content
stringlengths 5
1.05M
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-- dataloader
-- this scripy is specifically designed for progressive-growing GAN.
-- will change this to multi-threaded 'loader' module for speed up.
local opts = require 'script.opts'
local loader = require 'data.loader'
local opt = opts.parse(arg)
local myloader = {}
-- initial setting for dataloader.
myloader.l_config = {}
myloader.l_config.trainPath = opt.data_root_train
myloader.l_config.nthreads = opt.nthreads
myloader.l_config.batchSize = 64
myloader.l_config.loadSize = 8
myloader.l_config.sampleSize = 8
myloader.l_config.rotate = 0
myloader.l_config.crop = 'none'
myloader.l_config.padding = true
myloader.l_config.hflip = false
myloader.l_config.keep_ratio = true
myloader.l_config.whitenoise = 0
myloader.l_config.brightness = 0
print(myloader.l_config)
-- create dataloader.
local dataset = loader.new(myloader.l_config)
function myloader.renew(self, l_config)
print('re-configure dataloader setting...')
dataset = loader.new(l_config)
end
function myloader:getBatch(target)
return dataset:getBatch(target)
end
function myloader:size()
return dataset:size()
end
return myloader
|
local slc = SL.Global.ActiveColorIndex
local af = Def.ActorFrame{}
-- - - - - - - - - - -
-- Constants defining UI element position depending on horizontal or vertical screen
local arrow_zoom = (IsVerticalScreen() and 0.07 or 0.1)
local arrow_x = (IsVerticalScreen() and 35 or 50)
af[#af+1] = Def.Quad{
InitCommand=function(self) self:zoomto(_screen.w,0):diffuse(Color.Black):Center() end,
OnCommand=function(self) self:accelerate(0.3):zoomtoheight(128):diffusealpha(0.9):sleep(2.5) end,
OffCommand=function(self) self:accelerate(0.3):zoomtoheight(0) end
}
-- loop to add 7 SM5 arrows to the primary ActorFrame
for i=1,7 do
af[#af+1] = Def.ActorFrame {
InitCommand=function(self) self:Center() end,
OnCommand=function(self) self:sleep(3):queuecommand("Hide") end,
HideCommand=function(self) self:visible(false) end,
LoadActor("white_logo.png")..{
InitCommand=cmd(zoom, arrow_zoom; diffuse, GetHexColor(slc-i-3); diffusealpha,0; x, (i-4) * arrow_x ),
OnCommand=cmd(sleep, i*0.1 + 0.2; linear,0.75; diffusealpha,1; linear,0.75;diffusealpha,0)
},
LoadActor("highlight.png")..{
InitCommand=cmd(zoom, arrow_zoom; diffusealpha,0; x, (i-4) * arrow_x),
OnCommand=cmd(sleep, i*0.1 + 0.2; linear,0.75; diffusealpha,0.75; linear,0.75;diffusealpha,0)
}
}
end
af[#af+1] = LoadFont("Common Normal")..{
Text=ScreenString("ThemeDesign"),
InitCommand=function(self) self:diffuse(GetHexColor(slc)):diffusealpha(0):Center() end,
OnCommand=function(self) self:sleep(3):linear(0.25):diffusealpha(1) end,
OffCommand=function(self) self:linear(0.25):diffusealpha(0) end,
}
return af
|
local EffectSprite3D = class("EffectSprite3D", function()
return cc.Sprite3D:create()
end)
function EffectSprite3D:init(objFilePath, textureFilePath)
self:initWithFile(objFilePath)
self:setTexture(textureFilePath)
end
return EffectSprite3D
|
local vec2 = require("math.vec2")
local vec3 = require("math.vec3")
local color = require("math.color")
local umath = require("math.umath")
return function(pos, c, buf)
local npos = (pos - 1) / (buf.size - 1)
local to_center = vec2(0.5, 0.5) - npos
local angle = math.atan2(to_center.y, to_center.x)
local radius = umath.clamp(to_center:length() * 2, 0, 1)
return color.hsv2rgb(vec3(angle / (2 * math.pi) + 0.5, radius, 1))
end
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env = require('test_run')
vclock_diff = require('fast_replica').vclock_diff
test_run = env.new()
SERVERS = { 'autobootstrap_guest1', 'autobootstrap_guest2', 'autobootstrap_guest3' }
--
-- Start servers
--
test_run:create_cluster(SERVERS, "replication", {args="0.1"})
--
-- Wait for full mesh
--
test_run:wait_fullmesh(SERVERS)
--
-- Check vclock
--
vclock1 = test_run:get_vclock('autobootstrap_guest1')
vclock_diff(vclock1, test_run:get_vclock('autobootstrap_guest2'))
vclock_diff(vclock1, test_run:get_vclock('autobootstrap_guest3'))
--
-- Insert rows on each server
--
_ = test_run:cmd("switch autobootstrap_guest1")
_ = box.space.test:insert({box.info.id})
_ = test_run:cmd("switch autobootstrap_guest2")
_ = box.space.test:insert({box.info.id})
_ = test_run:cmd("switch autobootstrap_guest3")
_ = box.space.test:insert({box.info.id})
_ = test_run:cmd("switch default")
--
-- Synchronize
--
vclock = test_run:get_cluster_vclock(SERVERS)
vclock2 = test_run:wait_cluster_vclock(SERVERS, vclock)
vclock_diff(vclock1, vclock2)
--
-- Check result
--
_ = test_run:cmd("switch autobootstrap_guest1")
box.space.test:select()
_ = test_run:cmd("switch autobootstrap_guest2")
box.space.test:select()
_ = test_run:cmd("switch autobootstrap_guest3")
box.space.test:select()
_ = test_run:cmd("switch default")
--
-- Stop servers
--
test_run:drop_cluster(SERVERS)
|
local defaultConfig = {
playerTags = {}
}
TAGMAN = create_setting("tags", "tags.lua", defaultConfig, 0)
TAGMAN:load()
|
-- Roll Component
--
local Base = require 'modern'
local Roll = Base:extend()
-- New
--
function Roll:new(host, data)
--
self.host = host
-- properties
self.rollSpeedScale = 1.25
self.rollForgive = 0.15
-- flags
self.isRolling = false
-- timers
self.tRollReq = 0
end
-- Update
--
function Roll:update(dt)
self.tRollReq = self.tRollReq > 0 and self.tRollReq - dt or 0
end
---- ---- ---- ----
-- Request roll.
--
function Roll:onRqRoll()
self.tRollReq = self.rollForgive
end
-- Event: onRoll
--
function Roll:onRoll()
self.isRolling = true
self.tRollReq = 0 -- reset
end
-- Event: offRoll
--
function Roll:offRoll()
self.isRolling = false
end
return Roll
|
--[[ Copyright (c) 2009 Edvin "Lego3" Linge
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. --]]
local disease = {}
disease.id = "hairyitis"
disease.expertise_id = 3
disease.visuals_id = 1
disease.name = _S.diseases.hairyitis.name
disease.cause = _S.diseases.hairyitis.cause
disease.symptoms = _S.diseases.hairyitis.symptoms
disease.cure = _S.diseases.hairyitis.cure
disease.cure_price = 1150
disease.emergency_sound = "emerg008.wav"
disease.emergency_number = 12
disease.initPatient = function(patient)
patient:setType("Chewbacca Patient")
-- NB: Layers have no effect on the appearance until cured, at which point
-- they are standard male patient layers. The clinic does however sometimes
-- change this so that a female emerge.
patient:setLayer(0, math.random(1, 5) * 2)
patient:setLayer(1, math.random(0, 3) * 2)
patient:setLayer(2, math.random(0, 1) * 2)
patient:setLayer(3, 0)
patient:setLayer(4, 0)
end
-- Diagnosis rooms are the rooms other than the GPs office which can be visited
-- to aid in diagnosis. The need not be visited, and if they are visited, the
-- order in which they are visited is not fixed.
disease.diagnosis_rooms = {
"x_ray",
"scanner",
}
-- Treatment rooms are the rooms which must be visited, in the given order, to
-- cure the disease.
disease.treatment_rooms = {
"electrolysis",
}
-- If a machine is required a small icon should appear in the drug casebook.
disease.requires_machine = true
return disease
|
slot0 = class("WorldMapCell", import("...BaseEntity"))
slot0.Fields = {
terrainDir = "number",
discovered = "boolean",
attachments = "table",
fogSairen = "boolean",
dir = "number",
column = "number",
walkable = "boolean",
fog = "boolean",
row = "number",
infov = "number",
terrain = "number",
inLight = "number",
terrainStrong = "number",
fogLight = "boolean"
}
slot0.EventAddAttachment = "WorldMapCell.EventAddAttachment"
slot0.EventRemoveAttachment = "WorldMapCell.EventRemoveAttachment"
slot0.EventUpdateInFov = "WorldMapCell.EventUpdateInFov"
slot0.EventUpdateDiscovered = "WorldMapCell.EventUpdateDiscovered"
slot0.EventUpdateFog = "WorldMapCell.EventUpdateFog"
slot0.EventUpdateFogImage = "WorldMapCell.EventUpdateFogImage"
slot0.EventUpdateTerrain = "WorldMapCell.EventUpdateTerrain"
slot0.GetName = function (slot0, slot1)
return "cell_" .. slot0 .. "_" .. slot1
end
slot0.TerrainNone = 0
slot0.TerrainStream = 1
slot0.TerrainIce = 2
slot0.TerrainWind = 3
slot0.TerrainFog = 4
slot0.TerrainFire = 5
slot0.TerrainPoison = 6
slot0.Build = function (slot0)
slot0.attachments = {}
slot0.dir = 0
slot0.infov = 0
slot0.inLight = 0
slot0.fog = false
slot0.fogLight = false
slot0.fogSairen = false
end
slot0.Setup = function (slot0, slot1)
slot0.row = slot1[1]
slot0.column = slot1[2]
slot0.walkable = slot1[3]
end
slot0.Dispose = function (slot0)
WPool:ReturnArray(slot0.attachments)
slot0:Clear()
end
slot0.AddAttachment = function (slot0, slot1)
slot2 = WorldMapAttachment.SortOrder[slot1.type]
slot3 = #slot0.attachments + 1
for slot7, slot8 in ipairs(slot0.attachments) do
if WorldMapAttachment.SortOrder[slot8.type] < slot2 then
slot3 = slot7
break
end
end
table.insert(slot0.attachments, slot3, slot1)
slot0:DispatchEvent(slot0.EventAddAttachment, slot1)
if not slot0.discovered and slot1:ShouldMarkAsLurk() then
slot1:UpdateLurk(true)
end
end
slot0.RemoveAttachment = function (slot0, slot1)
if slot1 == nil or type(slot1) == "number" then
table.remove(slot0.attachments, slot1 or #slot0.attachments)
slot0:DispatchEvent(slot0.EventRemoveAttachment, slot0.attachments[slot1 or #slot0.attachments])
WPool:Return(slot0.attachments[slot1 or #slot0.attachments])
elseif slot1.class == WorldMapAttachment then
for slot5 = #slot0.attachments, 1, -1 do
if slot0.attachments[slot5] == slot1 then
slot0:RemoveAttachment(slot5)
break
end
end
end
end
slot0.ContainsAttachment = function (slot0, slot1)
return _.any(slot0.attachments, function (slot0)
return slot0 == slot0
end)
end
slot0.GetInFOV = function (slot0)
if slot0.fog then
return slot0.fogLight
else
return slot0.infov > 0 or slot0.inLight > 0
end
end
slot0.UpdateInFov = function (slot0, slot1)
AfterCheck({
{
function ()
return slot0:GetInFOV()
end,
function ()
slot0:DispatchEvent(slot1.EventUpdateInFov)
end
}
}, function ()
slot0.infov = slot1
end)
end
slot0.ChangeInLight = function (slot0, slot1)
AfterCheck({
{
function ()
return slot0:GetInFOV()
end,
function ()
slot0:DispatchEvent(slot1.EventUpdateInFov)
end
}
}, function ()
slot0.inLight = slot1 + ((slot0.inLight and 1) or -1)
end)
end
slot0.InFog = function (slot0)
if slot0.fog then
return not slot0.fogLight
else
return slot0:GetTerrain() == slot0.TerrainFog
end
end
slot0.LookSairenFog = function (slot0)
return slot0.fogSairen or slot0:IsTerrainSairenFog()
end
slot0.UpdateFog = function (slot0, slot1, slot2, slot3)
AfterCheck({
{
function ()
return slot0:GetInFOV()
end,
function ()
slot0:DispatchEvent(slot1.EventUpdateInFov)
end
},
{
function ()
return slot0:InFog()
end,
function ()
slot0:DispatchEvent(slot1.EventUpdateFog)
end
},
{
function ()
return slot0:LookSairenFog()
end,
function ()
slot0:DispatchEvent(slot1.EventUpdateFogImage)
end
}
}, function ()
slot0.fog = defaultValue(defaultValue, slot0.fog)
slot0.fogLight = defaultValue(defaultValue, slot0.fogLight)
slot0.fogSairen = defaultValue(slot0.fogLight, slot0.fogSairen)
end)
end
slot0.UpdateDiscovered = function (slot0, slot1)
if slot0.discovered ~= slot1 then
slot0.discovered = slot1
slot0:DispatchEvent(slot0.EventUpdateDiscovered)
end
end
slot0.GetTerrain = function (slot0)
return slot0.terrain or slot0.TerrainNone
end
slot0.UpdateTerrain = function (slot0, slot1, slot2, slot3)
AfterCheck({
{
function ()
return slot0:InFog()
end,
function ()
slot0:DispatchEvent(slot1.EventUpdateFog)
end
},
{
function ()
return slot0:LookSairenFog()
end,
function ()
slot0:DispatchEvent(slot1.EventUpdateFogImage)
end
}
}, function ()
slot0.terrain = slot1
if slot0.terrain == slot2.TerrainStream then
slot0.terrainDir = slot3
elseif slot0.terrain == slot2.TerrainWind then
slot0.terrainDir = slot3
slot0.terrainStrong = slot4
elseif slot0.terrain == slot2.TerrainFog then
slot0.terrainStrong = slot4
elseif slot0.terrain == slot2.TerrainPoison then
slot0.terrainStrong = slot4
end
slot0:DispatchEvent(slot2.EventUpdateTerrain)
end)
end
slot0.GetAliveAttachments = function (slot0)
return _.filter(slot0.attachments, function (slot0)
return slot0:IsAlive()
end)
end
slot0.GetAliveAttachment = function (slot0)
return _.detect(slot0.attachments, function (slot0)
return slot0:IsAlive()
end)
end
slot0.GetDisplayAttachment = function (slot0)
return _.detect(slot0.attachments, function (slot0)
return slot0:IsAlive() and slot0:IsVisible()
end)
end
slot0.GetInterativeAttachment = function (slot0)
return _.detect(slot0.attachments, function (slot0)
return WorldMapAttachment.IsInteractiveType(slot0.type) and slot0:IsAlive() and slot0:IsVisible()
end)
end
slot0.GetEventAttachment = function (slot0)
return _.detect(slot0.attachments, function (slot0)
return slot0:IsAlive() and slot0.type == WorldMapAttachment.TypeEvent
end)
end
slot0.GetCompassAttachment = function (slot0)
slot1 = {}
for slot5, slot6 in ipairs(slot0.attachments) do
table.insert(slot1, slot5)
end
return _.detect(_.sort(slot1, function (slot0, slot1)
return (slot0.attachments[slot0].config.compass_index or 0) > (slot0.attachments[slot1].config.compass_index or 0)
end), function (slot0)
if slot0.attachments[slot0]:ShouldMarkAsLurk() then
return slot1:IsAlive() and slot1:IsVisible() and slot0.discovered
elseif slot1.type == WorldMapAttachment.TypeEvent then
return slot1:IsAlive() and slot1.config.visuality == 0
elseif slot1.type ~= WorldMapAttachment.TypeFleet and slot1.type ~= WorldMapAttachment.TypePort then
return slot1:IsAlive()
end
end) and slot0.attachments[slot2]
end
slot0.FindAliveAttachment = function (slot0, slot1)
return _.detect(slot0.attachments, function (slot0)
return slot0:IsAlive() and slot0.type == slot0
end)
end
slot0.IsTerrainSairenFog = function (slot0)
return slot0.terrain == slot0.TerrainFog and slot0.terrainStrong == 0
end
slot0.CanLeave = function (slot0)
return slot0.walkable and slot0:GetTerrainObstacleConfig("leave") and underscore.all(slot0.attachments, function (slot0)
return not slot0:IsAlive() or slot0:CanLeave()
end)
end
slot0.CanArrive = function (slot0)
return slot0.walkable and slot0:GetTerrainObstacleConfig("arrive") and underscore.all(slot0.attachments, function (slot0)
return not slot0:IsAlive() or slot0:CanArrive()
end)
end
slot0.CanPass = function (slot0)
return slot0.walkable and slot0:GetTerrainObstacleConfig("pass") and underscore.all(slot0.attachments, function (slot0)
return not slot0:IsAlive() or slot0:CanPass()
end)
end
slot0.IsSign = function (slot0)
return _.any(slot0.attachments, function (slot0)
return slot0:IsAlive() and slot0:IsSign()
end)
end
slot0.ExistEnemy = function (slot0)
return tobool(slot0:GetStageEnemy())
end
slot0.GetStageEnemy = function (slot0)
return _.detect(slot0.attachments, function (slot0)
return slot0:IsAlive() and WorldMapAttachment.IsEnemyType(slot0.type)
end)
end
slot0.GetDisplayQuad = function (slot0)
slot1 = nil
slot2 = slot0:GetDisplayAttachment()
if not slot0:InFog() and slot2 then
if slot2.type == WorldMapAttachment.TypeEvent then
if slot2.config.object_icon and #slot3 > 0 then
slot1 = slot3
end
elseif WorldMapAttachment.IsEnemyType(slot2.type) then
slot1 = {
"cell_red"
}
elseif slot2.type == WorldMapAttachment.TypePort or slot2.type == WorldMapAttachment.TypeBox then
slot1 = {
"cell_yellow"
}
end
end
return slot1
end
slot0.GetEmotion = function (slot0)
return (slot0.terrain == slot0.TerrainPoison and WorldConst.PoisonEffect) or nil
end
slot0.GetScannerAttachment = function (slot0)
slot2, slot3 = nil
for slot7, slot8 in ipairs(slot1) do
if slot8:IsScannerAttachment() and (not slot2 or slot3 < slot9) then
slot2 = slot8
slot3 = slot9
end
end
return slot2
end
slot0.TerrainObstacleConfig = {
SairenFog = 4,
[slot0.TerrainNone] = 7,
[slot0.TerrainStream] = 6,
[slot0.TerrainIce] = 6,
[slot0.TerrainWind] = 2,
[slot0.TerrainFog] = 6,
[slot0.TerrainFire] = 7,
[slot0.TerrainPoison] = 7
}
slot0.GetTerrainObstacleConfig = function (slot0, slot1)
return bit.band(slot0.TerrainObstacleConfig[(slot0:IsTerrainSairenFog() and "SairenFog") or slot0:GetTerrain()], WorldConst.GetObstacleKey(slot1)) > 0
end
slot0.IsMovingTerrain = function (slot0)
return slot0 == slot0.TerrainStream or slot0 == slot0.TerrainIce or slot0 == slot0.TerrainWind
end
return slot0
|
vacationHome =
{
type = "destructible",
buildingTemplate = "object/building/military/pirate_warehouse.iff",
terminal = { template = "object/tangible/terminal/terminal_destructible_building.iff", vectorCellID = 3, x = 0, z = 0.3, y = -6.0 },
childNpcs =
{
{ npcTemplate = "giant_gubbur", npcName = "Faswald's Pet", vectorCellID = 3, x = 0, z = 0.3, y = -3.0 }
}
}
venthan_chassu_missions =
{
{
missionType = "destroy",
buildingSpawn = vacationHome,
primarySpawns =
{
{ npcTemplate = "r5", npcName = "" }
},
secondarySpawns =
{
},
{
},
rewards =
{
{ rewardType = "credits", amount = 250 }
}
},
{
missionType = "assassinate",
primarySpawns =
{
{ npcTemplate = "critic_quest_venthan", npcName = "Faswald Vorsuble" }
},
secondarySpawns =
{
{ npcTemplate = "bodyguard", npcName = "" }
},
itemSpawns =
{
},
rewards =
{
{ rewardType = "credits", amount = 500 }
}
}
}
npcMapVenthanChassu =
{
{
spawnData = { npcTemplate = "venthan_chassu", x = -6.4, z = -0.9, y = -20.0, direction = -9, cellID = 3005702, position = STAND },
npcNumber = 1,
worldPosition = { x = -5219, y = -6433 },
stfFile = "@static_npc/corellia/venthan_chassu",
missions = venthan_chassu_missions
},
}
VenthanChassu = ThemeParkLogic:new {
npcMap = npcMapVenthanChassu,
className = "VenthanChassu",
screenPlayState = "venthan_chassu_quest",
planetName = "corellia",
distance = 300,
}
registerScreenPlay("VenthanChassu", true)
venthan_chassu_mission_giver_conv_handler = mission_giver_conv_handler:new {
themePark = VenthanChassu
}
venthan_chassu_mission_target_conv_handler = mission_target_conv_handler:new {
themePark = VenthanChassu
}
|
-- импорт оформлений для Awesom'a
require'themes'
-- правила хоткеев
require'core/root/bindings'
-- импорт основных виджетов
require'core/widgets'
-- разделители и прочие элементы оформления
require'core/behavior/separators'
-- по-умолчанию используем обычный вариант тегов
if not _Awesome.switches.system.tags
then
require("core.root.tags_fallback")
end
-- генерируем основное меню на основе бла-бла-бла ;-)
local mymainmenu, mylauncher = generateMenu()
-- {{{ дополнительная проверка
-- do
-- local in_error = false
-- awesome.connect_signal(
-- "debug::error",
-- function (err)
-- -- если есть ошибка
-- if in_error
-- then
-- return
-- end
-- -- включаем вывод
-- in_error = true
-- -- выводим подробную/известную информацию
-- _Awesome.notify.errors(err)
-- -- выключаем вывод
-- in_error = false
-- end
-- )
-- end
-- }}}
require'core/root/tasklist'
-- Java GUI's fix
_Awesome.awful.util.spawn_with_shell("wmname LG3D")
-- {{{ Wibox initialisation
_Awesome._wibox.top = {}
_Awesome._wibox.bottom = {}
_Awesome._wibox.tag = {}
-- ни в коем разе никак не локальная переменная
mypromptbox = {}
local mylayoutbox = {}
local _tagList = {}
_tagList.buttons = _Awesome.awful.util.table.join(
_Awesome.awful.button(
{ },
1,
_Awesome.awful.tag.viewonly
),
_Awesome.awful.button(
{ modkey },
1,
_Awesome.awful.client.movetotag
),
_Awesome.awful.button(
{ },
3,
_Awesome.awful.tag.viewtoggle
),
_Awesome.awful.button(
{ modkey },
3,
_Awesome.awful.client.toggletag
),
_Awesome.awful.button(
{ },
4,
function(t)
_Awesome.awful.tag.viewnext(_Awesome.awful.tag.getscreen(t))
end
),
_Awesome.awful.button(
{ },
5,
function(t)
_Awesome.awful.tag.viewprev(_Awesome.awful.tag.getscreen(t))
end
)
)
for s = 1, screen.count()
do
mypromptbox[s] = _Awesome.awful.widget.prompt()
-- icon indicating which layout we're using
mylayoutbox[s] = _Awesome.awful.widget.layoutbox(s)
mylayoutbox[s]:buttons(
_Awesome.awful.util.table.join(
_Awesome.awful.button(
{ },
1,
function ()
_Awesome.awful.layout.inc(_Awesome.awful.layout.layouts, 1)
end
),
_Awesome.awful.button(
{ },
3,
function ()
_Awesome.awful.layout.inc(_Awesome.awful.layout.layouts, -1)
end
),
_Awesome.awful.button(
{ },
4,
function ()
_Awesome.awful.layout.inc(_Awesome.awful.layout.layouts, 1)
end
),
_Awesome.awful.button(
{ },
5,
function ()
_Awesome.awful.layout.inc(_Awesome.awful.layout.layouts, -1)
end
)
)
)
local tagsh = 3
_tagList[s] = _Awesome.awful.widget.taglist(
s,
_Awesome.awful.widget.taglist.filter.all,
_tagList.buttons
)
mytasklist[s] = _Awesome.awful.widget.tasklist(
s,
_Awesome.awful.widget.tasklist.filter.currenttags,
mytasklist.buttons
)
if _Awesome.switches.panels.top
then
_Awesome._wibox.top[s] = _Awesome.awful.wibox(
{
position = "top",
screen = s,
border_width = _Awesome.beautiful.border_width,
height = 22
}
)
end
-- Widgets that are aligned to the left
local left_layout = _Awesome.wibox.layout.fixed.horizontal()
-- Widgets that are aligned to the right
local right_layout = _Awesome.wibox.layout.fixed.horizontal()
--- }}}
left_layout:add(_spr)
left_layout:add(_tagList[s])
left_layout:add(mypromptbox[s])
left_layout:add(_spr)
if s == 1
then
right_layout:add(_Awesome.wibox.widget.systray())
end
-- если разрешено отображаем виджеты
if _Awesome.switches.system.widgets
then
right_layout:add(_spr)
right_layout:add(arrl)
-- отображаем все виджеты, независимо от того,
-- включен тот или иной, в том случае если включены две панели
if _Awesome.switches.panels.top and _Awesome.switches.panels.bottom
then
-- если разрешен отображаем
if _Awesome.switches.widgets.network
then
right_layout:add(netdownicon)
right_layout:add(netdowninfo)
right_layout:add(netupicon)
right_layout:add(netupinfo)
end
if _Awesome.switches.widgets.volume
then
right_layout:add(volicon)
right_layout:add(volumewidget)
end
if _Awesome.switches.widgets.memmory
then
right_layout:add(memicon)
right_layout:add(memwidget)
end
if _Awesome.switches.widgets.cpuinfo
then
right_layout:add(cpuicon)
right_layout:add(cpuwidget)
end
if _Awesome.switches.widgets.temperature_cpu
then
right_layout:add(tempicon)
right_layout:add(tempwidget)
end
if _Awesome.switches.widgets.filesysteminfo
then
right_layout:add(fsicon)
right_layout:add(fswidget)
end
end
-- если нижняя панель отключена
if not _Awesome.switches.panels.bottom
then
right_layout:add(mylayoutbox[s])
end
end
--- }}}
-- если одна из панелей отключена или отключены виджеты,
-- отображаем минимум виджетов
if _Awesome.switches.widgets.battery
then
right_layout:add(baticon)
right_layout:add(batwidget)
end
if _Awesome.switches.widgets.clock
then
right_layout:add(widget_clock)
right_layout:add(clockwidget)
end
-- Now bring it all together (with the tasklist in the middle)
if _Awesome.switches.panels.top
then
local layout = _Awesome.wibox.layout.align.horizontal()
layout:set_left(left_layout)
-- если нижняя панель отключена
if not _Awesome.switches.panels.bottom
then
layout:set_middle(mytasklist[s])
end
layout:set_right(right_layout)
_Awesome._wibox.top[s]:set_widget(layout)
end
-- если нижняя панель включена
if _Awesome.switches.panels.bottom
then
-- Create the bottom wibox
_Awesome._wibox.bottom[s] = _Awesome.awful.wibox(
{
position = "bottom",
screen = s,
border_width = _Awesome.beautiful.border_width,
height = 20
}
)
-- Widgets that are aligned to the bottom left
bottom_left_layout = _Awesome.wibox.layout.fixed.horizontal()
-- если верхняя панель отключена
if not _Awesome.switches.panels.top
then
bottom_left_layout:add(left_layout)
end
-- Widgets that are aligned to the bottom right
bottom_right_layout = _Awesome.wibox.layout.fixed.horizontal()
-- если верхняя панель отключена
if not _Awesome.switches.panels.top
then
bottom_right_layout:add(right_layout)
end
bottom_right_layout:add(mylayoutbox[s])
-- Now bring it all together (with the tasklist in the middle)
bottom_layout = _Awesome.wibox.layout.align.horizontal()
bottom_layout:set_left(bottom_left_layout)
bottom_layout:set_middle(mytasklist[s])
bottom_layout:set_right(bottom_right_layout)
_Awesome._wibox.bottom[s]:set_bg(_Awesome.beautiful.bg_normal)
_Awesome._wibox.bottom[s]:set_widget(bottom_layout)
end
end
-- }}}
-- {{{ Signals
-- Signal function to execute when a new client appears.
client.connect_signal(
"manage",
function (c)
c:connect_signal(
"mouse::enter",
function(c)
if _Awesome.awful.layout.get(c.screen) ~= _Awesome.awful.layout.suit.magnifier and _Awesome.awful.client.focus.filter(c)
then
client.focus = c
end
end
)
if not startup
then
if not c.size_hints.user_position and not c.size_hints.program_position
then
_Awesome.awful.placement.no_overlap(c)
_Awesome.awful.placement.no_offscreen(c)
end
end
if not awesome.startup
then
-- Set the windows at the slave,
-- i.e. put it at the end of others instead of setting it master.
-- _Awesome.awful.client.setslave(c)
-- Put windows in a smart way, only if they does not set an initial position.
if not c.size_hints.user_position and not c.size_hints.program_position
then
_Awesome.awful.placement.no_overlap(c)
_Awesome.awful.placement.no_offscreen(c)
end
end
end
)
-- }}}
-- {{{ Enable sloppy focus
client.connect_signal(
"mouse::enter",
function(c)
if _Awesome.awful.layout.get(c.screen) ~= _Awesome.awful.layout.suit.magnifier and _Awesome.awful.client.focus.filter(c)
then
client.focus = c
end
end
)
client.connect_signal(
"focus",
function(c)
c.border_color = _Awesome.beautiful.border_focus
end
)
client.connect_signal(
"unfocus",
function(c)
c.border_color = _Awesome.beautiful.border_normal
end
)
-- }}}
-- {{{ Default static wall
if _Awesome.beautiful.wallpaper
then
for s = 1,screen.count()
do
_Awesome.gears.wallpaper.maximized(_Awesome.beautiful.wallpaper, s, true)
end
end
-- }}}
|
local env=env
local write
local system=env.class(env.scripter)
function system:ctor()
self.process=nil
self.proc=java.require("org.dbcli.SubSystem")
self.prompt_pattern="^.+[>\\$#@:] *$"
self.support_redirect=true
end
function system:kill_reader(cmds)
if not self.reader then return end
if cmds[1]:upper()==self.name:upper() then return end
self.reader:kill()
self.reader=nil
end
function system:get_last_line(cmd)
if not self.process then return end
local done,msg=pcall(self.process.getLastLine,self.process,cmd)
if self.process:isClosed() then self:terminate() end
env.checkerr(done,msg or '')
return self.process~=nil and msg or nil
end
function system:get_lines(cmd,interval,count,prep)
if not self.process then return end
interval,count=tonumber(interval),tonumber(count)
if interval and count then
return self.process:getLinesInterval(cmd,math.ceil(interval),math.ceil(count),prep)
else
return self.process:getLines(cmd)
end
end
function system:run_command(cmd,is_print,interval,count,prep)
if not self.process then return end
interval,count=tonumber(interval),tonumber(count)
local done,msg
if interval and count then
done,msg=pcall(self.process.executeInterval,self.process,cmd,math.ceil(interval),math.ceil(count),is_print and true or false,prep)
else
done,msg=pcall(self.process.execute,self.process,cmd,is_print and true or false,self.block_input or false)
end
if self.process:isClosed() then
self:terminate()
end
env.checkerr(done,msg or '')
if self.process==nil then return end
self.prompt=msg
if self.enter_flag==true then env.set_subsystem(self.name,self.prompt) end
end
function system:terminate()
if not self.process then return end
self.process:close()
self.process,self.enter_flag,self.startup_cmd=nil,nil,nil
print("Sub-system '"..self.name.."' is terminated.")
return env.set_subsystem(nil)
end
function system:set_work_dir(path,quiet)
if path=="" then return print("Current working dir is "..self.work_dir) end
path=path=="." and env._CACHE_PATH or path
path=env.join_path(path,"")
env.checkerr(os.exists(path)=='directory',"No such folder: %s!",path)
self.work_dir=path
if not quiet then
print("Working dir changed to "..path)
end
if not self.process then return end
end
function system:list_work_dir(filter)
os.execute((env.IS_WINDOWS and ('dir "'..self.work_dir..'" /B/S/A:-D ') or ('find "'..self.work_dir..'" -type f'))..(filter or ""))
end
function system:make_native_command(arg)
local is_win=env.IS_WINDOWS
local env,cmd={},{}
local function enclose(s)
return tostring(s):find("%s") and ('"'..s..'"') or s
end
env[#env+1]=(is_win and 'cd /d ' or 'cd ')..enclose(self.work_dir)
for i,v in ipairs(self.startup_cmd) do
cmd[#cmd+1]=enclose(v)
end
for i,v in ipairs(arg) do
cmd[#cmd+1]=enclose(v)
end
env[#env+1]=table.concat(cmd," ")
cmd=table.concat(env,is_win and ' & ' or " ; ")
return cmd
end
function system:call_process(cmd,is_native)
if cmd=='\1' then cmd='' end
if not self.process or is_native==true then
local args=env.parse_args(99,cmd or "") or {}
for i=1,#args do
local k=args[1]:upper()
if k:sub(1,1)~='-' then break end
if k=="-N" then
is_native=true
table.remove(args,1)
elseif k:find("^%-D") then
self.work_dir=args[1]:sub(3):gsub('"','')
table.remove(args,1)
end
end
for i=#args,1,-1 do
if args[i]:trim() =='' then table.remove(args,i) end
end
self.env={}
if not self.work_dir then self.work_dir=self.extend_dirs or self.script_dir or env._CACHE_PATH end
local do_redirect=false
if not self.process or not is_native then
local boot_cmd=self.boot_cmd
if not boot_cmd then
boot_cmd=self.executable or self.name
boot_cmd=type(boot_cmd)=='table' and boot_cmd or {boot_cmd}
for i,cmd in ipairs(boot_cmd) do
if env.IS_WINDOWS and not cmd:find('.',1,true) then boot_cmd[i]=cmd..'.exe' end
end
boot_cmd=os.find_extension(boot_cmd)
self.boot_cmd=boot_cmd
end
self.startup_cmd,do_redirect=self:get_startup_cmd(args,is_native)
if #args>0 then is_native = true end
if not self.startup_cmd then return end
table.insert(self.startup_cmd,1,boot_cmd)
self:set_work_dir(self.work_dir,true)
env.log_debug("subsystem","Command : " ..table.concat(self.startup_cmd," "))
env.log_debug("subsystem","Work dir: "..self.work_dir)
env.log_debug("subsystem","Environment: \n"..table.dump(self.env))
end
if (do_redirect or not is_native) and self.support_redirect or (is_native and not self.support_redirect) then
--print(table.concat(self.startup_cmd," "))
if not self.process then
env.printer.write("Connecting to "..self.name.."...")
self.startup_cmd[1]=self.startup_cmd[1]:gsub('\\','\\\\')
self.process=self.proc:create(self.prompt_pattern,self.work_dir,self.startup_cmd,self.env)
self.msg_stack={}
self:run_command(nil,false)
env.printer.write("$DELLINE$")
if not self.process then return end
if self.after_process_created then self:after_process_created() end
end
if #args==0 then
cmd=nil
else
cmd=table.concat(args," ")
end
else
local line=self:make_native_command(args)
local env1={}
env.log_debug("subsystem","SQL: "..line)
for k,v in pairs(self.env) do
env1[k]=os.getenv(k) or ""
env.uv.os.setenv(k,v)
end
terminal:echo(true)
terminal:pause()
pcall(os.execute,line)
terminal:resume()
for k,v in pairs(env1) do
if v~="" then
env.uv.os.setenv(k,v)
else
env.uv.os.unsetenv(k)
end
end
return
end
end
if not self.process then return end
if not cmd then
env.set_subsystem(self.name,self.prompt)
self.enter_flag=true
local help=[[
You are entering '%s' interactive mode, working dir is '%s'.
To switch to the native CLI mode, execute '-n' or '.%s -n'.
Type 'lls' to list the files in current working dir, to change the working dir, execute 'lcd <path>'.
Type '.<cmd>' to run the root command, 'bye' to leave, or 'exit' to terminate.]]
help=help:format(self.name,self.work_dir,self.name):gsub("%s%s%s+",'\n'):gsub("^%s+","")
print(env.ansi.mask("PromptColor",help))
env.set_subsystem(self.name,self.prompt)
return
end
local command=cmd:upper():gsub("^%s+","")
if command=='BYE' then
self.enter_flag=false
return env.set_subsystem(nil)
elseif command:find("^%-N") then
return self:call_process(cmd,true)
elseif command:find("^LLS ") or command=="LLS" then
return self:list_work_dir(cmd:sub(5))
elseif command:find("^LCD ") or command=="LCD" then
return self:set_work_dir(cmd:sub(5))
elseif command=='EXIT' then
return self:terminate()
end
self.enter_flag=true
self:run_command(cmd,true)
end
function system:__onload()
self.sleep=env.sleep
write=env.printer.write
env.set_command{obj=self,cmd=self.name,
help_func=self.description,
call_func=self.call_process,
is_multiline=false,parameters=2,color="PROMPTSUBCOLOR",
is_blocknewline=false}
env.event.snoop("BEFORE_COMMAND",self.kill_reader,self,1)
end
function system:onunload()
self:terminate()
end
system.finalize='N/A'
return system
|
include "layerLayout";
local fontSlant;
--------------------------------------------------
-- Textures --------------------------------------
--------------------------------------------------
local textures =
{
noise = { },
numbers = { },
gauge =
{
effective = { },
excessive = { },
},
};
--------------------------------------------------
function theori.layer.doAsyncLoad()
for i = 0, 9 do
textures.numbers[i] = theori.graphics.queueTextureLoad("combo/" .. i);
end
for i = 0, 9 do
textures.noise[i] = theori.graphics.queueTextureLoad("noise/" .. i);
end
textures.gauge.ratebg = theori.graphics.queueTextureLoad("game/gauge/rate_bg");
textures.gauge.effective.background = theori.graphics.queueTextureLoad("game/gauge/gauge_back_eff");
textures.gauge.effective.fillNormal = theori.graphics.queueTextureLoad("game/gauge/fill_normal_eff");
textures.gauge.effective.fillPass = theori.graphics.queueTextureLoad("game/gauge/fill_pass_eff");
textures.gauge.effective.outline = theori.graphics.queueTextureLoad("game/gauge/anim_outline_gauge_eff");
return true;
end
function theori.layer.doAsyncFinalize()
return true;
end
function theori.layer.onClientSizeChanged(w, h)
Layout.CalculateLayout();
end
function theori.layer.init()
fontSlant = theori.graphics.getStaticFont("slant");
theori.graphics.openCurtain();
end
function theori.layer.update(delta, total)
local w, h = LayoutWidth, LayoutHeight;
Layout.Update(delta, total);
end
function theori.layer.render()
Layout.CheckLayout();
Layout.DoTransform();
Layout.Render();
end
local function renderScoreSpriteNum(x, y, w, r, g, b, a)
local num = scoring.score;
local dig = 8;
local digTextures = { };
for i = dig, 1, -1 do
local tento, tentom1 = math.pow(10, i), math.pow(10, i - 1);
local tex = textures.numbers[math.floor((num % tento) / tentom1)];
table.insert(digTextures, tex);
end
local scaleFactor = 0.8;
local scaleRatio = 1 / (2 * scaleFactor);
local xPos = x;
for i, texture in next, digTextures do
local s;
if (i <= 4) then
s = w * scaleRatio / 4;
else
s = (w - (w * scaleRatio)) / 4;
end
theori.graphics.setFillToTexture(texture, r, g, b, a);
theori.graphics.fillRect(xPos, y - s, s, s);
xPos = xPos + s;
end
end
-- Landscape Layout
local function renderJacketPanel(x, y, w)
local h = w * 0.5;
-- values
local margin = h * 0.05;
local rounding = margin;
local jacketSize = h * 0.8 - 2 * margin;
local diffHeight = h - 3 * margin - jacketSize;
local trackNumTotalHeight = h * 0.425;
local gameInfoTotalHeight = h * 0.425;
local progressWidth = w - 2 * margin - jacketSize;
local progressHeight = h - trackNumTotalHeight - gameInfoTotalHeight;
-- jacket/diff panel background
theori.graphics.setFillToColor(255, 255, 255, 255);
theori.graphics.fillRoundedRectVarying(x, y, jacketSize + 2 * margin, h, 0, 0, rounding, rounding);
-- track label background
theori.graphics.fillRoundedRectVarying(x + jacketSize + 2 * margin, y, progressWidth, trackNumTotalHeight + progressHeight, 0, rounding, rounding, 0);
-- jacket
local jacketTexture = game.chart.getJacketTexture();
if (jacketTexture) then
theori.graphics.setFillToTexture(jacketTexture, 255, 255, 255, 255);
else
theori.graphics.setFillToColor(0, 0, 0, 200);
end
theori.graphics.fillRoundedRectVarying(x + margin, x + margin, jacketSize, jacketSize,
0, rounding, 0, 0);
-- diff frame
theori.graphics.setFillToColor(0, 10, 40, 255);
theori.graphics.fillRoundedRectVarying(x + margin, y + 2 * margin + jacketSize, jacketSize, diffHeight, 0, 0, rounding, rounding);
-- progress bar frame
theori.graphics.setFillToColor(255, 0, 200, 255);
theori.graphics.fillRoundedRect(x + 3 * margin + jacketSize, y + trackNumTotalHeight + progressHeight / 4, progressWidth - 2 * margin, progressHeight / 2, progressHeight / 4);
-- progress bar fill
local progressBubbleSize = progressHeight / 4;
local progressCenter = progressBubbleSize / 2 + x + 3 * margin + jacketSize + (progressWidth - 2 * margin - progressBubbleSize) * game.progress;
theori.graphics.setFillToColor(255, 255, 255, 255);
theori.graphics.fillRect(x + 3 * margin + jacketSize + progressBubbleSize / 2, y + trackNumTotalHeight + progressHeight / 2 - 1, progressWidth - progressBubbleSize - 2 * margin, 2);
theori.graphics.fillRoundedRect(progressCenter - progressBubbleSize * 0.5, y + trackNumTotalHeight + progressHeight / 2 - progressBubbleSize * 0.5, progressBubbleSize, progressBubbleSize, progressBubbleSize / 2);
-- "Track N"
theori.graphics.setFillToColor(0, 0, 0, 255);
theori.graphics.setFont(fontSlant);
theori.graphics.setFontSize(trackNumTotalHeight * 0.75);
theori.graphics.setTextAlign(Anchor.BottomLeft);
theori.graphics.fillString("Track", x + 2 * margin + jacketSize, y + trackNumTotalHeight);
local trackTextWidth, _ = theori.graphics.measureString("Track ");
theori.graphics.setFontSize(trackNumTotalHeight * 0.85);
theori.graphics.fillString("Ex", x + 2 * margin + jacketSize + trackTextWidth, y + trackNumTotalHeight);
-- game info text
local textSpace = w - 2 * margin - jacketSize;
theori.graphics.setFillToColor(255, 255, 255, 255);
theori.graphics.setFont(fontSlant);
theori.graphics.setFontSize((gameInfoTotalHeight / 2) * 0.75);
theori.graphics.setTextAlign(Anchor.BottomRight);
theori.graphics.fillString("BPM", x + 2 * margin + jacketSize + textSpace * 0.6, y + trackNumTotalHeight + progressHeight + gameInfoTotalHeight / 2);
theori.graphics.fillString("HI-SPEED", x + 2 * margin + jacketSize + textSpace * 0.6, y + trackNumTotalHeight + progressHeight + gameInfoTotalHeight * 0.95);
theori.graphics.setTextAlign(Anchor.BottomLeft);
theori.graphics.fillString(tostring(math.floor(game.bpm)), x + 2 * margin + jacketSize + textSpace * 0.7, y + trackNumTotalHeight + progressHeight + gameInfoTotalHeight / 2);
theori.graphics.fillString(string.format("%.1f", game.hispeed), x + 2 * margin + jacketSize + textSpace * 0.7, y + trackNumTotalHeight + progressHeight + gameInfoTotalHeight * 0.95);
end
local function renderScorePanel(x, y, w)
local h = w * 0.5;
local margin = h * 0.05;
local rounding = margin;
local scoreHeight = h * 2 / 3;
local chainHeight = h - scoreHeight;
-- score background
theori.graphics.setFillToColor(255, 255, 255, 255);
theori.graphics.fillRoundedRectVarying(x, y, w, scoreHeight, 0, 0, rounding, rounding);
-- score label
theori.graphics.setFillToColor(0, 0, 0, 255);
theori.graphics.setFont(fontSlant);
theori.graphics.setFontSize(scoreHeight * 0.4);
theori.graphics.setTextAlign(Anchor.BottomLeft);
theori.graphics.fillString("score", x + margin, y + scoreHeight * 0.4);
-- score display
renderScoreSpriteNum(x + margin, y + scoreHeight - margin, w - 2 * margin, 0, 0, 0, 255);
-- max combo display
theori.graphics.setFillToColor(255, 255, 255, 255);
theori.graphics.setFont(fontSlant);
theori.graphics.setTextAlign(Anchor.TopLeft);
theori.graphics.setFontSize(chainHeight * 0.55);
theori.graphics.fillString("MAXIMUM CHAIN", x + w * 0.3, y + scoreHeight * 0.95);
theori.graphics.setTextAlign(Anchor.TopRight);
theori.graphics.fillString("9999", x + w * 0.25, y + scoreHeight * 0.95);
end
local function renderGauge(x, y, h)
local gaugeAspect = textures.gauge.effective.background.aspectRatio;
local gaugeTransitionPoint = 0.7;
local w = h * gaugeAspect;
x, y = x - w / 2, y - h / 2;
local gy = y + h * (18 / 362);
local gh = h * (328 / 362);
-- bg
theori.graphics.setFillToTexture(textures.gauge.effective.background, 255, 255, 255, 255);
theori.graphics.fillRect(x, y, w, h);
-- fill
theori.graphics.saveScissor();
theori.graphics.scissor(x * LayoutScale, (gy + gh * (1 - scoring.gauge)) * LayoutScale, w * LayoutScale, (gh * scoring.gauge) * LayoutScale);
if (scoring.gauge < gaugeTransitionPoint) then
theori.graphics.setFillToTexture(textures.gauge.effective.fillNormal, 255, 255, 255, 255);
else
theori.graphics.setFillToTexture(textures.gauge.effective.fillPass, 255, 255, 255, 255);
end
theori.graphics.fillRect(x, y, w, h);
theori.graphics.restoreScissor();
-- outline
theori.graphics.setFillToTexture(textures.gauge.effective.outline, 255, 255, 255, 255);
theori.graphics.fillRect(x, y, w, h);
-- rate
local rateAspect = textures.gauge.ratebg.aspectRatio;
local rateW = w * 0.9;
local rateH = rateW / rateAspect;
local rateX, rateY = x - rateW * 0.8, gy + gh * (1 - scoring.gauge) - rateH / 2;
theori.graphics.setFillToTexture(textures.gauge.ratebg, 255, 255, 255, 255);
theori.graphics.fillRect(rateX, rateY, rateW, rateH);
-- rate text
theori.graphics.setFillToColor(255, 255, 255, 255);
theori.graphics.setFont(nil);
theori.graphics.setFontSize(rateH * 0.6);
theori.graphics.setTextAlign(Anchor.MiddleRight);
theori.graphics.fillString(tostring(math.floor(scoring.gauge * 100 + 0.5)), rateX + rateW * 0.65, rateY + rateH * 0.425);
end
function Layouts.Landscape.Render(self)
local w, h = LayoutWidth, LayoutHeight;
renderJacketPanel(0, 0, w * 0.2);
renderScorePanel(w * 0.8, 0, w * 0.2);
renderGauge(w * 0.75, h / 2, h * 0.55);
end
-- Wide Landscape Layout
function Layouts.WideLandscape.Render(self)
Layouts.Landscape:Render();
end
-- Portrait Layout
function Layouts.Portrait.Render(self)
end
-- Tall Portrait Layout
function Layouts.TallPortrait.Render(self)
Layouts.Portrait:Render();
end
|
local T, C, L = Tukui:unpack()
local DataTexts = T.DataTexts
----------------------------------------------------------------
-- DataTexts
----------------------------------------------------------------
function DataTexts:AddDefaults()
local Name = UnitName("player")
local Realm = GetRealmName()
TukuiDatabase.Variables[Realm][Name].DataTexts = {}
TukuiDatabase.Variables[Realm][Name].DataTexts["Guild"] = { true, 1 }
TukuiDatabase.Variables[Realm][Name].DataTexts["Character"] = { true, 2 }
TukuiDatabase.Variables[Realm][Name].DataTexts["System"] = { true, 3 }
TukuiDatabase.Variables[Realm][Name].DataTexts["Friends"] = { true, 4 }
TukuiDatabase.Variables[Realm][Name].DataTexts["MicroMenu"] = { true, 5 }
TukuiDatabase.Variables[Realm][Name].DataTexts["Gold"] = { true, 6 }
TukuiDatabase.Variables[Realm][Name].DataTexts["Time"] = { true, 7 }
end
--[[
local baseEnable = DataTexts.Enable
function DataTexts:Enable()
-- first, we call the base function
baseEnable(self)
-- second, we edit it
local DataTextLeft = self.Panels.Left
local DataTextRight = self.Panels.Right
local Padding = C.Chat.Padding + C.Lua.ScreenMargin
DataTextLeft:ClearAllPoints()
DataTextLeft:SetWidth(C.General.Themes.Value == "Tukui" and C.Chat.LeftWidth or 370)
DataTextLeft:SetHeight(23)
DataTextLeft:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", Padding, Padding)
DataTextLeft:CreateBackdrop("Transparent")
DataTextLeft:SetFrameStrata("BACKGROUND")
DataTextLeft:SetFrameLevel(2)
DataTextRight:ClearAllPoints()
DataTextRight:SetWidth(C.General.Themes.Value == "Tukui" and C.Chat.RightWidth or 370)
DataTextRight:SetHeight(23)
DataTextRight:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", -Padding, Padding)
DataTextRight:CreateBackdrop("Transparent")
DataTextRight:SetFrameStrata("BACKGROUND")
DataTextRight:SetFrameLevel(2)
end
local RemoveData = function(self)
if self.Data then
self.Data.Position = 0
self.Data:Disable()
end
self.Data = nil
end
local SetData = function(self, object)
-- Disable the old data text in use
if self.Data then
RemoveData(self)
end
local Panels = T.DataTexts.Panels
-- Set the new data text
self.Data = object
self.Data:Enable()
if (C.DataTexts.Font == "Pixel") then
self.Data.Text:SetPoint("RIGHT", self, 0, 0)
self.Data.Text:SetPoint("LEFT", self, 3, 0)
self.Data.Text:SetPoint("TOP", self, 0, 0)
self.Data.Text:SetPoint("BOTTOM", self, 0, 2)
else
self.Data.Text:SetPoint("RIGHT", self, 0, 0)
self.Data.Text:SetPoint("LEFT", self, 0, 0)
self.Data.Text:SetPoint("TOP", self, 0, -1)
self.Data.Text:SetPoint("BOTTOM", self, 0, -1)
end
self.Data.Position = self.Num
self.Data:SetAllPoints(self.Data.Text)
if (Panels.Left and self.Data.Position >= 1 and self.Data.Position <= 3) then
self.Data:SetParent(Panels.Left)
elseif (Panels.Right and self.Data.Position >= 4 and self.Data.Position <= 6) then
self.Data:SetParent(Panels.Right)
elseif (Panels.Minimap and self.Data.Position == 7) then
self.Data:SetParent(Panels.Minimap)
end
end
function DataTexts:CreateAnchors()
local DataTextLeft = DataTexts.Panels.Left
local DataTextRight = DataTexts.Panels.Right
local MinimapDataText = DataTexts.Panels.Minimap
if (MinimapDataText) then
self.NumAnchors = self.NumAnchors + 1
end
local Spacing = 1 -- space between datatext frames
local Number = 3 -- number of datatext per panel
-- calcute frame size which devide a panel into n-equal parts.
-- delta is the error between new width and referential width.
local Size, Delta = T.EqualSizes(DataTextRight:GetWidth() - 2, Number, Spacing)
for i = 1, self.NumAnchors do
local Frame = CreateFrame("Button", nil, UIParent)
Frame:SetHeight(DataTextLeft:GetHeight() - 2)
Frame:SetFrameLevel(DataTextLeft:GetFrameLevel() + 1)
Frame:SetFrameStrata("HIGH")
Frame:EnableMouse(false)
Frame.SetData = SetData
Frame.RemoveData = RemoveData
Frame.Num = i
-- calculate datatext position in the datatext panel
local pos = ((i > 3) and (i < 7)) and i - 3 or i
-- if datatext position is less than deviation, increment width by 1 pixel
if ((i < 7) and (Delta > 0) and (pos <= Delta)) then
Frame:SetWidth(Size + 1)
else
Frame:SetWidth(Size)
end
Frame.Tex = Frame:CreateTexture()
Frame.Tex:SetAllPoints()
Frame.Tex:SetColorTexture(0.2, 1, 0.2, 0)
self.Anchors[i] = Frame
if (i == 1) then
Frame:SetPoint("LEFT", DataTextLeft, "LEFT", 1, 0)
elseif (i == 4) then
Frame:SetPoint("LEFT", DataTextRight, "LEFT", 1, 0)
elseif (i == 7) then
Frame:SetPoint("CENTER", MinimapDataText, "CENTER", 0, 0)
Frame:SetWidth(MinimapDataText:GetWidth() - 2)
Frame:SetHeight(MinimapDataText:GetHeight() - 2)
else
Frame:SetPoint("LEFT", self.Anchors[i-1], "RIGHT", 1, 0)
end
end
end
-- local GetTooltipAnchor = function(self)
-- local Position = self.Position
-- local MinimapDataText = DataTexts.Panels.Minimap
-- local From
-- local Anchor = "ANCHOR_TOP"
-- local X = 0
-- local Y = 16
-- if ((Position >= 1) and (Position <= 3)) then
-- X = -1
-- Anchor = "ANCHOR_TOPLEFT"
-- From = Chat.Panels.LeftChat
-- elseif ((Position >= 4) and (Position <= 6)) then
-- X = 1
-- Anchor = "ANCHOR_TOPRIGHT"
-- From = Chat.Panels.RightChat
-- elseif ((Position == 7) and MinimapDataText) then
-- Anchor = "ANCHOR_BOTTOMLEFT"
-- Y = -5
-- From = MinimapDataText
-- end
-- return From, Anchor, X, Y
-- end
-- -- Update Anchor
-- for Name, DataText in pairs(DataTexts.Texts) do
-- if (DataText.GetTooltipAnchor) then
-- DataText.GetTooltipAnchor = GetTooltipAnchor
-- end
-- end
]]--
|
local glassBlockAreaController = {}
glassBlockAreaController.name = "MaxHelpingHand/CustomizableGlassBlockAreaController"
glassBlockAreaController.fillColor = {0.4, 0.4, 1.0, 0.4}
glassBlockAreaController.borderColor = {0.4, 0.4, 1.0, 1.0}
glassBlockAreaController.placements = {
name = "field",
data = {
width = 8,
height = 8,
starColors = "ff7777,77ff77,7777ff,ff77ff,77ffff,ffff77",
bgColor = "302040",
wavy = false
}
}
glassBlockAreaController.fieldInformation = {
bgColor = {
fieldType = "color"
}
}
return glassBlockAreaController
|
local config = {
broadcast = false
}
function onSay(cid, words, param, channel)
if(param == '') then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Command param required.")
return true
end
local t = string.explode(param, ",", 1)
local pid = getPlayerByNameWildcard(t[1])
if(not pid) then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Player " .. t[1] .. " not found.")
return true
end
if(getPlayerAccess(pid) >= getPlayerAccess(cid)) then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Cannot perform action.")
return true
end
local g, group = 1, getPlayerGroupId(pid)
if(words:sub(2, 2) == "d") then
g = -1
end
local newGroup = group + g
if(t[2] ~= nil) then
for i, id in ipairs(getGroupList()) do
local tmp = getGroupInfo(id)
if(isInArray({tmp.id, tmp.name}, t[2])) then
newGroup = id
break
end
end
end
if(newGroup <= 0 or newGroup == group or not setPlayerGroupId(pid, newGroup)) then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Cannot perform action.")
return true
end
local str = "been " .. (group < newGroup and "promoted" or "demoted") .. " to " .. getGroupInfo(newGroup).name .. "."
if(not config.broadcast) then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, param .. " has " .. str)
else
doBroadcastMessage(param .. " has " .. str, MESSAGE_EVENT_ADVANCE)
end
doPlayerSendTextMessage(pid, MESSAGE_EVENT_ADVANCE, "You have " .. str)
return true
end
|
local config = require'lspconfig'.rust_analyzer.document_config
require'lspconfig/configs'.rust_analyzer = nil -- important, immediately unset the loaded config again
config.default_config.cmd[1] = "./rust-analyzer"
return vim.tbl_extend('error', config, {
-- adjusted from https://github.com/mattn/vim-lsp-settings/blob/master/installer/install-rust-analyzer.sh
install_script = [[
os=$(uname -s | tr "[:upper:]" "[:lower:]")
case $os in
linux)
platform="linux"
;;
darwin)
platform="mac"
;;
esac
curl -L -o "rust-analyzer-$platform" "https://github.com/rust-analyzer/rust-analyzer/releases/latest/download/rust-analyzer-$platform"
mv rust-analyzer-$platform rust-analyzer
chmod +x rust-analyzer
]]
})
|
local HooI
return function(lib)
HooI = lib
local ClickableComponent = HooI.component.create("ClickableComponent")
function ClickableComponent:initialize(...)
