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local _M = {} function _M.debug_log(msg) ngx.log(ngx.DEBUG, msg); end function _M.warn_log(msg) ngx.log(ngx.WARN, msg); end function _M.error_log(msg) ngx.log(ngx.ERR, msg); end function _M.load_module_if_exists(module_name) local status, res = pcall(require, module_name) if status then return true, res -- Here we match any character because if a module has a dash '-' in its name, we would need to escape it. elseif type(res) == "string" and string_find(res, "module '"..module_name.."' not found", nil, true) then return false else error(res) end end function _M.get_ip() local myIP = ngx.req.get_headers()["X-Real-IP"] if myIP == nil then myIP = ngx.req.get_headers()["x_forwarded_for"] end if myIP == nil then myIP = ngx.var.remote_addr end return myIP; end --判断table是否为空 function _M.isTableEmpty(t) return t == nil or next(t) == nil end --两个table合并 function _M.union(table1,table2) for k, v in pairs(table2) do table1[k] = v end return table1 end return _M
-- this is a comment (( )){} -- grouping stuff *+-/=<> <= == -- operators "ivan" [[ ivan\nvasil ]] 23.5 11.6 ivan = "ivan" break goto until -- a = {1, 2, 3} -- print(string) print("ivan\arakitic") --[[ ivan ]]
local module = { authenticationRequired = true; }; function module.run(authentication) local endpoint = "https://friends.roblox.com/v1/user/friend-requests/decline-all"; local response,body = api.request("POST",endpoint,{{"Content-Length",0}},{},authentication,true,true); if(response.code == 200) then return true,response; else logger:log(1,"Something went wrong."); return false,response; end end return module;
local SoftMin, parent = torch.class('nn.SoftMin', 'nn.Module') function SoftMin:updateOutput(input) self.mininput = self.mininput or input.new() self.mininput:resizeAs(input):copy(input):mul(-1) return input.nn.SoftMax_updateOutput(self, self.mininput) end function SoftMin:updateGradInput(input, gradOutput) self.mininput = self.mininput or input.new() self.mininput:resizeAs(input):copy(input):mul(-1) self.gradInput = input.nn.SoftMax_updateGradInput(self, self.mininput, gradOutput) self.gradInput:mul(-1) return self.gradInput end
--[[ © 2020 TERRANOVA do not share, re-distribute or modify without permission of its author. --]] ITEM.name = "NOGO Vodka"; ITEM.model = "models/mark2580/gtav/barstuff/Vodka_Bottle.mdl"; ITEM.width = 1; ITEM.height = 2; ITEM.description = "Maybe the universe is trying to tell me something."; ITEM.permit = "consumables"; ITEM.price = 20; ITEM.capacity = 750 ITEM.restoreStamina = 22; ITEM.category = "Alcohol" ITEM.flag = "R" ITEM.dropSound = { "terranova/ui/movingalcohol1.wav", "terranova/ui/movingalcohol2.wav", "terranova/ui/movingalcohol3.wav", }
RegisterCommand('coords', function(source, args, rawCommand) local ped = PlayerPedId() local coords = GetEntityCoords(PlayerPedId()) SendNUIMessage({ coords = ""..coords.x..","..coords.y..","..coords.z..", HEADING: "..GetEntityHeading(ped).."" }) end)
--[[ Topology stored as set of faces. Each face is list of n vertex indices corresponding to one oriented, n-sided face. Vertices listed clockwise as seen from outside. this.faces = [ [vidx1, vidx2, vidx3] ] --]] local Polyhedron = require(game:GetService("ReplicatedStorage"):WaitForChild("polyhedron")) function icosahedron() local faces = { {1, 2, 3}, {1, 3, 4}, {1, 4, 5}, {1, 5, 6}, {1, 6, 2}, {2, 6, 8}, {2, 8, 7}, {2, 7, 3}, {3, 7, 9}, {3, 9, 4}, {4, 9, 10}, {4, 10, 5}, {5, 10, 11}, {5, 11, 6}, {6, 11, 8}, {7, 8, 12}, {7, 12, 9}, {8, 11, 12}, {9, 12, 10}, {10, 12, 11}, } local vertices = { Vector3.new(0,0,1.176), Vector3.new(1.051,0,0.526), Vector3.new(0.324,1.0,0.525), Vector3.new(-0.851,0.618,0.526), Vector3.new(-0.851,-0.618,0.526), Vector3.new(0.325,-1.0,0.526), Vector3.new(0.851,0.618,-0.526), Vector3.new(0.851,-0.618,-0.526), Vector3.new(-0.325,1.0,-0.526), Vector3.new(-1.051,0,-0.526), Vector3.new(-0.325,-1.0,-0.526), Vector3.new(0,0,-1.176), } local name = "I" local poly = Polyhedron.new(faces, vertices, name) poly:Scale(1.075269) -- make all vertices approx 1 unit away from center so scaling in the future is predictable return poly end return icosahedron
DEFINE_BASECLASS( "player_default" ) local PLAYER = {} -- -- See gamemodes/base/player_class/player_default.lua for all overridable variables -- PLAYER.DisplayName = "Spectator" PLAYER.SetObserverMode = 6 PLAYER.CanUseFlashlight = false PLAYER.AvoidPlayers = false PLAYER.lastTaunt = 0.0 function PLAYER:Spawn() self.Player:Spectate( OBS_MODE_ROAMING ) end function PLAYER:Loadout() self.Player:RemoveAllAmmo() end player_manager.RegisterClass( "player_spectator", PLAYER, "player_default" )
return { author = { name = 'Mermaid Heavy Industries', link = 'https://mermaid.industries' } }
pg = pg or {} pg.enemy_data_statistics_153 = { [10104024] = { cannon = 200, reload = 150, speed_growth = 0, cannon_growth = 0, rarity = 3, air = 0, torpedo = 0, dodge = 11, durability_growth = 340000, antiaircraft = 180, luck = 30, reload_growth = 0, dodge_growth = 156, hit_growth = 210, star = 3, hit = 25, antisub_growth = 0, air_growth = 4000, battle_unit_type = 80, base = 251, durability = 18600, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, speed = 20, armor = 0, id = 10104024, antiaircraft_growth = 4400, antisub = 0, equipment_list = { 564321, 564322, 564323, 564324, 564325 } }, [10104101] = { cannon = 0, reload = 150, speed_growth = 0, cannon_growth = 0, pilot_ai_template_id = 20001, air = 0, rarity = 1, dodge = 0, torpedo = 0, durability_growth = 6800, antiaircraft = 0, reload_growth = 0, dodge_growth = 0, speed = 30, star = 1, hit = 8, antisub_growth = 0, air_growth = 0, hit_growth = 120, base = 90, durability = 850, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, antiaircraft_growth = 0, luck = 0, battle_unit_type = 20, id = 10104101, antisub = 0, armor = 0, appear_fx = { "appearsmall" } }, [10104102] = { cannon = 0, battle_unit_type = 35, rarity = 1, speed_growth = 0, pilot_ai_template_id = 20001, air = 0, luck = 0, dodge = 0, wave_fx = "danchuanlanghuaxiao2", cannon_growth = 0, speed = 15, reload_growth = 0, dodge_growth = 0, id = 10104102, star = 1, hit = 8, antisub_growth = 0, air_growth = 0, reload = 150, base = 70, durability = 320, armor_growth = 0, torpedo_growth = 864, luck_growth = 0, hit_growth = 120, armor = 0, torpedo = 70, durability_growth = 2550, antisub = 0, antiaircraft = 0, antiaircraft_growth = 0, appear_fx = { "appearsmall" }, equipment_list = { 564101 } }, [10104103] = { cannon = 100, reload = 150, speed_growth = 0, cannon_growth = 0, pilot_ai_template_id = 80000, air = 0, rarity = 1, dodge = 0, torpedo = 180, durability_growth = 2550, antiaircraft = 0, reload_growth = 0, dodge_growth = 0, hit_growth = 1200, star = 1, hit = 81, antisub_growth = 0, air_growth = 0, battle_unit_type = 15, base = 80, durability = 90, armor_growth = 0, torpedo_growth = 900, luck_growth = 0, speed = 30, luck = 0, id = 10104103, antiaircraft_growth = 0, antisub = 0, armor = 0, appear_fx = { "appearsmall" }, equipment_list = { 564102 } }, [10104510] = { cannon = 360, reload = 150, speed_growth = 0, cannon_growth = 0, pilot_ai_template_id = 70049, air = 280, rarity = 5, dodge = 18, torpedo = 0, durability_growth = 0, antiaircraft = 540, reload_growth = 0, dodge_growth = 256, hit_growth = 210, star = 5, hit = 25, antisub_growth = 0, air_growth = 0, battle_unit_type = 95, base = 252, durability = 88000, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, speed = 18, luck = 60, id = 10104510, antiaircraft_growth = 0, antisub = 0, armor = 0, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 564521, 564522, 564523, 564524, 564525 } }, [10104520] = { cannon = 350, antiaircraft_growth = 0, rarity = 6, speed_growth = 0, pilot_ai_template_id = 70053, air = 0, luck = 60, dodge = 14, id = 10104520, cannon_growth = 0, speed = 16, reload_growth = 0, dodge_growth = 192, reload = 150, star = 6, hit = 30, antisub_growth = 0, air_growth = 0, torpedo = 220, base = 233, durability = 90000, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, battle_unit_type = 95, armor = 0, durability_growth = 0, antiaircraft = 620, antisub = 0, hit_growth = 210, cld_box = { 5.5, 7.5, 8 }, bound_bone = { cannon = { { 1.28, 1.19, 0 } }, vicegun = { { 1.28, 1.19, 0 } }, torpedo = { { 0.29, 0.09, 0 } }, antiaircraft = { { 1.28, 1.19, 0 } } }, smoke = { { 70, { { "smoke", { -0.74, 0.86, -0.18 } } } }, { 40, { { "smoke", { 0.03, 2.66, -1.22 } } } } }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 564511, 564513, 564514, 564517, 564518, 564519 } }, [10104530] = { cannon = 350, reload = 150, speed_growth = 0, cannon_growth = 0, pilot_ai_template_id = 70050, air = 0, rarity = 5, dodge = 16, torpedo = 200, durability_growth = 0, antiaircraft = 520, reload_growth = 0, dodge_growth = 228, hit_growth = 210, star = 5, hit = 35, antisub_growth = 0, air_growth = 0, antiaircraft_growth = 0, base = 261, durability = 97000, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, speed = 18, luck = 60, id = 10104530, armor = 0, antisub = 0, equipment_list = { 564531, 564532, 564533, 564535, 564536, 564537 }, buff_list = { { ID = 50500, LV = 4 } } }, [10105001] = { cannon = 8, prefab = "srDD2", reload = 150, cannon_growth = 560, speed_growth = 0, air = 0, rarity = 2, dodge = 0, torpedo = 36, durability_growth = 16500, antiaircraft = 80, reload_growth = 0, dodge_growth = 0, luck = 0, star = 2, hit = 10, antisub_growth = 0, air_growth = 0, hit_growth = 144, base = 123, durability = 750, armor_growth = 0, torpedo_growth = 3250, luck_growth = 0, speed = 15, armor = 0, battle_unit_type = 25, antisub = 0, id = 10105001, antiaircraft_growth = 1000, equipment_list = { 100219, 535001, 313091 } }, [10105002] = { cannon = 16, prefab = "srCL2", reload = 150, cannon_growth = 880, speed_growth = 0, air = 0, rarity = 2, dodge = 0, torpedo = 28, durability_growth = 26000, antiaircraft = 240, reload_growth = 0, dodge_growth = 0, luck = 0, star = 2, hit = 10, antisub_growth = 0, air_growth = 0, hit_growth = 144, base = 124, durability = 1050, armor_growth = 0, torpedo_growth = 2250, luck_growth = 0, speed = 15, armor = 0, battle_unit_type = 30, antisub = 0, id = 10105002, antiaircraft_growth = 2250, equipment_list = { 561024, 100349 } }, [10105003] = { cannon = 21, prefab = "srCA2", reload = 150, cannon_growth = 1800, speed_growth = 0, air = 0, rarity = 2, dodge = 0, torpedo = 18, durability_growth = 46000, antiaircraft = 180, reload_growth = 0, dodge_growth = 0, luck = 0, star = 2, hit = 10, antisub_growth = 0, air_growth = 0, hit_growth = 144, base = 125, durability = 2000, armor_growth = 0, torpedo_growth = 1250, luck_growth = 0, speed = 15, armor = 0, battle_unit_type = 35, antisub = 0, id = 10105003, antiaircraft_growth = 1400, equipment_list = { 100206, 100519, 535002 } }, [10105004] = { cannon = 47, prefab = "srBB2", reload = 150, cannon_growth = 2200, speed_growth = 0, air = 0, rarity = 2, dodge = 0, torpedo = 0, durability_growth = 88000, antiaircraft = 140, reload_growth = 0, dodge_growth = 0, luck = 0, star = 2, hit = 10, antisub_growth = 0, air_growth = 0, hit_growth = 144, base = 126, durability = 6200, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, speed = 15, armor = 0, battle_unit_type = 60, antisub = 0, id = 10105004, antiaircraft_growth = 1400, equipment_list = { 531033, 531034, 531035 } }, [10105005] = { cannon = 0, prefab = "srCV2", reload = 150, cannon_growth = 0, speed_growth = 0, air = 60, rarity = 2, dodge = 0, torpedo = 0, durability_growth = 82000, antiaircraft = 260, reload_growth = 0, dodge_growth = 0, luck = 0, star = 2, hit = 10, antisub_growth = 0, air_growth = 2000, hit_growth = 144, base = 127, durability = 5500, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, speed = 15, armor = 0, battle_unit_type = 65, antisub = 0, id = 10105005, antiaircraft_growth = 1800, bound_bone = { cannon = { { 1.8, 1.14, 0 } }, torpedo = { { 1.07, 0.24, 0 } }, antiaircraft = { { 1.8, 1.14, 0 } }, plane = { { 1.8, 1.14, 0 } } }, equipment_list = { 565001, 565002, 565003, 565004 } }, [10105006] = { cannon = 75, reload = 150, speed_growth = 0, cannon_growth = 900, rarity = 5, air = 0, torpedo = 160, dodge = 14, durability_growth = 48500, antiaircraft = 120, luck = 40, reload_growth = 0, dodge_growth = 156, hit_growth = 210, star = 5, hit = 25, antisub_growth = 0, air_growth = 0, battle_unit_type = 60, base = 248, durability = 13600, armor_growth = 0, torpedo_growth = 6000, luck_growth = 0, speed = 20, armor = 0, id = 10105006, antiaircraft_growth = 2500, antisub = 0, equipment_list = { 565301, 565302, 565303, 565304, 565305, 565306 } }, [10105007] = { cannon = 115, reload = 150, speed_growth = 0, cannon_growth = 1400, rarity = 5, air = 0, torpedo = 100, dodge = 14, durability_growth = 65000, antiaircraft = 280, luck = 40, reload_growth = 0, dodge_growth = 156, hit_growth = 210, star = 5, hit = 25, antisub_growth = 0, air_growth = 0, battle_unit_type = 65, base = 249, durability = 16400, armor_growth = 0, torpedo_growth = 4500, luck_growth = 0, speed = 20, armor = 0, id = 10105007, antiaircraft_growth = 3800, antisub = 0, equipment_list = { 565311, 565312, 565313, 565314, 565315, 565316 } }, [10105008] = { cannon = 175, reload = 150, speed_growth = 0, cannon_growth = 2000, rarity = 5, air = 0, torpedo = 60, dodge = 14, durability_growth = 84000, antiaircraft = 220, luck = 40, reload_growth = 0, dodge_growth = 156, hit_growth = 210, star = 5, hit = 25, antisub_growth = 0, air_growth = 0, battle_unit_type = 70, base = 250, durability = 22200, armor_growth = 0, torpedo_growth = 2400, luck_growth = 0, speed = 20, armor = 0, id = 10105008, antiaircraft_growth = 2800, antisub = 0, equipment_list = { 565321, 565322, 565323, 565324, 565325, 565326, 565327 } }, [10105009] = { cannon = 200, reload = 150, speed_growth = 0, cannon_growth = 2000, rarity = 5, air = 0, torpedo = 0, dodge = 14, durability_growth = 132000, antiaircraft = 180, luck = 40, reload_growth = 0, dodge_growth = 156, hit_growth = 210, star = 5, hit = 25, antisub_growth = 0, air_growth = 0, battle_unit_type = 75, base = 252, durability = 28200, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, speed = 20, armor = 0, id = 10105009, antiaircraft_growth = 3400, antisub = 0, equipment_list = { 565331, 565332, 565333, 565334, 565335 } } } return
----------------------------------------------------- local FLASHTIMER = 2; --time in seconds, for the grenade to transition from full white to clear local EFFECT_DELAY = 10; --time, in seconds when the effects still are going on, even when the whiteness of the flash is gone (set to -1 for no effects at all =]). local Endflash, Endflash2; function ENT:Initialize() local Pos = self:GetPos() timer.Simple(2, function() local dynamicflash = DynamicLight( self:EntIndex() ) if ( dynamicflash ) then dynamicflash.Pos = Pos dynamicflash.r = 255 dynamicflash.g = 255 dynamicflash.b = 255 dynamicflash.Brightness = 5 dynamicflash.Size = 1000 dynamicflash.Decay = 1000 dynamicflash.DieTime = CurTime() + 0.5 end end) end function ENT:Think() end function ENT:Draw() self.Entity:DrawModel() end function ENT:IsTranslucent() return true end function FlashEffect() if LocalPlayer():GetNetworkedFloat("FLASHED_END") > CurTime() then local pl = LocalPlayer(); local FlashedEnd = pl:GetNetworkedFloat("FLASHED_END") local FlashedStart = pl:GetNetworkedFloat("FLASHED_START") local Alpha if(FlashedEnd - CurTime() > FLASHTIMER) then Alpha = 150; else local FlashAlpha = 1 - (CurTime() - (FlashedEnd - FLASHTIMER)) / (FlashedEnd - (FlashedEnd - FLASHTIMER)); Alpha = FlashAlpha * 150; end surface.SetDrawColor(255, 255, 255, math.Round(Alpha)) surface.DrawRect(0, 0, surface.ScreenWidth(), surface.ScreenHeight()) end end hook.Add("HUDPaint", "FlashEffect", FlashEffect); local function StunEffect() local pl = LocalPlayer(); local FlashedEnd = pl:GetNetworkedFloat("FLASHED_END") local FlashedStart = pl:GetNetworkedFloat("FLASHED_START") if (FlashedEnd > CurTime() and FlashedEnd - EFFECT_DELAY - CurTime() <= FLASHTIMER) then local FlashAlpha = 1 - (CurTime() - (FlashedEnd - FLASHTIMER)) / (FLASHTIMER); DrawMotionBlur( 0, FlashAlpha / ((FLASHTIMER + EFFECT_DELAY) / (FLASHTIMER * 4)), 0); elseif (FlashedEnd > CurTime()) then DrawMotionBlur( 0, 0.01, 0); else DrawMotionBlur( 0, 0, 0); end end hook.Add( "RenderScreenspaceEffects", "StunEffect", StunEffect )
local APIData = require(script.APIData) local APIInterface = require(script.APIInterface) --- local APIUtils = {} APIUtils.createAPIData = APIData.new APIUtils.createAPIInterface = APIInterface.new return APIUtils
data:extend( { { type = "item", name = "cursix-scrambled-eggs-equipment", icon = "__cursix-tech__/graphics/icons/cursix-scrambled-eggs-equipment.png", icon_size = 32, placed_as_equipment_result = "cursix-scrambled-eggs-equipment", flags = {}, subgroup = "equipment", order = "a[energy-source]-b[sonic-scrambled-eggs]", stack_size = 500, default_request_amount = 10 }, { type = "item", name = "cursix-akane-eggs-equipment", icon = "__cursix-tech__/graphics/icons/cursix-akane-eggs-equipment.png", icon_size = 32, placed_as_equipment_result = "cursix-akane-eggs-equipment", flags = {}, subgroup = "equipment", order = "a[energy-source]-c[akane-eggs]", stack_size = 500, default_request_amount = 10 }, { type = "item", name = "cursix-barrier-jacket-equipment", icon = "__cursix-tech__/graphics/icons/cursix-barrier-jacket-equipment.png", icon_size = 32, placed_as_equipment_result = "cursix-barrier-jacket-equipment", flags = {}, subgroup = "equipment", order = "b[shield]-a[barrier-jacket]", stack_size = 500, default_request_amount = 10 }, { type = "item", name = "cursix-barrier-jacket-mk2-equipment", icon = "__cursix-tech__/graphics/icons/cursix-barrier-jacket-mk2-equipment.png", icon_size = 32, placed_as_equipment_result = "cursix-barrier-jacket-mk2-equipment", flags = {}, subgroup = "equipment", order = "b[shield]-b[barrier-jacket-mk2]", stack_size = 500, default_request_amount = 10 }, { type = "item", name = "cursix-energy-storage-crystal-equipment", icon = "__cursix-tech__/graphics/icons/cursix-energy-storage-crystal-equipment.png", icon_size = 32, placed_as_equipment_result = "cursix-energy-storage-crystal-equipment", flags = {}, subgroup = "equipment", order = "c[battery]-b[cursix-energy-storage-crystal-equipment]", stack_size = 500, default_request_amount = 10 }, { type = "item", name = "cursix-speed-shoes-equipment", icon = "__cursix-tech__/graphics/icons/cursix-speed-shoes-equipment.png", icon_size = 32, placed_as_equipment_result = "cursix-speed-shoes-equipment", flags = {}, subgroup = "equipment", order = "e[exoskeleton]-a[cursix-speed-shoes-equipment]", stack_size = 500, default_request_ammount = 10 }, { type = "item", name = "cursix-axel-shooter-equipment", icon = "__cursix-tech__/graphics/icons/cursix-axel-shooter-equipment.png", icon_size = 64, placed_as_equipment_result = "cursix-axel-shooter-equipment", flags = {}, subgroup = "equipment", order = "b[active-defense]-a[cursix-axel-shooter-equipment]", stack_size = 500, default_request_amount = 10 }, { type = "item", name = "cursix-moogle-roboport-equipment", icon = "__cursix-tech__/graphics/icons/cursix-moogle-roboport-equipment.png", icon_size = 64, placed_as_equipment_result = "cursix-moogle-roboport-equipment", flags = {}, subgroup = "equipment", order = "e[robotics]-c[cursix-moogle-roboport-equipment]", stack_size = 500, default_request_amount = 20 } } )
--[[ Casual Mission script - Version: 1.02 - 2/2/2020 by Theodossis Papadopoulos -- Requires MIST -- Points only work with my other script: PointSystem ELSE use variables: extraBluePoints, extraRedPoints ]] -- -----------------------------------CODE DO NOT TOUCH----------------------------------- local TARGETS_FOR_BLUE = {} local TARGETS_FOR_RED = {} -- -----------------------------------CONFIGURATION--------------------------------------- TARGETS_FOR_BLUE[1] = { Targets = {"BT_1A", "BT_1B"}, DisplayName = "mobiles/sat", Briefing = "Just destroy them", Points = 2 } TARGETS_FOR_BLUE[2] = { Targets = {"BT_2"}, DisplayName = "something 2", Briefing = "some briefing", Points = 2 } TARGETS_FOR_BLUE[3] = { Targets = {"BT_3"}, DisplayName = "something 3", Briefing = "some briefing", Points = 2 } TARGETS_FOR_RED[1] = { Targets = {"RT_1", "RT_2"}, DisplayName = "something", Briefing = "Just destroy them", Points = 2 } -- -----------------------------------CODE DO NOT TOUCH----------------------------------- local function tablelength(T) local count = 0 for _ in pairs(T) do count = count + 1 end return count end local function contains(tab, val) for index, value in ipairs(tab) do if value == val then return true end end return false end local function groupIsDead(inGroupName) local groupHealth = 0 local groupDead = false for index, unitData in pairs(Group.getByName(inGroupName):getUnits()) do groupHealth = groupHealth + unitData:getLife() end if groupHealth < 1 then groupDead = true end return groupDead end local function tableConcat(t1, t2) for i=1, #t2 do t1[#t1+1] = t2[i] end return t1 end local function showTargets(gpid) local earlyBreak = false local blueUnits = mist.utils.deepCopy(coalition.getPlayers(coalition.side.BLUE)) local redUnits = mist.utils.deepCopy(coalition.getPlayers(coalition.side.RED)) local allUnits = tableConcat(blueUnits, redUnits) for j=1, tablelength(allUnits) do local us = allUnits[j] if us:getGroup():getID() == gpid then -- Found him/them for two seat earlyBreak = true local finalMsg = nil if us:getCoalition() == coalition.side.BLUE then finalMsg = "Target report:" for i=1, tablelength(TARGETS_FOR_BLUE) do if tablelength(TARGETS_FOR_BLUE[i].Progression) ~= tablelength(TARGETS_FOR_BLUE[i].Targets) then -- Check if it is already done finalMsg = finalMsg .. "\n#" .. i .. ": " .. TARGETS_FOR_BLUE[i].Briefing end end elseif us:getCoalition() == coalition.side.RED then finalMsg = "Target report:" for i=1, tablelength(TARGETS_FOR_RED) do if tablelength(TARGETS_FOR_RED[i].Progression) ~= tablelength(TARGETS_FOR_RED[i].Targets) then -- Check if it is already done finalMsg = finalMsg .. "\n#" .. i .. ": " .. TARGETS_FOR_RED[i].Briefing end end end trigger.action.outTextForGroup(gpid, finalMsg, 45) end if earlyBreak == true then break end end end local EV_MANAGER = {} function EV_MANAGER:onEvent(event) if event.id == world.event.S_EVENT_BIRTH then if event.initiator:getCategory() == Object.Category.UNIT then if event.initiator:getGroup():getCategory() == Group.Category.AIRPLANE or event.initiator:getGroup():getCategory() == Group.Category.HELICOPTER then local gpid = event.initiator:getGroup():getID() missionCommands.removeItemForGroup(event.initiator:getGroup():getID(), {[1] = "Show targets"}) missionCommands.addCommandForGroup(gpid, "Show targets", nil, showTargets, gpid) end end elseif event.id == world.event.S_EVENT_DEAD then -- FOR BLUE TEAM local un = event.initiator if un:getCategory() == Object.Category.UNIT or un:getCategory() == Object.Category.STATIC then if un:getCoalition() == coalition.side.RED then -- Red target destroyed local earlyBreak = false for i=1, tablelength(TARGETS_FOR_BLUE) do if tablelength(TARGETS_FOR_BLUE[i].Progression) ~= tablelength(TARGETS_FOR_BLUE[i].Targets) then -- Check if it is already done if un:getCategory() == Object.Category.UNIT then if groupIsDead(un:getGroup():getName()) then if contains(TARGETS_FOR_BLUE[i].Targets, un:getGroup():getName()) then TARGETS_FOR_BLUE[i].Progression[tablelength(TARGETS_FOR_BLUE[i].Progression) + 1] = un:getGroup():getName() earlyBreak = true end end elseif un:getCategory() == Object.Category.STATIC then if contains(TARGETS_FOR_BLUE[i].Targets, un:getName()) then TARGETS_FOR_BLUE[i].Progression[tablelength(TARGETS_FOR_BLUE[i].Progression) + 1] = un:getName() earlyBreak = true end end if tablelength(TARGETS_FOR_BLUE[i].Progression) == tablelength(TARGETS_FOR_BLUE[i].Targets) then -- TARGET DESTRUCTION COMPLETED trigger.action.outTextForCoalition(coalition.side.BLUE, "We have successfully destroyed RED's team " .. TARGETS_FOR_BLUE[i].DisplayName, 20) trigger.action.outTextForCoalition(coalition.side.RED, "Our " .. TARGETS_FOR_BLUE[i].DisplayName .. " have just been destroyed by BLUE team", 20) if extraBluePoints ~= nil then extraBluePoints = extraBluePoints + TARGETS_FOR_BLUE[i].Points end end if earlyBreak == true then break end end end end -- FOR RED TEAM if un:getCoalition() == coalition.side.BLUE then -- Blue target destroyed local earlyBreak = false for i=1, tablelength(TARGETS_FOR_RED) do if tablelength(TARGETS_FOR_RED[i].Progression) ~= tablelength(TARGETS_FOR_RED[i].Targets) then -- Check if it is already done if un:getCategory() == Object.Category.UNIT then if groupIsDead(un:getGroup():getName()) then if contains(TARGETS_FOR_RED[i].Targets, un:getGroup():getName()) then TARGETS_FOR_RED[i].Progression[tablelength(TARGETS_FOR_RED[i].Progression) + 1] = un:getGroup():getName() earlyBreak = true end end elseif un:getCategory() == Object.Category.STATIC then if contains(TARGETS_FOR_RED[i].Targets, un:getName()) then TARGETS_FOR_RED[i].Progression[tablelength(TARGETS_FOR_RED[i].Progression) + 1] = un:getName() earlyBreak = true end end if tablelength(TARGETS_FOR_RED[i].Progression) == tablelength(TARGETS_FOR_RED[i].Targets) then -- TARGET DESTRUCTION COMPLETED trigger.action.outTextForCoalition(coalition.side.RED, "We have successfully destroyed BLUE's team " .. TARGETS_FOR_RED[i].DisplayName , 20) trigger.action.outTextForCoalition(coalition.side.BLUE, "Our " .. TARGETS_FOR_RED[i].DisplayName .. " have just been destroyed by RED team", 20) if extraRedPoints ~= nil then extraRedPoints = extraRedPoints + TARGETS_FOR_RED[i].Points end end if earlyBreak == true then break end end end end end end end world.addEventHandler(EV_MANAGER) -- Setup progression for i=1, tablelength(TARGETS_FOR_BLUE) do TARGETS_FOR_BLUE[i].Progression = {} end for i=1, tablelength(TARGETS_FOR_RED) do TARGETS_FOR_RED[i].Progression = {} end
Citizen.CreateThread(function() local uptimeMinute, uptimeHour, uptime = 0, 0, '' while true do Citizen.Wait(1000 * 60) -- every minute uptimeMinute = uptimeMinute + 1 if uptimeMinute == 60 then uptimeMinute = 0 uptimeHour = uptimeHour + 1 end uptime = string.format("%02dh %02dm", uptimeHour, uptimeMinute) SetConvarServerInfo('Uptime', uptime) TriggerClientEvent('uptime:tick', -1, uptime) TriggerEvent('uptime:tick', uptime) end end)
if vim.fn.executable'neuron' == 0 then error("Unable to find neuron executable on the path. Install it.") end local neuron_builtin = require'telescope._extensions.neuron_builtin' return require'telescope'.register_extension{ exports = { list = neuron_builtin.list, backlinks = neuron_builtin.backlinks }, }
Runes = Runes or class({}) function Runes:Init() --Debug.EnableDebugging() --DebugPrint('Init runes module') if self.initialized then print("Runes were already initialized and there was an attempt to initialize it again -> preventing") return nil end -- Check every 0.5 second if there is a rune spawned before the first duel, if yes remove it Timers:CreateTimer(function() if HudTimer and HudTimer:GetGameTime() then if HudTimer:GetGameTime() < -1 then Runes:RemoveAllRunes() return 0.5 end else return 0.5 end end) -- Configuring rune spawn time would be easy if RuneSpawn filter actually worked, just return false in filter if the time isn't right --FilterManager:AddFilter(FilterManager.RuneSpawn, self, Dynamic_Wrap(Runes, "RunesSpawnFilter")) -- dota_item_rune entities are some special entities, they are not items or npcs !!! -- GetName() works on rune entities but returns nothing, thanks Valve -- with GetModelName() you can find out what rune it is (model names can be found in assets browser) -- GetOrigin() and SetOrigin() work on rune entities, at least something -- Spawning rune entity with SpawnEntityFromTableSynchronous("dota_item_rune", { model = "", origin =}) works partially only for double damage -- Nobody knows what parameters should be used in the table for SpawnEntityFromTableSynchronous self.initialized = true end function Runes:RemoveAllRunes() local all_runes = Entities:FindAllByClassname("dota_item_rune") for _,rune in pairs(all_runes) do if rune and not rune:IsNull() then UTIL_Remove(rune) end end end
#!/usr/bin/env lua local sig = require 'signal' local irc = require 'irc' irc.DEBUG = true local nick = "luabot" local channel = "#doytest" local network = "irc.freenode.org" local envs = {} local function create_env() return { _VERSION = _VERSION, assert = assert, collectgarbage = collectgarbage, error = error, getfenv = getfenv, getmetatable = getmetatable, ipairs = ipairs, loadstring = loadstring, next = next, pairs = pairs, pcall = pcall, rawequal = rawequal, rawget = rawget, rawset = rawset, select = select, setfenv = setfenv, setmetatable = setmetatable, tonumber = tonumber, tostring = tostring, type = type, unpack = unpack, xpcall = xpcall, coroutine = coroutine, math = math, string = string, table = table, } end local commands = { eval = function(target, from, code) code = code:gsub("^=", "return ") local fn, err = loadstring(code) if not fn then irc.say(target, from .. ": Error loading code: " .. code .. err:match(".*(:.-)$")) return else setfenv(fn, envs[from]) sig.signal("ALRM", error) sig.alarm(5) local result = {pcall(fn)} sig.alarm(0) sig.signal("ALRM", "default") local success = table.remove(result, 1) if not success then local err = result[1]:match(".*: (.-)$") if err == "ALRM" then err = "timed out" end irc.say(target, from .. ": Error running code: " .. code .. ": " .. err) else if result[1] == nil then irc.say(target, from .. ": nil") else for i, v in ipairs(result) do result[i] = tostring(v) end irc.say(target, from .. ": " .. table.concat(result, ", ")) end end end end, clear = function(target, from) irc.say(target, from .. ": Clearing your environment") envs[from] = create_env() end, help = function(target, from, arg) if arg == "" or not arg then irc.say(target, from .. ": Commands: !clear, !eval, !help") elseif arg == "eval" then irc.say(target, from .. ": Evaluates a Lua statement in your own persistent environment") elseif arg == "clear" then irc.say(target, from .. ": Clears your personal environment") end end } irc.register_callback("connect", function() irc.join(channel) end) irc.register_callback("channel_msg", function(channel, from, message) message = message:gsub("^" .. nick .. "[:,>] ", "!eval ") local is_cmd, cmd, arg = message:match("^(!)([%w_]+) ?(.-)$") if is_cmd and commands[cmd] then envs[from] = envs[from] or create_env() commands[cmd](channel.name, from, arg) end end) irc.register_callback("private_msg", function(from, message) message = message:gsub("^" .. nick .. "[:,>] ", "!eval ") local is_cmd, cmd, arg = message:match("^(!)([%w_]+) ?(.-)$") envs[from] = envs[from] or create_env() if is_cmd and commands[cmd] then commands[cmd](from, from, arg) else commands["eval"](from, from, message) end end) irc.register_callback("nick_change", function(from, old_nick) if envs[old_nick] and not envs[from] then envs[from] = envs[old_nick] envs[old_nick] = nil end end) irc.connect{network = network, nick = nick}
require('boolexpr.src.boolexpr') Listener = setmetatable({}, {}) do local listener = getmetatable(Listener) listener.__index = listener local data_table = {} local recur_table = {} function listener.create() local self = setmetatable(BoolExpr.Any(), listener) self.index_table = {} return self end function listener.new() return listener.create() end function listener:__gc() self:clear() self.index_table = nil end local evaluate = BoolExpr.evaluate function listener:register(handler, data, max_recursion_depth) max_recursion_depth = (max_recursion_depth and max_recursion_depth > 0) and max_recursion_depth or 1 local index_t = self.index_table[handler] or {} self.index_table[handler] = index_t local handler_closure = function (func, reverse, ...) local result local recur_count = recur_table[func] + 1 recur_table[func] = recur_count if recur_count <= max_recursion_depth then result = evaluate(handler, reverse, ..., data_table[func]) self.EXCEPTION_MSG = (self.EXCEPTION_MSG or '') .. (type(handler) == 'table' and handler.EXCEPTION_MSG or '') else result = true self.EXCEPTION_MSG = (self.EXCEPTION_MSG or '') .. "[Recursion Error] Recursion Level: " .. tostring(recur_count) .. '\n' end recur_table[func] = recur_count - 1 return result end self[#self + 1] = handler_closure index_t[#index_t + 1] = #self data_table[handler_closure] = data recur_table[handler_closure] = 0 end local min = math.min function listener:deregister(handler, deregister_all) local index_t = self.index_table[handler] if deregister_all then local index = index_t and index_t[1] if index then local n = #self local i = 1 data_table[self[index]] = nil index_t[i] = nil for j = index, n do if j + i == index_t[i + 1] then i = i + 1 data_table[self[index_t[i]]] = nil index_t[i] = nil end self[j] = self[j + i] end end else local index = index_t and index_t[#index_t] index_t[#index_t] = nil if index then data_table[self[index]] = nil for i = index, #self do self[i] = self[i + 1] end end end end listener.unregister = listener.deregister function listener:clear() for i = 2, #self do data_table[self[i]] = nil self[i] = nil end self.index_table = {} end function listener:__call(reverse, ...) return evaluate(self, reverse, ...) end listener.execute = listener.__call end
local sin, floor do local _obj_0 = math sin, floor = _obj_0.sin, _obj_0.floor end local death = { } death.textTop = "YOU" death.textBottom = "\nDIED" death.height = 32 death.y = death.height local move move = function() return flux.to(death, 0.48, { y = death.height + 16 }):ease("cubicin"):oncomplete(function() return flux.to(death, 0.48, { y = death.height }):ease("cubicout"):oncomplete(move) end) end move() local textCentered textCentered = function(s, font, y) local x = gameWidth / 2 - font:getWidth(s) / 2 love.graphics.setFont(font) return love.graphics.print(s, x, y) end local text text = function(s, font, y) love.graphics.setFont(font) return love.graphics.print(s, 0, y) end death.update = function(self, dt) return flux.update(dt) end death.draw = function(self) push:start() textCentered(self.textTop, fontFantasy, floor(self.y)) textCentered(self.textBottom, fontFantasy, floor(self.y)) textCentered("YOUR DEPTH BEFORE DYING WAS " .. tostring(depth), fontRetro, screenHeight - 64) textCentered("PRESS ANY KEY TO CONTINUE", fontRetro, screenHeight - 48) return push:finish() end death.keypressed = function(self, key) if key == "f" then return push:switchFullscreen(windowedWidth, windowedHeight) else return manager:enter(states.title, false) end end return death
-- ======= Copyright (c) 2003-2011, Unknown Worlds Entertainment, Inc. All rights reserved. ======= -- -- lua\ShieldpackMarine.lua -- -- Created by: Andreas Urwalek (a_urwa@sbox.tugraz.at -- -- Thanks to twiliteblue for initial input. -- -- ========= For more information, visit us at http://www.unknownworlds.com ===================== Script.Load("lua/Marine.lua") Script.Load("lua/Shieldpack.lua") class 'ShieldpackMarine' (Marine) PrecacheAsset("cinematics/vfx_materials/nanoshield.surface_shader") PrecacheAsset("cinematics/vfx_materials/nanoshield_view.surface_shader") PrecacheAsset("cinematics/vfx_materials/nanoshield_exoview.surface_shader") local kNanoShieldStartSound = PrecacheAsset("sound/NS2.fev/marine/commander/nano_shield_3D") local kNanoLoopSound = PrecacheAsset("sound/NS2.fev/marine/commander/nano_loop") local kNanoDamageSound = PrecacheAsset("sound/NS2.fev/marine/commander/nano_damage") local kNanoshieldMaterial = PrecacheAsset("cinematics/vfx_materials/nanoshield.material") local kNanoshieldExoViewMaterial = PrecacheAsset("cinematics/vfx_materials/nanoshield_exoview.material") local kNanoshieldViewMaterial = PrecacheAsset("cinematics/vfx_materials/nanoshield_view.material") ShieldpackMarine.kMapName = "shieldpackmarine" ShieldpackMarine.kModelName = PrecacheAsset("models/marine/male/male.model") ShieldpackMarine.kShieldpackPickupSound = PrecacheAsset("sound/NS2.fev/marine/common/pickup_jetpack") ShieldpackMarine.kShieldpackNode = "ShieldPack" kShieldCapacity = 100 kShieldCapacityUpgrade = 100 kShieldPackDamageReduction = 0 --0 = 100% kShieldRecharge = 10 kShieldRechargeUpgrade = 10 kCombatDuration = 5 kCombatDurationUpgrade = 2.5 if Server then Script.Load("lua/ShieldpackMarine_Server.lua") end local networkVars = { shieldCharge = "float (0 to 300 by 1)", shieldMaxCapacity = "float (0 to 300 by 1)", isShieldEmpty = "boolean", lastHitTime = "time" } function ShieldpackMarine:OnCreate() Marine.OnCreate(self) self.shieldCharge = self:GetShieldCapacity() self.shieldMaxCapacity = self:GetShieldCapacity() self.isShieldEmpty = false self.lastTimeHit = 0 self.isInCombat = false end local function InitEquipment(self) assert(Server) if Server then assert(self.shieldLoopSound == nil) self.shieldLoopSound = Server.CreateEntity(SoundEffect.kMapName) self.shieldLoopSound:SetAsset(kNanoLoopSound) self.shieldLoopSound:SetParent(self) self.shieldLoopSound:Start() StartSoundEffectOnEntity(kNanoShieldStartSound, self) end end function ShieldpackMarine:OnInitialized() Marine.OnInitialized(self) if Server then InitEquipment(self) end end function ShieldpackMarine:OnDestroy() Marine.OnDestroy(self) if self.shieldDisplayUI then Client.DestroyGUIView(self.shieldDisplayUI) self.shieldDisplayUI = nil end self.equipmentId = Entity.invalidId end function ShieldpackMarine:GetHasEquipment() return true end function ShieldpackMarine:GetHasCapacityUpgrade() if GetHasTech(self, kTechId.ShieldCapacityTech, true) then return kShieldCapacityUpgrade else return 0 end end function ShieldpackMarine:GetHasRechargeUpgrade() if GetHasTech(self, kTechId.ShieldRechargeTech, true) then return kShieldRechargeUpgrade else return 0 end end function ShieldpackMarine:GetHasCombatDurationUpgrade() if GetHasTech(self, kTechId.ShieldRechargeTech, true) then return kCombatDurationUpgrade else return 0 end end function ShieldpackMarine:GetShieldCapacity() self.shieldMaxCapacity = kShieldCapacity + self:GetHasCapacityUpgrade() return self.shieldMaxCapacity end function ShieldpackMarine:GetShieldRecharge() return kShieldRecharge + self:GetHasRechargeUpgrade() end function ShieldpackMarine:GetCombatDuration() return kCombatDuration - self:GetHasCombatDurationUpgrade() end function ShieldpackMarine:GetShieldpack() if Server then -- There is a case where this function is called after the ShieldpackMarine has been -- destroyed but we don't have reproduction steps. if not self:GetIsDestroyed() and self.equipmentId == Entity.invalidId then InitEquipment(self) end -- Help us track down this problem. if self:GetIsDestroyed() then DebugPrint("Warning - ShieldpackMarine:GetShieldpack() was called after the ShieldpackMarine was destroyed") DebugPrint(Script.CallStack()) end end return Shared.GetEntity(self.equipmentId) end function ShieldpackMarine:OnEntityChange(oldId, newId) if oldId == self.equipmentId and newId then self.equipmentId = newId end end function ShieldpackMarine:GetWeaponName() local currentWeapon = self:GetActiveWeaponName() if currentWeapon then return string.lower(currentWeapon) else return nil end end function ShieldpackMarine:UpdateShieldCharge(damageTable) if self.shieldCharge == 0 then self.isShieldEmpty = true --Print("Empty %s", self.isShieldEmpty) else self.isShieldEmpty = false --Print("Empty %s", self.isShieldEmpty) end if not self.isShieldEmpty then self.shieldCharge = Clamp(self.shieldCharge - damageTable.damage, 0, self:GetShieldCapacity()) self.lastHitTime = Shared.GetTime() -- end end function ShieldpackMarine:ModifyDamageTaken(damageTable, attacker, doer, damageType, hitPoint) self:UpdateShieldCharge(damageTable) if not self.isShieldEmpty then damageTable.damage = damageTable.damage * kShieldPackDamageReduction StartSoundEffectAtOrigin(kNanoDamageSound, self:GetOrigin()) end end function ShieldpackMarine:OnUpdatePlayer(deltaTime) if self.shieldCharge < self:GetShieldCapacity() and not (Shared.GetTime() < self.lastHitTime + self:GetCombatDuration()) then self.shieldCharge = Clamp(self.shieldCharge + self:GetShieldRecharge() * deltaTime, 0, self:GetShieldCapacity()) end end local function UpdateClientNanoShieldEffects(self) assert(Client) if not self.isShieldEmpty and self:GetIsAlive() then self:_CreateEffect() else self:_RemoveEffect() end end function ShieldpackMarine:OnUpdateRender() if Client and not Shared.GetIsRunningPrediction() then UpdateClientNanoShieldEffects(self) end local parent = self:GetParent() if parent and parent:GetIsLocalPlayer() then local shieldDisplayUI = self.shieldDisplayUI if not shieldDisplayUI then shieldDisplayUI:Load("lua/GUIShieldpackFuel.lua") self.shieldDisplayUI = shieldDisplayUI end end end function ShieldpackMarine:GetShieldCharge() return self.shieldCharge end if Client then -- Adds the material effect to the entity and all child entities (hat have a Model mixin) local function AddEffect(entity, material, viewMaterial, entities) local numChildren = entity:GetNumChildren() if HasMixin(entity, "Model") then local model = entity._renderModel if model ~= nil then if model:GetZone() == RenderScene.Zone_ViewModel then model:AddMaterial(viewMaterial) else model:AddMaterial(material) end table.insert(entities, entity:GetId()) end end for i = 1, entity:GetNumChildren() do local child = entity:GetChildAtIndex(i - 1) AddEffect(child, material, viewMaterial, entities) end end local function RemoveEffect(entities, material, viewMaterial) for i =1, #entities do local entity = Shared.GetEntity( entities[i] ) if entity ~= nil and HasMixin(entity, "Model") then local model = entity._renderModel if model ~= nil then if model:GetZone() == RenderScene.Zone_ViewModel then model:RemoveMaterial(viewMaterial) else model:RemoveMaterial(material) end end end end end function NanoShieldMixin:_CreateEffect() if not self.nanoShieldMaterial then local material = Client.CreateRenderMaterial() material:SetMaterial(kNanoshieldMaterial) local viewMaterial = Client.CreateRenderMaterial() viewMaterial:SetMaterial(kNanoshieldViewMaterial) self.nanoShieldEntities = {} self.nanoShieldMaterial = material self.nanoShieldViewMaterial = viewMaterial AddEffect(self, material, viewMaterial, self.nanoShieldEntities) end end function NanoShieldMixin:_RemoveEffect() if self.nanoShieldMaterial then RemoveEffect(self.nanoShieldEntities, self.nanoShieldMaterial, self.nanoShieldViewMaterial) Client.DestroyRenderMaterial(self.nanoShieldMaterial) Client.DestroyRenderMaterial(self.nanoShieldViewMaterial) self.nanoShieldMaterial = nil self.nanoShieldViewMaterial = nil self.nanoShieldEntities = nil end end end Shared.LinkClassToMap("ShieldpackMarine", ShieldpackMarine.kMapName, networkVars, true)
