAMESTATE:GetNumSidesJoined() == 1 then self:xy(_screen.cx, _screen.cy - 15) else self:xy(_screen.cx + 160 * (player==PLAYER_1 and -1 or 1), _screen.cy - 15) end self:SetWidth(paneWidth) end, -- White border Def.Quad { InitCommand=function(self) self:diffuse(Color.White) end, RefreshCommand=function(self) local width = self:GetParent():GetWidth() self:zoomto(width + borderWidth, paneHeight + borderWidth) end }, -- Main black body Def.Quad { InitCommand=function(self) self:diffuse(Color.Black) end, RefreshCommand=function(self) local width = self:GetParent():GetWidth() self:zoomto(width, paneHeight) end }, -- Header border Def.Quad { InitCommand=function(self) self:diffuse(Color.White):y(-paneHeight/2 + RowHeight/2) end, RefreshCommand=function(self) local width = self:GetParent():GetWidth() self:zoomto(width + borderWidth, RowHeight + borderWidth) end }, -- Blue Header Def.Quad { InitCommand=function(self) self:diffuse(Color.Blue):y(-paneHeight/2 + RowHeight/2) end, RefreshCommand=function(self) local width = self:GetParent():GetWidth() self:zoomto(width, RowHeight) end }, -- Header Text LoadFont("Wendy/_wendy small").. { Name="Header", Text="GrooveStats", InitCommand=function(self) self:zoom(0.5) self:y(-paneHeight/2 + 12) end }, -- EX Text LoadFont("Wendy/_wendy small").. { Name="EX", Text="EX", InitCommand=function(self) self:zoom(0.5) self:y(-paneHeight/2 + 12) self:x(paneWidth/2 - 16) self:visible(false) end }, -- Highlight backgrounds for the leaderboard. Initially hidden. Def.Quad { Name="Rival1", InitCommand=function(self) self:diffuse(color("#BD94FF")):visible(false) end, ResetEntryMessageCommand=function(self) self:visible(false) end, RefreshCommand=function(self) local width = self:GetParent():GetWidth() self:zoomto(width, RowHeight) end }, Def.Quad { Name="Rival2", InitCommand=function(self) self:diffuse(color("#BD94FF")):visible(false) end, ResetEntryMessageCommand=function(self) self:visible(false) end, RefreshCommand=function(self) local width = self:GetParent():GetWidth() self:zoomto(width, RowHeight) end }, Def.Quad { Name="Rival3", InitCommand=function(self) self:diffuse(color("#BD94FF")):visible(false) end, ResetEntryMessageCommand=function(self) self:visible(false) end, RefreshCommand=function(self) local width = self:GetParent():GetWidth() self:zoomto(width, RowHeight) end }, Def.Quad { Name="Self", InitCommand=function(self) self:diffuse(color("#A1FF94")):visible(false) end, ResetEntryMessageCommand=function(self) self:visible(false) end, RefreshCommand=function(self) local width = self:GetParent():GetWidth() self:zoomto(width, RowHeight) end }, -- Marker for the additional panes. Hidden by default. Def.ActorFrame{ Name="PaneIcons", InitCommand=function(self) self:y(paneHeight/2 - RowHeight/2) self:visible(false) end, ResetEntryMessageCommand=function(self) self:visible(false) end, LoadFont("Common Normal").. { Name="LeftIcon", Text="&MENULEFT;", InitCommand=function(self) self:x(-paneWidth/2 + 10) end, OnCommand=function(self) self:queuecommand("Bounce") end, BounceCommand=function(self) self:decelerate(0.5):addx(10):accelerate(0.5):addx(-10) self:queuecommand("Bounce") end, }, LoadFont("Common Normal").. { Name="Text", Text="More Leaderboards", InitCommand=function(self) self:diffuse(Color.White) end, }, LoadFont("Common Normal").. { Name="RightIcon", Text="&MENURiGHT;", InitCommand=function(self) self:x(paneWidth/2 - 10) end, OnCommand=function(self) self:queuecommand("Bounce") end, BounceCommand=function(self) self:decelerate(0.5):addx(-10):accelerate(0.5):addx(10) self:queuecommand("Bounce") end, }, } } local af2 = af[#af] for i=1, NumEntries do --- Each entry has a Rank, Name, and Score subactor. af2[#af2+1] = Def.ActorFrame{ Name="LeaderboardEntry"..i, InitCommand=function(self) if NumEntries % 2 == 1 then self:y(RowHeight*(i - (NumEntries+1)/2) ) else self:y(RowHeight*(i - NumEntries/2)) end end, RefreshCommand=function(self) local width = self:GetParent():GetWidth() self:x(-(width-paneWidth2Player)/2) self:GetChild("Date"):visible(GAMESTATE:GetNumSidesJoined() == 1) end, LoadFont("Common Normal").. { Name="Rank", Text="", InitCommand=function(self) self:horizalign(right) self:maxwidth(30) self:x(-paneWidth2Player/2 + 30 + borderWidth) self:diffuse(Color.White) end, ResetEntryMessageCommand=function(self) self:settext("") self:diffuse(Color.White) end }, LoadFont("Common Normal").. { Name="Name", Text=(i==1 and "Loading" or ""), InitCommand=function(self) self:horizalign(center) self:maxwidth(130) self:x(-paneWidth2Player/2 + 100) self:diffuse(Color.White) end, ResetEntryMessageCommand=function(self) self:settext(i==1 and "Loading" or "") self:diffuse(Color.White) end }, LoadFont("Common Normal").. { Name="Score", Text="", InitCommand=function(self) self:horizalign(right) self:x(paneWidth2Player/2-borderWidth) self:diffuse(Color.White) end, ResetEntryMessageCommand=function(self) self:settext("") self:diffuse(Color.White) end }, LoadFont("Common Normal").. { Name="Date", Text="", InitCommand=function(self) self:horizalign(right) self:x(paneWidth2Player/2 + 100 - borderWidth) self:diffuse(Color.White) end, ResetEntryMessageCommand=function(self) self:settext("") self:diffuse(Color.White) end }, } end end return af
local K, C, L, _ = select(2, ...):unpack() if C["Nameplate"].enable ~= true then return end local GetSpellInfo = GetSpellInfo ---------------------------------------------------------------------------------------- -- The best way to add or delete spell is to go at http://wotlk.openwow.com search for a spell. -- Example: Necrotic Plague> http://wotlk.openwow.com/spell=73787 -- Take the number ID at the end of the URL, and add it to the list ---------------------------------------------------------------------------------------- local function SpellName(id) local name, _, _, _, _, _, _, _, _ = GetSpellInfo(id) if(not name) then print(" SpellID is not valid: "..id..". Please check for an updated version, if none exists report this to Kkthnx.") return "Impale" else return name end end K.DebuffWhiteList = { -- Death Knight [SpellName(49203)] = true, [SpellName(47476)] = true, -- Druid [SpellName(33786)] = true, [SpellName(2637)] = true, [SpellName(339)] = true, [SpellName(8921)] = true, [SpellName(5570)] = true, [SpellName(58180)] = true, [SpellName(33878)] = true, [SpellName(33745)] = true, [SpellName(1822)] = true, [SpellName(1079)] = true, -- Hunter [SpellName(3355)] = true, [SpellName(1513)] = true, [SpellName(19503)] = true, [SpellName(34490)] = true, -- Mage [SpellName(31661)] = true, [SpellName(61305)] = true, [SpellName(18469)] = true, [SpellName(122)] = true, [SpellName(55080)] = true, -- Paladin [SpellName(20066)] = true, [SpellName(10326)] = true, [SpellName(853)] = true, -- Priest [SpellName(605)] = true, [SpellName(64044)] = true, [SpellName(8122)] = true, [SpellName(9484)] = true, [SpellName(15487)] = true, -- Rogue [SpellName(2094)] = true, [SpellName(1776)] = true, [SpellName(6770)] = true, [SpellName(18425)] = true, -- Shaman [SpellName(51514)] = true, [SpellName(3600)] = true, [SpellName(8056)] = true, [SpellName(8050)] = true, [SpellName(63685)] = true, [SpellName(39796)] = true, -- Warlock [SpellName(710)] = true, [SpellName(6789)] = true, [SpellName(5782)] = true, [SpellName(5484)] = true, [SpellName(6358)] = true, [SpellName(30283)] = true, [SpellName(603)] = true, [SpellName(980)] = true, [SpellName(172)] = true, [SpellName(17800)] = true, [SpellName(48181)] = true, [SpellName(30108)] = true, [SpellName(348)] = true, -- Warrior [SpellName(20511)] = true, -- Racial [SpellName(25046)] = true, [SpellName(20549)] = true, } K.PlateBlacklist = { ["Dragonmaw War Banner"] = true, ["Healing Tide Totem"] = true, --Gundrak ["Fanged Pit Viper"] = true, ["Crafty Snake"] = true, --Shaman Totems ["Earth Elemental Totem"] = true, ["Fire Elemental Totem"] = true, ["Fire Resistance Totem"] = true, ["Flametongue Totem"] = true, ["Frost Resistance Totem"] = true, ["Healing Stream Totem"] = true, ["Magma Totem"] = true, ["Mana Spring Totem"] = true, ["Nature Resistance Totem"] = true, ["Searing Totem"] = true, ["Stoneclaw Totem"] = true, ["Stoneskin Totem"] = true, ["Strength of Earth Totem"] = true, ["Windfury Totem"] = true, ["Totem of Wrath"] = true, ["Wrath of Air Totem"] = true, --The gayest ability in the game ["Army of the Dead Ghoul"] = true, --Hunter Trap ["Venomous Snake"] = true, ["Viper"] = true, }
require("gameData/gameData") local CommunityKnowListData = class(GameData); CommunityKnowListData.Delegate = { onGetKnowListCallBack = "onGetKnowListCallBack"; onGetMaybeFamiliarCallBack = "onGetMaybeFamiliarCallBack"; } CommunityKnowListData.ctor = function(self) ImSdkHelper.getInstance():setObserver(self); self:__init(); end CommunityKnowListData.__init = function (self) self.m_listInviteData = {}; self.m_listAddFiendData = {}; self.m_knowListData = {}; end CommunityKnowListData.dtor = function(self) ImSdkHelper.getInstance():clearObserver(self); end CommunityKnowListData.getKnowList = function(self, isForceUpdate) local ret = ImSdkConstants.eReturnType.TYPE_OK; if isForceUpdate then local data = ImSdkHelper.getInstance():imGetContractsInfo(); if not string.isEmpty(data) then ret = ImSdkHelper.getInstance():imSdkGetKnowList(data, kUserInfoData:getUserCid()); else ret = ImSdkConstants.eReturnType.TYPE_ERROR; end end local bRet = ret == ImSdkConstants.eReturnType.TYPE_OK and true or false; return bRet, Copy(self.m_knowListData); end CommunityKnowListData.getKnowInviteBtnStatus = function (self,phone_number) local invite = false; for k,v in pairs(self.m_listInviteData) do if phone_number == v.phone_number then invite = v.invite; break; end end return invite; end CommunityKnowListData.setKnowInviteBtnStatus = function (self,data) if table.isEmpty(data) then return; end table.insert(self.m_listInviteData,data); for k, v in pairs( table.verify(self.m_knowListData)) do if data.phone_number == v.phone_number then self.m_knowListData[k].invite = data.invite; break; end end end CommunityKnowListData.getKnowAddFriendBtnStatus = function (self,cid) Log.v("m_listAddFiendData",self.m_listAddFiendData) local addFriend = false; for k,v in pairs(self.m_listAddFiendData) do if cid == v.cid then addFriend = v.addFriend; break; end end return addFriend; end CommunityKnowListData.setKnowAddFriendBtnStatus = function (self,data) if table.isEmpty(data) then return; end table.insert(self.m_listAddFiendData,data); for k, v in pairs( table.verify(self.m_knowListData)) do if data.cid == v.cid then self.m_knowListData[k].addFriend = data.addFriend; break; end end end CommunityKnowListData.refreshKnowAddFriendBtnStatus = function (self,cid) if not cid then return; end for k,v in pairs(table.verify(self.m_listAddFiendData)) do if v.cid == cid then self.m_listAddFiendData[k].addFriend = false; self.m_listAddFiendData[k].is_friend = 0; end end for k,v in pairs(table.verify(self.m_knowListData)) do if v.cid == cid then self.m_knowListData[k].addFriend = false; self.m_knowListData[k].is_friend = 0; end end end --联系人 分页发送 每页15个 CommunityKnowListData.onIMMatchContactFriendCallBack = function(self,isSuccess, strInfo) if isSuccess then local data = table.verify( json.decode(strInfo) ); if data.page == 1 then --如果当前第一也 就清空 self.m_knowListData = {}; end for k, v in pairs( table.verify(data.contact_list) ) do v.phone_number = string.gsub(tostring(v.phone_number), " ",""); --手机号 v.phone_number = string.gsub(tostring(v.phone_number), "-",""); --手机号 v.name = tostring(v.name) --名字 v.regist_status = tonumber(v.regist_status)--注册状态 v.cid = tonumber(v.cid) or 0; --cid v.mid = tonumber(v.mid) or 0; --mid v.regionid = tonumber(v.regionid) or 0; -- 地区id v.nickname = tostring(v.nickname) or ""; --昵称 v.sex = tostring(v.sex) or "0"; --性别 v.avatar_url = tostring(v.avatar_url) or ""; v.gold = tonumber(v.gold) or 0; --银币 v.diamond = tonumber(v.diamond) or 0; --钻石 v.distance = tonumber(v.distance) or 0;-- 离我多远 v.client_version = tonumber(v.client_version) or 0; --sdk版本号 v.is_friend = tonumber(v.is_friend)or 0; -- 是否是好友 v.level = tonumber(v.level) or 0; --根据类型排名 v.master_points = tonumber(v.master_points) or 0; --大师分 v.experience = tonumber(v.experience) or 0; --经验 v.is_online = tonumber(v.is_online); --当前在线状态 1 为在线 0为不在线 if v.regist_status == 0 then v.invite = self:getKnowInviteBtnStatus(v.phone_number); end if v.is_friend == 0 then v.addFriend = self:getKnowAddFriendBtnStatus(v.cid); end table.insert(self.m_knowListData,v); end self:execDelegate(CommunityKnowListData.Delegate.onGetKnowListCallBack, true, self.m_knowListData,data.page); else self:execDelegate(CommunityKnowListData.Delegate.onGetKnowListCallBack, false); end end CommunityKnowListData.onIMGetMaybeFamiliarCallBack = function(self,isSuccess, strInfo) if isSuccess then local data = json.decode(strInfo); local mayBeFamiliarData = {}; for k,v in pairs(table.verify(data)) do v.cid = tonumber(v.cid) or 0; --cid v.mid = tonumber(v.mid) or 0; --mid v.regionid = tonumber(v.regionid) or 0; -- 地区id v.nickname = tostring(v.nickname) or ""; --昵称 v.sex = tostring(v.sex) or "0"; --性别 v.avatar_url = tostring(v.avatar_url) or ""; v.gold = tonumber(v.gold) or 0; --银币 v.diamond = tonumber(v.diamond) or 0; --钻石 v.distance = tonumber(v.distance) or 0;-- 离我多远 v.client_version = tonumber(v.client_version) or 0; --sdk版本号 v.is_friend = tonumber(v.is_friend)or o; -- 是否是好友 v.level = tonumber(v.level) or 0; --根据类型排名 v.master_points = tonumber(v.master_points) or 0; --大师分 v.experience = tonumber(v.experience) or 0; --经验 v.is_online = tonumber(v.is_online); --当前在线状态 1 为在线 0为不在线 v.common_friend_num = tonumber(v.common_friend_num);--共同好友数 table.insert(mayBeFamiliarData,v); end if table.isEmpty( mayBeFamiliarData[1] ) then self:execDelegate(CommunityKnowListData.Delegate.onGetMaybeFamiliarCallBack, false); else self:execDelegate(CommunityKnowListData.Delegate.onGetMaybeFamiliarCallBack, true, mayBeFamiliarData[1]); end else self:execDelegate(CommunityKnowListData.Delegate.onGetMaybeFamiliarCallBack, false); end end return CommunityKnowListData;
-- https://wowpedia.fandom.com/wiki/API_GetGameMessageInfo local eb = KethoEditBox function KethoWowpedia:GameError() local enums = {} for k, v in pairs(_G) do if k:find("^LE_GAME_ERR") then tinsert(enums, {k, v}) end end sort(enums, function(a, b) return a[2] < b[2] end) eb:Show() eb:InsertLine('{| class="sortable darktable zebra"\n! ID !! skit !! voice !! stringId !! GlobalString') local fs = '|-\n| align="center" | %d |||| %s |||| %s |||| %s |||| %s' for _, tbl in pairs(enums) do local k, v = unpack(tbl) local stringId, soundKitID, voiceID = GetGameMessageInfo(v) -- no changes between matching stringPart from LuaEnums or GetGameMessageInfo() -- local stringPart = strmatch(k, "LE_GAME_ERR_(.+)") local stringPart = strmatch(stringId, "ERR_(.+)") -- Spew("", k, v, _G[v], _G["ERR_"..msg], stringId, soundKitID, voiceID) eb:InsertLine(fs:format(v, soundKitID or "", voiceID or "", stringId, _G["ERR_"..stringPart] or "")) end eb:InsertLine('|}') end
local mod = get_mod("RerollImprovements") -- luacheck: ignore get_mod -- luacheck: globals CraftPageRollProperties Managers UIUtils Managers UIWidgets -- luacheck: globals UIWidget Colors UISettings WeaponTraits CraftPageRollTrait -- luacheck: globals Localize UISettings.crafting_progress_time = 0.01 mod.last_backend_id = nil mod.property_text_style = { font_size = 24, upper_case = false, localize = false, use_shadow = true, word_wrap = false, horizontal_alignment = "center", vertical_alignment = "center", font_type = "hell_shark", text_color = Colors.get_color_table_with_alpha("white", 200), offset = { 0, 0, -35 } } mod:hook_safe(CraftPageRollProperties, "_add_craft_item", function(self, backend_id) mod:pcall(function() if self._craft_items[1] and self._widgets_by_name["mod_properties_1"] then local properties = Managers.backend:get_interface("items"):get_properties(self._craft_items[1]) self._widgets_by_name["mod_properties_1"].content.text = "" self._widgets_by_name["mod_properties_2"].content.text = "" local index = 1 for prop_name, prop_value in pairs( properties ) do self._widgets_by_name["mod_properties_"..index].content.text = UIUtils.get_property_description(prop_name, prop_value) index = index + 1 end end mod.last_backend_id = backend_id end) end) mod:hook_safe(CraftPageRollProperties, "_remove_craft_item", function(self) if not self._craft_items[1] and self._widgets_by_name["mod_properties_1"] then self._widgets_by_name["mod_properties_1"].content.text = "" self._widgets_by_name["mod_properties_2"].content.text = "" mod.last_backend_id = nil end end) mod:hook_safe(CraftPageRollProperties, "on_craft_completed", function(self) local item_interface = Managers.backend:get_interface("items") if item_interface:get_item_from_id(mod.last_backend_id) then self:_add_craft_item(mod.last_backend_id) end end) mod:hook_safe(CraftPageRollProperties, "create_ui_elements", function(self) local widgets = self._widgets local widgets_by_name = self._widgets_by_name for i = 1, 2 do local text_definition = UIWidgets.create_simple_text("", "recipe_grid", nil, nil, mod.property_text_style) local widget = UIWidget.init(text_definition) widgets[#widgets + 1] = widget widgets_by_name["mod_properties_"..i] = widget widget.offset[1] = 0 widget.offset[2] = 87+(i-1)*(-26) widget.offset[3] = 50 end end) --- Trait Rerolling --- mod:hook_safe(CraftPageRollTrait, "_add_craft_item", function(self, backend_id) mod:pcall(function() if self._craft_items[1] and self._widgets_by_name["mod_trait"] then local traits = Managers.backend:get_interface("items"):get_traits(self._craft_items[1]) self._widgets_by_name["mod_trait"].content.text = "" local trait = traits[1] if trait then self._widgets_by_name["mod_trait"].content.text = Localize(WeaponTraits.traits[trait].display_name) end end mod.last_backend_id = backend_id end) end) mod:hook_safe(CraftPageRollTrait, "_remove_craft_item", function(self) if not self._craft_items[1] and self._widgets_by_name["mod_trait"] then self._widgets_by_name["mod_trait"].content.text = "" mod.last_backend_id = nil end end) mod:hook_safe(CraftPageRollTrait, "on_craft_completed", function(self) local item_interface = Managers.backend:get_interface("items") if item_interface:get_item_from_id(mod.last_backend_id) then self:_add_craft_item(mod.last_backend_id) end end) mod:hook_safe(CraftPageRollTrait, "create_ui_elements", function(self) local widgets = self._widgets local widgets_by_name = self._widgets_by_name local text_definition = UIWidgets.create_simple_text("", "recipe_grid", nil, nil, mod.property_text_style) local widget = UIWidget.init(text_definition) widgets[#widgets + 1] = widget widgets_by_name["mod_trait"] = widget widget.offset[1] = -5 widget.offset[2] = 73 widget.offset[3] = 50 end)
local ASL = LibStub("AceLocale-3.0"):NewLocale("AddOnSkins", "ptBR") if not ASL then return end ASL["About/Help"] = true ASL["AddOn Skins"] = true ASL["Attach CoolLine to action bar"] = true ASL["Attach SexyCD to action bar"] = true ASL["Auction House"] = true ASL["Available Skins / Skin Requests"] = true ASL["BigWigs Half-Bar"] = true ASL["Blizzard Skins"] = true ASL["Changelog Link"] = true ASL["Credits"] = true ASL["Credits:"] = true ASL["DBM Transparent Radar"] = true ASL["DBM Half-Bar Skin Spacing looks wrong. How can I fix it?"] = true ASL["DBM Font Flag"] = true ASL["DBM Font Size"] = true ASL["DBM Font"] = true ASL["DBM Half-bar Skin"] = true ASL["Details Backdrop"] = true ASL["Download Link"] = true ASL["Embed Below Top Tab"] = true ASL["Embed for One Window"] = true ASL["Embed Frame Level"] = true ASL["Embed Frame Strata"] = true ASL["Embed into Right Chat Panel"] = true ASL["Embed OoC Delay"] = true ASL["Embed Settings"] = true ASL["Embed System Message"] = true ASL["Embed Transparancy"] = true ASL["Enable Skin Debugging"] = true ASL["FAQ's"] = true ASL["GitLab Link / Report Errors"] = true ASL["Hide Chat Frame"] = true ASL["Left Click to Show"] = true ASL["Left Click:"] = true ASL["Links"] = true ASL["Login Message"] = true ASL["|cffff7d0aMerathilisUI|r Styling"] = true ASL["MONOCHROME"] = true ASL["MONOCHROMEOUTLINE"] = true ASL["None"] = true ASL["Omen Backdrop"] = true ASL["One Window Embed System"] = true ASL["Out of Combat (Hide)"] = true ASL["OUTLINE"] = true ASL["Parchment"] = true ASL["Recount Backdrop"] = true ASL["Right Click to Hide"] = true ASL["Right Click:"] = true ASL["Settings to control Embedded AddOns:\n\nAvailable Embeds: Details | Omen | Skada | Recount | TinyDPS"] = true ASL["Skada Backdrop"] = true ASL["Skin Template"] = true ASL["THICKOUTLINE"] = true ASL["To use the DBM Half-Bar skin. You must change the DBM Options. Offset Y needs to be at least 15."] = true ASL["Two Window Embed System"] = true ASL["Version"] = true ASL["WeakAura AuraBar"] = true ASL["WeakAura Cooldowns"] = true ASL["Window One Embed"] = true ASL["Window One Width"] = true ASL["Window Two Embed"] = true ASL['Enable/Disable this embed.'] = true ASL['Enable/Disable this option.'] = true ASL['Enable/Disable this skin.\nThis requires a reload to take effect.'] = true ASL['Reset Settings'] = true ASL['This option will toggle the corresponding ElvUI option.'] = true ASL['Toggle Embedded AddOn'] = true ASL['Toggle Left Chat Panel'] = true ASL['Toggle Options'] = true ASL['Toggle Right Chat Panel'] = true
--[[ File @description: This class is for generating different datasets. @version: V0.02 @author: Fangyi Zhang email:gzzhangfangyi@gmail.com @acknowledgement: ARC Centre of Excellence for Robotic Vision (ACRV) Queensland Univsersity of Technology (QUT) @history: V0.00 07/06/2017 developed the first version V0.01 11/06/2017 fixed the bug of not deeply copying the table in the dataset V0.02 19/06/2017 made compatible to end-to-end reaching with a complex network V0.03 14/05/2019 removed the reliance on interface_vrep in offline mode ]] require 'torch' -- require 'common/interface_vrep' require 'image' -- local interface_vrep = require 'common/interface_vrep' -- local reward_functions_picking = require 'reward/reward_functions_picking' -- construct a class local dctrl = torch.class('dataset_ctrl') --[[ Function @description: initialize an object for manipulation simulation @input: args: settings for a manipulation simulation object @output: nil @notes: ]] function dctrl:__init(args) -- vrep setup self.syn_mode = args.syn_mode or false self.sim_step = args.sim_step or 50 -- 50 ms self.image_format = args.image_format or 'Grey' self.image_res = args.image_res or {300,300} self.online_mode = args.online_mode or false self.max_step = args.max_step or 400 self.left_joint_position = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0} self.right_joint_position = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0} self.left_joint_velocity = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0} self.right_joint_velocity = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0} -- Settings for Clutters self.clutters = args.clutters or {'Baseball','Block','Crayons','Dove','Eraser','EraserPack','Note1','RubCube','UQBall'} self.clutters_h = args.clutters_h or {0.0375,0.01,0.0125,0.0175,0.03,0.0175,0.005,0.029,0.03} self.n_clutters = #self.clutters -- Initialize vrep if self.online_mode then require 'common/interface_vrep' self:initVREP(args) else if args.dataset then -- Load pre-generated datasets self.dataset = self:load_pre_constructed_dataset(args.dataset) -- Decide whether the dataset satisfies current accuracy requirements if self.image_res[1] == 400 then self.dataset_image = self.dataset.image400 else self.dataset_image = self.dataset.image300 -- self.dataset_image = self.dataset.image -- if self.dataset_image == nil then -- self.dataset_image = self.dataset.image300 -- end end if self.dataset_image == nil then self.dataset_image = self.dataset.image end self.dataset_label = self.dataset.label if self.dataset_label == nil then self.dataset_label = self.dataset.object_position end self.dataset_s = self.dataset.low_dim_s_e if self.dataset_s == nil then self.dataset_s = self.dataset.low_dim_s end self.dataset_vel = self.dataset.vel self.dataset_position = self.dataset.object_position self.dataset_arm_pose = self.dataset.arm_pose self.dataset_L = self.dataset.distance_e2t self.dataset_sample_amount = self.dataset.sample_amount io.flush() collectgarbage() end end if args.extra_dataset then -- Load pre-generated datasets self.extra_dataset = self:load_pre_constructed_dataset(args.extra_dataset) -- Decide whether the dataset satisfies current accuracy requirements if self.image_res[1] == 400 then self.extra_dataset_image = self.extra_dataset.image400 else self.extra_dataset_image = self.extra_dataset.image if self.extra_dataset_image == nil then self.extra_dataset_image = self.extra_dataset.image300 end end self.extra_dataset_label = self.extra_dataset.label if self.extra_dataset_label == nil then self.extra_dataset_label = self.extra_dataset.object_position end self.extra_dataset_sample_amount = self.extra_dataset.sample_amount io.flush() collectgarbage() end if args.real_dataset then -- Load pre-generated datasets self.real_dataset = self:load_pre_constructed_dataset(args.real_dataset) -- Decide whether the dataset satisfies current accuracy requirements self.real_dataset_image = self.real_dataset.image self.real_dataset_label = self.real_dataset.object_position self.real_dataset_vel = self.real_dataset.vel self.real_dataset_arm_pose = self.real_dataset.arm_pose self.real_dataset_s = self.real_dataset.low_dim_s_e self.real_dataset_sample_amount = self.real_dataset.sample_amount io.flush() collectgarbage() end if args.e2e_dataset then -- Load pre-generated datasets self.e2e_dataset = self:load_pre_constructed_dataset(args.e2e_dataset) -- Decide whether the dataset satisfies current accuracy requirements self.e2e_dataset_image = self.e2e_dataset.image300 self.e2e_dataset_label = self.e2e_dataset.object_position self.e2e_dataset_vel = self.e2e_dataset.vel self.e2e_dataset_arm_pose = self.e2e_dataset.arm_pose self.e2e_dataset_s = self.e2e_dataset.low_dim_s_e self.e2e_dataset_sample_amount = self.e2e_dataset.sample_amount io.flush() collectgarbage() end if args.e2e_real_dataset then -- Load pre-generated datasets self.e2e_real_dataset = self:load_pre_constructed_dataset(args.e2e_real_dataset) -- Decide whether the dataset satisfies current accuracy requirements self.e2e_real_dataset_image = self.e2e_real_dataset.image self.e2e_real_dataset_label = self.e2e_real_dataset.object_position self.e2e_real_dataset_vel = self.e2e_real_dataset.vel self.e2e_real_dataset_arm_pose = self.e2e_real_dataset.arm_pose self.e2e_real_dataset_s = self.e2e_real_dataset.low_dim_s_e self.e2e_real_dataset_sample_amount = self.e2e_real_dataset.sample_amount io.flush() collectgarbage() end if args.test_dataset then -- Load pre-generated datasets self.test_dataset = self:load_pre_constructed_dataset(args.test_dataset) -- Decide whether the dataset satisfies current accuracy requirements self.test_dataset_image = self.test_dataset.image self.test_dataset_label = self.test_dataset.object_position self.test_dataset_vel = self.test_dataset.vel self.test_dataset_arm_pose = self.test_dataset.arm_pose self.test_dataset_s = self.test_dataset.low_dim_s_e self.test_dataset_sample_amount = self.test_dataset.sample_amount io.flush() collectgarbage() end -- Task parameters self.weighted_losses = args.weighted_losses or false self.ctrl_mode = args.ctrl_mode or 'position' print("Control Mode: ", self.ctrl_mode) self.ctrl_freq_t = args.ctrl_freq_t or 50 -- 50 ms self.n_sim_one_ctrl = math.floor(self.ctrl_freq_t / self.sim_step) self.target_constant = args.target_constant or nil self.pose_constant = args.pose_constant or false self.target_region_x = 0.725 self.target_region_y = 0.8 self.safe_edge = 0.3 --0.05 self.target_z = 0.025 self.left_arm_init_pose = args.left_arm_init_pose or {-0.4,0.2,-0.5,0.3,-0.8,0.6,0} -- initial joint pose of an arm (rad) self.right_arm_init_pose = args.right_arm_init_pose or {-0.3,-1.3,1,1.1,0.4,1.8,-1.57} -- initial joint pose of an arm (rad) self.n_joint = args.n_joint or #self.left_arm_init_pose -- self.target, self.left_joint_position = self:initScene() self.joint_pose_max = args.joint_pose_max or {1.702, 1.048, 3.055, 2.619, 3.060, 2.095, 3.060} self.joint_pose_min = args.joint_pose_min or {-1.702, -2.148, -3.055, -0.06, -3.060, -1.571, -3.060} self.target_pose_max = args.target_pose_max or {1.019, 0.6617, 0.4584} self.target_pose_min = args.target_pose_min or {0.419, 0.1367, 0.3084} self.target_max = args.target_max or {1.019, 0.6617, 0.4584} self.target_min = args.target_min or {0.419, 0.1367, 0.3084} self.camera_pose_range = args.camera_pose_range or 0.02 self.table_position = args.table_position or {0.635, 0.15, 0.75} self.table_position_range = args.table_position_range or {0.03, 0.1, 0.02} self.table_orientation = args.table_orientation or {0.0, 0.0, 1.57} self.table_orientation_range = args.table_orientation_range or {0.0, 0.0, 0.14} -- Training Settings self.add_noise = args.add_noise or false self.noisy_prob = args.noisy_prob or 1 self.upper_plane = args.upper_plane or false self.target_h = args.target_h or 0.0325 if self.upper_plane then self.target_pose_min[3] = self.target_pose_min[3] + self.target_h self.target_pose_max[3] = self.target_pose_max[3] + self.target_h end -- Print parameters self:report() -- self:setArmTargetPose('right',{-0.3,-1.3,1,1.1,0.4,1.8,-1.57}) end -- Print parameters function dctrl:report() print("=========== Parameters ============") print("Camera Arm Pose: ", torch.Tensor(self.right_arm_init_pose)) print("Left Arm Initial Pose: ", torch.Tensor(self.left_arm_init_pose)) print("Image Format: ", self.image_format) print("Image Resolution: ", torch.Tensor(self.image_res)) print("Target Min: ", torch.Tensor(self.target_pose_min)) print("Target Max: ", torch.Tensor(self.target_pose_max)) print("Camera Pose Range: ", self.camera_pose_range) print("Table Position: ", torch.Tensor(self.table_position)) print("Table Orientation: ", torch.Tensor(self.table_orientation)) print("Table Position Range: ", torch.Tensor(self.table_position_range)) print("Table Orientation Range: ", torch.Tensor(self.table_orientation_range)) print("Whether Add Noise: ", self.add_noise) print("Noise Prob: ", self.noisy_prob) print("Whether Use Upper Plane: ", self.upper_plane) print("Target Height: ", self.target_h) print("Max Step: ", self.max_step) print("===================================") end -- Initialize vrep function dctrl:initVREP(args) self.vrep = interface_vrep{vrep_app=args.vrep_app, vrep_scene=args.vrep_scene, debug_mode=args.debug_mode, syn_mode=self.syn_mode, connTimeout=-20000} -- Get object handle self:getObjectHandles() -- Get distancd handle self:getDistanceHandles() -- Get collision handle self:getCollisionHandles() -- Init Cameras self:initStreams() -- Get arm states self:getArmPose() end -- Get object handles function dctrl:getObjectHandles() -- Cameras -- self.head_kinect_rgb = self:getObjectHandle('kinect_rgb_head') -- self.head_kinect_depth = self:getObjectHandle('kinect_depth_head') -- self.right_kinect_rgb = self:getObjectHandle('kinect_rgb') -- self.right_kinect_depth = self:getObjectHandle('kinect_depth') self.head_camera = self.vrep:getObjectHandle('Baxter_camera') self.right_camera = self.vrep:getObjectHandle('Baxter_rightArm_camera') self.left_camera = self.vrep:getObjectHandle('Baxter_leftArm_camera') -- Arms self.left_joint_handle = {} self.right_joint_handle = {} for i=1,7 do self.left_joint_handle[i] = self.vrep:getObjectHandle('Baxter_leftArm_joint' .. i) self.right_joint_handle[i] = self.vrep:getObjectHandle('Baxter_rightArm_joint' .. i) end -- Objects self.table_top = self.vrep:getObjectHandle('customizableTable_tableTop') self.table = self.vrep:getObjectHandle('customizableTable') self.cuboid = self.vrep:getObjectHandle('Cuboid') self.robot_base = self.vrep:getObjectHandle('Baxter_base_visible') self.left_gripper = self.vrep:getObjectHandle('BaxterVacuumCup_link') self.clutters_handles = {} for i=1,self.n_clutters do self.clutters_handles[i] = self.vrep:getObjectHandle(self.clutters[i]) end -- self.ball = self.vrep:getObjectHandle('Sphere') -- self.cup = self.vrep:getObjectHandle('Cup') end -- Get collision handles function dctrl:getCollisionHandles() self.collision_arm_handle = self.vrep:getCollisionHandle('Collision_leftArm') self.collision_cuboid_handle = self.vrep:getCollisionHandle('Collision_cuboid') end -- Get distance handles function dctrl:getDistanceHandles() self.distance_e2t_handle = self.vrep:getDistanceHandle('Distance_e2t') end -- Init streaming signals function dctrl:initStreams() local rs = self.vrep:initDistanceDetect(self.distance_e2t_handle) rs = self.vrep:initCollisionDetect(self.collision_arm_handle) rs = self.vrep:initCollisionDetect(self.collision_cuboid_handle) if self.image_format == 'RGB' then rs = self.vrep:initRGBCamera(self.right_camera) else rs = self.vrep:initGreyCamera(self.right_camera) end end -- Get arm pose function dctrl:getArmPose(arm) if arm == 'left' then for i=1,7 do self.left_joint_position[i] = self.vrep:getJointPosition(self.left_joint_handle[i]) end return self.left_joint_position elseif arm == 'right' then for i=1,7 do self.right_joint_position[i] = self.vrep:getJointPosition(self.right_joint_handle[i]) end