HooI.initComponent(self, {
{name = "executedCallback", varType = "function", default = function() print("click") end},
{name = "layer", varType = "number", default = 1},
{name = "dx", varType = "number", default = 0},
{name = "dy", varType = "number", default = 0},
{name = "dw", varType = "number", default = 0},
{name = "dh", varType = "number", default = 0},
}, ...)
self.pressed = false
end
return ClickableComponent
end
|
DefineClass.StorageDepot = {
__parents = { "Building", "ResourceStockpileBase", "ShuttleLanding", "AutoTransportStateUIProps", },
game_flags = { gofPermanent = true },
properties = {
-- add dont_save specifically for this class, as it has a Get function
{ template = true, name = T{765, "Pin Rollover"}, id = "pin_rollover", category = "Pin", editor = "text", default = "", translate = true, dont_save = true},
{ template = true, category = "Demolish", name = T{175, "Use demolished state?"}, id = "use_demolished_state", editor = "bool", default = false, object_update = true },
{ template = true, category = "Storage Space", name = T{8054, "Ignored by shuttles"}, id = "exclude_from_lr_transportation", editor = "bool", default = false },
},
entity = false,
description = false,
display_name = false,
GetDisplayName = Building.GetDisplayName,
max_x = 12,
max_y = 5,
max_z = 5,
spacing_x = 13*guic,
spacing_y = 16*guic,
spacing_z = 1*guic,
demand = false,
supply = false,
has_demand_request = false,
has_supply_request = false,
GetShapePoints = GridObject.GetShapePoints,
auto_transportation_state = "Auto",
--Storage depots do not accumulate dust (bug:0118697)
accumulate_dust = false,
maintenance_resource_type = "no_maintenance", --doesnt require maintenance.
accumulate_maintenance_points = false,
landing_spot_name = "Workshuttle",
prio_button = false,
on_off_button = false,
min_threshold_amount = 0,
OnCommandCenterWorkingChanged = Building.OnCommandCenterWorkingChanged,
OnAddedByControl = Building.OnAddedByControl,
OnRemovedByControl = Building.OnRemovedByControl,
}
function StorageDepot:GameInit()
if not self.exclude_from_lr_transportation then
LRManagerInstance:AddBuilding(self)
end
end
function StorageDepot:AddToCityLabels()
Building.AddToCityLabels(self)
end
function StorageDepot:SetResourceAutoTransportationState(resource, state)
self.auto_transportation_state = state
end
function StorageDepot:CreateResourceRequests()
Building.CreateResourceRequests(self)
self.demand = {}
self.supply = {}
for _, resource_name in ipairs(AllResourcesList) do
local max_name = "max_amount_"..resource_name
if self:HasMember(max_name) then
local demand = self:AddDemandRequest(resource_name, self[max_name], const.rfStorageDepot)
local supply = self:AddSupplyRequest(resource_name, 0, const.rfStorageDepot + const.rfPairWithHigher)
self.demand[resource_name] = demand
self.supply[resource_name] = supply
self["GetStored_"..resource_name]= function(self)
return self.supply[resource_name]:GetActualAmount()
end
self["GetMaxAmount_"..resource_name]= function(self)
return self[max_name]
end
end
end
end
function StorageDepot:AddDepotResource(resource, amount)
self.supply[resource]:AddAmount(amount)
self.demand[resource]:AddAmount(-amount)
self:SetCount(self.supply[resource]:GetActualAmount())
end
StorageDepot.AddResource = StorageDepot.AddDepotResource
function StorageDepot:DroneLoadResource(drone, request, resource, amount)
if self.supply[resource] == request then
self.demand[resource]:AddAmount(amount)
self:SetCount(self.supply[resource]:GetActualAmount())
end
end
function StorageDepot:DroneUnloadResource(drone, request, resource, amount)
Building.DroneUnloadResource(self, drone, request, resource, amount)
if self.demand[resource] == request then
self.supply[resource]:AddAmount(amount)
self:SetCount(self.supply[resource]:GetActualAmount())
end
end
function StorageDepot:InitInside(dome)
Building.InitInside(self, dome)
ResourceStockpileBase.InitInside(self, dome)
end
function StorageDepot:InitOutside()
Building.InitOutside(self)
ResourceStockpileBase.InitOutside(self)
end
StorageDepot.MoveInside = Building.MoveInside
function StorageDepot:ReturnStockpiledResources()
local pos = self:GetVisualPos()
if pos ~= InvalidPos() then
for resource_flag, request in pairs(self.supply) do
local amount = request:GetActualAmount()
if amount > 0 then
PlaceResourceStockpile_Delayed(pos, resource_flag, amount, self:GetAngle(), true)
end
end
end
self:ClearAllResources()
end
function StorageDepot:Done() --should this be in building::returnresources?
if not self.exclude_from_lr_transportation then
LRManagerInstance:RemoveBuilding(self)
end
self:ReturnStockpiledResources()
end
function StorageDepot:RoverWork(rover, request, resource, amount, reciprocal_req, interaction_type, total_amount)
Building.RoverWork(self, rover, request, resource, amount)
if resource ~= "clean" and resource ~= "repair" then
--temp presentation
rover:ContinuousTask(request, amount, "gatherStart", "gatherIdle", "gatherEnd",
interaction_type == "load" and "Load" or "Unload", "step", g_Consts.RCRoverTransferResourceWorkTime, "add resource", reciprocal_req, total_amount)
end
end
function StorageDepot:CheatFill()
local resource = self.resource
if self.supply[resource] then
local max_name = "max_amount_"..resource
self.supply[resource]:SetAmount(self[max_name])
self.demand[resource]:SetAmount(0)
end
self:SetCount(self.supply[resource]:GetActualAmount())
end
function StorageDepot:CheatEmpty()
local resource = self.resource
if self.supply[resource] then
local max_name = "max_amount_"..resource
self.supply[resource]:SetAmount(0)
self.demand[resource]:SetAmount(self[max_name])
end
self:SetCount(self.supply[resource]:GetActualAmount())
end
function StorageDepot:GetStoredAmount(resource)
local req = not resource and self.supply[next(self.supply)] or self.supply[resource]
return req and req:GetActualAmount() or 0
end
function StorageDepot:GetEmptyStorage(resource)
return self.demand[resource]:GetActualAmount()
end
function StorageDepot:GetTargetEmptyStorage(resource)
return self.demand[resource]:GetTargetAmount()
end
function StorageDepot:Getui_Concrete() return T{766, "Concrete<right><concrete(Stored_Concrete,MaxAmount_Concrete)>", self} end
function StorageDepot:Getui_Metals() return T{767, "Metals<right><metals(Stored_Metals,MaxAmount_Metals)>", self} end
function StorageDepot:Getui_Polymers() return T{768, "Polymers<right><polymers(Stored_Polymers,MaxAmount_Polymers)>", self} end
function StorageDepot:Getui_Food() return T{769, "Food<right><food(Stored_Food,MaxAmount_Food)>", self} end
function StorageDepot:Getui_Electronics() return T{770, "Electronics<right><electronics(Stored_Electronics,MaxAmount_Electronics)>", self} end
function StorageDepot:Getui_MachineParts() return T{771, "Machine Parts<right><machineparts(Stored_MachineParts,MaxAmount_MachineParts)>", self} end
function StorageDepot:Getui_PreciousMetals() return T{772, "Rare Metals<right><preciousmetals(Stored_PreciousMetals,MaxAmount_PreciousMetals)>", self} end
function StorageDepot:Getui_Fuel() return T{773, "Fuel<right><fuel(Stored_Fuel,MaxAmount_Fuel)>", self} end
DefineClass.UniversalStorageDepot = {
__parents = { "StorageDepot" },
properties = {
{ template = true, name = T{774, "Max Storage Per Resource"}, category = "Storage Space", id = "max_storage_per_resource", editor = "number", default = 30000, scale = const.ResourceScale },
{ template = true, name = T{775, "Max Boxes On The X Axis"}, category = "Storage Space", id = "max_x", editor = "number", default = 2, help = "Max amount of boxes per axis, for multiple resources its per resource type."},
{ template = true, name = T{7626, "Max Boxes On The Y Axis"}, category = "Storage Space", id = "max_y", editor = "number", default = 5, help = "Max amount of boxes per axis, for multiple resources its per resource type." },
{ template = true, name = T{7627, "Max Boxes On The Z Axis"}, category = "Storage Space", id = "max_z", editor = "number", default = 3, help = "Max amount of boxes per axis, for multiple resources its per resource type." },
{ template = true, name = T{776, "Storable Resources"}, category = "Storage Space", id = "storable_resources", editor = "table", default = {"Concrete", "Food", "Metals", "PreciousMetals","Polymers","Electronics", "MachineParts", "Fuel"}, help = "The type of resources this depot can store."},
{ template = true, name = T{777, "Switch Fill Order"}, category = "Storage Space", id = "switch_fill_order", editor = "bool", default = true, help = "When true will fill in x of the spot dir first then y, the opposite when false."},
{ template = true, name = T{7770, "Fill Group Idx"}, category = "Storage Space", id = "fill_group_idx", editor = "number", default = 5, help = "When true will fill in x of the spot dir first then y, the opposite when false."},
{ id = "StoredAmount", editor = false },
{ id = "stockpiled_amount", editor = "number", default = false, no_edit = true },
},
visual_cubes = false, --helper, to distinguish cube resource types
auto_transportation_states = false,
supply_r_flags = const.rfStorageDepot,
demand_r_flags = const.rfStorageDepot + const.rfSpecialSupplyPairing,
has_demand_request = true,
has_supply_request = true,
interest1 = false,
interest2 = false,
interest3 = false,
interest4 = false,
placed_cubes = false,
counters = false,
}
function UniversalStorageDepot:Init()
self.placement_offset = {}
end
function UniversalStorageDepot:GameInit()
local len = #self.storable_resources
for i = 1, len do
local resource_name = self.storable_resources[i]
local s_name = "Box" .. i
if not self:HasSpot(s_name) and len == 1 and self:HasSpot("Box") then
s_name = "Box"
end
self.placement_offset[resource_name] = GetEntitySpotPos(self:GetEntity(), self:GetSpotBeginIndex(s_name))
local amount = (self.stockpiled_amount[resource_name] or 0)
self:SetCount(amount, resource_name)
end
self.resource = self.storable_resources
if self.class == "UniversalStorageDepot" then
HintDisable("HintStorageDepot")
end
end
function UniversalStorageDepot:SetCount(new_count, resource)
new_count = Clamp(new_count, 0, self.max_storage_per_resource)
new_count = new_count / const.ResourceScale
resource = resource or self.resource[1]
local placed_cubes = self.visual_cubes[resource]
local counters = self.counters or {}
local count = counters[resource] or #placed_cubes
if count == new_count then
return
end
counters[resource] = new_count
self.counters = counters
return self:SetCountInternal(new_count, count, resource, placed_cubes, self.placement_offset[resource], -90*60, 0)
end
function UniversalStorageDepot:CreateResourceRequests()
Building.CreateResourceRequests(self)
local storable_resources = self.storable_resources
assert(storable_resources, "Shared Storage Depot cannot initialize properly!")
self.demand = {}
self.supply = {}
self.visual_cubes = { }
self.auto_transportation_states = {}
self.stockpiled_amount = self.stockpiled_amount or {}
local total_stored = 0
for i = 1, #storable_resources do
local resource_name = storable_resources[i]
local amount = (self.stockpiled_amount[resource_name] or 0)
local supply = self:AddSupplyRequest(resource_name, amount, bor(self.supply_r_flags, self.additional_supply_flags))
local demand = self:AddDemandRequest(resource_name, self.max_storage_per_resource - amount, self.demand_r_flags + self.additional_demand_flags)
self.supply[resource_name] = supply
self.demand[resource_name] = demand
self.auto_transportation_states[resource_name] = ResourceStates[1]
self.visual_cubes[resource_name] = {} --use name as key, in case we need the arr part of the table for something clever
total_stored = total_stored + amount
self["GetStored_"..resource_name]= function(self)
return self.supply[resource_name]:GetActualAmount()
end
self["GetMaxAmount_"..resource_name] = function(self)
return self.max_storage_per_resource
end
end
end
function UniversalStorageDepot:GetMaxStorage(resource)
if resource then
return self["GetMaxAmount_"..resource](self)
else
return #self.storable_resources * self.max_storage_per_resource
end
end
--cpy paste from SharedStorageBaseVisualOnly
function UniversalStorageDepot:GetStoredAmount(resource)
if resource then
return self.stockpiled_amount[resource] or 0
else
local total = 0
for k, v in pairs(self.stockpiled_amount) do
total = total + v
end
return total
end
end
function UniversalStorageDepot:IsFull()
return self:GetStoredAmount()>=self:GetMaxStorage()
end
function UniversalStorageDepot:SetResourceAutoTransportationState(resource, state)
self.auto_transportation_states[resource] = state
end
function UniversalStorageDepot:AddResource(amount, resource)
self.supply[resource]:AddAmount(amount)
self.demand[resource]:AddAmount(-amount)
self.stockpiled_amount[resource] = (self.stockpiled_amount[resource] or 0) + amount
self:SetCount(self.supply[resource]:GetActualAmount(), resource)
RebuildInfopanel(self)
end
UniversalStorageDepot.AddDepotResource = UniversalStorageDepot.AddResource
UniversalStorageDepot.AddResourceAmount = UniversalStorageDepot.AddResource
UniversalStorageDepot.SetResourceAmount = false --not impl.
UniversalStorageDepot.SetCountFromRequest = false --not impl.
function UniversalStorageDepot:DroneLoadResource(drone, request, resource, amount, skip_presentation)
if self.supply[resource] == request then
if not skip_presentation then
--presentation
drone:Face(self:GetPos(), 100)
drone:StartFX("Pickup", resource) --resource to string
drone:SetState("interact")
Sleep(500)
drone:StopFX()
if not IsValid(self) or not IsValid(drone) then
return
end
end
--not presentation
self.demand[resource]:AddAmount(amount)
self.stockpiled_amount[resource] = self.stockpiled_amount[resource] - amount
self:SetCount(self.supply[resource]:GetActualAmount(), resource)
RebuildInfopanel(self)
end
end
function UniversalStorageDepot:DroneUnloadResource(drone, request, resource, amount)
Building.DroneUnloadResource(self, drone, request, resource, amount)
if self.demand[resource] == request then
self.supply[resource]:AddAmount(amount)
self.stockpiled_amount[resource] = (self.stockpiled_amount[resource] or 0) + amount
self:SetCount(self.supply[resource]:GetActualAmount(), resource)
RebuildInfopanel(self)
end
end
function UniversalStorageDepot:IsResourceEnabled(res_id)
local req = self.demand[res_id]
assert(req)
return table.find(self.task_requests, req)
end
function UniversalStorageDepot:ToggleAcceptResource(res_id)
if not IsValid(self) then return end
local req = self.demand[res_id]
local s_req = self.supply[res_id]
assert(req)
local task_requests = self.task_requests
if not self.exclude_from_lr_transportation then
LRManagerInstance:RemoveBuilding(self)
end
if table.find(task_requests, req) then
self:InterruptDrones(nil,function(drone) return drone.d_request==req and drone end)
self:DisconnectFromCommandCenters()
table.remove_entry(self.task_requests, req)
s_req:AddFlags(const.rfPostInQueue)
s_req:ClearFlags(const.rfStorageDepot)
else
self:DisconnectFromCommandCenters()
table.insert(self.task_requests, req)
s_req:ClearFlags(const.rfPostInQueue)
s_req:AddFlags(const.rfStorageDepot)
end
if not self.exclude_from_lr_transportation then
LRManagerInstance:AddBuilding(self)
end
self:ConnectToCommandCenters()
end
function UniversalStorageDepot:GetIPTextColor(res_id)
return self:IsResourceEnabled(res_id) and RGBA(233, 242, 255, 255) or RGBA(255, 69, 38, 255)
end
function OpenBaseResourcesSelector(context, idx, ctrl)
context.resources_type = "base"
OpenInfopanelItems(context, ctrl)
end
function OpenAdvancedResourcesSelector(context, idx, ctrl)
context.resources_type = "advance"
OpenInfopanelItems(context, ctrl)
end
function UniversalStorageDepot:CheatFill()
local storable_resources = self.storable_resources
local resource_count = #storable_resources
self:InterruptDrones(nil, function(drone)
local r = drone.d_request
if r then
if self.demand[r:GetResource()] == r then
return drone
end
end
end)
for i = 1, resource_count do
local resource_name = storable_resources[i]
if self.supply[resource_name] then
local a = self.demand[resource_name]:GetActualAmount()
self:AddResource(a, resource_name)
end
end
end
function UniversalStorageDepot:ClearAllResources()
local storable_resources = self.storable_resources
local resource_count = #storable_resources
for i = 1, resource_count do
local resource_name = storable_resources[i]
if self.supply[resource_name] then
self.supply[resource_name]:SetAmount(0)
self.demand[resource_name]:SetAmount(self.max_storage_per_resource)
self.stockpiled_amount[resource_name] = 0
self:SetCount(0, resource_name)
end
end
end
UniversalStorageDepot.CheatEmpty = UniversalStorageDepot.ClearAllResources
function UniversalStorageDepot:GetEmptyStorage(resource)
if not resource then
return self:GetMaxStorage() - self:GetStoredAmount()
else
return self.demand[resource]:GetActualAmount()
end
end
function UniversalStorageDepot:TestReqConsistency()
for resource, s_req in pairs(self.supply) do
local total = self:GetMaxStorage(resource)
--assert(s_req:GetActualAmount() + self.demand[resource]:GetActualAmount() == total)
if s_req:GetActualAmount() + self.demand[resource]:GetActualAmount() ~= total then
self:SetColorModifier(RGBA(255,0,0,0))
return false
end
end
return true
end
function dbg_TestMapDepots()
ForEach{class = "UniversalStorageDepot", area = "realm", exec = function(o) o:TestReqConsistency() end, }
end
DefineClass.MysteryDepot = {
__parents = { "UniversalStorageDepot" },
}
function MysteryDepot:GetDisplayName()
return MysteryDepot.Getdisplay_name(self)
end
function MysteryDepot:GetDescription()
return MysteryDepot.Getdescription(self)
end
function MysteryDepot:GetIPDescription()
return MysteryDepot.Getdescription(self)
end
function MysteryDepot:Getdescription()
local m = UICity.mystery or MysteryBase
return m.depot_description
end
function MysteryDepot:Getdisplay_name()
local m = UICity.mystery or MysteryBase
return m.depot_display_name
end
function MysteryDepot:Getdisplay_name_pl()
local m = UICity.mystery or MysteryBase
return m.depot_display_name_pl
end
|
if not minetest.get_modpath("advtrains") then
print("[monitoring] advtrains extension not loaded")
return
else
print("[monitoring] advtrains extension loaded")
end
local MP = minetest.get_modpath("monitoring_advtrains")
dofile(MP.."/metrics.lua")
dofile(MP.."/cleanup.lua")
|
-- /$$$$$$$$ /$$ /$$ /$$
-- | $$_____/ | $$ | $$ | $$
-- | $$ /$$$$$$ /$$$$$$$ /$$$$$$$ /$$ /$$ | $$ | $$ /$$$$$$ /$$$$$$$ /$$$$$$$
-- | $$$$$|____ $$| $$__ $$ /$$_____/| $$ | $$ | $$ / $$//$$__ $$| $$__ $$ /$$__ $$
-- | $$__/ /$$$$$$$| $$ \ $$| $$ | $$ | $$ \ $$ $$/| $$$$$$$$| $$ \ $$| $$ | $$
-- | $$ /$$__ $$| $$ | $$| $$ | $$ | $$ \ $$$/ | $$_____/| $$ | $$| $$ | $$
-- | $$ | $$$$$$$| $$ | $$| $$$$$$$| $$$$$$$ \ $/ | $$$$$$$| $$ | $$| $$$$$$$
-- |__/ \_______/|__/ |__/ \_______/ \____ $$ \_/ \_______/|__/ |__/ \_______/
-- /$$ | $$
-- | $$$$$$/
-- \______/
--
-- A full-featured, fully-integrated vendor mod for Minetest
local display_node = (minetest.setting_get("fancy_vend_display_node") or "default:obsidian_glass")
local max_logs = (tonumber(minetest.setting_get("fancy_vend_log_max")) or 40)
local autorotate_speed = (tonumber(minetest.setting_get("fancy_vend_autorotate_speed")) or 1)
local drop_vendor = "fancy_vend:player_vendor"
-- Register a copy of the display node with no drops to make players separating the obsidian glass with something like a piston a non-issue.
local display_node_def = table.copy(minetest.registered_nodes[display_node])
display_node_def.drop = ""
display_node_def.groups.not_in_creative_inventory = 1
display_node_def.description = "Fancy Vendor Display Node (you hacker you!)"
if pipeworks then
display_node_def.digiline = {
wire = {
rules = pipeworks.digilines_rules
}
}
end
minetest.register_node("fancy_vend:display_node", display_node_def)
-- Craftitem to display when vendor is inactive (Use just image for this???)
minetest.register_craftitem("fancy_vend:inactive",{inventory_image = "inactive.png",})
minetest.register_privilege("admin_vendor", "Enables the user to set regular vendors to admin vendors.")
minetest.register_privilege("disable_vendor", "Enables the user to set all vendors to inactive.")
local function bts(bool)
if bool == false then
return "false"
elseif bool == true then
return "true"
else
return bool
end
end
local function stb(str)
if str == "false" then
return false
elseif str == "true" then
return true
else
return str
end
end
local modstorage = minetest.get_mod_storage()
if modstorage:get_string("all_inactive_force") == "" then
modstorage:set_string("all_inactive_force", "false")
end
local all_inactive_force = stb(modstorage:get_string("all_inactive_force"))
minetest.register_chatcommand("disable_all_vendors", {
description = "Toggle vendor inactivity.",
privs = {disable_vendor=true},
func = function(name, param)
if all_inactive_force then
all_inactive_force = false
modstorage:set_string("all_inactive_force", "false")
else
all_inactive_force = true
modstorage:set_string("all_inactive_force", "true")
end
end,
})
table.length = function(table)
local length
for i in pairs(table) do
length = length + 1
end
return length
end
local function send_message(pos, channel, msg)
if channel and channel ~= "" then
digilines.receptor_send(pos, digilines.rules.default, channel, msg)
end
end
-- Awards
if minetest.get_modpath("awards") then
awards.register_achievement("fancy_vend_getting_fancy",{
title = "Getting Fancy",
description = "Craft a fancy vendor.",
trigger = {
type = "craft",
item = drop_vendor,
target = 1,
},
icon = "player_vend_front.png^awards_level1.png",
})
awards.register_achievement("fancy_vend_wizard",{
title = "You're a Wizard",
description = "Craft a copy tool.",
trigger = {
type = "craft",
item = "fancy_vend:copy_tool",
target = 1,
},
icon = "copier.png",
})
awards.register_achievement("fancy_vend_trader",{
title = "Trader",
description = "Configure a depositor.",
icon = "player_depo_front.png",
})
awards.register_achievement("fancy_vend_seller",{
title = "Seller",
description = "Configure a vendor.",
icon = "player_vend_front.png^awards_level2.png",
})
awards.register_achievement("fancy_vend_shop_keeper",{
title = "Shop Keeper",
description = "Configure 10 vendors or depositors.",
icon = "player_vend_front.png^awards_level3.png",
})
awards.register_achievement("fancy_vend_merchant",{
title = "Merchant",
description = "Configure 25 vendors or depositors.",
icon = "player_vend_front.png^awards_level4.png",
})
awards.register_achievement("fancy_vend_super_merchant",{
title = "Super Merchant",
description = "Configure 100 vendors or depositors. How do you even have this much stuff to sell?",
icon = "player_vend_front.png^awards_level5.png",
})
awards.register_achievement("fancy_vend_god_merchant",{
title = "God Merchant",
description = "Configure 9001 vendors or depositors. Ok wot.",
icon = "player_vend_front.png^awards_level6.png",
secret = true, -- Oi. Cheater.
})
end
local tmp = {}
minetest.register_entity("fancy_vend:display_item",{
hp_max = 1,
visual = "wielditem",
visual_size = {x = 0.33, y = 0.33},
collisionbox = {0, 0, 0, 0, 0, 0},
physical = false,
textures = {"air"},
on_activate = function(self, staticdata)
if tmp.nodename ~= nil and tmp.texture ~= nil then
self.nodename = tmp.nodename
tmp.nodename = nil
self.texture = tmp.texture
tmp.texture = nil
else
if staticdata ~= nil and staticdata ~= "" then
local data = staticdata:split(';')
if data and data[1] and data[2] then
self.nodename = data[1]
self.texture = data[2]
end
end
end
if self.texture ~= nil then
self.object:set_properties({textures = {self.texture}})
end
self.object:set_properties({automatic_rotate = autorotate_speed})
end,
get_staticdata = function(self)
if self.nodename ~= nil and self.texture ~= nil then
return self.nodename .. ';' .. self.texture
end
return ""
end,
})
local function remove_item(pos)
local objs = nil
objs = minetest.get_objects_inside_radius(pos, .5)
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "fancy_vend:display_item" then
obj:remove()
end
end
end
end
local function update_item(pos, node)
pos.y = pos.y + 1
remove_item(pos)
if minetest.get_node(pos).name ~= "fancy_vend:display_node" then
minetest.log("warning", "[fancy_vend]: Placing display item inside "..minetest.get_node(pos).name.." at "..minetest.pos_to_string(pos).." is not permitted, aborting")
return
end
pos.y = pos.y - 1
local meta = minetest.get_meta(pos)
if meta:get_string("item") ~= "" then
pos.y = pos.y + (12 / 16 + 0.11)
tmp.nodename = node.name
tmp.texture = ItemStack(meta:get_string("item")):get_name()
local e = minetest.add_entity(pos,"fancy_vend:display_item")
pos.y = pos.y - (12 / 16 + 0.11)
end
end
-- ABM to refresh entities after clearobjects
minetest.register_abm({
nodenames = {"fancy_vend:display_node"},
interval = 60,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local num
num = #minetest.get_objects_inside_radius(pos, 0.5)
pos.y = pos.y - 1
if num > 0 then return end
update_item(pos, node)
end
})
local function set_vendor_settings(pos, SettingsDef)
local meta = minetest.get_meta(pos)
meta:set_string("settings", minetest.serialize(SettingsDef))
end
local function reset_vendor_settings(pos)
local settings_default = {
input_item = "", -- Don't change this unless you plan on setting this up to add this item to the inventories
output_item = "", -- Don't change this unless you plan on setting this up to add this item to the inventories
input_item_qty = 1,
output_item_qty = 1,
admin_vendor = false,
depositor = false,
currency_eject = false,
accept_output_only = false,
split_incoming_stacks = false,
inactive_force = false,
accept_worn_input = true,
accept_worn_output = true,
digiline_channel = "",
co_sellers = "",
banned_buyers = "",
auto_sort = false,
}
set_vendor_settings(pos, settings_default)
return settings_default
end
local function get_vendor_settings(pos)
local meta = minetest.get_meta(pos)
local settings = minetest.deserialize(meta:get_string("settings"))
if not settings then
return reset_vendor_settings(pos)
else
-- If settings added by newer versions of fancy_vend are nil then send defaults
if settings.auto_sort == nil then
settings.auto_sort = false
end
return settings
end
end
local function can_buy_from_vendor(pos, player)
local settings = get_vendor_settings(pos)
local banned_buyers = string.split((settings.banned_buyers or ""),",")
for i in pairs(banned_buyers) do
if banned_buyers[i] == player:get_player_name() then
return false
end
end
return true
end
local function can_modify_vendor(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local is_owner = false
if meta:get_string("owner") == player:get_player_name() or minetest.check_player_privs(player, {protection_bypass=true}) then
is_owner = true
end
return is_owner
end
local function can_dig_vendor(pos, player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main") and can_modify_vendor(pos, player)
end
local function can_access_vendor_inv(player, pos)
local meta = minetest.get_meta(pos)
if minetest.check_player_privs(player, {protection_bypass=true}) or meta:get_string("owner") == player:get_player_name() then return true end
local settings = get_vendor_settings(pos)
local co_sellers = string.split(settings.co_sellers,",")
for i in pairs(co_sellers) do
if co_sellers[i] == player:get_player_name() then
return true
end
end
return false
end
-- Inventory helpers:
-- Function to sort inventory (Taken from technic_chests)
local function sort_inventory(inv)
local inlist = inv:get_list("main")
local typecnt = {}
local typekeys = {}
for _, st in ipairs(inlist) do
if not st:is_empty() then
local n = st:get_name()
local w = st:get_wear()
local m = st:get_metadata()
local k = string.format("%s %05d %s", n, w, m)
if not typecnt[k] then
typecnt[k] = {
name = n,
wear = w,
metadata = m,
stack_max = st:get_stack_max(),
count = 0,
}
table.insert(typekeys, k)
end
typecnt[k].count = typecnt[k].count + st:get_count()
end
end
table.sort(typekeys)
local outlist = {}
for _, k in ipairs(typekeys) do
local tc = typecnt[k]
while tc.count > 0 do
local c = math.min(tc.count, tc.stack_max)
table.insert(outlist, ItemStack({
name = tc.name,
wear = tc.wear,
metadata = tc.metadata,
count = c,
}))
tc.count = tc.count - c
end
end
if #outlist > #inlist then return end
while #outlist < #inlist do
table.insert(outlist, ItemStack(nil))
end
inv:set_list("main", outlist)
end
local function free_slots(inv, listname, itemname, quantity)
local size = inv:get_size(listname)
local free = 0
for i=1,size do
local stack = inv:get_stack(listname, i)
if stack:is_empty() or stack:get_free_space() > 0 then
if stack:is_empty() then
free = free + ItemStack(itemname):get_stack_max()
elseif stack:get_name() == itemname then
free = free + stack:get_free_space()
end
end
end
if free < quantity then
return false
else
return true
end
end
local function inv_insert(inv, listname, itemstack, quantity, from_table, pos, input_eject)
local stackmax = itemstack:get_stack_max()
local stacks = {}
local remaining_quantity = quantity
-- Add the full stacks to the list
while remaining_quantity > stackmax do
table.insert(stacks, {name = itemstack:get_name(), count = stackmax})
remaining_quantity = remaining_quantity - stackmax
end
-- Add the remaining stack to the list
table.insert(stacks, {name = itemstack:get_name(), count = remaining_quantity})
-- If tool add wears and metadatas, ignores if from_table = nil (eg, due to vendor beig admin vendor)
if minetest.registered_tools[itemstack:get_name()] then
for i in pairs(stacks) do
local from_item_table = from_table[i].item:to_table()
stacks[i].wear = from_item_table.wear
stacks[i].metadata = from_item_table.metadata
end
end
-- Add to inventory or eject to pipeworks/hoppers (whichever is applicable)
local output_tube_connected = false
local output_hopper_connected = false
if input_eject and pos then
local pos_under = vector.new(pos)
pos_under.y = pos_under.y - 1
local node_under = minetest.get_node(pos_under)
if minetest.get_item_group(node_under.name, "tubedevice") > 0 then
output_tube_connected = true
end
if node_under.name == "hopper:hopper" or node_under.name == "hopper:hopper_side" then
output_hopper_connected = true
end
end
for i in pairs(stacks) do
if output_tube_connected then
pipeworks.tube_inject_item(pos, pos, vector.new(0, -1, 0), stacks[i], minetest.get_meta(pos):get_string("owner"))
else
local leftovers = ItemStack(stacks[i])
if output_hopper_connected then
local pos_under = {x = pos.x, y = pos.y-1, z = pos.z}
local hopper_inv = minetest.get_meta(pos_under):get_inventory()
leftovers = hopper_inv:add_item("main", leftovers)
end
if not leftovers:is_empty() then
inv:add_item(listname, leftovers)
end
end
end
end
local function inv_remove(inv, listname, remove_table, itemstring, quantity)
local count = 0
for i in pairs(remove_table) do
count = count + remove_table[i].item:get_count()
inv:set_stack(listname, remove_table[i].id, nil)
end
-- Add back items if too many were taken
if count > quantity then
inv:add_item(listname, ItemStack({name = itemstring, count = count - quantity}))
end
end
local function inv_contains_items(inv, listname, itemstring, quantity, ignore_wear)
local minimum = quantity
local get_items = {}
local count = 0
for i=1,inv:get_size(listname) do
local stack = inv:get_stack(listname, i)
if stack:get_name() == itemstring then
if ignore_wear or (not minetest.registered_tools[itemstring] or stack:get_wear() == 0) then
count = count + stack:get_count()
table.insert(get_items, {id=i, item=stack})
if count >= minimum then
return true, get_items
end
end
end
end
return false
end
local function get_vendor_status(pos)
local settings = get_vendor_settings(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if all_inactive_force then
return false, "all_inactive_force"
elseif settings.input_item == "" or settings.output_item == "" then
return false, "unconfigured"
elseif settings.inactive_force then
return false, "inactive_force"
elseif not minetest.check_player_privs(meta:get_string("owner"), {admin_vendor=true}) and settings.admin_vendor == true then
return false, "no_privs"
elseif not inv_contains_items(inv, "main", settings.output_item, settings.output_item_qty, settings.accept_worn_output) and not settings.admin_vendor then
return false, "no_output"
elseif not free_slots(inv, "main", settings.input_item, settings.input_item_qty) and not settings.admin_vendor then
return false, "no_room"
else
return true
end
end
local function make_inactive_string(errorcode)
local status_str = ""
if errorcode == "unconfigured" then
status_str = status_str.." (unconfigured)"
elseif errorcode == "inactive_force" then
status_str = status_str.." (forced)"
elseif errorcode == "no_output" then
status_str = status_str.." (out of stock)"
elseif errorcode == "no_room" then
status_str = status_str.." (no room)"
elseif errorcode == "no_privs" then
status_str = status_str.." (seller has insufficient privilages)"
elseif errorcode == "all_inactive_force" then
status_str = status_str.." (all vendors disabled temporarily by admin)"
end
return status_str
end
-- adminstacks - inv insert issue
-- wear - invcheck and inv get and insert issue
local function run_inv_checks(pos, player, lots)
local settings = get_vendor_settings(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local player_inv = player:get_inventory()
local ct = {}
-- Get input and output quantities after multiplying by lot count
local output_qty = settings.output_item_qty * lots
local input_qty = settings.input_item_qty * lots
-- Perform inventory checks
ct.player_has, ct.player_item_table = inv_contains_items(player_inv, "main", settings.input_item, input_qty, settings.accept_worn_input)
ct.vendor_has, ct.vendor_item_table = inv_contains_items(inv, "main", settings.output_item, output_qty, settings.accept_worn_output)
ct.player_fits = free_slots(inv, "main", settings.output_item, output_qty)
ct.vendor_fits = free_slots(inv, "main", settings.input_item, input_qty)
if ct.player_has and ct.vendor_has and ct.player_fits and ct.vendor_fits then
ct.overall = true
else
ct.overall = false
end
return ct
end
local function get_max_lots(pos, player)
local max = 0
while run_inv_checks(pos, player, max).overall do
max = max + 1
end
return max
end
local function make_purchase(pos, player, lots)
if not can_buy_from_vendor(pos, player) then
return false, "You cannot purchase from this vendor"
end
local settings = get_vendor_settings(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local player_inv = player:get_inventory()
local status, errorcode = get_vendor_status(pos)
-- Double check settings, vendors which were incorrectly set up before this bug fix won't matter anymore
settings.input_item_qty = math.abs(settings.input_item_qty)
settings.output_item_qty = math.abs(settings.output_item_qty)
if status then
-- Get input and output quantities after multiplying by lot count
local output_qty = settings.output_item_qty * lots
local input_qty = settings.input_item_qty * lots
-- Perform inventory checks
local ct = run_inv_checks(pos, player, lots)
if ct.player_has then
if ct.player_fits then
if settings.admin_vendor then
minetest.log("action", player:get_player_name().." trades "..settings.input_item_qty.." "..settings.input_item.." for "..settings.output_item_qty.." "..settings.output_item.." using vendor at "..minetest.pos_to_string(pos))
inv_remove(player_inv, "main", ct.player_item_table, settings.input_item, input_qty)
inv_insert(player_inv, "main", ItemStack(settings.output_item), output_qty, nil)
if minetest.get_modpath("digilines") then
send_message(pos, settings.digiline_channel, msg)
end
return true, "Trade successful"
elseif ct.vendor_has then
if ct.vendor_fits then
minetest.log("action", player:get_player_name().." trades "..settings.input_item_qty.." "..settings.input_item.." for "..settings.output_item_qty.." "..settings.output_item.." using vendor at "..minetest.pos_to_string(pos))
inv_remove(inv, "main", ct.vendor_item_table, settings.output_item, output_qty)
inv_remove(player_inv, "main", ct.player_item_table, settings.input_item, input_qty)
inv_insert(player_inv, "main", ItemStack(settings.output_item), output_qty, ct.vendor_item_table)
inv_insert(inv, "main", ItemStack(settings.input_item), input_qty, ct.player_item_table, pos, (minetest.get_modpath("pipeworks") and settings.currency_eject))
return true, "Trade successful"
else
return false, "Vendor has insufficient space"
end
else
return false, "Vendor has insufficient resources"
end
else
return false, "You have insufficient space"
end
else
return false, "You have insufficient funds"
end
else
return false, "Vendor is inactive"..make_inactive_string(errorcode)
end
end
local function get_vendor_buyer_fs(pos, player, lots)
local base = "size[8,9]"..
"label[0,0;Owner wants:]"..
"label[0,1.25;for:]"..
"button[0,2.7;2,1;buy;Buy]"..
"label[2.8,2.9;lots.]"..
"button[0,3.6;2,1;lot_fill;Fill lots to max.]"..
"list[current_player;main;0,4.85;8,1;]"..
"list[current_player;main;0,6.08;8,3;8]"..
"listring[current_player;main]"..
"field_close_on_enter[lot_count;false]"
-- Add dynamic elements
local settings = get_vendor_settings(pos)
local meta = minetest.get_meta(pos)
local status, errorcode = get_vendor_status(pos)
local itemstuff =
"item_image_button[0,0.4;1,1;"..settings.input_item..";ignore;]"..
"label[0.9,0.6;"..settings.input_item_qty.." "..minetest.registered_items[settings.input_item].description.."]"..
"item_image_button[0,1.7;1,1;"..settings.output_item..";ignore;]"..
"label[0.9,1.9;"..settings.output_item_qty.." "..minetest.registered_items[settings.output_item].description.."]"
local status_str
if status then
status_str = "active"
else
status_str = "inactive"..make_inactive_string(errorcode)
end
local status_fs =
"label[4,0.4;Vendor status: "..status_str.."]"..
"label[4,0.8;Message: "..meta:get_string("message").."]"..
"label[4,0;Vendor owned by: "..meta:get_string("owner").."]"
local setting_specific = ""
if not settings.accept_worn_input then
setting_specific = setting_specific.."label[4,1.6;Vendor will not accept worn tools.]"
end
if not settings.accept_worn_output then
setting_specific = setting_specific.."label[4,1.2;Vendor will not sell worn tools.]"
end
local fields = "field[2.2,3.2;1,0.6;lot_count;;"..(lots or 1).."]"
local fs = base..itemstuff..status_fs..setting_specific..fields
return fs
end
local function get_vendor_settings_fs(pos)
local base = "size[9,9]"..
"label[2.8,0.5;Input item]"..
"label[6.8,0.5;Output item]"..
"image[0,1.3;1,1;debug_btn.png]"..
"item_image_button[0,2.3;1,1;default:book;button_log;]"..
"list[current_player;main;1,4.85;8,1;]"..
"list[current_player;main;1,6.08;8,3;8]"..
"listring[current_player;main]"..
"button_exit[0,8;1,1;btn_exit;Done]"
-- Add dynamic elements
local pos_str = pos.x..","..pos.y..","..pos.z
local settings = get_vendor_settings(pos)
if settings.admin_vendor then
base = base.."item_image[0,0.3;1,1;default:chest]"
else
base = base.."item_image_button[0,0.3;1,1;default:chest;button_inv;]"
end
local inv =
"list[nodemeta:"..pos_str..";wanted_item;1,0.3;1,1;]"..
"list[nodemeta:"..pos_str..";given_item;5,0.3;1,1;]"..
"listring[nodemeta:"..pos_str..";wanted_item]"..
"listring[nodemeta:"..pos_str..";given_item]"
local fields =
"field[2.2,0.8;1,0.6;input_item_qty;;"..settings.input_item_qty.."]"..
"field[6.2,0.8;1,0.6;output_item_qty;;"..settings.output_item_qty.."]"..
"field[1.3,4.1;2.66,1;co_sellers;Co-Sellers:;"..settings.co_sellers.."]"..
"field[3.86,4.1;2.66,1;banned_buyers;Banned Buyers:;"..settings.banned_buyers.."]"..
"field_close_on_enter[input_item_qty;false]"..
"field_close_on_enter[output_item_qty;false]"..
"field_close_on_enter[co_sellers;false]"..
"field_close_on_enter[banned_buyers;false]"
local checkboxes =
"checkbox[1,2.2;inactive_force;Force vendor into an inactive state.;"..bts(settings.inactive_force).."]"..
"checkbox[1,2.6;depositor;Set this vendor to a Depositor.;"..bts(settings.depositor).."]"..
"checkbox[1,3.0;accept_worn_output;Sell worn tools.;"..bts(settings.accept_worn_output).."]"..
"checkbox[5,3.0;accept_worn_input;Buy worn tools.;"..bts(settings.accept_worn_input).."]"..
"checkbox[5,2.6;auto_sort;Automatically sort inventory.;"..bts(settings.auto_sort).."]"
-- Admin vendor checkbox only if owner is admin
local meta = minetest.get_meta(pos)
if minetest.check_player_privs(meta:get_string("owner"), {admin_vendor=true}) or settings.admin_vendor then
checkboxes = checkboxes..
"checkbox[5,2.2;admin_vendor;Set vendor to an admin vendor.;"..bts(settings.admin_vendor).."]"
end
-- Optional dependancy specific elements
if minetest.get_modpath("pipeworks") or minetest.get_modpath("hopper") then
checkboxes = checkboxes..
"checkbox[1,1.7;currency_eject;Eject incomming currency.;"..bts(settings.currency_eject).."]"
if minetest.get_modpath("pipeworks") then
checkboxes = checkboxes..
"checkbox[5,1.3;accept_output_only;Accept for-sale item only.;"..bts(settings.accept_output_only).."]"..
"checkbox[1,1.3;split_incoming_stacks;Split incomming stacks.;"..bts(settings.split_incoming_stacks).."]"
end
end
if minetest.get_modpath("digilines") then
fields = fields..
"field[6.41,4.1;2.66,1;digiline_channel;Digiline Channel:;"..settings.digiline_channel.."]"..
"field_close_on_enter[digiline_channel;false]"
end
local fs = base..inv..fields..checkboxes
return fs
end
local function get_vendor_default_fs(pos, player)
local base = "size[16,11]"..
"item_image[0,0.3;1,1;default:chest]"..
"list[current_player;main;4,6.85;8,1;]"..
"list[current_player;main;4,8.08;8,3;8]"..
"listring[current_player;main]"..
"button[1,6.85;3,1;inv_tovendor;All To Vendor]"..
"button[12,6.85;3,1;inv_fromvendor;All From Vendor]"..
"button[1,8.08;3,1;inv_output_tovendor;Output To Vendor]"..
"button[12,8.08;3,1;inv_input_fromvendor;Input From Vendor]"..
"button[1,9.31;3,1;sort;Sort Inventory]"..
"button_exit[0,10;1,1;btn_exit;Done]"
-- Add dynamic elements
local pos_str = pos.x..","..pos.y..","..pos.z
local inv_lists =
"list[nodemeta:"..pos_str..";main;1,0.3;15,6;]"..
"listring[nodemeta:"..pos_str..";main]"
local settings_btn = ""
if can_modify_vendor(pos, player) then
settings_btn =
"image_button[0,1.3;1,1;debug_btn.png;button_settings;]"..
"item_image_button[0,2.3;1,1;default:book;button_log;]"
else
settings_btn =
"image[0,1.3;1,1;debug_btn.png]"..
"item_image[0,2.3;1,1;default:book]"
end
local fs = base..inv_lists..settings_btn
return fs
end
local function get_vendor_log_fs(pos)
local base = "size[9,9]"..
"image_button[0,1.3;1,1;debug_btn.png;button_settings;]"..
"item_image[0,2.3;1,1;default:book]"..
"button_exit[0,8;1,1;btn_exit;Done]"
-- Add dynamic elements
local meta = minetest.get_meta(pos)
local logs = minetest.deserialize(meta:get_string("log"))
local settings = get_vendor_settings(pos)
if settings.admin_vendor then
base = base.."item_image[0,0.3;1,1;default:chest]"
else
base = base.."item_image_button[0,0.3;1,1;default:chest;button_inv;]"
end
if not logs then logs = {"Error loading logs",} end
local logs_tl =
"textlist[1,0.5;7.8,8.6;logs;"..table.concat(logs, ",").."]"..
"label[1,0;Showing (up to "..max_logs..") recent log entries:]"
local fs = base..logs_tl
return fs
end
local function show_vendor_formspec(player, pos)
local settings = get_vendor_settings(pos)
if can_access_vendor_inv(player, pos) then
local status, errorcode = get_vendor_status(pos)
if ((not status and errorcode == "unconfigured") and can_modify_vendor(pos, player)) or settings.admin_vendor then
minetest.show_formspec(player:get_player_name(), "fancy_vend:settings;"..minetest.pos_to_string(pos), get_vendor_settings_fs(pos))
else
minetest.show_formspec(player:get_player_name(), "fancy_vend:default;"..minetest.pos_to_string(pos), get_vendor_default_fs(pos, player))
end
else
minetest.show_formspec(player:get_player_name(), "fancy_vend:buyer;"..minetest.pos_to_string(pos), get_vendor_buyer_fs(pos, player, nil))
end
end
local function swap_vendor(pos, vendor_type)
local node = minetest.get_node(pos)
node.name = vendor_type
minetest.swap_node(pos, node)
end
local function get_correct_vendor(settings)
if settings.admin_vendor then
if settings.depositor then
return "fancy_vend:admin_depo"
else
return "fancy_vend:admin_vendor"
end
else
if settings.depositor then
return "fancy_vend:player_depo"
else
return "fancy_vend:player_vendor"
end
end
end
local function is_vendor(name)
local vendor_names = {
"fancy_vend:player_vendor",
"fancy_vend:player_depo",
"fancy_vend:admin_vendor",
"fancy_vend:admin_depo",
}
for i,n in ipairs(vendor_names) do
if name == n then
return true
end
end
return false
end
local function refresh_vendor(pos)
local node = minetest.get_node(pos)
if node.name:split(":")[1] ~= "fancy_vend" then
return false, "not a vendor"
end
local settings = get_vendor_settings(pos)
local meta = minetest.get_meta(pos)
local status, errorcode = get_vendor_status(pos)
local correct_vendor = get_correct_vendor(settings)
if status then
meta:set_string("infotext", (settings.admin_vendor and "Admin" or "Player").." Vendor trading "..settings.input_item_qty.." "..minetest.registered_items[settings.input_item].description.." for "..settings.output_item_qty.." "..minetest.registered_items[settings.output_item].description.." (owned by " .. meta:get_string("owner") .. ")")
if meta:get_string("configured") == "" then
meta:set_string("configured", "true")
if minetest.get_modpath("awards") then
local name = meta:get_string("owner")
local data = awards.players[name]
awards.increment_item_counter(data, "fancy_vend_configure", correct_vendor)
if awards.get_item_count(data, "fancy_vend_configure", "fancy_vend:player_vendor") >= 1 then
awards.unlock(name, "fancy_vend_seller")
end
if awards.get_item_count(data, "fancy_vend_configure", "fancy_vend:player_depo") >= 1 then
awards.unlock(name, "fancy_vend_trader")
end
if awards.get_total_item_count(data, "fancy_vend_configure") >= 10 then
awards.unlock(name, "fancy_vend_shop_keeper")
end
if awards.get_total_item_count(data, "fancy_vend_configure") >= 25 then
awards.unlock(name, "fancy_vend_merchant")
end
if awards.get_total_item_count(data, "fancy_vend_configure") >= 100 then
awards.unlock(name, "fancy_vend_super_merchant")
end
if awards.get_total_item_count(data, "fancy_vend_configure") >= 9001 then
awards.unlock(name, "fancy_vend_god_merchant")
end
end
end
if settings.depositor then
if meta:get_string("item") ~= settings.input_item then
meta:set_string("item", settings.input_item)
update_item(pos, node)
end
else
if meta:get_string("item") ~= settings.output_item then
meta:set_string("item", settings.output_item)
update_item(pos, node)
end
end
else
meta:set_string("infotext", "Inactive "..(settings.admin_vendor and "Admin" or "Player").." Vendor"..make_inactive_string(errorcode).." (owned by " .. meta:get_string("owner") .. ")")
if meta:get_string("item") ~= "fancy_vend:inactive" then
meta:set_string("item", "fancy_vend:inactive")
update_item(pos, node)
end
end
if correct_vendor ~= node.name then
swap_vendor(pos, correct_vendor)
end
end
local function move_inv(frominv, toinv, filter)
for i, v in ipairs(frominv:get_list("main") or {}) do
if v:get_name() == filter or not filter then
if toinv:room_for_item("main", v) then
local leftover = toinv:add_item("main", v)
frominv:remove_item("main", v)
if leftover
and not leftover:is_empty() then
frominv:add_item("main", v)
end
end
end
end
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = formname:split(":")[1]
if name ~= "fancy_vend" then return end
local formtype = formname:split(":")[2]
formtype = formtype:split(";")[1]
local pos = minetest.string_to_pos(formname:split(";")[2])
if not pos then return end
local node = minetest.get_node(pos)
if not is_vendor(node.name) then return end
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local player_inv = player:get_inventory()
local settings = get_vendor_settings(pos)
-- Handle settings changes
if can_modify_vendor(pos, player) then
for i in pairs(fields) do
if stb(fields[i]) ~= settings[i] then
settings[i] = stb(fields[i])
end
end
-- Make sure item values are positive
settings.input_item_qty = math.abs(settings.input_item_qty)
settings.output_item_qty = math.abs(settings.output_item_qty)
-- Check number-only fields contain only numbers
if not tonumber(settings.input_item_qty) then
settings.input_item_qty = 1
else
settings.input_item_qty = math.floor(tonumber(settings.input_item_qty))
end
if not tonumber(settings.output_item_qty) then
settings.output_item_qty = 1
else
settings.output_item_qty = math.floor(tonumber(settings.output_item_qty))
end
-- Check item quantities aren't too high (which could lead to additional processing for no reason), if so, set it to the maximum the player inventory can handle
if ItemStack(settings.output_item):get_stack_max() * player_inv:get_size("main") < settings.output_item_qty then
settings.output_item_qty = ItemStack(settings.output_item):get_stack_max() * player_inv:get_size("main")
end
if ItemStack(settings.input_item):get_stack_max() * player_inv:get_size("main") < settings.input_item_qty then
settings.input_item_qty = ItemStack(settings.input_item):get_stack_max() * player_inv:get_size("main")
end
-- Admin vendor priv check
if not minetest.check_player_privs(meta:get_string("owner"), {admin_vendor=true}) and fields.admin_vendor == "true" then
settings.admin_vendor = false
end
set_vendor_settings(pos, settings)
refresh_vendor(pos)
end
if fields.quit then
if can_access_vendor_inv(player, pos) and settings.auto_sort then
sort_inventory(inv)
end
return true
end
if fields.sort and can_access_vendor_inv(player, pos) then
sort_inventory(inv)
end
if fields.buy then
local lots = math.floor(tonumber(fields.lot_count) or 1)
local success, message = make_purchase(pos, player, lots)
if success then
-- Add to vendor logs
local logs = minetest.deserialize(meta:get_string("log"))
for i in pairs(logs) do
if i >= max_logs then
table.remove(logs, 1)
end
end
table.insert(logs, "Player "..player:get_player_name().." purchased "..lots.." lots from this vendor.")
meta:set_string("log", minetest.serialize(logs))
-- Send digiline message if applicable
if minetest.get_modpath("digilines") then
local msg = {
buyer = player:get_player_name(),
lots = lots,
settings = settings,
}
send_message(pos, settings.digiline_channel, msg)
end
end
-- Set message and refresh vendor
if message then
meta:set_string("message", message)
end
refresh_vendor(pos)
elseif fields.lot_fill then
minetest.show_formspec(player:get_player_name(), "fancy_vend:buyer;"..minetest.pos_to_string(pos), get_vendor_buyer_fs(pos, player, get_max_lots(pos, player)))
return true
end
if can_access_vendor_inv(player, pos) then
if fields.inv_tovendor then
minetest.log("action", player:get_player_name().." moves inventory contents to vendor at "..minetest.pos_to_string(pos))
move_inv(player_inv, inv, nil)
refresh_vendor(pos)
elseif fields.inv_output_tovendor then
minetest.log("action", player:get_player_name().." moves output items in inventory to vendor at "..minetest.pos_to_string(pos))
move_inv(player_inv, inv, settings.output_item)
refresh_vendor(pos)
elseif fields.inv_fromvendor then
minetest.log("action", player:get_player_name().." moves inventory contents from vendor at "..minetest.pos_to_string(pos))
move_inv(inv, player_inv, nil)
refresh_vendor(pos)
elseif fields.inv_input_fromvendor then
minetest.log("action", player:get_player_name().." moves input items from vendor at "..minetest.pos_to_string(pos))
move_inv(inv, player_inv, settings.input_item)
refresh_vendor(pos)
end
end
-- Handle page changes
if fields.button_log then
minetest.show_formspec(player:get_player_name(), "fancy_vend:log;"..minetest.pos_to_string(pos), get_vendor_log_fs(pos))
return
elseif fields.button_settings then
minetest.show_formspec(player:get_player_name(), "fancy_vend:settings;"..minetest.pos_to_string(pos), get_vendor_settings_fs(pos))
return
elseif fields.button_inv then
minetest.show_formspec(player:get_player_name(), "fancy_vend:default;"..minetest.pos_to_string(pos), get_vendor_default_fs(pos, player))
return
end
-- Update formspec
if formtype == "log" then
minetest.show_formspec(player:get_player_name(), "fancy_vend:log;"..minetest.pos_to_string(pos), get_vendor_log_fs(pos, player))
elseif formtype == "settings" then
minetest.show_formspec(player:get_player_name(), "fancy_vend:settings;"..minetest.pos_to_string(pos), get_vendor_settings_fs(pos, player))
elseif formtype == "default" then
minetest.show_formspec(player:get_player_name(), "fancy_vend:default;"..minetest.pos_to_string(pos), get_vendor_default_fs(pos, player))
elseif formtype == "buyer" then
minetest.show_formspec(player:get_player_name(), "fancy_vend:buyer;"..minetest.pos_to_string(pos), get_vendor_buyer_fs(pos, player, (tonumber(fields.lot_count) or 1)))
end
end)
local vendor_template = {
description = "Vending Machine",
legacy_facedir_simple = true,
paramtype2 = "facedir",
groups = {choppy=2, oddly_breakable_by_hand=2, tubedevice=1, tubedevice_receiver=1},
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, 1.5, 0.5},
},
is_ground_content = false,
light_source = 8,
sounds = default.node_sound_wood_defaults(),
drop = drop_vendor,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", "Unconfigured Player Vendor")
meta:set_string("message", "Vendor initialized")
meta:set_string("owner", "")
local inv = meta:get_inventory()
inv:set_size("main", 15*6)
inv:set_size("wanted_item", 1*1)
inv:set_size("given_item", 1*1)
reset_vendor_settings(pos)
meta:set_string("log", "")
end,
can_dig = can_dig_vendor,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then return end
local pointed_node_pos = minetest.get_pointed_thing_position(pointed_thing, false)
local pointed_node = minetest.get_node(pointed_node_pos)
if minetest.registered_nodes[pointed_node.name].buildable_to then
pointed_thing.above = pointed_node_pos
end
-- Set variables for access later (for various checks, etc.)
local name = placer:get_player_name()
local above_node_pos = table.copy(pointed_thing.above)
above_node_pos.y = above_node_pos.y + 1
local above_node = minetest.get_node(above_node_pos).name
-- If node above is air or the display node, and it is not protected, attempt to place the vendor. If vendor sucessfully places, place display node above, otherwise alert the user
if (minetest.registered_nodes[above_node].buildable_to or above_node == "fancy_vend:display_node") and not minetest.is_protected(above_node_pos, name) then
local itemstack, success = minetest.item_place(itemstack, placer, pointed_thing, nil)
if above_node ~= "fancy_vend:display_node" and success then
minetest.set_node(above_node_pos, minetest.registered_nodes["fancy_vend:display_node"])
end
-- Set owner
local meta = minetest.get_meta(pointed_thing.above)
meta:set_string("owner", placer:get_player_name() or "")
-- Set default meta
meta:set_string("log", minetest.serialize({"Vendor placed by "..placer:get_player_name(),}))
reset_vendor_settings(pointed_thing.above)
refresh_vendor(pointed_thing.above)
else
minetest.chat_send_player(name, "Vendors require 2 nodes of space.")
end
if minetest.get_modpath("pipeworks") then
pipeworks.after_place(pointed_thing.above)
end
return itemstack
end,
on_dig = function(pos, node, digger)
-- Set variables for access later (for various checks, etc.)
local name = digger:get_player_name()
local above_node_pos = table.copy(pos)
above_node_pos.y = above_node_pos.y + 1
-- abandon if player shouldn't be able to dig node
local can_dig = can_dig_vendor(pos, digger)
if not can_dig then return end
-- Try remove display node, if the whole node is able to be removed by the player, remove the display node and continue to remove vendor, if it doesn't exist and vendor can be dug continue to remove vendor.
local success
if minetest.get_node(above_node_pos).name == "fancy_vend:display_node" then
if not minetest.is_protected(above_node_pos, name) and not minetest.is_protected(pos, name) then
minetest.remove_node(above_node_pos)
remove_item(above_node_pos)
success = true
else
success = false
end
else
if not minetest.is_protected(pos, name) then
success = true
else
success = false
end
end
-- If failed to remove display node, don't remove vendor. since protection for whole vendor was checked at display removal, protection need not be re-checked
if success then
minetest.remove_node(pos)
minetest.handle_node_drops(pos, {drop_vendor}, digger)
if minetest.get_modpath("pipeworks") then
pipeworks.after_dig(pos)
end
end
end,
tube = {
input_inventory = "main",
connect_sides = {left = 1, right = 1, back = 1, bottom = 1},
insert_object = function(pos, node, stack, direction)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local remaining = inv:add_item("main", stack)
refresh_vendor(pos)
return remaining
end,
can_insert = function(pos, node, stack, direction)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local settings = get_vendor_settings(pos)
if settings.split_stacks then
stack = stack:peek_item(1)
end
if settings.accept_output_only then
if stack:get_name() ~= settings.output_item then
return false
end
end
return inv:room_for_item("main", stack)
end,
},
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
if not can_access_vendor_inv(player, pos) then
return 0
end
return count
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if not can_access_vendor_inv(player, pos) then
return 0
end
if listname == "wanted_item" or listname == "given_item" then
local inv = minetest.get_meta(pos):get_inventory()
inv:set_stack(listname, index, ItemStack(stack:get_name()))
local settings = get_vendor_settings(pos)
if listname == "wanted_item" then
settings.input_item = stack:get_name()
elseif listname == "given_item" then
settings.output_item = stack:get_name()
end
set_vendor_settings(pos, settings)
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if not can_access_vendor_inv(player, pos) then
return 0
end
if listname == "wanted_item" or listname == "given_item" then
local inv = minetest.get_meta(pos):get_inventory()
local fake_stack = inv:get_stack(listname, index)
fake_stack:take_item(stack:get_count())
inv:set_stack(listname, index, fake_stack)
local settings = get_vendor_settings(pos)
if listname == "wanted_item" then
settings.input_item = ""
elseif listname == "given_item" then
settings.output_item = ""
end
set_vendor_settings(pos, settings)
return 0
end
return stack:get_count()
end,
on_rightclick = function(pos, node, clicker)
node = minetest.get_node(pos)
if node.name == "fancy_vend:display_node" then
pos.y = pos.y - 1
end
show_vendor_formspec(clicker, pos)
end,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name().." moves stuff in vendor at "..minetest.pos_to_string(pos))
refresh_vendor(pos)
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name().." moves "..stack:get_name().." to vendor at "..minetest.pos_to_string(pos))
refresh_vendor(pos)
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name().." takes "..stack:get_name().." from vendor at "..minetest.pos_to_string(pos))
refresh_vendor(pos)
end,
on_blast = function()
-- TNT immunity
end,
}
if pipeworks then
vendor_template.digiline = {
receptor = {},
effector = {
action = function() end
},
wire = {
rules = pipeworks.digilines_rules
},
}
end
local player_vendor = table.copy(vendor_template)
player_vendor.tiles = {
"player_vend.png", "player_vend.png",
"player_vend.png", "player_vend.png",
"player_vend.png", "player_vend_front.png",
}
local player_depo = table.copy(vendor_template)
player_depo.tiles = {
"player_depo.png", "player_depo.png",
"player_depo.png", "player_depo.png",
"player_depo.png", "player_depo_front.png",
}
player_depo.groups.not_in_creative_inventory = 1
local admin_vendor = table.copy(vendor_template)
admin_vendor.tiles = {
"admin_vend.png", "admin_vend.png",
"admin_vend.png", "admin_vend.png",
"admin_vend.png", "admin_vend_front.png",
}
admin_vendor.groups.not_in_creative_inventory = 1
local admin_depo = table.copy(vendor_template)
admin_depo.tiles = {
"admin_depo.png", "admin_depo.png",
"admin_depo.png", "admin_depo.png",
"admin_depo.png", "admin_depo_front.png",
}
admin_depo.groups.not_in_creative_inventory = 1
minetest.register_node("fancy_vend:player_vendor", player_vendor)
minetest.register_node("fancy_vend:player_depo", player_depo)
minetest.register_node("fancy_vend:admin_vendor", admin_vendor)
minetest.register_node("fancy_vend:admin_depo", admin_depo)
minetest.register_craft({
output = "fancy_vend:player_vendor",
recipe = {
{ "default:gold_ingot",display_node, "default:gold_ingot"},
{ "default:diamond", "default:mese_crystal", "default:diamond"},
{ "default:gold_ingot","default:chest_locked","default:gold_ingot"},
}
})
-- Hopper support
if minetest.get_modpath("hopper") then
hopper:add_container({
{"side", "fancy_vend:player_vendor", "main"}
})
hopper:add_container({
{"side", "fancy_vend:player_depo", "main"}
})
end
---------------
-- Copy Tool --
---------------
local function get_vendor_pos_and_settings(pointed_thing)
if pointed_thing.type ~= "node" then return false end
local pos = minetest.get_pointed_thing_position(pointed_thing, false)
local node = minetest.get_node(pos)
if node.name == "fancy_vend:display_node" then
pos.y = pos.y - 1
node = minetest.get_node(pos)
end
if not is_vendor(node.name) then return false end
local settings = get_vendor_settings(pos)
return pos, settings
end
minetest.register_tool("fancy_vend:copy_tool",{
inventory_image = "copier.png",
description = "Geminio Wand (For copying vendor settings, right click to save settings, left click to set settings.)",
stack_max = 1,
on_place = function(itemstack, placer, pointed_thing)
local pos, settings = get_vendor_pos_and_settings(pointed_thing)
if not pos then return end
local meta = itemstack:get_meta()
meta:set_string("settings", minetest.serialize(settings))
minetest.chat_send_player(placer:get_player_name(), "Settings saved.")
return itemstack
end,
on_use = function(itemstack, user, pointed_thing)
local pos, current_settings = get_vendor_pos_and_settings(pointed_thing)
if not pos then return end
local meta = itemstack:get_meta()
local node_meta = minetest.get_meta(pos)
local new_settings = minetest.deserialize(meta:get_string("settings"))
if can_modify_vendor(pos, user) then
-- Admin vendor priv check
if not minetest.check_player_privs(node_meta:get_string("owner"), {admin_vendor=true}) and new_settings.admin_vendor == true then
settings.admin_vendor = false
end
new_settings.input_item = current_settings.input_item
new_settings.input_item_qty = current_settings.input_item_qty
new_settings.output_item = current_settings.output_item
new_settings.output_item_qty = current_settings.output_item_qty
-- Admin vendor priv check
if not minetest.check_player_privs(node_meta:get_string("owner"), {admin_vendor=true}) and new_settings.admin_vendor then
new_settings.admin_vendor = current_settings.admin_vendor
end
set_vendor_settings(pos, new_settings)
refresh_vendor(pos)
minetest.chat_send_player(user:get_player_name(), "Settings set.")
else
minetest.chat_send_player(user:get_player_name(), "You cannot modify this vendor.")
end
end,
})
minetest.register_craft({
output = "fancy_vend:copy_tool",
recipe = {
{"default:stick","", "" },
{"", "default:obsidian_shard","" },
{"", "", "default:diamond"},
}
})
minetest.register_craft({
output = "fancy_vend:copy_tool",
recipe = {
{"", "", "default:stick"},
{"", "default:obsidian_shard","" },
{"default:diamond","", "" },
}
})
---------------------------
-- Vendor Upgrade System --
---------------------------
local old_vendor_mods = string.split((minetest.setting_get("fancy_vend_old_vendor_mods") or ""), ",")
local old_vendor_mods_table = {}
for i in pairs(old_vendor_mods) do
old_vendor_mods_table[old_vendor_mods[i]] = true
end
local base_upgrade_template = {
description = "Shop Upgrade (Try and place to upgrade)",
legacy_facedir_simple = true,
paramtype2 = "facedir",
groups = {choppy=2, oddly_breakable_by_hand=2, not_in_creative_inventory=1},
is_ground_content = false,
light_source = 8,
sounds = default.node_sound_wood_defaults(),
drop = drop_vendor,
tiles = {
"player_vend.png", "player_vend.png",
"player_vend.png", "player_vend.png",
"player_vend.png", "upgrade_front.png",
},
on_place = function(itemstack, placer, pointed_thing)
return ItemStack(drop_vendor.." "..itemstack:get_count())
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local meta = minetest.get_meta(pos)
if player:get_player_name() ~= meta:get_string("owner") then return 0 end
return count
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if player:get_player_name() ~= meta:get_string("owner") then return 0 end
return stack:get_count()
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if player:get_player_name() ~= meta:get_string("owner") then return 0 end
return stack:get_count()
end,
}
local clear_craft_vendors = {}
if old_vendor_mods_table["currency"] then
local currency_template = table.copy(base_upgrade_template)
currency_template.can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
return inv:is_empty("stock") and inv:is_empty("customers_gave") and inv:is_empty("owner_wants") and inv:is_empty("owner_gives") and (meta:get_string("owner") == player:get_player_name() or minetest.check_player_privs(player:get_player_name(), {protection_bypass=true}))
end
currency_template.on_rightclick = function(pos, node, clicker, itemstack)
local meta = minetest.get_meta(pos)
local list_name = "nodemeta:"..pos.x..','..pos.y..','..pos.z
if clicker:get_player_name() == meta:get_string("owner") then
minetest.show_formspec(clicker:get_player_name(),"fancy_vend:currency_shop_formspec",
"size[8,9.5]"..
