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return { { Index= 12, PointerLocation= 584724, OldPointer= 437286, Label= "L1017" }, { Index= 61, PointerLocation= 585704, OldPointer= 437286, Label= "L1017" }, { Index= 98, PointerLocation= 586444, OldPointer= 235659, Label= "L1018" }, { Index= 105, PointerLocation= 586584, OldPointer= 236372, Label= "L1019" }, { Index= 106, PointerLocation= 586604, OldPointer= 236624, Label= "L1020" }, { Index= 128, PointerLocation= 587044, OldPointer= 240598, Label= "L1021" }, { Index= 147, PointerLocation= 587424, OldPointer= 390119, Label= "L1022" }, { Index= 162, PointerLocation= 587724, OldPointer= 240598, Label= "L1021" }, { Index= 226, PointerLocation= 589004, OldPointer= 258297, Label= "L1023" }, { Index= 248, PointerLocation= 589444, OldPointer= 260046, Label= "L1024" }, { Index= 249, PointerLocation= 589464, OldPointer= 260495, Label= "L1025" }, { Index= 250, PointerLocation= 589484, OldPointer= 260677, Label= "L1026" }, { Index= 251, PointerLocation= 589504, OldPointer= 261200, Label= "L1027" }, { Index= 252, PointerLocation= 589524, OldPointer= 261027, Label= "L1028" }, { Index= 253, PointerLocation= 589544, OldPointer= 261457, Label= "L1029" }, { Index= 259, PointerLocation= 589664, OldPointer= 437286, Label= "L1017" }, { Index= 268, PointerLocation= 589844, OldPointer= 272341, Label= "L1030" }, { Index= 275, PointerLocation= 589984, OldPointer= 437286, Label= "L1017" }, { Index= 286, PointerLocation= 590204, OldPointer= 437286, Label= "L1017" }, { Index= 302, PointerLocation= 590524, OldPointer= 437286, Label= "L1017" }, { Index= 406, PointerLocation= 592604, OldPointer= 437286, Label= "L1017" }, { Index= 419, PointerLocation= 592864, OldPointer= 441774, Label= "L1031" }, { Index= 436, PointerLocation= 593204, OldPointer= 460231, Label= "L1032" }, { Index= 450, PointerLocation= 593484, OldPointer= 458839, Label= "L1033" }, { Index= 479, PointerLocation= 594064, OldPointer= 390868, Label= "L1034" }, { Index= 488, PointerLocation= 594244, OldPointer= 437286, Label= "L1017" }, { Index= 506, PointerLocation= 594604, OldPointer= 437286, Label= "L1017" }, { Index= 595, PointerLocation= 596384, OldPointer= 390188, Label= "L1035" }, { Index= 596, PointerLocation= 596404, OldPointer= 390296, Label= "L1036" }, { Index= 597, PointerLocation= 596424, OldPointer= 390350, Label= "L1037" }, { Index= 598, PointerLocation= 596444, OldPointer= 390404, Label= "L1038" }, { Index= 599, PointerLocation= 596464, OldPointer= 390242, Label= "L1039" }, { Index= 611, PointerLocation= 596704, OldPointer= 437286, Label= "L1017" }, { Index= 645, PointerLocation= 597384, OldPointer= 458915, Label= "L1040" }, { Index= 671, PointerLocation= 597904, OldPointer= 388441, Label= "L1041" }, { Index= 716, PointerLocation= 598804, OldPointer= 437286, Label= "L1017" }, { Index= 728, PointerLocation= 599044, OldPointer= 305567, Label= "L1042" }, { Index= 734, PointerLocation= 599164, OldPointer= 441819, Label= "L1043" }, { Index= 750, PointerLocation= 599484, OldPointer= 437286, Label= "L1017" }, { Index= 827, PointerLocation= 601024, OldPointer= 458879, Label= "L1044" }, { Index= 839, PointerLocation= 601264, OldPointer= 320938, Label= "L1045" }, { Index= 849, PointerLocation= 601464, OldPointer= 323106, Label= "L1046" }, { Index= 855, PointerLocation= 601584, OldPointer= 323461, Label= "L1047" }, { Index= 893, PointerLocation= 602344, OldPointer= 437286, Label= "L1017" }, { Index= 908, PointerLocation= 602644, OldPointer= 332004, Label= "L1048" }, { Index= 937, PointerLocation= 603224, OldPointer= 437286, Label= "L1017" }, { Index= 940, PointerLocation= 603284, OldPointer= 437286, Label= "L1017" }, { Index= 1009, PointerLocation= 604664, OldPointer= 437286, Label= "L1017" }, { Index= 1014, PointerLocation= 604764, OldPointer= 437286, Label= "L1017" }, { Index= 1022, PointerLocation= 604924, OldPointer= 437286, Label= "L1017" }, { Index= 1037, PointerLocation= 605224, OldPointer= 342291, Label= "L1049" }, { Index= 1107, PointerLocation= 606624, OldPointer= 350557, Label= "L1050" }, { Index= 1108, PointerLocation= 606644, OldPointer= 350557, Label= "L1050" }, { Index= 1109, PointerLocation= 606664, OldPointer= 350557, Label= "L1050" }, { Index= 1127, PointerLocation= 607024, OldPointer= 437286, Label= "L1017" }, { Index= 1150, PointerLocation= 607484, OldPointer= 353012, Label= "L1051" }, { Index= 1206, PointerLocation= 608604, OldPointer= 437286, Label= "L1017" }, { Index= 1250, PointerLocation= 609484, OldPointer= 357492, Label= "L1052" }, { Index= 1251, PointerLocation= 609504, OldPointer= 357492, Label= "L1052" }, { Index= 1252, PointerLocation= 609524, OldPointer= 358136, Label= "L1053" }, { Index= 1253, PointerLocation= 609544, OldPointer= 357492, Label= "L1052" }, { Index= 1254, PointerLocation= 609564, OldPointer= 357492, Label= "L1052" }, { Index= 1255, PointerLocation= 609584, OldPointer= 357492, Label= "L1052" }, { Index= 1256, PointerLocation= 609604, OldPointer= 357492, Label= "L1052" }, { Index= 1257, PointerLocation= 609624, OldPointer= 357492, Label= "L1052" }, { Index= 1258, PointerLocation= 609644, OldPointer= 357492, Label= "L1052" }, { Index= 1259, PointerLocation= 609664, OldPointer= 357492, Label= "L1052" }, { Index= 1261, PointerLocation= 609704, OldPointer= 357492, Label= "L1052" }, { Index= 1299, PointerLocation= 610464, OldPointer= 363364, Label= "L1054" }, { Index= 1320, PointerLocation= 610884, OldPointer= 437286, Label= "L1017" }, { Index= 1358, PointerLocation= 611644, OldPointer= 441668, Label= "L1055" }, { Index= 1375, PointerLocation= 611984, OldPointer= 437286, Label= "L1017" }, { Index= 1406, PointerLocation= 612604, OldPointer= 441668, Label= "L1055" } }
if not modules then modules = { } end modules ['t-annotation'] = { version = 1.000, comment = "Annotations", author = "Wolfgang Schuster", copyright = "Wolfgang Schuster", license = "GNU General Public License" } thirddata = thirddata or {} thirddata.annotation = thirddata.annotation or {} local annotation = thirddata.annotation local variables = interfaces.variables local format = string.format local gsub = string.gsub local rep = string.rep local validstring = string.valid local datasets = job.datasets local v_yes = variables.yes local v_no = variables.no local v_auto = variables.auto local v_paragraph = variables.paragraph local v_text = variables.text local v_command = variables.command local v_vertical = variables.vertical local v_horizontal = variables.horizontal local v_annotation = variables.annotation local v_buffer = variables.buffer local texsprint = tex.sprint local ctxcatcodes = tex.ctxcatcodes local txtcatcodes = tex.txtcatcodes -- Collect the content of the environment local data = { } function annotation.erasedata(name) data[name] = nil end function annotation.getdata(name) local data = data[name] return data and data.content or "" end function annotation.printdata(environment,name) local content, catcodes if tex.conditionals['c_annotation_buffer'] and name ~= "" then content = datasets.getdata(environment,name,"content") or "" catcodes = datasets.getdata(environment,name,"catcodes") or "" else content = data[name] and data[name]["content"] or "" catcodes = data[name] and data[name]["catcodes"] or "" end if catcodes == txtcatcodes then context.pushcatcodes(txtcatcodes) else context.pushcatcodes(ctxcatcodes) end if tex.conditionals['c_annotation_inline'] then context(content:strip()) -- remove leading/trailing spaces else context.viafile(content,format("annotation.%s",validstring(name,"noname"))) end context.popcatcodes() end function annotation.parameters(environment,name) local data = data[name] local parameters = data and data.parameters or "" texsprint(ctxcatcodes,parameters) end function annotation.dataset(environment,name,parameters,content,catcodes) datasets.setdata { name = environment, tag = name, data = { parameters = parameters, content = content, catcodes = catcodes } } end function annotation.collectdata(environment,name,parameters,content,begintag,endtag,catcodes) local oldcontent = annotation.getdata(name) local content = content local parameters = parameters local catcodes = catcodes local nesting = false if oldcontent == "" then -- no nested environment else content = oldcontent .. endtag .. " " .. content end if select(2,gsub(content,begintag,begintag)) > select(2,gsub(content,endtag,endtag)) then nesting = true else nesting = false end if not nesting and name ~= "" then annotation.dataset(environment,name,parameters,content,catcodes) end data[name] = { parameters = parameters, content = content, catcodes = catcodes } commands.doifelse(nesting) end function annotation.savedata(environment,name,parameters,content,catcodes) data[name] = { parameters = parameters, content = content, catcodes = catcodes } end -- Write the content of the environment to a file annotation.empty = true function annotation.open() annotation.export = io.open(file.addsuffix(table.concat({tex.jobname,"annotation"},"-"),"txt"),"wb") end function annotation.write(title,content) local title, content = title:strip(), content if annotation.empty == true then annotation.open() annotation.empty = false else annotation.export:write("\n\n") end if title ~= "" then annotation.export:write(title) annotation.export:write("\n",rep("-",#title),"\n\n") content = content:gsub(" \\par ","\n\n") annotation.export:write(content) end end --~ function annotation.write(title,content) --~ local title, content = title:strip(), content --~ if annotation.empty == true then --~ annotation.open() --~ annotation.empty = false --~ else --~ annotation.export:write("\n") --~ end --~ annotation.export:write(title.." "..content) --~ end
require "globals" -- we now require globals local love = require "love" local Lazer = require "objects/Lazer" -- since we'll be using lazers function Player() local SHIP_SIZE = 30 local VIEW_ANGLE = math.rad(90) local LAZER_DISTANCE = 0.6 local MAX_LAZERS = 10 return { x = love.graphics.getWidth() / 2, y = love.graphics.getHeight() / 2, radius = SHIP_SIZE / 2, angle = VIEW_ANGLE, rotation = 0, thrusting = false, lazers = {}, thrust = { x = 0, y = 0, speed = 5, big_flame = false, flame = 2.0 }, draw_flame_thrust = function (self, fillType, color) love.graphics.setColor(color) love.graphics.polygon( fillType, self.x - self.radius * (2 / 3 * math.cos(self.angle) + 0.5 * math.sin(self.angle)), self.y + self.radius * (2 / 3 * math.sin(self.angle) - 0.5 * math.cos(self.angle)), self.x - self.radius * self.thrust.flame * math.cos(self.angle), self.y + self.radius * self.thrust.flame * math.sin(self.angle), self.x - self.radius * (2 / 3 * math.cos(self.angle) - 0.5 * math.sin(self.angle)), self.y + self.radius * (2 / 3 * math.sin(self.angle) + 0.5 * math.cos(self.angle)) ) end, shootLazer = function (self) if (#self.lazers <= MAX_LAZERS) then -- lazer spawn from front of ship table.insert(self.lazers, Lazer( self.x + ((4 / 3) * self.radius) * math.cos(self.angle), self.y - ((4 / 3) * self.radius) * math.sin(self.angle), self.angle )) end end, destroyLazer = function (self, index) table.remove(self.lazers, index) end, draw = function (self, faded) local opacity = 1 if faded then opacity = 0.2 end if self.thrusting then if not self.thrust.big_flame then self.thrust.flame = self.thrust.flame - 1 / love.timer.getFPS() if self.thrust.flame < 1.5 then self.thrust.big_flame = true end else self.thrust.flame = self.thrust.flame + 1 / love.timer.getFPS() if self.thrust.flame > 2.5 then self.thrust.big_flame = false end end self:draw_flame_thrust("fill", {255/255 ,102/255 ,25/255}) self:draw_flame_thrust("line", {1, 0.16, 0}) end if show_debugging then -- changed to global show_debugging love.graphics.setColor(1, 0, 0) love.graphics.rectangle( "fill", self.x - 1, self.y - 1, 2, 2 ) love.graphics.circle("line", self.x, self.y, self.radius) end love.graphics.setColor(1, 1, 1, opacity) love.graphics.polygon( "line", self.x + ((4 / 3) * self.radius) * math.cos(self.angle), self.y - ((4 / 3) * self.radius) * math.sin(self.angle), self.x - self.radius * (2 / 3 * math.cos(self.angle) + math.sin(self.angle)), self.y + self.radius * (2 / 3 * math.sin(self.angle) - math.cos(self.angle)), self.x - self.radius * (2 / 3 * math.cos(self.angle) - math.sin(self.angle)), self.y + self.radius * (2 / 3 * math.sin(self.angle) + math.cos(self.angle)) ) -- draw lazers for _, lazer in pairs(self.lazers) do lazer:draw(faded) end end, movePlayer = function (self) local FPS = love.timer.getFPS() local friction = 0.7 self.rotation = 360 / 180 * math.pi / FPS if love.keyboard.isDown("a") or love.keyboard.isDown("left") or love.keyboard.isDown("kp4") then self.angle = self.angle + self.rotation end if love.keyboard.isDown("d") or love.keyboard.isDown("right") or love.keyboard.isDown("kp6") then self.angle = self.angle - self.rotation end if self.thrusting then self.thrust.x = self.thrust.x + self.thrust.speed * math.cos(self.angle) / FPS self.thrust.y = self.thrust.y - self.thrust.speed * math.sin(self.angle) / FPS else if self.thrust.x ~= 0 or self.thrust.y ~= 0 then self.thrust.x = self.thrust.x - friction * self.thrust.x / FPS self.thrust.y = self.thrust.y - friction * self.thrust.y / FPS end end self.x = self.x + self.thrust.x self.y = self.y + self.thrust.y if self.x + self.radius < 0 then self.x = love.graphics.getWidth() + self.radius elseif self.x - self.radius > love.graphics.getWidth() then self.x = -self.radius end if self.y + self.radius < 0 then self.y = love.graphics.getHeight() + self.radius elseif self.y - self.radius > love.graphics.getHeight() then self.y = -self.radius end for index, lazer in pairs(self.lazers) do if (lazer.distance > LAZER_DISTANCE * love.graphics.getWidth()) and (lazer.exploading == 0) then -- we now include if lazer exploading == 0 lazer:expload()-- we now instead expload the lazer end if lazer.exploading == 0 then -- 0 -> lazer not exploading lazer:move() elseif lazer.exploading == 2 then -- 2 -> lazer is done exploading self.destroyLazer(self, index) end end end } end return Player
local colors = { none = "NONE", bg = "#191622", bg_dark = "#13111B", bg_darker = "#15121E", bg_light = "#201B2D", bg_lighter = "#252131", fg = "#E1E1E6", comment = "#483C67", selection = "#41414D", cyan = "#78D1E1", pink = "#FF79C6", purple = "#988BC7", orange = "#E89E64", yellow = "#E7DE79", green = "#67E480", red = "#E96379", git = { add = "#67E480", change = "#78D1E1", delete = "#ED4556", conflict = "#BB7A61" }, } return colors
local loop_plugins = { entities = { provides = "entity", controls = function() return { { type = "drop-down", ref = { "entity_type" }, items = { "container", "storage-tank", "any-machine", "assembling-machine", "furnace", "constant-combinator", "programmable-speaker", "lamp", "radar", "vehicle" }, selected_index = 1 } -- TODO: generic component for name search: text input -- (contains / starts with / exact match / fuzzy search, default to fuzzy here) -- fuzzy: https://codereview.stackexchange.com/questions/111957/vc-as-in-vancouver-or-valencia } end, func = function(search) -- TODO: Search in area: -- local cursor_stack = player.cursor_stack -- cursor_stack.clear() -- cursor_stack.set_stack({name="search-engine-area-filter", type="selection-tool", count = 1}) -- TODO: Support ghosts somehow? Especially showing what kind of ghost it is search.params.force = search.player.force local drop_down = search.gui_loop_params.entity_type search.params.type = drop_down.items[drop_down.selected_index] if search.params.type == "any-machine" then search.params.type = {"assembling-machine","furnace"} elseif search.params.type == "vehicle" then search.params.type = {"car","tank","spidertron"} end return search.player.surface.find_entities_filtered(search.params) end }, recipes = { provides = "recipe", controls = function() return { -- enabled, containing ingredient/product/anywhere } end, func = function() -- TODO: Use LuaGameScript.get_filtered_recipe_prototypes return game.recipe_prototypes end } } local function gui_elements() local r = {} for k, v in pairs(loop_plugins) do table.insert(r, { type = "button", caption = k, tags = { loop_id = k, provides = v.provides } }) end return r end local function create_loop(loop_id, search) return loop_plugins[loop_id].func(search) end local function provides(loop_id) return loop_plugins[loop_id].provides end local function controls(loop_id, search) return loop_plugins[loop_id].controls(search) end return { controls = controls, gui_elements = gui_elements, provides = provides, create_loop = create_loop }
-- -- User: lishulong -- Date: 2018/8/21 -- Time: 下午4:45 -- Email: lishulong.never@gmail.com -- Description: -- rs = 10 if rs == 10 then print('rs is 10') end if rs > 10 then print('rs > 10') elseif rs < 10 then print('rs < 10') else print('rs == 10') end -- 循环 i = 10 while (i > 0) do i = i - 1 print(i) end -- lua 语言没有 continue --repeat a = 10 --repeat -- print(a) -- a = a - 1 -- if a == 0 then return false end --until false repeat print(a) a = a - 1 until a == 0 --419801 for var = 1, 10, 2 do print(i) end local a = {"a", "b", "c", "d"} for i, v in ipairs(a) do print("index:", i, " value:", v) end
-- Set leader key vim.g.mapleader = ' ' -- Refresh config Map_n { '<F5>', ':luafile %<CR>' } Map_i { '<F5>', ':luafile %<CR>' } -- Buffer keys -- new buffer Map_n { '<Leader>bN', ':enew<CR>' } -- close/delete buffer Map_n { '<Leader>bx', ':bd!<CR>' } -- Switch buffer -- previously visited buffer Map_n { '<Leader>bb', ':b#<CR>' } -- next buffer Map_n { '<Leader>bn', ':bn<CR>' } -- preivous buffer Map_n { '<Leader>bp', ':bp<CR>' } -- Window keys -- Move between window -- move up Map_n { '<C-K>', '<C-W><C-K>' } Map_n { '<Leader>wk', '<C-W><C-K>' } -- move down Map_n { '<C-J>', '<C-W><C-J>' } Map_n { '<Leader>wj', '<C-W><C-J>' } -- move left Map_n { '<C-H>', '<C-W><C-H>' } Map_n { '<Leader>wh', '<C-W><C-H>' } -- move right Map_n { '<C-L>', '<C-W><C-L>' } Map_n { '<Leader>wl', '<C-W><C-L>' } -- Split window -- horizontal/below split Map_n { '<Leader>ws', ':split<CR>' } Map_n { '<Leader>s', ':split<CR>' } -- vertical/right split Map_n { '<Leader>wv', ':vsplit<CR>' } Map_n { '<Leader>v', ':vsplit<CR>' } -- close window Map_n { '<Leader>wx', ':close<CR>' } -- Move line/s Map_n { '<A-j>', ':m .+1<CR>==' } Map_n { '<A-k>', ':m .-2<CR>==' } Map_v { '<A-j>', ":m '>+1<CR>gv=gv" } Map_v { '<A-k>', ":m '<-2<CR>gv=gv" } Map_i { '<A-j>', '<Esc>:m .+1<CR>==gi' } Map_i { '<A-k>', '<Esc>:m .-2<CR>==gi' } -- Yank/copy to clipboard Map_n { '<Leader>y', '"+yy' } Map_v { '<Leader>y', '"+y' } -- Paste from clipboard Map_n { '<Leader>p', '"+p' } -- Toggle conceal Map_n { '<Leader>TC', ":set <C-R>=&conceallevel ? 'conceallevel=0' : 'conceallevel=1'<CR><CR>" }
-- Prosody IM -- Copyright (C) 2008-2010 Matthew Wild -- Copyright (C) 2008-2010 Waqas Hussain -- -- This project is MIT/X11 licensed. Please see the -- COPYING file in the source package for more information. -- local config = require "core.configmanager"; local encodings = require "util.encodings"; local stringprep = encodings.stringprep; local storagemanager = require "core.storagemanager"; local usermanager = require "core.usermanager"; local signal = require "util.signal"; local set = require "util.set"; local lfs = require "lfs"; local pcall = pcall; local type = type; local nodeprep, nameprep = stringprep.nodeprep, stringprep.nameprep; local io, os = io, os; local print = print; local tonumber = tonumber; local CFG_SOURCEDIR = _G.CFG_SOURCEDIR; local _G = _G; local prosody = prosody; -- UI helpers local function show_message(msg, ...) print(msg:format(...)); end local function show_usage(usage, desc) print("Usage: ".._G.arg[0].." "..usage); if desc then print(" "..desc); end end local function getchar(n) local stty_ret = os.execute("stty raw -echo 2>/dev/null"); local ok, char; if stty_ret == true or stty_ret == 0 then ok, char = pcall(io.read, n or 1); os.execute("stty sane"); else ok, char = pcall(io.read, "*l"); if ok then char = char:sub(1, n or 1); end end if ok then return char; end end local function getline() local ok, line = pcall(io.read, "*l"); if ok then return line; end end local function getpass() local stty_ret = os.execute("stty -echo 2>/dev/null"); if stty_ret ~= 0 then io.write("\027[08m"); -- ANSI 'hidden' text attribute end local ok, pass = pcall(io.read, "*l"); if stty_ret == 0 then os.execute("stty sane"); else io.write("\027[00m"); end io.write("\n"); if ok then return pass; end end local function show_yesno(prompt) io.write(prompt, " "); local choice = getchar():lower(); io.write("\n"); if not choice:match("%a") then choice = prompt:match("%[.-(%U).-%]$"); if not choice then return nil; end end return (choice == "y"); end local function read_password() local password; while true do io.write("Enter new password: "); password = getpass(); if not password then show_message("No password - cancelled"); return; end io.write("Retype new password: "); if getpass() ~= password then if not show_yesno [=[Passwords did not match, try again? [Y/n]]=] then return; end else break; end end return password; end local function show_prompt(prompt) io.write(prompt, " "); local line = getline(); line = line and line:gsub("\n$",""); return (line and #line > 0) and line or nil; end -- Server control local function adduser(params) local user, host, password = nodeprep(params.user), nameprep(params.host), params.password; if not user then return false, "invalid-username"; elseif not host then return false, "invalid-hostname"; end local host_session = prosody.hosts[host]; if not host_session then return false, "no-such-host"; end storagemanager.initialize_host(host); local provider = host_session.users; if not(provider) or provider.name == "null" then usermanager.initialize_host(host); end local ok, errmsg = usermanager.create_user(user, password, host); if not ok then return false, errmsg or "creating-user-failed"; end return true; end local function user_exists(params) local user, host = nodeprep(params.user), nameprep(params.host); storagemanager.initialize_host(host); local provider = prosody.hosts[host].users; if not(provider) or provider.name == "null" then usermanager.initialize_host(host); end return usermanager.user_exists(user, host); end local function passwd(params) if not user_exists(params) then return false, "no-such-user"; end return adduser(params); end local function deluser(params) if not user_exists(params) then return false, "no-such-user"; end local user, host = nodeprep(params.user), nameprep(params.host); return usermanager.delete_user(user, host); end local function getpid() local pidfile = config.get("*", "pidfile"); if not pidfile then return false, "no-pidfile"; end if type(pidfile) ~= "string" then return false, "invalid-pidfile"; end pidfile = config.resolve_relative_path(prosody.paths.data, pidfile); local modules_enabled = set.new(config.get("*", "modules_disabled")); if prosody.platform ~= "posix" or modules_enabled:contains("posix") then return false, "no-posix"; end local file, err = io.open(pidfile, "r+"); if not file then return false, "pidfile-read-failed", err; end local locked, err = lfs.lock(file, "w"); if locked then file:close(); return false, "pidfile-not-locked"; end local pid = tonumber(file:read("*a")); file:close(); if not pid then return false, "invalid-pid"; end return true, pid; end local function isrunning() local ok, pid, err = getpid(); if not ok then if pid == "pidfile-read-failed" or pid == "pidfile-not-locked" then -- Report as not running, since we can't open the pidfile -- (it probably doesn't exist) return true, false; end return ok, pid; end return true, signal.kill(pid, 0) == 0; end local function start() local ok, ret = isrunning(); if not ok then return ok, ret; end if ret then return false, "already-running"; end if not CFG_SOURCEDIR then os.execute("./prosody"); else os.execute(CFG_SOURCEDIR.."/../../bin/prosody"); end return true; end local function stop() local ok, ret = isrunning(); if not ok then return ok, ret; end if not ret then return false, "not-running"; end local ok, pid = getpid() if not ok then return false, pid; end signal.kill(pid, signal.SIGTERM); return true; end local function reload() local ok, ret = isrunning(); if not ok then return ok, ret; end if not ret then return false, "not-running"; end local ok, pid = getpid() if not ok then return false, pid; end signal.kill(pid, signal.SIGHUP); return true; end return { show_message = show_message; show_warning = show_message; show_usage = show_usage; getchar = getchar; getline = getline; getpass = getpass; show_yesno = show_yesno; read_password = read_password; show_prompt = show_prompt; adduser = adduser; user_exists = user_exists; passwd = passwd; deluser = deluser; getpid = getpid; isrunning = isrunning; start = start; stop = stop; reload = reload; };
-- TBASIC includes if not _G.bit and not _G.bit32 then error("This lua implementation does not have bit/bit32 library, aborting.") end if not _G.unpack and not table.unpack then error("This lua implementation does not have unpack() function, aborting.") end if _G.bit32 then _G.bit = bit32 end -- Lua 5.2 and LuaJIT compatibility (which has 'bit32' but no 'bit') if _G.unpack and not _G.table.unpack then _G.table.unpack = unpack end -- LuaJIT compatibility -- simple binary search stole and improved from Kotlin Language -- @param cmpval: function that returns numerical value of the value used for searching. -- implementation: function(s) return whateverhashornumber(s) end -- e.g. function(s) return string.hash(s) end -- for string values -- you must implement it by yourself! do -- Avoid heap allocs for performance local default_cmp_fn = function(s) return string.hash(tostring(s)) end function table.binsearch(t, value, cmpval) local low = 1 local high = #t local cmp = cmpval or default_cmp_fn local value = cmp(value) while low <= high do local mid = bit.rshift((low + high), 1) local midVal = t[mid] if value > cmp(midVal) then low = mid + 1 elseif value < cmp(midVal) then high = mid - 1 else return mid -- key found end end return nil -- key not found end end _G._TBASIC = {} _G._TBASIC._VERNUM = 0x0004 -- 0.4 _G._TBASIC._VERSION = tonumber(string.format("%d.%d", bit.rshift(_TBASIC._VERNUM, 8), bit.band(_TBASIC._VERNUM, 0xFF))) _G._TBASIC._HEADER = string.format(" **** TERRAN BASIC V%d.%d **** ", bit.rshift(_TBASIC._VERNUM, 8), bit.band(_TBASIC._VERNUM, 0xFF)) _G._TBASIC.PROMPT = function() print("\nREADY.") end _G._TBASIC._INVOKEERR = function(msg, msg1) if msg1 then print("?L".._G._TBASIC._INTPRTR.PROGCNTR..": "..msg.." "..msg1) else print("?L".._G._TBASIC._INTPRTR.PROGCNTR..": "..msg, "ERROR") end if _TBASIC.SHOWLUAERROR then error("Error thrown") end --os.exit(1) -- terminate _G._TBASIC.__appexit = true -- duh, computercraft end _G._TBASIC._ERROR = { SYNTAX = function() _TBASIC._INVOKEERR("SYNTAX") end, SYNTAXAT = function(word) _TBASIC._INVOKEERR("SYNTAX ERROR AT", "'"..word.."'") end, TYPE = function() _TBASIC._INVOKEERR("TYPE MISMATCH") end, ILLEGALNAME = function(name, reason) if reason then _TBASIC._INVOKEERR("ILLEGAL NAME: ".."'"..name.."'", "REASON:"..reason) else _TBASIC._INVOKEERR("ILLEGAL NAME:", "'"..name.."'") end end, ILLEGALARG = function(expected, got) if (not expected) and (not got) then _TBASIC._INVOKEERR("ILLEGAL QUANTITY") elseif not got then _TBASIC._INVOKEERR(expected:upper().." EXPECTED") else _TBASIC._INVOKEERR(expected:upper().." EXPECTED,", "GOT "..got:upper()) end end, NOSUCHLINE = function(line) _TBASIC._INVOKEERR("NO SUCH LINE:", line) end, NULFN = function(var) _TBASIC._INVOKEERR("UNDEFINED FUNCTION:", "'"..var.."'") end, NULVAR = function(var) _TBASIC._INVOKEERR("UNDEFINED VARIABLE:", "'"..var.."'") end, DIV0 = function() _TBASIC._INVOKEERR("DIVISION BY ZERO") end, NAN = function() _TBASIC._INVOKEERR("NOT A NUMBER") end, STACKOVFL = function() _TBASIC._INVOKEERR("TOO MANY RECURSION") end, LINETOOBIG = function() _TBASIC._INVOKEERR("TOO BIG LINE NUMBER") end, NOLINENUM = function() _TBASIC._INVOKEERR("NO LINE NUMBER") end, ABORT = function(reason) if reason then _TBASIC._INVOKEERR("PROGRAM", "ABORTED: "..reason) else _TBASIC._INVOKEERR("PROGRAM", "ABORTED") end end, ARGMISSING = function(fname, remark) if remark then _TBASIC._INVOKEERR("MISSING ARGUMENT(S) FOR", "'"..fname.."' ("..remark..")") else _TBASIC._INVOKEERR("MISSING ARGUMENT(S) FOR", "'"..fname.."'") end end, NOMATCHING = function(fname, match) _TBASIC._INVOKEERR("'"..fname.."' HAS NO MACTHING", "'"..match.."'") end, TOOLONGEXEC = function() _TBASIC._INVOKEERR("TOO LONG WITHOUT YIELDING") end, RETURNWOSUB = function() _TBASIC._INVOKEERR("RETURN WITHOUT GOSUB") end, NEXTWOFOR = function() _TBASIC._INVOKEERR("NEXT WITHOUT FOR") end, ASGONIF = function() _TBASIC._INVOKEERR("ASSIGNMENT ON IF CLAUSE") end, SHELLCMD = function() _TBASIC._INVOKEERR("THIS IS A SHELL COMMAND") end, IOERR = function() _TBASIC._INVOKEERR("READ/WRITE") end, NOSYMFORNEXT = function() _TBASIC._INVOKEERR("NO VAR FOR NEXT CLAUSE") end, DEV_FUCKIT = function() _TBASIC._INVOKEERR("FEELING DIRTY") end, DEV_UNIMPL = function(fname) _TBASIC._INVOKEERR("UNIMPLEMENTED SYNTAX:", "'"..fname.."'") end } _G._TBASIC._FNCTION = { -- aka OPCODES because of some internal-use-only functions -- variable control "CLR", -- deletes all user-defined variables and functions "DIM", -- allocates an array "DEF", -- defines new function. Synopsis "DEF FN FOOBAR(arg)" "FN", -- denotes function -- flow control "GO", "GOTO", -- considered harmful "GOSUB", "RETURN", "FOR", "NEXT", "IN", "DO", -- reserved only "IF", "THEN", "LABEL", -- line number alias --"ELSE", "ELSEIF", -- reserved only, will not be implemented "END", -- terminate program cleanly "ABORT", -- break as if an error occured "ABORTM", -- ABORT with message -- stdio "PRINT", "INPUT", "GET", -- read single key "HTAB", "TAB", -- set cursor's X position "VTAB", -- set cursor's Y position "SCROLL", "CLS", -- clear screen "TEXTCOL", -- foreground colour "BACKCOL", -- background colour -- mathematics "ABS", "SIN", "COS", "TAN", "FLOOR", "CEIL", "ROUND", "LOG", "INT", -- integer part of a number (3.78 -> 3, -3.03 -> -3) "RND", -- random number 0.0 <= x < 1.0 "SGN", -- sign of a number (-1, 0, 1) "SQRT", -- square root "CBRT", -- cubic root "MAX", "MIN", "INV", -- returns (1.0 / arg) "RAD", -- converts deg into rad -- string manipulation "LEN", "LEFT", -- just like in Excel "MID", -- -- just like in Excel (substring) "RIGHT", -- just like in Excel -- type conversion "ASC", -- converts a charactor into its code point "CHR", -- converts an integer into corresponding character "STR", -- number to string "VAL", -- string to number -- misc "REM", -- mark this line as comment "NEW", -- clean up any programs on the buffer (this is a Shell function) -- pc speaker "BEEP", -- beeps. Synopsis: "BEEP", "BEEP [pattern]" (not for CC) "TEMIT", -- emits a tone. Synopsis: "TEMIT [frequency] [seconds]" (not for CC) -- commands "RUN", -- run a program or a line. Synopsis: "RUN", "RUN [line]" (this is a Shell function) "LIST", -- list currently entered program. Synopsis: "LIST", "LIST [line]", "LIST [from "-" to]" (this is a Shell function) "NEW", -- clear program lines buffer (this is a Shell function) "RENUM", -- re-number BASIC statements (this is a Shell function) "DELETE", -- delete line (this is a Shell function) -- external IO "LOAD", -- file load. Synopsis: "LOAD [filename]" "SAVE", -- file save. Synopsis: "SAVE [filename]" -- internal use only!! "ASSIGNARRAY", "READARRAY", } _G._TBASIC._OPERATR = { -- operators ">>>", "<<", ">>", "|", "&", "XOR", "!", -- bitwise operations ";", -- string concatenation "==", ">", "<", "<=", "=<", ">=", "=>", -- TURN OFF your font ligature for this part if you're seeing two identical symbols! "!=", "<>", "><", -- not equal "=", ":=", -- assign "AND", "OR", "NOT", "^", -- math.pow, 0^0 should return 1. "*", "/", "+", "-", -- arithmetic operations "%", -- math.fmod "TO", "STEP", -- integer sequence operator "MINUS", -- unary minus (internal use only!!) "+=", "-=", "*=", "/=", "%=" -- C-style assign } _G._TBASIC.OPILLEGAL = { -- illegal functions and operators (internal-use-only opcodes) "ASSIGNARRAY", "READARRAY", "MINUS", } _G._TBASIC._INTPRTR = {} _G._TBASIC._INTPRTR.TRACE = false -- print program counter while execution _G._TBASIC.SHOWLUAERROR = true local function stackpush(t, v) t[#t + 1] = v end local function stackpop(t) local v = t[#t] t[#t] = nil return v end local function stackpeek(t) local v = t[#t] return v end function string.hash(str) -- FNV-1 32-bit local hash = 2166136261 for i = 1, #str do hash = hash * 16777619 hash = bit.bxor(hash, str:byte(i)) end return hash end _G._TBASIC._INTPRTR.RESET = function() _TBASIC.__appexit = false _TBASIC._INTPRTR.PROGCNTR = 0 _TBASIC._INTPRTR.MAXLINES = 999999 _TBASIC._INTPRTR.VARTABLE = {} -- table of variables. [NAME] = data _TBASIC._INTPRTR.FNCTABLE = {} -- table of functions. [NAME] = array of strings? (TBA) _TBASIC._INTPRTR.CALLSTCK = {} -- return points (line number) _TBASIC._INTPRTR.LINELABL = {} -- LABEL statement table _TBASIC._INTPRTR.STACKMAX = 2000 _TBASIC._INTPRTR.CNSTANTS = { M_PI = 3.141592653589793, -- this is a standard implementation M_2PI = 6.283185307179586, -- this is a standard implementation M_E = 2.718281828459045, -- this is a standard implementation M_ROOT2 = 1.414213562373095, -- this is a standard implementation TRUE = true, FALSE = false, NIL = nil, _VERSION = _TBASIC._VERSION } end -- FUNCTION IMPLEMENTS -------------------------------------------------------- local function __readvar(varname) -- varname could be either real name, or a data -- if varname is a string that can be represented as number, returns tonumber(varname) ("4324" -> 4324) -- if varname is a TBASIC string, return resolved string ("~FOOBAR" -> "FOOBAR") -- if varname is a TBASIC variable, return resolved variable ("$FOO" -> any value stored in variable 'FOO') --print("readvar_varname", varname) if type(varname) == "table" or type(varname) == "nil" or type(varname) == "boolean" then return varname end if tonumber(varname) then return tonumber(varname) end if varname:byte(1) == 126 then return varname:sub(2, #varname) end if varname:byte(1) == 36 then local data = varname:sub(2, #varname) if tonumber(data) then return tonumber(data) else -- try for constants local retval = _TBASIC._INTPRTR.CNSTANTS[data:upper()] if retval ~= nil then return retval -- try for variable table else return _TBASIC._INTPRTR.VARTABLE[data:upper()] end end elseif varname:byte(1) == 37 then local array = _TBASIC._INTPRTR.VARTABLE[varname:sub(2, #varname):upper()] if not array or type(array) ~= "table" then return false elseif array.identifier == "tbasicarray" then return array else error(varname.." is not an TBASIC array") end else return varname -- already resolved end end local function __makenewtbasicarray(dimensional) local t = {} t.dimension = dimensional t.data = {} -- this data WILL BE one-based whilst TBASIC is zero-based. BEWARE! t.identifier = "tbasicarray" return t end -- ARRNAME(3,2,4), arguments denote max possible index, starting from zero function gfnarrayget(arrname, ...) local t = __readvar(arrname) local function getdimensionalsum(iteration) local i = 0 for dim = iteration, (#t.dimension) - 1 do i = i + t.dimension[dim] end return i end local indices = {...} local actualIndex = 0 for d = 1, #indices do if (d < #indices) then actualIndex = actualIndex + getdimensionalsum(d) * indices[d] else actualIndex = actualIndex + indices[d] end end return t.data[actualIndex + 1] -- actualIndex is zero-based, but t.data is one-based end function gfnarrayset(arrname, value, ...) local t = __readvar(arrname) local function getdimensionalsum(iteration) local i = 0 for dim = iteration, (#t.dimension) - 1 do i = i + t.dimension[dim] end return i end local indices = {...} local actualIndex = 0 for d = 1, #indices do if (d < #indices) then actualIndex = actualIndex + getdimensionalsum(d) * indices[d] else actualIndex = actualIndex + indices[d] end end t.data[actualIndex + 1] = value -- actualIndex is zero-based, but t.data is one-based end local function __assert(aarg, expected) local arg = __readvar(aarg) if type(arg) ~= expected then _TBASIC._ERROR.ILLEGALARG(expected, type(arg)) return end end local function __assertlhand(llval, expected) local lval = __readvar(llval) if type(lval) ~= expected then _TBASIC._ERROR.ILLEGALARG("LHAND: "..expected, type(lval)) return end end local function __assertrhand(rrval, expected) local rval = __readvar(rrval) if type(rval) ~= expected then _TBASIC._ERROR.ILLEGALARG("RHAND: "..expected, type(rval)) return end end local function __checknumber(aarg) local arg = __readvar(aarg) if arg == nil then _TBASIC._ERROR.ILLEGALARG("number", type(arg)) return else if type(arg) == "table" then repeat tval = arg[1] arg = tval until type(tval) ~= "table" end n = tonumber(arg) if n == nil then _TBASIC._ERROR.ILLEGALARG("number", type(arg)) return else return n end end end local function __checkstring(aarg) local arg = __readvar(aarg) if type(arg) == "function" then _TBASIC._ERROR.ILLEGALARG("STRING/NUMBER/BOOL", type(arg)) return end if type(arg) == "table" then repeat tval = arg[1] arg = tval until type(tval) ~= "table" end local strarg = tostring(arg) return strarg:byte(1) == 126 and strarg:sub(2, #strarg) or strarg end local function __resolvevararg(...) local ret = {} for _, varname in ipairs({...}) do table.insert(ret, __readvar(varname)) end return ret end _G._TBASIC.__assert = __assert _G._TBASIC.__assertlhand = __assertlhand _G._TBASIC.__assertrhand = __assertrhand _G._TBASIC.__checknumber = __checknumber _G._TBASIC.__checkstring = __checkstring _G._TBASIC.__readvar = __readvar _G._TBASIC.__resolvevararg = __resolvevararg --[[ Function implementations Cautions: * Every function that returns STRING must prepend "~" ]] local function _fnprint(...) function printarg(arg) if type(arg) == "function" then _TBASIC._ERROR.SYNTAX() return end if type(arg) == "boolean" then if arg then io.write(" TRUE") else io.write(" FALSE") end elseif _TBASIC.isstring(arg) then io.write(__checkstring(arg)) elseif _TBASIC.isnumber(arg) then -- if argument can be turned into a number (e.g. 14321, "541") io.write(" "..arg) elseif type(arg) == "table" then printarg(arg[1]) -- recursion else io.write(tostring(arg)) end end local args = __resolvevararg(...) if #args < 1 then io.write "" else for i, arg in ipairs(args) do if i > 1 then io.write "\t" end printarg(arg) end end io.write "\n" end local function _fngoto(lnum) local linenum = nil if _TBASIC.isnumber(lnum) then linenum = __checknumber(lnum) else linenum = _TBASIC._INTPRTR.LINELABL[__checkstring(lnum)] end if linenum == nil or linenum < 1 then _TBASIC._ERROR.NOSUCHLINE(linenum) return end _TBASIC._INTPRTR.PROGCNTR = linenum - 1 end local function _fnnewvar(varname, value) _TBASIC._INTPRTR.VARTABLE[varname:upper()] = __readvar(value) end local function _fngosub(lnum) local linenum = nil if _TBASIC.isnumber(lnum) then linenum = __checknumber(lnum) else linenum = _TBASIC._INTPRTR.LINELABL[__checkstring(lnum)] end stackpush(_TBASIC._INTPRTR.CALLSTCK, _TBASIC._INTPRTR.PROGCNTR) -- save current line number _fngoto(linenum) end local function _fnreturn() if #_TBASIC._INTPRTR.CALLSTCK == 0 then -- nowhere to return _TBASIC._ERROR.RETURNWOSUB() return end local return_line = stackpop(_TBASIC._INTPRTR.CALLSTCK) + 1 -- the line has GOSUB, so advance one _fngoto(return_line) end local function _fnabort() _TBASIC._ERROR.ABORT() end local function _fnabortmsg(reason) _TBASIC._ERROR.ABORT(__checkstring(__readvar(reason))) end local function _fnif(bbool) local bool = __readvar(bbool) __assert(bool, "boolean") if bool == nil then _TBASIC._ERROR.ILLEGALARG() return end if not bool then _TBASIC._INTPRTR.PROGCNTR = _TBASIC._INTPRTR.PROGCNTR + 1 end end local function _fnnop() return end local function _fnfor(seq) stackpush(_TBASIC._INTPRTR.CALLSTCK, _TBASIC._INTPRTR.PROGCNTR) end local function _fnnext(...) if #_TBASIC._INTPRTR.CALLSTCK == 0 then -- nowhere to return _TBASIC._ERROR.NEXTWOFOR() return end local variables = {...} -- array of strings(varname) e.g. "$X, $Y, $Z" -- error if no symbol is specified (a common "mistake") if #variables == 0 then _TBASIC._ERROR.NOSYMFORNEXT() end local branch = false -- dequeue intsequences for i, v in ipairs(variables) do local t = nil if _TBASIC.isvariable(v) then t = _TBASIC._INTPRTR.VARTABLE[v:sub(2, #v)] if type(t) ~= "table" then _TBASIC._ERROR.ILLEGALARG("ARRAY", type(t)) return end table.remove(t, 1) -- unassign variable if #t == 0 then _TBASIC._INTPRTR.VARTABLE[v] = nil branch = true end else _TBASIC._ERROR.ILLEGALARG("ARRAY", type(t)) return end end -- branch? or go back? if not branch then _fngoto(stackpeek(_TBASIC._INTPRTR.CALLSTCK) + 1) -- the line has FOR statement else stackpop(_TBASIC._INTPRTR.CALLSTCK) -- dump the stack end end local function _fnabs(n) return math.abs(__checknumber(n)) end local function _fnsin(n) return math.sin(__checknumber(n)) end local function _fncos(n) return math.cos(__checknumber(n)) end local function _fntan(n) return math.tan(__checknumber(n)) end local function _fntorad(n) return math.rad(__checknumber(n)) end local function _fnascii(char) return __checkstring(char):byte(1) end local function _fncbrt(n) return __checknumber(n)^3 end local function _fnceil(n) return math.ceil(__checknumber(n)) end local function _fnchar(code) return "~"..string.char(__checknumber(code)) -- about "~".. ? read the cautions above! end local function _fnfloor(n) return math.floor(__checknumber(n)) end local function _fngetkeycode(...) -- TODO get a single character from the keyboard and saves the code of the character to the given variable(s) end local function _fnint(n) num = __checknumber(n) return num >= 0 and math.floor(n) or math.ceil(n) end local function _fnmultinv(n) -- multiplicative invert return 1.0 / __checknumber(n) end local function _fnsubstrleft(str, n) return "~"..__checkstring(str):sub(1, __checknumber(n)) end local function _fnsubstr(str, left, right) return "~"..__checkstring(str):sub(__checknumber(left), __checknumber(right)) end local function _fnsubstrright(str, n) return "~"..__checkstring(str):sub(-__checknumber(n)) end local function _fnlen(var) local value = __readvar(var) return #value end local function _fnloge(n) return math.log(__checknumber(n)) end local function _fnmax(...) local args = __resolvevararg(...) if #args < 1 then _TBASIC._ERROR.ARGMISSING("MAX") return end local max = -math.huge for _, i in ipairs(args) do local n = __checknumber(i) if max < n then max = n end end return max end local function _fnmin(...) local args = __resolvevararg(...) if #args < 1 then _TBASIC._ERROR.ARGMISSING("MIN") return end local min = math.huge for _, i in ipairs(args) do local n = __checknumber(i) if min > n then min = n end end return min end local function _fnrand() return math.random() end local function _fnround(n) return math.floor(__checknumber(n) + 0.5) end local function _fnsign(n) local num = __checknumber(n) return num > 0 and 1.0 or num < 0 and -1.0 or 0.0 end local function _fnsqrt(n) return __checknumber(n)^(0.5) end local function _fntostring(n) local ret = tostring(__checknumber(n)) if not ret then _TBASIC._ERROR.ILLEGALARG() return else return "~"..ret end end local function _fntonumber(s) if tonumber(s) then return s end return tonumber(__checkstring(s)) end local function _fntan(n) return math.tan(__checknumber(n)) end local function _fninput(...) -- INPUT(var1, [var2, var3 ...]) local args = {...