return self.right_joint_position else for i=1,7 do self.left_joint_position[i] = self.vrep:getJointPosition(self.left_joint_handle[i]) self.right_joint_position[i] = self.vrep:getJointPosition(self.right_joint_handle[i]) end return self.left_joint_position, self.right_joint_position end end -- Set desired arm pose function dctrl:setArmTargetPose(arm, pos) if arm == 'left' then for i=1,7 do self.vrep:setJointPosition(self.left_joint_handle[i], pos[i]) end elseif arm == 'right' then for i=1,7 do self.vrep:setJointPosition(self.right_joint_handle[i], pos[i]) end else for i=1,7 do self.vrep:setJointPosition(self.left_joint_handle[i], pos[i]) self.vrep:setJointPosition(self.right_joint_handle[i], pos[i]) end end end -- Get the velocity of all joints in an arm function dctrl:getArmVelocity(arm) if arm == 'left' then for i=1,7 do self.left_joint_velocity[i] = self.vrep:getJointVelocity(self.left_joint_handle[i]) end return self.left_joint_velocity elseif arm == 'right' then for i=1,7 do self.right_joint_velocity[i] = self.vrep:getJointVelocity(self.right_joint_handle[i]) end return self.right_joint_velocity else for i=1,7 do self.left_joint_velocity[i] = self.vrep:getJointVelocity(self.left_joint_handle[i]) self.right_joint_velocity[i] = self.vrep:getJointVelocity(self.right_joint_handle[i]) end return self.left_joint_velocity, self.right_joint_velocity end end -- Set target velocities of all joints in an arm function dctrl:setArmVelocity(arm, vel) if arm == 'left' then for i=1,7 do self.vrep:setJointVelocity(self.left_joint_handle[i], vel[i]) end elseif arm == 'right' then for i=1,7 do self.vrep:setJointVelocity(self.right_joint_handle[i], vel[i]) end else for i=1,7 do self.vrep:setJointVelocity(self.left_joint_handle[i], vel[i]) self.vrep:setJointVelocity(self.right_joint_handle[i], vel[i]) end end end -- Collect monitoring information function dctrl:getMeasurements() self.distance_e2t = self.vrep:detectDistance(self.distance_e2t_handle) self:getArmPose('left') -- self.vrep:getArmVelocity('left') local collision = false local collision_, reached = self:detectCollisions() if collision_ and not reached then collision = true end return collision, reached end -- Detect the termination of one trial and whether a target is reached function dctrl:detectCollisions() local target_reached = false local terminate = false self.collision_arm = self.vrep:detectCollision(self.collision_arm_handle) if self.collision_arm then terminate = true self.collision_cub = self.vrep:detectCollision(self.collision_cuboid_handle) -- self.distance_e2t = self.vrep:detectDistance(self.distance_e2t_handle) if self.collision_cub then target_reached = true end end -- print(terminate, target_reached) return terminate, target_reached end -- One control step function dctrl:oneControlStep() -- detection -- local collision = false -- local reached =false -- local collision_ if self.syn_mode then for i=1,self.n_sim_one_ctrl do self.vrep:stepsForward(1) -- print("Forard 1 step!!!!") -- if detect_collision then -- collision_, reached = self:detectCollisions() -- if collision_ and not reached then -- collision = true -- end -- end -- print("Simulation Time: ", self.vrep:getSimTime()) end end -- return collision, reached end -- Speed control mode function dctrl:ctrlSpeedContinuous(vel) self:setArmVelocity('left', vel) self:oneControlStep() end -- Initialize a random scene function dctrl:initScene() -- local rs = self.vrep:setImageRendering(false) if self.ctrl_mode ~= 'position' then self.vrep:enableJointPositionCtrl() end local pose = self:initArmPose() local target = self:generateRandTarget() local desired_pose = self.vrep:getDesiredConfig(0.2) pose = self:generateRandPose(pose, desired_pose) for i=1,100 do if desired_pose~=nil then if #desired_pose~=0 then -- print("*******",i) break end end target = self:generateRandTarget() desired_pose = self.vrep:getDesiredConfig(0.2) end self.collision = false self.reached = false -- rs = self.vrep:setImageRendering(true) if self.ctrl_mode ~= 'position' then self.vrep:enableJointVelocityCtrl() end return target, pose, desired_pose end -- Get config for a target position function dctrl:getTargetConfig(target_pos) -- self.vrep:setObjectOrientation(self.cuboid, self.robot_base, {0.0,0.0,0.0}) self.vrep:setObjectPosition(self.cuboid, self.robot_base, target_pos) local desired_pose = self.vrep:getDesiredConfig(0.2) -- for i=1,100 do -- if desired_pose~=nil then -- if #desired_pose~=0 then -- -- print("*******",i) -- break -- end -- end -- desired_pose = self.vrep:getDesiredConfig(0.2) -- end -- self.vrep:setObjectOrientation(self.cuboid, self.table_top, {0.0,0.0,0.0}) self.vrep:setObjectPosition(self.cuboid, self.robot_base, self.target) return desired_pose end -- Generate a random target function dctrl:generateRandTarget()--, joints_range) local target if self.target_constant then target = table.copy(self.target_constant) else self.target_x = self.safe_edge + torch.rand(1)[1] * (self.target_region_x - 2 * self.safe_edge) self.target_y = self.safe_edge + torch.rand(1)[1] * (self.target_region_y - 2 * self.safe_edge) - 0.5 * self.target_region_y target = {self.target_x, self.target_y, self.target_z} end self.vrep:setObjectOrientation(self.cuboid, self.table_top, {0.0,0.0,0.0}) self.vrep:setObjectPosition(self.cuboid, self.table_top, target) target = self.vrep:getObjectPosition(self.cuboid, self.robot_base) for i=1,100 do if target then break end target = self.vrep:getObjectPosition(self.cuboid, self.robot_base) end return target end -- Initialize the arm to an initial pose function dctrl:initArmPose() local pose = table.copy(self.left_arm_init_pose) -- local pose = self.left_arm_init_pose self:setArmTargetPose('left',pose) -- Wait the arm gets to the desired pose if self.syn_mode then self.vrep:stepsForward() end local vel = self:getArmVelocity('left') local sum_vel = torch.Tensor(vel):abs():sum() while sum_vel > 0.01 do if self.syn_mode then self.vrep:stepsForward(10) end vel = self:getArmVelocity('left') sum_vel = torch.Tensor(vel):abs():sum() end return pose end -- Generate a random arm pose function dctrl:generateRandPose(pose, desired_pose) if self.pose_constant then return pose else local rand_pose = {} for k=1,10 do for i=1,self.n_joint do rand_pose[i] = pose[i] + torch.uniform() * (desired_pose[i] - pose[i]) end self:setArmTargetPose('left',rand_pose) -- Wait the arm gets to the desired pose if self.syn_mode then self.vrep:stepsForward() end local vel = self:getArmVelocity('left') local sum_vel = torch.Tensor(vel):abs():sum() for k=1,100 do -- while sum_vel > 0.01 do if self.syn_mode then self.vrep:stepsForward(10) end vel = self:getArmVelocity('left') sum_vel = torch.Tensor(vel):abs():sum() if sum_vel < 0.01 then -- print(k) break end end local collision_, reached = self:detectCollisions() print("Rand: ", k) if not collision_ and not reached then break end end return rand_pose end end --[[ Function @description: add random noises on an image tensor (uniform noises) @input: image_: an image tensor where the noises will be added scale: the value range of the noises, i.e., 0.2 (-0.1~0.1) @output: image_: the image tensor added with noises @notes: ]] function dctrl:addRandomNoises(image_, scale) image_ = torch.rand(image_:size()):add(-0.5):mul(scale):add(image_) return image_ end -- Normalize low dimensional features function dctrl:outputLowDimTensor(arm_pose, destin) local state = {} if arm_pose then -- Integrate arm pose features for i=1, self.n_joint do state[i] = (arm_pose[i] - self.joint_pose_min[i]) / (self.joint_pose_max[i] - self.joint_pose_min[i]) end end -- Integrate destination pose features if destin then local destin_dim = #destin local pos_dim = #state for i=1, destin_dim do local diff = self.target_pose_max[i] - self.target_pose_min[i] if diff ~= 0 then state[pos_dim+i] = (destin[i] - self.target_pose_min[i]) / diff else state[pos_dim+i] = destin[i] end end end local state_ = torch.Tensor(state) -- print(state_) return state_ end -- Recover normalized low-dim features to their original values function dctrl:recoverLowDimTensor(state) local state = state:clone() local n = state:size(1) -- Recover destination pose features for i=1, n do state[i] = state[i] * (self.target_pose_max[i] - self.target_pose_min[i]) + self.target_pose_min[i] end return state end function dctrl:varying_white_balance(im) local im_r = im:select(1, 1) local im_g = im:select(1, 2) local im_b = im:select(1, 3) local var_scalar = 0.05 im_r:mul(1 + 2 * var_scalar * (torch.uniform() - 0.5)) im_g:mul(1 + 2 * var_scalar * (torch.uniform() - 0.5)) im_b:mul(1 + 2 * var_scalar * (torch.uniform() - 0.5)) im = torch.clamp(im,0,1) return im end -- Normalize images to the ranges [-1,1] function dctrl:image_normalization(im_) -- -- Nor1 -- local im_nored = image.minmax{tensor=im_} -- -- -- Nor2 -- im_nored:mul(2):add(-1) -- -- return im_nored -- Nor3 -- im_:mul(2):add(-1) return im_ end -- Get one sample from a dataset function dctrl:get_one_sample_L() -- Randomly select a sample from the dataset local index = 1 + math.floor(self.dataset_sample_amount * torch.rand(1)[1]) if index > self.dataset_sample_amount then index = self.dataset_sample_amount end local image_ = self.dataset_image[index]:clone() local arm_pose_ = table.copy(self.dataset_arm_pose[index]) local arm_pose_nml = self:outputLowDimTensor(arm_pose_,nil) local L = self.dataset_L[index] -- local arm_pose = table.copy(self.dataset_arm_pose[index]) -- local label = self.dataset.label[index]:clone() -- local end_effector = {self.dataset.end_effector[index][1], self.dataset.end_effector[index][2]} -- Add some noisy factors if self.add_noise then if torch.uniform() < self.noisy_prob then image_ = self:varying_white_balance(image_) end -- Brightness if torch.uniform() < self.noisy_prob then --Change brightness by changing the v in hsv sapce local im_hsv = image.rgb2hsv(image_) local im_v = im_hsv:select(1, 3) im_v:mul(1+1.6*(torch.uniform()-0.5)) image_ = image.hsv2rgb(im_hsv) image_ = torch.clamp(image_,0,1) end -- -- Rotation -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.rotate(image_, 0.2*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- Offset -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.translate(image_, 10*(torch.rand(1)[1]-0.5), 10*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- White noise -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = self:addRandomNoises(image_, 0.01) -- noise_added = true -- end end image_ = self:image_normalization(image_) -- if self.upper_plane then -- -- print("Centre: ", torch.Tensor(label)) -- position[3] = position[3] + self.target_h -- -- print("Upper Plane: ", torch.Tensor(label)) -- end return image_, arm_pose_nml, L end function dctrl:get_batch_L(size) local s_set = torch.Tensor(size, 3, unpack(self.image_res)) local s_q_set = torch.Tensor(size, 7) local l_set = torch.Tensor(size, 1) -- local sim_size = size -- if self.real_dataset and not self.weighted_losses then -- sim_size = math.floor(0.125 * size) -- -- sim_size = 0 -- end for i=1,size do -- Get the sample corresponding to current arm pose local image_, arm_pose_nml, loss = self:get_one_sample_L() -- if i > sim_size then -- image_, position, low_dim_s, vel = self:get_one_sample_e2e_real() -- else -- image_, position, low_dim_s, vel = self:get_one_sample_e2e() -- end s_set[i] = image_ s_q_set[i] = arm_pose_nml l_set[i] = torch.Tensor({loss}) end return {s_q_set, s_set}, l_set end -- Get one sample from a dataset function dctrl:get_one_sample() -- Randomly select a sample from the dataset local index = 1 + math.floor(self.dataset_sample_amount * torch.rand(1)[1]) if index > self.dataset_sample_amount then index = self.dataset_sample_amount end local image_ = self.dataset_image[index]:clone() local label = table.copy(self.dataset_label[index]) -- local label = self.dataset.label[index]:clone() -- local end_effector = {self.dataset.end_effector[index][1], self.dataset.end_effector[index][2]} -- Add some noisy factors if self.add_noise then -- Brightness if torch.uniform() < self.noisy_prob then image_ = self:varying_white_balance(image_) end if torch.uniform() < self.noisy_prob then -- -- Change brightness by scaling RGB -- image_ = image_:mul(1+0.8*(torch.rand(1)[1]-0.95)) --Change brightness by changing the v in hsv sapce local im_hsv = image.rgb2hsv(image_) local im_v = im_hsv:select(1, 3) im_v:mul(1+1.6*(torch.uniform()-0.5)) image_ = image.hsv2rgb(im_hsv) image_ = torch.clamp(image_,0,1) end -- -- Rotation -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.rotate(image_, 0.2*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- Offset -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.translate(image_, 10*(torch.rand(1)[1]-0.5), 10*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- White noise -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = self:addRandomNoises(image_, 0.01) -- noise_added = true -- end end image_ = self:image_normalization(image_) if self.upper_plane then -- print("Centre: ", torch.Tensor(label)) label[3] = label[3] + self.target_h -- print("Upper Plane: ", torch.Tensor(label)) end return image_, label end -- Get one sample from a dataset function dctrl:get_one_test_sample() -- Randomly select a sample from the dataset local index = 1 + math.floor(self.test_dataset_sample_amount * torch.rand(1)[1]) if index > self.test_dataset_sample_amount then index = self.test_dataset_sample_amount end local image_ = self.test_dataset_image[index]:clone() local label = table.copy(self.test_dataset_label[index]) -- local label = self.dataset.label[index]:clone() -- local end_effector = {self.dataset.end_effector[index][1], self.dataset.end_effector[index][2]} -- Add some noisy factors if self.add_noise then -- Brightness if torch.uniform() < self.noisy_prob then image_ = self:varying_white_balance(image_) end if torch.uniform() < self.noisy_prob then --Change brightness by changing the v in hsv sapce local im_hsv = image.rgb2hsv(image_) local im_v = im_hsv:select(1, 3) im_v:mul(1+1.6*(torch.uniform()-0.5)) image_ = image.hsv2rgb(im_hsv) image_ = torch.clamp(image_,0,1) end -- -- Rotation -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.rotate(image_, 0.2*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- Offset -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.translate(image_, 10*(torch.rand(1)[1]-0.5), 10*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- White noise -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = self:addRandomNoises(image_, 0.01) -- noise_added = true -- end end image_ = self:image_normalization(image_) if self.upper_plane then -- print("Centre: ", torch.Tensor(label)) label[3] = label[3] + self.target_h -- print("Upper Plane: ", torch.Tensor(label)) end return image_, label end -- Get a batch with a certain size from a dataset function dctrl:get_batch(size) -- TODO: make the initialization of s_set and l_set autonomous local s_set = torch.Tensor(size, 3, unpack(self.image_res)) local l_set = torch.Tensor(size, 3) local sim_size = size if self.real_dataset then -- sim_size = math.floor(0.5 * size) -- sim_size = math.floor(0.25 * size) sim_size = 0 end for i=1,size do -- Get the sample corresponding to current arm pose local image_, label if i > sim_size then image_, label = self:get_one_sample_real() else image_, label = self:get_one_sample() end -- Generate low dimensional features local low_dim_features = self:outputLowDimTensor(nil, label) s_set[i] = image_ l_set[i] = low_dim_features end return s_set, l_set end -- Get a batch with a certain size from a dataset -- For the case of using an auto-encoder for unsupervised domain adaptation function dctrl:get_batch_auto(size) -- TODO: make the initialization of s_set and l_set autonomous local sim_size = size if self.real_dataset then -- sim_size = math.floor(0.5 * size) sim_size = math.floor(0.25 * size) -- sim_size = 0 end local s_auto_set = torch.Tensor(size, 3, unpack(self.image_res)) local s_set = torch.Tensor(sim_size, 3, unpack(self.image_res)) local l_set = torch.Tensor(sim_size, 3) for i=1,size do -- Get the sample corresponding to current arm pose local image_, label if i > sim_size then image_, label = self:get_one_sample_real() else image_, label = self:get_one_sample() -- Generate low dimensional features local low_dim_features = self:outputLowDimTensor(nil, label) s_set[i] = image_ l_set[i] = low_dim_features end s_auto_set[i] = image_:clone() end return s_auto_set, s_set, l_set end -- Get a batch with a certain size from a dataset -- For the case of using an auto-encoder for unsupervised domain adaptation function dctrl:get_batch_adda(size) -- TODO: make the initialization of s_set and l_set autonomous local s_sim_set = torch.Tensor(size, 3, unpack(self.image_res)) local s_real_set = torch.Tensor(size, 3, unpack(self.image_res)) local l_pose_set = torch.Tensor(size, 3) for i=1,size do -- Get the sample corresponding to current arm pose local real_im, label = self:get_one_sample_real() local sim_im, _ = self:get_one_sample() -- Generate low dimensional features local low_dim_features = self:outputLowDimTensor(nil, label) s_sim_set[i] = sim_im s_real_set[i] = real_im l_pose_set[i] = low_dim_features end return s_sim_set, s_real_set, l_pose_set end -- Get a batch with a certain size from a dataset -- For the case of using domain confusion for unsupervised domain adaptation function dctrl:get_batch_dc(size) -- TODO: make the initialization of s_set and l_set autonomous local s_sim_set = torch.Tensor(size, 3, unpack(self.image_res)) local s_real_set = torch.Tensor(size, 3, unpack(self.image_res)) local sim_pose_set = torch.Tensor(size, 3) local real_pose_set = torch.Tensor(size, 3) for i=1,size do -- Get the sample corresponding to current arm pose local real_im, pose_real = self:get_one_sample_real() local sim_im, pose_sim = self:get_one_sample() -- Generate low dimensional features local low_dim_features_real = self:outputLowDimTensor(nil, pose_real) local low_dim_features_sim = self:outputLowDimTensor(nil, pose_sim) s_sim_set[i] = sim_im s_real_set[i] = real_im sim_pose_set[i] = low_dim_features_sim real_pose_set[i] = low_dim_features_real end return s_sim_set, s_real_set, sim_pose_set, real_pose_set end -- Get a batch with a certain size from a dataset -- For the case of using domain confusion for unsupervised domain adaptation function dctrl:get_batch_dc_semi(size) -- TODO: make the initialization of s_set and l_set autonomous local s_sim_set = torch.Tensor(size, 3, unpack(self.image_res)) local s_real_set_t = torch.Tensor(size, 3, unpack(self.image_res)) local s_real_set = torch.Tensor(size, 3, unpack(self.image_res)) local sim_pose_set = torch.Tensor(size, 3) local real_pose_set_t = torch.Tensor(size, 3) local real_pose_set = torch.Tensor(size, 3) for i=1,size do -- Get the sample corresponding to current arm pose local real_im, pose_real = self:get_one_sample_real() local real_im_t, pose_real_t = self:get_one_sample_real_labelled() local sim_im, pose_sim = self:get_one_sample() -- Generate low dimensional features local low_dim_features_real = self:outputLowDimTensor(nil, pose_real) local low_dim_features_real_t = self:outputLowDimTensor(nil, pose_real_t) local low_dim_features_sim = self:outputLowDimTensor(nil, pose_sim) s_sim_set[i] = sim_im s_real_set[i] = real_im s_real_set_t[i] = real_im_t sim_pose_set[i] = low_dim_features_sim real_pose_set[i] = low_dim_features_real real_pose_set_t[i] = low_dim_features_real_t end return s_sim_set, s_real_set_t, s_real_set, sim_pose_set, real_pose_set_t, real_pose_set end -- Get a batch with a certain size from a dataset function dctrl:get_testset(size) -- TODO: make the initialization of s_set and l_set autonomous local s_set = torch.Tensor(size, 3, unpack(self.image_res)) local l_set = torch.Tensor(size, 3) local sim_size = size for i=1,size do -- Get the sample corresponding to current arm pose local image_, label image_, label = self:get_one_test_sample() -- Generate low dimensional features local low_dim_features = self:outputLowDimTensor(nil, label) s_set[i] = image_ l_set[i] = low_dim_features end return s_set, l_set end -- Get one sample from a dataset function dctrl:get_one_sample_extra() -- Randomly select a sample from the dataset local index = 1 + math.floor(self.extra_dataset_sample_amount * torch.rand(1)[1]) if index > self.extra_dataset_sample_amount then index = self.extra_dataset_sample_amount end local image_ = self.extra_dataset_image[index]:clone() local label = table.copy(self.extra_dataset_label[index]) -- local label = self.dataset.label[index]:clone() -- local end_effector = {self.dataset.end_effector[index][1], self.dataset.end_effector[index][2]} -- Add some noisy factors if self.add_noise then if torch.uniform() < self.noisy_prob then image_ = self:varying_white_balance(image_) end -- Brightness if torch.uniform() < self.noisy_prob then --Change brightness by changing the v in hsv sapce local im_hsv = image.rgb2hsv(image_) local im_v = im_hsv:select(1, 3) im_v:mul(1+1.6*(torch.uniform()-0.5)) image_ = image.hsv2rgb(im_hsv) image_ = torch.clamp(image_,0,1) end -- -- Rotation -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.rotate(image_, 0.2*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- Offset -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.translate(image_, 10*(torch.rand(1)[1]-0.5), 10*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- White noise -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = self:addRandomNoises(image_, 0.01) -- noise_added = true -- end end image_ = self:image_normalization(image_) if self.upper_plane then -- print("Centre: ", torch.Tensor(label)) label[3] = label[3] + self.target_h -- print("Upper Plane: ", torch.Tensor(label)) end return image_, label end -- Get one sample from a dataset function dctrl:get_one_sample_real_labelled() -- Randomly select a sample from the dataset local index = 1 + math.floor(self.extra_dataset_sample_amount * torch.rand(1)[1]) if index > self.extra_dataset_sample_amount then index = self.extra_dataset_sample_amount end local image_ = self.extra_dataset_image[index]:clone() local label = table.copy(self.extra_dataset_label[index]) -- local label = self.dataset.label[index]:clone() -- local end_effector = {self.dataset.end_effector[index][1], self.dataset.end_effector[index][2]} -- Add some noisy factors if self.add_noise then if torch.uniform() < self.noisy_prob then image_ = self:varying_white_balance(image_) end -- Brightness if torch.uniform() < self.noisy_prob then --Change brightness by changing the v in hsv sapce local im_hsv = image.rgb2hsv(image_) local im_v = im_hsv:select(1, 3) -- im_v:mul(1+1.6*(torch.uniform()-0.5)) im_v:mul(1+0.8*(torch.uniform()-0.5)) image_ = image.hsv2rgb(im_hsv) image_ = torch.clamp(image_,0,1) end -- -- Rotation -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.rotate(image_, 0.2*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- Offset -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.translate(image_, 10*(torch.rand(1)[1]-0.5), 10*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- White noise -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = self:addRandomNoises(image_, 0.01) -- noise_added = true -- end end image_ = self:image_normalization(image_) if self.upper_plane then -- print("Centre: ", torch.Tensor(label)) label[3] = label[3] + self.target_h -- print("Upper Plane: ", torch.Tensor(label)) end return image_, label end -- Get one sample from a dataset function dctrl:get_one_sample_real() -- Randomly select a sample from the dataset local index = 1 + math.floor(self.real_dataset_sample_amount * torch.rand(1)[1]) if index > self.real_dataset_sample_amount then index = self.real_dataset_sample_amount end local image_ = self.real_dataset_image[index]:clone() local label = table.copy(self.real_dataset_label[index]) -- local label = self.dataset.label[index]:clone() -- local end_effector = {self.dataset.end_effector[index][1], self.dataset.end_effector[index][2]} -- Add some noisy factors if self.add_noise then if torch.uniform() < self.noisy_prob then image_ = self:varying_white_balance(image_) end -- Brightness if torch.uniform() < self.noisy_prob then --Change brightness by changing the v in hsv sapce local im_hsv = image.rgb2hsv(image_) local im_v = im_hsv:select(1, 3) im_v:mul(1+0.8*(torch.uniform()-0.5)) image_ = image.hsv2rgb(im_hsv) image_ = torch.clamp(image_,0,1) end -- -- Rotation -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.rotate(image_, 0.2*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- Offset -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.translate(image_, 10*(torch.rand(1)[1]-0.5), 10*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- White noise -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = self:addRandomNoises(image_, 0.01) -- noise_added = true -- end end image_ = self:image_normalization(image_) if self.upper_plane then -- print("Centre: ", torch.Tensor(label)) label[3] = label[3] + self.target_h -- print("Upper Plane: ", torch.Tensor(label)) end return image_, label end -- Get a batch with a certain size from a dataset function dctrl:get_batch_extra(size) -- TODO: make the initialization of s_set and l_set autonomous local s_set = torch.Tensor(size, 3, unpack(self.image_res)) local l_set = torch.Tensor(size, 3) local sim_size = size if self.real_dataset then -- sim_size = math.floor(0.5 * size) -- sim_size = math.floor(0.15 * size) sim_size = 0 end for i=1,size do -- Get the sample corresponding to current arm pose local image_, label if i > sim_size then image_, label = self:get_one_sample_real() else image_, label = self:get_one_sample_extra() end -- Generate low dimensional features local low_dim_features = self:outputLowDimTensor(nil, label) s_set[i] = image_ l_set[i] = low_dim_features end return s_set, l_set end -- Get one sample from a dataset function dctrl:get_one_sample_e2e() -- Randomly select a sample from the dataset local index = 1 + math.floor(self.e2e_dataset_sample_amount * torch.rand(1)[1]) if index > self.e2e_dataset_sample_amount then index = self.e2e_dataset_sample_amount end local image_ = self.e2e_dataset_image[index]:clone() local position = table.copy(self.e2e_dataset_label[index]) local low_dim_s = self.e2e_dataset_s[index]:clone() local vel = table.copy(self.e2e_dataset_vel[index]) -- local arm_pose = table.copy(self.dataset_arm_pose[index]) -- local label = self.dataset.label[index]:clone() -- local end_effector = {self.dataset.end_effector[index][1], self.dataset.end_effector[index][2]} -- Add some noisy factors if self.add_noise then if torch.uniform() < self.noisy_prob then image_ = self:varying_white_balance(image_) end -- Brightness if torch.uniform() < self.noisy_prob then --Change brightness by changing the v in hsv sapce local im_hsv = image.rgb2hsv(image_) local im_v = im_hsv:select(1, 3) im_v:mul(1+1.6*(torch.uniform()-0.5)) image_ = image.hsv2rgb(im_hsv) image_ = torch.clamp(image_,0,1) end -- -- Rotation -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.rotate(image_, 0.2*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- Offset -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.translate(image_, 10*(torch.rand(1)[1]-0.5), 10*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- White noise -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = self:addRandomNoises(image_, 0.01) -- noise_added = true -- end end image_ = self:image_normalization(image_) -- if self.upper_plane then -- -- print("Centre: ", torch.Tensor(label)) -- position[3] = position[3] + self.target_h -- -- print("Upper Plane: ", torch.Tensor(label)) -- end return image_, position, low_dim_s, vel end -- Get one sample from a dataset function dctrl:get_one_sample_e2e_real() -- Randomly select a sample from the dataset local index = 1 + math.floor(self.e2e_real_dataset_sample_amount * torch.rand(1)[1]) if index > self.e2e_real_dataset_sample_amount then index = self.e2e_real_dataset_sample_amount end local image_ = self.e2e_real_dataset_image[index]:clone() local position = table.copy(self.e2e_real_dataset_label[index]) local low_dim_s = self.e2e_real_dataset_s[index]:clone() local vel = table.copy(self.e2e_real_dataset_vel[index]) -- local label = self.dataset.label[index]:clone() -- local end_effector = {self.dataset.end_effector[index][1], self.dataset.end_effector[index][2]} -- Add some noisy factors if self.add_noise then if torch.uniform() < self.noisy_prob then image_ = self:varying_white_balance(image_) end -- Brightness if torch.uniform() < self.noisy_prob then --Change brightness by changing the v in hsv sapce local im_hsv = image.rgb2hsv(image_) local im_v = im_hsv:select(1, 3) im_v:mul(1+0.8*(torch.uniform()-0.5)) image_ = image.hsv2rgb(im_hsv) image_ = torch.clamp(image_,0,1) end -- -- Rotation -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.rotate(image_, 0.2*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- Offset -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = image.translate(image_, 10*(torch.rand(1)[1]-0.5), 10*(torch.rand(1)[1]-0.5)) -- noise_added = true -- end -- -- White noise -- if torch.rand(1)[1] < self.noisy_prob then -- image_ = self:addRandomNoises(image_, 0.01) -- noise_added = true -- end end image_ = self:image_normalization(image_) if self.upper_plane then -- print("Centre: ", torch.Tensor(label)) position[3] = position[3] + self.target_h -- print("Upper Plane: ", torch.Tensor(label)) end return image_, position, low_dim_s, vel end -- TODO: develop a function to get batches for end-to-end fine-tuning function dctrl:get_batch_e2e(size) local s_set = torch.Tensor(size, 3, unpack(self.image_res)) local l_set = torch.Tensor(size, 3) local s_q_set = torch.Tensor(size, 7) local v_set = torch.Tensor(size, 7) local sim_size = size -- if self.e2e_real_dataset and not self.weighted_losses then if self.e2e_real_dataset then sim_size = math.floor(0.5 * size) -- sim_size = math.floor(0.125 * size) -- sim_size = 0 end for i=1,size do -- Get the sample corresponding to current arm pose local image_, position, low_dim_s, vel if i > sim_size then image_, position, low_dim_s, vel = self:get_one_sample_e2e_real() else image_, position, low_dim_s, vel = self:get_one_sample_e2e() end -- Generate low dimensional features local low_dim_features = self:outputLowDimTensor(nil, position) s_set[i] = image_ l_set[i] = low_dim_features s_q_set[i] = low_dim_s:narrow(1,1,7) v_set[i] = torch.Tensor(vel) end return {s_q_set, s_set}, v_set, l_set end -- Get one sample from a dataset function dctrl:get_one_sample_ctrl(arm_pose) -- Randomly select a sample from the dataset local index = 1 + math.floor(self.dataset_sample_amount * torch.rand(1)[1]) if index > self.dataset_sample_amount then index = self.dataset_sample_amount end local s_ = self.dataset_s[index]:clone() local label = torch.Tensor(self.dataset_label[index]) -- local label = self.dataset.label[index]:clone() -- local end_effector = {self.dataset.end_effector[index][1], self.dataset.end_effector[index][2]} return s_, label end -- Get a batch with a certain size from a dataset function dctrl:get_batch_ctrl(size) -- TODO: make the initialization of s_set and l_set autonomous local s_set = torch.Tensor(size, 10) local l_set = torch.Tensor(size, 7) for i=1,size do -- Get the sample corresponding to current arm pose local s_, label = self:get_one_sample_ctrl() -- Generate low dimensional features -- local low_dim_features = self:outputLowDimTensor(nil, label) s_set[i] = s_ l_set[i] = label end return s_set, l_set end function dctrl:setCameraPose(random) local camera_pose = table.copy(self.right_arm_init_pose) if random then for i=1,self.n_joint do camera_pose[i] = camera_pose[i] + (torch.uniform() - 0.5) * self.camera_pose_range end end self:setArmTargetPose('right',camera_pose) end function dctrl:randTargetOrientation() local orientation_z = torch.uniform() * 2 * math.pi return {0.0,0.0,orientation_z} end function dctrl:randTablePose(random) -- Randomly set the table position and orientation local table_position = table.copy(self.table_position) local table_orientation = table.copy(self.table_orientation) if random then for i=1,3 do table_position[i] = table_position[i] + (torch.uniform() - 0.5) * self.table_position_range[i] table_orientation[i] = table_orientation[i] + (torch.uniform() - 0.5) * self.table_orientation_range[i] end end self.vrep:setObjectOrientation(self.table, -1, table_orientation) self.vrep:setObjectPosition(self.table, -1, table_position) end function dctrl:randClutters() -- Randomly set the tabletop clutters -- number of clutter objects local objects_display = {} local clutters_h = {} local objects_remove = {} for i=1,self.n_clutters do if torch.uniform() < 0.5 then objects_display[#objects_display+1] = self.clutters_handles[i] clutters_h[#clutters_h+1] = self.clutters_h[i] else objects_remove[#objects_remove+1] = self.clutters_handles[i] end end self:removeObjects(objects_remove) self:randObjects(objects_display, clutters_h) -- clutter shapes -- clutter colors -- clutter pose end function dctrl:removeObjects(clutters) local n = #clutters for i=1,n do self.vrep:setObjectPosition(clutters[i], self.table, {0.0, 0.0, 0.0}) end end function