wait(1) script.Parent:Destroy()
------------------------------------------------------------------------------ -- -- This file is part of the Corona game engine. -- For overview and more information on licensing please refer to README.md -- Home page: https://github.com/coronalabs/corona -- Contact: support@coronalabs.com -- ------------------------------------------------------------------------------ local json = require('json') local lfs = require('lfs') -- defines modifyPlist() local CoronaPListSupport = require("CoronaPListSupport") local captureCommandOutput = CoronaPListSupport.captureCommandOutput -- get the numeric value of the "debugBuildProcess" preference or 0 if it's not set (note due to a Lua bug -- the value is actually the exit code multiplied by 256) local debugBuildProcess = os.execute("exit $(defaults read com.coronalabs.Corona_Simulator debugBuildProcess 2>/dev/null || echo 0)") / 256 -- Read a value from the user's preferences local function getPreference( prefName ) return captureCommandOutput("defaults read com.coronalabs.Corona_Simulator "..tostring(prefName)) end -- Double quote a string escaping backslashes and any double quotes local function quoteString( str ) str = str:gsub('\\', '\\\\') str = str:gsub('"', '\\"') return "\"" .. str .. "\"" end local function makepath( inPath, ... ) local path = inPath or "" for p=1, select('#', ...) do local arg = select(p, ...) path = path .. "/" path = path .. arg end path = path:gsub('/+', '/') return path end local function setStatus( msg ) print( "Building: " .. msg ) end -------------------------------------------------------------------------------- -- isAlpha -- -- val = ASCII character -- -- Returns true if alpha character, otherwise false -------------------------------------------------------------------------------- local function isAlpha( val ) if val >= "A" and val <= "Z" then return true end if val >= "a" and val <= "z" then return true end return false -- not Alpha end -------------------------------------------------------------------------------- -- isNumber -- -- val = ASCII character -- -- Returns true if number, otherwise false -------------------------------------------------------------------------------- local function isNumber( val ) if val >= "0" and val <= "9" then return true end return false -- not number end -------------------------------------------------------------------------------- -- isNumber -- -- val = ASCII character -- allowDots = true if dots are allowed -- -- Returns true if number, otherwise false -------------------------------------------------------------------------------- local function isDotDash( val, allowDots ) local char2 = "-" -- default is to not test for dot if allowDots then char2 = "." -- test for dot end if val == "-" or val == char2 then return true end return false -- not dot or dash end -------------------------------------------------------------------------------- -- sanitize Bundle ID String -- -- bundleStr = Bundle string -- allowDots = true to allow dots in name, otherwise dots converted to dash -- -- Returns validated Bundle ID string -- -- This code is used to convert non-alphanumeric (except dash and maybe dot) -- into dashes for a valid bundle ID. -- "com.example.Tom's App_Name" returns as "com.example.Tom-s-App-Name" -- Refer RFC1034 for string specification which is needed to match Xcode (and Apple) -------------------------------------------------------------------------------- local function sanitizeBundleString( bundleStr, allowDots ) local newBundleStr = "" -- new string local val for i = 1, string.len( bundleStr ) do val = string.sub( bundleStr, i, i ) if isAlpha( val ) then newBundleStr = newBundleStr .. val elseif isNumber( val ) then newBundleStr = newBundleStr .. val elseif isDotDash( val, allowDots ) then newBundleStr = newBundleStr .. val else newBundleStr = newBundleStr .. "-" end end -- do return newBundleStr end -------------------------------------------------------------------------------- local function getCopyResourcesScript( src, dst, options ) -- Generate a script to copy the project's assets to the built app -- rsync is used to speed up building apps with very large numbers of assets -- -- rsync flags: -- --delete-excluded also delete excluded files from dest dirs -- --exclude=PATTERN exclude files matching PATTERN -- --delete delete extraneous files from dest dirs -- --force force deletion of dirs even if not empty -- --prune-empty-dirs prune empty directory chains from file-list -- --human-readable output numbers in a human-readable format -- --itemize-changes output a change-summary for all updates -- --recursive recurse into directories -- --links copy symlinks as symlinks -- --copy-unsafe-links copy external symlinked files to destination -- --hard-links preserve hard links -- --times preserve times -- --perms preserve permissions (needed by next option) -- --chmod specify base level permissions (prevents us generating bad apps) -- local script = [==[ # rsync goes haywire if either the source or destination are empty if [ -z "$SRC_DIR" -o -z "$DST_DIR" ] then echo "OSXPackageApp: invalid SRC_DIR or DST_DIR for rsync" exit 1 fi rsync -rv --times --delete-excluded {{EXCLUDED_FILES}} --exclude="**/*.lua" --exclude="build.settings" --exclude="**/.*" --delete --prune-empty-dirs --links --copy-unsafe-links --hard-links --perms --chmod="Da+rx,Fa+r" --human-readable --itemize-changes "$SRC_DIR/" "$DST_DIR" ]==] local excludedFilesSh = "" if options and options.settings then -- Generate shell code from the excludeFiles entry in build.settings if options.settings.excludeFiles then -- we have actual files to exclude print("Excluding specified files from build: ") for platform,excludes in pairs(options.settings.excludeFiles) do if platform == "all" or platform == "osx" or platform == "macos" then for index,pattern in ipairs(excludes) do print(" excluding: "..pattern) pattern = pattern:gsub("'", "'\\''") -- quote single quotes excludedFilesSh = excludedFilesSh .. " --exclude='" .. pattern .."'" end end end end end local args = "SRC_DIR="..src.."\nDST_DIR="..dst.."/Contents/Resources/Corona\n" -- Replace the placeholders in the script with the generated code (or an empty string if there was none) script = args .. script:gsub("{{EXCLUDED_FILES}}", excludedFilesSh) if debugBuildProcess > 0 then print("script: ".. script) end return script end -------------------------------------------------------------------------------- local function getCodesignScript( entitlements, path, appIdentity, codesign ) local quotedpath = quoteString( path ) -- Remove any extended macOS attributes from files in the bundle because -- codesign doesn't like them local removeXattrs = "/usr/bin/xattr -cr "..quoteString(path) .." && " local entitlementsParam = "" if entitlements ~= nil and entitlements ~= "" then entitlementsParam = " --entitlements ".. entitlements .." " end local verboseParam = "" if debugBuildProcess and debugBuildProcess ~= 0 then verboseParam = "-".. string.rep("v", debugBuildProcess) .." " end local cmd = removeXattrs .. codesign.." --options runtime --deep -f -s "..quoteString(appIdentity).." "..entitlementsParam..verboseParam..quotedpath return cmd end local function getProductBuildScript( path, installerIdentity, productbuild ) local infoPlist = makepath(path, "Contents/Info.plist") local packagePath = path:gsub('.app$', '') .. ".pkg" -- productbuild --component "$APP" /Applications --sign "3rd Party Mac Developer Installer: Corona Labs Inc" --product "$APP/Contents/Info.plist" "$APP_BASENAME".pkg local cmd = productbuild.." --component ".. quoteString(path) .." /Applications --sign "..quoteString(installerIdentity).." --product "..quoteString(infoPlist) .." "..quoteString(packagePath) return cmd end local function getProductValidateScript( path, itunesConnectUsername, itunesConnectPassword, applicationLoader ) local packagePath = path:gsub('.app$', '') .. ".pkg" -- Apple tells us to use this buried utility to automate Application Loader tasks in -- https://itunesconnect.apple.com/docs/UsingApplicationLoader.pdf local altool = makepath(applicationLoader, "Contents/Frameworks/ITunesSoftwareService.framework/Support/altool") -- If the "cmd" generated below fails because it's the wrong path that's very hard to detect amongst all the XML parsing so we do it here if lfs.attributes( altool ) == nil then print("ERROR: cannot find 'altool' utility in "..altool) return "echo Failed to find build utilities in expected places (cannot find 'altool' utility in '"..altool.."')" end -- Removing the "!DOCTYPE" line from the XML stops xpath trying to access the DTD -- The xpath command parses the XML output looking for an error message -- The final sed command adds a newline to the last line of output which xpath omits local cmd = quoteString(altool) .. " --validate-app -f ".. quoteString(packagePath) .." -u '".. itunesConnectUsername .."' -p '".. itunesConnectPassword .."' --output-format xml | grep -v '^<!DOCTYPE' | /usr/bin/xpath '/plist/dict/key[.=\"product-errors\"]/following-sibling::*[1]//key[.=\"message\"]/following-sibling::*[1]/node()' 2>/dev/null | sed -ne 'p'" return cmd end local function getProductUploadScript( path, itunesConnectUsername, itunesConnectPassword, applicationLoader ) local packagePath = path:gsub('.app$', '') .. ".pkg" -- Apple tells us to use this buried utility to automate Application Loader tasks in -- https://itunesconnect.apple.com/docs/UsingApplicationLoader.pdf local altool = makepath(applicationLoader, "Contents/Frameworks/ITunesSoftwareService.framework/Support/altool") -- Removing the "!DOCTYPE" line from the XML stops xpath trying to access the DTD -- The xpath command parses the XML output looking for an error message -- The final sed command adds a newline to the last line of output which xpath omits local cmd = quoteString(altool) .. " --upload-app -f ".. quoteString(packagePath) .." -u '".. itunesConnectUsername .."' -p '".. itunesConnectPassword .."' --output-format xml | grep -v '^<!DOCTYPE' | /usr/bin/xpath '/plist/dict/key[.=\"product-errors\"]/following-sibling::*[1]//key[.=\"message\"]/following-sibling::*[1]/node()' 2>/dev/null | sed -ne 'p'" return cmd end local function getCreateDMGScript( path ) local dmgPath = path:gsub('(.*)%.%w+$', '%1') .. ".dmg" local dmgName = path:gsub('.*/(.+)', '%1'):gsub('%.app$', '') local verboseParam = "" if debugBuildProcess and debugBuildProcess ~= 0 then verboseParam = "-verbose" end local cmd = "/usr/bin/hdiutil create -srcfolder '"..path.."' -volname '"..dmgName.."' -fs HFS+ -format UDZO -imagekey zlib-level=9 '"..dmgPath.."'" return cmd end local function getShowFileInFinderScript( path ) local cmd = [[osascript -e 'set thePath to "__PATH__" tell application "Finder" reveal POSIX file thePath as text activate end tell']] cmd = cmd:gsub("__PATH__", path) return cmd end -------------------------------------------------------------------------------- function runScript( script, debugLevel ) local debugLevel = debugLevel or 0 local errMsg = nil if debugBuildProcess and debugBuildProcess > debugLevel then print("Running: ".. tostring(script)) end -- Run the command capturing any output local tmpFile = os.tmpname() local exitCode = os.execute( '( ' .. script .. ' ) 2>' .. tmpFile ) if exitCode ~= 0 then print("ERROR: build command failed: ".. script) -- divide exitcode by 256 to work around Lua bug print("ERROR: with exit code ".. (exitCode / 256) .." and output: ") errMsg = captureCommandOutput( "/bin/cat " .. tmpFile ) print( errMsg ) end os.remove( tmpFile ) return exitCode, errMsg end -------------------------------------------------------------------------------- local templateXcent = [[ <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>com.apple.security.app-sandbox</key> <true/> {{CUSTOM_ENTITLEMENTS}} </dict> </plist> ]] local function generateOSXEntitlements(filename, settings, provisionFile) local outFile = io.open( filename, "wb" ) if outFile == nil then return "failed to open xcent file for writing: "..tostring(filename) end local data = templateXcent local entitlementsStr = "" local generatedEntitlements, includeProvisioning = CoronaPListSupport.generateEntitlements(settings, 'osx', provisionFile) data, numMatches = string.gsub( data, "{{CUSTOM_ENTITLEMENTS}}", generatedEntitlements ) assert( numMatches == 1 ) outFile:write(data) outFile:close() if debugBuildProcess and debugBuildProcess ~= 0 then print( "Created entitlements file: " .. filename ); runScript("/bin/cat "..filename) end return "", includeProvisioning end -- -- generateFiles -- -- Create the Info.plist file -- -- returns an error message or nil on success -- local function generateFiles( options ) local result = nil result = CoronaPListSupport.modifyPlist( options ) if result then return result end return result end -- helper function to figure out if building for App Store distribution -- returns true or false local function isBuildForAppStoreDistribution( options ) if not options.signingIdentity then return false end -- FIXME: Should handle App Store vs. Ad-hoc local retval = string.match( options.signingIdentityName, "3rd Party Mac Developer" ) or string.match( options.signingIdentityName, "Apple Distribution" ) if retval then return true else return false end end -- -- packageApp -- -- Copy the assets from the project directory to the app bundle -- -- returns an error message or nil on success -- local function packageApp( options ) local baseName = options.dstFile; -- Introducing an unquoted string because we should be quoting as the final set after appending strings, not before. -- See casenum: 1008 local appBundleFileUnquoted = options.dstDir .. "/" .. baseName .. ".app" -- Quoting should happen around the final string, otherwise you get quotes in multiple places which might not be what you expect. local appBundleFile = quoteString( appBundleFileUnquoted ) local binDir = options.binDir setStatus("Copying changed app resources") local result, errMsg = runScript( getCopyResourcesScript( quoteString( options.srcAssets ), appBundleFile, options ), 2 ) if result ~= 0 then return "ERROR: copying resources failed: "..tostring(errMsg) end runScript( "/bin/chmod 755 " .. appBundleFile ) return nil end -------------------------------------------------------------------------------- local function getNames( name, result ) local err result.bundledisplayname = name result.bundlename = name result.bundleexecutable = name result.dstFile = name return err end -- determines appid and bundleid from provision file -- if wildcard is present, then requires bundlename to be supplied as input local function getIDs( mobileProvision, result ) local err if debugBuildProcess and debugBuildProcess ~= 0 then print("getIDs: mobileProvision '"..tostring(mobileProvision).."'") end if not mobileProvision then result.mobileProvision = nil result.appid = sanitizeBundleString( result.bundlename, false ) result.bundleid = result.appid -- string.match( result.appid, "[^%.]+%.(.*)" ) result.pushEnvironment = nil return nil end result.mobileProvision = mobileProvision -- Extract app id from provision file local data = nil local inFile, errorMsg = io.open( mobileProvision, "rb" ) if inFile then data = inFile:read( "*all" ) inFile:close() else return "Error: Cannot open '"..mobileProvision.."' for reading ("..tostring(errorMsg)..")" end if not data or string.len(data) == 0 then return "Error: '"..mobileProvision.."' is not a valid provision file" end local patternPrefix = "<key>com.apple.application%-identifier</key>%s*<string>([%w%.%-]*)" local patternWithWildcard = patternPrefix .. "%.%*</string>" local patternWithoutWildcard = patternPrefix .. "</string>" local appid = string.match( data, patternWithWildcard ) local usesWildcard = true if ( not appid ) then usesWildcard = false appid = string.match( data, patternWithoutWildcard ) end if ( not appid ) then local pattern = patternPrefix .. "</string>" local appid= string.match( data, pattern ) if ( not appid ) then --assert( appid ) err = "Error: Could not obtain application identifier from '"..mobileProvision.."'" end end if ( appid ) then local value = appid assert( result ) -- only append if wildcard was used if usesWildcard then -- Convert the bundlename into alphanumeric and dash characters only value = value .. "." .. sanitizeBundleString( result.bundlename, false ) end result.appid = value result.bundleid = string.match( value, "[^%.]+%.(.*)" ) end -- Determine push notification aps-environment (default to nil) local pattern = "<key>aps%-environment</key>%s*<string>([%w]*)</string>" local pushEnvironment = string.match( data, pattern ) result.pushEnvironment = pushEnvironment return err end local function fileExists( filename ) local f = io.open( filename, "r" ) if ( f ) then io.close( f ) end return ( nil ~= f ) end function getBundleId( mobileProvision, bundledisplayname ) local options = {} local err = getNames( bundledisplayname, options ) if debugBuildProcess and debugBuildProcess ~= 0 then print("getBundleId: bundledisplayname '"..tostring(bundledisplayname).."'; options: "..json.prettify(options)) end if ( not err ) then err = getIDs( mobileProvision, options ) if ( not err ) then return options.bundleid end end return nil end -- Corona table extension that we want to use here table.indexOf = function( t, object ) local result if "table" == type( t ) then for i=1,#t do if object == t[i] then result = i break end end end return result end function signAllPlugins(pluginsDir, signingIdentity, codesign) local entitlements = "" if lfs.attributes( pluginsDir ) == nil then return "" -- no plugins dir end for file in lfs.dir(pluginsDir) do -- Only sign files in the Plugins directory (directories will contain assets that don't need to be signed) local pluginFile = makepath(pluginsDir, file) if lfs.attributes( pluginFile ).mode ~= "directory" then local result, errMsg = runScript( getCodesignScript( entitlements, pluginFile, signingIdentity, codesign ) ) if result ~= 0 then errMsg = "ERROR: plugin code signing for '"..pluginFile.."' failed: "..tostring(errMsg) return errMsg end end end return "" end -- -- OSXPostPackage -- -- Process the app bundle return by the build server (including code signing, Info.plist processing, etc) -- -- returns an error message or nil on success -- function OSXPostPackage( params ) local srcAssets = params.srcAssets local compiledLuaArchive = params.compiledLuaArchive local tmpDir = params.tmpDir local dstDir = params.dstDir local bundledisplayname = params.bundledisplayname local bundleversion = params.bundleversion local provisionFile = params.provisionFile local signingIdentity = params.signingIdentity local targetDevice = params.targetDevice local targetPlatform = params.targetPlatform local verbose = ( debugBuildProcess and debugBuildProcess > 1 ) local osPlatform = params.osPlatform local sdkRoot = params.xcodetoolhelper.sdkRoot local err = nil setStatus("Building for macOS") -- init options local options = { dstDir=dstDir, srcAssets=srcAssets, compiledLuaArchive=compiledLuaArchive, bundleversion=bundleversion, signingIdentity=signingIdentity, tmpDir=tmpDir, sdkRoot=sdkRoot, targetDevice=targetDevice, targetPlatform=targetPlatform, verbose=verbose, osPlatform=osPlatform, sdkType=params.sdkType, sdkRoot=sdkRoot, osxAppTemplate=params.osxAppTemplate, tmpPluginsDir=params.tmpPluginsDir, corona_build_id=params.corona_build_id, xcodetoolhelper = params.xcodetoolhelper, } local customSettingsFile = srcAssets .. "/build.settings" if ( fileExists( customSettingsFile ) ) then local customSettings, msg = loadfile( customSettingsFile ) if ( customSettings ) then local status, msg = pcall( customSettings ) if status then print( "Using additional build settings from: " .. customSettingsFile ) -- forwards compatibility if settings.macos ~= nil then if settings.osx ~= nil then print( "WARNING: settings.macos overrides settings.osx in "..customSettingsFile ) end settings.osx = settings.macos end options.settings = settings else err = "Warning: Error found in build.settings file:\n\t".. msg print(err) end else err = "Warning: Could not load build.settings file:\n\t".. msg print(err) end end if ( not err ) then local err = getNames( bundledisplayname, options ) if ( not err ) then -- Special case for no provision profile (e.g. Xcode simulator) if not provisionFile then options.bundleid = "com.example." .. sanitizeBundleString(bundledisplayname) else err = getIDs( provisionFile, options ) end end end if ( not err ) then -- Make sure the build directory exists runScript( "/bin/mkdir -p "..quoteString( dstDir ) ) local appBundleFileUnquoted = options.dstDir .. "/" .. options.dstFile .. ".app" appBundleFileUnquoted = appBundleFileUnquoted:gsub('//', '/') options.appBundleFile = quoteString( appBundleFileUnquoted ) -- If the output bundle directory exists but is not writeable, error -- (a common cause of this is testing a .pkg install which will replace the original app -- with an installed copy owned by root) if lfs.attributes( appBundleFileUnquoted ) ~= nil and not lfs.touch( appBundleFileUnquoted ) then return "ERROR: app bundle '".. appBundleFileUnquoted .."' is not writeable (you may need to remove it before building)" end -- If an iOS app with the same name as this macOS app exists in the build directory, tell -- the user and refuse to overwrite it (this also works around an apparent bug in macOS which -- causes a macOS app that replaces an iOS app to not be runnable) if lfs.attributes( appBundleFileUnquoted.."/"..options.dstFile ) ~= nil then return "ERROR: an iOS application with the same name exists in the output folder and will not be overwritten" end setStatus("Unpacking template") -- extract template into dstDir local result, errMsg = runScript( "/usr/bin/ditto -x -k "..quoteString( options.osxAppTemplate ).." "..options.appBundleFile ) runScript("find " .. options.appBundleFile .. " -name _CodeSignature -exec rm -vr {} +") if result ~= 0 then return "ERROR: unzipping template failed: "..tostring(errMsg) end -- cleanup signature from the template runScript( "cd ".. options.appBundleFile .. " ; /usr/bin/codesign --remove-signature --deep . " ) -- If "bundleResourcesDirectory" is set, copy the contents of that directory to the -- application's Resource directory if options and options.settings and options.settings.osx and options.settings.osx.bundleResourcesDirectory then local customBundleResources = makepath(srcAssets, options.settings.osx.bundleResourcesDirectory) if ( fileExists( customBundleResources ) ) then local resourceDir = makepath(options.appBundleFile, "/Contents/Resources/") setStatus("Copying 'bundleResourcesDirectory' resources") runScript("/bin/cp -av "..quoteString(customBundleResources).."/ "..resourceDir) else print("WARNING: 'bundleResourcesDirectory' does not exist: "..customBundleResources) end end -- rename the internal binary runScript( "/bin/mv -v "..options.appBundleFile.."/Contents/MacOS/CoronaShell "..options.appBundleFile.."/Contents/MacOS/"..quoteString(options.dstFile) ) runScript( "/bin/mkdir -p "..options.appBundleFile.."/Contents/Resources/Corona/" ) -- We get the signingIdentity as a cert fingerprint but we also need the plaintext name if options.signingIdentity then options.signingIdentityName = captureCommandOutput("security find-identity -p codesigning -v | grep '".. options.signingIdentity .."' | sed -e 's/.*\\(\".*\"\\).*/\\1/'") if not options.signingIdentityName or options.signingIdentityName == "" then print("WARNING: identity '"..options.signingIdentity.."' does not appear to be valid for codesigning. You should open Keychain Access and verify that your signing identities are valid") else print("Code signing identity: ".. options.signingIdentityName .." (".. options.signingIdentity ..")") end end if options and debugBuildProcess and debugBuildProcess ~= 0 then print("====================================") print("OSXPostPackage: options: "..json.prettify(options)) print("====================================") end -- finalize package setStatus("Creating Info.plist") result = generateFiles( options ) if result then return result end setStatus("Copying application assets") result = packageApp( options ) if result then return result end -- If we have a plugins dir ... if lfs.attributes( options.tmpPluginsDir ) ~= nil then setStatus("Processing plugins") local appPluginsDirUnquoted = makepath(appBundleFileUnquoted, "Contents/Plugins") local appPluginsDir = quoteString(appPluginsDirUnquoted) -- Remove Lua files from tmpPluginsDir runScript( "/usr/bin/find "..quoteString(options.tmpPluginsDir).." \\( -name '*.lua' -o -name '*.lu' \\) -delete" ) -- Make sure the plugins directory exists runScript( "/bin/mkdir -p "..appPluginsDir ) -- Copy all files from tmpPluginsDir to the app's Plugins directory (that way we get Lua plugin assets) runScript( 'cp -Rv ' .. quoteString(options.tmpPluginsDir) .."/* ".. appPluginsDir ) -- Prune all empty directories runScript( 'find ' .. appPluginsDir .. ' -type d -empty -delete' ) -- sign all the plugins if options.signingIdentity then local result = signAllPlugins(appPluginsDirUnquoted, options.signingIdentity, options.xcodetoolhelper.codesign) if result ~= "" then return tostring(result) end end end -- Copy the resource.car to the app's Corona resource directory runScript( "/bin/cp -v "..quoteString(options.compiledLuaArchive).." "..options.appBundleFile.."/Contents/Resources/Corona/resource.car" ) -- If we have a macOS icon with a new or old name ... local iconPath = makepath(options.srcAssets, "Icon-macos.icns") if lfs.attributes( iconPath ) == nil then iconPath = makepath(options.srcAssets, "Icon-osx.icns") end if lfs.attributes( iconPath ) ~= nil then -- Copy the macOS (if any) to the app's resource directory -- calling it Icon-osx.icns for backwards compatibility runScript( "/bin/cp -v "..quoteString(iconPath).." "..options.appBundleFile.."/Contents/Resources/Icon-osx.icns" ) else print("WARNING: no Icon-macos.icns / Icon-osx.icns file found, using default icon") end setStatus("Cleaning up") -- Mark app as updated runScript( "/usr/bin/touch "..options.appBundleFile ) -- bundle is now ready to be signed if options.signingIdentity then local entitlements_filename = os.tmpname() .. "_entitlements.xcent" local entitlements = entitlements_filename local result, includeProvisioning = generateOSXEntitlements( entitlements_filename, settings, provisionFile ) if result ~= "" then entitlements = "" end -- Copy provisioning profile if we need it if includeProvisioning then runScript( "/bin/cp " .. quoteString(provisionFile) .. " " .. quoteString(makepath(appBundleFileUnquoted, "Contents/embedded.provisionprofile")) ) end setStatus("Signing application with "..tostring(options.signingIdentityName)) local result, errMsg = runScript( getCodesignScript( entitlements, appBundleFileUnquoted, options.signingIdentity, options.xcodetoolhelper.codesign ) ) runScript( "/bin/rm -f " .. entitlements_filename ) if result ~= 0 then errMsg = "ERROR: code signing failed: "..tostring(errMsg) runScript( "/bin/ls -Rl '"..appBundleFileUnquoted.."'") return errMsg end end -- Sometimes macOS gets confused about whether the apps we build are opennable, this -- tells macOS to flush its cache of such things runScript( "/System/Library/Frameworks/CoreServices.framework/Frameworks/LaunchServices.framework/Support/lsregister -u "..options.appBundleFile) end return err end -- -- OSXPackageForAppStore -- -- Create an App Store package and optionally send it to iTunes Connect -- -- returns an error message or nil on success -- function OSXPackageForAppStore( params ) local srcAssets = params.srcAssets local appSigningIdentity = params.appSigningIdentity local installerSigningIdentity = params.installerSigningIdentity local dstDir = params.dstDir local dstFile = params.bundledisplayname local sendToAppStore = params.sendToAppStore local osxAppEntitlementsFile = params.osxAppEntitlements local itunesConnectUsername = params.itc1 local itunesConnectPassword = params.itc2 local sdkRoot = params.xcodetoolhelper.sdkRoot local codesign = params.xcodetoolhelper.codesign local applicationLoader = params.xcodetoolhelper.applicationLoader local productbuild = params.xcodetoolhelper.productbuild local err = nil local appSigningIdentityName local installerSigningIdentityName local provisionFile = params.provisionFile print("Using Xcode utilities from "..sdkRoot) local customSettingsFile = srcAssets .. "/build.settings" if ( fileExists( customSettingsFile ) ) then local customSettings, msg = loadfile( customSettingsFile ) if ( customSettings ) then -- this creates a global called "settings" local status, msg = pcall( customSettings ) if status then print( "Using additional build settings from: " .. customSettingsFile ) else err = "Warning: Error found in build.settings file:\n\t".. msg print(err) end -- forwards compatibility if settings.macos ~= nil then if settings.osx ~= nil then print( "WARNING: settings.macos overrides settings.osx in "..customSettingsFile ) end settings.osx = settings.macos end else err = "Warning: Could not load build.settings file:\n\t".. msg print(err) end end local appBundleFile = makepath(dstDir, dstFile) .. ".app" if not appSigningIdentity or not installerSigningIdentity then return "ERROR: building an App Store package requires valid app and installer signing identities (if you've made changes to these recently you may need to restart the Corona Simulator to pick them up)" end -- We get the {app|installer}SigningIdentity as a cert fingerprint but we also need the plaintext name if appSigningIdentity then appSigningIdentityName = captureCommandOutput("security find-identity -p codesigning -v | grep '".. appSigningIdentity .."' | sed -e 's/.*\\(\".*\"\\).*/\\1/'") if not appSigningIdentityName or appSigningIdentityName == "" then print("WARNING: application identity '"..appSigningIdentity.."' does not appear to be valid for codesigning. You should open Keychain Access and verify that your signing identities are valid") else print("Application signing identity: ".. appSigningIdentityName .." (".. appSigningIdentity ..")") end end if installerSigningIdentity then installerSigningIdentityName = captureCommandOutput("security find-identity -p basic -v | grep '".. installerSigningIdentity .."' | sed -e 's/.*\\(\".*\"\\).*/\\1/'") if not installerSigningIdentityName or installerSigningIdentityName == "" then print("WARNING: installer identity '"..installerSigningIdentity.."' does not appear to be valid for codesigning. You should open Keychain Access and verify that your signing identities are valid") else print("Installer signing identity: ".. installerSigningIdentityName .." (".. installerSigningIdentity ..")") end end -- -- Sign application with production identity -- local entitlements_filename = os.tmpname() .. "_entitlements.xcent" local result, includeProvisioning = generateOSXEntitlements( entitlements_filename, settings, provisionFile ) if result ~= "" then return "ERROR: generating entitlements file failed: "..tostring(result) end -- Copy provisioning profile if we need it if includeProvisioning then runScript( "/bin/cp " .. quoteString(provisionFile) .. " " .. quoteString(makepath(appBundleFile, "Contents/embedded.provisionprofile")) ) end -- sign all the plugins local appPluginsDirUnquoted = makepath(appBundleFile, "Contents/Plugins") local result = signAllPlugins(appPluginsDirUnquoted, appSigningIdentity, codesign) if result ~= "" then return tostring(result) end setStatus("Signing application with "..tostring(appSigningIdentityName)) local result, errMsg = runScript( getCodesignScript( entitlements_filename, appBundleFile, appSigningIdentity, codesign ) ) runScript( "/bin/rm -f " .. entitlements_filename ) if result ~= 0 then errMsg = "ERROR: code signing failed: "..tostring(errMsg) runScript( "/bin/ls -Rl '"..appBundleFile.."'") return errMsg end -- -- Create package -- setStatus("Packaging application with "..tostring(appSigningIdentityName)) local productFile = appBundleFile:gsub('.app$', '') .. ".pkg" local result, errMsg = runScript( getProductBuildScript( appBundleFile, installerSigningIdentity, productbuild ) ) if result ~= 0 then errMsg = "ERROR: creating installation package failed: "..tostring(errMsg) return errMsg end if itunesConnectUsername and itunesConnectUsername ~= "" then -- -- Validate package with iTunes Connect -- setStatus("Validating application package with iTunes Connect") local result = captureCommandOutput( getProductValidateScript( appBundleFile, itunesConnectUsername, itunesConnectPassword, applicationLoader ), 2 ) if result ~= "" then if result:match('Unable to validate archive') then -- Validation requires an internet connection but the error message is somewhat inscrutable result = result .. "\n\n(make sure you are connected to the internet)" end errMsg = "ERROR: validation failed: "..tostring(result) return errMsg end end if sendToAppStore then -- -- Upload package to iTunes Connect -- setStatus("Uploading application package to iTunes Connect") local result = captureCommandOutput( getProductUploadScript( appBundleFile, itunesConnectUsername, itunesConnectPassword, applicationLoader ), 2 ) if result ~= "" then errMsg = "ERROR: upload failed: "..tostring(result) return errMsg end else -- Not sending to App Store so just show what we built in the Finder runScript( getShowFileInFinderScript( productFile ) ) end return nil end -- -- OSXPackageForSelfDistribution -- -- Sign app for self distribution and optionally create an installer and DMG -- -- returns an error message or nil on success -- function OSXPackageForSelfDistribution( params ) local appBundle = params.appBundle local appSigningIdentity = params.appSigningIdentity local installerSigningIdentity = params.installerSigningIdentity local tmpDir = params.tmpDir local dstDir = params.dstDir local dstFile = params.bundledisplayname local createInstaller = params.createInstaller local createDMG = params.createDMG local sdkRoot = params.xcodetoolhelper.sdkRoot local codesign = params.xcodetoolhelper.codesign local err = nil local appBundleFile = makepath(dstDir, dstFile) .. ".app" local productFile = appBundleFile local appSigningIdentityName = "" -- We get the appSigningIdentity as a cert fingerprint but we also need the plaintext name (unless it's "None") if appSigningIdentity and appSigningIdentity ~= "None" then appSigningIdentityName = captureCommandOutput("security find-identity -p codesigning -v | grep '".. appSigningIdentity .."' | sed -e 's/.*\\(\".*\"\\).*/\\1/'") if not appSigningIdentityName or appSigningIdentityName == "" then print("WARNING: application identity '"..appSigningIdentity.."' does not appear to be valid for codesigning. You should open Keychain Access and verify that your signing identities are valid") else print("Application signing identity: ".. appSigningIdentityName .." (".. appSigningIdentity ..")") end -- -- Sign application with production identity -- -- sign all the plugins local appPluginsDirUnquoted = makepath(appBundleFile, "Contents/Plugins") local result = signAllPlugins(appPluginsDirUnquoted, appSigningIdentity, codesign) if result ~= "" then return tostring(result) end local entitlements = "" -- quoteString( osxAppEntitlementsFile ) setStatus("Signing application with "..tostring(appSigningIdentityName)) local result, errMsg = runScript( getCodesignScript( entitlements, appBundleFile, appSigningIdentity, codesign ) ) if result ~= 0 then errMsg = "ERROR: code signing failed: "..tostring(errMsg) runScript( "/bin/ls -Rl '"..appBundleFile.."'") -- to aid debugging return errMsg end end if createDMG then -- -- Create DMG -- setStatus("Creating DMG for application") productFile = appBundleFile:gsub('.app$', '.dmg') if lfs.attributes( productFile ) ~= nil then -- Remove existing DMG file as hdiutil wont overwrite it local result, errMsg = os.remove(productFile) if not result then errMsg = "ERROR: removing old DMG failed: "..tostring(errMsg) return errMsg end end local result, errMsg = runScript( getCreateDMGScript( appBundleFile ) ) if result ~= 0 then errMsg = "ERROR: creating DMG failed: "..tostring(errMsg) return errMsg end end -- Show what we built in the Finder runScript( getShowFileInFinderScript( productFile ) ) return nil end
-- Premier écran, pas grand chose à voir ici :D Start = class.set(Start) function Start:init() self.delay = 60*2 end function Start:load() self.delay = 60*2 -- en steps end function Start:update() if self.delay == 0 then game.state = MAIN_MENU_LOAD else self.delay = self.delay - 1 end --fx.Update() end function Start:draw() -- fx.Draw() love.graphics.setColor(1, 0, 0, 1) love.graphics.setFont(font96) love.graphics.printf("MISSILES", 0, config.gameHeight/2-90, config.gameWidth,"center", 0, 1, 1) love.graphics.printf("ENCOUNTERS", 0, config.gameHeight/2, config.gameWidth,"center", 0, 1, 1) love.graphics.setFont(font32) love.graphics.setColor(0.4, 1, 0.4, 1) love.graphics.printf("Version "..GAME_VERSION, 0, config.gameHeight/2+100, config.gameWidth,"center", 0, 1, 1) end return class.new(Start)
data:extend( { { type = "recipe", name = "long-handed-inserter", enabled = false, ingredients = { {"iron-gear-wheel", 1}, {"iron-plate", 1}, {"inserter", 1} }, result = "long-handed-inserter" }, { type = "recipe", name = "fast-inserter", enabled = false, ingredients = { {"electronic-circuit", 2}, {"iron-plate", 2}, {"inserter", 1} }, result = "fast-inserter" }, { type = "recipe", name = "filter-inserter", enabled = false, ingredients = { {"fast-inserter", 1}, {"electronic-circuit", 4} }, result = "filter-inserter" }, { type = "recipe", name = "stack-inserter", enabled = false, ingredients = { {"iron-gear-wheel", 15}, {"electronic-circuit", 15}, {"advanced-circuit", 1}, {"fast-inserter", 1} }, result = "stack-inserter" }, { type = "recipe", name = "stack-filter-inserter", enabled = false, ingredients = { {"stack-inserter", 1}, {"electronic-circuit", 5} }, result = "stack-filter-inserter" } } )