} local prompt = "YOUR INPUT ? " local prompt_numbered = "YOUR INPUT (%d OF %d) ? " function prompt_and_get_input() -- if there's two or more input, a number will be shown if #args >= 2 then io.write(string.format(prompt_numbered, argcount, #args)) else io.write(prompt) end io.flush() -- print out the line right away local value = io.read() return value end if #args < 1 then _TBASIC._ERROR.ARGMISSING("INPUT") return else for argcount, varname in ipairs(args) do local inputvalue = nil while inputvalue == nil or inputvalue == "" do inputvalue = prompt_and_get_input() _opassign(varname, inputvalue) end end end end local function _fnlabel(lname) _TBASIC._INTPRTR.LINELABL[__checkstring(lname)] = _TBASIC._INTPRTR.PROGCNTR end -- dim(max_index, max_index, ...) local function _fndim(...) local args = {...} local varname = args[1] local dimensional = {} for i, v in ipairs(args) do if i > 1 then dimensional[i - 1] = v + 1 -- stores size, not max_index end end _opassign(varname, __makenewtbasicarray(dimensional)) end local function _fnassignarray(arrname, value, ...) gfnarrayset(arrname, value, ...) end local function _fnreadarray(arrname, ...) return gfnarrayget(arrname, ...) end -- OPERATOR IMPLEMENTS -------------------------------------------------------- local function booleanise(bool) return bool and "$TRUE" or "$FALSE" end function _opconcat(llval, rrval) local lval = __readvar(llval) local rval = __readvar(rrval) if type(lval) == "function" then _TBASIC._ERROR.ILLEGALARG("VALUE", "FUNCTION") return end if type(rval) == "function" then _TBASIC._ERROR.ILLEGALARG("VALUE", "FUNCTION") return end local l = (type(lval) == "string" and lval:byte(1)) == 126 and lval:sub(2, #lval) or __checkstring(lval) local r = (type(rval) == "string" and rval:byte(1)) == 126 and rval:sub(2, #rval) or __checkstring(rval) return "~"..l..r end function _opplus(lval, rval) local l = __checknumber(lval) local r = __checknumber(rval) return l + r end function _optimes(lval, rval) local l = __checknumber(lval) local r = __checknumber(rval) return l * r end function _opminus(lval, rval) local l = __checknumber(lval) local r = __checknumber(rval) return l - r end function _opdiv(lval, rval) local l = __checknumber(lval) local r = __checknumber(rval) if r == 0 then _TBASIC._ERROR.DIV0() return else return _optimes(l, 1.0 / r) end end function _opmodulo(lval, rval) local expected = "number" local l = __checknumber(lval) local r = __checknumber(rval) return math.fmod(l, r) end function _oppower(lval, rval) local expected = "number" local l = __checknumber(lval) local r = __checknumber(rval) return math.pow(l, r) -- 0^0 is 1 according to the spec, and so is the Lua's. end function _opassign(var, value) if _TBASIC.isnumber(var) or _TBASIC.isfunction(var) or _TBASIC.isoperator(var) or _TBASIC.isargsep(var) then _TBASIC._ERROR.ILLEGALNAME(var) return end -- remove uncaught "$" local varname = var:byte(1) == 36 and var:sub(2, #var) or var -- if it still has "$", the programmer just broke the law if varname:byte(1) == 36 then _TBASIC._ERROR.ILLEGALNAME(varname, "HAS ILLEGAL CHARACTER '$'") return end _TBASIC._INTPRTR.VARTABLE[varname:upper()] = __readvar(value) end function _opeq(llval, rrval) local lval = __readvar(llval) local rval = __readvar(rrval) if tonumber(lval) and tonumber(rval) then return booleanise(tonumber(lval) == tonumber(rval)) else return booleanise(__checkstring(lval) == __checkstring(rval)) end end function _opne(llval, rrval) local lval = __readvar(llval) local rval = __readvar(rrval) if tonumber(lval) and tonumber(rval) then return booleanise(tonumber(lval) ~= tonumber(rval)) else return booleanise(__checkstring(lval) ~= __checkstring(rval)) end end function _opgt(lval, rval) local expected = "number" local l = __checknumber(lval) local r = __checknumber(rval) return booleanise(l > r) end function _oplt(lval, rval) local expected = "number" local l = __checknumber(lval) local r = __checknumber(rval) return booleanise(l < r) end function _opge(lval, rval) local expected = "number" local l = __checknumber(lval) local r = __checknumber(rval) return booleanise(l >= r) end function _ople(lval, rval) local expected = "number" local l = __checknumber(lval) local r = __checknumber(rval) return booleanise(l <= r) end function _opband(lval, rval) local expected = "number" local l = __checknumber(lval) local r = __checknumber(rval) return bit.band(l, r) end function _opbor(lval, rval) local expected = "number" local l = __checknumber(lval) local r = __checknumber(rval) return bit.bor(l, r) end function _opbxor(lval, rval) local expected = "number" local l = __checknumber(lval) local r = __checknumber(rval) return bit.bxor(l, r) end function _opbnot(val) local expected = "number" local v = __checknumber(val) return bit.bnot(v) end function _oplshift(lval, rval) local expected = "number" local l = __checknumber(lval) local r = __checknumber(rval) return bit.lshift(l, r) end function _oprshift(lval, rval) local expected = "number" local l = __checknumber(lval) local r = __checknumber(rval) return bit.arshift(l, r) end function _opurshift(lval, rval) local expected = "number" local l = __checknumber(lval) local r = __checknumber(rval) return bit.rshift(l, r) end function _opland(lhand, rhand) return booleanise(__readvar(lhand) and __readvar(rhand)) end function _oplor(lhand, rhand) return booleanise(__readvar(lhand) or __readvar(rhand)) end function _oplnot(rhand) return booleanise(not __readvar(rhand)) end function _opintrange(x, y) -- x TO y -> {x..y} local from = __checknumber(x) local to = __checknumber(y) local seq = {} if from < to then for i = from, to do table.insert(seq, i) end else for i = from, to, -1 do table.insert(seq, i) end end return seq end function _opintrangestep(sseq, sstp) -- i know you can just use "for i = from, to, step" local seq = __readvar(sseq) local stp = __readvar(sstp) local step = __checknumber(stp) -- but that's just how not this stack machine works... __assert(seq, "table") if step == 1 then return seq end if step < 1 then _TBASIC._ERROR.ILLEGALARG() return end local newseq = {} for i, v in ipairs(seq) do if i % step == 1 then table.insert(newseq, v) end end return newseq end function _opunaryminus(n) local num = __checknumber(n) return -num end function _opplusassign(var, value) if type(__readvar(var)) == "number" then _opassign(var, __readvar(var) + __checknumber(value)) else _TBASIC._ERROR.ILLEGALARG() return end end function _opminusassign(var, value) if type(__readvar(var)) == "number" then _opassign(var, __readvar(var) - __checknumber(value)) else _TBASIC._ERROR.ILLEGALARG() return end end function _optimesassign(var, value) if type(__readvar(var)) == "number" then _opassign(var, __readvar(var) * __checknumber(value)) else _TBASIC._ERROR.ILLEGALARG() return end end function _opdivassign(var, value) if type(__readvar(var)) == "number" then if __checknumber(value) == 0 then _TBASIC._ERROR.DIV0() return else _opassign(var, __readvar(var) / __checknumber(value)) end else _TBASIC._ERROR.ILLEGALARG() return end end function _opmodassign(var, value) if type(__readvar(var)) == "number" then if __checknumber(value) == 0 then _TBASIC._ERROR.DIV0() return else _opassign(var, math.fmod(__readvar(var), __checknumber(value))) end else _TBASIC._ERROR.ILLEGALARG() return end end local vararg = -13 -- magic _G._TBASIC.LUAFN = { -- variable control CLR = {function() _TBASIC._INTPRTR.VARTABLE = {} end, 0}, DIM = {_fndim, vararg}, ASSIGNARRAY = {_fnassignarray, vararg}, READARRY = {_fnreadarray, vararg}, -- flow control IF = {_fnif, 1}, THEN = {_fnnop, 0}, GOTO = {_fngoto, 1}, GOSUB = {_fngosub, 1}, RETURN = {_fnreturn, 0}, END = {function() _G._TBASIC.__appexit = true end, 0}, ABORT = {_fnabort, 0}, ABORTM = {_fnabortmsg, 1}, FOR = {_fnfor, 1}, NEXT = {_fnnext, vararg}, LABEL = {_fnlabel, 1}, -- stdio PRINT = {_fnprint, vararg}, INPUT = {_fninput, vararg}, -- mathematics ABS = {_fnabs, 1}, CBRT = {_fncbrt, 1}, CEIL = {_fnceil, 1}, COS = {_fncos, 1}, FLOOR = {_fnfloor, 1}, INT = {_fnint, 1}, INV = {_fnmultinv, 1}, LOG = {_fnloge, 1}, MAX = {_fnmax, vararg}, MIN = {_fnmin, vararg}, RAD = {_fntorad, 1}, RND = {_fnrand, 0}, ROUND = {_fnround, 1}, SGN = {_fnsign, 1}, SIN = {_fnsin, 1}, SQRT = {_fnsqrt, 1}, TAN = {_fntan, 1}, -- string manipulation LEFT = {_fnsubstrleft, 2}, LEN = {_fnlen, 1}, MID = {_fnsubstr, 3}, RIGHT = {_fnsubstrright, 2}, -- type conversion ASC = {_fnascii, 1}, CHR = {_fnchar, 1}, STR = {_fntostring, 1}, VAL = {_fntonumber, 1}, --------------- -- operators -- --------------- [";"] = {_opconcat, 2}, ["+"] = {_opplus, 2}, ["*"] = {_optimes, 2}, ["-"] = {_opminus, 2}, ["/"] = {_opdiv, 2}, ["%"] = {_opmodulo, 2}, ["^"] = {_oppower, 2}, ["=="] = {_opeq, 2}, ["!="] = {_opne, 2}, ["<>"] = {_opne, 2}, ["><"] = {_opne, 2}, [">="] = {_opge, 2}, ["=>"] = {_opge, 2}, ["<="] = {_ople, 2}, ["=<"] = {_ople, 2}, [">"] = {_opgt, 2}, ["<"] = {_oplt, 2}, ["="] = {_opassign, 2}, [":="] = {_opassign, 2}, ["+="] = {_opplusassign, 2}, ["-="] = {_opminusassign, 2}, ["*="] = {_optimesassign, 2}, ["/="] = {_opdivassign, 2}, ["%="] = {_opmodassign, 2}, MINUS = {_opunaryminus, 1}, -- logical operators AND = {_opland, 2}, OR = {_oplor, 2}, NOT = {_oplnot, 1}, -- bit operators ["<<"] = {_oplshift, 2}, [">>"] = {_oprshift, 2}, -- bit.arshift [">>>"] = {_opurshift, 2}, -- bit.rshift ["|"] = {_opbor, 2}, ["&"] = {_opband, 2}, ["!"] = {_opbnot, 1}, XOR = {_opbxor, 2}, -- int sequence TO = {_opintrange, 2}, STEP = {_opintrangestep, 2}, -- misc REM = {_fnnop, 0} } _G._TBASIC._GETARGS = function(func) local f = _TBASIC.LUAFN[func] if f == nil then return nil end return f[2] end -- PARSER IMPL ---------------------------------------------------------------- local opprecedence = { {":=", "=", "+=", "-=", "*=", "/=", "%="}, -- least important {"OR"}, {"AND"}, {"|"}, {"XOR"}, {"&"}, {"==", "!=", "<>", "><"}, {"<=", ">=", "=<", "=>", "<", ">"}, {"TO", "STEP"}, {">>>", "<<", ">>"}, {";"}, {"+", "-"}, {"*", "/", "%"}, {"NOT", "!"}, {"^"}, -- most important {"MINUS"} } local opassoc = { rtl = {";", "^", "NOT", "!"} } local function exprerr(token) _TBASIC._ERROR.SYNTAXAT(token) end function _op_precd(op) -- take care of prematurely prepended '#' local t1 = op:byte(1) == 35 and op:sub(2, #op) or op op = t1:upper() for i = 1, #opprecedence do for _, op_in_quo in ipairs(opprecedence[i]) do if op == op_in_quo then return i end end end exprerr("precedence of "..op) end function _op_isrtl(op) for _, v in ipairs(opassoc.rtl) do if op == v then return true end end return false end function _op_isltr(op) return not _op_isrtl(op) end function _G._TBASIC.isnumber(token) return tonumber(token) and true or false end function _G._TBASIC.isoperator(token) if token == nil then return false end -- take care of prematurely prepended '#' local t1 = token:byte(1) == 35 and token:sub(2, #token) or token token = t1 for _, tocheck in ipairs(_TBASIC._OPERATR) do if tocheck == token:upper() then return true end end return false end function _G._TBASIC.isvariable(word) if type(word) == "number" then return false end if type(word) == "boolean" then return true end if type(word) == "table" then return true end if word == nil then return false end return word:byte(1) == 36 end function _G._TBASIC.isargsep(token) return token == "," end function _G._TBASIC.isfunction(token) if token == nil then return false end -- take care of prematurely prepended '&' local t1 = token:byte(1) == 38 and token:sub(2, #token) or token token = t1 -- try for builtin local cmpval = function(table_elem) return string.hash(table_elem) end local found = table.binsearch(_TBASIC._FNCTION, token, cmpval) if found then return true end -- try for user-defined functions found = table.binsearch(_TBASIC._INTPRTR.FNCTABLE, token, cmpval) if found then -- found is either Table or Nil. We want boolean value. return true else return false end end function _G._TBASIC.isstring(token) if type(token) ~= "string" then return false end return token:byte(1) == 126 end function _G._TBASIC.isarray(token) if token:byte(1) == 37 then return true else local var = __readvar("%"..token) return type(var) == "table" and var.identifier == "tbasicarray" end end local function printdbg(...) local debug = false if debug then print("TBASINCL", ...) end end -- implementation of the Shunting Yard algo _G._TBASIC.TORPN = function(exprarray) local stack = {} local outqueue = {} local loophookkeylist = {} local function infloophook(key) if not _G[key] then _G[key] = 0 table.insert(loophookkeylist, key) end _G[key] = _G[key] + 1 if _G[key] > 50000 then error(key..": too long without yielding") end end local isfunction = _TBASIC.isfunction local isoperator = _TBASIC.isoperator local isargsep = _TBASIC.isargsep local isnumber = _TBASIC.isnumber local isstring = _TBASIC.isstring local isarray = _TBASIC.isarray for _, token in ipairs(exprarray) do--expr:gmatch("[^ ]+") do if token == nil then error("Token is nil!") end -- hack: remove single prepended whitespace t1 = token:byte(1) == 32 and token:sub(2, #token) or token token = t1 printdbg("TOKEN", "'"..token.."'") if isfunction(token:upper()) then printdbg("is function") stackpush(stack, "&"..token:upper()) elseif isarray(token:upper()) then printdbg("is array") stackpush(stack, "%"..token:upper()) elseif isargsep(token) then printdbg("is argument separator") if not (stackpeek(stack) == "(" or #stack == 0) then repeat stackpush(outqueue, stackpop(stack)) infloophook("repeat1") until stackpeek(stack) == "(" or #stack == 0 end -- no left paren encountered, ERROR! if #stack == 0 then exprerr(token) end -- misplaces sep or mismatched parens elseif isoperator(token) then printdbg("is operator") local o1 = token while isoperator(stackpeek(stack)) and ( (_op_isltr(o1) and _op_precd(o1) <= _op_precd(stackpeek(stack))) or (_op_isrtl(o1) and _op_precd(o1) < _op_precd(stackpeek(stack))) ) do local o2 = stackpeek(stack) printdbg("--> push o2 to stack, o2:", o2) stackpop(stack) -- drop stackpush(outqueue, (o2:byte(1) == 35) and o2 or "#"..o2:upper()) -- try to rm excess '#' infloophook("while") end stackpush(stack, "#"..o1:upper()) elseif token == "(" then stackpush(stack, token) elseif token == ")" then while stackpeek(stack) ~= "(" do if #stack == 0 then exprerr(token) end printdbg("--> stack will pop", stackpeek(stack)) stackpush(outqueue, stackpop(stack)) infloophook("") end printdbg("--> will drop", stackpeek(stack), "(should be left paren!)") --[[found_left_paren = false if stackpeek(stack) ~= "(" then exprerr(token) else found_left_paren = true end]] stackpop(stack) -- drop printdbg("--> stack peek after drop", stackpeek(stack)) if isfunction(stackpeek(stack)) then printdbg("--> will enq fn", stackpeek(stack)) stackpush(outqueue, stackpop(stack)) end printdbg("--> STACKTRACE_ITMD", table.concat(stack, " ")) printdbg("--> OUTPUT_ITMD", table.concat(outqueue, " ")) -- stack empty without finding left paren, ERROR! --if not found_left_paren and #stack == 0 then exprerr(token) end -- mismatched parens elseif isstring(token) or isnumber(token) then printdbg("is data") stackpush(outqueue, token) -- arbitrary data else -- a word without '~' or anything; assume it's a variable name printdbg("is variable") stackpush(outqueue, "$"..token:upper()) end printdbg("STACKTRACE", table.concat(stack, " ")) printdbg("OUTPUT", table.concat(outqueue, " ")) printdbg() end while #stack > 0 do if stackpeek(stack) == "(" or stackpeek(stack) == ")" then exprerr("(paren)") -- mismatched parens end stackpush(outqueue, stackpop(stack)) infloophook("while3") end printdbg("FINAL RESULT: "..table.concat(outqueue, " ")) for _, key in ipairs(loophookkeylist) do _G[key] = nil end return outqueue end -- INIT ----------------------------------------------------------------------- -- load extensions local status, err = pcall( function() if os and os.loadAPI then -- ComputerCraft os.loadAPI "TBASEXTN.lua" else require "TBASEXTN" end end ) if err then error(err) end --sort builtin keywords list table.sort(_TBASIC._FNCTION, function(a, b) return string.hash(a) < string.hash(b) end) _G._TBASIC._INTPRTR.RESET() --[[ Terran BASIC (TBASIC) Copyright (c) 2016-2017 Torvald (minjaesong) and the contributors. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the Software), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]]
object_tangible_deed_vehicle_deed_vehicle_deed_swamp_speeder = object_tangible_deed_vehicle_deed_shared_vehicle_deed_swamp_speeder:new { } ObjectTemplates:addTemplate(object_tangible_deed_vehicle_deed_vehicle_deed_swamp_speeder, "object/tangible/deed/vehicle_deed/vehicle_deed_swamp_speeder.iff")
local filter_color= color("0,0,0,1") local args= { Def.Quad{ InitCommand= function(self) self:hibernate(math.huge):diffuse(filter_color) end, PlayerStateSetCommand= function(self, param) local pn= param.PlayerNumber local style= GAMESTATE:GetCurrentStyle(pn) local alf= getenv("ScreenFilter"..ToEnumShortString(pn)) or 0 local width= style:GetWidth(pn) + 8 self:setsize(width, _screen.h*4096):diffusealpha(alf):hibernate(0) end, } } if GAMESTATE:GetCurrentGame():GetName() == "kb7" then args[#args+1]= Def.Sprite{ Texture= "board.png", InitCommand= function(self) self:y(_screen.cy):zoomy(_screen.h) end, } end return Def.ActorFrame(args)
local std = stead local instead = std.ref '@instead' instead.savepath = instead_savepath std.savepath = instead_savepath instead.gamepath = instead_gamepath instead.exepath = instead_exepath
local m_template = nil function CreateMainBtn() m_template = createWidget(nil, "Template", "Template") setTemplateWidget(m_template) local button=createWidget(mainForm, "ATButton", "Button", WIDGET_ALIGN_LOW, WIDGET_ALIGN_LOW, 30, 25, 350, 120) setText(button, "AT") DnD:Init(button, button, true) end
return { entities = { {"tree-05", {x = -5.5, y = -4.5}, {}}, {"stone-wall", {x = -4.5, y = -5.5}, {dead = 0.2}}, {"stone-wall", {x = -5.5, y = -5.5}, {dead = 0.2}}, {"tree-05", {x = -2.5, y = -5.5}, {}}, {"stone-wall", {x = -3.5, y = -5.5}, {dead = 0.2}}, {"tree-05", {x = -0.5, y = -5.5}, {}}, {"stone-wall", {x = 1.5, y = -5.5}, {dead = 0.2}}, {"tree-05", {x = 2.5, y = -5.5}, {}}, {"tree-05", {x = 5.5, y = -5.5}, {}}, {"stone-wall", {x = 4.5, y = -5.5}, {dead = 0.2}}, {"tree-05", {x = -5.5, y = -2.5}, {}}, {"medium-electric-pole", {x = -3.5, y = -3.5}, {dead = 0.8}}, {"gun-turret", {x = 3, y = -2}, {force = "enemy", items = {["piercing-rounds-magazine"] = 5}, }}, {"tree-05", {x = 5.5, y = -3.5}, {}}, {"stone-wall", {x = -5.5, y = -0.5}, {dead = 0.2}}, {"radar", {x = -0.5, y = -0.5}, {dead = 0.2}}, {"tree-05", {x = 5.5, y = -0.5}, {}}, {"stone-wall", {x = 6.5, y = -1.5}, {dead = 0.2}}, {"stone-wall", {x = -5.5, y = 0.5}, {dead = 0.2}}, {"stone-wall", {x = -5.5, y = 1.5}, {dead = 0.2}}, {"radar", {x = -0.5, y = 2.5}, {dead = 0.2}}, {"stone-wall", {x = 6.5, y = 1.5}, {dead = 0.2}}, {"tree-05", {x = -5.5, y = 3.5}, {}}, {"stone-wall", {x = -5.5, y = 2.5}, {dead = 0.2}}, {"medium-electric-pole", {x = 1.5, y = 2.5}, {dead = 0.8}}, {"land-mine", {x = 4.86, y = 4.17}, {force = "enemy", }}, {"tree-05", {x = 5.5, y = 2.5}, {}}, {"tree-05", {x = -5.5, y = 5.5}, {}}, {"gun-turret", {x = -2, y = 5}, {force = "enemy", items = {["piercing-rounds-magazine"] = 5}, }}, {"gate", {x = 6.5, y = 4.5}, {dead = 0.2}}, {"gate", {x = 6.5, y = 5.5}, {dead = 0.2}}, {"stone-wall", {x = -5.5, y = 7.5}, {dead = 0.2}}, {"stone-wall", {x = -4.5, y = 7.5}, {dead = 0.2}}, {"stone-wall", {x = -3.5, y = 7.5}, {dead = 0.2}}, {"stone-wall", {x = -2.5, y = 7.5}, {dead = 0.2}}, {"tree-05", {x = -1.5, y = 6.5}, {}}, {"tree-05", {x = 1.5, y = 6.5}, {}}, {"stone-wall", {x = 0.5, y = 7.5}, {dead = 0.2}}, {"stone-wall", {x = 3.5, y = 7.5}, {dead = 0.2}}, {"tree-05", {x = 4.5, y = 6.5}, {}}, {"stone-wall", {x = 6.5, y = 7.5}, {dead = 0.2}}, {"stone-wall", {x = 6.5, y = 6.5}, {dead = 0.2}}, }, }
----------------------------------< -- Bluebird GUI -- elements/dxScrollPane.lua ----------------------------------< -- Element variables --[[------------------------------< dxElement -> dxScrollPane ------------------- [Includes Basic Indicators] x : X position y : Y position sx : SX position sy : SY position render : Drawing target for its children cOffsets : Current Offsets mOffsets : Maximal Offsets autoFocus : Indicates whether the scrollpane has to focus on dxFocusPoints automaticly. afterMovement : Let the scrollpane move after swiping it. scrollable : Unable to drag it by move, but still possible with dxFocusPoint focusing. slideTime : Total time it takes to focus on a dxFocusPoint. parent : Parent table children : Children container --]]------------------------------< -- Creator ----------------------------------< function dxCreateScrollPane(x,y,sx,sy,parent,relativeX, relativeY) if (x == nil) or (y == nil) or (sx == nil) or (sy == nil) then pushError(1, 'dxCreateScrollPane') return false end if type(x) ~= 'number' then pushError(2, 'dxCreateScrollPane', 'X Position', 'number') return false end if type(y) ~= 'number' then pushError(2, 'dxCreateScrollPane', 'Y Position', 'number') return false end if type(sx) ~= 'number' then pushError(2, 'dxCreateScrollPane', 'Width', 'number') return false end if type(sy) ~= 'number' then pushError(2, 'dxCreateScrollPane', 'Height', 'number') return false end if (parent == nil) or (parent == false) then parent = dxContainer else if (not isElement(parent)) then pushError(2, 'dxCreateScrollPane', 'Parent', 'dxElement') return false end local elementType = dxElementsList[parent]["type"] if (elementType ~= "dxTile") and (elementType ~= "dxScrollPane") and (elementType ~= "dxContainer") then pushError(4, 'dxCreateScrollPane', 'Parent') return false end parent = dxElementsList[parent] end if (relativeX == nil) then relativeX = false else if type(relativeX) ~= "boolean" then pushError(3, 'dxCreateScrollPane', 'X Relativity', 'boolean') relativeX = false end if (relativeX == true) then x = parent.sx*x sx = parent.sx*sx end end if (relativeY == nil) then relativeY = false else if type(relativeY) ~= "boolean" then pushError(3, 'dxCreateScrollPane', 'Y Relativity', 'boolean') relativeY = false end if (relativeY == true) then y = parent.sy*y sy = parent.sy*sy end end local ElementTable = { ["type"] = "dxScrollPane", ["element"] = createElement("dxGUI", "dxScrollPane"), ["creator"] = getResourceName(sourceResource or getThisResource()), ["x"] = x, ["y"] = y, ["sx"] = sx, ["sy"] = sy, ["cOffsets"] = {0,0}, ["mOffsets"] = {0,0}, ["AutoFocus"] = true, ["AfterMovement"] = true, ["Scrollable"] = true, ["SlideTime"] = 500, ["BlockChildren"] = false, ["parent"] = parent, ["Enabled"] = true, ["render"] = dxCreateRenderTarget(sx,sy,true), ["children"] = {} } table.insert(parent["children"], 1,ElementTable) table.insert(dxTargets, ElementTable.render) dxElementsList[ElementTable["element"]] = ElementTable triggerEvent("onDXElementCreation", root) return ElementTable["element"] end fileDelete("elements/dxScrollPane.lua")
--类的声明,这里声明了类名还有属性,并且给出了属性的初始值 Class = {x=0,y=0} --设置元表的索引,想模拟类的话,这步操作很关键 Class.__index = Class --构造方法,构造方法的名字是随便起的,习惯性命名为new() function Class:new(x,y) local t = {} --初始化t,如果没有这句,那么类所建立的对象如果有一个改变,其他对象都会改变 setmetatable(t, Class) --将t的元表设定为Class t.x = x --属性值初始化 t.y = y return t --返回自身 end --这里定义类的其他方法 function Class:test() print(self.x,self.y) end function Class:plus() self.x = self.x + 1 self.y = self.y + 1 end
local configs = require 'lspconfig/configs' local util = require 'lspconfig/util' local server_name = 'cssls' local bin_name = 'vscode-css-language-server' configs[server_name] = { default_config = { cmd = { bin_name, '--stdio' }, filetypes = { 'css', 'scss', 'less' }, root_dir = function(fname) return util.root_pattern('package.json', '.git')(fname) or util.path.dirname(fname) end, settings = { css = { validate = true }, scss = { validate = true }, less = { validate = true }, }, }, docs = { description = [[ https://github.com/hrsh7th/vscode-langservers-extracted `css-languageserver` can be installed via `npm`: ```sh npm i -g vscode-langservers-extracted ``` Neovim does not currently include built-in snippets. `vscode-css-language-server` only provides completions when snippet support is enabled. To enable completion, install a snippet plugin and add the following override to your language client capabilities during setup. ```lua --Enable (broadcasting) snippet capability for completion local capabilities = vim.lsp.protocol.make_client_capabilities() capabilities.textDocument.completion.completionItem.snippetSupport = true require'lspconfig'.cssls.setup { capabilities = capabilities, } ``` ]], default_config = { root_dir = [[root_pattern("package.json", ".git") or bufdir]], }, }, }
newoption { trigger = "asan", description = "Enable Clang AddressSanitizer" } newoption { trigger = "msan", description = "Enable Clang MemorySanitizer" } newoption { trigger = "ubsan", description = "Enable Clang UndefinedBehaviorSanitizer" } dofile("source/viewer/shaders.lua") if _ACTION == nil then return end local asanEnabled = false local msanEnabled = false local ubsanEnabled = false if _ACTION == "gmake" and _OPTIONS["cc"] == "clang" then if _OPTIONS["asan"] then asanEnabled = true sanitizerEnabled = true end if _OPTIONS["msan"] then msanEnabled = true sanitizerEnabled = true end if _OPTIONS["ubsan"] then ubsanEnabled = true sanitizerEnabled = true end end local sanitizerEnabled = asanEnabled or msanEnabled or ubsanEnabled function sanitizer() if asanEnabled then buildoptions { "-fsanitize=address" } linkoptions { "-fsanitize=address" } end if msanEnabled then buildoptions { "-fsanitize=memory" } linkoptions { "-fsanitize=memory" } end if ubsanEnabled then buildoptions { "-fsanitize=undefined" } linkoptions { "-fsanitize=undefined" } end if sanitizerEnabled then buildoptions { "-fno-omit-frame-pointer" } end end solution "xatlas" configurations { "Release", "Debug" } if _OPTIONS["cc"] ~= nil then location(path.join("build", _ACTION) .. "_" .. _OPTIONS["cc"]) else location(path.join("build", _ACTION)) end platforms { "x86_64", "x86" } startproject "viewer" filter "platforms:x86" architecture "x86" filter "platforms:x86_64" architecture "x86_64" filter "configurations:Debug*" defines { "_DEBUG" } optimize "Debug" symbols "On" filter "configurations:Release" defines "NDEBUG" optimize "Full" filter {} if sanitizerEnabled then optimize "Off" symbols "On" end sanitizer() local XATLAS_DIR = "source/xatlas" project "xatlas_static" kind "StaticLib" language "C++" cppdialect "C++11" exceptionhandling "Off" rtti "Off" warnings "Extra" enablewarnings { "shadow" } files { path.join(XATLAS_DIR, "xatlas.*") } sanitizer() project "xatlas" kind "SharedLib" language "C++" cppdialect "C++11" exceptionhandling "Off" rtti "Off" warnings "Extra" enablewarnings { "shadow" } defines { "XATLAS_C_API=1", "XATLAS_EXPORT_API=1" } files { path.join(XATLAS_DIR, "*.*") } sanitizer() local THIRDPARTY_DIR = "source/thirdparty" local BGFX_DIR = path.join(THIRDPARTY_DIR, "bgfx") local BIMG_DIR = path.join(THIRDPARTY_DIR, "bimg") local BX_DIR = path.join(THIRDPARTY_DIR, "bx") local EIGEN_DIR = path.join(THIRDPARTY_DIR, "eigen") local EMBREE_DIR = path.join(THIRDPARTY_DIR, "embree3") local ENKITS_DIR = path.join(THIRDPARTY_DIR, "enkiTS") local GLFW_DIR = path.join(THIRDPARTY_DIR, "glfw") local IGL_DIR = path.join(THIRDPARTY_DIR, "libigl") local MIMALLOC_DIR = path.join(THIRDPARTY_DIR, "mimalloc") local NATIVEFILEDIALOG_DIR = path.join(THIRDPARTY_DIR, "nativefiledialog") local OIDN_DIR = path.join(THIRDPARTY_DIR, "oidn") local OPENFBX_DIR = path.join(THIRDPARTY_DIR, "OpenFBX") project "test" kind "ConsoleApp" language "C++" cppdialect "C++11" exceptionhandling "Off" rtti "Off" warnings "Extra" sanitizer() includedirs { XATLAS_DIR, THIRDPARTY_DIR } files "source/test/test.cpp" links { "tiny_obj_loader", "xatlas_static" } filter "action:vs*" files "source/xatlas.natvis" filter "system:linux" links { "pthread" } project "viewer" kind "ConsoleApp" language "C++" cppdialect "C++14" exceptionhandling "Off" rtti "Off" warnings "Extra" sanitizer() files { "source/viewer/*.*", "source/viewer/shaders/*.*" } includedirs { XATLAS_DIR, THIRDPARTY_DIR, path.join(BGFX_DIR, "include"), path.join(BX_DIR, "include"), EIGEN_DIR, EMBREE_DIR, ENKITS_DIR, path.join(GLFW_DIR, "include"), path.join(IGL_DIR, "include"), path.join(MIMALLOC_DIR, "include"), path.join(NATIVEFILEDIALOG_DIR, "include"), path.join(OIDN_DIR, "include"), OPENFBX_DIR } links { "bgfx", "bimg", "bx", "cgltf", "enkiTS", "glfw", "imgui", "mimalloc", "nativefiledialog", "objzero", "OpenFBX", "stb_image", "stb_image_resize", "xatlas_static" } filter "system:windows" links { "bcrypt", "gdi32", "ole32", "psapi", "uuid"} filter "system:linux" links { "dl", "GL", "gtk-3", "gobject-2.0", "glib-2.0", "pthread", "X11", "Xcursor", "Xinerama", "Xrandr" } filter "action:vs*" files "source/xatlas.natvis" includedirs { path.join(BX_DIR, "include/compat/msvc") } filter { "system:windows", "action:gmake" } includedirs { path.join(BX_DIR, "include/compat/mingw") } group "examples" local EXAMPLES_DIR = "source/examples" project "example" kind "ConsoleApp" language "C++" cppdialect "C++11" exceptionhandling "Off" rtti "Off" warnings "Extra" sanitizer() files { path.join(EXAMPLES_DIR, "example.cpp") } includedirs { XATLAS_DIR, THIRDPARTY_DIR } links { "stb_image_write", "tiny_obj_loader", "xatlas_static" } filter "action:vs*" files "source/xatlas.natvis" filter "system:linux" links { "pthread" } project "example_c99" kind "ConsoleApp" language "C" cdialect "C99" warnings "Extra" sanitizer() files { path.join(EXAMPLES_DIR, "example_c99.c") } includedirs { XATLAS_DIR, THIRDPARTY_DIR } links { "objzero", "xatlas" } filter "system:linux" links { "m", "pthread" } project "example_uvmesh" kind "ConsoleApp" language "C++" cppdialect "C++11" exceptionhandling "Off" rtti "Off" warnings "Extra" sanitizer() files { path.join(EXAMPLES_DIR, "example_uvmesh.cpp") } includedirs { XATLAS_DIR, THIRDPARTY_DIR } links { "stb_image_write", "tiny_obj_loader", "xatlas_static" } filter "action:vs*" files "source/xatlas.natvis" filter "system:linux" links { "pthread" } group "thirdparty" project "bgfx" kind "StaticLib" language "C++" cppdialect "C++14" exceptionhandling "Off" rtti "Off" sanitizer() defines { "__STDC_FORMAT_MACROS" } files { path.join(BGFX_DIR, "include/bgfx/**.h"), path.join(BGFX_DIR, "src/*.cpp"), path.join(BGFX_DIR, "src/*.h") } excludes { path.join(BGFX_DIR, "src/amalgamated.cpp") } includedirs { path.join(BX_DIR, "include"), path.join(BIMG_DIR, "include"), path.join(BIMG_DIR, "3rdparty"), path.join(BIMG_DIR, "3rdparty/astc-codec/include"), path.join(BIMG_DIR, "3rdparty/iqa/include"), path.join(BGFX_DIR, "include"), path.join(BGFX_DIR, "3rdparty"), path.join(BGFX_DIR, "3rdparty/dxsdk/include"), path.join(BGFX_DIR, "3rdparty/khronos") } filter "configurations:Debug" defines "BGFX_CONFIG_DEBUG=1" filter "action:vs*" defines { "_CRT_SECURE_NO_WARNINGS" } includedirs { path.join(BX_DIR, "include/compat/msvc") } excludes { path.join(BGFX_DIR, "src/glcontext_glx.cpp"), path.join(BGFX_DIR, "src/glcontext_egl.cpp") } filter { "system:windows", "action:gmake" } includedirs { path.join(BX_DIR, "include/compat/mingw") } project "bimg" kind "StaticLib" language "C++" cppdialect "C++14" exceptionhandling "Off" rtti "Off" sanitizer() defines { "BIMG_DECODE_ENABLE=0" } files { path.join(BIMG_DIR, "include/bimg/*.h"), path.join(BIMG_DIR, "src/*.cpp"), path.join(BIMG_DIR, "src/*.h") } includedirs { path.join(BX_DIR, "include"), path.join(BIMG_DIR, "include") } filter "action:vs*" defines { "_CRT_SECURE_NO_WARNINGS" } includedirs { path.join(BX_DIR, "include/compat/msvc") } filter { "system:windows", "action:gmake" } includedirs { path.join(BX_DIR, "include/compat/mingw") } project "bx" kind "StaticLib" language "C++" cppdialect "C++14" exceptionhandling "Off" rtti "Off" sanitizer() defines { "__STDC_FORMAT_MACROS" } files { path.join(BX_DIR, "include/bx/*.h"), path.join(BX_DIR, "include/bx/inline/*.inl"), path.join(BX_DIR, "include/tinystl/*.h"), path.join(BX_DIR, "src/*.cpp") } excludes { path.join(BX_DIR, "src/amalgamated.cpp"), path.join(BX_DIR, "src/crtnone.cpp") } includedirs { path.join(BX_DIR, "3rdparty"), path.join(BX_DIR, "include") } filter "action:vs*" defines { "_CRT_SECURE_NO_WARNINGS" } includedirs { path.join(BX_DIR, "include/compat/msvc") } filter { "system:windows", "action:gmake" } includedirs { path.join(BX_DIR, "include/compat/mingw") } project "cgltf" kind "StaticLib" language "C" sanitizer() files(path.join(THIRDPARTY_DIR, "cgltf.*")) filter "action:vs*" defines { "_CRT_SECURE_NO_WARNINGS" } project "enkiTS" kind "StaticLib" language "C++" cppdialect "C++11" exceptionhandling "Off" rtti "Off" sanitizer() files(path.join(ENKITS_DIR, "*.*")) project "glfw" kind "StaticLib" language "C" sanitizer() files { path.join(GLFW_DIR, "include/*.h"), path.join(GLFW_DIR, "src/context.c"), path.join(GLFW_DIR, "src/egl_context.c"), path.join(GLFW_DIR, "src/init.c"), path.join(GLFW_DIR, "src/input.c"), path.join(GLFW_DIR, "src/monitor.c"), path.join(GLFW_DIR, "src/osmesa_context.c"), path.join(GLFW_DIR, "src/vulkan.c"), path.join(GLFW_DIR, "src/window.c"), } includedirs { path.join(GLFW_DIR, "include") } filter "system:windows" defines "_GLFW_WIN32" files { path.join(GLFW_DIR, "src/win32_init.c"), path.join(GLFW_DIR, "src/win32_joystick.c"), path.join(GLFW_DIR, "src/win32_monitor.c"), path.join(GLFW_DIR, "src/win32_thread.c"), path.join(GLFW_DIR, "src/win32_time.c"), path.join(GLFW_DIR, "src/win32_window.c"), path.join(GLFW_DIR, "src/wgl_context.c") } filter "system:linux" defines "_GLFW_X11" files { path.join(GLFW_DIR, "src/glx_context.c"), path.join(GLFW_DIR, "src/linux*.c"), path.join(GLFW_DIR, "src/posix*.c"), path.join(GLFW_DIR, "src/x11*.c"), path.join(GLFW_DIR, "src/xkb*.c") } filter "action:vs*" defines { "_CRT_SECURE_NO_WARNINGS" } filter {} project "imgui" kind "StaticLib" language "C++" exceptionhandling "Off" rtti "Off" sanitizer() files(path.join(THIRDPARTY_DIR, "imgui/*.*")) project "mimalloc" kind "StaticLib" language "C" sanitizer() includedirs(path.join(MIMALLOC_DIR, "include")) files(path.join(MIMALLOC_DIR, "src/*.*")) excludes { path.join(MIMALLOC_DIR, "src/alloc-override*"), path.join(MIMALLOC_DIR, "src/page-queue.c"), path.join(MIMALLOC_DIR, "src/static.c") } project "nativefiledialog" kind "StaticLib" language "C++" exceptionhandling "Off" rtti "Off" sanitizer() includedirs(path.join(NATIVEFILEDIALOG_DIR, "include")) files(path.join(NATIVEFILEDIALOG_DIR, "nfd_common.*")) filter "system:windows" files(path.join(NATIVEFILEDIALOG_DIR, "nfd_win.cpp")) filter "system:linux" files(path.join(NATIVEFILEDIALOG_DIR, "nfd_gtk.c")) buildoptions(os.outputof("pkg-config --cflags gtk+-3.0")) filter "action:vs*" defines { "_CRT_SECURE_NO_WARNINGS" } project "objzero" kind "StaticLib" language "C" cdialect "C99" sanitizer() files(path.join(THIRDPARTY_DIR, "objzero/objzero.*")) project "OpenFBX" kind "StaticLib" language "C++" cppdialect "C++14" exceptionhandling "Off" rtti "Off" sanitizer() files(path.join(OPENFBX_DIR, "*.*")) project "stb_image" kind "StaticLib" language "C" sanitizer() files(path.join(THIRDPARTY_DIR, "stb_image.*")) project "stb_image_resize" kind "StaticLib" language "C" sanitizer() files(path.join(THIRDPARTY_DIR, "stb_image_resize.*")) project "stb_image_write" kind "StaticLib" language "C" sanitizer() files(path.join(THIRDPARTY_DIR, "stb_image_write.*")) project "tiny_obj_loader" kind "StaticLib" language "C++" exceptionhandling "Off" rtti "Off" sanitizer() files(path.join(THIRDPARTY_DIR, "tiny_obj_loader.*"))
return { tag = 'colliders', summary = 'Add a Collider with a CylinderShape to the World.', description = 'Adds a new Collider to the World with a CylinderShape already attached.', arguments = { { name = 'x', type = 'number', default = '0', description = 'The x coordinate of the center of the cylinder.' }, { name = 'y', type = 'number', default = '0', description = 'The y coordinate of the center of the cylinder.' }, { name = 'z', type = 'number', default = '0', description = 'The z coordinate of the center of the cylinder.' }, { name = 'radius', type = 'number', default = '1', description = 'The radius of the cylinder, in meters.' }, { name = 'length', type = 'number', default = '1', description = 'The length of the cylinder, in meters.' } }, returns = { { name = 'collider', type = 'Collider', description = 'The new Collider.' } }, related = { 'CylinderShape', 'Collider', 'World:newCollider', 'World:newBoxCollider', 'World:newCapsuleCollider', 'World:newMeshCollider', 'World:newSphereCollider' } }
local Leftstrum = false local Downstrum = false local Upstrum = false local Rightstrum = false function onUpdate(elapsed) setPropertyFromClass('ClientPrefs', 'middleScroll', false) if middleScroll == true then endSong() end songPos = getSongPosition() local currentBeat = (songPos/5000)*(1200/60) local currentBeat2 = (songPos/5000)*(180/60) function onMoveCamera(focus) if focus == 'boyfriend' then -- called when the camera focus on boyfriend elseif focus == 'dad' then setProperty('camFollowPos.y',getProperty('camFollowPos.y') + (math.sin(currentBeat) * 0.6)) end end local currentBeat = (songPos/5000)*(curBpm/60) noteTweenX(defaultPlayerStrumX0, 4, defaultPlayerStrumX0 - 50*math.sin((currentBeat2+4*0.25)*math.pi), 0.5) noteTweenX(defaultPlayerStrumX1, 5, defaultPlayerStrumX1 - 350 + 2000*math.sin((currentBeat2+8*0.25)*math.pi), 3) noteTweenX(defaultPlayerStrumX2, 6, defaultPlayerStrumX2 - 50*math.sin((currentBeat2+4*0.25)*math.pi), 0.5) noteTweenX(defaultPlayerStrumX3, 7, defaultPlayerStrumX3 - 350 + 2000*math.sin((currentBeat2+8*0.25)*math.pi), 3) noteTweenX(defaultOpponentStrumX0, 0, defaultOpponentStrumX0 + 50*math.sin((currentBeat2+4*0.25)*math.pi), 0.5) noteTweenX(defaultOpponentStrumX1, 1, defaultOpponentStrumX1 + 350 - 2000*math.sin((currentBeat2+8*0.25)*math.pi), 3) noteTweenX(defaultOpponentStrumX2, 2, defaultOpponentStrumX2 + 50*math.sin((currentBeat2+4*0.25)*math.pi), 0.5) noteTweenX(defaultOpponentStrumX3, 3, defaultOpponentStrumX3 + 350 - 2000*math.sin((currentBeat2+8*0.25)*math.pi), 3) setCharacterY('dad',getCharacterY('dad') + (math.sin(currentBeat2) * 0.3)) function opponentNoteHit(id, direction, noteType, isSustainNote) setProperty('health', getProperty('health') - 1 * ((getProperty('health')/22))/8) cameraShake(game, 0.015, 0.2) cameraShake(other, 0.015, 0.2) cameraShake(hud, 0.015, 0.2) characterPlayAnim('gf', 'scared', true) doTweenZoom('camerazoom','camGame',1,0.15,'quadInOut') end function goodNoteHit(id, direction, noteType, isSustainNote) cameraShake(game, 0.005, 0.15) doTweenZoom('camerazoom','camGame',0.85,0.15,'quadInOut') end function noteMiss(direction) setProperty('health', getProperty('health') + 0.025) end function noteMissPress(direction) setProperty('health', getProperty('health') + 0.025) end end
local Player = FindMetaTable("Player") function Player:SetSocialCredit(value) assert(isnumber(value), "Invalid value") self:SetNWInt("SocialCredit", socialcredit.utils.Clamp(value)) socialcredit.Set(self:SteamID(), value) hook.Run("OnSocialCreditUpdated", self) end function Player:AddSocialCredit(value) assert(isnumber(value), "Invalid value") self:SetSocialCredit(self:GetSocialCredit() + value) end hook.Add("PlayerInitialSpawn", "SocialCredit", function(ply) local credit = socialcredit.Get(ply:SteamID()) or socialcredit.Config.DefaultValue ply:SetNWInt("SocialCredit", credit) end)
ix.dialogue = ix.dialogue or {} ix.dialogue.list = ix.dialogue.list or {} function ix.dialogue.LoadFromDir(directory) for k, v in ipairs(file.Find(directory.."/*.lua", "LUA")) do local niceName = v:sub(4, -5) DIALOGUE = ix.dialogue.list[niceName] or {} if (PLUGIN) then DIALOGUE.plugin = PLUGIN.uniqueID end DIALOGUE.tree = {} DIALOGUE.addTopic = function(topicID, data) local topicData = { statement = data.statement or "", response = data.response or "", preCallback = data.preCallback, postCallback = data.postCallback, options = data.options or {}, IsDynamic = data.IsDynamic or false, GetDynamicOptions = data.GetDynamicOptions, ResolveDynamicOption = data.ResolveDynamicOption, IsDynamicFollowup = data.IsDynamicFollowup or false, DynamicPreCallback = data.DynamicPreCallback } DIALOGUE.tree[topicID] = topicData end ix.util.Include(directory.."/"..v) DIALOGUE.name = DIALOGUE.name or "Unknown" ix.dialogue.list[niceName] = DIALOGUE DIALOGUE = nil end end function ix.dialogue.addTopic(id, topicID, statement, response, preCallback, postCallback, options) local dialogue = ix.dialogue.list[id] if not dialogue then return end local topic = {} topic.statement = statement or "" topic.response = response or "" topic.preCallback = preCallback topic.postCallback = postCallback topic.options = options or {} dialogue.tree[topicID] = topic end function ix.dialogue.getTopic(id, topicID) local dialogue = ix.dialogue.list[id] if not dialogue then return end return dialogue.tree[topicID] end hook.Add("DoPluginIncludes", "ixDialogueLib", function(path) ix.dialogue.LoadFromDir(path.."/dialogue") end) if SERVER then function ix.dialogue.notify(client, type, text) net.Start("ixDialogueNotify") net.WriteUInt(type, 4) net.WriteString(text) net.Send(client) end function ix.dialogue.notifyItemGet(client, text) ix.dialogue.notify(client, 0, text) end function ix.dialogue.notifyItemLost(client, text) ix.dialogue.notify(client, 1, text) end function ix.dialogue.notifyTaskGet(client, text) ix.dialogue.notify(client, 2, text) end function ix.dialogue.notifyTaskComplete(client, text) ix.dialogue.notify(client, 3, text) end function ix.dialogue.notifyMoneyReceive(client, text) ix.dialogue.notify(client, 4, text) end function ix.dialogue.notifyMoneyLost(client, text) ix.dialogue.notify(client, 5, text) end function ix.dialogue.notifyReputationReceive(client, text) ix.dialogue.notify(client, 6, text) end function ix.dialogue.notifyReputationLost(client, text) ix.dialogue.notify(client, 7, text) end end