dctrl:randObjects(clutters, clutters_h) local n = #clutters for i=1,n do -- self.vrep:scaleObjectSize(clutters[i], {0.1*torch.uniform(),0.1*torch.uniform()}) self.vrep:setObjectPosition(clutters[i], self.table_top, {(torch.uniform()-0.35)*0.9, (torch.uniform()-0.5)*0.6, clutters_h[i]}) self.vrep:setObjectOrientation(clutters[i], self.table_top, {0.0,0.0,torch.uniform() * 2 * math.pi}) end self.vrep:setObjectOrientation(self.clutters_handles[5], -1, {torch.uniform()*2*math.pi,0.5*math.pi,0.0}) -- self.vrep:setObjectOrientation(self.clutters_handles[5], -1, {torch.uniform()*2*math.pi,0.0,0.0}) end function dctrl:randTargetSize() end -- Generate a dataset for perception function dctrl:generate_perception_dataset(display) -- Initialize dataset parameters -- local self_collision_allowance = {0.88, 0.88, 0.96} -- local pos_min = {0.1, -0.2625, 0.0325} -- local pos_max = {0.7, 0.2625, 0.1825} local pos_min = table.copy(self.target_pose_min) local pos_max = table.copy(self.target_pose_max) local average_accuracy = 0.01 -- local average_accuracy = 0.2 print("Generating samples ...... ") local target = {0.1, -0.2625, 0.0325} local num_x = math.floor((pos_max[1] - pos_min[1])/average_accuracy + 0.5) local num_y = math.floor((pos_max[2] - pos_min[2])/average_accuracy + 0.5) local num_z = math.floor((pos_max[3] - pos_min[3])/average_accuracy + 0.5) print("num_x: ", num_x) print("num_y: ", num_y) print("num_y: ", num_z) local sample_index = 0 local h_start = 1 for k=0,num_z do if k==1 then h_start = sample_index + 1 print("h start: ", h_start) end local image_ = {} -- images 400x400 local image400 = {} local label = {} -- labels object pose sample_index = 0 for i=1,num_x do for j=1,num_y do target[1] = pos_min[1] + (i-1 + torch.rand(1)[1]) * average_accuracy if target[1] > pos_max[1] then target[1] = pos_max[1] end target[2] = pos_min[2] + (j-1 + torch.rand(1)[1]) * average_accuracy if target[2] > pos_max[2] then target[2] = pos_max[2] end target[3] = pos_min[3] + (k-1 + torch.rand(1)[1]) * average_accuracy if target[3] > pos_max[3] then target[3] = pos_max[3] end self:setCameraPose(true) self:randTablePose(true) self:randClutters() -- TODO: Randomize shape colors including background, table, objects and even robot body local table_position = self.vrep:getObjectPosition(self.table_top, self.robot_base) -- print("Table Position: ", torch.Tensor(table_position)) if k==0 or target[3] < table_position[3] then target[3] = table_position[3] + 0.0325 end local pose = self:initArmPose() local target_orien = self:randTargetOrientation() self.vrep:setObjectOrientation(self.cuboid, self.robot_base, target_orien) self.vrep:setObjectPosition(self.cuboid, self.robot_base, target) local desired_pose = self.vrep:getDesiredConfig(0.2) if desired_pose~=nil then if #desired_pose~=0 then -- print("*******",i) pose = self:generateRandPose(pose, desired_pose) end end local position = self.vrep:getObjectPosition(self.cuboid, self.robot_base) -- local position_e = self.vrep:getObjectPosition(self.cuboid, self.robot_base) -- local position_t2e = self.vrep:getObjectPosition(self.cuboid, self.robot_base) if self.image_format == 'RGB' then im = self.vrep:getRGBImage(self.right_camera) else im = self.vrep:getGreyImage(self.right_camera) end -- TODO develop codes to crop and resize the image local cropped_image = image.crop(im,120,20,420,320) local cropped_image400 = image.crop(im,0,0,400,400) -- print("Image size: ", cropped_image:size()) -- Add into the dataset sample_index = sample_index + 1 image_[sample_index] = cropped_image:float():div(255) image400[sample_index] = cropped_image400:float():div(255) -- print(image_[sample_index]:max()) label[sample_index] = position -- Visualize images and output results -- if display then win_input1 = image.display{image=image_[sample_index], win=win_input1} win_input2 = image.display{image=image400[sample_index], win=win_input2} -- end print("=====================================") print("Sample Index: ", sample_index) print("Label: ", torch.Tensor(label[sample_index])) if sample_index%50 == 0 then print("Samples Collected: ", sample_index) end end end -- Get the dimensionality of each element in the dataset local image_dim = image_[1]:size() local label_dim = #label[1] -- Save the dataset to a t7 file local filename_ = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/table_top_blue_box_dataset" .. average_accuracy .. "_" .. k torch.save(filename_ .. ".t7", {image = image_, image400 = image400, label = label, image_dim = image_dim, label_dim = label_dim, sample_amount = sample_index, average_accuracy = average_accuracy, num_x = num_x, num_y = num_y, num_z = num_z, h_start = h_start}) print('Image dataset generated:', filename_ .. '.t7') print("Dataset Property: \n") print("image_dim: \n", image_dim) print("label_dim: \n", label_dim) print("Samples Collected: ", sample_index) io.flush() collectgarbage() end print("num_x: ", num_x) print("num_y: ", num_y) print("num_z: ", num_z) print("accuracy: ", average_accuracy) end -- Generate a dataset for perception function dctrl:generate_perception_dataset_dr(display) -- Initialize dataset parameters -- local self_collision_allowance = {0.88, 0.88, 0.96} -- local pos_min = {0.1, -0.2625, 0.0325} -- local pos_max = {0.7, 0.2625, 0.1825} local pos_min = table.copy(self.target_pose_min) local pos_max = table.copy(self.target_pose_max) local average_accuracy = 0.01 -- local average_accuracy = 0.2 print("Generating samples ...... ") local target = {0.1, -0.2625, 0.0325} local num_x = math.floor((pos_max[1] - pos_min[1])/average_accuracy + 0.5) local num_y = math.floor((pos_max[2] - pos_min[2])/average_accuracy + 0.5) -- local num_z = math.floor((pos_max[3] - pos_min[3])/average_accuracy + 0.5) local num_z = 4 print("num_x: ", num_x) print("num_y: ", num_y) print("num_z: ", num_z) local sample_index = 0 for k=0,num_z do local image_ = {} -- images 400x400 local image400 = {} local label = {} -- labels object pose sample_index = 0 for i=1,num_x do for j=1,num_y do target[1] = pos_min[1] + (i-1 + torch.rand(1)[1]) * average_accuracy if target[1] > pos_max[1] then target[1] = pos_max[1] end target[2] = pos_min[2] + (j-1 + torch.rand(1)[1]) * average_accuracy if target[2] > pos_max[2] then target[2] = pos_max[2] end -- target[3] = pos_min[3] + (k-1 + torch.rand(1)[1]) * average_accuracy -- if target[3] > pos_max[3] then -- target[3] = pos_max[3] -- end -- Randomize camera pose and FoV self:setCameraPose(true) self.vrep:randFoV() -- Randomize table pose -- self:randTablePose(true) local table_position = self.vrep:getObjectPosition(self.table_top, self.robot_base) -- print("Table Position: ", torch.Tensor(table_position)) -- if k==0 or target[3] < table_position[3] then target[3] = table_position[3] + 0.0325 -- end local pose = self:initArmPose() -- Randomize target orientation local target_orien = self:randTargetOrientation() self.vrep:setObjectOrientation(self.cuboid, self.robot_base, target_orien) self.vrep:setObjectPosition(self.cuboid, self.robot_base, target) -- Randomize scene colors self.vrep:randSceneColor() -- Randomize clutter colors and poses self.vrep:randClutter() -- Randomize left arm pose local desired_pose = self.vrep:getDesiredConfig(0.2) if desired_pose~=nil then if #desired_pose~=0 then -- print("*******",i) pose = self:generateRandPose(pose, desired_pose) end end local position = self.vrep:getObjectPosition(self.cuboid, self.robot_base) -- local position_e = self.vrep:getObjectPosition(self.cuboid, self.robot_base) -- local position_t2e = self.vrep:getObjectPosition(self.cuboid, self.robot_base) if self.image_format == 'RGB' then im = self.vrep:getRGBImage(self.right_camera) else im = self.vrep:getGreyImage(self.right_camera) end -- TODO develop codes to crop and resize the image local cropped_image = image.crop(im,120,20,420,320) local cropped_image400 = image.crop(im,0,0,400,400) -- print("Image size: ", cropped_image:size()) -- Add into the dataset sample_index = sample_index + 1 image_[sample_index] = cropped_image:float():div(255) image400[sample_index] = cropped_image400:float():div(255) -- print(image_[sample_index]:max()) label[sample_index] = position -- Visualize images and output results -- if display then win_input1 = image.display{image=image_[sample_index], win=win_input1} win_input2 = image.display{image=image400[sample_index], win=win_input2} -- end print("=====================================") print("Sample Index: ", sample_index) print("Label: ", torch.Tensor(label[sample_index])) if sample_index%50 == 0 then print("Samples Collected: ", sample_index) end end end -- Get the dimensionality of each element in the dataset local image_dim = image_[1]:size() local label_dim = #label[1] -- Save the dataset to a t7 file local filename_ = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/table_top_blue_box_dataset_dr_no_poseR" .. average_accuracy .. "_" .. k torch.save(filename_ .. ".t7", {image = image_, image400 = image400, label = label, image_dim = image_dim, label_dim = label_dim, sample_amount = sample_index, average_accuracy = average_accuracy, num_x = num_x, num_y = num_y, num_z = num_z}) print('Image dataset generated:', filename_ .. '.t7') print("Dataset Property: \n") print("image_dim: \n", image_dim) print("label_dim: \n", label_dim) print("Samples Collected: ", sample_index) io.flush() collectgarbage() end print("num_x: ", num_x) print("num_y: ", num_y) print("num_z: ", num_z) print("accuracy: ", average_accuracy) end -- Generate a dataset for perception function dctrl:generate_control_dataset(display) -- local self_collision_allowance = {0.88, 0.88, 0.96} -- local pos_min = {0.1, -0.2625, 0.025} -- local pos_max = {0.7, 0.2625, 0.025} local pos_min = table.copy(self.target_pose_min) local pos_max = table.copy(self.target_pose_max) local average_accuracy = 0.01 -- local average_accuracy = 0.2 -- local rand_scalar = 2 * average_accuracy self:setCameraPose(false) print("Generating samples ...... ") local target = {0.1, -0.2625, 0.025} local num_x = math.floor((pos_max[1] - pos_min[1])/average_accuracy + 0.5) local num_y = math.floor((pos_max[2] - pos_min[2])/average_accuracy + 0.5) local num_z = math.floor((pos_max[3] - pos_min[3])/average_accuracy + 0.5) print("num_x: ", num_x) print("num_y: ", num_y) print("num_z: ", num_z) for k=0,num_z do local label_ = {} local target_pose_ = {} local desired_pose_ = {} local initial_arm_pose_ = {} local current_arm_pose_ = {} local vel_cmd_ = {} local low_dim_s_ = {} local label_v_ = {} local low_dim_s_e = {} -- the low dim state for the ultimate 3DoF end-effector position local target_pose_e = {} local no_config_target = {} local no_config_low_dim_s = {} local no_config_vel = {} local sample_index = 0 local no_config_index = 0 for i=1,num_x do for j=1,num_y do target[1] = pos_min[1] + (i-1 + torch.rand(1)[1]) * average_accuracy if target[1] > pos_max[1] then target[1] = pos_max[1] end target[2] = pos_min[2] + (j-1 + torch.rand(1)[1]) * average_accuracy if target[2] > pos_max[2] then target[2] = pos_max[2] end target[3] = pos_min[3] + (k-1 + torch.rand(1)[1]) * average_accuracy if target[3] > pos_max[3] then target[3] = pos_max[3] end self:randTablePose(true) local table_position = self.vrep:getObjectPosition(self.table_top, self.robot_base) -- print("Table Position: ", torch.Tensor(table_position)) if k==0 or target[3] < table_position[3] then target[3] = table_position[3] + 0.0325 end local init_pose = self:initArmPose() local target_orien = self:randTargetOrientation() self.vrep:setObjectOrientation(self.cuboid, self.robot_base, target_orien) self.vrep:setObjectPosition(self.cuboid, self.robot_base, target) local desired_pose = self.vrep:getDesiredConfig(0.2) if desired_pose == nil then local no_target = self.vrep:getObjectPosition(self.cuboid, self.robot_base) no_target[3] = no_target[3] + self.target_h no_config_index = no_config_index + 1 no_config_target[no_config_index] = table.copy(no_target) no_config_low_dim_s[no_config_index] = self:outputLowDimTensor(init_pose, no_target) no_config_vel[no_config_index] = {0.0,0.0,0.0,0.0,0.0,0.0,0.0} -- print("no_config_target: ", torch.Tensor(no_config_target[no_config_index])) -- print("no_config_target low s: ", torch.Tensor(no_config_low_dim_s[no_config_index])) elseif #desired_pose == 0 then local no_target = self.vrep:getObjectPosition(self.cuboid, self.robot_base) no_target[3] = no_target[3] + self.target_h no_config_index = no_config_index + 1 no_config_target[no_config_index] = table.copy(no_target) no_config_low_dim_s[no_config_index] = self:outputLowDimTensor(init_pose, no_target) no_config_vel[no_config_index] = {0.0,0.0,0.0,0.0,0.0,0.0,0.0} -- print("no_config_target: ", torch.Tensor(no_config_target[no_config_index])) -- print("no_config_target low s: ", torch.Tensor(no_config_low_dim_s[no_config_index])) else -- print("*******",i) local pose = self:generateRandPose(init_pose, desired_pose) local collision, reached = self:detectCollisions() while collision and not reached do print("Initial collision happened, filter out !!!!") pose = self:generateRandPose(init_pose, desired_pose) collision, reached = self:detectCollisions() end local position = self.vrep:getObjectPosition(self.cuboid, self.robot_base) position[3] = position[3] + self.target_h pose = self:getArmPose('left') -- local position_t2e = self.vrep:getObjectPosition(self.cuboid, self.robot_base) -- Add into the dataset sample_index = sample_index + 1 -- image_[sample_index] = cropped_image:float():div(255) -- print(image_[sample_index]:max()) label_[sample_index] = table.copy(position) desired_pose_[sample_index] = table.copy(desired_pose) target_pose_[sample_index] = table.copy(position) initial_arm_pose_[sample_index] = table.copy(pose) -- Visualize images and output results -- if display then -- win_input1 = image.display{image=image_[sample_index], win=win_input1} -- win_input2 = image.display{image=cropped_image, win=win_input2} -- end local termination = false local completion = false -- local screen, reward, terminal, completion, low_dim_features, configuration = self:picking_sim(1, true, false) local current_arm_pose_temp = {} local vel_cmd_temp = {} local low_dim_s_temp = {} local image_v_temp = {} local label_v_temp = {} local v_sample_index = 0 self.vrep:enableJointVelocityCtrl() local step_cost = 0 while not termination do step_cost = step_cost + 1 if step_cost > self.max_step then break end local vel = {} for i=1,self.n_joint do vel[i] = desired_pose[i] - self.left_joint_position[i] if vel[i] > 1.0 then vel[i] = 1.0 elseif vel[i] < -1.0 then vel[i] = -1.0 end end local vel_sum = torch.Tensor(vel):abs():sum() -- print("vel sum: ", vel_sum) -- if vel_sum < 0.01 then if vel_sum < 0.01 then vel = {0.0,0.0,0.0,0.0,0.0,0.0,0.0} termination = true completion = true end local low_dim_features = self:outputLowDimTensor(self.left_joint_position, position) v_sample_index = v_sample_index + 1 current_arm_pose_temp[v_sample_index] = table.copy(self.left_joint_position) vel_cmd_temp[v_sample_index] = table.copy(vel) low_dim_s_temp[v_sample_index] = low_dim_features -- image_v_temp[v_sample_index] = im label_v_temp[v_sample_index] = table.copy(vel) -- print("pose: ", torch.Tensor(current_arm_pose_temp[v_sample_index])) -- print("low s: ", low_dim_s_temp[v_sample_index]) -- print("vel cmd: ", torch.Tensor(label_v_temp[v_sample_index])) -- win_input1 = image.display{image=image_v_temp[v_sample_index], win=win_input1} self:ctrlSpeedContinuous(vel) local collision, reached = self:getMeasurements() -- print("collision: ", collision) -- print("reached: ", reached) if collision then termination = true completion = false print("====== Hit obstacles ======") print("k: ", k) print("Sample: ", sample_index) end -- print("termination: ", termination) -- print("completion: ", completion) -- print("low dim features: ", low_dim_features) -- print("Step cost: ", step - ttttt) -- ttttt = step end local position_e = self.vrep:getObjectPosition(self.left_gripper, self.robot_base) target_pose_e[sample_index] = table.copy(position_e) self.vrep:enableJointPositionCtrl() if completion then -- print("Final reward: ", reward) local n_v_sample = #current_arm_pose_ for i=1,v_sample_index do current_arm_pose_[n_v_sample+i] = current_arm_pose_temp[i] vel_cmd_[n_v_sample+i] = vel_cmd_temp[i] low_dim_s_[n_v_sample+i] = low_dim_s_temp[i] -- image_v_[n_v_sample+i] = image_v_temp[i] label_v_[n_v_sample+i] = label_v_temp[i] low_dim_s_e[n_v_sample+i] = self:outputLowDimTensor(current_arm_pose_temp[i], position_e) -- print("vel low dim s: ", low_dim_s_[n_v_sample+i]) -- print("vel low dim s e: ", low_dim_s_e[n_v_sample+i]) -- print("vel: ", torch.Tensor(label_v_[n_v_sample+i])) end -- print("pose: ", torch.Tensor(current_arm_pose_[n_v_sample+v_sample_index])) -- print("low s: ", low_dim_s_[n_v_sample+v_sample_index]) -- print("vel cmd: ", torch.Tensor(label_v_[n_v_sample+v_sample_index])) end -- Visualize images and output results -- if display then -- win_input1 = image.display{image=image_[sample_index], win=win_input1} -- win_input2 = image.display{image=cropped_image, win=win_input2} -- end print("=====================================") print("Case Index: ", sample_index) print("Sample Index: ", #current_arm_pose_) -- print("Label V: ", torch.Tensor(label_v_[#label_v_])) if sample_index%50 == 0 then print("Cases Collected: ", sample_index) print("Sample Collected: ", #low_dim_s_) local filename_0 = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/case_dataset" filename_0 = filename_0 .. average_accuracy .. "_" .. k torch.save(filename_0 .. ".t7", {object_pose = target_pose_, end_effector_pose = target_pose_e, desired_pose = desired_pose_, init_pose = initial_arm_pose_, sample_amount = sample_index, average_accuracy = average_accuracy, num_x = num_x, num_y = num_y, num_z = num_z}) filename_0 = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/control_dataset" filename_0 = filename_0 .. average_accuracy .. "_" .. k torch.save(filename_0 .. ".t7", {object_pose = target_pose_, end_effector_pose = target_pose_e, desired_pose = desired_pose_, init_pose = initial_arm_pose_, arm_pose = current_arm_pose_, low_dim_s = low_dim_s_, low_dim_s_e = low_dim_s_e, label = label_v_, vel_cmd = vel_cmd_, sample_amount = #low_dim_s_}) filename_0 = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/no_config_cases" filename_0 = filename_0 .. average_accuracy .. "_" .. k torch.save(filename_0 .. ".t7", {target_pose = no_config_target, low_dim_s = no_config_low_dim_s, label = no_config_vel, vel_cmd = no_config_vel, sample_amount = no_config_index}) end end end end -- Get the dimensionality of each element in the dataset -- local image_dim = image_[1]:size() local label_dim = #label_[1] -- Save the dataset to a t7 file local filename_ = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/case_dataset" filename_ = filename_ .. average_accuracy .. "_" .. k torch.save(filename_ .. ".t7", {object_pose = target_pose_, end_effector_pose = target_pose_e, desired_pose = desired_pose_, init_pose = initial_arm_pose_, sample_amount = sample_index, average_accuracy = average_accuracy, num_x = num_x, num_y = num_y, num_z = num_z}) print('Case dataset generated:', filename_ .. '.t7') filename_ = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/control_dataset" filename_ = filename_ .. average_accuracy .. "_" .. k torch.save(filename_ .. ".t7", {object_pose = target_pose_, end_effector_pose = target_pose_e, desired_pose = desired_pose_, init_pose = initial_arm_pose_, arm_pose = current_arm_pose_, low_dim_s = low_dim_s_, low_dim_s_e = low_dim_s_e, label = label_v_, vel_cmd = vel_cmd_, sample_amount = #low_dim_s_}) print('Control dataset generated:', filename_ .. '.t7') filename_ = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/no_config_cases" filename_ = filename_ .. average_accuracy .. "_" .. k torch.save(filename_ .. ".t7", {target_pose = no_config_target, low_dim_s = no_config_low_dim_s, label = no_config_vel, vel_cmd = no_config_vel, sample_amount = no_config_index}) print('No config case dataset generated:', filename_ .. '.t7') print("Dataset Property: \n") -- print("image_dim: \n", image_dim) print("label_dim: \n", label_dim) print("case amount: ", sample_index) print("vel simple amount: ", #low_dim_s_) print("no config case amount: ", no_config_index) print("accuracy: ", average_accuracy) print("num_x: ", num_x) print("num_y: ", num_y) print("num_z: ", num_z) io.flush() collectgarbage() end end -- Generate a dataset for perception function dctrl:generate_control_dataset_off_vel(display) -- local self_collision_allowance = {0.88, 0.88, 0.96} -- local pos_min = {0.1, -0.2625, 0.025} -- local pos_max = {0.7, 0.2625, 0.025} local pos_min = table.copy(self.target_pose_min) local pos_max = table.copy(self.target_pose_max) local average_accuracy = 0.03 -- local average_accuracy = 0.2 -- local rand_scalar = 2 * average_accuracy self:setCameraPose(false) print("Generating samples ...... ") local target = {0.1, -0.2625, 0.025} local num_x = math.floor((pos_max[1] - pos_min[1])/average_accuracy + 0.5) local num_y = math.floor((pos_max[2] - pos_min[2])/average_accuracy + 0.5) local num_z = math.floor((pos_max[3] - pos_min[3])/average_accuracy + 0.5) print("num_x: ", num_x) print("num_y: ", num_y) print("num_z: ", num_z) for k=0,num_z do local label_ = {} local target_pose_ = {} local desired_pose_ = {} local initial_arm_pose_ = {} local current_arm_pose_ = {} local vel_cmd_ = {} local low_dim_s_ = {} local label_v_ = {} local low_dim_s_e = {} -- the low dim state for the ultimate 3DoF end-effector position local target_pose_e = {} local no_config_target = {} local no_config_low_dim_s = {} local no_config_vel = {} local sample_index = 0 local no_config_index = 0 for i=1,num_x do for j=1,num_y do target[1] = pos_min[1] + (i-1 + torch.rand(1)[1]) * average_accuracy if target[1] > pos_max[1] then target[1] = pos_max[1] end target[2] = pos_min[2] + (j-1 + torch.rand(1)[1]) * average_accuracy if target[2] > pos_max[2] then target[2] = pos_max[2] end target[3] = pos_min[3] + (k-1 + torch.rand(1)[1]) * average_accuracy if target[3] > pos_max[3] then target[3] = pos_max[3] end self:randTablePose(true) local table_position = self.vrep:getObjectPosition(self.table_top, self.robot_base) -- print("Table Position: ", torch.Tensor(table_position)) if k==0 or target[3] < table_position[3] then target[3] = table_position[3] + 0.0325 end local init_pose = self:initArmPose() local target_orien = self:randTargetOrientation() self.vrep:setObjectOrientation(self.cuboid, self.robot_base, target_orien) self.vrep:setObjectPosition(self.cuboid, self.robot_base, target) local desired_pose = self.vrep:getDesiredConfig(0.2) if desired_pose == nil then local no_target = self.vrep:getObjectPosition(self.cuboid, self.robot_base) no_target[3] = no_target[3] + self.target_h no_config_index = no_config_index + 1 no_config_target[no_config_index] = table.copy(no_target) no_config_low_dim_s[no_config_index] = self:outputLowDimTensor(init_pose, no_target) no_config_vel[no_config_index] = {0.0,0.0,0.0,0.0,0.0,0.0,0.0} -- print("no_config_target: ", torch.Tensor(no_config_target[no_config_index])) -- print("no_config_target low s: ", torch.Tensor(no_config_low_dim_s[no_config_index])) elseif #desired_pose == 0 then local no_target = self.vrep:getObjectPosition(self.cuboid, self.robot_base) no_target[3] = no_target[3] + self.target_h no_config_index = no_config_index + 1 no_config_target[no_config_index] = table.copy(no_target) no_config_low_dim_s[no_config_index] = self:outputLowDimTensor(init_pose, no_target) no_config_vel[no_config_index] = {0.0,0.0,0.0,0.0,0.0,0.0,0.0} -- print("no_config_target: ", torch.Tensor(no_config_target[no_config_index])) -- print("no_config_target low s: ", torch.Tensor(no_config_low_dim_s[no_config_index])) else -- print("*******",i) local pose = self:generateRandPose(init_pose, desired_pose) local collision, reached = self:detectCollisions() while collision and not reached do print("Initial collision happened, filter out !!!!") pose = self:generateRandPose(init_pose, desired_pose) collision, reached = self:detectCollisions() end local position = self.vrep:getObjectPosition(self.cuboid, self.robot_base) position[3] = position[3] + self.target_h pose = self:getArmPose('left') -- local position_t2e = self.vrep:getObjectPosition(self.cuboid, self.robot_base) -- Add into the dataset sample_index = sample_index + 1 -- image_[sample_index] = cropped_image:float():div(255) -- print(image_[sample_index]:max()) label_[sample_index] = table.copy(position) desired_pose_[sample_index] = table.copy(desired_pose) target_pose_[sample_index] = table.copy(position) initial_arm_pose_[sample_index] = table.copy(pose) -- Visualize images and output results -- if display then -- win_input1 = image.display{image=image_[sample_index], win=win_input1} -- win_input2 = image.display{image=cropped_image, win=win_input2} -- end local current_arm_pose_temp = {} local vel_cmd_temp = {} local low_dim_s_temp = {} local image_v_temp = {} local label_v_temp = {} local v_sample_index = 0 local previous_vel = {0.0,0.0,0.0,0.0,0.0,0.0,0.0} local previous_pos = table.copy(pose) local next_pose = table.copy(pose) local termination = false local completion = false while not termination do local vel = {} for i=1,self.n_joint do vel[i] = desired_pose[i] - previous_pos[i] if vel[i] > 1.0 then vel[i] = 1.0 elseif vel[i] < -1.0 then vel[i] = -1.0 end end local vel_sum = torch.Tensor(vel):abs():sum() -- print("vel sum: ", vel_sum) -- if vel_sum < 0.01 then if vel_sum < 0.01 then vel = {0.0,0.0,0.0,0.0,0.0,0.0,0.0} termination = true -- completion = true end local low_dim_features = self:outputLowDimTensor(previous_pos, position) v_sample_index = v_sample_index + 1 current_arm_pose_temp[v_sample_index] = table.copy(previous_pos) vel_cmd_temp[v_sample_index] = table.copy(vel) low_dim_s_temp[v_sample_index] = low_dim_features -- image_v_temp[v_sample_index] = im label_v_temp[v_sample_index] = table.copy(vel) -- print("pose: ", torch.Tensor(current_arm_pose_temp[v_sample_index])) -- print("low s: ", low_dim_s_temp[v_sample_index]) -- print("vel cmd: ", torch.Tensor(label_v_temp[v_sample_index])) -- win_input1 = image.display{image=image_v_temp[v_sample_index], win=win_input1} -- self:ctrlSpeedContinuous(vel) -- local current_vel = self:getArmVelocity('left') -- print("Velocit Cmd: ", torch.Tensor(vel)) -- print("Current Vel: ", torch.Tensor(current_vel)) for i=1,7 do local real_vel = vel[i] * (1 + 0.1 * (torch.uniform() - 0.5)) next_pose[i] = previous_pos[i] + 0.5 * (real_vel + previous_vel[i]) * self.ctrl_freq_t * 0.001 * (1 + 0.1 * (torch.uniform() - 0.5)) previous_vel[i] = real_vel previous_pos[i] = next_pose[i] end -- self:setArmTargetPose('left',next_pose) -- for i=1,100 do -- if torch.Tensor(self:getArmVelocity('left')):abs():sum() < 0.01 then -- print(i) -- break -- elseif i==100 then -- print("Reaching failed, filter out!!!") -- end -- end end self:setArmTargetPose('left',next_pose) for i=1,100 do if torch.Tensor(self:getArmVelocity('left')):abs():sum() < 0.001 then -- print(i) completion = true break elseif i==100 then print("Reaching failed, filter out!!!") end end local collision, reached = self:getMeasurements() if collision then completion = false print("====== Hit obstacles ======") print("k: ", k) print("Sample: ", sample_index) end local position_e = self.vrep:getObjectPosition(self.left_gripper, self.robot_base) target_pose_e[sample_index] = table.copy(position_e) if completion then -- print("Final reward: ", reward) local n_v_sample = #current_arm_pose_ for i=1,v_sample_index do current_arm_pose_[n_v_sample+i] = current_arm_pose_temp[i] vel_cmd_[n_v_sample+i] = vel_cmd_temp[i] low_dim_s_[n_v_sample+i] = low_dim_s_temp[i] -- image_v_[n_v_sample+i] = image_v_temp[i] label_v_[n_v_sample+i] = label_v_temp[i] low_dim_s_e[n_v_sample+i] = self:outputLowDimTensor(current_arm_pose_temp[i], position_e) -- print("vel low dim s: ", low_dim_s_[n_v_sample+i]) -- print("vel low dim s e: ", low_dim_s_e[n_v_sample+i]) -- print("vel: ", torch.Tensor(label_v_[n_v_sample+i])) end -- print("pose: ", torch.Tensor(current_arm_pose_[n_v_sample+v_sample_index])) -- print("low s: ", low_dim_s_[n_v_sample+v_sample_index]) -- print("vel cmd: ", torch.Tensor(label_v_[n_v_sample+v_sample_index])) end -- Visualize images and output results -- if display then -- win_input1 = image.display{image=image_[sample_index], win=win_input1} -- win_input2 = image.display{image=cropped_image, win=win_input2} -- end print("=====================================") print("Case Index: ", sample_index) print("Sample Index: ", #current_arm_pose_) -- print("Label V: ", torch.Tensor(label_v_[#label_v_])) if sample_index%50 == 0 then print("Cases Collected: ", sample_index) print("Sample Collected: ", #low_dim_s_) local filename_0 = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/case_dataset_off_vel" filename_0 = filename_0 .. average_accuracy .. "_" .. k torch.save(filename_0 .. ".t7", {object_pose = target_pose_, end_effector_pose = target_pose_e, desired_pose = desired_pose_, init_pose = initial_arm_pose_, sample_amount = sample_index, average_accuracy = average_accuracy, num_x = num_x, num_y = num_y, num_z = num_z}) filename_0 = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/control_dataset_off_vel" filename_0 = filename_0 .. average_accuracy .. "_" .. k torch.save(filename_0 .. ".t7", {object_pose = target_pose_, end_effector_pose = target_pose_e, desired_pose = desired_pose_, init_pose = initial_arm_pose_, arm_pose = current_arm_pose_, low_dim_s = low_dim_s_, low_dim_s_e = low_dim_s_e, label = label_v_, vel_cmd = vel_cmd_, sample_amount = #low_dim_s_}) filename_0 = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/no_config_cases_off_vel" filename_0 = filename_0 .. average_accuracy .. "_" .. k torch.save(filename_0 .. ".t7", {target_pose = no_config_target, low_dim_s = no_config_low_dim_s, label = no_config_vel, vel_cmd = no_config_vel, sample_amount = no_config_index}) end end end end -- Get the dimensionality of each element in the dataset -- local image_dim = image_[1]:size() local label_dim = #label_[1] -- Save the dataset to a t7 file local filename_ = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/case_dataset_off_vel" filename_ = filename_ .. average_accuracy .. "_" .. k torch.save(filename_ .. ".t7", {object_pose = target_pose_, end_effector_pose = target_pose_e, desired_pose = desired_pose_, init_pose = initial_arm_pose_, sample_amount = sample_index, average_accuracy = average_accuracy, num_x = num_x, num_y = num_y, num_z = num_z}) print('Case dataset generated:', filename_ .. '.t7') filename_ = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/control_dataset_off_vel" filename_ = filename_ .. average_accuracy .. "_" .. k torch.save(filename_ .. ".t7", {object_pose = target_pose_, end_effector_pose = target_pose_e, desired_pose = desired_pose_, init_pose = initial_arm_pose_, arm_pose = current_arm_pose_, low_dim_s = low_dim_s_, low_dim_s_e = low_dim_s_e, label = label_v_, vel_cmd = vel_cmd_, sample_amount = #low_dim_s_}) print('Control dataset generated:', filename_ .. '.t7') filename_ = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/no_config_cases_off_vel" filename_ = filename_ .. average_accuracy .. "_" .. k torch.save(filename_ .. ".t7", {target_pose = no_config_target, low_dim_s = no_config_low_dim_s, label = no_config_vel, vel_cmd = no_config_vel, sample_amount = no_config_index}) print('No config case dataset generated:', filename_ .. '.t7') print("Dataset Property: \n") -- print("image_dim: \n", image_dim) print("label_dim: \n", label_dim) print("case amount: ", sample_index) print("vel simple amount: ", #low_dim_s_) print("no config case amount: ", no_config_index) print("accuracy: ", average_accuracy) print("num_x: ", num_x) print("num_y: ", num_y) print("num_z: ", num_z) io.flush() collectgarbage() end end function dctrl:generate_images_for_all_ctrl_datasets(name, start_index, end_index) for i=start_index,end_index do ctrl_dataset = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/" .. name .. i .. '.t7' self:generate_images_for_control_dataset(ctrl_dataset, name .. i) io.flush() collectgarbage() end print("All Control Datasets Finished!!!") end -- Generate a dataset for perception -- TODO: save the images in the trajectory manner, each trajectory in a t7 file function dctrl:generate_images_for_control_dataset(ctrl_dataset_name, name) -- Load control dataset local ctrl_dataset = self:load_pre_constructed_dataset(ctrl_dataset_name) print("Dataset Loaded: ", ctrl_dataset_name) local low_dim_s_e = ctrl_dataset.low_dim_s_e local label = ctrl_dataset.label local arm_pose = ctrl_dataset.arm_pose local sample_amount = ctrl_dataset.sample_amount print("Samples to be generated: ", sample_amount) print("Generating images ...... ") local image300 = {} local image400 = {} local object_position = {} local arm_pose_ = {} local vel = {} local low_dim_s_e_ = {} local curr_index = 0 local t7_saved = 0 for i=1,sample_amount do local target = self:recoverLowDimTensor(low_dim_s_e[i]:narrow(1,8,3)) target = target:totable() target[3] = target[3] - 0.0325 local target_orien = self:randTargetOrientation() self.vrep:setObjectOrientation(self.cuboid, self.robot_base, target_orien) self.vrep:setObjectPosition(self.cuboid, self.robot_base, target) self:setCameraPose(true) self:randTablePose(true) local table_position = self.vrep:getObjectPosition(self.table, self.robot_base) -- print("Table Position: ", torch.Tensor(table_position)) if table_position[3] > target[3] - 0.0825 then table_position[3] = target[3] - 0.0825 -- print("Table position calibrated!!!") end self.vrep:setObjectPosition(self.table, self.robot_base, table_position) self:randClutters() -- local pose = self:initArmPose() self:setArmTargetPose('left',arm_pose[i]) for i=1,100 do if torch.Tensor(self:getArmVelocity('left')):abs():sum() < 0.001 then -- print(i) completion = true break elseif i==100 then print("Reaching failed, filter out!!!") end end -- local position = self.vrep:getObjectPosition(self.cuboid, self.robot_base) -- local position_e = self.vrep:getObjectPosition(self.cuboid, self.robot_base) -- local position_t2e = self.vrep:getObjectPosition(self.cuboid, self.robot_base) if self.image_format == 'RGB' then im = self.vrep:getRGBImage(self.right_camera) else im = self.vrep:getGreyImage(self.right_camera) end local cropped_image300 = image.crop(im,120,20,420,320) local cropped_image400 = image.crop(im,0,0,400,400) -- print("Image size: ", cropped_image:size()) -- Add into the dataset curr_index = curr_index + 1 image300[curr_index] = cropped_image300:float():div(255) image400[curr_index] = cropped_image400:float():div(255) object_position[curr_index] = table.copy(target) arm_pose_[curr_index] = table.copy(arm_pose[i]) vel[curr_index] = table.copy(label[i]) low_dim_s_e_[curr_index] = low_dim_s_e[i]:clone() -- Visualize images and output results -- if display then win_input1 = image.display{image=image300[curr_index], win=win_input1} win_input2 = image.display{image=image400[curr_index], win=win_input2} -- end -- print("=====================================") -- print("Sample Index: ", curr_index) -- print("Object Position: ", torch.Tensor(object_position[curr_index])) -- print("Arm Pose: ", torch.Tensor(arm_pose_[curr_index])) -- print("Vel: ", torch.Tensor(vel[curr_index])) -- print("Low Dim S: ", low_dim_s_e_[curr_index]) if curr_index%50 == 0 then print("Samples Collected: ", curr_index) end -- Save the dataset to a t7 file if curr_index == 3000 or i == sample_amount then t7_saved = t7_saved + 1 local filename_ = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/image300_" .. name .. "_" .. t7_saved torch.save(filename_ .. ".t7", {image300 = image300, object_position = object_position, arm_pose = arm_pose_, vel = vel, low_dim_s_e = low_dim_s_e_, sample_amount = curr_index}) print('Image dataset generated:', filename_ .. '.t7') filename_ = "/run/user/1000/gvfs/smb-share:server=hpc-fs.qut.edu.au,share=n9314181/image400_" .. name .. "_" .. t7_saved torch.save(filename_ .. ".t7", {image400 = image400, object_position = object_position, arm_pose = arm_pose_, vel = vel, low_dim_s_e = low_dim_s_e_, sample_amount = curr_index}) print('Image dataset generated:', filename_ .. '.t7') print("Samples Collected: ", curr_index) image300 = nil image400 = nil object_position = nil arm_pose_ = nil vel = nil low_dim_s_e_ = nil collectgarbage() image300 = {} image400 = {} object_position = {} arm_pose_ = {} vel = {} low_dim_s_e_ = {} curr_index = 0 end end print("One Control Dataset Finished!!!") end -- Generate a dataset for perception function dctrl:generate_test_set(display) -- local self_collision_allowance = {0.88, 0.88, 0.96} -- local pos_min = {0.1, -0.2625, 0.025} -- local pos_max = {0.7, 0.2625, 0.025} local pos_min = table.copy(self.target_min) local pos_max = table.copy(self.target_max) local average_accuracy = 0.1 -- local average_accuracy = 0.2 -- local rand_scalar = 2 * average_accuracy self:setCameraPose(false) print("Generating testing samples ...... ") local target = table.copy(self.target_min) local num_x = math.floor((pos_max[1] - pos_min[1])/average_accuracy + 0.5) local num_y = math.floor((pos_max[2] - pos_min[2])/average_accuracy + 0.5) print("num_x: ", num_x) print("num_y: ", num_y) local image300 = {} local image400 = {} local object_position = {} local target_arm_pose = {} local arm_pose = {} local sample_index = 0 for i=1,num_x do for j=1,num_y do target[1] = pos_min[1] + (i-1 + torch.rand(1)[1]) * average_accuracy if target[1] > pos_max[1] then target[1] = pos_max[1] end target[2] = pos_min[2] + (j-1 + torch.rand(1)[1]) * average_accuracy if target[2] > pos_max[2] then target[2] = pos_max[2] end local init_pose = self:initArmPose() local target_orien = self:randTargetOrientation() self.vrep:setObjectOrientation(self.cuboid, self.robot_base, target_orien) self.vrep:setObjectPosition(self.cuboid, self.robot_base, target) local desired_pose = self.vrep:getDesiredConfig(0.2) if desired_pose == nil then print("No desired config, filter out !!!!") elseif #desired_pose == 0 then print("No desired config, filter out !!!!") else -- print("*******",i) self:setArmTargetPose('left',desired_pose) for i=1,100 do if torch.Tensor(self:getArmVelocity('left')):abs():sum() < 0.001 then break elseif i==100 then print("Reaching failed, filter out!!!") end end local position = self.vrep:getObjectPosition(self.left_gripper, self.robot_base) position[3] = position[3] - self.target_h self.vrep:setObjectPosition(self.cuboid, self.robot_base, position) local pose = self:generateRandPose(init_pose, desired_pose) local collision, reached = self:detectCollisions() while collision and not reached do print("Initial collision happened, filter out !!!!") pose = self:generateRandPose(init_pose, desired_pose) collision, reached = self:detectCollisions() end self:randClutters() local im if self.image_format == 'RGB' then im = self.vrep:getRGBImage(self.right_camera) else im = self.vrep:getGreyImage(self.right_camera) end -- TODO develop codes to crop and resize the image local cropped_image300 = image.crop(im,120,20,420,320) local cropped_image400 = image.crop(im,0,0,400,400) -- Add into the dataset sample_index = sample_index + 1 -- image_[sample_index] = cropped_image:float():div(255) -- print(image_[sample_index]:max()) image300[sample_index] = cropped_image300:float():div(255) image400[sample_index] = cropped_image400:float():div(255) object_position[sample_index] = table.copy(position) target_arm_pose[sample_index] = table.copy(desired_pose) arm_pose[sample_index] = table.copy(pose) -- Visualize images and output results -- if display then win_input1 = image.display{image=image300[sample_index], win=win_input1} win_input2 = image.display{image=image400[sample_index], win=win_input2} -- end print("=====================================") print("Sample Index: ", sample_index) print("Object Position: ", torch.Tensor(object_position[sample_index])) print("Target Arm Pose: ", torch.Tensor(target_arm_pose[sample_index])) print("Arm Pose: ", torch.Tensor(arm_pose[sample_index])) -- Save the dataset to a t7 file local filename_ = "image300_test_set_" filename_ = filename_ .. average_accuracy torch.save(filename_ .. ".t7", {image = image300, object_position = object_position, target_arm_pose = target_arm_pose, arm_pose = arm_pose, sample_amount = sample_index}) print('Test dataset saved:', filename_ .. '.t7') filename_ = "image400_test_set_" filename_ = filename_ .. average_accuracy torch.save(filename_ .. ".t7", {image = image400, object_position = object_position, target_arm_pose = target_arm_pose, arm_pose = arm_pose, sample_amount = sample_index}) print('Test dataset saved:', filename_ .. '.t7') end end end print("Testset Genration Done") print("Sample amount: ", sample_index) print("accuracy: ", average_accuracy) print("num_x: ", num_x) print("num_y: ", num_y) io.flush() collectgarbage() end -- Generate a dataset for perception with domain randomization -- TODO: to finish function dctrl:generate_test_set_dr(display) -- local self_collision_allowance = {0.88, 0.88, 0.96} -- local pos_min = {0.1, -0.2625, 0.025} -- local pos_max = {0.7, 0.2625, 0.025} local pos_min = table.copy(self.target_min) local pos_max = table.copy(self.target_max) local average_accuracy = 0.1 -- local average_accuracy = 0.2 -- local rand_scalar = 2 * average_accuracy self:setCameraPose(false) print("Generating testing samples ...... ") local target = table.copy(self.target_min) local num_x = math.floor((pos_max[1] - pos_min[1])/average_accuracy + 0.5) local num_y = math.floor((pos_max[2] - pos_min[2])/average_accuracy + 0.5) print("num_x: ", num_x) print("num_y: ", num_y) local image300 = {} local image400 = {} local object_position = {} local target_arm_pose = {} local arm_pose = {} local sample_index = 0 for i=1,num_x do for j=1,num_y do target[1] = pos_min[1] + (i-1 + torch.rand(1)[1]) * average_accuracy if target[1] > pos_max[1] then target[1] = pos_max[1] end target[2] = pos_min[2] + (j-1 + torch.rand(1)[1]) * average_accuracy if target[2] > pos_max[2] then target[2] = pos_max[2] end local init_pose = self:initArmPose() local target_orien = self:randTargetOrientation() self.vrep:setObjectOrientation(self.cuboid, self.robot_base, target_orien) self.vrep:setObjectPosition(self.cuboid, self.robot_base, target) local desired_pose = self.vrep:getDesiredConfig(0.2) if desired_pose == nil then print("No desired config, filter out !!!!") elseif #desired_pose == 0 then print("No desired config, filter out !!!!") else -- print("*******",i) self:setArmTargetPose('left',desired_pose) for i=1,100 do if torch.Tensor(self:getArmVelocity('left')):abs():sum() < 0.001 then break elseif i==100 then print("Reaching failed, filter out!!!") end end local position = self.vrep:getObjectPosition(self.left_gripper, self.robot_base) position[3] = position[3] - self.target_h self.vrep:setObjectPosition(self.cuboid, self.robot_base, position) local pose = self:generateRandPose(init_pose, desired_pose) local collision, reached = self:detectCollisions() while collision and not reached do print("Initial collision happened, filter out !!!!") pose = self:generateRandPose(init_pose, desired_pose) collision, reached = self:detectCollisions() end self:randClutters() local im if self.image_format == 'RGB' then im = self.vrep:getRGBImage(self.right_camera) else im = self.vrep:getGreyImage(self.right_camera) end -- TODO develop codes to crop and resize the image local cropped_image300 = image.crop(im,120,20,420,320) local cropped_image400 = image.crop(im,0,0,400,400) -- Add into the dataset sample_index = sample_index + 1 -- image_[sample_index] = cropped_image:float():div(255) -- print(image_[sample_index]:max()) image300[sample_index] = cropped_image300:float():div(255) image400[sample_index] = cropped_image400:float():div(255) object_position[sample_index] = table.copy(position) target_arm_pose[sample_index] = table.copy(desired_pose) arm_pose[sample_index] = table.copy(pose) -- Visualize images and output results -- if display then win_input1 = image.display{image=image300[sample_index], win=win_input1} win_input2 = image.display{image=image400[sample_index], win=win_input2} -- end print("=====================================") print("Sample Index: ", sample_index) print("Object Position: ", torch.Tensor(object_position[sample_index])) print("Target Arm Pose: ", torch.Tensor(target_arm_pose[sample_index])) print("Arm Pose: ", torch.Tensor(arm_pose[sample_index])) -- Save the dataset to a t7 file local filename_ = "image300_test_set_" filename_ = filename_ .. average_accuracy torch.save(filename_ .. ".t7", {image = image300, object_position = object_position, target_arm_pose = target_arm_pose, arm_pose = arm_pose, sample_amount = sample_index}) print('Test dataset saved:', filename_ .. '.t7') filename_ = "image400_test_set_" filename_ = filename_ .. average_accuracy torch.save(filename_ .. ".t7", {image = image400, object_position = object_position, target_arm_pose = target_arm_pose, arm_pose = arm_pose, sample_amount = sample_index}) print('Test dataset saved:', filename_ .. '.t7') end end end print("Testset Genration Done") print("Sample amount: ", sample_index) print("accuracy: ", average_accuracy) print("num_x: ", num_x) print("num_y: ", num_y) io.flush() collectgarbage() end function dctrl:sort_real_dataset() local data400 = self:load_pre_constructed_dataset('image400_real_data_50_3.t7') local data300 = self:load_pre_constructed_dataset('image300_real_data_50_3.t7') local data_amount = data300.sample_amount -- local omit_targets = {26} -- local omit_targets = {25,26,27} -- local omit_targets = {70,71,72,85,86,87,94,95,96} -- local omit_targets = {124,125,126} local omit_index = 1 local image400 = {} local image300 = {} local target_pose = {} local arm_pose = {} local low_dim_s_e = {} local vel = {} local sample_index = 0 for i=1,data_amount do if i == omit_targets[omit_index] then print("One sample filtterd out: ", i) if omit_index < #omit_targets then omit_index = omit_index + 1 end else self:setArmTargetPose('left',data300.target_arm_pose[i]) for j=1,100 do if torch.Tensor(self:getArmVelocity('left')):abs():sum() < 0.001 then local position_e = self.vrep:getObjectPosition(self.left_gripper, self.robot_base) -- -- Compensate the suction gripper height differences -- position_e[3] = position_e[3] - 0.005 local current_pos = table.copy(data300.arm_pose[i]) local low_dim_features = self:outputLowDimTensor(current_pos, position_e) position_e[3] = position_e[3] - 0.0325 self.vrep:setObjectPosition(self.cuboid, self.robot_base, position_e) local desired_pose = self.vrep:getDesiredConfig(0.2) if desired_pose == nil then print("No desired config, filter out!!!") elseif #desired_pose == 0 then print("No desired config, filter out!!!") else local vel_ = {} for i=1,self.n_joint do vel_[i] = desired_pose[i] - current_pos[i] if vel_[i] > 1.0 then vel_[i] = 1.0 elseif vel_[i] < -1.0 then vel_[i] = -1.0 end end local vel_sum = torch.Tensor(vel_):abs():sum() -- print("vel sum: ", vel_sum) -- if vel_sum < 0.01 then if vel_sum < 0.01 then vel_ = {0.0,0.0,0.0,0.0,0.0,0.0,0.0} end sample_index = sample_index + 1 image300[sample_index] = data300.image[i]:clone() image400[sample_index] = data400.image[i]:clone() target_pose[sample_index] = table.copy(position_e) arm_pose[sample_index] = table.copy(data300.arm_pose[i]) low_dim_s_e[sample_index] = low_dim_features vel[sample_index] = table.copy(vel_) print("=====================================") print("Sample Index: ", sample_index) print("Traget Arm Pose: ", torch.Tensor(target_pose[sample_index])) print("Current Arm Pose: ", torch.Tensor(arm_pose[sample_index])) print("Low Dim s: ", low_dim_s_e[sample_index]) print("Vel: ", torch.Tensor(vel[sample_index])) win_input1 = image.display{image=image400[sample_index], win=win_input1} win_input2 = image.display{image=image300[sample_index], win=win_input2} end break elseif j==100 then print("Reaching failed, filter out!!!") end end -- print("Label V: ", torch.Tensor(label_v_[#label_v_])) -- Save the dataset to a t7 file local filename_ = "sorted_image300_real_data_50_3" torch.save(filename_ .. ".t7", {image = image300, object_position = target_pose, arm_pose = arm_pose, low_dim_s_e = low_dim_s_e, vel = vel, sample_amount = sample_index}) print('Real dataset saved:', filename_ .. '.t7') filename_ = "sorted_image400_real_data_50_3" torch.save(filename_ .. ".t7", {image = image400, object_position = target_pose, arm_pose = arm_pose, low_dim_s_e = low_dim_s_e, vel = vel, sample_amount = sample_index}) print('Real dataset saved:', filename_ .. '.t7') end end io.flush() collectgarbage() print("Data Sorted Out!!! Go for a break!!!") end function table.copy(t) if t == nil then return nil end local nt = {} for k, v in pairs(t) do if type(v) == 'table' then nt[k] = table.copy(v) else nt[k] = v end end setmetatable(nt, table.copy(getmetatable(t))) return nt end function dctrl:load_pre_constructed_dataset(file) -- try to load the dataset local err_msg, dataset= pcall(torch.load, file) if not err_msg then error("Could not find the dataset file ") end return dataset end
--[[ Copyright (c) 2019 igor725, scaledteam released under The MIT license http://opensource.org/licenses/MIT ]] return function(player, id, x, y, z, yaw, pitch) player:setPos(x / 32, y / 32 - 0.6875, z / 32) player:setEyePos((yaw / 255) * 360, (pitch / 255) * 360) if player:isSupported('HeldBlock')then if not isValidBlockID(id)then id = 0 end if player.heldBlock ~= id then player.heldBlock = id hooks:call('onHeldBlockChange', player, id) end end local pid = player:getID() local pck, cpepck playersForEach(function(ply) if not ply.isSpawned then return end if ply:isInWorld(player)then if ply:isSupported('ExtEntityPositions')then cpepck = cpepck or cpe:generatePacket(0x08, pid, x, y, z, yaw, pitch) ply:sendNetMesg(cpepck, #cpepck) else pck = pck or generatePacket(0x08, pid, x, y, z, yaw, pitch) ply:sendNetMesg(pck, #pck) end end end) end
--UI configure this.UiManager.drawerHeaderSecondaryTextView.typeface=Typeface.SERIF this.UiManager.appBarLayout.getChildAt(0).getChildAt(0).getChildAt(0).getChildAt(1).getChildAt(1).typeface=Typeface.SERIF --Layouts for components item={LinearLayout, layout_width="match", layout_height="wrap", padding="8dp", {MaterialCardView, id="card", layout_width="match", layout_height="wrap", radius="8dp", elevation="0dp", cardBackgroundColor="#5AE1E1E1", { LinearLayout, layout_width="match", layout_height="wrap", padding="12dp", orientation="vertical", {TextView, id="title", textSize="16sp", textColor=this.UiManager.getColors().textColorPrimary, }, {RecyclerView, id="itemList", layout_width="match", } } } } innerItem={LinearLayout, layout_width="match", layout_height="wrap", padding="8dp", {MaterialCardView, id="innerCard", layout_width="match", layout_height="wrap", radius="8dp", elevation="0dp", cardBackgroundColor="#5AE1E1E1", padding="12dp", { LinearLayout, layout_width="match", layout_height="wrap", padding="12dp", orientation="vertical", {TextView, id="text", textColor=this.UiManager.getColors().textColorSecondary, }, } } }
-- Use of this source code is governed by the Apache 2.0 license; see COPYING. module(..., package.seeall) local common = require("program.config.common") local lib = require("core.lib") function show_usage(command, status, err_msg) if err_msg then print('error: '..err_msg) end print(require("program.alarms.purge.README_inc")) main.exit(status) end local function fatal() show_usage(nil, 1) end local function parse_args (args) local handlers = {} local opts = {} local function table_size (t) local count = 0 for _ in pairs(t) do count = count + 1 end return count end local function without_opts (args) local ret = {} for i=1,#args do local arg = args[i] if opts[arg] then i = i + 2 else table.insert(ret, arg) end end return ret end handlers['by-older-than'] = function (arg) opts.older_than = arg end handlers['by-severity'] = function (arg) opts.severity = arg end handlers['by-operator-state'] = function (arg) opts.operator_state_filter = arg end args = lib.dogetopt(args, handlers, "", { ['by-older-than']=1, ['by-severity']=1, ['by-operator-state']=1 }) opts.status = table.remove(args, #args) if table_size(opts) == 0 then fatal() end local args = without_opts(args) return opts, args end function run(args) local l_args, args = parse_args(args) local opts = { command='purge-alarms', with_path=false, is_config=false, usage = show_usage } args = common.parse_command_line(args, opts) local response = common.call_leader( args.instance_id, 'purge-alarms', { schema = args.schema_name, alarm_status = l_args.status, older_than = l_args.older_than, severity = l_args.severity, operator_state_filter = l_args.operator_state_filter, print_default = args.print_default, format = args.format }) common.print_and_exit(response, "purged_alarms") end
MidwayCheckupStory = Story:extend() function MidwayCheckupStory:new() MidwayCheckupStory.super.new(self) self.lines = { "#bg gfx/bg1.png", "3016.UC", "12.31 1200 HOME", "#bg gfx/bg7.png", "#music bgm/Lazy Marine - 91 T1.wav", "It's around noon and {girl} happened to be around to eat lunch. ", "I've made sure to cut some apples up on the side too since she's been taking a liking to them in particular lately.", "{player}: \"{girl}? Lunch is ready!\"", "..", "No response.", "Maybe she can't hear me from her room?", "I turn off the kitchen stove and wipe my hands.", "I make my way to her room and give the door a few knocks.", "{player}: \"Hello? {girl}? You in there? The food's ready..\"", "..", "No response.", "Well, I have no choice I suppose.", "I make sure to make as much noise grabbing the knob to alert her that I'm coming in.", "As the door swings open, I see her sitting at her desk with a device in her hand.", "#portrait gfx/portrait_baby_{type}.png", "{girl}: !!", "Great, seems she's noticed me now.", "Her hands fumble around as she attempts to conceal the device.", "Federation technology?", "Not sure..couldn't get a good look.", "But if the Outer Federation is watching me even now, I should probably pretend like I didn't see anything.", "{player}: \"Just wanted to let you know that lunch was ready.\"", "{girl}: \"..Okay..\"", "*BEEP*", "What?", "*BEEP*", "From my room?", "*BEEP*", "Oh no...", "I rush back to my room to check my e-mail.", "Sure enough..", "SUBJECT: !!!!! ATTN: A.C.P.P. STATUS UPDATE !!!!!", "FROM: <REDACTED BY USER>", "BODY: ", "TO CARETAKER,", "WE HAVE BEEN OBSERVING YOU.", "YOU HAVE MADE FOR A SUITABLE CARETAKER THUS FAR.", "HEALTH STATUS OF UNIT:", "[ 011-TMXEPMZI ]", ".ALL SYSTEMS NOMINAL", "BASED ON REPORTS RECEIVED FROM G.I.V.E.R. UNIT", "[ 011-TMXEPMZI ]", "WE HAVE SEEN A MARKED INCREASE IN CHEMICAL ACTIVITY UPON RECEIVING:", "[ APPLE ]", "IT IS RECOMMENDED TO CONTINUE ADMNISTERING", "[ APPLE ]", "SIGNED,", "OUTER FEDERATION", "DAYS REMAINING: 1095", "#bg gfx/bg6.png", "..", "...", "Good thing I cut those apples." ,"#music bgm/Lazy Marine - 91 full.wav" } end
--Made with Skyyyr's Wrench Tool object_tangible_tcg_shared_booster = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/tcg/shared_booster.iff" } ObjectTemplates:addClientTemplate(object_tangible_tcg_shared_booster, "object/tangible/tcg/shared_booster.iff") --Made with Skyyyr's Wrench Tool object_tangible_tcg_shared_card = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/tcg/shared_card.iff" } ObjectTemplates:addClientTemplate(object_tangible_tcg_shared_card, "object/tangible/tcg/shared_card.iff") --Made with Skyyyr's Wrench Tool object_tangible_tcg_shared_starter = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/tcg/shared_starter.iff" } ObjectTemplates:addClientTemplate(object_tangible_tcg_shared_starter, "object/tangible/tcg/shared_starter.iff")
--[[ shared.lua Options menu class with API shared among all panels --]] local CONFIG = ... local L = LibStub('AceLocale-3.0'):GetLocale(CONFIG) local ADDON, Addon = CONFIG:match('[^_]+'), _G[CONFIG:match('[^_]+')] local Group = Addon:NewModule('OptionsGroup', LibStub('Sushi-3.1').OptionsGroup:NewClass()) --[[ Groups ]]-- function Group:New(id, icons) local parent = self ~= Group and self local f = Addon:NewModule(id, Group:Super(Group):New(parent or ADDON, parent and (L[id] .. ' ' .. icons))) f:SetFooter('By João Cardoso and Jason Greer') f:SetSubtitle(L[id .. 'Desc']:format(ADDON)) f:SetChildren(function() f:Populate() end) f.sets, f.frame = Addon.sets, 'inventory' return f end function Group:AddRow(height, children) local group = self:Add('Group', function(row) self.row = row; children(row); self.row = nil end) group:SetResizing('HORIZONTAL') group:SetHeight(height) return group end --[[ Singletons ]]-- function Group:AddCheck(arg) local b = self:AddLabeled('Check', arg) b:SetCall('OnClick', function(_,_, v) self.sets[arg] = v end) b:SetValue(self.sets[arg]) return b end function Group:AddColor(arg) local b = self:AddLabeled('ColorPicker', arg) b:SetCall('OnColor', function(_, v) self.sets[arg] = {v:GetRGBA()} end) b:SetValue(CreateColor(self.sets[arg][1], self.sets[arg][2], self.sets[arg][3], self.sets[arg][4])) return b end function Group:AddSlider(arg, min,max) local s = self:AddLabeled('Slider', arg) s:SetCall('OnValue', function(_, v) self.sets[arg] = v end) s:SetRange(min, max) s:SetValue(self.sets[arg]) return s end function Group:AddPercentage(arg, min,max) local s = self:AddLabeled('Slider', arg) s:SetCall('OnValue', function(_, v) self.sets[arg] = v/100 end) s:SetRange(min or 1, max or 100) s:SetValue(self.sets[arg] * 100) s:SetPattern('%s%') return s end function Group:AddChoice(data) local choice = self:AddLabeled('DropChoice', data.arg) choice:SetCall('OnValue', function(_, v) self.sets[data.arg] = v end) choice:SetValue(self.sets[data.arg]) choice:AddChoices(data) return choice end function Group:AddLabeled(class, id) local label = id:gsub('^.', strupper) local tip = L[label .. 'Tip'] local f = (self.row or self):Add(class, L[label]) f:SetCall('OnInput', function() Addon.Frames:Update() end) f:SetTip(tip and f:GetLabel(), tip) return f end --[[ Specific ]]-- function Group:AddFrameChoice() local choice = self:Add('DropChoice', L.Frame, self.frame) choice:SetCall('OnInput', function(_, id) self.frame = id end) for i, frame in Addon.Frames:Iterate() do if frame.addon ~= false then choice:AddChoices(frame.id, frame.name) end end return choice end
--- Handles complex sets. -- -- @usage -- > properset = require 'properset' -- > Set = properset.Set -- > a = Set{1, 2, 2, 3, 3, 3} -- > a -- {1, 2, 3} -- -- @module properset -- @author Odin Kroeger -- @copyright 2018 Odin Kroeger -- @license MIT -- @release 0.3b-1 -- Boilerplate -- =========== local properset = {} local assert = assert local error = error local pcall = pcall local next = next local ipairs = ipairs local pairs = pairs local getmetatable = getmetatable local setmetatable = setmetatable local string = string local tonumber = tonumber local tostring = tostring local type = type local rawequal = rawequal local rawset = rawset local table = table local upvalueid = debug.upvalueid local huge = math.huge -- DEBUG local print = print local _ENV = properset -- Private constants -- ================= -- Error message shown on attempts to change a `Set`. local SETMODERR = "sets can be modified by 'add', 'remove', 'pop', and 'clear' only." -- Format for error messages shown if too few args are given. local TOOFEWARGSERR = "%s: requires at least %d argument(s)." -- Format for error shown if a value isn't a set. local NOTASETERR = 'expected a Set, got a %s.' -- Format for error shown if `add` or `remove` are invoked for `FrozenSet`. local MODFROZENERR = 'set is frozen.' -- Private utility functions -- ========================= --- Adds an object to a set. -- -- Doesn't check whether the object is a member already! -- -- @tparam Set set The set to add to. -- @param obj The object to add. -- @tparam[opt] number n The index *after* which to store `obj`, -- if it's a table. -- -- @return number If `obj` is a table, index at which it was stored; -- otherwise, `nil`. local function uncheckedadd (set, obj, n) local vs = set._val local ts = set._tab if type(obj) == 'table' then if n then n = n + 1 else n = #ts + 1 end ts[n] = obj return n else vs[obj] = true end end -- Sets as types -- ============= -- Set creation -- ------------ --- -- Sets contain every item at most once. -- They can only be modified using `add` and `remove`. -- And set members are (mostly) immutable. -- -- You should *not* attempt to modify set members. -- If you do, you may break assumptions that others have based their code on. -- (This includes me.) -- -- @type Set Set = {} Set.mt = {} Set.mt.__index = Set --- Creates a new instance of a prototype, typically `Set`. -- -- `a:new`, where `a` is itself an 'instance' of `Set`, will create -- a new 'instance' of `Set`, *not* an 'instance' of `a`. That is, -- `b = a:new()`, `b = Set:new()`, and `b = Set()` are equivalent. -- -- > a = Set() -- > b = a:new() -- > getmetatable(a) == getmetatable(b) -- true -- -- @tparam[opt] table elems Members for the new set. -- -- @return An instance of the given prototype for sets, -- populated with `elems`, if any were given. -- -- @usage -- > Set:new{1, 2, 3} -- {1, 2, 3} -- > Set{1, 2, 3} -- {1, 2, 3} function Set:new (elems) self = self or Set local set = {_val = {}, _tab = {}, _meta = {}} setmetatable(set, self.mt) if elems then set:add(elems) end return set end -- Convenience. setmetatable(Set, {__call = Set.new}) --- Returns the ID of the set. -- -- @tparam[opt=0] number flags If `ASNUM` is set, returns the ID as a number. -- -- @treturn number The ID. -- -- @usage -- > a = Set() -- > a:id() -- Set: 0x7f8a555d4df0 -- > a:id(properset.ASNUM) -- 140232114392560 function Set:id (flags) flags = flags or 0 local m = self._meta if m.id == nil then -- Needed to make `upvalueid` return this method's `self`, -- rather than the caller's. local s = self local r = upvalueid(function () return s end, 1) m.id = tonumber(tostring(r):match(': (0x%x+)')) end if flags & ASNUM == ASNUM then return m.id else return string.format('Set: 0x%x', m.id) end end --- Adds elements to a set. -- -- Don't add members to a set while you're iterating over it. -- -- @tparam table elems A list of elements to be added. -- -- @raise Raises an error if you try to add a set to itself. -- -- @usage -- > a = Set{1} -- > a:add{2} -- > a -- {1, 2} -- > a:add{2} -- > a -- {1, 2} function Set:add (elems) local uad = uncheckedadd local has = self.has local n -- This must be `pairs` to handle sparse arrays correctly. for _, v in pairs(elems) do if not has(self, v) then -- @todo Test if it's faster without passing n. n = uad(self, v, n) or n end end end --- Deletes members from a set. -- -- Don't remove members from a set while you're iterating over it. -- -- @tparam table members A list of members to be removed. -- -- @usage -- > a = Set{1, 2, 3} -- > a:remove{2, 3} -- > a -- {1} function Set:remove (members) local rem = table.remove local vs = self._val local ts = self._tab for _, v in pairs(members) do if type(v) == 'table' then for i = #ts, 1, -1 do if ts[i] == v then -- `ts[i] = nil` causes a weird bug. rem(ts, i) break end end else vs[v] = nil end end end --- Removes all members from the set. -- -- Don't remove members from a set while you're iterating over it. -- -- @usage -- > a = Set{1, 2} -- > a:clear() -- > a -- {} function Set:clear () self._val = {} self._tab = {} end --- Removes an arbitrary members from the set and returns it. -- -- Don't remove members from a set while you're iterating over it. -- If you want to iterate over the whole set, use `members` with the -- flag `properset.POPOFF` instead. -- -- @usage -- > a = Set{1, 2} -- > a:pop() -- 1 -- > a -- {2} function Set:pop () return self:members(POPOFF)() end --- Tests whether the set is empty. -- -- @treturn boolean Whether the set is empty. -- -- @usage -- > a = Set() -- > a:isempty() -- true -- > b = Set{1} -- > b:isempty() -- false function Set:isempty () return #self == 0 end --- Tests whether the set is frozen. -- -- @treturn boolean `false`. -- -- @usage -- > a = Set() -- > a:isfrozen() -- false function Set:isfrozen () return false end --- Tests whether an object is a member of the set. -- -- @param obj An object. -- -- @treturn boolean Whether an object is a member of the set. -- -- @usage -- > a = Set{1} -- > a:has(1) -- true -- > a:has(0) -- false function Set:has (obj, s) if type(obj) == 'table' then if s and s[obj] then return true end local ts = self._tab if isset(obj) then if s then s[obj] = true else s = {[obj] = true} end local eq = getmetatable(obj).