-- -- main.lua -- AdColony Sample App -- -- Copyright (c) 2016 Corona Labs Inc. All rights reserved. -- local adcolony = require("plugin.adcolony") local widget = require("widget") local json = require("json") -------------------------------------------------------------------------- -- set up UI -------------------------------------------------------------------------- local interstitialButton local rewardedButton display.setStatusBar( display.HiddenStatusBar ) display.setDefault("background", 1) local adcolonyLogo = display.newImage("logo-adcolony-600x.png") adcolonyLogo.anchorY = 0 adcolonyLogo.x, adcolonyLogo.y = display.contentCenterX, 0 adcolonyLogo:scale(0.3, 0.3) local subTitle = display.newText { text = "plugin for Corona SDK", x = display.contentCenterX, y = 50, font = display.systemFont, fontSize = 14 } subTitle:setFillColor(0.3) local eventDataTextBox = native.newTextBox( display.contentCenterX, display.contentHeight - 100, 310, 200) eventDataTextBox.placeholder = "Event data will appear here" processEventTable = function(event) local logString = json.prettify(event):gsub("\\","") logString = "\nPHASE: "..event.phase.." - - - - - - - - - - - -\n" .. logString print(logString) eventDataTextBox.text = logString .. eventDataTextBox.text end -------------------------------------------------------------------------- -- plugin implementation -------------------------------------------------------------------------- local appId = "n/a" local adZones = {} local platformName = system.getInfo("platformName") if platformName == "Android" then if system.getInfo("targetAppStore") == "amazon" then appId = "app022c863a0bd044b580" adZones = {interstitial="vzd3edac151669436fb0", rewardedVideo="vz026b1d196f6c4e9898"} else -- Google Play appId = "app93d88471b8064af082" adZones = {interstitial="vzd0d91d3fe357403b97", rewardedVideo="vz7d8e59fc7c074471b0"} end elseif platformName == "iPhone OS" then appId = "app4a776411414e465d87" adZones = {interstitial="vz287414efb3f04229ac", rewardedVideo="vz59e1fa6deb5b486db4"} else print "Unsupported platform" end print("App ID: "..appId) print("Ad zones: "..json.prettify(adZones)) local adcolonyListener = function(event) processEventTable(event) local data = (event.data ~= nil) and json.decode(event.data) or {} if event.phase == "init" then if (adcolony.isLoaded("interstitial")) then interstitialButton:setLabel("Show interstitial") end if (adcolony.isLoaded("rewardedVideo")) then rewardedButton:setLabel("Show rewarded video") end elseif event.phase == "loaded" then if data.zoneName == "interstitial" then interstitialButton:setLabel("Show interstitial video") elseif data.zoneName == "rewardedVideo" then rewardedButton:setLabel("Show rewarded video") end elseif event.phase == "failed" then if data.zoneName == "interstitial" then interstitialButton:setLabel("Load interstitial video") elseif data.zoneName == "rewardedVideo" then rewardedButton:setLabel("Load rewarded video") end end end adcolony.init(adcolonyListener, { appId = appId, adZones = adZones, adOrientation = "landscape", debugLogging = true, hasUserConsent = true }) interstitialButton = widget.newButton { label = "Load interstitial...", width = 300, onRelease = function(event) if adcolony.isLoaded("interstitial") then interstitialButton:setLabel("Load interstitial video...") adcolony.show("interstitial") else interstitialButton:setLabel("Loading interstitial video...") adcolony.load("interstitial") end end } interstitialButton.x, interstitialButton.y = display.contentCenterX, 100 rewardedButton = widget.newButton { label = "Load rewarded video...", width = 300, onRelease = function(event) if adcolony.isLoaded("rewardedVideo") then rewardedButton:setLabel("Load rewarded video...") adcolony.show("rewardedVideo") else rewardedButton:setLabel("Loading rewarded video...") adcolony.load("rewardedVideo", { postPopup=true }) end end } rewardedButton.x, rewardedButton.y = display.contentCenterX, 150
-- Provides a toggleable systray widget. -- Code is based on this old wiki entry: -- http://web.archive.org/web/20160316064839/http://awesome.naquadah.org/wiki/Systray_Hide/Show local awful = require("awful") local wibox = require("wibox") local M = {} local function creator(reverse) local tray = wibox.widget.systray(reverse) return { visible = true, stupid_bug = drawin({}), systray = tray, widget = wibox.container.constraint(tray, "min"), toggle = M.toggle } end function M.toggle(reg, visible) if visible == reg.visible then return end reg.visible = not reg.visible if reg.visible then reg.widget:set_strategy("min") reg.widget:set_widget(reg.systray) else awesome.systray(reg.stupid_bug, 0, 0, 10, true, "#000000") -- black magic reg.widget:set_strategy("exact") reg.widget:set_widget(nil) end end return setmetatable(M, { __call = function(_, ...) return creator(...) end })
--- Like a rotated camera, except we end up pushing back to a default rotation. -- This same behavior is seen in Roblox vehicle seats -- @classmod PushCamera local require = require(game:GetService("ReplicatedStorage"):WaitForChild("Nevermore")) local CameraState = require("CameraState") local getRotationInXZPlane = require("getRotationInXZPlane") local Math = require("Math") local SummedCamera = require("SummedCamera") local PushCamera = {} PushCamera.ClassName = "PushCamera" -- Max/Min aim up and down PushCamera._maxY = math.rad(80) PushCamera._minY = math.rad(-80) PushCamera._angleXZ0 = 0 -- Initial PushCamera._angleY = 0 PushCamera.FadeBackTime = 0.5 PushCamera.DefaultAngleXZ0 = 0 PushCamera._lastUpdateTime = -1 PushCamera.PushBackAfter = 0.5 function PushCamera.new() local self = setmetatable({}, PushCamera) return self end function PushCamera:__add(other) return SummedCamera.new(self, other) end --- -- @param xzrotVector Vector2, the delta rotation to apply function PushCamera:RotateXY(xzrotVector) self.AngleX = self.AngleX + xzrotVector.x self.AngleY = self.AngleY + xzrotVector.y end function PushCamera:StopRotateBack() self.CFrame = self.CFrame end --- Resets to default position automatically function PushCamera:Reset() self.LastUpdateTime = 0 end function PushCamera:__newindex(index, value) if index == "CFrame" then local xzrot = getRotationInXZPlane(value) self.AngleXZ = math.atan2(xzrot.lookVector.x, xzrot.lookVector.z) + math.pi local yrot = xzrot:toObjectSpace(value).lookVector.y self.AngleY = math.asin(yrot) elseif index == "DefaultCFrame" then local xzrot = getRotationInXZPlane(value) self.DefaultAngleXZ0 = math.atan2(xzrot.lookVector.x, xzrot.lookVector.z) + math.pi local yrot = xzrot:toObjectSpace(value).lookVector.y self.AngleY = math.asin(yrot) elseif index == "AngleY" then self._angleY = math.clamp(value, self.MinY, self.MaxY) elseif index == "AngleX" or index == "AngleXZ" then self.LastUpdateTime = tick() self._angleXZ0 = value elseif index == "MaxY" then assert(value > self.MinY, "MaxY must be greater than MinY") self._maxY = value self.AngleY = self.AngleY -- Reclamp value elseif index == "MinY" then assert(value < self.MinY, "MinY must be less than MeeeaxY") self._maxY = value self.AngleY = self.AngleY -- Reclamp value elseif index == "LastUpdateTime" then self._lastUpdateTime = value elseif PushCamera[index] ~= nil then rawset(self, index, value) else error(index .. " is not a valid member or PushCamera") end end function PushCamera:__index(index) if index == "State" or index == "CameraState" or index == "Camera" then local State = CameraState.new() State.CFrame = self.CFrame return State elseif index == "LastUpdateTime" then return self._lastUpdateTime elseif index == "LookVector" then return self.Rotation.lookVector elseif index == "CFrame" then return CFrame.Angles(0, self.AngleXZ, 0) * CFrame.Angles(self.AngleY, 0, 0) elseif index == "AngleY" then return self._angleY elseif index == "PushBackDelta" then return tick() - self.LastUpdateTime - self.PushBackAfter elseif index == "PercentFaded" then -- How far in we are to the animation. Starts at 0 upon update and goes slowly to 1. return math.clamp(self.PushBackDelta / self.FadeBackTime, 0, 1) elseif index == "PercentFadedCurved" then -- A curved value of PercentFaded return self.PercentFaded ^ 2 elseif index == "AngleX" or index == "AngleXZ" then return Math.lerp(self._angleXZ0, self.DefaultAngleXZ0, self.PercentFadedCurved) elseif index == "MaxY" then return self._maxY elseif index == "MinY" then return self._minY else return PushCamera[index] end end return PushCamera
local HardTanh = torch.class('nn.HardTanh', 'nn.Module') function HardTanh:updateOutput(input) return input.nn.HardTanh_updateOutput(self, input) end function HardTanh:updateGradInput(input, gradOutput) return input.nn.HardTanh_updateGradInput(self, input, gradOutput) end
return {'exil','existentialisme','existentialist','existentialistisch','existentie','existentieel','existentiefilosofie','existeren','exit','exitgesprek','exitinterview','exitpoll','exitstrategie','existentiefilosoof','existeer','existeerde','existeerden','existeert','existentialistische','existentiele','existentialisten','existenties','existerende','exitgesprekken','exitinterviews','exitpolls','existentiefilosofen'}
--Very small extension to structuredmission. function mission.Log(_MethodName, _Msg, _OverrideDebug) local _TempDebug = mission._Debug if _OverrideDebug then mission._Debug = _OverrideDebug end if mission._Debug and mission._Debug == 1 then local _Name = mission._Name or mission.title or "Mission" print("[" .. _Name .. "] - [" .. _MethodName .. "] - " .. _Msg) end if _OverrideDebug then mission._Debug = _TempDebug end end
function onSay(cid, words, param) local param = param.explode(param, ',') if param then if isPlayer(getCreatureByName(param[1])) == TRUE then doPlayerSendTextMessage(getCreatureByName(param[1]), 22, "Você acabou de receber um item do Senhor!") doPlayerAddItem(getCreatureByName(param[1]), param[2], param[3]) end else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Command param required.") end return TRUE end
--[[ TheNexusAvenger Runs callbacks when the aspect ratio of a GUI requires switching for portrait and landscape. --]] local ReplicatedStorageProject = require(game:GetService("ReplicatedStorage"):WaitForChild("Project"):WaitForChild("ReplicatedStorage")) local NexusObject = ReplicatedStorageProject:GetResource("ExternalUtil.NexusInstance.NexusObject") local AspectRatioSwitcher = NexusObject:Extend() AspectRatioSwitcher:SetClassName("AspectRatioSwitcher") --[[ Creates an aspect ratio swticher. --]] function AspectRatioSwitcher:__new(Frame,MinimumAspectRatioForLandscape,SwitchToLandscapeCallback,SwitchToPortraitCallback) self:InitializeSuper() --Store the state. self.CurrentState = "Unitialized" self.Frame = Frame self.MinimumAspectRatioForLandscape = MinimumAspectRatioForLandscape self.SwitchCallbacks = { Landscape = SwitchToLandscapeCallback, Portrait = SwitchToPortraitCallback, } --Create the changed size event. Frame:GetPropertyChangedSignal("AbsoluteSize"):Connect(function() self:UpdateState() end) self:UpdateState() end --[[ Updates the state. --]] function AspectRatioSwitcher:UpdateState() --Determine the new state. local AspectRatio = self.Frame.AbsoluteSize.X/self.Frame.AbsoluteSize.Y local NewState = (AspectRatio > self.MinimumAspectRatioForLandscape and "Landscape" or "Portrait") --Call the callback if the state changed. if NewState ~= self.CurrentState then self.CurrentState = NewState self.SwitchCallbacks[NewState]() end end return AspectRatioSwitcher
local PistolShotGUIImp local PistolShotGUIImpag function CreatePistolGUI() local PistolShotGUI = CreateFrame("Frame", "PistolShotGUI", UIParent, BackdropTemplateMixin and "BackdropTemplate") PistolShotGUI:SetWidth(420) PistolShotGUI:SetHeight(420) PistolShotGUI:SetPoint("CENTER", UIParent) PistolShotGUIImp = PistolShotGUI:CreateTexture("impGraphic") PistolShotGUIImp:SetTexture("Interface\\AddOns\\RogueBox\\Guns.tga") PistolShotGUIImp:SetWidth(420) PistolShotGUIImp:SetHeight(420) PistolShotGUIImp:SetPoint("CENTER", 0, 0) PistolShotGUIImp:Hide() PistolShotGUIImpag = PistolShotGUIImp:CreateAnimationGroup("PistolShotGUIImpag") local PistolShotGUIImpanimation = PistolShotGUIImpag:CreateAnimation("Scale", "PistolShotGUIImpanimation") PistolShotGUIImpanimation:SetScale(1.2, 1.2) PistolShotGUIImpanimation:SetDuration(4) PistolShotGUIImpanimation:SetSmoothing("IN_OUT") PistolShotGUIImpanimation:SetEndDelay(26) end function HasShot() --PistolShotGUIImp:Show() --PistolShotGUIImpag:Play() end function EndShot() PistolShotGUIImp:Hide() PistolShotGUIImpag:Stop() end
local combinations local function generate_combinations(a, n, offset) if n > (#a - offset) then return end if n == 0 then coroutine.yield({}) return end for v in combinations(a, n - 1, offset + 1) do table.insert(v, 1, a[1 + offset]) coroutine.yield(v) end for v in combinations(a, n, offset + 1) do coroutine.yield(v) end end function combinations(a, n, offset) return coroutine.wrap(function() generate_combinations(a, n, offset or 0) end) end local function generate_permutations(a, n) if n == 0 then coroutine.yield(a) else for i = 1, n do a[n], a[i] = a[i], a[n] generate_permutations(a, n - 1) a[n], a[i] = a[i], a[n] end end end local function permutations(a) return coroutine.wrap(function () generate_permutations(a, #a) end) end local function unique_letters(s) local letter_set = {} s:gsub('%a', function(l) letter_set[l] = true end) local letters = {} for l in pairs(letter_set) do table.insert(letters, l) end return letters end local function populate_letter_map(letter_map, letters, values) for i = 1, #letters do letter_map[letters[i]] = values[i] end end local function evaluates_true(solution) return load('return ' .. solution)() end local function has_no_leading_zeros(solution) return not (solution:find('^0%d+') or solution:find('%D0%d+')) end local function solve(puzzle) local letters = unique_letters(puzzle) local letter_map = {} for c in combinations({ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }, #letters) do for p in permutations(c) do populate_letter_map(letter_map, letters, p) local solution = puzzle:gsub('%a', letter_map) if evaluates_true(solution) and has_no_leading_zeros(solution) then return letter_map end end end end return { solve = solve }
-- {{{ Required deps local awesome, tag = awesome, screen local awful = require("awful") -- }}} -- { -- workspace { -- screen { -- tag1, tag2, ... -- } -- } -- } local workspaces = { workspaces = {}, current_workspace = 1 } local workspace_tags = {} function workspaces.next_workspace() -- Compute the new workspace number if workspaces.current_workspace == #workspaces.workspaces then workspaces.switchWorkspace(1) else workspaces.switchWorkspace(workspaces.current_workspace + 1) end end function workspaces.previous_workspace() if workspaces.current_workspace == 1 then workspaces.switchWorkspace(#workspaces.workspaces) else workspaces.switchWorkspace(workspaces.current_workspace - 1) end end function workspaces.switchWorkspace(newWorkspace) -- Make sure that we have a spot in the workspace_tags if workspace_tags[workspaces.current_workspace] == nil then workspace_tags[workspaces.current_workspace] = {} end for s in screen do -- Current implem is a bit shitty : the address of the screen could change local screenId = s workspace_tags[workspaces.current_workspace][screenId] = { workspaces = {}, selection = {} } -- Make sure that we have all the tags of each screen in the current workspace saved -- and desactivate all of them for k,v in pairs(s.tags) do workspace_tags[workspaces.current_workspace][screenId]["workspaces"][v.name] = v workspace_tags[workspaces.current_workspace][screenId]["selection"][v.name] = v.selected v.activated = false end -- Either we already have an entry for this screen in the workspace tags -- in that case, we restore it -- else, we create a new one if workspace_tags[newWorkspace] == nil or workspace_tags[newWorkspace][screenId] == nil then -- Create something new awful.tag(workspaces.all_tags[workspaces.workspaces[newWorkspace]], s, awful.layout.layouts) else -- Restore for k,v in pairs(workspace_tags[newWorkspace][screenId]["workspaces"]) do v.activated = true v.selected = workspace_tags[newWorkspace][screenId]["selection"][v.name] end end end workspaces.current_workspace = newWorkspace end return workspaces
--[[---------------------------------------------------------------------------- Application Name: CalibratedBlobDiameters Summary: Measuring coin diameters on calibrated and corrected image Description: Calibrating a camera using one shot of a checkerboard calibration target. Correcting the image by rectification with alignment of camera and world coordinates. Finding coins and measuring their diameters in the rectified image. How to Run: Starting this sample is possible either by running the app (F5) or debugging (F7+F10). Setting breakpoint on the first row inside the 'main' function allows debugging step-by-step after 'Engine.OnStarted' event. Results can be seen in the image viewer on the DevicePage. To run this sample a device with SICK Algorithm API is necessary. For example InspectorP or SIM4000 with latest firmware. Alternatively the Emulator on AppStudio 2.3 or higher can be used. The images can be seen in the image viewer on the DevicePage. More Information: Tutorial "Algorithms - Calibration2D". ------------------------------------------------------------------------------]] --Start of Global Scope--------------------------------------------------------- -- Delay in ms between visualization steps for demonstration purpose local DELAY = 1000 -- The diameter of a 10 cent Euro coin is 19.75 mm (source: Wikipedia) local COIN_DIAMETER = 19.75 -- in mm local DIAMETER_TOLERANCE = 1 -- in mm -- Creating viewer local viewer = View.create() -- Shape decorations for pass/fail local passDecoration = View.PixelRegionDecoration.create() passDecoration:setColor(0, 255, 0, 100) -- Transparent green local failDecoration = View.PixelRegionDecoration.create() failDecoration:setColor(255, 0, 0, 100) -- Transparent red --End of Global Scope----------------------------------------------------------- --Start of Function and Event Scope--------------------------------------------- --@calibrate(checkerBoard:Image):Image local function calibrate(checkerBoard) -- Specify the size of a square in the world (for example 166 mm / 11 squares) local squareSize = 166.0 / 11 -- mm -- Perform a one-shot calibration local cameraModel, error = Image.Calibration.Pose.estimateOneShot(checkerBoard, {squareSize}, 'COORDINATE_CODE') print('Camera calibrated with average error: ' .. (math.floor(error * 10)) / 10 .. ' px') -- Correct the image of the calibration target as a test, using "align" mode local correction = Image.Calibration.Correction.create() local cxy = squareSize * 6 -- Select center point for aligned image in both x and y local sxy = squareSize * 13 -- Select the size of the alignment region in both x and y local worldRectangle = Shape.createRectangle(Point.create(cxy, cxy), sxy, sxy) correction:setAlignMode(cameraModel, worldRectangle) local correctedImage = correction:apply(checkerBoard) viewer:clear() viewer:addImage(correctedImage) viewer:present() Script.sleep(DELAY) -- For demonstration purpose only return correction end --@measure(liveImage:Image,correction:Image.Calibration.Correction) local function measure(liveImage, correction) -- Rectify the image local correctedImage = correction:apply(liveImage) viewer:clear() viewer:addImage(correctedImage) viewer:present() Script.sleep(DELAY) -- For demonstration purpose only -- Find the coins local darkRegions = correctedImage:threshold(1, 125):dilate(5):erode(5):fillHoles() local blobs = darkRegions:findConnected(1000) local coinFilter = Image.PixelRegion.Filter.create() coinFilter:setRange('COMPACTNESS', 0.7, 1.0) coinFilter:sortBy('AREA') local coins = coinFilter:apply(blobs, correctedImage) -- Measure the coin sizes for c = 1, #coins do local area = coins[c]:getArea(correctedImage) local center = coins[c]:getCenterOfGravity(correctedImage) local r = math.sqrt(area / math.pi) local d = 2 * r -- Visualize pass/fail if math.abs(d - COIN_DIAMETER) <= DIAMETER_TOLERANCE then viewer:addPixelRegion(coins[c], passDecoration) else viewer:addPixelRegion(coins[c], failDecoration) end -- Add text with the measured size local text = View.TextDecoration.create() text:setPosition(center:getX() + r, center:getY() - r) text:setSize(8) -- Text size in mm viewer:addText(string.format('d = %.1f', d), text) -- Print result with one decimal print('Diameter coin ' .. c .. ': ' .. string.format('d = %.2f', d)) end viewer:present() print('App finished.') end local function main() -- Calibrate local checkerBoard = Image.load('resources/pose.bmp') viewer:clear() viewer:addImage(checkerBoard) viewer:present() Script.sleep(DELAY) -- For demonstration purpose only local correction = calibrate(checkerBoard) -- Calibrated measurement in simulated "live image" local liveImage = Image.load('resources/coins.bmp') viewer:clear() viewer:addImage(liveImage) viewer:present() Script.sleep(DELAY) -- For demonstration purpose only measure(liveImage, correction) end --The following registration is part of the global scope which runs once after startup --Registration of the 'main' function to the 'Engine.OnStarted' event Script.register('Engine.OnStarted', main) --End of Function and Event Scope--------------------------------------------------
local formatter = require('formatter.format') local logging = require('yode-nvim.logging') local storeBundle = require('yode-nvim.redux.index') local seditors = storeBundle.seditors local changeSyncing = require('yode-nvim.changeSyncing') local M = {} local formatBuffer = function(bufId, shouldWrite, callback) local currentLines = vim.api.nvim_buf_get_lines(bufId, 0, -1, true) return formatter.format('', '', 1, #currentLines, shouldWrite, callback) end M.formatWrite = function() local log = logging.create('formatWrite') local bufId = vim.fn.bufnr('%') local sed = seditors.selectors.getSeditorById(bufId) if sed then log.debug( string.format( 'formatting file buffer %d of seditor %d', sed.fileBufferId, sed.seditorBufferId ) ) local cleanup = function() -- NOTICE: this is needed to schedule the subscription behind all other -- scheduled text changig actions in `changeSyncing.lua`. Without it -- you get a 'onSeditorBufferLines' call of the `sed.seditorBufferId` buffer for the -- changes of the formatter. This is the case, because you subscribe to -- the seditor again, before the changes to the file buffer get -- applied. vim.schedule(function() log.debug('subscribe to seditor (current) buffer again', vim.fn.bufnr('%')) changeSyncing.subscribeToBuffer() end) end vim.api.nvim_buf_call(sed.fileBufferId, function() log.debug('subscribe to file buffer to sync changes', sed.fileBufferId) changeSyncing.subscribeToBuffer() formatBuffer(sed.fileBufferId, true, function(err, msg) if err then log.error('formatting error:', err, bufId) cleanup() return end if msg == formatter.statusCodes.BUFFER_CHANGED then log.info('formatting aborted, because buffer changed!', bufId) else log.debug('formatting succeeded with msg:', msg, bufId) log.info('succeeded') end -- TODO `update` call in formatter.nvim doesn't write the file, nor -- `write`. Also calling `update` here instead of `write` doesn't -- write the file. Only `write` here seems to work, but why? vim.cmd('write') cleanup() end) end) else log.debug('normal buffer') -- NOTICE using callback here also, to have the right point in time to -- call `write`, which doesn't work always. formatBuffer(bufId, true, function(err, msg) if err then log.error('formatting error:', err, bufId) return end if msg == formatter.statusCodes.BUFFER_CHANGED then log.info('formatting aborted, because buffer changed!', bufId) else log.debug('formatting succeeded with msg:', msg, bufId) log.info('succeeded') end -- TODO same problem as above vim.cmd('write') end) end end return M
local Broadcast = require("core.Broadcast") return { listeners = { playerEnter = function(state) return function(self, player) Broadcast.sayAt(player) Broadcast.sayAt(player, "<cyan>Hint: You can pick up items from the room listed in '<white>look' with '<white>get' followed by a reasonable keyword for the item e.g., '<white>get cheese' Some items, like the chest, may contain items; you can check by looking at the item.", 80); end end, }, }
--[[ Licensed under GNU General Public License v2 * (c) 2014, projektile * (c) 2013, Luke Bonham * (c) 2010-2012, Peter Hofmann --]] local tag = require("awful.tag") local beautiful = require("beautiful") local math = { ceil = math.ceil, floor = math.floor, max = math.max } local tonumber = tonumber local termfair = { name = "termfair" } function termfair.arrange(p) -- Layout with fixed number of vertical columns (read from nmaster). -- New windows align from left to right. When a row is full, a now -- one above it is created. Like this: -- (1) (2) (3) -- +---+---+---+ +---+---+---+ +---+---+---+ -- | | | | | | | | | | | | -- | 1 | | | -> | 2 | 1 | | -> | 3 | 2 | 1 | -> -- | | | | | | | | | | | | -- +---+---+---+ +---+---+---+ +---+---+---+ -- (4) (5) (6) -- +---+---+---+ +---+---+---+ +---+---+---+ -- | 4 | | | | 5 | 4 | | | 6 | 5 | 4 | -- +---+---+---+ -> +---+---+---+ -> +---+---+---+ -- | 3 | 2 | 1 | | 3 | 2 | 1 | | 3 | 2 | 1 | -- +---+---+---+ +---+---+---+ +---+---+---+ -- A useless gap (like the dwm patch) can be defined with -- beautiful.useless_gap_width. local useless_gap = tonumber(beautiful.useless_gap_width) or 0 if useless_gap < 0 then useless_gap = 0 end -- A global border can be defined with -- beautiful.global_border_width local global_border = tonumber(beautiful.global_border_width) or 0 if global_border < 0 then global_border = 0 end -- Themes border width requires an offset local bw = tonumber(beautiful.border_width) or 0 -- Screen. local wa = p.workarea local cls = p.clients -- Borders are factored in. wa.height = wa.height - ((global_border * 2) + (bw * 2)) wa.width = wa.width - ((global_border * 2) + (bw * 2)) -- How many vertical columns? local t = tag.selected(p.screen) local num_x = termfair.nmaster or tag.getnmaster(t) -- Do at least "desired_y" rows. local desired_y = termfair.ncol or tag.getncol(t) if #cls > 0 then local num_y = math.max(math.ceil(#cls / num_x), desired_y) local cur_num_x = num_x local at_x = 0 local at_y = 0 local remaining_clients = #cls local width = math.floor(wa.width / num_x) local height = math.floor(wa.height / num_y) -- We start the first row. Left-align by limiting the number of -- available slots. if remaining_clients < num_x then cur_num_x = remaining_clients end -- Iterate in reversed order. for i = #cls,1,-1 do -- Get x and y position. local c = cls[i] local this_x = cur_num_x - at_x - 1 local this_y = num_y - at_y - 1 -- Calc geometry. local g = {} if this_x == (num_x - 1) then g.width = wa.width - (num_x - 1) * width - useless_gap else g.width = width - useless_gap end if this_y == (num_y - 1) then g.height = wa.height - (num_y - 1) * height - useless_gap else g.height = height - useless_gap end g.x = wa.x + this_x * width + global_border g.y = wa.y + this_y * height + global_border if useless_gap > 0 then -- All clients tile evenly. g.x = g.x + (useless_gap / 2) g.y = g.y + (useless_gap / 2) end c:geometry(g) remaining_clients = remaining_clients - 1 -- Next grid position. at_x = at_x + 1 if at_x == num_x then -- Row full, create a new one above it. at_x = 0 at_y = at_y + 1 -- We start a new row. Left-align. if remaining_clients < num_x then cur_num_x = remaining_clients end end end end end return termfair
------------------------------- Sourcing --------------------------------------- -- This file executes all the plugins. This file itself will be executed from -- the init.lua file. This file serves as the entrypoint to the plugins folder -- under lua (/lua/plugins/). Executing plugins will execute this file which -- in turn execute the specific plugin mentioned. -- -- NOTE: names must begin with plugins followed by the name of the folder the -- plugin is placed in. vim.cmd('source ' .. vim.fn.stdpath('config') .. '/lua/configs/gruvbox.vim') vim.cmd('source ' .. vim.fn.stdpath('config') .. '/lua/configs/undotree.vim') require "configs.lspinstall" require "configs.nvimtree" require "configs.telescope" require "configs.treesitter" require "configs.completion" require "configs.diffview" require "configs.icons" require "configs.statusline" require "configs.whichkey" require "configs.dashboard" require "configs.autopairs" require "configs.colorizer" require "configs.lsptrouble" require "configs.zenmode" require "configs.dim" require "configs.git" require "configs.gitsigns" require "configs.indentmarkers"
Global( "PlayerDistance", {} ) function PlayerDistance:Init(anID) self.playerID = anID self.unitParams = {} self.distance = 0 self.lastDistance = -1 self.lastAngle = -1 self.SKIP_UPDATES_CNT = 5 self.skipCnt = 0 self.base = copyTable(PlayerBase) self.base:Init() self.eventFunc = self:GetEventFunc() self:RegisterEvent(anID) end function PlayerDistance:SubscribeTargetGui(aLitener) end function PlayerDistance:UnsubscribeTargetGui() end function PlayerDistance:SubscribeRaidGui(aLitener) self.lastDistance = -1 self.lastAngle = -1 self.skipCnt = 0 self.base:SubscribeRaidGui(self.playerID, aLitener, self.eventFunc) self:UpdateValueIfNeeded() end function PlayerDistance:UnsubscribeRaidGui() local info = { } info.needShow = false info.visibleChanged = true local res = self.base.guiRaidListener and self.base.guiRaidListener.listenerDistance(info, self.base.guiRaidListener) self.base:UnsubscribeRaidGui() end function PlayerDistance:TryDestroy() if self.base:CanDestroy() then self:UnRegisterEvent() return true end return false end function PlayerDistance:UpdateValueIfNeeded() if self.skipCnt == 0 then self.skipCnt = self.SKIP_UPDATES_CNT else self.skipCnt = self.skipCnt - 1 return end self.distance = getDistanceToTarget( self.playerID ) local angle = 0 local profile = GetCurrentProfile() if self.distance ~= nil and profile.raidFormSettings.showArrowButton then angle = getAngleToTarget(self.playerID) end if self.distance ~= self.lastDistance or angle ~= self.lastAngle then local info = { } info.dist = self.distance info.angle = angle info.needShow = self.distance ~= nil info.visibleChanged = self.distance ~= self.lastDistance self.lastDistance = info.dist self.lastAngle = info.angle local res = self.base.guiRaidListener and self.base.guiRaidListener.listenerDistance(info, self.base.guiRaidListener) end end function PlayerDistance:GetEventFunc() return function(aParams) end end function PlayerDistance:RegisterEvent(anID) end function PlayerDistance:UnRegisterEvent() end
-- gruvbox -- Retro groove color scheme for Vim -- https://github.com/morhetz/gruvbox -- vim.cmd [[ augroup gruvbox-overrides autocmd! " HTML autocmd ColorScheme gruvbox highlight htmlArg cterm=italic gui=italic ctermfg=214 guifg=#fabd2f " Css autocmd ColorScheme gruvbox highlight cssBorderProp cterm=none gui=none ctermfg=208 guifg=#fe8019 "JavaScript autocmd ColorScheme gruvbox highlight jsFunction cterm=italic gui=italic ctermfg=108 guifg=#8ec07c " JSON autocmd ColorScheme gruvbox highlight jsonKeyword cterm=italic gui=italic ctermfg=142 guifg=#b8bb26 " JSX autocmd ColorScheme gruvbox highlight xmlAttrib cterm=italic gui=italic ctermfg=214 guifg=#fabd2f autocmd ColorScheme gruvbox highlight jsxTagName cterm=none gui=none ctermfg=109 guifg=#83a598 " Ruby autocmd ColorScheme gruvbox highlight rubyDefine cterm=italic gui=italic ctermfg=108 guifg=#8ec07c autocmd ColorScheme gruvbox highlight rubyDefine cterm=italic gui=italic ctermfg=108 guifg=#8ec07c autocmd ColorScheme gruvbox highlight rubyKeyword cterm=italic gui=italic ctermfg=167 guifg=#fb4934 autocmd ColorScheme gruvbox highlight rubyPseudoVariable cterm=italic gui=italic ctermfg=175 guifg=#d3869b autocmd ColorScheme gruvbox highlight rubyTestAction ctermfg=229 guifg=#fbf1c7 autocmd ColorScheme gruvbox highlight rubyAssertion ctermfg=229 guifg=#fbf1c7 autocmd ColorScheme gruvbox highlight rubyResponse ctermfg=229 guifg=#fbf1c7 " TypeScript autocmd ColorScheme gruvbox highlight typescriptStorageClass cterm=italic gui=italic ctermfg=208 guifg=#fe8019 autocmd ColorScheme gruvbox highlight typescriptStatement cterm=italic gui=italic ctermfg=167 guifg=#fb4934 autocmd ColorScheme gruvbox highlight typescriptReserved cterm=italic gui=italic ctermfg=108 guifg=#8ec07c autocmd ColorScheme gruvbox highlight typescriptLabel cterm=italic gui=italic ctermfg=108 guifg=#8ec07c autocmd ColorScheme gruvbox highlight typescriptType cterm=italic gui=italic ctermfg=214 guifg=#fabd2f autocmd ColorScheme gruvbox highlight jsxAttrib cterm=italic gui=italic ctermfg=214 guifg=#fabd2f " Global autocmd ColorScheme gruvbox highlight Conditional cterm=italic gui=italic ctermfg=167 guifg=#fb4934 autocmd ColorScheme gruvbox highlight StorageClass cterm=italic gui=italic ctermfg=208 guifg=#fe8019 autocmd ColorScheme gruvbox highlight Include cterm=italic gui=italic ctermfg=108 guifg=#8ec07c autocmd ColorScheme gruvbox highlight Identifier cterm=italic gui=italic ctermfg=109 guifg=#83a598 autocmd ColorScheme gruvbox highlight Statement cterm=italic gui=italic ctermfg=167 guifg=#fb4934 autocmd ColorScheme gruvbox highlight PreProc cterm=italic gui=italic ctermfg=108 guifg=#8ec07c augroup END ]] vim.g.gruvbox_contrast_dark = 'hard' -- Set contrast level vim.g.gruvbox_bold = 1 -- Enable bold vim.g.gruvbox_undercurl = 1 -- Enable squigglies vim.g.gruvbox_italic = 1 -- Enable italics -- os.setenv("BAT_THEME", "gruvbox-dark") -- vim.cmd [[ -- colorscheme gruvbox -- ]]
-- Define sets and vars used by this job file. function init_gear_sets() gear.melee = {} gear.melee.feet = { name="Argosy Sollerets +1", augments={'HP+65','"Dbl.Atk."+3','"Store TP"+5',}} gear.acc = {} gear.acc.head = { name="Valorous Mask", augments={'Accuracy+25 Attack+25','STR+10','Accuracy+15','Attack+6',}} gear.wsdmg = {} gear.wsdmg.head = { name="Valorous Mask", augments={'Weapon skill damage +4%','STR+4','Accuracy+12','Attack+15',}} gear.wsdmg.feet = { name="Argosy Sollerets +1", augments={'STR+12','DEX+12','Attack+20',}} -------------------------------------- -- Precast sets -------------------------------------- sets.precast.JA['Killer Instinct'] = {head="Ankusa Helm +1"} sets.precast.JA['Feral Howl'] = {body="Ankusa Jackcoat +1"} sets.precast.JA['Call Beast'] = {hands="Ankusa Gloves +1"} sets.precast.JA['Familiar'] = {legs="Ankusa Trousers +1"} sets.precast.JA['Tame'] = {head="Totemic Helm +1",ear1="Tamer's Earring",legs="Stout Kecks"} sets.precast.JA['Spur'] = {feet="Ferine Ocreae +2"} sets.precast.JA['Reward'] = {ammo=RewardFood, head="Stout Bonnet",neck="Aife's Medal",ear1="Lifestorm Earring",ear2="Neptune's Pearl", body="Totemic Jackcoat +1",hands="Totemic Gloves +1",ring1="Aquasoul Ring",ring2="Aquasoul Ring", back="Pastoralist's Mantle",waist="Crudelis Belt",legs="Ankusa Trousers +1",feet="Ankusa Gaiters +1"} sets.precast.JA['Charm'] = {ammo="Tsar's Egg", head="Totemic Helm +1",neck="Ferine Necklace",ear1="Enchanter's Earring",ear2="Reverie Earring +1", body="Ankusa Jackcoat +1",hands="Ankusa Gloves +1",ring1="Dawnsoul Ring",ring2="Dawnsoul Ring", back="Aisance Mantle +1",waist="Aristo Belt",legs="Ankusa Trousers +1",feet="Ankusa Gaiters +1"} -- CURING WALTZ sets.precast.Waltz = {ammo="Tsar's Egg", head="Totemic Helm +1",neck="Ferine Necklace",ear1="Enchanter's Earring",ear2="Reverie Earring +1", body="Gorney Haubert +1",hands="Totemic Gloves +1",ring1="Valseur's Ring",ring2="Asklepian Ring", back="Aisance Mantle +1",waist="Aristo Belt",legs="Osmium Cuisses",feet="Scamp's Sollerets"} -- HEALING WALTZ sets.precast.Waltz['Healing Waltz'] = {} -- STEPS sets.precast.Step = {ammo="Jukukik Feather", head="Yaoyotl Helm",neck="Ziel Charm",ear1="Choreia Earring",ear2="Heartseeker Earring", body="Mikinaak Breastplate",hands="Buremte Gloves",ring1="Mars's Ring",ring2="Oneiros Annulet", back="Letalis Mantle",waist="Hurch'lan Sash",legs="Skadi's Chausses +1",feet="Gorney Sollerets +1"} -- VIOLENT FLOURISH sets.precast.Flourish1 = {} sets.precast.Flourish1['Violent Flourish'] = {body="Ankusa Jackcoat +1",legs="Iuitl Tights +1",feet="Iuitl Gaiters +1"} sets.precast.FC = {ammo="Impatiens",neck="Baetyl Pendant",ring1="Prolix Ring"} sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {neck="Magoraga Beads"}) -- WEAPONSKILLS -- Default weaponskill set. sets.precast.WS = { head="Nyame Helm",neck="Fotia Gorget",ear1="Moonshade Earring",ear2="Sherida Earring", body="Valorous Mail",hands="Nyame Gauntlets",ring1="Gere Ring",ring2="Regal Ring", back="Artio's Mantle",waist="Fotia Belt",legs="Nyame Flanchard",feet="Nyame Sollerets"} sets.precast.WS.WSAcc = sets.precast.WS -- Specific weaponskill sets. sets.precast.WS['Primal Rend'] = {ammo="Erlene's Notebook", head="Jumalik Helm",neck="Baetyl Pendant",ear1="Crematio Earring",ear2="Friomisi Earring", body="Valorous Mail",hands="Valorous Mitts",ring1="Shiva Ring +1",ring2="Acumen Ring", back="Toro Cape",waist="Orpheus's Sash",legs="Augury Cuisses +1",feet="Valorous Greaves"} sets.precast.WS['Cloudsplitter'] = set_combine(sets.precast.WS['Primal Rend']) -------------------------------------- -- Midcast sets -------------------------------------- sets.midcast.FastRecast = {ammo="Demonry Core", head="Iuitl Headgear +1",neck="Baetyl Pendant", body="Totemic Jackcoat +1",hands="Iuitl Wristbands +1",ring1="Prolix Ring",ring2="Dark Ring", back="Mollusca Mantle",waist="Hurch'lan Sash",legs="Iuitl Tights +1",feet="Iuitl Gaiters +1"} sets.midcast.Utsusemi = sets.midcast.FastRecast -- PET SIC & READY MOVES sets.midcast.Pet.WS = {ammo="Demonry Core", head="Totemic Helm +1",neck="Ferine Necklace",ear1="Domesticator's Earring",ear2="Sabong Earring", body="Mirke Wardecors",hands="Ferine Manoplas +2",ring1="Angel's Ring",ring2="Angel's Ring", back="Ferine Mantle",waist="Hurch'lan Sash",legs="Desultor Tassets",feet="Totemic Gaiters +1"} sets.midcast.Pet.WS.Unleash = set_combine(sets.midcast.Pet.WS, {hands="Scorpion Mittens"}) sets.midcast.Pet.Neutral = {legs="Desultor Tassets"} sets.midcast.Pet.Favorable = {head="Ferine Cabasset +2",legs="Desultor Tassets"} -------------------------------------- -- Idle/resting/defense/etc sets -------------------------------------- -- RESTING sets.resting = {ammo="Demonry Core", head="Twilight Helm",neck="Wiglen Gorget",ear1="Domesticator's Earring",ear2="Sabong Earring", body="Twilight Mail",hands="Totemic Gloves +1",ring1="Paguroidea Ring",ring2="Sheltered Ring", back="Pastoralist's Mantle",waist="Muscle Belt +1",legs="Ferine Quijotes +2",feet="Skadi's Jambeaux +1"} -- IDLE SETS sets.idle = {ammo="Demonry Core", head="Twilight Helm",neck="Wiglen Gorget",ear1="Domesticator's Earring",ear2="Sabong Earring", body="Twilight Mail",hands="Totemic Gloves +1",ring1="Paguroidea Ring",ring2="Sheltered Ring", back="Pastoralist's Mantle",waist="Muscle Belt +1",legs="Malignance Tights",feet="Skadi's Jambeaux +1"} sets.idle.Refresh = {head="Wivre Hairpin",body="Twilight Mail",hands="Ogier's Gauntlets",legs="Ogier's Breeches"} sets.idle.Reraise = set_combine(sets.idle, {head="Twilight Helm",body="Twilight Mail"}) sets.idle.Pet = sets.idle sets.idle.Pet.Engaged = {ammo="Demonry Core", head="Anwig Salade",neck="Ferine Necklace",ear1="Domesticator's Earring",ear2="Sabong Earring", body="Ankusa Jackcoat +1",hands="Totemic Gloves +1",ring1="Angel's Ring",ring2="Angel's Ring", back="Ferine Mantle",waist="Hurch'lan Sash",legs="Ankusa Trousers +1",feet="Armada Sollerets"} -- DEFENSE SETS sets.defense.PDT = {ammo="Jukukik Feather", head="Malignance Chapeau",neck="Loricate Torque +1", body="Malignance Tabard",ring1="Patricius Ring",ring2="Defending Ring", back="Moonlight Cape",waist="Flume Belt +1",legs="Malignance Tights",feet="Malignance Boots"} sets.defense.Hybrid = set_combine(sets.defense.PDT, {ring1="Purity Ring"}) sets.defense.Killer = set_combine(sets.defense.Hybrid, {body="Ferine Gausape +2"}) sets.defense.MDT = set_combine(sets.defense.PDT, {ammo="Sihirik", head="Ogier's Helm",ear1="Flashward Earring",ear2="Spellbreaker Earring", body="Nocturnus Mail",ring1="Shadow Ring", back="Engulfer Cape",waist="Nierenschutz"}) sets.Kiting = {ammo="Demonry Core", head="Iuitl Headgear +1",neck="Twilight Torque", body="Mekira Meikogai",hands="Iuitl Wristbands +1",ring1="Dark Ring",ring2="Defending Ring", back="Repulse Mantle",waist="Hurch'lan Sash",legs="Iuitl Tights +1",feet="Skadi's Jambeaux +1"} -------------------------------------- -- Engaged sets -------------------------------------- sets.engaged = {ammo="Aurgelmir Orb", head="Blistering Sallet +1",neck="Anu Torque",ear1="Suppanomimi",ear2="Sherida Earring", body="Tali'ah Manteel +2",hands="Emi. Gauntlets +1",ring1="Gere Ring",ring2="Epona's Ring", back="Artio's Mantle",waist="Sweordfaetels",legs="Meg. Chausses +2",feet="Nyame Sollerets"} sets.engaged.Acc = {ammo="Jukukik Feather", head="Yaoyotl Helm",neck="Ziel Charm",ear1="Heartseeker Earring",ear2="Dudgeon Earring", body="Mes'yohi Haubergeon",hands="Buremte Gloves",ring1="Mars's Ring",ring2="Oneiros Annulet", back="Letalis Mantle",waist="Hurch'lan Sash",legs="Malignance Tights",feet="Whirlpool Greaves"} sets.engaged.Killer = set_combine(sets.engaged, {body="Ferine Gausape +2",waist="Cetl Belt"}) sets.engaged.Killer.Acc = set_combine(sets.engaged.Acc, {body="Ferine Gausape +2",waist="Cetl Belt"}) -- EXAMPLE SETS WITH PET MODES --[[ sets.engaged.PetStance = {} sets.engaged.PetStance.Acc = {} sets.engaged.PetTank = {} sets.engaged.PetTank.Acc = {} sets.engaged.PetStance.Killer = {} sets.engaged.PetStance.Killer.Acc = {} sets.engaged.PetTank.Killer = {} sets.engaged.PetTank.Killer.Acc = {} ]] -- MORE EXAMPLE SETS WITH EXPANDED COMBAT FORMS --[[ sets.engaged.DW.PetStance = {} sets.engaged.DW.PetStance.Acc = {} sets.engaged.DW.PetTank = {} sets.engaged.DW.PetTank.Acc = {} sets.engaged.KillerDW.PetStance = {} sets.engaged.KillerDW.PetStance.Acc = {} sets.engaged.KillerDW.PetTank= {} sets.engaged.KillerDW.PetTank.Acc = {} ]] -------------------------------------- -- Custom buff sets -------------------------------------- sets.buff['Killer Instinct'] = {body="Ferine Gausape +2"} end