--[[ Day 7: Today, I finished both halves, but manually searched for the answer for the second half... I was getting tired. I need to drop the table dumper and figure out how to programmatically find the answer. I've almost got it, but not quite. ]] -- Table dumping routines... ---------------------------------------------------- function dump(...) print(DataDumper(...), "\n---") end local dumplua_closure = [[ local closures = {} local function closure(t) closures[#closures+1] = t t[1] = assert(loadstring(t[1])) return t[1] end for _,t in pairs(closures) do for i = 2,#t do debug.setupvalue(t[1], i-1, t[i]) end end ]] local lua_reserved_keywords = { 'and', 'break', 'do', 'else', 'elseif', 'end', 'false', 'for', 'function', 'if', 'in', 'local', 'nil', 'not', 'or', 'repeat', 'return', 'then', 'true', 'until', 'while' } local function keys(t) local res = {} local oktypes = { stringstring = true, numbernumber = true } local function cmpfct(a,b) if oktypes[type(a)..type(b)] then return a < b else return type(a) < type(b) end end for k in pairs(t) do res[#res+1] = k end table.sort(res, cmpfct) return res end local c_functions = {} for _,lib in pairs{'_G', 'string', 'table', 'math', 'io', 'os', 'coroutine', 'package', 'debug'} do local t = _G[lib] or {} lib = lib .. "." if lib == "_G." then lib = "" end for k,v in pairs(t) do if type(v) == 'function' and not pcall(string.dump, v) then c_functions[v] = lib..k end end end function DataDumper(value, varname, fastmode, ident) local defined, dumplua = {} -- Local variables for speed optimization local string_format, type, string_dump, string_rep = string.format, type, string.dump, string.rep local tostring, pairs, table_concat = tostring, pairs, table.concat local keycache, strvalcache, out, closure_cnt = {}, {}, {}, 0 setmetatable(strvalcache, {__index = function(t,value) local res = string_format('%q', value) t[value] = res return res end}) local fcts = { string = function(value) return strvalcache[value] end, number = function(value) return value end, boolean = function(value) return tostring(value) end, ['nil'] = function(value) return 'nil' end, ['function'] = function(value) return string_format("loadstring(%q)", string_dump(value)) end, userdata = function() error("Cannot dump userdata") end, thread = function() error("Cannot dump threads") end, } local function test_defined(value, path) if defined[value] then if path:match("^getmetatable.*%)$") then out[#out+1] = string_format("s%s, %s)\n", path:sub(2,-2), defined[value]) else out[#out+1] = path .. " = " .. defined[value] .. "\n" end return true end defined[value] = path end local function make_key(t, key) local s if type(key) == 'string' and key:match('^[_%a][_%w]*$') then s = key .. "=" else s = "[" .. dumplua(key, 0) .. "]=" end t[key] = s return s end for _,k in ipairs(lua_reserved_keywords) do keycache[k] = '["'..k..'"] = ' end if fastmode then fcts.table = function (value) -- Table value local numidx = 1 out[#out+1] = "{" for key,val in pairs(value) do if key == numidx then numidx = numidx + 1 else out[#out+1] = keycache[key] end local str = dumplua(val) out[#out+1] = str.."," end if string.sub(out[#out], -1) == "," then out[#out] = string.sub(out[#out], 1, -2); end out[#out+1] = "}" return "" end else fcts.table = function (value, ident, path) if test_defined(value, path) then return "nil" end -- Table value local sep, str, numidx, totallen = " ", {}, 1, 0 local meta, metastr = (debug or getfenv()).getmetatable(value) if meta then ident = ident + 1 metastr = dumplua(meta, ident, "getmetatable("..path..")") totallen = totallen + #metastr + 16 end for _,key in pairs(keys(value)) do local val = value[key] local s = "" local subpath = path if key == numidx then subpath = subpath .. "[" .. numidx .. "]" numidx = numidx + 1 else s = keycache[key] if not s:match "^%[" then subpath = subpath .. "." end subpath = subpath .. s:gsub("%s*=%s*$","") end s = s .. dumplua(val, ident+1, subpath) str[#str+1] = s totallen = totallen + #s + 2 end if totallen > 80 then sep = "\n" .. string_rep(" ", ident+1) end str = "{"..sep..table_concat(str, ","..sep).." "..sep:sub(1,-3).."}" if meta then sep = sep:sub(1,-3) return "setmetatable("..sep..str..","..sep..metastr..sep:sub(1,-3)..")" end return str end fcts['function'] = function (value, ident, path) if test_defined(value, path) then return "nil" end if c_functions[value] then return c_functions[value] elseif debug == nil or debug.getupvalue(value, 1) == nil then return string_format("loadstring(%q)", string_dump(value)) end closure_cnt = closure_cnt + 1 local res = {string.dump(value)} for i = 1,math.huge do local name, v = debug.getupvalue(value,i) if name == nil then break end res[i+1] = v end return "closure " .. dumplua(res, ident, "closures["..closure_cnt.."]") end end function dumplua(value, ident, path) return fcts[type(value)](value, ident, path) end if varname == nil then varname = "return " elseif varname:match("^[%a_][%w_]*$") then varname = varname .. " = " end if fastmode then setmetatable(keycache, {__index = make_key }) out[1] = varname table.insert(out,dumplua(value, 0)) return table.concat(out) else setmetatable(keycache, {__index = make_key }) local items = {} for i=1,10 do items[i] = '' end items[3] = dumplua(value, ident or 0, "t") if closure_cnt > 0 then items[1], items[6] = dumplua_closure:match("(.*\n)\n(.*)") out[#out+1] = "" end if #out > 0 then items[2], items[4] = "local t = ", "\n" items[5] = table.concat(out) items[7] = varname .. "t" else items[2] = varname end return table.concat(items) end end -- Table dumping routines... ---------------------------------------------------- print("Day 7") -- Read input data... INPUT = {} for line in io.lines("input") do table.insert(INPUT, line) end --for k,v in pairs(INPUT) do print(k,v) end function printtable(t, c) local out, tins = {}, table.insert for i, v in pairs(t) do if (i==c) then tins(out, "(" .. v .. ")") else tins(out, v) end end local tab = table.concat(out, ",") --print(tab) return tab end TESTDATA = {} table.insert(TESTDATA, "pbga (66)") table.insert(TESTDATA, "xhth (57)") table.insert(TESTDATA, "ebii (61)") table.insert(TESTDATA, "havc (66)") table.insert(TESTDATA, "ktlj (57)") table.insert(TESTDATA, "fwft (72) -> ktlj, cntj, xhth") table.insert(TESTDATA, "qoyq (66)") table.insert(TESTDATA, "padx (45) -> pbga, havc, qoyq") table.insert(TESTDATA, "tknk (41) -> ugml, padx, fwft") table.insert(TESTDATA, "jptl (61)") table.insert(TESTDATA, "ugml (68) -> gyxo, ebii, jptl") table.insert(TESTDATA, "gyxo (61)") table.insert(TESTDATA, "cntj (57)") -- node = name, weight, children... function Day7a(input) local all = {} local childnames = {} for i, v in pairs(input) do local _, _, name, weight = v:find("(%S+)%s-%((%d+)%)") local mysubs = {} if (v:find("->")) then local _, _, subs = v:find(".-->%s-(.+)") subs = subs:gsub("%s", "") for sub in subs:gmatch('([^,]+)') do table.insert(mysubs, sub) childnames[sub] = true end end all[name] = {weight = weight, childnames = mysubs} end -- Find root node (node that has children, but that appears in no other node's children list)... local rootname = "" for name, node in pairs(all) do -- print(name,node.weight,#node.childnames) if (#node.childnames) then if (not childnames[name]) then print("found root: " .. name) rootname = name end end end --dump(all) local tree = {} local children = subtree(rootname, all) tree = {name = rootname, weight = all[rootname].weight, children = children} dump(tree) treeweights(tree) return 'blah' end function treeweights(node, level) level = level or 1 if (#node.children == 0) then return node.weight end local w = -200 -- last child weight... local t = 0 -- total for _, child in pairs(node.children) do local weight = treeweights(child, level+1) t = t + weight if (w ~= -200) and (weight ~= w) then print("offset: " .. weight - w) end end print(string.rep('--', level) .. t+node.weight .. "(" .. node.name .. ")") return t+node.weight end function subtree(name, all) local node = all[name] if (#node.childnames == 0) then return {} end local out = {} local nodeweight = 0 for _, childname in pairs(all[name].childnames) do children = subtree(childname, all) table.insert(out, {name = childname, weight = all[childname].weight, children = children}) end return out end --Day7a(TESTDATA) Day7a(INPUT) -- Test A --print("Test A (and B) Results...") --TESTDATA = {0, 2, 7, 0} --assert(Day7a(TESTDATA) == 'tknk') --Day7a({5,1,10,0,1,7,13,14,3,12,8,10,7,12,0,6})
return class("JapanesePTPage", import(".TemplatePage.PtTemplatePage"))
-- This file is generated. Do not edit it manually. Please edit .shaderproto files. shader_type_data = { ['Barrel'] = { _Aspect = 'Float', _BackColor = 'Color', _Chroma = 'Float', _Offset = 'Float', _Scale = 'Float', _Sigma = 'Float', _T = 'Float', }, ['Barrel Hyper'] = { _Aspect = 'Float', _BackColor = 'Color', _Chroma = 'Float', _Offset = 'Float', _Scale = 'Float', _Sigma = 'Float', _T = 'Float', }, ['Blink'] = { _Amp = 'Float', _Freq = 'Float', _Mul = 'Float', _Offset = 'Float', _T = 'Float', }, ['Broken TV'] = { _Roll = 'Float', _T = 'Float', }, ['Change Texture With Fade'] = { _Color = 'Color', _Offsets = 'Vector', _PrimaryTex = '2D', _SubColor = 'Color', _SubTex = '2D', _T = 'Float', }, ['Color'] = { _ColorAdd = 'Vector', _ColorMul = 'Color', _T = 'Float', }, ['Colorless'] = { _T = 'Float', }, ['Fade'] = { _InvertMask = 'Float', _Mask = '2D', _Offset = 'Float', _SubColor = 'Color', _SubTex = '2D', _T = 'Float', _Vague = 'Float', }, ['Fade Radial Blur'] = { _Dir = 'Float', _Size = 'Float', _SubColor = 'Color', _SubTex = '2D', _T = 'Float', _Zoom = 'Float', }, ['Flip Grid'] = { _BackColor = 'Color', _FlipDuration = 'Float', _GridSize = 'Float', _SubColor = 'Color', _SubTex = '2D', _T = 'Float', }, ['Gaussian Blur'] = { _Offset = 'Float', _Size = 'Float', _T = 'Float', }, ['Glitch'] = { _T = 'Float', }, ['Glow'] = { _Size = 'Float', _Strength = 'Float', _T = 'Float', }, ['Gray Wave'] = { _Freq = 'Float', _Size = 'Float', _T = 'Float', }, ['Kaleido'] = { _Freq = 'Float', _Repeat = 'Float', _T = 'Float', }, ['Lens Blur'] = { _Offset = 'Float', _Size = 'Float', _T = 'Float', }, ['Masked Mosaic'] = { _Mask = '2D', _Size = 'Float', _Strength = 'Float', _T = 'Float', }, ['Mix Add'] = { _AlphaFactor = 'Float', _ColorAdd = 'Vector', _ColorMul = 'Color', _InvertMask = 'Float', _Mask = '2D', _T = 'Float', }, ['Mono'] = { _ColorAdd = 'Vector', _ColorMul = 'Color', _T = 'Float', }, ['Motion Blur'] = { _Offset = 'Float', _Size = 'Float', _T = 'Float', _Theta = 'Float', }, ['Overglow'] = { _CenterX = 'Float', _CenterY = 'Float', _Mul = 'Float', _T = 'Float', _Zoom = 'Float', }, ['Radial Blur'] = { _Offset = 'Float', _Size = 'Float', _T = 'Float', }, ['Rain'] = { _Aspect = 'Float', _Size = 'Float', _T = 'Float', }, ['Rand Roll'] = { _Freq = 'Float', _T = 'Float', }, ['Ripple'] = { _Amp = 'Float', _Aspect = 'Float', _BlurSize = 'Float', _RFreq = 'Float', _T = 'Float', _TFreq = 'Float', }, ['Ripple Move'] = { _Amp = 'Float', _Aspect = 'Float', _BlurSize = 'Float', _Fade = 'Float', _RFreq = 'Float', _T = 'Float', _TFreq = 'Float', _Width = 'Float', }, ['Roll'] = { _T = 'Float', _XSpeed = 'Float', _YSpeed = 'Float', }, ['Rotation Blur'] = { _Offset = 'Float', _Size = 'Float', _T = 'Float', }, ['Shake'] = { _Freq = 'Float', _T = 'Float', _XAmp = 'Float', _YAmp = 'Float', }, ['Sharpen'] = { _Size = 'Float', _T = 'Float', }, ['Show Second Texture'] = { _SubTex = '2D', }, ['Water'] = { _Aspect = 'Float', _Distort = 'Float', _Freq = 'Float', _Size = 'Float', _T = 'Float', }, ['Wiggle'] = { _AAmp = 'Float', _BlinkAmp = 'Float', _BlinkFreq = 'Float', _Mono = 'Float', _Mul = 'Float', _Offset = 'Float', _T = 'Float', _TFreq = 'Float', _XAmp = 'Float', _XFreq = 'Float', _YAmp = 'Float', _YFreq = 'Float', }, } shader_float_data = { ['Barrel'] = { _Aspect = 1.77777778, _Chroma = 0, _Offset = 0, _Scale = 1, _Sigma = 0.2, _T = 0, }, ['Barrel Hyper'] = { _Aspect = 1.77777778, _Chroma = 0, _Offset = 0, _Scale = 1, _Sigma = 0.2, _T = 0, }, ['Blink'] = { _Amp = -0.5, _Freq = 10, _Mul = 1, _Offset = 0, _T = 0, }, ['Broken TV'] = { _Roll = 0.07, _T = 0, }, ['Change Texture With Fade'] = { _T = 0, }, ['Color'] = { _T = 0, }, ['Colorless'] = { _T = 0, }, ['Fade'] = { _InvertMask = 0, _Offset = 0, _T = 0, _Vague = 0.25, }, ['Fade Radial Blur'] = { _Dir = 0, _Size = 1, _T = 0, _Zoom = 0.5, }, ['Flip Grid'] = { _FlipDuration = 0.5, _GridSize = 64, _T = 0, }, ['Gaussian Blur'] = { _Offset = 0, _Size = 1, _T = 0, }, ['Glitch'] = { _T = 0, }, ['Glow'] = { _Size = 1, _Strength = 1, _T = 0, }, ['Gray Wave'] = { _Freq = 0.5, _Size = 50, _T = 0, }, ['Kaleido'] = { _Freq = 1, _Repeat = 8, _T = 0, }, ['Lens Blur'] = { _Offset = 0, _Size = 1, _T = 0, }, ['Masked Mosaic'] = { _Size = 4, _Strength = 8, _T = 0, }, ['Mix Add'] = { _AlphaFactor = 0, _InvertMask = 0, _T = 0, }, ['Mono'] = { _T = 0, }, ['Motion Blur'] = { _Offset = 0, _Size = 1, _T = 0, _Theta = 0, }, ['Overglow'] = { _CenterX = 0.5, _CenterY = 0.5, _Mul = 0.5, _T = 0, _Zoom = 0.5, }, ['Radial Blur'] = { _Offset = 0, _Size = 1, _T = 0, }, ['Rain'] = { _Aspect = 1.77777778, _Size = 2, _T = 0, }, ['Rand Roll'] = { _Freq = 10, _T = 0, }, ['Ripple'] = { _Amp = 0.01, _Aspect = 1.77777778, _BlurSize = 1, _RFreq = 50, _T = 0, _TFreq = 3, }, ['Ripple Move'] = { _Amp = 0.01, _Aspect = 1.77777778, _BlurSize = 1, _Fade = 0.1, _RFreq = 50, _T = 0, _TFreq = 3, _Width = 0.1, }, ['Roll'] = { _T = 0, _XSpeed = 0, _YSpeed = 0, }, ['Rotation Blur'] = { _Offset = 0, _Size = 1, _T = 0, }, ['Shake'] = { _Freq = 10, _T = 0, _XAmp = 1, _YAmp = 1, }, ['Sharpen'] = { _Size = 1, _T = 0, }, ['Water'] = { _Aspect = 1.77777778, _Distort = 5, _Freq = 50, _Size = 10, _T = 0, }, ['Wiggle'] = { _AAmp = 0, _BlinkAmp = 0, _BlinkFreq = 0, _Mono = 0, _Mul = 1, _Offset = 0, _T = 0, _TFreq = 0, _XAmp = 0, _XFreq = 0, _YAmp = 0, _YFreq = 0, }, } shader_color_data = { ['Barrel'] = { _BackColor = Color.black, }, ['Barrel Hyper'] = { _BackColor = Color.black, }, ['Change Texture With Fade'] = { _Color = Color.white, _SubColor = Color.white, }, ['Color'] = { _ColorMul = Color.white, }, ['Fade'] = { _SubColor = Color.white, }, ['Fade Radial Blur'] = { _SubColor = Color.white, }, ['Flip Grid'] = { _BackColor = Color.black, _SubColor = Color.white, }, ['Mix Add'] = { _ColorMul = Color.white, }, ['Mono'] = { _ColorMul = Color.white, }, } shader_vector_data = { ['Change Texture With Fade'] = { _Offsets = Vector4.zero, }, ['Color'] = { _ColorAdd = Vector4.zero, }, ['Mix Add'] = { _ColorAdd = Vector4.zero, }, ['Mono'] = { _ColorAdd = Vector4.zero, }, }
--#if game_constants --(when using replace_strings with --game-constant-module-path [this_data.lua], all namespaced constants -- below are replaced with their values (as strings), so this file can be skipped) local memory = { picked_emerald_address = 0x5dff } --(game_constants) --#endif return memory
---@class ClimateManager : zombie.iso.weather.ClimateManager ---@field private DISABLE_SIMULATION boolean ---@field private DISABLE_FX_UPDATE boolean ---@field private DISABLE_WEATHER_GENERATION boolean ---@field public FRONT_COLD int ---@field public FRONT_STATIONARY int ---@field public FRONT_WARM int ---@field public MAX_WINDSPEED_KPH float ---@field public MAX_WINDSPEED_MPH float ---@field private season ErosionSeason ---@field private lastMinuteStamp long ---@field private modDataTable KahluaTable ---@field private airMass float ---@field private airMassDaily float ---@field private airMassTemperature float ---@field private baseTemperature float ---@field private snowFall float ---@field private snowStrength float ---@field private snowMeltStrength float ---@field private snowFracNow float ---@field canDoWinterSprites boolean ---@field private windPower float ---@field private weatherPeriod WeatherPeriod ---@field private thunderStorm ThunderStorm ---@field private simplexOffsetA double ---@field private simplexOffsetB double ---@field private simplexOffsetC double ---@field private simplexOffsetD double ---@field private dayDoFog boolean ---@field private dayFogStrength float ---@field private gt GameTime ---@field private worldAgeHours double ---@field private tickIsClimateTick boolean ---@field private tickIsDayChange boolean ---@field private lastHourStamp int ---@field private tickIsHourChange boolean ---@field private tickIsTenMins boolean ---@field private currentFront ClimateManager.AirFront ---@field private colDay ClimateColorInfo ---@field private colDusk ClimateColorInfo ---@field private colDawn ClimateColorInfo ---@field private colNight ClimateColorInfo ---@field private colNightNoMoon ClimateColorInfo ---@field private colNightMoon ClimateColorInfo ---@field private colTemp ClimateColorInfo ---@field private colFog ClimateColorInfo ---@field private colFogLegacy ClimateColorInfo ---@field private colFogNew ClimateColorInfo ---@field private fogTintStorm ClimateColorInfo ---@field private fogTintTropical ClimateColorInfo ---@field private instance ClimateManager ---@field public WINTER_IS_COMING boolean ---@field public THE_DESCENDING_FOG boolean ---@field public A_STORM_IS_COMING boolean ---@field private climateValues ClimateValues ---@field private climateForecaster ClimateForecaster ---@field private climateHistory ClimateHistory ---@field dayLightLagged float ---@field nightLagged float ---@field protected desaturation ClimateManager.ClimateFloat ---@field protected globalLightIntensity ClimateManager.ClimateFloat ---@field protected nightStrength ClimateManager.ClimateFloat ---@field protected precipitationIntensity ClimateManager.ClimateFloat ---@field protected temperature ClimateManager.ClimateFloat ---@field protected fogIntensity ClimateManager.ClimateFloat ---@field protected windIntensity ClimateManager.ClimateFloat ---@field protected windAngleIntensity ClimateManager.ClimateFloat ---@field protected cloudIntensity ClimateManager.ClimateFloat ---@field protected ambient ClimateManager.ClimateFloat ---@field protected viewDistance ClimateManager.ClimateFloat ---@field protected dayLightStrength ClimateManager.ClimateFloat ---@field protected humidity ClimateManager.ClimateFloat ---@field protected globalLight ClimateManager.ClimateColor ---@field protected colorNewFog ClimateManager.ClimateColor ---@field protected precipitationIsSnow ClimateManager.ClimateBool ---@field public FLOAT_DESATURATION int ---@field public FLOAT_GLOBAL_LIGHT_INTENSITY int ---@field public FLOAT_NIGHT_STRENGTH int ---@field public FLOAT_PRECIPITATION_INTENSITY int ---@field public FLOAT_TEMPERATURE int ---@field public FLOAT_FOG_INTENSITY int ---@field public FLOAT_WIND_INTENSITY int ---@field public FLOAT_WIND_ANGLE_INTENSITY int ---@field public FLOAT_CLOUD_INTENSITY int ---@field public FLOAT_AMBIENT int ---@field public FLOAT_VIEW_DISTANCE int ---@field public FLOAT_DAYLIGHT_STRENGTH int ---@field public FLOAT_HUMIDITY int ---@field public FLOAT_MAX int ---@field private climateFloats ClimateManager.ClimateFloat[] ---@field public COLOR_GLOBAL_LIGHT int ---@field public COLOR_NEW_FOG int ---@field public COLOR_MAX int ---@field private climateColors ClimateManager.ClimateColor[] ---@field public BOOL_IS_SNOW int ---@field public BOOL_MAX int ---@field private climateBooleans ClimateManager.ClimateBool[] ---@field public AVG_FAV_AIR_TEMPERATURE float ---@field private windNoiseOffset double ---@field private windNoiseBase double ---@field private windNoiseFinal double ---@field private windTickFinal double ---@field private colFlare ClimateColorInfo ---@field private flareLaunched boolean ---@field private flareIntensity SteppedUpdateFloat ---@field private flareIntens float ---@field private flareMaxLifeTime float ---@field private flareLifeTime float ---@field private nextRandomTargetIntens int ---@field fogLerpValue float ---@field private seasonColorDawn ClimateManager.SeasonColor ---@field private seasonColorDay ClimateManager.SeasonColor ---@field private seasonColorDusk ClimateManager.SeasonColor ---@field private previousDay ClimateManager.DayInfo ---@field private currentDay ClimateManager.DayInfo ---@field private nextDay ClimateManager.DayInfo ---@field public PacketUpdateClimateVars byte ---@field public PacketWeatherUpdate byte ---@field public PacketThunderEvent byte ---@field public PacketFlare byte ---@field public PacketAdminVarsUpdate byte ---@field public PacketRequestAdminVars byte ---@field public PacketClientChangedAdminVars byte ---@field public PacketClientChangedWeather byte ---@field private networkLerp float ---@field private networkUpdateStamp long ---@field private networkLerpTime float ---@field private networkLerpTimeBase float ---@field private networkAdjustVal float ---@field private networkPrint boolean ---@field private netInfo ClimateManager.ClimateNetInfo ---@field private climateValuesFronts ClimateValues ---@field private windAngles float[] ---@field private windAngleStr String[] ClimateManager = {} ---@private ---@return void function ClimateManager:serverReceiveClientChangeWeather() end ---@protected ---@param arg0 float ---@param arg1 float ---@param arg2 float ---@return float ---@overload fun(arg0:float, arg1:float, arg2:float, arg3:boolean) function ClimateManager:getTimeLerpHours(arg0, arg1, arg2) end ---@protected ---@param arg0 float ---@param arg1 float ---@param arg2 float ---@param arg3 boolean ---@return float function ClimateManager:getTimeLerpHours(arg0, arg1, arg2, arg3) end ---@public ---@param arg0 int ---@param arg1 int ---@param arg2 int ---@return ClimateColorInfo function ClimateManager:getSeasonColor(arg0, arg1, arg2) end ---@public ---@param arg0 float ---@return float function ClimateManager:ToMph(arg0) end ---@public ---@return boolean function ClimateManager:getPrecipitationIsSnow() end ---@public ---@return boolean function ClimateManager:isSnowing() end ---@public ---@return ClimateValues function ClimateManager:getClimateValuesCopy() end ---@public ---@return int function ClimateManager:getColorMax() end ---@public ---@return float function ClimateManager:getCorrectedWindAngleIntensity() end ---@public ---@return ClimateManager.DayInfo function ClimateManager:getNextDay() end ---@public ---@return ClimateColorInfo function ClimateManager:getColNightNoMoon() end ---@public ---@param arg0 int ---@param arg1 int ---@param arg2 float ---@param arg3 float ---@param arg4 float ---@param arg5 float ---@param arg6 boolean ---@return void function ClimateManager:setSeasonColorDay(arg0, arg1, arg2, arg3, arg4, arg5, arg6) end ---@protected ---@param arg0 float ---@param arg1 float ---@param arg2 float ---@return float ---@overload fun(arg0:float, arg1:float, arg2:float, arg3:boolean) function ClimateManager:getTimeLerp(arg0, arg1, arg2) end ---@protected ---@param arg0 float ---@param arg1 float ---@param arg2 float ---@param arg3 boolean ---@return float function ClimateManager:getTimeLerp(arg0, arg1, arg2, arg3) end ---@public ---@return void function ClimateManager:transmitClientChangeAdminVars() end ---@private ---@param arg0 ByteBuffer ---@param arg1 byte ---@param arg2 UdpConnection ---@return boolean function ClimateManager:readPacketContents(arg0, arg1, arg2) end ---@public ---@param arg0 float ---@return float function ClimateManager:clamp01(arg0) end ---@public ---@param arg0 float ---@return void function ClimateManager:setViewDistance(arg0) end ---@public ---@return boolean function ClimateManager:getEnabledFxUpdate() end ---@public ---@param arg0 float ---@param arg1 int ---@return void function ClimateManager:transmitGenerateWeather(arg0, arg1) end ---@public ---@return boolean function ClimateManager:isRaining() end ---@public ---@param arg0 int ---@param arg1 int ---@param arg2 double ---@param arg3 float ---@param arg4 float ---@param arg5 float ---@param arg6 float ---@return void ---@overload fun(arg0:int, arg1:int, arg2:double, arg3:float, arg4:float, arg5:float, arg6:float, arg7:ClimateColorInfo) function ClimateManager:triggerKateBobIntroStorm(arg0, arg1, arg2, arg3, arg4, arg5, arg6) end ---@public ---@param arg0 int ---@param arg1 int ---@param arg2 double ---@param arg3 float ---@param arg4 float ---@param arg5 float ---@param arg6 float ---@param arg7 ClimateColorInfo ---@return void function ClimateManager:triggerKateBobIntroStorm(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) end ---@public ---@return float function ClimateManager:getRainIntensity() end ---@public ---@param arg0 float ---@return float function ClimateManager:posToPosNegRange(arg0) end ---@public ---@return double function ClimateManager:getSimplexOffsetD() end ---@public ---@return ClimateColorInfo function ClimateManager:getColFog() end ---@public ---@return float function ClimateManager:getWindAngleIntensity() end ---@public ---@return Color function ClimateManager:getGlobalLightInternal() end ---@public ---@param arg0 float ---@return void function ClimateManager:transmitTriggerStorm(arg0) end ---@protected ---@param arg0 int ---@return double function ClimateManager:getAirMassNoiseFrequencyMod(arg0) end ---@private ---@return void function ClimateManager:updateViewDistance() end ---@public ---@return ClimateColorInfo function ClimateManager:getFogTintStorm() end ---@public ---@return ClimateColorInfo function ClimateManager:getColNight() end ---@public ---@param arg0 float ---@param arg1 float ---@param arg2 float ---@return float function ClimateManager:clerp(arg0, arg1, arg2) end ---@private ---@return void function ClimateManager:setup() end ---@public ---@return boolean function ClimateManager:getEnabledSimulation() end ---@public ---@param arg0 float ---@return void function ClimateManager:transmitServerTriggerStorm(arg0) end ---@public ---@return float function ClimateManager:getAirMass() end ---@public ---@return boolean function ClimateManager:getIsThunderStorming() end ---@public ---@param arg0 float ---@return void function ClimateManager:setDesaturation(arg0) end ---@public ---@return float function ClimateManager:getTemperature() end ---@public ---@return float function ClimateManager:getPrecipitationIntensity() end ---@public ---@param arg0 int ---@param arg1 int ---@param arg2 int ---@param arg3 ClimateManager.AirFront ---@return void function ClimateManager:CalculateWeatherFrontStrength(arg0, arg1, arg2, arg3) end ---@public ---@return ClimateColorInfo function ClimateManager:getGlobalLight() end ---@public ---@return void function ClimateManager:resetModded() end ---@public ---@return void function ClimateManager:updateOLD() end ---@public ---@return void ---@overload fun(arg0:int) function ClimateManager:execute_Simulation() end ---@public ---@param arg0 int ---@return void function ClimateManager:execute_Simulation(arg0) end ---@public ---@return double function ClimateManager:getSimplexOffsetB() end ---@public ---@return ClimateColorInfo function ClimateManager:getFogTintTropical() end ---@public ---@return float function ClimateManager:getSnowStrength() end ---@public ---@return void function ClimateManager:launchFlare() end ---@public ---@param arg0 ByteBuffer ---@param arg1 UdpConnection ---@return void function ClimateManager:receiveClimatePacket(arg0, arg1) end ---@public ---@param arg0 float ---@return void function ClimateManager:transmitTriggerTropical(arg0) end ---@public ---@param arg0 int ---@return ClimateManager.ClimateBool function ClimateManager:getClimateBool(arg0) end ---@public ---@return int function ClimateManager:getBoolMax() end ---@public ---@return double function ClimateManager:getWindNoiseFinal() end ---@public ---@return double function ClimateManager:getWindNoiseBase() end ---@public ---@param arg0 IsoGridSquare ---@return float ---@overload fun(arg0:IsoGridSquare, arg1:BaseVehicle) ---@overload fun(arg0:IsoGridSquare, arg1:BaseVehicle, arg2:boolean) function ClimateManager:getAirTemperatureForSquare(arg0) end ---@public ---@param arg0 IsoGridSquare ---@param arg1 BaseVehicle ---@return float function ClimateManager:getAirTemperatureForSquare(arg0, arg1) end ---@public ---@param arg0 IsoGridSquare ---@param arg1 BaseVehicle ---@param arg2 boolean ---@return float function ClimateManager:getAirTemperatureForSquare(arg0, arg1, arg2) end ---@private ---@return void function ClimateManager:updateValues() end ---@private ---@param arg0 int ---@param arg1 String ---@return ClimateManager.ClimateColor function ClimateManager:initClimateColor(arg0, arg1) end ---@public ---@param arg0 float ---@param arg1 boolean ---@return boolean function ClimateManager:triggerCustomWeather(arg0, arg1) end ---@public ---@return void function ClimateManager:stopWeatherAndThunder() end ---@public ---@param arg0 IsoGameCharacter ---@param arg1 float ---@return float function ClimateManager:getWindForceMovement(arg0, arg1) end ---@public ---@param arg0 float ---@return void function ClimateManager:setDayLightStrength(arg0) end ---@public ---@param arg0 int ---@param arg1 int ---@param arg2 int ---@return int ---@overload fun(arg0:float, arg1:float, arg2:float) function ClimateManager:clamp(arg0, arg1, arg2) end ---@public ---@param arg0 float ---@param arg1 float ---@param arg2 float ---@return float function ClimateManager:clamp(arg0, arg1, arg2) end ---@public ---@return int function ClimateManager:getFloatMax() end ---@public ---@return ClimateColorInfo function ClimateManager:getColNightMoon() end ---@public ---@param arg0 float ---@return void function ClimateManager:setNightStrength(arg0) end ---@public ---@return void function ClimateManager:update() end ---@public ---@return float function ClimateManager:getNightStrength() end ---@public ---@return float function ClimateManager:getAirMassTemperature() end ---@public ---@return float function ClimateManager:getSeasonProgression() end ---@public ---@param arg0 int ---@return ClimateManager.ClimateColor function ClimateManager:getClimateColor(arg0) end ---@public ---@return float function ClimateManager:getCloudIntensity() end ---@public ---@param arg0 ClimateValues ---@return void function ClimateManager:CopyClimateValues(arg0) end ---@public ---@return ClimateColorInfo function ClimateManager:getColorNewFog() end ---@private ---@param arg0 UdpConnection ---@param arg1 byte ---@return boolean function ClimateManager:writePacketContents(arg0, arg1) end ---@public ---@return float function ClimateManager:getBaseTemperature() end ---@private ---@param arg0 int ---@param arg1 String ---@return ClimateManager.ClimateFloat function ClimateManager:initClimateFloat(arg0, arg1) end ---@public ---@return float function ClimateManager:getMaxWindspeedKph() end ---@public ---@return float function ClimateManager:getWindSpeedMovement() end ---@public ---@return float function ClimateManager:getWindPower() end ---@private ---@return void function ClimateManager:updateSnowOLD() end ---@public ---@return float function ClimateManager:getSnowIntensity() end ---@public ---@return ClimateManager.DayInfo function ClimateManager:getCurrentDay() end ---@public ---@return KahluaTable function ClimateManager:getModData() end ---@private ---@return void function ClimateManager:updateOnTick() end ---@public ---@param arg0 DataInputStream ---@param arg1 int ---@return void function ClimateManager:load(arg0, arg1) end ---@public ---@param arg0 int ---@return ClimateManager.ClimateFloat function ClimateManager:getClimateFloat(arg0) end ---@public ---@return float function ClimateManager:getWeatherInterference() end ---@public ---@return void function ClimateManager:forceDayInfoUpdate() end ---@public ---@param arg0 UdpConnection ---@return void function ClimateManager:sendInitialState(arg0) end ---@public ---@return double function ClimateManager:getSimplexOffsetC() end ---@private ---@return void function ClimateManager:serverReceiveClientChangeAdminVars() end ---@public ---@return String function ClimateManager:getSeasonName() end ---@private ---@return void function ClimateManager:initSeasonColors() end ---@public ---@return ClimateHistory function ClimateManager:getClimateHistory() end ---@public ---@return float function ClimateManager:getWindAngleRadians() end ---@public ---@param arg0 int ---@param arg1 float ---@return boolean function ClimateManager:triggerCustomWeatherStage(arg0, arg1) end ---@public ---@return ClimateColorInfo function ClimateManager:getColFogNew() end ---@public ---@return void function ClimateManager:updateEveryTenMins() end ---@public ---@param arg0 IsoGameCharacter ---@return float ---@overload fun(arg0:IsoGameCharacter, arg1:boolean) function ClimateManager:getAirTemperatureForCharacter(arg0) end ---@public ---@param arg0 IsoGameCharacter ---@param arg1 boolean ---@return float function ClimateManager:getAirTemperatureForCharacter(arg0, arg1) end ---@public ---@param arg0 ClimateManager ---@return void function ClimateManager:setInstance(arg0) end ---@public ---@return float function ClimateManager:getDesaturation() end ---@public ---@param arg0 boolean ---@return void function ClimateManager:setEnabledSimulation(arg0) end ---@public ---@param arg0 float ---@return void function ClimateManager:transmitTriggerBlizzard(arg0) end ---@public ---@return void function ClimateManager:resetAdmin() end ---@public ---@param arg0 boolean ---@return void function ClimateManager:setPrecipitationIsSnow(arg0) end ---@public ---@return float function ClimateManager:getFogIntensity() end ---@public ---@return float function ClimateManager:getWindIntensity() end ---@public ---@return double function ClimateManager:getSimplexOffsetA() end ---@public ---@param arg0 float ---@param arg1 float ---@return float function ClimateManager:normalizeRange(arg0, arg1) end ---@public ---@return ErosionSeason function ClimateManager:getSeason() end ---@private ---@return void function ClimateManager:updateSnow() end ---@public ---@return ThunderStorm function ClimateManager:getThunderStorm() end ---@public ---@return float function ClimateManager:getDayLightStrength() end ---@public ---@return float function ClimateManager:getDayMeanTemperature() end ---@public ---@return WeatherPeriod function ClimateManager:getWeatherPeriod() end ---@public ---@param arg0 boolean ---@return void function ClimateManager:setEnabledFxUpdate(arg0) end ---@public ---@return void function ClimateManager:transmitStopWeather() end ---@public ---@return boolean function ClimateManager:getEnabledWeatherGeneration() end ---@public ---@return void function ClimateManager:transmitServerStopWeather() end ---@public ---@return void function ClimateManager:postCellLoadSetSnow() end ---@public ---@param arg0 IsoMetaGrid ---@return void function ClimateManager:init(arg0) end ---@public ---@return float function ClimateManager:getWindspeedKph() end ---@public ---@return float function ClimateManager:getAmbient() end ---@public ---@return ClimateManager function ClimateManager:getInstance() end ---@public ---@return float function ClimateManager:getGlobalLightIntensity() end ---@public ---@return float function ClimateManager:getAirMassDaily() end ---@public ---@param arg0 float ---@return float function ClimateManager:ToKph(arg0) end ---@private ---@return void function ClimateManager:updateFx() end ---@public ---@return float function ClimateManager:getHumidity() end ---@public ---@return void function ClimateManager:transmitRequestAdminVars() end ---@public ---@param arg0 int ---@param arg1 int ---@param arg2 float ---@param arg3 float ---@param arg4 float ---@param arg5 float ---@param arg6 boolean ---@return void function ClimateManager:setSeasonColorDusk(arg0, arg1, arg2, arg3, arg4, arg5, arg6) end ---@public ---@return float function ClimateManager:getMaxWindspeedMph() end ---@private ---@return void function ClimateManager:updateTestFlare() end ---@public ---@param arg0 boolean ---@return void function ClimateManager:setEnabledWeatherGeneration(arg0) end ---@public ---@return float function ClimateManager:getWindAngleDegrees() end ---@public ---@param arg0 DataOutputStream ---@return void function ClimateManager:save(arg0) end ---@private ---@param arg0 int ---@param arg1 String ---@return ClimateManager.ClimateBool function ClimateManager:initClimateBool(arg0, arg1) end ---@public ---@return void function ClimateManager:triggerWinterIsComingStorm() end ---@public ---@return ClimateForecaster function ClimateManager:getClimateForecaster() end ---@public ---@param arg0 int ---@param arg1 int ---@param arg2 float ---@param arg3 float ---@param arg4 float ---@param arg5 float ---@param arg6 boolean ---@return void function ClimateManager:setSeasonColorDawn(arg0, arg1, arg2, arg3, arg4, arg5, arg6) end ---@public ---@return float function ClimateManager:getSeasonStrength() end ---@private ---@return void function ClimateManager:updateWindTick() end ---@protected ---@param arg0 ClimateManager.DayInfo ---@param arg1 int ---@param arg2 int ---@param arg3 int ---@param arg4 int ---@return void function ClimateManager:setDayInfo(arg0, arg1, arg2, arg3, arg4) end ---@public ---@return ClimateColorInfo function ClimateManager:getColFogLegacy() end ---@public ---@return ClimateManager.DayInfo function ClimateManager:getPreviousDay() end ---@public ---@return void function ClimateManager:resetOverrides() end ---@public ---@return float function ClimateManager:getViewDistance() end ---@protected ---@param arg0 ClimateManager.ClimateNetAuth ---@param arg1 byte ---@param arg2 UdpConnection ---@return void function ClimateManager:transmitClimatePacket(arg0, arg1, arg2) end ---@public ---@param arg0 float ---@return void function ClimateManager:setAmbient(arg0) end ---@public ---@param arg0 float ---@return void function ClimateManager:transmitServerStartRain(arg0) end ---@public ---@return double function ClimateManager:getWindTickFinal() end ---@private ---@param arg0 int ---@param arg1 int ---@param arg2 int ---@return void function ClimateManager:updateDayInfo(arg0, arg1, arg2) end ---@public ---@param arg0 float ---@return String function ClimateManager:getWindAngleString(arg0) end ---@public ---@return float function ClimateManager:getFrontStrength() end ---@protected ---@param arg0 int ---@return float function ClimateManager:getRainTimeMultiplierMod(arg0) end ---@public ---@param arg0 float ---@param arg1 float ---@param arg2 float ---@return float function ClimateManager:lerp(arg0, arg1, arg2) end ---@public ---@return double function ClimateManager:getWorldAgeHours() end ---@public ---@return void function ClimateManager:transmitServerStopRain() end
local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end function onThink() npcHandler:onThink() end keywordHandler:addKeyword({'task'}, StdModule.say, {npcHandler = npcHandler, text = 'Are you here to get a task or to report you finished task?'}) keywordHandler:addKeyword({'name'}, StdModule.say, {npcHandler = npcHandler, text = 'Me humble name is Rafzan. Good old goblin name meaning honest, generous and nice person, I swear!'}) keywordHandler:addKeyword({'goblin'}, StdModule.say, {npcHandler = npcHandler, text = 'Most goblins so afraid of everything, that they fight everything. Me different. Me just want trade.'}) keywordHandler:addKeyword({'human'}, StdModule.say, {npcHandler = npcHandler, text = 'You humans are so big, strong, clever and beautiful. Me really feel little and green beside you. Must be sooo fun to be human. You surely always make profit!'}) keywordHandler:addKeyword({'profit'}, StdModule.say, {npcHandler = npcHandler, text = 'To be honest to me human friend, me only heard about it, never seen one. I imagine it\'s something cute and cuddly.'}) keywordHandler:addKeyword({'swamp'}, StdModule.say, {npcHandler = npcHandler, text = 'Swamp is horrible. Slowly eating away at health of poor little goblin. No profit here at all. Me will die poor and desperate, probably eaten by giant mosquitoes.'}) keywordHandler:addKeyword({'dwarf'}, StdModule.say, {npcHandler = npcHandler, text = 'Beardmen are nasty. Always want to kill little goblin. No trade at all. Not good, not good.'}) keywordHandler:addKeyword({'help'}, StdModule.say, {npcHandler = npcHandler, text = 'So much to do, so little help. Me poor goblin desperately needs help. Me have a few tasks me need to be done. I can offer you all money I made if you only help me a little with stuff which is easy to strong smart human but impossible for poor, little me.'}) keywordHandler:addKeyword({'thais'}, StdModule.say, {npcHandler = npcHandler, text = 'Me heard Thais is big city with king! Must be strong and clever, to become chief of all humans. Me cannot imagine how many people you have to beat up to become king of all humans. Surely he makes lot of profit in his pretty city.'}) keywordHandler:addKeyword({'elves'}, StdModule.say, {npcHandler = npcHandler, text = 'They are mean and cruel. Humble goblin rarely trades with them. They would rather kill poor me if not too greedy for stuff only me can get them. Still, they rob me of it for a few spare coins and there is noooo profit for poor goblin.'}) keywordHandler:addKeyword({'job'}, StdModule.say, {npcHandler = npcHandler, text = 'Me job merchant is. Me trade with all kinds of things. Me not good trader though, so you get everything incredibly cheap! You might think me mad, but please don\'t rip off poor goblin too much. Me has four or five wives and dozens of kids to feed!'}) keywordHandler:addKeyword({'venore'}, StdModule.say, {npcHandler = npcHandler, text = 'Humans so clever. Much, much smarter than poor, stupid goblin. They have big rich town. Goblin lives here poor and hungry. Me so impressed by you strong and smart humans. So much to learn from you. Poor goblin only sees pretty city from afar. Poor goblin too afraid to go there.'}) keywordHandler:addKeyword({'gold'}, StdModule.say, {npcHandler = npcHandler, text = 'Me have seen a gold coin once or twice. So bright and shiny it hurt me poor eyes. You surely are incredibly rich human who has even three or four coins at once! Perhaps you want to exchange them for some things me offer? Just don\'t rob me too much, me little stupid goblin, have no idea what stuff is worth... you look honest, you surely pay fair price like I ask and tell if it\'s too cheap.'}) keywordHandler:addKeyword({'ratmen'}, StdModule.say, {npcHandler = npcHandler, text = 'Furry guys are strange fellows. Always collecting things and stuff. Not easy to make them share, oh there is noooo profit for little, poor me to be made. They build underground dens that can stretch quite far. Rumour has it the corym have strange tunnels that connect their different networks all over the world.'}) npcHandler:addModule(FocusModule:new())
local mod = PhysImpr.Modules.Register("FallProtect", "FallProtect") mod.Name = "Released players don't take fall damage" PhysImpr.FallPrevent = PhysImpr.FallPrevent or {} function PhysImpr.PreventNextFall(ent) PhysImpr.FallPrevent[ent] = true end function PhysImpr.PreventFallDamage(ent, vel) if not mod.State then return end if not PhysImpr.FallPrevent[ent] then return end local tick = PhysImpr.FallPrevent[ent] -- not number = didnt hit ground before taking fall damage (!?) -- number = what tick they hit the ground; if they hit it this tick -- then we're taking damage from that landing (=> prevent it) if not isnumber(tick) or tick == engine.TickCount() then local int = 64 + math.max(0, vel - 400) / 4 PhysImpr.StartVis("PlayerLand") net.WriteVector(ent:GetPos()) net.WriteUInt(int, 16) PhysImpr.SendVis() return 0 else -- didnt match; clean up any data we had PhysImpr.FallPrevent[ent] = nil end end function PhysImpr.ResetFallProtection(ent) if PhysImpr.FallPrevent[ent] == true then PhysImpr.FallPrevent[ent] = engine.TickCount() end end hook.Add("GetFallDamage", "PhysImpr_NoFall", PhysImpr.PreventFallDamage) hook.Add("OnPlayerHitGround", "PhysImpr_FallUnprotect", function(ply) PhysImpr.ResetFallProtection(ply) end) hook.Add("OnPhysgunPickup", "PhysImpr_ProtectFall", function(pick, ent) if not ent:IsPlayer() then return end if not PhysImpr.Perms.Has(pick, "ProtectFall") then return end PhysImpr.PreventNextFall(ent) end)
local skynet = require "skynet" local mc = require "skynet.multicast" local channel function task() local i = 0 while(i < 100) do skynet.sleep(100) channel:publish("data"..i) --推送数据 i = i + 1 end channel:delete() skynet.exit() end skynet.start(function() channel = mc.new() -- 创建一个频道,成功创建后,channel.channel 是这个频道的 id 。 skynet.error("new channel ID", channel.channel) skynet.fork(task) end)
--[[ Copyright (c) 2016 Calvin Rose Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] local html = require 'moonmint.html' local helper = require 'spec.helper' local testHTML = helper.encode(html.encode, html.decode, assert) test("HTML encoding/decoding", function() test("Encodes/decodes simple html strings.", function() testHTML("zyxwvut") testHTML("1233456") end) test("Encodes/decodes strings with tags.", function() testHTML("zyxwvut<hi>akjsk</hi>") testHTML("1233456</div><div class=\"giggles\">") end) test("Encodes/decodes all bytes.", function() for i = 0, 255 do testHTML(string.char(i)) end end) test("Encodes/decodes strings of all bytes.", function() for i = 0, 250 do testHTML(string.char(i, i + 1, i + 2, i + 3, i + 4, i + 5)) end end) end)
return require("lapis.db.schema")