__eq for i = 1, #ts do if eq(obj, ts[i], s) then return true end end else for i = 1, #ts do if ts[i] == obj then return true end end end return false else return self._val[obj] or false end end --- Iterates over all members of the set. -- -- @tparam[opt=0] number flags If `POPOFF` is set, removes from the set -- each member returned. -- -- @treturn function A function that returns a member of the set. -- -- @usage -- > a = Set{1, 2, 3} -- > for v in a:members() do print(v) end -- 1 -- 2 -- 3 function Set:members (flags) flags = flags or 0 local rem = table.remove local vs = self._val local ts = self._tab local p = flags & POPOFF == POPOFF local k = nil local i = 0 return function () if k ~= nil or i == 0 then k, _ = next(vs, k) if k ~= nil then if p then vs[k] = nil end return k end end i = i + 1 if ts[i] ~= nil then if p then rem(ts, i) end return ts[i] end end end --- The set's power set. -- -- Calculating a power set runs in exponential time, namely, *O*(2^*n*). -- Average times needed to calculate the power set of a set with *n* members -- (on an 1,6 GHz Intel Core i5 with Lua 5.3.4): -- -- * n = 8: <0.01s -- * n = 9: 0.01s -- * n = 10: 0.02s, -- * n = 11: 0.03s -- * n = 12: 0.06s -- * n = 13: 0.12s -- * n = 14: 0.28s -- * n = 15: 0.51s -- * n = 16: 1s -- -- @treturn Set(Set,...) The set's power set. -- -- @usage -- > a = Set{0, 1} -- > a:power() -- {{0, 1}, {1}, {}, {0}} function Set:power () local uad = uncheckedadd local cop = copy local res = self:new() local f = res:isfrozen() if f then res:unfreeze() end local rt = res._tab local n = 1 rt[n] = Set:new() for v in self:members() do for i = 1, n do local s = cop(rt[i]) uad(s, v) n = n + 1 rt[n] = s end end if f then res:freeze() end return res end --- All members of rank *n*. -- -- `a:flattened()` and `a:ofrank(0, propertyset.RECURSIVE)` are equivalent. -- -- @tparam number n The rank. -- @tparam[opt=0] number flags If `RECURSIVE` is set, then searches members -- of the set that are sets, members of those sets that are sets, ..., too. -- -- @treturn Set The members of rank *n*. -- -- @usage -- > a = Set{1, Set{2, Set{3, 4}, Set{5}}, Set{6}} -- > a -- {1, {2, {3, 4}, {5}}, {6}} -- > a:ofrank(0) -- {1} -- > a:ofrank(1) -- {{6}} -- > a:ofrank(2) -- {{2, {3, 4}, {5}}} -- > a:ofrank(3) -- {} -- > a:ofrank(0, properset.RECURSIVE) -- {1, 2, 3, 4, 5, 6} -- > a:ofrank(1, properset.RECURSIVE) -- {{3, 4}, {5}, {6}} -- > a:ofrank(2, properset.RECURSIVE) -- {{2, {3, 4}, {5}}} -- > a:ofrank(3, properset.RECURSIVE) -- {} -- -- @see rank function Set:ofrank (n, flags, s) flags = flags or 0 -- `flattened` is faster than `ofrank`. if n == 0 and flags & RECURSIVE == RECURSIVE then return self:flattened() end s = s or {} local isset = isset local rank = rank local res = self:new() local f = res:isfrozen() if f then res:unfreeze() end local add = res.add for v in self:members() do if not s[v] then s[v] = true if rank(v) == n then add(res, {v}) end if flags & RECURSIVE == RECURSIVE and isset(v) then res = res + v:ofrank(n, flags, s) end end end if f then res:freeze() end return res end --- All members at level *n*. -- -- Levels: -- 1 = members of the set, -- 2 = members of members of the set, -- 3 = ... -- -- @tparam number n The level. -- -- @treturn Set The members at level *n*. -- -- @raise Raises an error unless `n` > 0. -- -- @usage -- > a = Set{1, Set{2, Set{3, 4}, Set{5}}, Set{6}} -- > a -- {1, {2, {3, 4}, {5}}, {6}} -- > a:atlevel(1) -- {1, {2, {3, 4}, {5}}, {6}} -- > a:atlevel(2) -- {2, {3, 4}, {5}, 6} -- > a:atlevel(3) -- {3, 4, 5} -- > a:atlevel(4) -- {} function Set:atlevel (n) assert(n > 0, "'n' must be greater than 0.") if n == 1 then return copy(self) else local isset = isset local res = self:new() local f = res:isfrozen() if f then res:unfreeze() end local add = res.add for v in self:members() do if isset(v) then add(res, v:atlevel(n - 1)) end end if f then res:freeze() end return res end end --- Maps a function of all values of the set onto another set. -- -- @tparam function func A function to be applied to each member. -- @tparam[opt=0] number flags If `RECURSIVE` is set, applies `func` to members -- of the set that are sets, members of those sets that are sets, ..., too. -- -- @treturn Set The results of applying `func` to the members of the set. -- -- @usage -- > a = Set{1, 2, 3} -- > a:map(function(i) return i + 1 end) -- {2, 3, 4} -- > a = Set{1, 2, Set{3, 4}} -- > a:map(function (i) return i + 1 end, properset.RECURSIVE) -- {2, 3, {4, 5}} function Set:map (func, flags, s) flags = flags or 0 s = s or {} local r = flags & RECURSIVE == RECURSIVE local res = self:new() local f = res:isfrozen() if f then res:unfreeze() end local add = res.add for v in self:members() do if r and isset(v) then if s[v] then return s[v] end s[v] = res add(res, {v:map(func, flags, s)}) else add(res, {func(v)}) end end if f then res:freeze() end return res end --- Filters members of a set. -- -- @tparam function func A function that defines which members to return. -- @tparam[opt=0] number flags If `RECURSIVE` is set, tests members of the -- set that are sets, members of those sets that are sets, ..., too. -- -- @treturn Set The filtered set. -- -- @usage -- > a = Set{1, 2, 3} -- > a:filter(function(i) return i % 2 == 0 end) -- {2} function Set:filter (func, flags, s) flags = flags or 0 s = s or {} local r = flags & RECURSIVE == RECURSIVE local res = self:new() local f = res:isfrozen() if f then res:unfreeze() end local add = res.add for v in self:members() do if r and isset(v) then if s[v] then return s[v] end s[v] = res add(res, {v:filter(func, flags, s)}) else if func(v) then add(res, {v}) end end end if f then res:freeze() end return res end --- The members of the set as a table. -- -- @tparam[opt=0] number flags If `RECURSIVE` is set, then converts members of -- the set that are sets, members of those sets that are sets, ..., too. -- -- @treturn table All members of the set. -- -- @usage -- > a = Set{1, 2, 3} -- > r = a:totable() -- > table.unpack(r) -- 1 2 3 function Set:totable (flags, s) local isset = isset local flags = flags or 0 local s = s or {} local res = {} local n = 0 s[self] = res for v in self:members() do n = n + 1 if flags & RECURSIVE == RECURSIVE and isset(v) then if s[i] then res[n] = s[v] else res[n] = v:totable(flags, s) end else res[n] = v end end return res end --- Unpacks the members of the set. -- -- @tparam[opt=0] number flags If `RECURSIVE` is set, then unpacks not -- only this set, but all sets that are members of this set, members of -- those sets, and so forth. -- -- @return The members of the given set unpacked. -- -- @usage -- > a = Set{1, 2, 3} -- > a:unpack() -- 1 2 3 function Set:unpack (flags) return table.unpack(self:totable(flags)) end --- Returns the members of the set sorted. -- -- Keep in mind, sets may be multidimensional. -- -- @tparam[opt] function func A sorting function. -- @tparam[opt=0] number flags If `RECURSIVE` is set, then sorts not -- only this set, but all sets that are members of this set, members of -- those sets, and so forth. -- -- @treturn table A list of the members of the given set, sorted. -- -- @usage -- > a = Set{1, 3, 5, 2, 4, 6, 8, 10, 5, 9, 7} -- > r = a:sorted() -- > table.concat(r, ', ') -- 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 function Set:sorted (func, flags) local t = self:totable(flags) table.sort(t, func) return t end --- The non-set members of the set and its descendants. -- -- @treturn Set A set with all non-set members of the set and its descendants. -- -- @usage -- > a = Set{1, Set{2, 3}, 4} -- > b = a:power() -- > b:flattened() -- {1, 2, 3, 4} function Set:flattened () local isset = isset local res = self:new() local f = res:isfrozen() if f then res:unfreeze() end local add = res.add local s = {} local q = self:totable() local l = #q local n = 0 while n <= l do n = n + 1 if isset(q[n]) then if not s[q[n]] then s[q[n]] = true local t = q[n]:totable() for i = 1, #t do l = l + 1 q[l] = t[i] end end else add(res, {q[n]}) end end if f then res:freeze() end return res end --- Makes a set immutable. -- -- @treturn FrozenSet The frozen set. -- -- @usage -- > a = Set() -- > a:add{0} -- > a -- {0} -- > a:freeze() -- {0} -- > a:add{1} -- set is frozen. -- [...] function Set:freeze () return setmetatable(self, FrozenSet.mt) end --- Does nothing. -- -- @treturn Set The set. -- -- @usage -- > a = Set() -- > a:unfreeze() -- {} function Set:unfreeze () return self end --- Blocks accidential modifications of the set. -- -- @raise An error whenever it's invoked. function Set.mt:__newindex () error(SETMODERR, 2) end --- Easier access to new in derived prototypes. -- -- @tparam[opt] table elems Members for the new set. -- -- @return An instance of the given prototype for sets, -- populated with `elems`, if any were given. function Set.mt:__call (elems) return self:new(elems) end --- The number of elements in the set. -- -- @treturn number Number of elements in the set. -- -- @usage -- > a = Set{1, 2, 3} -- > #a -- 3 function Set.mt:__len () -- @todo maybe counting as needed is faster than keeping track. local n = 0 for _ in pairs(self._val) do n = n + 1 end return n + #self._tab end --- Iterates over the set as if it were a list. -- -- @usage -- > a = Set{'a', 'b', 'c'} -- > for i, v in ipairs(a) do print(i, v) end -- 1 a -- 2 b -- 3 c function Set.mt:__ipairs () local vs = self._val local ts = self._tab local n = #ts local k = nil local i = 0 local j = 0 return function () j = j + 1 if k ~= nil or i == 0 then k, _ = next(vs, k) if k ~= nil then return j, k end end if i < n then i = i + 1 return j, ts[i] end end end --- Iterates over the set as if it were a table. -- -- @usage -- > a = Set{'a', 'b', 'c'} -- > for k, v in pairs(a) do print(k, v) end -- 1 a -- 2 b -- 3 c Set.mt.__pairs = Set.mt.__ipairs --- Tests whether the set is a subset of another set. -- -- @tparam Set other The other set. -- -- @treturn boolean Whether the set is a subset of another set. -- -- @raise Raises an error of `other` is not a `Set` -- (or another implementation of its protocol). -- -- @usage -- > a = Set{1, 2} -- > b = Set{1} -- > c = Set{3} -- > b <= a -- true -- > c <= a -- false function Set.mt:__le (other, s) assert(isset(other)) local has = other.has for i in self:members() do if not has(other, i, s) then return false end end return true end --- Tests whether the set is a strict subset of another set. -- -- @tparam Set other The other set. -- -- @treturn boolean Whether the set is a strict subset of another set. -- -- @raise Raises an error of `other` is not a `Set` -- (or another implementation of its protocol). -- -- @usage -- > a = Set{1, 2} -- > b = Set{1} -- > c = Set{3} -- > a < a -- false -- > a <= a -- true -- > b < a -- true -- > c < a -- false function Set.mt:__lt (other) assert(isset(other)) if #self < #other then return self <= other end return false end --- Tests whether the set is equal to another set. -- -- @tparam Set other The other set. -- -- @treturn boolean Whether the set is equal to another set. -- -- @raise Raises an error of `other` is not a `Set` -- (or another implementation of its protocol). -- -- @usage -- > a = Set{1} -- > b = Set{1} -- > c = Set{2} -- > a == b -- true -- > a ~= b -- false -- > a == c -- false -- > a ~= c -- true function Set.mt:__eq (other, s) if not isset(other) or not isset(self) then return false end if #self ~= #other then return false end return getmetatable(self).__le(self, other, s) end --- The union of the set and another set. -- -- `union(a, b)` and `a + b` are equivalent. -- -- @tparam Set other The other set. -- -- @treturn Set The union of the two sets. -- -- @raise Raises an error of `other` is not a `Set` -- (or another implementation of its protocol). -- -- @usage -- > a = Set{1} -- > b = Set{2} -- > a + b -- {1, 2} function Set.mt:__add (other) return union{self, other} end --- The complement of the set and another set. -- -- `complement(a, b)` and `a - b` are equivalent. -- -- @tparam Set other The other set. -- -- @treturn Set The complement of the two sets. -- -- @raise Raises an error of `other` is not a `Set` -- (or another implementation of its protocol). -- -- @usage -- > a = Set{1, 2} -- > b = Set{2} -- > a - b -- {1} function Set.mt:__sub (other) return complement(self, other) end --- The intersection of the set and another set. -- -- `intersection(a, b)` and `a ^ b` are equivalent. -- -- @tparam Set other The other set. -- -- @treturn Set The intersection of the two sets. -- -- @raise Raises an error of `other` is not a `Set` -- (or another implementation of its protocol). -- -- @usage -- > a = Set{1, 2} -- > b = Set{2, 3} -- > a ^ b -- {3} function Set.mt:__pow (other) return intersection(self, other) end --- A string representation of the set. -- -- @treturn string A string that represents the set. -- -- @usage -- > a = Set{1, Set{2, 3}, 4} -- > tostring(a) -- {1, {2, 3}, 4} function Set.mt:__tostring (s) local tostring = tostring local isset = isset local s = s or {} local t = {} local n = 0 for v in self:members() do n = n + 1 if isset(v) then if not s[v] then s[v] = true t[n] = getmetatable(v).__tostring(v, s) else return string.format('(cycle: 0x%x)', v:id(ASNUM)) end else t[n] = tostring(v) end end return table.concat({'{', '}'}, table.concat(t, ', ')) end --- -- Frozen Sets are just sets whose `add`, `remove`, and `clear` methods raise -- an error. They can be populated when they are created but cannot be changed -- thereafter (through their interface at any rate). The prototype of -- `FrozenSet` is `Set`, so, otherwise, they behave in the same way as Sets. -- -- @type FrozenSet FrozenSet = {} FrozenSet.mt = {} -- That I have to do this is a design flaw in Lua. for k, v in pairs(Set.mt) do FrozenSet.mt[k] = v end FrozenSet.mt.__index = FrozenSet --- Creates a new instance of a set prototype, typically `FrozenSet`. -- -- Note: You cannot create instances of `FrozenSet` using `Set.new`. -- -- @tparam[opt] table elems Members for the new set. -- -- @return An instance of the given `prototype` for sets, -- populated with `members`, if any were given. -- -- @usage -- > FrozenSet:new{1, 2, 3} -- {1, 2, 3} -- > FrozenSet{1, 2, 3} -- {1, 2, 3} function FrozenSet:new (elems) self = self or FrozenSet local set = Set:new(elems) return setmetatable(set, self.mt) end --- Tests whether the set is frozen. -- -- @treturn boolean `true`. -- -- @usage -- > a = FrozenSet() -- > a:isfrozen() -- true function FrozenSet:isfrozen () return true end --- -- Blocks accidential modifications of the set. -- -- @raise An error whenever it's invoked. function FrozenSet.add () error(MODFROZENERR, 2) end --- -- Blocks accidential modifications of the set. -- -- @raise An error whenever it's invoked. function FrozenSet.remove () error(MODFROZENERR, 2) end --- -- Blocks accidential modifications of the set. -- -- @raise An error whenever it's invoked. function FrozenSet.clear () error(MODFROZENERR, 2) end --- Does nothing. -- -- @treturn FrozenSet The frozen set. -- -- @usage -- > a = FrozenSet() -- > a:freeze() -- {} function FrozenSet:freeze () return self end --- Make the set mutable. -- -- @treturn Set The unfrozen set. -- -- @usage -- > a = FrozenSet() -- > a:add{0} -- set is frozen. -- [...] -- > a:unfreeze() -- {} -- > a:add{0} -- > a -- {0} function FrozenSet:unfreeze () return setmetatable(self, Set.mt) end -- This must be done after the functions have been added. -- Once `Set` is the metatable of `FrozenSet`, -- its members can no longer be changed. setmetatable(FrozenSet, Set.mt) --- Set arithmetics -- @section arithmetics --- Tests whether two or more sets are disjoint. -- -- @tparam {Set,...} sets A list of sets to compare. -- -- @treturn boolean Whether the given sets are disjoint. -- -- @usage -- > a = Set{1} -- > b = Set{1, 2} -- > c = Set{2} -- > d = Set{3} -- > properset.aredisjoint{a, b, c} -- false -- > properset.aredisjoint{a, c, d} -- true function aredisjoint (sets) local int = intersection for i = 1, #sets do for j = i + 1, #sets do local s = int{sets[i], sets[j]} if #s ~= 0 then return false end end end return true end --- The complement of two sets A and B. -- -- `complement(a, b)` and `a - b` are equivalent. -- -- @tparam Set a Set A. -- @tparam Set b Set B. -- -- @treturn Set The complement of A and B. -- -- @usage -- > a = Set{1, 2} -- > b = Set{2} -- > properset.complement(a, b) -- {1} function complement (a, b) assert(isset(a)) assert(isset(b)) local has = b.has local uad = uncheckedadd local res = a:new() local f = res:isfrozen() if f then res:unfreeze() end local n = 1 for v in a:members() do -- @todo Test if it's faster without passing n around. if not has(b, v) then n = uad(res, v, n) end end if f then res:freeze() end return res end --- The union of two or more sets. -- -- `a:union(b)` and `a + b` are equivalent. -- -- @tparam {Set,...} sets A list of sets of which to form a union. -- -- @treturn Set The union of the given sets. -- -- @usage -- > a = Set{1} -- > b = Set{2} -- > c = Set{3} -- > properset.union{a, b, c} -- {1, 2, 3} function union (sets) if #sets < 1 then error(string.format(TOOFEWARGSERR, 'union', 1), 2) end local ass = function (x) assert(isset(x)) end ass(sets[1]) local res = copy(sets[1]) local f = res:isfrozen() if f then res:unfreeze() end local add = res.add local n = #sets for i = 2, n do ass(sets[i]) add(res, sets[i]) end if f then res:freeze() end return res end --- The intersection of two or more sets. -- -- @tparam {Set,...} sets A list of sets to intersect. -- -- @treturn Set The intersection of the given sets. -- -- @usage -- > a = Set{1} -- > b = Set{1,2} -- > c = Set{2} -- > d = Set{1,3} -- > properset.intersection{a, b, c} -- {} -- > properset.intersection{a, b, d} -- {1} function intersection (sets) if #sets < 1 then error(string.format(TOOFEWARGSERR, 'union', 1), 2) end local ass = function (x) assert(isset(x)) end local n = #sets if n == 1 then return sets[1] elseif n > 1 then ass(sets[1]) local f = sets[1]:isfrozen() local res local acc = sets[1] for i = 2, n do ass(sets[i]) res = sets[1]:new() if f then res:unfreeze() end for v in acc:members() do -- @todo Check if properset.add would work. if sets[i]:has(v) then res:add{v} end acc = res end if #acc == 0 then break end end if f then res:freeze() end return res end end --- The symmetric difference of two or more sets. -- -- The symmetric difference, Δ, of three sets *A*, *B*, and *C* is defined as: -- (*A* Δ *B*) Δ *C*, that is, as 'repetition' over a series, *not* as -- (*A* ∪ *B* ∪ *C*) \ (*A* ∩ *B* ∩ *C*), that is, as the complement of the -- union of *A*, *B*, and *C* and the intersection of *A*, *B*, and *C*. -- Make sure you understand the example below. (A friendly reminder for us -- non-mathematicians and non-computer science people.) -- -- @tparam {Set,...} sets A list of sets to calculate the difference of. -- -- @treturn Set The symmetric difference of the given sets. -- -- @usage -- > a = Set{1, 2} -- > b = Set{1, 3} -- > c = Set{1, 2, 3, 4} -- > properset.difference{a, b, c} -- {1, 4} function difference (sets) if #sets < 1 then error(string.format(TOOFEWARGSERR, 'union', 1), 2) end local ass = function (x) assert(isset(x)) end local com = complement local uni = union local int = intersection local res = sets[1]:new() local f = res:isfrozen() if f then res:unfreeze() end for i = 1, #sets do ass(sets[i]) res = com(uni{res, sets[i]}, int{res, sets[i]}) end if f then res:freeze() end return res end --- Utility functions -- @section function --- Tests whether an object behaves like a Set. -- -- That is, tests: -- -- 1. whether an object's metatable has all fields defined in `Set.mt`; -- 2. whether an object has all fields defined in `Set`. -- -- Note: Does *not* test whether those fields refer to functions. -- -- An object whose metatable provides all methods defined in `Set.mt` -- and that itself provides all methods defined in `Set` is said to -- implement the "Set protocol". -- -- @param obj An object. -- -- @treturn boolean Whether `obj` implements the Set protocol. -- @treturn string If it doesn't implement the Set protocol, an error message. -- -- @usage -- > a = Set() -- > properset.isset(a) -- true -- > b = "I may be many things, but a Set I'm not." -- > properset.isset(b) -- false expected a Set, got a string. function isset (obj) local rawequal = rawequal local t = type(obj) if t == 'table' then local mt = getmetatable(obj) if mt == nil then return false end for k in pairs(Set.mt) do if mt[k] == nil then return false end end local req = rawequal for k in pairs(Set) do if req(obj[k], nil) then return false end end return true end return false, string.format(NOTASETERR, t) end --- Calculates the rank of an object. -- -- Ranks: -- 0 = non-set objects, -- 1 = sets that don't contain sets, -- 2 = sets that (also) contain sets, but only of rank 1, -- 3 = sets that (also) contain sets of rank 2, -- 4 = ... -- -- @param obj An object. -- -- @treturn number The rank of `obj`. -- -- @usage -- > s = "I'm nobody." -- > properset.rank(s) -- 0 -- > a = Set() -- > properset.rank(a) -- 1 -- > b = Set{Set{Set{Set{}}, Set{}, 1}, 2} -- > properset.rank(b) -- 4 function rank (obj, s) local isset = isset if not isset(obj) then return 0 end s = s or {} local rank = rank local res = 1 for v in obj:members() do if isset(v) then if s[v] then return huge end s[v] = true local r = rank(v, s) + 1 if r > res then res = r end end end return res end --- Copies a table recursively. -- -- Handles metatables, recursive structures, tables as keys, and -- avoids the `__pairs` and `__newindex` metamethods. -- Copies are deep. -- -- @param obj Object or value of an arbitrary type. -- -- @return A copy of `obj`. -- -- @usage -- > a = {1, 2, 3} -- > b = {a, 4} -- > r = properset.copy(b) -- > table.insert(a, 4) -- > table.unpack(r[1]) -- 1 2 3 function copy (obj, s) -- Borrows from: -- * <https://gist.github.com/tylerneylon/81333721109155b2d244> -- * <http://lua-users.org/wiki/CopyTable> if type(obj) ~= 'table' then return obj end if s and s[obj] then return s[obj] end local copy = copy local res = setmetatable({}, getmetatable(obj)) s = s or {} s[obj] = res for k, v in next, obj, nil do rawset(res, copy(k, s), copy(v, s)) end return res end --- Constants -- @section constants --- The empty set. -- -- @field emptyset The empty set (`FrozenSet:new()`). emptyset = FrozenSet:new() --- If this flag is passed to `Set:id`, the set's ID is returned as a number. -- -- Only used by `Set:id`. ASNUM = 1 --- If this flag is passed to `Set:members`, -- the members returned are removed from the set. -- -- Only used by `Set:members`. POPOFF = 1 --- If this flag is passed to a method that understands it, -- sets are processed recursively. -- -- Currently used by: -- -- * `Set:ofrank` -- * `Set:map` -- * `Set:filter` -- * `Set:totable` -- * `Set:unpack` -- * `Set:sorted` RECURSIVE = 1 -- Backplate -- ========= return properset
nssm:register_mob("nssm:sandworm", "Sandworm", { type = "monster", hp_max = 40, hp_min = 25, collisionbox = {-0.4, -0.2, -0.4, 0.4, 1.90, 0.4}, visual = "mesh", mesh = "sandworm.x", textures = {{"sandworm.png"}}, visual_size = {x=4, y=4}, makes_footstep_sound = false, view_range = 17, rotate = 270, reach = 2, fear_height = 3, walk_velocity = 2, run_velocity = 2, damage = 6, sounds = { random = "sandworm", distance = 40, }, jump = false, drops = { {name = "nssm:worm_flesh", chance = 2, min = 1, max = 3,}, {name = "nssm:sandworm_skin", chance = 2, min = 1, max = 3,}, {name = "nssm:life_energy", chance = 1, min = 2, max = 3,}, }, armor = 60, drawtype = "front", water_damage = 5, lava_damage = 10, light_damage = 0, group_attack=true, attack_animals=true, knock_back=2, blood_texture="nssm_blood_blue.png", stepheight=1.1, on_rightclick = nil, attack_type = "dogfight", animation = { speed_normal = 25, speed_run = 40, stand_start = 1, stand_end = 100, walk_start = 110, walk_end = 140, run_start = 110, run_end = 140, punch_start = 150, punch_end = 180, }, do_custom = function(self) digging_attack(self, "sand", self.run_velocity, {x=0, y=3, z=0}) end, })
require("vehicle") require("universe") local logger = require("logger") require("toml") local pitch = 0.0 local yaw = 0.0 local roll = 0.0 local engines = nil function init() engines = load_engines(machine.init_toml) end local function in_axis(axis, value) if axis == "Pitch" then pitch = value elseif axis == "Yaw" then yaw = value elseif axis == "Roll" then roll = value end -- This guarantees zero latency if all inputs are set from -- pre_update (this happens for player input) if machine:all_inputs_ready() then write_to_engines() end end function define_ports() machine:add_input_port("Pitch", "number", in_axis) machine:add_input_port("Yaw", "number", in_axis) machine:add_input_port("Roll", "number", in_axis) end -- Quite complex, we "simulate" the effect each engine has on the -- vessel, if it's wanted we turn on that engine, otherwise we turn if off local function write_to_engines() end local function load_engines(toml) local list = toml:get_array_of_string("engines") local engines = {} for idx, v in ipairs(list) do engines[idx] = part:get_machine(v) end logger.info("RCS controller received ".. #engines .. " engines") return engines end
{{"Hips", {"__userdata", "vector3", -0.000244, -0.060314, 0.003814, }, }, {"RightUpLeg", {"__userdata", "vector3", 0.002881, -0.211344, 0.001913, }, }, {"RightLeg", {"__userdata", "vector3", 0.008425, -0.188373, -0.021467, }, }, {"RightFoot", {"__userdata", "vector3", -0.000749, -0.029563, 0.048132, }, }, {"RightToes", {"__userdata", "vector3", -0.007235, -8.7e-05, 0.070481, }, }, {"Spine", {"__userdata", "vector3", -0.008618, -0.031984, 0.00686, }, }, {"Spine1", {"__userdata", "vector3", 0.004937, -0.129067, 0.077826, }, }, {"Head", {"__userdata", "vector3", 0.01202, 0.085678, 0.053559, }, }, {"LeftShoulder1", {"__userdata", "vector3", 0.060991, -0.029946, 0.029316, }, }, {"LeftArm", {"__userdata", "vector3", 0.116556, 0.001123, 0.003814, }, }, {"LeftForeArm", {"__userdata", "vector3", 0.099311, 0.008032, 0.0034, }, }, {"LeftHand", {"__userdata", "vector3", 0.06788, -0.039495, 0.009888, }, }, {"RightShoulder", {"__userdata", "vector3", -0.02579, -0.001782, 0.036333, }, }, {"RightArm", {"__userdata", "vector3", -0.118744, 0.002292, 0.01021, }, }, {"RightForeArm", {"__userdata", "vector3", -0.096655, 0.005835, 0.006209, }, }, {"RightHand", {"__userdata", "vector3", -0.065284, -0.024643, 0.013689, }, }, {"LeftUpLeg", {"__userdata", "vector3", 0.006689, -0.208797, 0.007255, }, }, {"LeftLeg", {"__userdata", "vector3", -0.002981, -0.194488, -0.011943, }, }, {"LeftFoot", {"__userdata", "vector3", -0.00543, -0.02507, 0.047357, }, }, {"LeftToes", {"__userdata", "vector3", -0.009991, 0.005819, 0.066822, }, }, }
function onCreate() -- Whitback makeAnimatedLuaSprite('stage','BallisticBackground', -470, -160) addAnimationByPrefix('stage','BallisticBackgroundGo','Background Whitty Startup',24,false); addAnimationByPrefix('stage','BallisticBackgroundStart','Background Whitty Start0',24,true); addAnimationByPrefix('stage','BallisticBackground','Background Whitty Moving',24,true); objectPlayAnimation('stage','BallisticBackground',false); addLuaSprite('stage', false); makeLuaSprite('eff','thefunnyeffect', 0, 0) setGraphicSize('eff',1280,720) setObjectCamera('eff','camHud') updateHitbox('eff') setBlendMode('eff','multiply') addLuaSprite('eff', false); end function onUpdatePost() if flashingLights then setProperty('eff.alpha',getProperty('health')/1.5) end end
-- Fills free disk space with zeroes. local partition = "/dev/sda1" -- partition to check free space on local f = "./zfs_fill.dat" -- temporary file name os.execute("df \"" .. partition .. "\" > \"".. f .. "\"") local df = io.open(f, "r") ::no_temp_file:: if df == nil then print("\nCan not open file \"".. f .. "\".\n") os.exit() end local f4k for l in df:lines() do if string.sub(l, 1, #partition) == partition then local wn = 0 for w in string.gmatch(string.sub(l, #partition + 1, -1), "[0-9]+") do wn = wn + 1 if wn == 3 then -- free 1-k blocks f4k = math.floor(w / 4) break end end break end end df:close() print(string.format('\nCleaning %1.3f megabytes.\n', f4k / 256)) df = io.open(f, "w") if df == nil then goto no_temp_file end local w4k = string.rep(string.char(0), 4096) for i = 1, f4k do df:write(w4k) print(string.format('\027[1A\027[K\027[1000D%1.3f%%.', i / f4k * 100)) end df:close() os.remove(f) print("Finished.\n")
Locales['es'] = { ['shop'] = 'Tienda', ['shops'] = 'Tiendas', ['press_menu'] = 'Presiona ~INPUT_CONTEXT~ para acceder a la tienda.', ['bought'] = 'Has comprado ~b~1 ', ['not_enough'] = 'No tienes ~r~suficiente ~s~ dinero.', }
-- Copyright 2016 krunkathos -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. local enemies = {} enemies.objects = {} enemies.images = {} enemies.display_all = false function enemies.collideEnemy(x1, y1, w1, h1, e) local w2 = enemies.images[e.enemytype][e.image_count]:getWidth() local h2 = enemies.images[e.enemytype][e.image_count]:getHeight() return x1 < e.x+w2 and e.x < x1+w1 and y1 < (e.y-h2)+h2 and (e.y-h2) < y1+h1 end function enemies.checkEnemyCollision(x1, y1, w1, h1) for o = 1, #enemies.objects do local e = enemies.objects[o] if e.appeardelay >= e.appeardelay_count and enemies.collideEnemy(x1, y1, w1, h1, e) then return true end end return false end function enemies.load() local arrow = {} table.insert(arrow, love.graphics.newImage("gfx/enemies/arrow-1.png")) table.insert(arrow, love.graphics.newImage("gfx/enemies/arrow-2.png")) table.insert(arrow, love.graphics.newImage("gfx/enemies/arrow-3.png")) table.insert(arrow, love.graphics.newImage("gfx/enemies/arrow-2.png")) table.insert(enemies.images, arrow) local polearm = {} table.insert(polearm, love.graphics.newImage("gfx/enemies/polearm-1.png")) table.insert(polearm, love.graphics.newImage("gfx/enemies/polearm-1.png")) table.insert(polearm, love.graphics.newImage("gfx/enemies/polearm-2.png")) table.insert(enemies.images, polearm) local soldier = {} table.insert(soldier, love.graphics.newImage("gfx/enemies/soldier.png")) table.insert(enemies.images, soldier) local polearm2 = {} table.insert(polearm2, love.graphics.newImage("gfx/enemies/polearm-1.png")) table.insert(enemies.images, polearm2) end function enemies.init() enemies.objects = {} end function enemies.create(enemytype, x, y, dx, dy, appeardelay, animdelay) local e = {} e.enemytype = enemytype e.startx = x e.starty = y e.x = x e.y = y e.dx = dx e.dy = dy e.appeardelay = 0 e.appeardelay_count = appeardelay e.image_count = 1 e.image_animcount = 0 e.image_animdelay = animdelay if dx < 0 then e.image_flip = -1 else e.image_flip = 1 end table.insert(enemies.objects, e) end function enemies.update(dt) for i = 1, #enemies.objects do local e = enemies.objects[i] if e.appeardelay >= e.appeardelay_count then e.x = e.x + e.dx * (dt*60) e.y = e.y + e.dy * (dt*60) if (e.x > 304 or e.x < 0) or (e.y < 24 or e.y > 240) then e.x = e.startx e.y = e.starty e.appeardelay = 0 end e.image_animcount = e.image_animcount + dt if e.image_animcount > e.image_animdelay then e.image_animcount = 0 e.image_count = e.image_count + 1 if e.image_count > #enemies.images[e.enemytype] then e.image_count = 1 end end else e.appeardelay = e.appeardelay + dt end end end function enemies.draw() local offx love.graphics.setColor( 255, 255, 255 ) for i = 1, #enemies.objects do local e = enemies.objects[i] if e.appeardelay >= e.appeardelay_count or enemies.display_all then local image = enemies.images[e.enemytype][e.image_count] if e.image_flip == -1 then offx = math.floor(image:getWidth()) else offx = 0 end love.graphics.draw(image, math.floor(e.x)+offx, math.floor(e.y)-image:getHeight(), 0, e.image_flip, 1, 0) end end end return enemies
local Game = require "me.strangepan.games.mazerino.common.Game" local assert_that = require "me.strangepan.libs.truth.v1.assert_that" local ConnectionManager = require "me.strangepan.games.mazerino.common.networking.ConnectionManager" local NetworkedEntityManager = require "me.strangepan.games.mazerino.common.networking.NetworkedEntityManager" local class = require "me.strangepan.libs.util.v1.class" local EventType = require "me.strangepan.libs.secretary.v1.EventType" local NetworkGame = class.build(Game) function NetworkGame:_init(secretary, connectionManager, entityManager) Game._init(self, secretary) self.connections = assert_that(connectionManager):is_instance_of(ConnectionManager):and_return() self.entities = assert_that(entityManager):is_instance_of(NetworkedEntityManager):and_return() end function NetworkGame:start() Game.start(self) local secretary = self:getSecretary() local connections = self:getConnectionManager() local entities = self:getEntityManager() -- Hook up entity manager to secretary entities:registerWithSecretary(secretary) -- Hook up connection manager to secretary. secretary:registerEventListener( connections, connections.receiveAllMessages, EventType.PRE_STEP) secretary:registerEventListener( connections, connections.terminateAllConnections, EventType.SHUTDOWN) return self end function NetworkGame:stop() local entities = self:getEntityManager() local connections = self:getConnectionManager() entities:destroy() connections:destroy() return Game.stop(self) end function NetworkGame:getConnectionManager() return self.connections end function NetworkGame:getEntityManager() return self.entities end return NetworkGame
local type = type local tonumber = tonumber local print = print local os_time = os.time local os_date = os.date local format = string.format local band = bit.band local rshift = bit.rshift local ffi = require 'ffi' local MZ = ... local C = ffi.C -- @param cdata.zip_fileinfo zi -- XXX 该结构与旧版不同,因此实现较C模块版简单 -- @param number|table ts_or_date 时间戳或日期table local function set_file_time(zi, ts_or_date) local ts, tm ts = tonumber(ts_or_date) or os_time(ts_or_date) or os_time() ts = ffi.new('const time_t[1]', ts) tm = ffi.new('struct tm[1]') C.localtime_r(ts, tm) zi.dos_date = MZ.tm_to_dosdate(tm) end -- @param cdata.unz_file_info file_info -- @return string mtime -- @return string dos_date local function get_file_time(file_info) local mtime, dos_date local tm = ffi.new('struct tm') if MZ.dosdate_to_tm(file_info.dos_date, tm) < 0 then throw('Invalid dos_date') end --[[ tm.year = tm.year - 1900 dos_date = tonumber(C.mktime(tm)) tm.year = tm.year + 1900 -- XXX 时区缩写: ffi.string(tm.zone) -- XXX 时区偏移(秒): tm.gmtoff --]] -- mtime = os_date('%Y-%m-%d %H:%M:%S', dos_date) -- dos_date = ffi.string(C.ctime(ffi.new('uint64_t[1]', dos_date))) -- dos_date = os_date('%a %b %d %H:%M:%S %Y\n', dos_date) mtime = format('%u-%02u-%02u %02u:%02u:%02u', tm.year, tm.month + 1, tm.day, tm.hour, tm.min, tm.sec) return mtime, dos_date end local function debug_info(z) print(format('tell: %d\n', tonumber(MZ.unzTell(z.zf)))) end return { set_file_time = set_file_time, get_file_time = get_file_time, debug_info = debug_info, }
local modpath = minetest.get_modpath("main") dofile(modpath.."/nodes.lua") dofile(modpath.."/craftitems.lua") dofile(modpath.."/mapgen.lua") dofile(modpath.."/tools.lua") minetest.register_on_joinplayer(function(player) player:hud_set_hotbar_image("gui_hotbar.png") player:hud_set_hotbar_selected_image("gui_hotbar_selected.png") end)