"label[0,0;" .. "Customers gave:" .. "]"..
"list["..list_name..";customers_gave;0,0.5;3,2;]"..
"label[0,2.5;" .. "Your stock:" .. "]"..
"list["..list_name..";stock;0,3;3,2;]"..
"label[5,0;" .. "You want:" .. "]"..
"list["..list_name..";owner_wants;5,0.5;3,2;]"..
"label[5,2.5;" .. "In exchange, you give:" .. "]"..
"list["..list_name..";owner_gives;5,3;3,2;]"..
"list[current_player;main;0,5.5;8,4;]"
)
end
end
minetest.register_node(":currency:shop", currency_template)
table.insert(clear_craft_vendors, "currency:shop")
end
if old_vendor_mods_table["easyvend"] then
local nodes = {"easyvend:vendor", "easyvend:vendor_on", "easyvend:depositor", "easyvend:depositor_on"}
for i in pairs(nodes) do
minetest.register_node(":"..nodes[i], base_upgrade_template)
table.insert(clear_craft_vendors, nodes[i])
end
end
if old_vendor_mods_table["vendor"] then
local nodes = {"vendor:vendor", "vendor:depositor"}
for i in pairs(nodes) do
minetest.register_node(":"..nodes[i], base_upgrade_template)
table.insert(clear_craft_vendors, nodes[i])
end
end
if old_vendor_mods_table["money"] then
local money_template = table.copy(base_upgrade_template)
money_template.can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
return inv:is_empty("main") and (meta:get_string("owner") == player:get_player_name() or minetest.check_player_privs(player:get_player_name(), {protection_bypass=true}))
end
money_template.on_rightclick = function(pos, node, clicker, itemstack)
local meta = minetest.get_meta(pos)
local list_name = "nodemeta:"..pos.x..','..pos.y..','..pos.z
if clicker:get_player_name() == meta:get_string("owner") then
minetest.show_formspec(clicker:get_player_name(),"fancy_vend:money_shop_formspec",
"size[8,10;]"..
"list["..listname..";main;0,0;8,4;]"..
"list[current_player;main;0,6;8,4;]"
)
end
end
local nodes = {"money:barter_shop", "money:shop", "money:admin_shop", "money:admin_barter_shop"}
for i in pairs(nodes) do
minetest.register_node(":"..nodes[i], money_template)
table.insert(clear_craft_vendors, nodes[i])
end
end
for i_n in pairs(clear_craft_vendors) do
local currency_crafts = minetest.get_all_craft_recipes(i_n)
if currency_crafts then
for i in pairs(currency_crafts) do
minetest.clear_craft(currency_crafts[i])
end
end
end
|
--/////////////////////////////////////////////////////////
--// Boss Spawn System //
--// Created By TOXIC:6/11/2020 //
--////////////////////////////////////////////////////////
--////////////////////////////////////////////////////////
--// Current Boss Planet Dungeon2 //
--// Current Boss Type NPC //
--///////////////////////////////////////////////////////
geo_acklaybossScreenplay = ScreenPlay:new {
numberOfActs = 1,
planet = "yavin4",
}
registerScreenPlay("geo_acklaybossScreenplay", true)
-----------------------------
--Start GeoAcklayBoss ScreenPlay
-----------------------------
function geo_acklaybossScreenplay:start()
if (isZoneEnabled(self.planet)) then
self:spawnMobiles()
print("GeoAcklayBoss Loaded")
end
end
-----------------------
--GeoAcklayBoss Has Spawned
-----------------------
function geo_acklaybossScreenplay:spawnMobiles()
local pBoss = spawnMobile("yavin4", "acklayboss", -1,-139.8,-34,-194.3,57,1627815)--Spawn GeoAcklayBoss
local creature = CreatureObject(pBoss)
print("GeoAcklayBoss Spawned")
createObserver(OBJECTDESTRUCTION, "geo_acklaybossScreenplay", "bossDead", pBoss)--GeoAcklayBoss Has Died Trigger Respawn Function
end
---------------------------------------------------------------
--GeoAcklayBoss Has Died Respawn GeoAcklayBoss With A New Dynamic Spawn
---------------------------------------------------------------
function geo_acklaybossScreenplay:bossDead(pBoss)
print("GeoAcklayBoss Has Died")
local creature = CreatureObject(pBoss)
createEvent(120 * 1000, "geo_acklaybossScreenplay", "KillBoss", pBoss, "")--Despawn Corpse
createEvent(10800 * 1000, "geo_acklaybossScreenplay", "KillSpawn", pBoss, "")--Respawn Boss In 3 Hours
createEvent(1 * 1000, "geo_acklaybossScreenplay", "BroadcastDead", pBoss, "")--Broadcast Dead
createEvent(10800 * 1000, "geo_acklaybossScreenplay", "KillSpawnCast3", pBoss, "")--Broadcast Respawn 1
return 0
end
-----------------------
--Respawn GeoAcklayBoss Boss
-----------------------
function geo_acklaybossScreenplay:KillSpawn()
local pBoss = spawnMobile("yavin4", "acklayboss", -1,-139.8,-34,-194.3,57,1627815)--Spawn GeoAcklayBoss After Death 3 Hour Timer
local creature = CreatureObject(pBoss)
print("GeoAcklayBoss Respawned")
createObserver(OBJECTDESTRUCTION, "geo_acklaybossScreenplay", "bossDead", pBoss)
end
-----------------------------------------------------------------------------
--GeoAcklayBoss Has Died Without Being Looted, "Abandon" Destroy NPC, Destroy Loot
-----------------------------------------------------------------------------
function geo_acklaybossScreenplay:KillBoss(pBoss)
dropObserver(pBoss, OBJECTDESTRUCTION)
if SceneObject(pBoss) then
print("GeoAcklayBoss Destroyed")
SceneObject(pBoss):destroyObjectFromWorld()
end
return 0
end
----------------------------
--Broadcast Dead
----------------------------
function geo_acklaybossScreenplay:BroadcastDead(bossObject)
local boss = LuaCreatureObject(bossObject)
CreatureObject(bossObject):broadcastToServer("\\#63C8F9 Large Acklay Boss Has Died.")
CreatureObject(bossObject):broadcastToDiscord("Large Acklay Boss Has Died.")
end
-----------------------
--Broadcast Respawn 1
-----------------------
function geo_acklaybossScreenplay:KillSpawnCast3(bossObject)
local boss = LuaCreatureObject(bossObject)
CreatureObject(bossObject):broadcastToServer("\\#63C8F9 Large Acklay Boss Respawning.")
CreatureObject(bossObject):broadcastToDiscord("Large Acklay Boss Respawning.")
end
|
vim.cmd([[syntax enable]])
vim.o.background = "dark"
-- Set colorscheme (order is important here)
vim.o.termguicolors = true
local kanagawa_colors = require("kanagawa.colors").setup()
local overrides = {
-- new highlights
carpYellow = { fg = kanagawa_colors.carpYellow, bg = "NONE", style = "NONE" },
-- overide existing highlights
WhichKeyValue = { fg = kanagawa_colors.crystalBlue },
LineNr = { fg = kanagawa_colors.dragonBlue },
Comment = { fg = kanagawa_colors.springBlue },
Visual = { bg = kanagawa_colors.waveBlue2 },
IncSearch = { bg = kanagawa_colors.oniViolet },
MatchParen = { fg = kanagawa_colors.sakuraPink, style = "bold" }, -- for vim-matchup
SpellBad = { fg = kanagawa_colors.peachRed, style = "bold" },
SpellCap = { fg = kanagawa_colors.peachRed, style = "bold" },
SpellRare = { fg = kanagawa_colors.peachRed, style = "bold" },
SpellLocal = { fg = kanagawa_colors.peachRed, style = "bold" },
}
require("kanagawa").setup({
transparent = true,
overrides = overrides,
})
vim.g.tokynight_style = "night"
vim.g.tokyonight_transparent = true
vim.g.nightflyTransparent = "1"
vim.cmd([[colorscheme kanagawa]])
|
Hitbox = Class{
init = function(self, shape, args, tag, xoffset, yoffset)
xoffset = ifndef(xoffset, 0)
yoffset = ifndef(yoffset, 0)
self.HCShape = nil
if shape == "rectangle" then
args[1] = args[1] + xoffset
args[2] = args[2] + yoffset
self.HCShape = HC.rectangle(unpack(args))
elseif shape == "polygon" then
for a = 1, #args, 2 do
args[a] = args[a] + xoffset
args[a+1] = args[a+1] + yoffset
end
self.HCShape = HC.polygon(unpack(args))
elseif shape == "circle" then
args[1] = args[1] + xoffset
args[2] = args[2] + yoffset
self.HCShape = HC.circle(unpack(args))
elseif shape == "point" then
args[1] = args[1] + xoffset
args[2] = args[2] + yoffset
self.HCShape = HC.point(unpack(args))
end
self.HCShape.xoffset = 0--xoffset
self.HCShape.yoffset = 0--yoffset
if shape ~= "polygon" then
self.HCShape.xoffset = (args[1] - xoffset) / 2
self.HCShape.yoffset = (args[2] - yoffset) / 2
end
self.HCShape.tag = tag
self._enabled = true
self.color = {255,0,0,255*(.5)}
self.parent = nil
HC.register(self.HCShape)
end,
draw = function(self, mode)
love.graphics.push("all")
love.graphics.setColor(self.color)
self.HCShape:draw(ifndef(mode, 'fill'))
love.graphics.pop()
end,
getHCShape = function(self)
return self.HCShape
end,
move = function(self, x, y)
self.HCShape:move(x, y)
end,
moveTo = function(self, x, y)
self.HCShape:moveTo(x+self.HCShape.xoffset, y+self.HCShape.yoffset)
end,
center = function(self)
return self.HCShape:center()
end,
enable = function(self)
if not self._enabled then
self._enabled = true
HC.register(self.HCShape)
end
end,
disable = function(self)
if self._enabled then
self._enable = false
HC.remove(self.HCShape)
end
end,
setColor = function(self, new_color)
self.color = hex2rgb(new_color)
self.color[4] = 255/2
end,
setParent = function(self, parent)
self.parent = parent
end
}
return Hitbox
|
import '*'
|
function getPerfectBonus(isPerfect)
local perfectBonus
if isPerfect then
perfectBonus = exports.dpShared:getEconomicsProperty("tofu_perfect_mul")
if not perfectBonus then
perfectBonus = 1
end
else
perfectBonus = 1
end
return perfectBonus
end
function getTimeBonus(timePassed)
return 1 + math.max(0, (2 - (timePassed / 60)) / 2)
end
function getMoneyReward(perfectBonus, timeBonus)
local money = exports.dpShared:getEconomicsProperty("tofu_prize")
if not money then
money = 0
end
return math.floor(money * perfectBonus + money * (timeBonus - 1))
end
function getXpReward(perfectBonus, timeBonus)
local xp = exports.dpShared:getEconomicsProperty("tofu_xp")
if not xp then
xp = 0
end
return math.floor(xp * perfectBonus + xp * (timeBonus - 1))
end
|
function create_pumpjack(args)
local pumpjack = table.deepcopy(data.raw["mining-drill"]["pumpjack-mk2"])
pumpjack.name = args.name
pumpjack.icon = "__built-in-beacons-fe-plus__/graphics/icons/" .. args.name .. ".png"
pumpjack.icon_size = 64
pumpjack.icon_mipmaps = nil
pumpjack.minable.result = args.name
pumpjack.module_specification.module_slots = 0
pumpjack.mining_speed = args.mining_speed
pumpjack.energy_usage = args.energy_usage
pumpjack.energy_source = { type = "electric", usage_priority = "secondary-input", emissions_per_minute = args.emissions_per_minute, drain = "6.7MW" }
pumpjack.allowed_effects = { }
pumpjack.animations.north.layers[1].filename = "__built-in-beacons-fe-plus__/graphics/entity/beaconed-fe-pumpjack/" .. args.name .. "/pumpjack-horsehead.png"
pumpjack.animations.north.layers[1].animation_speed = 1
pumpjack.animations.north.layers[1].hr_version.filename = "__built-in-beacons-fe-plus__/graphics/entity/beaconed-fe-pumpjack/" .. args.name .. "/hr-pumpjack-horsehead.png"
pumpjack.animations.north.layers[1].hr_version.animation_speed = 1
local result,ingredients
if settings.startup["upgradeable-recipes"].value then
ingredients = args.upgradeable_ingredients
result = args.upgradeable_result
else
ingredients = args.ingredients
result = args.result
end
data:extend({
{
type = "item",
name = args.name,
icon = pumpjack.icon,
icon_size = pumpjack.icon_size,
subgroup = "fb-machines",
order = args.item_order,
place_result = args.name,
stack_size = 50
},
{
type = "recipe",
name = args.name,
icon = pumpjack.icon,
icon_size = pumpjack.icon_size,
subgroup = "fb-machines",
order = args.item_order,
enabled = false,
ingredients = ingredients,
results = result
}
})
data:extend({pumpjack})
end
|
local mqtt = require('mqtt')
local assert = require('assert')
local tap = require('util/tap')
local TAG = "mqtt"
describe('test client - mqtt', function()
--local client = mqtt.connect('mqtt://test.mosquitto.org')
--local client = mqtt.connect('mqtt://192.168.77.108:1883')
-- 这个客户端先订阅 /test-topic, 然后再向这个主题发消息, 最后收到自己推送的消息后退出进程
-- 主要测试了 connect, subscribe, publish 这几个方法
-- 这个测试需要用到 MQTT 服务器
local url = 'mqtt://127.0.0.1:1883'
url = 'mqtt://iot.wotcloud.cn:1883'
local client = mqtt.connect(url)
local TOPIC = '/test-topic'
local MESSAGE = 'Hello mqtt'
client:on('connect', function()
print(TAG, 'event', 'connect')
client:subscribe(TOPIC)
print(TAG, 'subscribe', TOPIC)
setTimeout(100, function()
print(TAG, 'publish', TOPIC, MESSAGE)
client:publish(TOPIC, MESSAGE)
end)
end)
client:on('message', function (topic, message)
print(TAG, 'message', topic, message)
assert.equal(topic, TOPIC)
assert.equal(message, MESSAGE)
client:close()
print(TAG, "message is OK, auto exit...")
end)
client:on('error', function(errInfo)
print(TAG, 'event', 'error', errInfo)
end)
end)
|
-------------------------------------------------------------------------------
-- LISTENER by Tammya-MoonGuard (2017)
--
-- The almighty Listener window.
-------------------------------------------------------------------------------
local Main = ListenerAddon
local L = Main.Locale
Main.Frame = {}
local Me = ListenerAddon.Frame
local SharedMedia = LibStub("LibSharedMedia-3.0")
-------------------------------------------------------------------------------
-- For chatbox:SetMaxLines()
--
local CHAT_BUFFER_SIZE = 300
-------------------------------------------------------------------------------
-- When the frame scrolls, clicks are locked for this many seconds. This is to
-- prevent clicking on something else accidentally when the frame scrolls.
--
local CLICKBLOCK_TIME = 0.4
-------------------------------------------------------------------------------
-- The duration of the fading animation when a frame auto_fades out.
--
local FADEOUT_DURATION = 1
-------------------------------------------------------------------------------
-- When a new frame is created, the filter is loaded with this.
--
local DEFAULT_LISTEN_EVENTS = {
"SAY", "EMOTE", "TEXT_EMOTE", "YELL",
"PARTY", "PARTY_LEADER", "RAID", "RAID_LEADER", "RAID_WARNING",
"ROLL"
}
-------------------------------------------------------------------------------
-- Chat events that should not make a notification.
--
local SKIP_BEEP = {
ONLINE = true;
OFFLINE = true;
CHANNEL_JOIN = true;
CHANNEL_LEAVE = true;
GUILD_ACHIEVEMENT = true;
GUILD_MOTD = true;
WHISPER_INFORM = true;
}
Me.SKIP_BEEP = SKIP_BEEP
-------------------------------------------------------------------------------
-- Prefix behind name for these types of messages.
--
local MSG_FORMAT_PREFIX = {
PARTY = "[P] ";
PARTY_LEADER = "[P] ";
RAID = "[R] ";
RAID_LEADER = "[R] ";
RP1 = "[RP] ";
RP2 = "[RP2] ";
RP3 = "[RP3] ";
RP4 = "[RP4] ";
RP5 = "[RP5] ";
RP6 = "[RP6] ";
RP7 = "[RP7] ";
RP8 = "[RP8] ";
RP9 = "[RP9] ";
RPW = "[RP!] ";
INSTANCE_CHAT = "[I] ";
INSTANCE_CHAT_LEADER = "[I] ";
GUILD = "[G] ";
OFFICER = "[O] ";
RAID_WARNING = "[RW] ";
CHANNEL = "[C] ";
WHISPER = L["From"] .. " ";
WHISPER_INFORM = L["To"] .. " ";
}
-------------------------------------------------------------------------------
-- Static methods
-------------------------------------------------------------------------------
local ENTRY_CHAT_REMAP = { ROLL = "SYSTEM", OFFLINE = "SYSTEM", ONLINE = "SYSTEM", GUILD_MOTD = "GUILD", GUILD_ITEM_LOOTED = "GUILD_ACHIEVEMENT" }
local function GetEntryColor( e )
local info
if e.c then
local index = GetChannelName( e.c )
info = ChatTypeInfo[ "CHANNEL" .. index ]
if not info then info = ChatTypeInfo.CHANNEL end
else
local t = ENTRY_CHAT_REMAP[e.e] or e.e
info = ChatTypeInfo[t]
if not info then info = ChatTypeInfo.SAY end
end
return { info.r, info.g, info.b, 1 }
end
-------------------------------------------------------------------------------
-- Private methods
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-- Initialize member variables
--
local function SetupMembers( self )
-- this is to be overridden by SetFrameIndex
self.listen_events = {}
-- the uppermost unread message ID
-- nil if the window has no "unread" messages
self.top_unread_id = nil
-- when a new messages is added, this saves the time
-- if the user clicks on the frame at the moment a message is added,
-- its ignore to prevent error
self.clickblock = 0
-- textures used for the tab strips on the left side of the window
self.tab_texes = {}
-- this is a list of things that we can pick from with the mouse
self.pick_regions = {
-- table of:
-- { region = region, entry = entry }
}
-- cached auto_fade value
self.auto_fade = 0
self.auto_fade_opacity = 0
-- time since last activity
self.fade_time = 0
-- this dictates that the mouse is being held over a region
--self.picked = nil (too complex)
end
-------------------------------------------------------------------------------
local function PickTextRegion( self, setup_highlight )
if self:IsMouseOver() then
for _,v in pairs( self.pick_regions ) do
if v.region:IsMouseOver() then
if setup_highlight then
self.chatbox.highlight:SetPoint( "TOP", v.region, "TOP" )
self.chatbox.highlight:SetPoint( "BOTTOM", v.region, "BOTTOM" )
self.chatbox.highlight:Show()
end
return v
end
end
end
if setup_highlight and self.chatbox.highlight:IsShown() then
self.chatbox.highlight:Hide()
end
end
-------------------------------------------------------------------------------
-- Setup the frames that form the edge around the window.
--
local function CreateEdges( self )
if self.edges then return end
self.edges = {}
for i = 1,4 do
table.insert( self.edges, self:CreateTexture( "BORDER" ))
end
end
-------------------------------------------------------------------------------
-- Add or subtract from the frame's font size.
--
local function AdjustFontSize( self, delta )
local size = 0
size = self.frameopts.font.size or self.baseopts.font.size
size = size + delta
self:SetFontSize( size )
end
-------------------------------------------------------------------------------
-- Save the window layout in the database.
--
local function SaveFrameLayout( self )
if not self.frame_index then return end
local point, region, point2, x, y = self:GetPoint(1)
local width, height = self:GetSize()
width = math.floor( width + 0.5 )
height = math.floor( height + 0.5 )
if region then region = region:GetName() end
local layout = {
anchor = { point, region, point2, x, y };
width = width;
height = height;
}
self.frameopts.layout = layout
LibStub("AceConfigRegistry-3.0"):NotifyChange( "Listener Frame Settings" )
end
-------------------------------------------------------------------------------
local function ShowOrHide( self, show, save )
if save then
self.charopts.hidden = not show
if show then self.fade_time = GetTime() end
end
if self.charopts.hidden then
if Main.active_frame == self and self.frame_index ~= 1 then
Main.SetActiveFrame( Main.frames[1] )
end
end
self:UpdateShown()
end
-------------------------------------------------------------------------------
-- This enables/disables mouse interaction according to options and the shift
-- key.
--
local function UpdateMouseLock( self )
self:EnableMouse( self.frameopts.enable_mouse or (self.frameopts.shift_mouse and IsShiftKeyDown()) )
if self.snooper then
self.chatbox:EnableMouseWheel( self.frameopts.enable_scroll or (self.frameopts.shift_mouse and IsShiftKeyDown()) )
else
self.chatbox:EnableMouseWheel( true )
end
end
-------------------------------------------------------------------------------
-- Add or remove player from the filter.
--
-- @param name Name of player.
-- @param mode 1 = add player; 0 = remove player; nil = reset player
-- @param silent Don't print chat messages.
--
local function AddOrRemovePlayer( self, name, mode, silent )
if mode ~= 1 and mode ~= 0 and mode ~= nil then error( "Invalid mode." ) end
name = Main.FixupName( name )
if self.players[name] == mode then
if not silent then
if mode == 1 then
Main.Print( string.format( L["Already listening to %s."], name ) )
elseif mode == 0 then
Main.Print( string.format( L["%s is already filtered out."], name ) )
else
Main.Print( string.format( L["%s wasn't found."], name ) )
end
end
return
end
self.players[name] = mode
if not silent then
if mode == 1 then
Main.Print( string.format( L["Added %s."], name ) )
elseif mode == 0 then
Main.Print( string.format( L["Removed %s."], name ) )
else
Main.Print( string.format( L["Reset %s."], name ) )
end
end
self:RefreshChat()
self:UpdateProbe()
end
-------------------------------------------------------------------------------
-- Returns true if an entry should be displayed according to event filters.
--
local function EntryFilter( self, entry )
if entry.c then
if entry.e == "CHANNEL" then
return self.listen_events[ "#" .. entry.c ]
else
return self.listen_events[entry.e]
and self.listen_events[ "#" .. entry.c ]
end
end
return self.listen_events[entry.e]
end
-------------------------------------------------------------------------------
-- Public Methods
-------------------------------------------------------------------------------
local Method = {}
Me.methods = Method
Method.EntryFilter = EntryFilter
-------------------------------------------------------------------------------
-- Link this frame to the database.
--
function Method:SetFrameIndex( index )
if index == nil then return end
self.frame_index = index
Me.InitOptions( index )
self.players = Main.db.char.frames[index].players
self.listen_events = Main.db.char.frames[index].filter
self.groups = Main.db.char.frames[index].groups
-- baseopts exist at the profile level and may contain
-- global options.
-- frameopts are options that override them.
-- for the snooper frameopts is stored on the profile level
-- otherwise theyre at the character level.
if index == 1 then
self.frameopts = Main.db.profile.frame
elseif index == 2 then
self.frameopts = Main.db.profile.snoop
else
self.frameopts = Main.db.char.frames[index]
end
self.baseopts = Main.db.profile.frame
-- char options exist only at the character level and are
-- initialized when the frame is created
self.charopts = Main.db.char.frames[index]
-- to set the title.
self:UpdateProbe()
end
-------------------------------------------------------------------------------
local TIMESTAMP = {
-- HH:MM:SS
[1] = function( t ) return date( "%H:%M:%S ", t ) end;
-- HH:MM
[2] = function( t ) return date( "%H:%M ", t ) end;
-- HH:MM (12-hour)
[3] = function( t ) return date( "%I:%M ", t ):gsub( "^0", "" ) end;
-- MM:SS
[4] = function( t ) return date( "%M:%S ", t ) end;
-- MM
[5] = function( t ) return date( "%M ", t ) end;
}
-------------------------------------------------------------------------------
-- Normal "name: text"
local function MsgFormatNormal( e, name )
local prefix = MSG_FORMAT_PREFIX[e.e] or ""
return prefix .. name .. ": " .. e.m
end
-------------------------------------------------------------------------------
local function MsgFormatNormalChannel( e, name )
local prefix = MSG_FORMAT_PREFIX[e.e] or ""
local index = GetChannelName( e.c )
if index ~= 0 then
prefix = prefix:gsub( "C", index )
else
-- this is an unregistered channel
local club, stream = e.c:match( "(%d+):(%d+)" )
if not club then
prefix = prefix:gsub( "C", e.c )
else
local club_info = C_Club.GetClubInfo( club )
channel_name = club_info.shortName
if channel_name == "" then channel_name = club_info.name end
local stream_info = C_Club.GetStreamInfo( club, stream )
if stream_info.streamType ~= Enum.ClubStreamType.General then
channel_name = channel_name .. " - " .. stream_info.name
end
prefix = prefix:gsub( "C", channel_name )
end
end
return prefix .. name .. ": " .. e.m
end
-------------------------------------------------------------------------------
-- No separator between name and text.
local function MsgFormatEmote( e, name )
if Main.db.profile.trp_emotes and e.m:sub(1,3) == "|| " then
return e.m:sub( 4 )
end
if e.m:sub( 1,2 ) == ", " or e.m:sub( 1,2 ) == "'s" then
return name .. e.m
end
return name .. " " .. e.m
end
-------------------------------------------------------------------------------
-- <name> <msg> - name is substituted
local function MsgFormatTextEmote( e, name )
if e.s == "" then return e.m end -- Some dumb global emote by bosses.
-- Need to convert - to %- to avoid it triggering a pattern and
-- invalidating the name match.
local msg = e.m:gsub( e.s:gsub("%-","%%-"), name )
return msg
end
-------------------------------------------------------------------------------
-- x joined/left channel.
local function MsgFormatJoinLeave( e, name )
local prefix = "[" .. GetChannelName( e.c ) .. "] "
if e.e == "CHANNEL_JOIN" then
return prefix .. L( "{1} joined channel.", name )
elseif e.e == "CHANNEL_LEAVE" then
return prefix .. L( "{1} left channel.", name )
end
return "<Error>"
end
-------------------------------------------------------------------------------
local function MsgFormatGuildMOTD( e, name )
return "|cffffffff" .. L["Guild Message of the Day: "] .. "|r" .. e.m
end
-------------------------------------------------------------------------------
local MSG_FORMAT_FUNCTIONS = {
SAY = MsgFormatNormal;
PARTY = MsgFormatNormal;
PARTY_LEADER = MsgFormatNormal;
RAID = MsgFormatNormal;
RAID_LEADER = MsgFormatNormal;
RAID_WARNING = MsgFormatNormal;
RP = MsgFormatNormal;
RPW = MsgFormatNormal;
YELL = MsgFormatNormal;
INSTANCE_CHAT = MsgFormatNormal;
INSTANCE_CHAT_LEADER = MsgFormatNormal;
GUILD = MsgFormatNormal;
OFFICER = MsgFormatNormal;
CHANNEL = MsgFormatNormalChannel;
EMOTE = MsgFormatEmote;
ONLINE = MsgFormatEmote;
OFFLINE = MsgFormatEmote;
GUILD_ITEM_LOOTED = MsgFormatEmote;
GUILD_ACHIEVEMENT = MsgFormatEmote;
CHANNEL_JOIN = MsgFormatJoinLeave;
CHANNEL_LEAVE = MsgFormatJoinLeave;
TEXT_EMOTE = MsgFormatTextEmote;
ROLL = MsgFormatTextEmote;
GUILD_MOTD = MsgFormatGuildMOTD;
}
-------------------------------------------------------------------------------
setmetatable( MSG_FORMAT_FUNCTIONS, {
__index = function( table, key )
return MsgFormatNormal
end;
})
-------------------------------------------------------------------------------
function Method:FormatChatMessage( e )
local stamp = ""
local ts = Main.db.profile.frame.timestamps
if TIMESTAMP[ts] then
stamp = "|cff808080" .. TIMESTAMP[ts](e.t) .. "|r"
end
-- get icon and name
local name, shortname, icon, color = LibRPNames.Get( e.s, Main.guidmap[e.s] )
if Main.db.profile.shorten_names then
name = shortname
end
if not icon then
local alliance = UnitFactionGroup( "player" ) == "Alliance"
if e.h then
alliance = not alliance
end
if alliance then
icon = "Inv_Misc_Tournaments_banner_Human"
else
icon = "Inv_Misc_Tournaments_banner_Orc"
end
end
if icon and Main.db.profile.frame.show_icons then
if Main.db.profile.frame.zoom_icons then
icon = "|TInterface\\Icons\\" .. icon .. ":0:0:0:0:100:100:10:90:10:90:255:255:255|t "
else
icon = "|TInterface\\Icons\\" .. icon .. ":0|t "
end
else
icon = ""
end
if color then
name = "|c" .. color .. name .. "|r"
end
name = "|Hplayer:" .. e.s .. "|h" .. name .. "|h"
return string.format( "%s%s%s", stamp, icon, MSG_FORMAT_FUNCTIONS[e.e]( e, name ) )
end
-------------------------------------------------------------------------------
-- Blocks clicks temporarily.
--
-- This is called when a new message is added, as to prevent accidental clicks
-- when the frame is scrolling.
--
function Method:SetClickBlock()
self.clickblock = GetTime()
end
-------------------------------------------------------------------------------
-- Toggle the frame.
--
function Method:Toggle()
ShowOrHide( self, self.charopts.hidden, true )
end
-------------------------------------------------------------------------------
-- Hide the frame.
--
function Method:Close( dontsave )
ShowOrHide( self, false, not dontsave )
end
-------------------------------------------------------------------------------
-- Show the frame.
--
function Method:Open( dontsave )
ShowOrHide( self, true, not dontsave )
end
-------------------------------------------------------------------------------
function Method:UpdateVisibility()
local hover = self:IsMouseOver( 8, -8, -8, 8 )
local faded = self.auto_fade > 0 and GetTime() > self.fade_time + self.auto_fade
self:ShowBar(
(hover and not (self.frameopts.locked and self.frameopts.hide_bar_when_locked))
or self.dragging
or (Main.active_frame == self and not faded) )
if self.auto_fade > 0 then
local alpha = self:GetAlpha()
local newalpha
local time = GetTime()
if hover then
newalpha = 1
else
local fadeout_start = self.fade_time + self.auto_fade
if time >= fadeout_start then
if time - fadeout_start < FADEOUT_DURATION then
local d = (time - fadeout_start) / FADEOUT_DURATION
newalpha = 1 + (self.auto_fade_opacity - 1) * d
else
newalpha = self.auto_fade_opacity
if Main.active_frame == self and self.frame_index ~= 1 then
Main.SetActiveFrame( Main.frames[1] )
end
end
else
newalpha = 1
end
end
if alpha ~= newalpha then
self:SetAlpha( newalpha )
end
end
end
-------------------------------------------------------------------------------
function Method:ShowBar( show )
if show and not self.bar2:IsShown() then
self.bar2:Show()
self.chatbox:SetPoint( "TOP", self.bar2, "BOTTOM", 0, -1 )
elseif not show and self.bar2:IsShown() then
self.bar2:Hide()
self.chatbox:SetPoint( "TOP", self, 0, -2 )
end
end
-------------------------------------------------------------------------------
-- Set the chat font size.
--
function Method:SetFontSize( size )
size = math.max( size, 6 )
size = math.min( size, 24 )
self.frameopts.font.size = size
self:ApplyChatOptions()
end
-------------------------------------------------------------------------------
-- Load all options.
--
function Method:ApplyOptions()
self:SetFrameIndex( self.frame_index )
self:ApplyLayoutOptions()
self:ApplyChatOptions()
self:ApplyColorOptions()
self:ApplyBarOptions()
self:ApplyOtherOptions()
end
-------------------------------------------------------------------------------
function Method:ApplyOtherOptions()
self.bar2.hidden_button:SetOn( self.charopts.showhidden )
self.auto_fade = self.frameopts.auto_fade or self.baseopts.auto_fade
self.auto_fade_opacity = self.baseopts.auto_fade_opacity / 100
self:UpdateResizeShow()
UpdateMouseLock( self )
end
-------------------------------------------------------------------------------
function Method:ApplyColorOptions()
local bgcolor = self.frameopts.color.bg or self.baseopts.color.bg
self.bg:SetColorTexture( unpack( bgcolor ))
local edgecolor = self.frameopts.color.edge or self.baseopts.color.edge
for k,v in pairs( self.edges ) do
v:SetColorTexture( unpack( edgecolor ))
end
local bar_color = self.frameopts.color.bar or self.baseopts.color.bar
self.bar2.bg:SetColorTexture( unpack( bar_color ) )
end
-------------------------------------------------------------------------------
-- Options for the positioning/size.
--
function Method:ApplyLayoutOptions()
local layout
layout = self.frameopts.layout
self:ClearAllPoints()
local anchor = layout.anchor
if not anchor or #anchor == 0 then
if self.frame_index == 1 then
-- primary
self:SetPoint( "LEFT", 50, 0 )
else
-- secondary
self:SetPoint( "CENTER", 0, 0 )
end
else
local region = anchor[2]
if not region then
region = UIParent
else
region = _G[region]
end
self:SetPoint( anchor[1], region, anchor[3], anchor[4], anchor[5] )
end
self:SetSize( math.max( layout.width, 50 ),
math.max( layout.height, 50 ) )
-- setup edges
local es = Main.db.profile.frame.edge_size
if es == 0 then
for _, edge in pairs( self.edges ) do
edge:Hide()
end
else
Me.CraftEdges( self, es )
end
if self.charopts.hidden then
self:Hide()
else
self:Show()
end
end
-------------------------------------------------------------------------------
-- Options for the chat/text appearance.
--
function Method:ApplyChatOptions()
local outline = self.frameopts.font.outline or self.baseopts.font.outline
local face = self.frameopts.font.face or self.baseopts.font.face
local size = self.frameopts.font.size or self.baseopts.font.size
local shadow = self.frameopts.font.shadow
if shadow == nil then shadow = self.baseopts.font.shadow end
if outline == 2 then
outline = "OUTLINE"
elseif outline == 3 then
outline = "THICKOUTLINE"
else
outline = nil
end
face = SharedMedia:Fetch( "font", face )
self.chatbox:SetFont( face, size, outline )
if shadow then
self.chatbox:SetShadowColor( 0, 0, 0, 0.8 )
self.chatbox:SetShadowOffset( 1, -1 )
else
self.chatbox:SetShadowColor( 0, 0, 0, 0 )
end
local tabsize = self.frameopts.tab_size or self.baseopts.tab_size
self.chatbox:SetPoint( "LEFT", self, "LEFT", 2 + tabsize, 0 )
end
-------------------------------------------------------------------------------
-- Options for the title bar.
--
function Method:ApplyBarOptions()
local o = self.frameopts.close_button
if o == nil then o = self.baseopts.close_button end
if not o then
self.bar2.close_button:Hide()
self.bar2.hidden_button:SetPoint( "TOPRIGHT", 0, 0 )
else
self.bar2.close_button:Show()
self.bar2.hidden_button:SetPoint( "TOPRIGHT", -15, 0 )
end
end
-------------------------------------------------------------------------------
-- Add chat events to the chat filter.
--
-- Channels are treated differently. To listen to a channel, prefix name
-- with #, e.g. "#secret"
--
function Method:AddEvents( ... )
local arg = {...}
local dirty = false
for k,v in pairs(arg) do
v = v:upper()
if not self.listen_events[v] then
self.listen_events[v] = true
dirty = true
end
end
if dirty then self:RefreshChat() end
end
-------------------------------------------------------------------------------
-- Remove chat events from display.
--
function Method:RemoveEvents( ... )
local arg = {...}
local dirty = false
for k,v in pairs(arg) do
v = v:upper()
if self.listen_events[v] then
self.listen_events[v] = nil
dirty = true
end
end
if dirty then self:RefreshChat() end
end
-------------------------------------------------------------------------------
-- Returns true if an event is being listened to.
--
function Method:HasEvent( event )
if self.listen_events[event:upper()] then return true end
return nil
end
-------------------------------------------------------------------------------
-- Returns true if this entry is displayed.
--
function Method:ShowsEntry( entry )
return EntryFilter( self, entry )
end
-------------------------------------------------------------------------------
-- Returns the listen_events table.
-- This is a map of which events are being listened to.
-- Do not modify the returned table.
--
function Method:GetListenEvents()
return self.listen_events
end
-------------------------------------------------------------------------------
-- Add player to filter.
--
-- @param name Name of player.
-- @param silent Do not print chat message.
function Method:AddPlayer( name, silent )
AddOrRemovePlayer( self, name, 1, silent )
end
-------------------------------------------------------------------------------
function Method:RemovePlayer( name, silent )
AddOrRemovePlayer( self, name, 0, silent )
end
-------------------------------------------------------------------------------
-- Returns true if the window is listening to someone.
--
function Method:ListeningTo( name )
-- filter path:
-- global (listenall) -> group -> player
--
local f = self.players[name]
if IsInRaid() then
local g = Main.raid_groups[name]
if g then
-- if f is default then try using group filter
f = f or self.groups[g]
end
end
return f == 1 or (self.charopts.listen_all and f ~= 0)
end
function Method:ResetGroupsFilter()
for k,_ in pairs( self.groups ) do
self.groups[k] = nil
end
end
-------------------------------------------------------------------------------
-- Toggle filter for player.
--
-- @param name Player name.
-- @param silent Do not print chat message.
--
function Method:TogglePlayer( name, silent )
name = Main.FixupName( name )
if self.players[name] == 1 then
self:RemovePlayer( name, silent )
elseif self.players[name] == 0 then
self:AddPlayer( name, silent )
else
if self.charopts.listen_all then
self:RemovePlayer( name, silent )
else
self:AddPlayer( name, silent )
end
end
end
-------------------------------------------------------------------------------
-- Called when the window is active and the probe target changes.
--
function Method:UpdateProbe()
if self.snooper then return end -- the snooper does not have this.
local title = self.charopts.name
if self.frame_index == 1 then title = "Listener" end
local on = false
local target, guid = Main:GetProbed()
if target then
on = self:ListeningTo( target )
local name, shortname = LibRPNames.Get( target )
title = Main.db.profile.shorten_names and shortname or name
end
self.bar2.title:SetText( title )
if on or not target then
self.bar2.title.text:SetAlpha( 1.0 )
else
self.bar2.title.text:SetAlpha( 0.5 )
end
if Main.db.profile.frame.color.tab_target[4] > 0 then
self:UpdateHighlight()
end
end
-------------------------------------------------------------------------------
-- Add a message directly to the chat window.
--
-- @param e Message event data.
-- @param beep Enable playing a beep.
--
function Method:AddMessage( e, beep, from_refresh )
if not EntryFilter( self, e ) then return false end
if not self.refreshing then
self.fade_time = GetTime()
end
local hidden = not self:ListeningTo( e.s )
if hidden and not self.bar2.hidden_button:IsShown() and not self.snooper then
self.bar2.hidden_button:Show()
end
if e.r and not e.p and not hidden then -- not read and not from the player and not hidden
if self:IsShown() then
if beep and not SKIP_BEEP[e.e] then
if self.charopts.sound then
Main.PlayMessageBeep( self.frameopts.notify_sound or self.baseopts.notify_sound )
end
if self.charopts.flash then
Main.FlashClient()
end
end
end
if self.top_unread_id == nil then
self.top_unread_id = e.id
end
end
local color = GetEntryColor( e )
self.chatbox:AddMessage( self:FormatChatMessage( e ), color[1], color[2], color[3], nil, nil, nil, e )
-- autopopup/hideempty popup
if not self:IsShown() and not from_refresh then
if self.frameopts.auto_popup and not hidden then
if self.frameopts.combathide and InCombatLockdown() then
-- if we're in combat, just clear the hidden flag
-- so that it opens when we exit combat
self.charopts.hidden = false
-- this causes the window to fade in after combat ends.
self.fadein_after_combat = true
else
self:Open()
end
end
if self.frameopts.hideempty then
self:UpdateShown()
end
end
return true
end
-------------------------------------------------------------------------------
-- Add a message into the chat window if it passes our filters.
--
function Method:TryAddMessage( e, beep )
if self.charopts.showhidden or self:ListeningTo( e.s ) then
if self:AddMessage( e, beep ) then
if self.chatbox:GetScrollOffset() == 0 then
self:SetClickBlock()
end
end
else
if EntryFilter( self, e ) and not self.snooper then
self.bar2.hidden_button:Show()
end
end
end
-------------------------------------------------------------------------------
function Method:CheckUnread()
self.top_unread_id = nil
local id = nil
for k,v in pairs( Main.unread_entries ) do
if EntryFilter( self, k ) and self:ListeningTo( k.s ) then
if not id or k.id < id then
id = k.id
end
end
end
self.top_unread_id = id
end
-------------------------------------------------------------------------------
-- Update the unread messages marker.
--
-- Sub function for UpdateHighlight.
--
-- @param region This is the fontstring that is showing the first unread
-- region
--
local function UpdateReadmark( self, region, first_id )
-- todo: option for hiding readmark here.
self.readmark:SetColorTexture( unpack( Main.db.profile.frame.color.readmark ) )
if region then
-- set the marker here
local point = region:GetTop() - self.chatbox:GetBottom()
if point > self.chatbox:GetHeight()+1 then
--point = self.chatbox:GetHeight()
--self.readmark:SetHeight( 2 )
self.readmark:Hide()
return
else
self.readmark:SetHeight( 1 )
end
self.readmark:SetPoint( "TOP", self.chatbox, "BOTTOM", 0, point )
self.readmark:Show()
elseif self.top_unread_id then
if first_id < self.top_unread_id then
-- past the bottom
self.readmark:SetHeight( 2 )
self.readmark:SetPoint( "TOP", self, "BOTTOM", 0, 3 )
else
-- past the top
self.readmark:Hide()
return
--self.readmark:SetPoint( "TOP", self.chatbox, "BOTTOM", 0, self.chatbox:GetHeight() - 1 )
end
self.readmark:Show()
else
-- no unread messages
self.readmark:Hide()
end
end
-------------------------------------------------------------------------------
function Method:UpdateHighlight()
if not Main.db then return end -- not initialized yet
local regions = {}
-- create a list of message regions
for k,v in pairs( { self.chatbox.FontStringContainer:GetRegions() } ) do
if v:GetObjectType() == "FontString" and v:IsShown() then
v:SetNonSpaceWrap( true ) -- a nice hack for nonspacewrap text
table.insert( regions, v )
end
end
-- sort by Y
table.sort( regions, function( a, b )
return a:GetTop() < b:GetTop()
end)
local bottom = self.chatbox:GetNumMessages() - self.chatbox:GetScrollOffset()
local index = bottom
local top_edge = self.chatbox:GetTop() + 1 -- that one pixel
local first_unread_region = nil
--local first_unread_id = 0
local tabsize = self.frameopts.tab_size or self.baseopts.tab_size
-- we'll build the pick_regions table in here too!
local pick_regions = {}
local count = 0
for k,v in ipairs( regions ) do
if index < 1 then break end
local _,_,_,_,_,_,_,e = self.chatbox:GetMessageInfo( index )
index = index - 1
if not e then break end
if v:GetBottom() < top_edge then -- within the chatbox only
table.insert( pick_regions, { region = v, entry = e } )
local hidden = not self:ListeningTo( e.s )
v:SetAlpha( hidden and 0.35 or 1.0 )
if e.id == self.top_unread_id then
first_unread_region = v
end
local targeted = (Main.GetProbed() == e.s) and (Main.db.profile.frame.color.tab_target[4] > 0)
if tabsize > 0 and ((targeted or e.p) and not self.snooper) or e.h then
-- setup block
count = count + 1
if not self.tab_texes[count] then
self.tab_texes[count] = self:CreateTexture()
end
local tex = self.tab_texes[count]
tex:ClearAllPoints()
tex:SetPoint( "LEFT", v, "LEFT", -1 - tabsize, 0 )
tex:SetPoint( "RIGHT", v, "LEFT", -1, 0 )
tex:SetPoint( "BOTTOM", v, "BOTTOM", 0, 0 )
local clip = math.max( v:GetTop() - top_edge, 0 )
tex:SetPoint( "TOP", v, "TOP", 0, -clip )
tex:SetBlendMode( "BLEND" )
if e.h then
tex:SetColorTexture( unpack( Main.db.profile.frame.color.tab_marked ) )
elseif e.p then
tex:SetColorTexture( unpack( Main.db.profile.frame.color.tab_self ) )
elseif targeted then
tex:SetColorTexture( unpack( Main.db.profile.frame.color.tab_target ) )
end
tex:Show()
end
end
end
self.pick_regions = pick_regions
local _,_,_,_,_,_,_,e = self.chatbox:GetMessageInfo( bottom )
if e and (self.baseopts.color.readmark[4] > 0) and self.frameopts.readmark then
UpdateReadmark( self, first_unread_region, e.id )
else
self.readmark:Hide()
end
for i = count+1, #self.tab_texes do
self.tab_texes[i]:Hide()
end
end
-------------------------------------------------------------------------------
function Method:UpdateShown()
if self:IsShown() then
if self.charopts.hidden
or ((not self.combat_ignore) and self.frameopts.combathide and ((InCombatLockdown() or Main.in_combat)))
or (self.chatbox:GetNumMessages() == 0 and self.frameopts.hideempty and not self.mouseon) then
self:Hide()
end
else
if not self.charopts.hidden
and not ((not self.combat_ignore) and self.frameopts.combathide and (InCombatLockdown() or Main.in_combat))
and not (self.chatbox:GetNumMessages() == 0 and self.frameopts.hideempty) then
self:Show()
end
end
end
-------------------------------------------------------------------------------
function Method:RefreshChat()
self.refreshing = true
self.chatbox:Clear()
self:CheckUnread()
if not self.snooper then
local entries = {}
local listen_all = self.charopts.listen_all
local showhidden = self.charopts.showhidden
local start_messages = self.frameopts.start_messages or self.baseopts.start_messages
local hashidden = false
-- go through the chat list and populate entries
for i = Main.next_lineid-1, Main.first_lineid, -1 do
local entry = Main.chatlist[i]
if entry then
if EntryFilter( self, entry ) then
if showhidden or self:ListeningTo( entry.s ) then
table.insert( entries, entry )
else
hashidden = true
end
end
end
-- break when we have enough messages
if #entries >= start_messages then
break
end
end
if hashidden then
self.bar2.hidden_button:Show()
else
self.bar2.hidden_button:Hide()
end
-- TODO: disable chatbox refreshes until this is done
-- (check to see if its spammed.)
for i = #entries, 1, -1 do
self:AddMessage( entries[i], false, true )
end
else
if self.snoop_player then
local chat = Main.chat_history[self.snoop_player]
if chat then
local entries = {}
local start_messages = self.frameopts.start_messages or self.baseopts.start_messages
for i = #chat, 1, -1 do
local e = chat[i]
if EntryFilter( self, e ) then
table.insert( entries, e )
end
if #entries >= start_messages then
break
end
end
for i = #entries, 1, -1 do
self:AddMessage( entries[i], false, true )
end
end
end
end
self:UpdateShown()
self.refreshing = false
end
-------------------------------------------------------------------------------
-- Set the window colors.
--
-- @param bg, edge, bar Colors for the background, edge, and titlebar
-- {r, g, b, a}, range = 0-1, pass nil to not change.
--
function Method:SetColors( bg, edge, bar )
if bg then self.frameopts.color.bg = bg end
if edge then self.frameopts.color.edge = edge end
if bar then self.frameopts.color.bar = bar end
self:ApplyColorOptions()
end
-------------------------------------------------------------------------------
-- Set Listen All mode. (default filter mode)
--
function Method:SetListenAll( listen_all )
listen_all = not not listen_all
if self.charopts.listen_all == listen_all then return end
self.charopts.listen_all = listen_all
self:RefreshChat()
self:UpdateProbe()
end
-------------------------------------------------------------------------------
-- Enable/disable showing filtered out players.
--
function Method:ShowHidden( showhidden )
showhidden = not not showhidden
if self.charopts.showhidden == showhidden then return end
self.charopts.showhidden = showhidden
self:RefreshChat()
if showhidden then
self.bar2.hidden_button:SetOn( true )
else
self.bar2.hidden_button:SetOn( false )
end
end
-------------------------------------------------------------------------------
-- Update the visibility of the resize thumb.
--
function Method:UpdateResizeShow()
if not self.frameopts.locked then
self.resize_thumb:Show()
return
end
if (self.mouseon and IsShiftKeyDown()) or self.doingSizing then
self.resize_thumb:Show()
else
self.resize_thumb:Hide()
end
end
-------------------------------------------------------------------------------
function Method:StartDragging()
self.dragging = true
self:StartMoving()
end
-------------------------------------------------------------------------------
function Method:StopDragging()
if self.dragging then
self.dragging = false
self:StopMovingOrSizing()
SaveFrameLayout( self )
end
end
-------------------------------------------------------------------------------
function Method:CombatHide( combat )
-- the combat_ignore flag is set when the user toggles the frame on
-- so that, if they're in combat, they can turn on the frame
-- on manually, still, but the next time they enter combat
-- it will be reset.
if combat then
self.combat_ignore = nil
end
self:UpdateShown()
if not combat and self.fadein_after_combat then
self.fade_time = GetTime()
end
end
-------------------------------------------------------------------------------
function Method:OpenConfig()
Main.FrameConfig_Open( self )
end
-------------------------------------------------------------------------------
function Method:CopyText()
local text = ""
for i = 1, self.chatbox:GetNumMessages() - self.chatbox:GetScrollOffset() do
local msg = self.chatbox:GetMessageInfo( i )
if text ~= "" then text = text .. "\n" end
text = text .. msg
end
-- filter out some things (icons)
text = text:gsub( "|T.-|t%s*", "" )
Main.CopyFrame.Show( text )
end
-------------------------------------------------------------------------------
function Method:MouseOn()
self.mouseon = true
self:UpdateResizeShow()
end
-------------------------------------------------------------------------------
function Method:MouseOff()
self.mouseon = false
C_Timer.After( 0.1, function()
self:UpdateShown()
self:UpdateResizeShow()
end)
end
-------------------------------------------------------------------------------
function Method:OnModifierPressed()
UpdateMouseLock( self )
end
-------------------------------------------------------------------------------
-- Handlers (And psuedo ones.)