-- -- [boundary.com] Couchbase Lua Plugin -- [author] Valeriu Paloş <me@vpalos.com> -- -- -- Imports. -- local fs = require('fs') local json = require('json') local http = require('http') local os = require('os') local sha1 = require('sha1') local timer = require('timer') local tools = require('tools') local url = require('url') -- -- Initialize. -- local _buckets = {} local _parameters = json.parse(fs.readFileSync('param.json')) or {} local _serverHost = _parameters.serverHost or 'localhost' local _serverPort = _parameters.serverPort or 8080 local _apiKey = _parameters.apiKey or error("API Key must be provided (see CloudStack UI)!") local _secretKey = _parameters.secretKey or error("Secret Key must be provided (see CloudStack UI)!") local _pollRetryCount = tools.fence(tonumber(_parameters.pollRetryCount) or 3, 0, 1000) local _pollRetryDelay = tools.fence(tonumber(_parameters.pollRetryDelay) or 3000, 0, 1000 * 60 * 60) local _pollInterval = tools.fence(tonumber(_parameters.pollInterval) or 5000, 100, 1000 * 60 * 60 * 24) local _advancedMetrics = _parameters.advancedMetrics == true -- -- Metrics source. -- local _source = (type(_parameters.source) == 'string' and _parameters.source:gsub('%s+', '') ~= '' and _parameters.source) or os.hostname() -- -- Compile a signed query string in CLoudStack-style from a given set of parameters. -- function compileUri(parameters) -- Inject fundamentals. parameters['response'] = 'json' parameters['apiKey'] = _apiKey -- Compute query string. local tuples = {} for key, value in pairs(parameters) do table.insert(tuples, tools.urlEncode(key) .. "=" .. tools.urlEncode(value)) end local query = table.concat(tuples, '&') -- Compile signature. table.sort(tuples) local text = table.concat(tuples, '&'):lower() local signature = tools.urlEncode(tools.base64(sha1.hmac_binary(_secretKey, text))) -- Assemble. local uri = string.format('http://%s:%s/client/api?%s&signature=%s', _serverHost, _serverPort, query, signature) -- print(uri) return uri end -- -- Get a JSON data set from the server at the given URL (includes query string). -- function list(parameters, callback) local remaining = _pollRetryCount local options = url.parse(compileUri(parameters)) -- Make sure connection is not dropped. options['headers'] = { ['Connection'] = 'keep-alive' } -- Process data. function handler(response) local data = {} response:once('error', retry) response:on('data', function(chunk) table.insert(data, chunk) end) response:on('end', function() local success, data = pcall(json.parse, table.concat(data)) local failure = "Unable to parse response!" local command = parameters['command']:lower() if success then local responseField = command .. "response" if data[responseField] then data = data[responseField] failure = data['errorcode'] and data['errortext'] elseif data['errorresponse'] then failure = data['errorresponse']['errortext'] end end if failure then retry("ERROR: " .. failure) else local section = command:match('^list(%w+)s$') if section then data = data[section] or data[section .. 's'] or data end callback(data) end response:destroy() end) end function retry(result) if remaining > 0 then remaining = remaining - 1 end if remaining == 0 then error(tostring(result.message or result)) end timer.setTimeout(_pollRetryDelay, perform) end function perform() local request = http.request(options, handler) request:once('error', retry) request:done() end perform() end -- -- Retrieve data in paginated queries. -- function listPaginated(parameters, callback) local page local page = 0 local size = 500 local items = {} -- Next page. function advance() page = page + 1 parameters['page'] = page parameters['pagesize'] = size -- Raw call. list(parameters, function(data) for _, item in ipairs(data) do table.insert(items, item) end if #data == size then process.nextTick(advance()) else callback(items) end end) end advance() end -- -- Schedule poll. -- function schedule() timer.setTimeout(_pollInterval, poll) end -- -- Parse numeric metric value. -- function parse(value) if type(value) ~= 'number' then value = tonumber((tostring(value):match('([%d%.]+)'))) or 0 end return value end -- -- Metric aggregation functions. -- function sum(items) local result = 0 for _, item in ipairs(items) do result = result + parse(item) end return result end function avg(items) local result = 0 for _, item in ipairs(items) do result = result + parse(item) end return result / #items end function min(items) local result = parse(items[1]) for _, item in ipairs(items) do local value = parse(item) if result > value then result = value end end return result end function max(items) local result = parse(items[1]) for _, item in ipairs(items) do local value = parse(item) if result < value then result = value end end return result end function cnt(items) return #items end -- -- Create a new aggregator function that only aggregates filtered values. -- function filter(value, aggregator) return function(items) local filtered = {} for _, item in ipairs(items) do if item == value then table.insert(filtered, item) end end return aggregator(filtered) end end -- -- Produce a function that extrcts a capacity field of given kind. -- function capacity(kind, field) -- 0* = CAPACITY_TYPE_MEMORY -- 1* = CAPACITY_TYPE_CPU -- 2* = CAPACITY_TYPE_STORAGE -- 3* = CAPACITY_TYPE_STORAGE_ALLOCATED -- 4* = CAPACITY_TYPE_VIRTUAL_NETWORK_PUBLIC_IP -- 5* = CAPACITY_TYPE_PRIVATE_IP -- 6* = CAPACITY_TYPE_SECONDARY_STORAGE -- 7* = CAPACITY_TYPE_VLAN -- 8* = CAPACITY_TYPE_DIRECT_ATTACHED_PUBLIC_IP -- 9. = CAPACITY_TYPE_LOCAL_STORAGE return function(set) for _, subset in ipairs(set['capacity']) do if subset['type'] == kind then return subset[field] end end end end -- -- Metrics reference table. -- local DEFINITIONS = { -- Zones. { request = { ['command'] = 'listZones', ['showcapacities'] = 'true' }, standard = { groupBy = { 'name' }, metrics = { ['CLOUDSTACK_MEMORY_TOTAL'] = { field = capacity(0, 'capacitytotal'), apply = sum }, ['CLOUDSTACK_MEMORY_USED'] = { field = capacity(0, 'capacityused'), apply = sum }, ['CLOUDSTACK_CPU_TOTAL'] = { field = capacity(1, 'capacitytotal'), apply = sum }, ['CLOUDSTACK_CPU_USED'] = { field = capacity(1, 'capacityused'), apply = sum }, ['CLOUDSTACK_STORAGE_TOTAL'] = { field = capacity(2, 'capacitytotal'), apply = sum }, ['CLOUDSTACK_STORAGE_USED'] = { field = capacity(2, 'capacityused'), apply = sum }, ['CLOUDSTACK_STORAGE_ALLOCATED_TOTAL'] = { field = capacity(3, 'capacitytotal'), apply = sum }, ['CLOUDSTACK_STORAGE_ALLOCATED_USED'] = { field = capacity(3, 'capacityused'), apply = sum }, ['CLOUDSTACK_VIRTUAL_NETWORK_PUBLIC_IP_TOTAL'] = { field = capacity(4, 'capacitytotal'), apply = sum }, ['CLOUDSTACK_VIRTUAL_NETWORK_PUBLIC_IP_USED'] = { field = capacity(4, 'capacityused'), apply = sum }, ['CLOUDSTACK_PRIVATE_IP_TOTAL'] = { field = capacity(5, 'capacitytotal'), apply = sum }, ['CLOUDSTACK_PRIVATE_IP_USED'] = { field = capacity(5, 'capacityused'), apply = sum }, ['CLOUDSTACK_SECONDARY_STORAGE_TOTAL'] = { field = capacity(6, 'capacitytotal'), apply = sum }, ['CLOUDSTACK_SECONDARY_STORAGE_USED'] = { field = capacity(6, 'capacityused'), apply = sum }, ['CLOUDSTACK_VLAN_TOTAL'] = { field = capacity(7, 'capacitytotal'), apply = sum }, ['CLOUDSTACK_VLAN_USED'] = { field = capacity(7, 'capacityused'), apply = sum }, ['CLOUDSTACK_DIRECT_ATTACHED_PUBLIC_IP_TOTAL'] = { field = capacity(8, 'capacitytotal'), apply = sum }, ['CLOUDSTACK_DIRECT_ATTACHED_PUBLIC_IP_USED'] = { field = capacity(8, 'capacityused'), apply = sum }, ['CLOUDSTACK_LOCAL_STORAGE_TOTAL'] = { field = capacity(9, 'capacitytotal'), apply = sum }, ['CLOUDSTACK_LOCAL_STORAGE_USED'] = { field = capacity(9, 'capacityused'), apply = sum }, } } }, -- Viewer sessions. { request = { ['command'] = 'listSystemVms', ['systemvmtype'] = 'consoleproxy' }, standard = { groupBy = { 'zonename' }, metrics = { ['CLOUDSTACK_ACTIVE_VIEWER_SESSIONS'] = { field = 'activeviewersessions', apply = sum } } }, advanced = { groupBy = { 'zonename', 'name' } } }, -- Events. { request = { ['command'] = 'listEvents', ['listall'] = 'true' }, standard = { metrics = { ['CLOUDSTACK_EVENTS_INFO'] = { field = 'level', apply = filter('INFO', cnt) }, ['CLOUDSTACK_EVENTS_WARN'] = { field = 'level', apply = filter('WARN', cnt) }, ['CLOUDSTACK_EVENTS_ERROR'] = { field = 'level', apply = filter('ERROR', cnt) }, } } }, -- Alerts. { request = { ['command'] = 'listAlerts' }, standard = { metrics = { ['CLOUDSTACK_ALERTS'] = { field = 'type', apply = cnt }, ['CLOUDSTACK_ALERTS_MEMORY'] = { field = 'type', apply = filter(0, cnt) }, ['CLOUDSTACK_ALERTS_CPU'] = { field = 'type', apply = filter(1, cnt) }, ['CLOUDSTACK_ALERTS_STORAGE'] = { field = 'type', apply = filter(2, cnt) }, } } }, -- Accounts. { request = { ['command'] = 'listAccounts', ['listall'] = 'true' }, standard = { metrics = { ['CLOUDSTACK_ACCOUNTS_TOTAL'] = { field = 'state', apply = cnt }, ['CLOUDSTACK_ACCOUNTS_ENABLED'] = { field = 'state', apply = filter('enabled', cnt) }, } } } } -- -- Print a metric. -- function metric(stamp, id, value, source) if (type(source) == 'table') then source = table.concat(source, '.'):gsub('%s+', '-') end print(string.format('%s %s %s %d', id, value, (source and source ~= '') or _source, stamp)) end -- -- Extract fields from metrics sets as a flat array. -- function extract(set, rule) local result local kind = type(rule.field) if kind == 'string' then result = set[rule.field] or rule.default or 0 elseif kind == 'function' then result = rule.field(set) or rule.default or 0 end return result end -- -- Extract, aggregate and compile metrics. -- function produceMetrics(stamp, entries, groupBy, definitions) local metrics = {} -- Walk entries. for _, entry in ipairs(entries) do -- Compile group name. local group = {} for _, label in ipairs(groupBy or {}) do if entry[label] then table.insert(group, entry[label]) end end group = table.concat(group, '.'):gsub('%s+', '-') -- Extract. metrics[group] = metrics[group] or {} for name, rule in pairs(definitions) do metrics[group][name] = metrics[group][name] or {} table.insert(metrics[group][name], extract(entry, rule)) end end -- Aggregate. for group, sets in pairs(metrics) do for name, rule in pairs(definitions) do metrics[group][name] = rule.apply(metrics[group][name]) end end -- Sort groups. local groups = {} for group, _ in pairs(metrics) do table.insert(groups, group) end table.sort(groups) -- Publish. for _, group in pairs(groups) do for name, value in pairs(metrics[group]) do metric(stamp, name, value, group) end end end -- -- Produce metrics. -- function poll() local stamp = os.time() -- Reschedule poll after all requests have completed. local remaining = 0 function request(options, callback) remaining = remaining + 1 listPaginated(options, function(data) callback(data) remaining = remaining - 1 if remaining == 0 then schedule() end end) end -- Process metrics definitions. for _, definition in ipairs(DEFINITIONS) do request(definition.request, function(data) produceMetrics( stamp, data, definition.standard.groupBy, definition.standard.metrics) if _advancedMetrics and definition.advanced then produceMetrics( stamp, data, definition.advanced.groupBy or definition.standard.groupBy, definition.advanced.metrics or definition.standard.metrics) end end) end end -- Trigger polling. poll()
require 'mock.asset.ParticleHelper' require 'mock.asset.ParticleProcs' module 'mock' local makeParticleSystem, makeParticleForce, makeParticleEmitter -------------------------------------------------------------------- local function _unpack(m) local tt=type(m) if tt=='number' then return m,m end if tt=='table' then return unpack(m) end if tt=='function' then return m() end error('????') end local EnumParticleType = { {'distance', 'distance'}, {'timed', 'timed' } } -------------------------------------------------------------------- CLASS: ParticleEmitterConfig() :MODEL { Field 'name' :string(); Field 'type' :enum( EnumParticleType ); Field 'distance' :number() :range(0) ; Field 'frequency' :type('vec2') :range(0) :getset('Frequency'); Field 'emission' :type('vec2') :range(0) :getset('Emission'); Field 'duration' :number(); Field 'surge' :int(); '----'; Field 'magnitude' :type('vec2') :range(0) :getset('Magnitude'); Field 'angle' :type('vec2') :range(-360, 360) :getset('Angle'); '----'; Field 'radius' :type('vec2') :range(0) :getset('Radius'); Field 'rect' :type('vec2') :range(0) :getset('Rect'); } function ParticleEmitterConfig:__init() self.name = 'emitter' self.type = 'timed' self.distance = 10 self.frequency = { 10, 10 } self.magnitude = { 10, 10 } self.angle = { 0, 0 } self.surge = 0 self.emission = {1,1} self.radius = {5,5} self.rect = {0,0} self.duration = -1 end function ParticleEmitterConfig:build() local em if self.type == 'distance' then em = MOAIParticleDistanceEmitter.new() else em = MOAIParticleTimedEmitter.new() end self:updateEmitter( em ) return em end function ParticleEmitterConfig:updateEmitter( em ) if self.distance and em.setDistance then em:setDistance( _unpack( self.distance ) ) end if self.frequency and em.setFrequency then local f1, f2 = _unpack( self.frequency ) em:setFrequency( 1/f1, f2 and 1/f2 or 1/f1 ) end em.name = self.name if self.angle then em:setAngle( _unpack(self.angle) ) end if self.magnitude then em:setMagnitude( _unpack(self.magnitude) ) end if self.radius[1] > 0 or self.radius[1] > 0 then em:setRadius( _unpack(self.radius) ) else local w, h = unpack( self.rect ) em:setRect( -w/2, -h/2, w/2, h/2 ) end if self.emission then em:setEmission(_unpack(self.emission)) end if self.surge then em:surge(self.surge) end if em.setDuration then em:setDuration( self.duration ) end end -------------------------------------------------------------------- function ParticleEmitterConfig:setFrequency( f1, f2 ) self.frequency = { f1 or 0 , f2 or 0 } end function ParticleEmitterConfig:getFrequency() return unpack( self.frequency ) end function ParticleEmitterConfig:setEmission( e1, e2 ) self.emission = { e1 or 0 , e2 or 0 } end function ParticleEmitterConfig:getEmission() return unpack( self.emission ) end function ParticleEmitterConfig:setMagnitude( min, max ) min = min or 0 self.magnitude = { min, max or min } end function ParticleEmitterConfig:getMagnitude() return unpack( self.magnitude ) end function ParticleEmitterConfig:setAngle( min, max ) min = min or 0 self.angle = { min, max or min } end function ParticleEmitterConfig:getAngle() return unpack( self.angle ) end function ParticleEmitterConfig:setRadius( r1, r2 ) self.radius = { r1 or 0 , r2 or 0 } end function ParticleEmitterConfig:getRadius() return unpack( self.radius ) end function ParticleEmitterConfig:setRect( w, h ) self.rect = { w or 1, h or 1 } end function ParticleEmitterConfig:getRect() return unpack( self.rect ) end -------------------------------------------------------------------- CLASS: ParticleStateConfig() :MODEL { Field 'name' :string() ; Field 'active' :boolean() ; Field 'life' :type('vec2') :range(0) :getset('Life'); Field 'initScript' :string() :no_edit(); Field 'renderScript' :string() :no_edit(); } function ParticleStateConfig:__init() self.name = 'state' self.active = true self.initScript = '' self.renderScript = 'proc.p.moveAlong()\nsprite()\n' self.life = { 1, 1 } end function ParticleStateConfig:build( regs ) regs = regs or {} local iscript, rscript = false, false local init,render init = self.initScript and string.trim(self.initScript) or '' render = self.renderScript and string.trim(self.renderScript) or '' if init ~= '' then local initFunc = loadstring( init ) if initFunc then iscript = makeParticleScript( initFunc, regs ) end end if render ~= '' then renderFunc = loadstring( render ) if renderFunc then rscript = makeParticleScript( renderFunc, regs ) end end local regCount = 0 if regs.named then for k,r in pairs(regs.named) do if r.referred then regCount = math.max( r.number, regCount ) end end end builtScripts = { iscript, rscript } local state = MOAIParticleState.new() if self.damping then state:setDamping( self.damping ) end if self.mass then state:setMass( _unpack(self.mass) ) end if self.life then state:setTerm( _unpack(self.life) ) end if builtScripts[1] then state:setInitScript ( builtScripts[1] ) end if builtScripts[2] then state:setRenderScript ( builtScripts[2] ) end -- if self.forces then -- for i,f in ipairs(self.forces) do -- if type(f)=='table' then -- local force=makeParticleForce(f) -- state:pushForce( force ) -- else -- state:pushForce( f ) -- end -- end -- end return state end function ParticleStateConfig:setLife( l1, l2 ) self.life = { l1, l2 or l1 } end function ParticleStateConfig:getLife() return unpack( self.life ) end -------------------------------------------------------------------- BLEND_MODES = { {'alpha', 'alpha'}, {'add', 'add'}, {'multiply', 'multiply'}, {'normal', 'normal'}, {'mask', 'mask'}, {'solid', 'solid'}, } CLASS: ParticleSystemConfig() :MODEL{ Field 'particles' :int() :range(0); Field 'sprites' :int() :range(0); Field 'emitters' :array( ParticleEmitterConfig ) :sub() :no_edit(); Field 'states' :array( ParticleStateConfig ) :ref() :no_edit(); Field 'blend' :enum( BLEND_MODES ); Field 'deck' :asset( 'deck2d\\..*' ); } function ParticleSystemConfig:__init() self.particles = 100 self.sprites = 100 self.deck = false self.stateCount = 0 self.emitters = {} self.states = {} self.allowPool = true self.systemPool = {} end function ParticleSystemConfig:addEmitterConfig( config ) config = config or ParticleEmitterConfig() table.insert( self.emitters, config ) return config end function ParticleSystemConfig:addStateConfig( config ) config = config or ParticleStateConfig() table.insert( self.states, config ) return config end function ParticleSystemConfig:update() end function ParticleSystemConfig:buildStates() local regs = {} local builtStates = {} for i, state in pairs( self.states ) do table.insert( builtStates , state:build( regs ) ) end local regCount = 0 if regs.named then for k,r in pairs(regs.named) do if r.referred then regCount = math.max( r.number, regCount ) end end end return builtStates, regCount end function ParticleSystemConfig:buildEmitter( name ) if not self.builtSystem then self:buildSystem() end for i, emConfig in ipairs( self.emitters ) do if emConfig.name == name then local em = emConfig:build() em:setSystem( self.builtSystem ) return em end end return nil end function ParticleSystemConfig:buildSystem() if self.built then return end local system = MOAIParticleSystem.new() local states, regCount = self:buildStates( regs ) system:reserveStates( #states ) for i, s in ipairs( states ) do system:setState( i, s ) end system.particleCount = self.particles or 50 system.spriteCount = self.sprites or 100 system.regCount = regCount + 1 system:reserveSprites ( system.spriteCount ) system:reserveParticles ( system.particleCount, system.regCount ) system:setDrawOrder( MOAIParticleSystem.ORDER_REVERSE ) if self.surge then system:surge(self.surge) end setupMoaiProp( system, self ) system.config = self self.builtSystem = system return system end function ParticleSystemConfig:_pushToPool( sys ) if not self.allowPool then return end table.insert( self.systemPool, sys ) sys:clearSprites() sys:reserveParticles( sys.particleCount, sys.regCount ) end function ParticleSystemConfig:requestSystem() local sys = table.remove( self.systemPool ) if sys then return sys end sys = self:buildSystem() return sys end --[[ task of ParticleSystem is to: 1. hold ParticleState 2. hold ParticleEmitterSettings ]] function loadParticleSystem( node ) local defData = loadAssetDataTable( node:getObjectFile('def') ) local systemConfig = deserialize( nil, defData ) return systemConfig end function saveParticleSystem( config, path ) return serializeToFile( config, path ) end registerAssetLoader( 'particle_system', loadParticleSystem ) -------------------------------------------------------------------- function makeParticleForce(option) assert(type(option)=='table') local ft=option.type or 'force' local f=MOAIParticleForce.new() if ft=='force' then f:setType(MOAIParticleForce.FORCE) elseif ft=='gravity' then f:setType(MOAIParticleForce.GRAVITY) elseif ft=='offset' then f:setType(MOAIParticleForce.OFFSET) end if option.magnitude then if option.radius then if option.magnitude>0 then f:initBasin(option.radius,option.magnitude) else f:initAttractor(option.radius,-option.magnitude) end else f:initRadial(option.magnitude) end else f:initLinear(option.x or 0,option.y or 0) end f.name=option.name return f end
local function GetSpecEnts( ply ) local t = ply:Team() local players = {} -- if we're not on hunters, add props if( t != TEAM_HUNTERS ) then table.Add( players, team.GetPlayers( TEAM_PROPS ) ) end -- if we're not on props, add hunters if( t != TEAM_PROPS ) then table.Add( players, team.GetPlayers( TEAM_HUNTERS ) ) end -- remove dead players local tempPlayers = {} for _, v in pairs( players ) do if( v:Alive() ) then tempPlayers[#tempPlayers + 1] = v end end return tempPlayers end function GM:PlayerDeathThink( ply ) local players = GetSpecEnts( ply ) -- default settings if( !ply.spectateIndex ) then ply.spectateIndex = 1 if( #players > 0 ) then ply.spectateMode = OBS_MODE_CHASE ply:SpectateEntity( players[ ply.spectateIndex ] ) else ply.spectateMode = OBS_MODE_ROAMING ply:SpectateEntity( nil ) end ply:Spectate( ply.spectateMode ) end if( #players > 0 ) then if ply:KeyPressed( IN_JUMP ) then ply.spectateMode = (ply.spectateMode % 3) + 4 ply:Spectate( ply.spectateMode ) elseif ply:KeyPressed( IN_ATTACK ) then ply.spectateIndex = (ply.spectateIndex % #players) + 1 ply:SpectateEntity( players[ ply.spectateIndex ] ) elseif ply:KeyPressed( IN_ATTACK2 ) then ply.spectateIndex = #players - (#players - ply.spectateIndex % #players) + 1 ply:SpectateEntity( players[ ply.spectateIndex ] ) end end -- this prevents respawning return false end hook.Add( "PlayerSpawn", "Clear Spectator State", function( ply ) ply.spectateIndex = nil ply.spectateMode = nil end )
data:extend( { ---------------------------------------------------------------------------------- { type = "item", name = "electric-nanfu", icon = "__GodMode__/graphics/electric-nanfu-icon.png", flags = {"goes-to-quickbar"}, subgroup = "energy", order = "e[accumulator]-y[electric-nanfu]", place_result = "electric-nanfu", stack_size = 500 }, { type = "item", name = "solar-generator-big", icon = "__GodMode__/graphics/solar-panel-big-icon.png", flags = { "goes-to-quickbar" }, subgroup = "energy", order = "z-z[solar-generator-big]", place_result = "solar-generator-big", stack_size = 500 }, ---------------------------------------------------------------------------------- --[[ { type = "item", name = "electric-charging-sensor", icon = "__GodMode__/graphics/electric-nanfu-icon.png", flags = {"goes-to-quickbar"}, subgroup = "energy", order = "e[accumulator]-z[electric-nanfu]", place_result = "electric-charging-sensor", stack_size = 50 }, --]] } )
nick = "Tattletale" username = nil realname = nil password = "password" logToConsole = true threshold = 0.5 prior = 1/40 refeshRate = 0.5 server = "chat.freenode.net" channels = {"#lesswrong", "#lw-bots", "##lw-meta"} --set to nil or remove to put messages to the current channel metaChannel = "##lw-meta" --[[ --These parameters are only for testing nick = "TattletaleTest" channels = {"#lw-bots"} logToConsole = true metaChannel = nil ]]
-- Copyright (C) 2017 - DarkRoku12 -- Raw version. -- Stack slot #1 = t. local function set2( t , i , j , ival , jval ) t[ i ] = ival ; -- lua_rawseti(L, 1, i); t[ j ] = jval ; -- lua_rawseti(L, 1, j); end local function sort_comp( a , b , comp ) if comp then return comp( a , b ) end return a < b ; end local auxsort ; function auxsort( t , l , u , comp ) while l < u do local i , j ; -- /* for tail recursion */ -- sort elements a[l], a[(l+u)/2] and a[u] local a = t[ l ] -- lua_rawgeti(L, 1, l); local b = t[ u ] -- lua_rawgeti(L, 1, u); if sort_comp( b , a , comp ) then set2( t , l , u , b , a ) -- /* swap a[l] - a[u] */ else a , b = nil , nil ; -- lua_pop(L, 2); end if u - l == 1 then break end -- only 2 elements i = math.floor( ( l + u ) / 2 ) ; local a = t[ i ] -- lua_rawgeti(L, 1, i); local b = t[ l ] -- lua_rawgeti(L, 1, l); if sort_comp( a , b , comp ) then -- a[i] < a[l] ? set2( t , i , l , b , a ) else b = nil -- remove a[l] b = t[ u ] if sort_comp( b , a , comp ) then -- a[u]<a[i] ? set2( t , i , u , b , a ) else a , b = nil , nil ; -- lua_pop(L, 2); end end if u - l == 2 then break end ; -- only 3 elements local P = t[ i ] -- Pivot. local P2 = P -- lua_pushvalue(L, -1); local b = t[ u - 1 ] set2( t , i , u - 1 , b , P2 ) -- a[l] <= P == a[u-1] <= a[u], only need to sort from l+1 to u-2 */ i = l ; j = u - 1 ; while true do -- for( ; ; ) -- invariant: a[l..i] <= P <= a[j..u] -- repeat ++i until a[i] >= P i = i + 1 ; -- ++i local a = t[ i ] -- lua_rawgeti(L, 1, i) while sort_comp( a , P , comp ) do i = i + 1 ; -- ++i a = t[ i ] -- lua_rawgeti(L, 1, i) end -- repeat --j until a[j] <= P j = j - 1 ; -- --j local b = t[ j ] while sort_comp( P , b , comp ) do j = j - 1 ; -- --j b = t[ j ] -- lua_rawgeti(L, 1, j) end if j < i then P , a , b = nil , nil , nil ; -- lua_pop(L, 3); /* pop pivot, a[i], a[j] */ break end set2( t , i , j , b , a ) end -- End while(true) local a = t[ u - 1 ] -- lua_rawgeti(L, 1, u-1); local b = t[ i ] -- lua_rawgeti(L, 1, i); set2( t , u - 1 , i , b , a ) -- swap pivot (a[u-1]) with a[i] -- a[l..i-1] <= a[i] == P <= a[i+1..u] */ -- adjust so that smaller half is in [j..i] and larger one in [l..u] */ if ( i - l ) < ( u - i ) then j = l ; i = i - 1 ; l = i + 2 ; else j = i + 1 ; i = u ; u = j - 2 ; end auxsort( t , j , i , comp ) ; -- call recursively the smaller one */ end -- end of while -- repeat the routine for the larger one end -- sort function. return function( t , comp ) assert( type( t ) == "table" ) if comp then assert( type( comp ) == "function" ) end auxsort( t , 1 , #t , comp ) end
local lpeg = require("lpeg") local R, S, P, C = lpeg.R, lpeg.S, lpeg.P, lpeg.C local Cf, Ct = lpeg.Cf, lpeg.Ct local otFeatureMap = { Ligatures = { Required = "rlig", Common = "liga", Contextual = "clig", Rare = "dlig", Discretionary = "dlig", Historic = "hlig" }, Fractions = { On = "frac", Alternate = "afrc" }, StylisticSet = function (i) return string.format("ss%02i", tonumber(i)) end, CharacterVariant = function (i) return string.format("cv%02i", tonumber(i)) end, Letters = { Uppercase = "case", SmallCaps = "smcp", PetiteCaps = "pcap", UppercaseSmallCaps = "c2sc", UppercasePetiteCaps = "c2pc", Unicase = "unic" }, Numbers = { Uppercase = "lnum", Lining = "lnum", LowerCase = "onum", OldStyle = "onum", Proportional = "pnum", monospaced = "tnum", SlashedZero = "zero", Arabic = "anum" }, Contextuals = { Swash = "cswh", Alternate = "calt", WordInitial = "init", WordFinal = "fina", LineFinal = "falt", Inner = "medi" }, VerticalPosition = { Superior = "sups", Inferior = "subs", Numerator = "numr", Denominator = "dnom", ScientificInferior = "sinf", Ordinal = "ordn" }, Style = { Alternate = "salt", Italic = "ital", Ruby = "ruby", Swash = "swsh", Historic = "hist", TitlingCaps = "titl", HorizontalKana = "hkna", VerticalKana = "vkna" }, Diacritics = { MarkToBase = "mark", MarkToMark = "mkmk", AboveBase = "abvm", BelowBase = "blwm" }, Kerning = { Uppercase = "cpsp", On = "kern" }, CJKShape = { Traditional = "trad", Simplified = "smpl", JIS1978 = "jp78", JIS1983 = "jp83", JIS1990 = "jp90", Expert = "expt", NLC = "nlck" }, CharacterWidth = { Proportional = "pwid", Full = "fwid", Half = "hwid", Third = "twid", Quarter = "qwid", AlternateProportional = "palt", AlternateHalf = "halt" } } local function tagpos (pos, k, v) return k, { posneg = pos, value = v } end -- Parser for feature strings local featurename = C((1 - S",;:=")^1) local value = C(SILE.parserBits.integer) local tag = C(S"+-") * featurename * (P"=" * value)^0 * S",;:"^-1 / tagpos local featurestring = Cf(Ct"" * tag^0, rawset) -- Parser for fontspec strings -- Refer to fontspec.pdf (see doc), Chapter 3, Table 4 (p. 37) local fontspecsafe = R("AZ", "az", "09") + P":" local fontspecws = SILE.parserBits.whitespace^0 local fontspecsep = P"," * fontspecws local fontspecname = C(fontspecsafe^1) local fontspeclist = fontspecws * P"{" * Ct(fontspecws * fontspecname * (fontspecsep * fontspecname * fontspecws)^0) * P"}" * fontspecws local otFeatures = pl.class(pl.Map) function otFeatures:_init () self:super() local str = SILE.settings:get("font.features") local tbl = featurestring:match(str) if not tbl then SU.error("Unparsable Opentype feature string '"..str.."'") end for feat, flag in pairs(tbl) do self:set(feat, flag.posneg == "+") end end function otFeatures:__tostring () local ret = {} for _, f in ipairs(self:items()) do ret[#ret+1] = (f[2] and "+" or "-") .. f[1] end return table.concat(ret, ";") end function otFeatures:loadOption (name, val, invert) local posneg = not invert local key = otFeatureMap[name] if not key then SU.warn("Unknown OpenType feature " .. name) else local matches = lpeg.match(fontspeclist, val) for _, v in ipairs(matches or { val }) do v = v:gsub("^No", function () posneg = false; return "" end) local feat = type(key) == "function" and key(v) or key[v] if not feat then SU.warn("Bad OpenType value " .. v .. " for feature " .. name) else self:set(feat, posneg) end end end end -- Input like {Ligatures = Historic} or {Ligatures = "{Historic, Discretionary}"} -- -- Most real-world use should be single value, but multiple value use is not -- that odd. Junicode, for example, a common font among medievalists, has many -- Stylistic Sets and Character Variations, many of which make sense to enable -- simultaneously. function otFeatures:loadOptions (options, invert) SU.debug("features", "Features was", self) for k, v in pairs(options) do self:loadOption(k, v, invert) end SU.debug("features", "Features interpreted as", self) end function otFeatures:unloadOptions (options) self:loadOptions(options, true) end local fontfn = SILE.Commands.font local function registerCommands (_) SILE.registerCommand("add-font-feature", function (options, _) local otfeatures = otFeatures() otfeatures:loadOptions(options) SILE.settings:set("font.features", tostring(otfeatures)) end) SILE.registerCommand("remove-font-feature", function(options, _) local otfeatures = otFeatures() otfeatures:unloadOptions(options) SILE.settings:set("font.features", tostring(otfeatures)) end) SILE.registerCommand("font", function (options, content) local otfeatures = otFeatures() -- It is guaranteed that future releases of SILE will not implement non-OT \font -- features with capital letters. -- Cf. https://github.com/sile-typesetter/sile/issues/992#issuecomment-665575353 -- So, we reserve 'em all. ⍩⃝ for k, v in pairs(options) do if k:match('^[A-Z]') then otfeatures:loadOption(k, v) options[k] = nil end end SU.debug("features", "Font features parsed as:", otfeatures) options.features = (options.features and options.features .. ";" or "") .. tostring(otfeatures) return fontfn(options, content) end, tostring(SILE.Help.font) .. " (overridden)") end return { registerCommands = registerCommands, documentation = [[\begin{document} As mentioned in Chapter 3, SILE automatically applies ligatures defined by the fonts that you use. These ligatures are defined by tables of \em{features} within the font file. As well as ligatures (multiple glyphs displayed as a single glyph), the features tables also declare other glyph substitutions. The \autodoc:package{features} package provides an interface to selecting the features that you want SILE to apply to a font. The features available will be specific to the font file; some fonts come with documentation explaining their supported features. Discussion of OpenType features is beyond the scope of this manual. These features can be turned on and off by passing ‘raw’ feature names to the \autodoc:command{\font} command like so: \begin{verbatim} \line \\font[features="+dlig,+hlig"]{...} \% turn on discretionary and historic ligatures \line \end{verbatim} However, this is unwieldy and requires memorizing the feature codes. \autodoc:package{features} provides two commands, \autodoc:command{\add-font-feature} and \autodoc:command{\remove-font-feature}, which make it easier to access OpenType features. The interface is patterned on the TeX package \code{fontspec}; for full documentation of the OpenType features supported, see the documentation for that package.\footnote{\code{http://texdoc.net/texmf-dist/doc/latex/fontspec/fontspec.pdf}} Here is how you would turn on discretionary and historic ligatures with the \autodoc:package{features} package: \begin{verbatim} \line \\add-font-feature[Ligatures=Rare]\\add-font-feature[Ligatures=Discretionary] ... \\remove-font-feature[Ligatures=Rare]\\remove-font-feature[Ligatures=Discretionary] \line \end{verbatim} \end{document}]] }
--[[ Sem Klauke, 2019 Random Kill List, Gary's Mod, TTT Loader for all server side files ]]-- include("random-kill-list_server.lua")
function fact(n, ans) ::call:: if n == 0 then return ans else n, ans = n - 1, ans * n goto call end end print(fact(6, 1))
object_draft_schematic_dance_prop_prop_glowstick_r_s02 = object_draft_schematic_dance_prop_shared_prop_glowstick_r_s02:new { } ObjectTemplates:addTemplate(object_draft_schematic_dance_prop_prop_glowstick_r_s02, "object/draft_schematic/dance_prop/prop_glowstick_r_s02.iff")
--===========================================================================-- -- -- -- System.Web.IContextOutputHandler -- -- -- --===========================================================================-- --===========================================================================-- -- Author : kurapica125@outlook.com -- -- URL : http://github.com/kurapica/PLoop -- -- Create Date : 2016/04/08 -- -- Update Date : 2018/03/15 -- -- Version : 1.0.0 -- --===========================================================================-- PLoop(function(_ENV) --- Represents the interface of context output handler __Sealed__() interface "System.Web.IContextOutputHandler" (function (_ENV) extend "IHttpOutput" "IHttpContextHandler" export { HeadPhase = IHttpContextHandler.ProcessPhase.Head, } ----------------------------------------------------------------------- -- property -- ----------------------------------------------------------------------- property "ContentType" { Type = String, Default = "text/html" } -- Override Method function Process(self, context, phase) if phase == HeadPhase then context.Response.ContentType = self.ContentType self.Context = context return self:OnLoad(context) else return self:SafeRender(context.Response.Write, "") end end end) end)
object_tangible_collection_rare_rifle_trando_laser = object_tangible_collection_shared_rare_rifle_trando_laser:new { gameObjectType = 8211,} ObjectTemplates:addTemplate(object_tangible_collection_rare_rifle_trando_laser, "object/tangible/collection/rare_rifle_trando_laser.iff")
PKPlayer = {} function PKPlayer.new() local entity = entityManager:createEntity() local boundingBox = entity:addBoundingBox() boundingBox.rect = FloatRect.new(-6, 4, 10, 8) local transform = entity:addTransform() transform.position = Vector3.new(1920 / 2, 1080 / 2, 4) transform.scale = Vector2.new(0.5, 0.5) local input = entity:addInput() input.speed = 100 local kb = entity:addKineticBody() local texture = entity:addAnimatedSprite() texture.texture_id = "pokemon_player_sheet" texture:setCurrentAnimation("idle") texture.currentAnimationFrame = 0 texture.sprite:setOrigin(32, 32) local frame_defs = {} i = 1 for y = 0,3 do for x = 0,3 do frame_defs[i] = { x=x * 64, y=y * 64, width=64, height=64} i = i + 1 end end animations = { up = { {frame=frame_defs[13], time=0.1}, {frame=frame_defs[14], time=0.1}, {frame=frame_defs[15], time=0.1}, {frame=frame_defs[16], time=0.1}, }, down = { {frame=frame_defs[1], time=0.1}, {frame=frame_defs[2], time=0.1}, {frame=frame_defs[3], time=0.1}, {frame=frame_defs[4], time=0.1}, }, left = { {frame=frame_defs[5], time=0.1}, {frame=frame_defs[6], time=0.1}, {frame=frame_defs[7], time=0.1}, {frame=frame_defs[8], time=0.1}, }, right = { {frame=frame_defs[9], time=0.1}, {frame=frame_defs[10], time=0.1}, {frame=frame_defs[11], time=0.1}, {frame=frame_defs[12], time=0.1}, }, idle = { {frame=frame_defs[1], time=1} } } texture:setAnimations(animations) return entity end
local _M = {} function _M:match(route) route:get('/index', 'index_controller', 'index') route:group({ 'locale', 'throttle' }, function() route:post('/login', 'auth_controller', 'login') route:post('/send/sms', 'notify/sms_notify_controller', 'guest_send_sms') route:get('/oauth/wechat/web', 'wechat_controller', 'webLogin') route:get('/users/{id}', 'user_controller', 'show') route:group({ 'verify_guest_sms_code' }, function() route:post('/register', 'auth_controller', 'register') route:patch('/forget-password', 'auth_controller', 'forget_password') end) route:group({ 'authenticate', }, function() route:post('/logout', 'auth_controller', 'logout') route:patch('/reset-password', 'auth_controller', 'reset_password') route:group({ 'token_refresh' }, function() route:get('/userinfo', 'user_controller', 'userinfo') end) end) end) end return _M
local function get_icon(name) local icons = { -- Feedback error = " ", warning = " ", info = " ", hint = " ", success = " ", bulb = " ", -- Actions rename = " ", preview = " ", diagnostic = " ", definition = " ", reference = " ", close = "", -- Git branch = " ", added = " ", removed = " ", modified = "● ", -- Separators separator_left = " ", separator_right = " ", slant_left = " ◢", slant_right = "◣ ", line = "▌", -- Other keyboard = " ", file = " ", caret_right = " ", caret_left = " ", } return icons[name] end return { get_icon = get_icon }
-- All credit for the emplacement gun entity goes to Zaubermuffin and his/her affiliates. -- His/her steam profile: http://steamcommunity.com/id/zaubermuffin -- ZAR3 -- Copyright (c) 2012 Zaubermuffin -- -- Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: -- -- The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -- -- Based on the original Bouncy Ball. include('shared.lua') -- Import the function(s) and remove their globals. local FindAR3At = ZAR3_FindAR3At ZAR3_FindAR3At, ZAR3_AR3Position = nil, nil local AR3 = nil -- The AR3 we are currently using. local Shooting = false -- If we are shooting or not -- This message is used for both, getting in and out of AR3s. local function ZAR3_S(msg) AR3 = msg:ReadEntity() local wep = LocalPlayer():GetActiveWeapon() local vm = LocalPlayer():GetViewModel() -- We won't mess around with you. if not IsValid(wep) then -- Worst case: Make us visible again. if IsValid(vm) then vm:SetNoDraw(false) end return end if IsValid(AR3) then vm:SetNoDraw(true) -- "nicer", but way buggier and breaking quite a lot: --~ -- Holster it --~ wep:SendWeaponAnim(ACT_VM_HOLSTER) --~ -- Do we need to multiply with the playback rate? I doubt it --~ -- Hide the weapon as soon as it's gone. --~ -- I'd like to keep it, but the repeat-this-sequence glitch is annoying. --~ timer.Simple(vm:SequenceDuration(), function() local vm = LocalPlayer():GetViewModel() if IsValid(vm) then vm:SetNoDraw(true) end end) else -- Make the weapon visible again. if IsValid(vm) then vm:SetNoDraw(false) end -- Play the "draw" animation. wep:SendWeaponAnim(ACT_VM_DRAW) -- No stuff until this has been done. wep:SetNextPrimaryFire(math.max(CurTime() + wep:SequenceDuration(), wep:GetNextPrimaryFire())) wep:SetNextSecondaryFire(math.max(CurTime() + wep:SequenceDuration(), wep:GetNextSecondaryFire())) -- There seems to be a repeating-glitch, somehow, avoid that. Yes, if you start shooting it will break the animation, but it's better than having to re-draw all the time. timer.Simple(vm:SequenceDuration(), function() if IsValid(wep) and wep == LocalPlayer():GetActiveWeapon() then wep:SendWeaponAnim(ACT_VM_IDLE) end end) end end usermessage.Hook('ZAR3_S', ZAR3_S) function ENT:Draw() self:DrawModel() end -- Override CreateMove - because there seems to be no way to intercept attacks on the server, -- we have to "catch" them on the client and tell the entity that way. local function CreateMove(cmd) if IsValid(AR3) then if cmd:KeyDown(IN_ATTACK) then cmd:SetButtons(cmd:GetButtons() - IN_ATTACK) if not Shooting then Shooting = true RunConsoleCommand('zar3_attack', '1') end elseif Shooting then Shooting = false RunConsoleCommand('zar3_attack', '0') end if cmd:KeyDown(IN_ATTACK2) then cmd:SetButtons(cmd:GetButtons() - IN_ATTACK2) end end end hook.Add('CreateMove', '_ZAR3CreateMove', CreateMove) -- Hide the ammo while we're operating one of these. local function HUDShouldDraw(name) if IsValid(AR3) and name == 'CHudAmmo' then return false end end hook.Add('HUDShouldDraw', '_ZAR3HUDShouldDraw', HUDShouldDraw)
function start() play_music("music/castle.mid"); process_outline() add_wall_group(2, 1, 6, 2, 3, 0) add_wall_group(2, 6, 6, 2, 3, 0) add_wall_group(2, 3, 6, 3, 4, 0) pig = add_npc("pig_guard", 2, 71, 182) set_entity_direction(pig, DIR_S) going_down = Active_Block:new{x=9, y=10, width=3, height=2} going_out = Active_Block:new{x=5, y=13, width=3, height=2} end function logic() if (going_down:entity_is_colliding(0)) then next_player_layer = 4 change_areas("castle_knight_left1", DIR_S, 246, 86) elseif (going_out:entity_is_colliding(0)) then next_player_layer = 6 change_areas("castle", DIR_S, 320, 391) end end function activate(activator, activated) if (activated == pig) then speak(false, false, true, t("PIG_TOWER_7"), "", pig, pig) end end function collide(id1, id2) end function uncollide(id1, id2) end function action_button_pressed(n) end function attacked(attacker, attackee) end function stop() end