data:extend({ { type = "sound", name = "ion-cannon-ready-CommandAndConquer", variations = { { filename = "__Orbital Ion Cannon__/sound/CommandAndConquer/IonCannonReady.ogg", volume = 0.75 }, }, }, { type = "sound", name = "ion-cannon-charging-CommandAndConquer", variations = { { filename = "__Orbital Ion Cannon__/sound/CommandAndConquer/IonCannonCharging.ogg", volume = 0.75 }, }, }, { type = "sound", name = "select-target-CommandAndConquer", variations = { { filename = "__Orbital Ion Cannon__/sound/CommandAndConquer/SelectTarget.ogg", volume = 0.75 }, }, }, { type = "sound", name = "unable-to-comply-CommandAndConquer", variations = { { filename = "__Orbital Ion Cannon__/sound/CommandAndConquer/UnableToComply.ogg", volume = 0.75 }, }, }, }) data:extend({ { type = "sound", name = "ion-cannon-ready-TiberianSunCABAL", variations = { { filename = "__Orbital Ion Cannon__/sound/TiberianSunCABAL/IonCannonReady.ogg", volume = 0.75 }, }, }, { type = "sound", name = "ion-cannon-charging-TiberianSunCABAL", variations = { { filename = "__Orbital Ion Cannon__/sound/TiberianSunCABAL/IonCannonCharging.ogg", volume = 0.75 }, }, }, { type = "sound", name = "select-target-TiberianSunCABAL", variations = { { filename = "__Orbital Ion Cannon__/sound/TiberianSunCABAL/SelectTarget.ogg", volume = 0.75 }, }, }, { type = "sound", name = "unable-to-comply-TiberianSunCABAL", variations = { { filename = "__Orbital Ion Cannon__/sound/TiberianSunCABAL/UnableToComply.ogg", volume = 0.75 }, }, }, }) data:extend({ { type = "sound", name = "ion-cannon-ready-TiberianSunEVA", variations = { { filename = "__Orbital Ion Cannon__/sound/TiberianSunEVA/IonCannonReady.ogg", volume = 0.75 }, }, }, { type = "sound", name = "ion-cannon-charging-TiberianSunEVA", variations = { { filename = "__Orbital Ion Cannon__/sound/TiberianSunEVA/IonCannonCharging.ogg", volume = 0.75 }, }, }, { type = "sound", name = "select-target-TiberianSunEVA", variations = { { filename = "__Orbital Ion Cannon__/sound/TiberianSunEVA/SelectTarget.ogg", volume = 0.75 }, }, }, { type = "sound", name = "unable-to-comply-TiberianSunEVA", variations = { { filename = "__Orbital Ion Cannon__/sound/TiberianSunEVA/UnableToComply.ogg", volume = 0.75 }, }, }, })
local kong = kong local HeaderRouter = { -- plugin should be executed after authentication and transformation -- phase, but before logging PRIORITY = 600, VERSION = "0.1", } local function match_rule(rule) for header_name,header_value in pairs(rule.condition) do local request_header_value = kong.request.get_header(header_name) -- all headers must be matched if request_header_value ~= header_value then return end end return true end local function find_corresponding_upstream(rules) for i,rule in ipairs(rules) do local rule_upstream = rule["upstream_name"] if match_rule(rule) then return rule_upstream end end end function HeaderRouter:access(plugin_conf) local rules = plugin_conf.rules local alternate_upstream = find_corresponding_upstream(rules) if alternate_upstream then -- sets alternate upstream if a rule is matched local ok, err = kong.service.set_upstream(alternate_upstream) if not ok then kong.log.err(err) return end end end return HeaderRouter
object_mobile_dressed_bh_male_human_02 = object_mobile_shared_dressed_bh_male_human_02:new { } ObjectTemplates:addTemplate(object_mobile_dressed_bh_male_human_02, "object/mobile/dressed_bh_male_human_02.iff")
--[[ This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:27' using the latest game version. NOTE: This file should only be used as IDE support; it should NOT be distributed with addons! **************************************************************************** CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC. **************************************************************************** ]] -- --[[ SkillsAdvisor Singleton ]]-- -- local SkillsAdvisor_Manager = ZO_CallbackObject:Subclass() function SkillsAdvisor_Manager:New(...) ZO_SKILLS_ADVISOR_SINGLETON = ZO_CallbackObject.New(self) ZO_SKILLS_ADVISOR_SINGLETON:Initialize(...) -- ZO_CallbackObject does not have an initialize function return ZO_SKILLS_ADVISOR_SINGLETON end function SkillsAdvisor_Manager:Initialize() self.skillBuilds = {} self.availableAbilityList = {} self.purchasedAbilityList = {} self.numSkillBuildIndicies = 0 self.numAvailableSkillBuilds = 0 self.advancedSkillBuildData = { name = GetString(SI_SKILLS_ADVISOR_ADVANCED_PLAYER_NAME), description = GetString(SI_SKILLS_ADVISOR_ADVANCED_PLAYER_DESCRIPTION), isTank = false, isHealer = false, isDPS = false, skillAbilities = {}, } local function UpdateSkillBuildData() self:UpdateSkillBuildData() end local function RefreshVisibleAbilityLists() local BROADCAST = true self:RefreshVisibleAbilityLists(BROADCAST) end SKILLS_DATA_MANAGER:RegisterCallback("FullSystemUpdated", UpdateSkillBuildData) SKILLS_DATA_MANAGER:RegisterCallback("SkillLineRankUpdated", RefreshVisibleAbilityLists) SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("OnSkillsCleared", RefreshVisibleAbilityLists) SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("PurchasedChanged", RefreshVisibleAbilityLists) SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("SkillProgressionKeyChanged", RefreshVisibleAbilityLists) SKILLS_AND_ACTION_BAR_MANAGER:RegisterCallback("SkillPointAllocationModeChanged", RefreshVisibleAbilityLists) SKILLS_AND_ACTION_BAR_MANAGER:RegisterCallback("RespecStateReset", RefreshVisibleAbilityLists) EVENT_MANAGER:RegisterForEvent("SkillsAdvisor_Manager", EVENT_SKILL_BUILD_SELECTION_UPDATED, function(eventId, ...) self:OnBuildSelectionUpdated(...) end) --TODO: Support def changes self:UpdateSkillBuildData() end function SkillsAdvisor_Manager:UpdateSkillBuildData() if not SKILLS_DATA_MANAGER:IsDataReady() then --If we don't have skills data, the rest of this is pretty useless, so wait until the data becomes ready return end self.numAvailableSkillBuilds = GetNumAvailableSkillBuilds() self.isAdvancedMode = IsSkillBuildAdvancedMode() local selectedSkillBuildId = GetSkillBuildId() if self.isAdvancedMode or selectedSkillBuildId <= 0 then selectedSkillBuildId = nil end self.selectedSkillBuildId = selectedSkillBuildId self.selectedSkillBuildIndex = nil for skillBuildIndex = 1, self.numAvailableSkillBuilds do local skillBuildId = GetAvailableSkillBuildIdByIndex(skillBuildIndex) local oldSkillBuild = self.skillBuilds[skillBuildIndex] -- Builds don't change, so we only need to load when IDs are different if oldSkillBuild == nil or oldSkillBuild.id ~= skillBuildId then local name, description, isTank, isHealer, isDPS = GetSkillBuildInfo(skillBuildId) self.skillBuilds[skillBuildIndex] = { id = skillBuildId, index = skillBuildIndex, name = zo_strformat(SI_SKILLS_ADVISOR_SKILL_BUILD_NAME, name), description = zo_strformat(SI_SKILLS_ADVISOR_SKILL_BUILD_DESCRIPTION, description), isTank = isTank, isHealer = isHealer, isDPS = isDPS, skillAbilities = {}, } end if skillBuildId == selectedSkillBuildId then self.selectedSkillBuildIndex = skillBuildIndex end end self.numSkillBuildIndicies = self.numAvailableSkillBuilds + 1 self.skillBuilds[self.numSkillBuildIndicies] = self.advancedSkillBuildData self.advancedSkillBuildData.index = self.numSkillBuildIndicies -- Remove remaining stale entries, if any for i = self.numSkillBuildIndicies + 1, #self.skillBuilds do self.skillBuilds[i] = nil end -- Only get SkillBuild Data for currently selected SkillBuild if self.selectedSkillBuildIndex ~= nil then local skillAbilities = self.skillBuilds[self.selectedSkillBuildIndex].skillAbilities ZO_ClearNumericallyIndexedTable(skillAbilities) for skillBuildAbilityIndex = 1, GetNumSkillBuildAbilities(selectedSkillBuildId) do local skillProgressionData = self:GetSkillProgressionData(selectedSkillBuildId, skillBuildAbilityIndex) if skillProgressionData then table.insert(skillAbilities, skillProgressionData) end end end local DONT_BROADCAST = false self:RefreshVisibleAbilityLists(DONT_BROADCAST) self:FireCallbacks("OnSkillsAdvisorDataUpdated") end function SkillsAdvisor_Manager:GetSkillProgressionData(skillBuildId, skillBuildAbilityIndex) local skillType, skillLineIndex, skillIndex, _, skillBuildMorphChoice, skillBuildRank = GetSkillBuildEntryInfo(skillBuildId, skillBuildAbilityIndex) local skillData = SKILLS_DATA_MANAGER:GetSkillDataByIndices(skillType, skillLineIndex, skillIndex) if not skillData then -- ESO-566272 / ESO-581396: We added logging but it didn't really help us narrow down why this can happen. -- Best guess is a timing issue between getting the skills info and the actual C++ progression data populated. -- Removed the logging that was here because it was flooding our reports for no real benefit. -- TODO: A refactor to separate progression from static data would probably solve this, but that's not going to be something we'll do anytime soon return nil end local skillProgressionData = skillData:IsPassive() and skillData:GetRankData(skillBuildRank) or skillData:GetMorphData(skillBuildMorphChoice) return skillProgressionData end do local ADVANCED_MODE_SELECTED = true local SKILL_BUILD_SELECTED = false function SkillsAdvisor_Manager:OnSkillBuildSelected(skillBuildIndex) if skillBuildIndex == self.numSkillBuildIndicies then SelectSkillBuild(0, ADVANCED_MODE_SELECTED) else SelectSkillBuild(self.skillBuilds[skillBuildIndex].id, SKILL_BUILD_SELECTED) end end end function SkillsAdvisor_Manager:OnRequestSelectSkillLine() self:FireCallbacks("OnRequestSelectSkillLine") end function SkillsAdvisor_Manager:OnBuildSelectionUpdated() self:UpdateSkillBuildData() self:FireCallbacks("OnSelectedSkillBuildUpdated") end function SkillsAdvisor_Manager:IsAdvancedModeSelected() return self.isAdvancedMode end function SkillsAdvisor_Manager:GetNumSkillBuildOptions() return self.numSkillBuildIndicies end function SkillsAdvisor_Manager:GetAvailableSkillBuildByIndex(index) return self.skillBuilds[index] end function SkillsAdvisor_Manager:GetAvailableSkillBuildById(skillBuildId, getAdvancedIfNoId) if skillBuildId or getAdvancedIfNoId then for _, data in ipairs(self.skillBuilds) do if data.id == skillBuildId then return data end end end return nil end function SkillsAdvisor_Manager:GetSelectedSkillBuildId() return self.selectedSkillBuildId end function SkillsAdvisor_Manager:GetSelectedSkillBuildIndex() local selectedSkillBuild = self:GetAvailableSkillBuildById(self.selectedSkillBuildId, self:IsAdvancedModeSelected()) if selectedSkillBuild then return selectedSkillBuild.index else return nil end end function SkillsAdvisor_Manager:GetSkillBuildRoleLinesById(skillBuildId) local skillBuild = self:GetAvailableSkillBuildById(skillBuildId) local results = {} if skillBuild then local selectedRoles = {} if skillBuild.isDPS then table.insert(selectedRoles, LFG_ROLE_DPS) end if skillBuild.isHealer then table.insert(selectedRoles, LFG_ROLE_HEAL) end if skillBuild.isTank then table.insert(selectedRoles, LFG_ROLE_TANK) end if #selectedRoles == 1 then local text = zo_strformat(SI_TOOLTIP_ITEM_ROLE, GetString("SI_LFGROLE", selectedRoles[1]), zo_iconFormat(GetRoleIcon(selectedRoles[1]), "100%", "100%")) table.insert(results, zo_strformat(SI_TOOLTIP_ITEM_ROLE_FORMAT, text)) elseif #selectedRoles > 1 then table.insert(results, GetString(SI_TOOLTIP_ITEM_ROLES_FORMAT)) for i, role in ipairs(selectedRoles) do local text = zo_strformat(SI_TOOLTIP_ITEM_ROLE, GetString("SI_LFGROLE", role), zo_iconFormat(GetRoleIcon(role), "100%", "100%")) table.insert(results, text) end end end return results end function SkillsAdvisor_Manager:GetAvailableAbilityList() return self.availableAbilityList end function SkillsAdvisor_Manager:GetPurchasedAbilityList() return self.purchasedAbilityList end function SkillsAdvisor_Manager:RefreshVisibleAbilityLists(broadcast) ZO_ClearNumericallyIndexedTable(self.availableAbilityList) ZO_ClearNumericallyIndexedTable(self.purchasedAbilityList) if self.selectedSkillBuildId ~= nil then local skillBuild = self:GetAvailableSkillBuildById(self.selectedSkillBuildId) if skillBuild ~= nil then local suggestionLimit = GetSkillsAdvisorSuggestionLimit() local firstLockedAbilityAtLimit for _, skillProgressionData in ipairs(skillBuild.skillAbilities) do local skillData = skillProgressionData:GetSkillData() local skillPointAllocator = skillData:GetPointAllocator() local isUnlocked = skillProgressionData:IsUnlocked() if skillPointAllocator:IsPurchased() then if skillData:IsPassive() then local entryRank = skillProgressionData:GetRank() local allocatedRank = skillPointAllocator:GetRank() if allocatedRank >= entryRank then table.insert(self.purchasedAbilityList, skillProgressionData) elseif allocatedRank + 1 == entryRank then -- This data is the next rank to purchased if #self.availableAbilityList < suggestionLimit then if #self.availableAbilityList < suggestionLimit - 1 or isUnlocked then table.insert(self.availableAbilityList, skillProgressionData) elseif firstLockedAbilityAtLimit == nil then firstLockedAbilityAtLimit = skillProgressionData end end end else local entryMorphSlot = skillProgressionData:GetMorphSlot() local allocatedMorphSlot = skillPointAllocator:GetMorphSlot() if skillProgressionData:IsBase() or entryMorphSlot == allocatedMorphSlot then table.insert(self.purchasedAbilityList, skillProgressionData) elseif #self.availableAbilityList < suggestionLimit then if allocatedMorphSlot == MORPH_SLOT_BASE then -- If we're currently at base, any advised morph is acceptable to display if #self.availableAbilityList < suggestionLimit - 1 or isUnlocked then table.insert(self.availableAbilityList, skillProgressionData) elseif firstLockedAbilityAtLimit == nil then firstLockedAbilityAtLimit = skillProgressionData end else -- If we've already morphed, only continue to show this morph as advised if the other morph is NOT advised local siblingMorphData = skillProgressionData:GetSiblingMorphData() if not siblingMorphData:IsAdvised() then if #self.availableAbilityList < suggestionLimit - 1 or isUnlocked then table.insert(self.availableAbilityList, skillProgressionData) elseif firstLockedAbilityAtLimit == nil then firstLockedAbilityAtLimit = skillProgressionData end end end end end elseif #self.availableAbilityList < suggestionLimit then if #self.availableAbilityList < suggestionLimit - 1 or isUnlocked then if skillData:IsPassive() then if skillProgressionData:GetRank() == 1 then table.insert(self.availableAbilityList, skillProgressionData) end else if skillProgressionData:IsBase() then table.insert(self.availableAbilityList, skillProgressionData) end end elseif firstLockedAbilityAtLimit == nil then firstLockedAbilityAtLimit = skillProgressionData end end end if #self.availableAbilityList <= suggestionLimit - 1 and firstLockedAbilityAtLimit then table.insert(self.availableAbilityList, firstLockedAbilityAtLimit) end end end if broadcast then self:FireCallbacks("RefreshVisibleAbilityLists") end end function SkillsAdvisor_Manager:IsSkillDataInSelectedBuild(skillData) local skillType, skillLineIndex, skillIndex = skillData:GetIndices() local skillProgressionData if skillData:IsPassive() then skillProgressionData = skillData:GetRankData(1) else skillProgressionData = skillData:GetMorphData(MORPH_SLOT_BASE) end return self:IsSkillProgressionDataInSelectedBuild(skillProgressionData) end function SkillsAdvisor_Manager:IsSkillProgressionDataInSelectedBuild(skillProgressionData) if self.selectedSkillBuildIndex ~= nil then local skillAbilities = self.skillBuilds[self.selectedSkillBuildIndex].skillAbilities for _, skillBuildProgressionData in ipairs(skillAbilities) do if skillBuildProgressionData == skillProgressionData then return true end end end return false end function SkillsAdvisor_Manager:GetValidatedRankIndex(rankIndex) if not rankIndex or rankIndex == 0 then return 1 else return rankIndex end end function SkillsAdvisor_Manager:SetupKeyboardSkillBuildTooltip(data) if data then local buildTypeTable = ZO_SKILLS_ADVISOR_SINGLETON:GetSkillBuildRoleLinesById(data.id) GameTooltip:AddLine(data.name, "ZoFontHeader", ZO_SELECTED_TEXT:UnpackRGBA()) ZO_Tooltip_AddDivider(GameTooltip) for i, type in ipairs(buildTypeTable) do GameTooltip:AddLine(type, "", ZO_SELECTED_TEXT:UnpackRGBA()) end GameTooltip:AddLine(data.description, "", ZO_NORMAL_TEXT:UnpackRGBA()) if GetDefaultSkillBuildId() == data.id then GameTooltip:AddLine(GetString(SI_SKILLS_ADVISOR_SKILL_BUILD_NEW_PLAYER), "", ZO_SUCCEEDED_TEXT:UnpackRGBA()) end end end SkillsAdvisor_Manager:New()
----------------------------------- -- Ability: Innin -- Reduces enmity and impairs evasion. Grants a bonus to accuracy, critical hit rate, and ninjutsu damage when striking target from behind. -- Obtained: Ninja Level 40 -- Recast Time: 3:00 -- Duration: 5:00 ----------------------------------- require("scripts/globals/settings") require("scripts/globals/status") ----------------------------------- function onAbilityCheck(player, target, ability) return 0, 0 end function onUseAbility(player, target, ability) target:delStatusEffect(tpz.effect.INNIN) target:delStatusEffect(tpz.effect.YONIN) target:addStatusEffect(tpz.effect.INNIN, 30, 15, 300, 0, 20) end
-- The bio reactor was copied from the Bio Industries mod, who copied it from the Tree Mod data:extend({ { type = "item", name = "biotech-biosolarpanel", icon = "__BioTech__/graphics/icons/panel-1.png", flags = {"goes-to-quickbar"}, subgroup = "biotech-equipment", order = "c[solar]", place_result = "biotech-biosolarpanel", stack_size = 64 }, { type = "item", name = "biotech-biosolarpanel-2", icon = "__BioTech__/graphics/icons/panel-2.png", flags = {"goes-to-quickbar"}, subgroup = "biotech-equipment", order = "c[solar]", place_result = "biotech-biosolarpanel-2", stack_size = 64 }, { type = "item", name = "biotech-biosolarpanel-3", icon = "__BioTech__/graphics/icons/panel-3.png", flags = {"goes-to-quickbar"}, subgroup = "biotech-equipment", order = "c[solar]", place_result = "biotech-biosolarpanel-3", stack_size = 64 }, { type = "fluid", name = "biotech-sugar-solution", default_temperature = 25, max_temperature = 95, heat_capacity = "1KJ", fuel_value = "6MJ", base_color = {r=0.8, g=1.0, b=1.0}, flow_color = {r=1.00, g=1.0, b=1.0}, icon = "__BioTech__/graphics/icons/liquid-sugar-solution.png", subgroup = "biotech-products", order = "a[fluid]", pressure_to_speed_ratio = 0.4, flow_to_energy_ratio = 0.59, }, { type = "item", name = "biotech-biosolarpanel-pole", icon = "__BioTech__/graphics/icons/big-wooden-pole.png", flags = {"goes-to-quickbar", "hidden"}, subgroup = "biotech-equipment", place_result = "biotech-biosolarpanel-pole", stack_size = 50 }, { type = "item", name = "biotech-biosolarpanel-solarpanel", icon = "__base__/graphics/icons/solar-panel.png", flags = {"goes-to-quickbar", "hidden"}, subgroup = "biotech-equipment", place_result = "biotech-biosolarpanel-solarpanel", stack_size = 50 }, })
local cjson = require "cjson" require "init.lua_func_ex" local _M = {} _M._VERSION = '0.01' local mt = { __index = _M } function _M.new() return setmetatable({}, mt) end --[[ -- 获取http get/post 请求参数 --]] function _M.getArgs() -- local request_method = ngx.var.request_method local getArgs = {} local postArgs = {} -- if "GET" == request_method then getArgs = ngx.req.get_uri_args() -- 参数获取 -- elseif "POST" == request_method then ngx.req.read_body() local postTempArgs = ngx.req.get_post_args() if postTempArgs then for k, v in pairs(postTempArgs) do postArgs[k] = v end end -- end if not getArgs then getArgs = {} end table.merge(getArgs,postArgs) return getArgs end --[[ 专门取URI地址内的参数 --]] function _M.getUriArgs() local args = nil args = ngx.req.get_uri_args() return args end local function explode ( _str,seperator ) local pos, arr = 0, {} for st, sp in function() return string.find( _str, seperator, pos, true ) end do table.insert( arr, string.sub( _str, pos, st-1 ) ) pos = sp + 1 end table.insert( arr, string.sub( _str, pos ) ) return arr end local args = {} local file_args = {} local is_have_file_param = false --[[ 当body有文件时使用获取参数接口 --]] function _M.init_form_args() local receive_headers = ngx.req.get_headers() local request_method = ngx.var.request_method if "GET" == request_method then args = ngx.req.get_uri_args() elseif "POST" == request_method then ngx.req.read_body() if string.sub(receive_headers["content-type"],1,20) == "multipart/form-data;" then--判断是否是multipart/form-data类型的表单 is_have_file_param = true content_type = receive_headers["content-type"] body_data = ngx.req.get_body_data()--body_data可是符合http协议的请求体,不是普通的字符串 --请求体的size大于nginx配置里的client_body_buffer_size,则会导致请求体被缓冲到磁盘临时文件里,client_body_buffer_size默认是8k或者16k if not body_data then local datafile = ngx.req.get_body_file() if not datafile then error_code = 1 error_msg = "no request body found" else local fh, err = io.open(datafile, "r") if not fh then error_code = 2 error_msg = "failed to open " .. tostring(datafile) .. "for reading: " .. tostring(err) else fh:seek("set") body_data = fh:read("*a") fh:close() if body_data == "" then error_code = 3 error_msg = "request body is empty" end end end end local new_body_data = {} --确保取到请求体的数据 if not error_code then local boundary = "--" .. string.sub(receive_headers["content-type"],31) local body_data_table = explode(tostring(body_data),boundary) local first_string = table.remove(body_data_table,1) local last_string = table.remove(body_data_table) for i,v in ipairs(body_data_table) do local start_pos,end_pos,capture,capture2 = string.find(v,'Content%-Disposition: form%-data; name="(.+)"; filename="(.*)"') if not start_pos then--普通参数 local t = explode(v,"\r\n\r\n") local temp_param_name = string.sub(t[1],41,-2) local temp_param_value = string.sub(t[2],1,-3) args[temp_param_name] = temp_param_value else--文件类型的参数,capture是参数名称,capture2是文件名 file_args[capture] = capture2 table.insert(new_body_data,v) end end table.insert(new_body_data,1,first_string) table.insert(new_body_data,last_string) --去掉app_key,app_secret等几个参数,把业务级别的参数传给内部的API body_data = table.concat(new_body_data,boundary)--body_data可是符合http协议的请求体,不是普通的字符串 end else args = ngx.req.get_post_args() end end end return _M
local validWeaponIDs = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 22, 23, 24, 25, 26, 27, 28, 29, 32, 30, 31, 33, 34, 35, 36, 37, 38, 16, 17, 18, 39, 41, 42, 43, 10, 11, 12, 14, 15, 44, 45, 46 } function getValidWeaponIDs() return table.copy(validWeaponIDs) end function isValidWeaponID(id) if not scheck("n") then return false end return table.index(validWeaponIDs, id) and true or false end function getWeaponIDFromPartialName(partialName) if not scheck("s") then return false end local id = getWeaponIDFromName(partialName) if id then return id end partialName = utf8.lower(partialName) for i, id in ipairs(validWeaponIDs) do if utf8.find(utf8.lower(getWeaponNameFromID(id)), partialName, 1, true) then return id end end return nil end
local RPTAGS = RPTAGS; RPTAGS.queue:WaitUntil("after UTILS_LOCALE", function(self, event, ...) local locUtils = RPTAGS.utils.locale; local loc = locUtils.loc; local function getTagDescription(tag) return loc("TAG_" .. tag .. "_DESC"); end; local function chooseDescInstead(tag) local hash = { ["rp:npc"] = true, ["rp:ooc"] = true, ["rp:ic"] = true, }; return tag:match("icon") or tag:match("color") or tag:match("^rp:%a$") or hash[tag] or not tag:match("rp:") end; local function getTagLabel(tag) if chooseDescInstead(tag) then return getTagDescription(tag) else return loc("TAG_" .. tag .. "_LABEL") end; end; local function getTagLabelColon() if chooseDescInstead(tag) then return "" else return loc("TAG_" .. tag .. "_LABEL") .. ": " end; end; locUtils.tagLabel = getTagLabel; locUtils.tagDesc = getTagDescription; locUtils.tagLabelColon = getTagLabelColon; end); RPTAGS.queue:WaitUntil("UTILS_TAGS", function(self, event, ...) -- RPQ ------------------------------------------------------------------------------------------------------------------------ local split = RPTAGS.utils.text.split; local sizeTrim = RPTAGS.utils.text.sizeTrim; local Config = RPTAGS.utils.config; local function addAllTags() local source = RPTAGS.CONST.TAG_DATA; -- As per Data\tags.lua, the source consists of a list of tag groups for _, group in ipairs(source) do RPTAGS.utils.tags.addTagGroup(group) end; end; local function addTagGroup(groupData) -- each tag group has this structure: -- { key = "KEY", -- not localized -- title = "Human readable title (localized)", -- help = "Help for the group (localized)", -- tags = { tag, tag, tag, tag } -- external = false, -- boolean for whether the tag is one of ours; for the editor -- } for _, tag in ipairs(groupData.tags) do RPTAGS.utils.tags.addTag(tag, groupData) end; end; local function addTag(tag, group) -- Each tag has this structure: -- { name = "rp:tag", -- not localized -- alias = { alias, alias, alias }, -- desc = "Human readable description (localized)", -- method = function(u) return "Tag Value" end, -- the method for getting the tag -- size = false, -- boolean for whether or not the tag can take sizes -- label = "Human readable label (localized), -- nil if the tag has no labels -- external = false, -- same as group.external -- events = "EXTRA_EVENTS", -- }, -- -- We need to send the data to registerTag, which expects the following: -- -- registerTag("rp:tag", method, "EXTRA_EVENTS"); -- ^name ^method ^events RPTAGS.cache.help = RPTAGS.cache.help or {}; RPTAGS.cache.help.tagIndex = RPTAGS.cache.help.tagIndex or {}; local registerTag = RPTAGS.utils.tags.registerTag; local registerTagAndSizeVariants = RPTAGS.utils.tags.sizeVariants; local registerColorTag = RPTAGS.utils.tags.colorTag; local registerLabel = RPTAGS.utils.tags.registerLabel; if tag.external or group.external then -- if it's an external source then skip elseif tag.title then -- it's just a header for the documentation else -- first we make the core tag local tagMethod, tagNames, prefix, suffix = tag.method, { tag.name }, "", ""; if RPTAGS.CONST.UNSUP[tag.name] then tagMethod = RPTAGS.utils.text[RPTAGS.CONST.UNSUP[tag.name]]; end; if tag.alias then for _, aka in ipairs(tag.alias) do table.insert(tagNames, aka) end; end; -- time to build our tags! for _, tname in ipairs(tagNames) do if tag.size -- do we have size variants? then registerTagAndSizeVariants(tname, tagMethod, tag.extraEvents); elseif tag.color then registerColorTag( tname, tagMethod, tag.extraEvents); else registerTag( tname, tagMethod, tag.extraEvents); end; if tag.label then RPTAGS.utils.tags.registerLabel(tname, tagMethod, tag.extraEvents, tag.label); end; RPTAGS.cache.help.tagIndex[tag.name] = "opt://help/tags/" .. group.key; end; end; return tag, group; -- pass these values through in case a module needs it -- and that tag is done! end; local function registerTagLabel(tagName, tagMethod, tagExtraEvents, label) local split = RPTAGS.utils.text.split; local lab = split(label, "|"); local prefix, suffix = lab[1] or "", lab[2] or ""; RPTAGS.utils.tags.registerTag( tagName .. "-label", function(...) local result = tagMethod( ... ); if result and result ~= "" then return prefix .. ": " .. result .. suffix; else return result end; end, tagExtraEvents ); end; -- this will be extended by UF-specific functions local function registerTag( ... ) return ... end; local function refreshFrame( ... ) return ... end; local function refreshAll( ... ) return ... end; local function registerTagSizeVariants( ... ) return ... end; local function registerColorTag( ... ) return ... end; local function evalTagString(tagstr, unit, realUnit, use_oUF) -- adapted from oUF/elements/tags.lua if not tagstr then return "" end; local oUF = use_oUF or RPTAGS.oUF; local methods = oUF.Tags.Methods; local TAG_PATTERN = '%[..-%]+' local funcResults = {}; local function getBracketData(tag) -- full tag syntax: '[prefix$>tag-name<$suffix(a,r,g,s)]' local suffixEnd = (tag:match('()%(') or -1) - 1 local prefixEnd, prefixOffset = tag:match('()%$>'), 1 if not prefixEnd then prefixEnd = 1 else prefixEnd = prefixEnd - 1 prefixOffset = 3 end; local suffixStart, suffixOffset = tag:match('%<$()', prefixEnd), 1 if not suffixStart then suffixStart = suffixEnd + 1 else suffixOffset = 3 end; return tag:sub(prefixEnd + prefixOffset, suffixStart - suffixOffset), prefixEnd, suffixStart, suffixEnd, tag:match('%((.-)%)') end local func; local format, numTags = tagstr:gsub('%%', '%%%%'):gsub(TAG_PATTERN, '%%s') local args = {} for bracket in tagstr:gmatch(TAG_PATTERN) do local tagFunc; local tagName, prefixEnd, suffixStart, suffixEnd, customArgs = getBracketData(bracket) local tag = methods[tagName] if tag then if prefixEnd ~= 1 and suffixStart - suffixEnd ~= 1 then local prefix = bracket:sub(2, prefixEnd) local suffix = bracket:sub(suffixStart, suffixEnd) tagFunc = function(unit, realUnit) local str if customArgs then str = tag(unit, realUnit, strsplit(',', customArgs)) else str = tag(unit, realUnit) end if str and str ~= '' then return prefix .. str .. suffix end end elseif prefixEnd ~= 1 then local prefix = bracket:sub(2, prefixEnd) tagFunc = function(unit, realUnit) local str if customArgs then str = tag(unit, realUnit, strsplit(',', customArgs)) else str = tag(unit, realUnit) end if str and str ~= '' then return prefix .. str end end elseif suffixStart - suffixEnd ~= 1 then local suffix = bracket:sub(suffixStart, -2) tagFunc = function(unit, realUnit) local str if customArgs then str = tag(unit, realUnit, strsplit(',', customArgs)) else str = tag(unit, realUnit) end if str and str ~= '' then return str .. suffix end end else tagFunc = function(unit, realUnit) local str if customArgs then str = tag(unit, realUnit, strsplit(',', customArgs)) else str = tag(unit, realUnit) end if str and str ~= '' then return str end end end -- if (lotsa stuff) end -- if tag if tagFunc then table.insert(args, tagFunc) else table.insert(args, function() return "[" .. tagName .. "]" end); end end -- for for i, f in next, args do funcResults[i] = f(unit, realUnit or unit) or '' end return string.format(format, unpack(funcResults)); end; -- function evalTagString local function evalTagStringAsPlayer(tagStr, use_oUF) return evalTagString(tagStr, "player", "player", use_oUF); end; local function tagExists(tag, oUF) oUF = oUF or RPTAGS.oUF; return tag and oUF.Tags.Methods[tag] and true or false; end; RPTAGS.utils.tags = RPTAGS.utils.tags or {}; RPTAGS.utils.tags.exists = tagExists; RPTAGS.utils.tags.eval = evalTagString; RPTAGS.utils.tags.evalPlayer = evalTagStringAsPlayer; RPTAGS.utils.tags.registerTag = registerTag; RPTAGS.utils.tags.sizeVariants = registerTagSizeVariants; RPTAGS.utils.tags.colorTag = registerColorTag; RPTAGS.utils.tags.registerLabel = registerTagLabel; RPTAGS.utils.tags.addTag = addTag; RPTAGS.utils.tags.addTagGroup = addTagGroup; RPTAGS.utils.tags.addAllTags = addAllTags; -- RPQ ----------------------------------------------------------------------------------------------------------------------- end);
return require('lib.oop.generated.button')
include ( "panel/animation.lua" ) include ( "panel/dragdrop.lua" ) include ( "panel/selections.lua" ) include ( "panel/scriptedpanels.lua" ) local meta = FindMetaTable( "Panel" ) AccessorFunc( meta, "m_strCookieName", "CookieName" ) meta.SetFGColorEx = meta.SetFGColor meta.SetBGColorEx = meta.SetBGColor --[[--------------------------------------------------------- Name: SetFGColor Desc: Override to make it possible to pass Color's -----------------------------------------------------------]] function meta:SetFGColor( r, g, b, a ) if ( istable( r ) ) then return self:SetFGColorEx( r.r, r.g, r.b, r.a ) end return self:SetFGColorEx( r, g, b, a ) end --[[--------------------------------------------------------- Name: SetBGColor Desc: Override to make it possible to pass Color's -----------------------------------------------------------]] function meta:SetBGColor( r, g, b, a ) if ( istable( r ) ) then return self:SetBGColorEx( r.r, r.g, r.b, r.a ) end return self:SetBGColorEx( r, g, b, a ) end --[[--------------------------------------------------------- Name: SetHeight -----------------------------------------------------------]] function meta:SetHeight( h ) self:SetSize( self:GetWide(), h ) end meta.SetTall = meta.SetHeight --[[--------------------------------------------------------- Name: SetHeight -----------------------------------------------------------]] function meta:SetWidth( w ) self:SetSize( w, self:GetTall() ) end meta.SetWide = meta.SetWidth --[[--------------------------------------------------------- Name: StretchToParent (borders) -----------------------------------------------------------]] function meta:StretchToParent( l, u, r, d ) local w, h = self:GetParent():GetSize() if ( l != nil ) then self.x = l end if ( u != nil ) then self.y = u end if ( r != nil ) then self:SetWide( w - self.x - r ) end if ( d != nil ) then self:SetTall( h - self.y - d ) end --self:SetPos( l, u ) --self:SetSize( w - (r + l), h - (d + u) ) end --[[--------------------------------------------------------- Name: CopyHeight -----------------------------------------------------------]] function meta:CopyHeight( pnl ) self:SetTall( pnl:GetTall() ) end --[[--------------------------------------------------------- Name: CopyWidth -----------------------------------------------------------]] function meta:CopyWidth( pnl ) self:SetWide( pnl:GetWide() ) end --[[--------------------------------------------------------- Name: CopyPos -----------------------------------------------------------]] function meta:CopyPos( pnl ) self:SetPos( pnl:GetPos() ) end --[[--------------------------------------------------------- Name: Align with the edge of the parent -----------------------------------------------------------]] function meta:AlignBottom( m ) m = m or 0; self:SetPos( self.x, self:GetParent():GetTall() - self:GetTall() - m ) end function meta:AlignRight( m ) m = m or 0; self:SetPos( self:GetParent():GetWide() - self:GetWide() - m, self.y ) end function meta:AlignTop( m ) m = m or 0; self:SetPos( self.x, m ) end function meta:AlignLeft( m ) m = m or 0; self:SetPos( m, self.y ) end --[[--------------------------------------------------------- Name: Move relative to another panel -----------------------------------------------------------]] function meta:MoveAbove( pnl, m ) m = m or 0; self:SetPos( self.x, pnl.y - self:GetTall() - m ) end function meta:MoveBelow( pnl, m ) m = m or 0; self:SetPos( self.x, pnl.y + pnl:GetTall() + m ) end function meta:MoveRightOf( pnl, m ) m = m or 0; self:SetPos( pnl.x + pnl:GetWide() + m, self.y ) end function meta:MoveLeftOf( pnl, m ) m = m or 0; self:SetPos( pnl.x - self:GetWide() - m, self.y ) end --[[--------------------------------------------------------- Name: StretchRightTo -----------------------------------------------------------]] function meta:StretchRightTo( pnl, m ) m = m or 0; self:SetWide( pnl.x - self.x - m ) end function meta:StretchBottomTo( pnl, m ) m = m or 0; self:SetTall( pnl.y - self.y - m ) end --[[--------------------------------------------------------- Name: CenterVertical -----------------------------------------------------------]] function meta:CenterVertical( fraction ) fraction = fraction or 0.5 self:SetPos( self.x, self:GetParent():GetTall() * fraction - self:GetTall() * 0.5 ) end --[[--------------------------------------------------------- Name: CenterHorizontal -----------------------------------------------------------]] function meta:CenterHorizontal( fraction ) fraction = fraction or 0.5 self:SetPos( self:GetParent():GetWide() * fraction - self:GetWide() * 0.5, self.y ) end --[[--------------------------------------------------------- Name: CenterHorizontal -----------------------------------------------------------]] function meta:Center() self:CenterVertical() self:CenterHorizontal() end --[[--------------------------------------------------------- Name: CopyBounds -----------------------------------------------------------]] function meta:CopyBounds( pnl ) local x, y, w, h = pnl:GetBounds() self:SetPos( x, y ) self:SetSize( w, h ) end --[[--------------------------------------------------------- Name: GetCookieNumber -----------------------------------------------------------]] function meta:SetCookieName( cookiename ) self.m_strCookieName = cookiename -- If we have a loadcookies function, call it. if ( self.LoadCookies ) then self:LoadCookies() self:InvalidateLayout() end end --[[--------------------------------------------------------- Name: GetCookieNumber -----------------------------------------------------------]] function meta:GetCookieNumber( cookiename, default ) local name = self:GetCookieName() if ( !name ) then return default end return cookie.GetNumber( name.."."..cookiename, default ) end --[[--------------------------------------------------------- Name: GetCookie -----------------------------------------------------------]] function meta:GetCookie( cookiename, default ) local name = self:GetCookieName() if ( !name ) then return default end return cookie.GetString( name.."."..cookiename, default ) end --[[--------------------------------------------------------- Name: SetCookie -----------------------------------------------------------]] function meta:SetCookie( cookiename, value ) local name = self:GetCookieName() if ( !name ) then return end return cookie.Set( name.."."..cookiename, value ) end --[[--------------------------------------------------------- Name: InvalidateParent -----------------------------------------------------------]] function meta:InvalidateParent( layoutnow ) local parent = self:GetParent() if ( !parent ) then return end if ( self.LayingOutParent ) then return end self.LayingOutParent = true parent:InvalidateLayout( layoutnow ) self.LayingOutParent = false end --[[--------------------------------------------------------- Name: PositionLabel -----------------------------------------------------------]] function meta:PositionLabel( LabelWidth, X, Y, Lbl, Control ) Lbl:SetWide( LabelWidth ) Lbl:SetPos( X, Y ) Control.y = Y Control:MoveRightOf( Lbl, 0 ) return Y + math.max( Lbl:GetTall(), Control:GetTall() ) end --[[--------------------------------------------------------- Name: SetTooltip -----------------------------------------------------------]] function meta:SetTooltip( tooltip ) self.strTooltipText = tooltip end meta.SetToolTip = meta.SetTooltip --[[--------------------------------------------------------- Name: SetTooltipPanel -----------------------------------------------------------]] function meta:SetTooltipPanel( panel ) self.pnlTooltipPanel = panel end meta.SetToolTipPanel = meta.SetTooltipPanel --[[--------------------------------------------------------- Name: SizeToContentsY (Only works on Labels) -----------------------------------------------------------]] function meta:SizeToContentsY( addval ) local w, h = self:GetContentSize() if (!w || !h ) then return end addval = addval or 0 self:SetTall( h ) end --[[--------------------------------------------------------- Name: SizeToContentsX (Only works on Labels) -----------------------------------------------------------]] function meta:SizeToContentsX( addval ) local w, h = self:GetContentSize() if (!w || !h) then return end addval = addval or 0 self:SetWide( w + addval ) end --[[--------------------------------------------------------- Name: SetSkin -----------------------------------------------------------]] function meta:SetSkin( strSkin ) if ( self.m_ForceSkinName == strSkin ) then return end self.m_ForceSkinName = strSkin self.m_iSkinIndex = nil derma.RefreshSkins() end --[[--------------------------------------------------------- Name: GetSkin -----------------------------------------------------------]] function meta:GetSkin() local skin = nil if ( derma.SkinChangeIndex() == self.m_iSkinIndex ) then skin = self.m_Skin if ( skin ) then return skin end end -- We have a default skin if ( !skin && self.m_ForceSkinName ) then skin = derma.GetNamedSkin( self.m_ForceSkinName ) end -- No skin, inherit from parent local parent = self:GetParent() if ( !skin && IsValid( parent ) ) then skin = parent:GetSkin() end -- Parent had no skin, use default if ( !skin) then skin = derma.GetDefaultSkin() end -- Save skin details on us so we don't have to keep looking up self.m_Skin = skin self.m_iSkinIndex = derma.SkinChangeIndex() self:InvalidateLayout( false ) return skin end --[[--------------------------------------------------------- Name: ToggleVisible -----------------------------------------------------------]] function meta:ToggleVisible() self:SetVisible( !self:IsVisible() ) end function meta:Distance( pnl ) if ( !IsValid( pnl ) ) then return 0 end return self:DistanceFrom( pnl.x + pnl:GetWide() * 0.5, pnl.y + pnl:GetTall() * 0.5 ) end function meta:DistanceFrom( x, y ) local x = self.x + self:GetWide() * 0.5 - x; local y = self.y + self:GetTall() * 0.5 - y; return math.sqrt( x * x + y *y ) end --[[--------------------------------------------------------- Name: Retusn the child position on this panel. Even if its parented to children of children. -----------------------------------------------------------]] function meta:GetChildPosition( pnl ) local x = 0; local y = 0; while ( IsValid( pnl ) && pnl != self ) do x = x + pnl.x y = y + pnl.y pnl = pnl:GetParent(); end return x, y; end --[[--------------------------------------------------------- Name: Returns true if the panel is valid. This does not check the type. If the passed object is anything other than a panel or nil, this will error. (speed) -----------------------------------------------------------]] function ValidPanel( pnl ) if (!pnl) then return false end return pnl:IsValid() end function meta:InvalidateChildren( bRecurse ) local children = self:GetChildren() for k, v in pairs( children ) do if ( bRecurse ) then v:InvalidateChildren( true ) else v:InvalidateChildren( false ) end end self:InvalidateLayout( true ) end function meta:IsOurChild( pPanel ) if ( pPanel == self ) then return true end local children = self:GetChildren() for k, v in pairs( children ) do if ( v:IsOurChild( pPanel ) ) then return true end end return false end function meta:CopyBase( pnl ) self:CopyBounds( pnl ) self:Dock( pnl:GetDock() ) // TODO. More. end function meta:Add( pnl ) if ( isstring( pnl ) ) then local pnl = vgui.Create( pnl, self ) return pnl end if ( istable( pnl ) ) then local pnl = vgui.CreateFromTable( pnl, self ) return pnl end pnl:SetParent( self ) return pnl end function meta:GetClosestChild( x, y ) local distance = 9999 local closest = nil local children = self:GetChildren() for k, v in pairs( children ) do local dist = v:DistanceFrom( x, y ) if ( dist < distance ) then distance = dist; closest = v end end return closest, distance end function meta:LocalCursorPos() return self:ScreenToLocal( gui.MouseX(), gui.MouseY() ) end function meta:MoveToAfter( pnl ) local children = self:GetParent():GetChildren() -- remove us from the table table.RemoveByValue( children, self ) -- find the key, where we want to be local key = table.KeyFromValue( children, pnl ) if ( key ) then -- insert us where we wanna be table.insert( children, key+1, self ) else return false; end for k, v in pairs( children ) do v:SetZPos( k ) end end function meta:MoveToBefore( pnl ) local children = self:GetParent():GetChildren() -- remove us from the table table.RemoveByValue( children, self ) -- find the key, where we want to be local key = table.KeyFromValue( children, pnl ) if ( key ) then -- insert us where we wanna be table.insert( children, key, self ) else return false end for k, v in pairs( children ) do v:SetZPos( k ) end end function meta:Clear() for k, panel in pairs( self:GetChildren() ) do panel:Remove() end end function meta:IsHovered() return vgui.GetHoveredPanel() == self end function meta:Show() self:SetVisible( true ) end function meta:Hide() self:SetVisible( false ) end function meta:IsChildHovered( iDepth ) local Hovered = vgui.GetHoveredPanel() if ( !IsValid( Hovered ) ) then return false end for i=1, iDepth do Hovered = Hovered:GetParent() if ( !IsValid( Hovered ) ) then return false end if ( Hovered == self ) then return true end end return false end