-------------------------------------------------------------------------------
function Me.OnLoad( self )
-- populate with methods
for k,v in pairs( Method ) do
self[k] = v
end
SetupMembers( self )
-- initial settings
self.chatbox:SetMaxLines( CHAT_BUFFER_SIZE )
self:EnableMouse( true )
self:SetClampedToScreen( true )
Me.CraftEdges( self, 2 )
hooksecurefunc( self.chatbox, "RefreshDisplay", function()
Me.OnChatboxRefresh( self )
end)
end
-------------------------------------------------------------------------------
function Me.OnEnter( self )
self:MouseOn()
self.show_highlight = true
end
-------------------------------------------------------------------------------
function Me.OnLeave( self )
self:MouseOff()
self.show_highlight = false
end
-------------------------------------------------------------------------------
local function DoPainting( self, pid )
if not self.painting then return end
local step = 1
if pid < self.painting_id then
step = -1
end
local showhidden = self.charopts.showhidden
local found = false
for id = self.painting_id, pid, step do
local e = Main.chatlist[id]
if e and e.h ~= self.painting_on
and EntryFilter( self, e )
and (showhidden or self:ListeningTo( e.s )) then
found = true
Main.HighlightEntry( e, self.painting_on )
end
end
self.painting_id = pid
end
-------------------------------------------------------------------------------
function Me.OnUpdate( self )
self:UpdateVisibility()
local picked = nil
if (self.show_highlight or self.painting) then
-- do some picking
picked = PickTextRegion( self, true )
if self.painting and GetTime() > self.clickblock + CLICKBLOCK_TIME then
if picked and picked.entry then
DoPainting( self, picked.entry.id )
else
local x,y = GetCursorPosition()
local scale = UIParent:GetEffectiveScale()
x = x / scale
y = y / scale
if x >= self.chatbox:GetLeft() and x <= self.chatbox:GetRight() then
local p
local top = self.pick_regions[#self.pick_regions]
if top then top = top.region:GetTop() end
if y <= self.chatbox:GetBottom() then
p = self.pick_regions[1]
elseif y >= top then
p = self.pick_regions[#self.pick_regions]
end
if p and p.entry then
DoPainting( self, p.entry.id )
end
end
end
end
else
if self.chatbox.highlight:IsShown() then
self.chatbox.highlight:Hide()
end
end
end
-------------------------------------------------------------------------------
function Me.OnMouseDown( self, button )
local active = Main.active_frame == self
-- if not active and not self.snooper then
-- Main.SetActiveFrame( self )
-- end
local faded = false
if self.auto_fade > 0 and GetTime() > self.fade_time + self.auto_fade then
faded = true
end
if GetTime() > self.clickblock + CLICKBLOCK_TIME then
local p = PickTextRegion( self, false )
if p then
local tabsize = self.frameopts.tab_size or self.baseopts.tab_size
if button == "LeftButton" and tabsize > 0 then
self.painting = true
self.painting_on = not p.entry.h
if not self.painting_on then self.painting_on = nil end
self.painting_id = p.entry.id
Main.HighlightEntry( p.entry, not p.entry.h )
elseif button == "RightButton" then
if IsShiftKeyDown() and not self.snooper then
PlaySound( SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_ON )
self:TogglePlayer( p.entry.s, true )
end
end
end
end
self.fade_time = GetTime()
end
-------------------------------------------------------------------------------
function Me.OnMouseUp( self )
self.painting = false
end
-------------------------------------------------------------------------------
-- For scrollwheel.
--
function Me.OnChatboxScroll( self, delta )
local reps = IsShiftKeyDown() and 5 or 1
-- for the snooper, shift is used to activate the mouse sometimes
-- if so, ignore the shift modifier in here.
-- for normal windows, mouse wheel always works, so functionality is normal
if self.snooper and self.frameopts.shift_mouse then
reps = 1
end
if delta > 0 then
if IsAltKeyDown() then
self.chatbox:ScrollToTop()
elseif IsControlKeyDown() then
AdjustFontSize( self, 1 )
else
for i = 1, reps do self.chatbox:ScrollUp() end
end
else
if IsAltKeyDown() then
self.chatbox:ScrollToBottom()
elseif IsControlKeyDown() then
AdjustFontSize( self, -1 )
else
for i = 1,reps do self.chatbox:ScrollDown() end
end
end
self.fade_time = GetTime()
end
-------------------------------------------------------------------------------
local g_listener_copylink_text = ""
StaticPopupDialogs["LISTENER_COPYLINK"] = {
text = L["Copy Link"];
button1 = L["Got it!"];
timeout = 0,
whileDead = true,
hideOnEscape = true,
enterClicksFirstButton = true,
hasEditBox = true,
EditBoxOnEscapePressed = function(self)
self:GetParent():Hide();
end;
EditBoxOnEnterPressed = function(self, data)
self:GetParent():Hide();
end;
OnShow = function ( self )
self.editBox:SetMaxLetters( 0 )
self.editBox:SetText( g_listener_copylink_text )
self.editBox:HighlightText()
end
}
-------------------------------------------------------------------------------
function Me.OnChatboxHyperlinkClick( self, link, text, button )
if GetTime() < self.clickblock + CLICKBLOCK_TIME then
-- block clicks when scroll changes
return
end
if strsub(link, 1, 6) == "player" then
local namelink, isGMLink;
if strsub(link, 7, 8) == "GM" then
namelink = strsub(link, 10);
isGMLink = true;
else
namelink = strsub(link, 8);
end
local name, lineid, chatType, chatTarget = strsplit(":", namelink);
if IsShiftKeyDown() and button == "RightButton" and not self.snooper then
PlaySound( SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_ON )
self:TogglePlayer( name, true )
return
end
end
if link == "lrurl" then
g_listener_copylink_text = text:match( "url|h(%S+)|h|r$" )
StaticPopup_Show( "LISTENER_COPYLINK" )
return
end
SetItemRef( link, text, button, DEFAULT_CHAT_FRAME );
self.fade_time = GetTime()
end
-------------------------------------------------------------------------------
function Me.OnChatboxRefresh( self )
-- show or hide the scroll marker if we are scrolled up
if self.chatbox:GetScrollOffset() ~= 0 then
self.scrollmark:Show()
else
self.scrollmark:Hide()
end
-- this should only be called when the scroll actually changes
self:UpdateHighlight()
end
-------------------------------------------------------------------------------
function Me.TogglePlayerClicked( self, button )
if button == "LeftButton" then
-- shift-click for normal windows toggles listen_all
-- snooper doesn't have that feature
if IsShiftKeyDown() and not self.snooper then
PlaySound( SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_ON )
self:SetListenAll( not self.charopts.listen_all )
else
-- if you aren't targeting anyone, then left click
-- opens the menu, otherwise it toggles the player
--
local name = Main.GetProbed()
if name and not self.snooper then
PlaySound( SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_ON )
self:TogglePlayer( name, true )
else
if self.snooper then
Main.Snoop2.ShowMenu()
else
self:ShowMenu()
end
end
end
elseif button == "RightButton" then
if self.snooper then
Main.Snoop2.ShowMenu()
else
self:ShowMenu()
end
end
end
-------------------------------------------------------------------------------
function Me.ShowHiddenClicked( self, button )
if button == "LeftButton" then
PlaySound( SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_ON )
self:ShowHidden( not self.charopts.showhidden )
end
end
-------------------------------------------------------------------------------
function Me.CloseClicked( self, button )
if button == "LeftButton" then
PlaySound( SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_ON )
self:Close()
end
end
-------------------------------------------------------------------------------
function Me.BarMouseDown( self )
self.fade_time = GetTime()
if not self.snooper then
Main.SelectFrame( self )
end
if (not self.frameopts.locked) or IsShiftKeyDown() then
self:StartDragging()
end
end
function Me.BarMouseUp( self )
self:StopDragging()
self.fade_time = GetTime()
end
function Me.BarDragStart( self )
end
function Me.BarDragStop( self )
end
-------------------------------------------------------------------------------
-- resize_thumb handlers.
-------------------------------------------------------------------------------
function Me.ResizeThumb_OnMouseDown( self, button )
self:SetButtonState( "PUSHED", true );
self:GetHighlightTexture():Hide();
self:GetParent():StartSizing( "BOTTOMRIGHT" );
self:GetParent().doingSizing = true
end
-------------------------------------------------------------------------------
function Me.ResizeThumb_OnMouseUp( self, button )
self:SetButtonState( "NORMAL", false );
self:GetHighlightTexture():Show();
local parent = self:GetParent()
parent:StopMovingOrSizing();
SaveFrameLayout( parent )
parent.doingSizing = false
parent:UpdateResizeShow()
end
-------------------------------------------------------------------------------
function Me.ResizeThumb_OnLeave( self )
end
-------------------------------------------------------------------------------
-- Other static functions
-------------------------------------------------------------------------------
function Me.CraftEdges( frame, width )
if not frame.edges then
frame.edges = {}
for i = 1,4 do frame.edges[i] = frame:CreateTexture( "BORDER" ) end
end
-- top
frame.edges[1]:SetPoint( "TOPLEFT", frame, "TOPLEFT", -width, width )
frame.edges[1]:SetPoint( "BOTTOMRIGHT", frame, "TOPRIGHT", width, 0 )
-- bottom
frame.edges[2]:SetPoint( "TOPLEFT", frame, "BOTTOMLEFT", -width, 0 )
frame.edges[2]:SetPoint( "BOTTOMRIGHT", frame, "BOTTOMRIGHT", width, -width )
-- left
frame.edges[3]:SetPoint( "TOPLEFT", frame, "TOPLEFT", -width, 0 )
frame.edges[3]:SetPoint( "BOTTOMRIGHT", frame, "BOTTOMLEFT", -0, 0 )
-- right
frame.edges[4]:SetPoint( "TOPLEFT", frame, "TOPRIGHT", 0, 0 )
frame.edges[4]:SetPoint( "BOTTOMRIGHT", frame, "BOTTOMRIGHT", width, 0 )
for _, edge in pairs( frame.edges ) do
edge:Show()
end
end
-------------------------------------------------------------------------------
-- Initialize a section in the database for a new frame
--
function Me.InitOptions( index )
-- only initialize things that are per-character options
-- don't initialize things that you don't want in the
-- primary frame's options
if not Main.db.char.frames[index] then
-- initial creation.
Main.db.char.frames[index] = {
players = {};
groups = {};
listen_all = true;
filter = {}; -- filled in below
showhidden = true;
layout = {
anchor = {};
width = 200;
height = 300;
};
hidden = false;
color = {};
font = {};
readmark = true;
enable_mouse = true;
}
for k,v in pairs( DEFAULT_LISTEN_EVENTS ) do
Main.db.char.frames[index].filter[v] = true
end
end
-- we also want to make sure that all tables are there so errors don't happen
local data = Main.db.char.frames[index]
data.players = data.players or {}
data.groups = data.groups or {}
data.filter = data.filter or {}
data.layout = data.layout or {
anchor = {};
width = 200;
height = 300;
}
data.color = data.color or {}
data.font = data.font or {}
-- we might want to make an option for this.
data.players[ UnitName("player") ] = 1
data.players[ "Guild" ] = 1
end
-------------------------------------------------------------------------------
-- Apply the globally set options (ones that affect all frames, like the
-- titlebar font).
--
function Me.ApplyGlobalOptions()
-- bar font
local font = SharedMedia:Fetch( "font", Main.db.profile.frame.barfont.face )
ListenerBarFont:SetFont( font, Main.db.profile.frame.barfont.size )
end
|
local screenName = Var "LoadingScreen"
local headerTextImage
--this should probably be a metric
if screenName == "ScreenSelectMusic" then
headerTextImage = "Music.png"
elseif screenName == "ScreenPlayerOptions" then
headerTextImage = "Options.png"
elseif screenName == "ScreenMapControllers" then
headerTextImage = "Options.png"
elseif screenName == "ScreenOptionsService" then
headerTextImage = "optionsserv.png"
elseif screenName == "ScreenOptionsServiceChild" then
headerTextImage = "optionsserv.png"
elseif screenName == "ScreenSelectStyle" then
headerTextImage = "style.png"
elseif screenName == "ScreenSelectDifficulty" then
headerTextImage = "diff.png"
elseif screenName == "ScreenEvaluationNormal" then
headerTextImage = "eval.png"
elseif screenName == "ScreenEvaluationSummary" then
headerTextImage = "eval.png"
elseif screenName == "ScreenEvaluationOni" then
headerTextImage = "eval.png"
elseif screenName == "ScreenEvaluationNonstop" then
headerTextImage = "eval.png"
end
--Base Anchoring
local out = Def.ActorFrame{
LoadActor("time_slash")..{
InitCommand=cmd(x,SCREEN_RIGHT-54;y,SCREEN_TOP+26;draworder,99);
};
}
--Text Anchoring
if headerTextImage then
table.insert(out,LoadActor(headerTextImage)..{
InitCommand=function(self)
self:x(SCREEN_CENTER_X-160):y(SCREEN_TOP+40):diffusealpha(1)
end;
})
end
return out
|
--------------------------------------------------------------------------------
-- Define the restrictions and set the number of initial states.
--------------------------------------------------------------------------------
InitialRestrictions = {NFermions, NBosons, {"11 0000000000", NElectrons_#i, NElectrons_#i},
{"00 1111111111", NElectrons_#f, NElectrons_#f}}
FinalRestrictions = {NFermions, NBosons, {"11 0000000000", NElectrons_#i - 1, NElectrons_#i - 1},
{"00 1111111111", NElectrons_#f + 1, NElectrons_#f + 1}}
CalculationRestrictions = nil
if PdHybridizationTerm then
InitialRestrictions = {NFermions, NBosons, {"11 0000000000 000000", NElectrons_#i, NElectrons_#i},
{"00 1111111111 000000", NElectrons_#f, NElectrons_#f},
{"00 0000000000 111111", NElectrons_4p, NElectrons_4p}}
FinalRestrictions = {NFermions, NBosons, {"11 0000000000 000000", NElectrons_#i - 1, NElectrons_#i - 1},
{"00 1111111111 000000", NElectrons_#f + 1, NElectrons_#f + 1},
{"00 0000000000 111111", NElectrons_4p, NElectrons_4p}}
CalculationRestrictions = {NFermions, NBosons, {"00 0000000000 111111", NElectrons_4p, NElectrons_4p + 1}}
end
|
---
-- Custom weapon base, used to derive from CS one, still very similar.
-- See <a href="https://wiki.garrysmod.com/page/Category:Weapon">Weapon</a>
-- @class Weapon
local math = math
local table = table
local util = util
local IsValid = IsValid
local surface = surface
local draw = draw
local CreateClientConVar = CreateClientConVar
if SERVER then
AddCSLuaFile()
end
if CLIENT then
-- hud help font
surface.CreateFont("weapon_hud_help", {font = "Trebuchet24", size = 14, weight = 600})
end
-- TTT SPECIAL EQUIPMENT FIELDS
-- This must be set to one of the WEAPON_ types in TTT weapons for weapon
-- carrying limits to work properly. See /gamemode/shared.lua for all possible
-- weapon categories.
SWEP.Kind = WEAPON_NONE
-- If CanBuy is a table that contains ROLE_TRAITOR and/or ROLE_DETECTIVE, those
-- players are allowed to purchase it and it will appear in their Equipment Menu
-- for that purpose. If CanBuy is nil this weapon cannot be bought.
-- Example: SWEP.CanBuy = { ROLE_TRAITOR }
-- (just setting to nil here to document its existence, don't make this buyable)
SWEP.CanBuy = nil
if CLIENT then
-- If this is a buyable weapon (ie. CanBuy is not nil) EquipMenuData must be
-- a table containing some information to show in the Equipment Menu. See
-- default equipment weapons for real-world examples.
SWEP.EquipMenuData = nil
-- Example data:
-- SWEP.EquipMenuData = {
--
-- Type tells players if it's a weapon or item
-- type = "Weapon",
--
-- Desc is the description in the menu. Needs manual linebreaks (via \n).
-- desc = "Text."
-- }
-- This sets the icon shown for the weapon in the DNA sampler, search window,
-- equipment menu (if buyable), etc.
SWEP.Icon = "vgui/ttt/icon_nades" -- most generic icon I guess
-- You can make your own weapon icon using the template in:
-- /garrysmod/gamemodes/terrortown/template/
-- Open one of TTT's icons with VTFEdit to see what kind of settings to use
-- when exporting to VTF. Once you have a VTF and VMT, you can
-- resource.AddFile("materials/vgui/...") them here. GIVE YOUR ICON A UNIQUE
-- FILENAME, or it WILL be overwritten by other servers! Gmod does not check
-- if the files are different, it only looks at the name. I recommend you
-- create your own directory so that this does not happen,
-- eg. /materials/vgui/ttt/mycoolserver/mygun.vmt
end
-- MISC TTT-SPECIFIC BEHAVIOUR CONFIGURATION
-- ALL weapons in TTT must have weapon_tttbase as their SWEP.Base. It provides
-- some functions that TTT expects, and you will get errors without them.
-- Of course this is weapon_tttbase itself, so I comment this out here.
-- SWEP.Base = "weapon_tttbase"
-- If true AND SWEP.Kind is not WEAPON_EQUIP, then this gun can be spawned as
-- random weapon by a ttt_random_weapon entity.
SWEP.AutoSpawnable = false
-- Set to true if weapon can be manually dropped by players (with Q)
SWEP.AllowDrop = true
-- Set to true if weapon kills silently (no death scream)
SWEP.IsSilent = false
-- If this weapon should be given to players upon spawning, set a table of the
-- roles this should happen for here
-- SWEP.InLoadoutFor = {ROLE_TRAITOR, ROLE_DETECTIVE, ROLE_INNOCENT}
-- use the Initialize hook to be able to use custom ROLE_XXX vars
-- DO NOT set SWEP.WeaponID. Only the standard TTT weapons can have it. Custom
-- SWEPs do not need it for anything.
-- SWEP.WeaponID = nil
-- YE OLDE SWEP STUFF
if CLIENT then
SWEP.DrawCrosshair = false
SWEP.ViewModelFOV = 82
SWEP.ViewModelFlip = true
SWEP.CSMuzzleFlashes = true
end
SWEP.Base = "weapon_base"
SWEP.Category = "TTT"
SWEP.Spawnable = false
SWEP.IsGrenade = false
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.Primary.Sound = Sound("Weapon_Pistol.Empty")
SWEP.Primary.Recoil = 1.5
SWEP.Primary.Damage = 1
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.02
SWEP.Primary.Delay = 0.15
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"
SWEP.Primary.ClipMax = -1
SWEP.Secondary.ClipSize = 1
SWEP.Secondary.DefaultClip = 1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.ClipMax = -1
SWEP.HeadshotMultiplier = 2.7
SWEP.StoredAmmo = 0
SWEP.IsDropped = false
SWEP.DeploySpeed = 1.4
SWEP.PrimaryAnim = ACT_VM_PRIMARYATTACK
SWEP.ReloadAnim = ACT_VM_RELOAD
SWEP.fingerprints = {}
-- Time needed to enter / leave the ironsight in seconds
SWEP.IronSightTime = 0.25
-- The position offset applied when entering the ironsight
SWEP.IronSightPos = Vector(0, 0, 0)
-- The rotational offset applied when entering the ironsight
SWEP.IronSightsAng = Vector(0, 0, 0)
local sparkle = CLIENT and CreateClientConVar("ttt_crazy_sparks", "0", true) or nil
local ttt2_hold_aim = CLIENT and CreateClientConVar("ttt2_hold_aim", 0, true, false, LANG.GetTranslationFromLanguage("hold_aim", "english"), 0, 1) or nil
-- crosshair
if CLIENT then
local sights_opacity = CreateClientConVar("ttt_ironsights_crosshair_opacity", "0.8", true)
local crosshair_brightness = CreateClientConVar("ttt_crosshair_brightness", "1.0", true)
local crosshair_size = CreateClientConVar("ttt_crosshair_size", "1.0", true)
local disable_crosshair = CreateClientConVar("ttt_disable_crosshair", "0", true)
local enable_color_crosshair = CreateClientConVar("ttt_crosshair_color_enable", "0", true)
local crosshair_color_r = CreateClientConVar("ttt_crosshair_color_r", "30", true)
local crosshair_color_g = CreateClientConVar("ttt_crosshair_color_g", "160", true)
local crosshair_color_b = CreateClientConVar("ttt_crosshair_color_b", "160", true)
local enable_gap_crosshair = CreateClientConVar("ttt_crosshair_gap_enable", "0", true)
local crosshair_gap = CreateClientConVar("ttt_crosshair_gap", "0", true)
local crosshair_opacity = CreateClientConVar("ttt_crosshair_opacity", "1", true)
local crosshair_static = CreateClientConVar("ttt_crosshair_static", "0", true)
local crosshair_weaponscale = CreateClientConVar("ttt_crosshair_weaponscale", "1", true)
local crosshair_thickness = CreateClientConVar("ttt_crosshair_thickness", "1", true)
local crosshair_outlinethickness = CreateClientConVar("ttt_crosshair_outlinethickness", "0", true)
local enable_dot_crosshair = CreateClientConVar("ttt_crosshair_dot", "0", true)
---
-- @see https://wiki.facepunch.com/gmod/WEAPON:DrawHUD
-- @realm client
function SWEP:DrawHUD()
if self.HUDHelp then
self:DrawHelp()
end
local client = LocalPlayer()
if disable_crosshair:GetBool() or not IsValid(client) or client.isSprinting and not GetGlobalBool("ttt2_sprint_crosshair", false) then return end
local sights = not self.NoSights and self:GetIronsights()
local x = math.floor(ScrW() * 0.5)
local y = math.floor(ScrH() * 0.5)
local scale = crosshair_weaponscale:GetBool() and math.max(0.2, 10 * self:GetPrimaryCone()) or 1
local timescale = 1
if not crosshair_static:GetBool() then
timescale = (2 - math.Clamp((CurTime() - self:LastShootTime()) * 5, 0.0, 1.0))
end
local alpha = sights and sights_opacity:GetFloat() or crosshair_opacity:GetFloat()
local bright = crosshair_brightness:GetFloat() or 1
local gap = enable_gap_crosshair:GetBool() and math.floor(timescale * crosshair_gap:GetFloat()) or math.floor(20 * scale * timescale * (sights and 0.8 or 1))
local thickness = crosshair_thickness:GetFloat()
local outline = math.floor(crosshair_outlinethickness:GetFloat())
local length = math.floor(gap + 25 * crosshair_size:GetFloat() * scale * timescale)
local offset = thickness * 0.5
if outline > 0 then
surface.SetDrawColor(0, 0, 0, 255 * alpha)
surface.DrawRect(x - length - outline, y - offset - outline, length - gap + outline * 2, thickness + outline * 2)
surface.DrawRect(x + gap - outline, y - offset - outline, length - gap + outline * 2, thickness + outline * 2)
surface.DrawRect(x - offset - outline, y - length - outline, thickness + outline * 2, length - gap + outline * 2)
surface.DrawRect(x - offset - outline, y + gap - outline, thickness + outline * 2, length - gap + outline * 2)
end
if enable_color_crosshair:GetBool() then
surface.SetDrawColor(crosshair_color_r:GetInt() * bright, crosshair_color_g:GetInt() * bright, crosshair_color_b:GetInt() * bright, 255 * alpha)
else
-- somehow it seems this can be called before my player metatable
-- additions have loaded
if client.GetSubRoleData then
local col = client:GetRoleColor()
surface.SetDrawColor(col.r * bright, col.g * bright, col.b * bright, 255 * alpha)
else
surface.SetDrawColor(0, 255 * bright, 0, 255 * alpha)
end
end
-- draw crosshair dot
if enable_dot_crosshair:GetBool() then
surface.DrawRect(x - thickness * 0.5, y - thickness * 0.5, thickness, thickness)
end
surface.DrawRect(x - length, y - offset, length - gap, thickness)
surface.DrawRect(x + gap, y - offset, length - gap, thickness)
surface.DrawRect(x - offset, y - length, thickness, length - gap)
surface.DrawRect(x - offset, y + gap, thickness, length - gap)
end
local GetPTranslation = LANG.GetParamTranslation
function SWEP:DrawHelp()
local data = self.HUDHelp
local translate = data.translatable
local primary = data.primary
local secondary = data.secondary
if translate then
primary = primary and GetPTranslation(primary, data.translate_params)
secondary = secondary and GetPTranslation(secondary, data.translate_params)
end
draw.ShadowedText(secondary or primary, "weapon_hud_help", ScrW() * 0.5, ScrH() - 40, COLOR_WHITE, TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP)
-- if no secondary exists, primary is drawn at the bottom and no top line
-- is drawn
if secondary then
draw.ShadowedText(primary, "weapon_hud_help", ScrW() * 0.5, ScrH() - 60, COLOR_WHITE, TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP)
end
end
-- mousebuttons are enough for most weapons
local default_key_params = {
primaryfire = Key("+attack", "LEFT MOUSE"),
secondaryfire = Key("+attack2", "RIGHT MOUSE"),
usekey = Key("+use", "USE")
}
function SWEP:AddHUDHelp(primary_text, secondary_text, translate, extra_params)
extra_params = extra_params or {}
self.HUDHelp = {
primary = primary_text,
secondary = secondary_text,
translatable = translate,
translate_params = table.Merge(extra_params, default_key_params)
}
end
end
---
-- Called if the player presses IN_ATTACK (Default: Left Mouse Button)
-- Shooting functions largely copied from weapon_cs_base
-- @param boolean worldsnd
-- @see https://wiki.facepunch.com/gmod/WEAPON:PrimaryAttack
-- @realm shared
function SWEP:PrimaryAttack(worldsnd)
self:SetNextSecondaryFire(CurTime() + self.Primary.Delay)
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
if not self:CanPrimaryAttack() then return end
if not worldsnd then
self:EmitSound(self.Primary.Sound, self.Primary.SoundLevel)
elseif SERVER then
sound.Play(self.Primary.Sound, self:GetPos(), self.Primary.SoundLevel)
end
self:ShootBullet(self.Primary.Damage, self.Primary.Recoil, self.Primary.NumShots, self:GetPrimaryCone())
self:TakePrimaryAmmo(1)
local owner = self:GetOwner()
if not IsValid(owner) or owner:IsNPC() or not owner.ViewPunch then return end
owner:ViewPunch(Angle(util.SharedRandom(self:GetClass(), -0.2, -0.1, 0) * self.Primary.Recoil, util.SharedRandom(self:GetClass(), -0.1, 0.1, 1) * self.Primary.Recoil, 0))
end
---
-- @param function setnext
function SWEP:DryFire(setnext)
if CLIENT and LocalPlayer() == self:GetOwner() then
self:EmitSound("Weapon_Pistol.Empty")
end
setnext(self, CurTime() + 0.2)
self:Reload()
end
---
-- Helper function for checking for no ammo.
-- @return boolean
-- @see https://wiki.facepunch.com/gmod/WEAPON:CanPrimaryAttack
-- @realm shared
function SWEP:CanPrimaryAttack()
if not IsValid(self:GetOwner()) then return end
if self:Clip1() <= 0 then
self:DryFire(self.SetNextPrimaryFire)
return false
end
return true
end
---
-- Helper function for checking for no ammo.
-- @return boolean
-- @see https://wiki.facepunch.com/gmod/WEAPON:CanSecondaryAttack
-- @realm shared
function SWEP:CanSecondaryAttack()
if not IsValid(self:GetOwner()) then return end
if self:Clip2() <= 0 then
self:DryFire(self.SetNextSecondaryFire)
return false
end
return true
end
local function Sparklies(attacker, tr, dmginfo)
if not tr.HitWorld or tr.MatType ~= MAT_METAL then return end
local eff = EffectData()
eff:SetOrigin(tr.HitPos)
eff:SetNormal(tr.HitNormal)
util.Effect("cball_bounce", eff)
end
---
-- A convenience function to shoot bullets
-- @param CTakeDamageInfo dmg
-- @param number recoil
-- @param number numbul
-- @param number cone
-- @see https://wiki.facepunch.com/gmod/WEAPON:ShootBullet
-- @realm shared
function SWEP:ShootBullet(dmg, recoil, numbul, cone)
self:SendWeaponAnim(self.PrimaryAnim)
self:GetOwner():MuzzleFlash()
self:GetOwner():SetAnimation(PLAYER_ATTACK1)
local sights = self:GetIronsights()
numbul = numbul or 1
cone = cone or 0.01
local bullet = {}
bullet.Num = numbul
bullet.Src = self:GetOwner():GetShootPos()
bullet.Dir = self:GetOwner():GetAimVector()
bullet.Spread = Vector(cone, cone, 0)
bullet.Tracer = 4
bullet.TracerName = self.Tracer or "Tracer"
bullet.Force = 10
bullet.Damage = dmg
if CLIENT and sparkle:GetBool() then
bullet.Callback = Sparklies
end
self:GetOwner():FireBullets(bullet)
-- Owner can die after firebullets
if not IsValid(self:GetOwner()) or not self:GetOwner():Alive() or self:GetOwner():IsNPC() then return end
if game.SinglePlayer() and SERVER
or not game.SinglePlayer() and CLIENT and IsFirstTimePredicted() then
-- reduce recoil if ironsighting
recoil = sights and (recoil * 0.6) or recoil
local eyeang = self:GetOwner():EyeAngles()
eyeang.pitch = eyeang.pitch - recoil
self:GetOwner():SetEyeAngles(eyeang)
end
end
---
-- @return number
function SWEP:GetPrimaryCone()
local cone = self.Primary.Cone or 0.2
-- 10% accuracy bonus when sighting
return self:GetIronsights() and (cone * 0.85) or cone
end
---
-- @param Player victim
-- @param CTakeDamageInfo dmginfo
-- @return number
-- @realm shared
function SWEP:GetHeadshotMultiplier(victim, dmginfo)
return self.HeadshotMultiplier
end
---
-- @return boolean
-- @realm shared
function SWEP:IsEquipment()
return WEPS.IsEquipment(self)
end
---
-- This hook draws the selection icon in the weapon selection menu.
-- @see https://wiki.facepunch.com/gmod/WEAPON:DrawWeaponSelection
-- @realm client
function SWEP:DrawWeaponSelection()
end
---
-- Called if the player presses IN_ATTACK2 (Default: Right mouse button).
-- You can override it to implement special attacks, but it is usually reserved for aiming with ironsights.
-- @see https://wiki.facepunch.com/gmod/WEAPON:SecondaryAttack
-- @realm shared
function SWEP:SecondaryAttack()
if self.NoSights or not self.IronSightsPos then return end
local bNotIronsights = not self:GetIronsights()
self:SetIronsights(bNotIronsights)
self:SetZoom(bNotIronsights)
self:SetNextSecondaryFire(CurTime() + 0.3)
end
---
-- Called when player has just switched to this weapon.
-- @return[default=true] boolean
-- @see https://wiki.facepunch.com/gmod/WEAPON:Deploy
-- @realm shared
function SWEP:Deploy()
self:SetIronsights(false)
self:SetZoom(false)
return true
end
---
-- Called if the player presses IN_RELOAD
-- @see https://wiki.facepunch.com/gmod/WEAPON:Reload
-- @realm shared
function SWEP:Reload()
if self:Clip1() == self.Primary.ClipSize or self:GetOwner():GetAmmoCount(self.Primary.Ammo) <= 0 then return end
self:DefaultReload(self.ReloadAnim)
self:SetIronsights(false)
self:SetZoom(false)
end
---
-- Called when the weapon entity is reloaded on a changelevel event
-- @see https://wiki.facepunch.com/gmod/WEAPON:OnRestore
-- @realm shared
function SWEP:OnRestore()
self.NextSecondaryAttack = 0
self:SetIronsights(false)
self:SetZoom(false)
end
---
-- Returns how much of primary ammo the player has
-- @return number|boolean
-- @see https://wiki.facepunch.com/gmod/WEAPON:Ammo1
-- @realm shared
function SWEP:Ammo1()
return IsValid(self:GetOwner()) and self:GetOwner():GetAmmoCount(self.Primary.Ammo) or false
end
---
-- The OnDrop() hook is useless for this as it happens AFTER the drop. OwnerChange
-- does not occur when a drop happens for some reason. Hence this thing.
-- @realm server
function SWEP:PreDrop()
if CLIENT or not IsValid(self:GetOwner()) or self.Primary.Ammo == "none" then return end
local ammo = self:Ammo1()
-- Do not drop ammo if we have another gun that uses this type
local weps = self:GetOwner():GetWeapons()
for i = 1, #weps do
local w = weps[i]
if not IsValid(w) or w == self or w:GetPrimaryAmmoType() ~= self:GetPrimaryAmmoType() then continue end
ammo = 0
end
self.StoredAmmo = ammo
if ammo > 0 then
self:GetOwner():RemoveAmmo(ammo, self.Primary.Ammo)
end
end
---
-- Helper function to slow down dropped weapons
-- @realm server
function SWEP:DampenDrop()
-- For some reason gmod drops guns on death at a speed of 400 units, which
-- catapults them away from the body. Here we want people to actually be able
-- to find a given corpse's weapon, so we override the velocity here and call
-- this when dropping guns on death.
local phys = self:GetPhysicsObject()
if IsValid(phys) then
phys:SetVelocityInstantaneous(Vector(0, 0, - 75) + phys:GetVelocity() * 0.001)
phys:AddAngleVelocity(phys:GetAngleVelocity() * -0.99)
end
end
local SF_WEAPON_START_CONSTRAINED = 1
---
-- Called when a player has picked the weapon up
-- Transfers the currently stored ammo to the new player and updates the fingerprints
-- @param Player newowner
-- @see https://wiki.facepunch.com/gmod/WEAPON:Equip
-- @realm server
function SWEP:Equip(newowner)
if self:IsOnFire() then
self:Extinguish()
end
self.fingerprints = self.fingerprints or {}
if not table.HasValue(self.fingerprints, newowner) then
self.fingerprints[#self.fingerprints + 1] = newowner
end
if self:HasSpawnFlags(SF_WEAPON_START_CONSTRAINED) then
-- If this weapon started constrained, unset that spawnflag, or the
-- weapon will be re-constrained and float
local flags = self:GetSpawnFlags()
local newflags = bit.band(flags, bit.bnot(SF_WEAPON_START_CONSTRAINED))
self:SetKeyValue("spawnflags", newflags)
end
if IsValid(newowner) and self.StoredAmmo > 0 and self.Primary.Ammo ~= "none" then
local ammo = newowner:GetAmmoCount(self.Primary.Ammo)
local given = math.min(self.StoredAmmo, self.Primary.ClipMax - ammo)
newowner:GiveAmmo(given, self.Primary.Ammo)
self.StoredAmmo = 0
end
end
---
-- We were bought as special equipment, some weapons will want to do something
-- extra for their buyer
-- @param Player buyer
-- @realm server
function SWEP:WasBought(buyer)
end
---
-- Zoom in or out. Use this in combination with SetIronsights.
-- Look at weapon_ttt_m16 for an example of how to use this.
-- @param boolean zoomIn
-- @realm shared
function SWEP:SetZoom(zoomIn)
end
---
-- Sets the flag signaling whether or not the ironsights should be used
-- @param boolean b
-- @realm shared
function SWEP:SetIronsights(b)
if b == self:GetIronsights() then return end
self:SetIronsightsPredicted(b)
self:SetIronsightsTime(CurTime())
if CLIENT then
self:CalcViewModel()
end
end
---
-- Gets the flag signaling whether or not the ironsights should be used
-- @return boolean
-- @realm shared
function SWEP:GetIronsights()
return self:GetIronsightsPredicted()
end
---
-- Dummy functions that will be replaced when SetupDataTables runs. These are
-- here for when that does not happen (due to e.g. stacking base classes)
-- @return[default=-1] number
-- @realm shared
function SWEP:GetIronsightsTime()
return -1
end
---
-- Dummy functions that will be replaced when SetupDataTables runs. These are
-- here for when that does not happen (due to e.g. stacking base classes)
function SWEP:SetIronsightsTime()
end
---
-- Dummy functions that will be replaced when SetupDataTables runs. These are
-- here for when that does not happen (due to e.g. stacking base classes)
-- @return[default=false] boolean
-- @realm shared
function SWEP:GetIronsightsPredicted()
return false
end
---
-- Dummy functions that will be replaced when SetupDataTables runs. These are
-- here for when that does not happen (due to e.g. stacking base classes)
-- @realm shared
function SWEP:SetIronsightsPredicted()
end
---
-- Called when the SWEP should set up its Data Tables.
-- Sets up the networked vars for ironsights.
-- @warning Weapons using their own DT vars will have to make sure they call this.
-- @see https://wiki.facepunch.com/gmod/WEAPON:SetupDataTables
-- @realm shared
function SWEP:SetupDataTables()
self:NetworkVar("Bool", 3, "IronsightsPredicted")
self:NetworkVar("Float", 3, "IronsightsTime")
end
---
-- Called when the weapon entity is created.
-- @see https://wiki.facepunch.com/gmod/WEAPON:Initialize
-- @realm shared
function SWEP:Initialize()
if CLIENT and self:Clip1() == -1 then
self:SetClip1(self.Primary.DefaultClip)
elseif SERVER then
self.fingerprints = {}
self:SetIronsights(false)
self:SetZoom(false)
end
self:SetDeploySpeed(self.DeploySpeed)
-- compat for gmod update
if self.SetHoldType then
self:SetHoldType(self.HoldType or "pistol")
end
end
---
-- @realm client
function SWEP:CalcViewModel()
if not CLIENT or not IsFirstTimePredicted() then return end
self.bIron = self:GetIronsights()
self.fIronTime = self:GetIronsightsTime()
self.fCurrentTime = CurTime()
self.fCurrentSysTime = SysTime()
end
---
-- Called when the swep thinks.
-- @warning If you override Think in your SWEP, you should call BaseClass.Think(self) so as not to break ironsights
-- @see https://wiki.facepunch.com/gmod/WEAPON:Think
-- @realm shared
function SWEP:Think()
self:CalcViewModel()
end
---
-- Experimental. Enables a feature that causes a player who is using his ironsights and is killed (by a gun, and not a headshot) to fire an inaccurate dying shot.
-- @return boolean
-- @see http://www.troubleinterroristtown.com/config-and-commands/convars#TOC-Other-gameplay-settings
-- @realm server
function SWEP:DyingShot()
if not self:GetIronsights() then
return false
end
self:SetIronsights(false)
self:SetZoom(false)
if self:GetNextPrimaryFire() > CurTime() then
return false
end
-- Owner should still be alive here
local owner = self:GetOwner()
if not IsValid(owner) then
return false
end
local punch = self.Primary.Recoil or 5
-- Punch view to disorient aim before firing dying shot
local eyeang = owner:EyeAngles()
eyeang.pitch = eyeang.pitch - math.Rand(-punch, punch)
eyeang.yaw = eyeang.yaw - math.Rand(-punch, punch)
owner:SetEyeAngles(eyeang)
MsgN(owner:Nick() .. " fired his DYING SHOT")
owner.dying_wep = self
self:PrimaryAttack(true)
return true
end
local ttt_lowered = CreateConVar("ttt_ironsights_lowered", "1", FCVAR_ARCHIVE)
local host_timescale = GetConVar("host_timescale")
local LOWER_POS = Vector(0, 0, -2)
local IRONSIGHT_TIME = 0.25
---
-- This hook allows you to adjust view model position and angles.
-- @param Vector pos
-- @param Angle ang
-- @return Vector
-- @return Angle
-- @see https://wiki.facepunch.com/gmod/WEAPON:GetViewModelPosition
-- @realm client
function SWEP:GetViewModelPosition(pos, ang)
if not self.IronSightsPos or self.bIron == nil then
return pos, ang
end
local bIron = self.bIron
local time = self.fCurrentTime + (SysTime() - self.fCurrentSysTime) * game.GetTimeScale() * host_timescale:GetFloat()
if bIron then
self.SwayScale = 0.3
self.BobScale = 0.1
else
self.SwayScale = 1.0
self.BobScale = 1.0
end
local fIronTime = self.fIronTime
if not bIron and fIronTime < time - IRONSIGHT_TIME then
return pos, ang
end
local mul = 1.0
if fIronTime > time - IRONSIGHT_TIME then
mul = math.Clamp((time - fIronTime) / IRONSIGHT_TIME, 0, 1)
if not bIron then
mul = 1 - mul
end
end
local offset = self.IronSightsPos + (ttt_lowered:GetBool() and LOWER_POS or vector_origin)
if self.IronSightsAng then
ang = Angle(ang)
ang:RotateAroundAxis(ang:Right(), self.IronSightsAng.x * mul)
ang:RotateAroundAxis(ang:Up(), self.IronSightsAng.y * mul)
ang:RotateAroundAxis(ang:Forward(), self.IronSightsAng.z * mul)
end
pos = pos + offset.x * ang:Right() * mul
pos = pos + offset.y * ang:Forward() * mul
pos = pos + offset.z * ang:Up() * mul
return pos, ang
end
---
-- Tell the server about the users preference regarding holding aim or toggle aim,
-- necessary to avoid prediction issues
local function UpdateHoldAimCV()
net.Start("TTT2UpdateHoldAimConvar")
net.WriteBool(ttt2_hold_aim:GetBool())
net.SendToServer()
end
hook.Add("KeyRelease", "TTT2ResetIronSights", function(ply, key)
if key ~= IN_ATTACK2 or not IsValid(ply) then return end
if not (CLIENT and ttt2_hold_aim:GetBool() or SERVER and ply.holdAim) then return end
local wep = ply:GetActiveWeapon()
if not IsValid(wep) or not wep:GetIronsights() then return end
wep:SetIronsights(false)
wep:SetZoom(false)
end)
if CLIENT then
hook.Add("InitPostEntity", "TTT2InitHoldAimCV", function()
UpdateHoldAimCV()
end)
cvars.AddChangeCallback("ttt2_hold_aim", function(cvar, old, new)
UpdateHoldAimCV()
end)
else
net.Receive("TTT2UpdateHoldAimConvar", function(len, ply)
ply.holdAim = net.ReadBool()
end)
end
|
local game = {
states = {idle={}, action={}, paused={}},
tests={},
growSpeed = 8,
colorTime = 0,
color = {0,0,0}
}
game.state = game.states.idle
local Player = require "src/player"
local contact = require "src/contact"
local spawnManager = require "src/spawnManager"
require "utils/utils"
function game.load()
game.music = love.audio.newSource("sounds/PerceptionSong.mp3")
game.music:setLooping(true)
game.font = love.graphics.newFont(20)
spawnManager.load()
end
function game.start()
game.contacted = nil
game.timer = 0
game.blocks = {}
game.growStack = 0
game.width,game.height = love.graphics.getDimensions()
game.smallRadius = 0.08*game.width
game.bigRadius = 0.27*game.width
game.radius = game.smallRadius
game.growDir = 1
game.center = {x=game.width/2,y=game.height/2}
local player1Data = {
input={left="left",right="right",switch="space"},
color = {255,0,0},
center = game.center
}
game.players = {Player.new(player1Data,game)}
spawnManager.start(game)
end
function game.newRound()
Player.speed = Player.speed*1.35
Block.speed = Block.speed*1.35
end
function game.keypressed(key)
game.state.keypressed(key)
end
function game.states.idle.keypressed(key)
if key=="return" then game.state = game.states.action
love.audio.play(game.music) game.start() end
end
function game.states.action.keypressed(key)
if key=="return" then love.audio.pause(game.music) game.state = game.states.paused end
for i,v in pairs(game.players) do
if v:keypressed(key) then do return end end
end
end
function game.states.paused.keypressed(key)
if key=="return" then love.audio.resume(game.music) game.state = game.states.action end
end
function game.update(dt)
game.state.update(dt)
end
function game.states.idle.update(dt)
end
function game.states.action.update(dt)
game.colorTime = game.colorTime-dt
if game.colorTime<0 then
game.colorTime = 2
game.colorV = {}
for i=1,3 do
table.insert(game.colorV,(30+195*love.math.random()-game.color[i])/2)
end
else
for i,v in ipairs(game.colorV) do game.color[i]= game.color[i]+v*dt end
end
game.timer = game.timer+dt
for i,v in safePairs(game.blocks) do
v:update(dt)
if not v.alive then
table.remove(game.blocks,i)
game.growStack = game.growStack+3
end
end
if game.growStack>0 then
local q = game.growSpeed*dt
game.radius = game.radius+q*game.growDir
if game.growDir==1 then if game.radius>game.bigRadius then game.growDir=-1 spawnManager.switch() end else if game.radius<game.smallRadius then game.growDir = 1 spawnManager.switch() end end
game.growStack = game.growStack-q
end
for i,v in pairs(game.players) do
v:update(dt)
if contact.check(v,game.blocks,game) then
love.audio.stop(game.music)
Player.speed = Player.baseSpeed
Block.speed = Block.baseSpeed
game.state = game.states.idle
do return end
end
end
spawnManager.update(dt)
end
function game.states.paused.update(dt) end
function game.draw()
love.graphics.setColor(game.color)
love.graphics.rectangle("fill",0,0,game.width,game.height)
love.graphics.setColor(255,255,255)
love.graphics.setFont(game.font)
love.graphics.printf(math.floor(game.timer),game.width/2,game.height*0.1,500)
love.graphics.translate(game.center.x,game.center.y)
love.graphics.push()
local c = {255-game.color[1],255-game.color[2],255-game.color[3]}
love.graphics.setColor(c)
love.graphics.scale(1,-1)
love.graphics.circle("fill",0,0,game.radius,100)
for i,v in pairs(game.players) do v:draw() end
love.graphics.setColor(c)
for i,v in pairs(game.blocks) do v:draw() end
spawnManager.draw()
if game.contacted ~= nil then
love.graphics.setColor(0,255,0)
game.contacted:draw()
end
love.graphics.pop()
love.graphics.setColor(255,255,255)
game.state.draw()
end
function game.states.idle.draw()
love.graphics.print("Press enter to play")
end
function game.states.action.draw() end
function game.states.paused.draw()
love.graphics.print("Press enter to resume")
end
return game
|
-- functions I call at least three(ish) times
local AddonName, Addon = ...
-- create a frame, and then hide it
function Addon:CreateHiddenFrame(...)
local frame = CreateFrame(...)
frame:Hide()
return frame
end
-- A utility function for extending blizzard widget types (Frames, Buttons, etc)
do
-- extend basically just does a post hook of an existing object method
-- its here so that I can not forget to do class.proto.thing when hooking
-- thing
local function class_Extend(class, method, func)
if not (type(method) == 'string' and type(func) == 'function') then
error('Usage: Class:Extend("method", func)', 2)
end
if type(class.proto[method]) ~= 'function' then
error(('Parent has no method named %q'):format(method), 2)
end
class[method] = function(self, ...)
class.proto[method](self, ...)
return func(self, ...)
end
end
function Addon:CreateClass(frameType, prototype)
local class = self:CreateHiddenFrame(frameType)
local class_mt = {__index = class}
class.Bind = function(_, object)
return setmetatable(object, class_mt)
end
if type(prototype) == 'table' then
class.proto = prototype
class.Extend = class_Extend
setmetatable(class, {__index = prototype})
end
return class
end
end
-- returns a function that generates unique names for frames
-- in the format <AddonName>_<Prefix>[1, 2, ...]
function Addon:CreateNameGenerator(prefix)
local id = 0
return function()
id = id + 1
return ('%s_%s_%d'):format(AddonName, prefix, id)
end
end
-- A functional way to fade a frame from one opacity to another without constantly
-- creating new animation groups for the frame
do
-- set alpha on finished even though we SetToFinalAlpha(true)
-- this is so that the action bars can react to the SetAlpha call and adjust
-- cooldown appearances when bars are invisible
local function animationGroup_OnFinished(self)
if self.toAlpha then
self:GetParent():SetAlpha(self.toAlpha)
end
end
Addon.Fade =
setmetatable(
{},
{
__call = function(self, addon, frame, toAlpha, delay, duration)
return self[frame](toAlpha, delay, duration)
end,
__index = function(self, frame)
local animationGroup = frame:CreateAnimationGroup()
animationGroup:SetLooping('NONE')
animationGroup:SetToFinalAlpha(true)
animationGroup:SetScript('OnFinished', animationGroup_OnFinished)
local fadeAnimation = animationGroup:CreateAnimation('Alpha')
fadeAnimation:SetSmoothing('IN_OUT')
fadeAnimation:SetOrder(0)
local function func(toAlpha, delay, duration)
local fromAlpha
-- if we're not done animating, then figure out what alpha level
-- we are at and pick up where we left off
if not fadeAnimation:IsDone() then
local start = fadeAnimation:GetFromAlpha()
local delta = fadeAnimation:GetToAlpha() - start
fromAlpha = start + delta * fadeAnimation:GetSmoothProgress()
else
fromAlpha = frame:GetAlpha()
end
fadeAnimation:SetFromAlpha(fromAlpha)
fadeAnimation:SetToAlpha(toAlpha)
fadeAnimation:SetStartDelay(delay)
fadeAnimation:SetDuration(duration)
animationGroup.toAlpha = toAlpha
animationGroup:Restart()
end
self[frame] = func
return func
end
}
)
end
-- somewhere between a debounce and a throttle
function Addon:Defer(func, delay, arg1)
delay = delay or 0
local waiting = false
local function callback()
func(arg1)
waiting = false
end
return function()
if not waiting then
waiting = true
C_Timer.After(delay or 0, callback)
end
end
end
|
require 'war3library.libraries.interact.dzapi.dzapi'
require 'war3library.libraries.interact.dzapi.player'
require 'war3library.libraries.interact.dzapi.game'
|
local function Probe(region)
return (region.scrollChild or region.GetScrollChild and region:GetScrollChild()) ~= nil
end
local function HybridDescribe(region, strings)
local children = {region.scrollChild:GetChildren()}
local scrollBar = region.scrollBar
local _, range = scrollBar:GetMinMaxValues()
local height = range + region:GetHeight()
local processedOffset = 0
while processedOffset < height do
local offset = min(processedOffset, range)
scrollBar:SetValue(offset)
offset = scrollBar:GetValue()
local childHeight = not region.dynamic and children[1]:GetHeight()
local alignedOffset = not region.dynamic and math.floor(offset / childHeight + 0.5) * childHeight or region.dynamic(offset)
for index, child in ipairs(children) do
if not child:IsEnabled() then
return strings
end
alignedOffset = alignedOffset + child:GetHeight()
if alignedOffset > processedOffset then
Vimp_Strings(strings, child)
end
end
processedOffset = alignedOffset
end
return strings
end
local function Describe(region, strings)
local speak = false
if not strings then
region = Vimp_Reader:GetFocus()
strings = {}
speak = true
end
if region.scrollChild then
HybridDescribe(region, strings)
else
local content = region:GetScrollChild()
Vimp_Strings(strings, content:GetRegions())
Vimp_Strings(strings, content:GetChildren())
end
if not speak then
return strings
end
Vimp_Say({"Scroll", string.format("%d children", #strings)})
end
local function HybridNext(backward, scroll, region)
local scrollBar = scroll.scrollBar
local content = scroll.scrollChild
local _, range = scrollBar:GetMinMaxValues()
local children = {content:GetChildren()}
while not children[#children]:IsEnabled() do
table.remove(children)
end
if #children == 0 then
Vimp_Say("Nothing to read!")
local driver = Vimp_Driver:ProbeRegion(scroll)
driver.Dismiss()
return
end
if not region then
local offset = not backward and 0 or range
scrollBar:SetValue(offset)
while not children[#children]:IsEnabled() do
table.remove(children)
end
local child = not backward and children[1] or children[#children]
Vimp_Reader:SetFocus(child)
local driver = Vimp_Driver:ProbeRegion(child)
driver.Describe()
return
end
local offset = scrollBar:GetValue()
local alignedHeight = not scroll.dynamic and math.floor(offset / region:GetHeight() + 0.5) * region:GetHeight() or offset - select(2, scroll.dynamic(offset))
local next = nil
for index, child in ipairs(children) do
if child == region then
next = children[not backward and index + 1 or index - 1]
break
end
alignedHeight = alignedHeight + child:GetHeight()
end
if not next or not next:IsEnabled() then
HybridNext(backward, scroll, nil)
return
end
local nextHeight = next:GetHeight()
local nextCenter = not backward and alignedHeight + region:GetHeight() + nextHeight / 2 or alignedHeight - nextHeight / 2
local offset = min(max(nextCenter - scroll:GetHeight() / 2, 0), range)
scrollBar:SetValue(offset)
offset = scrollBar:GetValue()
local alignedHeight = not scroll.dynamic and math.floor(offset / nextHeight + 0.5) * nextHeight or offset - select(2, scroll.dynamic(offset))
region = nil
for index, child in ipairs(children) do
alignedHeight = alignedHeight + child:GetHeight()
if alignedHeight > nextCenter then
region = child
break
end
end
if not region or not region:IsEnabled() then
HybridNext(backward, scroll, nil)
return
end
Vimp_Reader:SetFocus(region)
local driver = Vimp_Driver:ProbeRegion(region)
driver.Describe(region)
end
local function Next(backward)
local region = Vimp_Reader:GetFocus()
local scroll = Vimp_Reader:GetParent()
if region == scroll then
region = nil
end
if scroll.scrollChild then
HybridNext(backward, scroll, region)
return
end
local content = scroll:GetScrollChild()
local children = {}
Vimp_Children(children, content:GetRegions())
Vimp_Children(children, content:GetChildren())
if #children == 0 then
Vimp_Say("Nothing to read!")
local driver = Vimp_Driver:ProbeRegion(scroll)
driver.Dismiss()
return
end
local first, last, increment = 1, #children, 1
if backward then
first, last, increment = last, first, -1
end
for index = first, last, increment do
local child = children[index]
if not region then
region = child
break
end
if child == region then
region = nil
end
end
if not region then
region = children[first]
end
local scrollHorizontalOrigin, scrollVerticalOrigin, scrollWidth, scrollHeight = scroll:GetScaledRect()
local scrollScale = scroll:GetEffectiveScale()
local regionHorizontalOrigin, regionVerticalOrigin, regionWidth, regionHeight = region:GetScaledRect()
local horizontalRange = scroll:GetHorizontalScrollRange()
local verticalRange = scroll:GetVerticalScrollRange()
if horizontalRange > 0 then
local scrollCenter = scrollHorizontalOrigin + scrollWidth / 2
local regionCenter = regionHorizontalOrigin + regionWidth / 2
local offset = regionCenter - scrollCenter
local old = scroll:GetHorizontalScroll()
local new = old + offset / scrollScale
new = max(0, min(new, horizontalRange))
scroll:SetHorizontalScroll(new)
end
if verticalRange > 0 then
local scrollCenter = scrollVerticalOrigin + scrollHeight / 2
local regionCenter = regionVerticalOrigin + regionHeight / 2
local offset = regionCenter - scrollCenter
local old = scroll:GetVerticalScroll()
local new = old - offset / scrollScale
new = max(0, min(new, verticalRange))
scroll:SetVerticalScroll(new)
end
Vimp_Reader:SetFocus(region)
local driver = Vimp_Driver:ProbeRegion(region)
driver.Describe()
end
local function Activate()
local focus = Vimp_Reader:GetFocus()
local parent = Vimp_Reader:GetParent()
if focus == parent then
Vimp_Say("Already interacting with the scroll!")
return
end
local strings = {"Enter", "Scroll"}
Vimp_Say(strings)
Vimp_Reader:Push(focus)
Next(false)
end
local function Dismiss()
Vimp_Reader:Pop()
local strings = {"Exit", "Scroll"}
Vimp_Say(strings)
Describe()
end
Vimp_Driver:Create(Probe, Describe, Next, Activate, Dismiss, Vimp_Dummy)
|
local gbc = cc.import("#gbc")
local SocketTimer = cc.class("SocketTimer", gbc.NgxTimerBase)
local client = require "resty.websocket_client"
local ngx_sleep = ngx.sleep
local string_sub = string.sub
local table_concat = table.concat
local netpack = cc.import("#netpack")
local net_decode = netpack.decode
--param
--[[
uri -- 服务器地址
authorization --授权码
channel --共享通道
msg --附带消息
]]--
function SocketTimer:ctor(config, param, ...)