-- Diese Datei wird beim starten des Spiels als drittes und letztes geladen. Hier ändert man Mods ab if mods["AtomicArtillery"] then --definiert ob die Mod AtomicArtillery aktiviert ist und ändert dann die Nuklear Artillery ab local sounds = require("__base__.prototypes.entity.demo-sounds") require("__AtomicArtillery__.prototypes.entity.projectiles") data.raw["artillery-projectile"]["atomic-artillery-projectile"].action = { type = "direct", action_delivery = { type = "instant", target_effects = { --Damage effects { type = "nested-result", action = { radius = 35, --same size as the shockwave to follow, needed to get auto-targeting to space shots correctly. Switched to fire because the thermal pulse is also a thing on nukes. --Finally, by having this here, you get the radar update with everything dying like you expect with a nuke. type = "area", action_delivery = { type = "instant", target_effects = { { type = "damage", damage = { amount = 1500, type = "fire" }, }, }, }, }, }, { type = "destroy-cliffs", radius = 9, explosion = "explosion" }, { type = "nested-result", action = { type = "area", target_entities = false, trigger_from_target = true, repeat_count = 1000, radius = 35, action_delivery = { type = "projectile", projectile = "atomic-bomb-wave", starting_speed = 0.5 * 0.7, starting_speed_deviation = nuke_shockwave_starting_speed_deviation, } } }, { type = "nested-result", action = { type = "area", target_entities = false, trigger_from_target = true, repeat_count = 1000, radius = 7, action_delivery = { type = "projectile", projectile = "atomic-bomb-ground-zero-projectile", starting_speed = 0.6 * 0.8, starting_speed_deviation = nuke_shockwave_starting_speed_deviation, } } }, --Sound effects { type = "play-sound", sound = sounds.nuclear_explosion_aftershock(0.4), play_on_target_position = false, -- min_distance = 200, max_distance = 1000, -- volume_modifier = 1, audible_distance_modifier = 3 }, { type = "play-sound", sound = sounds.nuclear_explosion(0.9), play_on_target_position = false, -- min_distance = 200, max_distance = 1000, -- volume_modifier = 1, audible_distance_modifier = 3 }, --Graphical effects { type = "create-entity", entity_name = "nuke-explosion" }, { type = "camera-effect", effect = "screen-burn", duration = 60, ease_in_duration = 5, ease_out_duration = 60, delay = 0, strength = 6, full_strength_max_distance = 200, max_distance = 800 }, { type = "invoke-tile-trigger", repeat_count = 1, }, { type = "destroy-decoratives", include_soft_decoratives = true, -- soft decoratives are decoratives with grows_through_rail_path = true include_decals = true, invoke_decorative_trigger = true, decoratives_with_trigger_only = false, -- if true, destroys only decoratives that have trigger_effect set radius = 14 -- large radius for demostrative purposes }, { type = "nested-result", action = { type = "area", show_in_tooltip = false, target_entities = false, trigger_from_target = true, repeat_count = 1000, radius = 26, action_delivery = { type = "projectile", projectile = "atomic-bomb-wave-spawns-cluster-nuke-explosion", starting_speed = 0.5 * 0.7, starting_speed_deviation = nuke_shockwave_starting_speed_deviation, } } }, { type = "nested-result", action = { type = "area", show_in_tooltip = false, target_entities = false, trigger_from_target = true, repeat_count = 700, radius = 4, action_delivery = { type = "projectile", projectile = "atomic-bomb-wave-spawns-fire-smoke-explosion", starting_speed = 0.5 * 0.65, starting_speed_deviation = nuke_shockwave_starting_speed_deviation, } } }, { type = "nested-result", action = { type = "area", show_in_tooltip = false, target_entities = false, trigger_from_target = true, repeat_count = 1000, radius = 8, action_delivery = { type = "projectile", projectile = "atomic-bomb-wave-spawns-nuke-shockwave-explosion", starting_speed = 0.5 * 0.65, starting_speed_deviation = nuke_shockwave_starting_speed_deviation, } } }, { type = "nested-result", action = { type = "area", show_in_tooltip = false, target_entities = false, trigger_from_target = true, repeat_count = 300, radius = 26, action_delivery = { type = "projectile", projectile = "atomic-bomb-wave-spawns-nuclear-smoke", starting_speed = 0.5 * 0.65, starting_speed_deviation = nuke_shockwave_starting_speed_deviation, } } }, { type = "nested-result", action = { type = "area", show_in_tooltip = false, target_entities = false, trigger_from_target = true, repeat_count = 10, radius = 8, action_delivery = { type = "instant", target_effects = { { type = "create-entity", entity_name = "nuclear-smouldering-smoke-source", tile_collision_mask = { "water-tile" } } } } } } } } } end
-- droning -- -- play a drone! -- we will define the engine -- "engine" is a special variable -- engine.name="X" will look for Engine_X.scd in all the folders engine.name="Droning" -- this will look for Engine_Droning.scd -- we will import the "musicutil" library -- https://monome.org/docs/norns/api/modules/lib.MusicUtil.html -- useful for converting midi to note names musicutil=require "musicutil" -- this is a variable we will use -- to keep track if a drone is playing or not play_sound=false -- we will define the "init()" function, -- a special function that runs when the script starts function init() engine.amp(0) -- default is off -- lets add some parameters params:add{type="control",id="amp",name="amp", -- controlspec is the control -- this one goes from 0-1, linearly, default is 0.5 and the -- step size is 0.01 and it shows the word "amp" next to it controlspec=controlspec.new(0,1.0,'lin',0,0.5,'amp',0.01/0.5), action=function(v) print("new amp: "..v) if play_sound then engine.amp(v) -- engine.amp comes from the Engine_Droning end end } params:add{type="control",id="midi",name="midi", controlspec=controlspec.new(0,100,'lin',0,60,'',1/100), action=function(v) print("new midi note: "..v) engine.note(v) -- engine.note comes from the Engine_Droning end } -- this block of code looks at the connected -- midi devices (midi.devices) and connects to all of them for _,dev in pairs(midi.devices) do print("connected to "..dev.name) m=midi.connect(dev.port) -- m.event is a special function that runs on incoming midi msgs m.event=function(data) local d=midi.to_msg(data) if d.type=="note_on" then engine.note(d.note) end end end -- update drawing clock.run(redrawer) end -- key(<key>,<off/on>) is a special function -- that listens to the norns keys function key(k,z) if z==1 then play_sound=not play_sound if play_sound then print("playing sound!") engine.amp(params:get("amp")) else print("stopping sound!") engine.amp(0) end end end -- enc(<knob>,<turn>) is a special function -- that listens to the turn of the knob function enc(k,d) if k==2 then params:delta("midi",d) elseif k==3 then params:delta("amp",d) elseif k==1 then -- TODO: add your own modulation end end -- redraw is a special function that will -- draw stuff on the screen function redraw() -- https://monome.org/docs/norns/api/modules/screen.html screen.clear() screen.level(15) screen.font_size(8) screen.move(64,20) if play_sound then screen.text_center("press any key to stop") else screen.text_center("press any key to drone") end screen.move(64,30) screen.text_center("note: "..musicutil.note_num_to_name(math.floor(params:get("midi")),true)) screen.move(64,40) screen.text_center("amp: "..params:get("amp")) screen.update() end -- -- my functions -- -- redrawer simply constantly redraws the screen function redrawer() while true do clock.sleep(1/15) redraw() end end
-- -- created with TexturePacker (http://www.codeandweb.com/texturepacker) -- -- $TexturePacker:SmartUpdate:d833aa572faaf89b7a2c32008b6199c0:175ddf34b7043fb629e19a554f892254:51eadd9eb612090d216e3ba3d4272adf$ -- -- local sheetInfo = require("mysheet") -- local myImageSheet = graphics.newImageSheet( "mysheet.png", sheetInfo:getSheet() ) -- local sprite = display.newSprite( myImageSheet , {frames={sheetInfo:getFrameIndex("sprite")}} ) -- local SheetInfo = {} SheetInfo.sheet = { frames = { { -- bouncy x=0, y=90, width=162, height=162, }, { -- paddle x=0, y=0, width=216, height=90, }, }, sheetContentWidth = 216, sheetContentHeight = 252 } SheetInfo.frameIndex = { ["bouncy"] = 1, ["paddle"] = 2, } function SheetInfo:getSheet() return self.sheet; end function SheetInfo:getFrameIndex(name) return self.frameIndex[name]; end return SheetInfo
local table = require('__stdlib__/stdlib/utils/table') local equipment = {} for _, v in pairs(data.raw['night-vision-equipment']) do local t = table.deepcopy(v) -- Keep the same localised name if none is specified t.localised_name = {'disabled-equipment.disabled', t.localised_name or {'equipment-name.' .. t.name}} -- Some mods don't specify take_result making it default to the equipment name. -- If we don't set it the game is going to look for an item with the wrong name. t.take_result = t.take_result or t.name t.name = 'picker-disabled-' .. t.name t.energy_input = '0kW' equipment[#equipment + 1] = t end for _, v in pairs(data.raw['active-defense-equipment']) do if v.automatic then local t = table.deepcopy(v) -- Keep the same localised name if none is specified t.localised_name = {'disabled-equipment.disabled', t.localised_name or {'equipment-name.' .. t.name}} -- Some mods don't specify take_result making it default to the equipment name. -- If we don't set it the game is going to look for an item with the wrong name. t.take_result = t.take_result or t.name t.energy_source.type = 'void' t.name = 'picker-disabled-' .. t.name t.energy_consumption = '1W' t.movement_bonus = 0 t.automatic = false t.ability_icon = { filename = '__base__/graphics/equipment/discharge-defense-equipment-ability.png', height = 32, priority = 'medium', width = 32 } equipment[#equipment + 1] = t end end data:extend(equipment)
require'colorizer'.setup({ '*'; css = { css = true; css_fn = true; }; scss = { css = true; css_fn = true; }; javascript = { css = true; css_fn = true; }; javascriptreact = { css = true; css_fn = true; }; })
local join_sub_sup local ascii = {} local function utf8len(str) return vim.str_utfindex(str) end local grid = require("nabla.ascii.grid") local unicode = require("nabla.ascii.unicode") local style = unicode.style local frac_set = unicode.frac_set local sub_letters = unicode.sub_letters local sup_letters = unicode.sup_letters local greek_etc = unicode.greek_etc local special_nums = unicode.special_nums local special_syms = unicode.special_syms function ascii.to_ascii(exp) local g = grid:new() if not exp then print(debug.traceback()) end if exp.kind == "numexp" then local numstr = tostring(exp.num) g = grid:new(string.len(numstr), 1, { tostring(numstr) }, "num") if exp.sub and exp.sup then local subscript = "" -- sub and sup are exchanged to -- make the most compact expression local subexps = exp.sup.exps local sub_t if #subexps == 1 and subexps[1].kind == "numexp" or (subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%d+$")) then sub_t = "num" elseif subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%a+$") then sub_t = "var" else sub_t = "sym" end for _, exp in ipairs(subexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then subscript = subscript .. sub_letters["0"] else if num < 0 then subscript = "₋" .. subscript num = math.abs(num) end local num_subscript = "" while num ~= 0 do num_subscript = sub_letters[tostring(num % 10)] .. num_subscript num = math.floor(num / 10) end subscript = subscript .. num_subscript end elseif exp.kind == "symexp" then if sub_letters[exp.sym] and not exp.sub and not exp.sup then subscript = subscript .. sub_letters[exp.sym] else subscript = nil break end else subscript = nil break end end local superscript = "" local supexps = exp.sub.exps local sup_t if #supexps == 1 and supexps[1].kind == "numexp" or (supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%d+$")) then sup_t = "num" elseif supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%a+$") then sup_t = "var" else sup_t = "sym" end for _, exp in ipairs(supexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then superscript = superscript .. sub_letters["0"] else if num < 0 then superscript = "₋" .. superscript num = math.abs(num) end local num_superscript = "" while num ~= 0 do num_superscript = sup_letters[tostring(num % 10)] .. num_superscript num = math.floor(num / 10) end superscript = superscript .. num_superscript end elseif exp.kind == "symexp" then if sup_letters[exp.sym] and not exp.sub and not exp.sup then superscript = superscript .. sup_letters[exp.sym] else superscript = nil break end else superscript = nil break end end if subscript and superscript then local sup_g = grid:new(utf8len(subscript), 1, { subscript }, sub_t) local sub_g = grid:new(utf8len(superscript), 1, { superscript }, sup_t) g = g:join_sub_sup(sub_g, sup_g) else local subgrid = ascii.to_ascii(exp.sub) local supgrid = ascii.to_ascii(exp.sup) g = g:join_sub_sup(subgrid, supgrid) end end if exp.sub and not exp.sup then local subscript = "" local subexps = exp.sub.exps local sub_t if #subexps == 1 and subexps[1].kind == "numexp" or (subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%d+$")) then sub_t = "num" elseif subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%a+$") then sub_t = "var" else sub_t = "sym" end for _, exp in ipairs(subexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then subscript = subscript .. sub_letters["0"] else if num < 0 then subscript = "₋" .. subscript num = math.abs(num) end local num_subscript = "" while num ~= 0 do num_subscript = sub_letters[tostring(num % 10)] .. num_subscript num = math.floor(num / 10) end subscript = subscript .. num_subscript end elseif exp.kind == "symexp" then if sub_letters[exp.sym] and not exp.sub and not exp.sup then subscript = subscript .. sub_letters[exp.sym] else subscript = nil break end else subscript = nil break end end if subscript and string.len(subscript) > 0 then local sub_g = grid:new(utf8len(subscript), 1, { subscript }, sub_t) g = g:join_hori(sub_g) else local subgrid local frac_exps = exp.sub.exps local frac_exp if #frac_exps == 1 then local exp = frac_exps[1] if exp.kind == "funexp" and exp.sym == "frac" then assert(#exp.args == 2, "frac must have 2 arguments") local numerator = exp.args[1].exps local denominator = exp.args[2].exps if #numerator == 1 and numerator[1].kind == "numexp" and #denominator == 1 and denominator[1].kind == "numexp" then local A = numerator[1].num local B = denominator[1].num if frac_set[A] and frac_set[A][B] then frac_exp = grid:new(1, 1, { frac_set[A][B] }) else local num_str = "" local den_str = "" if math.floor(A) == A then local s = tostring(A) for i = 1, string.len(s) do num_str = num_str .. sup_letters[string.sub(s, i, i)] end end if math.floor(B) == B then local s = tostring(B) for i = 1, string.len(s) do den_str = den_str .. sub_letters[string.sub(s, i, i)] end end if string.len(num_str) > 0 and string.len(den_str) > 0 then local frac_str = num_str .. "⁄" .. den_str frac_exp = grid:new(utf8len(frac_str), 1, { frac_str }) end end end end end if not frac_exp then subgrid = ascii.to_ascii(exp.sub) else subgrid = frac_exp end g = g:combine_sub(subgrid) end end if exp.sup and not exp.sub then local superscript = "" local supexps = exp.sup.exps local sup_t if #supexps == 1 and supexps[1].kind == "numexp" or (supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%d+$")) then sup_t = "num" elseif supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%a+$") then sup_t = "var" else sup_t = "sym" end for _, exp in ipairs(supexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then superscript = superscript .. sub_letters["0"] else if num < 0 then superscript = "₋" .. superscript num = math.abs(num) end local num_superscript = "" while num ~= 0 do num_superscript = sup_letters[tostring(num % 10)] .. num_superscript num = math.floor(num / 10) end superscript = superscript .. num_superscript end elseif exp.kind == "symexp" then if sup_letters[exp.sym] and not exp.sub and not exp.sup then superscript = superscript .. sup_letters[exp.sym] else superscript = nil break end else superscript = nil break end end if superscript and string.len(superscript) > 0 then local sup_g = grid:new(utf8len(superscript), 1, { superscript }, sup_t) g = g:join_hori(sup_g, true) else local supgrid = ascii.to_ascii(exp.sup) local frac_exps = exp.sup.exps local frac_exp if #frac_exps == 1 then local exp = frac_exps[1] if exp.kind == "funexp" and exp.sym == "frac" then assert(#exp.args == 2, "frac must have 2 arguments") local numerator = exp.args[1].exps local denominator = exp.args[2].exps if #numerator == 1 and numerator[1].kind == "numexp" and #denominator == 1 and denominator[1].kind == "numexp" then local A = numerator[1].num local B = denominator[1].num if frac_set[A] and frac_set[A][B] then frac_exp = grid:new(1, 1, { frac_set[A][B] }) else local num_str = "" local den_str = "" if math.floor(A) == A then local s = tostring(A) for i = 1, string.len(s) do num_str = num_str .. sup_letters[string.sub(s, i, i)] end end if math.floor(B) == B then local s = tostring(B) for i = 1, string.len(s) do den_str = den_str .. sub_letters[string.sub(s, i, i)] end end if string.len(num_str) > 0 and string.len(den_str) > 0 then local frac_str = num_str .. "⁄" .. den_str frac_exp = grid:new(utf8len(frac_str), 1, { frac_str }) end end end end end if not frac_exp then supgrid = ascii.to_ascii(exp.sup) else supgrid = frac_exp end g = g:join_super(supgrid) end end return g elseif exp.kind == "addexp" then local leftgrid = ascii.to_ascii(exp.left):put_paren(exp.left, exp) local rightgrid = ascii.to_ascii(exp.right):put_paren(exp.right, exp) local opgrid = grid:new(utf8len(style.plus_sign), 1, { style.plus_sign }, "op") local c1 = leftgrid:join_hori(opgrid) local c2 = c1:join_hori(rightgrid) return c2 elseif exp.kind == "subexp" then local leftgrid = ascii.to_ascii(exp.left):put_paren(exp.left, exp) local rightgrid = ascii.to_ascii(exp.right):put_paren(exp.right, exp) local opgrid = grid:new(utf8len(style.minus_sign), 1, { style.minus_sign }) local c1 = leftgrid:join_hori(opgrid) local c2 = c1:join_hori(rightgrid) return c2 elseif exp.kind == "mulexp" then local leftgrid = ascii.to_ascii(exp.left):put_paren(exp.left, exp) local rightgrid = ascii.to_ascii(exp.right):put_paren(exp.right, exp) local c2 if exp.left.kind == "numexp" and exp.right.kind == "numexp" then local opgrid = grid:new(utf8len(style.multiply_sign), 1, { style.multiply_sign }) local c1 = leftgrid:join_hori(opgrid) c2 = c1:join_hori(rightgrid) else c2 = leftgrid:join_hori(rightgrid) end return c2 elseif exp.kind == "divexp" then local leftgrid = ascii.to_ascii(exp.left) local rightgrid = ascii.to_ascii(exp.right) local bar = "" local w = math.max(leftgrid.w, rightgrid.w) for x = 1, w do bar = bar .. style.div_bar end local opgrid = grid:new(w, 1, { bar }) local c1 = leftgrid:join_vert(opgrid) local c2 = c1:join_vert(rightgrid) c2.my = leftgrid.h return c2 elseif exp.kind == "symexp" then local sym = exp.sym -- if special_syms[sym] then -- sym = special_syms[sym] -- end local g = grid:new(utf8len(sym), 1, { sym }, "sym") if exp.sub and exp.sup then local subscript = "" -- sub and sup are exchanged to -- make the most compact expression local subexps = exp.sup.exps local sub_t if #subexps == 1 and subexps[1].kind == "numexp" or (subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%d+$")) then sub_t = "num" elseif subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%a+$") then sub_t = "var" else sub_t = "sym" end for _, exp in ipairs(subexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then subscript = subscript .. sub_letters["0"] else if num < 0 then subscript = "₋" .. subscript num = math.abs(num) end local num_subscript = "" while num ~= 0 do num_subscript = sub_letters[tostring(num % 10)] .. num_subscript num = math.floor(num / 10) end subscript = subscript .. num_subscript end elseif exp.kind == "symexp" then if sub_letters[exp.sym] and not exp.sub and not exp.sup then subscript = subscript .. sub_letters[exp.sym] else subscript = nil break end else subscript = nil break end end local superscript = "" local supexps = exp.sub.exps local sup_t if #supexps == 1 and supexps[1].kind == "numexp" or (supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%d+$")) then sup_t = "num" elseif supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%a+$") then sup_t = "var" else sup_t = "sym" end for _, exp in ipairs(supexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then superscript = superscript .. sub_letters["0"] else if num < 0 then superscript = "₋" .. superscript num = math.abs(num) end local num_superscript = "" while num ~= 0 do num_superscript = sup_letters[tostring(num % 10)] .. num_superscript num = math.floor(num / 10) end superscript = superscript .. num_superscript end elseif exp.kind == "symexp" then if sup_letters[exp.sym] and not exp.sub and not exp.sup then superscript = superscript .. sup_letters[exp.sym] else superscript = nil break end else superscript = nil break end end if subscript and superscript then local sup_g = grid:new(utf8len(subscript), 1, { subscript }, sub_t) local sub_g = grid:new(utf8len(superscript), 1, { superscript }, sup_t) g = g:join_sub_sup(sub_g, sup_g) else local subgrid = ascii.to_ascii(exp.sub) local supgrid = ascii.to_ascii(exp.sup) g = g:join_sub_sup(subgrid, supgrid) end end if exp.sub and not exp.sup then local subscript = "" local subexps = exp.sub.exps local sub_t if #subexps == 1 and subexps[1].kind == "numexp" or (subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%d+$")) then sub_t = "num" elseif subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%a+$") then sub_t = "var" else sub_t = "sym" end for _, exp in ipairs(subexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then subscript = subscript .. sub_letters["0"] else if num < 0 then subscript = "₋" .. subscript num = math.abs(num) end local num_subscript = "" while num ~= 0 do num_subscript = sub_letters[tostring(num % 10)] .. num_subscript num = math.floor(num / 10) end subscript = subscript .. num_subscript end elseif exp.kind == "symexp" then if sub_letters[exp.sym] and not exp.sub and not exp.sup then subscript = subscript .. sub_letters[exp.sym] else subscript = nil break end else subscript = nil break end end if subscript and string.len(subscript) > 0 then local sub_g = grid:new(utf8len(subscript), 1, { subscript }, sub_t) g = g:join_hori(sub_g) else local subgrid local frac_exps = exp.sub.exps local frac_exp if #frac_exps == 1 then local exp = frac_exps[1] if exp.kind == "funexp" and exp.sym == "frac" then assert(#exp.args == 2, "frac must have 2 arguments") local numerator = exp.args[1].exps local denominator = exp.args[2].exps if #numerator == 1 and numerator[1].kind == "numexp" and #denominator == 1 and denominator[1].kind == "numexp" then local A = numerator[1].num local B = denominator[1].num if frac_set[A] and frac_set[A][B] then frac_exp = grid:new(1, 1, { frac_set[A][B] }) else local num_str = "" local den_str = "" if math.floor(A) == A then local s = tostring(A) for i = 1, string.len(s) do num_str = num_str .. sup_letters[string.sub(s, i, i)] end end if math.floor(B) == B then local s = tostring(B) for i = 1, string.len(s) do den_str = den_str .. sub_letters[string.sub(s, i, i)] end end if string.len(num_str) > 0 and string.len(den_str) > 0 then local frac_str = num_str .. "⁄" .. den_str frac_exp = grid:new(utf8len(frac_str), 1, { frac_str }) end end end end end if not frac_exp then subgrid = ascii.to_ascii(exp.sub) else subgrid = frac_exp end g = g:combine_sub(subgrid) end end if exp.sup and not exp.sub then local superscript = "" local supexps = exp.sup.exps local sup_t if #supexps == 1 and supexps[1].kind == "numexp" or (supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%d+$")) then sup_t = "num" elseif supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%a+$") then sup_t = "var" else sup_t = "sym" end for _, exp in ipairs(supexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then superscript = superscript .. sub_letters["0"] else if num < 0 then superscript = "₋" .. superscript num = math.abs(num) end local num_superscript = "" while num ~= 0 do num_superscript = sup_letters[tostring(num % 10)] .. num_superscript num = math.floor(num / 10) end superscript = superscript .. num_superscript end elseif exp.kind == "symexp" then if sup_letters[exp.sym] and not exp.sub and not exp.sup then superscript = superscript .. sup_letters[exp.sym] else superscript = nil break end else superscript = nil break end end if superscript and string.len(superscript) > 0 then local sup_g = grid:new(utf8len(superscript), 1, { superscript }, sup_t) g = g:join_hori(sup_g, true) else local supgrid = ascii.to_ascii(exp.sup) local frac_exps = exp.sup.exps local frac_exp if #frac_exps == 1 then local exp = frac_exps[1] if exp.kind == "funexp" and exp.sym == "frac" then assert(#exp.args == 2, "frac must have 2 arguments") local numerator = exp.args[1].exps local denominator = exp.args[2].exps if #numerator == 1 and numerator[1].kind == "numexp" and #denominator == 1 and denominator[1].kind == "numexp" then local A = numerator[1].num local B = denominator[1].num if frac_set[A] and frac_set[A][B] then frac_exp = grid:new(1, 1, { frac_set[A][B] }) else local num_str = "" local den_str = "" if math.floor(A) == A then local s = tostring(A) for i = 1, string.len(s) do num_str = num_str .. sup_letters[string.sub(s, i, i)] end end if math.floor(B) == B then local s = tostring(B) for i = 1, string.len(s) do den_str = den_str .. sub_letters[string.sub(s, i, i)] end end if string.len(num_str) > 0 and string.len(den_str) > 0 then local frac_str = num_str .. "⁄" .. den_str frac_exp = grid:new(utf8len(frac_str), 1, { frac_str }) end end end end end if not frac_exp then supgrid = ascii.to_ascii(exp.sup) else supgrid = frac_exp end g = g:join_super(supgrid) end end return g -- elseif exp.kind == "funexp" then -- local name = exp.name.kind == "symexp" and exp.name.sym -- @transform_special_functions -- else -- local c0 = ascii.to_ascii(exp.name) -- -- local comma = grid:new(utf8len(style.comma_sign), 1, { style.comma_sign }) -- -- local args -- for _, arg in ipairs(exp.args) do -- local garg = ascii.to_ascii(arg) -- if not args then args = garg -- else -- args = args:join_hori(comma) -- args = args:join_hori(garg) -- end -- end -- -- if args then -- args = args:enclose_paren() -- else -- args = grid:new(2, 1, { style.left_single_par .. style.right_single_par }) -- end -- return c0:join_hori(args) -- end elseif exp.kind == "eqexp" then if style.eq_sign[exp.sign] then local leftgrid = ascii.to_ascii(exp.left) local rightgrid = ascii.to_ascii(exp.right) local opgrid = grid:new(utf8len(style.eq_sign[exp.sign]), 1, { style.eq_sign[exp.sign] }) local c1 = leftgrid:join_hori(opgrid) local c2 = c1:join_hori(rightgrid) return c2 else return nil end elseif exp.kind == "presubexp" then local minus = grid:new(utf8len(style.prefix_minus_sign), 1, { style.prefix_minus_sign }) local leftgrid = ascii.to_ascii(exp.left):put_paren(exp.left, exp) return minus:join_hori(leftgrid) elseif exp.kind == "matexp" then if #exp.rows > 0 then local cellsgrid = {} local maxheight = 0 for _, row in ipairs(exp.rows) do local rowgrid = {} for _, cell in ipairs(row) do local cellgrid = ascii.to_ascii(cell) table.insert(rowgrid, cellgrid) maxheight = math.max(maxheight, cellgrid.h) end table.insert(cellsgrid, rowgrid) end local res for i = 1, #cellsgrid[1] do local col for j = 1, #cellsgrid do local cell = cellsgrid[j][i] local sup = maxheight - cell.h local sdown = 0 local up, down if sup > 0 then up = grid:new(cell.w, sup) end if sdown > 0 then down = grid:new(cell.w, sdown) end if up then cell = up:join_vert(cell) end if down then cell = cell:join_vert(down) end local colspacer = grid:new(1, cell.h) colspacer.my = cell.my if i < #cellsgrid[1] then cell = cell:join_hori(colspacer) end if not col then col = cell else col = col:join_vert(cell, true) end end if not res then res = col else res = res:join_hori(col, true) end end local left_content, right_content = {}, {} if res.h > 1 then for y = 1, res.h do if y == 1 then table.insert(left_content, style.matrix_upper_left) table.insert(right_content, style.matrix_upper_right) elseif y == res.h then table.insert(left_content, style.matrix_lower_left) table.insert(right_content, style.matrix_lower_right) else table.insert(left_content, style.matrix_vert_left) table.insert(right_content, style.matrix_vert_right) end end else left_content = { style.matrix_single_left } right_content = { style.matrix_single_right } end local leftbracket = grid:new(1, res.h, left_content) local rightbracket = grid:new(1, res.h, right_content) res = leftbracket:join_hori(res, true) res = res:join_hori(rightbracket, true) res.my = math.floor(res.h / 2) return res else return nil, "empty matrix" end elseif exp.kind == "derexp" then local leftgrid = ascii.to_ascii(exp.left):put_paren(exp.left, exp) local super_content = "" for i = 1, exp.order do super_content = super_content .. "'" end local superscript = grid:new(exp.order, 1, { super_content }) local result = leftgrid:join_hori(superscript, true) result.my = leftgrid.my return result elseif exp.kind == "explist" then local res for _, exp_el in ipairs(exp.exps) do local exp_grid = ascii.to_ascii(exp_el) -- @put_horizontal_spacer if not res then res = exp_grid else res = res:join_hori(exp_grid) end end return res elseif exp.kind == "funexp" then local name = exp.sym if name == "frac" then assert(#exp.args == 2, "frac must have 2 arguments") local leftgrid = ascii.to_ascii(exp.args[1]) local rightgrid = ascii.to_ascii(exp.args[2]) local bar = "" local w = math.max(leftgrid.w, rightgrid.w) for x = 1, w do bar = bar .. style.div_bar end local opgrid = grid:new(w, 1, { bar }) local c1 = leftgrid:join_vert(opgrid) local c2 = c1:join_vert(rightgrid) c2.my = leftgrid.h return c2 elseif special_syms[name] or special_nums[name] or greek_etc[name] then local sym = special_syms[name] or special_nums[name] or greek_etc[name] local t if special_syms[name] then t = "sym" elseif special_nums[name] then t = "num" elseif greek_etc[name] then t = "var" end local g = grid:new(utf8len(sym), 1, { sym }, t) if exp.sub and exp.sup then local subscript = "" -- sub and sup are exchanged to -- make the most compact expression local subexps = exp.sup.exps local sub_t if #subexps == 1 and subexps[1].kind == "numexp" or (subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%d+$")) then sub_t = "num" elseif subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%a+$") then sub_t = "var" else sub_t = "sym" end for _, exp in ipairs(subexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then subscript = subscript .. sub_letters["0"] else if num < 0 then subscript = "₋" .. subscript num = math.abs(num) end local num_subscript = "" while num ~= 0 do num_subscript = sub_letters[tostring(num % 10)] .. num_subscript num = math.floor(num / 10) end subscript = subscript .. num_subscript end elseif exp.kind == "symexp" then if sub_letters[exp.sym] and not exp.sub and not exp.sup then subscript = subscript .. sub_letters[exp.sym] else subscript = nil break end else subscript = nil break end end local superscript = "" local supexps = exp.sub.exps local sup_t if #supexps == 1 and supexps[1].kind == "numexp" or (supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%d+$")) then sup_t = "num" elseif supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%a+$") then sup_t = "var" else sup_t = "sym" end for _, exp in ipairs(supexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then superscript = superscript .. sub_letters["0"] else if num < 0 then superscript = "₋" .. superscript num = math.abs(num) end local num_superscript = "" while num ~= 0 do num_superscript = sup_letters[tostring(num % 10)] .. num_superscript num = math.floor(num / 10) end superscript = superscript .. num_superscript end elseif exp.kind == "symexp" then if sup_letters[exp.sym] and not exp.sub and not exp.sup then superscript = superscript .. sup_letters[exp.sym] else superscript = nil break end else superscript = nil break end end if subscript and superscript then local sup_g = grid:new(utf8len(subscript), 1, { subscript }, sub_t) local sub_g = grid:new(utf8len(superscript), 1, { superscript }, sup_t) g = g:join_sub_sup(sub_g, sup_g) else local subgrid = ascii.to_ascii(exp.sub) local supgrid = ascii.to_ascii(exp.sup) g = g:join_sub_sup(subgrid, supgrid) end end if exp.sub and not exp.sup then local subscript = "" local subexps = exp.sub.exps local sub_t if #subexps == 1 and subexps[1].kind == "numexp" or (subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%d+$")) then sub_t = "num" elseif subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%a+$") then sub_t = "var" else sub_t = "sym" end for _, exp in ipairs(subexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then subscript = subscript .. sub_letters["0"] else if num < 0 then subscript = "₋" .. subscript num = math.abs(num) end local num_subscript = "" while num ~= 0 do num_subscript = sub_letters[tostring(num % 10)] .. num_subscript num = math.floor(num / 