--[[ © CloudSixteen.com do not share, re-distribute or modify without permission of its author (kurozael@gmail.com). Clockwork was created by Conna Wiles (also known as kurozael.) http://cloudsixteen.com/license/clockwork.html --]] DEFINE_BASECLASS("base_gmodentity"); ENT.Type = "anim"; ENT.Author = "kurozael"; ENT.PrintName = "Cash"; ENT.Spawnable = false; ENT.AdminSpawnable = false; ENT.UsableInVehicle = true; -- Called when the data tables are setup. function ENT:SetupDataTables() self:DTVar("Int", 0, "Amount"); end;
--[[ The user registry is simply an association of a user to their command environment. when a user first appears, they can be registered to have their environment created. note that for players, this doesn't happen immediately but either on login, or first use after gaining the correct privileges to use the /lua command. see commands.lua and login.lua for details. ]] local registry = {} local util = {} local execenv = dofile(_modpath.."execenv.lua") local wp = minetest.get_worldpath() --[[ gets an exec environment associated with an opaque ID object. this could be e.g. a player ref or some some other identifier used to link players. the implementation object (see user_ref.lua for a description) allows the env to send textual data. ]] -- if no env exists for that ID, call the factory to construct the user ref for it -- (see user_ref.lua), then construct a new environment using that. local msg_factory_fail = "user_registry get(): ID didn't exist and unable to construct new environment" local get = function(id, factory) assert(id ~= nil, "insanity condition: user_registry get() ID is nil!") local reg = registry[id] if not reg then local impl = factory and factory(id) or nil if not impl then error(msg_factory_fail) end reg = execenv.new(impl, wp) registry[id] = reg end return reg end util.get = get local remove = function(id, expected) if not registry[id] and expected then local desc = tostring(id) minetest.log("warning", "duplicate player env removal: " .. desc) end registry[id] = nil end util.remove = remove return registry, util
local class = require('class') local UIWidget = class:extend() function UIWidget:init(x, y, w, h) self.parent = nil self.children = {} self.x = x self.y = y self.w = w self.h = h self.focus = nil self.transform = nil self.background = nil self._mouseactive = nil if parent ~= nil then parent:add(self) end end function UIWidget:_reflow() if self.parent == nil then return end local didrew = false if self.parent.w ~= nil and self.parent.w >= 0 then didrew = true if self.w == nil then self.w = self.parent.w - self.x elseif self.w < 0 then self.w = self.parent.w + self.w - self.x else didrew = false end end local didreh = false if self.parent.h ~= nil and self.parent.h >= 0 then didreh = true if self.h == nil then self.h = self.parent.h - self.y elseif self.h < 0 then self.h = self.parent.h + self.h - self.y else didreh = false end end if didrew or didreh then for i, child in ipairs(self.children) do child:_reflow() end end end function UIWidget:add(child) child.parent = self child:_reflow() table.insert(self.children, child) return child end function UIWidget:do_update(dt) self:update(dt) for i, child in ipairs(self.children) do child:do_update(dt) end end function UIWidget:do_draw() love.graphics.push('all') if self.transform ~= nil then love.graphics.applyTransform(self.transform) else love.graphics.translate(self.x, self.y) end self:draw() for i, child in ipairs(self.children) do child:do_draw() end love.graphics.pop() end function UIWidget:update(dt) end function UIWidget:draw() if self.background == nil then return end if type(self.background.typeOf) == 'function' then if self.background:typeOf('Texture') then local bw, bh = self.background:getPixelDimensions() local sx = 1 local sy = 1 local bx = 0 local by = 0 if self.w < bw then sx = self.w / bw else bx = (self.w / 2) - (bw / 2) end if self.h < bh then sy = self.h / bh else by = (self.h / 2) - (bh / 2) end love.graphics.draw(self.background, bx, by, 0, sx, sy) elseif self.background:typeOf('Drawable') then love.graphics.draw(self.background) end elseif type(self.background) == 'table' then love.graphics.setColor(self.background) love.graphics.rectangle('fill', 0, 0, self.w, self.h) end end local function revpairs(t) return function (s, var) var = var - 1 if var == 0 then return nil end return var, s[var] end, t, #t + 1 end function UIWidget:findchild(x, y, deep) for i, child in revpairs(self.children) do local rx = x - child.x local ry = y - child.y if rx >= 0 and rx < child.w and ry >= 0 and ry < child.h then if deep then return child:findchild(rx, ry) else return child, rx, ry end end end return self, x, y end function UIWidget:mousepressed(x, y, button, istouch, presses) if self._mouseactive then return false end self._mouseactive = button local child, rx, ry = self:findchild(x, y) self.focus = child if child == self then return false else return child:mousepressed(rx, ry, button, istouch, presses) end end function UIWidget:mousereleased(x, y, button, istouch, presses) if button ~= self._mouseactive then return false end local child = self.focus self.focus = nil self._mouseactive = nil if child == self then return false else local rx = x - child.x local ry = y - child.y return child:mousereleased(rx, ry, button, istouch, presses) end end function UIWidget:mousemoved(x, y, dx, dy, istouch) local child = self.focus if child == nil then child = self:findchild(x, y) end if child == self then return false else local rx = x - child.x local ry = y - child.y return child:mousemoved(rx, ry, dx, dy, istouch) end end function UIWidget:wheelmoved(x, y, atx, aty) local child = self.focus if child == nil then child, atx, aty = self:findchild(atx, aty) end if child == self then return false else return child:wheelmoved(x, y, atx, aty) end end return UIWidget
slot0 = class("WorldMediaCollectionSubLayer", import("view.base.BaseSubView")) slot0.Ctor = function (slot0, slot1, ...) slot0.super.Ctor(slot0, ...) slot0.viewParent = slot1 slot0.buffer = setmetatable({}, { __index = function (slot0, slot1) return function (slot0, ...) slot0:ActionInvoke(slot0.ActionInvoke, ...) end end, __newindex = function () errorMsg("Cant write Data in ActionInvoke buffer") end }) end slot0.SetActive = function (slot0, slot1) if slot1 then slot0:Show() else slot0:Hide() end end slot0.OnDestroy = function (slot0) if slot0.loader then slot0.loader:Clear() slot0.loader = nil end end return slot0
BaseNpc_PersistDialogState(this, "{{Tale_ChildNode_Unused_Function}}")
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") function ENT:Initialize() self:SetModel("models/weapons/molotov3rd_zm.mdl") self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) self:GetPhysicsObject():Wake() self:SetAngles(Angle(math.random(0, 360), math.random(0, 360), math.random(0, 360))) local fireTrail = ents.Create("env_fire_trail") fireTrail:SetPos(self:GetPos()) fireTrail:SetParent(self) fireTrail:Spawn() fireTrail:Activate() end function ENT:PhysicsCollide(data, physObject) if self.bRemove then return end local contents = util.PointContents(self:GetPos()) if bit.band(contents, MASK_WATER) ~= 0 then self.bRemove = true return end local dmginfo = DamageInfo() dmginfo:SetAttacker(self.Owner) dmginfo:SetInflictor(self) dmginfo:SetDamage(40) dmginfo:SetDamagePosition(self:GetPos()) dmginfo:SetDamageType(DMG_BURN) util.BlastDamageInfo(dmginfo, self:GetPos(), 128) local effectdata = EffectData() effectdata:SetOrigin(self:GetPos()) util.Effect("HelicopterMegaBomb", effectdata) self:EmitSound("Grenade_Molotov.Detonate") self:EmitSound("Grenade_Molotov.Detonate2") self.bRemove = true end function ENT:Think() if self.bRemove then self:Remove() end end function ENT:OnRemove() local owner = self:GetOwner() for _, v in pairs(ents.FindInSphere(self:GetPos(), 128)) do if v:IsNPC() then v:Ignite(100) elseif v == owner then v:Ignite(3) end end for i = 1, 10 do local fire = ents.Create("env_fire") fire:SetPos(self:GetPos() +Vector(math.random(-80, 80), math.random(-80, 80), 0)) fire:SetKeyValue("health", 25) fire:SetKeyValue("firesize", "60") fire:SetKeyValue("fireattack", "2") fire:SetKeyValue("damagescale", "4.0") fire:SetKeyValue("StartDisabled", "0") fire:SetKeyValue("firetype", "0" ) fire:SetKeyValue("spawnflags", "132") fire:Spawn() fire:Fire("StartFire", "", 0) fire:SetOwner(owner) if owner:IsPlayer() then fire.OwnerTeam = owner:Team() else fire.OwnerTeam = TEAM_SURVIVOR end end for i=1, 8 do local sparks = ents.Create( "env_spark" ) sparks:SetPos( self:GetPos() + Vector( math.random( -40, 40 ), math.random( -40, 40 ), math.random( -40, 40 ) ) ) sparks:SetKeyValue( "MaxDelay", "0" ) sparks:SetKeyValue( "Magnitude", "2" ) sparks:SetKeyValue( "TrailLength", "3" ) sparks:SetKeyValue( "spawnflags", "0" ) sparks:Spawn() sparks:Fire( "SparkOnce", "", 0 ) end end
local func = require 'ldk.func' describe("#func", function() describe("compose", function() it("should return the proper result", function() local function f(x) return x + 1 end local function g(x) return x * 10 end local fg = func.compose(f, g) assert.equal(11, fg(1)) assert.equal(101, fg(10)) end) it("should handle function returning multiple values", function() local function f(x, y) return x + y end local function g(x) return x * 10, x end local fg = func.compose(f, g) assert.equal(11, fg(1)) end) end) describe("partial", function() it("should return the proper result", function() local f = function(x, y) return x + y end local f1 = func.partial(1, f) assert.equal(2, f1(1)) assert.equals(10, f1(9)) end) end) describe("curry", function() it("should return the proper result", function() local f = function(x, y) return x + y end local curried = func.curry(f) assert.equal(2, curried(1)(1)) assert.equals(10, curried(9)(1)) end) end) local function test_memoize(n, memoize, f, ...) for _ = 1, n do local call_count = 0 local mf = memoize(function(...) call_count = call_count + 1 return f(...) end) assert.equal(0, call_count) local fa, fb = f(...) local mfa, mfb = mf(...) assert.equal(fa, mfa) assert.equal(fb, mfb) assert.equal(1, call_count) mf(...) assert.equal(1, call_count) end end describe("memoize0", function() it("should cache the function result", function() test_memoize(5, func.memoize0, function() return true end) test_memoize(5, func.memoize0, function() return true, 'true' end) test_memoize(5, func.memoize0, function() return nil, true end) end) end) describe("memoize1", function() it("should cache the function execution", function() test_memoize(5, func.memoize1, function(x) return x == nil end) test_memoize(5, func.memoize1, function(x) return x end, 1) test_memoize(5, func.memoize1, function(x) return x, x + 1 end, 1) test_memoize(5, func.memoize1, function(x) return nil, x * x end, 1) end) end) describe("memoize2", function() it("should cache the function execution", function() test_memoize(5, func.memoize2, function(x1, x2) return x1 == nil and x2 == nil end) test_memoize(5, func.memoize2, function(x1, x2) return x1 + x2 end, 7, 13) test_memoize(5, func.memoize2, function(x1, x2) return x1, x2 end, 7, 15) test_memoize(5, func.memoize2, function(x1, x2) return nil, x1 * x2 end, 7, 13) end) end) describe("memoize3", function() it("should cache the function execution", function() test_memoize(5, func.memoize3, function(x1, x2, x3) return x1 == nil and x2 == nil and x3 == nil end) test_memoize(5, func.memoize3, function(x1, x2, x3) return x1 + x2, x3 end, 17, 13, 29) test_memoize(5, func.memoize3, function(x1, x2, x3) return x1, x2 + x3 end, 7, 15, 29) test_memoize(5, func.memoize3, function(x1, x2, x3) return nil, x1 * x2 * x3 end, 7, 17, 31) end) end) describe("memoize4", function() it("should cache the function execution", function() test_memoize(5, func.memoize4, function(x1, x2, x3, x4) return x1 == nil and x2 == nil and x3 == nil and x4 == nil end) test_memoize(5, func.memoize4, function(x1, x2, x3, x4) return x1 + x2, x3 + x4 end, 17, 13, 29, 37) test_memoize(5, func.memoize4, function(x1, x2, x3, x4) return x1, x2 + x3 + x4 end, 7, 15, 29, 31) test_memoize(5, func.memoize4, function(x1, x2, x3, x4) return nil, x1 * x2 * x3 / x4 end, 7, 17, 31, 29) end) end) describe("always", function() it("should always return the same value", function() local one = func.always(1) assert.equal(1, one()) assert.equal(1, one()) end) end) describe("identity", function() it("should return the input value", function() for i = 1, 100 do assert.equal(i, func.identity(i)) end end) end) describe("lambda", function() it("should compile a string into a simple function", function() local one, err = func.lambda('() => 1') assert.is_nil(err) assert.equal(1, one()) end) it("should compile a string into a simple function", function() local sum2, err = func.lambda('(x,y) => x + y') assert.is_nil(err) assert.equal(1, sum2(1, 0)) assert.equal(5, sum2(2, 3)) end) it("should compile a string into a simple function", function() local pack = func.lambda('(x,y) => {y,x}') assert.same({0, 1}, pack(1, 0)) assert.same({3, 2}, pack(2, 3)) end) end) end)
local draw_nearby_boxes = require("__subterra__.scripts.events.ui.draw_nearby_boxes") local get_adjacent_surfaces = require("__subterra__.scripts.events.player.get_adjacent_surfaces") local get_all_subterra_surfaces = require("__subterra__.scripts.events.player.get_all_subterra_surfaces") local get_player_level = require("__subterra__.scripts.events.player.get_player_level") local duration = ((subterra and subterra.config and subterra.config.BOX_DURATION) or 60) + 1 local draw_radius = (subterra and subterra.config and subterra.config.HUD_DRAW_RADIUS) or 20 local power_radius = math.floor(draw_radius / 2) -- helper callback functions local above_callback = function(surface) return get_adjacent_surfaces (surface, 1) end local below_callback = function(surface) return get_adjacent_surfaces (surface, -1) end local get_all_but = function (current_surface) -- debug("current: " .. current_surface.name) local surfaces = {} local all_surfaces = get_all_subterra_surfaces() for i = 1, #all_surfaces do local surface_tuple = all_surfaces[i] -- debug(surface_tuple[1].name) if surface_tuple[1] ~= current_surface then table.insert(surfaces, surface_tuple) end end return surfaces end -- callbacks based on entity name local check_entities = {} check_entities["subterra-telepad-up"] = above_callback check_entities["subterra-telepad-down"] = below_callback check_entities["subterra-power-up"] = get_all_but check_entities["subterra-power-column"] = get_all_but -- TODO: change when belt-elevators become dynamicly generated check_entities["subterra-transport-belt-up"] = above_callback check_entities["subterra-fast-transport-belt-up"] = above_callback check_entities["subterra-express-transport-belt-up"] = above_callback check_entities["subterra-transport-belt-down"] = below_callback check_entities["subterra-fast-transport-belt-down"] = below_callback check_entities["subterra-express-transport-belt-down"] = below_callback --============================================================================-- -- on_player_cursor_stack_changed(event) -- -- Called when a player changes their cursor stack or when changing surfaces -- -- param event (table): { player_index } -- -- remarks: This sets the proxy's draw_surfaces and current_level properties -- which are used to draw the "HUD" that aids entity placement. --============================================================================-- local on_player_cursor_stack_changed = function(event) debug("on_player_cursor_stack_changed") local player_proxies = global.player_proxies local p_index = event.player_index local proxy = player_proxies[p_index] if not proxy then return end local player = proxy.player local cursor_stack = player.cursor_stack local old_surface = proxy.draw_surface local draw_surfaces local player_surface if cursor_stack and cursor_stack.valid_for_read then local tech = player.force.technologies["subterra-mapping"] if tech.level > 1 then local name = cursor_stack.name debug("name: " .. name) local callback = check_entities[name] if callback then player_surface = player.surface draw_surfaces = callback(player_surface) end end end proxy.draw_surfaces = draw_surfaces proxy.current_level = (draw_surfaces and get_player_level(proxy)) or nil local drawing_players = global.drawing_players local count = # drawing_players local current_index if count > 0 then for i = 1, count do if drawing_players[i] == proxy then current_index = i break end end end if draw_surfaces and # draw_surfaces > 0 then if not current_index then table.insert(drawing_players, proxy) end else if current_index then table.remove(drawing_players, current_index) end end -- if new_surface and (old_surface ~= new_surface) then -- local remaining_ticks = event.tick % duration -- if remaining_ticks > 0 then -- draw_nearby_boxes(player, player_surface, new_surface, draw_radius, remaining_ticks) -- end -- end end return on_player_cursor_stack_changed
--[[ Copyright 2021 边蓬(bianpeng001@163.com) Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ]]-- local GameObject = UnityEngine.GameObject local TrailRenderer = UnityEngine.TrailRenderer local Input = UnityEngine.Input local Time = UnityEngine.Time local Example02 = bLua.Example02 local LuaBehaviour = require("Core/LuaBehaviour") local Math = require("Core/Math") local Vector3 = Math.Vector3 local ACT_MOVE <const> = 1 local ACT_SHOOT <const> = 2 local _G <const> = -9.8 local module = LuaBehaviour.CreateModule() local _example02 = nil local _deltaTime = 0 local _unitsMgr local _bulletsMgr local _pidSeed = 1000 local Player = {} Player.__index = Player function Player.New() _pidSeed = _pidSeed + 1 local obj = { pid = _pidSeed, position = { 0, 0, 0, }, hp = 100, speed = 1.5, action = 0, gameObject = nil, shoot_cd = 0, bullet_count = 3, } setmetatable(obj, Player) return obj end function Player:SetPosition(pos) self.position[1] = pos[1] self.position[2] = pos[2] self.position[3] = pos[3] if self.transform then self.transform.localPosition = pos end end function Player:Action() if self.action == ACT_MOVE then if self.time < 1 then self.time = self.time + _deltaTime * self.timeRactor local pos = Vector3.Add(self.startPosition, Vector3.Scale(self.deltaPosition, self.time)) self:SetPosition(pos) else self.action = ACT_SHOOT end elseif self.action == ACT_SHOOT then self.shoot_cd = self.shoot_cd - _deltaTime if self.shoot_cd < 0 then self.shoot_cd = 0.5 self.bullet_count = self.bullet_count - 1 if self.bullet_count < 0 then self.hp = -1 end local bullet = _bulletsMgr:NewBullet() local p = Vector3.Add(self.position, { 0, 1, 0 }) local delta = Vector3.Sub({ 0, 2, 0 }, p) Vector3.Set(bullet.startPosition, p[1], p[2], p[3]) bullet.transform.localPosition = p delta[2] = delta[2] - 0.5 * _G Vector3.Set(bullet.v0, delta[1], delta[2], delta[3]) end end end local UnitsMgr = {} UnitsMgr.__index = UnitsMgr function UnitsMgr.New() local obj = { units = {}, deads = {}, } setmetatable(obj, UnitsMgr) return obj end function UnitsMgr:Add(p) self.units[p.pid] = p end function UnitsMgr:Remove(p) self.units[p.pid] = nil end local BulletsMgr = {} BulletsMgr.__index = BulletsMgr function BulletsMgr.New() local obj = { freeList = {}, flyList = {}, fly2List = {}, template = nil, } setmetatable(obj, BulletsMgr) return obj end function BulletsMgr:NewBullet() local obj local n = #self.freeList if n > 0 then obj = self.freeList[n] self.freeList[n] = nil obj.time = 0 else obj = { startPosition = { 0, 0, 0, }, v0 = { 0, 0, 0, }, time = 0, timeScale = 1.0, gameObject = self.template:Clone(), } obj.transform = obj.gameObject.transform obj.transform.parent = nil obj.transform.localPosition = Vector3.zero obj.trailRenderer = cast2type( obj.gameObject:GetComponent2(typeof(TrailRenderer)), TrailRenderer) end obj.gameObject:SetActive(true) table.insert(self.flyList, obj) return obj end function BulletsMgr:OnUpdate() local flyList = self.flyList self.flyList = self.fly2List self.fly2List = flyList for i = 1, #flyList do local obj = flyList[i] flyList[i] = nil obj.time = obj.time + _deltaTime * obj.timeScale if obj.time < 1 then local pos = Vector3.Add(obj.startPosition, Vector3.Mul(obj.v0, obj.time)) pos[2] = pos[2] + 0.5 * _G * obj.time * obj.time obj.transform.localPosition = pos table.insert(self.flyList, obj) else obj.trailRenderer:Clear() obj.gameObject:SetActive(false) table.insert(self.freeList, obj) end end end _unitsMgr = UnitsMgr.New() _bulletsMgr = BulletsMgr.New() function module.Awake() print('gameObject:', module.gameObject) print('name:', module.name) print(module.luaBehaviour, getmetatable(module.luaBehaviour).class) _example02 = cast2type(module.luaBehaviour, Example02) print('Awake', Time.time, Time.deltaTime) module.unitPrefab = { GameObject.Find("Res/Unit01") } _bulletsMgr.template = GameObject.Find("Res/Bullet01") end local function CreatePlayer() local pos = _example02:GetFloorPoint() local obj = module.unitPrefab[1]:Clone() obj.name = 'Player01' local tr = obj.transform tr.parent = nil print('CreatePlayer', obj, tr) local p = Player.New() p.gameObject = obj p.transform = tr _unitsMgr:Add(p) p:SetPosition(pos) p.action = ACT_MOVE p.time = 0 p.startPosition = Vector3.Clone(pos) p.deltaPosition = Example02.GetDeltaPosition(pos, Vector3.zero, 3.0) p.timeRactor = 1/ 3.0 p.gameObject:LookAt(Vector3.zero) end local _tickTime = 0 local function OnTick() _tickTime = _tickTime + Time.deltaTime if _tickTime < 0.2 then return end _tickTime = 0 end local function OnUpdate() _bulletsMgr:OnUpdate() local n = 0 local deads = _unitsMgr.deads for pid, v in pairs(_unitsMgr.units) do if v.hp < 0 then n = n + 1 deads[n] = pid else v:Action() end end if n > 0 then for i = 1, n do local pid = deads[i] local unit = _unitsMgr.units[pid] if unit.gameObject then GameObject.Destroy2(unit.gameObject) unit.gameObject = nil end _unitsMgr.units[pid] = nil deads[i] = nil end end end function module.Update() if Input.GetMouseButtonUp(0) then local pos = Input.mousePosition print('ButtonUp, go =', module.gameObject, ', pos =', table.unpack(pos)) CreatePlayer() end _deltaTime = Time.deltaTime OnTick() OnUpdate() end return module
local class = require 'middleclass' local lume = require 'lume' -- ホワイトリスト local Whitelist = class 'Whitelist' -- 初期化 function Whitelist:initialize(t) self.list = t or {} end -- オーバーライド:比較 function Whitelist:__eq(other) local equal = true if #self.list ~= #other.list then equal = false else for i, value in ipairs(self.list) do if value ~= other.list[i] then equal = false break end end end return equal end -- オーバーライド:呼び出し function Whitelist:__call(...) return self:allow(...) end -- チェック function Whitelist:allow(v) return #self.list == 0 or not not lume.find(self.list, v) end return Whitelist
if opt.begin_epoch == 1 then if opt.model == 'c3d' then dofile('models/c3d.lua') elseif opt.model == 'resnet' then dofile('models/resnet.lua') end model = create_model() if not opt.no_cuda then model = model:cuda() cudnn.convert(model, cudnn) end else local model_file_path = paths.concat( opt.result_path, 'model_' .. (opt.begin_epoch - 1) .. '.t7') assert(paths.filep(model_file_path), 'pretrained model at epoch ' .. (opt.begin_epoch - 1) .. ' does not exist') print('pretrained model at epoch ' .. (opt.begin_epoch - 1) .. ' is loaded') model = torch.load(model_file_path) if not opt.no_cuda then model = utils.make_data_parallel(model, opt.gpu_id, opt.n_gpus) end end print(model) criterion = nn.ClassNLLCriterion() if not opt.no_cuda then criterion = criterion:cuda() end
map = class("map") local buttonImage = love.graphics.newImage("assets/gfx/images/button.png") function map:initialize() self.tileset = tileset:new("blocks.png") self.canvas = love.graphics.newCanvas(405, 720) self.rects = {} self.turrets = {} self.doors = {} self.button = { x = 10, y = 10, width = 15, height = 15, type = "button" } collisionWorld:add(self.button, self.button.x, self.button.y, self.button.width, self.button.height) self.number = 0 self:changeMap(1) end function map:update(dt) for i,v in pairs(self.turrets) do v:update(dt) end for i,v in pairs(self.doors) do v:update(dt) end updateBullets(dt) end function map:draw() love.graphics.setColor(1, 1, 1) love.graphics.draw(self.canvas) love.graphics.draw(buttonImage, self.button.x, self.button.y) drawBullets() for i,v in pairs(self.turrets) do v:draw() end for i,v in pairs(self.doors) do v:draw() end end function map:changeMap(num) for i,v in pairs(self.rects) do collisionWorld:remove(v) end for i,v in pairs(self.doors) do if v.isInWorld then collisionWorld:remove(v) end end local data = require("assets/maps/map"..tostring(num)) local layers = data.layers local tileLayer = layers[1] self.tileset = tileset:new("blocks.png") self.canvas = love.graphics.newCanvas(405, 720) self.rects = {} self.turrets = {} self.doors = {} love.graphics.setColor(1, 1, 1) love.graphics.setCanvas(self.canvas) for y = 1, tileLayer.height do for x=1, tileLayer.width do local index = tileLayer.data[(y-1)*tileLayer.width+x] love.graphics.draw(self.tileset.set, self.tileset.quads[index], (x-1)*15, (y-1)*15) end end game:fontSize(12) if num == 1 then love.graphics.print("Jump on the button!", 230, 430) elseif num == 2 then game:fontSize(15) love.graphics.print("Don't hit the gray ceiling!", game.width / 2 - game.font:getWidth("Don't hit the gray ceiling!") / 2, 250) elseif num == 4 then love.graphics.print("You can wall jump!", 25, 450) elseif num == 10 then love.graphics.print("Watch out!", 16, 350) elseif num == 16 then love.graphics.print("Timing is key!", 198, 575) elseif num == 25 then game:fontSize(20) love.graphics.print("You Win!", findMiddle("You Win!"), 140) love.graphics.print("Thanks for playing!", findMiddle("Thanks for playing!"), 170) end love.graphics.setCanvas() local collisionLayer = layers[2] for i,v in pairs(collisionLayer.objects) do local rect = {x = v.x, y = v.y, width = v.width, height = v.height} collisionWorld:add(rect, rect.x, rect.y, rect.width, rect.height) table.insert(self.rects, rect) end self.button.x = layers[3].objects[1].x self.button.y = layers[3].objects[1].y - 15 collisionWorld:update(self.button, self.button.x, self.button.y) if layers[4] then --If map has turrets local turretLayer = layers[4] for i,v in pairs(turretLayer.objects) do table.insert(self.turrets, turret:new(v.x, v.y)) end end if layers[5] then -- If map has doors local doorLayer = layers[5] for i,v in pairs(doorLayer.objects) do table.insert(self.doors, door:new(v.x, v.y)) end end self.number = self.number + 1 end
local torch = require "torch" local nn = require "nn" local lua_util = require "lua_util" local ucl = require "ucl" local rescore_utility = require "rspamadm/rescore_utility" local function make_dataset_from_logs(logs, all_symbols) -- Returns a list of {input, output} for torch SGD train local dataset = {} for _, log in pairs(logs) do local input = torch.Tensor(#all_symbols) local output = torch.Tensor(1) log = lua_util.rspamd_str_split(log, " ") if log[1] == "SPAM" then output[1] = 1 else output[1] = 0 end local symbols_set = {} for i=4,#log do symbols_set[log[i]] = true end for index, symbol in pairs(all_symbols) do if symbols_set[symbol] then input[index] = 1 else input[index] = 0 end end dataset[#dataset + 1] = {input, output} end function dataset:size() return #dataset end return dataset end local function init_weights(all_symbols, original_symbol_scores) local weights = torch.Tensor(#all_symbols) local mean = 0 for i, symbol in pairs(all_symbols) do local score = original_symbol_scores[symbol] if not score then score = 0 end weights[i] = score mean = mean + score end return weights end local function shuffle(logs) local size = #logs for i = size, 1, -1 do local rand = math.random(size) logs[i], logs[rand] = logs[rand], logs[i] end end local function split_logs(logs, split_percent) if not split_percent then split_percent = 60 end local split_index = math.floor(#logs * split_percent / 100) local test_logs = {} local train_logs = {} for i=1,split_index do train_logs[#train_logs + 1] = logs[i] end for i=split_index + 1, #logs do test_logs[#test_logs + 1] = logs[i] end return train_logs, test_logs end local function stitch_new_scores(all_symbols, new_scores) local new_symbol_scores = {} for idx, symbol in pairs(all_symbols) do new_symbol_scores[symbol] = new_scores[idx] end return new_symbol_scores end local function update_logs(logs, symbol_scores) for i, log in ipairs(logs) do log = lua_util.rspamd_str_split(log, " ") local score = 0 for j=4,#log do log[j] = log[j]:gsub("%s+", "") score = score + (symbol_scores[log[j ]] or 0) end log[2] = rescore_utility.round(score, 2) logs[i] = table.concat(log, " ") end return logs end local function write_scores(new_symbol_scores, file_path) local file = assert(io.open(file_path, "w")) local new_scores_ucl = ucl.to_format(new_symbol_scores, "ucl") file:write(new_scores_ucl) file:close() end local function print_score_diff(new_symbol_scores, original_symbol_scores) print(string.format("%-35s %-10s %-10s", "SYMBOL", "OLD_SCORE", "NEW_SCORE")) for symbol, new_score in pairs(new_symbol_scores) do print(string.format("%-35s %-10s %-10s", symbol, original_symbol_scores[symbol] or 0, rescore_utility.round(new_score, 2))) end print "\nClass changes \n" for symbol, new_score in pairs(new_symbol_scores) do if original_symbol_scores[symbol] ~= nil then if (original_symbol_scores[symbol] > 0 and new_score < 0) or (original_symbol_scores[symbol] < 0 and new_score > 0) then print(string.format("%-35s %-10s %-10s", symbol, original_symbol_scores[symbol] or 0, rescore_utility.round(new_score, 2))) end end end end local function calculate_fscore_from_weights(logs, all_symbols, weights, bias, threshold) local new_symbol_scores = weights:clone() new_symbol_scores = stitch_new_scores(all_symbols, new_symbol_scores) logs = update_logs(logs, new_symbol_scores) local file_stats, _ = rescore_utility.generate_statistics_from_logs(logs, threshold) return file_stats.fscore end local function print_stats(logs, threshold) local file_stats, _ = rescore_utility.generate_statistics_from_logs(logs, threshold) local file_stat_format = [[ F-score: %.2f False positive rate: %.2f %% False negative rate: %.2f %% Overall accuracy: %.2f %% ]] io.write("\nStatistics at threshold: " .. threshold .. "\n") io.write(string.format(file_stat_format, file_stats.fscore, file_stats.false_positive_rate, file_stats.false_negative_rate, file_stats.overall_accuracy)) end return function (_, res) local logs = rescore_utility.get_all_logs(res["logdir"]) local all_symbols = rescore_utility.get_all_symbols(logs) local original_symbol_scores = rescore_utility.get_all_symbol_scores(res["timeout"]) shuffle(logs) local train_logs, validation_logs = split_logs(logs, 70) local cv_logs, test_logs = split_logs(validation_logs, 50) local dataset = make_dataset_from_logs(train_logs, all_symbols) local learning_rates = {0.001, 0.005, 0.01, 0.05, 0.1, 0.5, 1, 2.5, 5, 7.5, 10} local penalty_weights = {0, 0.001, 0.005, 0.01, 0.05, 0.1, 0.5, 1, 3, 5, 10, 15, 20, 25, 50, 75, 100} -- Start of perceptron training local input_size = #all_symbols local linear_module = nn.Linear(input_size, 1) local perceptron = nn.Sequential() perceptron:add(linear_module) local activation = nn.Sigmoid() perceptron:add(activation) local criterion = nn.MSECriterion() criterion.sizeAverage = false local best_fscore = -math.huge local best_weights = linear_module.weight[1]:clone() local trainer = nn.StochasticGradient(perceptron, criterion) trainer.maxIteration = res["iters"] trainer.verbose = false trainer.hookIteration = function(self, iteration, error) if iteration == trainer.maxIteration then local fscore = calculate_fscore_from_weights(cv_logs, all_symbols, linear_module.weight[1], linear_module.bias[1], res["threshold"]) print("Cross-validation fscore: " .. fscore) if best_fscore < fscore then best_fscore = fscore best_weights = linear_module.weight[1]:clone() end end end for _, learning_rate in pairs(learning_rates) do for _, weight in pairs(penalty_weights) do trainer.weightDecay = weight print("Learning with learning_rate: " .. learning_rate .. " | l2_weight: " .. weight) linear_module.weight[1] = init_weights(all_symbols, original_symbol_scores) trainer.learningRate = learning_rate trainer:train(dataset) print() end end -- End perceptron training local new_symbol_scores = best_weights new_symbol_scores = stitch_new_scores(all_symbols, new_symbol_scores) if res["output"] then write_scores(new_symbol_scores, res["output"]) end if res["diff"] then print_score_diff(new_symbol_scores, original_symbol_scores) end -- Pre-rescore test stats print("\n\nPre-rescore test stats\n") test_logs = update_logs(test_logs, original_symbol_scores) print_stats(test_logs, res['threshold']) -- Post-rescore test stats test_logs = update_logs(test_logs, new_symbol_scores) print("\n\nPost-rescore test stats\n") print_stats(test_logs, res['threshold']) end
object_static_item_lair_fake_cave_small = object_static_item_shared_lair_fake_cave_small:new { } ObjectTemplates:addTemplate(object_static_item_lair_fake_cave_small, "object/static/item/lair_fake_cave_small.iff")
vim.keymap.set("n", "[file]f", [[<Cmd>tab drop ~/workspace/todo/todo.tsv<CR>]], { buffer = true })
object_mobile_shocktrooper_blue = object_mobile_shared_shocktrooper_blue:new { } ObjectTemplates:addTemplate(object_mobile_shocktrooper_blue, "object/mobile/shocktrooper_blue.iff")
local skynet = require "skynet" local sc = require "skynet.socketchannel" local socket = require "skynet.socket" local cluster = require "skynet.cluster.core" local ignoreret = skynet.ignoreret local clusterd, gate, fd = ... clusterd = tonumber(clusterd) gate = tonumber(gate) fd = tonumber(fd) local large_request = {} local inquery_name = {} local register_name_mt = { __index = function(self, name) local waitco = inquery_name[name] if waitco then local co=coroutine.running() table.insert(waitco, co) skynet.wait(co) return rawget(self, name) else waitco = {} inquery_name[name] = waitco local addr = skynet.call(clusterd, "lua", "queryname", name:sub(2)) -- name must be '@xxxx' if addr then self[name] = addr end inquery_name[name] = nil for _, co in ipairs(waitco) do skynet.wakeup(co) end return addr end end } local function new_register_name() return setmetatable({}, register_name_mt) end local register_name = new_register_name() local tracetag local function dispatch_request(_,_,addr, session, msg, sz, padding, is_push) ignoreret() -- session is fd, don't call skynet.ret if session == nil then -- trace tracetag = addr return end if padding then local req = large_request[session] or { addr = addr , is_push = is_push, tracetag = tracetag } tracetag = nil large_request[session] = req cluster.append(req, msg, sz) return else local req = large_request[session] if req then tracetag = req.tracetag large_request[session] = nil cluster.append(req, msg, sz) msg,sz = cluster.concat(req) addr = req.addr is_push = req.is_push end if not msg then tracetag = nil local response = cluster.packresponse(session, false, "Invalid large req") socket.write(fd, response) return end end local ok, response if addr == 0 then local name = skynet.unpack(msg, sz) skynet.trash(msg, sz) local addr = register_name["@" .. name] if addr then ok = true msg = skynet.packstring(addr) else ok = false msg = "name not found" end sz = nil else if cluster.isname(addr) then addr = register_name[addr] end if addr then if is_push then skynet.rawsend(addr, "lua", msg, sz) return -- no response else if tracetag then ok , msg, sz = pcall(skynet.tracecall, tracetag, addr, "lua", msg, sz) tracetag = nil else ok , msg, sz = pcall(skynet.rawcall, addr, "lua", msg, sz) end end else ok = false msg = "Invalid name" end end if ok then response = cluster.packresponse(session, true, msg, sz) if type(response) == "table" then for _, v in ipairs(response) do socket.lwrite(fd, v) end else socket.write(fd, response) end else response = cluster.packresponse(session, false, msg) socket.write(fd, response) end end skynet.start(function() skynet.register_protocol { name = "client", id = skynet.PTYPE_CLIENT, unpack = cluster.unpackrequest, dispatch = dispatch_request, } -- fd can write, but don't read fd, the data package will forward from gate though client protocol. skynet.call(gate, "lua", "forward", fd) skynet.dispatch("lua", function(_,source, cmd, ...) if cmd == "exit" then socket.close(fd) skynet.exit() elseif cmd == "namechange" then register_name = new_register_name() else skynet.error(string.format("Invalid command %s from %s", cmd, skynet.address(source))) end end) end)