SocketTimer.super.ctor(self, config, param, ...)
end
function SocketTimer:OnClosed(_redis)
-- body
end
function SocketTimer:OnConnected()
-- body
end
function SocketTimer:connect()
if self._socket == nil then
local socket = client:new()
local ok, err = socket:connect(self.param.uri, {
protocols = {
"gbc-auth-"..self.param.authorization,
"gbc-msg-"..self.param.msg,
},
})
if not ok then
cc.printerror("wb connect:"..err)
return false
end
cc.printf(string.format("%s is connect success", self.param.uri))
self._socket = socket
self:OnConnected()
return true
end
return true
end
function SocketTimer:closeSocket(redis)
if self._socket ~= nil then
local socket = self._socket
self._socket = nil
socket:set_keepalive()
self:OnClosed(redis)
end
end
function SocketTimer:ProcessMessage(frame, ftype)
self:safeFunction(function ()
if frame then
local data, err = net_decode(frame)
if err then
cc.printerror(string.format("can not decode frame err:%s [%d]", err, #frame))
return
end
if type(data) == "table" and data.connectid then
--cc.printf(string.format("decode success length[%d]", #frame))
if data.tp == 1 then
self:sendControlMessage(data.connectid, data.message)
else
self:sendMessageToConnectID(data.connectid, data.message)
end
else
cc.printf(string.format("net_decode data is not table length:[%d] ftype:[%s]", #frame, ftype))
end
end
end)
end
function SocketTimer:runEventLoop()
local sub, _err = self:getRedis():makeSubscribeLoop(self.param.channel)
if not sub then
cc.printerror("makeSubscribeLoop failure")
return false
end
local this = self
sub:start(function(subRedis, _channel, msg)
if this._socket ~= nil then
local _, err = this._socket:send_binary(msg)
if err then
cc.printf("sub close socket:"..err)
this:closeSocket(subRedis)
end
else
cc.printf("send_binary failed:"..msg)
end
end, self.param.channel)
cc.printf("subscribe channel:"..self.param.channel)
local frames = {}
while true do
if self._socket then
while self._socket do
local frame, ftype, err = self._socket:recv_frame()
if err then
if err == "again" then
table.insert(frames, frame)
break -- recv next message
end
if string_sub(err, -7) == "timeout" then
break -- recv next message
end
cc.printf("close socket:"..err)
self:closeSocket(self:getRedis())
end
if #frames > 0 then
-- merging fragmented frames
table.insert(frames, frame)
frame = table_concat(frames)
frames = {}
end
if ftype == "close" then
self:closeSocket(self:getRedis())
break
elseif ftype == "ping" then
if self._socket then
self._socket:send_pong()
end
elseif ftype == "pong" then
-- client ponged
elseif ftype == "text" or ftype == "binary" then
self:ProcessMessage(frame, ftype)
else
cc.printwarn("[SocketTimer:%s] unknown frame type \"%s\"", self.param.channel, tostring(ftype))
end
end
else
self:connect()
ngx_sleep(5)
end
end
end
return SocketTimer
|
local life = require "life"
local drawLife = require "draw_life"
-- Provide sys object
_G.sys = {}
_G.sys['randf'] = math.random
local drawCell = function(x, y, isAlive)
print("drawSquare (" .. x .. ", " .. y .. ") " .. ((isAlive == 1) and "x" or "o"))
end
describe("Life", function()
describe("Generation of new cells", function()
cells = {}
cells[0] = {}
it("One cell on a 1x1 grid", function()
cells[0][0] = true
local cellsNext = life.nextGeneration(cells)
assert.truthy(cellsNext[0][0] == false)
end)
it("Three horizontal cells on a small 3x3 grid", function()
cells[0][0] = false
cells[0][1] = true
cells[0][2] = false
cells[1] = {}
cells[1][0] = false
cells[1][1] = true
cells[1][2] = false
cells[2] = {}
cells[2][0] = false
cells[2][1] = true
cells[2][2] = false
print(" --- before ---")
life.printCells(cells)
local cellsNext = life.nextGeneration(cells)
print(" --- after ---")
life.printCells(cellsNext)
print("draw cells gen =====")
drawLife.generation(drawCell, cells)
print("draw cells next gen =====")
drawLife.generation(drawCell, cellsNext)
print("draw cells diff gen =====")
drawLife.generationDiff(drawCell, cells, cellsNext)
cells = cellsNext
print("draw cells again")
drawLife.generation(drawCell, cells)
-- Two columns have no cells
assert.truthy(cellsNext[0][0] == false)
assert.truthy(cellsNext[0][1] == false)
assert.truthy(cellsNext[0][2] == false)
assert.truthy(cellsNext[2][0] == false)
assert.truthy(cellsNext[2][1] == false)
assert.truthy(cellsNext[2][2] == false)
-- Middle colum has alive cells
assert.truthy(cellsNext[1][0] == true)
assert.truthy(cellsNext[1][1] == true)
assert.truthy(cellsNext[1][2] == true)
end)
it("Generating random 5x5 grid", function()
local cells = life.randomizeGeneration(cells, 5, 5)
life.printCells(cells)
end)
end)
end)
|
-- TEST SUITE FOR LUA SCRIPTS
-- Requires lunatests from https://github.com/silentbicycle/lunatest
-- To run tests simply
-- lua luatests.lua
--
package.path = package.path .. ";stdnet/lib/lua/?.lua;tests/lua/?.lua"
-- To run the debugger in eclipse you need to install the DBGp Client
-- http://wiki.eclipse.org/Koneki/LDT/User_Guide/Concepts/Debugger#Source_Mapping
-- Then create a lua project where to run the debug server
pcall(function() require("debugger")() end)
require("lunatest")
print '=============================='
print('To run just some tests, add "-t [pattern]"')
print '=============================='
lunatest.suite("tests/lua/utils")
lunatest.suite("tests/lua/odm")
lunatest.suite("tests/lua/columnts")
lunatest.run()
|
local msg = require 'mp.msg'
local function on_start()
local streamOpenFN = mp.get_property_native("stream-open-filename")
if (type(streamOpenFN) ~= "string") then do return end end
msg.log("info", "open file: " .. streamOpenFN)
local file = io.open(streamOpenFN,"rb")
if not file then return nil end
local block = file:read(8)
file:close()
if (block == 'EV000001')
then
msg.log("info", "crypto marker: EV000001")
mp.set_property(
"stream-open-filename",
"crypto:///" .. streamOpenFN
)
msg.log("info", "stream-open-filename: crypto:///" .. streamOpenFN)
end
end
mp.add_hook("on_load", 50, on_start)
|
a = 74 -352- 21-3
|
-- https://steamcommunity.com/sharedfiles/filedetails/?id=2165338357
local PANEL = {
PanelManager = nil
}
--[[
Description:
Panel manager initialization
--]]
function PANEL:Init()
self.PanelManager = DFCL:New(self:GetName())
self.PanelManager:AddMouseClickListener()
self.PanelManager:AddContextMenuListener()
self.PanelManager:AddPanel(self, true)
timer.Simple(0.3, function()
local panels = self:GetChildren()
for _, panel in pairs(panels) do
self.PanelManager:AddPanel(panel)
end
end)
end
--[[
Description:
Activates the synchronization of the panel manager and the children of the main panel
--------------
@param (Float : 1) sync_time - Sync refresh rate in seconds
--]]
function PANEL:ChildSync(sync_time)
sync_time = sync_time or 1
local PanelEventName = self.PanelManager:GetEventName()
local SyncEventName = PanelEventName .. "_ChildrenSync"
timer.Create(SyncEventName, sync_time, 0, function()
if (not IsValid(self)) then return end
local panels = self:GetChildren()
local panelsExists = self.PanelManager:GetPanels()
for _, panel in pairs(panels) do
if (not table.HasValue(panelsExists, panel)) then
self.PanelManager:AddPanel(panel)
end
end
end)
hook.Add("DFCL_Destruct_" .. PanelEventName, SyncEventName, function()
if (timer.Exists(SyncEventName)) then
timer.Remove(SyncEventName)
end
hook.Remove("DFCL_Destruct_" .. PanelEventName, SyncEventName)
end)
end
--[[
Description:
Adds focus tracking for a panel group with the specified name.
If the context menu closes, the focus will return, provided that it was previously.
--------------
@param (String) panelName - Panel name (Example: "DTextEntry")
--]]
function PANEL:AddFocusName(panelName)
self.PanelManager:AddFocusName(panelName)
end
--[[
Description:
Deletes focus tracking for a panel group.
--------------
@param (String) panelName - Panel name (Example: "DTextEntry")
--]]
function PANEL:RemoveFocusName(panelName)
self.PanelManager:RemoveFocusName(panelName)
end
--[[
Description:
Adds focus tracking for a panel. If the context menu closes,
the focus will return, provided that it was previously.
--------------
@param (Panel) panel - A panel object
--]]
function PANEL:AddFocusPanel(panel)
self.PanelManager:AddFocusPanel(panel)
end
--[[
Description:
Deletes focus tracking for a panel.
--------------
@param (Panel) panel - A panel object
--]]
function PANEL:RemoveFocusPanel(panel)
self.PanelManager:RemoveFocusPanel(panel)
end
--[[
Description:
Returns the panel manager
--------------
@return (Metatable) - Meta table panel manager
--]]
function PANEL:GetPanelManager()
return self.PanelManager
end
--[[
Description:
Destroys the panel manager and all its dependencies
--]]
function PANEL:Destruct()
self.PanelManager:Destruct()
end
--[[
Description:
Destroys the panel manager and all its dependencies when closing the panel
WARNING:
When overloaded, the method will have to be called manually.
--]]
function PANEL:OnClose()
self.PanelManager:Destruct()
end
--[[
Description:
Destroys the panel manager and all its dependencies when removing a panel
WARNING:
When overloaded, the method will have to be called manually.
--]]
function PANEL:OnRemove()
self.PanelManager:Destruct()
end
vgui.Register("DFrameContext", PANEL, "DFrame")
|
--
-- battery.lua
-- battery status notification
--
local naughty = require("naughty")
local beautiful = require("beautiful")
-- ========================================
-- Config
-- ========================================
-- notify when battery is below certain amount
local low_battery_threshold = 15
-- re-notify low battery every x seconds
local low_battery_reminder_interval = 300
-- icons path
local icons_path = beautiful.icons_path .. "battery/"
-- ========================================
-- Logic
-- ========================================
-- check whether battery is low
local is_battery_low = function (percentage, status)
return percentage >= 0
and percentage < low_battery_threshold
and status ~= "Charging"
end
-- show low battery notification
local notify_low_battery = function ()
naughty.notify {
preset = naughty.config.presets.critical,
icon = icons_path .. "battery-outline.svg",
timeout = 5,
title = "Low Battery",
text = "Time to plug in soon!",
}
end
-- show charger plugged notification
local notify_charger_plugged = function ()
naughty.notify {
icon = icons_path .. "charger-plugged.svg",
title = "AC Adapter",
text = "AC Adapter plugged in.",
}
end
-- show charger unplugged notification
local notify_charger_unplugged = function ()
naughty.notify {
icon = icons_path .. "charger-unplugged.svg",
title = "AC Adapter",
text = "AC Adapter unplugged.",
}
end
-- ========================================
-- Initialization
-- ========================================
local last_battery_check = os.time()
awesome.connect_signal("daemon::battery::status", function(_, stat)
local seconds_since_last_check = os.difftime(os.time(), last_battery_check)
if is_battery_low(stat.percentage, stat.status)
and seconds_since_last_check > low_battery_reminder_interval then
last_battery_check = os.time()
notify_low_battery()
end
end)
awesome.connect_signal("daemon::charger::status", function(plugged)
if plugged then
notify_charger_plugged()
else
notify_charger_unplugged()
end
end)
|
--- === cp.18n ===
---
--- CommandPost's Internationalisation & Localisation Manger.
local require = require
local log = require "hs.logger".new "i18n"
local fs = require "hs.fs"
local host = require "hs.host"
local json = require "hs.json"
local config = require "cp.config"
local tools = require "cp.tools"
local i18n = require "i18n"
local locale = host.locale
local read = json.read
local dir = fs.dir
local mod = {}
-- getLanguageCode(t) -> string
-- Function
-- Gets the language code from a table
--
-- Parameters:
-- * The table containing the language data
--
-- Returns:
-- * A string with the language code
local function getLanguageCode(t)
-- TODO: There has to be a smarter way to do this?
for id, _ in pairs(t) do -- luacheck: ignore
return id
end
end
--- cp.18n.init() -> none
--- Function
--- Initialise the module.
---
--- Parameters:
--- * None
---
--- Returns:
--- * None
function mod.init()
local cpi18n = i18n
--- cp.i18n.installedLanguages -> table
--- Variable
--- A table containing all of the installed languages.
cpi18n.installedLanguages = {}
local userLocale
if config.get("language") == nil then
userLocale = locale.current()
else
userLocale = config.get("language")
end
local languagePath = config.languagePath
local allLanguages = {}
local iterFn, dirObj = dir(languagePath)
if not iterFn then
log.ef("An error occured in cp.18n.init: %s", dirObj)
else
for file in dir(languagePath) do
if file:sub(-5) == ".json" then
local path = languagePath .. "/" .. file
local data = read(path)
if data then
--------------------------------------------------------------------------------
-- Only load English and the active language:
--------------------------------------------------------------------------------
if (data["en"] or data[userLocale]) then
allLanguages = tools.mergeTable(allLanguages, data)
end
--------------------------------------------------------------------------------
-- Add language to the table of installed languages:
--------------------------------------------------------------------------------
local fileLanguage = file:sub(1, -6)
local languageCode = getLanguageCode(data)
table.insert(cpi18n.installedLanguages, { id = languageCode, language = fileLanguage })
end
end
end
end
if next(allLanguages) ~= nil then
cpi18n.load(allLanguages)
end
--------------------------------------------------------------------------------
-- Sort the table of installed languages:
--------------------------------------------------------------------------------
table.sort(cpi18n.installedLanguages, function(a, b) return a.language < b.language end)
cpi18n.setLocale(userLocale)
return cpi18n
end
return mod.init()
|
---------------------------
-- 显示装备绿字前缀
---------------------------
local LibEvent = LibStub:GetLibrary("LibEvent.7000")
local locale = GetLocale():sub(1,2)
local shown = {
ITEM_MOD_HASTE_RATING_SHORT = { r=0.9, g=0.9, b=0 },
ITEM_MOD_MASTERY_RATING_SHORT = { r=0, g=0.9, b=0.1 },
ITEM_MOD_CRIT_RATING_SHORT = { r=0.9, g=0.3, b=0.1 },
ITEM_MOD_VERSATILITY = { r=0, g=0.9, b=0.8 },
}
local function strsubutf8(s, i, j)
local bytes = strlen(s)
local startByte = 1
local endByte = bytes
local len = 0
local pos = 1
local b
while pos <= bytes do
len = len + 1
if (len == i) then startByte = pos end
b = string.byte(s, pos)
if (b >= 240) then
pos = pos + 4
elseif (b >= 224) then
pos = pos + 3
elseif (b >= 192) then
pos = pos + 2
else
pos = pos + 1
end
if (len == j) then
endByte = pos - 1
break
end
end
return strsub(s, startByte, endByte)
end
local function IsGreenStateEnabled()
if (locale ~= "zh") then
return false
elseif InspectDB.green then
return true
end
end
LibEvent:attachTrigger("INSPECT_FRAME_CREATED", function(this, frame, parent)
if not IsGreenStateEnabled() then return end
local i = 1
local itemframe
local backdrop = {
bgFile = "Interface\\Tooltips\\UI-Tooltip-Background",
edgeFile = "Interface\\Buttons\\WHITE8X8",
tile = true,
tileSize = 8,
edgeSize = 1,
insets = {left = 1, right = 1, top = 1, bottom = 1}
}
while(frame["item"..i]) do
itemframe = frame["item"..i]
itemframe.label:SetBackdrop({})
itemframe.label.text:SetText("")
itemframe.label:SetWidth(68)
local j = 1
for k, v in pairs(shown) do
itemframe[k] = CreateFrame("Frame", nil, itemframe)
itemframe[k]:SetSize(16, 14)
itemframe[k]:SetPoint("LEFT", (j-1)*17, 0)
itemframe[k]:SetBackdrop(backdrop)
itemframe[k]:SetBackdropBorderColor(v.r, v.g, v.b, 0.25)
itemframe[k]:SetBackdropColor(0, 0, 0, 0.5)
itemframe[k].text = itemframe[k]:CreateFontString(nil, "ARTWORK")
itemframe[k].text:SetFont(UNIT_NAME_FONT, 12, "NORMAL")
itemframe[k].text:SetPoint("CENTER")
itemframe[k].text:SetText(strsubutf8(_G[k] or k,1,1))
itemframe[k].text:SetTextColor(v.r, v.g, v.b)
itemframe[k].text:SetShadowOffset(-1, -1)
itemframe[k].text:SetShadowColor(0, 0, 0, 0.9)
j = j + 1
end
i = i + 1
end
end)
LibEvent:attachTrigger("INSPECT_ITEMFRAME_UPDATED", function(this, itemframe)
if not IsGreenStateEnabled() then return end
for k in pairs(shown) do
if (itemframe[k]) then itemframe[k]:SetAlpha(0.05) end
end
if (itemframe.link) then
local stats = GetItemStats(itemframe.link)
for k in pairs(stats) do
if (shown[k] and itemframe[k]) then
itemframe[k]:SetAlpha(1)
end
end
end
end)
|
function Initialize()
measure_seconds = SKIN:GetMeasure("MeasureSeconds")
previous_value = measure_seconds:GetValue()
current_framecount = 0
end
function Update()
if measure_seconds:GetValue() ~= previous_value then
SKIN:Bang("!SetOption", "MeterFPS", "Text", current_framecount .. " fps")
current_framecount = 0
previous_value = measure_seconds:GetValue()
end
current_framecount = current_framecount + 1
end
|
require 'circle'
Arc = {
x = 0,
y = 0,
radius = 0,
width = 1,
dot_radius = 0,
start_rads = 0,
end_rads = 0,
total_rads = 0,
direction = 'cw',
player = 0,
co = nil
}
function Arc:update(dr)
self.total_rads = self.total_rads + dr
self.end_rads = self.end_rads + (self.direction == 'acw' and -dr or dr)
end
function Arc:changeDirection()
dx = math.cos(self.end_rads) * self.radius * 2
dy = math.sin(self.end_rads) * self.radius * 2
start_rads = self.end_rads + (self.direction == 'acw' and math.pi or -math.pi)
new_arc = Arc:new({
x = self.x + dx,
y = self.y + dy,
radius = self.radius,
width = self.width,
dot_radius = self.dot_radius,
start_rads = start_rads,
end_rads = start_rads,
total_rads = self.total_rads,
direction = self.direction == 'acw' and 'cw' or 'acw',
player = self.player
})
return new_arc
end
function Arc:addToCollider(collider)
local co = collider:circle(self.x, self.y, self.radius)
co.arc = self
-- Hard reference to collider object needed to stop GC
self.co = co
end
function Arc:rads()
return self.direction == 'acw' and self.end_rads or self.end_rads - math.pi
end
function Arc:intersectsSelf()
local arc_delta = self.end_rads - self.start_rads
return math.abs(arc_delta) >= math.pi * 2
end
function Arc:intersectsArc(other)
-- Special case self intersect
if self == other then
return (math.abs(self.end_rads - self.start_rads) >= 2 * math.pi) and 1 or 0
end
local intersect_angles = intersectAngles(self, other)
if intersect_angles == nil then
-- overlapping (should not happen)
return getAdjustedBetween(other.start_rads, other.end_rads, self.end_rads) and 1 or 0
else
local intersects = 0;
for i, angles in pairs(intersect_angles) do
local self_intersect, other_intersect = getAdjustedBetween(self.start_rads, self.end_rads, angles[1]), getAdjustedBetween(other.start_rads, other.end_rads, angles[2])
if self_intersect and other_intersect then
if self.player ~= other.player then
intersects = intersects + 1
else
-- Can't hit own line until at least 2 * pi past intersection. This stops adjoining arc segments from intersecting until a full circle is complete.
local other_total_at_intersect = other:totalWithEnd(other_intersect)
if self.total_rads - other_total_at_intersect >= 2 * math.pi then
intersects = intersects + 1
end
end
end
end
return intersects
end
end
function getAdjustedBetween(start_rads, end_rads, query_rads)
start_rads, end_rads = math.min(start_rads, end_rads), math.max(start_rads, end_rads)
local two_pi = 2 * math.pi
-- Adjust query which is in 0..2*pi range to the (possible) range of our arc.
query_rads = query_rads + two_pi * math.floor(start_rads / two_pi)
query_rads = (start_rads <= query_rads) and query_rads or query_rads + two_pi
return (start_rads <= query_rads and query_rads <= end_rads) and query_rads or nil
end
function Arc:totalWithEnd(new_end)
local end_delta = self.end_rads - new_end
return self.total_rads - math.abs(end_delta)
end
function Arc:drawArc(trail_color)
love.graphics.setColor(trail_color[1], trail_color[2], trail_color[3], trail_color[4])
love.graphics.setLineWidth(self.width)
local length = math.abs(self.start_rads - self.end_rads) * self.radius
if length >= 5 then
love.graphics.arc('line', 'open', self.x, self.y, self.radius, self.start_rads, self.end_rads)
else
-- love.graphics.arc doesn't draw anything for very small arcs
love.graphics.line(self.x + self.radius * math.cos(self.start_rads), self.y + self.radius * math.sin(self.start_rads), self.x + self.radius * math.cos(self.end_rads), self.y + self.radius * math.sin(self.end_rads))
end
end
function Arc:drawEnd(trail_length_font, trail_color, size, trail_length)
love.graphics.setColor(trail_color[1], trail_color[2], trail_color[3], trail_color[4])
local point = self:endPos()
love.graphics.circle('fill', point.x, point.y, self.dot_radius * size)
love.graphics.circle('line', point.x, point.y, self.dot_radius * size)
love.graphics.setFont(trail_length_font)
love.graphics.translate(point.x, point.y)
love.graphics.rotate(self.end_rads)
local font_height = trail_length_font:getHeight()
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.print(string.format('%.2f', trail_length), font_height / 1.5, -font_height / 2.4)
love.graphics.origin()
end
function Arc:endPos()
local x = self.x + math.cos(self.end_rads) * self.radius
local y = self.y + math.sin(self.end_rads) * self.radius
return { x = x, y = y }
end
function Arc:length()
return math.abs(self.end_rads - self.start_rads)
end
function Arc:toJson()
return {
direction = self.direction,
end_rads = self.end_rads,
radius = self.radius,
start_rads = self.start_rads,
total_rads = self.total_rads,
x = self.x,
y = self.y,
}
end
function Arc:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
function math.sign(n)
return n > 0 and 1 or n < 0 and -1 or 0
end
|
-- Configuration file for the RV32IM on, Spike Simulator
-- Intended to run with the Proxy Kernel
--specific_files = sf( "boot.s utils.s hostif_%s.c platform.c host.c", comp.cpu:lower() )
specific_files = sf( "platform.c stubs.c hostif_linux.c syscalls.c ", comp.cpu:lower() )
local ldscript = "src/platform/riscv32spike/riscv_local.ld"
-- Override default optimize settings
--delcf{ "-O3", "-fomit-frame-pointer" }
--addcf{ "-O0", "-g" }
addcf{"-g", "-O3"}
-- Prepend with path
specific_files = utils.prepend_path( specific_files, sf( "src/platform/%s", platform ) )
--local ldscript = sf( "src/platform/%s/%s", platform, ldscript )
-- Standard GCC flags
addcf{ '-ffunction-sections', '-fdata-sections', '-fno-strict-aliasing', '-Wall'}
--addlf{ '-nostartfiles', '-nostdlib', '-T', ldscript, '-Wl,--gc-sections', '-Wl,--allow-multiple-definition' }
addlf{ '-Wl,--allow-multiple-definition','-Wl,--gc-sections' , '-T', ldscript }
addlib{ 'c','gcc','m' }
local target_flags = { '-march=rv32im' ,'-mabi=ilp32' } --,'-mstrict-align'}
addcf{ target_flags}
--addcf{ target_flags, '-fno-builtin', '-fno-stack-protector' }
--addlf{ target_flags, '-Wl,-e,start', '-Wl,-static' }
--addaf{ '-felf' }
-- Also tell the builder that we don't need dependency checks for assembler files
builder:set_asm_dep_cmd( false )
-- Toolset data
tools.riscv32spike = {}
-- Programming function for i386 (not needed, empty function)
tools.riscv32spike.progfunc = function( target, deps )
print "Run the simulator (./run_elua_sim.sh) and enjoy :) Linux only."
return 0
end
-- Add the programming function explicitly for this target
tools.riscv32spike.pre_build = function()
local t = builder:target( "#phony:prog", { exetarget }, tools.riscv32spike.progfunc )
builder:add_target( t, "build eLua firmware image", { "prog" } )
end
|
-----------------------------------
-- Area: Nashmau
-- NPC: Awaheen
-- Standard Info NPC
-----------------------------------
local ID = require("scripts/zones/Nashmau/IDs");
-----------------------------------
function onTrade(player,npc,trade)
-- Trade: Receive:
-- 1 x Imperial Gold Piece (2187) 5 x Imperial Mythril Piece(2186)
-- 1 x Imperial Mythril Piece(2186) 2 x Imperial Silver Piece(2185)
-- 1 x Imperial Silver Piece (2185) 5 x Imperial Bronze Piece(2184)
local nbr = 0;
local reward = 0;
if (trade:getItemCount() == 1) then
if (trade:hasItemQty(2187,1)) then nbr = 5 ; reward = 2186;
elseif (trade:hasItemQty(2186,1)) then nbr = 2 ; reward = 2185;
elseif (trade:hasItemQty(2185,1)) then nbr = 5 ; reward = 2184;
end
end
if (reward > 0) then
local boucle;
if (player:getFreeSlotsCount() >= 1) then
player:tradeComplete();
player:addItem(reward,nbr);
for boucle=1,nbr,1 do
player:messageSpecial(ID.text.ITEM_OBTAINED,reward);
end
else
player:messageSpecial(ID.text.ITEM_CANNOT_BE_OBTAINED,reward);
end
end
end;
function onTrigger(player,npc)
player:startEvent(240);
end;
function onEventUpdate(player,csid,option)
end;
function onEventFinish(player,csid,option)
end;
|
object_mobile_keyan_farlander = object_mobile_shared_keyan_farlander:new {
}
ObjectTemplates:addTemplate(object_mobile_keyan_farlander, "object/mobile/keyan_farlander.iff")
|
local fn = require 'core.fn'
obj = {}
if not obj.list then
obj.list = {}
end
obj.__index = obj
obj.__next_obj_id = 0
obj.instance_meta = {
__call = function(object, ...) return obj.instance(object, ...) end,
__index = function(object, key) return obj.get_attribute(object, key) end,
__newindex = function(object, key, value) return obj.set_attribute(object, key, value) end,
__tostring = fn.to_string
-- instance_of = function(object, type) return obj.is_instance(object, type) end,
-- subclass = function(base, class_name) return obj.subclass(base, class_name) end
}
setmetatable(obj.instance_meta, obj)
function obj.__next_id()
local id = obj.__next_obj_id
obj.__next_obj_id = obj.__next_obj_id + 1
return id
end
function obj.type(type_name)
return obj.list[type_name]
end
function obj.type_exists(type_name)
return obj.list[type_name] ~= nil
end
function obj.type_list()
local result = {}
for k,v in pairs(obj.list) do
result[#result+1] = obj.list[k]
end
return result
end
function obj.is_object(table)
if type(table) == 'table' then
return table['__classtype'] ~= nil
end
return nil
end
function obj.assert_object(object)
if obj.is_object(object) then
return true
else
error('Error in obj.assert_object(object) : object was not of object type')
return nil
end
end
function obj.same_type(object, other)
return (object.__classid == other.__classid)
end
function obj.is_instance(object)
return obj.is_object(object) and object.__isinstance
end
function obj.is_prototype(object)
return obj.is_object(object) and (object.__instanceid == -1)
end
function obj.instance_of(object, type)
if obj.assert_object(object) and obj.assert_object(type) then
local object_is_instance = obj.is_instance(object)
local type_is_type = obj.is_object(type)
if obj.same_type(object, type) then
return object_is_instance and type_is_type
end
else
error('Error in obj.instance_of(object, type) : Only objects can be instances of type objects')
return nil
end
end
function obj.new(class_name, constructor, ...)
if class_name and type(class_name) == 'string' then
if not obj.list[class_name] then
local class = {
__classid = obj.__next_id(),
__instanceid = -1,
__next_instance_id = 0,
__classtype = true,
__isinstance = false,
class_name = class_name,
attributes = {},
superclasses = {},
subclasses = {},
constructor = nil,
arguments = {...}
}
setmetatable(class, obj.instance_meta)
if type(constructor) == 'function' then
rawset(class, 'constructor', constructor)
end
obj.list[class.class_name] = class
return class
else
error('Error in obj.new(class_name, ...) : obj.list already contains a class named "'..class_name..'"')
return nil
end
else
--[[TODO: Replace with Expect]]
error('Error in obj.new(class_name, ...) : class_name invalid')
return nil
end
end
function obj.subclass(base, class_name, constructor, ...)
if obj.is_object(base) then
local type = obj.new(class_name,
function (instance, ...)
local base_result = nil
if type(base.constructor) == 'function' then
base_result = base.constructor()
end
return base_result, constructor(...)
end, ...)
obj.add_superclass(type, base)
return type
else
error('Error in obj.subclass(base, class_name) : base must be a type object')
return nil
end
end
function obj.descends_from(object, type)
if obj.assert_object(object)
and obj.assert_object(type) then
local has_subclasses = (#type.subclasses > 0)
if has_subclasses then
-- If object is type, or object is among type's subclasses, true
if fn.satisfy(type.subclasses, obj.same_type, object)
or obj.same_type(object, type) then
return true
else
-- Otherwise recursively check object descends_from type's subclasses
for k,v in pairs(type.subclasses) do
if obj.descends_from(object, obj.type(v)) then
return true
end
end
end
end
return false
end
return nil
end
function obj.add_superclass(base, superclass)
if obj.assert_object(base)
and obj.assert_object(superclass) then
if obj.same_type(base, superclass) then
error("obj.add_superclass(base, superclass): base and superclass must be different types")
return nil
end
if base.superclasses[superclass] then
error("obj.add_superclass(base, superclass): superclass is an existing superclass of base")
end
if obj.descends_from(base, superclass)
or obj.descends_from(superclass, base) then
error("obj.add_superclass(base, superclass): neither base nor superclass may descend from one another")
return nil
else
local base_super = rawget(base, 'superclasses')
local super_subs = rawget(superclass, 'subclasses')
rawset(base_super, #base_super+1, obj.name(superclass))
rawset(super_subs, #super_subs+1, obj.name(base))
return true
end
end
end
function obj.add_subclass(base, subclass)
return obj.add_superclass(subclass, base)
end
function obj.identity(class)
return class.__classid, class.__instanceid
end
function obj.name(class)
return class.class_name
end
function obj.instance(class, ...)
local instance = fn.clone(class)
instance.arguments = fn.clone({...})
instance.attributes = fn.clone(rawget(class, 'attributes'))
instance.subclasses = fn.clone(rawget(class, 'subclasses'))
instance.superclasses = fn.clone(rawget(class, 'superclasses'))
instance.constructor = class.constructor
instance.class_name = obj.name(class)
instance.__classid, instance.__instanceid = obj.identity(class)
instance.__classtype = true
instance.__isinstance = true
if class.__next_instance_id ~= nil then
instance.__instanceid = rawget(class, '__next_instance_id')
rawset(class, '__next_instance_id', rawget(class, '__next_instance_id') + 1)
end
instance.__next_instance_id = nil
setmetatable(instance, obj.instance_meta)
if instance.constructor ~= nil
and type(instance.constructor) == 'function' then
instance.constructor(instance, ...)
end
return instance
end
function obj.get_attribute(object, key)
if obj.assert_object(object) then
local attributes = rawget(object, 'attributes')
local instance_attribute = rawget(attributes, key)
if not instance_attribute then
local superclasses = rawget(object, 'superclasses')
for k,v in pairs(superclasses) do
instance_attribute = obj.get_attribute(obj.list[v], key)
if instance_attribute then
return instance_attribute
end
end
end
return instance_attribute
end
end
function obj.set_attribute(object, key, value)
object.attributes[key] = value
return object.attributes[key]
end
return obj
|
--- Allows the player to determine where he is and where he can go
-- @classmod LookCommand
-- region imports
local class = require('classes/class')
local prototype = require('prototypes/prototype')
require('prototypes/command')
local adventurers = require('functional/game_context/adventurers')
local LookEvent = require('classes/events/look')
-- endregion
local LookCommand = {}
function LookCommand.priority() return 'explicit' end
function LookCommand:parse(game_ctx, local_ctx, text)
if game_ctx.in_setup_phase then return end
if text == '/look' then
local loc_advn_nm = adventurers.get_local_name(game_ctx, local_ctx)
return true, { LookEvent:new{ adventurer_name = loc_advn_nm } }
end
return false, nil
end
prototype.support(LookCommand, 'command')
return class.create('LookCommand', LookCommand)
|
--------------------------------
-- @module BillboardParticleSystem
-- @extend Node,TextureProtocol
-- @parent_module cc
--------------------------------
-- size variance in pixels of each particle
-- @function [parent=#BillboardParticleSystem] getStartSizeVar
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- start color of each particle
-- @function [parent=#BillboardParticleSystem] getStartColor
-- @param self
-- @return color4f_table#color4f_table ret (return value: color4f_table)
--------------------------------
-- particles movement type: Free or Grouped<br>
-- since v0.8
-- @function [parent=#BillboardParticleSystem] getPositionType
-- @param self
-- @return int#int ret (return value: int)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setPosVar
-- @param self
-- @param #vec2_table pos
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getEndSpin
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setRotatePerSecondVar
-- @param self
-- @param #float degrees
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getStartSpinVar
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getRadialAccelVar
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- end size variance in pixels of each particle
-- @function [parent=#BillboardParticleSystem] getEndSizeVar
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setRotation
-- @param self
-- @param #float newRotation
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setTangentialAccel
-- @param self
-- @param #float t
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setScaleY
-- @param self
-- @param #float newScaleY
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setScaleX
-- @param self
-- @param #float newScaleX
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getRadialAccel
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setStartRadius
-- @param self
-- @param #float startRadius
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setRotatePerSecond
-- @param self
-- @param #float degrees
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setEndSize
-- @param self
-- @param #float endSize
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getGravity
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getTangentialAccel
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setEndRadius
-- @param self
-- @param #float endRadius
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getSpeed
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- angle and angle variation of each particle
-- @function [parent=#BillboardParticleSystem] getAngle
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setEndColor
-- @param self
-- @param #color4f_table color
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setStartSpin
-- @param self
-- @param #float spin
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setDuration
-- @param self
-- @param #float duration
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setTexture
-- @param self
-- @param #cc.Texture2D texture
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
-- Position variance of the emitter
-- @function [parent=#BillboardParticleSystem] getPosVar
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] isBlendAdditive
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getSpeedVar
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setPositionType
-- @param self
-- @param #int type
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
-- stop emitting particles. Running particles will continue to run until they die
-- @function [parent=#BillboardParticleSystem] stopSystem
-- @param self
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
-- sourcePosition of the emitter
-- @function [parent=#BillboardParticleSystem] getSourcePosition
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setLifeVar
-- @param self
-- @param #float lifeVar
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setTotalParticles
-- @param self
-- @param #int totalParticles
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setEndColorVar
-- @param self
-- @param #color4f_table color
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getAtlasIndex
-- @param self
-- @return int#int ret (return value: int)
--------------------------------
-- start size in pixels of each particle
-- @function [parent=#BillboardParticleSystem] getStartSize
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setTextureWithRect
-- @param self
-- @param #cc.Texture2D texture
-- @param #rect_table rect
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setStartSpinVar
-- @param self
-- @param #float pinVar
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
-- Kill all living particles.
-- @function [parent=#BillboardParticleSystem] resetSystem
-- @param self
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setAtlasIndex
-- @param self
-- @param #int index
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setTangentialAccelVar
-- @param self
-- @param #float t
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
-- How many seconds the emitter will run. -1 means 'forever'
-- @function [parent=#BillboardParticleSystem] getDuration
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getEndRadius
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setDepthTestEnabled
-- @param self
-- @param #bool enable
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setRadialAccelVar
-- @param self
-- @param #float t
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setStartSize
-- @param self
-- @param #float startSize
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setSpeed
-- @param self
-- @param #float speed
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getStartSpin
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getRotatePerSecond
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setEmitterMode
-- @param self
-- @param #int mode
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setEndRadiusVar
-- @param self
-- @param #float endRadiusVar
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] isOpacityModifyRGB
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setSourcePosition
-- @param self
-- @param #vec2_table pos
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getEndSpinVar
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setBlendAdditive
-- @param self
-- @param #bool value
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setLife
-- @param self
-- @param #float life
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setAngleVar
-- @param self
-- @param #float angleVar
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setRotationIsDir
-- @param self
-- @param #bool t
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setEndSizeVar
-- @param self
-- @param #float sizeVar
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setAngle
-- @param self
-- @param #float angle
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getTangentialAccelVar
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- Switch between different kind of emitter modes:<br>
-- - kParticleModeGravity: uses gravity, speed, radial and tangential acceleration<br>
-- - kParticleModeRadius: uses radius movement + rotation
-- @function [parent=#BillboardParticleSystem] getEmitterMode
-- @param self
-- @return int#int ret (return value: int)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setEndSpinVar
-- @param self
-- @param #float endSpinVar
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
-- angle variance of each particle
-- @function [parent=#BillboardParticleSystem] getAngleVar
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setStartColor
-- @param self
-- @param #color4f_table color
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getRotatePerSecondVar
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- end size in pixels of each particle
-- @function [parent=#BillboardParticleSystem] getEndSize
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- life, and life variation of each particle
-- @function [parent=#BillboardParticleSystem] getLife
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setSpeedVar
-- @param self
-- @param #float speed
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setGravity
-- @param self
-- @param #vec2_table g
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setEmissionRate
-- @param self
-- @param #float rate
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
-- end color variance of each particle
-- @function [parent=#BillboardParticleSystem] getEndColorVar
-- @param self
-- @return color4f_table#color4f_table ret (return value: color4f_table)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getRotationIsDir
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setScale
-- @param self
-- @param #float s
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
-- emission rate of the particles
-- @function [parent=#BillboardParticleSystem] getEmissionRate
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- end color and end color variation of each particle
-- @function [parent=#BillboardParticleSystem] getEndColor
-- @param self
-- @return color4f_table#color4f_table ret (return value: color4f_table)
--------------------------------
-- life variance of each particle
-- @function [parent=#BillboardParticleSystem] getLifeVar
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setCamera
-- @param self
-- @param #cc.Camera camera
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setStartSizeVar
-- @param self
-- @param #float sizeVar
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
-- does the alpha value modify color
-- @function [parent=#BillboardParticleSystem] setOpacityModifyRGB
-- @param self
-- @param #bool opacityModifyRGB
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getStartRadius
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- Quantity of particles that are being simulated at the moment
-- @function [parent=#BillboardParticleSystem] getParticleCount
-- @param self
-- @return unsigned int#unsigned int ret (return value: unsigned int)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getStartRadiusVar
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setStartColorVar
-- @param self
-- @param #color4f_table color
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setEndSpin
-- @param self
-- @param #float endSpin
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setRadialAccel
-- @param self
-- @param #float t
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] setStartRadiusVar
-- @param self
-- @param #float startRadiusVar
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] getEndRadiusVar
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- start color variance of each particle
-- @function [parent=#BillboardParticleSystem] getStartColorVar
-- @param self
-- @return color4f_table#color4f_table ret (return value: color4f_table)
--------------------------------
-- @overload self, map_table
-- @overload self, string
-- @function [parent=#BillboardParticleSystem] create
-- @param self
-- @param #string filename
-- @return BillboardParticleSystem#BillboardParticleSystem ret (return value: cc.BillboardParticleSystem)
--------------------------------
--
-- @function [parent=#BillboardParticleSystem] BillboardParticleSystem
-- @param self
-- @return BillboardParticleSystem#BillboardParticleSystem self (return value: cc.BillboardParticleSystem)
return nil
|
--[[
Ourlife: RPG
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU (General Public License) as puslisched by
the free software fundation; 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/>.
(c) 2014 OurLife. All rights reserved.
]]
function toggleBlur(state, power)
if state then
blurData.fxPower=power or 1
showBlur()
else
hideBlur()
end
end
|
local TradeSkillUI =
{
Name = "TradeSkillUI",
Type = "System",
Namespace = "C_TradeSkillUI",
Functions =
{
{
Name = "CraftRecipe",
Type = "Function",
Arguments =
{
{ Name = "recipeSpellID", Type = "number", Nilable = false },
{ Name = "numCasts", Type = "number", Nilable = false, Default = 1 },
{ Name = "optionalReagents", Type = "table", InnerType = "OptionalReagentInfo", Nilable = true },
{ Name = "recipeLevel", Type = "number", Nilable = true },
},
},
{
Name = "GetAllProfessionTradeSkillLines",
Type = "Function",
Returns =
{
{ Name = "skillLineID", Type = "table", InnerType = "number", Nilable = false },
},
},
{
Name = "GetOptionalReagentBonusText",
Type = "Function",
Arguments =
{
{ Name = "recipeSpellID", Type = "number", Nilable = false },
{ Name = "optionalReagentIndex", Type = "number", Nilable = false },
{ Name = "optionalReagents", Type = "table", InnerType = "OptionalReagentInfo", Nilable = false },
},
Returns =
{
{ Name = "bonusText", Type = "string", Nilable = false },
},
},
{
Name = "GetOptionalReagentInfo",
Type = "Function",
Arguments =
{
{ Name = "recipeSpellID", Type = "number", Nilable = false },
},
Returns =
{
{ Name = "slots", Type = "table", InnerType = "OptionalReagentSlot", Nilable = false },
},
},
{
Name = "GetRecipeInfo",
Type = "Function",
Arguments =
{
{ Name = "recipeSpellID", Type = "number", Nilable = false },
{ Name = "recipeLevel", Type = "number", Nilable = true },
},
Returns =
{
{ Name = "recipeInfo", Type = "TradeSkillRecipeInfo", Nilable = true },
},
},
{
Name = "GetRecipeNumReagents",
Type = "Function",
Arguments =
{
{ Name = "recipeSpellID", Type = "number", Nilable = false },
{ Name = "recipeLevel", Type = "number", Nilable = true },
},
Returns =
{
{ Name = "numReagents", Type = "number", Nilable = false },
},
},
{
Name = "GetRecipeReagentInfo",
Type = "Function",
Arguments =
{
{ Name = "recipeSpellID", Type = "number", Nilable = false },
{ Name = "reagentIndex", Type = "number", Nilable = false },
{ Name = "recipeLevel", Type = "number", Nilable = true },
},
Returns =
{
{ Name = "reagentName", Type = "string", Nilable = true },
{ Name = "reagentFileID", Type = "number", Nilable = true },
{ Name = "reagentCount", Type = "number", Nilable = false },
{ Name = "playerReagentCount", Type = "number", Nilable = false },
},
},
{
Name = "GetRecipeRepeatCount",
Type = "Function",
Returns =
{
{ Name = "recastTimes", Type = "number", Nilable = false },
},
},
{
Name = "GetTradeSkillDisplayName",
Type = "Function",
Arguments =
{
{ Name = "skillLineID", Type = "number", Nilable = false },
},
Returns =
{
{ Name = "professionDisplayName", Type = "string", Nilable = false },
},
},
{
Name = "GetTradeSkillLine",
Type = "Function",
Returns =
{
{ Name = "skillLineID", Type = "number", Nilable = false },
{ Name = "skillLineDisplayName", Type = "string", Nilable = false },
{ Name = "skillLineRank", Type = "number", Nilable = false },
{ Name = "skillLineMaxRank", Type = "number", Nilable = false },
{ Name = "skillLineModifier", Type = "number", Nilable = false },
{ Name = "parentSkillLineID", Type = "number", Nilable = true },
{ Name = "parentSkillLineDisplayName", Type = "string", Nilable = true },
},
},
{
Name = "GetTradeSkillLineInfoByID",
Type = "Function",
Arguments =
{
{ Name = "skillLineID", Type = "number", Nilable = false },
},
Returns =
{
{ Name = "skillLineDisplayName", Type = "string", Nilable = false },
{ Name = "skillLineRank", Type = "number", Nilable = false },
{ Name = "skillLineMaxRank", Type = "number", Nilable = false },
{ Name = "skillLineModifier", Type = "number", Nilable = false },
{ Name = "parentSkillLineID", Type = "number", Nilable = true },
},
},
{
Name = "IsEmptySkillLineCategory",
Type = "Function",
Arguments =
{
{ Name = "categoryID", Type = "number", Nilable = false },
},
Returns =
{
{ Name = "effectivelyKnown", Type = "bool", Nilable = false },
},
},
{
Name = "SetRecipeRepeatCount",
Type = "Function",
Arguments =
{
{ Name = "recipeSpellID", Type = "number", Nilable = false },
{ Name = "numCasts", Type = "number", Nilable = false, Default = 1 },
{ Name = "optionalReagents", Type = "table", InnerType = "OptionalReagentInfo", Nilable = true },
},
},
},
Events =
{
{
Name = "NewRecipeLearned",
Type = "Event",
LiteralName = "NEW_RECIPE_LEARNED",
Payload =
{
{ Name = "recipeID", Type = "number", Nilable = false },
{ Name = "recipeLevel", Type = "number", Nilable = true },
{ Name = "baseRecipeID", Type = "number", Nilable = true },
},
},
{
Name = "ObliterumForgeClose",
Type = "Event",
LiteralName = "OBLITERUM_FORGE_CLOSE",
},
{
Name = "ObliterumForgePendingItemChanged",
Type = "Event",
LiteralName = "OBLITERUM_FORGE_PENDING_ITEM_CHANGED",
},
{
Name = "ObliterumForgeShow",
Type = "Event",
LiteralName = "OBLITERUM_FORGE_SHOW",
},
{
Name = "TradeSkillClose",
Type = "Event",
LiteralName = "TRADE_SKILL_CLOSE",
},
{
Name = "TradeSkillDataSourceChanged",
Type = "Event",
LiteralName = "TRADE_SKILL_DATA_SOURCE_CHANGED",
},
{
Name = "TradeSkillDataSourceChanging",
Type = "Event",
LiteralName = "TRADE_SKILL_DATA_SOURCE_CHANGING",
},
{
Name = "TradeSkillDetailsUpdate",
Type = "Event",
LiteralName = "TRADE_SKILL_DETAILS_UPDATE",
},
{
Name = "TradeSkillListUpdate",
Type = "Event",
LiteralName = "TRADE_SKILL_LIST_UPDATE",
},
{
Name = "TradeSkillNameUpdate",
Type = "Event",
LiteralName = "TRADE_SKILL_NAME_UPDATE",
},
{
Name = "TradeSkillOptionalReagentBonusTextUpdated",
Type = "Event",
LiteralName = "TRADE_SKILL_OPTIONAL_REAGENT_BONUS_TEXT_UPDATED",
Payload =
{
{ Name = "itemID", Type = "number", Nilable = false },
},
},
{
Name = "TradeSkillShow",
Type = "Event",
LiteralName = "TRADE_SKILL_SHOW",
},
{
Name = "UpdateTradeskillRecast",
Type = "Event",
LiteralName = "UPDATE_TRADESKILL_RECAST",
},
},
Tables =
{
{
Name = "OptionalReagentItemFlag",
Type = "Enumeration",
NumValues = 1,
MinValue = 0,
MaxValue = 0,
Fields =
{
{ Name = "TooltipShowsAsStatModifications", Type = "OptionalReagentItemFlag", EnumValue = 0 },
},
},
{
Name = "OptionalReagentSlot",
Type = "Structure",
Fields =
{
{ Name = "requiredSkillRank", Type = "number", Nilable = false },
{ Name = "lockedReason", Type = "string", Nilable = true },
{ Name = "slotText", Type = "string", Nilable = true },
{ Name = "options", Type = "table", InnerType = "number", Nilable = false },
},
},
},
};
APIDocumentation:AddDocumentationTable(TradeSkillUI);
|
require 'window'
local myfile = require 'myfile'
require 'mystring'
require 'scratch'
--Reload
hs.hotkey.bind({"cmd", "alt", "ctrl"}, "R", function()
hs.reload()
end)
hs.alert.show("Hammerspoon config reloaded")
--Force command apps I use to be visible
hs.hotkey.bind({"shift"}, "F12", function()
os.execute("open -a Terminal")
hs.timer.doAfter(0.2, function()
fillLeftOneThird()
--hs.timer.doAfter(0.2, function()
--os.execute("open -a Simulator")
--hs.timer.doAfter(0.2, function()
--fillLeftOneThird()
hs.timer.doAfter(0.2, function()
os.execute("open -a MacVim")
hs.timer.doAfter(0.2, function()
fillRightTwoThird()
end)
end)
--end)
--end)
end)
end)
--Test "direct" shortcuts instead of Commander
hs.hotkey.bind({"ctrl", "shift"}, "f", function()
os.execute("open -a Finder")
end)
hs.hotkey.bind({"ctrl", "shift"}, "i", function()
os.execute("open -a Simulator")
end)
--Conflicts with move tab to right in Vim
--hs.hotkey.bind({"ctrl", "shift"}, "l", function()
--os.execute("open -a Slack")
--end)
hs.hotkey.bind({"ctrl", "shift"}, "o", function()
os.execute("open -a 'OmniOutliner Professional'")
end)
hs.hotkey.bind({"ctrl", "shift"}, "s", function()
os.execute("open -a Safari")
end)
hs.hotkey.bind({"ctrl", "shift"}, "t", function()
os.execute("open -a Terminal")
end)
hs.hotkey.bind({"ctrl", "shift"}, "v", function()
os.execute("open -a MacVim")
end)
hs.hotkey.bind({"ctrl", "shift"}, "w", function()
os.execute("open -a Wunderlist")
end)
hs.hotkey.bind({"ctrl", "shift"}, "x", function()
os.execute("open -a Xcode")
end)
local downloadsDir = os.getenv("HOME") .. "/Downloads/"
downloadsDir = myfile:escapeFileName(downloadsDir)
downloadsWatcher = hs.pathwatcher.new(downloadsDir, function(changed)
for _,file in pairs(changed) do
moveProvisioningProfiles(file)
moveAirDroppedImages(file)
moveAirDroppedVideos(file)
moveCerts(file)
moveEpub(file)
end
end)
downloadsWatcher:start()
hs.shutdownCallback = function()
downloadsWatcher:stop()
end
--Strangely, this doesn't append a -1, -2 for duplicate filenames with generateUniqueDestinationFilename(). Maybe due to a space in the path? But good in this case, because I want to replace provisioning profiles with the same name if it exists
function moveProvisioningProfiles(filename)
return moveDownloadedFilesToDirectory(filename, "", "mobileprovision", "Provisioning Profile", "/Users/hboon/Dropbox/hb-and-ml-common/Provisioning Profiles/")
end
function moveAirDroppedImages(filename)
moveAirDroppedImageAndVideos(filename, ".png", "image")
return moveAirDroppedImageAndVideos(filename, ".jpg", "image")
end
function moveAirDroppedVideos(filename)
return moveAirDroppedImageAndVideos(filename, ".mov", "video")
end
function moveAirDroppedImageAndVideos(filename, ext, fileType)
return moveDownloadedFilesToDesktop(filename, "img_", ext, fileType)
end
function moveCerts(filename)
return moveDownloadedFilesToDesktop(filename, "", "cer", "Cert")
end
function moveEpub(filename)
return moveDownloadedFilesToDirectory(filename, "", "epub", "ePub", "/Users/hboon/Dropbox/book-drop/")
end
function moveDownloadedFilesToDesktop(filename, prefix, ext, fileType)
local destDir = os.getenv("HOME") .. "/Desktop/"
destDir = myfile:escapeFileName(destDir)
local name = filename:match( "([^/]+)$" )
--Must check against filename (with space verbatim), and not against escapedSrc (with \\space)
if string.lower(filename:sub(-string.len(ext))) == ext and string.lower(name:sub(1, string.len(prefix))) == prefix and myfile:exists(filename) then
name = generateUniqueDestinationFilename(name, destDir)
--TODO need to escape the destination filename too
local escapedSrc = myfile:escapeFileName(filename)
os.execute("mv ${escapedSrc} ${destDir}${name}" % {escapedSrc=escapedSrc, destDir=destDir, name=name})
local msg = "Moved ${fileType} ${name} from ${from} to ${to}" % {fileType=fileType, name=name, from="Downloads/", to="Desktop/"}
hs.notify.new({title="Hammerspoon", informativeText=msg}):send()
return true
end
return false
end
--Change moveDownloadedFilesToDesktop() to call this, passing in destDir
function moveDownloadedFilesToDirectory(filename, prefix, ext, fileType, destDir)
destDir = myfile:escapeFileName(destDir)
local name = filename:match( "([^/]+)$" )
--Must check against filename (with space verbatim), and not against escapedSrc (with \\space)
if string.lower(filename:sub(-string.len(ext))) == ext and string.lower(name:sub(1, string.len(prefix))) == prefix and myfile:exists(filename) then
name = generateUniqueDestinationFilename(name, destDir)
--TODO need to escape the destination filename too
local escapedSrc = myfile:escapeFileName(filename)
os.execute("mv ${escapedSrc} ${destDir}${name}" % {escapedSrc=escapedSrc, destDir=destDir, name=name})
local msg = "Moved ${fileType} ${name} from ${from} to ${to}" % {fileType=fileType, name=name, from="Downloads/", to="Desktop/"}
hs.notify.new({title="Hammerspoon", informativeText=msg}):send()
return true
end
return false
end
-- Appends a -1 or -2, etc if file already exists. e.g. "abc.ext" -> "abc-1.ext"
function generateUniqueDestinationFilename(name, destDir)
local destFilename = destDir .. name
while myfile:exists(destFilename) do
--TODO need to escape the destination filename too
local nameWithoutExt, _, extWithDot = myfile:breakFilename(name)
local nameWithoutNum, num = breakTrailingNumeric(nameWithoutExt)
if num then
num = num+1
else
num = 1
end
name = nameWithoutNum .. "-" .. num .. extWithDot
destFilename = destDir .. name
end
return name
end
-- "abc-1" -> "abc", 1
-- "abc" -> "abc", nil
function breakTrailingNumeric(name)
if string.find(name, "-") then
local _, _, num = string.find(name, "([^-]*)$")
-- TODO check if end with "-XXX" a number
return name:sub(1, string.len(name)-string.len(num)-1), math.ceil(num+0)
else
return name, nil
end
end
|
require('onmt.init')
local tester = ...