-- ####################################### -- ## Project: MTA:scp-088 ## -- ## Name: Ego ## -- ## Author: Noneatme ## -- ## Version: 1.0 ## -- ## License: See top Folder ## -- ####################################### -- FUNCTIONS / METHODS -- local cFunc = {}; -- Local Functions local cSetting = {}; -- Local Settings Ego = {}; Ego.__index = Ego; --[[ ]] local curVehRot = 0 local oldVehRot = 0 -- /////////////////////////////// -- ///// New ////// -- /////////////////////////////// function Ego:New(...) local obj = setmetatable({}, {__index = self}); if obj.Constructor then obj:Constructor(...); end return obj; end -- /////////////////////////////// -- ///// FreecamFrame ////// -- /////////////////////////////// function Ego:FreecamFrame() --if(isPedAiming(localPlayer) ~= true) then if(self.egoState == true) then local camPosX, camPosY, camPosZ = getPedBonePosition ( getLocalPlayer(), 8 ) local angleZ = math.sin(self.rotY) local angleY = math.cos(self.rotY) * math.cos(self.rotX) local angleX = math.cos(self.rotY) * math.sin(self.rotX) local camTargetX = camPosX + ( angleX ) * 100 local camTargetY = camPosY + angleY * 100 local camTargetZ = camPosZ + angleZ * 100 local veh = getPedOccupiedVehicle ( getLocalPlayer() ) if veh then local rx, ry, curVehRot = getElementRotation ( veh ) local changedRotation = oldVehRot - curVehRot oldVehRot = curVehRot if not totalRot then totalRot = curVehRot end totalRot = changedRotation * 2 + totalRot local rotX = ( ( self.rotX * 360 / self.PI ) + totalRot ) / 360 * self.PI if rotX > self.PI then rotX = rotX - 2 * self.PI elseif rotX < -self.PI then rotX = rotX + 2 * self.PI end camTargetX = camPosX + ( math.cos(self.rotY) * math.sin(rotX) ) * 100 camTargetY = camPosY + ( math.cos(self.rotY) * math.cos(rotX) ) * 100 end setCameraMatrix ( camPosX, camPosY, camPosZ, camTargetX, camTargetY, camTargetZ, 0, 80 ) else local cameraAngleX = self.rotX local cameraAngleY = self.rotY local freeModeAngleZ = math.sin(cameraAngleY) local freeModeAngleY = math.cos(cameraAngleY) * math.cos(cameraAngleX) local freeModeAngleX = math.cos(cameraAngleY) * math.sin(cameraAngleX) local camPosX, camPosY, camPosLastZ = getPedBonePosition(localPlayer, 5) local zoom = self.zoom; if(isPedInVehicle(localPlayer)) then camPosX, camPosY, camPosLastZ = getElementPosition(getPedOccupiedVehicle(localPlayer)) camPosLastZ = camPosLastZ + 0.5 zoom = self.vehicleZoom; end local zOffset = 3 local camPosZ = camPosLastZ + zOffset local mspeed = 2 local speed = 0 local ratio = 3 -- Update the camera position based on the forwards/backwards speed PosX = camPosX + freeModeAngleX * speed PosY = camPosY + freeModeAngleY * speed camPosZ = camPosLastZ + freeModeAngleZ * speed -- calculate a target based on the current position and an offset based on the angle local camTargetX = PosX + freeModeAngleX * zoom local camTargetY = PosY + freeModeAngleY * zoom local camTargetZ = camPosZ + freeModeAngleZ * zoom camPosX = PosX - ( camTargetX - PosX ) / ratio camPosY = PosY - ( camTargetY - PosY ) / ratio camPosZ = camPosZ - ( camTargetZ - camPosZ ) / ratio local rotX, rotY, rotZ = self.rotX, self.rotY, freeModeAngleZ local rx, ry, rz = math.rad(rotX), math.rad(rotY), math.rad(rotZ) local matrix = {} matrix[1] = {} matrix[1][1] = math.cos(rz)*math.cos(ry) - math.sin(rz)*math.sin(rx)*math.sin(ry) matrix[1][2] = math.cos(ry)*math.sin(rz) + math.cos(rz)*math.sin(rx)*math.sin(ry) matrix[1][3] = -math.cos(rx)*math.sin(ry) matrix[2] = {} matrix[2][1] = -math.cos(rx)*math.sin(rz) matrix[2][2] = math.cos(rz)*math.cos(rx) matrix[2][3] = math.sin(rx) matrix[3] = {} matrix[3][1] = math.cos(rz)*math.sin(ry) + math.cos(ry)*math.sin(rz)*math.sin(rx) matrix[3][2] = math.sin(rz)*math.sin(ry) - math.cos(rz)*math.cos(ry)*math.sin(rx) matrix[3][3] = math.cos(rx)*math.cos(ry) matrix[4] = {} matrix[4][1], matrix[4][2], matrix[4][3] = getPedBonePosition(localPlayer, 31) if not (isLineOfSightClear(PosX, PosY, camPosLastZ, camPosX, camPosY, camPosZ, true, false, false, false, false, false, false)) then _,camPosX,camPosY,camPosZ = processLineOfSight(PosX, PosY, camPosLastZ, camPosX, camPosY, camPosZ, true, false, false, false, false, false, false) end setCameraMatrix ( camPosX, camPosY, camPosZ, camTargetX, camTargetY, camTargetZ ) end -- Roll -- if(getPedMoveState(localPlayer) == "stand") then local _, _, _, x1, y1 = getCameraMatrix() local x2, y2, z = getElementPosition(localPlayer); local rot = math.atan2(y2 - y1, x2 - x1) * 180 / math.pi setPedRotation(localPlayer, rot-270) -- setElementAlpha(localPlayer, 0) end -- else -- if(getCameraTarget() ~= localPlayer) then -- setCameraTarget(localPlayer); -- setGameSpeed(1) -- end -- end end -- /////////////////////////////// -- ///// FreecamMouse ////// -- /////////////////////////////// function Ego:FreecamMouse(cX,cY,aX,aY) if isCursorShowing() or isMTAWindowActive() then self.delay = 5 return elseif self.delay > 0 then self.delay = self.delay - 1 return end local width, height = guiGetScreenSize() local aX = aX - width / 2 local aY = aY - height / 2 self.rotX = self.rotX + aX * self.mouseSensitivity * 0.01745 self.rotY = self.rotY - aY * self.mouseSensitivity * 0.01745 if self.rotX > self.PI then self.rotX = self.rotX - 2 * self.PI elseif self.rotX < -self.PI then self.rotX = self.rotX + 2 * self.PI end if self.rotY > self.PI then self.rotY = self.rotY - 2 * self.PI elseif self.rotY < -self.PI then self.rotY = self.rotY + 2 * self.PI end if self.rotY < -self.PI / 2.05 then self.rotY = -self.PI / 2.05 elseif self.rotY > self.PI / 2.05 then self.rotY = self.PI / 2.05 end -- Animation -- local _, _, _, x1, y1, z1 = getCameraMatrix(); local x2, y2, z2 = getElementPosition(localPlayer); if(x1 and y1 and z1 and x2 and y2 and z2) and (isElementMoving(localPlayer) ~= true) and (getPedSimplestTask(localPlayer) == "TASK_SIMPLE_PLAYER_ON_FOOT") then local oldrot = getPedRotation(localPlayer); local rot = math.atan2(y2 - y1, x2 - x1) * 180 / math.pi rot = rot+90 --[[setPedRotation(localPlayer, rot); outputChatBox(oldrot-rot) if(math.floor(oldrot-rot) > 0) then if(getPedAnimation(localPlayer) == false) then setPedAnimation(localPlayer, "ped", "Turn_R", 50, false, false, true); end elseif(math.floor(oldrot-rot) < 0) then if(getPedAnimation(localPlayer) == false) then setPedAnimation(localPlayer, "ped", "Turn_L", 50, false, false, true); end elseif(math.floor(oldrot-rot) == 0) then if(getPedAnimation(localPlayer) ~= false) then setPedAnimation(localPlayer) end end]] end end -- /////////////////////////////// -- ///// Start ////// -- /////////////////////////////// function Ego:Start() if(self.state == false) then self.state = true; addEventHandler("onClientPreRender", getRootElement(), self.freecamFrameFunc) addEventHandler("onClientRender", getRootElement(), self.freecamFrameFunc) addEventHandler("onClientCursorMove",getRootElement(), self.freecamMouseFunc) end end -- /////////////////////////////// -- ///// Stop ////// -- /////////////////////////////// function Ego:Stop() if(self.state == true) then self.state = false; removeEventHandler("onClientPreRender", getRootElement(), self.freecamFrameFunc) removeEventHandler("onClientRender", getRootElement(), self.freecamFrameFunc) removeEventHandler("onClientCursorMove",getRootElement(), self.freecamMouseFunc) end end -- /////////////////////////////// -- ///// Constructor ////// -- /////////////////////////////// function Ego:Constructor(...) self.freecamFrameFunc = function(...) self:FreecamFrame(...) end; self.freecamMouseFunc = function(...) self:FreecamMouse(...) end; self.naheFunc = function(key) if(key == "num_add") and (isPedInVehicle(localPlayer) == false) or (key == "mouse_wheel_up") and (isPedInVehicle(localPlayer) == true) then if(self.egoState == false) then if(isPedInVehicle(localPlayer)) then if(self.vehicleZoom > 2.5) then self.vehicleZoom = self.vehicleZoom-1 end else if(self.zoom > 2.5) then self.zoom = self.zoom-1 end end end end end; self.fernFunc = function(key) if(key == "num_sub") and (isPedInVehicle(localPlayer) == false) or (key == "mouse_wheel_down") and (isPedInVehicle(localPlayer) == true) then if(self.egoState == false) then if(isPedInVehicle(localPlayer)) then if(self.vehicleZoom < 100) then self.vehicleZoom = self.vehicleZoom+1 end else if(self.zoom < 50) then self.zoom = self.zoom+1 end end end end end self.toggleCharFunc = function() if(self.egoState == false) then self.egoState = true; --self:Stop() --setCameraTarget(localPlayer); else self.egoState = false; --self:Start() end end; self.resetFunc = function(key, state) if(state == "down") then self:Stop() setCameraTarget(localPlayer); else self:Start() end end self.rotX, self.rotY = 0, 0 self.camVehRot = 0 self.rot = 0 self.curVehRot = 0 self.oldVehRot = 0 self.state = false self.egoState = false; self.mouseSensitivity = 0.1 self.delay = 0 self.PI = math.pi logger:OutputInfo("[CALLING] Ego: Constructor"); self.maxroll = 0; self.zoom = 15; self.vehicleZoom = 35; self.currentroll = 0; self.rollstate = false; self.toggleCharFunc() --bindKey("y", "down", self.toggleCharFunc); bindKey("mouse_wheel_up", "down", self.naheFunc); bindKey("mouse_wheel_down", "down", self.fernFunc); bindKey("num_add", "down", self.naheFunc); bindKey("num_sub", "down", self.fernFunc); bindKey("backspace", "down", self.resetFunc); bindKey("backspace", "up", self.resetFunc) end -- EVENT HANDLER -- function isPedAiming ( thePedToCheck ) if isElement(thePedToCheck) then if getElementType(thePedToCheck) == "player" or getElementType(thePedToCheck) == "ped" then if getPedTask(thePedToCheck, "secondary", 0) == "TASK_SIMPLE_USE_GUN" then return true end end end return false end function isElementMoving(theElement) if isElement(theElement)then --First check if the given argument is an element local x, y, z = getElementVelocity(theElement) --Get the velocity of the element given in our argument if x ~= 0 and y ~= 0 and z ~= 0 then --When there is a movement on X, Y or Z return true because our element is moving return true end end return false end
require "../control/image_manager.lua" Direction = { LEFT = 0, UP = 1, RIGHT = 2, DOWN = 3 } Unit = { UnitFilePath = "../unit.me5", UnitGroupName = { ATK = "ATK", MOV = "MOV", SPC = "SPC" }, UnitClipingSize = { ATK = {64, 64}, MOV = {48, 48}, SPC = {48, 48} }, New = function(self, index) local newUnit = {} newUnit.Direction = Direction.DOWN newUnit.AtkImage = ImageManager:CreateImage({ FilePath = self.UnitFilePath, Group = { Main = self.UnitGroupName.ATK, Sub = index }, IsLoadMirror = true }) newUnit.AtkImage:SetClipingSize(self.UnitClipingSize.ATK[1], self.UnitClipingSize.ATK[2]) newUnit.AtkImage:SetClipingCoordinate(0, 0) newUnit.MovImage = ImageManager:CreateImage({ FilePath = self.UnitFilePath, Group = { Main = self.UnitGroupName.MOV, Sub = index }, IsLoadMirror = true }) newUnit.MovImage:SetClipingSize(self.UnitClipingSize.MOV[1], self.UnitClipingSize.MOV[2]) newUnit.MovImage:SetClipingCoordinate(0, 0) newUnit.SpcImage = ImageManager:CreateImage({ FilePath = self.UnitFilePath, Group = { Main = self.UnitGroupName.SPC, Sub = index }, IsLoadMirror = true }) newUnit.SpcImage:SetClipingSize(self.UnitClipingSize.SPC[1], self.UnitClipingSize.SPC[2]) newUnit.Layout = nil newUnit.X = 0 newUnit.Y = 0 setmetatable(newUnit, self) self.__index = self return newUnit end, Show = function(self, layout, x, y) self.X = x self.Y = y self.Layout = layout self.AtkImageIndex = layout:AddImage(self.AtkImage, x, y, false) self.MovImageIndex = layout:AddImage(self.MovImage, x, y, false) self.SpcImageIndex = layout:AddImage(self.SpcImage, x, y, false) self:Stop() end, Stop = function(self) if self.Layout ~= nil then self.Layout:HideImage(self.AtkImageIndex) self.Layout:HideImage(self.SpcImageIndex) if self.Direction == Direction.LEFT then self.MovImage:Mirror(false) self.MovImage:SetClipingCoordinate(0, 8) elseif self.Direction == Direction.UP then self.MovImage:Mirror(false) self.MovImage:SetClipingCoordinate(0, 7) elseif self.Direction == Direction.RIGHT then self.MovImage:Mirror(true) self.MovImage:SetClipingCoordinate(0, 8) elseif self.Direction == Direction.DOWN then self.MovImage:Mirror(false) self.MovImage:SetClipingCoordinate(0, 6) end self.Layout:ShowImage(self.MovImageIndex) end end, MoveLeft = function(self) self.Direction = Direction.LEFT local tick = 0 if self.X > 0 then self.MovImage:Mirror(false) for i = 0, 47 do self.X = self.X - 1 if tick == 0 and i % 12 == 0 then self.MovImage:SetClipingCoordinate(0, 5) tick = 1 elseif tick == 1 and i % 12 == 0 then self.MovImage:SetClipingCoordinate(0, 4) tick = 0 end self.Layout:MoveImage(self.MovImageIndex, self.X, self.Y) end self:Stop() end end, MoveUp = function(self) self.Direction = Direction.UP local tick = 0 if self.Y > 0 then self.MovImage:Mirror(false) for i = 0, 47 do self.Y = self.Y - 1 if tick == 0 and i % 12 == 0 then self.MovImage:SetClipingCoordinate(0, 3) tick = 1 elseif tick == 1 and i % 12 == 0 then self.MovImage:SetClipingCoordinate(0, 2) tick = 0 end self.Layout:MoveImage(self.MovImageIndex, self.X, self.Y) end self:Stop() end end, MoveRight = function(self) self.Direction = Direction.RIGHT local tick = 0 self.MovImage:Mirror(true) for i = 0, 47 do self.X = self.X + 1 if tick == 0 and i % 12 == 0 then self.MovImage:SetClipingCoordinate(0, 5) tick = 1 elseif tick == 1 and i % 12 == 0 then self.MovImage:SetClipingCoordinate(0, 4) tick = 0 end self.Layout:MoveImage(self.MovImageIndex, self.X, self.Y) end self:Stop() end, MoveDown = function(self) self.Direction = Direction.DOWN local tick = 0 self.MovImage:Mirror(false) for i = 0, 47 do self.Y = self.Y + 1 if tick == 0 and i % 12 == 0 then self.MovImage:SetClipingCoordinate(0, 1) tick = 1 elseif tick == 1 and i % 12 == 0 then self.MovImage:SetClipingCoordinate(0, 0) tick = 0 end self.Layout:MoveImage(self.MovImageIndex, self.X, self.Y) end self:Stop() end, Attack = function(self) self.Layout:HideImage(self.MovImageIndex) self.Layout:MoveImage(self.AtkImageIndex, self.X - 8, self.Y - 8) self.Layout:ShowImage(self.AtkImageIndex) for i = 0, 3 do if self.Direction == Direction.LEFT then self.AtkImage:Mirror(false) self.AtkImage:SetClipingCoordinate(0, 8 + i) elseif self.Direction == Direction.UP then self.AtkImage:Mirror(false) self.AtkImage:SetClipingCoordinate(0, 4 + i) elseif self.Direction == Direction.RIGHT then self.AtkImage:Mirror(true) self.AtkImage:SetClipingCoordinate(0, 8 + i) elseif self.Direction == Direction.DOWN then self.AtkImage:Mirror(true) self.AtkImage:SetClipingCoordinate(0, i) end self.Layout:Refresh() gameManager:Delay(150) end self:Stop() end }
---- -- @file PhysicsShapeHeightfieldTerrainBuilder ---- Brief description. -- <#Description#> -- @return <#return value description#> function PhysicsShapeHeightfieldTerrainBuilder:calculateSerializeBufferSize() end ---- Brief description. -- <#Description#> -- @param btSerializer <#btSerializer description#> -- @return <#return value description#> function PhysicsShapeHeightfieldTerrainBuilder:serialize(btSerializer) end ---- Brief description. -- <#Description#> -- @return <#return value description#> function PhysicsShapeHeightfieldTerrainBuilder:getObjectType() end ---- Brief description. -- <#Description#> -- @return <#return value description#> function PhysicsShapeHeightfieldTerrainBuilder:getClassName() end ---- Brief description. -- <#Description#> -- @return <#return value description#> function PhysicsShapeHeightfieldTerrainBuilder:getType() end ---- Brief description. -- <#Description#> -- @param size <#size description#> -- @return <#return value description#> function NJLI.PhysicsShapeHeightfieldTerrainBuilder.createArray(size) end ---- Brief description. -- <#Description#> -- @param array <#array description#> -- @return <#return value description#> function NJLI.PhysicsShapeHeightfieldTerrainBuilder.destroyArray(array) end ---- Brief description. -- <#Description#> -- @return <#return value description#> function NJLI.PhysicsShapeHeightfieldTerrainBuilder.create() end ---- Brief description. -- <#Description#> -- @param object <#object description#> -- @return <#return value description#> function NJLI.PhysicsShapeHeightfieldTerrainBuilder.clone(object) end ---- Brief description. -- <#Description#> -- @param object <#object description#> -- @return <#return value description#> function NJLI.PhysicsShapeHeightfieldTerrainBuilder.destroy(object) end ---- Brief description. -- <#Description#> -- @param object <#object description#> -- @param L <#L description#> -- @param stack_index <#stack_index description#> -- @return <#return value description#> function NJLI.PhysicsShapeHeightfieldTerrainBuilder.load(object, L, stack_index) end ---- Brief description. -- <#Description#> -- @return <#return value description#> function NJLI.PhysicsShapeHeightfieldTerrainBuilder.type() end
return { ["button.okay"] = "Ok", ["button.remove"] = "Remover", ["button.rename"] = "Renomear", ["button.copy"] = "Cópia de", ["button.find"] = "Achar", ["button.comment"] = "Comente", ["button.uncomment"] = "Remover comentário", ["button.hide"] = "Esconder", ["button.show"] = "Mostrar", ["button.block.find"] = "Encontrar bloco", ["menu.myprogram"] = "Meu programa", ["menu.continue"] = "Continuar", ["menu.settings"] = "Configurações", ["menu.testers"] = "Versão testadores:", ["menu.developers"] = "Versão desenvolvedores:", ["programs.entername"] = "Digite nome programa", ["programs.changename"] = "Alterar nome programa", ["program.images"] = "Sprites", ["program.scripts"] = "Roteiros", ["program.sounds"] = "Sons", ["program.videos"] = "Vídeos", ["program.fonts"] = "Fontes", ["program.export"] = "Exportar", ["program.build"] = "Construir", ["program.editor"] = "Editor expressão", ["scripts.entername"] = "Digite nome roteiro", ["scripts.changename"] = "Alterar nome roteiro", ["images.entername"] = "Digite nome sprite", ["images.changename"] = "Alterar nome sprite", ["sounds.entername"] = "Digite nome som", ["sounds.changename"] = "Alterar nome som", ["videos.entername"] = "Digite nome vídeos", ["videos.changename"] = "Alterar nome vídeos", ["fonts.entername"] = "Digite nome fonte", ["fonts.changename"] = "Alterar nome fonte", ["blocks.entertext"] = "Digite texto", ["blocks.everyone"] = "Todos blocos", ["blocks.none"] = "Nenhum", ["blocks.events"] = "Eventos", ["blocks.onStart"] = "No início", ["blocks.onStart.params"] = {"Nota:"}, ["blocks.vars"] = "Dados", ["blocks.setVar"] = "Definir valor variável", ["blocks.setVar.params"] = {"Nome variável:", "Valor:"}, ["blocks.newText"] = "Criar texto", ["blocks.newText.params"] = {"Nome texto:", "Texto:", "Fonte:", "Tamanho:", "Cor:", "Opacidade (0-100):"}, ["blocks.control"] = "Controle", ["blocks.requestApi"] = "Solicitar método API", ["blocks.requestApi.params"] = {"Lua código:"}, ["editor.button.text"] = "Texto", ["editor.button.local"] = "Local", ["editor.button.hide"] = "Tapar", ["editor.list.var"] = "Variáveis", ["editor.list.table"] = "Tabelas", ["editor.list.fun"] = "Funções", ["editor.list.math"] = "Matemática", ["editor.list.prop"] = "Propriedades", ["editor.list.log"] = "Lógica", ["editor.list.device"] = "Dispositivo", }
-- Change these: local jid, password = "user@example.com", "secret"; -- This line squishes verse each time you run, -- handy if you're hacking on Verse itself --os.execute("squish --minify-level=none"); require "verse".init("client"); c = verse.new(); c:add_plugin("version"); c:add_plugin("pep"); -- Add some hooks for debugging c:hook("opened", function () print("Stream opened!") end); c:hook("closed", function () print("Stream closed!") end); c:hook("stanza", function (stanza) print("Stanza:", stanza) end); -- This one prints all received data c:hook("incoming-raw", print, 1000); -- Print a message after authentication c:hook("authentication-success", function () print("Logged in!"); end); c:hook("authentication-failure", function (err) print("Failed to log in! Error: "..tostring(err.condition)); end); -- Print a message and exit when disconnected c:hook("disconnected", function () print("Disconnected!"); os.exit(); end); -- Now, actually start the connection: c:connect_client(jid, password); -- Catch the "ready" event to know when the stream is ready to use c:hook("ready", function () print("Stream ready!"); c.version:set{ name = "verse example client" }; c:hook_pep("http://jabber.org/protocol/mood", function (event) print(event.from.." is "..event.item.tags[1].name); end); c:hook_pep("http://jabber.org/protocol/tune", function (event) print(event.from.." is listening to "..event.item:get_child_text("title")); end); c:send(verse.presence()); c:publish_pep(verse.stanza("tune", { xmlns = "http://jabber.org/protocol/tune" }) :tag("title"):text("Beautiful Cedars"):up() :tag("artist"):text("The Spinners"):up() :tag("source"):text("Not Quite Folk"):up() :tag("track"):text("4"):up() ); end); print("Starting loop...") verse.loop()
slot0 = class("ItemInfoLayer", import("..base.BaseUI")) slot1 = 5 slot2 = 11 slot3 = { RESOLVE = 2, COMPOSE = 1 } slot0.getUIName = function (slot0) return "ItemInfoUI" end slot0.init = function (slot0) pg.UIMgr.GetInstance():BlurPanel(slot0._tf, false, { weight = slot0:getWeightFromData() }) slot0.desc = slot0:findTF("window/item/display_panel/desc/Text") slot0.name = slot0:findTF("window/item/display_panel/name_container/name") slot0.iconType = slot0:findTF("window/item/display_panel/name_container/shiptype"):GetComponent(typeof(Image)) slot0.count = slot0:findTF("window/item/display_panel/icon_bg/count") slot0.shipIcon = slot0:findTF("window/item/display_panel/icon_bg/icon/icon") slot0.okBtn = slot0:findTF("window/actions/ok_button") slot0.useBtn = slot0:findTF("window/actions/use_button") slot0.batchUseBtn = slot0:findTF("window/actions/batch_use_button") slot0.useOneBtn = slot0:findTF("window/actions/use_one_button") slot0.composeBtn = slot0:findTF("window/actions/compose_button") slot0.resolveBtn = slot0:findTF("window/actions/resolve_button") slot0.itemTF = slot0:findTF("window/item") slot0.stars = slot0.itemTF:Find("icon_bg/stars") setText(slot0.okBtn:Find("pic"), i18n("msgbox_text_confirm")) setText(slot0.resolveBtn:Find("pic"), i18n("msgbox_text_analyse")) SetActive(slot0.batchUseBtn, false) SetActive(slot0.useBtn, false) setActive(slot0.okBtn, true) setActive(slot0.composeBtn, false) setActive(slot0.resolveBtn, false) setActive(slot0.useOneBtn, false) slot0.window = slot0:findTF("window") slot0.top = slot0:findTF("window/top") slot0.operatePanel = slot0:findTF("operate") slot0.countTF = slot0:findTF("operate/item/icon_bg/count"):GetComponent(typeof(Text)) slot0.keepFateTog = slot0:findTF("got/keep_tog", slot0.operatePanel) setText(slot0:findTF("label", slot0.keepFateTog), i18n("keep_fate_tip")) slot0.operateBtns = { Confirm = slot0:findTF("actions/confirm_button", slot0.operatePanel), Cancel = slot0:findTF("actions/cancel_button", slot0.operatePanel), Resolve = slot0:findTF("actions/resolve_button", slot0.operatePanel) } setText(slot0.operateBtns.Confirm:Find("label"), i18n("msgbox_text_confirm")) setText(slot0.operateBtns.Cancel:Find("label"), i18n("msgbox_text_cancel")) setText(slot0.operateBtns.Resolve:Find("label"), i18n("msgbox_text_analyse")) SetActive(slot0.operatePanel, false) SetActive(slot0.window, true) SetActive(slot0.top, true) slot0.operateMode = nil slot0.operateBonusList = slot0:findTF("got/panel_bg/list", slot0.operatePanel) slot0.operateBonusTpl = slot0:findTF("got/panel_bg/item", slot0.operatePanel) slot0.operateCountdesc = slot0:findTF("count/image_text", slot0.operatePanel) slot0.operateValue = slot0:findTF("count/number_panel/value", slot0.operatePanel) slot0.operateLeftButton = slot0:findTF("count/number_panel/left", slot0.operatePanel) slot0.operateRightButton = slot0:findTF("count/number_panel/right", slot0.operatePanel) slot0.operateMaxButton = slot0:findTF("count/max", slot0.operatePanel) end slot0.setItemInfo = function (slot0, slot1, slot2) slot3 = slot2:Find("icon_bg/stars") slot4 = slot2:Find("display_panel/desc/Text") slot5 = slot2:Find("display_panel/name_container/name") slot6 = slot2:Find("display_panel/name_container/shiptype"):GetComponent(typeof(Image)) slot7 = slot2:Find("icon_bg/count") slot8 = slot2:Find("icon_bg/icon/icon") if slot2:Find("detail") then if slot1:getConfig("type") == 11 then onButton(slot0, slot9, function () slot0:emit(BaseUI.ON_DROP_LIST, { item2Row = true, itemList = _.map(slot1:getConfig("display_icon"), function (slot0) return { type = slot0[1], id = slot0[2] } end), content = slot1.getConfig(slot4, "display") }) end, SFX_PANEL) end setActive(slot9, slot10) end setText(slot4, HXSet.hxLan(slot1:getConfig("display"))) setText(slot5, HXSet.hxLan(slot1:getConfig("name"))) SetActive(slot6, false) if not IsNil(slot8) then SetActive(slot8, false) end setActive(slot7, slot1.count > 0) setText(slot7, slot1.count) SetActive(slot3, false) updateItem(slot2, slot1) end slot0.updateItemCount = function (slot0, slot1) slot0.countTF.text = slot1 end slot0.setItem = function (slot0, slot1) slot0.itemVO = slot1 slot0:setItemInfo(slot1, slot0.itemTF) setActive(slot0.okBtn, false) setActive(slot0.useBtn, false) setActive(slot0.batchUseBtn, false) setActive(slot0.composeBtn, false) setActive(slot0.resolveBtn, false) setActive(slot0.useOneBtn, false) slot2 = true if slot0.contextData.mine and slot0.itemVO:getTempCfgTable() then if slot3.compose_number > 0 and slot3.compose_number <= slot0.itemVO.count then setActive(slot0.composeBtn, true) slot0:setItemInfo(slot1, slot0:findTF("item", slot0.operatePanel)) slot0.operateMax = slot0.itemVO.count / slot3.compose_number slot2 = false end if slot3.usage == ItemUsage.SOS then setActive(slot0.useBtn, true) setText(slot0.useBtn:Find("text"), 1) slot2 = false end slot4 = slot0.itemVO:getConfig("type") if slot0.itemVO:CanOpen() then setActive(slot0.useBtn, true) setText(slot0.useBtn:Find("text"), 1) if slot0.itemVO.count > 1 then setActive(slot0.batchUseBtn, true) setText(slot0.batchUseBtn:Find("text"), math.min(slot0.itemVO.count, 10)) end slot2 = false elseif slot4 == Item.BLUEPRINT_TYPE then slot6 = getProxy(TechnologyProxy).GetBlueprint4Item(slot5, slot0.itemVO.id) if not LOCK_FRAGMENT_SHOP and slot6 and slot5:getBluePrintById(slot6):isMaxLevel() then setActive(slot0.resolveBtn, true) slot0:UpdateBlueprintResolveNum() end slot0:setItemInfo(slot1, slot0:findTF("item", slot0.operatePanel)) elseif slot4 == Item.TEC_SPEEDUP_TYPE then setActive(slot0.resolveBtn, true) slot0:UpdateSpeedUpResolveNum() slot0:setItemInfo(slot1, slot0:findTF("item", slot0.operatePanel)) end end setActive(slot0.okBtn, slot2) if slot0.itemVO:isBluePrintType() and slot0.contextData.fromMediatorName == EquipmentMediator.__cname then setActive(slot0.okBtn, false) setActive(slot0.useBtn, false) setActive(slot0.batchUseBtn, false) setActive(slot0.composeBtn, false) setActive(slot0.resolveBtn, false) setActive(slot0.useOneBtn, true) onButton(slot0, slot0.useOneBtn, function () slot0:emit(ItemInfoMediator.ON_BLUEPRINT_SCENE) end, SFX_PANEL) end end slot0.setShipId = function (slot0, slot1) slot0.shipId = slot1 SetActive(slot0.iconType, true) if not IsNil(slot0.shipIcon) then SetActive(slot0.shipIcon, true) end updateShip(slot0.itemTF, slot3) setText(slot0.desc, pg.ship_data_statistics[slot1].desc or "") setText(slot0.name, slot2.name) SetActive(slot0.stars, true) slot4, slot5, slot6 = ShipWordHelper.GetWordAndCV(slot2.skin_id, ShipWordHelper.WORD_TYPE_DROP) setText(slot0.desc, slot6 or i18n("ship_drop_desc_default")) slot7 = slot0.itemTF:Find("icon_bg/startpl") slot9 = slot3:getStar() for slot14 = slot0.stars.childCount, slot3:getMaxStar() - 1, 1 do cloneTplTo(slot7, slot0.stars) end slot11 = slot10 - slot9 for slot15 = 0, slot0.stars.childCount - 1, 1 do slot0.stars:GetChild(slot15).gameObject:SetActive(slot15 < slot10) SetActive(slot16:Find("star_tpl"), slot11 <= slot15) SetActive(slot16:Find("star_empty_tpl"), slot15 < slot11) end slot0.iconType.sprite = GetSpriteFromAtlas("shiptype", shipType2print(slot3:getShipType())) setText(slot0.count, "") end slot0.doClose = function (slot0) if slot0.playing then return end slot0:emit(slot0.ON_CLOSE) end slot0.didEnter = function (slot0) if slot0:findTF("OpenBox(Clone)") then SetActive(slot1, false) end onButton(slot0, slot0._tf, function () if slot0.playing then return end slot0:emit(slot1.ON_CLOSE) end, SFX_CANCEL) onButton(slot0, slot0._tf:Find("window/top/btnBack"), function () if slot0.playing then return end slot0:emit(slot1.ON_CLOSE) end, SFX_CANCEL) onButton(slot0, slot0.okBtn, function () if slot0.playing then return end slot0:emit(slot1.ON_CLOSE) end, SFX_CONFIRM) onButton(slot0, slot0.useBtn, function () slot0:emit(ItemInfoMediator.USE_ITEM, slot0.itemVO.id, 1) end, SFX_CONFIRM) onButton(slot0, slot0.batchUseBtn, function () slot0:emit(ItemInfoMediator.USE_ITEM, slot0.itemVO.id, math.min(slot0.itemVO.count, 10)) end, SFX_CONFIRM) onButton(slot0, slot0.composeBtn, function () SetActive(slot0.operatePanel, true) SetActive(slot0.window, false) SetActive(slot0.top, false) SetActive.operateMode = slot0.top.COMPOSE SetActive:SetOperateCount(1) end, SFX_CONFIRM) onButton(slot0, slot0.resolveBtn, function () SetActive(slot0.operatePanel, true) SetActive(slot0.window, false) SetActive(slot0.top, false) SetActive.operateMode = slot0.top.RESOLVE SetActive:SetOperateCount(1) end, SFX_PANEL) pressPersistTrigger(slot0.operateLeftButton, 0.5, function (slot0) if not slot0:UpdateCount(slot0.operateCount - 1) then slot0() return end slot0:SetOperateCount(slot0.operateCount - 1) end, nil, true, true, 0.1, SFX_PANEL) pressPersistTrigger(slot0.operateRightButton, 0.5, function (slot0) if not slot0:UpdateCount(slot0.operateCount + 1) then slot0() return end slot0:SetOperateCount(slot0.operateCount + 1) end, nil, true, true, 0.1, SFX_PANEL) onButton(slot0, slot0.operateMaxButton, function () slot0:SetOperateCount(slot0.operateMax) end, SFX_PANEL) onButton(slot0, slot0.operateBtns.Cancel, function () SetActive(slot0.operatePanel, false) SetActive(slot0.window, true) SetActive(slot0.top, true) end, SFX_CANCEL) onButton(slot0, slot0.operateBtns.Confirm, function () slot0:emit(ItemInfoMediator.COMPOSE_ITEM, slot0.itemVO.id, slot0.operateCount) slot0 = slot0.emit.itemVO:getTempCfgTable() if slot0.itemVO.count - slot0.operateCount * slot0.compose_number < slot0.compose_number then triggerButton(slot0.operateBtns.Cancel) else slot0:SetOperateCount(1) end end, SFX_CONFIRM) onButton(slot0, slot0.operateBtns.Resolve, function () slot0:emit(ItemInfoMediator.SELL_BLUEPRINT, slot0.contextData.info.type, slot0.itemVO.id, slot0.operateCount) if slot0.emit.itemVO.count < 1 then triggerButton(slot0.operateBtns.Cancel) else slot0:SetOperateCount(1) end end, SFX_CONFIRM) slot0.keepFateState = not getProxy(PlayerProxy).getData(slot2).GetCommonFlag(slot2, SHOW_DONT_KEEP_FATE_ITEM) GetComponent(slot0.keepFateTog, typeof(Toggle)).isOn = slot0.keepFateState function slot4() slot0:UpdateBlueprintResolveNum() slot0.UpdateBlueprintResolveNum:SetOperateCount(1) end onToggle(slot0, slot0.keepFateTog, function (slot0) slot0.keepFateState = slot0 if slot0 then pg.m02:sendNotification(GAME.CANCEL_COMMON_FLAG, { flagID = SHOW_DONT_KEEP_FATE_ITEM }) else pg.m02:sendNotification(GAME.COMMON_FLAG, { flagID = SHOW_DONT_KEEP_FATE_ITEM }) end slot1() end) slot4() end slot0.UpdateCount = function (slot0, slot1) if slot0.operateMode == slot0.COMPOSE then if not slot0.itemVO:getTempCfgTable().target_id or slot2.target_id <= 0 then return false end return slot0.operateCount ~= math.clamp(slot1, 1, math.floor(slot0.itemVO.count / slot2.compose_number)) elseif slot0.operateMode == slot0.RESOLVE then return slot0.operateCount ~= math.clamp(slot1, 1, slot0.itemVO.count) end end slot0.SetOperateCount = function (slot0, slot1) if slot0.operateMode == slot0.COMPOSE then if not slot0.itemVO:getTempCfgTable().target_id or slot2.target_id <= 0 then return end if slot0.operateCount ~= math.clamp(slot1, 1, math.floor(slot0.itemVO.count / slot2.compose_number)) then slot0.operateCount = slot1 slot0:UpdateComposeCount() end slot0:updateItemCount(slot0.itemVO.count - slot0.operateCount * slot2.compose_number) elseif slot0.operateMode == slot0.RESOLVE and slot0.operateCount ~= math.clamp(slot1, 0, slot0.operateMax) then slot0.operateCount = slot1 slot0:UpdateResolvePanel() slot0:updateItemCount(slot0.itemVO.count - slot0.operateCount) end end slot0.RefreshBonusList = function (slot0, slot1, slot2) if slot0.operateTemplate ~= slot1 then removeAllChildren(slot0.operateBonusList) slot0.operateTemplate = slot1 end UIItemList.StaticAlign(slot0.operateBonusList, slot0.operateTemplate, slot2) end slot0.UpdateComposeCount = function (slot0) setText(slot0.operateValue, slot1) table.insert(slot3, { type = DROP_TYPE_ITEM, id = slot0.itemVO:getTempCfgTable().target_id, count = slot0.operateCount }) slot0:RefreshBonusList(slot0.operateBonusTpl, #{}) for slot7 = 1, #, 1 do slot8 = slot0.operateBonusList:GetChild(slot7 - 1) updateDrop(slot8, slot9) setText(slot8:Find("name"), slot3[slot7].cfg.name) onButton(slot0, slot8:Find("icon_bg"), function () slot0:emit(slot1.ON_DROP, ) end, SFX_PANEL) end for slot7, slot8 in pairs(slot0.operateBtns) do setActive(slot8, slot7 == "Confirm" or slot7 == "Cancel") end setText(slot0.operateCountdesc, i18n("compose_amount_prefix")) setActive(slot0.keepFateTog, false) end slot0.UpdateResolvePanel = function (slot0) setText(slot0.operateValue, slot1) table.insert(slot3, { type = DROP_TYPE_RESOURCE, id = slot0.itemVO:getConfig("price")[1], count = slot0.itemVO.getConfig("price")[2] * slot0.operateCount }) slot0:RefreshBonusList(slot0.operateBonusTpl, #{}) for slot7 = 1, #, 1 do slot8 = slot0.operateBonusList:GetChild(slot7 - 1) updateDrop(slot8, slot9) setText(slot8:Find("name"), slot3[slot7].cfg.name) onButton(slot0, slot8:Find("icon_bg"), function () slot0:emit(slot1.ON_DROP, ) end, SFX_PANEL) end for slot7, slot8 in pairs(slot0.operateBtns) do setActive(slot8, slot7 == "Resolve" or slot7 == "Cancel") end setText(slot0.operateCountdesc, i18n("resolve_amount_prefix")) if slot0.itemVO:getConfig("type") == Item.TEC_SPEEDUP_TYPE then setActive(slot0.keepFateTog, false) else setActive(slot0.keepFateTog, true) end setButtonEnabled(slot0.operateBtns.Resolve, slot1 > 0) end slot0.UpdateBlueprintResolveNum = function (slot0) slot1 = slot0.itemVO.count if slot0.itemVO:getConfig("type") == Item.BLUEPRINT_TYPE then slot3 = getProxy(TechnologyProxy) slot5 = slot3:getBluePrintById(slot3:GetBlueprint4Item(slot0.itemVO.id)) if slot0.keepFateState and slot0.itemVO.count - slot5:getFateMaxLeftOver() < 0 then slot1 = 0 end end slot0.operateMax = slot1 end slot0.UpdateSpeedUpResolveNum = function (slot0) slot1 = slot0.itemVO.count if slot0.itemVO:getConfig("type") == Item.TEC_SPEEDUP_TYPE then slot0.operateMax = slot1 end end slot0.willExit = function (slot0) if slot0.leftEventTrigger then ClearEventTrigger(slot0.leftEventTrigger) end if slot0.rightEventTrigger then ClearEventTrigger(slot0.rightEventTrigger) end pg.UIMgr.GetInstance():UnblurPanel(slot0._tf) end slot0.PlayOpenBox = function (slot0, slot1, slot2) if not slot1 or slot1 == "" then slot2() return end function slot3() if slot0.playing or not slot0[slot1] then return end slot0.playing = true slot0[true]:SetActive(true) SetActive(slot0.window, false) SetActive(slot0.top, false) slot0 = tf(slot0[]) slot0:SetParent(slot0._tf, false) slot0:SetAsLastSibling() slot1 = slot0:GetComponent("DftAniEvent") slot1:SetTriggerEvent(function (slot0) slot0() end) slot1.SetEndEvent(slot1, function (slot0) if slot0[] then SetActive(slot0[slot1], false) slot0.playing = false end slot0:emit(slot2.ON_CLOSE) end) pg.CriMgr.GetInstance().PlaySoundEffect_V3(slot2, SFX_UI_EQUIPMENT_OPEN) end if slot0.findTF(slot0, slot1 .. "(Clone)") then slot0[slot1] = go(slot4) end if not slot0[slot1] then PoolMgr.GetInstance():GetPrefab("ui/" .. string.lower(slot1), "", true, function (slot0) slot0:SetActive(true) slot0[] = slot0 slot0() end) else slot3() end end return slot0
return{ name = "berry", }
--====================================================================-- -- dmc_buttons.lua -- -- by David McCuskey -- Documentation: http://docs.davidmccuskey.com/display/docs/dmc_buttons.lua --====================================================================-- --[[ Copyright (C) 2011-2013 David McCuskey. All Rights Reserved. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. --]] --====================================================================-- -- DMC Corona Library : DMC Buttons --====================================================================-- -- Semantic Versioning Specification: http://semver.org/ local VERSION = "0.9.0" --====================================================================-- -- DMC Corona Library Config --====================================================================-- --====================================================================-- -- Support Functions local Utils = {} -- make copying from dmc_utils easier function Utils.extend( fromTable, toTable ) function _extend( fT, tT ) for k,v in pairs( fT ) do if type( fT[ k ] ) == "table" and type( tT[ k ] ) == "table" then tT[ k ] = _extend( fT[ k ], tT[ k ] ) elseif type( fT[ k ] ) == "table" then tT[ k ] = _extend( fT[ k ], {} ) else tT[ k ] = v end end return tT end return _extend( fromTable, toTable ) end --====================================================================-- -- Configuration local dmc_lib_data, dmc_lib_info -- boot dmc_library with boot script or -- setup basic defaults if it doesn't exist -- if false == pcall( function() require( "dmc_corona_boot" ) end ) then _G.__dmc_corona = { dmc_corona={}, } end dmc_lib_data = _G.__dmc_corona dmc_lib_info = dmc_lib_data.dmc_library --====================================================================-- -- DMC Buttons --====================================================================-- --====================================================================-- -- Configuration dmc_lib_data.dmc_buttons = dmc_lib_data.dmc_buttons or {} local DMC_BUTTONS_DEFAULTS = { debug_active=false, } local dmc_states_data = Utils.extend( dmc_lib_data.dmc_buttons, DMC_BUTTONS_DEFAULTS ) --====================================================================-- -- Imports local Objects = require 'dmc_objects' local Utils = require 'dmc_utils' local inheritsFrom = Objects.inheritsFrom local CoronaBase = Objects.CoronaBase --====================================================================-- -- Buttons base class --====================================================================-- local ButtonBase = inheritsFrom( CoronaBase ) ButtonBase.NAME = "Button Base" ButtonBase._SUPPORTED_VIEWS = nil ButtonBase._PRINT_INCLUDE = Utils.extend( CoronaBase._PRINT_INCLUDE, { '_img_info', '_img_data', '_callback' } ) ButtonBase._PRINT_EXCLUDE = Utils.extend( CoronaBase._PRINT_EXCLUDE, {} ) ButtonBase.PHASE_PRESS = "press" ButtonBase.PHASE_RELEASE = "release" -- create a base image configuration -- copied into state-specific tables ButtonBase._BASE_IMAGE_CONFIG = { source = "", width = 0, height = 0, xOffset = 0, yOffset = 0, label = nil, } -- create a base label style configuration -- copied into state-specific tables ButtonBase._BASE_STYLE_CONFIG = { font = native.systemFontBold, size = 17, color = { 255, 255, 255, 255 }, xOffset = 0, yOffset = 0, } -- ============================= -- Constructor from CoronaBase -- ============================= function ButtonBase:_init( options ) --print( "in ButtonBase:_init()" ) self:superCall( "_init" ) if self._SUPPORTED_VIEWS == nil then return end local options = options or {} -- create properties self.id = "" self._img_info = {} self._img_data = {} self._callback = { onPress = nil, onRelease = nil, onEvent = nil, } -- setup our image info structure self:_setImageInfo() end -- _setImageInfo() -- -- setup the default parameters for each image state -- function ButtonBase:_setImageInfo() local img_list = self._SUPPORTED_VIEWS local img_info = self._img_info for i=1, #img_list do local t = img_list[ i ] -- image string, eg 'active' img_info[ t ] = Utils.extend( self._BASE_IMAGE_CONFIG, {} ) img_info[ t ].style = Utils.extend( self._BASE_STYLE_CONFIG, {} ) end end -- _createView() -- -- create all of the display items for each image state -- function ButtonBase:_createView() if self._SUPPORTED_VIEWS == nil then return end local img_info, img_data = self._img_info, self._img_data local group, grp_info, img, label local img_list = self._SUPPORTED_VIEWS for i=1, #img_list do local t = img_list[ i ] -- image string, eg 'active' -- do Corona stuff grp_info = img_info[ t ] group = display.newGroup() -- save to our object for reference img_data[ t ] = group self:insert( group, true ) group:addEventListener( "touch", self ) -- setup image img = display.newImageRect( grp_info.source, grp_info.width, grp_info.height ) if img == nil then print("\nERROR: image rect source '" .. tostring( grp_info.source ) .. "'\n\n" ) end group:insert( img ) -- setup label if ( grp_info.label ) then label = display.newText( grp_info.label, 0, 0, grp_info.style.font, grp_info.style.size ) label:setTextColor( unpack( grp_info.style.color ) ) group:insert( label ) label:setReferencePoint( display.CenterReferencePoint ) label.x, label.y = grp_info.style.xOffset, grp_info.style.yOffset end end end function ButtonBase:destroy() --print( "in ButtonBase:destroy()" ) local img_info, img_data = self._img_info, self._img_data local img_list = self._SUPPORTED_VIEWS for i=1, #img_list do local obj, group local t = img_list[ i ] -- image string, eg 'active' Utils.destroy( img_info[ t ] ) img_info[ t ] = nil -- get rid of image state groups ( display objects ) group = img_data[ t ] while group.numChildren > 0 do obj = group[1] group:remove( obj ) --obj:removeSelf() end group:removeEventListener( "touch", self ) self:remove( group ) img_data[ t ] = nil end self._img_info = nil self._img_data = nil self._callback = nil -- call after we do our cleanup CoronaBase.destroy( self ) end --== PUBLIC METHODS ============================================ -- x() -- -- overridden from super -- function ButtonBase.__setters:x( value ) local img_list = self._SUPPORTED_VIEWS local i for i=1, #img_list do local t = img_list[ i ] -- 'active' local img = self._img_data[ t ] img.x = value + self._img_info[ t ].xOffset end end -- y() -- -- overridden from super -- function ButtonBase.