require 'tables' require 'sets' file = require 'files' config = require 'config' require 'strings' res = require 'resources' require 'actions' require 'pack' bit = require 'bit' require 'generic_helpers' require 'parse_action_packet' require 'statics' _addon.version = '3.29' _addon.name = 'BattleMod' _addon.author = 'Byrth, maintainer: SnickySnacks' _addon.commands = {'bm','battlemod'} windower.register_event('load',function() if debugging then windower.debug('load') end options_load() end) windower.register_event('login',function (name) if debugging then windower.debug('login') end windower.send_command('@wait 10;lua i battlemod options_load;') end) windower.register_event('addon command', function(command, ...) if debugging then windower.debug('addon command') end local args = {...} command = command and command:lower() if command then if command:lower() == 'commamode' then commamode = not commamode windower.add_to_chat(121,'Battlemod: Comma Mode flipped! - '..tostring(commamode)) elseif command:lower() == 'oxford' then oxford = not oxford windower.add_to_chat(121,'Battlemod: Oxford Mode flipped! - '..tostring(oxford)) elseif command:lower() == 'targetnumber' then targetnumber = not targetnumber windower.add_to_chat(121,'Battlemod: Target Number flipped! - '..tostring(targetnumber)) elseif command:lower() == 'condensetargetname' then condensetargetname = not condensetargetname windower.add_to_chat(121,'Battlemod: Target Name Condensation flipped! - '..tostring(condensetargetname)) elseif command:lower() == 'swingnumber' then swingnumber = not swingnumber windower.add_to_chat(121,'Battlemod: Round Number flipped! - '..tostring(swingnumber)) elseif command:lower() == 'sumdamage' then sumdamage = not sumdamage windower.add_to_chat(121,'Battlemod: Sum Damage flipped! - '..tostring(sumdamage)) elseif command:lower() == 'condensecrits' then condensecrits = not condensecrits windower.add_to_chat(121,'Battlemod: Condense Crits flipped! - '..tostring(condensecrits)) elseif command:lower() == 'cancelmulti' then cancelmulti = not cancelmulti windower.add_to_chat(121,'Battlemod: Multi-canceling flipped! - '..tostring(cancelmulti)) elseif command:lower() == 'reload' then current_job = 'NONE' options_load() elseif command:lower() == 'unload' then windower.send_command('@lua u battlemod') elseif command:lower() == 'simplify' then simplify = not simplify windower.add_to_chat(121,'Battlemod: Text simplification flipped! - '..tostring(simplify)) elseif command:lower() == 'condensedamage' then condensedamage = not condensedamage windower.add_to_chat(121,'Battlemod: Condensed Damage text flipped! - '..tostring(condensedamage)) elseif command:lower() == 'condensetargets' then condensetargets = not condensetargets windower.add_to_chat(121,'Battlemod: Condensed Targets flipped! - '..tostring(condensetargets)) elseif command:lower() == 'showownernames' then showownernames = not showownernames windower.add_to_chat(121,'Battlemod: Show pet owner names flipped! - '..tostring(showownernames)) elseif command:lower() == 'crafting' then crafting = not crafting windower.add_to_chat(121,'Battlemod: Display crafting results flipped! - '..tostring(crafting)) elseif command:lower() == 'colortest' then local counter = 0 local line = '' for n = 1, 262 do if not color_redundant:contains(n) and not black_colors:contains(n) then if n <= 255 then loc_col = string.char(0x1F, n) else loc_col = string.char(0x1E, n - 254) end line = line..loc_col..string.format('%03d ', n) counter = counter + 1 end if counter == 16 or n == 262 then windower.add_to_chat(6, line) counter = 0 line = '' end end windower.add_to_chat(122,'Colors Tested!') elseif command:lower() == 'help' then print(' ::: '.._addon.name..' ('.._addon.version..') :::') print('Toggles: (* subtoggles)') print(' 1. simplify - Condenses battle text using custom messages ('..tostring(simplify)..')') print(' 2. condensetargets - Collapse similar messages with multiple targets ('..tostring(condensetargets)..')') print(' * targetnumber - Toggle target number display ('..tostring(targetnumber)..')') print(' * condensetargetname - Toggle target name condensation ('..tostring(condensetargetname)..')') print(' * oxford - Toggle use of oxford comma ('..tostring(oxford)..')') print(' * commamode - Toggle comma-only mode ('..tostring(commamode)..')') print(' 3. condensedamage - Condenses damage messages within attack rounds ('..tostring(condensedamage)..')') print(' * swingnumber - Show # of attack rounds ('..tostring(swingnumber)..')') print(' * sumdamage - Sums condensed damage if true, comma-separated if false ('..tostring(sumdamage)..')') print(' * condensecrits - Condenses critical hits and normal hits together ('..tostring(condensecrits)..')') print(' 4. cancelmulti - Cancels multiple consecutive identical lines ('..tostring(cancelmulti)..')') print(' 5. showonernames - Shows the name of the owner on pet messages ('..tostring(showownernames)..')') print(' 6. crafting - Enables early display of crafting results ('..tostring(crafting)..')') print('Utilities: 1. colortest - Shows the 509 possible colors for use with the settings file') print(' 2. reload - Reloads settings file') print(' 3. unload - Unloads Battlemod') end end end) windower.register_event('incoming text',function (original, modified, color, color_m, blocked) if debugging then windower.debug('incoming text') end local redcol = color%256 if redcol == 121 and cancelmulti then a,z = string.find(original,'Equipment changed') if a and not block_equip then windower.send_command('@wait 1;lua i battlemod flip_block_equip') block_equip = true elseif a and block_equip then modified = true end elseif redcol == 123 and cancelmulti then a,z = string.find(original,'You were unable to change your equipped items') b,z = string.find(original,'You cannot use that command while viewing the chat log') c,z = string.find(original,'You must close the currently open window to use that command') if (a or b or c) and not block_cannot then windower.send_command('@wait 1;lua i battlemod flip_block_cannot') block_cannot = true elseif (a or b or c) and block_cannot then modified = true end end if block_modes:contains(color) then local endline = string.char(0x7F, 0x31) local item = string.char(0x1E) if not bm_message(original) then if original:endswith(endline) then --allow add_to_chat messages with the modes we blocking blocked = true return blocked end elseif original:endswith(endline) and string.find(original, item) then --block items action messages blocked = true return blocked end end return modified,color end) function bm_message(original) local check = string.char(0x1E) local check2 = string.char(0x1F) if string.find(original, check) or string.find(original, check2) then return true end end function flip_block_equip() block_equip = not block_equip end function flip_block_cannot() block_cannot = not block_cannot end function options_load() if windower.ffxi.get_player() then Self = windower.ffxi.get_player() end if not windower.dir_exists(windower.addon_path..'data\\') then windower.create_dir(windower.addon_path..'data\\') end if not windower.dir_exists(windower.addon_path..'data\\filters\\') then windower.create_dir(windower.addon_path..'data\\filters\\') end local settingsFile = file.new('data\\settings.xml',true) local filterFile=file.new('data\\filters\\filters.xml',true) local colorsFile=file.new('data\\colors.xml',true) if not file.exists('data\\settings.xml') then settingsFile:write(default_settings) print('Default settings xml file created') end local settingtab = config.load('data\\settings.xml',default_settings_table) config.save(settingtab) for i,v in pairs(settingtab) do _G[i] = v end if not file.exists('data\\filters\\filters.xml') then filterFile:write(default_filters) print('Default filters xml file created') end local tempplayer = windower.ffxi.get_player() if tempplayer then if tempplayer.main_job ~= 'NONE' then filterload(tempplayer.main_job) elseif windower.ffxi.get_mob_by_id(tempplayer.id)['race'] == 0 then filterload('MON') else filterload('DEFAULT') end else filterload('DEFAULT') end if not file.exists('data\\colors.xml') then colorsFile:write(default_colors) print('Default colors xml file created') end local colortab = config.load('data\\colors.xml',default_color_table) config.save(colortab) for i,v in pairs(colortab) do color_arr[i] = colconv(v,i) end end function filterload(job) if current_job == job then return end if file.exists('data\\filters\\filters-'..job..'.xml') then default_filt = false filter = config.load('data\\filters\\filters-'..job..'.xml',default_filter_table,false) config.save(filter) windower.add_to_chat(4,'Loaded '..job..' Battlemod filters') elseif not default_filt then default_filt = true filter = config.load('data\\filters\\filters.xml',default_filter_table,false) config.save(filter) windower.add_to_chat(4,'Loaded default Battlemod filters') end current_job = job end ActionPacket.open_listener(parse_action_packet) windower.register_event('incoming chunk',function (id,original,modified,is_injected,is_blocked) if debugging then windower.debug('incoming chunk '..id) end ------- ACTION MESSAGE ------- if id == 0x29 then local am = {} am.actor_id = original:unpack("I",0x05) am.target_id = original:unpack("I",0x09) am.param_1 = original:unpack("I",0x0D) am.param_2 = original:unpack("H",0x11)%2^9 -- First 7 bits am.param_3 = math.floor(original:unpack("I",0x11)/2^5) -- Rest am.actor_index = original:unpack("H",0x15) am.target_index = original:unpack("H",0x17) am.message_id = original:unpack("H",0x19)%2^15 -- Cut off the most significant bit local actor = player_info(am.actor_id) local target = player_info(am.target_id) -- Filter these messages if not check_filter(actor,target,0,am.message_id) then return true end if not actor or not target then -- If the actor or target table is nil, ignore the packet elseif am.message_id == 800 then -- Spirit bond message local status = color_it(res.buffs[am.param_1][language],color_arr.statuscol) local targ = color_it(target.name or '',color_arr[target.owner or target.type]) local number = am.param_2 local color = color_filt(res.action_messages[am.message_id].color, am.target_id==Self.id) if simplify then local msg = line_noactor :gsub('${abil}',status or '') :gsub('${target}',targ) :gsub('${numb}',number or '') windower.add_to_chat(color, msg) else local msg = res.action_messages[am.message_id][language] :gsub('${status}',status or '') :gsub('${target}',targ) :gsub('${number}',number or '') windower.add_to_chat(color, msg) end elseif am.message_id == 206 and condensetargets then -- Wears off messages -- Condenses across multiple packets local status if enfeebling:contains(am.param_1) and res.buffs[param_1] then status = color_it(res.buffs[param_1][language],color_arr.enfeebcol) elseif color_arr.statuscol == rcol then status = color_it(res.buffs[am.param_1][language],string.char(0x1F,191)) else status = color_it(res.buffs[am.param_1][language],color_arr.statuscol) end if not multi_actor[status] then multi_actor[status] = player_info(am.actor_id) end if not multi_msg[status] then multi_msg[status] = am.message_id end if not multi_targs[status] and not stat_ignore:contains(am.param_1) then multi_targs[status] = {} multi_targs[status][1] = target windower.send_command('@wait 0.5;lua i battlemod multi_packet '..status) elseif not (stat_ignore:contains(am.param_1)) then multi_targs[status][#multi_targs[status]+1] = target else -- This handles the stat_ignore values, which are things like Utsusemi, -- Sneak, Invis, etc. that you don't want to see on a delay multi_targs[status] = {} multi_targs[status][1] = target windower.send_command('@lua i battlemod multi_packet '..status) end am.message_id = false elseif passed_messages:contains(am.message_id) then local item,status,spell,skill,number,number2 local fields = fieldsearch(res.action_messages[am.message_id][language]) if fields.status then if log_form_debuffs:contains(am.param_1) then status = res.buffs[am.param_1].english_log else status = nf(res.buffs[am.param_1],language) end if enfeebling:contains(am.param_1) then status = color_it(status,color_arr.enfeebcol) else status = color_it(status,color_arr.statuscol) end end if fields.spell then if not res.spells[am.param_1] then return false end spell = nf(res.spells[am.param_1],language) end if fields.item then if not res.items[am.param_1] then return false end item = nf(res.items[am.param_1],'english_log') end if fields.number then number = am.param_1 end if fields.number2 then number2 = am.param_2 end if fields.skill and res.skills[am.param_1] then skill = res.skills[am.param_1][language]:lower() end if am.message_id > 169 and am.message_id <179 then if am.param_1 > 2147483647 then skill = 'to be level -1 ('..ratings_arr[am.param_2-63]..')' else skill = 'to be level '..am.param_1..' ('..ratings_arr[am.param_2-63]..')' end end local outstr = (res.action_messages[am.message_id][language] :gsub('$\123actor\125',color_it((actor.name or '') .. (actor.owner_name or ""),color_arr[actor.owner or actor.type])) :gsub('$\123status\125',status or '') :gsub('$\123item\125',color_it(item or '',color_arr.itemcol)) :gsub('$\123target\125',color_it(target.name or '',color_arr[target.owner or target.type])) :gsub('$\123spell\125',color_it(spell or '',color_arr.spellcol)) :gsub('$\123skill\125',color_it(skill or '',color_arr.abilcol)) :gsub('$\123number\125',number or '') :gsub('$\123number2\125',number2 or '') :gsub('$\123skill\125',skill or '') :gsub('$\123lb\125','\7')) windower.add_to_chat(res.action_messages[am.message_id]['color'],outstr) am.message_id = false elseif debugging and res.action_messages[am.message_id] then -- 38 is the Skill Up message, which (interestingly) uses all the number params. -- 202 is the Time Remaining message, which (interestingly) uses all the number params. print('debug_EAM#'..am.message_id..': '..res.action_messages[am.message_id][language]..' '..am.param_1..' '..am.param_2..' '..am.param_3) elseif debugging then print('debug_EAM#'..am.message_id..': '..'Unknown'..' '..am.param_1..' '..am.param_2..' '..am.param_3) end if not am.message_id then return true end ------------ SYNTHESIS ANIMATION -------------- elseif id == 0x030 and crafting then if windower.ffxi.get_player().id == original:unpack("I",5) or windower.ffxi.get_mob_by_target('t') and windower.ffxi.get_mob_by_target('t').id == original:unpack("I",5) then local crafter_name = (windower.ffxi.get_player().id == original:unpack("I",5) and windower.ffxi.get_player().name) or windower.ffxi.get_mob_by_target('t').name local result = original:byte(13) if result == 0 then windower.add_to_chat(8,' ------------- NQ Synthesis ('..crafter_name..') -------------') elseif result == 1 then windower.add_to_chat(8,' ---------------- Break ('..crafter_name..') -----------------') elseif result == 2 then windower.add_to_chat(8,' ------------- HQ Synthesis ('..crafter_name..') -------------') else windower.add_to_chat(8,'Craftmod: Unhandled result '..tostring(result)) end end elseif id == 0x06F and crafting then if original:byte(5) == 0 or original:byte(5) == 12 then local result = original:byte(6) if result == 1 then windower.add_to_chat(8,' -------------- HQ Tier 1! --------------') elseif result == 2 then windower.add_to_chat(8,' -------------- HQ Tier 2! --------------') elseif result == 3 then windower.add_to_chat(8,' -------------- HQ Tier 3! --------------') end end ------------- JOB INFO ---------------- elseif id == 0x01B then filterload(res.jobs[original:byte(9)][language..'_short']) end end) function multi_packet(...) local ind = table.concat({...},' ') local targets = assemble_targets(multi_actor[ind],multi_targs[ind],0,multi_msg[ind]) local outstr = res.action_messages[multi_msg[ind]][language] :gsub('$\123target\125',targets) :gsub('$\123status\125',ind) windower.add_to_chat(res.action_messages[multi_msg[ind]].color,outstr) multi_targs[ind] = nil multi_msg[ind] = nil multi_actor[ind] = nil end
-- ============================================================= -- Copyright Roaming Gamer, LLC. 2008-2016 (All Rights Reserved) -- ============================================================= -- RG Files Module Library - Loader and Initializer -- ============================================================= -- Last Updated: 15 DEC 2016 -- Last Validated: -- ============================================================= local lfs = require "lfs" local json = require "json" local strGSub = string.gsub local strSub = string.sub local strFormat = string.format local strFind = string.find local pathSep = ( ssk.system.onWin ) and "\\" or "/" local RGFiles = {} -- ===================================================== -- Utility methods -- ===================================================== require("ssk2.files.RGFiles_util").attach( RGFiles ) -- OSX Discovery Utility local function getUserName() -- 1. Try the $USER variable local user = os.getenv("USER") if( user ) then print("Found $USER == " .. tostring( user ) ) return user end -- 2. Try extracting it from the $HOME path local user = os.getenv("HOME") if( user ) then print("Found $HOME == ", user ) user = string.split(user, "/") user = user[#user] if( user ) then print("Got USER from $HOME == " .. tostring( user ) ) return user end end -- 3. Try the $LOGNAME variable local user = os.getenv("LOGNAME") if( user ) then print("Got USER from $LOGNAME == " .. tostring( user ) ) return user end return nil end -- ===================================================== -- Discover full root paths to: -- ===================================================== -- -- system.DocumentsDirectory -- RGFiles.documentsRoot = system.pathForFile('', system.DocumentsDirectory) .. pathSep -- -- system.ResourceDirectory -- do local tmp = system.pathForFile('main.lua', system.ResourceDirectory) RGFiles.resourceRoot = (tmp) and tmp:sub(1, -9) or "" end -- -- system.TemporaryDirectory -- RGFiles.temporaryRoot = system.pathForFile('', system.TemporaryDirectory) .. pathSep -- -- OS My Documents Folder -- RGFiles.myDocumentsRoot = "" if( ssk.system.onWin ) then RGFiles.myDocumentsRoot = os.getenv("appdata") local appDataStart = string.find( RGFiles.myDocumentsRoot, "AppData" ) if( appDataStart ) then RGFiles.myDocumentsRoot = string.sub( RGFiles.myDocumentsRoot, 1, appDataStart-1 ) if( RGFiles.util.isFolder(RGFiles.myDocumentsRoot .. "Documents") ) then RGFiles.myDocumentsRoot = RGFiles.myDocumentsRoot .. "Documents" else RGFiles.myDocumentsRoot = RGFiles.myDocumentsRoot .. "My Documents" -- QUESTION: Is this right for Win 7 and before? end end elseif( ssk.system.onOSX ) then RGFiles.myDocumentsRoot = getUserName() if( not RGFiles.myDocumentsRoot ) then RGFiles.myDocumentsRoot = "TBD" else RGFiles.myDocumentsRoot = "/Users/" .. RGFiles.myDocumentsRoot .. "/" .. "Documents" end end RGFiles.myDocumentsRoot = RGFiles.myDocumentsRoot .. pathSep -- -- OS Desktop -- RGFiles.desktopRoot = "" if( ssk.system.onWin ) then RGFiles.desktopRoot = os.getenv("appdata") local appDataStart = string.find( RGFiles.desktopRoot, "AppData" ) if( appDataStart ) then RGFiles.desktopRoot = string.sub( RGFiles.desktopRoot, 1, appDataStart-1 ) RGFiles.desktopRoot = RGFiles.desktopRoot .. "Desktop" end elseif( ssk.system.onOSX ) then RGFiles.desktopRoot = getUserName() if( not RGFiles.desktopRoot ) then RGFiles.desktopRoot = "TBD" else RGFiles.desktopRoot = "/Users/" .. RGFiles.desktopRoot .. "/" .. "Desktop" end end RGFiles.desktopRoot = RGFiles.desktopRoot .. pathSep -- ===================================================== -- Attach OS Dependent features -- ===================================================== require("ssk2.files.RGFiles_systemDocuments").attach( RGFiles ) require("ssk2.files.RGFiles_systemResource").attach( RGFiles ) require("ssk2.files.RGFiles_systemTemporary").attach( RGFiles ) require("ssk2.files.RGFiles_desktop").attach( RGFiles ) require("ssk2.files.RGFiles_tests").attach( RGFiles ) --table.dump( RGFiles.desktop ) ---------------------------------------------------------------------- -- Attach To SSK and return ---------------------------------------------------------------------- if( _G.ssk ) then ssk.files = RGFiles else _G.ssk = { RGFiles = RGFiles } end return RGFiles
ENT.Type = "anim" ENT.Base = "base_gmodentity" ENT.PrintName = "Painting" ENT.Author = "Pilot2" ENT.Category = "Museum robbery" ENT.Spawnable = true ENT.AdminOnly = true ENT.RenderGroup = RENDERGROUP_BOTH function ENT:SetupDataTables() self:NetworkVar( "String", 0, "imgururl" ) self:NetworkVar( "String", 1, "ImgurID" ) self:NetworkVar( "String", 2, "imgurcrc" ) self:NetworkVar( "Bool", 0, "stolen" ) self:NetworkVar( "Bool", 1, "offered" ) if SERVER then self:Setimgururl("") self:SetImgurID("") self:Setimgurcrc("") self:Setstolen(false) self:Setoffered(false) end end
string.startswith = function (s, p) return string.sub(s, 1, string.len(p)) == p end string.endswith = function (s, p) return string.sub(s, string.len(s) - string.len(p) + 1) == p end string.split = function (str, delimiter) if str == nil or str == '' or delimiter == nil then return nil end local result = {} for match in (str .. delimiter):gmatch("(.-)" .. delimiter) do table.insert(result, match) end return result end
OpenNefia.Prototypes.Elona.FieldType.Elona = { Plains = { Name = "平地", }, Grassland = { Name = "草原", }, Desert = { Name = "草原", }, Sea = { Name = "水上", }, Forest = { Name = "森", }, SnowField = { Name = "雪原" } }
local ENT = {} ENT.Type = "anim" ENT.Base = "base_entity" -- Also allow spawnmenu spawning ENT.Category = "nZombies Unlimited" ENT.PrintName = "Invisible Wall" ENT.Author = "Zet0r" ENT.Spawnable = true local defaultmodel = "models/hunter/plates/plate5x5.mdl" local col = Color(255,150,0,100) local mat = "models/wireframe" -- TODO: Ray traces are taken care of, but find a way to make Hull traces ignore the entity unless PLAYERCLIP mask? :( function ENT:Initialize() if SERVER then self:SetNoDraw(NZU_NZOMBIES) self:UpdateModel(self:GetModel() ~= "models/error.mdl" and self:GetModel() or defaultmodel) end if NZU_NZOMBIES then self:SetSolidFlags(FSOLID_CUSTOMRAYTEST) -- Runs TestCollision but ONLY for ray traces! (i.e. bullets and view traces) end self:DrawShadow(false) self:SetColor(col) self:SetMaterial(mat) end function ENT:UpdateModel(mdl) self:SetModel(mdl) self:PhysicsInit(SOLID_VPHYSICS) --self:SetSolid(SOLID_CUSTOM) --self:SetCollisionBounds(Vector(0,0,0), Vector(0,0,0)) --self:SetPos(Vector(0,0,0)) --local a,b = self:GetModelBounds() --[[local a,b = Vector(-20,-20,-20), Vector(20,20,200) self:PhysicsInitConvex({ a, Vector(a.x,a.y,b.z), Vector(a.x,b.y,a.z), Vector(b.x,a.y,a.z), Vector(a.x,b.y,b.z), Vector(b.x,a.y,b.z), Vector(b.x,b.y,a.z), b }) print(a,b) self:EnableCustomCollisions(true)]] local phys = self:GetPhysicsObject() if IsValid(phys) then phys:SetContents(CONTENTS_PLAYERCLIP) -- This only allows props to pass through, it does nothing for traces D: phys:SetMaterial("default_silent") phys:EnableMotion(false) phys:Sleep() end end function ENT:TestCollision(start, delta, box, extents, mask) -- Nothing! This runs when the entity is shot through - we return nothing to let the trace pass right through! end if CLIENT then function ENT:Draw() self:DrawModel() end end -- Support Door Tool, but have our own door handling logic ENT.nzu_CanDoor = true -- This entity can be given a Door Lock ENT.nzu_DoorHooked = true -- When given a door lock, this is instead a non-networked Group hook -- nzu_DoorHooked means this can be given door data, but it won't get a DoorData function - it'll just get hooked into that group and OpenDoor'd when that is opened if SERVER then function ENT:OpenDoor() self:Remove() -- No fancy effects, just remove end end scripted_ents.Register(ENT, "nzu_prop_playerclip") if not NZU_SANDBOX then return end --[[------------------------------------------------------------------------- Tool for spawning wall buys, browses weapon classes through filters ---------------------------------------------------------------------------]] local TOOL = {} TOOL.Category = "Mapping" TOOL.Name = "#tool.nzu_tool_invisibleprop.name" TOOL.ClientConVar = { ["model"] = defaultmodel, } function TOOL:LeftClick(trace) if SERVER then local ply = self:GetOwner() local e = ents.Create("nzu_prop_playerclip") e:SetPos(trace.HitPos) e:SetAngles(trace.HitNormal:Angle() + Angle(90,0,0)) e:Spawn() e:UpdateModel(self:GetClientInfo("model")) if IsValid(ply) then undo.Create("Invisible Prop") undo.SetPlayer(ply) undo.AddEntity(e) undo.Finish() end end return true end function TOOL:RightClick(trace) if self:GetStage() == 0 then local trace = trace if not IsValid(trace.Entity) or trace.Entity:GetClass() ~= "nzu_prop_playerclip" then trace = util.TraceLine({ start = trace.HitPos, endpos = trace.HitPos - trace.Normal * 1, ignoreworld = true, filter = trace.Entity, }) end if IsValid(trace.Entity) and trace.Entity:GetClass() == "nzu_prop_playerclip" then if SERVER then self.TargetedEntity = trace.Entity self.LocalAng = trace.HitNormal:Angle() self.LocalPos = trace.Entity:WorldToLocal(trace.HitPos) self:SetStage(1) end return true end else if SERVER then if IsValid(self.TargetedEntity) then local trace = trace if trace.Entity == self.TargetedEntity then trace = util.TraceLine({ start = trace.HitPos, endpos = trace.HitPos + trace.Normal * 4096 * 8, filter = self.TargetedEntity }) end if trace.Hit then self.TargetedEntity:SetAngles(trace.HitNormal:Angle() - self.LocalAng + self.TargetedEntity:GetAngles()) self.TargetedEntity:SetPos(self.TargetedEntity:LocalToWorld(self.TargetedEntity:WorldToLocal(trace.HitPos) - self.LocalPos)) --self:GetOwner():SetPos(self.TargetedEntity:GetPos()) end end self:SetStage(0) self.TargetedEntity = nil self.LocalPos = nil self.LocalAng = nil end return true end end function TOOL:Reload(trace) if self:GetStage() ~= 0 then self:SetStage(0) return true end if IsValid(trace.Entity) and trace.Entity:GetClass() == "nzu_prop_playerclip" then if SERVER then trace.Entity:SetMaterial(trace.Entity:GetMaterial() == "" and mat or "") end return true end end if CLIENT then TOOL.Information = { {name = "left", stage = 0}, {name = "right", stage = 0}, {name = "reload", stage = 0}, {name = "right_finish", stage = 1}, {name = "reload_cancel", stage = 1} } language.Add("tool.nzu_tool_invisibleprop.name", "Invisible Wall") language.Add("tool.nzu_tool_invisibleprop.desc", "Creates a prop that will be invisible in-game and only collide with Players and Zombies.") language.Add("tool.nzu_tool_invisibleprop.left", "Create Invisible Plate") language.Add("tool.nzu_tool_invisibleprop.right", "Target Plate to Align to Wall") language.Add("tool.nzu_tool_invisibleprop.reload", "Toggle Wireframe Material") language.Add("tool.nzu_tool_invisibleprop.right_finish", "Align targeted Plate to Surface") language.Add("tool.nzu_tool_invisibleprop.reload_cancel", "Cancel Align") function TOOL.BuildCPanel(panel) panel:Help("Spawn a prop that collides only with players and NPCs, which cannot be seen in nZombies Unlimited.") panel:TextEntry("Model", "nzu_tool_invisibleprop_model") panel:Help("Tip: You can right-click any model in the Spawn Menu and 'Copy to clipboard', then paste in the text box above for that model.") local f = file.Read("settings/spawnlist_default/008-plastic.txt", "GAME") if f then local tbl = util.KeyValuesToTable(f) if tbl then local scroll = vgui.Create("DScrollPanel", panel) local p = vgui.Create("DIconLayout", scroll) p:Dock(FILL) --p:SetSpaceX(5) --p:SetSpaceY(5) for k,v in pairs(tbl.contents) do if v.type == "model" and string.find(v.model, "plate") then local icon = p:Add("SpawnIcon") icon:SetModel(v.model) icon.DoClick = function() RunConsoleCommand("nzu_tool_invisibleprop_model", v.model) end end end scroll:SetTall(600) panel:AddItem(scroll) end end end end nzu.RegisterTool("invisibleprop", TOOL)
-- -- playercollider.lua -- Inherits from the Collider class -- Provides many player variables and functions -- Mostly pertains to movement -- local Class = require ("src.class") local Collider = require ("src.logic.physics.collider") local PlayerCollider = Class.new (Collider) -- MODULES -- local Constants = require ("src.logic.general") local PlayerLimits = require ("src.logic.physics.playerlimits") local Input = require ("src.boundary.input") local Rectangle = require ("src.logic.rectangle") local General = require ("src.logic.general") -- END -- PlayerCollider.STATES = {STANDING = 1, FALLING = 2, JUMPING = 3, EDGE = 4} function PlayerCollider:_init (x, y) Collider._init (self, x, y, 1, 1) self.limits = PlayerLimits.new () self.state = PlayerCollider.STATES.FALLING self.direction = false self.grounded = false self.leftWall = false self.rightWall = false self.grip = false self.roof = false self.currentFloor = nil self.movementMultiplier = 1 self.playerDir = Constants.Directions.RIGHT end function PlayerCollider:facingRight () return not self.direction end -- Performs all movements for frame -- Calls subroutines function PlayerCollider:act () self:setLastPosition () self:horizontalMovement () self:verticalMovement () self:friction () Collider.limits (self) -- TODO TODO TODO TODO -- movement multiplier -- self.vSpeed = self.vSpeed * self.movementMultiplier self.hSpeed = self.hSpeed * self.movementMultiplier self:movePosition () self:setState () self.grounded = false self.roof = false self.leftWall = false self.rightWall = false self.grip = false self.movementMultiplier = 1 end -- Sets the floor to the arg function PlayerCollider:setFloor (newFloor) self.currentFloor = newFloor or nil end -- Vert. movement (including input polling) function PlayerCollider:verticalMovement () if (self.grounded or self.roof or self.vSpeed < 0 and (not Input.keyDown (Input.KEYS.JUMP))) then self.vSpeed = 0 end if (self.vSpeed >= 0 and ((self.leftWall and Input.keyDown (Input.KEYS.LEFT)) or (self.rightWall and Input.keyDown (Input.KEYS.RIGHT)))) then self.vSpeed = self.limits.GRIPFALL else self.vSpeed = self.vSpeed - Constants.GRAVITY end if Input.keyPressed (Input.KEYS.JUMP) then if self.grounded then self.vSpeed = self.limits.JUMP else if (self.leftWall and Input.keyDown (Input.KEYS.LEFT) and self.grip) then self.vSpeed = self.limits.WALLJUMPVERT self.hSpeed = self.limits.WALLJUMPHORI elseif (self.rightWall and Input.keyDown (Input.KEYS.RIGHT) and self.grip) then self.vSpeed = self.limits.WALLJUMPVERT self.hSpeed = self.limits.WALLJUMPHORI * -1 end end end end -- Hori. movement (including input polling) function PlayerCollider:horizontalMovement () if ((self.hSpeed > 0 and self.rightWall) or (self.hSpeed < 0 and self.leftWall)) then self.hSpeed = 0 end if Input.keyDown (Input.KEYS.LEFT) then if self.grounded then if Input.keyDown (Input.KEYS.SPRINT) then self.hSpeed = self.hSpeed - (1.2 * General.dt) if self.hSpeed < (self.limits.SPRINTCAP * -1) then self.hSpeed = self.limits.SPRINTCAP * -1 end else self.hSpeed = self.hSpeed - (0.9 * General.dt) if self.hSpeed < (self.limits.RUNCAP * -1) then self.hSpeed = self.limits.RUNCAP * -1 end end else self.hSpeed = self.hSpeed - (0.36 * General.dt) end end if Input.keyDown (Input.KEYS.RIGHT) then if self.grounded then if Input.keyDown (Input.KEYS.SPRINT) then self.hSpeed = self.hSpeed + (1.2 * General.dt) if self.hSpeed > (self.limits.SPRINTCAP) then self.hSpeed = self.limits.SPRINTCAP end else self.hSpeed = self.hSpeed + (0.9 * General.dt) if self.hSpeed > (self.limits.RUNCAP) then self.hSpeed = self.limits.RUNCAP end end else self.hSpeed = self.hSpeed + (0.36 * General.dt) end end end -- Slows player down if grounded function PlayerCollider:friction () if self.currentFloor then if self.currentFloor.friction then self.frictionValue = self.currentFloor.friction end else self.frictionValue = Constants.DEFAULTFRICTION end if self.grounded then if self.hSpeed > self.frictionValue then self.hSpeed = self.hSpeed - self.frictionValue elseif self.hSpeed > 0 then self.hSpeed = 0 end if self.hSpeed < (self.frictionValue * -1) then self.hSpeed = self.hSpeed + self.frictionValue elseif self.hSpeed < 0 then self.hSpeed = 0 end end end -- Sets the player state -- Helps with animation function PlayerCollider:setState () if self.grounded then self.state = PlayerCollider.STATES.STANDING else if self.leftWall or self.rightWall then self.state = PlayerCollider.STATES.EDGE else if self.vSpeed < 0 then self.state = PlayerCollider.STATES.JUMPING else self.state = PlayerCollider.STATES.FALLING end end end if self.leftWall or self.rightWall then if self.leftWall then self.direction = false if Input.keyDown (Input.KEYS.UP) then self.playerDir = Constants.Directions.UPRIGHT elseif Input.keyDown (Input.KEYS.DOWN) then self.playerDir = Constants.Directions.DOWNRIGHT else self.playerDir = Constants.Directions.RIGHT end else self.direction = true if Input.keyDown (Input.KEYS.UP) then self.playerDir = Constants.Directions.UPLEFT elseif Input.keyDown (Input.KEYS.DOWN) then self.playerDir = Constants.Directions.DOWNLEFT else self.playerDir = Constants.Directions.LEFT end end else if self.hSpeed > 0 then self.direction = false if Input.keyDown (Input.KEYS.UP) then --if playerDir != UPRIGHT, woggle position self.playerDir = Constants.Directions.UPRIGHT elseif Input.keyDown (Input.KEYS.DOWN) then self.playerDir = Constants.Directions.DOWNRIGHT else self.playerDir = Constants.Directions.RIGHT end elseif self.hSpeed < 0 then self.direction = true if Input.keyDown (Input.KEYS.UP) then --if playerDir != UPLEFT, woggle position self.playerDir = Constants.Directions.UPLEFT elseif Input.keyDown (Input.KEYS.DOWN) then self.playerDir = Constants.Directions.DOWNLEFT else self.playerDir = Constants.Directions.LEFT end end end end -- Render function for debug function PlayerCollider:render () love.graphics.setColor (0, 255, 255) love.graphics.rectangle ("fill", self.x, self.y, self.width, self.height) end function PlayerCollider:getFloorDamage () return (self.grounded and self.currentFloor and self.currentFloor.damageOverTime) end return PlayerCollider
data:extend( { { type = "string-setting", name = "tlbe-save-folder", setting_type = "runtime-per-user", default_value = "timelapse", order = "3" }, { type = "bool-setting", name = "tlbe-sequential-names", setting_type = "runtime-per-user", default_value = true, order = "6" } } )
function onUpdate() getPropertyFromClass('flixel.input', 'FlxKey') --Basically lets the script figure out what button you are pressing. if keyJustPressed('up') then --self explanatory triggerEvent('Play Animation', 'hey', 'BF') --characterPlayAnim('boyfriend', 'hey', true); --This one works as well but whenever I pressed space it would cancel the animation midway sometimes. --boyfriend.specialAnim = true; --boyfriend.heyTimer = time; end end
return { clock = 1, date = 3, difftime = 1, execute = 3, exit = 1, getenv = 1, remove = 1, rename = 1, setlocale = 1, time = 1, tmpname = 1, }
package("rsync") set_kind("binary") set_homepage("https://rsync.samba.org/") set_description("rsync is an open source utility that provides fast incremental file transfer.") set_license("GPL-3.0") add_urls("https://download.samba.org/pub/rsync/src/rsync-$(version).tar.gz") add_versions("3.2.3", "becc3c504ceea499f4167a260040ccf4d9f2ef9499ad5683c179a697146ce50e") add_deps("openssl", "xxhash", "lz4", "acl", "zstd", {host = true}) on_install("linux", function (package) local cxflags = {} local ldflags = {} for _, dep in ipairs(package:orderdeps()) do local fetchinfo = dep:fetch() if fetchinfo then for _, includedir in ipairs(fetchinfo.includedirs or fetchinfo.sysincludedirs) do table.insert(cxflags, "-I" .. includedir) end for _, linkdir in ipairs(fetchinfo.linkdirs) do table.insert(ldflags, "-L" .. linkdir) end for _, link in ipairs(fetchinfo.links) do table.insert(ldflags, "-l" .. link) end end end import("package.tools.autoconf").install(package, configs, {cxflags = cxflags, ldflags = ldflags}) end) on_test(function (package) os.vrun("rsync --version") end)
_C = { pures = set.new(), dets = {}, } local types = { void=true, int=true, u32=true, s32=true, u16=true, s16=true, u8=true, s8=true, } function _C.isNumeric (tp) return tp~='void' and (not _C.deref(tp)) end function _C.deref (tp) return string.match(tp, '(.-)%*$') end function _C.ext (tp) return (not _C.deref(tp)) and (not types[tp]) end function _C.contains (tp1, tp2) local _tp1, _tp2 = _C.deref(tp1), _C.deref(tp2) if tp1 == tp2 then return true elseif _C.isNumeric(tp1) and _C.isNumeric(tp2) then return true elseif _C.ext(tp1) or _C.ext(tp2) then return true elseif _tp1 and _tp2 then return tp1=='void*' or tp2=='void*' end return false end function _C.max (tp1, tp2) if _C.contains(tp1, tp2) then return tp1 elseif _C.contains(tp2, tp1) then return tp2 else return nil end end F = { Dcl_pure = function (me) local cid = unpack(me) _C.pures[cid[1]] = true end, Dcl_det = function (me) for i=1, #me do local id1 = me[i][1] local t1 = _C.dets[id1] or {} _C.dets[id1] = t1 for j=i+1, #me do local id2 = me[j][1] local t2 = _C.dets[id2] or {} _C.dets[id2] = t2 t1[id2] = true t2[id1] = true end end end, } _VISIT(F)
-- another small bug (in 5.2.1) f = load(string.dump(function () return 1 end), nil, "b", {}) assert(type(f) == "function" and f() == 1)
slot0 = class("WorldTrigger", import("...BaseEntity")) slot0.Fields = { config = "table", progress = "number", id = "number", maxProgress = "number", desc = "string" } slot0.Setup = function (slot0, slot1) slot0.id = slot1 end slot0.GetProgress = function (slot0) return slot0.progress end slot0.GetMaxProgress = function (slot0) return slot0.maxProgress end slot0.GetDesc = function (slot0) return string.format("%s(%s/%s)", slot0.desc, slot0.progress, slot0.maxProgress) end slot0.IsAchieved = function (slot0) return slot0:GetMaxProgress() <= slot0:GetProgress() end return slot0
include("shared.lua") local mat = CreateMaterial("UnlitGeneric", "GMODScreenspace", { }) function ENT:Draw() if not self.Rt then self.Rt = GetRenderTarget("ControllerDrr" .. self:EntIndex(), 1024, 1024, false) end self:DrawModel() cam.Start3D2D(self:LocalToWorld(Vector(-14.7, -14.4, 1.5)), self:LocalToWorldAngles(Angle(0, 90, 0)), 0.03) local w, h = 520, 345 draw.RoundedBox(0, 0, 0, w, h, Color(0, 0, 0)) local drone = self:GetNWEntity("DronesRewriteDrone") if drone:IsValid() then if not DRONES_REWRITE.ClientCVars.NoScreen:GetBool() then mat:SetTexture("$basetexture", self.Rt) surface.SetMaterial(mat) surface.DrawTexturedRect(0, 0, w, h) end draw.SimpleText("DRONE: " .. drone:GetUnit(), "DronesRewrite_font3", 8, 8, Color(255, 255, 255, 200)) draw.SimpleText("HEALTH: " .. drone:GetHealth(), "DronesRewrite_font3", 8, 30, Color(255, 255, 255, 200)) draw.SimpleText("MAX DISTANCE: " .. self:GetNWInt("Distance"), "DronesRewrite_font3", 8, 52, Color(255, 255, 255, 200)) else surface.SetMaterial(Material("stuff/console/broken4")) surface.SetDrawColor(Color(255, 255, 255, 50)) surface.DrawTexturedRect(0, 0, w, h) draw.SimpleText("NO SIGNAL", "DronesRewrite_font1", w / 2, h / 2 - 16, Color(255, 255, 255, 50), TEXT_ALIGN_CENTER) end cam.End3D2D() if not DRONES_REWRITE.ClientCVars.NoGlows:GetBool() then local dlight = DynamicLight(self:EntIndex()) if dlight then dlight.pos = self:LocalToWorld(Vector(-7, -7, 3)) dlight.r = 255 dlight.g = 255 dlight.b = 255 dlight.brightness = 1 dlight.Decay = 1000 dlight.Size = 36 dlight.DieTime = CurTime() + 0.1 end end end function ENT:OpenMenu() local win = DRONES_REWRITE.CreateWindow(265, 110) local del = true local text = vgui.Create("DTextEntry", win) text:SetSize(245, 25) text:SetPos(10, 30) text.OnTextChanged = function() net.Start("dronesrewrite_controllerlookup") net.WriteEntity(self) net.WriteString(text:GetValue()) net.SendToServer() end text.OnLoseFocus = function() text:RequestFocus() end text:RequestFocus() local btn = DRONES_REWRITE.CreateButton("Enter a valid drone id", 10, 70, 245, 30, win, function() net.Start("dronesrewrite_controldr") net.WriteEntity(self) net.SendToServer() win:Close() end) text.OnEnter = btn.DoClick btn.Think = function(btn) local text = self:GetNWEntity("DronesRewriteDrone"):IsValid() and "Control " .. self:GetNWEntity("DronesRewriteDrone"):GetUnit() or "Enter a valid drone id" if text != btn:GetText() then btn:SetText(text) end end end