local tensorTest = torch.TestSuite()
local function reuseTest(a, size)
local b = onmt.utils.Tensor.reuseTensor(a, size)
tester:eq(torch.pointer(b:storage()), torch.pointer(a:storage()))
tester:eq(b:ne(0):sum(), 0)
end
local function compareStorage(a, b, func)
if torch.isTensor(a) then
return func(torch.pointer(a:storage()), torch.pointer(b:storage()))
else
for k, _ in pairs(a) do
if not compareStorage(a[k], b[k], func) then
return false
end
end
return true
end
end
local function sharedStorage(a, b)
return compareStorage(a, b, function (p1, p2) return p1 == p2 end)
end
local function nonSharedStorage(a, b)
return compareStorage(a, b, function (p1, p2) return p1 ~= p2 end)
end
function tensorTest.reuse_smaller()
local a = torch.Tensor(10, 200)
reuseTest(a, { 5, 200 })
end
function tensorTest.reuse_same()
local a = torch.Tensor(10, 200)
reuseTest(a, a:size())
end
function tensorTest.reuse_multipleResize()
local a = torch.Tensor(10, 200)
reuseTest(a, { 5, 200 })
reuseTest(a, { 10, 200 })
end
function tensorTest.reuseTable()
local a = {
torch.Tensor(10, 200),
torch.Tensor(10, 200)
}
local b = onmt.utils.Tensor.reuseTensorTable(a, {5, 100})
tester:ne(torch.pointer(b), torch.pointer(a))
tester:eq(sharedStorage(a, b), true)
end
function tensorTest.recursiveApply_empty()
local identity = function (t)
return t
end
local t = {}
local expected = {}
tester:eq(onmt.utils.Tensor.recursiveApply(t, identity), expected)
end
function tensorTest.recursiveApply_inline()
local addOne = function (t)
return t:add(1)
end
local t = torch.Tensor({0, 0})
local expected = torch.Tensor({1, 1})
tester:eq(onmt.utils.Tensor.recursiveApply(t, addOne), expected)
end
function tensorTest.recursiveApply_nested()
local addOne = function (t)
return t:add(1)
end
local t = {
{
torch.Tensor({0, 0}),
torch.Tensor({0})
},
torch.Tensor({0})
}
local expected = {
{
torch.Tensor({1, 1}),
torch.Tensor({1})
},
torch.Tensor({1})
}
tester:eq(onmt.utils.Tensor.recursiveApply(t, addOne), expected)
end
function tensorTest.recursiveClone()
local t = {
{
torch.Tensor({0, 0}),
torch.Tensor({0})
},
torch.Tensor({0})
}
local clone = onmt.utils.Tensor.recursiveClone(t)
tester:eq(clone, t)
tester:eq(nonSharedStorage(t, clone), true)
end
function tensorTest.deepClone()
local t = {
{
torch.Tensor({0, 0}),
torch.Tensor({0})
},
torch.Tensor({0})
}
local clone = onmt.utils.Tensor.deepClone(t)
tester:eq(clone, t)
tester:eq(nonSharedStorage(t, clone), true)
end
function tensorTest.recursiveSet()
local a = {
{
torch.Tensor({0, 0}),
torch.Tensor({0})
},
torch.Tensor({0})
}
local b = {
{
torch.Tensor({1, 1}),
torch.Tensor({1})
},
torch.Tensor({1})
}
onmt.utils.Tensor.recursiveSet(a, b)
tester:eq(a, b)
tester:eq(sharedStorage(a, b), true)
end
function tensorTest.recursiveAdd_empty()
local a = {}
local b = {}
tester:eq(onmt.utils.Tensor.recursiveAdd(a, b), {})
end
function tensorTest.recursiveAdd_inline()
local a = torch.Tensor({1, 1})
local b = torch.Tensor({2, 2})
tester:eq(onmt.utils.Tensor.recursiveAdd(a, b), torch.Tensor({3, 3}))
end
function tensorTest.recursiveAdd_nested()
local a = {
{
torch.Tensor({1, 1}),
torch.Tensor({2})
},
torch.Tensor({3})
}
local b = {
{
torch.Tensor({1, 1}),
torch.Tensor({2})
},
torch.Tensor({3})
}
local c = {
{
torch.Tensor({2, 2}),
torch.Tensor({4})
},
torch.Tensor({6})
}
tester:eq(onmt.utils.Tensor.recursiveAdd(a, b), c)
end
function tensorTest.find()
local function find(l, v)
for i=1,#l do if l[i]==v then return i end end
return 0
end
local l = {1,4,6,13,17,23}
local t=torch.LongTensor{1,4,6,13,17,23}
for i = 1,30 do
tester:eq(onmt.utils.Tensor.find(t,i),find(l,i))
end
tester:eq(onmt.utils.Tensor.find(t,torch.LongTensor{3,4,5,6,7}),torch.LongTensor{0,2,0,3,0})
tester:eq(onmt.utils.Tensor.find(t,100,1),1)
end
return tensorTest
|
--======================================
--th style boss
--======================================
boss = Class(enemybase)
function boss:init(x, y, name, cards, bg, diff)
enemybase.init(self,999999999)
self.x = x
self.y = y
self.img = 'undefined'
--boss魔法阵
self.aura_alpha = 255 --法阵透明度
self.aura_alpha_d = 4 --法阵透明度单帧变化值
self.aura_scale = 1 --法阵大小比例
self._bosssys = BossSystem(self, name, cards, bg, diff) --boss系统
--boss行走图
self._wisys = BossWalkImageSystem(self) --行走图系统
--boss ex
if self.ex == nil then
Kill(self) --开始执行通常符卡系统
end
ex.AddBoss(self) --加入ex的boss表中
lstg.tmpvar.boss = self
end
--!警告:潜在的多玩家适配问题
function boss:frame()
--出屏判定关闭
SetAttr(self, 'colli', BoxCheck(self, lstg.world.boundl, lstg.world.boundr, lstg.world.boundb, lstg.world.boundt) and self._colli)
--血量下限
self.hp = max(0, self.hp)
--符卡系统检查hp
self._bosssys:CheckHP()
--执行自身task
self._bosssys:DoTask()
--行走图系统帧逻辑
self._wisys:frame()
--受击闪烁
if self.dmgt then
self.dmgt = max(0, self.dmgt - 1)
end
--boss系统帧逻辑
self._bosssys:frame()
--魔法阵透明度更新
self.aura_alpha = self.aura_alpha + self.aura_alpha_d
self.aura_alpha = min(max(0, self.aura_alpha), 128)
end
function boss:render()
for i=1,25 do
SetImageState('boss_aura_3D'..i, 'mul+add', Color(self.aura_alpha, 255, 255, 255))
end
Render('boss_aura_3D'..self.ani % 25 + 1, self.x, self.y, self.ani * 0.75, 0.92 * self.aura_scale, (0.8 + 0.12 * cos(self.ani * 0.75)) * self.aura_scale)
self._bosssys:render()
self._wisys:render(self.dmgt, self.dmgmaxt)--by OLC,行走图系统
end
function boss:take_damage(dmg)
if self.dmgmaxt then self.dmgt = self.dmgmaxt end
if not self.protect then
local dmg0 = dmg * self.dmg_factor
self.spell_damage = self.spell_damage+dmg0
self.hp = self.hp - dmg0
lstg.var.score = lstg.var.score + 10
end
end
function boss:kill()
_kill_servants(self)
self._bosssys:kill()
--boss行为更新
if self._bosssys:next() then --切换到下一个行为
PreserveObject(self)
else --没有下一个行为了,清除自身和附属的组件
boss.del(self)
end
end
function boss:del()
self._bosssys:del()
if self.class.defeat then self.class.defeat(self) end
ex.RemoveBoss(self)
end
----------------------------------------
Include"Thlib\\enemy\\boss_resources.lua"
Include"Thlib\\enemy\\boss_system.lua"
Include"Thlib\\enemy\\boss_function.lua"
Include"Thlib\\enemy\\boss_card.lua"
Include"Thlib\\enemy\\boss_dialog.lua"
Include"Thlib\\enemy\\boss_other.lua"
Include"Thlib\\enemy\\boss_ui.lua"
|
--Free code from the Roblox Developer Wiki: https://developer.roblox.com/en-us/articles/Player-Player-Collisions
local PhysicsService = game:GetService("PhysicsService")
local Players = game:GetService("Players")
PhysicsService:CreateCollisionGroup("CoinStacks")
PhysicsService:CreateCollisionGroup("Coins")
PhysicsService:CreateCollisionGroup("Players")
PhysicsService:CollisionGroupSetCollidable("CoinStacks", "Coins", false)
PhysicsService:CollisionGroupSetCollidable("Coins", "Coins", false)
PhysicsService:CollisionGroupSetCollidable("Players", "Coins", false)
local previousCollisionGroups = {}
local function setCollisionGroup(object)
if object:IsA("BasePart") then
previousCollisionGroups[object] = object.CollisionGroupId
PhysicsService:SetPartCollisionGroup(object, "Players")
end
end
local function setCollisionGroupRecursive(object)
setCollisionGroup(object)
for _, child in ipairs(object:GetChildren()) do
setCollisionGroupRecursive(child)
end
end
local function resetCollisionGroup(object)
local previousCollisionGroupId = previousCollisionGroups[object]
if not previousCollisionGroupId then return end
local previousCollisionGroupName = PhysicsService:GetCollisionGroupName(previousCollisionGroupId)
if not previousCollisionGroupName then return end
PhysicsService:SetPartCollisionGroup(object, previousCollisionGroupName)
previousCollisionGroups[object] = nil
end
local function onCharacterAdded(character)
setCollisionGroupRecursive(character)
character.DescendantAdded:Connect(setCollisionGroup)
character.DescendantRemoving:Connect(resetCollisionGroup)
end
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)
|
local constants = {}
constants.blacklisted_item_types = {
["blueprint"] = true,
["blueprint-book"] = true,
["copy-paste-tool"] = true,
["deconstruction-item"] = true,
["selection-tool"] = true,
["upgrade-item"] = true,
}
constants.default_overrides = {
["base"] = {
-- circuits
["red-wire"] = "green-wire",
["green-wire"] = "small-lamp",
["small-lamp"] = "arithmetic-combinator",
["arithmetic-combinator"] = "decider-combinator",
["decider-combinator"] = "constant-combinator",
["constant-combinator"] = "power-switch",
["power-switch"] = "programmable-speaker",
-- electric poles
["small-electric-pole"] = "medium-electric-pole",
["medium-electric-pole"] = "big-electric-pole",
["big-electric-pole"] = "substation",
-- inserters
["burner-inserter"] = "inserter",
["inserter"] = "long-handed-inserter",
["long-handed-inserter"] = "fast-inserter",
["fast-inserter"] = "filter-inserter",
["filter-inserter"] = "stack-inserter",
["stack-inserter"] = "stack-filter-inserter",
-- logistic chests
["steel-chest"] = "logistic-chest-active-provider",
["logistic-chest-active-provider"] = "logistic-chest-passive-provider",
["logistic-chest-passive-provider"] = "logistic-chest-storage",
["logistic-chest-storage"] = "logistic-chest-buffer",
["logistic-chest-buffer"] = "logistic-chest-requester",
-- pipes
["pipe"] = "pipe-to-ground",
-- rails
["rail"] = "rail-signal",
["rail-signal"] = "rail-chain-signal",
["rail-chain-signal"] = "train-stop",
-- trains
["locomotive"] = "cargo-wagon",
["cargo-wagon"] = "fluid-wagon",
["fluid-wagon"] = "artillery-wagon",
-- tiles
["landfill"] = "stone-brick",
["stone-brick"] = "concrete",
["concrete"] = "hazard-concrete",
["hazard-concrete"] = "refined-concrete",
["refined-concrete"] = "refined-hazard-concrete",
},
["deadlock-beltboxes-loaders"] = {
["express-transport-belt-loader"] = "ultra-fast-belt-loader",
["ultra-fast-belt-loader"] = "extreme-fast-belt-loader",
["extreme-fast-belt-loader"] = "ultra-express-belt-loader",
["ultra-express-belt-loader"] = "extreme-express-belt-loader",
["extreme-express-belt-loader"] = "ultimate-belt-loader",
},
["UltimateBelts"] = {
["express-transport-belt"] = "ultra-fast-belt",
["ultra-fast-belt"] = "extreme-fast-belt",
["extreme-fast-belt"] = "ultra-express-belt",
["ultra-express-belt"] = "extreme-express-belt",
["extreme-express-belt"] = "ultimate-belt",
["express-underground-belt"] = "ultra-fast-underground-belt",
["ultra-fast-underground-belt"] = "extreme-fast-underground-belt",
["extreme-fast-underground-belt"] = "ultra-express-underground-belt",
["ultra-express-underground-belt"] = "extreme-express-underground-belt",
["extreme-express-underground-belt"] = "original-ultimate-underground-belt",
["express-splitter"] = "ultra-fast-splitter",
["ultra-fast-splitter"] = "extreme-fast-splitter",
["extreme-fast-splitter"] = "ultra-express-splitter",
["ultra-express-splitter"] = "extreme-express-splitter",
["extreme-express-splitter"] = "original-ultimate-splitter",
},
}
constants.interface_version = 1
constants.item_scroll_input_names = {
"cen-scroll-next",
"cen-scroll-previous",
}
constants.path_frame_columns = 5
constants.path_frame_max_rows = 3
constants.setting_name_mapping = {
["cen-spawn-items-when-cheating"] = "spawn_items_when_cheating",
["cen-ghost-cursor-transitions"] = "ghost_cursor_transitions",
["cen-enable-tile-pipette"] = "tile_pipette",
}
return constants
|
local DEFAULT_DISP_WIDTH = 320
local DISPL_WIDTH2 = DEFAULT_DISP_WIDTH
local DISPL_HEIGHT2 = 150
local DISPL_HEIGHT2b = 150
local DISPL_HEIGHT3 = 13
local ANIM_STRIPE = 10
local ANIM_STRIPEb = 8
return {
DEFAULT_DISP_WIDTH = DEFAULT_DISP_WIDTH,
WIDTH1 = math.floor(720/2),
HEIGHT1 = 160,
DISPL_WIDTH1 = DEFAULT_DISP_WIDTH,
DISPL_HEIGHT1 = 79,
ANIM_STRIPE = ANIM_STRIPE,
WIDTH2 = 320,
DISPL_WIDTH2 = DEFAULT_DISP_WIDTH,
DISPL_HEIGHT2 = DISPL_HEIGHT2,
HEIGHT2 = DISPL_HEIGHT2*ANIM_STRIPE,
CHECKERBOARD_HEIGHT = 100,
ANIM_STRIPEb = ANIM_STRIPEb,
WIDTH2b = math.floor(720/2),
DISPL_WIDTH2b = DEFAULT_DISP_WIDTH,
DISPL_HEIGHT2b = DISPL_HEIGHT2b,
HEIGHT2b = DISPL_HEIGHT2b*ANIM_STRIPEb,
WIDTH3 = math.floor(720/2),
DISPL_HEIGHT3 = DISPL_HEIGHT3,
HEIGHT3 = DISPL_HEIGHT3 * 2,
COLOUR_PURPLE_DARK = hg.Color(42/255.0, 18/255.0, 33/255.0, 1.0),
COLOUR_PURPLE = hg.Color(74/255.0, 34/255.0, 81/255.0, 1.0),
COLOUR_PURPLE_LIGHT = hg.Color(95/255.0, 0/255.0, 75/255.0, 1.0),
}
|
ITEM.name = "Request Device"
ITEM.model = Model("models/gibs/shield_scanner_gib1.mdl")
ITEM.description = "A box with rounded corners, housing two buttons."
ITEM.price = 20
|
-----------------------------------------------------------------------------------------
--
-- view1.lua
--
-----------------------------------------------------------------------------------------
local composer = require( "composer" )
local widget = require( "widget" )
widget.setTheme( "widget_theme_android_holo_dark" )
local scene = composer.newScene()
function scene:create( event )
local sceneGroup = self.view
--composer.gotoScene( "scene.nfp" )
end
function scene:key(event)
if ( event.keyName == "back" ) or ("b"==event.keyName) then
-- handle the back key press however you choose
composer.gotoScene("scene.menu", {effect = "crossFade", time = 500})
return true
end
end
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if phase == "will" then
elseif phase == "did" then
-- Called when the scene is now on screen
-- INSERT code here to make the scene come alive
-- e.g. start timers, begin animation, play audio, etc.
end
end
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if event.phase == "will" then
--
-- INSERT code here to pause the scene
-- e.g. stop timers, stop animation, unload sounds, etc.)
elseif phase == "did" then
composer.removeScene("scene.nfp-menu", true)
end
end
function scene:destroy( event )
local sceneG = self.view
-- Called prior to the removal of scene's "view" (sceneGroup)
-- INSERT code here to cleanup the scene
-- e.g. remove display objects, remove touch listeners, save state, etc.
end
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
Runtime:addEventListener( "key", scene )
-----------------------------------------------------------------------------------------
return scene
|
#!/bin/sh
_=[[
. "${0%/*}/regress.sh"
exec runlua -r5.2 "$0" "$@"
]]
local unix = require"unix"
local regress = require"regress".export".*"
local rfd, wfd = check(unix.socketpair(unix.AF_UNIX, unix.SOCK_DGRAM))
local msg = "hello world"
check(unix.write(wfd, msg))
local rmsg = check(unix.read(rfd, #msg))
check(msg == rmsg, string.format("expected '%s', got '%s'", msg, rmsg or "?"))
say"OK"
|
local checkbox = {
x = 1,
y = 1,
backColour = colours.lightGrey,
foreColour = colours.black,
char = "x",
selected = false,
group = "_MAIN",
visible = true,
label = "A Checkbox",
type = "checkbox",
automl = "",
automt = "",
autox = "",
autoy = "",
wrap = "left",
marginleft = 0,
margintop = 0,
}
checkbox.__index = checkbox
function checkbox:getPercentages()
if type(self.marginleft) == "string" then
self.marginleft = cobalt.getPercentage( self.marginleft )
self.automl = self.marginleft
end
if type(self.margintop) == "string" then
self.margintop = cobalt.getPercentage( self.margintop )
self.automt = self.margintop
end
if type(self.x) == "string" then
self.x = cobalt.getPercentage( self.x )
self.autox = self.x
end
if type(self.y) == "string" then
self.y = cobalt.getPercentage( self.y )
self.autoy = self.y
end
end
function checkbox.new( data, parent )
data = data or { }
if data.style then
local t = data.style
for k, v in pairs( t ) do
if not data[k] then
data[k] = v
end
end
data.style = nil
end
local self = setmetatable(data,checkbox)
if not self.val then self.val = self.label end
self.w = #self.label + 2
self.parent = parent
self:getPercentages()
self:resize()
self.state = data.state or parent.state
table.insert( parent.children, self )
return self
end
function checkbox:setMargins( t, l )
if t then
self.margintop = t or self.margintop
if type(t) == "string" then
self:getPercentages()
else
self.automt = "none"
end
end
if l then
self.marginleft = l or self.marginleft
if type(l) == "string" then
self:getPercentages()
else
self.automl = "none"
end
end
self:resize()
end
function checkbox:resize()
if type( self.automl ) == "number" then
self.marginleft = math.floor( self.parent.w * self.automl )
end
if type( self.automt ) == "number" then
self.margintop = math.floor( self.parent.h * self.automt )
end
if self.autox and type( self.autox ) == "number" then
self.x = math.ceil( self.parent.w * self.autox )
end
if self.autoy and type( self.autoy ) == "number" then
self.y = math.ceil( self.parent.h * self.autoy )
end
end
function checkbox:getAbsX()
return self.x + self.parent:getAbsX() - 1 + self.marginleft
end
function checkbox:getAbsY()
return self.y + self.parent:getAbsY() - 1 + self.margintop
end
function checkbox:draw()
self.w = #self.label + 2
if self.wrap == "center" then
self.x = math.ceil( self.parent.w/2 - self.w/2 ) + self.marginleft
end
if self.state == cobalt.state or self.state == "_ALL" and self.visible then
local char = " "
if self.selected then
char = self.char
end
self.parent.surf:drawPixel( math.ceil(self.x + self.marginleft), math.ceil(self.y + self.margintop), char, self.backColour, self.foreColour )
self.parent.surf:drawText( math.ceil(self.x+2 + self.marginleft), math.ceil(self.y+ self.margintop), self.label, nil, self.foreColour )
end
end
function checkbox:mousepressed( x, y, button )
if self.state == cobalt.state or self.state == "_ALL" and self.visible then
if button == 1 and x >= self:getAbsX() and x <= self:getAbsX() + self.w and y == self:getAbsY() then
end
else
self.selected = false
end
end
function checkbox:mousereleased( x, y, button )
if self.state == cobalt.state or self.state == "_ALL" and self.visible then
if button == 1 and x == self:getAbsX() and y == self:getAbsY() then
self.selected = not self.selected
end
else
self.selected = false
end
end
return checkbox
|
--- === hs.plist ===
---
--- Read and write Property List files
local USERDATA_TAG = "hs.plist"
local module = require(USERDATA_TAG..".internal")
-- Return Module Object --------------------------------------------------
return module
|
-----------------------------------------------------------------------------------------------------------------------------------------
-- VRP
-----------------------------------------------------------------------------------------------------------------------------------------
local Tunnel = module("vrp","lib/Tunnel")
local Proxy = module("vrp","lib/Proxy")
local Tools = module("vrp","lib/Tools")
vRP = Proxy.getInterface("vRP")
vRPclient = Tunnel.getInterface("vRP")
-----------------------------------------------------------------------------------------------------------------------------------------
-- CONEXÃO
-----------------------------------------------------------------------------------------------------------------------------------------
src = {}
Tunnel.bindInterface("vrp_garages",src)
vCLIENT = Tunnel.getInterface("vrp_garages")
local idgens = Tools.newIDGenerator()
-----------------------------------------------------------------------------------------------------------------------------------------
-- WEBHOOK
-----------------------------------------------------------------------------------------------------------------------------------------
local webhookvehs = "https://discordapp.com/api/webhooks/624333204005847080/SIzBZGgCZ0EO3-g6QCcQRRvuxflHuKzJyTorJ7xuDCLYhdc1j5Y0hxpVRg7PSs7jvkGQ"
local webhookdesmanche = "https://discordapp.com/api/webhooks/596294964791476244/hIooSmNC775KlicOzIoaJh1jdh7XQKSL1dFy4xSqV2qdkwXCVjNnsxaAimf8-9GL02xi"
function SendWebhookMessage(webhook,message)
if webhook ~= nil and webhook ~= "" then
PerformHttpRequest(webhook, function(err, text, headers) end, 'POST', json.encode({content = message}), { ['Content-Type'] = 'application/json' })
end
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- VARIAVEIS
-----------------------------------------------------------------------------------------------------------------------------------------
local police = {}
local vehlist = {}
local trydoors = {}
trydoors["CORREDOR"] = true
trydoors["CREATIVE"] = true
-----------------------------------------------------------------------------------------------------------------------------------------
-- RETURNVEHICLESEVERYONE
-----------------------------------------------------------------------------------------------------------------------------------------
function src.returnVehicleEveryone(placa)
return trydoors[placa]
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- SETPLATEEVERYONE
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterServerEvent("setPlateEveryone")
AddEventHandler("setPlateEveryone",function(plate)
trydoors[plate] = true
vCLIENT.syncTrydoors(-1,trydoors)
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- PLAYERSPAWN
-----------------------------------------------------------------------------------------------------------------------------------------
AddEventHandler("vRP:playerSpawn",function(user_id,source)
vCLIENT.syncTrydoors(source,trydoors)
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- GARAGES
-----------------------------------------------------------------------------------------------------------------------------------------
local garages = {
[1] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[2] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[3] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[4] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[5] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[6] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[7] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[8] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[9] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[10] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[11] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[12] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[13] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[14] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[15] = { ['name'] = "Garagem", ['payment'] = true, ['public'] = true },
[16] = { ['name'] = "Policia", ['payment'] = false, ['perm'] = "policia.permissao" },
[17] = { ['name'] = "Policia", ['payment'] = false, ['perm'] = "policia.permissao" },
[18] = { ['name'] = "Policia", ['payment'] = false, ['perm'] = "policia.permissao" },
[19] = { ['name'] = "SID", ['payment'] = false, ['perm'] = "policia.permissao" },
[20] = { ['name'] = "PoliciaB", ['payment'] = false, ['perm'] = "policia.permissao" },
[21] = { ['name'] = "PoliciaB", ['payment'] = false, ['perm'] = "policia.permissao" },
[22] = { ['name'] = "PoliciaH", ['payment'] = false, ['perm'] = "policia.permissao" },
[23] = { ['name'] = "PoliciaH", ['payment'] = false, ['perm'] = "policia.permissao" },
[24] = { ['name'] = "PoliciaA", ['payment'] = false, ['perm'] = "policia.permissao" },
[25] = { ['name'] = "Paramedico", ['payment'] = false, ['perm'] = "paramedico.permissao" },
[26] = { ['name'] = "Paramedico", ['payment'] = false, ['perm'] = "paramedico.permissao" },
[27] = { ['name'] = "Paramedico", ['payment'] = false, ['perm'] = "paramedico.permissao" },
[28] = { ['name'] = "ParamedicoH", ['payment'] = false, ['perm'] = "paramedico.permissao" },
[29] = { ['name'] = "ParamedicoH", ['payment'] = false, ['perm'] = "paramedico.permissao" },
[30] = { ['name'] = "Mecanico", ['payment'] = false, ['perm'] = "mecanico.permissao" },
[31] = { ['name'] = "Mecanico", ['payment'] = false, ['perm'] = "mecanico.permissao" },
[32] = { ['name'] = "Taxista", ['payment'] = false, ['perm'] = "taxista.permissao" },
[33] = { ['name'] = "Taxista", ['payment'] = false, ['perm'] = "taxista.permissao" },
[34] = { ['name'] = "Motorista", ['payment'] = false, ['perm'] = "livre" },
[35] = { ['name'] = "Motorista", ['payment'] = false, ['perm'] = "livre" },
[36] = { ['name'] = "Carteiro", ['payment'] = false, ['perm'] = "livre" },
[37] = { ['name'] = "Carteiro", ['payment'] = false, ['perm'] = "livre" },
[38] = { ['name'] = "Lixeiro", ['payment'] = false, ['perm'] = "livre" },
[39] = { ['name'] = "Minerador", ['payment'] = false, ['perm'] = "livre" },
[40] = { ['name'] = "Lenhador", ['payment'] = false, ['perm'] = "livre" },
[41] = { ['name'] = "Leiteiro", ['payment'] = false, ['perm'] = "livre" },
[42] = { ['name'] = "Caminhoneiro", ['payment'] = false, ['perm'] = "livre" },
--[43] = { ['name'] = "Cargas", ['payment'] = false, ['perm'] = "livre" },
[44] = { ['name'] = "Juiz", ['payment'] = true, ['perm'] = "juiz.permissao" },
[45] = { ['name'] = "Advogado", ['payment'] = true, ['perm'] = "advogado.permissao" },
[46] = { ['name'] = "Embarcações", ['payment'] = false, ['perm'] = "livre" },
[47] = { ['name'] = "Embarcações", ['payment'] = false, ['perm'] = "livre" },
[48] = { ['name'] = "Embarcações", ['payment'] = false, ['perm'] = "livre" },
[49] = { ['name'] = "Embarcações", ['payment'] = false, ['perm'] = "livre" },
[50] = { ['name'] = "Serpentes", ['payment'] = false, ['perm'] = "serpentes.permissao" },
--[51] = { ['name'] = "SerpentesBarcos", ['payment'] = true, ['perm'] = "serpentes.permissao" },
[52] = { ['name'] = "Motoclub", ['payment'] = false, ['perm'] = "motoclub.permissao" },
[53] = { ['name'] = "Roxos", ['payment'] = false, ['perm'] = "PurplePermission" },
[54] = { ['name'] = "Amarelos", ['payment'] = false, ['perm'] = "YellowPermission" },
[55] = { ['name'] = "Vermelhos", ['payment'] = false, ['perm'] = "RedPermission" },
--[56] = { ['name'] = "Marabuntas", ['payment'] = true, ['perm'] = "marabuntas.permissao" },
[57] = { ['name'] = "Mafia", ['payment'] = false, ['perm'] = "mafia.permissao" },
[58] = { ['name'] = "Yakuza", ['payment'] = false, ['perm'] = "yakuza.permissao" },
--[59] = { ['name'] = "Corleone", ['payment'] = true, ['perm'] = "corleone.permissao" },
--[60] = { ['name'] = "Cosanostra", ['payment'] = true, ['perm'] = "cosanostra.permissao" },
[61] = { ['name'] = "Concessionaria", ['payment'] = false, ['public'] = true },
[62] = { ['name'] = "Concessionaria", ['payment'] = false, ['perm'] = "conce.permissao" },
[63] = { ['name'] = "Concessionaria", ['payment'] = false, ['perm'] = "conce.permissao" },
[64] = { ['name'] = "Bicicletario", ['payment'] = true, ['perm'] = "livre" },
[65] = { ['name'] = "Bicicletario", ['payment'] = true, ['perm'] = "livre" },
[66] = { ['name'] = "Colheita", ['payment'] = false, ['perm'] = "livre" },
[67] = { ['name'] = "WarArena", ['payment'] = false, ['perm'] = "livre" },
[69] = { ['name'] = "Transportadora", ['payment'] = false, ['perm'] = "transportadora.permissao" },
[70] = { ['name'] = "TransportadoraA", ['payment'] = false, ['perm'] = "transportadora.permissao" },
[71] = { ['name'] = "FedexAir", ['payment'] = false, ['perm'] = "fedex.permissao" },
[72] = { ['name'] = "Concessionaria", ['payment'] = false, ['perm'] = "platina.permissao" },
-----------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------FORTHILLS-----------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------
[145] = { ['name'] = "FH01", ['payment'] = false, ['public'] = false },
[148] = { ['name'] = "FH04", ['payment'] = false, ['public'] = false },
[150] = { ['name'] = "FH06", ['payment'] = false, ['public'] = false },
[152] = { ['name'] = "FH08", ['payment'] = false, ['public'] = false },
[155] = { ['name'] = "FH11", ['payment'] = false, ['public'] = false },
[159] = { ['name'] = "FH15", ['payment'] = false, ['public'] = false },
[163] = { ['name'] = "FH19", ['payment'] = false, ['public'] = false },
[167] = { ['name'] = "FH23", ['payment'] = false, ['public'] = false },
[168] = { ['name'] = "FH24", ['payment'] = false, ['public'] = false },
[170] = { ['name'] = "FH26", ['payment'] = false, ['public'] = false },
[173] = { ['name'] = "FH29", ['payment'] = false, ['public'] = false },
[175] = { ['name'] = "FH31", ['payment'] = false, ['public'] = false },
[176] = { ['name'] = "FH32", ['payment'] = false, ['public'] = false },
[179] = { ['name'] = "FH35", ['payment'] = false, ['public'] = false },
[189] = { ['name'] = "FH45", ['payment'] = false, ['public'] = false },
[192] = { ['name'] = "FH48", ['payment'] = false, ['public'] = false },
[193] = { ['name'] = "FH49", ['payment'] = false, ['public'] = false },
[196] = { ['name'] = "FH52", ['payment'] = false, ['public'] = false },
[198] = { ['name'] = "FH54", ['payment'] = false, ['public'] = false },
[199] = { ['name'] = "FH55", ['payment'] = false, ['public'] = false },
[200] = { ['name'] = "FH56", ['payment'] = false, ['public'] = false },
[202] = { ['name'] = "FH58", ['payment'] = false, ['public'] = false },
[203] = { ['name'] = "FH59", ['payment'] = false, ['public'] = false },
[212] = { ['name'] = "FH68", ['payment'] = false, ['public'] = false },
[225] = { ['name'] = "FH81", ['payment'] = false, ['public'] = false },
[235] = { ['name'] = "FH91", ['payment'] = false, ['public'] = false },
[236] = { ['name'] = "FH92", ['payment'] = false, ['public'] = false },
[237] = { ['name'] = "FH93", ['payment'] = false, ['public'] = false },
[238] = { ['name'] = "FH94", ['payment'] = false, ['public'] = false },
[240] = { ['name'] = "FH96", ['payment'] = false, ['public'] = false },
-----------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------LUXURY--------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------
[245] = { ['name'] = "LX01", ['payment'] = false, ['public'] = false },
[246] = { ['name'] = "LX02", ['payment'] = false, ['public'] = false },
[247] = { ['name'] = "LX03", ['payment'] = false, ['public'] = false },
[248] = { ['name'] = "LX04", ['payment'] = false, ['public'] = false },
[249] = { ['name'] = "LX05", ['payment'] = false, ['public'] = false },
[250] = { ['name'] = "LX06", ['payment'] = false, ['public'] = false },
[251] = { ['name'] = "LX07", ['payment'] = false, ['public'] = false },
[252] = { ['name'] = "LX08", ['payment'] = false, ['public'] = false },
[253] = { ['name'] = "LX09", ['payment'] = false, ['public'] = false },
[254] = { ['name'] = "LX10", ['payment'] = false, ['public'] = false },
[255] = { ['name'] = "LX11", ['payment'] = false, ['public'] = false },
[256] = { ['name'] = "LX12", ['payment'] = false, ['public'] = false },
[257] = { ['name'] = "LX13", ['payment'] = false, ['public'] = false },
[258] = { ['name'] = "LX14", ['payment'] = false, ['public'] = false },
[259] = { ['name'] = "LX15", ['payment'] = false, ['public'] = false },
[260] = { ['name'] = "LX16", ['payment'] = false, ['public'] = false },
[261] = { ['name'] = "LX17", ['payment'] = false, ['public'] = false },
[262] = { ['name'] = "LX18", ['payment'] = false, ['public'] = false },
[263] = { ['name'] = "LX19", ['payment'] = false, ['public'] = false },
[264] = { ['name'] = "LX20", ['payment'] = false, ['public'] = false },
[265] = { ['name'] = "LX21", ['payment'] = false, ['public'] = false },
[266] = { ['name'] = "LX22", ['payment'] = false, ['public'] = false },
[267] = { ['name'] = "LX23", ['payment'] = false, ['public'] = false },
[268] = { ['name'] = "LX24", ['payment'] = false, ['public'] = false },
[269] = { ['name'] = "LX25", ['payment'] = false, ['public'] = false },
[270] = { ['name'] = "LX26", ['payment'] = false, ['public'] = false },
[271] = { ['name'] = "LX27", ['payment'] = false, ['public'] = false },
[272] = { ['name'] = "LX28", ['payment'] = false, ['public'] = false },
[273] = { ['name'] = "LX29", ['payment'] = false, ['public'] = false },
[276] = { ['name'] = "LX32", ['payment'] = false, ['public'] = false },
[278] = { ['name'] = "LX34", ['payment'] = false, ['public'] = false },
[279] = { ['name'] = "LX35", ['payment'] = false, ['public'] = false },
[280] = { ['name'] = "LX36", ['payment'] = false, ['public'] = false },
[281] = { ['name'] = "LX37", ['payment'] = false, ['public'] = false },
[282] = { ['name'] = "LX38", ['payment'] = false, ['public'] = false },
[283] = { ['name'] = "LX39", ['payment'] = false, ['public'] = false },
[284] = { ['name'] = "LX40", ['payment'] = false, ['public'] = false },
[285] = { ['name'] = "LX41", ['payment'] = false, ['public'] = false },
[286] = { ['name'] = "LX42", ['payment'] = false, ['public'] = false },
[287] = { ['name'] = "LX43", ['payment'] = false, ['public'] = false },
[288] = { ['name'] = "LX44", ['payment'] = false, ['public'] = false },
[289] = { ['name'] = "LX45", ['payment'] = false, ['public'] = false },
[290] = { ['name'] = "LX46", ['payment'] = false, ['public'] = false },
[291] = { ['name'] = "LX47", ['payment'] = false, ['public'] = false },
[292] = { ['name'] = "LX48", ['payment'] = false, ['public'] = false },
[294] = { ['name'] = "LX50", ['payment'] = false, ['public'] = false },
[295] = { ['name'] = "LX51", ['payment'] = false, ['public'] = false },
[296] = { ['name'] = "LX52", ['payment'] = false, ['public'] = false },
[297] = { ['name'] = "LX53", ['payment'] = false, ['public'] = false },
[298] = { ['name'] = "LX54", ['payment'] = false, ['public'] = false },
[299] = { ['name'] = "LX55", ['payment'] = false, ['public'] = false },
[300] = { ['name'] = "LX56", ['payment'] = false, ['public'] = false },
[302] = { ['name'] = "LX58", ['payment'] = false, ['public'] = false },
[303] = { ['name'] = "LX59", ['payment'] = false, ['public'] = false },
[304] = { ['name'] = "LX60", ['payment'] = false, ['public'] = false },
[305] = { ['name'] = "LX61", ['payment'] = false, ['public'] = false },
[306] = { ['name'] = "LX62", ['payment'] = false, ['public'] = false },
[307] = { ['name'] = "LX63", ['payment'] = false, ['public'] = false },
[308] = { ['name'] = "LX64", ['payment'] = false, ['public'] = false },
[309] = { ['name'] = "LX65", ['payment'] = false, ['public'] = false },
[310] = { ['name'] = "LX66", ['payment'] = false, ['public'] = false },
[311] = { ['name'] = "LX67", ['payment'] = false, ['public'] = false },
[312] = { ['name'] = "LX68", ['payment'] = false, ['public'] = false },
[313] = { ['name'] = "LX69", ['payment'] = false, ['public'] = false },
[314] = { ['name'] = "LX70", ['payment'] = false, ['public'] = false },
-----------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------SAMIR-------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------
[315] = { ['name'] = "LS01", ['payment'] = false, ['public'] = false },
[316] = { ['name'] = "LS02", ['payment'] = false, ['public'] = false },
[317] = { ['name'] = "LS03", ['payment'] = false, ['public'] = false },
[318] = { ['name'] = "LS04", ['payment'] = false, ['public'] = false },
[319] = { ['name'] = "LS05", ['payment'] = false, ['public'] = false },
[320] = { ['name'] = "LS06", ['payment'] = false, ['public'] = false },
[321] = { ['name'] = "LS07", ['payment'] = false, ['public'] = false },
[322] = { ['name'] = "LS08", ['payment'] = false, ['public'] = false },
[323] = { ['name'] = "LS09", ['payment'] = false, ['public'] = false },
[324] = { ['name'] = "LS10", ['payment'] = false, ['public'] = false },
[325] = { ['name'] = "LS11", ['payment'] = false, ['public'] = false },
[326] = { ['name'] = "LS12", ['payment'] = false, ['public'] = false },
[327] = { ['name'] = "LS13", ['payment'] = false, ['public'] = false },
[328] = { ['name'] = "LS14", ['payment'] = false, ['public'] = false },
[329] = { ['name'] = "LS15", ['payment'] = false, ['public'] = false },
[330] = { ['name'] = "LS16", ['payment'] = false, ['public'] = false },
[331] = { ['name'] = "LS17", ['payment'] = false, ['public'] = false },
[332] = { ['name'] = "LS18", ['payment'] = false, ['public'] = false },
[333] = { ['name'] = "LS19", ['payment'] = false, ['public'] = false },
[334] = { ['name'] = "LS20", ['payment'] = false, ['public'] = false },
[335] = { ['name'] = "LS21", ['payment'] = false, ['public'] = false },
[336] = { ['name'] = "LS22", ['payment'] = false, ['public'] = false },
[337] = { ['name'] = "LS23", ['payment'] = false, ['public'] = false },
[338] = { ['name'] = "LS24", ['payment'] = false, ['public'] = false },
[339] = { ['name'] = "LS25", ['payment'] = false, ['public'] = false },
[340] = { ['name'] = "LS26", ['payment'] = false, ['public'] = false },
[341] = { ['name'] = "LS27", ['payment'] = false, ['public'] = false },
[342] = { ['name'] = "LS28", ['payment'] = false, ['public'] = false },
[343] = { ['name'] = "LS29", ['payment'] = false, ['public'] = false },
[344] = { ['name'] = "LS30", ['payment'] = false, ['public'] = false },
[345] = { ['name'] = "LS31", ['payment'] = false, ['public'] = false },
[346] = { ['name'] = "LS32", ['payment'] = false, ['public'] = false },
[347] = { ['name'] = "LS33", ['payment'] = false, ['public'] = false },
[348] = { ['name'] = "LS34", ['payment'] = false, ['public'] = false },
[349] = { ['name'] = "LS35", ['payment'] = false, ['public'] = false },
[350] = { ['name'] = "LS36", ['payment'] = false, ['public'] = false },
[351] = { ['name'] = "LS37", ['payment'] = false, ['public'] = false },
[352] = { ['name'] = "LS38", ['payment'] = false, ['public'] = false },
[353] = { ['name'] = "LS39", ['payment'] = false, ['public'] = false },
[354] = { ['name'] = "LS40", ['payment'] = false, ['public'] = false },
[355] = { ['name'] = "LS41", ['payment'] = false, ['public'] = false },
[356] = { ['name'] = "LS42", ['payment'] = false, ['public'] = false },
[357] = { ['name'] = "LS43", ['payment'] = false, ['public'] = false },
[358] = { ['name'] = "LS44", ['payment'] = false, ['public'] = false },
[359] = { ['name'] = "LS45", ['payment'] = false, ['public'] = false },
[360] = { ['name'] = "LS46", ['payment'] = false, ['public'] = false },
[361] = { ['name'] = "LS47", ['payment'] = false, ['public'] = false },
[362] = { ['name'] = "LS48", ['payment'] = false, ['public'] = false },
[363] = { ['name'] = "LS49", ['payment'] = false, ['public'] = false },
[364] = { ['name'] = "LS50", ['payment'] = false, ['public'] = false },
[365] = { ['name'] = "LS51", ['payment'] = false, ['public'] = false },
[366] = { ['name'] = "LS52", ['payment'] = false, ['public'] = false },
[367] = { ['name'] = "LS53", ['payment'] = false, ['public'] = false },
[368] = { ['name'] = "LS54", ['payment'] = false, ['public'] = false },
[369] = { ['name'] = "LS55", ['payment'] = false, ['public'] = false },
[370] = { ['name'] = "LS56", ['payment'] = false, ['public'] = false },
[371] = { ['name'] = "LS57", ['payment'] = false, ['public'] = false },
[372] = { ['name'] = "LS58", ['payment'] = false, ['public'] = false },
[373] = { ['name'] = "LS59", ['payment'] = false, ['public'] = false },
[374] = { ['name'] = "LS60", ['payment'] = false, ['public'] = false },
[375] = { ['name'] = "LS61", ['payment'] = false, ['public'] = false },
[376] = { ['name'] = "LS62", ['payment'] = false, ['public'] = false },
[377] = { ['name'] = "LS63", ['payment'] = false, ['public'] = false },
[378] = { ['name'] = "LS64", ['payment'] = false, ['public'] = false },
[379] = { ['name'] = "LS65", ['payment'] = false, ['public'] = false },
[380] = { ['name'] = "LS66", ['payment'] = false, ['public'] = false },
[381] = { ['name'] = "LS67", ['payment'] = false, ['public'] = false },
[382] = { ['name'] = "LS68", ['payment'] = false, ['public'] = false },
[383] = { ['name'] = "LS69", ['payment'] = false, ['public'] = false },
[384] = { ['name'] = "LS70", ['payment'] = false, ['public'] = false },
[385] = { ['name'] = "LS71", ['payment'] = false, ['public'] = false },
[386] = { ['name'] = "LS72", ['payment'] = false, ['public'] = false },
-----------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------KRONDORS------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------
[387] = { ['name'] = "KR01", ['payment'] = false, ['public'] = false },
[388] = { ['name'] = "KR02", ['payment'] = false, ['public'] = false },
[389] = { ['name'] = "KR03", ['payment'] = false, ['public'] = false },
[390] = { ['name'] = "KR04", ['payment'] = false, ['public'] = false },
[391] = { ['name'] = "KR05", ['payment'] = false, ['public'] = false },
[392] = { ['name'] = "KR06", ['payment'] = false, ['public'] = false },
[393] = { ['name'] = "KR07", ['payment'] = false, ['public'] = false },
[394] = { ['name'] = "KR08", ['payment'] = false, ['public'] = false },
[395] = { ['name'] = "KR09", ['payment'] = false, ['public'] = false },
[396] = { ['name'] = "KR10", ['payment'] = false, ['public'] = false },
[397] = { ['name'] = "KR11", ['payment'] = false, ['public'] = false },
[398] = { ['name'] = "KR12", ['payment'] = false, ['public'] = false },
[399] = { ['name'] = "KR13", ['payment'] = false, ['public'] = false },
[400] = { ['name'] = "KR14", ['payment'] = false, ['public'] = false },
[401] = { ['name'] = "KR15", ['payment'] = false, ['public'] = false },
[402] = { ['name'] = "KR16", ['payment'] = false, ['public'] = false },
[403] = { ['name'] = "KR17", ['payment'] = false, ['public'] = false },
[404] = { ['name'] = "KR18", ['payment'] = false, ['public'] = false },
[405] = { ['name'] = "KR19", ['payment'] = false, ['public'] = false },
[406] = { ['name'] = "KR20", ['payment'] = false, ['public'] = false },
[407] = { ['name'] = "KR21", ['payment'] = false, ['public'] = false },
[408] = { ['name'] = "KR22", ['payment'] = false, ['public'] = false },
[409] = { ['name'] = "KR23", ['payment'] = false, ['public'] = false },
[410] = { ['name'] = "KR24", ['payment'] = false, ['public'] = false },
[411] = { ['name'] = "KR25", ['payment'] = false, ['public'] = false },
[412] = { ['name'] = "KR26", ['payment'] = false, ['public'] = false },
[413] = { ['name'] = "KR27", ['payment'] = false, ['public'] = false },
[414] = { ['name'] = "KR28", ['payment'] = false, ['public'] = false },
[415] = { ['name'] = "KR29", ['payment'] = false, ['public'] = false },
[416] = { ['name'] = "KR30", ['payment'] = false, ['public'] = false },
[417] = { ['name'] = "KR31", ['payment'] = false, ['public'] = false },
[418] = { ['name'] = "KR32", ['payment'] = false, ['public'] = false },
[419] = { ['name'] = "KR33", ['payment'] = false, ['public'] = false },
[420] = { ['name'] = "KR34", ['payment'] = false, ['public'] = false },
[421] = { ['name'] = "KR35", ['payment'] = false, ['public'] = false },
[422] = { ['name'] = "KR36", ['payment'] = false, ['public'] = false },
[423] = { ['name'] = "KR37", ['payment'] = false, ['public'] = false },
[424] = { ['name'] = "KR38", ['payment'] = false, ['public'] = false },
[425] = { ['name'] = "KR39", ['payment'] = false, ['public'] = false },
[426] = { ['name'] = "KR40", ['payment'] = false, ['public'] = false },
[427] = { ['name'] = "KR41", ['payment'] = false, ['public'] = false },
-----------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------LOSVAGOS------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------
[428] = { ['name'] = "LV01", ['payment'] = false, ['public'] = false },
[429] = { ['name'] = "LV02", ['payment'] = false, ['public'] = false },
[430] = { ['name'] = "LV03", ['payment'] = false, ['public'] = false },
[431] = { ['name'] = "LV04", ['payment'] = false, ['public'] = false },
[432] = { ['name'] = "LV05", ['payment'] = false, ['public'] = false },
[433] = { ['name'] = "LV06", ['payment'] = false, ['public'] = false },
[434] = { ['name'] = "LV07", ['payment'] = false, ['public'] = false },
[435] = { ['name'] = "LV08", ['payment'] = false, ['public'] = false },
[436] = { ['name'] = "LV09", ['payment'] = false, ['public'] = false },
[437] = { ['name'] = "LV10", ['payment'] = false, ['public'] = false },
[438] = { ['name'] = "LV11", ['payment'] = false, ['public'] = false },
[439] = { ['name'] = "LV12", ['payment'] = false, ['public'] = false },
[440] = { ['name'] = "LV13", ['payment'] = false, ['public'] = false },
[441] = { ['name'] = "LV14", ['payment'] = false, ['public'] = false },
[442] = { ['name'] = "LV15", ['payment'] = false, ['public'] = false },
[443] = { ['name'] = "LV16", ['payment'] = false, ['public'] = false },
[444] = { ['name'] = "LV17", ['payment'] = false, ['public'] = false },
[445] = { ['name'] = "LV18", ['payment'] = false, ['public'] = false },
[446] = { ['name'] = "LV19", ['payment'] = false, ['public'] = false },
[447] = { ['name'] = "LV20", ['payment'] = false, ['public'] = false },
[448] = { ['name'] = "LV21", ['payment'] = false, ['public'] = false },
[449] = { ['name'] = "LV22", ['payment'] = false, ['public'] = false },
[450] = { ['name'] = "LV23", ['payment'] = false, ['public'] = false },
[451] = { ['name'] = "LV24", ['payment'] = false, ['public'] = false },
[452] = { ['name'] = "LV25", ['payment'] = false, ['public'] = false },
[453] = { ['name'] = "LV26", ['payment'] = false, ['public'] = false },
[454] = { ['name'] = "LV27", ['payment'] = false, ['public'] = false },
[455] = { ['name'] = "LV28", ['payment'] = false, ['public'] = false },
[456] = { ['name'] = "LV29", ['payment'] = false, ['public'] = false },
[457] = { ['name'] = "LV30", ['payment'] = false, ['public'] = false },
[458] = { ['name'] = "LV31", ['payment'] = false, ['public'] = false },
[459] = { ['name'] = "LV32", ['payment'] = false, ['public'] = false },
[460] = { ['name'] = "LV33", ['payment'] = false, ['public'] = false },
[461] = { ['name'] = "LV34", ['payment'] = false, ['public'] = false },
[462] = { ['name'] = "LV35", ['payment'] = false, ['public'] = false },
-----------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------PALETOBAY-------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------
[463] = { ['name'] = "PB01", ['payment'] = false, ['public'] = false },
[464] = { ['name'] = "PB02", ['payment'] = false, ['public'] = false },
[465] = { ['name'] = "PB03", ['payment'] = false, ['public'] = false },
[466] = { ['name'] = "PB04", ['payment'] = false, ['public'] = false },
[467] = { ['name'] = "PB05", ['payment'] = false, ['public'] = false },
[468] = { ['name'] = "PB06", ['payment'] = false, ['public'] = false },
[469] = { ['name'] = "PB07", ['payment'] = false, ['public'] = false },
[470] = { ['name'] = "PB08", ['payment'] = false, ['public'] = false },
[471] = { ['name'] = "PB09", ['payment'] = false, ['public'] = false },
[472] = { ['name'] = "PB10", ['payment'] = false, ['public'] = false },
[473] = { ['name'] = "PB11", ['payment'] = false, ['public'] = false },
[474] = { ['name'] = "PB12", ['payment'] = false, ['public'] = false },
[475] = { ['name'] = "PB13", ['payment'] = false, ['public'] = false },
[476] = { ['name'] = "PB14", ['payment'] = false, ['public'] = false },
[477] = { ['name'] = "PB15", ['payment'] = false, ['public'] = false },
[478] = { ['name'] = "PB16", ['payment'] = false, ['public'] = false },
[479] = { ['name'] = "PB17", ['payment'] = false, ['public'] = false },
[480] = { ['name'] = "PB18", ['payment'] = false, ['public'] = false },
[481] = { ['name'] = "PB19", ['payment'] = false, ['public'] = false },
[482] = { ['name'] = "PB20", ['payment'] = false, ['public'] = false },
[483] = { ['name'] = "PB21", ['payment'] = false, ['public'] = false },
[484] = { ['name'] = "PB22", ['payment'] = false, ['public'] = false },
[485] = { ['name'] = "PB23", ['payment'] = false, ['public'] = false },
[486] = { ['name'] = "PB24", ['payment'] = false, ['public'] = false },
[487] = { ['name'] = "PB25", ['payment'] = false, ['public'] = false },
[488] = { ['name'] = "PB26", ['payment'] = false, ['public'] = false },
[489] = { ['name'] = "PB27", ['payment'] = false, ['public'] = false },
[490] = { ['name'] = "PB28", ['payment'] = false, ['public'] = false },
[491] = { ['name'] = "PB29", ['payment'] = false, ['public'] = false },
[492] = { ['name'] = "PB30", ['payment'] = false, ['public'] = false },
[493] = { ['name'] = "PB31", ['payment'] = false, ['public'] = false },
-----------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------MANSAO------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------
[600] = { ['name'] = "MS01", ['payment'] = false, ['public'] = false },
[601] = { ['name'] = "MS02", ['payment'] = false, ['public'] = false },
[602] = { ['name'] = "MS03", ['payment'] = false, ['public'] = false },
[603] = { ['name'] = "MS04", ['payment'] = false, ['public'] = false },
[604] = { ['name'] = "MS05", ['payment'] = false, ['public'] = false },
[605] = { ['name'] = "MS06", ['payment'] = false, ['public'] = false },
[606] = { ['name'] = "MS07", ['payment'] = false, ['public'] = false },
[607] = { ['name'] = "MS08", ['payment'] = false, ['public'] = false },
[608] = { ['name'] = "MS09", ['payment'] = false, ['public'] = false },
-----------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------SANDYSHORE------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------
[609] = { ['name'] = "SS01", ['payment'] = false, ['public'] = false },
-----------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------TREVORHOUSE-----------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------
[610] = { ['name'] = "TR01", ['payment'] = false, ['public'] = false },
}
-----------------------------------------------------------------------------------------------------------------------------------------
-- GARAGENS
-----------------------------------------------------------------------------------------------------------------------------------------
local workgarage = {
["Policia"] = {
"policiacharger2018",
"policiachallenger2018",
--"policiamustanggt",
--"policiasilverado",
"policiatahoe",
--"policiaexplorer",
"policiavictoria",
"policiaimpala",
"policiakawasaki",
"policiaharley",
"fbi2"
},
["SID"] = {
"policiadurango",
"policiacharger2018",
"policiaschaftersid"
},
["PoliciaB"] = {
"pbus"
},
["PoliciaH"] = {
"policiaheli"
},
["PoliciaA"] = {
"velum2",
"policiaheli"
},
["Paramedico"] = {
"paramedicoambu",
"paramedicocharger2014",
--"paramedicotahoe"
},
["ParamedicoH"] = {
"paramedicoheli",
"seasparrow"
},
["Mecanico"] = {
"flatbed",
"towtruck",
"towtruck2"
},
["Taxista"] = {
"dltaxi"
},
["Motorista"] = {
"dlbus"
},
["Carteiro"] = {
"dlfedexvan",
"tribike3"
},
["Lixeiro"] = {
"trash2"
},
["Minerador"] = {
"tiptruck"
},
["Lenhador"] = {
"ratloader"
},
["Leiteiro"] = {
"youga2"
},
["Caminhoneiro"] = {
"phantom",
"packer"
},
["Juiz"] = {
"baller6"
},
["Advogado"] = {
"felon2"
},
["Bicicletario"] = {
"scorcher",
"tribike",
"tribike2",
"tribike3",
"fixter",
"cruiser",
"bmx",
--"snowmobile"
},
["Colheita"] = {
"tractor2",
"rebel"
},
["Embarcações"] = {
"dinghy",
"jetmax",
"marquis",
"seashark3",
"speeder",
"speeder2",
"squalo",
"suntrap",
"toro",
"toro2",
"tropic",
"tropic2",
"predator"
},
["FedexAir"] = {
"dlfedexcessna",
"dlfedex737",
"dlfedexdc10f"
},
}
-----------------------------------------------------------------------------------------------------------------------------------------
-- MYVEHICLES
-----------------------------------------------------------------------------------------------------------------------------------------
function src.myVehicles(work)
local source = source
local user_id = vRP.getUserId(source)
local myvehicles = {}
local ipva = ""
local status = ""
if user_id then
if workgarage[work] then
for k,v in pairs(workgarage) do
if k == work then
for k2,v2 in pairs(v) do
status = "<span class=\"green\">"..k.."</span>"
ipva = "<span class=\"green\">Pago</span>"
table.insert(myvehicles,{ name = v2, name2 = vRP.vehicleName(v2), engine = 100, body = 100, fuel = 100, status = status, ipva = ipva })
end
end
end
return myvehicles
else
local vehicle = vRP.query("creative/get_vehicle",{ user_id = parseInt(user_id) })
local address = vRP.query("homes/get_homeuserid",{ user_id = parseInt(user_id) })
if #address > 0 then
for k,v in pairs(address) do
if v.home == work then
for k2,v2 in pairs(vehicle) do
if parseInt(os.time()) <= parseInt(vehicle[k2].time+24*60*60) then
status = "<span class=\"red\">$"..vRP.format(parseInt(vRP.vehiclePrice(vehicle[k2].vehicle)*0.5)).."</span>"
elseif vehicle[k2].detido == 1 then
status = "<span class=\"orange\">$"..vRP.format(parseInt(vRP.vehiclePrice(vehicle[k2].vehicle)*0.1)).."</span>"
else
status = "<span class=\"green\">Gratuita</span>"
end
if parseInt(os.time()) >= parseInt(vehicle[k2].ipva+24*15*60*60) then
ipva = "<span class=\"red\">Atrasado</span>"
else
ipva = "<span class=\"green\">Pago</span>"
end
table.insert(myvehicles,{ name = vehicle[k2].vehicle, name2 = vRP.vehicleName(vehicle[k2].vehicle), engine = parseInt(vehicle[k2].engine*0.1), body = parseInt(vehicle[k2].body*0.1), fuel = parseInt(vehicle[k2].fuel), status = status, ipva = ipva })
end
return myvehicles
else
for k2,v2 in pairs(vehicle) do
if parseInt(os.time()) <= parseInt(vehicle[k2].time+24*60*60) then
status = "<span class=\"red\">$"..vRP.format(parseInt(vRP.vehiclePrice(vehicle[k2].vehicle)*0.5)).."</span>"
elseif vehicle[k2].detido == 1 then
status = "<span class=\"orange\">$"..vRP.format(parseInt(vRP.vehiclePrice(vehicle[k2].vehicle)*0.1)).."</span>"
else
status = "<span class=\"green\">$"..vRP.format(parseInt(vRP.vehiclePrice(vehicle[k2].vehicle)*0.005)).."</span>"
end
if parseInt(os.time()) >= parseInt(vehicle[k2].ipva+24*15*60*60) then
ipva = "<span class=\"red\">Atrasado</span>"
else
ipva = "<span class=\"green\">Pago</span>"
end
table.insert(myvehicles,{ name = vehicle[k2].vehicle, name2 = vRP.vehicleName(vehicle[k2].vehicle), engine = parseInt(vehicle[k2].engine*0.1), body = parseInt(vehicle[k2].body*0.1), fuel = parseInt(vehicle[k2].fuel), status = status, ipva = ipva })
end
return myvehicles
end
end
else
for k,v in pairs(vehicle) do
if parseInt(os.time()) <= parseInt(vehicle[k].time+24*60*60) then
status = "<span class=\"red\">$"..vRP.format(parseInt(vRP.vehiclePrice(vehicle[k].vehicle)*0.5)).."</span>"
elseif vehicle[k].detido == 1 then
status = "<span class=\"orange\">$"..vRP.format(parseInt(vRP.vehiclePrice(vehicle[k].vehicle)*0.1)).."</span>"
else
status = "<span class=\"green\">$"..vRP.format(parseInt(vRP.vehiclePrice(vehicle[k].vehicle)*0.005)).."</span>"
end
if parseInt(os.time()) >= parseInt(vehicle[k].ipva+24*15*60*60) then
ipva = "<span class=\"red\">Atrasado</span>"
else
ipva = "<span class=\"green\">Pago</span>"
end
table.insert(myvehicles,{ name = vehicle[k].vehicle, name2 = vRP.vehicleName(vehicle[k].vehicle), engine = parseInt(vehicle[k].engine*0.1), body = parseInt(vehicle[k].body*0.1), fuel = parseInt(vehicle[k].fuel), status = status, ipva = ipva })
end
return myvehicles
end
end
end
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- SPAWNVEHICLES
-----------------------------------------------------------------------------------------------------------------------------------------
function src.spawnVehicles(name,use)
if name then
local source = source
local user_id = vRP.getUserId(source)