__setters:y( value ) local img_list = self._SUPPORTED_VIEWS local i for i=1, #img_list do local t = img_list[ i ] -- 'active' local img = self._img_data[ t ] img.y = value + self._img_info[ t ].yOffset end end --====================================================================-- -- Push Button class --====================================================================-- local PushButton = inheritsFrom( ButtonBase ) PushButton.NAME = "Push Button" PushButton._SUPPORTED_VIEWS = { "up", "down" } function PushButton:_init( options ) --print( "in PushButton:_init()'") self:superCall( "_init" ) local options = options or {} local img_info, img_data = self._img_info, self._img_data -- == define our properties ==================== -- these are display objects img_data.default = nil img_data.down = nil -- setup our image info structure self:_setImageInfo() -- == overlay incoming options ==================== -- do top-level options first if options.id then self.id = options.id end if options.height then img_info.up.height = options.height img_info.down.height = options.height end if options.width then img_info.up.width = options.width img_info.down.width = options.width end if options.label then img_info.up.label = options.label img_info.down.label = options.label end if options.defaultSrc then img_info.up.source = options.defaultSrc img_info.down.source = options.defaultSrc end if options.upSrc then img_info.up.source = options.upSrc end if options.downSrc then img_info.down.source = options.downSrc end if options.style then Utils.extend( options.style, img_info.up.style ) Utils.extend( options.style, img_info.down.style ) end -- now do second-level options if options.up then Utils.extend( options.up, img_info.up ) end if options.down then Utils.extend( options.down, img_info.down ) end if options.onPress and type( options.onPress ) == "function" then self._callback.onPress = options.onPress end if options.onRelease and type( options.onRelease ) == "function" then self._callback.onRelease = options.onRelease end if options.onEvent and type( options.onEvent ) == "function" then self._callback.onEvent = options.onEvent end end function PushButton:_initComplete() local img_data = self._img_data img_data.up.isVisible = true img_data.down.isVisible = false end function PushButton:touch( e ) local phase = e.phase local img_data = self._img_data local onEvent = self._callback.onEvent local onPress = self._callback.onPress local onRelease = self._callback.onRelease local result = true local buttonEvent = {} buttonEvent.target = self buttonEvent.id = self.id -- phase "BEGAN" if phase == "began" then buttonEvent.phase = ButtonBase.PHASE_PRESS buttonEvent.name = "touch" if onPress then result = onPress( e ) elseif ( onEvent ) then result = onEvent( buttonEvent ) end self:dispatchEvent( buttonEvent ) display.getCurrentStage():setFocus( e.target ) self.isFocus = true img_data.down.isVisible = true img_data.up.isVisible = false elseif self.isFocus then -- check if touch is over the button local bounds = self.contentBounds local x,y = e.x,e.y local isWithinBounds = bounds.xMin <= x and bounds.xMax >= x and bounds.yMin <= y and bounds.yMax >= y -- phase "MOVED" if phase == "moved" then -- show correct image state img_data.down.isVisible = isWithinBounds img_data.up.isVisible = not isWithinBounds -- phase "ENDED" elseif phase == "ended" or phase == "cancelled" then if phase == "ended" then buttonEvent.phase = ButtonBase.PHASE_RELEASE buttonEvent.name = "touch" if isWithinBounds then if onRelease then result = onRelease( e ) elseif onEvent then result = onEvent( buttonEvent ) end self:dispatchEvent( buttonEvent ) end end display.getCurrentStage():setFocus( nil ) self.isFocus = false img_data.down.isVisible = false img_data.up.isVisible = true end end return result end --====================================================================-- -- BinaryButton button class --====================================================================-- local BinaryButton = inheritsFrom( ButtonBase ) BinaryButton.NAME = "Binary Button" BinaryButton._SUPPORTED_VIEWS = { 'active', 'inactive' } BinaryButton.STATE_INACTIVE = "inactive" BinaryButton.STATE_ACTIVE = "active" function BinaryButton:new( options ) local o = self:_bless() o:_init( options ) if options then o:_createView() end return o end function BinaryButton:_init( options ) self:superCall( "_init" ) local options = options or {} local img_info, img_data = self._img_info, self._img_data -- == define our properties ==================== self.state = "" -- these are display objects img_data.active = nil img_data.inactive = nil -- setup our image info structure self:_setImageInfo() -- == overlay incoming options ==================== -- do top-level options first if options.id then self.id = options.id end if options.height then img_info.active.height = options.height img_info.inactive.height = options.height end if options.width then img_info.active.width = options.width img_info.inactive.width = options.width end if options.label then img_info.active.label = options.label img_info.inactive.label = options.label end if options.defaultSrc then img_info.active.source = options.defaultSrc img_info.inactive.source = options.defaultSrc end if options.inactiveSrc then img_info.inactive.source = options.inactiveSrc end if options.activeSrc then img_info.active.source = options.activeSrc end if options.style then Utils.extend( options.style, img_info.active.style ) Utils.extend( options.style, img_info.inactive.style ) end -- now do second-level options if options.active then Utils.extend( options.active, img_info.active ) end if options.inactive then Utils.extend( options.inactive, img_info.inactive ) end if options.onPress and type( options.onPress ) == "function" then self._callback.onPress = options.onPress end if options.onRelease and type( options.onRelease ) == "function" then self._callback.onRelease = options.onRelease end if options.onEvent and type( options.onEvent ) == "function" then self._callback.onEvent = options.onEvent end end function BinaryButton:_initComplete() local img_data = self._img_data img_data.active.isVisible = false img_data.inactive.isVisible = true self:_setButtonState( BinaryButton.STATE_INACTIVE ) end function BinaryButton:getNextState() -- override this end function BinaryButton:touch( e ) local phase = e.phase local onEvent = self._callback.onEvent local onPress = self._callback.onPress local onRelease = self._callback.onRelease local result = true local buttonEvent = {} buttonEvent.target = self buttonEvent.id = self.id buttonEvent.state = self.state local current_state = self.state local other_state = self:getNextState() -- phase "BEGAN" if phase == "began" then buttonEvent.phase = ButtonBase.PHASE_PRESS buttonEvent.name = "touch" if onPress then result = onPress( e ) elseif onEvent then result = onEvent( buttonEvent ) end self:dispatchEvent( buttonEvent ) self:_setButtonImage( other_state ) display.getCurrentStage():setFocus( e.target ) self.isFocus = true elseif self.isFocus then -- check if touch is over the button local bounds = self.contentBounds local x,y = e.x,e.y local isWithinBounds = bounds.xMin <= x and bounds.xMax >= x and bounds.yMin <= y and bounds.yMax >= y -- phase "MOVED" if phase == "moved" then --print ("moved") if isWithinBounds then self:_setButtonImage( other_state ) else self:_setButtonImage( current_state ) end -- phase "ENDED" elseif phase == "ended" or phase == "cancelled" then if phase == "ended" then buttonEvent.phase = ButtonBase.PHASE_RELEASE buttonEvent.name = "touch" if isWithinBounds then local state = BinaryButton.STATE_INACTIVE if self.state == state then state = BinaryButton.STATE_ACTIVE end self:_setButtonState( state ) buttonEvent.state = self.state if onRelease then result = onRelease( e ) elseif onEvent then result = onEvent( buttonEvent ) end self:dispatchEvent( buttonEvent ) end end display.getCurrentStage():setFocus( nil ) self.isFocus = false self:_setButtonImage() end end return result end function BinaryButton:_setButtonState( value ) -- no need to update if the same state if self.state == value then return end -- save the new state self.state = value self:_setButtonImage( value ) end function BinaryButton:_setButtonImage( value ) local value = value or self.state local img_data = self._img_data -- change button view to reflect the current state local showInactive = value == BinaryButton.STATE_INACTIVE img_data.inactive.isVisible = showInactive img_data.active.isVisible = not showInactive end --====================================================================-- -- Toggle Button class --====================================================================-- local ToggleButton = inheritsFrom( BinaryButton ) ToggleButton.NAME = "Toggle Button" -- for use with "down" image state function ToggleButton:getNextState() local state = BinaryButton.STATE_INACTIVE if self.state == state then state = BinaryButton.STATE_ACTIVE end return state end --====================================================================-- -- Radio Button class --====================================================================-- local RadioButton = inheritsFrom( BinaryButton ) RadioButton.NAME = "Radio Button" -- for use with "down" image state function RadioButton:getNextState() return BinaryButton.STATE_ACTIVE end --====================================================================-- -- Button Group base class --====================================================================-- local ButtonGroupBase = inheritsFrom( CoronaBase ) ButtonGroupBase.NAME = "Button Group Base" ButtonGroupBase._PRINT_INCLUDE = Utils.extend( CoronaBase._PRINT_INCLUDE, { '_group_buttons', '_selected_button' } ) ButtonGroupBase._PRINT_EXCLUDE = Utils.extend( CoronaBase._PRINT_EXCLUDE, {} ) function ButtonGroupBase:new( options ) local o = self:_bless() o:_init( options ) return o end function ButtonGroupBase:_init( options ) self:superCall( "_init" ) -- create properties self.setFirstActive = nil -- whether first load button is set to state active self._group_buttons = {} -- table of our buttons to control self._selected_button = nil -- this is handle to real object, not display -- overlay incoming options if options then Utils.extend( options, self ) end end function ButtonGroupBase:add( obj, params ) local params = params or {} -- these are options which can be passed in local opts = { setActive = false, } -- process incoming options Utils.extend( params, opts ) -- if this is the first button, make it active if ( self.setFirstActive and #self._group_buttons == 0 ) or opts.setActive then self:_setButtonGroupState( ToggleButton.STATE_INACTIVE, opts ) obj:_setButtonState( ToggleButton.STATE_ACTIVE ) self._selected_button = obj end -- do corona stuff self:insert( obj.display ) obj:addEventListener( "touch", self ) -- add to our button array table.insert( self._group_buttons, obj ) end function ButtonGroupBase:destroy() --print ( "in ButtonGroupBase:destroy()") self._selected_button = nil -- remove our buttons while #self._group_buttons > 0 do local button = table.remove( self._group_buttons, 1 ) button:removeEventListener( "touch", self ) button:destroy() end self._group_buttons = nil -- call after we do our cleanup CoronaBase.destroy( self ) end function ButtonGroupBase:_setButtonGroupState( value ) for i=1, table.getn( self._group_buttons ) do self._group_buttons[ i ]:_setButtonState( value ) end end --====================================================================-- -- Radio Group class --====================================================================-- local RadioGroup = inheritsFrom( ButtonGroupBase ) RadioGroup.NAME = "Radio Group" function RadioGroup:_init( options ) -- initialize with properties from super class self:superCall( "_init" ) -- add new properties specific to our class self.setFirstActive = true -- for first loaded button -- set our properties with incoming options if options then Utils.extend( options, self ) end end function RadioGroup:touch( e ) local btn = e.target local button_label = e.id if e.phase == ButtonBase.PHASE_RELEASE then local sendEvent = true if self._selected_button == btn then sendEvent = false end -- turn all buttons off self:_setButtonGroupState( ToggleButton.STATE_INACTIVE ) -- save selected button and set it to ON self._selected_button = btn btn:_setButtonState( ToggleButton.STATE_ACTIVE ) if sendEvent then self:dispatchEvent( { name="change", target=btn, label=button_label, state=btn.state } ) end return true end end --====================================================================-- -- Toggle Group class --====================================================================-- local ToggleGroup = inheritsFrom( ButtonGroupBase ) ToggleGroup.NAME = "Toggle Group" function ToggleGroup:_init( options ) -- initialize with properties from above self:superCall( "_init" ) -- add new properties specific to our class self.setFirstActive = false -- for first loaded button -- set our properties with incoming options if options then Utils.extend( options, self ) end end function ToggleGroup:touch( e ) local btn = e.target local btn_label = e.id if e.phase == ButtonBase.PHASE_RELEASE then -- if we have different button and the new state is STATE_ACTIVE if self._selected_button ~= btn and e.state == ToggleButton.STATE_ACTIVE then -- turn all buttons off self:_setButtonGroupState( ToggleButton.STATE_INACTIVE ) -- save button and set it to ON self._selected_button = btn btn:_setButtonState( ToggleButton.STATE_ACTIVE ) end self:dispatchEvent( { name="change", target=btn, label=btn_label, state=btn.state } ) return true end end -- ========================================================= -- Button Factory -- ========================================================= local Buttons = {} -- export class instantiations for direct access Buttons.ButtonBase = ButtonBase Buttons.PushButton = PushButton Buttons.BinaryButton = BinaryButton Buttons.ToggleButton = ToggleButton Buttons.RadioButton = RadioButton Buttons.ButtonGroupBase = ButtonGroupBase Buttons.RadioGroup = RadioGroup Buttons.ToggleGroup = ToggleGroup -- Button factory method function Buttons.create( class_type, options ) local o if class_type == "push" then o = PushButton:new( options ) elseif class_type == "radio" then o = RadioButton:new( options ) elseif class_type == "toggle" then o = ToggleButton:new( options ) elseif class_type == "radioGroup" then o = RadioGroup:new( options ) elseif class_type == "toggleGroup" then o = ToggleGroup:new( options ) else print ( "ERROR: Button Class Factory - unknown class type: " .. class_type ) end return o end return Buttons
Button = script.Parent Player = Button.Parent.Parent.Parent admins = "xSoulStealerx" admin = "Player" admi = "SorcererBen" adm = "acb227" ad = "Scriptaxor" a = "fresseh" admina = "cop536" function clicked() if Player.Character.Name ~= admins or if Player.Character.Name ~= admin or if Player.Character.Name ~= admi or if Player.Character.Name ~= adm or if Player.Character.Name ~= ad or if Player.Character.Name ~= a or if Player.Character.Name ~= admina then script.Parent.Parent.stuff.Visible = true script.Parent.Visible = false script.Parent.Parent.butta1.Visible = true script.Parent.Parent.Frame1.Visible = true script.Parent.Parent.Frame2.Visible = true end end Button.MouseButton1Click:connect(clicked)
object_mobile_sd_crewman_04 = object_mobile_shared_sd_crewman_04:new { } ObjectTemplates:addTemplate(object_mobile_sd_crewman_04, "object/mobile/sd_crewman_04.iff")
mutated_kahmurra = Creature:new { objectName = "@mob/creature_names:mutated_kahmurra", socialGroup = "kahmurra", faction = "", level = 26, chanceHit = 0.35, damageMin = 230, damageMax = 240, baseXp = 2637, baseHAM = 6800, baseHAMmax = 8300, armor = 0, resists = {125,125,10,140,140,140,-1,-1,-1}, meatType = "meat_herbivore", meatAmount = 50, hideType = "hide_bristley", hideAmount = 33, boneType = "bone_mammal", boneAmount = 37, milk = 0, tamingChance = 0.25, ferocity = 7, pvpBitmask = ATTACKABLE, creatureBitmask = PACK, optionsBitmask = AIENABLED, diet = CARNIVORE, templates = {"object/mobile/mutated_kahmurra.iff"}, hues = { 16, 17, 18, 19, 20, 21, 22, 23 }, controlDeviceTemplate = "object/intangible/pet/murra_hue.iff", scale = 1.2, lootGroups = {}, weapons = {}, conversationTemplate = "", attacks = { {"",""}, {"stunattack",""} } } CreatureTemplates:addCreatureTemplate(mutated_kahmurra, "mutated_kahmurra")
require "imgui" require "util" require "love" require "tileloader" require "board" -- dumb reminder for editor -- set makeprg=love\ . -- autocmd BufWritePost *.lua Make! local showVars = true local showStyle = false local clearColor = {56, 16, 16} local guiimages = {} local tilesets = {} local tokensets = {} local currenttilesetname local currenttileset local currenttokensetname local currenttokenset local board local splitboard local rightmouseheld = false local zoomlevel = 1.0 -- image pixels per screen pixel local pixel_offset_x = 0 local pixel_offset_y = 0 local tileres = 64 local resolution = {} local states = { "init", "connect (server)", "connect (client)", "determine first player", "choose board layout", "place pieces", "your turn", "opponent turn", "game end" } --not sure where this is going, we'll see how I feel about it tomorrow local currentstate = states[1] -- -- LOVE callbacks -- function love.load(arg) guiimages = loadGui() tilesets = loadTiles() tokensets = loadTokens() currenttilesetname = "rpg" currenttileset = tilesets.rpg currenttokensetname = "simple" currenttokenset = tokensets.simple --this isn't where this is going to end up but until I decide how I'm handling states... splitboard = createBoard() board = combineSegments(splitboard) end function love.update(dt) imgui.NewFrame() end function love.draw() local status local win_w, win_h = love.graphics.getWidth(), love.graphics.getHeight() -- draw tile frame where mouse is local m_x, m_y = love.mouse.getPosition() --determine which tile mouse is on local mouseoverx, mouseovery = pixelToGrid(m_x, m_y, true) local quadx, quady = pixelToQuadXY(m_x, m_y) -- Menu if imgui.BeginMainMenuBar() then if imgui.BeginMenu("File") then if imgui.MenuItem("Toggle Fullscreen") then if love.window.getFullscreen() then love.window.setFullscreen(false) -- restore old size love.window.setMode(resolution.x, resolution.y, resolution.flags) else -- save size resolution.x, resolution.y, resolution.flags = love.window.getMode() love.window.setFullscreen(true, "desktop") end elseif imgui.MenuItem("Quit") then love.event.quit() end imgui.EndMenu() end if imgui.BeginMenu("Help") then -- show help imgui.MenuItem("todo") imgui.EndMenu() end if imgui.BeginMenu("Tileset") then for tilesetname, tilesettiles in pairs(tilesets) do if imgui.MenuItem(tilesetname) then currenttilesetname = tilesetname currenttileset = tilesettiles end end imgui.EndMenu() end if imgui.BeginMenu("Tokenset") then for tokensetname, tokensetsprites in pairs(tokensets) do if imgui.MenuItem(tokensetname) then currenttokensetname = tokensetname currenttokenset = tokensetsprites end end imgui.EndMenu() end if imgui.BeginMenu("Debug") then if imgui.MenuItem("Variables") then showVars = not showVars elseif imgui.MenuItem("Style") then showStyle = not showStyle end imgui.EndMenu() end imgui.EndMainMenuBar() end -- Debug window if showVars then imgui.Begin("Debug", false, {"AlwaysAutoResize"}) imgui.Text("Variables:".. "\n currentstate = "..currentstate.. "\n currenttileset = "..currenttilesetname.. "\n currenttokenset = "..currenttokensetname.. "\n rightmouseheld = "..tostring(rightmouseheld).. "\n zoomlevel = "..zoomlevel.. "\n pixel_offset_x, pixel_offset_y = "..pixel_offset_x..", ".. pixel_offset_y.. "\n tileres = "..tileres.. "\n center tile: "..(win_w/2 - pixel_offset_x)/(zoomlevel * tileres)..", "..(win_h/2 - pixel_offset_y)/(zoomlevel * tileres).. "\n mouseover tile: "..mouseoverx..", "..mouseovery ) imgui.End() end if showStyle then imgui.Begin("Style Editor", false, {"AlwaysAutoResize"}) imgui.ShowStyleEditor() imgui.End() end love.graphics.clear(clearColor[1], clearColor[2], clearColor[3], 255) -- draw board for board_y in range(#board) do for board_x in range(#board[board_y]) do -- love.graphics.draw( drawable, x, y, r, sx, sy, ox, oy, kx, ky ) love.graphics.draw( currenttileset[board[board_y][board_x]], (board_x - 1) * tileres * zoomlevel + pixel_offset_x, (board_y - 1) * tileres * zoomlevel + pixel_offset_y, 0, zoomlevel, zoomlevel ) end end -- mouse tile selection frame love.graphics.draw( guiimages.frame, mouseoverx * tileres * zoomlevel + pixel_offset_x, mouseovery * tileres * zoomlevel + pixel_offset_y, 0, zoomlevel, zoomlevel ) -- mouse quadrant selection frame -- love.graphics.draw( -- guiimages.frame, -- quadx * 12 * tileres * zoomlevel + pixel_offset_x, -- quady * 12 * tileres * zoomlevel + pixel_offset_y, -- 0, -- zoomlevel * 12, zoomlevel * 12 -- ) imgui.Render() end function love.quit() imgui.ShutDown() end -- -- User inputs -- function love.textinput(t) imgui.TextInput(t) if not imgui.GetWantCaptureKeyboard() then -- Pass event to the game end end function love.keypressed(key) imgui.KeyPressed(key) if not imgui.GetWantCaptureKeyboard() then -- Pass event to the game end end function love.keyreleased(key) imgui.KeyReleased(key) if not imgui.GetWantCaptureKeyboard() then -- Pass event to the game end end function love.mousemoved(x, y, dx, dy) imgui.MouseMoved(x, y) if not imgui.GetWantCaptureMouse() then -- Pass event to the game if rightmouseheld then pixel_offset_x = pixel_offset_x + dx pixel_offset_y = pixel_offset_y + dy end end end function love.mousepressed(x, y, button) imgui.MousePressed(button) if not imgui.GetWantCaptureMouse() then -- Pass event to the game if button == 2 then rightmouseheld = true end end end function love.mousereleased(x, y, button) imgui.MouseReleased(button) if not imgui.GetWantCaptureMouse() then -- Pass event to the game if button == 2 then rightmouseheld = false elseif button == 1 then clickOnQuad(pixelToQuadXY(x, y)) end end end -- -- oh god this is terrible -- local lastQuadClicked = nil function clickOnQuad(quadx, quady) if (quadx == 0 or quadx == 1) and (quady == 0 or quady == 1) then local quadnum = quadx == 0 and (quady == 0 and 1 or 3) or (quady == 0 and 2 or 4) -- print("quad "..quadx..", "..quady.." ("..quadnum..") clicked\n") if lastQuadClicked == nil then lastQuadClicked = quadnum elseif lastQuadClicked == quadnum then splitboard = rotateSegment(splitboard, quadnum) board = combineSegments(splitboard) lastQuadClicked = nil else splitboard = swapSegments(splitboard, lastQuadClicked, quadnum) board = combineSegments(splitboard) lastQuadClicked = nil end end end -- -- i'm sorry -- function love.wheelmoved(x, y) imgui.WheelMoved(y) if not imgui.GetWantCaptureMouse() then -- Pass event to the game local win_w, win_h = love.graphics.getWidth(), love.graphics.getHeight() -- centered tile: [win_w/2 - off_x , win_h/2 - off_y] / (zoomold * tileres) local tilecenter_x, tilecenter_y = pixelToGrid(win_w/2, win_h/2, false) if y > 0 then zoomlevel = zoomlevel * 0.9 if zoomlevel < 0.25 then zoomlevel = 0.25 end elseif y < 0 then zoomlevel = zoomlevel * 1.1 if zoomlevel > 5 then zoomlevel = 5 end end -- work it backwards for off_x and off_y pixel_offset_x = win_w/2 - tilecenter_x * zoomlevel * tileres pixel_offset_y = win_h/2 - tilecenter_y * zoomlevel * tileres end end -- -- Utility stuff -- function pixelToGrid(px_x, px_y, floorit) local grid_x = (px_x - pixel_offset_x)/(zoomlevel * tileres) local grid_y = (px_y - pixel_offset_y)/(zoomlevel * tileres) if floorit then grid_x = math.floor(grid_x) grid_y = math.floor(grid_y) end return grid_x, grid_y end function pixelToQuadXY(px_x, px_y) local grid_x, grid_y = pixelToGrid(px_x, px_y, true) return math.floor(grid_x / 12), math.floor(grid_y / 12) end
-- keysetup format for each key: -- {event_register,event_number,{args...},{actions...}} -- args -> hash map -- actions -> array -> hash-map (key "action" always set to action name and key "key" always set to the name of the key to press) -- remember arrays are 1 based not 0 based in lua keysetup = {{"G_PRESSED",4,{},{{action="toggle_key",key="f"},{action="tap_key",key="x",count=3,duration=30,delay=20}}},{"TIMED",5,{time=1500,event_prefix="G"},{{{action="toggle_key",key="a"}},{{action="toggle_key",key="b"}}}}}; logging = true; -- do not change the code below OutputLogMessage("Script initialized\nWritten by: Douile\nhttps://github.com/Douile/logitech-toggle-keys/\n"); for i,v in pairs(keysetup) do OutputLogMessage("%s:%d registered...\n",v[1],v[2]); end OutputLogMessage("\n- start runtime log -\n"); keyspressed = {}; keytimes = {}; function update_key(key,state) if (state == true) then PressKey(key); keyspressed[key] = true; word = "Pressed"; else ReleaseKey(key); keyspressed[key] = nil; word = "Released" end if (logging == true) then OutputLogMessage("+%d - %s %s\n",GetRunningTime(),word,key); end end function handle_custom_events(setup_info,event,arg) -- handle custom listeners such as G keys held if (setup_info[1] == "TIMED") then prefix = setup_info[3]["event_prefix"]; if (event == prefix.."_PRESSED" and setup_info[2] == arg) then id = string.format("%s_%d",prefix,arg); keytimes[id] = GetRunningTime(); if (logging == true) then OutputLogMessage("+%d - Starting holding %s\n",GetRunningTime(),id); end elseif (event == prefix.."_RELEASED" and setup_info[2] == arg) then id = string.format("%s_%d",prefix,arg); time_held = GetRunningTime()-keytimes[id]; keytimes[id] = nil; -- possibly add support for multiple time ranges of time held if (time_held < setup_info[3]["time"]) then dispatch_actions(setup_info[3],setup_info[4][1]); else dispatch_actions(setup_info[3],setup_info[4][2]); end end return true; end return false; end function dispatch_actions(args,actions) for i,action in pairs(actions) do v = action["action"]; key = action["key"]; if (v == "toggle_key") then if (keyspressed[key] == true) then update_key(key,false); else update_key(key,true); end elseif (v == "press_key") then update_key(key,true); elseif (v == "release_key") then update_key(key,false); elseif (v == "tap_key") then for n=0,action["count"],1 do PressKey(key); Sleep(action["duration"]); ReleaseKey(key); Sleep(action["delay"]); end end end end function OnEvent(event, arg) for i,v in pairs(keysetup) do did_custom = handle_custom_events(v,event,arg); if (did_custom == false) then -- (not did_custom) if (event == v[1] and arg == v[2]) then dispatch_actions(v[3],v[4]); end end end end
local import, _modules do local cache = {} local nils = {} function import(modname) if nils[modname] then return end local cached = cache[modname] if cached ~= nil then return cached end cached = _modules[modname] if cached ~= nil then cached = cached(); if cached == nil then nils[modname] = true else cache[modname] = cached end return cached end end end _modules = {
--[[Copyright PrinceTommen - Script developed for CyanideEpic (twitch.tv/cyanideepic)]]-- --[[You are all allowed to use it as long as you don't pretend it's yours]]-- --[[Have fun !]]-- version =" 3.5" --[[ Release Note: 3.5: Added: Multiple item slots system, including the items to throw (suggested by Portsanta and CyanideEpic) Major interface enhancements to make the configuration faster in spite of the new options Enhanced item shortage security, supporting the multiple slots New functions to manage I/O in a more compact way (suggested by Niseg) 3.41: Fixed: Important glitch when the turtle returned to its starting position with a certain configuration Displaying issues 3.4: Added: Favorite configuration system Ability to choose the direction of the series of parallel tunnels (right or left) Support of execution without torches or chests (will not try to place them) Security that stops the turtle when it runs out of chests or torches (suggested by CyanideEpic) Chests and torches status updated automatically Security that requires the user to press enter before the turtle starts (suggested by CyanideEpic) The turtle now returns to its starting position after it finishes New rotation function as well a a specific torch placing function Fixed: The turtle will now properly finish the hub after mining an odd number of tunnels The torch placement has been modified to avoid conflicts with chests 3.3: Added: Enderchest Support (suggested by Niseg and Daniteh) Release note 3.2: Fixed: Very important chest placing issue (only appeared in 3.1) 3.1: Added: New mining pattern for more efficiency (suggested by Niseg) Smarter fuel management: Will now consume the "stored" fuel before refueling Can now consume any type of fuel supported by turtles (check the wiki) Fuel type can be changed while the turtle is mining Optimized the mining of 3 blocks high tunnels Better interface, instructions remain visible and a line is dedicated to the fuel status (updated automatically) Option to throw cobblestone automatically (suggested by Niseg) Fixed: Refueling issue in certain circumstances (reported by CyanideEpic) ]]-- function resetScreen() term.clear() term.setCursorPos(14,1) write("Mining Turtle") term.setCursorPos(5,2) write("For CyanideEpic and his friends") term.setCursorPos(1,13) write("By PrinceTommen, version "..version) term.setCursorPos(1,4) end function textOutput(output_message, x_screen_pos, z_screen_pos, clear_area) term.setCursorPos(x_screen_pos,z_screen_pos) if clear_area == 0 then clear_area = string.len(output_message) end write(output_message..string.rep(" ", (clear_area - string.len(output_message)))) end function securedInput(x_screen_pos, z_screen_pos, nature, lower_value, upper_value, example1, example2) example = {example1, example2} local function shortExample(example_int, example, boolStringPart) tableShortExample = {} tableShortExample[example_int] = example[example_int].." ("..string.sub(string.lower(example[example_int]), 1, 1)..") " if boolStringPart then return string.sub(string.lower(example[example_int]), 1, 1) else return tableShortExample[example_int] end end incipit = shortExample(1, example, false).."/ "..shortExample(2, example, false)..": " if nature == "text" then repeat textOutput(incipit, x_screen_pos, z_screen_pos, 39) term.setCursorPos(string.len(incipit)+1,z_screen_pos) user_input = string.sub(string.lower(read()), 1, 1) until (user_input == shortExample(1, example, true) or user_input == shortExample(2, example, true)) elseif nature == "integer" then repeat textOutput(" ", x_screen_pos, z_screen_pos, (39 - x_screen_pos)) term.setCursorPos(x_screen_pos,z_screen_pos) user_input = tonumber(read()) until (user_input >= lower_value and user_input <= upper_value) end return user_input end function clearLines(firstLine, lastLine) a = 1 for a=1, (lastLine-firstLine+1) do textOutput("", 1, (firstLine+a-1), 40) end end function convertToBool(var, boolTrue) if var == boolTrue then var = true else var = false end return var end function turn(FacingAngle, Bool_rotation, Rotation_integer) if Bool_rotation then for u=1, Rotation_integer do turtle.turnRight() end FacingAngle = FacingAngle + Rotation_integer else for u=1, Rotation_integer do turtle.turnLeft() end FacingAngle = FacingAngle - Rotation_integer end FacingAngle = math.abs((FacingAngle - 1)%4+1) return FacingAngle end local function refuel() turtle.select(torches_slots+current_slot[2]) while not(turtle.refuel(1)) do for f=1, fuel_slots do current_slot[2], shortage[2] = rotateSlot(2, torches_slots+1, fuel_slots) turtle.select(torches_slots+current_slot[2]) if turtle.refuel(1) then boolRefuel = true break else boolRefuel = false end end if not(boolRefuel) then textOutput("No Fuel -", 1, 11, 0) current_slot[2], shortage[2] = manageShortage(2, torches_slots+1, torches_slots+fuel_slots) end end refuel_count = 80 - turtle.getFuelLevel() textOutput("Fuel OK -", 1, 11, 0) return refuel_count end function moveForward(FacingAngle, Boolfb, moving_integer, digUpBool, digDownBool, refuel_count) local moving_count = 1 for moving_count=1,moving_integer do if (refuel_count == 80) then refuel_count = refuel() end Bool1 = false while not(Bool1) do if (Boolfb) then turtle.dig() Bool1 = turtle.forward() if (digUpBool) then turtle.digUp() end if (digDownBool) then turtle.digDown() end else Bool1 = turtle.back() if not(Bool1) then turn(FacingAngle, true, 2) turtle.dig() turn(FacingAngle, false, 2) end end end moving_count = moving_count + 1 refuel_count = refuel_count + 1 end return refuel_count end function moveUp(Boolud, moving_integer, refuel_count, Bool_DigFront) local moving_count = 1 for moving_count=1, moving_integer do if (refuel_count == 80) then refuel_count = refuel() end Bool2 = false if Bool_DigFront then turtle.dig() end while not(Bool2) do if (Boolud) then turtle.digUp() Bool2 = turtle.up() else turtle.digDown() Bool2 = turtle.down() end end moving_count = moving_count + 1 refuel_count = refuel_count + 1 end return refuel_count end function manageShortage(managedItem, initial_item_slot, final_item_slot) textOutput("The turtle has used all the "..(itemNames[managedItem+3]).." intitially given. Have you refilled all the "..(itemNames[managedItem+3]).." slots ?", 1, 4, 0) textOutput("Press enter if all the "..(itemNames[managedItem+3]).." slots are refilled (slots "..(initial_item_slot).." to "..(final_item_slot)..").", 1, 7, 0) repeat turn(FacingAngle, true, 4) os.startTimer(1) press, key = os.pullEvent() until (key == 28) clearLines(4,10) current_slot[managedItem] = 1 shortage[managedItem] = false return current_slot[managedItem], shortage[managedItem] end function rotateSlot(managedItem, control_slot, rotation_controler) if (turtle.getItemCount(control_slot) == 0) or (managedItem == 2) then if current_slot[managedItem]==rotation_controler and (managedItem ~= 2) then shortage[managedItem] = true else current_slot[managedItem]=((current_slot[managedItem])%rotation_controler)+1 end end return current_slot[managedItem], shortage[managedItem] end function inventoryManagement(refuel_count,Right_or_Left,throw_cobble) function fullInventory(n) n = m + 1 repeat item_count = turtle.getItemCount(n) if (item_count ~= 0) then boolSlotOccupied = true n = n + 1 else boolSlotOccupied = false end until (boolSlotOccupied == false) or (n == 17) return n end if Chest_approval then m = torches_slots + chests_slots + fuel_slots + garbage_slots thrown_slots = 0 if (turtle.getItemCount(16) ~= 0) and (m~=16) then if fullInventory(m)==17 then if throw_stuff then for k=1, garbage_slots do for j=1, (16-m) do turtle.select(m - garbage_slots + k) Bool_match_stuff = turtle.compareTo(m+j) if Bool_match_stuff then thrown_slots = thrown_slots + 1 turtle.select(m+j) turtle.drop() end end turtle.select(m - garbage_slots + k) turtle.drop(turtle.getItemCount(m - garbage_slots + k)-1) end for z = (m+1), 16 do for u = (z+1), 16 do if turtle.getItemCount(u)~=0 then turtle.select(u) turtle.transferTo(z) end end end end if not(throw_stuff) or ((thrown_slots <= 2) and (fullInventory(n)>15)) then if shortage[3] then textOutput("No Chests", 24, 11, 0) current_slot[3], shortage[3] = manageShortage(3, torches_slots+fuel_slots+1, torches_slots+fuel_slots+chests_slots) end textOutput("Chests OK", 24, 11, 0) if (Right_or_Left == "left") then FacingAngle = turn(FacingAngle, true, 1) else FacingAngle = turn(FacingAngle, false, 1) end refuel_count = moveForward(FacingAngle, true, 1, false, true, refuel_count) turtle.select(torches_slots+fuel_slots+current_slot[3]) turtle.digDown() turtle.placeDown() for u=(m+1),16 do if turtle.getItemCount(u)~=0 then turtle.select(u) turtle.dropDown() end end if enderchest then turtle.select(torches_slots+fuel_slots+1) turtle.drop() turtle.digDown() end current_slot[3], shortage[3] = rotateSlot(3, torches_slots+fuel_slots+current_slot[3], chests_slots) refuel_count = moveForward(FacingAngle, false, 1, false, false, refuel_count) if (Right_or_Left == "left") then FacingAngle = turn(FacingAngle, false, 1) else FacingAngle = turn(FacingAngle, true, 1) end end end end end turtle.select(1) return refuel_count end function placeTorch(Position) if Torch_approval then if shortage[1] then textOutput("No Torches -", 11, 11, 0) current_slot[1], shortage[1] = manageShortage(1, 1, torches_slots) end textOutput("Torches OK -", 11, 11, 0) turtle.select(current_slot[1]) if Position == "front" then turtle.dig() turtle.place() elseif Position == "below" then turtle.digDown() turtle.placeDown() elseif Position == "up" then turtle.digUp() turtle.placeUp() end current_slot[1], shortage[1] = rotateSlot(1, current_slot[1], torches_slots) end end function digVerticalLayer(refuel_count, FacingAngle, Width, Height, Height_Position, Bool_Torches, Right_or_Left) if Right_or_Left then Right_or_Left = "left" else Right_or_Left = "right" end done_columns = 0 if (Height_Position == "up") then for columns=1, math.floor(Width/4) do turtle.digUp() if (Height > 3) then refuel_count = moveUp(true, 1, refuel_count, false) turtle.dig() refuel_count = moveUp(false, (Height-2), refuel_count, true) turtle.digDown() end refuel_count = moveForward(FacingAngle, true, 2, true, true, refuel_count) refuel_count = inventoryManagement(refuel_count, Right_or_Left, throw_cobble) if (Height > 3) then refuel_count = moveUp(false, 1, refuel_count, false) turtle.dig() refuel_count = moveUp(true, (Height-2), refuel_count, true) turtle.digUp() end refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) done_columns = done_columns + 1 if (Width - 4*done_columns ~= 0) then refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) end end if ((Width - 4*math.floor(Width/4)) == 0) then Height_Position = "up" elseif ((Width - 4*math.floor(Width/4)) == 1) then turtle.digUp() refuel_count = moveUp(false, (Height-3), refuel_count, false) turtle.digDown() refuel_count = inventoryManagement(refuel_count, Right_or_Left, throw_cobble) Height_Position = "down" elseif ((Width - 4*math.floor(Width/4)) >= 2) then if (Height > 3) then refuel_count = moveUp(true, 1, refuel_count, false) turtle.dig() refuel_count = moveUp(false, (Height-2), refuel_count, true) turtle.digDown() end turtle.digUp() refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) refuel_count = inventoryManagement(refuel_count, Right_or_Left, throw_cobble) Height_Position = "down" if ((Width - 4*math.floor(Width/4)) == 3) then refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) refuel_count = moveUp(true, (Height - 3), refuel_count, false) turtle.digUp() Height_Position = "up" end end elseif (Height_Position == "down") then for columns=1, math.floor(Width/4) do turtle.digDown() if (Height > 3) then refuel_count = moveUp(false, 1, refuel_count, false) turtle.dig() refuel_count = moveUp(true, (Height - 2), refuel_count, true) turtle.digUp() end refuel_count = moveForward(FacingAngle, true, 2, true, true, refuel_count) if (Height > 3) then refuel_count = moveUp(true, 1, refuel_count, false) turtle.dig() refuel_count = moveUp(false, (Height - 2), refuel_count, true) turtle.digDown() end refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) done_columns = done_columns + 1 if (Width - 4*done_columns ~= 0) then refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) end refuel_count = inventoryManagement(refuel_count, Right_or_Left, throw_cobble) if (done_columns%2 == 0) and Bool_Torches then FacingAngle = turn(FacingAngle,true , 1) placeTorch("front") FacingAngle = turn(FacingAngle, false, 1) end end if ((Width - 4*math.floor(Width/4)) == 0) then Height_Position = "down" elseif ((Width - 4*math.floor(Width/4)) == 1) then turtle.digDown() refuel_count = moveUp(true, (Height - 3), refuel_count, false) turtle.digUp() Height_Position = "up" elseif ((Width - 4*math.floor(Width/4)) >= 2) then if (Height > 3) then refuel_count = moveUp(false, 1, refuel_count, false) turtle.dig() refuel_count = moveUp(true, (Height - 2), refuel_count, true) turtle.digUp() end turtle.digDown() refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) Height_Position = "up" if ((Width - 4*math.floor(Width/4)) == 3) then refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) refuel_count = moveUp(false, (Height - 3), refuel_count, false) turtle.digDown() refuel_count = inventoryManagement(refuel_count, Right_or_Left, throw_cobble) Height_Position = "down" end end end return refuel_count, Height_Position end enderchest, throw_stuff, Chest_approval, Torch_approval, Chest_mismatch, Torch_mismatch = false, false, false, false, false, false shortage, itemNames = {false, false, false}, {"torch", "fuel", "chest", "torches", "fuel", "chests"} resetScreen() if (io.open("favorite", "r") ~= nil) then resetScreen() textOutput("Do you wish to use your favorite configuration ?", 1, 4, 0) Favorite_approval = securedInput(1, 6, "text", 0, 0, "Yes", "No") if (Favorite_approval == "y") then handle = fs.open("favorite", "r") input = handle.readAll() handle.close() favorite = textutils.unserialize(input) tunnels_integer = favorite.tunnels_integer Width = favorite.Width Height = favorite.Height Length = favorite.Length tunnels_separation = favorite.tunnels_separation throw_stuff = favorite.throw_stuff enderchest = favorite.enderchest Torch_approval = favorite.Torch_approval Chest_approval = favorite.Chest_approval end end if (io.open("favorite", "r") == nil) or ((io.open("favorite", "r") ~= nil) and (Favorite_approval == "n")) then resetScreen() textOutput("Number of parallel tunnels ? ", 1, 4, 0) tunnels_integer = securedInput(37, 4, "integer", 1, 1000, " ", " ") textOutput("Width of the tunnels ? ", 1, 5, 0) Width = securedInput(37, 5, "integer", 1, 1000, " ", " ") term.setCursorPos(1,6) textOutput("Height of the tunnels ? ", 1, 6, 0) Height = securedInput(37, 6, "integer", 1, 200, " ", " ") if (Height < 3) then Height = 3 end term.setCursorPos(1,7) textOutput("Length of the tunnels ? ", 1, 7, 0) Length = securedInput(37, 7, "integer", 1, 100000, " ", " ") if (tunnels_integer > 1) then term.setCursorPos(1,8) textOutput("Separating blocks between tunnels ? ", 1, 8, 0) tunnels_separation = securedInput(37, 8, "integer", 1, 1000, " ", " ") else tunnels_separation = 0 end resetScreen() textOutput("To use regular chests, press c", 1, 4, 0) textOutput("To use an enderchest, press e", 1, 5, 0) textOutput("To use torches, press t", 1, 6, 0) textOutput("To throw away specific items, press p", 1, 7, 0) textOutput("Press enter once you have chosen all the options you wanted to activate.", 1, 11, 0) while true do press, key = os.pullEvent() if press == "key" and key == 28 then break elseif key == 46 then if Chest_approval then Chest_approval = false textOutput("", 10, 9, 11) else Chest_approval = true textOutput("Chests,", 10, 9, 11) end elseif key == 18 then if enderchest then enderchest = not(enderchest) textOutput("", 10, 9, 11) else Chest_approval = true enderchest = true textOutput("Enderchest,", 10, 9, 11) end elseif key == 20 then if Torch_approval then Torch_approval = false textOutput("", 1, 9, 8) else Torch_approval = true textOutput("Torches,", 1, 9, 8) end elseif key == 25 then if throw_stuff then throw_stuff = not(throw_stuff) textOutput("", 22, 9, 12) else throw_stuff = true textOutput("Throw items.", 22, 9, 12) end end end resetScreen() textOutput("Do you want to save this configuration as your favorite ?", 1, 4, 0) New_favorite = securedInput(1, 6, "text", 0, 0, "Yes", "No") if (New_favorite == "y") then favorite = {} favorite.tunnels_integer = tunnels_integer favorite.Width = Width favorite.Height = Height favorite.Length = Length favorite.tunnels_separation = tunnels_separation favorite.Torch_approval = Torch_approval favorite.Chest_approval = Chest_approval favorite.throw_stuff = throw_stuff favorite.enderchest = enderchest output = textutils.serialize(favorite) handle = fs.open("favorite", "w") handle.write(output) handle.close() end end resetScreen() textOutput("To manage extra slots, press s", 1, 4, 0) textOutput("This option allows you to have several torches/fuel/chests slots, as well as different items to throw", 1, 6, 0) textOutput("Else, press enter to skip this step.", 1, 10, 0) torches_slots, chests_slots, garbage_slots = 0, 0, 0 while true do press, key = os.pullEvent() if press == "key" and key == 28 then fuel_slots = 1 break elseif key == 31 then repeat turtle.select(1) resetScreen() textOutput("Number of fuel slots ? ", 1, 4, 0) fuel_slots = securedInput(29, 4, "integer", 1, 16, " ", " ") slot_total = fuel_slots if Torch_approval then textOutput("Number of torches slots ? ", 1, 5, 0) torches_slots = securedInput(29, 5, "integer", 1, 16, " ", " ") slot_total = slot_total + torches_slots end if Chest_approval and not(enderchest) then textOutput("Number of chests slots ? ", 1, 6, 0) chests_slots = securedInput(29, 6, "integer", 1, 16, " ", " ") slot_total = slot_total + chests_slots end if throw_stuff then textOutput("Number of undesired items ? ", 1, 7, 0) garbage_slots = securedInput(29, 7, "integer", 1, 16, " ", " ") slot_total = slot_total + garbage_slots end until (slot_total < 16) break end end resetScreen() if (tunnels_integer > 1) then textOutput("The first tunnel will be in front of the turtle. Do you want the tunnels to be dug on the right or on the left of the first tunnel (They will be parallel to the first one) ?", 1, 4, 0) Bool_direction = securedInput(1, 9, "text", 0, 0, "Right", "Left") end if (tunnels_integer == 1) and (Width > 1) then textOutput("In front of the turtle will be one side of the tunnel. Do you want it to mine the rest on the left or on the right ?", 1, 4, 0) Bool_direction = securedInput(1, 9, "text", 0, 0, "Right", "Left") end resetScreen() if Torch_approval then if torches_slots > 1 then textOutput("Torches in the slots 1 to "..torches_slots, 1, 4, 0) else torches_slots = 1 textOutput("Torches in the slot 1", 1, 4, 0) end end if fuel_slots > 1 then textOutput("Fuel in the slots "..(torches_slots+1).." to "..(torches_slots+fuel_slots), 1, 5, 0) else fuel_slots = 1 textOutput("Fuel in the slot "..(torches_slots+1), 1, 5, 0) end if Chest_approval and not(enderchest) then if chests_slots > 1 then textOutput("Chests in the slots "..(torches_slots+fuel_slots+1).." to "..(torches_slots+fuel_slots+chests_slots), 1, 6, 0) else chests_slots = 1 textOutput("Chests in the slot "..(torches_slots+fuel_slots+1), 1, 6, 0) end end if enderchest then textOutput("The enderchest in the slot "..(torches_slots+fuel_slots+1), 1, 6, 0) chests_slots = 1 end if throw_stuff then if garbage_slots > 1 then textOutput("Please make sure there are samples of the items to throw in the slots "..(torches_slots+fuel_slots+chests_slots+1).." to "..(torches_slots+fuel_slots+chests_slots+garbage_slots), 1, 8, 0) else garbage_slots = 1 textOutput("Please make sure there is a sample of the item to throw in the slot "..