local _, Addon = ... local Colors = Addon.Colors local DB = Addon.DB local DCL = Addon.Libs.DCL local E = Addon.Events local EventManager = Addon.EventManager local L = Addon.Libs.L local ListMixins = Addon.ListMixins local Lists = Addon.Lists local Utils = Addon.Utils local UI = Addon.UI local GROUP_KEYS = { inclusions = "exclusions", exclusions = "inclusions", } local LIST_KEYS = { "global", "profile" } -- ============================================================================ -- Events -- ============================================================================ EventManager:Once(E.DatabaseReady, function() for list in Lists.globalLists() do -- Set sv reference. list._sv = list.getSvar() -- Queue items to add directly from sv. for k in pairs(list._sv) do list.toAdd[k] = true end end end) EventManager:On(E.ProfileChanged, function() for list in Lists.profileLists() do -- Update sv reference list._sv = list.getSvar() -- Clear items for k in pairs(list.items) do list.items[k] = nil end -- Queue items to add directly from sv for k in pairs(list._sv) do list.toAdd[k] = true end end end) -- ============================================================================ -- Local Functions -- ============================================================================ local function getLocales(groupKey, listKey) local suffix = DCL:ColorString( (listKey == "global" and L.GLOBAL_TEXT or L.PROFILE_TEXT), "FFFFFF" ) local locale = ("%s (%s)"):format( ( groupKey == "inclusions" and L.OPTION_GROUP_INCLUSIONS or L.OPTION_GROUP_EXCLUSIONS ), suffix ) local shortLocale = ("%s (%s)"):format( ( groupKey == "inclusions" and L.INCLUSIONS_TEXT or L.EXCLUSIONS_TEXT ), suffix ) return locale, shortLocale end --[[ Populates the group with required generic values and returns it. @param {table} group = { locale = string, itemCanBeAdded = function(self, item) -> bool, inclusions = { uiGroup = table, global = { helpText = string, getSvar = function() -> table }, profile = { helpText = string, getSvar = function() -> table }, }, exclusions = { uiGroup = table, global = { helpText = string, getSvar = function() -> table }, profile = { helpText = string, getSvar = function() -> table }, } } --]] local function create(group) group.inclusions.color = Colors.Red group.exclusions.color = Colors.Green for groupKey, siblingKey in pairs(GROUP_KEYS) do for _, listKey in pairs(LIST_KEYS) do local color = group[groupKey].color local list = group[groupKey][listKey] -- Add fields. list.color = color list.sibling = group[siblingKey][listKey] list.toAdd = {} list.items = {} local locale, shortLocale = getLocales(groupKey, listKey) list.locale = DCL:ColorString(locale:format(group.locale), color) list.localeShort = DCL:ColorString(shortLocale, color) -- Add mixins. for k, v in pairs(ListMixins) do list[k] = v end list.ItemCanBeAdded = group.itemCanBeAdded end end return group end -- ============================================================================ -- Sell -- ============================================================================ Lists.sell = create({ locale = L.SELL_TEXT, itemCanBeAdded = function(self, item) if not Utils:ItemCanBeSold(item) then return false, L.ITEM_CANNOT_BE_SOLD:format(item.ItemLink) end return true end, inclusions = { uiGroup = UI.Groups.SellInclusions, global = { helpText = L.SELL_INCLUSIONS_GLOBAL_HELP_TEXT, getSvar = function() return DB.Global.sell.inclusions end }, profile = { helpText = L.SELL_INCLUSIONS_HELP_TEXT, getSvar = function() return DB.Profile.sell.inclusions end }, }, exclusions = { uiGroup = UI.Groups.SellExclusions, global = { helpText = L.SELL_EXCLUSIONS_GLOBAL_HELP_TEXT, getSvar = function() return DB.Global.sell.exclusions end }, profile = { helpText = L.SELL_EXCLUSIONS_HELP_TEXT, getSvar = function() return DB.Profile.sell.exclusions end }, } }) -- ============================================================================ -- Destroy -- ============================================================================ Lists.destroy = create({ locale = L.DESTROY_TEXT, itemCanBeAdded = function(self, item) if not Utils:ItemCanBeDestroyed(item) then return false, L.ITEM_CANNOT_BE_DESTROYED:format(item.ItemLink) end return true end, inclusions = { uiGroup = UI.Groups.DestroyInclusions, global = { helpText = L.DESTROY_INCLUSIONS_GLOBAL_HELP_TEXT, getSvar = function() return DB.Global.destroy.inclusions end }, profile = { helpText = L.DESTROY_INCLUSIONS_HELP_TEXT, getSvar = function() return DB.Profile.destroy.inclusions end }, }, exclusions = { uiGroup = UI.Groups.DestroyExclusions, global = { helpText = L.DESTROY_EXCLUSIONS_GLOBAL_HELP_TEXT, getSvar = function() return DB.Global.destroy.exclusions end }, profile = { helpText = L.DESTROY_EXCLUSIONS_HELP_TEXT, getSvar = function() return DB.Profile.destroy.exclusions end }, } }) -- ============================================================================ -- Iterators -- ============================================================================ local _listGroups = {} local _globalLists = {} local _profileLists = {} local _allLists = {} -- Populate tables. for _, group in pairs(Lists) do for groupKey in pairs(GROUP_KEYS) do local listGroup = group[groupKey] _listGroups[listGroup] = true _globalLists[listGroup.global] = true _profileLists[listGroup.profile] = true for _, listKey in pairs(LIST_KEYS) do _allLists[listGroup[listKey]] = true end end end -- Set key consts. Lists.GROUP_KEYS = GROUP_KEYS Lists.LIST_KEYS = LIST_KEYS --[[ Usage: for listGroup in Lists.listGroups() do -- ... end ]] function Lists.listGroups() return next, _listGroups end --[[ Usage: for list in Lists.globalLists() do -- ... end --]] function Lists.globalLists() return next, _globalLists end --[[ Usage: for list in Lists.profileLists() do -- ... end --]] function Lists.profileLists() return next, _profileLists end --[[ Usage: for list in Lists.allLists() do -- ... end ]] function Lists.allLists() return next, _allLists end
-------------------------------------------------------------------------------- -- Handler.......... : onWalk -- Author........... : -- Description...... : -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function JPSpriteData.onWalk ( ) -------------------------------------------------------------------------------- this.bWalking ( true ) local hSprite = this.getSprite ( ) local bFlipX = this.nDirection ( ) < 0 JPSprite.setComponentAnimation ( hSprite, "walk", true, bFlipX, nil, true ) -------------------------------------------------------------------------------- end --------------------------------------------------------------------------------
PROJECT_NAME = path.getname(os.getcwd()) if not minko.platform.supports { "windows32", "windows64", "linux32", "linux64", "osx64" } then return end minko.project.application("minko-example-" .. PROJECT_NAME) removeplatforms { "android", "ios", "html5" } files { "src/**.cpp", "src/**.hpp", "asset/**" } includedirs { "src" } -- plugins minko.plugin.enable("png") minko.plugin.enable("jpeg") minko.plugin.enable("sdl") minko.plugin.enable("leap") minko.plugin.enable("serializer")
--[=[ Update on heartbeat, must GC this camera state, unlike others. This allows for camera effects to run on heartbeat and cache information once instead of potentially going deeep into a tree and getting invoked multiple times @class HeartbeatCamera ]=] local ReplicatedStorage = game:GetService("ReplicatedStorage") local RunService = game:GetService("RunService") local Janitor = require(ReplicatedStorage.Knit.Util.Janitor) local SummedCamera = require(script.Parent.SummedCamera) local HeartbeatCamera = {} HeartbeatCamera.ClassName = "HeartbeatCamera" HeartbeatCamera.ProfileName = "HeartbeatCamera" function HeartbeatCamera.new(camera) local self = setmetatable({}, HeartbeatCamera) self._camera = camera or error("No camera") self._janitor = Janitor.new() self._currentStateCache = self._camera.CameraState or error("Camera state returned null") self._janitor:Add(RunService.Heartbeat:Connect(function() debug.profilebegin(self.ProfileName) self._currentStateCache = self._camera.CameraState or error("Camera state returned null") debug.profileend() end), "Disconnect") return self end function HeartbeatCamera:__add(other) return SummedCamera.new(self, other) end function HeartbeatCamera:ForceUpdateCache() self._currentStateCache = self._camera.CameraState end --[=[ The current state. @readonly @prop CameraState CameraState @within DefaultCamera ]=] function HeartbeatCamera:__index(index) if index == "CameraState" then return self._currentStateCache else return HeartbeatCamera[index] end end function HeartbeatCamera:Destroy() self._janitor:Destroy() end function HeartbeatCamera:__tostring() return "HeartbeatCamera" end table.freeze(HeartbeatCamera) return HeartbeatCamera
-- main.lua FCLoadScript( "globals" ) FCLoadScript( "Languages/en" ) -- Language word tables locale = FCDevice.GetString("locale") FCLog( "Found locale " .. locale ) FCLoadScriptOptional( "Languages/" .. locale ) FCLoadScript( "frontendphase" ) FCLoadScript( "gamephase" ) screenWidth = FCDevice.GetInteger( kFCDeviceDisplayLogicalXRes ) screenHeight = FCDevice.GetInteger( kFCDeviceDisplayLogicalYRes ) FCLoadScript( "layout_global" ) if ( screenWidth == 768 ) and ( screenHeight == 1024 ) then FCLog("Loading iPad layout") FCLoadScript( "layout_ipad" ) else FCLog("Loading iPhone layout") FCLoadScript( "layout_iphone" ) -- defaults to iPhone end ------------------------------------------------------------------------------------------ function PlayFailSFX() FCAudio.SourcePlay( failSource ) end function PlayWinSFX() FCAudio.SourcePlay( winSource ) end function PlayClickSFX() FCAudio.SourcePlay( clickSource ) end function PlayYaySFX() FCAudio.SourcePlay( yaySource ) end local function InitialiseAudio() tone1 = FCAudio.CreateBuffer("Assets/Audio/1") tone2 = FCAudio.CreateBuffer("Assets/Audio/2") tone3 = FCAudio.CreateBuffer("Assets/Audio/3") tone4 = FCAudio.CreateBuffer("Assets/Audio/4") tone5 = FCAudio.CreateBuffer("Assets/Audio/5") tone6 = FCAudio.CreateBuffer("Assets/Audio/6") failBuffer = FCAudio.CreateBuffer("Assets/Audio/fail") winBuffer = FCAudio.CreateBuffer("Assets/Audio/win") clickBuffer = FCAudio.CreateBuffer("Assets/Audio/click") yayBuffer = FCAudio.CreateBuffer("Assets/Audio/yay") source1 = FCAudio.PrepareSourceWithBuffer( tone1, true ) source2 = FCAudio.PrepareSourceWithBuffer( tone2, true ) source3 = FCAudio.PrepareSourceWithBuffer( tone3, true ) source4 = FCAudio.PrepareSourceWithBuffer( tone4, true ) source5 = FCAudio.PrepareSourceWithBuffer( tone5, true ) source6 = FCAudio.PrepareSourceWithBuffer( tone6, true ) failSource = FCAudio.PrepareSourceWithBuffer( failBuffer, true ) winSource = FCAudio.PrepareSourceWithBuffer( winBuffer, true ) clickSource = FCAudio.PrepareSourceWithBuffer( clickBuffer, true ) yaySource = FCAudio.PrepareSourceWithBuffer( yayBuffer, true ) FCAudio.SourceLooping( source1, true ) FCAudio.SourceLooping( source2, true ) FCAudio.SourceLooping( source3, true ) FCAudio.SourceLooping( source4, true ) FCAudio.SourceLooping( source5, true ) FCAudio.SourceLooping( source6, true ) FCAudio.SourceSetVolume( source1, 0 ) FCAudio.SourcePlay( source1 ) FCAudio.SourceSetVolume( source2, 0 ) FCAudio.SourcePlay( source2 ) FCAudio.SourceSetVolume( source3, 0 ) FCAudio.SourcePlay( source3 ) FCAudio.SourceSetVolume( source4, 0 ) FCAudio.SourcePlay( source4 ) FCAudio.SourceSetVolume( source5, 0 ) FCAudio.SourcePlay( source5 ) FCAudio.SourceSetVolume( source6, 0 ) FCAudio.SourcePlay( source6 ) end local function ShutdownAudio() FCAudio.DeleteBuffer( tone1 ) FCAudio.DeleteBuffer( tone2 ) FCAudio.DeleteBuffer( tone3 ) FCAudio.DeleteBuffer( tone4 ) FCAudio.DeleteBuffer( tone5 ) FCAudio.DeleteBuffer( tone6 ) FCAudio.SourceStop( source1 ) FCAudio.SourceStop( source2 ) FCAudio.SourceStop( source3 ) FCAudio.SourceStop( source4 ) FCAudio.SourceStop( source5 ) FCAudio.SourceStop( source6 ) end local function RandomBackgroundImage() --backgroundView:SetStringProperty( "backgroundImage", "Assets/Images/Background" .. randomGenerator:Get() % 7 .. ".png" ) backgroundView:SetStringProperty( "backgroundImage", "Assets/Images/Background1.png" ) end ------------------------------------------------------------------------------------------ local function CreateViews() backgroundView = FCView:New( "backgroundView", "BackgroundView" ) RandomBackgroundImage() backgroundView:SetFrame( {0,0,1,1} ) titleLabel = FCView:New("titleLabel", "LabelView") classicButton = FCView:New("classicButton", "MainButtonView") sixButton = FCView:New( "sixButton", "MainButtonView" ) shuffleButton = FCView:New( "shuffleButton", "MainButtonView" ) multiButton = FCView:New( "multiButton", "MainButtonView" ) madnessButton = FCView:New( "madnessButton", "MainButtonView" ) quitButton = FCView:New( "quitButton", "ButtonView" ) quitButton:SetBackgroundColor( kRedColor ) scoreLabel = FCView:New("scoreLabel", "ScoreView") scoreLabel:SetStringProperty( "backgroundImage", "Assets/Images/ScoreBackground.png") redPlayButton = FCView:New("redPlayButton", "PlayView") redPlayButton:SetIntegerProperty( "color", kRedPlayButton ) redPlayButton:SetStringProperty( "imageFilename", "Assets/Images/QuadRed.png" ) redPlayButton:SetStringProperty( "imagePressedFilename", "Assets/Images/QuadRedPressed.png" ) redPlayButton:SetAlpha( 1.0 ) greenPlayButton = FCView:New( "greenPlayButton", "PlayView" ) greenPlayButton:SetIntegerProperty( "color", kGreenPlayButton ) greenPlayButton:SetStringProperty( "imageFilename", "Assets/Images/QuadGreen.png" ) greenPlayButton:SetStringProperty( "imagePressedFilename", "Assets/Images/QuadGreenPressed.png" ) greenPlayButton:SetAlpha( 1.0 ) yellowPlayButton = FCView:New( "yellowPlayButton", "PlayView" ) yellowPlayButton:SetIntegerProperty( "color", kYellowPlayButton ) yellowPlayButton:SetStringProperty( "imageFilename", "Assets/Images/QuadYellow.png" ) yellowPlayButton:SetStringProperty( "imagePressedFilename", "Assets/Images/QuadYellowPressed.png" ) yellowPlayButton:SetAlpha( 1.0 ) bluePlayButton = FCView:New( "bluePlayButton", "PlayView" ) bluePlayButton:SetIntegerProperty( "color", kBluePlayButton ) bluePlayButton:SetStringProperty( "imageFilename", "Assets/Images/QuadBlue.png" ) bluePlayButton:SetStringProperty( "imagePressedFilename", "Assets/Images/QuadBluePressed.png" ) bluePlayButton:SetAlpha( 1.0 ) magentaPlayButton = FCView:New( "magentaPlayButton", "PlayView" ) magentaPlayButton:SetIntegerProperty( "color", kMagentaPlayButton ) magentaPlayButton:SetStringProperty( "imageFilename", "Assets/Images/QuadMagenta.png" ) magentaPlayButton:SetStringProperty( "imagePressedFilename", "Assets/Images/QuadMagentaPressed.png" ) magentaPlayButton:SetAlpha( 1.0 ) cyanPlayButton = FCView:New( "cyanPlayButton", "PlayView" ) cyanPlayButton:SetIntegerProperty( "color", kCyanPlayButton ) cyanPlayButton:SetStringProperty( "imageFilename", "Assets/Images/QuadCyan.png" ) cyanPlayButton:SetStringProperty( "imagePressedFilename", "Assets/Images/QuadCyanPressed.png" ) cyanPlayButton:SetAlpha( 1.0 ) backButton = FCView:New( "backButton", "ButtonView" ) backButton:SetAlpha( 1.0 ) retryButton = FCView:New( "retryButton", "ButtonView" ) retryButton:SetAlpha( 1.0 ) tweetButton = FCView:New( "tweetButton", "ButtonView" ) tweetButton:SetAlpha( 1.0 ) gameCenterButton = FCView:New( "gameCenterButton", "ButtonView" ) gameCenterButton:SetAlpha( 1.0 ) highScoreLabel = FCView:New( "highScoreLabel", "LabelView" ) highScoreLabel:SetText( kText_HighScore ) clockView = FCView:New( "clockView", "ClockView" ) clockView:SetStringProperty( "backgroundImage", "Assets/Images/ClockRim.png" ) end local function DestroyViews() titleLabel:Destroy( ) classicButton:Destroy( ) sixButton:Destroy( ) shuffleButton:Destroy( ) multiButton:Destroy( ) madnessButtonDestroy( ) quitButton:Destroy( ) scoreLabel:Destroy( ) redPlayButton:Destroy( ) greenPlayButton:Destroy( ) yellowPlayButton:Destroy( ) bluePlayButton:Destroy( ) magentaPlayButton:Destroy( ) cyanPlayButton:Destroy( ) backButton:Destroy( ) retryButton:Destroy( ) tweetButton:DestroyView( ) clockView:Destroy( ) end ------------------------------------------------------------------------------------------ function FCApp.ColdBoot() FCApp.ShowStatusBar( false ) FCStats.Inc( "numBoots" ) FCPersistentData.Save() math.randomseed( os.time() ) FCViewManager.SetScreenAspectRatio( 7, 10 ) -- portrait, mid way between iPad and iPhone randomGenerator = FCRandom.New() end function FCApp.WarmBoot() GameAppDelegate.ShowAdBanner() FCPhaseManager.AddPhaseToQueue("FrontEnd") -- kick off game -- High scores FCPersistentData.Load() if FCPersistentData.GetNumber( kGameHighScoreClassic ) == nil then FCPersistentData.SetNumber( kGameHighScoreClassic, 0 ) end if FCPersistentData.GetNumber( kGameHighScoreSix ) == nil then FCPersistentData.SetNumber( kGameHighScoreSix, 0 ) end if FCPersistentData.GetNumber( kGameHighScoreShuffle ) == nil then FCPersistentData.SetNumber( kGameHighScoreShuffle, 0 ) end if FCPersistentData.GetNumber( kGameHighScoreMulti ) == nil then FCPersistentData.SetNumber( kGameHighScoreMulti, 0 ) end if FCPersistentData.GetNumber( kGameHighScoreMadness ) == nil then FCPersistentData.SetNumber( kGameHighScoreMadness, 0 ) end FCPersistentData.Save() FCPersistentData.Print() FCApp.SetBackgroundColor( kBlackColor ) CreateViews() InitialiseAudio() FCNewThread( BackgroundFXThread ) end function BackgroundFXThread() end function FCApp.WillResignActive() end function FCApp.DidBecomeActive() if backgroundView then RandomBackgroundImage() end end function FCApp.DidEnterBackground() end function FCApp.WillEnterForeground() end function FCApp.WillTerminate() ShutdownAudio() DestroyViews() end function FCApp.SupportsPortrait() return true; end function FCApp.SupportsLandscape() return false; end
local test = {} local json = require('arken.json') local Class = require('arken.oop.Class') local Adapter = require('arken.ActiveRecord.SqliteAdapter') local SqliteTypes = Class.new("SqliteTypes", "ActiveRecord") SqliteTypes.tableName = 'sqlit_adapter_types' test.beforeAll = function() ActiveRecord.reset() ActiveRecord.config = "config/active_record_sqlite.json" local sql = [[ CREATE TABLE IF NOT EXISTS sqlit_adapter_types ( id INTEGER PRIMARY KEY AUTOINCREMENT NOT NULL, name VARCHAR(250), observation TEXT, created_at timestamp, updated_at timestamp, total REAL, cancel TINYINT, cancel_default_true TINYINT default 1, cancel_default_false TINYINT default 0, birthday date, date_meeting datetime, last_access timestamp, last_hour time, sub_total double, frete float, observation_with_default TEXT default 'hello !!!', total_with_default REAL DEFAULT 135.35, timestamp_with_default timestamp default '2015-03-11 13:35:10', datetime_with_default datetime default '2016-05-29 14:50:30', date_with_default date default '2015-03-15', time_with_default time default '14:50:30' )]] SqliteTypes.adapter():execute(sql) end test.before = function() ActiveRecord.begin() end test.after = function() ActiveRecord.rollback() end test.afterAll = function() ActiveRecord.config = nil end test.should_return_table = function() local columns = SqliteTypes.columns() assert(type(columns) == 'table') end test.should_return_type = function() local columns = SqliteTypes.columns() assert(columns.id.format == 'number', columns.id.format) assert(columns.name.format == 'string', columns.name.format) assert(columns.total.format == 'number', columns.total.format) assert(columns.observation.format == 'string', columns.observation.format) assert(columns.created_at.format == 'timestamp', columns.created_at.format) assert(columns.cancel.format == 'boolean', columns.cancel.format) assert(columns.birthday.format == 'date', columns.birthday.format) assert(columns.date_meeting.format == 'datetime', columns.date_meeting.format) assert(columns.last_access.format == 'timestamp', columns.last_access.format) assert(columns.sub_total.format == 'number', columns.sub_total.format) assert(columns.frete.format == 'number', columns.frete.format) end test.should_return_not_null = function() local columns = SqliteTypes.columns() assert(columns.id.format == 'number', json.encode(columns.id)) assert(columns.id.notNull == true, json.encode(columns.id)) end test.should_error_if_format_not_exists = function() local adapter = Adapter.new() local status, message = pcall(Adapter.parserFormat, adapter, 'unknow_type') assert( status == false ) assert( message:contains('format_type: unknow_type not resolved') == true, message ) end test.should_default_boolean_true = function() local columns = SqliteTypes.columns() assert(columns.cancel_default_true.format == 'boolean', columns.cancel_default_true.format) assert(columns.cancel_default_true.default == true, tostring(columns.cancel_default_true.default)) end test.should_default_boolean_false = function() local columns = SqliteTypes.columns() assert(columns.cancel_default_false.format == 'boolean', columns.cancel_default_false.format) assert(columns.cancel_default_false.default == false, tostring(columns.cancel_default_false.default)) end test.should_text_with_default = function() local columns = SqliteTypes.columns() assert(columns.observation_with_default.format == 'string', columns.observation_with_default.format) assert(columns.observation_with_default.default == "hello !!!", tostring(columns.observation_with_default.default)) end test.should_save_text_with_default = function() local value = SqliteTypes.new{ name = 'John' } value:save() assert( value.observation_with_default == 'hello !!!' ) end test.should_number_with_default = function() local columns = SqliteTypes.columns() assert(columns.total_with_default.format == 'number', columns.total_with_default.format) assert(columns.total_with_default.default == 135.35, tostring(columns.total_with_default.default)) end test.should_timestamp_with_default = function() local columns = SqliteTypes.columns() assert(columns.timestamp_with_default.format == 'timestamp', columns.timestamp_with_default.format) assert(columns.timestamp_with_default.default == '2015-03-11 13:35:10', tostring(columns.timestamp_with_default.default)) end test.should_datetime_with_default = function() local columns = SqliteTypes.columns() assert(columns.datetime_with_default.format == 'datetime', columns.datetime_with_default.format) assert(columns.datetime_with_default.default == '2016-05-29 14:50:30', tostring(columns.datetime_with_default.default)) end test.should_date_with_default = function() local columns = SqliteTypes.columns() assert(columns.date_with_default.format == 'date', columns.date_with_default.format) assert(columns.date_with_default.default == '2015-03-15', tostring(columns.date_with_default.default)) end test.should_datetime_with_default = function() local columns = SqliteTypes.columns() assert(columns.time_with_default.format == 'time', columns.time_with_default.format) assert(columns.time_with_default.default == '14:50:30', tostring(columns.time_with_default.default)) end test.should_return_primary_key_flag = function() local columns = SqliteTypes.columns() assert(columns.id.primaryKey == true, 'primary key not found') assert(columns.name.primaryKey == false, 'name is not primary key') end return test
#!/usr/bin/env lua -- MoonVulkan example: Custom allocator. glfw = require("moonglfw") vk = require("moonvulkan") -- 1) Import the allocator module, and get the light userdata allocator = require("allocator") allocatorLUD = allocator.get() allocator.trace(true) if not glfw.vulkan_supported() then error("MoonGLFW was not compiled with Vulkan support") end extension_names = glfw.get_required_instance_extensions() -- 2) Pass the allocator to the instance creating function: instance = vk.create_instance({ enabled_extension_names = extension_names }, allocatorLUD) glfw.window_hint('client api', 'no api') window = glfw.create_window(640, 480, "My first GLFW/Vulkan window") -- 3) Pass the allocator to the surface creating function (MoonGLFW): surfaceRAW = glfw.create_window_surface(window, instance:raw(), allocatorLUD) -- 4) We need to pass it also to created_surface(), so that MoonVulkan -- will use it instead of NULL when destroying the surface. surface = vk.created_surface(instance, surfaceRAW, allocatorLUD) --[[ Event loop: while not glfw.window_should_close(window) do glfw.poll_events() end --]]
-- This is the editbox module from Chatter by Antiarc if not Prat.BN_CHAT then return end -- Requires 3.3.5 Prat:AddModuleToLoad(function() local PRAT_MODULE = Prat:RequestModuleName("Editbox") if PRAT_MODULE == nil then return end local mod = Prat:NewModule(PRAT_MODULE, "AceHook-3.0") local PL = mod.PL --[===[@debug@ PL:AddLocale(PRAT_MODULE, "enUS", { ["Editbox"] = true, ["Editbox options."] = true, ["Top"] = true, ["Bottom"] = true, ["Free-floating"] = true, ["Free-floating, Locked"] = true, ["Background texture"] = true, ["Border texture"] = true, ["Background color"] = true, ["Border color"] = true, ["Background Inset"] = true, ["Tile Size"] = true, ["Edge Size"] = true, ["Attach to..."] = true, ["Attach edit box to..."] = true, ["Color border by channel"] = true, ["Sets the frame's border color to the color of your currently active channel"] = true, ["Use Alt key for cursor movement"] = true, ["Requires the Alt key to be held down to move the cursor in chat"] = true, ["Font"] = true, currently_broken_alt_behavior = "Arrow key behaviour broken in current WoW client,\n\nUse ALT-UP and ALT-DOWN instead of just UP DOWN to access history", ["Select the font to use for the edit box"] = true, }) --@end-debug@]===] -- These Localizations are auto-generated. To help with localization -- please go to http://www.wowace.com/projects/prat-3-0/localization/ --@non-debug@ do local L L= { ["Editbox"] = { ["Attach edit box to..."] = true, ["Attach to..."] = true, ["Background color"] = true, ["Background Inset"] = true, ["Background texture"] = true, ["Border color"] = true, ["Border texture"] = true, ["Bottom"] = true, ["Color border by channel"] = true, ["currently_broken_alt_behavior"] = [=[Arrow key behaviour broken in current WoW client, Use ALT-UP and ALT-DOWN instead of just UP DOWN to access history]=], ["Edge Size"] = true, ["Editbox"] = true, ["Editbox options."] = true, ["Font"] = true, ["Free-floating"] = true, ["Free-floating, Locked"] = true, ["Requires the Alt key to be held down to move the cursor in chat"] = true, ["Select the font to use for the edit box"] = true, ["Sets the frame's border color to the color of your currently active channel"] = true, ["Tile Size"] = true, ["Top"] = true, ["Use Alt key for cursor movement"] = true, } } PL:AddLocale(PRAT_MODULE, "enUS",L) L= { ["Editbox"] = { ["Attach edit box to..."] = "Définit la position de la boîte d'édition.", ["Attach to..."] = "Position", ["Background color"] = "Couleur du fond", ["Background Inset"] = "Marge du fond", ["Background texture"] = "Texture du fond", ["Border color"] = "Couleur de la bordure", ["Border texture"] = "Texture de la bordure", ["Bottom"] = "Bas", ["Color border by channel"] = "Colorier avec le canal", --[[Translation missing --]] --[[ ["currently_broken_alt_behavior"] = "",--]] ["Edge Size"] = "Taille de la bordure", ["Editbox"] = "Boite d'édition", ["Editbox options."] = "Options de la boite d'édition.", ["Font"] = "Police d'écriture", ["Free-floating"] = "Flottante", ["Free-floating, Locked"] = "Flottante, verrouillée", ["Requires the Alt key to be held down to move the cursor in chat"] = "Requiert de maintenir la touche Alt enfoncée pour déplacer le curseur lorsque vous écrivez un message.", ["Select the font to use for the edit box"] = "Définit la police du texte dans la boîte d'édition.", ["Sets the frame's border color to the color of your currently active channel"] = "Définit la couleur de la bordure avec la couleur du canal actif.", ["Tile Size"] = "Taille du fond", ["Top"] = "Haut", ["Use Alt key for cursor movement"] = "Curseur avec Alt", } } PL:AddLocale(PRAT_MODULE, "frFR",L) L= { ["Editbox"] = { ["Attach edit box to..."] = "Befestige Eingabefeld an ...", ["Attach to..."] = "Befestige an ...", ["Background color"] = "Hintergrundfarbe", ["Background Inset"] = "Hintergrundbild", ["Background texture"] = "Hintergrundtextur", ["Border color"] = "Randfarbe", ["Border texture"] = "Randtextur", ["Bottom"] = "Unten", ["Color border by channel"] = "Rand einfärben nach Kanal", ["currently_broken_alt_behavior"] = [=[Das Verhalten der Pfeiltasten im Chat ist im aktuellen WoW-Client defekt, verwende stattdessen Alt+Hoch und Alt+Runter, um durch den Chatverlauf zu scrollen.]=], ["Edge Size"] = "Kantengröße", ["Editbox"] = "Eingabefeld", ["Editbox options."] = "Optionen für das Eingabefeld.", ["Font"] = "Schriftart", ["Free-floating"] = "Freischwebend", ["Free-floating, Locked"] = "Freischwebend, fixiert", ["Requires the Alt key to be held down to move the cursor in chat"] = "Das Drücken der Alt-Taste wird benötigt, um den Cursor (Zeiger) im Chat zu bewegen.", ["Select the font to use for the edit box"] = "Schriftart auswählen, die im Eingabefeld verwendet wird.", ["Sets the frame's border color to the color of your currently active channel"] = "Wendet die Randfarbe des Rahmens auf die Farbe deines gegenwärtig aktiven Kanals an.", ["Tile Size"] = "Kachelgröße", ["Top"] = "Oben", ["Use Alt key for cursor movement"] = "Benutze Alt-Taste für Cursor-Bewegung", } } PL:AddLocale(PRAT_MODULE, "deDE",L) L= { ["Editbox"] = { ["Attach edit box to..."] = "입력창 붙이기...", ["Attach to..."] = "붙이기...", ["Background color"] = "배경 색상", ["Background Inset"] = "배경 삽입", ["Background texture"] = "배경 무늬", ["Border color"] = "테두리 색상", ["Border texture"] = "테두리 무늬", ["Bottom"] = "아래", ["Color border by channel"] = "채널에 의한 테두리 색상", ["currently_broken_alt_behavior"] = [=[화살표 키 동작은 현재 WoW 클라이언트에서 작동하지 않습니다. 기록 접근에 위쪽 아래쪽 키 대신 ALT-위와 ALT-아래 키를 사용하세요]=], ["Edge Size"] = "모서리 크기", ["Editbox"] = "대화 입력창", ["Editbox options."] = "대화 입력창을 설정합니다.", ["Font"] = "글꼴", ["Free-floating"] = "자유로운 이동", ["Free-floating, Locked"] = "자유로운 이동, 잠금", ["Requires the Alt key to be held down to move the cursor in chat"] = "대화 입력창 커서 이동에 Alt 키를 사용합니다", ["Select the font to use for the edit box"] = "대화 입력창에 사용할 글꼴 선택", ["Sets the frame's border color to the color of your currently active channel"] = "대화 입력창 테두리 색상을 현재 채널 색상으로 설정", ["Tile Size"] = "타일 크기", ["Top"] = "위", ["Use Alt key for cursor movement"] = "커서 이동에 Alt 키 사용", } } PL:AddLocale(PRAT_MODULE, "koKR",L) L= { ["Editbox"] = { --[[Translation missing --]] --[[ ["Attach edit box to..."] = "",--]] --[[Translation missing --]] --[[ ["Attach to..."] = "",--]] --[[Translation missing --]] --[[ ["Background color"] = "",--]] --[[Translation missing --]] --[[ ["Background Inset"] = "",--]] --[[Translation missing --]] --[[ ["Background texture"] = "",--]] --[[Translation missing --]] --[[ ["Border color"] = "",--]] --[[Translation missing --]] --[[ ["Border texture"] = "",--]] --[[Translation missing --]] --[[ ["Bottom"] = "",--]] --[[Translation missing --]] --[[ ["Color border by channel"] = "",--]] --[[Translation missing --]] --[[ ["currently_broken_alt_behavior"] = "",--]] --[[Translation missing --]] --[[ ["Edge Size"] = "",--]] --[[Translation missing --]] --[[ ["Editbox"] = "",--]] --[[Translation missing --]] --[[ ["Editbox options."] = "",--]] --[[Translation missing --]] --[[ ["Font"] = "",--]] --[[Translation missing --]] --[[ ["Free-floating"] = "",--]] --[[Translation missing --]] --[[ ["Free-floating, Locked"] = "",--]] --[[Translation missing --]] --[[ ["Requires the Alt key to be held down to move the cursor in chat"] = "",--]] --[[Translation missing --]] --[[ ["Select the font to use for the edit box"] = "",--]] --[[Translation missing --]] --[[ ["Sets the frame's border color to the color of your currently active channel"] = "",--]] --[[Translation missing --]] --[[ ["Tile Size"] = "",--]] --[[Translation missing --]] --[[ ["Top"] = "",--]] --[[Translation missing --]] --[[ ["Use Alt key for cursor movement"] = "",--]] } } PL:AddLocale(PRAT_MODULE, "esMX",L) L= { ["Editbox"] = { ["Attach edit box to..."] = "Закрепить поле ввода...", ["Attach to..."] = "Закрепить...", ["Background color"] = "Цвет фона", ["Background Inset"] = "Фоновая врезка", ["Background texture"] = "Текстура фона", ["Border color"] = "Цвет границ", ["Border texture"] = "Текстура границы", ["Bottom"] = "Внизу", ["Color border by channel"] = "Окраска границы по цвету канала", ["currently_broken_alt_behavior"] = [=[Поведение стрелок сломано в текущей версии WoW Используйте ALT-СтрелкаВверх и ALT-СтрелкаВниз вместо просто стрелок вверх и вниз чтобы открыть историю]=], ["Edge Size"] = "Размер контура", ["Editbox"] = "Поле ввода", ["Editbox options."] = "Настройки поля ввода.", ["Font"] = "Шрифт", ["Free-floating"] = "Свободно", ["Free-floating, Locked"] = "Свободно, заблокировано", ["Requires the Alt key to be held down to move the cursor in chat"] = "Для перемещения курсора в чате требуется нажатая клавиша Alt", ["Select the font to use for the edit box"] = "Выбор шрифта для области редактирования", ["Sets the frame's border color to the color of your currently active channel"] = "Установить окраску границы в цвет вашего активного канала", ["Tile Size"] = "Размер мозаики", ["Top"] = "Вверху", ["Use Alt key for cursor movement"] = "Исп. кливишу Alt для перемещения курсора", } } PL:AddLocale(PRAT_MODULE, "ruRU",L) L= { ["Editbox"] = { ["Attach edit box to..."] = "把输入框附加到……", ["Attach to..."] = "附加到……", ["Background color"] = "背景颜色", ["Background Inset"] = "背景嵌入", ["Background texture"] = "背景纹理", ["Border color"] = "边框颜色", ["Border texture"] = "边框纹理", ["Bottom"] = "底部", ["Color border by channel"] = "频道颜色边框", ["currently_broken_alt_behavior"] = [=[在现在WoW客户端里,方向键的行为已损坏, 使用Alt+上和Alt+下来替代上下键浏览历史]=], ["Edge Size"] = "边缘尺寸", ["Editbox"] = "输入框", ["Editbox options."] = "输入框选项", ["Font"] = "字体", ["Free-floating"] = "自由浮动", ["Free-floating, Locked"] = "自由浮动,锁定", ["Requires the Alt key to be held down to move the cursor in chat"] = "需要在聊天中按住Alt键移动光标", ["Select the font to use for the edit box"] = "选择输入框的字体", ["Sets the frame's border color to the color of your currently active channel"] = "设置边框颜色到你当前激活的频道颜色", ["Tile Size"] = "平铺尺寸", ["Top"] = "顶部", ["Use Alt key for cursor movement"] = "使用Alt键令光标移动", } } PL:AddLocale(PRAT_MODULE, "zhCN",L) L= { ["Editbox"] = { ["Attach edit box to..."] = "Anclar la caja de edición a...", ["Attach to..."] = "Anclar a...", ["Background color"] = "Color de fondo", --[[Translation missing --]] --[[ ["Background Inset"] = "",--]] ["Background texture"] = "Textura de fondo", ["Border color"] = "Color del borde", ["Border texture"] = "Textura del borde", ["Bottom"] = "Abajo", ["Color border by channel"] = "Color del borde por canal", --[[Translation missing --]] --[[ ["currently_broken_alt_behavior"] = "",--]] ["Edge Size"] = "Tamaño del borde", ["Editbox"] = "Caja de edición", ["Editbox options."] = "Opciones de la caja de edición.", ["Font"] = "Fuente", ["Free-floating"] = "Flotar-libre", ["Free-floating, Locked"] = "Flotar-libre, Bloqueado", ["Requires the Alt key to be held down to move the cursor in chat"] = "Requiere la tecla Alt presionada para mover el cursor en el chat", ["Select the font to use for the edit box"] = "Seleccione la fuente a usar para la caja de edición", ["Sets the frame's border color to the color of your currently active channel"] = "Establece el color del borde del marco con el color de su canal actualmente activo", ["Tile Size"] = "Tamaño de mosaico", ["Top"] = "Arriba", ["Use Alt key for cursor movement"] = "Usar la tecla Alt para el desplazamiento del cursor", } } PL:AddLocale(PRAT_MODULE, "esES",L) L= { ["Editbox"] = { ["Attach edit box to..."] = "附上編輯框...", ["Attach to..."] = "附上...", ["Background color"] = "背景色彩", ["Background Inset"] = "背景插入", ["Background texture"] = "背景材質", ["Border color"] = "邊緣色彩", ["Border texture"] = "邊緣材質", ["Bottom"] = "底部", ["Color border by channel"] = "顏色邊框由道頻", --[[Translation missing --]] --[[ ["currently_broken_alt_behavior"] = "",--]] ["Edge Size"] = "邊框尺寸", ["Editbox"] = "輸入框", ["Editbox options."] = "輸入框選單", ["Font"] = "字型", ["Free-floating"] = "自由浮動", ["Free-floating, Locked"] = "自由浮動, 已鎖定", --[[Translation missing --]] --[[ ["Requires the Alt key to be held down to move the cursor in chat"] = "",--]] ["Select the font to use for the edit box"] = "選擇字型使用編輯框", --[[Translation missing --]] --[[ ["Sets the frame's border color to the color of your currently active channel"] = "",--]] ["Tile Size"] = "並排尺寸", ["Top"] = "頂部", ["Use Alt key for cursor movement"] = "使用 Alt 鍵游標移動", } } PL:AddLocale(PRAT_MODULE, "zhTW",L) end --@end-non-debug@ local mustUseAlt = select(4, _G.GetBuildInfo()) >= 50400 local Media = Prat.Media local backgrounds, borders, fonts = {}, {}, {} local CreateFrame = _G.CreateFrame local max = _G.max local pairs = _G.pairs local select = _G.select local VALID_ATTACH_POINTS = { TOP = PL["Top"], BOTTOM = PL["Bottom"], FREE = PL["Free-floating"], LOCK = PL["Free-floating, Locked"] } local function updateEditBox(method, ...) for i = 1, NUM_CHAT_WINDOWS do local f = _G["ChatFrame" .. i .. "EditBox"] f[method](f, ...) end end Prat:SetModuleOptions(mod, { name = PL["Editbox"], desc = PL["Editbox options."], type = "group", args = { background = { type = "select", name = PL["Background texture"], desc = PL["Background texture"], values = backgrounds, get = function() return mod.db.profile.background end, set = function(info, v) mod.db.profile.background = v mod:SetBackdrop() end }, border = { type = "select", name = PL["Border texture"], desc = PL["Border texture"], values = borders, get = function() return mod.db.profile.border end, set = function(info, v) mod.db.profile.border = v mod:SetBackdrop() end }, backgroundColor = { type = "color", name = PL["Background color"], desc = PL["Background color"], hasAlpha = true, get = function() local c = mod.db.profile.backgroundColor return c.r, c.g, c.b, c.a end, set = function(info, r, g, b, a) local c = mod.db.profile.backgroundColor c.r, c.g, c.b, c.a = r, g, b, a mod:SetBackdrop() end }, borderColor = { type = "color", name = PL["Border color"], desc = PL["Border color"], hasAlpha = true, get = function() local c = mod.db.profile.borderColor return c.r, c.g, c.b, c.a end, set = function(info, r, g, b, a) local c = mod.db.profile.borderColor c.r, c.g, c.b, c.a = r, g, b, a mod:SetBackdrop() end }, inset = { type = "range", name = PL["Background Inset"], desc = PL["Background Inset"], min = 1, max = 64, step = 1, bigStep = 1, get = function() return mod.db.profile.inset end, set = function(info, v) mod.db.profile.inset = v mod:SetBackdrop() end }, tileSize = { type = "range", name = PL["Tile Size"], desc = PL["Tile Size"], min = 1, max = 64, step = 1, bigStep = 1, get = function() return mod.db.profile.tileSize end, set = function(info, v) mod.db.profile.tileSize = v mod:SetBackdrop() end }, edgeSize = { type = "range", name = PL["Edge Size"], desc = PL["Edge Size"], min = 1, max = 64, step = 1, bigStep = 1, get = function() return mod.db.profile.edgeSize end, set = function(info, v) mod.db.profile.edgeSize = v mod:SetBackdrop() end }, attach = { type = "select", name = PL["Attach to..."], desc = PL["Attach edit box to..."], get = function() return mod.db.profile.attach end, values = VALID_ATTACH_POINTS, set = function(info, v) mod.db.profile.attach = v mod:SetAttach() end }, colorByChannel = { type = "toggle", name = PL["Color border by channel"], desc = PL["Sets the frame's border color to the color of your currently active channel"], get = function() return mod.db.profile.colorByChannel end, set = function(info, v) mod.db.profile.colorByChannel = v if v then mod:RawHook("ChatEdit_UpdateHeader", "SetBorderByChannel", true) else if mod:IsHooked("ChatEdit_UpdateHeader") then mod:Unhook("ChatEdit_UpdateHeader") local c = mod.db.profile.borderColor for _, frame in ipairs(mod.frames) do frame:SetBackdropBorderColor(c.r, c.g, c.b, c.a) end end end end }, useAltKey = { type = "toggle", name = PL["Use Alt key for cursor movement"], desc = PL["Requires the Alt key to be held down to move the cursor in chat"], get = function() return mod.db.profile.useAltKey end, set = function(info, v) mod.db.profile.useAltKey = v updateEditBox("SetAltArrowKeyMode", v) end, }, font = { type = "select", name = PL["Font"], desc = PL["Select the font to use for the edit box"], values = fonts, get = function() return mod.db.profile.font end, set = function(i, v) mod.db.profile.font = v for i = 1, NUM_CHAT_WINDOWS do local ff = _G["ChatFrame" .. i .. "EditBox"] local _, s, m = ff:GetFont() ff:SetFont(Media:Fetch("font", v), s, m) end end }, info = { name = PL.currently_broken_alt_behavior; type = "description", hidden = not mustUseAlt; order = 1000; }, }, }) Prat:SetModuleDefaults(mod.name, { profile = { on = true, background = "Blizzard Tooltip", border = "Blizzard Tooltip", backgroundColor = { r = 0, g = 0, b = 0, a = 1 }, borderColor = { r = 1, g = 1, b = 1, a = 1 }, inset = 3, edgeSize = 12, tileSize = 16, height = 22, attach = "BOTTOM", colorByChannel = true, useAltKey = false, font = (function() for i = 1, NUM_CHAT_WINDOWS do local ff = _G["ChatFrame" .. i .. "EditBox"] local f = ff:GetFont() for k, v in pairs(Media:HashTable("font")) do if v == f then return k end end end end)() } }) function mod:LibSharedMedia_Registered() for k, v in pairs(Media:List("background")) do backgrounds[v] = v end for k, v in pairs(Media:List("border")) do borders[v] = v end for k, v in pairs(Media:List("font")) do fonts[v] = v end end Prat:SetModuleInit(mod, function(self) Media.RegisterCallback(mod, "LibSharedMedia_Registered") self.frames = {} self:LibSharedMedia_Registered() for i = 1, NUM_CHAT_WINDOWS do local parent = _G["ChatFrame" .. i .. "EditBox"] local frame = CreateFrame("Frame", nil, parent) frame:SetFrameStrata("DIALOG") frame:SetFrameLevel(parent:GetFrameLevel() - 1) frame:SetAllPoints(parent) frame:Hide() parent.lDrag = CreateFrame("Frame", nil, parent) parent.lDrag:SetWidth(15) parent.lDrag:SetPoint("TOPLEFT", parent, "TOPLEFT") parent.lDrag:SetPoint("BOTTOMLEFT", parent, "BOTTOMLEFT") parent.rDrag = CreateFrame("Frame", nil, parent) parent.rDrag:SetWidth(15) parent.rDrag:SetPoint("TOPRIGHT", parent, "TOPRIGHT") parent.rDrag:SetPoint("BOTTOMRIGHT", parent, "BOTTOMRIGHT") parent.lDrag.left = true parent.frame = frame tinsert(self.frames, frame) end end) local function OnArrowPressed(self, key) if #self.history_lines == 0 then return end if key == "DOWN" then self.history_index = self.history_index - 1 if self.history_index < 1 then self.history_index = #self.history_lines end elseif key == "UP" then self.history_index = self.history_index + 1 if self.history_index > #self.history_lines then self.history_index = 1 end else return -- We don't want to interfere with LEFT/RIGHT because the tab-complete stuff might use it; we're already killing the other two. end self:SetText(self.history_lines[self.history_index]) end local function enableArrowKeys(e) e.history_lines = e.history_lines or {} e.history_index = e.history_index or 0 