if user_id then
local identity = vRP.getUserIdentity(user_id)
local value = vRP.getUData(parseInt(user_id),"vRP:multas")
local multas = json.decode(value) or 0
if multas > 0 then
TriggerClientEvent("Notify",source,"negado","Você tem multas pendentes.",10000)
return
end
if not vCLIENT.returnVehicle(source,name) then
local vehicle = vRP.query("creative/get_vehicles",{ user_id = parseInt(user_id), vehicle = name })
local tuning = vRP.getSData("custom:u"..user_id.."veh_"..name) or {}
local custom = json.decode(tuning) or {}
if vehicle[1] ~= nil then
if parseInt(os.time()) <= parseInt(vehicle[1].time+24*60*60) then
local ok = vRP.request(source,"Veículo na retenção, deseja acionar o seguro pagando <b>$"..vRP.format(parseInt(vRP.vehiclePrice(name)*0.5)).."</b> dólares ?",60)
if ok then
if vRP.tryFullPayment(user_id,parseInt(vRP.vehiclePrice(name)*0.5)) then
vRP.execute("creative/set_detido",{ user_id = parseInt(user_id), vehicle = name, detido = 0, time = 0 })
TriggerClientEvent("Notify",source,"sucesso","Veículo liberado.",10000)
else
TriggerClientEvent("Notify",source,"negado","Dinheiro insuficiente.",10000)
end
end
elseif parseInt(vehicle[1].detido) >= 1 then
local ok = vRP.request(source,"Veículo na detenção, deseja acionar o seguro pagando <b>$"..vRP.format(parseInt(vRP.vehiclePrice(name)*0.1)).."</b> dólares ?",60)
if ok then
if vRP.tryFullPayment(user_id,parseInt(vRP.vehiclePrice(name)*0.1)) then
vRP.execute("creative/set_detido",{ user_id = parseInt(user_id), vehicle = name, detido = 0, time = 0 })
TriggerClientEvent("Notify",source,"sucesso","Veículo liberado.",10000)
else
TriggerClientEvent("Notify",source,"negado","Dinheiro insuficiente.",10000)
end
end
else
if parseInt(os.time()) <= parseInt(vehicle[1].ipva+24*15*60*60) then
if garages[use].payment then
if vRP.hasPermission(user_id,"platina.permissao") or vRP.vehicleClass(tostring(name)) == "exclusive" or vRP.vehicleClass(tostring(name)) == "rental" then
local spawnveh,vehid = vCLIENT.spawnVehicle(source,name,vehicle[1].engine,vehicle[1].body,vehicle[1].fuel,custom)
if spawnveh then
vehlist[vehid] = { user_id,name }
TriggerEvent("setPlateEveryone",identity.registration)
TriggerClientEvent("Notify",source,"sucesso","Veículo <b>Isento de Taxas</b>.",10000)
end
elseif (vRP.getBankMoney(user_id)+vRP.getMoney(user_id)) >= parseInt(vRP.vehiclePrice(name)*0.005 and not (vRP.hasPermission(user_id,"platina.permissao") or vRP.vehicleClass(tostring(name)) == "exclusive" or vRP.vehicleClass(tostring(name)) == "rental")) then
if vRP.tryFullPayment(user_id,parseInt(vRP.vehiclePrice(name)*0.005)) then
local spawnveh,vehid = vCLIENT.spawnVehicle(source,name,vehicle[1].engine,vehicle[1].body,vehicle[1].fuel,custom)
if spawnveh then
vehlist[vehid] = { user_id,name }
TriggerEvent("setPlateEveryone",identity.registration)
end
else
TriggerClientEvent("Notify",source,"negado","Dinheiro insuficiente.",10000)
return
end
end
else
local spawnveh,vehid = vCLIENT.spawnVehicle(source,name,vehicle[1].engine,vehicle[1].body,vehicle[1].fuel,custom)
if spawnveh then
vehlist[vehid] = { user_id,name }
TriggerEvent("setPlateEveryone",identity.registration)
end
end
else
if vRP.hasPermission(user_id,"platina.permissao") or vRP.vehicleClass(tostring(name)) == "exclusive" or vRP.vehicleClass(tostring(name)) == "rental" then
local ok = vRP.request(source,"Deseja pagar o <b>Vehicle Tax</b> do veículo <b>"..vRP.vehicleName(name).."</b> por <b>$"..vRP.format(parseInt(vRP.vehiclePrice(name)*0.02)).."</b> dólares ?",60)
if ok then
if vRP.tryFullPayment(user_id,parseInt(vRP.vehiclePrice(name)*0.02)) then
vRP.execute("creative/set_ipva",{ user_id = parseInt(user_id), vehicle = name, ipva = parseInt(os.time()) })
TriggerClientEvent("Notify",source,"sucesso","Pagamento do <b>Vehicle Tax</b> conclúido com sucesso.",10000)
else
TriggerClientEvent("Notify",source,"negado","Dinheiro insuficiente.",10000)
end
end
else
local ok = vRP.request(source,"Deseja pagar o <b>Vehicle Tax</b> do veículo <b>"..vRP.vehicleName(name).."</b> por <b>$"..vRP.format(parseInt(vRP.vehiclePrice(name)*0.05)).."</b> dólares ?",60)
if ok then
if vRP.tryFullPayment(user_id,parseInt(vRP.vehiclePrice(name)*0.05)) then
vRP.execute("creative/set_ipva",{ user_id = parseInt(user_id), vehicle = name, ipva = parseInt(os.time()) })
TriggerClientEvent("Notify",source,"sucesso","Pagamento do <b>Vehicle Tax</b> conclúido com sucesso.",10000)
else
TriggerClientEvent("Notify",source,"negado","Dinheiro insuficiente.",10000)
end
end
end
end
end
else
local spawnveh,vehid = vCLIENT.spawnVehicle(source,name,1000,1000,100,custom)
if spawnveh then
vehlist[vehid] = { user_id,name }
TriggerEvent("setPlateEveryone",identity.registration)
end
end
else
TriggerClientEvent("Notify",source,"aviso","Já possui um veículo deste modelo fora da garagem.",10000)
end
end
end
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- DELETEVEHICLES
-----------------------------------------------------------------------------------------------------------------------------------------
function src.deleteVehicles()
local source = source
local user_id = vRP.getUserId(source)
if user_id then
local vehicle = vRPclient.getNearestVehicle(source,30)
if vehicle then
vCLIENT.deleteVehicle(source,vehicle)
end
end
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- DESMANCHE
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterServerEvent("desmancheVehicles")
AddEventHandler("desmancheVehicles",function()
local source = source
local user_id = vRP.getUserId(source)
if user_id then
local vehicle,vnetid,placa,vname,lock,banned = vRPclient.vehList(source,7)
if vehicle and placa then
local puser_id = vRP.getUserByRegistration(placa)
if puser_id then
vRP.execute("creative/set_detido",{ user_id = parseInt(puser_id), vehicle = vname, detido = 1, time = parseInt(os.time()) })
exports["pd-inventory"]:giveItem(user_id,"dinheirosujo",parseInt(vRP.vehiclePrice(vname)*0.1,true))
vCLIENT.deleteVehicle(source,vehicle)
local identity = vRP.getUserIdentity(user_id)
local identity2 = vRP.getUserIdentity(puser_id)
SendWebhookMessage(webhookdesmanche,"```prolog\n[ID]: "..user_id.." "..identity.name.." "..identity.firstname.." \n[DESMANCHOU]: "..vRP.vehicleName(vname).." \n[DO ID]: "..puser_id.." "..identity2.name.." "..identity2.firstname.." \n[VALOR]: $"..vRP.format(parseInt(vRP.vehiclePrice(vname)*0.1)).." "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```")
end
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- DV
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterCommand('dv',function(source,args,rawCommand)
local user_id = vRP.getUserId(source)
if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"suporte.permissao") then
local vehicle = vRPclient.getNearestVehicle(source,7)
if vehicle then
vCLIENT.deleteVehicle(source,vehicle)
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- DV AREA
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterCommand('dvarea',function(source,args,rawCommand)
local user_id = vRP.getUserId(source)
if vRP.hasPermission(user_id,"admin.permissao") then
if args[1] then
local x,y,z = vRPclient.getPosition(source)
TriggerClientEvent('dvarea',source,x,y,z,args[1])
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- VEHICLELOCK
-----------------------------------------------------------------------------------------------------------------------------------------
function src.vehicleLock()
local source = source
local user_id = vRP.getUserId(source)
if user_id then
local vehicle,vnetid,placa,vname,lock,banned = vRPclient.vehList(source,7)
if vehicle and placa then
local placa_user_id = vRP.getUserByRegistration(placa)
if user_id == placa_user_id then
vCLIENT.vehicleClientLock(-1,vnetid,lock)
TriggerClientEvent("vrp_sound:source",source,'lock',0.5)
vRPclient._CarregarObjeto(source,"anim@mp_player_intmenu@key_fob@","fob_click","p_car_keys_01",49,57005,0.11,0.03,-0.03,90.0,0.0,0.0)
if lock == 1 then
TriggerClientEvent("Notify",source,"importante","Veículo <b>trancado</b> com sucesso.",8000)
else
TriggerClientEvent("Notify",source,"importante","Veículo <b>destrancado</b> com sucesso.",8000)
end
Citizen.Wait(800)
vRPclient._DeletarObjeto(source)
end
end
end
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- TRYDELETE
-----------------------------------------------------------------------------------------------------------------------------------------
function src.tryDelete(vehid,vehengine,vehbody,vehfuel)
if vehlist[vehid] and vehid ~= 0 then
local user_id = vehlist[vehid][1]
local vehname = vehlist[vehid][2]
local player = vRP.getUserSource(user_id)
if player then
vCLIENT.syncNameDelete(player,vehname)
end
if vehengine <= 100 then
vehengine = 100
end
if vehbody <= 100 then
vehbody = 100
end
if vehfuel >= 100 then
vehfuel = 100
end
local vehicle = vRP.query("creative/get_vehicles",{ user_id = parseInt(user_id), vehicle = vehname })
if vehicle[1] ~= nil then
vRP.execute("creative/set_update_vehicles",{ user_id = parseInt(user_id), vehicle = vehname, engine = parseInt(vehengine), body = parseInt(vehbody), fuel = parseInt(vehfuel) })
end
end
vCLIENT.syncVehicle(-1,vehid)
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- TRYDELETEVEH
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterServerEvent("trydeleteveh")
AddEventHandler("trydeleteveh",function(vehid)
vCLIENT.syncVehicle(-1,vehid)
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- RETURNHOUSES
-----------------------------------------------------------------------------------------------------------------------------------------
function src.returnHouses(nome,garage)
local source = source
local user_id = vRP.getUserId(source)
if user_id then
if not vRP.searchReturn(source,user_id) then
local address = vRP.query("homes/get_homeuserid",{ user_id = parseInt(user_id) })
if #address > 0 then
for k,v in pairs(address) do
if v.home == garages[garage].name then
if parseInt(v.garage) == 1 then
local resultOwner = vRP.query("homes/get_homeuseridowner",{ home = tostring(nome) })
if resultOwner[1] then
if parseInt(os.time()) >= parseInt(resultOwner[1].tax+24*14*60*60) and vRP.hasPermission(user_id,"platina.permissao") and (string.find(v.home,"FH") or string.find(v.home,"LX") or string.find(v.home,"MS") or string.find(v.home,"SS")) then
vCLIENT.openGarage(source,nome,garage)
else
if parseInt(os.time()) >= parseInt(resultOwner[1].tax+24*14*60*60) then
TriggerClientEvent("Notify",source,"aviso","A <b>Property Tax</b> da residência está atrasada.",10000)
return false
else
vCLIENT.openGarage(source,nome,garage)
end
end
end
end
end
end
end
if garages[garage].perm == "livre" then
return vCLIENT.openGarage(source,nome,garage)
elseif garages[garage].perm then
if vRP.hasPermission(user_id,garages[garage].perm) then
return vCLIENT.openGarage(source,nome,garage)
end
elseif garages[garage].public then
return vCLIENT.openGarage(source,nome,garage)
end
end
return false
end
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- VEHICLE ANCORAR
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterCommand('travar',function(source,args,rawCommand)
local source = source
local user_id = vRP.getUserId(source)
local x,y,z = vRPclient.getPosition(source)
if user_id then
if vRP.hasPermission(user_id,"policia.permissao") or vRP.hasPermission(user_id,"conce.permissao") or vRP.hasPermission(user_id,"admin.permissao") then
if vRPclient.isInVehicle(source) then
if vRP.hasPermission(user_id,"admin.permissao") or (vRPclient.checkDistance(source,-1046.38,-860.83,4.92,20) or vRPclient.checkDistance(source,-483.41,6025.20,31.35,20)) then
local vehicle,vnetid,placa,vname,lock,banned = vRPclient.vehList(source,7)
if vehicle then
TriggerClientEvent("progress",source,5000,"travar/destravar")
SetTimeout(5000,function()
vCLIENT.vehicleAnchor(source,vehicle,x,y,z)
end)
end
end
end
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- BOAT ANCORAR
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterCommand('ancorar',function(source,args,rawCommand)
local source = source
local user_id = vRP.getUserId(source)
if user_id then
if vRPclient.isInVehicle(source) then
local vehicle,vnetid,placa,vname,lock,banned = vRPclient.vehList(source,7)
if vehicle then
vCLIENT.boatAnchor(source,vehicle)
end
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- CAR
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterCommand('car',function(source,args,rawCommand)
local user_id = vRP.getUserId(source)
if user_id then
local identity = vRP.getUserIdentity(user_id)
if vRP.hasPermission(user_id,"admin.permissao") then
if args[1] then
TriggerClientEvent('spawnarveiculo',source,args[1])
TriggerEvent("setPlateEveryone",identity.registration)
end
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- VEHS
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterCommand('vehs',function(source,args,rawCommand)
local user_id = vRP.getUserId(source)
if user_id then
if args[1] and parseInt(args[2]) > 0 then
local nplayer = vRP.getUserSource(parseInt(args[2]))
local myvehicles = vRP.query("creative/get_vehicles",{ user_id = parseInt(user_id), vehicle = tostring(args[1]) })
local value = vRP.getUData(parseInt(user_id),"vRP:multas")
local multas = json.decode(value) or 0
if multas > 0 then
TriggerClientEvent("Notify",source,"negado","Você tem multas pendentes.",10000)
return
end
if parseInt(os.time()) >= parseInt(myvehicles[1].ipva+24*15*60*60) then
TriggerClientEvent("Notify",source,"negado","Seu <b>Vehicle Tax</b> está atrasado.",10000)
return
end
if vRP.searchReturn(source,user_id) then
return
end
if myvehicles[1] then
if (vRP.vehicleClass(tostring(args[1])) == "exclusive" or vRP.vehicleClass(tostring(args[1])) == "rental" or vRP.vehicleClass(tostring(args[1])) == "vip") and not vRP.hasPermission(user_id,"admin.permissao") then
TriggerClientEvent("Notify",source,"negado","<b>"..vRP.vehicleName(tostring(args[1])).."</b> não pode ser transferido</b>.",10000)
else
local identity = vRP.getUserIdentity(parseInt(args[2]))
local identity2 = vRP.getUserIdentity(user_id)
local price = tonumber(sanitizeString(vRP.prompt(source,"Valor:",""),"\"[]{}+=?!_()#@%/\\|,.",false))
if nplayer ~= nil then
if vRP.request(source,"Deseja vender um <b>"..vRP.vehicleName(tostring(args[1])).."</b> para <b>"..identity.name.." "..identity.firstname.."</b> por <b>$"..vRP.format(parseInt(price)).."</b> dólares ?",30) then
if vRP.request(nplayer,"Aceita comprar um <b>"..vRP.vehicleName(tostring(args[1])).."</b> de <b>"..identity2.name.." "..identity2.firstname.."</b> por <b>$"..vRP.format(parseInt(price)).."</b> dólares ?",30) then
local vehicle = vRP.query("creative/get_vehicles",{ user_id = parseInt(args[2]), vehicle = tostring(args[1]) })
if parseInt(price) > 0 then
if vehicle[1] then
TriggerClientEvent("Notify",source,"negado","<b>"..identity.name.." "..identity.firstname.."</b> já possui este modelo de veículo.",10000)
TriggerClientEvent("Notify",nplayer,"negado","Você já possui um <b>"..vRP.vehicleName(tostring(args[1])).."</b> em sua garagem.",10000)
return
end
local value = vRP.getUData(parseInt(args[2]),"vRP:multas")
local multas = json.decode(value) or 0
if multas > 0 and parseInt(args[2]) then
TriggerClientEvent("Notify",source,"negado","<b>"..identity.name.." "..identity.firstname.."</b> possui multas pendentes.",10000)
TriggerClientEvent("Notify",nplayer,"negado","Você tem multas pendentes.",10000)
return
end
local maxvehs = vRP.query("creative/con_maxvehs",{ user_id = parseInt(args[2]) })
local maxcars = vRP.query("creative/get_users",{ user_id = parseInt(args[2]) })
if vRP.hasPermission(parseInt(args[2]),"conce.permissao") then
if parseInt(maxvehs[1].qtd) >= parseInt(maxcars[1].garagem) + 100 then
TriggerClientEvent("Notify",source,"importante","<b>"..identity.name.." "..identity.firstname.."</b> atingiu o número máximo de veículos em sua garagem.",8000)
TriggerClientEvent("Notify",nplayer,"importante","Você atingiu o número máximo de veículos em sua garagem.",8000)
return
end
elseif vRP.hasPermission(parseInt(args[2]),"ouro.permissao") then
if parseInt(maxvehs[1].qtd) >= parseInt(maxcars[1].garagem) + 3 then
TriggerClientEvent("Notify",source,"importante","<b>"..identity.name.." "..identity.firstname.."</b> atingiu o número máximo de veículos em sua garagem.",8000)
TriggerClientEvent("Notify",nplayer,"importante","Você atingiu o número máximo de veículos em sua garagem.",8000)
return
end
elseif vRP.hasPermission(parseInt(args[2]),"platina.permissao") then
if parseInt(maxvehs[1].qtd) >= parseInt(maxcars[1].garagem) + 6 then
TriggerClientEvent("Notify",source,"importante","<b>"..identity.name.." "..identity.firstname.."</b> atingiu o número máximo de veículos em sua garagem.",8000)
TriggerClientEvent("Notify",nplayer,"importante","Você atingiu o número máximo de veículos em sua garagem.",8000)
return
end
else
if parseInt(maxvehs[1].qtd) >= parseInt(maxcars[1].garagem) then
TriggerClientEvent("Notify",source,"importante","<b>"..identity.name.." "..identity.firstname.."</b> atingiu o número máximo de veículos em sua garagem.",8000)
TriggerClientEvent("Notify",nplayer,"importante","Você atingiu o número máximo de veículos em sua garagem.",8000)
return
end
end
if vRP.tryFullPayment(parseInt(args[2]),parseInt(price)) then
vRP.execute("creative/move_vehicle",{ user_id = parseInt(user_id), nuser_id = parseInt(args[2]), vehicle = tostring(args[1]) })
local custom = vRP.getSData("custom:u"..parseInt(user_id).."veh_"..tostring(args[1]))
local custom2 = json.decode(custom)
if custom2 then
vRP.setSData("custom:u"..parseInt(args[2]).."veh_"..tostring(args[1]),json.encode(custom2))
vRP.execute("creative/rem_srv_data",{ dkey = "custom:u"..parseInt(user_id).."veh_"..tostring(args[1]) })
end
local chest = vRP.getSData("chest:u"..parseInt(user_id).."veh_"..tostring(args[1]))
local chest2 = json.decode(chest)
if chest2 then
vRP.setSData("chest:u"..parseInt(args[2]).."veh_"..tostring(args[1]),json.encode(chest2))
vRP.execute("creative/rem_srv_data",{ dkey = "chest:u"..parseInt(user_id).."veh_"..tostring(args[1]) })
end
TriggerClientEvent("Notify",source,"sucesso","Você Vendeu <b>"..vRP.vehicleName(tostring(args[1])).."</b> e Recebeu <b>$"..vRP.format(parseInt(price)).."</b> dólares.",20000)
TriggerClientEvent("Notify",nplayer,"importante","Você recebeu as chaves do veículo <b>"..vRP.vehicleName(tostring(args[1])).."</b> de <b>"..identity2.name.." "..identity2.firstname.."</b> e pagou <b>$"..vRP.format(parseInt(price)).."</b> dólares.",40000)
vRPclient.playSound(source,"Hack_Success","DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS")
vRPclient.playSound(nplayer,"Hack_Success","DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS")
vRP.giveMoney(user_id,parseInt(price))
SendWebhookMessage(webhookvehs,"```prolog\n[ID]: "..user_id.." "..identity2.name.." "..identity2.firstname.." \n[VENDEU]: "..vRP.vehicleName(tostring(args[1])).." \n[PARA O ID]: "..(args[2]).." "..identity.name.." "..identity.firstname.." \n[VALOR]: $"..vRP.format(parseInt(price)).." "..os.date("\n[Data]: %d/%m/%Y [Hora]: %H:%M:%S").." \r```")
end
else
TriggerClientEvent("Notify",source,"negado","Dinheiro insuficiente.",8000)
TriggerClientEvent("Notify",nplayer,"negado","Dinheiro insuficiente.",8000)
end
end
end
end
end
end
else
local vehicle = vRP.query("creative/get_vehicle",{ user_id = parseInt(user_id) })
for k,v in pairs(vehicle) do
if parseInt(os.time()) >= parseInt(v.ipva+24*15*60*60) then
TriggerClientEvent("Notify",source,"negado","<b>Modelo:</b> "..vRP.vehicleName(v.vehicle).." <b>("..v.vehicle..")</b><br>Vehicle Tax: <b>Atrasado</b>",20000)
else
TriggerClientEvent("Notify",source,"importante","<b>Modelo:</b> "..vRP.vehicleName(v.vehicle).." <b>("..v.vehicle..")</b><br>Vehicle Tax: <b>"..vRPclient.getTimeFunction(source,parseInt(86400*15-(os.time()-v.ipva))).."</b>.",20000)
end
end
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- REPARAR
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterServerEvent("tryreparar")
AddEventHandler("tryreparar",function(nveh)
TriggerClientEvent("syncreparar",-1,nveh)
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- REPARAR PNEUS
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterServerEvent("tryrepararpneus")
AddEventHandler("tryrepararpneus",function(nveh)
TriggerClientEvent("syncrepararpneus",-1,nveh)
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- MOTOR
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterServerEvent("trymotor")
AddEventHandler("trymotor",function(nveh)
TriggerClientEvent("syncmotor",-1,nveh)
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- SAVELIVERY
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterCommand('savelivery',function(source,args,rawCommand)
local source = source
local user_id = vRP.getUserId(source)
if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"mecanico.permissao") then
local vehicle,vnetid,placa,vname = vRPclient.vehList(source,7)
if vehicle and placa then
local puser_id = vRP.getUserByRegistration(placa)
if puser_id then
local custom = json.decode(vRP.getSData("custom:u"..parseInt(puser_id).."veh_"..vname))
local livery = vCLIENT.returnlivery(source,livery)
custom.liveries = livery
--print(json.encode(custom))
vRP.setSData("custom:u"..parseInt(puser_id).."veh_"..vname,json.encode(custom))
end
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- SAVECOLOR
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterCommand('savecolor',function(source,args,rawCommand)
local source = source
local user_id = vRP.getUserId(source)
if vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"mecanico.permissao") then
local vehicle,vnetid,placa,vname = vRPclient.vehList(source,7)
if vehicle and placa then
local puser_id = vRP.getUserByRegistration(placa)
if puser_id then
local custom = json.decode(vRP.getSData("custom:u"..parseInt(puser_id).."veh_"..vname))
local r1,g1,b1 = vCLIENT.returncolor1(source,r,g,b)
local r2,g2,b2 = vCLIENT.returncolor2(source,r,g,b)
custom.customcolor1 = {r1,g1,b1}
custom.customcolor2 = {r2,g2,b2}
vRP.setSData("custom:u"..parseInt(puser_id).."veh_"..vname,json.encode(custom))
end
end
end
end)
-----------------------------------------------------------------------------------------------------------------------------------------
-- CHECK LIVERY PERMISSION
-----------------------------------------------------------------------------------------------------------------------------------------
function src.CheckLiveryPermission()
local source = source
local user_id = vRP.getUserId(source)
return (vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"mecanico.permissao"))
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- CHECK COLOR PERMISSION
-----------------------------------------------------------------------------------------------------------------------------------------
function src.CheckColorPermission()
local source = source
local user_id = vRP.getUserId(source)
return (vRP.hasPermission(user_id,"admin.permissao") or vRP.hasPermission(user_id,"mecanico.permissao"))
end
-----------------------------------------------------------------------------------------------------------------------------------------
-- HASH
-----------------------------------------------------------------------------------------------------------------------------------------
RegisterCommand('hash',function(source,args,rawCommand)
local user_id = vRP.getUserId(source)
if vRP.hasPermission(user_id,"admin.permissao") then
local vehhash = vCLIENT.getHash(source,vehiclehash)
vRP.prompt(source,"Hash:",""..vehhash)
end
end)
|
local clone = require('modutram.helper.clone')
return function (a, b)
local merged = clone(a)
for key, value in pairs(b) do
merged[key] = value
end
return merged
end
|
RP.Character = class("Character", RP.Base)
local char = RP.Character
char.bounty = 0
char.name = "Character"
char.model = "models/kleiner.mdl"
char.title = ""
char.alive = true
char.deathCount = 0
char.experience = 0
char.upgradePoints = 0
char.stats = RP.Stats()
function char:__tostring()
local str = "Character ('" .. char.name .. "', " .. self.id .. "): {\n"
str = str .. tostring(self.stats)
str = str .. "\n}"
return str
end
|
return {InstCall_regs_coeffs=4}
|
local key = KEYS[1]
local len = ARGV[1]
if redis.call('exists', key) == 0 then
redis.call('set', key, 0)
return 0
end
local current = tonumber(redis.call('get', key))
current = (tonumber(current) + 1) % tonumber(len)
redis.call('set', key, current)
return current
|
require ("lib.lclass")
class "Processor"
function Processor:Processor ()
--
end
function Processor:onStart ()
--
end
function Processor:onStop ()
--
end
function Processor:onUpdate (dt)
--
end
function Processor:onRender ()
--
end
|
-- The following two lines define two functions which will be used on this exercise.
-- For now you can just ignore them
local function lua_greater_or_equal_5_3() return table.move end
local function lua_greater_or_equal_5_2() return _G.rawlen end
function test_coroutine_is_of_type_table()
assert_equal("table", type(coroutine))
end
function test_table_coroutine_contains_six_or_seven_elements()
local counter = 0
for key in pairs(coroutine) do
counter = counter + 1
end
if lua_greater_or_equal_5_3() then
-- if you are on Lua >=5.3
assert_equal(7, counter)
else
-- if you are on Lua <=5.2
assert_equal(6, counter)
end
end
-- Table elements:
-- create resume status
-- running wrap yield
-- Lua 5.3: isyieldable
function test_all_elements_of_table_coroutine_are_of_type_function()
for key, value in pairs(coroutine) do
assert_equal("function", type(value))
end
end
function test_created_coroutine_is_of_type_thread()
local corothread = coroutine.create(
function()
end
)
assert_equal("thread", type(corothread))
end
function test_status_of_created_coroutine_is_suspended()
local corothread = coroutine.create(
function()
end
)
assert_equal("suspended", coroutine.status(corothread))
end
function test_created_coroutine_can_be_successfully_resumed()
local corothread = coroutine.create(
function()
end
)
assert_equal(true, coroutine.resume(corothread))
end
function test_coroutine_without_yield_is_dead_after_resume()
local corothread = coroutine.create(
function()
end
)
coroutine.resume(corothread)
assert_equal("dead", coroutine.status(corothread))
end
function test_coroutine_with_yield_is_suspended_after_first_resume()
local corothread = coroutine.create(
function()
coroutine.yield()
end
)
coroutine.resume(corothread)
assert_equal("suspended", coroutine.status(corothread))
end
function test_coroutine_with_yield_is_dead_after_second_resume()
local corothread = coroutine.create(
function()
coroutine.yield()
end
)
coroutine.resume(corothread)
coroutine.resume(corothread)
assert_equal("dead", coroutine.status(corothread))
end
function test_resuming_dead_coroutine_results_in_error()
local corothread = coroutine.create(
function()
end
)
local errorfree1, _ = coroutine.resume(corothread)
local errorfree2, errdescr = coroutine.resume(corothread)
assert_equal(true, errorfree1)
assert_equal(false, errorfree2)
assert_equal("cannot resume dead coroutine", errdescr)
end
function test_status_of_coroutine_that_resumed_another_coroutine_is_normal()
local corothread1, corothread2, statusthread1
corothread1 = coroutine.create(
function()
coroutine.resume(corothread2)
end
)
corothread2 = coroutine.create(
function()
statusthread1 = coroutine.status(corothread1)
end
)
coroutine.resume(corothread1)
assert_equal("normal", statusthread1)
end
function test_coroutine_running_returns_current_coroutine()
local val1, val2, val3
local cor = coroutine.create(
function()
val3 = coroutine.running()
coroutine.yield()
end
)
val1 = coroutine.running()
coroutine.resume(cor)
val2 = coroutine.running()
-- The behavior of coroutine.running has changed
-- There is an "always-running main coroutine" in Lua >= 5.2
-- Plus, coroutine.running returns a second parameter (see below)
if lua_greater_or_equal_5_2() then
assert_equal("thread", type(val1))
assert_equal("thread", type(val2))
assert_equal(true, val1 == val2)
assert_equal(false, val1 == val3)
assert_equal(true, val3 == cor)
else
-- In Lua 5.1 and LuaJIT, there is no "main coroutine", to coroutine.running can return nil
assert_equal("thread", type(val1))
assert_equal("thread", type(val2))
assert_equal(true, val1 == val2)
assert_equal(true, val3 == cor)
end
end
-- The following 2 tests only apply to Lua >= 5.2, because coroutine.running returns a second value there
if lua_greater_or_equal_5_2() then
function test_coroutine_running_returns_true_if_running_coroutine_is_main_one()
local _, ismaincoro = coroutine.running()
assert_equal(true, ismaincoro)
end
function test_coroutine_running_returns_false_if_running_coroutine_is_not_main_one()
local ismaincoro = true
local corothread = coroutine.create(
function()
_, ismaincoro = coroutine.running(corothread)
end
)
coroutine.resume(corothread)
assert_equal(false, ismaincoro)
end
end
-- The following 2 tests only apply to 5.3, since coroutine.isyieldable doesn't exist in previous versions of Lua
if lua_greater_or_equal_5_3() then
function test_main_thread_is_not_yieldable()
assert_equal(false, coroutine.isyieldable())
end
function test_running_coroutine_is_yieldable()
local isyieldable = false
local corothread = coroutine.create(
function()
isyieldable = coroutine.isyieldable()
end
)
coroutine.resume(corothread)
assert_equal(true, isyieldable)
end
end
function test_resume_with_no_yield_passes_arguments_to_coroutine_main_function()
local myvar
local corothread = coroutine.create(
function(arg1)
myvar = arg1
end
)
coroutine.resume(corothread, 42)
assert_equal(42, myvar)
end
function test_yield_returns_arguments_from_corresponding_resume_call()
local retval1, retval2
local corothread = coroutine.create(
function()
retval1, retval2 = coroutine.yield()
end
)
coroutine.resume(corothread)
coroutine.resume(corothread, 42, 21)
assert_equal(42, retval1)
assert_equal(21, retval2)
end
function test_arguments_to_yield_are_passed_to_resume_call()
local corothread = coroutine.create(
function()
coroutine.yield("mystatus")
end
)
local errorfree, argumentfromyield = coroutine.resume(corothread)
assert_equal(true, errorfree)
assert_equal("mystatus", argumentfromyield)
end
function test_return_values_from_main_function_go_to_corresponding_resume()
local corothread = coroutine.create(
function()
return 84, 168
end
)
local errorfree, retval1, retval2 = coroutine.resume(corothread)
assert_equal(true, errorfree)
assert_equal(84, retval1)
assert_equal(168, retval2)
end
function test_coroutine_wrap_returns_function()
local wrapfunc = coroutine.wrap(
function()
end
)
assert_equal("function", type(wrapfunc))
end
function test_coroutine_wrap_does_not_resume_created_coroutine()
local isexecuted = false
local wrapfunc = coroutine.wrap(
function()
isexecuted = true
end
)
assert_equal(false, isexecuted)
end
function test_calling_function_returned_by_wrap_resumes_created_coroutine()
local isexecuted = false
local wrapfunc = coroutine.wrap(
function()
isexecuted = true
end
)
wrapfunc()
assert_equal(true, isexecuted)
end
function test_errors_inside_coroutines_are_propagated_to_caller()
-- note that with coroutine.wrap, the behaviour is different:
-- here, the error is raised immediately
local corothread = coroutine.create(
function()
error("Error inside coroutine")
end
)
errorfree, message = coroutine.resume(corothread)
assert_equal(false, errorfree)
assert_equal(true, "Error inside coroutine" == string.match(message, "Error inside coroutine"))
end
function test_coroutines_can_called_recursively()
local function rec_reverse(char)
if char then
rev_string = rec_reverse(coroutine.yield()) or ''
return rev_string .. char
end
end
local wrap_func = coroutine.wrap(rec_reverse)
string.gsub("Reversing with coroutines", ".", wrap_func)
assert_equal("senituoroc htiw gnisreveR", wrap_func())
end
|
UI.Separator()
local followThis = tostring(storage.followLeader)
FloorChangers = {
Ladders = {
Up = {1948, 5542, 16693, 16692},
Down = {432, 412, 469, 1949, 469}
},
Holes = {
Up = {},
Down = {293, 294, 595, 4728, 385, 9853}
},
RopeSpots = {
Up = {386,},
Down = {}
},
Stairs = {
Up = {16690, 1958, 7548, 7544, 1952, 1950, 1947, 7542, 855, 856, 1978, 1977, 6911, 6915, 1954, 5259, 20492, 1956, 1957, 1955, 5257},
Down = {482, 414, 413, 437, 7731, 469, 413, 434, 469, 859, 438, 6127, 566, 7476, 4826}
},
Sewers = {
Up = {},
Down = {435}
},
}
local target = followThis
local lastKnownPosition
local function goLastKnown()
if getDistanceBetween(pos(), {x = lastKnownPosition.x, y = lastKnownPosition.y, z = lastKnownPosition.z}) > 1 then
local newTile = g_map.getTile({x = lastKnownPosition.x, y = lastKnownPosition.y, z = lastKnownPosition.z})
if newTile then
g_game.use(newTile:getTopUseThing())
delay(math.random(300, 700))
end
end
end
local function handleUse(pos)
goLastKnown()
local lastZ = posz()
if posz() == lastZ then
local newTile = g_map.getTile({x = pos.x, y = pos.y, z = pos.z})
if newTile then
g_game.use(newTile:getTopUseThing())
delay(math.random(400, 800))
end
end
end
local function handleStep(pos)
goLastKnown()
local lastZ = posz()
if posz() == lastZ then
autoWalk(pos)
delay(math.random(400, 800))
end
end
local function handleRope(pos)
goLastKnown()
local lastZ = posz()
if posz() == lastZ then
local newTile = g_map.getTile({x = pos.x, y = pos.y, z = pos.z})
if newTile then
useWith(3003, newTile:getTopUseThing())
delay(math.random(400, 800))
end
end
end
local floorChangeSelector = {
Ladders = {Up = handleUse, Down = handleStep},
Holes = {Up = handleStep, Down = handleStep},
RopeSpots = {Up = handleRope, Down = handleRope},
Stairs = {Up = handleStep, Down = handleStep},
Sewers = {Up = handleUse, Down = handleUse},
}
local function checkTargetPos()
local c = getCreatureByName(target)
if c and c:getPosition().z == posz() then
lastKnownPosition = c:getPosition()
end
end
local function distance(pos1, pos2)
local pos2 = pos2 or lastKnownPosition or pos()
return math.abs(pos1.x - pos2.x) + math.abs(pos1.y - pos2.y)
end
local function executeClosest(possibilities)
local closest
local closestDistance = 99999
for _, data in ipairs(possibilities) do
local dist = distance(data.pos)
if dist < closestDistance then
closest = data
closestDistance = dist
end
end
if closest then
closest.changer(closest.pos)
end
end
local function handleFloorChange()
local c = getCreatureByName(target)
local range = 2
local p = pos()
local possibleChangers = {}
for _, dir in ipairs({"Down", "Up"}) do
for changer, data in pairs(FloorChangers) do
for x = -range, range do
for y = -range, range do
local tile = g_map.getTile({x = p.x + x, y = p.y + y, z = p.z})
if tile then
if table.find(data[dir], tile:getTopUseThing():getId()) then
table.insert(possibleChangers, {changer = floorChangeSelector[changer][dir], pos = {x = p.x + x, y = p.y + y, z = p.z}})
end
end
end
end
end
end
executeClosest(possibleChangers)
end
local function targetMissing()
for _, n in ipairs(getSpectators(false)) do
if n:getName() == target then
return n:getPosition().z ~= posz()
end
end
return true
end
macro(500, "Advanced Follow", "", function(macro)
local c = getCreatureByName(target)
if g_game.isFollowing() then
if g_game.getFollowingCreature() ~= c then
g_game.cancelFollow()
g_game.follow(c)
end
end
if c and not g_game.isFollowing() then
g_game.follow(c)
elseif c and g_game.isFollowing() and getDistanceBetween(pos(), c:getPosition()) > 1 then
g_game.cancelFollow()
g_game.follow(c)
end
checkTargetPos()
if targetMissing() and lastKnownPosition then
handleFloorChange()
end
end)
UI.Label("Follow Player:")
addTextEdit("playerToFollow", storage.followLeader or "Trala", function(widget, text)
storage.followLeader = text
target = tostring(text)
end)
|
-- Autogenerated from KST: please remove this line if doing any edits by hand!
local luaunit = require("luaunit")
require("position_abs")
TestPositionAbs = {}
function TestPositionAbs:test_position_abs()
local r = PositionAbs:from_file("src/position_abs.bin")
luaunit.assertEquals(r.index_offset, 32)
luaunit.assertEquals(r.index.entry, "foo")
end
|
-- Lua uses '--' as comment to end of line read the
-- manual for more comment options.
pktgen.screen("off");
|
---@type i18n
local i18n = ECSLoader:ImportModule("i18n")
local rangedConfigTranslations = {
["Show Ranged Stats"] = {
["enUS"] = true,
["deDE"] = "Fernkampfwerte anzeigen",
["frFR"] = "À distance Général",
["zhCN"] = "显示远程属性",
},
["Shows/Hides all ranged stats."] = {
["enUS"] = true,
["deDE"] = "Zeigt/Versteckt alle Fernkampfwerte.",
["frFR"] = "Affiche/cache toutes les statistiques à distance.",
["zhCN"] = "显示/隐藏 所有远程属性",
},
["Ranged Attack Power"] = {
["enUS"] = true,
["deDE"] = "Fernkampf Angriffskraft",
["frFR"] = "Puissance d'attaque à distance",
["zhCN"] = "远程攻击强度",
},
["Shows/Hides the ranged attack power value."] = {
["enUS"] = true,
["deDE"] = "Zeigt/Versteckt den Fernkampf Angriffskraftwert.",
["frFR"] = "Affiche/Cache la puissance d'attaque à distance.",
["zhCN"] = "显示/隐藏 远程攻击强度",
},
["Ranged Crit"] = {
["enUS"] = true,
["deDE"] = "Fernkampf Kritisch",
["frFR"] = "Critique à distance",
["zhCN"] = "远程暴击",
},
["Shows/Hides the ranged crit chance."] = {
["enUS"] = true,
["deDE"] = "Zeigt/Versteckt die Chance im Fernkampf kritisch zu treffen.",
["frFR"] = "Affiche/cache les chances de coup critique à distance.",
["zhCN"] = "显示/隐藏 远程暴击",
},
["Shows/Hides the ranged attack speed."] = {
["enUS"] = true,
["deDE"] = "Zeigt/Versteckt das Fernkampf Angriffstempo.",
["frFR"] = false,
["zhCN"] = false,
},
["Ranged Hit"] = {
["enUS"] = true,
["deDE"] = "Fernkampf Trefferwertung",
["frFR"] = "Toucher à distance",
["zhCN"] = "远程命中",
},
["Ranged Hit Values"] = {
["enUS"] = true,
["deDE"] = "Fernkampf Trefferwertung",
["frFR"] = "Valeurs de toucher à distance",
["zhCN"] = "远程命中率",
},
["Shows/Hides all ranged hit chance."] = {
["enUS"] = true,
["deDE"] = "Zeigt/Versteckt alle Trefferwertungen im Fernkampf.",
["frFR"] = "Affiche/cache les chances de toucher à distance.",
["zhCN"] = "显示/隐藏 所有远程命中",
},
["Shows/Hides the ranged hit rating."] = {
["frFR"] = false,
["enUS"] = true,
["deDE"] = "Zeigt/Versteckt die Fernkampf Trefferwertung.",
["zhCN"] = false,
},
["Shows/Hides the ranged hit bonus."] = {
["enUS"] = true,
["deDE"] = "Zeigt/Versteckt den Bonus auf die Fernkampf Trefferwertung.",
["frFR"] = "Affiche/cache le bonus de toucher à distance.",
["zhCN"] = "显示/隐藏 远程命中率",
},
["Shows/Hides the ranged miss chance against enemies on the same level."] = {
["enUS"] = true,
["deDE"] = "Zeigt/Versteckt die Chance einen Gegner des gleichen Levels im Fernkampf zu verfehlen.",
["frFR"] = "Affiche/cache les chances de rater à distance contre un ennemi du même niveau.",
["zhCN"] = "显示/隐藏 针对同等级敌人的远程未命中率",
},
["Shows/Hides the ranged miss chance against boss enemies (+3 Level)."] = {
["enUS"] = true,
["deDE"] = "Zeigt/Versteckt die Chance einen Gegner mit 3 Level über dem eigenen im Fernkampf zu verfehlen.",
["frFR"] = "Affiche/cache les chances de rater à distance contre un boss de 3 niveaux supérieurs.",
["zhCN"] = "显示/隐藏 针对BOSS的远程未命中率 (+3 等级)。",
},
}
for k, v in pairs(rangedConfigTranslations) do
i18n.translations[k] = v
end
|
-----------------------------------
-- Area: Port Jeuno
-- NPC: Tsolag
-- Type: NPC
-- !pos -13 8 53 246
-----------------------------------
require("scripts/globals/settings");
-----------------------------------
function onTrade(player,npc,trade)
end;
function onTrigger(player,npc)
end;
function onEventUpdate(player,csid,option)
end;
function onEventFinish(player,csid,option)
end;
|
-- Strategy profile initialization routine
-- Defines Strategy profile properties and Strategy parameters
-- TODO: Add minimal and maximal value of numeric parameters and default color of the streams
function Init()
strategy:name("3 EMA Pullback 2.0");
strategy:description("No description");
strategy:type(core.Both);
strategy:setTag("NonOptimizableParameters", "SendEmail,PlaySound,Email,SoundFile,RecurrentSound,ShowAlert");
strategy.parameters:addGroup("Price Parameters");
strategy.parameters:addString("TF", "Time frame ('t1', 'm1', 'm5', etc.)", "", "m1");
strategy.parameters:setFlag("TF", core.FLAG_PERIODS);
strategy.parameters:addGroup("Parameters");
strategy.parameters:addInteger("FastEMA", "Fast EMA Periods", "No description", 50);
strategy.parameters:addInteger("MedEMA", "Medium EMA Periods", "No description", 150);
strategy.parameters:addInteger("SlowEMA", "Slow EMA Periods", "No description", 250);
strategy.parameters:addGroup("Stage 1 High/Low Parameters");
strategy.parameters:addInteger("LookBack", "LookBack Periods", "No description", 100);
strategy.parameters:addBoolean("EnableStage1Timeframe", "EnableStage1Timeframe", "if set to yes, high/low can only be made when time is between TimeRangeStart and TimeRangeEnd", true);
strategy.parameters:addString("TimeRangeStart", "TimeRangeStart", "set the time to start looking for high/low", "03:00:00");
strategy.parameters:addString("TimeRangeEnd", "TimeRangeEnd", "set the time to stop looking for high/low", "17:00:00");
strategy.parameters:addGroup("Trading Parameters");
strategy.parameters:addBoolean("AllowTrade", "Allow strategy to trade", "", true);
strategy.parameters:setFlag("AllowTrade", core.FLAG_ALLOW_TRADE);
strategy.parameters:addString("Account", "Account to trade on", "", "");
strategy.parameters:setFlag("Account", core.FLAG_ACCOUNT);
strategy.parameters:addInteger("Amount", "Trade Amount in Lots", "", 1, 1, 100);
strategy.parameters:addBoolean("SetLimit", "Set Limit Orders", "", true);
strategy.parameters:addInteger("Limit", "Limit Order in pips", "", 30, 1, 10000);
strategy.parameters:addBoolean("SetStop", "Set Stop Orders", "", true);
strategy.parameters:addInteger("Stop", "Stop Order in pips", "", 30, 1, 10000);
strategy.parameters:addBoolean("TrailingStop", "Trailing stop order", "", false);
strategy.parameters:addGroup("Notification");
strategy.parameters:addBoolean("ShowAlert", "Show Alert", "", true);
strategy.parameters:addBoolean("PlaySound", "Play Sound", "", false);
strategy.parameters:addBoolean("RecurrentSound", "Recurrent Sound", "", false);
strategy.parameters:addFile("SoundFile", "Sound File", "", "");
strategy.parameters:setFlag("SoundFile", core.FLAG_SOUND);
strategy.parameters:addBoolean("SendEmail", "Send Email", "", false);
strategy.parameters:addString("Email", "Email", "", "");
strategy.parameters:setFlag("Email", core.FLAG_EMAIL);
end
-- strategy instance initialization routine
-- Processes strategy parameters and creates output streams
-- TODO: Calculate all constants, create instances all necessary indicators and load all required libraries
-- Parameters block
local FastEMA;
local MedEMA;
local SlowEMA;
local LookBack;
local gSource = nil; -- the source stream
local PlaySound;
local RecurrentSound;
local SoundFile;
local Email;
local SendEmail;
local AllowTrade;
local Account;
local Amount;
local BaseSize;
local SetLimit;
local Limit;
local SetStop;
local Stop;
local TrailingStop;
local Offer;
local CanClose;
--TODO: Add variable(s) for your indicator(s) if needed
local iEMAFast;
local iEMAMed;
local iEMASlow;
local EnableStage1Timeframe;
local TimeRangeStart;
local TimeRangeEnd;
local PrevHigh;
local Prevlow;
-- Routine
function Prepare(nameOnly)
FastEMA = instance.parameters.FastEMA;
MedEMA = instance.parameters.MedEMA;
SlowEMA = instance.parameters.SlowEMA;
LookBack = instance.parameters.LookBack;
EnableStage1Timeframe = instance.parameters.EnableStage1Timeframe;
TimeRangeStart = instance.parameters.TimeRangeStart;
TimeRangeEnd = instance.parameters.TimeRangeEnd;
local name = profile:id() .. "(" .. instance.bid:instrument() .. ", " .. tostring(FastEMA) .. ", " .. tostring(MedEMA) .. ", " .. tostring(SlowEMA) .. ", " .. tostring(LookBack).. ", " .. tostring(EnableStage1Timeframe) .. ")";
instance:name(name);
if nameOnly then
return ;
end
ShowAlert = instance.parameters.ShowAlert;
PlaySound = instance.parameters.PlaySound;
if PlaySound then
RecurrentSound = instance.parameters.RecurrentSound;
SoundFile = instance.parameters.SoundFile;
else
SoundFile = nil;
end
assert(not(PlaySound) or (PlaySound and SoundFile ~= ""), "Sound file must be specified");
SendEmail = instance.parameters.SendEmail;
if SendEmail then
Email = instance.parameters.Email;
else
Email = nil;
end
assert(not(SendEmail) or (SendEmail and Email ~= ""), "E-mail address must be specified");
AllowTrade = instance.parameters.AllowTrade;
if AllowTrade then
Account = instance.parameters.Account;
Amount = instance.parameters.Amount;
BaseSize = core.host:execute("getTradingProperty", "baseUnitSize", instance.bid:instrument(), Account);
Offer = core.host:findTable("offers"):find("Instrument", instance.bid:instrument()).OfferID;
CanClose = core.host:execute("getTradingProperty", "canCreateMarketClose", instance.bid:instrument(), Account);
SetLimit = instance.parameters.SetLimit;
Limit = instance.parameters.Limit * instance.bid:pipSize();
SetStop = instance.parameters.SetStop;
Stop = instance.parameters.Stop * instance.bid:pipSize();
TrailingStop = instance.parameters.TrailingStop;
end
gSource = ExtSubscribe(1, nil, instance.parameters.TF, true, "bar");
tSource = ExtSubscribe(2, nil, "t1", true, "bar");
--TODO: Find indicator's profile, intialize parameters, and create indicator's instance (if needed)
iEMAFast = core.indicators:create("EMA", gSource.close, FastEMA)
iEMAMed = core.indicators:create("EMA", gSource.close, MedEMA)
iEMASlow = core.indicators:create("EMA", gSource.close, SlowEMA)
end
local Stage1Status = "Neutral"; -- possible values are "Neutral", "Buy", "Sell"
-- strategy calculation routine
-- TODO: Add your code for decision making
-- TODO: Update the instance of your indicator(s) if needed
function ExtUpdate(id, source, period)
-- update indicators
iEMAFast:update(core.UpdateLast);
iEMAMed:update(core.UpdateLast);
iEMASlow:update(core.UpdateLast);
-- check for data
--if not iEMAFast.DATA:hasData(period) or not iEMAMed.DATA:hasData(period) or not iEMAMed.DATA:hasData(period) then
--core.host:trace("Not Enough Data. Checking Next Bar...")
--return;
--end
-- close of bar, Stage 1, making sure EMAs are lined up and price has reached 100 bar high/low
if id == 1 and not haveTrades() then
-- create a range of candles
local range = core.rangeTo(period-1, LookBack)
-- find high and low
local High, Highpos = mathex.max(gSource.high, range)
local Low, Lowpos = mathex.min(gSource.low, range)
-- buy setup, if Price > Fast > Med > Slow AND close Price is above 100 period high
if gSource.close[period] > iEMAFast.DATA[period] and
iEMAFast.DATA[period] > iEMAMed.DATA[period] and
iEMAMed.DATA[period] > iEMASlow.DATA[period] and
gSource.close[period] > High then
if not EnableStage1Timeframe or insideTimeRange() then
Stage1Status = "Buy"
terminal:alertMessage(instance.bid:instrument(), instance.bid[NOW], "Looking for Buy Trigger...", instance.bid:date(NOW));
PrevHigh, PrevHighpos = mathex.max(gSource.high, core.rangeTo(period-10, 50))
else
Stage1Status = "Neutral"
terminal:alertMessage(instance.bid:instrument(), instance.bid[NOW], "New High Occurred Outside of Time Range, Removing Any Prior Signal...", instance.bid:date(NOW));
end
end
-- sell setup, if Price < Fast < Med < Slow AND close Price is below 100 period low
if gSource.close[period] < iEMAFast.DATA[period] and
iEMAFast.DATA[period] < iEMAMed.DATA[period] and
iEMAMed.DATA[period] < iEMASlow.DATA[period] and
gSource.close[period] < Low then
if not EnableStage1Timeframe or insideTimeRange() then
Stage1Status = "Sell"
terminal:alertMessage(instance.bid:instrument(), instance.bid[NOW], "Looking for Sell Trigger...", instance.bid:date(NOW));
PrevLow, PrevLowpos = mathex.min(gSource.low, core.rangeTo(period-10, 50))
else
Stage1Status = "Neutral"
terminal:alertMessage(instance.bid:instrument(), instance.bid[NOW], "New Low Occurred Outside of Time Range, Removing Any Prior Signal...", instance.bid:date(NOW));
end
end
end
-- every tick, Stage 2, Stage1Status must not be "Neutral" and trigger buy/sell when Fast EMA is hit or crossed
if id == 2 and Stage1Status ~= "Neutral" then
--core.host:trace("EMA Value = " .. tostring(iEMAFast.DATA[iEMAFast.DATA:size()-1]));
-- Buy trigger
if Stage1Status == "Buy" and instance.bid[NOW] <= iEMAFast.DATA[iEMAFast.DATA:size()-1] then
Stage1Status = "Neutral"
-- BUY
if instance.bid[NOW] >= PrevHigh - instance.bid:pipSize()*5 then
enter("B")
terminal:alertMessage(instance.bid:instrument(), instance.bid[NOW], "Opening Buy Trade...", instance.bid:date(NOW));
else
-- NOT PLACING A BUY TRADE
terminal:alertMessage(instance.bid:instrument(), instance.bid[NOW], "Price is Below PrevHigh-5, Skipping Buy Signal...", instance.bid:date(NOW));
end
end
-- Sell trigger
if Stage1Status == "Sell" and instance.bid[NOW] >= iEMAFast.DATA[iEMAFast.DATA:size()-1] then
Stage1Status = "Neutral"
-- SELL
if instance.bid[NOW] <= PrevLow + instance.bid:pipSize()*5 then
enter("S")
terminal:alertMessage(instance.bid:instrument(), instance.bid[NOW], "Opening Sell Trade...", instance.bid:date(NOW));
else
-- NOT PLACING A SELL TRADE
terminal:alertMessage(instance.bid:instrument(), instance.bid[NOW], "Price is Above PrevLow+5, Skipping Sell Signal...", instance.bid:date(NOW));
end
end
end
end
-- open positions in direction BuySell
function enter(BuySell)
local valuemap, success, msg;
valuemap = core.valuemap();
valuemap.OrderType = "OM";
valuemap.OfferID = Offer;
valuemap.AcctID = Account;
valuemap.Quantity = Amount * BaseSize;
valuemap.BuySell = BuySell;
valuemap.GTC = "GTC";
if SetLimit then
-- set limit order
valuemap.PegTypeLimit = "O";
if BuySell == "B" then
valuemap.PegPriceOffsetPipsLimit = Limit/instance.bid:pipSize();
else
valuemap.PegPriceOffsetPipsLimit = -Limit/instance.bid:pipSize();
end
end
if SetStop then
-- set stop order
valuemap.PegTypeStop = "O";
if BuySell == "B" then
valuemap.PegPriceOffsetPipsStop = -Stop/instance.bid:pipSize();
else
valuemap.PegPriceOffsetPipsStop = Stop/instance.bid:pipSize();
end
if TrailingStop then
valuemap.TrailStepStop = 1;
end
end
if (not CanClose) and (StopLoss > 0 or TakeProfit > 0) then
valuemap.EntryLimitStop = "Y"
end
success, msg = terminal:execute(100, valuemap);
if not(success) then
terminal:alertMessage(instance.bid:instrument(), instance.bid[instance.bid:size() - 1], "open order failure: " .. msg, instance.bid:date(instance.bid:size() - 1));
return false;
end
return true;
end
-- return true if trade is found (can check single side as well)
function haveTrades(BuySell)
local enum, row;
local found = false;
enum = core.host:findTable("trades"):enumerator();
row = enum:next();
while (not found) and (row ~= nil) do
if row.AccountID == Account and
row.OfferID == Offer and
(row.BS == BuySell or BuySell == nil) then
found = true;
end
row = enum:next();
end
return found;
end
function insideTimeRange()
local currentTime = core.host:execute("getServerTime");
local startTimeToday = ConvertStrToTime(TimeRangeStart);
local endTimeToday = ConvertStrToTime(TimeRangeEnd);
--compare current time
if startTimeToday <= endTimeToday then
if currentTime >= startTimeToday and currentTime < endTimeToday then
return true;
end
else
if currentTime >= startTimeToday or currentTime < endTimeToday then
return true;
end
end
return false;
end
--Converts a time in string to time value
function ConvertStrToTime(timeString, source, period)
local h, m, s;
local currentTime = core.host:execute("getServerTime");
local nowTable = core.dateToTable(currentTime);
for HH, MM, SS in string.gmatch(timeString, "(%w+):(%w+):(%w+)") do
h = tonumber(HH);
m = tonumber(MM);
s = tonumber(SS);
end
local time = core.datetime(nowTable.year, nowTable.month, nowTable.day, h, m, s);
return time;
end
dofile(core.app_path() .. "\\strategies\\standard\\include\\helper.lua");
|
local helpers = require('test.functional.helpers')(after_each)
local Screen = require('test.functional.ui.screen')
local clear, feed, command = helpers.clear, helpers.feed, helpers.command
local insert = helpers.insert
if helpers.pending_win32(pending) then return end
describe('Screen', function()
local screen
before_each(function()
clear()
screen = Screen.new(nil,10)
screen:attach()
screen:set_default_attr_ids( {
[0] = {bold=true, foreground=Screen.colors.Blue},
[1] = {foreground = Screen.colors.LightGrey, background = Screen.colors.DarkGray}
} )
end)
after_each(function()
screen:detach()
end)
describe("match and conceal", function()
before_each(function()
command("let &conceallevel=1")
end)
describe("multiple", function()
before_each(function()
insert([[
&&
&&
&&
&&
&&
&&
]])
command("syn match dAmpersand '[&][&]' conceal cchar=∧")
end)
it("double characters.", function()
screen:expect([[
{1:∧} |
{1:∧} |
{1:∧} |
{1:∧} |
{1:∧} |
{1:∧} |
^ |
{0:~ }|
{0:~ }|
|
]])
end)
it('double characters and move the cursor one line up.', function()
feed("k")
screen:expect([[
{1:∧} |
{1:∧} |
{1:∧} |
{1:∧} |
{1:∧} |
^&& |
|
{0:~ }|
{0:~ }|
|
]])
end)
it('double characters and move the cursor to the beginning of the file.', function()
feed("gg")
screen:expect([[
^&& |
{1:∧} |
{1:∧} |
{1:∧} |
{1:∧} |
{1:∧} |
|
{0:~ }|
{0:~ }|
|
]])
end)
it('double characters and move the cursor to the second line in the file.', function()
feed("ggj")
screen:expect([[
{1:∧} |
^&& |
{1:∧} |
{1:∧} |
{1:∧} |
{1:∧} |
|
{0:~ }|
{0:~ }|
|
]])
end)
it('double characters and then move the cursor to the beginning of the file and back to the end of the file.', function()
feed("ggG")
screen:expect([[
{1:∧} |
{1:∧} |
{1:∧} |
{1:∧} |
{1:∧} |
{1:∧} |
^ |
{0:~ }|
{0:~ }|
|
]])
end)
end) -- multiple
it("keyword instances in initially in the document.", function()
feed("2ilambda<cr><ESC>")
command("let &conceallevel=1")
command("syn keyword kLambda lambda conceal cchar=λ")
screen:expect([[
{1:λ} |
{1:λ} |
^ |
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
|
]])
end) -- Keyword
describe("regions in the document", function()
before_each(function()
feed("2")
insert("<r> a region of text </r>\n")
command("let &conceallevel=1")
end)
it('initially and conceal it.', function()
command("syn region rText start='<r>' end='</r>' conceal cchar=R")
screen:expect([[
{1:R} |
{1:R} |
^ |
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
|
]])
end)
it('initially and conceal its start tag and end tag.', function()
-- concealends has a known bug (todo.txt) where the first match won't
-- be replaced with cchar.