10) end subscript = subscript .. num_subscript end elseif exp.kind == "symexp" then if sub_letters[exp.sym] and not exp.sub and not exp.sup then subscript = subscript .. sub_letters[exp.sym] else subscript = nil break end else subscript = nil break end end if subscript and string.len(subscript) > 0 then local sub_g = grid:new(utf8len(subscript), 1, { subscript }, sub_t) g = g:join_hori(sub_g) else local subgrid local frac_exps = exp.sub.exps local frac_exp if #frac_exps == 1 then local exp = frac_exps[1] if exp.kind == "funexp" and exp.sym == "frac" then assert(#exp.args == 2, "frac must have 2 arguments") local numerator = exp.args[1].exps local denominator = exp.args[2].exps if #numerator == 1 and numerator[1].kind == "numexp" and #denominator == 1 and denominator[1].kind == "numexp" then local A = numerator[1].num local B = denominator[1].num if frac_set[A] and frac_set[A][B] then frac_exp = grid:new(1, 1, { frac_set[A][B] }) else local num_str = "" local den_str = "" if math.floor(A) == A then local s = tostring(A) for i = 1, string.len(s) do num_str = num_str .. sup_letters[string.sub(s, i, i)] end end if math.floor(B) == B then local s = tostring(B) for i = 1, string.len(s) do den_str = den_str .. sub_letters[string.sub(s, i, i)] end end if string.len(num_str) > 0 and string.len(den_str) > 0 then local frac_str = num_str .. "⁄" .. den_str frac_exp = grid:new(utf8len(frac_str), 1, { frac_str }) end end end end end if not frac_exp then subgrid = ascii.to_ascii(exp.sub) else subgrid = frac_exp end g = g:combine_sub(subgrid) end end if exp.sup and not exp.sub then local superscript = "" local supexps = exp.sup.exps local sup_t if #supexps == 1 and supexps[1].kind == "numexp" or (supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%d+$")) then sup_t = "num" elseif supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%a+$") then sup_t = "var" else sup_t = "sym" end for _, exp in ipairs(supexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then superscript = superscript .. sub_letters["0"] else if num < 0 then superscript = "₋" .. superscript num = math.abs(num) end local num_superscript = "" while num ~= 0 do num_superscript = sup_letters[tostring(num % 10)] .. num_superscript num = math.floor(num / 10) end superscript = superscript .. num_superscript end elseif exp.kind == "symexp" then if sup_letters[exp.sym] and not exp.sub and not exp.sup then superscript = superscript .. sup_letters[exp.sym] else superscript = nil break end else superscript = nil break end end if superscript and string.len(superscript) > 0 then local sup_g = grid:new(utf8len(superscript), 1, { superscript }, sup_t) g = g:join_hori(sup_g, true) else local supgrid = ascii.to_ascii(exp.sup) local frac_exps = exp.sup.exps local frac_exp if #frac_exps == 1 then local exp = frac_exps[1] if exp.kind == "funexp" and exp.sym == "frac" then assert(#exp.args == 2, "frac must have 2 arguments") local numerator = exp.args[1].exps local denominator = exp.args[2].exps if #numerator == 1 and numerator[1].kind == "numexp" and #denominator == 1 and denominator[1].kind == "numexp" then local A = numerator[1].num local B = denominator[1].num if frac_set[A] and frac_set[A][B] then frac_exp = grid:new(1, 1, { frac_set[A][B] }) else local num_str = "" local den_str = "" if math.floor(A) == A then local s = tostring(A) for i = 1, string.len(s) do num_str = num_str .. sup_letters[string.sub(s, i, i)] end end if math.floor(B) == B then local s = tostring(B) for i = 1, string.len(s) do den_str = den_str .. sub_letters[string.sub(s, i, i)] end end if string.len(num_str) > 0 and string.len(den_str) > 0 then local frac_str = num_str .. "⁄" .. den_str frac_exp = grid:new(utf8len(frac_str), 1, { frac_str }) end end end end end if not frac_exp then supgrid = ascii.to_ascii(exp.sup) else supgrid = frac_exp end g = g:join_super(supgrid) end end return g elseif name == "sqrt" then assert(#exp.args == 1, "sqrt must have 2 arguments") local toroot = ascii.to_ascii(exp.args[1]) local left_content = {} for y = 1, toroot.h do if y < toroot.h then table.insert(left_content, " " .. style.root_vert_bar) else table.insert(left_content, style.root_bottom .. style.root_vert_bar) end end local left_root = grid:new(2, toroot.h, left_content, "sym") left_root.my = toroot.my local up_str = " " .. style.root_upper_left for x = 1, toroot.w do up_str = up_str .. style.root_upper end up_str = up_str .. style.root_upper_right local top_root = grid:new(toroot.w + 2, 1, { up_str }, "sym") local res = left_root:join_hori(toroot) res = top_root:join_vert(res) res.my = top_root.h + toroot.my return res elseif name == "int" then local g = grid:new(1, 1, { "∫" }, "sym") if exp.sub and exp.sup then local subgrid = ascii.to_ascii(exp.sub) local supgrid = ascii.to_ascii(exp.sup) local my = g.my g = supgrid:join_vert(g) g = g:join_vert(subgrid) g.my = my + supgrid.h end if exp.sub and not exp.sup then local my = g.my local subgrid = ascii.to_ascii(exp.sub) g = g:join_vert(subgrid) g.my = my end if exp.sup and not exp.sub then local my = g.my local supgrid = ascii.to_ascii(exp.sup) g = g:join_vert(supgrid) g.my = my + supgrid.h end local col_spacer = grid:new(1, 1, { " " }) if g then g = g:join_hori(col_spacer) end return g elseif name == "iint" then local g = grid:new(1, 1, { "∬" }, "sym") if exp.sub and exp.sup then local subgrid = ascii.to_ascii(exp.sub) local supgrid = ascii.to_ascii(exp.sup) local my = g.my g = supgrid:join_vert(g) g = g:join_vert(subgrid) g.my = my + supgrid.h end if exp.sub and not exp.sup then local my = g.my local subgrid = ascii.to_ascii(exp.sub) g = g:join_vert(subgrid) g.my = my end if exp.sup and not exp.sub then local my = g.my local supgrid = ascii.to_ascii(exp.sup) g = g:join_vert(supgrid) g.my = my + supgrid.h end local col_spacer = grid:new(1, 1, { " " }) if g then g = g:join_hori(col_spacer) end return g elseif name == "iiint" then local g = grid:new(1, 1, { "∭" }, "sym") if exp.sub and exp.sup then local subgrid = ascii.to_ascii(exp.sub) local supgrid = ascii.to_ascii(exp.sup) local my = g.my g = supgrid:join_vert(g) g = g:join_vert(subgrid) g.my = my + supgrid.h end if exp.sub and not exp.sup then local my = g.my local subgrid = ascii.to_ascii(exp.sub) g = g:join_vert(subgrid) g.my = my end if exp.sup and not exp.sub then local my = g.my local supgrid = ascii.to_ascii(exp.sup) g = g:join_vert(supgrid) g.my = my + supgrid.h end local col_spacer = grid:new(1, 1, { " " }) if g then g = g:join_hori(col_spacer) end return g elseif name == "oint" then local g = grid:new(1, 1, { "∮" }, "sym") if exp.sub and exp.sup then local subgrid = ascii.to_ascii(exp.sub) local supgrid = ascii.to_ascii(exp.sup) local my = g.my g = supgrid:join_vert(g) g = g:join_vert(subgrid) g.my = my + supgrid.h end if exp.sub and not exp.sup then local my = g.my local subgrid = ascii.to_ascii(exp.sub) g = g:join_vert(subgrid) g.my = my end if exp.sup and not exp.sub then local my = g.my local supgrid = ascii.to_ascii(exp.sup) g = g:join_vert(supgrid) g.my = my + supgrid.h end local col_spacer = grid:new(1, 1, { " " }) if g then g = g:join_hori(col_spacer) end return g elseif name == "oiint" then local g = grid:new(1, 1, { "∯" }, "sym") if exp.sub and exp.sup then local subgrid = ascii.to_ascii(exp.sub) local supgrid = ascii.to_ascii(exp.sup) local my = g.my g = supgrid:join_vert(g) g = g:join_vert(subgrid) g.my = my + supgrid.h end if exp.sub and not exp.sup then local my = g.my local subgrid = ascii.to_ascii(exp.sub) g = g:join_vert(subgrid) g.my = my end if exp.sup and not exp.sub then local my = g.my local supgrid = ascii.to_ascii(exp.sup) g = g:join_vert(supgrid) g.my = my + supgrid.h end local col_spacer = grid:new(1, 1, { " " }) if g then g = g:join_hori(col_spacer) end return g elseif name == "oiiint" then local g = grid:new(1, 1, { "∰" }, "sym") if exp.sub and exp.sup then local subgrid = ascii.to_ascii(exp.sub) local supgrid = ascii.to_ascii(exp.sup) local my = g.my g = supgrid:join_vert(g) g = g:join_vert(subgrid) g.my = my + supgrid.h end if exp.sub and not exp.sup then local my = g.my local subgrid = ascii.to_ascii(exp.sub) g = g:join_vert(subgrid) g.my = my end if exp.sup and not exp.sub then local my = g.my local supgrid = ascii.to_ascii(exp.sup) g = g:join_vert(supgrid) g.my = my + supgrid.h end local col_spacer = grid:new(1, 1, { " " }) if g then g = g:join_hori(col_spacer) end return g elseif name == "sum" then local g = grid:new(1, 1, { "∑" }, "sym") if exp.sub and exp.sup then local subgrid = ascii.to_ascii(exp.sub) local supgrid = ascii.to_ascii(exp.sup) local my = g.my g = supgrid:join_vert(g) g = g:join_vert(subgrid) g.my = my + supgrid.h end if exp.sub and not exp.sup then local my = g.my local subgrid = ascii.to_ascii(exp.sub) g = g:join_vert(subgrid) g.my = my end if exp.sup and not exp.sub then local my = g.my local supgrid = ascii.to_ascii(exp.sup) g = g:join_vert(supgrid) g.my = my + supgrid.h end local col_spacer = grid:new(1, 1, { " " }) if g then g = g:join_hori(col_spacer) end return g elseif name == "prod" then local g = grid:new(1, 1, { "∏" }, "sym") if exp.sub and exp.sup then local subgrid = ascii.to_ascii(exp.sub) local supgrid = ascii.to_ascii(exp.sup) local my = g.my g = supgrid:join_vert(g) g = g:join_vert(subgrid) g.my = my + supgrid.h end if exp.sub and not exp.sup then local my = g.my local subgrid = ascii.to_ascii(exp.sub) g = g:join_vert(subgrid) g.my = my end if exp.sup and not exp.sub then local my = g.my local supgrid = ascii.to_ascii(exp.sup) g = g:join_vert(supgrid) g.my = my + supgrid.h end local col_spacer = grid:new(1, 1, { " " }) if g then g = g:join_hori(col_spacer) end return g elseif name == "lim" then local g = grid:new(3, 1, { "lim" }, "op") if exp.sub and not exp.sup then local my = g.my local subgrid = ascii.to_ascii(exp.sub) g = g:join_vert(subgrid) g.my = my end local col_spacer = grid:new(1, 1, { " " }) if g then g = g:join_hori(col_spacer) end return g else return grid:new(utf8len(name), 1, { name }) end elseif exp.kind == "parexp" then local g = ascii.to_ascii(exp.exp):enclose_paren() if exp.sub and exp.sup then local subscript = "" -- sub and sup are exchanged to -- make the most compact expression local subexps = exp.sup.exps local sub_t if #subexps == 1 and subexps[1].kind == "numexp" or (subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%d+$")) then sub_t = "num" elseif subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%a+$") then sub_t = "var" else sub_t = "sym" end for _, exp in ipairs(subexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then subscript = subscript .. sub_letters["0"] else if num < 0 then subscript = "₋" .. subscript num = math.abs(num) end local num_subscript = "" while num ~= 0 do num_subscript = sub_letters[tostring(num % 10)] .. num_subscript num = math.floor(num / 10) end subscript = subscript .. num_subscript end elseif exp.kind == "symexp" then if sub_letters[exp.sym] and not exp.sub and not exp.sup then subscript = subscript .. sub_letters[exp.sym] else subscript = nil break end else subscript = nil break end end local superscript = "" local supexps = exp.sub.exps local sup_t if #supexps == 1 and supexps[1].kind == "numexp" or (supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%d+$")) then sup_t = "num" elseif supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%a+$") then sup_t = "var" else sup_t = "sym" end for _, exp in ipairs(supexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then superscript = superscript .. sub_letters["0"] else if num < 0 then superscript = "₋" .. superscript num = math.abs(num) end local num_superscript = "" while num ~= 0 do num_superscript = sup_letters[tostring(num % 10)] .. num_superscript num = math.floor(num / 10) end superscript = superscript .. num_superscript end elseif exp.kind == "symexp" then if sup_letters[exp.sym] and not exp.sub and not exp.sup then superscript = superscript .. sup_letters[exp.sym] else superscript = nil break end else superscript = nil break end end if subscript and superscript then local sup_g = grid:new(utf8len(subscript), 1, { subscript }, sub_t) local sub_g = grid:new(utf8len(superscript), 1, { superscript }, sup_t) g = g:join_sub_sup(sub_g, sup_g) else local subgrid = ascii.to_ascii(exp.sub) local supgrid = ascii.to_ascii(exp.sup) g = g:join_sub_sup(subgrid, supgrid) end end if exp.sub and not exp.sup then local subscript = "" local subexps = exp.sub.exps local sub_t if #subexps == 1 and subexps[1].kind == "numexp" or (subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%d+$")) then sub_t = "num" elseif subexps[1].kind == "symexp" and string.match(subexps[1].sym, "^%a+$") then sub_t = "var" else sub_t = "sym" end for _, exp in ipairs(subexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then subscript = subscript .. sub_letters["0"] else if num < 0 then subscript = "₋" .. subscript num = math.abs(num) end local num_subscript = "" while num ~= 0 do num_subscript = sub_letters[tostring(num % 10)] .. num_subscript num = math.floor(num / 10) end subscript = subscript .. num_subscript end elseif exp.kind == "symexp" then if sub_letters[exp.sym] and not exp.sub and not exp.sup then subscript = subscript .. sub_letters[exp.sym] else subscript = nil break end else subscript = nil break end end if subscript and string.len(subscript) > 0 then local sub_g = grid:new(utf8len(subscript), 1, { subscript }, sub_t) g = g:join_hori(sub_g) else local subgrid local frac_exps = exp.sub.exps local frac_exp if #frac_exps == 1 then local exp = frac_exps[1] if exp.kind == "funexp" and exp.sym == "frac" then assert(#exp.args == 2, "frac must have 2 arguments") local numerator = exp.args[1].exps local denominator = exp.args[2].exps if #numerator == 1 and numerator[1].kind == "numexp" and #denominator == 1 and denominator[1].kind == "numexp" then local A = numerator[1].num local B = denominator[1].num if frac_set[A] and frac_set[A][B] then frac_exp = grid:new(1, 1, { frac_set[A][B] }) else local num_str = "" local den_str = "" if math.floor(A) == A then local s = tostring(A) for i = 1, string.len(s) do num_str = num_str .. sup_letters[string.sub(s, i, i)] end end if math.floor(B) == B then local s = tostring(B) for i = 1, string.len(s) do den_str = den_str .. sub_letters[string.sub(s, i, i)] end end if string.len(num_str) > 0 and string.len(den_str) > 0 then local frac_str = num_str .. "⁄" .. den_str frac_exp = grid:new(utf8len(frac_str), 1, { frac_str }) end end end end end if not frac_exp then subgrid = ascii.to_ascii(exp.sub) else subgrid = frac_exp end g = g:combine_sub(subgrid) end end if exp.sup and not exp.sub then local superscript = "" local supexps = exp.sup.exps local sup_t if #supexps == 1 and supexps[1].kind == "numexp" or (supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%d+$")) then sup_t = "num" elseif supexps[1].kind == "symexp" and string.match(supexps[1].sym, "^%a+$") then sup_t = "var" else sup_t = "sym" end for _, exp in ipairs(supexps) do if exp.kind == "numexp" and math.floor(exp.num) == exp.num then local num = exp.num if num == 0 then superscript = superscript .. sub_letters["0"] else if num < 0 then superscript = "₋" .. superscript num = math.abs(num) end local num_superscript = "" while num ~= 0 do num_superscript = sup_letters[tostring(num % 10)] .. num_superscript num = math.floor(num / 10) end superscript = superscript .. num_superscript end elseif exp.kind == "symexp" then if sup_letters[exp.sym] and not exp.sub and not exp.sup then superscript = superscript .. sup_letters[exp.sym] else superscript = nil break end else superscript = nil break end end if superscript and string.len(superscript) > 0 then local sup_g = grid:new(utf8len(superscript), 1, { superscript }, sup_t) g = g:join_hori(sup_g, true) else local supgrid = ascii.to_ascii(exp.sup) local frac_exps = exp.sup.exps local frac_exp if #frac_exps == 1 then local exp = frac_exps[1] if exp.kind == "funexp" and exp.sym == "frac" then assert(#exp.args == 2, "frac must have 2 arguments") local numerator = exp.args[1].exps local denominator = exp.args[2].exps if #numerator == 1 and numerator[1].kind == "numexp" and #denominator == 1 and denominator[1].kind == "numexp" then local A = numerator[1].num local B = denominator[1].num if frac_set[A] and frac_set[A][B] then frac_exp = grid:new(1, 1, { frac_set[A][B] }) else local num_str = "" local den_str = "" if math.floor(A) == A then local s = tostring(A) for i = 1, string.len(s) do num_str = num_str .. sup_letters[string.sub(s, i, i)] end end if math.floor(B) == B then local s = tostring(B) for i = 1, string.len(s) do den_str = den_str .. sub_letters[string.sub(s, i, i)] end end if string.len(num_str) > 0 and string.len(den_str) > 0 then local frac_str = num_str .. "⁄" .. den_str frac_exp = grid:new(utf8len(frac_str), 1, { frac_str }) end end end end end if not frac_exp then supgrid = ascii.to_ascii(exp.sup) else supgrid = frac_exp end g = g:join_super(supgrid) end end return g elseif exp.kind == "blockexp" then local g local name = exp.sym if name == "matrix" then local cells = {} local cellsgrid = {} local maxheight = 0 local explist = exp.content.exps local i = 1 local rowgrid = {} while i <= #explist do local cell_list = { kind = "explist", exps = {}, } while i <= #explist do if explist[i].kind == "symexp" and explist[i].sym == "&" then local cellgrid = ascii.to_ascii(cell_list) table.insert(rowgrid, cellgrid) maxheight = math.max(maxheight, cellgrid.h) i = i + 1 break elseif explist[i].kind == "funexp" and explist[i].sym == "\\" then local cellgrid = ascii.to_ascii(cell_list) table.insert(rowgrid, cellgrid) maxheight = math.max(maxheight, cellgrid.h) table.insert(cellsgrid, rowgrid) rowgrid = {} i = i + 1 break else table.insert(cell_list.exps, explist[i]) i = i + 1 end if i > #explist then local cellgrid = ascii.to_ascii(cell_list) table.insert(rowgrid, cellgrid) maxheight = math.max(maxheight, cellgrid.h) table.insert(cellsgrid, rowgrid) end end end local res for i = 1, #cellsgrid[1] do local col for j = 1, #cellsgrid do local cell = cellsgrid[j][i] local sup = maxheight - cell.h local sdown = 0 local up, down if sup > 0 then up = grid:new(cell.w, sup) end if sdown > 0 then down = grid:new(cell.w, sdown) end if up then cell = up:join_vert(cell) end if down then cell = cell:join_vert(down) end local colspacer = grid:new(1, cell.h) colspacer.my = cell.my if i < #cellsgrid[1] then cell = cell:join_hori(colspacer) end if not col then col = cell else col = col:join_vert(cell, true) end end if not res then res = col else res = res:join_hori(col, true) end end -- @combine_matrix_brackets res.my = math.floor(res.h / 2) return res elseif name == "pmatrix" then local cells = {} local cellsgrid = {} local maxheight = 0 local explist = exp.content.exps local i = 1 local rowgrid = {} while i <= #explist do local cell_list = { kind = "explist", exps = {}, } while i <= #explist do if explist[i].kind == "symexp" and explist[i].sym == "&" then local cellgrid = ascii.to_ascii(cell_list) table.insert(rowgrid, cellgrid) maxheight = math.max(maxheight, cellgrid.h) i = i + 1 break elseif explist[i].kind == "funexp" and explist[i].sym == "\\" then local cellgrid = ascii.to_ascii(cell_list) table.insert(rowgrid, cellgrid) maxheight = math.max(maxheight, cellgrid.h) table.insert(cellsgrid, rowgrid) rowgrid = {} i = i + 1 break else table.insert(cell_list.exps, explist[i]) i = i + 1 end if i > #explist then local cellgrid = ascii.to_ascii(cell_list) table.insert(rowgrid, cellgrid) maxheight = math.max(maxheight, cellgrid.h) table.insert(cellsgrid, rowgrid) end end end local res for i = 1, #cellsgrid[1] do local col for j = 1, #cellsgrid do local cell = cellsgrid[j][i] local sup = maxheight - cell.h local sdown = 0 local up, down if sup > 0 then up = grid:new(cell.w, sup) end if sdown > 0 then down = grid:new(cell.w, sdown) end if up then cell = up:join_vert(cell) end if down then cell = cell:join_vert(down) end local colspacer = grid:new(1, cell.h) colspacer.my = cell.my if i < #cellsgrid[1] then cell = cell:join_hori(colspacer) end if not col then col = cell else col = col:join_vert(cell, true) end end if not res then res = col else res = res:join_hori(col, true) end end res.my = math.floor(res.h / 2) return res:enclose_paren() elseif name == "bmatrix" then local cells = {} local cellsgrid = {} local maxheight = 0 local explist = exp.content.exps local i = 1 local rowgrid = {} while i <= #explist do local cell_list = { kind = "explist", exps = {}, } while i <= #explist do if explist[i].kind == "symexp" and explist[i].sym == "&" then local cellgrid = ascii.to_ascii(cell_list) table.insert(rowgrid, cellgrid) maxheight = math.max(maxheight, cellgrid.h) i = i + 1 break elseif explist[i].kind == "funexp" and explist[i].sym == "\\" then local cellgrid = ascii.to_ascii(cell_list) table.insert(rowgrid, cellgrid) maxheight = math.max(maxheight, cellgrid.h) table.insert(cellsgrid, rowgrid) rowgrid = {} i = i + 1 break else table.insert(cell_list.exps, explist[i]) i = i + 1 end if i > #explist then local cellgrid = ascii.to_ascii(cell_list) table.insert(rowgrid, cellgrid) maxheight = math.max(maxheight, cellgrid.h) table.insert(cellsgrid, rowgrid) end end end local res for i = 1, #cellsgrid[1] do local col for j = 1, #cellsgrid do local cell = cellsgrid[j][i] local sup = maxheight - cell.h local sdown = 0 local up, down if sup > 0 then up = grid:new(cell.w, sup) end if sdown > 0 then down = grid:new(cell.w, sdown) end if up then cell = up:join_vert(cell) end if down then cell = cell:join_vert(down) end local colspacer = grid:new(1, cell.h) colspacer.my = cell.my if i < #cellsgrid[1] then cell = cell:join_hori(colspacer) end if not col then col = cell else col = col:join_vert(cell, true) end end if not res then res = col else res = res:join_hori(col, true) end end local left_content, right_content = {}, {} if res.h > 1 then for y = 1, res.h do if y == 1 then table.insert(left_content, style.matrix_upper_left) table.insert(right_content, style.matrix_upper_right) elseif y == res.h then table.insert(left_content, style.matrix_lower_left) table.insert(right_content, style.matrix_lower_right) else table.insert(left_content, style.matrix_vert_left) table.insert(right_content, style.matrix_vert_right) end end else left_content = { style.matrix_single_left } right_content = { style.matrix_single_right } end local leftbracket = grid:new(1, res.h, left_content) local rightbracket = grid:new(1, res.h, right_content) res = leftbracket:join_hori(res, true) res = res:join_hori(rightbracket, true) res.my = math.floor(res.h / 2) return res else error("Unknown block expression " .. exp.sym) end return g else return nil end return grid end return ascii
--[[********************************** * * Multi Theft Auto - Admin Panel * * gui\admin_performance.lua * * Original File by lil_Toady * **************************************]] aPerformanceForm = nil function aPerformance () if ( aPerformanceForm == nil ) then local x, y = guiGetScreenSize() aPerformanceForm = guiCreateWindow ( x / 2 - 160, y / 2 - 100, 320, 320, "Admin Performance Options", false ) aPerformanceLabel = guiCreateLabel ( 0.03, 0.87, 0.74, 0.18, "It's recomended to unload the widgets you do not often use to save RAM", true, aPerformanceForm ) guiLabelSetHorizontalAlign ( aPerformanceLabel, "left", true ) guiLabelSetColor ( aPerformanceLabel, 255, 0, 0 ) aPerformanceSpectator = guiCreateCheckBox ( 0.05, 0.10, 0.90, 0.08, "Unload spectator when not used", false, true, aPerformanceForm ) aPerformanceEditor = guiCreateCheckBox ( 0.05, 0.18, 0.90, 0.08, "Unload map editor when not used", false, true, aPerformanceForm ) aPerformanceTeam = guiCreateCheckBox ( 0.05, 0.26, 0.90, 0.08, "Unload Team Form when not used", false, true, aPerformanceForm ) aPerformanceSkin = guiCreateCheckBox ( 0.05, 0.34, 0.90, 0.08, "Unload Skin Form when not used", false, true, aPerformanceForm ) aPerformanceStats = guiCreateCheckBox ( 0.05, 0.42, 0.90, 0.08, "Unload Stats Form when not used", false, true, aPerformanceForm ) aPerformanceVehicle = guiCreateCheckBox ( 0.05, 0.50, 0.90, 0.08, "Unload Vehicle Form when not used", false, true, aPerformanceForm ) aPerformanceBan = guiCreateCheckBox ( 0.05, 0.58, 0.90, 0.08, "Unload Ban Form when not used", false, true, aPerformanceForm ) guiCreateStaticImage ( 0.05, 0.68, 0.60, 0.003, "client\\images\\dot.png", true, aPerformanceForm ) aPerformanceInput = guiCreateCheckBox ( 0.05, 0.70, 0.90, 0.08, "Unload Input Box when not used", false, true, aPerformanceForm ) aPerformanceMessage = guiCreateCheckBox ( 0.05, 0.78, 0.90, 0.08, "Unload Message Box when not used", false, true, aPerformanceForm ) aPerformanceOk = guiCreateButton ( 0.79, 0.90, 0.18, 0.08, "Ok", true, aPerformanceForm ) addEventHandler ( "onClientGUIClick", aPerformanceForm, aClientPerformanceClick ) guiSetVisible ( aPerformanceForm, false ) --Register With Admin Form aRegister ( "Performance", aPerformanceForm, aPerformance, aPerformanceClose ) else guiSetVisible ( aPerformanceForm, true ) guiBringToFront ( aPerformanceForm ) end end function aPerformanceClose ( destroy ) if ( destroy ) then removeEventHandler ( "onClientGUIClick", aPerformanceForm, aClientPerformanceClick ) destroyElement ( aPerformanceForm ) aPerformanceForm = nil else guiSetVisible ( aPerformanceForm, false ) end end function aClientPerformanceClick ( button ) if ( button == "left" ) then if ( source == aPerformanceOk ) then aPerformanceClose () end end end
--[[-------------------------------------------------------------------------- -- -- File: UATagThenShoot.Ui.RoundLoop.lua -- Copyright (c) Ubisoft Entertainment. All rights reserved. -- -- Project: Ubitoys.Tag -- Date: September 23, 2010 -- ------------------------------------------------------------------------------ -- -- Description: ... -- ----------------------------------------------------------------------------]] --[[ Dependencies ----------------------------------------------------------]] require "Ui/UIAFP" require "Ui/UILeaderboard" require "Ui/UIPlayerSlot" --[[ Class -----------------------------------------------------------------]] UATagThenShoot.Ui = UATagThenShoot.Ui or {} UATagThenShoot.Ui.RoundLoop = UTClass(UIMenuPage) -- __ctor ------------------------------------------------------------------- function UATagThenShoot.Ui.RoundLoop:__ctor(...) -- label self.uiLabel = self:AddComponent(UILabel:New(), "uiLabel") self.uiLabel.fontColor = UIComponent.colors.black self.uiLabel.rectangle = { 300, 0, 700, 80 } -- self.uiLabel.text = "Default game loop for " .. activity.name ------------------------------------------------ -- AFP TEST ------------------------------------------------ activity.uiAFP = self:AddComponent(UIAFP:New(), "uiAFP") activity.uiAFP:MoveTo(50, 40) -- current player self.player = activity.match.challengers[1] -- best score self.uiBestScorePanel = self:AddComponent(UIPanel:New(), "uiBestScorePanel") self.uiBestScorePanel.background = "base:texture/ui/components/uipanel05.tga" self.uiBestScorePanel.rectangle = { 520, 460, 920, 660 } self.uiBestScorePanel.uiTitlePanel = self.uiBestScorePanel:AddComponent(UIPanel:New(), "uiTitlePanel") self.uiBestScorePanel.uiTitlePanel.background = "base:texture/ui/components/uipanel08.tga" self.uiBestScorePanel.uiTitlePanel.rectangle = { 0, 0, 400, 30 } self.uiBestScorePanel.uiTitlePanel.color = UIComponent.colors.white self.uiBestScorePanel.uiTitleLabel = self.uiBestScorePanel:AddComponent(UILabel:New(), "uiTitleLabel") self.uiBestScorePanel.uiTitleLabel.fontColor = UIComponent.colors.orange self.uiBestScorePanel.uiTitleLabel.font = UIComponent.fonts.header self.uiBestScorePanel.uiTitleLabel.text = l"oth060" self.uiBestScorePanel.uiTitleLabel.rectangle = { 20, 2 } -- a list of 3 best players !! local index = 1 for i, player in ipairs(activity.players) do if (index <= 3 and player.data.baked.score > 0) then local slot = self.uiBestScorePanel:AddComponent(UIPlayerSlot:New(), "uiPlayerSlot" .. index) slot:SetPlayer(player) slot:MoveTo(70, 50 * index) -- draw text local label = slot:AddComponent(UILabel:New(), "uiLabel" .. index) label.fontColor = UIComponent.colors.black label.fontJustification = quartz.system.drawing.justification.center label.rectangle = { 255, 8, 295, 45 } label.text = player.data.baked.score index = index + 1 end end -- player slot self.uiPlayerPanel = self:AddComponent(UIPanel:New(), "uiPlayerPanel") self.uiPlayerPanel.background = "base:texture/ui/components/uipanel05.tga" self.uiPlayerPanel.rectangle = { 520, 50, 920, 170 } self.uiPlayerPanel.uiTitlePanel = self.uiPlayerPanel:AddComponent(UIPanel:New(), "uiTitlePanel") self.uiPlayerPanel.uiTitlePanel.background = "base:texture/ui/components/uipanel08.tga" self.uiPlayerPanel.uiTitlePanel.rectangle = { 0, 0, 400, 30 } self.uiPlayerPanel.uiTitleLabel = self.uiPlayerPanel:AddComponent(UILabel:New(), "uiTitleLabel") self.uiPlayerPanel.uiTitleLabel.fontColor = UIComponent.colors.orange self.uiPlayerPanel.uiTitleLabel.font = UIComponent.fonts.header self.uiPlayerPanel.uiTitleLabel.text = l"oth066" self.uiPlayerPanel.uiTitleLabel.rectangle = { 20, 2 } self.uiPlayerPanel.uiPlayerPanel = self.uiPlayerPanel:AddComponent(UIPanel:New(), "uiPlayerPanel") self.uiPlayerPanel.uiPlayerPanel.background = "base:texture/ui/components/UIGridLine_Background01.tga" self.uiPlayerPanel.uiPlayerPanel.rectangle = { 80, 60, 380, 84 } self.uiPlayerPanel.uiPlayerHud = self.uiPlayerPanel.uiPlayerPanel:AddComponent(UIPicture:New(), "uiPlayerHud") self.uiPlayerPanel.uiPlayerHud.texture = "base:texture/ui/icons/32x/gunhud.tga" self.uiPlayerPanel.uiPlayerHud.rectangle = { 50, -5, 82, 27 } if (self.player.rfGunDevice) then self.uiPlayerPanel.uiPlayerClassId = self.uiPlayerPanel.uiPlayerPanel:AddComponent(UILabel:New(), "uiPlayerClassId") self.uiPlayerPanel.uiPlayerClassId.fontJustification = quartz.system.drawing.justification.center + quartz.system.drawing.justification.singlelineverticalcenter self.uiPlayerPanel.uiPlayerClassId.rectangle = { 50, -5, 82, 27 } self.uiPlayerPanel.uiPlayerClassId.font = UIComponent.fonts.default self.uiPlayerPanel.uiPlayerClassId.fontColor = UIComponent.colors.orange self.uiPlayerPanel.uiPlayerClassId.text = self.player.rfGunDevice.classId end self.uiPlayerPanel.uiPlayerLabel = self.uiPlayerPanel.uiPlayerPanel:AddComponent(UILabel:New(), "uiTitleLabel") self.uiPlayerPanel.uiPlayerLabel.fontColor = UIComponent.colors.darkgray self.uiPlayerPanel.uiPlayerLabel.font = UIComponent.fonts.header self.uiPlayerPanel.uiPlayerLabel.text = self.player.profile.name self.uiPlayerPanel.uiPlayerLabel.rectangle = { 100, 0 } if (game.settings.UiSettings.teamribbon == 2 and self.player.profile.team > 0) then self.uiPlayerPanel.uiPlayerPanelbackground = self.uiPlayerPanel.uiPlayerPanel:AddComponent(UIPicture:New(), "uiTitleLabel") self.uiPlayerPanel.uiPlayerPanelbackground.texture = "base:texture/ui/pictograms/48x/Team_" .. self.player.profile.team .. "_Circle.tga" self.uiPlayerPanel.uiPlayerPanelbackground.rectangle = { -49, -39, 49, 59 } end self.uiPlayerPanel.uiPlayerIcon = self.uiPlayerPanel.uiPlayerPanel:AddComponent(UIPicture:New(), "uiTitleLabel") self.uiPlayerPanel.uiPlayerIcon.texture = "base:texture/Avatars/256x/" .. self.player.profile.icon self.uiPlayerPanel.uiPlayerIcon.rectangle = { -64, -54, 64, 74 } self.uiPlayerPanel.uiPlayerScore = self.uiPlayerPanel.uiPlayerPanel:AddComponent(UILabel:New(), "uiTitleLabel") self.uiPlayerPanel.uiPlayerScore.fontColor = UIComponent.colors.orange self.uiPlayerPanel.uiPlayerScore.font = UIComponent.fonts.header self.uiPlayerPanel.uiPlayerScore.text = activity.match.challengers[1].data.heap.score self.uiPlayerPanel.uiPlayerScore.rectangle = { 255, 0 } -- bases self.uiBasePanel = {} if (4 == activity.settings.numberOfBase) then self.baseRectangle = { { 520, 180, 710, 260 }, { 730, 180, 920, 260 }, { 520, 360, 710, 440 }, { 730, 360, 920, 440 }, } self.ubiconnectRectangle = { { 520, 270, 920, 350 }, } else self.baseRectangle = { { 520, 220, 710, 300 }, { 730, 220, 920, 300 }, } self.ubiconnectRectangle = { { 520, 330, 920, 410 }, } end for i = 1, activity.settings.numberOfBase do self.uiBasePanel[i] = self:AddComponent(UIPanel:New(), "uiBasePanel" .. "1") self.uiBasePanel[i].background = "base:texture/ui/components/uipanel05.tga" self.uiBasePanel[i].rectangle = self.baseRectangle[i] self.uiBasePanel[i].uiTitlePanel = self.uiBasePanel[i]:AddComponent(UIPanel:New(), "uiTitlePanel") self.uiBasePanel[i].uiTitlePanel.background = "base:texture/ui/components/uipanel07.tga" self.uiBasePanel[i].uiTitlePanel.rectangle = { 0, 30, 190, 50 } self.uiBasePanel[i].uiBaseName = self.uiBasePanel[i]:AddComponent(UILabel:New(), "uiTitleLabel") self.uiBasePanel[i].uiBaseName.fontColor = UIComponent.colors.darkgray self.uiBasePanel[i].uiBaseName.font = UIComponent.fonts.header self.uiBasePanel[i].uiBaseName.text = l("oth05" .. (5 + i)) self.uiBasePanel[i].uiBaseName.rectangle = { 5, 30 } self.uiBasePanel[i].uiBaseIcon = self.uiBasePanel[i]:AddComponent(UIPicture:New(), "uiTitleLabel") self.uiBasePanel[i].uiBaseIcon.texture = "base:texture/ui/pictograms/128x/RF0" .. (i + 2) .. "_White.tga" self.uiBasePanel[i].uiBaseIcon.rectangle = { 100, -5, 200, 85 } end -- UbiConnect self.uiUbiConnectPanel = self:AddComponent(UIPanel:New(), "uiBasePanel" .. "1") self.uiUbiConnectPanel.background = "base:texture/ui/components/uipanel05.tga" self.uiUbiConnectPanel.rectangle = self.ubiconnectRectangle[1] self.uiUbiConnectPanel.uiTitlePanel = self.uiUbiConnectPanel:AddComponent(UIPanel:New(), "uiTitlePanel") self.uiUbiConnectPanel.uiTitlePanel.background = "base:texture/ui/components/uipanel07.tga" self.uiUbiConnectPanel.uiTitlePanel.rectangle = { 0, 30, 400, 50 } self.uiUbiConnectPanel.uiBaseName = self.uiUbiConnectPanel:AddComponent(UILabel:New(), "uiTitleLabel") self.uiUbiConnectPanel.uiBaseName.fontColor = UIComponent.colors.darkgray self.uiUbiConnectPanel.uiBaseName.font = UIComponent.fonts.header self.uiUbiConnectPanel.uiBaseName.text = l"bas011" self.uiUbiConnectPanel.uiBaseName.rectangle = { 45, 30 } self.uiUbiConnectPanel.uiBaseIcon = self.uiUbiConnectPanel:AddComponent(UIPicture:New(), "uiTitleLabel") self.uiUbiConnectPanel.uiBaseIcon.texture = "base:texture/ui/pictograms/128x/RF09_White.tga" self.uiUbiConnectPanel.uiBaseIcon.rectangle = { 220, -5, 320, 85 } end -- __dtor ------------------------------------------------------------------- function UATagThenShoot.Ui.RoundLoop:__dtor() end -- Onclose -------------------------------------------------------------------- function UATagThenShoot.Ui.RoundLoop:OnClose() self.player._DataChanged:Remove(self, self.OnDataChanged) end -- OnOpen -------------------------------------------------------------------- function UATagThenShoot.Ui.RoundLoop:OnOpen() self.player._DataChanged:Add(self, self.OnDataChanged) self.uiBasePanel[1].uiBaseIcon.texture = "base:texture/ui/pictograms/128x/RF03.tga" end -- OnDataChanged ------------------------------------------------------------- function UATagThenShoot.Ui.RoundLoop:OnDataChanged(_entity, _key, _value) if ("state" == _key) then for i = 1, activity.settings.numberOfBase do if (_value and self.player.data.heap.state == i - 1) then self.uiBasePanel[i].uiBaseIcon.texture = "base:texture/ui/pictograms/128x/RF0" .. (i + 2) .. ".tga" else self.uiBasePanel[i].uiBaseIcon.texture = "base:texture/ui/pictograms/128x/RF0" .. (i + 2) .. "_White.tga" end end if (not _value) then self.uiUbiConnectPanel.uiBaseIcon.texture = "base:texture/ui/pictograms/128x/RF09.tga" else self.uiUbiConnectPanel.uiBaseIcon.texture = "base:texture/ui/pictograms/128x/RF09_White.tga" end elseif ("score" == _key) then self.uiPlayerPanel.uiPlayerScore.text = self.player.data.heap.score end end