(torches_slots+fuel_slots+chests_slots+1), 1, 8, 0) end end if (Bool_direction == "r") then Bool_direction = true else Bool_direction = false end textOutput("Press enter to start", 1, 11, 0) while true do press, key = os.pullEvent() if press == "key" and key == 28 then break end end resetScreen() textOutput("", 1, 11, 20) if Torch_approval and (turtle.getItemCount(1) == 0) then textOutput("The torches slot is empty. Are you sure you want to use torches ?", 1, 4, 0) Torch_approval = convertToBool(securedInput(1, 6, "text", 0, 0, "Yes", "No"), "y") elseif Torch_approval and (turtle.getItemCount(1) ~= 0) then for u = 1, torches_slots-1 do turtle.select(u+1) if not(turtle.compareTo(1)) then Torch_mismatch = true end end if Torch_mismatch then resetScreen() textOutput("All the slots dedicated to the torches have not been set up correctly. Are you sure you want to use torches ?", 1, 4, 0) Torch_approval = convertToBool(securedInput(1, 7, "text", 0, 0, "Yes", "No"), "y") end end if Chest_approval and (turtle.getItemCount(torches_slots + fuel_slots + 1) == 0) then resetScreen() textOutput("The chests slot is empty. Are you sure you want to use chests ?", 1, 4, 0) Chest_approval = convertToBool(securedInput(1, 6, "text", 0, 0, "Yes", "No"), "y") elseif Chest_approval and (turtle.getItemCount(torches_slots + fuel_slots + 1) ~= 0) then for u = 1, chests_slots-1 do turtle.select(torches_slots + fuel_slots + u + 1) if not(turtle.compareTo(torches_slots + fuel_slots + 1)) then Chest_mismatch = true end end if Chest_mismatch then resetScreen() textOutput("All the slots dedicated to the chests have not been set up correctly. Are you sure you want to use chests ?", 1, 4, 0) Chest_approval = convertToBool(securedInput(1, 7, "text", 0, 0, "Yes", "No"), "y") end end if Torch_approval then empty_torches_slots = 0 for u = 1, torches_slots do if turtle.getItemCount(u) == 0 then empty_torches_slots = empty_torches_slots + 1 end end if empty_torches_slots == torches_slots then shortage[1] = true end textOutput("No Torches -", 11, 11, 0) end if Torch_approval and (turtle.getItemCount(1) ~= 0) then shortage[1] = false textOutput("Torches OK -", 11, 11, 0) end if Chest_approval then empty_chests_slots = 0 for u = 1, chests_slots do if turtle.getItemCount(torches_slots + fuel_slots + u) == 0 then empty_chests_slots = empty_chests_slots + 1 end end if empty_chests_slots == chests_slots then shortage[3] = true end textOutput("No Chests -", 24, 11, 0) end if Chest_approval and (turtle.getItemCount(torches_slots + fuel_slots + 1) ~= 0) then shortage[3] = false textOutput("Chests OK -", 24, 11, 0) end textOutput("Fuel OK -", 1, 11, 0) refuel_count = 80 - turtle.getFuelLevel() FacingAngle, tunnel_forth, current_slot= 0, true, {1, 1, 1} refuel_count = moveUp(true, 1, refuel_count, false) if (Width == 1) then refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) end for done_tunnels=1, tunnels_integer do if (Width >= 2) then for done_layers=1, math.ceil(Length/2) do refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) FacingAngle = turn(FacingAngle, Bool_direction, 1) refuel_count, Height_Position = digVerticalLayer(refuel_count, FacingAngle, Width, Height, "down", false, Bool_direction) FacingAngle = turn(FacingAngle, not(Bool_direction), 1) refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) FacingAngle = turn(FacingAngle, not(Bool_direction), 1) refuel_count, Height_Position = digVerticalLayer(refuel_count, FacingAngle, Width, Height, Height_Position, false, not(Bool_direction)) FacingAngle = turn(FacingAngle, Bool_direction, 1) if (done_layers%4 == 0) then refuel_count = moveUp(false, 1, refuel_count, false) FacingAngle = turn(FacingAngle, Bool_direction, 1) placeTorch("front") FacingAngle = turn(FacingAngle, not(Bool_direction), 1) refuel_count = moveUp(true, 1, refuel_count, false) end end elseif (Width == 1) then refuel_count, Height_Position = digVerticalLayer(refuel_count, FacingAngle, 2*math.ceil(Length/2), Height, "down", true, Bool_direction) end if (Height_Position == "up") then refuel_count = moveUp(false, (Height - 3), refuel_count, false) Height_Position = "down" end if tunnel_forth and (tunnels_integer - done_tunnels >= 1) then refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) FacingAngle = turn(FacingAngle, Bool_direction, 1) refuel_count, Height_Position = digVerticalLayer(refuel_count, FacingAngle, ((2*Width)+tunnels_separation), Height, "down", false, not(Bool_direction)) if (Height_Position == "up") then refuel_count = moveUp(false, (Height - 3), refuel_count, false) Height_Position = "down" end FacingAngle = turn(FacingAngle, Bool_direction, 1) placeTorch("below") elseif not(tunnel_forth) then refuel_count = moveForward(FacingAngle, true, 1, true, false, refuel_count) FacingAngle = turn(FacingAngle, Bool_direction, 1) refuel_count, Height_Position = digVerticalLayer(refuel_count, FacingAngle, ((2*Width)-1+tunnels_separation), Height, "down", false, Bool_direction) FacingAngle = turn(FacingAngle, not(Bool_direction), 1) refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) FacingAngle = turn(FacingAngle, not(Bool_direction), 1) refuel_count, Height_Position = digVerticalLayer(refuel_count, FacingAngle, ((2*Width)-1+tunnels_separation), Height, Height_Position, false, not(Bool_direction)) if (Height_Position == "up") then refuel_count = moveUp(false, (Height - 3), refuel_count, false) Height_Position = "down" end FacingAngle = turn(FacingAngle, Bool_direction, 2) refuel_count = moveForward(FacingAngle, true, (Width-2), true, true, refuel_count) placeTorch("front") FacingAngle = turn(FacingAngle, not(Bool_direction), 2) refuel_count = moveForward(FacingAngle, true, (Width-2), true, true, refuel_count) if (tunnels_integer - done_tunnels ~= 0) then refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) refuel_count, Height_Position = digVerticalLayer(refuel_count, FacingAngle, (tunnels_separation+1), Height, Height_Position, false, Bool_direction) FacingAngle = turn(FacingAngle, not(Bool_direction), 1) refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) FacingAngle = turn(FacingAngle, not(Bool_direction), 1) refuel_count, Height_Position = digVerticalLayer(refuel_count, FacingAngle, (tunnels_separation+1), Height, Height_Position, false, not(Bool_direction)) refuel_count = moveForward(FacingAngle, false, tunnels_separation, true, true, refuel_count) FacingAngle = turn(FacingAngle, not(Bool_direction), 1) placeTorch("front") FacingAngle = turn(FacingAngle, not(Bool_direction), 2) end end if tunnel_forth and (tunnels_integer - done_tunnels == 0) and (Width > 1) then refuel_count = moveForward(FacingAngle, false, 2*math.ceil(Length/2), false, false, refuel_count) FacingAngle = turn(FacingAngle, Bool_direction, 1) refuel_count = moveForward(FacingAngle, true, 1, false, false, refuel_count) refuel_count, Height_Position = digVerticalLayer(refuel_count, FacingAngle, (Width - 1), Height, Height_Position, false, Bool_direction) FacingAngle = turn(FacingAngle, Bool_direction, 1) refuel_count = moveForward(FacingAngle, true, 1, false, false, refuel_count) FacingAngle = turn(FacingAngle, Bool_direction, 1) refuel_count, Height_Position = digVerticalLayer(refuel_count, FacingAngle, (Width - 1), Height, Height_Position, false, not(Bool_direction)) if (Height_Position == "up") then refuel_count = moveUp(false, (Height - 3), refuel_count, false) Height_Position = "down" end refuel_count = moveForward(FacingAngle, false, (Width - 2), false, false, refuel_count) FacingAngle = turn(FacingAngle, Bool_direction, 2) end if (Width == 1) and (tunnels_integer - done_tunnels ~= 0) then refuel_count = moveForward(FacingAngle, true, 1, true, true, refuel_count) elseif (Width == 1) and (tunnels_integer - done_tunnels == 0) and tunnel_forth then refuel_count = moveForward(FacingAngle, false, (2*math.ceil(Length/2)), false, false, refuel_count) end tunnel_forth = not(tunnel_forth) end refuel_count = moveUp(false, 1, refuel_count, false) if (Width == 1) and not(tunnel_forth) then refuel_count = moveForward(FacingAngle, false, 1, false, false, refuel_count) turn(FacingAngle, Bool_direction, 1) end refuel_count = moveForward(FacingAngle, false, ((tunnels_integer*Width) - 1 + (tunnels_separation*(tunnels_integer - 1))), false, false, refuel_count) FacingAngle = turn(FacingAngle, not(Bool_direction), 1) refuel_count = moveForward(FacingAngle, true, 1, false, false, refuel_count) resetScreen() write("Done. I hope I worked well !") term.setCursorPos(1,8)
-- GoPrimaryKeys -- GoColumns -- GoValues -- GoValuesWhere -- GoValuesSet redis = require "redis" red = redis:new() -- Init inital funcation function Init() local ok, err = red:connect("127.0.0.1", 6379) ok, err = red:set("dog", "an animal") local res, err = red:get("dog") print("redis status: ",res) end -- InsertRewrite insert rewrite logic function InsertRewrite (tab) end -- DeleteRewrite delete rewrite logic function DeleteRewrite (tab) end -- UpdateRewrite update rewrite logic function UpdateRewrite (tab) end -- QueryRewrite query rewrite logic function QueryRewrite (sql) end -- Finalizer final destructor function function Finalizer () red:close() end
local wk = require("which-key") local opts = {mode = 'n', silent = true, noremap = true} local iopts = {mode = 'i', silent = true, noremap = true} local buffers = require('mappings.buffers') local empty_lines = require('mappings.empty_lines') local files = require('mappings.files') local git = require('mappings.git') local lsp = require('mappings.lsp') local open = require('mappings.open') local project = require('mappings.project') local toggle = require('mappings.toggle') local search = require('mappings.search') local session = require('mappings.session') local window = require('mappings.window') vim.g.mapleader = ' ' -- Space -- Normal mode mappings wk.register({ ["<leader>"] = { ["<space>"] = { "<cmd>Telescope find_files<cr>", "Find Files" }, ["/"] = { "<cmd>Telescope live_grep<cr>", "Search in project" }, [","] = { "<cmd>Telescope buffers<cr>", "Browse buffers" }, }, gc = {name = "+Comments"}, }, opts) wk.register(buffers, opts) wk.register(empty_lines, opts) wk.register(files, opts) wk.register(git, opts) wk.register(lsp, opts) wk.register(open, opts) wk.register(project, opts) wk.register(toggle, opts) wk.register(search, opts) wk.register(session, opts) wk.register(window, opts) -- Insert mode mappings wk.register({ ["<C-Space>"] = { "<cmd>LspSignatureHelp<cr>", "Signature Help" } }, iopts)
Constants = { SEMI_AUTO = 1, BURST_FIRE = 2, FULL_AUTO = 3, } AllowedAuto = { [GetHashKey('GROUP_RIFLE')] = true, [GetHashKey('GROUP_SMG')] = true, } Weapons = {} function WeaponStub() return { Safety = false, FiringMode = 1, } end function GetWeapon(hash) if not Weapons[hash] then Weapons[hash] = WeaponStub() end return Weapons[hash] end function IsArmed() return IsPedArmed(PlayerPedId(), 4) end function PlayClick(ped) PlaySoundFromEntity(-1, 'Faster_Click', ped, 'RESPAWN_ONLINE_SOUNDSET', true) end function ShowNotification(message) SetNotificationTextEntry('STRING') AddTextComponentSubstringPlayerName(message) DrawNotification(true, true) end
----------------------------------------------------- --[[ Name: cl_menu_bank_storage.lua For: SantosRP By: Ultra ]]-- local Panel = {} function Panel:Init() self:SetTitle( "Bank Storage" ) self:SetDeleteOnClose( false ) self.m_pnlInvLabel = vgui.Create( "DLabel", self ) self.m_pnlInvLabel:SetExpensiveShadow( 2, Color(0, 0, 0, 255) ) self.m_pnlInvLabel:SetTextColor( Color(255, 255, 255, 255) ) self.m_pnlInvLabel:SetFont( "Trebuchet24" ) self.m_pnlInvLabel:SetText( "Inventory" ) self.m_pnlInvLabel:SizeToContents() self.m_pnlBankLabel = vgui.Create( "DLabel", self ) self.m_pnlBankLabel:SetExpensiveShadow( 2, Color(0, 0, 0, 255) ) self.m_pnlBankLabel:SetTextColor( Color(255, 255, 255, 255) ) self.m_pnlBankLabel:SetFont( "Trebuchet24" ) self.m_pnlBankLabel:SetText( "Bank Storage" ) self.m_pnlBankLabel:SizeToContents() self.m_pnlInventoryList = vgui.Create( "SRP_ScrollPanel", self ) self.m_pnlInventoryList.Paint = function( _, intW, intH ) surface.SetDrawColor( 50, 50, 50, 100 ) surface.DrawRect( 0, 0, intW, intH ) end self.m_pnlBankList = vgui.Create( "SRP_ScrollPanel", self ) self.m_pnlBankList.Paint = function( _, intW, intH ) surface.SetDrawColor( 50, 50, 50, 100 ) surface.DrawRect( 0, 0, intW, intH ) end self.m_tblInvItems = {} self.m_tblBankItems = {} hook.Add( "GamemodeOnGetBankUpdate", "BankMenu", function() if not ValidPanel( self ) or not self:IsVisible() then return end self:Refresh() end ) end function Panel:Refresh() for k, v in pairs( self.m_tblInvItems ) do if ValidPanel( v ) then v:Remove() end end for k, v in pairs( self.m_tblBankItems ) do if ValidPanel( v ) then v:Remove() end end self.m_tblInvItems = {} self.m_tblBankItems = {} for k, v in pairs( LocalPlayer():GetInventory() ) do if not GAMEMODE.Inv:ValidItem( k ) then continue end if GAMEMODE.Inv:GetItem( k ).JobItem then continue end local pnl = vgui.Create( "SRPQMenuItemCard", self.m_pnlInventoryList ) pnl.BuildTrayButtons = function( pnl ) pnl.m_pnlBtnTray:Clear() if not pnl.m_tblItem then return end local takeBtn = vgui.Create( "SRP_Button", pnl.m_pnlBtnTray ) takeBtn:SetText( "Move To Bank" ) takeBtn.DoClick = function() GAMEMODE.Net:MoveItemToNPCBank( k, 1 ) end takeBtn.DoRightClick = function() local dMenu = DermaMenu() dMenu:AddOption( "Move 5", function() GAMEMODE.Net:MoveItemToNPCBank( k, 5 ) end ) dMenu:AddOption( "Move 10", function() GAMEMODE.Net:MoveItemToNPCBank( k, 10 ) end ) dMenu:AddOption( "Move 15", function() GAMEMODE.Net:MoveItemToNPCBank( k, 15 ) end ) dMenu:AddOption( "Move 25", function() GAMEMODE.Net:MoveItemToNPCBank( k, 25 ) end ) dMenu:AddOption( "Move 50", function() GAMEMODE.Net:MoveItemToNPCBank( k, 50 ) end ) dMenu:Open() end table.insert( pnl.m_tblTrayBtns, takeBtn ) pnl.m_pnlBtnTray:InvalidateLayout() end pnl:SetItemID( k ) pnl:SetItemAmount( v ) table.insert( self.m_tblInvItems, pnl ) end for k, v in pairs( GAMEMODE.m_tblBankItems or {} ) do if not GAMEMODE.Inv:ValidItem( k ) then continue end local pnl = vgui.Create( "SRPQMenuItemCard", self.m_pnlBankList ) pnl.BuildTrayButtons = function( pnl ) pnl.m_pnlBtnTray:Clear() if not pnl.m_tblItem then return end local takeBtn = vgui.Create( "SRP_Button", pnl.m_pnlBtnTray ) takeBtn:SetText( "Move To Inventory" ) takeBtn.DoClick = function() GAMEMODE.Net:TakeItemFromBank( k, 1 ) end takeBtn.DoRightClick = function() local dMenu = DermaMenu() dMenu:AddOption( "Move 5", function() GAMEMODE.Net:TakeItemFromBank( k, 5 ) end ) dMenu:AddOption( "Move 10", function() GAMEMODE.Net:TakeItemFromBank( k, 10 ) end ) dMenu:AddOption( "Move 15", function() GAMEMODE.Net:TakeItemFromBank( k, 15 ) end ) dMenu:AddOption( "Move 25", function() GAMEMODE.Net:TakeItemFromBank( k, 25 ) end ) dMenu:AddOption( "Move 50", function() GAMEMODE.Net:TakeItemFromBank( k, 50 ) end ) dMenu:Open() end table.insert( pnl.m_tblTrayBtns, takeBtn ) pnl.m_pnlBtnTray:InvalidateLayout() end pnl:SetItemID( k ) pnl:SetItemAmount( v ) table.insert( self.m_tblBankItems, pnl ) end self:InvalidateLayout() end function Panel:PerformLayout( intW, intH ) DFrame.PerformLayout( self, intW, intH ) local padding = 0 local half = intW /2 self.m_pnlInvLabel:SetPos( 5, 28 ) self.m_pnlBankLabel:SetPos( intW -self.m_pnlBankLabel:GetWide() -5, 28 ) self.m_pnlInventoryList:SetSize( half -(padding *2), intH -28 -self.m_pnlInvLabel:GetTall() -padding ) self.m_pnlInventoryList:SetPos( padding, 28 +self.m_pnlInvLabel:GetTall() +padding ) self.m_pnlBankList:SetSize( half -(padding *2), intH -28 -self.m_pnlInvLabel:GetTall() -padding ) self.m_pnlBankList:SetPos( padding +half, 28 +self.m_pnlInvLabel:GetTall() +padding ) for _, pnl in pairs( self.m_tblInvItems ) do pnl:DockMargin( 0, 0, 0, 5 ) pnl:SetTall( 48 ) pnl:Dock( TOP ) end for _, pnl in pairs( self.m_tblBankItems ) do pnl:DockMargin( 0, 0, 0, 5 ) pnl:SetTall( 48 ) pnl:Dock( TOP ) end end function Panel:Open() self:Refresh() self:SetVisible( true ) self:MakePopup() end function Panel:OnClose() GAMEMODE.Net:SendNPCDialogEvent( "bank_storage_end_dialog" ) end vgui.Register( "SRPBankStorageMenu", Panel, "SRP_Frame" )
client = nil service = nil return function(data) local getData = nil local window = client.UI.Make("Window",{ Name = "BlockedUsers"; Title = "Blocked Users"; Icon = client.MatIcons.Dangerous; Size = {300, 200}; MinSize = {180, 120}; AllowMultiple = false; OnRefresh = function() getData() end }) local scroller = window:Add("ScrollingFrame", { List = {}; ScrollBarThickness = 3; BackgroundTransparency = 1; Position = UDim2.new(0, 0, 0, 35); Size = UDim2.new(1, 0, 1, -40); }) local search = window:Add("TextBox", { Position = UDim2.new(0, 5, 0, 5); Size = UDim2.new(1, -10, 0, 25); BackgroundTransparency = 0.25; BorderSizePixel = 0; TextColor3 = Color3.new(1, 1, 1); Text = ""; PlaceholderText = "Search"; TextStrokeTransparency = 0.8; }) search:Add("ImageLabel", { Image = client.MatIcons.Search; Position = UDim2.new(1, -21, 0, 3); Size = UDim2.new(0, 18, 0, 18); ImageTransparency = 0.2; BackgroundTransparency = 1; }) local blockedUsers: {number} = {} local function generate() local filter = search.Text scroller:ClearAllChildren() local count = 0 for i, person in ipairs(blockedUsers) do count += 1 local name = if type(person) == "number" then service.Players:GetNameFromUserIdAsync(person) elseif person.DisplayName == person.Username then person.Username else string.format("%s (@%s)", person.DisplayName, person.Username) local userId = if type(person) == "number" then person else person.Id local plr = service.Players:GetPlayerByUserId(userId) if filter == "" or string.find(name:lower(), filter:lower()) then local entry = scroller:Add("TextLabel", { Text = " "..name; ToolTip = "ID: ".. userId; BackgroundTransparency = (i%2 == 0 and 0) or 0.2; Size = UDim2.new(1, -10, 0, 30); Position = UDim2.new(0, 5, 0, (30*(i-1))); TextXAlignment = "Left"; }) if plr then entry:Add("TextLabel", { Text = "Unblock"; BackgroundTransparency = 1; Size = UDim2.new(0, 100, 0.9, 0); Position = UDim2.new(1, -100, 0.05, 0); OnClick = function() service.StarterGui:SetCore("PromptUnblockPlayer", plr) end }) end spawn(function() entry:Add("ImageLabel", { Image = service.Players:GetUserThumbnailAsync(userId, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size420x420); BackgroundTransparency = 1; Size = UDim2.new(0, 30, 0, 30); Position = UDim2.new(0, 0, 0, 0); }) end) end end scroller:ResizeCanvas(false, true, false, false, 5, 5) window:SetTitle("Blocked Users ("..count..")") end function getData() blockedUsers = service.StarterGui:GetCore("GetBlockedUserIds") blockedUsers = select(2, xpcall(function() return service.UserService:GetUserInfosByUserIdsAsync(blockedUsers) end, function() return blockedUsers end)) generate() end search:GetPropertyChangedSignal("Text"):Connect(generate) service.StarterGui:GetCore("PlayerBlockedEvent").Event:Connect(getData) service.StarterGui:GetCore("PlayerUnblockedEvent").Event:Connect(getData) getData() window:Ready() end
require 'hlslens'.setup()
local screenSize = Vector2(guiGetScreenSize()) local isScreenVisible = false local fonts = {} local colors = { white = tocolor(255, 255, 255, 255), orange = tocolor(235, 196, 15, 255), grey = tocolor(180, 180, 180, 100), } local scale = 1 local isMousePressed = false local prevMouseState = false local mouseX = 0 local mouseY = 0 local screenData = { nickname = "-", rank = 0, players_total = 0, kills = 0, reward = 0, time_alive = 0, accuracy = 0, damage_taken = 0, hp_healed = 0 } local winTexts = { "rank_wintext1" } local currentWinText = "" function localize(name) local res = getResourceFromName("pb_lang") if (res) and (getResourceState(res) == "running") then return exports.pb_lang:localize(name) else return name end end function isMouseOver(x, y, w, h) return mouseX >= x and mouseX <= x + w and mouseY >= y and mouseY <= y + h end local function drawButton(text, x, y, width, height, bg, color, scale) if not bg then bg = tocolor(250, 250, 250) end if not color then color = tocolor(0, 0, 0, 200) end if not scale then scale = 1 end dxDrawRectangle(x, y, width, height, bg) dxDrawRectangle(x, y + height - 5, width, 5, tocolor(0, 0, 0, 10)) dxDrawText(text, x, y, x + width, y + height, color, scale, fonts.normal, "center", "center") if isMouseOver(x, y, width, height) then dxDrawRectangle(x, y, width, height, tocolor(0, 0, 0, 100)) if isMousePressed then return true end end return false end addEventHandler("onClientRender", root, function () if not isScreenVisible then return end local currentMouseState = getKeyState("mouse1") if not prevMouseState and currentMouseState then isMousePressed = true else isMousePressed = false end prevMouseState = currentMouseState local mx, my = getCursorPosition() if mx then mx = mx * screenSize.x my = my * screenSize.y else mx, my = 0, 0 end mouseX, mouseY = mx, my dxDrawRectangle(0, 0, screenSize.x, screenSize.y, tocolor(0, 0, 0, 200)) dxDrawText(tostring(screenData.nickname), 50, 50, 51, 51, colors.white, 1, fonts.big, "left", "top") local topText if screenData.rank and screenData.rank <= 10 then if screenData.rank == 1 then topText = localize(currentWinText) else topText = localize("rank_top10text") end else topText = localize("rank_losetext") end dxDrawText(topText, 50, 120, 51, 121, colors.orange, 1, fonts.medium, "left", "top") dxDrawText("#"..tostring(screenData.rank), 0, 50, screenSize.x - 50 - 130, 51, colors.orange, scale, fonts.bigger_bold, "right", "top") dxDrawText("/"..tostring(screenData.players_total), screenSize.x - 50 - 125, 50, screenSize.x, 51, colors.grey, scale, fonts.bigger, "left", "top") local ry = 240 local rx = 50 local rtext = localize("rank_label") ..tostring(screenData.rank) local rw = dxGetTextWidth(rtext, 1, fonts.medium) local rh = dxGetFontHeight(1, fonts.medium) dxDrawText(rtext, rx, ry, rx + rw, ry + 1, colors.white, 1, fonts.medium, "left", "top") dxDrawLine(rx, ry + rh + 15, rx + rw, ry + rh + 15, colors.grey) ry = ry + rh + 30 dxDrawText(localize("rank_time_survived"), rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "left", "top") dxDrawText(tostring(screenData.time_alive).." "..localize("rank_minutes"), rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "right", "top") -- ry = ry + 25 -- dxDrawText("ОЧКИ УБИЙСТВ", rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "left", "top") -- dxDrawText("9999", rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "right", "top") -- ry = ry + 25 -- dxDrawText("ОЧКИ ЧЕГО-ТО ЕЩЁ", rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "left", "top") -- dxDrawText("9999", rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "right", "top") if scale > 0.9 then ry = 240 rx = rx + rw + 40 rtext = localize("rank_kills") .." "..tostring(screenData.kills) rw = dxGetTextWidth(rtext, 1, fonts.medium) dxDrawText(rtext, rx, ry, rx + rw, ry + 1, colors.white, 1, fonts.medium, "left", "top") dxDrawLine(rx, ry + rh + 15, rx + rw, ry + rh + 15, colors.grey) ry = ry + rh + 30 dxDrawText(localize("rank_accuracy"), rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "left", "top") dxDrawText(tostring(screenData.accuracy).."%", rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "right", "top") ry = ry + 25 dxDrawText(localize("rank_damage_taken"), rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "left", "top") dxDrawText(screenData.damage_taken, rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "right", "top") ry = ry + 25 dxDrawText(localize("rank_healed_hp"), rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "left", "top") dxDrawText(screenData.hp_healed, rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "right", "top") end ry = 240 rx = rx + rw + 40 rtext = localize("rank_reward") .. " "..tostring(screenData.reward) rw = dxGetTextWidth(rtext, 1, fonts.medium) dxDrawText(rtext, rx, ry, rx + rw, ry + 1, colors.white, 1, fonts.medium, "left", "top") dxDrawLine(rx, ry + rh + 15, rx + rw, ry + rh + 15, colors.grey) -- ry = ry + rh + 30 -- dxDrawText("ОЧКИ РАНГА", rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "left", "top") -- dxDrawText("9999", rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "right", "top") -- ry = ry + 25 -- dxDrawText("ОЧКИ УБИЙСТВ", rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "left", "top") -- dxDrawText("9999", rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "right", "top") -- ry = ry + 25 -- dxDrawText("ОЧКИ ЧЕГО-ТО ЕЩЁ", rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "left", "top") -- dxDrawText("9999", rx, ry, rx + rw, ry + 1, colors.grey, 1, fonts.small, "right", "top") local bw = 200 local bh = 50 if drawButton(localize("rank_exit_to_lobby"), screenSize.x / 2 - bw / 2, screenSize.y - bh - 50, bw, bh) then setVisible(false) triggerEvent("onExitToLobby", resourceRoot) end end) addEventHandler("onClientResourceStart", resourceRoot, function () fonts.bigger_bold = dxCreateFont("assets/Roboto-Bold.ttf", 54) fonts.bigger = dxCreateFont("assets/Roboto-Regular.ttf", 54) fonts.big = dxCreateFont("assets/Roboto-Regular.ttf", 35) fonts.medium = dxCreateFont("assets/Roboto-Regular.ttf", 28) fonts.small = dxCreateFont("assets/Roboto-Regular.ttf", 10) fonts.normal = dxCreateFont("assets/Roboto-Bold.ttf", 14) if screenSize.x < 1024 then scale = 0.5 end setVisible(false) end) function setVisible(visible) if isScreenVisible == not not visible then return end isScreenVisible = not not visible showCursor(isScreenVisible) end function isVisible() return isScreenVisible end function setScreenData(data) if type(data) ~= "table" then return end currentWinText = winTexts[math.random(1, #winTexts)] screenData = data end
local class = require 'lib.middleclass' local Path = require 'qix.path' local Zone = require 'qix.zone' local Qix = class('Qix') function Qix:initialize() self.zones = {} self.cursor = {x = 0, y = 0} self.size = {x=1280,y=720} self.speed = 3 self.current_path = nil end function Qix:update(dt) local input_x, input_y = System.playerInput:get 'move' local input_marker = System.playerInput:get 'action' == 1 or false self:move_cursor(input_x * self.speed, input_y * self.speed) if self.current_path and self.current_path.aborted and self.current_path.elapsed <= 0 then self.current_path = nil end if self.current_path and not self.current_path.aborted then local result = self.current_path:extend_to(self.cursor.x, self.cursor.y) if result == "zone" then print("Convert path into zone") end if not input_marker then self:endPath() end else if input_marker then self:beginPath() end end if self.current_path then self.current_path:update(dt) end end -- x and y are -1 to 1 and indicate the amount of input function Qix:move_cursor(x, y) local new_x = self.cursor.x + x local new_y = self.cursor.y + y new_x = math.min(new_x, self.size.x) new_x = math.max(new_x, 0) new_y = math.min(new_y, self.size.y) new_y = math.max(new_y, 0) -- additional logic about following lines? self.cursor.x = new_x self.cursor.y = new_y end function Qix:beginPath() if self.current_path then print("Tried to start new path while existing path is active") return end self.current_path = Path:new(self.size.x, self.size.y) self.current_path:beginPath(self.cursor.x, self.cursor.y) end function Qix:endPath() if not self.current_path then print("Tried to end path without active path existing") return end self.current_path:abort() end function Qix:draw() if self.current_path then self.current_path:draw() end for z in ipairs(self.zones) do z:draw() end -- draw cursor love.graphics.draw(Assets.ui.cursor, self.cursor.x, self.cursor.y) end return Qix
-- @namespace foundation.com -- -- Foundation MT, contains some various utilities for general minetest stuff -- local mod = foundation.new_module("foundation_mt", "1.0.0") -- Helper function for recovering some amount of hp -- -- It will return the amount that was actually recovered -- -- A return of 0 means nothing was recovered -- -- @spec recover_hp(ObjectRef, Integer, Any): Integer function foundation.com.recover_hp(entity, amount, reason) local hp = entity:get_hp() local hp_max = entity:get_properties().hp_max local used_amount = math.min(hp + amount, hp_max) - hp if used_amount > 0 then entity:set_hp(hp + used_amount, reason) end return used_amount end -- A copy of minetest default's get_inventory_drops -- -- Adds an inventory's items to a given drops list -- -- @mutative -- @spec get_inventory_drops(pos: Vector3, inventory: InventoryRef, drops: ItemStack[]): void function foundation.com.get_inventory_drops(pos, inventory, drops) local inv = minetest.get_meta(pos):get_inventory() local n = #drops for i = 1, inv:get_size(inventory) do local stack = inv:get_stack(inventory, i) if stack:get_count() > 0 then n = n + 1 drops[n] = stack:to_table() end end end mod:require("groups.lua") mod:require("schematic_helpers.lua")
local socket = require "socket" local json = require "json" print("Type the requirement that you want to do") local requirement = io.read() -- starts a connection to the server local server = socket.connect("localhost", 80324) -- table with the requirement local reqtab = { requirement = requirement } if server ~= nil then -- encodes the requirement to a json format local msg = json.encode(reqtab) .. "\n" -- sends the requirement server:send(msg) -- gets a response response = server:receive() response = json.decode(response) -- treats the response if response.msg == "error" then print("error! ", response.err) else if response.requirement == "hour" then io.write(response.hour, ":", response.min, ":", response.sec, "\n") elseif response.requirement == "test" then print(response.msg) end end server:close() else print("error, can't reach the server") end
-- -- PubNub : Subscribe Example -- require "pubnub" require "PubnubUtil" textout = PubnubUtil.textout -- -- INITIALIZE PUBNUB STATE -- pubnub_obj = pubnub.new({ publish_key = "demo", subscribe_key = "demo", secret_key = nil, ssl = nil }) -- -- STARTING WELCOME MESSAGE FOR THIS EXAMPLE -- textout("...") textout(" ") -- -- HIDE STATUS BAR -- display.setStatusBar( display.HiddenStatusBar ) -- -- FUNCTIONS USED FOR TEST -- function subscribe( channel ) pubnub_obj:subscribe({ channel = channel, connect = function() textout('Connected to channel ') textout(channel) end, callback = function(message) --print(message.data.message) textout(message) end, error = function() textout("Oh no!!! Dropped 3G Conection!") end, }) end -- -- MAIN TEST -- subscribe("lua-1")
-- zauberer local base = require 'base' local inv = require 'inventory' local kampf = require 'battle' local logger = client.createLogger('zauberer') local trigger = {} -- --------------------------------------------------------------------------- -- Zauber local zaubererhandschuhe = { feuersteinhandschuhe = 'feuer', schlangenlederhandschuhe = 'feuer', wandlerhandschuhe = '*', } local function hand(art) local handschuhart = art or 'feuer' local handschuhe = inv.ruestung.handschuhe() if handschuhe ~= nil and handschuhe ~= '' and zaubererhandschuhe[handschuhe] ~= '*' and zaubererhandschuhe[handschuhe] ~= handschuhart then client.send('ziehe '..handschuhe..' aus') end client.send('hand '..(art or '')) end local function rueste(item) client.send('rueste '..item) end local items_ruesten local rueste_next_index = 1 local function rueste_next_item() local item = items_ruesten[rueste_next_index] rueste_next_index = rueste_next_index + 1 rueste(item) end -- ruestet nacheinander alle ruestungsteile local function ruesten() items_ruesten = inv.alleRuestungen() rueste_next_index = 1 rueste_next_item() client.createTimer(3, rueste_next_item, #items_ruesten-1) end local einstellbare_zauber = { gp='giftpfeil', g='giftpfeil', fb='feuerball', f='feuerball', bl='blitz', b='blitz', } local zauber_staerken = { k='klein', m='mittel', g='gross', } zauber_staerken['1'] = 'klein' zauber_staerken['2'] = 'mittel' zauber_staerken['3'] = 'gross' local function spruchstaerke(spruch, staerke) spruch = einstellbare_zauber[spruch] or spruch staerke = zauber_staerken[staerke] or staerke client.send('spruchstaerke '..spruch..' '..staerke) end -- blitz nur fuer stabschaden local verletze_typen = { fe='feuer', ei='eis', wa='wasser', ma='magie', gi='gift', lu='wind', sa='saeure', kr='laerm', bl='blitz', er='erde', } verletzeSchaden = nil -- schaden fuer verletze einstellen local function verletzeSchaden(schaden) verletzeSchaden = verletze_typen[schaden] or schaden client.send('verletzungstyp '..verletzeSchaden) end local function getVerletzeSchaden() return verletzeSchaden end local function stabschaden(schaden) if schaden == 'he' then client.send('weihe zauberstab') elseif schaden == 'bo' then client.send('verfluche zauberstab') else schaden = verletze_typen[schaden] or schaden client.send('stabschaden '..schaden) end end -- --------------------------------------------------------------------------- -- Trigger fuer Highlighting trigger[#trigger+1] = client.createRegexTrigger('ist nun von einer (feurigen|eisigen|verschwommenen|magischen|giftgruenen|durchscheinenden|roetlichen|flimmernden|funkelnden) Aura eingehuellt.', nil, {'<green>'}) trigger[#trigger+1] = client.createRegexTrigger('Die Aura um Dein.* schwindet.', nil, {'<red>'}) trigger[#trigger+1] = client.createSubstrTrigger('Die Ausfuehrung Deines vorbereiteten Spruches wird verzoegert.', nil, {'<cyan>'}) trigger[#trigger+1] = client.createSubstrTrigger('Dir fehlen die noetigen Materialien!', nil, {'B','<red>'}) trigger[#trigger+1] = client.createSubstrTrigger('Deine Haende beginnen', nil, {'<green>'}) trigger[#trigger+1] = client.createSubstrTrigger('Die Verzauberung Deiner Haende laesst langsam nach.', nil, {'<red>'}) trigger[#trigger+1] = client.createSubstrTrigger('Du konzentrierst Deinen Willen auf Deinen Schutz.', nil, {'<green>'}) trigger[#trigger+1] = client.createSubstrTrigger('Dein Wille laesst nach.', nil, {'<red>'}) trigger[#trigger+1] = client.createSubstrTrigger('Ploetzlich loest sich Dein Schatten von Dir.', nil, {'<green>'}) trigger[#trigger+1] = client.createSubstrTrigger('Du hast jetzt eine zusaetzliche Hand zur Verfuegung.', nil, {'<green>'}) trigger[#trigger+1] = client.createSubstrTrigger('Deine Extrahand loest sich auf.', nil, {'<red>'}) trigger[#trigger+1] = client.createSubstrTrigger('Du wirst allmaehlich wieder langsamer.', nil, {'<red>'}) -- --------------------------------------------------------------------------- -- Statuszeile local statusConf = 'SKP:{skp:3} {hand:1} {extrahand:1} {wille:1} {sz:1} {ba:1}' ..'{er:1} {gesinnung:1} {gesundheit:4}' local function convert(flag, to) return flag == 'J' and to or ' ' end local function statusZeile1(m) local gesundheit = convert(m[5],'G')..convert(m[6],'B') ..convert(m[7],'T')..convert(m[8],'F') base.statusUpdate( {'skp', m[3]}, {'gesinnung', m[4]}, {'gesundheit', gesundheit} ) end local function statusZeile2(m) base.statusUpdate( {'hand', m[1]}, {'extrahand', m[2]}, {'wille', m[3]}, {'sz', m[4]}, {'ba', m[5]}, {'er', m[6]} ) end trigger[#trigger+1] = client.createRegexTrigger('^STATUS1: ([0-9]+) ([0-9]+) ([0-9]+) (.) (.) (.) (.) (.)', statusZeile1, {'g'}) trigger[#trigger+1] = client.createRegexTrigger('^STATUS2: (.) (.) (.) (.) (.) (.) ([0-9]+) (.+)', statusZeile2, {'g'}) client.disableTrigger(trigger) local function createFunctionMitGegner(cmd) return function() client.send(cmd..' '..kampf.getGegner()) end end local function createFunctionMitHands(n, cmd) return function() inv.doWithHands(n, cmd) end end -- --------------------------------------------------------------------------- -- Guild class Zauberer local class = require 'utils.class' local Guild = require 'guild.guild' local Zauberer = class(Guild) function Zauberer:info() client.send('stabinfo') client.send('verletzungstyp') client.send('ginhalt') end function Zauberer:entsorgeLeiche() client.send('entsorge leiche') end function Zauberer:enable() -- Standardfunktionen ------------------------------------------------------ base.statusConfig(statusConf) -- Trigger ----------------------------------------------------------------- client.createSubstrTrigger(base.charName()..' loest sich in Luft auf.', nil, {'<red>'}) client.enableTrigger(trigger) -- Tasten ------------------------------------------------------------------ local keymap = base.keymap keymap.F5 = function() hand('feuer') end keymap.S_F5 = function() hand('eis') end keymap.F6 = function() hand('saeure') end keymap.S_F6 = createFunctionMitGegner('giftpfeil') keymap.F7 = createFunctionMitGegner('feuerball') keymap.S_F7 = createFunctionMitGegner('blitz') keymap.F8 = createFunctionMitGegner('verletze') keymap.S_F8 = createFunctionMitGegner('entkraefte') keymap.M_a = 'vorahnung' keymap.M_b = 'erdbeben' keymap.M_d = 'zauberschild' keymap.M_e = 'nachtsicht schwach' keymap.M_f = createFunctionMitGegner('irritiere') keymap.M_g = createFunctionMitGegner('schmerzen') keymap.M_i = 'wille' keymap.M_j = createFunctionMitHands(2, 'extrahand') keymap.M_k = 'schattenkaempfer' keymap.M_l = 'licht' keymap.M_m = 'schutzhuelle' keymap.M_p = 'befriede' keymap.M_r = 'schutzzone' keymap.M_t = 'teleport' keymap.M_v = 'schutz' keymap.M_y = hand keymap.M_x = 'schnell' keymap.M_z = 'erschoepfung' -- Aliases ----------------------------------------------------------------- client.createStandardAlias( 'skills', 0, function() client.send('tm llystrathe faehigkeiten') end ) client.createStandardAlias( 'quests', 0, function() client.send('tm llystrathe anforderungen') end ) client.createStandardAlias('ruesten', 0, ruesten) client.createStandardAlias('cs', 1, verletzeSchaden) client.createStandardAlias('zs', 1, stabschaden) client.createStandardAlias('as', 2, spruchstaerke) end return Zauberer
--[[ linkerator.lua Linkerator functionality for adapted for Ludwig Thanks to N00bZXI for the autocomplete changes --]] local function OnFullMatch(match) local list = Ludwig:GetItemsNamedLike(match) if list and list[1] then return (select(2, GetItemInfo(list[1]))) end return match end local function OnPartialMatch(match) local list = Ludwig:GetItemsNamedLike(match) if list and list[1] then return '[[' .. GetItemInfo(list[1]) end return '[[' .. match end local function Linkerator_OnChar(self, ...) local text = self:GetText() if text ~= '' then if text:match('%[%[(.+)%]') then self:SetText(text:gsub('%[%[(.+)%]', OnFullMatch)) else self:SetText(text:gsub('%[%[(.+)', OnPartialMatch)) self:HighlightText(#text, -1) end end end if ChatFrameEditBox:GetScript('OnChar') then ChatFrameEditBox:HookScript('OnChar', Linkerator_OnChar) else ChatFrameEditBox:SetScript('OnChar', Linkerator_OnChar) end
-- Copyright (C) 2018 XiaoShan mivm.cn local m, s, o m = Map("k3usb", translate("k3usb")) m.description = translate("k3 usb mode") s = m:section(TypedSection, "config", translate("usb mode")) s.anonymous = true o = s:option(Flag, "usb3_enable", translate("usb3 enable :")) o.description = translate("usb3 mode enable") o.default = 1 return m
local mod = DBM:NewMod(1856, "DBM-TombofSargeras", nil, 875) local L = mod:GetLocalizedStrings() mod:SetRevision(("$Revision: 17522 $"):sub(12, -3)) mod:SetCreatureID(116407) mod:SetEncounterID(2036) mod:SetZone() --mod:SetBossHPInfoToHighest() --mod:SetUsedIcons(1) mod:SetHotfixNoticeRev(16282) mod.respawnTime = 29 mod:RegisterCombat("combat") mod:RegisterEventsInCombat( "SPELL_CAST_START 232174 231904 234194 240319 241590", "SPELL_CAST_SUCCESS 231854 231729 234129", "SPELL_AURA_APPLIED 231998 231729 231904 234016 241600 233429 232061", "SPELL_AURA_APPLIED_DOSE 231998", "SPELL_AURA_REMOVED 233429 234016 241600", "SPELL_AURA_REMOVED_DOSE 233429", "SPELL_PERIODIC_DAMAGE 231768", "SPELL_PERIODIC_MISSED 231768", "UNIT_DIED", "INSTANCE_ENCOUNTER_ENGAGE_UNIT", "UNIT_SPELLCAST_SUCCEEDED boss1" ) --[[ (ability.id = 232174 or ability.id = 231904) and type = "begincast" or (ability.id = 231854 or ability.id = 232061) and type = "cast" or (ability.id = 233429 or ability.id = 232061) and (type = "applybuff" or type = "removebuff") or (target.id = 116569 or target.id = 117596 or target.id = 117522 or target.id = 120545) and type = "death" or (ability.id = 241590 or ability.id = 240319 or ability.id = 234194) and type = "begincast" or (abilty.id = 231729 or ability.id = 234129 or ability.id = 234016) and type = "cast" --]] --Harjatan local warnJaggedAbrasion = mod:NewStackAnnounce(231998, 2, nil, "Tank") local warnFrigidBlows = mod:NewStackAnnounce(233429, 2) --Razorjaw Wavemender local warnAqueousBurst = mod:NewTargetAnnounce(231729, 2, nil, false)--Spammy --Razorjaw Gladiator local warnDrivenAssault = mod:NewTargetAnnounce(234016, 3, nil, false)--Spammy --Mythic (Eggs and tadpoles) local warnSicklyFixate = mod:NewTargetAnnounce(241600, 4) --Harjatan local specWarnJaggedAbrasion = mod:NewSpecialWarningStack(231998, nil, 4, nil, nil, 1, 6) local specWarnJaggedAbrasionOther = mod:NewSpecialWarningTaunt(231998, nil, nil, nil, 1, 2) local specWarnUncheckedRage = mod:NewSpecialWarningCount(231854, nil, nil, nil, 2, 2) local specWarnDrenchingWaters = mod:NewSpecialWarningMove(231768, nil, nil, nil, 1, 2) local specWarnCommandingroar = mod:NewSpecialWarningSwitch(232192, "-Healer", nil, nil, 1, 2) local specWarnDrawIn = mod:NewSpecialWarningSpell(232061, nil, nil, nil, 1, 2) local specWarnFrostyDischarge = mod:NewSpecialWarningSpell(232174, nil, nil, nil, 1, 2) --Razorjaw Wavemender local specWarnAqueousBurst = mod:NewSpecialWarningMoveAway(231729, nil, nil, nil, 1, 2) local yellAqueousBurst = mod:NewShortYell(231729) local specWarnTendWounds = mod:NewSpecialWarningInterrupt(231904, "HasInterrupt") local specWarnTendWoundsDispel = mod:NewSpecialWarningDispel(231904, "MagicDispeller") --Razorjaw Gladiator local specWarnDrivenAssault = mod:NewSpecialWarningRun(234016, nil, nil, 2, 4, 2) --Mythic (Eggs and tadpoles) local specWarnHatching = mod:NewSpecialWarningSwitch(240319, nil, nil, 2, 1, 2) local specWarnSicklyFixate = mod:NewSpecialWarningRun(241600, nil, nil, 2, 4, 2) local specWarnTantrum = mod:NewSpecialWarningSpell(241590, nil, nil, nil, 2, 2) --Harjatan mod:AddTimerLine(BOSS) local timerUncheckedRageCD = mod:NewNextCountTimer(20, 231854, nil, nil, nil, 2)--5 power per second heroic, 20 seconds for 100 energy local timerDrawInCD = mod:NewNextTimer(59, 232061, nil, nil, nil, 6) local timerCommandingRoarCD = mod:NewNextTimer(31.8, 232192, nil, nil, nil, 1) mod:AddTimerLine(DBM_ADDS) --Razorjaw Wavemender local timerAqueousBurstCD = mod:NewCDTimer(6, 231729, nil, false, nil, 3)--6-8 --Razorjaw Gladiator local timerDrivenAssault = mod:NewTargetTimer(10, 234016, nil, false, nil, 3)--Too many spawn, this would be spammy so off by default local timerSplashCleaveCD = mod:NewCDTimer(12, 234129, nil, false, nil, 5, nil, DBM_CORE_TANK_ICON) --Mythic mod:AddTimerLine(ENCOUNTER_JOURNAL_SECTION_FLAG12) local timerHatchingCD = mod:NewNextTimer(40.6, 240319, nil, nil, nil, 1)--40.6-42 local berserkTimer = mod:NewBerserkTimer(360) --Harjatan local countdownUncheckedRage = mod:NewCountdown(20, 231854) --mod:AddSetIconOption("SetIconOnShield", 228270, true) --mod:AddInfoFrameOption(227503, true) --mod:AddRangeFrameOption("5/8/15") mod:AddNamePlateOption("NPAuraOnSicklyFixate", 241600) mod:AddNamePlateOption("NPAuraOnDrivenAssault", 234016) mod:AddSetIconOption("SetIconOnWavemender", "ej14555", true, true) mod.vb.rageCount = 0 local seenMobs = {} function mod:OnCombatStart(delay) self.vb.rageCount = 0 table.wipe(seenMobs) timerUncheckedRageCD:Start(-delay, 1) countdownUncheckedRage:Start() specWarnUncheckedRage:Schedule(16-delay, 1) specWarnUncheckedRage:ScheduleVoice(16-delay, "gathershare") timerCommandingRoarCD:Start(17.3-delay) timerDrawInCD:Start(58-delay) if not self:IsEasy() then if self:IsMythic() then timerHatchingCD:Start(30.5-delay) berserkTimer:Start(360-delay) end else berserkTimer:Start(480-delay)--Confirm in LFR too? end if self.Options.NPAuraOnSicklyFixate and self:IsMythic() or self.Options.NPAuraOnDrivenAssault then DBM:FireEvent("BossMod_EnableHostileNameplates") end end function mod:OnCombatEnd() -- if self.Options.RangeFrame then -- DBM.RangeCheck:Hide() -- end -- if self.Options.InfoFrame then -- DBM.InfoFrame:Hide() -- end if self.Options.NPAuraOnSicklyFixate and self:IsMythic() or self.Options.NPAuraOnDrivenAssault then DBM.Nameplate:Hide(true, nil, nil, nil, true, true) end end function mod:SPELL_CAST_START(args) local spellId = args.spellId if spellId == 232174 then specWarnFrostyDischarge:Show() specWarnFrostyDischarge:Play("phasechange") self.vb.rageCount = 0 timerCommandingRoarCD:Start(17.1) timerUncheckedRageCD:Start(21.1, 1)--21.1-23.5 countdownUncheckedRage:Start(21) specWarnUncheckedRage:Schedule(17, 1) specWarnUncheckedRage:Play(17, "gathershare") timerDrawInCD:Start() if self:IsMythic() then timerHatchingCD:Start(30) end elseif spellId == 231904 then if self:CheckInterruptFilter(args.sourceGUID, false, true) then specWarnTendWounds:Show(args.sourceName) specWarnTendWounds:Play("kickcast") end elseif spellId == 234194 then --warnFrostySpittle:Show() --timerFrostySpittleCD:Start(nil, args.sourceGUID) elseif spellId == 241590 then specWarnTantrum:Show() specWarnTantrum:Play("aesoon") end end function mod:SPELL_CAST_SUCCESS(args) local spellId = args.spellId if spellId == 231729 then timerAqueousBurstCD:Start(nil, args.sourceGUID) elseif spellId == 231854 then--Unchecked Rage self.vb.rageCount = self.vb.rageCount + 1 timerUncheckedRageCD:Start(nil, self.vb.rageCount+1) countdownUncheckedRage:Start() specWarnUncheckedRage:Schedule(17, self.vb.rageCount+1) specWarnUncheckedRage:ScheduleVoice(17, "gathershare") elseif spellId == 234129 then timerSplashCleaveCD:Start(nil, args.sourceGUID) end end function mod:SPELL_AURA_APPLIED(args) local spellId = args.spellId if spellId == 231998 then local uId = DBM:GetRaidUnitId(args.destName) if self:IsTanking(uId) then local amount = args.amount or 1 if amount >= 4 then--Lasts 30 seconds, cast every 5 seconds, swapping will be at 6 if args:IsPlayer() then--At this point the other tank SHOULD be clear. specWarnJaggedAbrasion:Show(amount) specWarnJaggedAbrasion:Play("stackhigh") else--Taunt as soon as stacks are clear, regardless of stack count. if not UnitIsDeadOrGhost("player") and not DBM:UnitDebuff("player", args.spellName) then specWarnJaggedAbrasionOther:Show(args.destName) specWarnJaggedAbrasionOther:Play("tauntboss") else warnJaggedAbrasion:Show(args.destName, amount) end end else if amount % 2 == 0 then warnJaggedAbrasion:Show(args.destName, amount) end end end elseif spellId == 231729 then warnAqueousBurst:CombinedShow(1, args.destName) if args:IsPlayer() then specWarnAqueousBurst:Show() specWarnAqueousBurst:Play("runout") yellAqueousBurst:Yell() end elseif spellId == 231904 then specWarnTendWoundsDispel:Show(args.destName) if self.Options.SpecWarn231904dispel then specWarnTendWoundsDispel:Play("dispelnow") end elseif spellId == 234016 then timerDrivenAssault:Start(10, args.destName) warnDrivenAssault:CombinedShow(1, args.destName) if args:IsPlayer() and self:AntiSpam(3, 4) then specWarnDrivenAssault:Show() specWarnDrivenAssault:Play("justrun") specWarnDrivenAssault:ScheduleVoice(1, "keepmove") end if self.Options.NPAuraOnDrivenAssault then DBM.Nameplate:Show(true, args.sourceGUID, spellId) end elseif spellId == 241600 then warnSicklyFixate:CombinedShow(0.5, args.destName) if args:IsPlayer() and self:AntiSpam(3, 3) then specWarnSicklyFixate:Show() specWarnSicklyFixate:Play("justrun") specWarnSicklyFixate:ScheduleVoice(1, "keepmove") end if self.Options.NPAuraOnSicklyFixate then DBM.Nameplate:Show(true, args.sourceGUID, spellId) end elseif spellId == 232061 then timerUncheckedRageCD:Stop() countdownUncheckedRage:Cancel() specWarnUncheckedRage:Cancel() specWarnUncheckedRage:CancelVoice() timerCommandingRoarCD:Stop() timerDrawInCD:Stop() specWarnDrawIn:Show() specWarnDrawIn:Play("phasechange") end end mod.SPELL_AURA_APPLIED_DOSE = mod.SPELL_AURA_APPLIED function mod:SPELL_AURA_REMOVED(args) local spellId = args.spellId if spellId == 233429 then local amount = args.amount or 0 if amount < 4 or self:AntiSpam(5, 1) then --Every 5 seconds or every stack under 4 warnFrigidBlows:Show(args.destName, amount) end elseif spellId == 234016 then timerDrivenAssault:Stop(args.destName) if self.Options.NPAuraOnDrivenAssault then DBM.Nameplate:Hide(true, args.sourceGUID, spellId) end elseif spellId == 241600 then if self.Options.NPAuraOnSicklyFixate then DBM.Nameplate:Hide(true, args.sourceGUID, spellId) end end end mod.SPELL_AURA_REMOVED_DOSE = mod.SPELL_AURA_REMOVED function mod:SPELL_PERIODIC_DAMAGE(_, _, _, _, destGUID, _, _, _, spellId) if spellId == 231768 and destGUID == UnitGUID("player") and self:AntiSpam(2, 2) then specWarnDrenchingWaters:Show() specWarnDrenchingWaters:Play("runaway") end end mod.SPELL_PERIODIC_MISSED = mod.SPELL_PERIODIC_DAMAGE function mod:UNIT_DIED(args) local cid = self:GetCIDFromGUID(args.destGUID) if cid == 116569 then--Razorjaw Wavemender timerAqueousBurstCD:Stop(args.destGUID) elseif cid == 117596 then--Razorjaw Gladiator timerSplashCleaveCD:Stop(args.destGUID) --elseif cid == 117522 then--Darkscale Taskmaster --timerFrostySpittleCD:Stop(args.destGUID) elseif cid == 120545 then--Incubated Egg end end --"<26.92 17:09:49> [INSTANCE_ENCOUNTER_ENGAGE_UNIT] Fake Args:#boss1#false#false#false#??#nil#normal#0#boss2#false#false#false#??#nil#normal#0#boss3#false#false#false#??#nil#normal#0#boss4#false#false#false#??#nil#normal#0#boss5#false#false#false#??#nil#normal#0#Real Args:", -- [74] --"<26.93 17:09:49> [UNIT_TARGETABLE_CHANGED] nameplate3#false#false#true#Razorjaw Gladiator#Creature-0-2083-1676-7590-117596-00011E36EB#elite#10751230", -- [75] --"<26.93 17:09:49> [UNIT_TARGETABLE_CHANGED] nameplate4#false#false#true#Razorjaw Gladiator#Creature-0-2083-1676-7590-117596-00009E36EB#elite#10751230", -- [76] --Didn't live long enough to see if IEEU would work for these, based on above it wouldn't or it wouldn't be as fast as UNIT_TARGETABLE_CHANGED. However UNIT_TARGETABLE_CHANGED might rely on nameplate unitIDs function mod:INSTANCE_ENCOUNTER_ENGAGE_UNIT() for i = 1, 5 do local unitID = "boss"..i local GUID = UnitGUID(unitID) if GUID and not seenMobs[GUID] then seenMobs[GUID] = true local cid = self:GetCIDFromGUID(GUID) if cid == 116569 then--Razorjaw Wavemender --timerAqueousBurstCD:Start(1, GUID) if self.Options.SetIconOnWavemender then self:ScanForMobs(GUID, 0, 8, 2, 0.2, 12, "SetIconOnWavemender") end end end end end function mod:UNIT_SPELLCAST_SUCCEEDED(uId, _, _, spellGUID) local spellId = tonumber(select(5, strsplit("-", spellGUID)), 10) if spellId == 232192 then--Commanding Roar specWarnCommandingroar:Show() specWarnCommandingroar:Play("killmob") timerCommandingRoarCD:Start() elseif spellId == 240347 then--Warn Players of Hatching Eggs specWarnHatching:Show() specWarnHatching:Play("killmob") timerHatchingCD:Start() end end