command("syn region rText matchgroup=rMatch start='<r>' end='</r>' concealends cchar=-")
screen:expect([[
{1: } a region of text {1:-} |
{1: } a region of text {1:-} |
^ |
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
|
]])
end)
it('that are nested and conceal the nested region\'s start and end tags.', function()
command("syn region rText contains=rText matchgroup=rMatch start='<r>' end='</r>' concealends cchar=-")
insert("<r> A region with <r> a nested <r> nested region.</r> </r> </r>\n")
screen:expect([[
{1: } a region of text {1:-} |
{1: } a region of text {1:-} |
{1: } A region with {1: } a nested {1: } nested region.{1:-} |
{1:-} {1:-} |
^ |
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
|
]])
end)
end) -- regions in the document
describe("a region of text", function()
before_each(function()
command("syntax conceal on")
feed("2")
insert("<r> a region of text </r>\n")
command("syn region rText start='<r>' end='</r>' cchar=-")
end)
it("and turn on implicit concealing", function()
screen:expect([[
{1:-} |
{1:-} |
^ |
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
|
]])
end)
it("and then turn on, then off, and then back on implicit concealing.", function()
command("syntax conceal off")
feed("2")
insert("<i> italian text </i>\n")
command("syn region iText start='<i>' end='</i>' cchar=*")
screen:expect([[
{1:-} |
{1:-} |
<i> italian text </i> |
<i> italian text </i> |
^ |
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
|
]])
command("syntax conceal on")
command("syn region iText start='<i>' end='</i>' cchar=*")
screen:expect([[
{1:-} |
{1:-} |
{1:*} |
{1:*} |
^ |
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
|
]])
end)
end) -- a region of text (implicit concealing)
end) -- match and conceal
describe("let the conceal level be", function()
before_each(function()
insert("// No Conceal\n")
insert('"Conceal without a cchar"\n')
insert("+ With cchar\n\n")
command("syn match noConceal '^//.*$'")
command("syn match concealNoCchar '\".\\{-}\"$' conceal")
command("syn match concealWCchar '^+.\\{-}$' conceal cchar=C")
end)
it("0. No concealing.", function()
command("let &conceallevel=0")
screen:expect([[
// No Conceal |
"Conceal without a cchar" |
+ With cchar |
|
^ |
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
|
]])
end)
it("1. Conceal using cchar or reference listchars.", function()
command("let &conceallevel=1")
screen:expect([[
// No Conceal |
{1: } |
{1:C} |
|
^ |
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
|
]])
end)
it("2. Hidden unless cchar is set.", function()
command("let &conceallevel=2")
screen:expect([[
// No Conceal |
|
{1:C} |
|
^ |
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
|
]])
end)
it("3. Hide all concealed text.", function()
command("let &conceallevel=3")
screen:expect([[
// No Conceal |
|
|
|
^ |
{0:~ }|
{0:~ }|
{0:~ }|
{0:~ }|
|
]])
end)
end) -- conceallevel
end)
|
require 'Properties'
require 'Level'
require 'Camera'
require 'Common'
Annihilator = {list = {}}
local function tag(c, strength, Annihilatorthing)
local tag = {}
local alpha = 0
if Annihilatorthing.Special == "Neumann" then
alpha = Annihilatorthing.SpecialPower
end
Level:setPixel(c.x,c.y,
c.r,
c.g,
c.b,
alpha)
tag.LifeTime = strength * Properties.FadeLengthFactor
tag.TimeLeft = tag.LifeTime
tag.Color = {r=c.r,g=c.g,b=c.b}
tag.Pos = {x=c.x,y=c.y}
table.insert(Annihilator.list,tag)
end
function Annihilator:tag(Annihilatorthing)
if not Annihilatorthing.collisions then
return
end
for _,c in ipairs(Annihilatorthing.collisions) do
c.r, c.g, c.b, c.a = Level:getPixel(c.x,c.y)
if c.a >= Properties.CollisionAlpha then
if (Annihilatorthing.Effector == "Precision" ) or
(Annihilatorthing.OperationStrength >= Materials:getHardness(c.r,c.g,c.b,c.a) ) then
tag(c,Annihilatorthing.OperationStrength,Annihilatorthing)
end
end
end
end
function Annihilator:update(dt)
for index = #Annihilator.list,1,-1 do
if Annihilator.list[index].TimeLeft <= 0 then
table.remove(Annihilator.list,index)
else
Annihilator.list[index].TimeLeft = Annihilator.list[index].TimeLeft - dt
end
end
end
function Annihilator:draw()
for _,tag in ipairs(Annihilator.list) do
local cx, cy = Camera:worldToScreen(tag.Pos.x,tag.Pos.y)
local fade = tag.TimeLeft / tag.LifeTime
love.graphics.setColor(tag.Color.r,tag.Color.g,tag.Color.b,255*fade)
love.graphics.points(cx,cy)
end
end
|
local COMMAND = Clockwork.command:New("SolvedAccept");
COMMAND.tip = "Use when you have solved a help request.";
COMMAND.arguments = 0;
function COMMAND:OnRun(player, arguments)
local requestID = tonumber(arguments[1]);
if (!requestID) then
Clockwork.player:Notify(player, "Invalid request ID.");
return;
end;
local request = vStaffRequests[requestID];
if (!request) then
Clockwork.player:Notify(player, "Invalid request ID.");
return;
end;
local request = vStaffRequests[requestID];
if (request.requesterSteamID != player:SteamID()) then
Clockwork.player:Notify(player, "You can only mark your own help requests as solved!");
return;
end;
if (request.hasBeenSolved) then
Clockwork.player:Notify(player, "This request has already been marked as solved.");
return;
end;
vStaffRequests[requestID].hasBeenSolved = true;
local staffer = Clockwork.player:FindByID(request.accepterSteamID);
if (staffer) then
local helpRequestsMarkedSolved = staffer:GetCharacterData("HelpRequestsMarkedSolved") or 0;
staffer:SetCharacterData("HelpRequestsMarkedSolved", helpRequestsMarkedSolved + 1);
Clockwork.player:SetSafePosition(staffer, staffer.preHelpRequestPos);
Clockwork.player:Notify(player, "Your help request is now marked as solved: the staff member has been returned to their original position.");
else
Clockwork.player:Notify(player, "Your help request is now marked as solved.");
end;
Clockwork.player:Notify(staffer, "The help request is now marked as solved: you have been returned to your original position.");
end;
COMMAND:Register();
|
local ffi = require('ffi')
ffi.cdef [[
int isalnum(int c);
int isalpha(int c);
int iscntrl(int c);
int isdigit(int c);
int isgraph(int c);
int islower(int c);
int isprint(int c);
int ispunct(int c);
int isspace(int c);
int isupper(int c);
int isxdigit(int c);
int tolower(int c);
int toupper(int c);
]]
--
local M = {}
return M
|
Lib = {}
Lib.foo = function (x,y) return x + y end
Lib.goo = function (x,y) return x - y end
Lib = {
foo = function (x,y) return x + y end,
goo = function (x,y) return x - y end
}
Lib = {}
function Lib.foo (x,y)
return x + y
end
function Lib.goo (x,y)
return x - y
end
|
-- #LD34 - 2015 by <weldale@gmail.com>
-- #LD31 - 2014 by <weldale@gmail.com>
-- Adapted from: Paddle Game - #LD30 -- by <weldale@gmail.com> https://github.com/xicalango/ld30
-- Original: Rocks-n-Blaster -- #LD48 -- by <weldale@gmail.com> https://github.com/xicalango/Rocks-n-Blaster
GameState = class("GameState")
function GameState:onActivation()
end
function GameState:onDeactivation()
end
function GameState:onStateChange(oldState)
return true
end
function GameState:update(dt)
end
function GameState:draw()
end
function GameState:keypressed(key, isRepeated)
end
function GameState:keyreleased(key)
end
function GameState:mousepressed(x, y, button)
end
function GameState:mousereleased(x, y, button)
end
NilGameState = GameState:subclass("NilGameState")
GameStateManager = class("GameStateManager")
function GameStateManager:initialize()
self.states = {}
self.currentState = NilGameState:new()
self.currentStateClass = NilGameState
self.nextStateClass = nil
self.activationParameters = nil
end
function GameStateManager:draw()
self.currentState:draw()
end
function GameStateManager:update(dt)
if self.nextStateClass then
self:_changeState()
end
self.currentState:update(dt)
end
function GameStateManager:keypressed(key, isRepeated)
self.currentState:keypressed(key, isRepeated)
end
function GameStateManager:keyreleased(key)
self.currentState:keyreleased(key)
end
function GameStateManager:mousepressed(x, y, button)
self.currentState:mousepressed(x, y, button)
end
function GameStateManager:mousereleased(x, y, button)
self.currentState:mousereleased(x, y, button)
end
function GameStateManager:registerState(stateClass)
self.states[stateClass] = stateClass:new()
end
function GameStateManager:registerAll(states)
for k,v in pairs(states) do
self.states[k] = v
end
end
function GameStateManager:changeState(stateClass, ...)
assert( self.states[stateClass] )
self.nextStateClass = stateClass
self.activationParameters = {...}
end
function GameStateManager:getCurrentState()
return self.currentState
end
function GameStateManager:_changeState()
if self.states[self.nextStateClass]:onStateChange( self.currentStateClass ) then
self.currentState:onDeactivation()
self.currentStateClass = self.nextStateClass
self.currentState = self.states[self.nextStateClass]
self.currentState:onActivation(unpack(self.activationParameters))
end
self.nextStateClass = nil
self.activationParameters = nil
end
|
LuaExtend = { }
----------------------------------------------------------------------------
------------------------------gameobject操作相关----------------------------
----------------------------------------------------------------------------
function LuaExtend:setActive(obj,isActive)
CS.LuaExtend.setActive(obj,isActive)
end
function LuaExtend:setObjPos(obj,x,y,z)
CS.LuaExtend.setObjPos(obj,x,y,z)
end
function LuaExtend:setObjPosTable(obj,lst)
CS.LuaExtend.setObjPos(obj,lst[1],lst[2],lst[3])
end
function LuaExtend:getAngle(dir)
return CS.LuaExtend.getAngle(dir)
end
----------------------------------------------------------------------------
------------------------------UI相关----------------------------------------
----------------------------------------------------------------------------
--设置UI在Canvas的层
function LuaExtend:setUINode(obj,node)
CS.LuaExtend.setUINode(obj,node)
end
--设置Image sprite
function LuaExtend:setSprite(obj,name)
CS.LuaExtend.setSprite(obj,name)
end
--给UI添加一个eventListener
function LuaExtend:addEventListener(obj)
return CS.LuaExtend.addEventListener(obj)
end
--根据UI节点路径查找
function LuaExtend:getNode(root,path)
return CS.LuaExtend.getNode(root,path)
end
--递归查找UI下面的一个节点
function LuaExtend:getNodeByRecursion(root,nodeName)
return CS.LuaExtend.getNodeByRecursion(root,nodeName)
end
--设置UI的material属性
function LuaExtend:setMaterialFloat(img,key,val)
CS.LuaExtend.setMaterialFloat(img,key,val)
end
----------------------------------------------------------------------------
------------------------------DoTween相关-----------------------------------
----------------------------------------------------------------------------
function LuaExtend:doUpDownScaleAnim(obj,title,onComplete)
return CS.LuaExtend.doUpDownScaleAnim(obj,title,onComplete)
end
function LuaExtend:doLocalMoveTo(obj,dur,endVal,call,delay)
delay = delay and delay or 0
CS.LuaExtend.doLocalMoveTo(obj,dur,endVal,call,delay)
end
--销毁tween
function LuaExtend:killTweener(tw,isDoComplete)
CS.LuaExtend.killTweener(tw,isDoComplete)
end
--旋转
function LuaExtend:lerpRotation(obj,dir)
CS.LuaExtend.lerpRotation(obj,dir)
end
--dofloat
function LuaExtend:doFloatTo(call,startVal,endVal,dur,finish)
return CS.LuaExtend.doFloatTo(call,startVal,endVal,dur,finish)
end
---------------------------------------------------------------------------
------------------------------对象池相关-----------------------------------
---------------------------------------------------------------------------
--销毁gameObject 对象池会处理
function LuaExtend:destroyObj(obj)
CS.LuaExtend.destroyObj(obj)
end
--加载gameObject
function LuaExtend:loadObj(url,callBack)
CS.LuaExtend.loadObj(url,callBack)
end
--加载场景
function LuaExtend:loadScene(level,progress)
CS.LuaExtend.loadScene(level,progress)
end
--摄像机相关
function LuaExtend:setCameraPlayer(player)
CS.LuaExtend.setCameraPlayer(player)
end
function LuaExtend:doShake(time,att,hor,ver)
CS.LuaExtend.doShake(time,att,hor,ver)
end
---------------------------------------------------------------------------
------------------------------数学相关-----------------------------------
---------------------------------------------------------------------------
function LuaExtend:getVectorAngle(v1,v2)
return CS.LuaExtend.getVectorAngle(v1,v2)
end
function LuaExtend:getMillTimer()
return CS.LuaExtend.getMillTimer()
end
function LuaExtend:getSecTimer()
return CS.LuaExtend.getSecTimer()
end
function LuaExtend:unloadAllAssetBundle()
CS.LuaExtend.unloadAllAssetBundle()
end
|
--[[
File name: gameDatabase.lua
Description: lookup values in the game database
Author: oldmilk
--]]
local module = {}
local InsertService = game:GetService("InsertService")
-- updateConfig: update the game config/database
function module.updateConfig()
warn("Game database updating....")
if game.ReplicatedStorage:FindFirstChild("gameDatabase") ~= nil then
game.ReplicatedStorage.gameDatabase:Destroy()
end
InsertService:LoadAsset(7418954161):GetChildren()[1].Parent = game.ReplicatedStorage
warn("Game database updated!")
end
-- runStartupConfig: run the server startup function located in the game database
function module.runStartupConfig()
local gameConfig = require(game.ReplicatedStorage:WaitForChild("gameDatabase"))
gameConfig.server.startupConfig()
end
-- getLootTable: returns the raw loot table data for a given mob
function module.getLootTable(mobName)
local gameConfig = require(game.ReplicatedStorage:WaitForChild("gameDatabase"))
if gameConfig.lootTables[mobName] == nil then
error("Failed to lookup: invalid mobName")
else
return gameConfig["lootTables"][mobName]
end
end
-- getItemInfo: returns the raw item info for a given item
function module.getItemInfo(itemName)
local gameConfig = require(game.ReplicatedStorage:WaitForChild("gameDatabase"))
if gameConfig["items"][itemName] == nil then
error("Failed to lookup: invalid itemName")
else
return gameConfig["items"][itemName]
end
end
return module
|
AddEventHandler('esx:getSharedObject', function(cb)
cb(ESX)
end)
function getSharedObject()
return ESX
end
--ikNox#6088
|
local function isTable(value)
return type(value) == 'table'
end
return isTable
|
--鉄獣戦線 ケラス
--
--Script by JustFish
function c101102007.initial_effect(c)
--special summon from hand
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(101102007,0))
e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
e1:SetType(EFFECT_TYPE_IGNITION)
e1:SetRange(LOCATION_HAND)
e1:SetCountLimit(1,101102007)
e1:SetCost(c101102007.spcost)
e1:SetTarget(c101102007.sptg)
e1:SetOperation(c101102007.spop)
c:RegisterEffect(e1)
--special summon from extra
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(101102007,1))
e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
e2:SetType(EFFECT_TYPE_IGNITION)
e2:SetRange(LOCATION_MZONE)
e2:SetCountLimit(1,101102007+100)
e2:SetCost(c101102007.spcost1)
e2:SetTarget(c101102007.sptg1)
e2:SetOperation(c101102007.spop1)
c:RegisterEffect(e2)
end
function c101102007.cfilter(c)
return c:IsRace(RACE_BEAST+RACE_BEASTWARRIOR+RACE_WINDBEAST) and c:IsDiscardable()
end
function c101102007.spcost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(c101102007.cfilter,tp,LOCATION_HAND,0,1,e:GetHandler()) end
Duel.DiscardHand(tp,c101102007.cfilter,1,1,REASON_COST+REASON_DISCARD,e:GetHandler())
end
function c101102007.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0)
end
function c101102007.spop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if c:IsRelateToEffect(e) then
Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)
end
end
function c101102007.spcost1(e,tp,eg,ep,ev,re,r,rp,chk)
e:SetLabel(100)
return true
end
function c101102007.cfilter1(c)
return c:IsRace(RACE_BEAST+RACE_BEASTWARRIOR+RACE_WINDBEAST) and c:IsAbleToRemoveAsCost()
end
function c101102007.fselect(g,tg)
return tg:IsExists(Card.IsLink,1,nil,#g)
end
function c101102007.spfilter(c,e,tp)
return c:IsType(TYPE_LINK) and c:IsRace(RACE_BEAST+RACE_BEASTWARRIOR+RACE_WINDBEAST)
and c:IsCanBeSpecialSummoned(e,0,tp,false,false) and Duel.GetLocationCountFromEx(tp,tp,nil,c)>0
end
function c101102007.sptg1(e,tp,eg,ep,ev,re,r,rp,chk)
local cg=Duel.GetMatchingGroup(c101102007.cfilter1,tp,LOCATION_GRAVE,0,nil)
local tg=Duel.GetMatchingGroup(c101102007.spfilter,tp,LOCATION_EXTRA,0,nil,e,tp)
local _,maxlink=tg:GetMaxGroup(Card.GetLink)
if chk==0 then
if e:GetLabel()~=100 then return false end
e:SetLabel(0)
if #tg==0 then return false end
return cg:CheckSubGroup(c101102007.fselect,1,maxlink,tg)
end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)
local rg=cg:SelectSubGroup(tp,c101102007.fselect,false,1,maxlink,tg)
Duel.Remove(rg,POS_FACEUP,REASON_COST)
e:SetLabel(rg:GetCount())
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_EXTRA)
end
function c101102007.spfilter1(c,e,tp,lk)
return c101102007.spfilter(c,e,tp) and c:IsLink(lk)
end
function c101102007.spop1(e,tp,eg,ep,ev,re,r,rp)
local e1=Effect.CreateEffect(e:GetHandler())
e1:SetType(EFFECT_TYPE_FIELD)
e1:SetCode(EFFECT_CANNOT_BE_LINK_MATERIAL)
e1:SetProperty(EFFECT_FLAG_SET_AVAILABLE+EFFECT_FLAG_IGNORE_IMMUNE)
e1:SetTargetRange(0xff,0xff)
e1:SetTarget(aux.NOT(aux.TargetBoolFunction(Card.IsRace,RACE_BEAST+RACE_BEASTWARRIOR+RACE_WINDBEAST)))
e1:SetValue(c101102007.sumlimit)
e1:SetReset(RESET_PHASE+PHASE_END)
Duel.RegisterEffect(e1,tp)
local lk=e:GetLabel()
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
local g=Duel.SelectMatchingCard(tp,c101102007.spfilter1,tp,LOCATION_EXTRA,0,1,1,nil,e,tp,lk)
local tc=g:GetFirst()
if tc then
Duel.SpecialSummon(tc,0,tp,tp,false,false,POS_FACEUP)
end
end
function c101102007.sumlimit(e,c)
if not c then return false end
return c:IsControler(e:GetHandlerPlayer())
end
|
object_tangible_tcg_series1_decorative_painting_alliance_propaganda = object_tangible_tcg_series1_shared_decorative_painting_alliance_propaganda:new {
}
ObjectTemplates:addTemplate(object_tangible_tcg_series1_decorative_painting_alliance_propaganda, "object/tangible/tcg/series1/decorative_painting_alliance_propaganda.iff")
|
-- THE BASE MOBILE FACTORY PROTOTYPE --
-- Create Mobile Factory entity (Copy from base tank) --
local mf = table.deepcopy(data.raw.car.tank)
mf.name = "MobileFactory"
mf.order = "a"
mf.equipment_grid = "MFEquipmentGrid"
mf.minable = {mining_time = 1.5, result = "MobileFactory"}
mf.inventory_size = 10
mf.max_health = 2500
mf.consumption = "700KW"
mf.weight = 25000
mf.braking_power = "600kW"
mf.rotation_speed = 0.30 / 60
mf.guns = {"mfTank-machine-gun"}
mf.collision_box = {{-1.5, -2.5}, {1.0, 2.5}}
mf.selection_box = {{-2, -3.5}, {1.6, 2.5}}
--[[
mf.animation =
{
priority = "low",
width = 300,
height = 300,
frame_count = 1,
direction_count = 71,
shift = util.by_pixel(-4.75, -10),
animation_speed = 8,
max_advance = 1,
scale = 1,
stripes =
{
{
filename = "__Mobile_Factory_Graphics__/graphics/mobile- factory/mobile-factory.png",
width_in_frames = 10,
height_in_frames = 8
}
}
}
--]]
mf.animation =
{
layers =
{
{
priority = "low",
width = 269,
height = 212,
frame_count = 2,
direction_count = 64,
shift = util.by_pixel(-4.75, -10),
animation_speed = 8,
max_advance = 1,
scale = 1,
stripes =
{
{
filename = "__base__/graphics/entity/tank/hr-tank-base-1.png",
width_in_frames = 2,
height_in_frames = 16
},
{
filename = "__base__/graphics/entity/tank/hr-tank-base-2.png",
width_in_frames = 2,
height_in_frames = 16
},
{
filename = "__base__/graphics/entity/tank/hr-tank-base-3.png",
width_in_frames = 2,
height_in_frames = 16
},
{
filename = "__base__/graphics/entity/tank/hr-tank-base-4.png",
width_in_frames = 2,
height_in_frames = 16
}
}
},
{
priority = "low",
width = 207,
height = 166,
frame_count = 2,
direction_count = 64,
shift = util.by_pixel(-4.75, -21),
max_advance = 1,
line_length = 2,
stripes = util.multiplystripes(2,
{
{
filename = "__base__/graphics/entity/tank/hr-tank-base-mask-1.png",
width_in_frames = 1,
height_in_frames = 22
},
{
filename = "__base__/graphics/entity/tank/hr-tank-base-mask-2.png",
width_in_frames = 1,
height_in_frames = 22
},
{
filename = "__base__/graphics/entity/tank/hr-tank-base-mask-3.png",
width_in_frames = 1,
height_in_frames = 20
}
}),
scale = 1
},
{
priority = "low",
width = 301,
height = 194,
frame_count = 2,
draw_as_shadow = true,
direction_count = 64,
shift = util.by_pixel(17.75, 7),
max_advance = 1,
stripes = util.multiplystripes(2,
{
{
filename = "__base__/graphics/entity/tank/hr-tank-base-shadow-1.png",
width_in_frames = 1,
height_in_frames = 16
},
{
filename = "__base__/graphics/entity/tank/hr-tank-base-shadow-2.png",
width_in_frames = 1,
height_in_frames = 16
},
{
filename = "__base__/graphics/entity/tank/hr-tank-base-shadow-3.png",
width_in_frames = 1,
height_in_frames = 16
},
{
filename = "__base__/graphics/entity/tank/hr-tank-base-shadow-4.png",
width_in_frames = 1,
height_in_frames = 16
}
}),
scale = 1
}
}
}
mf.turret_animation =
{
layers =
{
{
filename = "__base__/graphics/entity/tank/hr-tank-turret.png",
priority = "low",
line_length = 8,
width = 179,
height = 132,
frame_count = 1,
direction_count = 64,
shift = util.by_pixel(-4.75, -50),
animation_speed = 8,
scale = 1
},
{
filename = "__base__/graphics/entity/tank/hr-tank-turret-mask.png",
priority = "low",
line_length = 8,
width = 72,
height = 66,
frame_count = 1,
direction_count = 64,
shift = util.by_pixel(-5, -50),
scale = 1
},
{
filename = "__base__/graphics/entity/tank/hr-tank-turret-shadow.png",
priority = "low",
line_length = 8,
width = 193,
height = 134,
frame_count = 1,
draw_as_shadow = true,
direction_count = 64,
shift = util.by_pixel(51.25, 6.5),
scale = 1
}
}
}
data:extend{mf}
-- Create Mobile Factory Item --
local mfI = {}
mfI.type = "item-with-entity-data"
mfI.name = "MobileFactory"
mfI.icon = "__Mobile_Factory_Graphics__/graphics/mobile- factory/tank.png"
mfI.icon_size = 32
mfI.place_result = "MobileFactory"
mfI.subgroup = "MobileFactory"
mfI.order = "a"
mfI.stack_size = 1
data:extend{mfI}
-- Create the Mobile Factory Recipe --
local mfR = {}
mfR.type = "recipe"
mfR.name = "MobileFactory"
mfR.energy_required = 10
mfR.ingredients =
{
{"DimensionalCircuit", 25},
{"MachineFrame2", 6}
}
mfR.result = "MobileFactory"
data:extend{mfR}
function createNewMF(name, color, size, order, icon)
local nMFE = table.deepcopy(data.raw.car.MobileFactory)
nMFE.name = name
nMFE.order = order
nMFE.minable = {mining_time = 1.5, result = name}
nMFE.animation.layers[2].tint = color
nMFE.turret_animation.layers[2].tint = color
nMFE.animation.layers[1].scale = size
nMFE.turret_animation.layers[1].scale = size
nMFE.animation.layers[2].scale = size
nMFE.turret_animation.layers[2].scale = size
nMFE.animation.layers[3].scale = size
nMFE.turret_animation.layers[3].scale = size
nMFE.turret_animation.layers[1].shift = util.by_pixel(-4.75, -50*size)
nMFE.turret_animation.layers[2].shift = util.by_pixel(-5, -50*size)
nMFE.turret_animation.layers[3].shift = util.by_pixel(51.25, 6.5*size)
nMFE.collision_box = {{-2*size, -3.5*size}, {1.6*size, 2.5*size}}
nMFE.selection_box = nMFE.collision_box
data:extend{nMFE}
local nMFI = table.deepcopy(data.raw["item-with-entity-data"].MobileFactory)
nMFI.name = name
nMFI.order = order
nMFI.icon = icon
nMFI.place_result = name
data:extend{nMFI}
local nMFR = table.deepcopy(data.raw.recipe.MobileFactory)
nMFR.name = name
nMFR.result = name
nMFR.enabled = false
data:extend{nMFR}
local nMFT = {}
nMFT.name = name
nMFT.type = "technology"
nMFT.icon = icon
nMFT.icon_size = 32
nMFT.unit = {
count=1000,
time=2,
ingredients={
{"DimensionalSample", 1}
}
}
nMFT.prerequisites = {"DimensionalCrystal"}
nMFT.effects = {{type="unlock-recipe", recipe=name}}
data:extend{nMFT}
end
|
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
util.PrecacheSound("ambient.steam01")
--Extra Resources Added by DataSchmuck for the McBuild's Community
include("shared.lua")
DEFINE_BASECLASS("base_rd3_entity")
function ENT:Initialize()
BaseClass.Initialize(self)
self.damaged = 0
self.venten = false
self.ventoxy = false
self.ventco2 = false
self.venthyd = false
self.ventnit = false
self.ventwat = false
self.venthwwat = false
self.ventamount = 1000
if WireAddon ~= nil then
self.WireDebugName = self.PrintName
self.Inputs = Wire_CreateInputs(self, {"Vent Amount", "Expel Energy", "Vent Oxygen", "Vent Co2", "Vent Hydrogen", "Vent Nitrogen", "Leak Water", "Leak Heavy Water"})
self.Outputs = Wire_CreateOutputs(self, {"Energy", "Oxygen", "Co2", "Hydrogen", "Nitrogen", "Water", "Hvy Water", "Max Energy", "Max Oxygen", "Max Co2", "Max Hydrogen", "Max Nitrogen", "Max Water", "Max Hvy Water"})
else
self.Inputs = {
{
Name = "Vent"
}
}
end
self.caf.custom.masschangeoverride = true
end
function ENT:TriggerInput(iname, value)
if iname == "Expel Energy" then
if value ~= 1 then
self.venten = false
else
self.venten = true
end
elseif iname == "Vent Oxygen" then
if value ~= 1 then
self.ventoxy = false
else
self.ventoxy = true
end
elseif iname == "Vent Co2" then
if value ~= 1 then
self.ventco2 = false
else
self.ventco2 = true
end
elseif iname == "Vent Hydrogen" then
if value ~= 1 then
self.venthyd = false
else
self.venthyd = true
end
elseif iname == "Vent Nitrogen" then
if value ~= 1 then
self.ventnit = false
else
self.ventnit = true
end
elseif iname == "Leak Water" then
if value ~= 1 then
self.ventwat = false
else
self.ventwat = true
end
elseif iname == "Leak Heavy Water" then
if value ~= 1 then
self.venthwwat = false
else
self.venthwat = true
end
elseif iname == "Vent Amount" then
if value ~= 0 then
self.ventamount = math.abs(value)
else
self.ventamount = 1000
end
end
end
function ENT:Damage()
if self.damaged == 0 then
self.damaged = 1
self:EmitSound("PhysicsCannister.ThrusterLoop")
self:EmitSound("ambient.steam01")
end
end
function ENT:Repair()
BaseClass.Repair(self)
self:SetColor(Color(255, 255, 255, 255))
self.damaged = 0
self:StopSound("PhysicsCannister.ThrusterLoop")
self:StopSound("ambient.steam01")
end
function ENT:Destruct()
if CAF and CAF.GetAddon("Life Support") then
CAF.GetAddon("Life Support").Destruct(self, true)
end
end
function ENT:OnRemove()
BaseClass.OnRemove(self)
local air = self:GetResourceAmount("oxygen")
local co2 = self:GetResourceAmount("carbon dioxide")
local hydrogen = self:GetResourceAmount("hydrogen")
local nitrogen = self:GetResourceAmount("nitrogen")
if self.environment then
self.environment:Convert(-1, 0, air)
self.environment:Convert(-1, 1, co2)
self.environment:Convert(-1, 3, hydrogen)
self.environment:Convert(-1, 2, nitrogen)
end
self:StopSound("PhysicsCannister.ThrusterLoop")
self:StopSound("ambient.steam01")
end
function ENT:LeakHvyWater()
local heavywater = self:GetResourceAmount("heavy water")
if heavywater >= self.ventamount then
self:ConsumeResource("heavy water", self.ventamount)
else
self:ConsumeResource("heavy water", heavywater)
self:StopSound("PhysicsCannister.ThrusterLoop") --Change to a new Liquid Vent/Escaping Sound
end
end
function ENT:VentCo2()
local co2 = self:GetResourceAmount("carbon dioxide")
if co2 >= self.ventamount then
self:ConsumeResource("carbon dioxide", self.ventamount)
if self.environment then
self.environment:Convert(-1, 1, self.ventamount)
end
else
self:ConsumeResource("carbon dioxide", co2)
if self.environment then
self.environment:Convert(-1, 1, co2)
end
self:StopSound("PhysicsCannister.ThrusterLoop") --Change to a new co2 Vent/Escaping Sound
end
end
function ENT:VentO2()
local air = self:GetResourceAmount("oxygen")
if air > 0 then
if air >= self.ventamount then
self:ConsumeResource("oxygen", self.ventamount)
if self.environment then
self.environment:Convert(-1, 0, self.ventamount)
end
else
self:ConsumeResource("oxygen", air)
if self.environment then
self.environment:Convert(-1, 0, air)
end
self:StopSound("PhysicsCannister.ThrusterLoop")
end
end
end
function ENT:VentHydrogen()
local hydrogen = self:GetResourceAmount("hydrogen")
if hydrogen >= self.ventamount then
self:ConsumeResource("hydrogen", self.ventamount)
if self.environment then
self.environment:Convert(-1, 3, self.ventamount)
end
else
self:ConsumeResource("hydrogen", hydrogen)
if self.environment then
self.environment:Convert(-1, 3, hydrogen)
end
self:StopSound("PhysicsCannister.ThrusterLoop") --Change to a new air Vent/Escaping Sound
end
end
function ENT:VentNitrogen()
local nitrogen = self:GetResourceAmount("nitrogen")
if nitrogen >= self.ventamount then
self:ConsumeResource("nitrogen", self.ventamount)
if self.environment then
self.environment:Convert(-1, 2, self.ventamount)
end
else
self:ConsumeResource("nitrogen", nitrogen)
if self.environment then
self.environment:Convert(-1, 2, nitrogen)
end
self:StopSound("PhysicsCannister.ThrusterLoop") --Change to a new air Vent/Escaping Sound
end
end
function ENT:ExpEnergy()
local energy = self:GetResourceAmount("energy")
if energy == 0 then
return
end
local waterlevel = 0
if CAF then
waterlevel = self:WaterLevel2()
else
waterlevel = self:WaterLevel()
end
if waterlevel > 0 then
zapme(self:GetPos(), 1)
local tmp = ents.FindInSphere(self:GetPos(), 600)
for _, ply in ipairs(tmp) do
--??? wont that be zaping any player in any water??? should do a dist check first and have damage based on dist
if ply:IsPlayer() and ply:WaterLevel() > 0 then
zapme(ply:GetPos(), 1)
ply:TakeDamage(ply:WaterLevel() * energy / 100, 0)
end
end
self.maxenergy = self:GetUnitCapacity("energy")
--??? loose all energy on net when damaged and in water??? that sounds crazy to me
if energy >= self.maxenergy then
self:ConsumeResource("energy", self.maxenergy)
else
self:ConsumeResource("energy", energy)
end
else
if energy >= self.ventamount then
self:ConsumeResource("energy", self.ventamount)
else
self:ConsumeResource("energy", energy)
end
end
end
function ENT:LeakWater()
local water = self:GetResourceAmount("water")
if water == 0 then
return
end
if water >= self.ventamount then
self:ConsumeResource("water", self.ventamount)
else
self:ConsumeResource("water", water)
self:StopSound("ambient.steam01")
end
end
function ENT:UpdateMass()
--[[local RD = CAF.GetAddon("Resource Distribution")
local mul = 0.5
local div = math.Round(RD.GetNetworkCapacity(self, "carbon dioxide")/self.MAXRESOURCE)
local mass = self.mass + ((RD.GetResourceAmount(self, "carbon dioxide") * mul)/div) -- self.mass = default mass + need a good multiplier
local phys = self:GetPhysicsObject()
if phys:IsValid() then
if phys:GetMass() ~= mass then
phys:SetMass(mass)
phys:Wake()
end
end]]
end
function ENT:Think()
if self.damaged == 1 or self.venten then
self:ExpEnergy()
end
if self.damaged == 1 or self.ventoxy then
self:VentO2()
end
if self.damaged == 1 or self.ventnit then
self:VentNitrogen()
end
if self.damaged == 1 or self.venthyd then
self:VentHydrogen()
end
if self.damaged == 1 or self.ventco2 then
self:VentCo2()
end
if self.damaged == 1 or self.ventwat then
self:LeakWater()
end
if self.damaged == 1 or self.venthwat then
self:LeakHvyWater()
end
self:UpdateMass()
BaseClass.Think(self)
return true
end
function ENT:UpdateWireOutput()
self:DoUpdateWireOutput("Hydrogen", "hydrogen")
self:DoUpdateWireOutput("Co2", "carbon dioxide")
self:DoUpdateWireOutput("Nitrogen", "nitrogen")
self:DoUpdateWireOutput("Hvy Water", "heavy water")
self:DoUpdateWireOutput("Oxygen", "oxygen")
self:DoUpdateWireOutput("Energy", "energy")
self:DoUpdateWireOutput("Water", "water")
end
|
local _tl_compat; if (tonumber((_VERSION or ''):match('[%d.]*$')) or 0) < 5.3 then local p, m = true, require('compat53.module'); if p then _tl_compat = m end end; local coroutine = _tl_compat and _tl_compat.coroutine or coroutine; local io = _tl_compat and _tl_compat.io or io; local ipairs = _tl_compat and _tl_compat.ipairs or ipairs; local os = _tl_compat and _tl_compat.os or os; local string = _tl_compat and _tl_compat.string or string; local table = _tl_compat and _tl_compat.table or table; local _tl_table_unpack = unpack or table.unpack
local argparse = require("argparse")
local tl = require("tl")
local command = require("cyan.command")
local common = require("cyan.tlcommon")
local config = require("cyan.config")
local cs = require("cyan.colorstring")
local fs = require("cyan.fs")
local graph = require("cyan.graph")
local log = require("cyan.log")
local script = require("cyan.script")
local util = require("cyan.util")
local ivalues = util.tab.ivalues
local function exists_and_is_dir(prefix, p)
if not p:exists() then
log.err(string.format("%s %q does not exist", prefix, p:to_real_path()))
return false
elseif not p:is_directory() then
log.err(string.format("%s %q is not a directory", prefix, p:to_real_path()))
return false
end
return true
end
local function report_dep_errors(env, source_dir)
local ok = true
for name in ivalues(env.loaded_order) do
local res = env.loaded[name]
if not fs.path.new(res.filename, true):is_in(source_dir) then
if (res.syntax_errors and #res.syntax_errors > 0) or #res.type_errors > 0 then
if (res.syntax_errors and #res.syntax_errors > 0) then
common.report_errors(log.err, res.syntax_errors, res.filename, "(Out of project) syntax error")
end
if #res.type_errors > 0 then
common.report_errors(log.err, res.type_errors, res.filename, "(Out of project) type error")
end
ok = false
end
end
end
return ok
end
local function build(args, loaded_config, starting_dir)
if not loaded_config then
log.err(config.filename, " not found")
return 1
end
local source_dir = fs.path.new(loaded_config.source_dir or "./")
if not exists_and_is_dir("Source dir", source_dir) then
return 1
end
local build_dir = fs.path.new(loaded_config.build_dir or "./")
if not build_dir:exists() then
local succ, err = build_dir:mkdir()
if not succ then
log.err(string.format("Failed to create build dir %q: %s", build_dir:to_real_path(), err))
return 1
end
elseif not build_dir:is_directory() then
log.err(string.format("Build dir %q is not a directory", build_dir:to_real_path()))
return 1
end
local env, env_err = common.init_env_from_config(loaded_config)
if not env then
log.err("Could not initialize Teal environment:\n", env_err)
return 1
end
if not script.emit_hook("pre") then
return 1
end
local include = loaded_config.include or {}
local exclude = loaded_config.exclude or {}
local dag, cycles = graph.scan_dir(source_dir, include, exclude)
if not dag then
log.err(
"Circular dependency detected in the following files:\n ",
_tl_table_unpack(util.tab.intersperse(cycles, "\n ")))
return 1
end
local exit = 0
log.debug("Built dependency graph")
local function display_filename(f)
return cs.highlight(cs.colors.file, f:relative_to(starting_dir))
end
local function get_output_name(src)
local out = src:copy()
out:remove_leading(source_dir)
out:prepend(build_dir)
local base = fs.extension_split(out[#out])
out[#out] = base .. ".lua"
return out
end
local function source_is_newer(src)
local target = get_output_name(src)
local newer
if args.update_all then
newer = true
else
local in_t, out_t = src:mod_time(), target:mod_time() or -1
newer = in_t > out_t
end
if newer then
log.extra("Source ", display_filename(src), " is newer than target (", display_filename(target), ")")
if not script.emit_hook("file_updated", src:copy()) then
exit = 1
coroutine.yield()
end
end
return newer
end
if not coroutine.wrap(function()
dag:mark_each(source_is_newer)
return true
end)() then
return exit
end
local to_write = {}
local function process_node(n, compile)
local path = n.input:to_real_path()
local out = get_output_name(n.input)
n.output = out
local parsed = common.parse_file(path)
if #parsed.errs > 0 then
common.report_errors(log.err, parsed.errs, path, "syntax error")
exit = 1
return
end
local result = common.type_check_ast(parsed.ast, {
filename = path,
env = env,
})
if not common.report_result(result, loaded_config) then
exit = 1
return
end
log.info("Type checked ", display_filename(n.input))
if compile then
local ok, err = n.output:mk_parent_dirs()
if ok then
table.insert(to_write, { n, parsed.ast })
else
log.err("Unable to create parent dirs to ", display_filename(n.output), ":", err)
exit = 1
end
end
end
for n in dag:marked_nodes("typecheck") do
process_node(n, false)
end
if exit ~= 0 then
return exit
end
for n in dag:marked_nodes("compile") do
process_node(n, true)
end
if exit ~= 0 then
report_dep_errors(env, source_dir)
return exit
end
if args.check_only then
return exit
end
for node_ast in ivalues(to_write) do
local n, ast = node_ast[1], node_ast[2]
local fh, err = io.open(n.output:to_real_path(), "w")
if not fh then
log.err("Error opening file ", display_filename(n.output), ": ", err)
exit = 1
else
fh:write(common.compile_ast(ast))
fh:close()
log.info("Wrote ", display_filename(n.output))
end
end
if #to_write > 0 then
if not script.emit_hook("post") then
return 1
end
end
if build_dir ~= source_dir then
local expected_files = {}
for n in dag:nodes() do
log.debug(n.input, " -> ", get_output_name(n.input))
local p = get_output_name(n.input)
p:remove_leading(build_dir)
expected_files[p:tostring()] = true
end
local unexpected_files = {}
for p in fs.scan_dir(build_dir) do
log.debug("checking if ", p:tostring(), " is expected...")
if expected_files[p:tostring()] then
log.debug(" yes")
else
log.debug(" no")
table.insert(unexpected_files, p)
end
end
if #unexpected_files > 0 then
if args.prune then
for _, p in ipairs(unexpected_files) do
local file = build_dir .. p
local disp = display_filename(file)
local real = file:relative_to(fs.cwd())
local ok, err = os.remove(real)
if ok then
log.info("Pruned file ", disp)
else
log.err("Unable to prune file '", disp, "': ", err)
end
end
else
local strs = {}
for _, p in ipairs(unexpected_files) do
table.insert(strs, "\n ")
table.insert(strs, display_filename(p))
end
table.insert(strs, "\nhint: use `cyan build --prune` to automatically delete these files")
log.warn("Unexpected files in build directory:", _tl_table_unpack(strs))
end
end
end
if not report_dep_errors(env, source_dir) then
log.warn("There were errors in out of project files. Your project may not work as expected.")
end
return exit
end
command.new({
name = "build",
description = [[Build a project based on tlconfig.lua.]],
exec = build,
argparse = function(cmd)
cmd:flag("-u --update-all", "Force recompilation of every file in your project.")
cmd:flag("-c --check-only", "Only type check files.")
cmd:flag("-p --prune", "Remove any unexpected files in the build directory.")
end,
script_hooks = { "pre", "post", "file_updated" },
})
|
-- globals
netSSID="SSID"
netPWD="SSID-NET-PASSWORD"
httpPort=80
-- locals
local connReset=true
-- functions
function createHttpServer(httpRequestsHandler)
print("Creating HTTP server at port " .. httpPort)
srv=net.createServer(net.TCP)
srv:listen(httpPort, httpRequestsHandler)
end
function autoConnectWifiSAP()
if wifi.sta.getip() == nil then
if not connReset then
print("Connection to " .. netSSID .. ": OFFLINE")
print("Attempting reconnection... please wait.")
end
wifi.setmode(wifi.STATION)
wifi.sta.config(netSSID, netPWD)
print("Connecting to " .. netSSID .. "...")
connReset=true
else
if connReset then
print("Connection to " .. netSSID .. ": ESTABLISHED")
print("MCU assigned IP Address: " .. wifi.sta.getip())
connReset=false
end
end
end
|
local m_template = nil
function CreateProfilesForm()
local form=createWidget(nil, "configProfilesForm", "Form", WIDGET_ALIGN_LOW, WIDGET_ALIGN_LOW, 600, 280, 800, 450)
priority(form, 5500)
hide(form)
local panel=createWidget(form, nil, "Panel")
setLocaleText(createWidget(form, "configProfilesHeader", "TextView", WIDGET_ALIGN_CENTER, nil, 250, 20, nil, 20))
setText(createWidget(form, "closeButton", "Button", WIDGET_ALIGN_HIGH, WIDGET_ALIGN_LOW, 20, 20, 20, 20), "x")
createWidget(form, "container", "ScrollableContainer", nil, nil, 560, 150, 20, 42)
setLocaleText(createWidget(form, "saveAsProfileButton", "Button", WIDGET_ALIGN_LOW, WIDGET_ALIGN_LOW, 330, 25, 20, 200))
setLocaleText(createWidget(form, "importProfileButton", "Button", WIDGET_ALIGN_LOW, WIDGET_ALIGN_LOW, 330, 25, 20, 230))
createWidget(form, "EditLine1", "EditLine", nil, nil, 210, 25, 360, 200)
DnD.Init(form, panel, true)
return form
end
|
local uv = require "lluv"
local ut = require "lluv.utils"
local spawn = require "spylog.spawn".spawn_ex
local log = require "spylog.log"
local Args = require "spylog.args"
local path = require "path"
local environ = require "environ.process"
local MAX_LINE_LENGTH = 4096
local function build_cb(buffer, cb)
return function(data)
buffer:append(data)
while true do
local str = buffer:read("*l")
if not str then break end
cb(str)
end
end
end
local function process_monitor(cmd, opt, cb)
local opt = opt or {}
local proto = 'process'
local args, tail = opt.args
if args then
if type(args) == 'string' then
args, tail = Args.split(args)
if not args then
log.error("[process][%s] Can not parse argument string: %s", cmd, opt.args)
return false
end
end
else
local tmp_cmd = cmd
cmd, args, tail = Args.split_command(cmd)
if not cmd then
log.error("[process] Can not parse command string: %s", cmd)
end
end
cmd = path.normalize(cmd)
local source_name = opt.__name or (cmd and path.basename(cmd)) or 'unknown'
local log_header = '[' .. proto .. ']' ..'[' .. source_name .. ']'
if tail and #tail > 0 then
log.warning("%s Unused command arguments: %q", log_header, tail)
end
local env
if opt.env then
env = {}
for k, v in pairs(opt.env) do
if type(k) == 'number' then
env[#env + 1] = v .. '=' .. environ.getenv(v)
else
env[#env + 1] = k .. '=' .. environ.expand(v)
end
end
end
local eol
if type(opt.eol) == 'table' then
eol = opt.eol
else
eol = {opt.eol}
end
local restart = opt.restart or 10
if not tonumber(restart) then
log.warning("%s restart timeout have to be a number but got: %q", log_header, tostring(restart))
restart = 10
end
restart = tonumber(restart)
if restart < 1 then
log.warning("%s restart timout have to be greater than 1 but got: %d", log_header, restart)
end
restart = restart * 1000
local max_line = opt and opt.max_line or MAX_LINE_LENGTH
if not tonumber(max_line) then
log.warning("%s max_line option have to be a number but got: %q", log_header, tostring(restart))
max_line = MAX_LINE_LENGTH
end
max_line = tonumber(max_line)
if max_line < MAX_LINE_LENGTH then
log.warning("%s too short `max_line` option: %d, use default one: %d", log_header, max_line, MAX_LINE_LENGTH)
end
local monitor = {}
if type(opt.monitor) == 'string' then
monitor[opt.monitor] = 'true'
elseif type(opt.monitor) == 'table' then
for i = 1, #opt.monitor do
monitor[ opt.monitor[i] ] = true
end
end
if not (monitor.sdtout or monitor.sdterr) then
monitor.stdout = true
end
local stdout_buffer, on_stdout, stderr_buffer, on_stderr
if monitor.stdout then
stdout_buffer = ut.Buffer.new(eol[1], eol[2])
on_stdout = build_cb(stdout_buffer, cb)
end
if monitor.stderr then
stderr_buffer = ut.Buffer.new(eol[1], eol[2])
on_stderr = build_cb(stderr_buffer, cb)
end
local restart_timer = uv.timer()
local function start()
log.info('%s creating process: %s %s', log_header, cmd, (args and table.concat(args, ' ') or ''))
if stdout_buffer then stdout_buffer:reset() end
if stderr_buffer then stderr_buffer:reset() end
local pid
local process, err = spawn(cmd, args, env, nil,
function(typ, err, status, signal)
if typ == 'exit' then
restart_timer:again(restart)
log.warning('%s process with pid %s exit %s; status: %s; signal: %s', log_header, tostring(pid), tostring(err), tostring(status), tostring(signal))
end
end,
on_stdout, on_stderr
)
if not process then
log.error('%s can not spawn process: %s', log_header, tostring(err))
restart_timer:again(restart)
end
pid = err
log.info('%s created process with pid %s', log_header, tostring(pid))
end
restart_timer:start(function(self)
self:stop()
start()
end)
end
local function process_filter(filter, t)
return filter.match(t)
end
return {
monitor = process_monitor;
filter = process_filter;
}
|
local waterIds = {493, 4608, 4609, 4610, 4611, 4612, 4613, 4614, 4615, 4616, 4617, 4618, 4619, 4620, 4621, 4622, 4623, 4624, 4625, 7236, 10499, 15401, 15402}
local lootTrash = {2234, 2238, 2376, 2509, 2667}
local lootCommon = {2152, 2167, 2168, 2669, 7588, 7589}
local lootRare = {2143, 2146, 2149, 7158, 7159}
local lootVeryRare = {7632, 7633, 10220}
local useWorms = true
function onUse(player, item, fromPosition, target, toPosition, isHotkey)
if not isInArray(waterIds, target.itemid) then
return false
end
local targetId = target.itemid
if targetId == 10499 then
local owner = target:getAttribute(ITEM_ATTRIBUTE_CORPSEOWNER)
if owner ~= 0 and owner ~= player.uid then
player:sendTextMessage(MESSAGE_STATUS_SMALL, "You are not the owner.")
return true
end
toPosition:sendMagicEffect(CONST_ME_WATERSPLASH)
target:remove()
local rareChance = math.random(100)
if rareChance == 1 then
player:addItem(lootVeryRare[math.random(#lootVeryRare)], 1)
elseif rareChance <= 3 then
player:addItem(lootRare[math.random(#lootRare)], 1)
elseif rareChance <= 10 then
player:addItem(lootCommon[math.random(#lootCommon)], 1)
else
player:addItem(lootTrash[math.random(#lootTrash)], 1)
end
return true
end
if targetId ~= 7236 then
toPosition:sendMagicEffect(CONST_ME_LOSEENERGY)
end
if targetId == 493 or targetId == 15402 then
return true
end
player:addSkillTries(SKILL_FISHING, 1)
if math.random(100) <= math.min(math.max(10 + (player:getEffectiveSkillLevel(SKILL_FISHING) - 10) * 0.597, 10), 50) then
if useWorms and not player:removeItem("worm", 1) then
return true
end
if targetId == 15401 then
target:transform(targetId + 1)
target:decay()
if math.random(100) >= 97 then
player:addItem(15405, 1)
return true
end
elseif targetId == 7236 then
target:transform(targetId + 1)
target:decay()
local rareChance = math.random(100)
if rareChance == 1 then
player:addItem(7158, 1)
return true
elseif rareChance <= 4 then
player:addItem(2669, 1)
return true
elseif rareChance <= 10 then
player:addItem(7159, 1)
return true
end
end
player:addItem("fish", 1)
end
return true
end
|
require 'nngraph'
require 'cunn'
require 'cudnn'
require 'hdf5'
require 'image'
require 'optim'
require 'paths'
local vis = dofile('../codes_lua/vis.lua')
local matio = require 'matio'
local test_ind = matio.load('../data_release/benchmark/ind.mat','test_ind'):view(-1)
local test_set_pair_ind = matio.load('../data_release/benchmark/ind.mat','test_set_pair_ind'):view(-1)
local dispSurrogate = dofile('../codes_lua/dispSurrogate.lua')
local disp = require 'display'
local getNet = dofile('../codes_lua/getNet.lua')
torch.setdefaulttensortype('torch.FloatTensor')
-- Randomly shuffle
local randperm = torch.randperm(test_ind:size(1))
for i = 1, test_ind:size(1) do
test_ind[i] = test_ind[randperm[i]]
test_set_pair_ind[i] = test_set_pair_ind[randperm[i]]
end
-- If you want to get the whole test set results on the benchmark, please comment all the lines in the following block, as well as the lines below the `Visualize' label.
-------------------------- Visualization at your choice ----------------------------
local num_to_show = 64
-- Please note that now the second stage is pix2pix, and hence it is not dependent to language inputs and noise.
-- Unconment the following two lines to condition only on the same original person.
-- local selected_original_person_id = test_ind[torch.randperm(test_ind:size(1)):narrow(1,1,1)[1]]
-- for i = 1, num_to_show do test_ind[i] = selected_original_person_id; end
-- Uncomment the following two lines to condition only on the same language specification.
-- local selected_text_provider_id = test_set_pair_ind[torch.randperm(test_set_pair_ind:size(1)):narrow(1,1,1)[1]]
-- for i = 1, num_to_show do test_set_pair_ind[i] = selected_text_provider_id; end
test_ind = test_ind[{{1,num_to_show}}]; test_set_pair_ind = test_set_pair_ind[{{1,num_to_show}}]
------------------------------------------------------------------------------------
-- Loading test phase inputs
local lr = matio.load('../data_release/test_phase_inputs/sr1_8.mat','d')
lr = lr:permute(4,3,1,2)
lr = lr:contiguous()
local text = matio.load('../data_release/test_phase_inputs/encode_hn2_rnn_100_2_full.mat', 'hn2')
text = text:contiguous()
local h5file = hdf5.open('../data_release/test_phase_inputs/G2.h5','r')
local ih = h5file:read('/ih'):all() -- the original image is the required input
ih = ih:permute(1,2,4,3)
local b_ = h5file:read('/b_'):all() -- we assume a state-of-the-art segmentation network can get good human parsing results
b_ = b_:permute(1,2,4,3)
local ih_mean = h5file:read('/ih_mean'):all()
ih_mean = ih_mean:view(1,3,128,128)
ih_mean = ih_mean:permute(1,2,4,3)
h5file:close()
-- Stage 1 network construction
local testConf = {}
testConf.n_map_all = 7
testConf.n_z = 80
testConf.nt_input = 100
testConf.n_condition = 4
testConf.disp_win_id = 50
testConf.win_size = 128
testConf.lr_win_size = 8
testConf.nc = 3
testConf.n_condition_2 = 3
local a = torch.load('./off_the_shelf_model/sr1.t7')
G1 = a.G
a = nil
-- Pickout only the test data
local lr_tmp = lr:clone()
local text_tmp = text:clone()
lr = torch.Tensor(test_ind:size(1), testConf.n_condition, testConf.lr_win_size, testConf.lr_win_size)
text = torch.Tensor(test_ind:size(1), testConf.nt_input, 1,1)
local test_set_ih = torch.Tensor(test_ind:size(1), ih:size(2), testConf.win_size, testConf.win_size)
local test_set_b_ = torch.Tensor(test_ind:size(1), 1, testConf.win_size, testConf.win_size)
local text_provider = torch.Tensor(test_ind:size(1), ih:size(2), testConf.win_size, testConf.win_size)
for i = 1, test_ind:size(1) do
lr[{{i},{},{},{}}] = lr_tmp[{{test_ind[i]},{},{},{}}]
text[{{i},{},{},{}}] = text_tmp[{{test_set_pair_ind[i]},{}}]:view(1, testConf.nt_input, 1, 1)
test_set_ih[{{i},{},{},{}}] = ih[{{test_ind[i]},{},{},{}}]
test_set_b_[{{i},{},{},{}}] = b_[{{test_ind[i]},{},{},{}}]
text_provider[{{i},{},{},{}}] = ih[{{test_set_pair_ind[i]},{},{},{}}]
end
lr_tmp = nil
text_tmp = nil
ih = nil
b_ = nil
-- Containers for Stage 1
local condition = torch.Tensor(1, testConf.n_condition, testConf.lr_win_size, testConf.lr_win_size)
condition = condition:cuda()
local noise = torch.Tensor(1, testConf.n_z, 1, 1)
noise = noise:cuda()
local encode = torch.Tensor(1, testConf.nt_input, 1, 1)
encode = encode:cuda()
local out1 = torch.Tensor(test_set_ih:size(1), testConf.n_map_all, testConf.win_size, testConf.win_size)
-- Running Stage 1
for i = 1, test_set_ih:size(1) do
noise:normal(0,1)
condition:copy(lr[{{i},{},{},{}}])
encode:copy(text[{{i},{},{},{}}])
out1[{{i},{},{},{}}] = G1:forward{noise, encode, condition}:float()
if i % 100 == 0 then print('A' .. tostring(i)) end
end
local kernel = image.gaussian(5,3):float():contiguous()
out1_p = out1:clone()
for i = 1, out1_p:size(1) do
for j = 1, out1_p:size(2) do
out1_p[{{i},{j},{},{}}] = image.convolve(out1[{{i},{j},{},{}}]:view(testConf.win_size, testConf.win_size), kernel, 'same'):contiguous():view(1,1,testConf.win_size, testConf.win_size)
end
end
-- Stage 2 stuffs
-- This demo's Stage 2 is the original pix2pix's re-implementation. Hence, the generated texture is high quality but cannot be controlled by the language specification and also lacking in variations.
local cb = {torch.Tensor{3,2,1,1,2,3,2}, torch.Tensor{2,3,3,2,1,1,2}, torch.Tensor{1,1,2,3,3,2,2}}
for i = 1,testConf.n_condition_2 do cb[i] = cb[i] * 0.25 end
local H = torch.Tensor{0.0030,0.0133,0.0219,0.0133,0.0030,0.0133,0.0596,0.0983,0.0596,0.0133,0.0219,0.0983,0.1621,0.0983,0.0219,0.0133,0.0596,0.0983,0.0596,0.0133,0.0030,0.0133,0.0219,0.0133,0.0030}:view(5,5)
local out1pmax
_, out1pmax = torch.max(out1_p:float(), 2)
out1pmax[out1pmax:eq(testConf.n_map_all)] = 0
local batch_condition = torch.Tensor(test_set_ih:size(1), testConf.n_condition_2, testConf.win_size, testConf.win_size)
for i = 1,test_set_ih:size(1) do
local t = out1pmax[{{i},{1},{},{}}]
for j = 1,testConf.n_condition_2 do
local u = torch.Tensor(1,1,testConf.win_size, testConf.win_size)
for k = 1,testConf.n_map_all do
u[t:eq(k%testConf.n_map_all)] = cb[j][k]
end
local v = image.convolve(u:squeeze():float(), H:float(), 'same'):contiguous()
batch_condition[{{i},{j},{},{}}] = v:view(1,1,testConf.win_size, testConf.win_size)
end
end
batch_condition = batch_condition - 0.5
local b = torch.load('./off_the_shelf_model/ih1_pix2pix_original.t7')
local G2 = b.G
condition = torch.Tensor(1, testConf.n_condition_2, testConf.win_size, testConf.win_size)
condition = condition:cuda()
local out2 = torch.Tensor(test_set_ih:size(1), testConf.nc, testConf.win_size, testConf.win_size)
local out2_final = out2:clone()
for i = 1, test_set_ih:size(1) do
condition:copy(batch_condition[{{i},{},{},{}}])
out2[{{i},{},{},{}}] = G2:forward(condition):float() + ih_mean
test_set_ih[{{i},{},{},{}}] = test_set_ih[{{i},{},{},{}}] + ih_mean
text_provider[{{i},{},{},{}}] = text_provider[{{i},{},{},{}}] + ih_mean
-- Post processing for hair + face + and balance the skin color using the median of the original region.
for j = 1, testConf.nc do
local t = out2[{{i},{j},{},{}}]
local s = test_set_ih[{{i},{j},{},{}}]
local ori_b_ = test_set_b_[{{i},{},{},{}}]
local now_b_ = out1pmax[{{i},{},{},{}}]
t[ori_b_:eq(1)] = s[ori_b_:eq(1)]
t[ori_b_:eq(2)] = s[ori_b_:eq(2)]
if ori_b_:eq(5):sum() > 0 and now_b_:eq(5):sum() > 0 then
local sc5 = s[ori_b_:eq(5)]:median()
t[now_b_:eq(5)] = (t[now_b_:eq(5)] + sc5[1]) / 2
end
if ori_b_:eq(6):sum() > 0 and now_b_:eq(6):sum() > 0 then
local sc6 = s[ori_b_:eq(6)]:median()
t[now_b_:eq(6)] = (t[now_b_:eq(6)] + sc6[1]) / 2
end
out2_final[{{i},{j},{},{}}] = t
end
if i % 100 == 0 then print('B' .. tostring(i)) end
end
-- Visualize
engJ = matio.load('../data_release/benchmark/language_original.mat','engJ')
print(string.format('Text input for the %d samples:', num_to_show))
local ss = {}
for i = 1, num_to_show do
local s = tostring(i) .. ': '
for j = 1, engJ[test_set_pair_ind[i]][1]:size(1) do
s = s .. string.format('%c', engJ[test_set_pair_ind[i]][1][j])
end
print(s)
ss[i] = s
end
dispSurrogate(test_set_ih[{{1,num_to_show},{},{},{}}], 159, 'original')
dispSurrogate(out1_p[{{1,num_to_show},{},{},{}}], 163, 'stage_1_output', 'm2c')
dispSurrogate(out2_final[{{1,num_to_show},{},{},{}}], 167, 'out2_post_p2p')
|
brackaset_male = Creature:new {
objectName = "@mob/creature_names:brackaset_male",
socialGroup = "brackaset",
faction = "",
level = 30,
chanceHit = 0.39,
damageMin = 280,
damageMax = 290,
baseXp = 3005,
baseHAM = 8500,
baseHAMmax = 10300,
armor = 0,
resists = {130,130,120,20,20,-1,-1,-1,-1},
meatType = "meat_wild",
meatAmount = 100,
hideType = "hide_leathery",
hideAmount = 91,
boneType = "bone_mammal",
boneAmount = 81,
milk = 0,
tamingChance = 0.25,
ferocity = 0,
pvpBitmask = ATTACKABLE,
creatureBitmask = PACK + HERD,
optionsBitmask = AIENABLED,
diet = HERBIVORE,
templates = {"object/mobile/brackaset_hue.iff"},
hues = { 16, 17, 18, 19, 20, 21, 22, 23 },
controlDeviceTemplate = "object/intangible/pet/brackaset_hue.iff",
scale = 1.1,
lootGroups = {
{
groups = {
{group = "brackaset_common", chance = 10000000}
},
lootChance = 1600000
}
},
weapons = {},
conversationTemplate = "",
attacks = {
{"",""},
{"posturedownattack",""}
}
}
CreatureTemplates:addCreatureTemplate(brackaset_male, "brackaset_male")
|
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