local Vectors = {} Vectors.__index = Vectors ---Divides the vector by the given number. ---@param vector3D table vector {x,y,z} to divide. ---@param divisor number the number to divide by. ---@return table dividedVector {x,y,z} divided vector. function Vectors.DivideByNumber(vector3D, divisor) if divisor == 0 then print('Attempting to divide vector by 0') return vector:new(0, 0, 0) end return vector:new( vector3D.x / divisor, vector3D.y / divisor, vector3D.z / divisor ) end ---Multiplies the vector by the given number. ---@param vector3D table vector {x,y,z} to multiply. ---@param multiplier number the number to multiply by. ---@return table multipliedVector {x,y,z} multiplied vector. function Vectors.MultiplyByNumber(vector3D, multiplier) return vector:new( vector3D.x * multiplier, vector3D.y * multiplier, vector3D.z * multiplier ) end ---Returns a unit vector of the provided vector in 3 dimensions. ---@param vector3D table vector {x,y,z}. ---@return table unitVector3D {x,y,z} 3 dimensional unit vector. function Vectors.GetUnitVector(vector3D) local length = vector.Size(vector3D) return Vectors.DivideByNumber(vector3D, length) end ---Returns a unit vector of the provided vector in 2 dimensions. ---@param vector3Dor2D table vector {x,y,z}. ---@return table unitVector2D {x,y,z} 2 dimensional unit vector. function Vectors.GetUnitVector2D(vector3Dor2D) local vector2D = vector:new(vector3Dor2D.x, vector3Dor2D.y, 0.0) local length = vector.Size2D(vector2D) return Vectors.DivideByNumber(vector2D, length) end ---Returns a vector perpendicular to the given vector in the 2 dimensional horizontal ---plane, i.e.: the z coordinate is ignored. Uses simpler calculation than rotating. ---@param vector3Dor2D table vector {x,y,z}. ---@param rotateClockwise boolean should rotate vector clockwise or not? ---@return table perpendicularVector {x,y,z} vector perpendicular to the given vector. function Vectors.GetHorizontalyPerpendicularVector(vector3Dor2D, rotateClockwise) if rotateClockwise then return vector:new(vector3Dor2D.y, -vector3Dor2D.x, vector3Dor2D.z) else return vector:new(-vector3Dor2D.y, vector3Dor2D.x, vector3Dor2D.z) end end ---Returns a vector opposite to the provided vector. ---@param vector3D table vector {x,y,z}. ---@return table oppositeVector {x,y,z} vector opposite to given vector. function Vectors.GetOppositeVector(vector3D) return vector:new(-vector3D.x, -vector3D.y, -vector3D.z) end ---Returns a vector rotated by given degrees in 2 dimensional horizontal plane, ---i.e. the z coordinate is ignored. ---@param vector3Dor2D table vector {x,y,z}. ---@param angle number degrees to rotate the vector by, positive values rotate clockwise. ---@return table rotatedVector {x,y,z} vector rotated by angle from given vector. function Vectors.GetHorizontalyRotatedVector(vector3Dor2D, angle) local angleRad = math.rad(angle) return vector:new( math.cos(angleRad) * vector3Dor2D.x - math.sin(angleRad) * vector3Dor2D.y, math.sin(angleRad) * vector3Dor2D.x + math.cos(angleRad) * vector3Dor2D.y, vector3Dor2D.z ) end return Vectors
------------------------ C/C++ GCC DRIVER ------------------------ function DriverGCC_Get(exe, cache_name, flags_name) return function(label, output, input, settings) local cache = settings.cc[cache_name] if settings.invoke_count ~= cache.nr then cache.nr = settings.invoke_count local cc = settings.cc local d = TableToString(cc.defines, "-D", " ") local i = TableToString(cc.includes, '-I "', '" ') local i = i .. TableToString(cc.systemincludes, '-isystem "', '" ') local i = i .. TableToString(cc.frameworks, '-framework ', ' ') local f = cc.flags:ToString() f = f .. cc[flags_name]:ToString() if settings.debug > 0 then f = f .. "-g " end if settings.optimize > 0 then f = f .. "-O2 " end cache.str = cc[exe] .. " " .. f .. "-c " .. d .. i .. " -o " end AddJob(output, label, cache.str .. output .. " " .. input) end end function DriverGCC_CTest(code, options) local f = io.open("_test.c", "w") f:write(code) f:write("\n") f:close() local ret = ExecuteSilent("gcc _test.c -o _test " .. options) os.remove("_test.c") os.remove("_test") return ret==0 end ------------------------ LINK GCC DRIVER ------------------------ function DriverGCC_Link(label, output, inputs, settings) local e = settings.link.exe .. " -o " .. output local e = e .. " " .. settings.link.inputflags .. " " .. TableToString(inputs, '', ' ') local e = e .. TableToString(settings.link.extrafiles, '', ' ') local e = e .. TableToString(settings.link.libpath, '-L', ' ') local e = e .. TableToString(settings.link.libs, '-l', ' ') local e = e .. TableToString(settings.link.frameworkpath, '-F', ' ') local e = e .. TableToString(settings.link.frameworks, '-framework ', ' ') local e = e .. settings.link.flags:ToString() AddJob(output, label, e) end ------------------------ LIB GCC DRIVER ------------------------ function DriverGCC_Lib(output, inputs, settings) -- output archive must be removed because ar will update existing archives, possibly leaving stray objects local e = "rm -f " .. output .. " 2> /dev/null; " local e = e .. settings.lib.exe .. " rcu " .. output local e = e .. " " .. TableToString(inputs, '', ' ') .. settings.lib.flags:ToString() return e end ------------------------ DLL GCC DRIVER ------------------------ function DriverGCC_DLL(label, output, inputs, settings) local shared_flags = "" if platform == "macosx" then shared_flags = " -dynamiclib" else shared_flags = " -shared" end local e = settings.dll.exe .. shared_flags .. " -o " .. output local e = e .. " " .. settings.dll.inputflags .. " " .. TableToString(inputs, '', ' ') local e = e .. TableToString(settings.dll.extrafiles, '', ' ') local e = e .. TableToString(settings.dll.libpath, '-L', ' ') local e = e .. TableToString(settings.dll.libs, '-l', ' ') local e = e .. TableToString(settings.dll.frameworkpath, '-F', ' ') local e = e .. TableToString(settings.dll.frameworks, '-framework ', ' ') local e = e .. settings.dll.flags:ToString() AddJob(output, label, e) end function SetDriversGCC(settings) if settings.cc then settings.cc.extension = ".o" settings.cc.exe_c = "gcc" settings.cc.exe_cxx = "g++" settings.cc.DriverCTest = DriverGCC_CTest settings.cc.DriverC = DriverGCC_Get("exe_c", "_c_cache", "flags_c") settings.cc.DriverCXX = DriverGCC_Get("exe_cxx", "_cxx_cache", "flags_cxx") end if settings.link then if family == "windows" then settings.link.extension = ".exe" else settings.link.extension = "" end settings.link.exe = "g++" settings.link.Driver = DriverGCC_Link end if settings.lib then settings.lib.prefix = "lib" settings.lib.extension = ".a" settings.lib.exe = "ar" settings.lib.Driver = DriverGCC_Lib end if settings.dll then if platform == "macosx" then settings.dll.prefix = "lib" settings.dll.extension = ".dylib" elseif family == "windows" then settings.dll.prefix = "" settings.dll.extension = ".dll" else settings.dll.prefix = "" settings.dll.extension = ".so" end settings.dll.exe = "g++" settings.dll.Driver = DriverGCC_DLL end end
--[[ PLAYER SPAWN POINT LIST revive_point(<map_id>, <x_pos>, <y_pos>); start_point(<map_id>, <x_pos>, <y_pos>); respawn_point(<map_id>, <x_pos>, <y_pos>); --]] start_point(8, 5525.87, 4546.56); respawn_point(8, 5520.16, 4558.11);
local Path = require "plenary.path" local Job = require "plenary.job" local f = require "plenary.functional" local log = require "plenary.log" local win_float = require "plenary.window.float" local headless = require("plenary.nvim_meta").is_headless local harness = {} local print_output = vim.schedule_wrap(function(_, ...) for _, v in ipairs { ... } do io.stdout:write(tostring(v)) io.stdout:write "\n" end vim.cmd [[mode]] end) local get_nvim_output = function(job_id) return vim.schedule_wrap(function(bufnr, ...) if not vim.api.nvim_buf_is_valid(bufnr) then return end for _, v in ipairs { ... } do vim.api.nvim_chan_send(job_id, v .. "\r\n") end end) end function harness.test_directory_command(command) local split_string = vim.split(command, " ") local directory = table.remove(split_string, 1) local opts = assert(loadstring("return " .. table.concat(split_string, " ")))() return harness.test_directory(directory, opts) end function harness.test_directory(directory, opts) print "Starting..." opts = vim.tbl_deep_extend("force", { winopts = { winblend = 3 }, sequential = false, keep_going = true, timeout = 50000, }, opts or {}) local res = {} if not headless then res = win_float.percentage_range_window(0.95, 0.70, opts.winopts) res.job_id = vim.api.nvim_open_term(res.bufnr, {}) vim.api.nvim_buf_set_keymap(res.bufnr, "n", "q", ":q<CR>", {}) vim.api.nvim_win_set_option(res.win_id, "winhl", "Normal:Normal") vim.api.nvim_win_set_option(res.win_id, "conceallevel", 3) vim.api.nvim_win_set_option(res.win_id, "concealcursor", "n") if res.border_win_id then vim.api.nvim_win_set_option(res.border_win_id, "winhl", "Normal:Normal") end if res.bufnr then vim.api.nvim_buf_set_option(res.bufnr, "filetype", "PlenaryTestPopup") end vim.cmd "mode" end local outputter = headless and print_output or get_nvim_output(res.job_id) local paths = harness._find_files_to_run(directory) local path_len = #paths local failure = false local jobs = vim.tbl_map(function(p) local args = { "--headless", "-c", string.format('lua require("plenary.busted").run("%s")', p:absolute()), } if opts.minimal ~= nil then table.insert(args, "--noplugin") elseif opts.minimal_init ~= nil then table.insert(args, "--noplugin") table.insert(args, "-u") table.insert(args, opts.minimal_init) end local job = Job:new { command = vim.v.progpath, args = args, -- Can be turned on to debug on_stdout = function(_, data) if path_len == 1 then outputter(res.bufnr, data) end end, on_stderr = function(_, data) if path_len == 1 then outputter(res.bufnr, data) end end, on_exit = vim.schedule_wrap(function(j_self, _, _) if path_len ~= 1 then outputter(res.bufnr, unpack(j_self:stderr_result())) outputter(res.bufnr, unpack(j_self:result())) end vim.cmd "mode" end), } job.nvim_busted_path = p.filename return job end, paths) log.debug "Running..." for i, j in ipairs(jobs) do outputter(res.bufnr, "Scheduling: " .. j.nvim_busted_path) j:start() if opts.sequential then log.debug("... Sequential wait for job number", i) Job.join(j, opts.timeout) log.debug("... Completed job number", i) if j.code ~= 0 then failure = true if not opts.keep_going then break end end end end -- TODO: Probably want to let people know when we've completed everything. if not headless then return end if not opts.sequential then table.insert(jobs, opts.timeout) log.debug "... Parallel wait" Job.join(unpack(jobs)) log.debug "... Completed jobs" table.remove(jobs, table.getn(jobs)) failure = f.any(function(_, v) return v.code ~= 0 end, jobs) end vim.wait(100) if headless then if failure then os.exit(1) end os.exit(0) end end function harness._find_files_to_run(directory) local finder = Job:new { command = "find", args = { directory, "-type", "f", "-name", "*_spec.lua" }, } return vim.tbl_map(Path.new, finder:sync()) end function harness._run_path(test_type, directory) local paths = harness._find_files_to_run(directory) local bufnr = 0 local win_id = 0 for _, p in pairs(paths) do print " " print("Loading Tests For: ", p:absolute(), "\n") local ok, _ = pcall(function() dofile(p:absolute()) end) if not ok then print "Failed to load file" end end harness:run(test_type, bufnr, win_id) vim.cmd "qa!" return paths end return harness
-- TÖVE Demo: Procedural form and color animation. -- (C) 2018 Bernhard Liebl, MIT license. local tove = require "tove" require "assets/tovedemo" local function newHeart() -- taken from: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Drawing_shapes local g = tove.newGraphics() g:setLineWidth(2) g:moveTo(75, 40) g:curveTo(75, 37, 70, 25, 50, 25) g:curveTo(20, 25, 20, 62.5, 20, 62.5) local animatedCurve = g:curveTo(20, 80, 40, 102, 75, 120) -- pick this curve for animation g:curveTo(110, 102, 130, 80, 130, 62.5) g:curveTo(130, 62.5, 130, 25, 100, 25) g:curveTo(85, 25, 75, 37, 75, 40) return g, animatedCurve end local function newLinearGradient(r) local c = math.cos(r) local s = math.sin(r) --local t = 1 + math.sin(r) * 0.2 local ox, oy = 80, 80 local gradient = tove.newLinearGradient(ox, oy, ox + c * 50, oy + s * 50) gradient:addColorStop(0, 0.859, 0.424, 0.631) gradient:addColorStop(1, 1, 1, 1) -- 0.231, 0.451, 0.710) return gradient end local hearts = {} local modes = {"texture", "mesh", "mesh", "gpux"} local names = {} local function createHearts(stroke, filled) for i = 1, 4 do local heart, curve = newHeart() if filled then if i == 2 then heart:setFillColor(0.859, 0.424, 0.631) else heart:setFillColor(newLinearGradient(0)) end heart:fill() end if stroke then heart:stroke() end -- cleanup for animated mesh rendering. heart:setOrientation("ccw") local quality = {} if modes[i] == "mesh" then quality = {"rigid", 4} end heart:setDisplay(modes[i], unpack(quality)) heart:setUsage("points", "dynamic") heart:setUsage("colors", "dynamic") names[i] = modes[i] hearts[i] = {graphics = heart, animatedCurve = curve} end end local outlined = true local filled = true createHearts(outlined, filled) -- remember initial point position. local cx0 = hearts[1].animatedCurve.x local cy0 = hearts[1].animatedCurve.y -- dts for time measurements. local dts = {} for i = 1, 4 do dts[i] = 0 end local function drawHeart(i, h, t) local column = 150 local x0 = love.graphics.getWidth() / 2 - (column * 3 + 130) / 2 -- use transforms to center the heart on the sceen (instead of using -- Graphics:transform, which would mess up our gradient's coordinate system). love.graphics.push("transform") love.graphics.translate(x0 + (i - 1) * column, love.graphics:getHeight() / 2 - 70) love.graphics.push("transform") love.graphics.rotate(math.sin(t * 1.32)) local t0 = love.timer.getTime() h.graphics:draw() local dt = love.timer.getTime() - t0 love.graphics.pop() dts[i] = 0.9 * dts[i] + 0.1 * dt love.graphics.setColor(0.3, 0.3, 0.3, 0.5) love.graphics.print(string.format("%s\n%.1f ms", names[i], dts[i] * 1000), 30, 200) love.graphics.setColor(1, 1, 1) love.graphics.pop() end function love.draw() tovedemo.draw("Hearts.", "You can toggle (s)troke and (f)ill.") local t = love.timer.getTime() for i = 1, 4 do local h = hearts[i] -- change point position. h.animatedCurve.x = cx0 + math.sin(t * 4) * 40 h.animatedCurve.y = cy0 + (0.25 + math.sin(t * 1.2 + 0.3)) * 20 -- change fill color. if filled and i ~= 2 then h.graphics.paths[1]:setFillColor(newLinearGradient(t)) end -- now draw the heart. drawHeart(i, h, t) end end function love.keypressed(key) if key == "s" then outlined = not outlined createHearts(outlined, filled) end if key == "f" then filled = not filled createHearts(outlined, filled) end end
loadstring(game:HttpGet('https://pastebin.com/raw/XxQTD0FP', true))()
local hi = require "as.highlights" local M = {} M.nm = require("as.plugins.gui._colhelper").theme M.custom_hi = function() local colorcolumn = hi.get_hl("ColorColumn", "bg") local colnormal = hi.get_hl("Normal", "bg") if colnormal == "" then colnormal = "#333" end local colfolded = hi.get_hl("Folded", "bg") if colfolded == "" then colfolded = "#808080" end hi.all { -- color untuk sisi paling ujung di number line { "FoldColumn", { guibg = "NONE" } }, { "Folded", { guibg = M.nm.darkcus, gui = "bold" } }, { "GitSignsAdd", { guibg = "NONE" } }, { "GitSignsChange", { guibg = "NONE" } }, { "GitSignsDeleteChange", { guibg = "NONE" } }, { "GitSignsDelete", { guibg = "NONE", guifg = M.nm.red } }, -- Paksa color diff ketika open 'dv' di fugitive ====================== { "DiffAdd", { guibg = M.nm.green, guifg = colnormal } }, { "DiffChange", { guibg = M.nm.yellow, guifg = colnormal } }, { "DiffDelete", { guibg = M.nm.red, guifg = colnormal } }, { "DiffText", { guibg = M.nm.red, guifg = colnormal } }, -- Lsp diagnostic ===================================================== { "DiagnosticError", { guibg = "NONE", guifg = M.nm.red, gui = "bold,italic" }, }, { "DiagnosticWarn", { guibg = "NONE", guifg = M.nm.yellow, gui = "bold,italic" }, }, { "DiagnosticInfo", { guibg = "NONE", guifg = M.nm.cyan, gui = "bold,italic" }, }, { "DiagnosticHint", { guibg = "NONE", guifg = M.nm.green, gui = "bold,italic" }, }, -- ------- { "DiagnosticVirtualTextError", { guifg = M.nm.bg, guibg = M.nm.red, gui = "bold,italic" }, }, { "DiagnosticVirtualTextWarn", { guifg = M.nm.bg, guibg = M.nm.yellow, gui = "bold,italic" }, }, { "DiagnosticVirtualTextInfo", { guifg = M.nm.cyan, guibg = M.nm.gray_dark, gui = "bold,italic" }, }, { "DiagnosticVirtualTextHint", { guifg = M.nm.fg, guibg = M.nm.gray_dark, gui = "bold,italic" }, }, -- ------- -- { -- "LspDiagnosticsFloatingError", -- { guibg = "NONE", guifg = M.nm.red }, -- }, -- { -- "LspDiagnosticsFloatingWarning", -- { guibg = "NONE", guifg = M.nm.yellow }, -- }, -- { -- "LspDiagnosticsFloatingInformation", -- { guibg = "NONE", guifg = M.nm.cyan }, -- }, -- { -- "LspDiagnosticsFloatingHint", -- { guibg = "NONE", guifg = M.nm.fg }, -- }, -- ------- -- { -- "LspDiagnosticsSignError", -- { guibg = "NONE", guifg = M.nm.red }, -- }, -- { -- "LspDiagnosticsSignWarning", -- { guibg = "NONE", guifg = M.nm.yellow }, -- }, -- { -- "LspDiagnosticsSignInformation", -- { guibg = "NONE", guifg = M.nm.cyan }, -- }, -- { -- "LspDiagnosticsSignHint", -- { guibg = "NONE", guifg = M.nm.fg }, -- }, -- ------- -- { -- "DiagnosticSignError", -- { guibg = "NONE", guifg = M.nm.fg }, -- }, -- { -- "DiagnosticSignWarn", -- { guibg = "NONE", guifg = M.nm.red }, -- }, -- { -- "DiagnosticSignInfo", -- { guibg = "NONE", guifg = M.nm.yellow }, -- }, -- { -- "DiagnosticSignHint", -- { guibg = "NONE", guifg = M.nm.cyan }, -- }, -- ------- -- { -- "LspDiagnosticsError", -- { guibg = "NONE", guifg = M.nm.red }, -- }, -- { -- "LspDiagnosticsWarning", -- { guibg = "NONE", guifg = M.nm.yellow }, -- }, -- { -- "LspDiagnosticsInformation", -- { guibg = "NONE", guifg = M.nm.cyan }, -- }, -- { -- "LspDiagnosticsHint", -- { guibg = "NONE", guifg = M.nm.yellow }, -- }, -- Default settings =================================================== { "CursorLineNr", { guibg = "NONE", guifg = M.nm.yellow, gui = "bold" }, }, { "VertSplit", { guibg = colorcolumn, guifg = colfolded }, }, { "QuickFixLine", { guibg = M.nm.bg }, }, -- Telescope ========================================================== { "TelescopeSelection", { link = "PmenuSel", force = true }, }, { "TelescopePreviewLine", { link = "IncSearch", force = true }, }, { "TelescopeMatching", { guifg = M.nm.red }, }, { "TelescopeSelection", { guifg = M.nm.yellow, gui = "bold" }, }, { "TelescopeNormal", { guifg = M.nm.gray_bright }, }, -- Orgmode Headlines ================================================== { "CodeBlock", { guibg = M.nm.codeblock }, }, { "HeadlineGreen", { guifg = M.nm.green, gui = "bold" }, }, { "HeadlineBlue", { guifg = M.nm.yellow }, }, { "HeadlinePurple", { guifg = M.nm.blue }, }, -- LSP Signature ====================================================== { "LspSignatureActiveParameter", { guibg = M.nm.cyan, guifg = M.nm.bg, gui = "bold" }, }, -- ALPHA ============================================================== { "AlphaHeader", { guifg = M.nm.violet, gui = "italic" }, }, { "AlphaFooter", { guifg = M.nm.violet }, }, { "AlphaButtons", { guifg = M.nm.violet, gui = "bold" }, }, -- -- TODO-COMMENTS ====================================================== { "TodoSignFIX", { guibg = "NONE", guifg = M.nm.red }, }, { "TodoSignTODO", { guibg = "NONE", guifg = M.nm.green }, }, { "TodoSignWARN", { guibg = "NONE", guifg = M.nm.yellow }, }, { "TodoSignNOTE", { guibg = "NONE", guifg = M.nm.yellow }, }, -- -- CMP ============================================================= { "CmpItemAbbrMatch", { guibg = "NONE", guifg = M.nm.green }, }, -- { -- "CmpItemAbbr", -- { link = "Normal", force = true }, -- }, -- -- Cursorword ====================================================== { "CursorWord1", { guibg = "NONE" }, }, { "CursorWord0", { guibg = "NONE" }, }, } vim.fn.sign_define("HeadlineGreen", { linehl = "HeadlineGreen" }) vim.fn.sign_define("HeadlineBlue", { linehl = "HeadlineBlue" }) vim.fn.sign_define("HeadlinePurple", { linehl = "HeadlinePurple" }) vim.fn.sign_define("HeadlinePurple", { linehl = "HeadlinePurple" }) -- -- plugin 'kristijanhusak/orgmode.nvim' -- hi "hi! link OrgTODO ErrorMsg" -- -- plugin 'folke/which-key.nvim' -- hi "hi link WhichKeyFloat ErrorMsg" -- -- plugin 'nvim-telescope/telescope.nvim' -- -- plugin 'lukas-reineke/headlines.nvim' -- hi(string.format("hi CodeBlock guibg=%s", M.nm.codeblock)) -- hi(string.format("hi HeadlineGreen guifg=%s gui=bold", "green")) -- hi(string.format("hi HeadlineBlue guifg=%s", M.nm.yellow)) -- hi(string.format("hi HeadlinePurple guibg=%s", M.nm.red)) -- vim.fn.sign_define("HeadlineGreen", { linehl = "HeadlineGreen" }) -- vim.fn.sign_define("HeadlineBlue", { linehl = "HeadlineBlue" }) -- vim.fn.sign_define("HeadlinePurple", { linehl = "HeadlinePurple" }) -- -- Plugin 'rcarriga/nvim-notify' -- hi "highlight NotifyERRORBorder guifg=#8A1F1F" -- hi "highlight NotifyWARNBorder guifg=#79491D" -- hi "highlight NotifyINFOBorder guifg=#4F6752" -- hi "highlight NotifyDEBUGBorder guifg=#8B8B8B" -- hi "highlight NotifyTRACEBorder guifg=#4F3552" -- hi "highlight NotifyERRORIcon guifg=#F70067" -- hi "highlight NotifyWARNIcon guifg=#F79000" -- hi "highlight NotifyINFOIcon guifg=#A9FF68" -- hi "highlight NotifyDEBUGIcon guifg=#8B8B8B" -- hi "highlight NotifyTRACEIcon guifg=#D484FF" -- hi "highlight NotifyERRORTitle guifg=#F70067" -- hi "highlight NotifyWARNTitle guifg=#F79000" -- hi "highlight NotifyINFOTitle guifg=#A9FF68" -- hi "highlight NotifyDEBUGTitle guifg=#8B8B8B" -- hi "highlight NotifyTRACETitle guifg=#D484FF" -- hi "highlight link NotifyERRORBody Normal" -- hi "highlight link NotifyWARNBody Normal" -- hi "highlight link NotifyINFOBody Normal" -- hi "highlight link NotifyDEBUGBody Normal" -- hi "highlight link NotifyTRACEBody Normal" -- -- Plugin 'arecarn/vim-fold-cycle' -- hi(string.format("highlight MarkSignHL guifg=%s gui=bold", M.nm.red)) -- -- Plugin 'vim-searchhi' -- hi( -- string.format( -- "highlight CurrentSearch guibg=%s guifg=%s", -- M.nm.red, -- M.nm.bg -- ) -- ) end return M
------------------------------------------------------------------------------ -- dwv-simplistic (medical viewer using DWV) lua script -- for integration in a Conquest PACS server. -- -- Usage: -- 1. copy this file onto your web server -- 2. in the 'dicom.ini' of your web server, create the dwv-simplistic viewer: -- >> [dwv-simplistic] -- >> source = dwvviewer_starter.lua -- And set it as the default viewer: -- >> [webdefaults] -- >> ... -- >> viewer = dwv-simplistic -- 3. copy the dwv-simplistic source code from one of its release available at -- https://github.com/ivmartel/dwv-simplistic/releases -- in a 'dwv-simplistic' folder in the web folder of your web server. -- It should be accessible via '[server address]/dwv-simplistic'. -- -- This script relies on the 'Dictionary' variable being set correctly. ---------------------------------------------------------------------------- -- mvh 20181124 Created by backporting ivmartel's script, -- reports error for study use -- mvh 20181213 server_name does not copy port; use relative link instead -- mvh 20181227 Use remotequery to limit contralize access to server -- mvh 20180112 Fix to allow : in patientID local source = servercommand('get_param:MyACRNema') function remotequery(ae, level, q) local remotecode = [[ local ae=']]..ae..[['; local level=']]..level..[['; local q=]]..q:Serialize()..[[; local q2=DicomObject:new(); for k,v in pairs(q) do q2[k]=v end; local r = dicomquery(ae, level, q2):Serialize(); local s=tempfile('txt') local f=io.open(s, "wb") f:write(r) returnfile=s f:close(); ]] local f = loadstring('return '..servercommand('lua:'..remotecode)); if f then return f() end end -- Functions declaration function getstudyuid(pat, series) local b = newdicomobject() b.PatientID = pat b.SeriesInstanceUID = series b.StudyInstanceUID = '' local a = remotequery(source, 'SERIES', b) return a[1].StudyInstanceUID end function queryimages(pat, series) local b = newdicomobject() b.PatientID = pat b.SeriesInstanceUID = series b.SOPInstanceUID = '' local images = remotequery(source, 'IMAGE', b) table.sort(images, function(a,b) return a.SOPInstanceUID < b.SOPInstanceUID end) return images end -- split string into pieces, return as table function split(str, pat) local t = {} local fpat = "(.-)" .. pat local last_end = 1 local s, e, cap = str:find(fpat, 1) while s do if s ~= 1 or cap ~= "" then table.insert(t,cap) end last_end = e+1 s, e, cap = str:find(fpat, last_end) end if last_end <= #str then cap = str:sub(last_end) table.insert(t, cap) end return t end -- report error string on a otherwise empty reddish page function errorpage(s) HTML('Content-type: text/html\n\n'); print( [[ <HEAD><TITLE>Version ]].. (version or '-')..[[ WEB interface</TITLE></HEAD> <BODY BGCOLOR='FFDFCF'> <H3>Conquest ]].. (version or '-') ..[[ WEB interface</H3> <H3>]].. s .. [[</H3> </BODY> ]]) end -- this block is the full html of a dwv app, where **** listofurls ***** is replaced -- with a list of urls dwv1 = [[ <!DOCTYPE html> <html> <head> <title>DICOM Web Viewer</title> <meta charset="UTF-8"> <link type="text/css" rel="stylesheet" href="/dwv-simplistic/css/style.css"> <!-- Third party (dwv) --> <script type="text/javascript" src="/dwv-simplistic/node_modules/i18next/i18next.min.js"></script> <script type="text/javascript" src="/dwv-simplistic/node_modules/i18next-xhr-backend/i18nextXHRBackend.min.js"></script> <script type="text/javascript" src="/dwv-simplistic/node_modules/i18next-browser-languagedetector/i18nextBrowserLanguageDetector.min.js"></script> <script type="text/javascript" src="/dwv-simplistic/node_modules/jszip/dist/jszip.min.js"></script> <!-- Decoders --> <script type="text/javascript" src="/dwv-simplistic/node_modules/dwv/decoders/pdfjs/jpx.js"></script> <script type="text/javascript" src="/dwv-simplistic/node_modules/dwv/decoders/pdfjs/util.js"></script> <script type="text/javascript" src="/dwv-simplistic/node_modules/dwv/decoders/pdfjs/arithmetic_decoder.js"></script> <script type="text/javascript" src="/dwv-simplistic/node_modules/dwv/decoders/pdfjs/jpg.js"></script> <script type="text/javascript" src="/dwv-simplistic/node_modules/dwv/decoders/rii-mango/lossless-min.js"></script> <!-- dwv --> <script type="text/javascript" src="/dwv-simplistic/node_modules/dwv/dist/dwv.min.js"></script> <!-- Launch the app --> <script type="text/javascript" src="/dwv-simplistic/src/appgui.js"></script> <script type="text/javascript"> // main application (global to be accessed from html) var dwvApp = new dwv.App(); // start app function function startApp() { // initialise the application dwvApp.init({ "containerDivId": "dwv", "fitToWindow": true, "tools": ["Scroll", "ZoomAndPan", "WindowLevel"], "isMobile": true, "skipLoadUrl": true }); // activate tools on load end dwvApp.addEventListener('load-end', function (/*event*/) { document.getElementById('tools').disabled = false; document.getElementById('reset').disabled = false; }); var inputUrls = [ **** listofurls ***** ]; if( inputUrls && inputUrls.length > 0 ) dwvApp.loadURLs(inputUrls); }; // end startApp // Image decoders (for web workers) dwv.image.decoderScripts = { "jpeg2000": "/dwv-simplistic/node_modules/dwv/decoders/pdfjs/decode-jpeg2000.js", "jpeg-lossless": "/dwv-simplistic/node_modules/dwv/decoders/rii-mango/decode-jpegloss.js", "jpeg-baseline": "/dwv-simplistic/node_modules/dwv/decoders/pdfjs/decode-jpegbaseline.js" }; // status flags var domContentLoaded = false; var i18nInitialised = false; // launch when both DOM and i18n are ready function launchApp() { if ( domContentLoaded && i18nInitialised ) { startApp(); } } // i18n ready? dwv.i18nOnInitialised( function () { i18nInitialised = true; launchApp(); }); // check browser support dwv.browser.check(); // initialise i18n dwv.i18nInitialise("auto", "/dwv-simplistic/node_modules/dwv"); // DOM ready? document.addEventListener("DOMContentLoaded", function (/*event*/) { domContentLoaded = true; launchApp(); }); </script> </head> <body> <!-- DWV --> <div id="dwv"> <!-- Toolbar --> <div class="toolbar"> <select id="tools" name="tools" onChange="dwvApp.onChangeTool({currentTarget: {value: this.value}})" disabled> <option value="Scroll" data-i18n="tool.Scroll.name">Scroll</option> <option value="WindowLevel" data-i18n="tool.WindowLevel.name">WindowLevel</option> <option value="ZoomAndPan" data-i18n="tool.ZoomAndPan.name">ZoomAndPan</option> </select> <button id="reset" value="Reset" onClick="dwvApp.onDisplayReset()" data-i18n="basics.reset" disabled>Reset</button> </div> <!-- Layer Container --> <div class="layerContainer"> <div class="dropBox">Drag and drop data here.</div> <canvas class="imageLayer">Only for HTML5 compatible browsers...</canvas> </div><!-- /layerContainer --> </div><!-- /dwv --> </body> </html> ]] -- Main if series2=='' then errorpage('this viewer does not support study level viewing') return end -- Get ids local patientid = string.gsub(series2, ':[^:]-$', '') local seriesuid = string.gsub(series2, '^.*:', '') local studyuid = getstudyuid(patientid, seriesuid) local images = queryimages(patientid, seriesuid) -- create the url root for the js array local urlRoot = script_name urlRoot = urlRoot .. '?requestType=WADO&contentType=application/dicom' urlRoot = urlRoot .. '&seriesUID=' .. seriesuid urlRoot = urlRoot .. '&studyUID=' .. studyuid -- Generate html HTML('Content-type: text/html\n\n') dwv1 = split(dwv1, '\n') for k,v in ipairs(dwv1) do if string.find(v, '**** listofurls *****', 1, true) then for i=1, #images do print(' "'..urlRoot .. '&objectUID=' .. images[i].SOPInstanceUID..'",') end else print(v) end end
local SortingUtilities = {} ECS.SortingUtilities = SortingUtilities function SortingUtilities.InsertSorted( data, length, newValue ) while (length > 1 and newValue < data[length - 1]) do data[length] = data[length - 1] length = length - 1 end data[length] = newValue end return SortingUtilities
require 'math' local SignedSquareRoot, parent = torch.class('nn.SignedSquareRoot', 'nn.Module') function SignedSquareRoot:__init(args) parent.__init(self) self.module = nn.Sequential() :add(nn.Abs()) :add(nn.Sqrt()) end function SignedSquareRoot:updateOutput(input) self.output = self.output or input.new() self.output_ = self.module:forward(input) -- get sign for each input element self.sign = self.sign or input.new() self.sign:resizeAs(input) torch.sign(self.sign, input) self.output:cmul(self.output_, self.sign) return self.output end function SignedSquareRoot:updateGradInput(input, gradOutput) self.gradInput = self.gradInput or inout.new() self.gradInput:cdiv(gradOutput, self.output_ * 2) -- filtering out nan, avoid 1/0 caused number explosion self.gradInput[self.output_:eq(0)] = 0 return self.gradInput end