e:HookScript("OnArrowPressed", OnArrowPressed) end function mod:Prat_FramesUpdated(info, name, chatFrame, ...) local i = chatFrame:GetID() local f = _G["ChatFrame" .. i .. "EditBox"] _G["ChatFrame" .. i .. "EditBoxLeft"]:Hide() _G["ChatFrame" .. i .. "EditBoxRight"]:Hide() _G["ChatFrame" .. i .. "EditBoxMid"]:Hide() _G["ChatFrame" .. i .. "EditBoxFocusLeft"]:SetTexture(nil) _G["ChatFrame" .. i .. "EditBoxFocusRight"]:SetTexture(nil) _G["ChatFrame" .. i .. "EditBoxFocusMid"]:SetTexture(nil) f:Hide() self.frames[i] = f self.frames[i]:Show() local font, s, m = f:GetFont() f:SetFont(Media:Fetch("font", self.db.profile.font), s, m) local header = _G[f:GetName() .. "Header"] local font, s, m = header:GetFont() header:SetFont(Media:Fetch("font", self.db.profile.font), s, m) f:SetAltArrowKeyMode(mod.db.profile.useAltKey and 1 or nil) if (not mod.db.profile.useAltKey) then enableArrowKeys(f) end self:SetBackdrop() self:UpdateHeight() end function mod:OnModuleEnable() self:LibSharedMedia_Registered() for i = 1, NUM_CHAT_WINDOWS do local f = _G["ChatFrame" .. i .. "EditBox"] _G["ChatFrame" .. i .. "EditBoxLeft"]:Hide() _G["ChatFrame" .. i .. "EditBoxRight"]:Hide() _G["ChatFrame" .. i .. "EditBoxMid"]:Hide() _G["ChatFrame" .. i .. "EditBoxFocusLeft"]:SetTexture(nil) _G["ChatFrame" .. i .. "EditBoxFocusRight"]:SetTexture(nil) _G["ChatFrame" .. i .. "EditBoxFocusMid"]:SetTexture(nil) f:Hide() -- Prevent an error in FloatingChatFrame FCF_FadeOutChatFrame() (blizz bug) f:SetAlpha(f:GetAlpha() or 0) self.frames[i]:Show() local font, s, m = f:GetFont() f:SetFont(Media:Fetch("font", self.db.profile.font), s, m) local header = _G[f:GetName() .. "Header"] local font, s, m = header:GetFont() header:SetFont(Media:Fetch("font", self.db.profile.font), s, m) f:SetAltArrowKeyMode(mod.db.profile.useAltKey and 1 or nil) if (not mod.db.profile.useAltKey) then enableArrowKeys(f) end end self:SetBackdrop() self:SetAttach(nil, self.db.profile.editX, self.db.profile.editY, self.db.profile.editW) self:SecureHook("ChatEdit_DeactivateChat") self:SecureHook("ChatEdit_SetLastActiveWindow") self:SetBackdrop() self:UpdateHeight() if self.db.profile.colorByChannel then self:RawHook("ChatEdit_UpdateHeader", "SetBorderByChannel", true) end self:SecureHook("FCF_Tab_OnClick") Prat.RegisterChatEvent(self, Prat.Events.FRAMES_UPDATED) end function mod:FCF_Tab_OnClick(frame, button) if self.db.profile.attach == "TOP" and GetCVar("chatStyle") ~= "classic" then local chatFrame = _G["ChatFrame" .. frame:GetID()]; ChatEdit_DeactivateChat(chatFrame.editBox) end end function mod:OnModuleDisable() for i = 1, NUM_CHAT_WINDOWS do local f = _G["ChatFrame" .. i .. "EditBox"] _G["ChatFrame" .. i .. "EditBoxLeft"]:Show() _G["ChatFrame" .. i .. "EditBoxRight"]:Show() _G["ChatFrame" .. i .. "EditBoxMid"]:Show() f:SetAltArrowKeyMode(true) f:EnableMouse(true) f.frame:Hide() self:SetAttach("BOTTOM") end end function mod:GetDescription() return PL["Editbox options."] end -- changed the Hide to SetAlpha(0), the new ChatSystem OnHide handlers go though some looping -- when in IM style and Classic style, cause heavy delays on the chat edit box. function mod:ChatEdit_SetLastActiveWindow(frame) if frame:IsShown() then frame:SetAlpha(0) else frame:SetAlpha(1) end frame:EnableMouse(true) end function mod:ChatEdit_DeactivateChat(frame) if frame:IsShown() then frame:SetAlpha(0) frame:EnableMouse(false) end end function mod:SetBackdrop() for _, frame in ipairs(self.frames) do frame:SetBackdrop({ bgFile = Media:Fetch("background", self.db.profile.background), edgeFile = Media:Fetch("border", self.db.profile.border), tile = true, tileSize = self.db.profile.tileSize, edgeSize = self.db.profile.edgeSize, insets = { left = self.db.profile.inset, right = self.db.profile.inset, top = self.db.profile.inset, bottom = self.db.profile.inset } }) local c = self.db.profile.backgroundColor frame:SetBackdropColor(c.r, c.g, c.b, c.a) local c = self.db.profile.borderColor frame:SetBackdropBorderColor(c.r, c.g, c.b, c.a) end end function mod:SetBorderByChannel(...) self.hooks.ChatEdit_UpdateHeader(...) for index, frame in ipairs(self.frames) do local f = _G["ChatFrame" .. index .. "EditBox"] local attr = f:GetAttribute("chatType") if attr == "CHANNEL" then local chan = f:GetAttribute("channelTarget") if chan == 0 then local c = self.db.profile.borderColor frame:SetBackdropBorderColor(c.r, c.g, c.b, c.a) elseif chan then local r, g, b = GetMessageTypeColor("CHANNEL" .. chan) frame:SetBackdropBorderColor(r, g, b, 1) end else local r, g, b = GetMessageTypeColor(attr) frame:SetBackdropBorderColor(r, g, b, 1) end end end do local function startMoving(self) self:StartMoving() end local function stopMoving(self) self:StopMovingOrSizing() mod.db.profile.editX = self:GetLeft() mod.db.profile.editY = self:GetTop() mod.db.profile.editW = self:GetRight() - self:GetLeft() end local cfHeight local function constrainHeight(self) self:GetParent():SetHeight(cfHeight) end local function startDragging(self) cfHeight = self:GetParent():GetHeight() self:GetParent():StartSizing(not self.left and "TOPRIGHT" or "TOPLEFT") self:SetScript("OnUpdate", constrainHeight) end local function stopDragging(self) local parent = self:GetParent() parent:StopMovingOrSizing() self:SetScript("OnUpdate", nil) mod.db.profile.editX = parent:GetLeft() mod.db.profile.editY = parent:GetTop() mod.db.profile.editW = parent:GetWidth() end function mod:SetAttach(val, x, y, w) for i = 1, NUM_CHAT_WINDOWS do local frame = _G["ChatFrame" .. i .. "EditBox"] local val = val or self.db.profile.attach if not x and val == "FREE" then if self.db.profile.editX and self.db.profile.editY then x, y, w = self.db.profile.editX, self.db.profile.editY, self.db.profile.editW else x, y, w = frame:GetLeft(), frame:GetTop(), max(frame:GetWidth(), (frame:GetRight() or 0) - (frame:GetLeft() or 0)) end end if not w or w < 10 then w = 100 end frame:ClearAllPoints() if val ~= "FREE" then frame:SetMovable(false) frame.lDrag:EnableMouse(false) frame.rDrag:EnableMouse(false) frame:SetScript("OnMouseDown", nil) frame:SetScript("OnMouseUp", nil) frame.lDrag:EnableMouse(false) frame.rDrag:EnableMouse(false) frame.lDrag:SetScript("OnMouseDown", nil) frame.rDrag:SetScript("OnMouseDown", nil) frame.lDrag:SetScript("OnMouseUp", nil) frame.rDrag:SetScript("OnMouseUp", nil) end if val == "TOP" then frame:SetPoint("BOTTOMLEFT", frame.chatFrame, "TOPLEFT", 0, 3) frame:SetPoint("BOTTOMRIGHT", frame.chatFrame, "TOPRIGHT", 0, 3) elseif val == "BOTTOM" then frame:SetPoint("TOPLEFT", frame.chatFrame, "BOTTOMLEFT", 0, -8) frame:SetPoint("TOPRIGHT", frame.chatFrame, "BOTTOMRIGHT", 0, -8) elseif val == "FREE" then frame:EnableMouse(true) frame:SetMovable(true) frame:SetResizable(true) frame:SetScript("OnMouseDown", startMoving) frame:SetScript("OnMouseUp", stopMoving) frame:SetWidth(w) frame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", x, y) frame:SetMinResize(40, 1) frame.lDrag:EnableMouse(true) frame.rDrag:EnableMouse(true) frame.lDrag:SetScript("OnMouseDown", startDragging) frame.rDrag:SetScript("OnMouseDown", startDragging) frame.lDrag:SetScript("OnMouseUp", stopDragging) frame.rDrag:SetScript("OnMouseUp", stopDragging) elseif val == "LOCK" then frame:SetWidth(self.db.profile.editW or w) frame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", self.db.profile.editX or x, self.db.profile.editY or y) end end end end function mod:UpdateHeight() for i, frame in ipairs(self.frames) do local ff = _G["ChatFrame" .. i .. "EditBox"] ff:SetHeight(mod.db.profile.height) end end return end) -- Prat:AddModuleToLoad
--[[ Code originally referenced from AyrA. Modified greatly and improved a lot by Vas. If you use this, please make sure to mention us somewhere like in your readme. ]]-- -- User Settings local BASE_KIT = settings.global["basic-kit-base"].value local EQUIPME = settings.global["basic-kit-equipment"].value local POWER_KIT = settings.global["basic-kit-power"].value local MORE_SUBS = settings.global["basic-kit-moresubs"].value local ADD_EASY = settings.global["basic-kit-easy"].value local ADD_MODULES = settings.global["basic-kit-module"].value local ADD_ROBOTS = settings.global["basic-kit-robot"].value local ADD_ROCHEST = settings.global["basic-kit-robotchests"].value local ADD_CAR = settings.global["basic-kit-car"].value local PERFECTIONIST = settings.global["basic-kit-perfectionist"].value local MODU_ROBO = settings.global["basic-kit-modularrobots"].value local START_EQUIP = settings.global["basic-kit-start-string"].value local START_TECH = settings.global["basic-kit-start-research-string"].value local DISASABLE_EQUIP = settings.global["basic-kit-disable-equipment-string"].value local DISABLE_TECH = settings.global["basic-kit-disable-research-string"].value --Start the kit table. local kit = { { name = "iron-plate", count = 4} } -- Add stuff to inventory depending on the settings -- Lets create a splitter function so we can split our additional strings properly. local function split(inputstr, sep) if sep == nil then sep = "%s" end t={} i=1 for str in string.gmatch(inputstr, "([^"..sep.."]+)") do t[i] = str i = i + 1 end return t end --[[Choose Mining Equipment]]-- if BASE_KIT == "Base" then table.insert(kit,{name="burner-mining-drill",count=1}) table.insert(kit,{name="stone-furnace",count=1}) elseif BASE_KIT == "Electric" then table.insert(kit,{name="electric-mining-drill",count=1}) table.insert(kit,{name="medium-electric-pole",count=1}) table.insert(kit,{name="stone-furnace",count=1}) elseif BASE_KIT == "Easy Electric" then table.insert(kit,{name="electric-mining-drill",count=2}) table.insert(kit,{name="medium-electric-pole",count=5}) table.insert(kit,{name="stone-furnace",count=3}) elseif BASE_KIT == "Mega Electric" then table.insert(kit,{name="electric-mining-drill",count=4}) table.insert(kit,{name="medium-electric-pole",count=20}) table.insert(kit,{name="stone-furnace",count=6}) elseif BASE_KIT == "Epic Electric" then table.insert(kit,{name="electric-mining-drill",count=8}) table.insert(kit,{name="electric-furnace",count=10}) if MORE_SUBS then table.insert(kit,{name="substation",count=16}) else table.insert(kit,{name="substation",count=4}) end end --[[Choose your combat starting gear]]-- if EQUIPME == "Civilian" then table.insert(kit,{name="pistol",count=1}) table.insert(kit,{name="firearm-magazine",count=10}) elseif EQUIPME == "Soldier" then table.insert(kit,{name="submachine-gun",count=1}) table.insert(kit,{name="shotgun",count=1}) table.insert(kit,{name="piercing-rounds-magazine",count=20}) table.insert(kit,{name="piercing-shotgun-shell",count=20}) elseif EQUIPME == "Rambo" then table.insert(kit,{name="submachine-gun",count=1}) table.insert(kit,{name="flamethrower",count=1}) table.insert(kit,{name="combat-shotgun",count=1}) table.insert(kit,{name="uranium-rounds-magazine",count=100}) table.insert(kit,{name="flamethrower-ammo",count=50}) table.insert(kit,{name="piercing-shotgun-shell",count=50}) end --[[Steam or Solar start]]-- if POWER_KIT == "Steam" then table.insert(kit,{name="offshore-pump",count=1}) table.insert(kit,{name="boiler",count=1}) table.insert(kit,{name="pipe",count=10}) table.insert(kit,{name="steam-engine",count=1}) elseif POWER_KIT == "Solar" then table.insert(kit,{name="solar-panel",count=6}) table.insert(kit,{name="accumulator",count=3}) if MORE_SUBS then table.insert(kit,{name="substation",count=8}) else table.insert(kit,{name="substation",count=2}) end elseif POWER_KIT == "Super Solar" then table.insert(kit,{name="solar-panel",count=12}) table.insert(kit,{name="accumulator",count=6}) if MORE_SUBS then table.insert(kit,{name="substation",count=16}) else table.insert(kit,{name="substation",count=4}) end elseif POWER_KIT == "Insane Solar" then table.insert(kit,{name="solar-panel",count=24}) table.insert(kit,{name="accumulator",count=12}) if MORE_SUBS then table.insert(kit,{name="substation",count=32}) else table.insert(kit,{name="substation",count=8}) end end --[[Easier Start]]-- if ADD_EASY == "Resources" then table.insert(kit,{name="iron-plate",count=46}) table.insert(kit,{name="copper-plate",count=50}) elseif ADD_EASY == "Power Armor" then table.insert(kit,{name="modular-armor",count=1}) table.insert(kit,{name="energy-shield-equipment",count=1}) table.insert(kit,{name="night-vision-equipment",count=1}) table.insert(kit,{name="battery-equipment",count=1}) table.insert(kit,{name="solar-panel-equipment",count=7}) table.insert(kit,{name="exoskeleton-equipment",count=1}) elseif ADD_EASY == "Research Equipment" then if game.active_mods["timed_technology"] then table.insert(kit,{name="lab",count=1}) else table.insert(kit,{name="lab",count=1}) table.insert(kit,{name="automation-science-pack",count=50}) --science-pack-1 table.insert(kit,{name="logistic-science-pack",count=50}) --science-pack-2 table.insert(kit,{name="chemical-science-pack",count=50}) --science-pack-3 end elseif ADD_EASY == "Power Armor & Resources" then table.insert(kit,{name="iron-plate",count=46}) table.insert(kit,{name="copper-plate",count=50}) table.insert(kit,{name="modular-armor",count=1}) table.insert(kit,{name="energy-shield-equipment",count=1}) table.insert(kit,{name="night-vision-equipment",count=1}) table.insert(kit,{name="battery-equipment",count=1}) table.insert(kit,{name="solar-panel-equipment",count=7}) table.insert(kit,{name="exoskeleton-equipment",count=1}) elseif ADD_EASY == "All" then table.insert(kit,{name="iron-plate",count=46}) table.insert(kit,{name="copper-plate",count=50}) table.insert(kit,{name="modular-armor",count=1}) table.insert(kit,{name="energy-shield-equipment",count=1}) table.insert(kit,{name="night-vision-equipment",count=1}) table.insert(kit,{name="battery-equipment",count=1}) table.insert(kit,{name="solar-panel-equipment",count=7}) table.insert(kit,{name="exoskeleton-equipment",count=1}) table.insert(kit,{name="lab",count=1}) table.insert(kit,{name="automation-science-pack",count=50}) --science-pack-1 table.insert(kit,{name="logistic-science-pack",count=50}) --science-pack-2 table.insert(kit,{name="chemical-science-pack",count=50}) --science-pack-3 end --[[Modules]]-- if ADD_MODULES == "Speed" then table.insert(kit,{name="speed-module-3",count=4}) elseif ADD_MODULES == "Productivity" then table.insert(kit,{name="productivity-module-3",count=4}) elseif ADD_MODULES == "Energy Efficiency" then table.insert(kit,{name="effectivity-module-3",count=4}) elseif ADD_MODULES == "All" then table.insert(kit,{name="speed-module-3",count=4}) table.insert(kit,{name="productivity-module-3",count=4}) table.insert(kit,{name="effectivity-module-3",count=4}) elseif ADD_MODULES == "4x All" then table.insert(kit,{name="speed-module-3",count=16}) table.insert(kit,{name="productivity-module-3",count=16}) table.insert(kit,{name="effectivity-module-3",count=16}) end --[[Start with bots]]-- if ADD_ROBOTS == "Basic" then if MODU_ROBO then --[[settings.global["bobmods-logistics-disableroboports"].value == true OR game.active_mods["boblogistics"]]-- table.insert(kit,{name="bob-robochest",count=1}) table.insert(kit,{name="bob-robo-charge-port",count=1}) table.insert(kit,{name="bob-logistic-zone-interface",count=1}) table.insert(kit,{name="bob-logistic-zone-expander",count=1}) else table.insert(kit,{name="roboport",count=1}) end table.insert(kit,{name="logistic-robot",count=10}) table.insert(kit,{name="construction-robot",count=2}) if ADD_ROCHEST then table.insert(kit,{name="logistic-chest-passive-provider",count=3}) table.insert(kit,{name="logistic-chest-storage",count=1}) table.insert(kit,{name="logistic-chest-requester",count=3}) end elseif ADD_ROBOTS == "Lots" then if MODU_ROBO then table.insert(kit,{name="bob-robochest",count=1}) table.insert(kit,{name="bob-robo-charge-port",count=2}) table.insert(kit,{name="bob-logistic-zone-interface",count=1}) table.insert(kit,{name="bob-logistic-zone-expander-2",count=1}) else table.insert(kit,{name="roboport",count=1}) end table.insert(kit,{name="logistic-robot",count=25}) table.insert(kit,{name="construction-robot",count=5}) if ADD_ROCHEST then table.insert(kit,{name="logistic-chest-passive-provider",count=6}) table.insert(kit,{name="logistic-chest-storage",count=3}) table.insert(kit,{name="logistic-chest-requester",count=6}) end elseif ADD_ROBOTS == "Too Many" then if MODU_ROBO then table.insert(kit,{name="bob-robochest",count=1}) table.insert(kit,{name="bob-robo-charge-port",count=3}) table.insert(kit,{name="bob-logistic-zone-interface",count=1}) table.insert(kit,{name="bob-logistic-zone-expander-3",count=2}) else table.insert(kit,{name="roboport",count=2}) end table.insert(kit,{name="logistic-robot",count=50}) table.insert(kit,{name="construction-robot",count=10}) if ADD_ROCHEST then table.insert(kit,{name="logistic-chest-passive-provider",count=10}) table.insert(kit,{name="logistic-chest-storage",count=5}) table.insert(kit,{name="logistic-chest-requester",count=10}) end elseif ADD_ROBOTS == "Too Many ++" then if MODU_ROBO then table.insert(kit,{name="bob-robochest",count=2}) table.insert(kit,{name="bob-robo-charge-port",count=4}) table.insert(kit,{name="bob-robo-charge-port-large",count=1}) table.insert(kit,{name="bob-logistic-zone-interface",count=1}) table.insert(kit,{name="bob-logistic-zone-expander-4",count=2}) else table.insert(kit,{name="roboport",count=4}) end table.insert(kit,{name="logistic-robot",count=100}) table.insert(kit,{name="construction-robot",count=20}) if ADD_ROCHEST then table.insert(kit,{name="logistic-chest-passive-provider",count=15}) table.insert(kit,{name="logistic-chest-storage",count=10}) table.insert(kit,{name="logistic-chest-requester",count=15}) table.insert(kit,{name="logistic-chest-active-provider",count=5}) table.insert(kit,{name="logistic-chest-buffer",count=5}) end end --[[Add a car]]-- if ADD_CAR == "Car" then table.insert(kit,{name="car",count=1}) table.insert(kit,{name="solid-fuel",count=5}) elseif ADD_CAR == "Tank" then table.insert(kit,{name="tank",count=1}) table.insert(kit,{name="solid-fuel",count=5}) elseif ADD_CAR == "Train" then table.insert(kit,{name="locomotive",count=1}) table.insert(kit,{name="cargo-wagon",count=2}) table.insert(kit,{name="fluid-wagon",count=1}) table.insert(kit,{name="solid-fuel",count=50}) table.insert(kit,{name="rail",count=300}) table.insert(kit,{name="train-stop",count=2}) table.insert(kit,{name="rail-signal",count=20}) table.insert(kit,{name="rail-chain-signal",count=20}) end if PERFECTIONIST > 0 then table.insert(kit,{name="landfill",count=PERFECTIONIST}) end -- MODS --if settings.startup["start-with-vehicle-miner"].value == true then -- table.insert(kit,{name="vehicle-miner",count=1}) --end -- --if settings.startup["start-with-unit-remote-control"].value == true then -- table.insert(kit,{name="unit-remote-control",count=1}) --end -- Now lets get the player that just joined, and clear all of his inventory to replace with ours. script.on_event(defines.events.on_player_created,function(param) local p=game.players[param.player_index] if START_EQUIP ~= "" then local items = split(START_EQUIP,",") for no, item_str in pairs(items) do local info = split(item_str,":") if game.item_prototypes[info[1]] then table.insert(kit, {name=info[1],count=tonumber(info[2])}) end end end --[[if START_TECH == "everything" then --p.force.research_all_technologies() elseif ~= "" then local techs = split(START_TECH,",") for no, tech_str in pairs(techs) do --p.force.technology[techs].enabled=true end end]]-- -- Here we run a check to clear all sections of his inventory. for i,v in pairs(defines.inventory) do pcall(function() p.get_inventory(v).clear() end) end -- Now we will add all the items from our mod settings choices. for i,v in pairs(kit) do p.insert(v) end end)
local ThreatLib = LibStub and LibStub("ThreatClassic-1.0", true) if not ThreatLib then return end if select(2, _G.UnitClass("player")) ~= "MAGE" then return end local _G = _G local select = _G.select local max = _G.max local GetTalentInfo = _G.GetTalentInfo local Mage = ThreatLib:GetOrCreateModule("Player") local SCHOOL_MASK_FIRE = _G.SCHOOL_MASK_FIRE or 0x04; local SCHOOL_MASK_FROST = _G.SCHOOL_MASK_FROST or 0x10; local SCHOOL_MASK_ARCANE = _G.SCHOOL_MASK_ARCANE or 0x40; local NWBonusIDs = { -- Scorch 2948, 8444, 8445, 8446, 10205, 10206, 10207, -- Fireball 133, 143, 145, 3140, 8400, 8401, 8402, 10148, 10149, 10150, 10151, 25306, -- Frostbolt 116, 205, 837, 7322, 8406, 8407, 8408, 10179, 10180, 10181, 25304, } local NWBonus20IDs = { -- Arcane Missiles 5143, 5144, 5145, 8416, 8417, 10211, 10212, 25345, } function Mage:ClassInit() -- School names come through in english thanks to Parser-3.0 self.schoolThreatMods[SCHOOL_MASK_FIRE] = function(self, amt) return amt * self.fireThreatMod * self:ItemSetMods() end self.schoolThreatMods[SCHOOL_MASK_FROST] = function(self, amt) return amt * self.frostThreatMod * self:ItemSetMods() end self.schoolThreatMods[SCHOOL_MASK_ARCANE] = function(self, amt) return amt * self.arcaneThreatMod * self:ItemSetMods() end for i = 1, #NWBonusIDs do self.AbilityHandlers[NWBonusIDs[i]] = self.NWBonus100 end for i = 1, #NWBonus20IDs do self.AbilityHandlers[NWBonus20IDs[i]] = self.NWBonus20 end NWBonusIDs, NWBonus20IDs = nil, nil -- I tested Counterspell with a level 32 mage. I would like mages of other levels -- to test its threat value as well. -- Counterspell self.CastLandedHandlers[2139] = function(self, spellID, target) self:AddTargetThreat(target, 300 * self:threatMods()) end -- Remove Lesser Curse self.CastHandlers[475] = function(self, spellID, target) self:AddThreat(14 * self:threatMods()) end self.itemSets = { ["Arcanist"] = {16795, 16796, 16797, 16800, 16802, 16799, 16798, 16801}, ["Netherwind"] = {16914, 16915, 16917, 16912, 16818, 16918, 16916, 16913} } end function Mage:ClassEnable() self.passiveThreatModifiers = 1 end function Mage:ScanTalents() if ThreatLib.Classic then self.arcaneThreatMod = 1 - 0.2 * select(5, GetTalentInfo(1, 1)) self.frostThreatMod = 1 - 0.1 * select(5, GetTalentInfo(3, 12)) self.fireThreatMod = 1 - 0.15 * select(5, GetTalentInfo(2, 9)) else self.arcaneThreatMod = 1 -- for when testing in retail self.frostThreatMod = 1 -- for when testing in retail self.fireThreatMod = 1 -- for when testing in retail end end function Mage:ItemSetMods() local mod = 1 if self:getWornSetPieces("Arcanist") >= 8 then mod = mod * 0.85 end return mod end function Mage:NWBonus100(amt) if self:getWornSetPieces("Netherwind") >= 3 then amt = max(0, amt - 100) end return amt end function Mage:NWBonus20(amt) if self:getWornSetPieces("Netherwind") >= 3 then amt = max(0, amt - 20) end return amt end
--************************ --name : ttid_001.lua --ver : 0.1 --author : Ferron --date : 2004/09/21 --lang : en --desc : General Faction Information --npc : Hacknet Broadcast Daemon v0.1.1 --************************ --changelog: --2004/09/21(0.1): built from snows template --************************ -- faction information DBNAME="TangentTechnologies Broadcasting Daemon v0.0.1" FACNAME="TangentTechnologies" FACSLOGAN="In guns we trust" FACGENERAL="General Faction Information\n Tangent develops weapons, basic technologies for weapon systems and other (mainly military) high-tech equipment." FACHQ="Faction Headquarter\n Located in ViaRosso 2" FACPERS="Key Personalities\n Hester Gabun, founder and former manager of Biotech Industries, founded Tangent in the year 2658 as an arms development department of Biotech. It was founded mainly to improve the poor financial situation of the parent company. \n Robert Jordan (92 years old, manager of Biotech Industries from 2691 to 2748 and still owner of the whole enterprise) is an old-line business man who enjoys watching his sons, Seymour and Damion compete each other as division managers since the splitting of the company in 2746. \n Manager: Damion Jordan, 30 years old and ambitious, suffers a little from absent-mindedness which is rumored to have been caused by the excessive use of badly prepared illegal substances in his youth. He does however have a feeling for business and this is why he leads by a hair's breadth in the competition with his brother. \n SysAdmin Chester Cohor, who is also known and respected as 'Rubik' in the virtual world, is 18 years old and a total computer addict." FACHISTORY="Faction History\n In 2658 Hester Gabun, one of the managers and founders of Biotech Industries, founded a special department named Tangent.\n Tangent's purpose was the development of highly effective new weapon systems. Due to the tense political situation in 2722, Tangent Technologies produced more weapons than ever. In 2746 Tangent Technologies branched off from Biotech Industries and became an independent company. Damion Jordan was appointed manager. Two years later, Robert Jordan presented the key to the headquarters of Tangent Technologies Incorporated to his son Damion and retired to enjoy his old age. \n In his will he stipulated that whichever of his two sons (Seymour and Damion) could show higher sales for his enterprise (Biotech Industries and Tangent Technologies), would inherit both companies. Since then, Damion and Seymour have been engaged in a vehement struggle. The companies' balance sheets are almost equal, but Damion is slightly in the lead. In 2750 Tangent Technologies suffers severely from researchers and technicians opting out and leaving the company to join the idealistic Fallen Angels. This in turn does not really improve Damion's attitude towards the scientists. " FACRUMORS="Faction Rumors\n Not all of the weapons in Neocron are manufactured by Tangent. This, of course, is a situation with which Tangent is less than pleased. Tactics employed by Tangent to correct this are rumored to include contracted strikes by the CityMercs on these competing manufacturers and distributors. \n A less believable rumor suggests that Tangent also uses the Black Dragon Clan for more shady dealings. The connection is expanded by a rumored drug problem plagueing Tangent CEO, Damion Jordan. It is unclear how an addict could run a major corporation as well as Damion does, but the rumor suggests that the Black Dragon Clan has been quietly supplying Damion for most of his adult life. \n It may also be worth noting that information has surfaced regarding the 'in development' load out for the CityAdmin CopBots. The numbers associated with the new load out are a tenfold increase in CopBot speed and a hundredfold increase in their lethality. Hackers have noted an increase in Tangent's network security, suspecting that this implies that Tangent's network was recently compromised. For this reason, the CopBot information is being taken very seriously. Chester Cohor, Tangent's SysAdmin, has stated that the increased security is simply 'routine upgrading'." FACREL="Faction Relations\n Tangent has taken over a cooperation agreement with NEXT Systems Inc. from former BioTech Industries. Together they develop combat mechs, tanks and other mobile arms systems. A similar contract with Diamond Real Estate in the fields of security systems and building security has only shortly been established. The CityMercs often carry out protection, guard, and also sabotage jobs for Tangent and belong to Tangent's best customers. As Tangent is one of the largest arms suppliers for the STORM- and CopBot squads, relations between the company and the administrative institutions of the city are naturally very good. \n Damion's arch enemy is his own brother Seymour, manager of Biotech Industries. Over the years, a deep hatred has evolved out of an old family dispute and the fierce rivalry with his brother. Damion accuses the Fallen Angels of malevolently harming his business, not least by luring his most talented researchers away. Although direct contact between Tangent and the Anarchy Breed is seldom, Damion is the main weapons supplier of the Breed's enemies. As Damion's profits considerably depend on the stability of the present order, he has no sympathy for the Twilight Guardian rebels." -- main dialog function DIALOG() NODE(0) SAY("Broadcast system establishing link ...... Link established ...... System ready:"..DBNAME) ANSWER(" - Continue",10) ANSWER(" - Abort",25) NODE(10) SAY("Information categories") ANSWER(" - General Faction Information",15) ANSWER(" - Faction Headquarter",16) ANSWER(" - Key Personalities",17) ANSWER(" - Faction History",18) ANSWER(" - Faction Rumors",19) ANSWER(" - Faction Relations",20) ANSWER(" - Abort",25) NODE(15) SAY(""..FACGENERAL) ANSWER("Back",10) NODE(16) SAY(""..FACHQ) ANSWER("Back",10) NODE(17) SAY(""..FACPERS) ANSWER("Back",10) NODE(18) SAY(""..FACHISTORY) ANSWER("Back",10) NODE(19) SAY(""..FACPERS) ANSWER("Back",10) NODE(20) SAY(""..FACRUMORS) ANSWER("Back",10) NODE(25) SAY("Closing Link ...... Disconnecting ......"..FACNAME.." - "..FACSLOGAN) ANSWER(" - Disconnect",26) ANSWER(" - Cancel",0) NODE(26) SAY("Disconnecting") ENDDIALOG() end
xivopeners_pld = {} xivopeners_pld.debug = false xivopeners_pld.supportedLevel = 80 xivopeners_pld.openerAbilities = { ShieldLob = ActionList:Get(1, 24), FastBlade = ActionList:Get(1, 9), RiotBlade = ActionList:Get(1, 15), GoringBlade = ActionList:Get(1, 3538), RoyalAuthority = ActionList:Get(1, 3539), CircleofScorn = ActionList:Get(1, 23), Intervene = ActionList:Get(1, 16461), Atonement = ActionList:Get(1, 16460), SpiritsWithin = ActionList:Get(1, 29), Requiescat = ActionList:Get(1, 7383), HolySpirit = ActionList:Get(1, 7384), Confiteor = ActionList:Get(1, 16459), FightorFlight = ActionList:Get(1, 20), -- Potion = } xivopeners_pld.openerInfo = { listOpeners = {"Recommended", "Compatibility"}, currentOpenerIndex = 1, } xivopeners_pld.openers = { recommended = { xivopeners_pld.openerAbilities.HolySpirit, xivopeners_pld.openerAbilities.FastBlade, xivopeners_pld.openerAbilities.FightorFlight, xivopeners_pld.openerAbilities.RiotBlade, xivopeners_pld.openerAbilities.GoringBlade, xivopeners_pld.openerAbilities.FastBlade, xivopeners_pld.openerAbilities.RiotBlade, -- xivopeners_pld.openerAbilities.Potion, xivopeners_pld.openerAbilities.RoyalAuthority, xivopeners_pld.openerAbilities.CircleofScorn, xivopeners_pld.openerAbilities.Intervene, xivopeners_pld.openerAbilities.Atonement, xivopeners_pld.openerAbilities.SpiritsWithin, xivopeners_pld.openerAbilities.Intervene, xivopeners_pld.openerAbilities.Atonement, xivopeners_pld.openerAbilities.Atonement, xivopeners_pld.openerAbilities.FastBlade, xivopeners_pld.openerAbilities.RiotBlade, xivopeners_pld.openerAbilities.GoringBlade, xivopeners_pld.openerAbilities.Requiescat, xivopeners_pld.openerAbilities.HolySpirit, xivopeners_pld.openerAbilities.HolySpirit, xivopeners_pld.openerAbilities.HolySpirit, xivopeners_pld.openerAbilities.CircleofScorn, xivopeners_pld.openerAbilities.HolySpirit, xivopeners_pld.openerAbilities.Confiteor, xivopeners_pld.openerAbilities.FastBlade, xivopeners_pld.openerAbilities.RiotBlade, xivopeners_pld.openerAbilities.SpiritsWithin, xivopeners_pld.openerAbilities.GoringBlade }, compatibility = { xivopeners_pld.openerAbilities.HolySpirit, xivopeners_pld.openerAbilities.FastBlade, xivopeners_pld.openerAbilities.FightorFlight, xivopeners_pld.openerAbilities.RiotBlade, xivopeners_pld.openerAbilities.GoringBlade, xivopeners_pld.openerAbilities.FastBlade, xivopeners_pld.openerAbilities.RiotBlade, -- xivopeners_pld.openerAbilities.Potion, xivopeners_pld.openerAbilities.RoyalAuthority, xivopeners_pld.openerAbilities.CircleofScorn, xivopeners_pld.openerAbilities.Intervene, xivopeners_pld.openerAbilities.Atonement, xivopeners_pld.openerAbilities.SpiritsWithin, xivopeners_pld.openerAbilities.Intervene, xivopeners_pld.openerAbilities.Atonement, xivopeners_pld.openerAbilities.Atonement, xivopeners_pld.openerAbilities.FastBlade, xivopeners_pld.openerAbilities.RiotBlade, xivopeners_pld.openerAbilities.GoringBlade, xivopeners_pld.openerAbilities.Requiescat, xivopeners_pld.openerAbilities.HolySpirit, xivopeners_pld.openerAbilities.HolySpirit, xivopeners_pld.openerAbilities.HolySpirit, xivopeners_pld.openerAbilities.CircleofScorn, xivopeners_pld.openerAbilities.HolySpirit, xivopeners_pld.openerAbilities.Confiteor, xivopeners_pld.openerAbilities.FastBlade, xivopeners_pld.openerAbilities.RiotBlade, xivopeners_pld.openerAbilities.SpiritsWithin, xivopeners_pld.openerAbilities.GoringBlade }, } xivopeners_pld.abilityQueue = {} xivopeners_pld.lastCastFromQueue = nil -- might need this for some more complex openers with conditions xivopeners_pld.openerStarted = false xivopeners_pld.lastcastid = 0 xivopeners_pld.lastcastid2 = 0 function xivopeners_pld.getOpener() if (xivopeners_pld.openerInfo.currentOpenerIndex == 1) then return xivopeners_pld.openers.recommended else return xivopeners_pld.openers.compatibility end end function xivopeners_pld.checkOpenerIds() for key, action in pairs(xivopeners_pld.getOpener()) do if (action == nil) then xivopeners.log("WARNING: Action at index " .. tostring(key) .. " was nil! The id is likely incorrect.") end end end function xivopeners_pld.openerAvailable() -- check cooldowns for _, action in pairs(xivopeners_pld.getOpener()) do if (action.cd >= 1.5) then return false end end return true end function xivopeners_pld.queueOpener() -- the only time this gets called is when the main script is toggled, so we can do more than just queue the opener -- empty queue first xivopeners_pld.abilityQueue = {} for _, action in pairs(xivopeners_pld.getOpener()) do xivopeners_pld.enqueue(action) end -- xivopeners.log("queue:") -- for _, v in pairs(xivopeners_pld.abilityQueue) do -- xivopeners.log(v.name) -- end xivopeners_pld.lastCastFromQueue = nil xivopeners_pld.openerStarted = false end function xivopeners_pld.updateLastCast() -- xivopeners.log(tostring(xivopeners_pld.lastcastid) .. ", " .. tostring(xivopeners_pld.lastcastid2) .. ", " .. tostring(Player.castinginfo.lastcastid)) if (xivopeners_pld.lastcastid == -1) then -- compare the real castid and see if it changed, if it did, update from -1 if (xivopeners_pld.lastcastid2 ~= Player.castinginfo.castingid and Player.castinginfo.castingid ~= xivopeners_pld.openerAbilities.PitchPerfect.id) then xivopeners.log("cast changed") xivopeners_pld.lastcastid = Player.castinginfo.castingid xivopeners_pld.lastcastid2 = Player.castinginfo.castingid end elseif (xivopeners_pld.lastcastid ~= Player.castinginfo.castingid) then xivopeners_pld.lastcastid = Player.castinginfo.castingid xivopeners_pld.lastcastid2 = Player.castinginfo.castingid end end function xivopeners_pld.drawCall(event, tickcount) if (xivopeners_pld.debug) then GUI:Text("lastcastid") GUI:NextColumn() GUI:InputText("##xivopeners_pld_lastcastid_display", tostring(xivopeners_pld.lastcastid)) GUI:NextColumn() GUI:Text("lastcastid2") GUI:NextColumn() GUI:InputText("##xivopeners_pld_lastcastid2_display", tostring(xivopeners_pld.lastcastid2)) GUI:NextColumn() GUI:Text("lastcastid_o") GUI:NextColumn() GUI:InputText("##xivopeners_pld_lastcastid_original_display", tostring(Player.castinginfo.lastcastid)) GUI:NextColumn() GUI:Text("castingid") GUI:NextColumn() GUI:InputText("##xivopeners_pld_castingid", tostring(Player.castinginfo.castingid)) if (xivopeners_pld.abilityQueue[1]) then GUI:NextColumn() GUI:Text("queue[1]") GUI:NextColumn() GUI:InputText("##xivopeners_pld_queue[1]", xivopeners_pld.abilityQueue[1].name) end if (xivopeners_pld.lastCastFromQueue) then GUI:NextColumn() GUI:Text("lastCastFromQueue") GUI:NextColumn() GUI:InputText("##xivopeners_pld_lastcastfromqueue", xivopeners_pld.lastCastFromQueue.name) end end end function xivopeners_pld.main(event, tickcount) if (Player.level >= xivopeners_pld.supportedLevel) then local target = Player:GetTarget() if (not target) then return end if (not xivopeners_pld.openerAvailable() and not xivopeners_pld.openerStarted) then return end -- don't start opener if it's not available, if it's already started then yolo if (xivopeners_pld.openerStarted and next(xivopeners_pld.abilityQueue) == nil) then -- opener is finished, pass control to ACR xivopeners.log("Finished openers, handing control to ACR") xivopeners_pld.openerStarted = false if (xivopeners.running) then xivopeners.ToggleRun() end if (not FFXIV_Common_BotRunning) then ml_global_information.ToggleRun() end return end if (ActionList:IsCasting()) then return end xivopeners_pld.updateLastCast() if (not xivopeners_pld.openerStarted) then -- technically, even if you use an ability from prepull, it should still work, since the next time this loop runs it'll jump to the elseif xivopeners.log("Starting opener") xivopeners_pld.openerStarted = true xivopeners_pld.useNextAction(target) elseif (xivopeners_pld.lastCastFromQueue and xivopeners_pld.lastcastid == xivopeners_pld.lastCastFromQueue.id) then xivopeners_pld.lastcastid = -1 if (xivopeners_pld.lastCastFromQueue ~= xivopeners_pld.openerAbilities.PitchPerfect) then xivopeners_pld.dequeue() end xivopeners_pld.useNextAction(target) else xivopeners_pld.useNextAction(target) end end end function xivopeners_pld.enqueueNext(action) table.insert(xivopeners_pld.abilityQueue, 1, action) end function xivopeners_pld.enqueue(action) -- implementation of the queue can be changed later table.insert(xivopeners_pld.abilityQueue, action) end function xivopeners_pld.dequeue() xivopeners.log("Dequeing " .. xivopeners_pld.abilityQueue[1].name) table.remove(xivopeners_pld.abilityQueue, 1) end function xivopeners_pld.useNextAction(target) -- do the actual opener -- the current implementation uses a queue system if (target and target.attackable and xivopeners_pld.abilityQueue[1]) then -- idk how to make it not spam console if (xivopeners_pld.abilityQueue[1] == xivopeners_pld.openerAbilities.RagingStrikes and HasBuff(Player.id, xivopeners_pld.openerAbilities.RagingStrikesBuffID)) then xivopeners.log("Player already used raging strikes prepull, continue with opener") -- xivopeners_pld.lastCastFromQueue = xivopeners_pld.openerAbilities.RagingStrikes xivopeners_pld.dequeue() return end if (Player.gauge[2] >= 3 and xivopeners_pld.abilityQueue[1] ~= xivopeners_pld.openerAbilities.PitchPerfect) then -- don't want to dequeue here xivopeners.log("Using PP3 proc") xivopeners_pld.openerAbilities.PitchPerfect:Cast(target.id) -- xivopeners_pld.lastCastFromQueue = xivopeners_pld.openerAbilities.PitchPerfect return end if (xivopeners_pld.abilityQueue[1] == xivopeners_pld.openerAbilities.BurstShot and HasBuff(Player.id, xivopeners_pld.openerAbilities.StraightShotReadyBuffID)) then xivopeners.log("Using RA proc during BurstShot window") xivopeners_pld.openerAbilities.RefulgentArrow:Cast(target.id) xivopeners_pld.lastCastFromQueue = xivopeners_pld.openerAbilities.RefulgentArrow return end -- xivopeners.log("Casting " .. xivopeners_pld.abilityQueue[1].name) xivopeners_pld.abilityQueue[1]:Cast(target.id) -- if (Player.castinginfo.castingid == xivopeners_pld.abilityQueue[1].id) then xivopeners_pld.lastCastFromQueue = xivopeners_pld.abilityQueue[1] -- end end end
local Luna = assert(foundation.com.Luna) local case = Luna:new("yatm_oku.OKU.Memory") local m = assert(yatm_oku.OKU.Memory) case:describe("adjust_and_check_bounds", function (t2) t2:test("will correctly adjust the given index to match internal", function (t3) local mem = m:new(256) -- really small memory for testing local i, o -- byte i, o = mem:adjust_and_check_bounds(0, 1) t3:assert_eq(i, 0) t3:assert_eq(o, 0) i, o = mem:adjust_and_check_bounds(1, 1) t3:assert_eq(i, 0) t3:assert_eq(o, 1) i, o = mem:adjust_and_check_bounds(2, 1) t3:assert_eq(i, 0) t3:assert_eq(o, 2) i, o = mem:adjust_and_check_bounds(3, 1) t3:assert_eq(i, 0) t3:assert_eq(o, 3) i, o = mem:adjust_and_check_bounds(4, 1) t3:assert_eq(i, 1) t3:assert_eq(o, 0) i, o = mem:adjust_and_check_bounds(255, 1) t3:assert_eq(i, 63) t3:assert_eq(o, 3) -- short / 2 bytes i, o = mem:adjust_and_check_bounds(0, 2) t3:assert_eq(i, 0) t3:assert_eq(o, 0) i, o = mem:adjust_and_check_bounds(1, 2) t3:assert_eq(i, 0) t3:assert_eq(o, 1) i, o = mem:adjust_and_check_bounds(2, 2) t3:assert_eq(i, 1) t3:assert_eq(o, 0) -- int / 4 bytes i, o = mem:adjust_and_check_bounds(0, 4) t3:assert_eq(i, 0) t3:assert_eq(o, 0) i, o = mem:adjust_and_check_bounds(1, 4) t3:assert_eq(i, 1) t3:assert_eq(o, 0) i, o = mem:adjust_and_check_bounds(2, 4) t3:assert_eq(i, 2) t3:assert_eq(o, 0) end) end) case:describe("i8", function (t2) t2:test("can address bytes at location", function (t3) local mem = m:new(256) -- really small memory for testing t3:assert_eq(mem:i8(0), 0) mem:w_i8(0, 32) t3:assert_eq(mem:i8(0), 32) t3:assert_eq(mem:i8(1), 0) mem:w_i8(1, 87) t3:assert_eq(mem:i8(0), 32) t3:assert_eq(mem:i8(1), 87) t3:assert_eq(mem:i8(7), 0) mem:w_i8(7, 120) t3:assert_eq(mem:i8(0), 32) t3:assert_eq(mem:i8(1), 87) t3:assert_eq(mem:i8(7), 120) mem:w_i8(255, 16) t3:assert_eq(mem:i8(255), 16) end) end) case:describe("bytes", function (t2) t2:test("can retrieve a list of bytes", function (t3) local mem = m:new(256) mem:w_i8b(0, 'H') mem:w_i8b(1, 'E') mem:w_i8b(2, 'L') mem:w_i8b(3, 'L') mem:w_i8b(4, 'O') local result = mem:bytes(0, 5) t3:assert_table_eq(result, {72, 69, 76, 76, 79}) end) end) case:execute() case:display_stats() case:maybe_error()