-- Local instances of Global tables -- local PA = PersonalAssistant local PAJ = PA.Junk local PAHF = PA.HelperFunctions -- --------------------------------------------------------------------------------------------------------------------- local function _unmarkAllPAItemIdsFromJunk(paItemId) PAJ.debugln("#_unmarkAllPAItemIdsFromJunk(%s)", tostring(paItemId)) local customPAItems = { [paItemId] = {} } local excludeJunk, excludeCharacterBound, excludeStolen = false, false, false local paItemIdComparator = PAHF.getPAItemIdComparator(customPAItems, excludeJunk, excludeCharacterBound, excludeStolen) local bagCache = SHARED_INVENTORY:GenerateFullSlotData(paItemIdComparator, PAHF.getAccessibleBags()) PAJ.debugln("#bagCache = "..tostring(#bagCache)) for index = #bagCache, 1, -1 do local itemData = bagCache[index] local isJunk = IsItemJunk(itemData.bagId, itemData.slotIndex) if isJunk then SetItemIsJunk(itemData.bagId, itemData.slotIndex, false) PlaySound(SOUNDS.INVENTORY_ITEM_UNJUNKED) end end end local function _markAllPAItemIdsAsJunk(paItemId) PAJ.debugln("#_markAllPAItemIdsAsJunk(%s)", tostring(paItemId)) local customPAItems = { [paItemId] = {} } local excludeJunk, excludeCharacterBound, excludeStolen = true, false, false local paItemIdComparator = PAHF.getPAItemIdComparator(customPAItems, excludeJunk, excludeCharacterBound, excludeStolen) local bagCache = SHARED_INVENTORY:GenerateFullSlotData(paItemIdComparator, PAHF.getAccessibleBags()) PAJ.debugln("#bagCache = "..tostring(#bagCache)) for index = #bagCache, 1, -1 do local itemData = bagCache[index] if CanItemBeMarkedAsJunk(itemData.bagId, itemData.slotIndex) then SetItemIsJunk(itemData.bagId, itemData.slotIndex, true) PlaySound(SOUNDS.INVENTORY_ITEM_JUNKED) end end end -- --------------------------------------------------------------------------------------------------------------------- local function getNonStolenItemLink(itemLink) -- if itemLink is NOT stolen, directly return it if not IsItemLinkStolen(itemLink) then return itemLink end -- if it is stolen, remove first the stolen information local itemLinkMod = string.gsub(itemLink, "1(:%d+:%d+|h|h)$", "0%1") -- then also remove the red border itemLinkMod = string.gsub(itemLinkMod, "%d+(:%d+:%d+:%d+:%d+:%d+:%d+|h|h)$", "0%1") return itemLinkMod end local function isItemLinkPermanentJunk(itemLink) local PAJCUstomPAItemIds = PAJ.SavedVars.Custom.PAItemIds local paItemId = PAHF.getPAItemLinkIdentifier(itemLink) return PAHF.isKeyInTable(PAJCUstomPAItemIds, paItemId) end local function isItemPermanentJunk(bagId, slotIndex) local PAJCUstomPAItemIds = PAJ.SavedVars.Custom.PAItemIds local paItemId = PAHF.getPAItemIdentifier(bagId, slotIndex) return PAHF.isKeyInTable(PAJCUstomPAItemIds, paItemId) end local function addItemLinkToPermanentJunk(itemLink) PAJ.debugln("PA.Junk.addItemLinkToPermanentJunk") if PAJ.SavedVars.Custom.customItemsEnabled then local PAJCUstomPAItemIds = PAJ.SavedVars.Custom.PAItemIds local paItemId = PAHF.getPAItemLinkIdentifier(itemLink) -- only add the entry if it is an UPDATE case, or if it does not exist yet if not PAHF.isKeyInTable(PAJCUstomPAItemIds, paItemId) then local localItemLink = getNonStolenItemLink(itemLink) PAJCUstomPAItemIds[paItemId] = { itemLink = localItemLink, junkCount = 0, ruleAdded = GetTimeStamp() } PA.Junk.println(SI_PA_CHAT_JUNK_RULES_ADDED, localItemLink:gsub("%|H0", "|H1")) -- loop though whole inventory to mark all matching items _markAllPAItemIdsAsJunk(paItemId) -- refresh the list (if it was initialized) if PA.JunkRulesList then PA.JunkRulesList:Refresh() end else PAJ.debugln("ERROR; PAJ rule already existing") end end end local function removeItemLinkFromPermanentJunk(itemLink) PAJ.debugln("PA.Junk.removeItemLinkFromPermanentJunk") if PAJ.SavedVars.Custom.customItemsEnabled then local PAJCUstomPAItemIds = PAJ.SavedVars.Custom.PAItemIds local paItemId = PAHF.getPAItemLinkIdentifier(itemLink) if PAHF.isKeyInTable(PAJCUstomPAItemIds, paItemId) then -- is in table, delete rule PAJCUstomPAItemIds[paItemId] = nil PAJ.println(SI_PA_CHAT_JUNK_RULES_DELETED, itemLink:gsub("%|H0", "|H1")) -- loop though whole inventory to unmark all matching items _unmarkAllPAItemIdsFromJunk(paItemId) -- refresh the list (if it was initialized) if PA.JunkRulesList then PA.JunkRulesList:Refresh() end else PAJ.debugln("ERROR; PAJ rule not existing, cannot be deleted") end end end -- --------------------------------------------------------------------------------------------------------------------- -- Export PA.Junk = PA.Junk or {} PA.Junk.Custom = { isItemLinkPermanentJunk = isItemLinkPermanentJunk, isItemPermanentJunk = isItemPermanentJunk, addItemLinkToPermanentJunk = addItemLinkToPermanentJunk, removeItemLinkFromPermanentJunk = removeItemLinkFromPermanentJunk }
-- Licensed to the Apache Software Foundation (ASF) under one -- or more contributor license agreements. See the NOTICE file -- distributed with this work for additional information -- regarding copyright ownership. The ASF licenses this file -- to you under the Apache License, Version 2.0 (the -- "License"); you may not use this file except in compliance -- with the License. You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. function media_transform(data, eos) done = 0 slen = string.len(data) if ts.ctx['fit'] > 0 then if ts.ctx['fit'] + slen >= ts.ctx['len'] then need = ts.ctx['len'] - ts.ctx['fit'] done = 1 else need = slen end ts.ctx['fit'] = ts.ctx['fit'] + need ts.ctx['passed'] = ts.ctx['passed'] + slen return data:sub(1, need), done elseif ts.ctx['passed'] + slen >= ts.ctx['offset'] then spos = ts.ctx['offset'] - ts.ctx['passed'] + 1 need = ts.ctx['passed'] + slen - ts.ctx['offset'] if need >= ts.ctx['len'] then need = ts.ctx['len'] done = 1 end epos = spos + need - 1 ts.ctx['fit'] = ts.ctx['fit'] + need ts.ctx['passed'] = ts.ctx['passed'] + slen return data:sub(spos, epos), done else ts.ctx['passed'] = ts.ctx['passed'] + slen return nil, eos end end function read_response() http_status = ts.server_response.header.get_status() ts.debug(string.format('server_response status = %d', http_status)) if http_status ~= 200 then return end ts.http.resp_cache_transformed(0) ts.http.resp_cache_untransformed(1) if ts.ctx['transform_add'] == 1 then return end ts.hook(TS_LUA_RESPONSE_TRANSFORM, media_transform) ts.ctx['fit'] = 0 ts.ctx['passed'] = 0 end function cache_lookup() status = ts.http.get_cache_lookup_status() ts.debug(string.format('cache lookup status: %d', status)) if status ~= TS_LUA_CACHE_LOOKUP_HIT_FRESH and status ~= TS_LUA_CACHE_LOOKUP_HIT_STALE then return end http_status = ts.cached_response.header.get_status() ts.debug(string.format('cached_response http status: %d', http_status)) if http_status ~= 200 then return end ts.http.resp_cache_transformed(0) ts.hook(TS_LUA_RESPONSE_TRANSFORM, media_transform) ts.ctx['transform_add'] = 1 ts.ctx['fit'] = 0 ts.ctx['passed'] = 0 end function do_remap() url = ts.client_request.get_url() ts.debug(string.format('src_url = %s', url)) param_s = string.find(url, '?') start_s, start_e, start_val = string.find(url, 'start=(%d+)', param_s) if start_s ~= nil then end_s, end_e, end_val = string.find(url, 'end=(%d+)', start_e) offset_s, offset_e, offset_val = string.find(url, 'offset=(%d+)', end_e) len_s, len_e, len_val = string.find(url, 'len=(%d+)', offset_e) in_query = true else start_s, start_e, start_val = string.find(url, "/start_(%d+)") end_s, end_e, end_val = string.find(url, "/end_(%d+)", start_e) offset_s, offset_e, offset_val = string.find(url, "/offset_(%d+)", end_e) len_s, len_e, len_val = string.find(url, "/len_(%d+)", offset_e) end start_val = tonumber(start_val) end_val = tonumber(end_val) offset_val = tonumber(offset_val) len_val = tonumber(len_val) if start_val == nil or end_val == nil or offset_val == nil or len_val == nil then ts.http.set_resp(400, "params invalid\n") return 0 end if start_val < 0 or end_val < start_val or offset_val < 0 or len_val <= 0 then ts.http.set_resp(400, "params invalid\n") return 0 end if in_query then slash = url:len() - url:reverse():find("/") + 1 cache_url = string.format('%sstart_%d/end_%d/%s', string.sub(url, 1, slash), start_val, end_val, string.sub(url, slash+1, param_s-1)) else cache_url = string.format('%s%s', string.sub(url, 1, end_e), string.sub(url, len_e)) end ts.debug(string.format('cache_url = %s', cache_url)) ts.http.set_cache_url(cache_url) ts.client_request.header['Range'] = nil ts.ctx['start'] = start_val ts.ctx['end'] = end_val ts.ctx['offset'] = offset_val ts.ctx['len'] = len_val ts.hook(TS_LUA_HOOK_CACHE_LOOKUP_COMPLETE, cache_lookup) ts.hook(TS_LUA_HOOK_READ_RESPONSE_HDR, read_response) return 0 end
return { init_effect = "", name = "Z字旗·三笠", time = 0, picture = "", desc = "炮击、命中提高5%", stack = 1, id = 6235, icon = 6235, last_effect = "", effect_list = { { type = "BattleBuffAddAttrRatio", trigger = { "onAttach" }, arg_list = { attr = "cannonPower", number = 500 } }, { type = "BattleBuffAddAttrRatio", trigger = { "onAttach" }, arg_list = { attr = "attackRating", number = 500 } } } }
----------------------------------- -- Area: Chateau d'Oraguille -- NPC: Perfaumand -- Involved in Quest: Lure of the Wildcat (San d'Oria) -- !pos -39 -3 69 233 ----------------------------------- require("scripts/globals/quests") require("scripts/globals/missions") require("scripts/globals/keyitems") ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) local WildcatSandy = player:getCharVar("WildcatSandy") local currentMission = player:getCurrentMission(SANDORIA) local missionStatus = player:getCharVar("MissionStatus") if currentMission == tpz.mission.id.sandoria.RANPERRE_S_FINAL_REST and ((player:hasKeyItem(tpz.ki.ANCIENT_SANDORIAN_BOOK) and missionStatus == 3) or missionStatus == 4 or missionStatus == 5) then player:startEvent(49) -- Optional 6-2 CS elseif currentMission == tpz.mission.id.sandoria.RANPERRE_S_FINAL_REST and missionStatus == 6 then player:startEvent(50) -- Optional 6-2 CS elseif currentMission == tpz.mission.id.sandoria.RANPERRE_S_FINAL_REST and missionStatus == 7 then player:startEvent(79) -- Optional 6-2 CS elseif player:getQuestStatus(SANDORIA, tpz.quest.id.sandoria.LURE_OF_THE_WILDCAT) == QUEST_ACCEPTED and player:getMaskBit(WildcatSandy, 18) == false then player:startEvent(560) else player:startEvent(522) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) if csid == 560 then player:setMaskBit(player:getCharVar("WildcatSandy"), "WildcatSandy", 18, true) end end
--[[ Copyright 2020 megagrump@pm.me Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]]-- local ffi, bit = require('ffi'), require('bit') local C = ffi.C local File = { getBuffer = function(self) return self._bufferMode, self._bufferSize end, getFilename = function(self) return self._name end, getMode = function(self) return self._mode end, isOpen = function(self) return self._mode ~= 'c' and self._handle ~= nil end, } local fopen, getcwd, chdir, unlink, mkdir, rmdir local BUFFERMODE, MODEMAP local ByteArray = ffi.typeof('unsigned char[?]') local function _ptr(p) return p ~= nil and p or nil end -- NULL pointer to nil function File:open(mode) if self._mode ~= 'c' then return false, "File " .. self._name .. " is already open" end if not MODEMAP[mode] then return false, "Invalid open mode for " .. self._name .. ": " .. mode end local handle = _ptr(fopen(self._name, MODEMAP[mode])) if not handle then return false, "Could not open " .. self._name .. " in mode " .. mode end self._handle, self._mode = ffi.gc(handle, C.fclose), mode self:setBuffer(self._bufferMode, self._bufferSize) return true end function File:close() if self._mode == 'c' then return false, "File is not open" end C.fclose(ffi.gc(self._handle, nil)) self._handle, self._mode = nil, 'c' return true end function File:setBuffer(mode, size) local bufferMode = BUFFERMODE[mode] if not bufferMode then return false, "Invalid buffer mode " .. mode .. " (expected 'none', 'full', or 'line')" end if mode == 'none' then size = math.max(0, size or 0) else size = math.max(2, size or 2) -- Windows requires buffer to be at least 2 bytes end local success = self._mode == 'c' or C.setvbuf(self._handle, nil, bufferMode, size) == 0 if not success then self._bufferMode, self._bufferSize = 'none', 0 return false, "Could not set buffer mode" end self._bufferMode, self._bufferSize = mode, size return true end function File:getSize() -- NOTE: The correct way to do this would be a stat() call, which requires a -- lot more (system-specific) code. This is a shortcut that requires the file -- to be readable. local mustOpen = not self:isOpen() if mustOpen and not self:open('r') then return 0 end local pos = mustOpen and 0 or self:tell() C.fseek(self._handle, 0, 2) local size = self:tell() if mustOpen then self:close() else self:seek(pos) end return size end function File:read(containerOrBytes, bytes) if self._mode ~= 'r' then return nil, 0 end local container = bytes ~= nil and containerOrBytes or 'string' if container ~= 'string' and container ~= 'data' then error("Invalid container type: " .. container) end bytes = not bytes and containerOrBytes or 'all' bytes = bytes == 'all' and self:getSize() - self:tell() or math.min(self:getSize() - self:tell(), bytes) if bytes <= 0 then local data = container == 'string' and '' or love.data.newFileData('', self._name) return data, 0 end local data = love.data.newByteData(bytes) local r = tonumber(C.fread(data:getFFIPointer(), 1, bytes, self._handle)) local str = data:getString() data:release() data = container == 'data' and love.filesystem.newFileData(str, self._name) or str return data, r end local function lines(file, autoclose) local BUFFERSIZE = 4096 local buffer, bufferPos = ByteArray(BUFFERSIZE), 0 local bytesRead = tonumber(C.fread(buffer, 1, BUFFERSIZE, file._handle)) local offset = file:tell() return function() file:seek(offset) local line = {} while bytesRead > 0 do for i = bufferPos, bytesRead - 1 do if buffer[i] == 10 then -- end of line bufferPos = i + 1 return table.concat(line) end if buffer[i] ~= 13 then -- ignore CR table.insert(line, string.char(buffer[i])) end end bytesRead = tonumber(C.fread(buffer, 1, BUFFERSIZE, file._handle)) offset, bufferPos = offset + bytesRead, 0 end if not line[1] then if autoclose then file:close() end return nil end return table.concat(line) end end function File:lines() if self._mode ~= 'r' then error("File is not opened for reading") end return lines(self) end function File:write(data, size) if self._mode ~= 'w' and self._mode ~= 'a' then return false, "File " .. self._name .. " not opened for writing" end local toWrite, writeSize if type(data) == 'string' then writeSize = (size == nil or size == 'all') and #data or size toWrite = data else writeSize = (size == nil or size == 'all') and data:getSize() or size toWrite = data:getFFIPointer() end if tonumber(C.fwrite(toWrite, 1, writeSize, self._handle)) ~= writeSize then return false, "Could not write data" end return true end function File:seek(pos) return self._handle and C.fseek(self._handle, pos, 0) == 0 end function File:tell() if not self._handle then return nil, "Invalid position" end return tonumber(C.ftell(self._handle)) end function File:flush() if self._mode ~= 'w' and self._mode ~= 'a' then return nil, "File is not opened for writing" end return C.fflush(self._handle) == 0 end function File:isEOF() return not self:isOpen() or C.feof(self._handle) ~= 0 or self:tell() == self:getSize() end function File:release() if self._mode ~= 'c' then self:close() end self._handle = nil end function File:type() return 'File' end function File:typeOf(t) return t == 'File' end File.__index = File ----------------------------------------------------------------------------- local nativefs = {} local loveC = ffi.os == 'Windows' and ffi.load('love') or C function nativefs.newFile(name) if type(name) ~= 'string' then error("bad argument #1 to 'newFile' (string expected, got " .. type(name) .. ")") end return setmetatable({ _name = name, _mode = 'c', _handle = nil, _bufferSize = 0, _bufferMode = 'none' }, File) end function nativefs.newFileData(filepath) local f = nativefs.newFile(filepath) local ok, err = f:open('r') if not ok then return nil, err end local data, err = f:read('data', 'all') f:close() return data, err end function nativefs.mount(archive, mountPoint, appendToPath) return loveC.PHYSFS_mount(archive, mountPoint, appendToPath and 1 or 0) ~= 0 end function nativefs.unmount(archive) return loveC.PHYSFS_unmount(archive) ~= 0 end function nativefs.read(containerOrName, nameOrSize, sizeOrNil) local container, name, size if sizeOrNil then container, name, size = containerOrName, nameOrSize, sizeOrNil elseif not nameOrSize then container, name, size = 'string', containerOrName, 'all' else if type(nameOrSize) == 'number' or nameOrSize == 'all' then container, name, size = 'string', containerOrName, nameOrSize else container, name, size = containerOrName, nameOrSize, 'all' end end local file = nativefs.newFile(name) local ok, err = file:open('r') if not ok then return nil, err end local data, size = file:read(container, size) file:close() return data, size end local function writeFile(mode, name, data, size) local file = nativefs.newFile(name) local ok, err = file:open(mode) if not ok then return nil, err end ok, err = file:write(data, size or 'all') file:close() return ok, err end function nativefs.write(name, data, size) return writeFile('w', name, data, size) end function nativefs.append(name, data, size) return writeFile('a', name, data, size) end function nativefs.lines(name) local f = nativefs.newFile(name) local ok, err = f:open('r') if not ok then return nil, err end return lines(f, true) end function nativefs.load(name) local chunk, err = nativefs.read(name) if not chunk then return nil, err end return loadstring(chunk, name) end function nativefs.getWorkingDirectory() return getcwd() end function nativefs.setWorkingDirectory(path) if not chdir(path) then return false, "Could not set working directory" end return true end function nativefs.getDriveList() if ffi.os ~= 'Windows' then return { '/' } end local drives, bits = {}, C.GetLogicalDrives() for i = 0, 25 do if bit.band(bits, 2 ^ i) > 0 then table.insert(drives, string.char(65 + i) .. ':/') end end return drives end function nativefs.createDirectory(path) local current = path:sub(1, 1) == '/' and '/' or '' for dir in path:gmatch('[^/\\]+') do current = current .. dir .. '/' local info = nativefs.getInfo(current, 'directory') if not info and not mkdir(current) then return false, "Could not create directory " .. current end end return true end function nativefs.remove(name) local info = nativefs.getInfo(name) if not info then return false, "Could not remove " .. name end if info.type == 'directory' then if not rmdir(name) then return false, "Could not remove directory " .. name end return true end if not unlink(name) then return false, "Could not remove file " .. name end return true end local function withTempMount(dir, fn, ...) local mountPoint = _ptr(loveC.PHYSFS_getMountPoint(dir)) if mountPoint then return fn(ffi.string(mountPoint), ...) end if not nativefs.mount(dir, '__nativefs__temp__') then return false, "Could not mount " .. dir end local a, b = fn('__nativefs__temp__', ...) nativefs.unmount(dir) return a, b end function nativefs.getDirectoryItems(dir) if type(dir) ~= "string" then error("bad argument #1 to 'getDirectoryItems' (string expected, got " .. type(dir) .. ")") end local result, err = withTempMount(dir, love.filesystem.getDirectoryItems) return result or {} end local function getDirectoryItemsInfo(path, filtertype) local items = {} local files = love.filesystem.getDirectoryItems(path) for i = 1, #files do local filepath = string.format('%s/%s', path, files[i]) local info = love.filesystem.getInfo(filepath, filtertype) if info then info.name = files[i] table.insert(items, info) end end return items end function nativefs.getDirectoryItemsInfo(path, filtertype) if type(path) ~= "string" then error("bad argument #1 to 'getDirectoryItemsInfo' (string expected, got " .. type(path) .. ")") end local result, err = withTempMount(path, getDirectoryItemsInfo, filtertype) return result or {} end local function getInfo(path, file, filtertype) local filepath = string.format('%s/%s', path, file) return love.filesystem.getInfo(filepath, filtertype) end local function leaf(p) p = p:gsub('\\', '/') local last, a = p, 1 while a do a = p:find('/', a + 1) if a then last = p:sub(a + 1) end end return last end function nativefs.getInfo(path, filtertype) if type(path) ~= 'string' then error("bad argument #1 to 'getInfo' (string expected, got " .. type(path) .. ")") end local dir = path:match("(.*[\\/]).*$") or './' local file = leaf(path) local result, err = withTempMount(dir, getInfo, file, filtertype) return result or nil end ----------------------------------------------------------------------------- MODEMAP = { r = 'rb', w = 'wb', a = 'ab' } local MAX_PATH = 4096 ffi.cdef([[ int PHYSFS_mount(const char* dir, const char* mountPoint, int appendToPath); int PHYSFS_unmount(const char* dir); const char* PHYSFS_getMountPoint(const char* dir); typedef struct FILE FILE; FILE* fopen(const char* path, const char* mode); size_t fread(void* ptr, size_t size, size_t nmemb, FILE* stream); size_t fwrite(const void* ptr, size_t size, size_t nmemb, FILE* stream); int fclose(FILE* stream); int fflush(FILE* stream); size_t fseek(FILE* stream, size_t offset, int whence); size_t ftell(FILE* stream); int setvbuf(FILE* stream, char* buffer, int mode, size_t size); int feof(FILE* stream); ]]) if ffi.os == 'Windows' then ffi.cdef([[ int MultiByteToWideChar(unsigned int cp, uint32_t flags, const char* mb, int cmb, const wchar_t* wc, int cwc); int WideCharToMultiByte(unsigned int cp, uint32_t flags, const wchar_t* wc, int cwc, const char* mb, int cmb, const char* def, int* used); int GetLogicalDrives(void); int CreateDirectoryW(const wchar_t* path, void*); int _wchdir(const wchar_t* path); wchar_t* _wgetcwd(wchar_t* buffer, int maxlen); FILE* _wfopen(const wchar_t* path, const wchar_t* mode); int _wunlink(const wchar_t* path); int _wrmdir(const wchar_t* path); ]]) BUFFERMODE = { full = 0, line = 64, none = 4 } local function towidestring(str) local size = C.MultiByteToWideChar(65001, 0, str, #str, nil, 0) local buf = ffi.new('wchar_t[?]', size + 1) C.MultiByteToWideChar(65001, 0, str, #str, buf, size) return buf end local function toutf8string(wstr) local size = C.WideCharToMultiByte(65001, 0, wstr, -1, nil, 0, nil, nil) local buf = ffi.new('char[?]', size + 1) C.WideCharToMultiByte(65001, 0, wstr, -1, buf, size, nil, nil) return ffi.string(buf) end local nameBuffer = ffi.new('wchar_t[?]', MAX_PATH + 1) fopen = function(path, mode) return C._wfopen(towidestring(path), towidestring(mode)) end getcwd = function() return toutf8string(C._wgetcwd(nameBuffer, MAX_PATH)) end chdir = function(path) return C._wchdir(towidestring(path)) == 0 end unlink = function(path) return C._wunlink(towidestring(path)) == 0 end mkdir = function(path) return C.CreateDirectoryW(towidestring(path), nil) ~= 0 end rmdir = function(path) return C._wrmdir(towidestring(path)) == 0 end else BUFFERMODE = { full = 0, line = 1, none = 2 } ffi.cdef([[ char* getcwd(char *buffer, int maxlen); int chdir(const char* path); int unlink(const char* path); int mkdir(const char* path, int mode); int rmdir(const char* path); ]]) local nameBuffer = ByteArray(MAX_PATH) fopen = C.fopen unlink = function(path) return ffi.C.unlink(path) == 0 end chdir = function(path) return ffi.C.chdir(path) == 0 end mkdir = function(path) return ffi.C.mkdir(path, 0x1ed) == 0 end rmdir = function(path) return ffi.C.rmdir(path) == 0 end getcwd = function() local cwd = _ptr(C.getcwd(nameBuffer, MAX_PATH)) return cwd and ffi.string(cwd) or nil end end return nativefs
local responses = require "kong.tools.responses" local utils = require "kong.tools.utils" local kutils = require ("kong.plugins.keystone.utils") local policies = require ("kong.plugins.keystone.policies") local cjson = require 'cjson' local namespace_id local function get_group_by_id_or_name(dao_factory, id_or_name) local group, err = dao_factory.group:find({id = id_or_name}) kutils.assert_dao_error(err, "group find") if group then return group end local temp, err = dao_factory.group:find_all ({name = id_or_name, domain_id = namespace_id}) kutils.assert_dao_error(err, "group find all") if temp[1] then return temp[1] end responses.send_HTTP_BAD_REQUEST("No group with id "..id_or_name) end local function get_user_by_id_or_name (dao_factory, id_or_name) local user, err = dao_factory.user:find({id = id_or_name}) kutils.assert_dao_error(err, "user find") if user then return user.id end local temp, err = dao_factory.local_user:find_all ({name = id_or_name, domain_id = namespace_id}) kutils.assert_dao_error(err, "local user find all") if temp[1] then return temp[1].user_id end local temp, err = dao_factory.nonlocal_user:find({ name = id_or_name, domain_id = namespace_id }) kutils.assert_dao_error(err, "nonlocal user find") if temp then return temp.user_id end responses.send_HTTP_BAD_REQUEST("No user with id "..id_or_name) end local function list_groups(self, dao_factory) local args = (self.params.name or self.params.domain_id) and {name = self.params.name, domain_id = self.params.domain_id} or nil local resp = { links = { self = self:build_url(self.req.parsed_url.path), next = cjson.null, previous = cjson.null }, groups = {} } local groups, err = dao_factory.group:find_all(args) kutils.assert_dao_error(err, "group:find_all") resp.groups = groups for i = 1, kutils.list_limit(#groups) do resp.groups[i].links = { self = self:build_url(self.req.parsed_url.path..'/'..groups[i].id) } end return responses.send_HTTP_OK(resp) end local function create_group(self, dao_factory) if not self.params.group or not self.params.group.name then responses.send_HTTP_BAD_REQUEST("No group object found in request") end local group = { id = utils.uuid(), description = self.params.group.description, domain_id = self.params.group.domain_id or 'default', name = self.params.group.name } local temp, err = dao_factory.group:find_all({name = group.name, domain_id = group.domain_id}) kutils.assert_dao_error(err, "group:find_all") if next(temp) then return responses.send_HTTP_CONFLICT("Name is already used in domain") end local _, err = dao_factory.group:insert(group) kutils.assert_dao_error(err, "group:insert") local resp = { group = group } resp.group.links = { self = self:build_url(self.req.parsed_url.path..'/'..group.id) } return responses.send_HTTP_CREATED(resp) end local function get_group_info(self, dao_factory) local group = get_group_by_id_or_name(dao_factory, self.params.group_id) local resp = { group = group } resp.group.links = { self = self:build_url(self.req.parsed_url.path) } responses.send_HTTP_OK(resp) end local function update_group(self, dao_factory) if not self.params.group then return responses.send_HTTP_BAD_REQUEST("No group object found in request") end local group = get_group_by_id_or_name(dao_factory, self.params.group_id) local ugroup = { description = self.params.group.description, domain_id = self.params.group.domain_id, name = self.params.group.name } local temp, err = dao_factory.group:find_all({name = ugroup.name or group.name, domain_id = ugroup.domain_id or group.domain_id}) if next(temp) then return responses.send_HTTP_CONFLICT("Name is already used in domain") end local resp = { group = {} } resp.group, err = dao_factory.group:update(ugroup, {id = group.id}) kutils.assert_dao_error(err, "group:update") resp.group.links = { self = self:build_url(self.req.parsed_url.path) } responses.send_HTTP_OK(resp) end local function delete_group(self, dao_factory) local group = get_group_by_id_or_name(dao_factory, self.params.group_id) local group, err = dao_factory.group:delete({id = group.id}) kutils.assert_dao_error(err, "group delete") responses.send_HTTP_NO_CONTENT() end local function list_group_users(self, dao_factory) local group = get_group_by_id_or_name(dao_factory, self.params.group_id) local user_group, err = dao_factory.user_group_membership:find_all({group_id = group.id}) kutils.assert_dao_error(err, "user_group_membership:find_all") local resp = { links = { self = self:build_url(self.req.parsed_url.path), next = cjson.null, previous = cjson.null }, users = {} } local password_expires_at, op = kutils.string_to_time(self.params.password_expires_at) for _, v in ipairs(user_group) do local user, err = dao_factory.user:find({id = v.user_id}) kutils.assert_dao_error(err, "user:find") local uname, exp local temp, err = dao_factory.local_user:find_all({user_id = user.id}) kutils.assert_dao_error(err, "local_user:find_all") local loc_user = temp[1] local fit = true if loc_user then uname = loc_user.name local passwd, err = dao_factory.password:find_all({local_user_id = loc_user.id}) kutils.assert_dao_error(err, "password:find_all") exp = passwd[1] and passwd[1].expires_at if password_expires_at then if not exp or op == 'lt' and exp >= password_expires_at or op == 'lte' and exp > password_expires_at or op == 'gt' and exp <= password_expires_at or op == 'gte' and exp < password_expires_at or op == 'eq' and exp ~= password_expires_at or op == 'neq' and exp == password_expires_at then fit = false end end elseif password_expires_at then fit = false else local temp, err = dao_factory.nonlocal_user:find_all({user_id = user.id}) kutils.assert_dao_error(err, "nonlocal_user:find_all") if next(temp) then uname = temp[1].name end end resp.users[#resp.users + 1] = fit and { domain_id = user.domain_id, description = user.description, enabled = kutils.bool(user.enabled), id = user.id, name = uname or cjson.null, links = { self = self:build_url("/v3/users/"..user.id) }, password_expires_at = loc_user and kutils.time_to_string(exp) } or nil end responses.send_HTTP_OK(resp) end local function add_user_to_group(self, dao_factory) local group = get_group_by_id_or_name(dao_factory, self.params.group_id) local user_id = get_user_by_id_or_name(dao_factory, self.params.user_id) local _, err = dao_factory.user_group_membership:insert({user_id = user_id, group_id = group.id}) kutils.assert_dao_error(err, "user_group_membership:insert") return 200 end local function check_user_in_group(self, dao_factory) local group = get_group_by_id_or_name(dao_factory, self.params.group_id) local user_id = get_user_by_id_or_name(dao_factory, self.params.user_id) local temp, err = dao_factory.user_group_membership:find({user_id = user_id, group_id = group.id}) kutils.assert_dao_error(err, "user_group_membership:find") if not temp then responses.send_HTTP_BAD_REQUEST() end responses.send_HTTP_NO_CONTENT() end local function remove_user_from_group(self, dao_factory) local group = get_group_by_id_or_name(dao_factory, self.params.group_id) local user_id = get_user_by_id_or_name(dao_factory, self.params.user_id) local temp, err = dao_factory.user_group_membership:delete({user_id = user_id, group_id = group.id}) kutils.assert_dao_error(err, "user_group_membership:delete") if not temp then responses.send_HTTP_BAD_REQUEST() end responses.send_HTTP_NO_CONTENT() end local routes = { ['/v3/groups'] = { GET = function (self, dao_factory) policies.check(self.req.headers['X-Auth-Token'], "identity:list_groups", dao_factory, self.params) list_groups(self, dao_factory) end, POST = function (self, dao_factory) policies.check(self.req.headers['X-Auth-Token'], "identity:create_group", dao_factory, self.params) create_group(self, dao_factory) end }, ['/v3/groups/:group_id'] = { GET = function (self, dao_factory) namespace_id = policies.check(self.req.headers['X-Auth-Token'], "identity:get_group", dao_factory, self.params) get_group_info(self, dao_factory) end, PATCH = function (self, dao_factory) namespace_id = policies.check(self.req.headers['X-Auth-Token'], "identity:update_group", dao_factory, self.params) update_group(self, dao_factory) end, DELETE = function (self, dao_factory) namespace_id = policies.check(self.req.headers['X-Auth-Token'], "identity:delete_group", dao_factory, self.params) delete_group(self, dao_factory) end, }, ['/v3/groups/:group_id/users'] = { GET = function (self, dao_factory) namespace_id = policies.check(self.req.headers['X-Auth-Token'], "identity:list_users_in_group", dao_factory, self.params) list_group_users(self, dao_factory) end }, ['/v3/groups/:group_id/users/:user_id'] = { PUT = function (self, dao_factory) namespace_id = policies.check(self.req.headers['X-Auth-Token'], "identity:add_user_to_group", dao_factory, self.params) responses.send(add_user_to_group(self, dao_factory)) end, HEAD = function (self, dao_factory) namespace_id = policies.check(self.req.headers['X-Auth-Token'], "identity:check_user_in_group", dao_factory, self.params) check_user_in_group(self, dao_factory) end, DELETE = function (self, dao_factory) namespace_id = policies.check(self.req.headers['X-Auth-Token'], "identity:remove_user_from_group", dao_factory, self.params) remove_user_from_group(self, dao_factory) end } } return { routes = routes, add_member = add_user_to_group }
local Entity = {} Entity.Position = {X = 0, Y = 0} Entity.Velocity = {X = 0, Y = 0} Entity.RotVelocity = 0 Entity.Z = 0 Entity.Rotation = 0 Entity.Scale = 3 Entity.Type = 1 Entity.Visible = true setmetatable(Entity, { __call = function(Self, GLib) GLib.OOPS.Objectify(Self) return Self end }) return Entity
-- API local API = require(script:GetCustomProperty("GameStateAPI")) local Hideout = script:GetCustomProperty("Hideout"):WaitForObject() local Level1 = script:GetCustomProperty("Level1"):WaitForObject() local Level2 = script:GetCustomProperty("Level2"):WaitForObject() local MainStorage = script:GetCustomProperty("MainStorage") local Target = nil local playerListeners = {} local statTable = {} local resourceNames = {"gold", "s1", "s2", "s3", "s4", "m1", "m2", "m3", "m4", "f1", "f2", "f3", "f4"} function Tick(deltaTime) for _, player in ipairs(Game.GetPlayers()) do if player.isFlying == false then player:ActivateFlying() end local prevHealth = statTable[player]["prevHealth"] local rotation = player:GetWorldRotation() if player.serverUserData.lockedOn == false then --raycast local rotation = Quaternion.New(player:GetLookWorldRotation()) --local hitResult = World.Raycast(player:GetWorldPosition() + cameraOffset, player:GetWorldPosition() + rotation:GetForwardVector() * 10000, local hitResult = World.Raycast(player:GetViewWorldPosition(), player:GetViewWorldPosition() + rotation:GetForwardVector() * 5000, {ignorePlayers = {player}} --shouldDebugRender = true ) local other = hitResult and hitResult.other or nil --print(other) local gameTarget, trainingTarget = API.ValidTarget(player, other), API.ValidTrainingTarget(player, other) if gameTarget or trainingTarget then Target = other player.serverUserData.target = Target local position = hitResult:GetImpactPosition() player.serverUserData.targetPosition = position player:SetPrivateNetworkedData("Target", other) player:SetPrivateNetworkedData("TargetPosition", position) local newHealth = 0 if gameTarget then newHealth = gameTarget[1] / gameTarget[2] else newHealth = trainingTarget[1] / trainingTarget[2] end if newHealth ~= prevHealth then statTable[player]["prevHealth"] = newHealth player:SetPrivateNetworkedData("targetHealth", newHealth) end else player.serverUserData.target = nil player.serverUserData.targetPosition = nil player:SetPrivateNetworkedData("TargetPosition", nil) player:SetPrivateNetworkedData("Target", nil) end else if not Object.IsValid(Target) then player.serverUserData.lockedOn = false player:SetPrivateNetworkedData("LockedOn", false) player.serverUserData.target = nil player.serverUserData.targetPosition = nil player:SetPrivateNetworkedData("Target", nil) player:SetPrivateNetworkedData("TargetPosition", nil) player:SetWorldRotation(rotation) return end local distance = (Target:GetWorldPosition() - player:GetWorldPosition()).size local gameTarget, trainingTarget = API.ValidTarget(player, Target), API.ValidTrainingTarget(player, Target) if distance > 5500 then player.serverUserData.lockedOn = false player:SetPrivateNetworkedData("LockedOn", false) player.serverUserData.target = nil player.serverUserData.targetPosition = nil player:SetPrivateNetworkedData("Target", nil) player:SetPrivateNetworkedData("TargetPosition", nil) elseif gameTarget or trainingTarget then local newHealth = 0 if gameTarget then newHealth = gameTarget[1] / gameTarget[2] else newHealth = trainingTarget[1] / trainingTarget[2] end if newHealth ~= prevHealth then statTable[player]["prevHealth"] = newHealth player:SetPrivateNetworkedData("targetHealth", newHealth) end else player.serverUserData.lockedOn = false player:SetPrivateNetworkedData("LockedOn", false) player.serverUserData.target = nil player.serverUserData.targetPosition = nil player:SetPrivateNetworkedData("Target", nil) player:SetPrivateNetworkedData("TargetPosition", nil) end end player:SetWorldRotation(rotation) end end function UpdateStats() while true do for _, player in ipairs(Game.GetPlayers()) do local stats = statTable[player] local casting = player.serverUserData.casting if stats and stats.initialized and player.isDead == false then if player.hitPoints > 0 then if stats.stance ~= "Flower" or casting == false then player.hitPoints = math.min(player.maxHitPoints, player.hitPoints + stats.health2) end if stats.stance ~= "Sword" or casting == false then stats.stamina = math.min(stats.maxStamina, stats.stamina + stats.stamina2) player.serverUserData.stamina = stats.stamina player:SetPrivateNetworkedData("stamina", stats.stamina) end if stats.stance ~= "Magic" or casting == false then stats.magic = math.min(stats.maxMagic, stats.magic + stats.magic2) player.serverUserData.magic = stats.magic player:SetPrivateNetworkedData("magic", stats.magic) end end end end Task.Wait(2) end end function BindingReleased(player, key) if key == "ability_extra_23" then local lockedOn = player.serverUserData.lockedOn local target = player.serverUserData.target if lockedOn then player.serverUserData.lockedOn = false player:SetPrivateNetworkedData("LockedOn", false) else if target then player.serverUserData.lockedOn = true player:SetPrivateNetworkedData("LockedOn", true) end end end end function DataChanged(player, key) if key == "maxStamina" then statTable[player]["maxStamina"] = player:GetPrivateNetworkedData(key) elseif key == "maxMagic" then statTable[player]["maxMagic"] = player:GetPrivateNetworkedData(key) elseif key == "stamina2" then statTable[player]["stamina2"] = player:GetPrivateNetworkedData(key) elseif key == "magic2" then statTable[player]["magic2"] = player:GetPrivateNetworkedData(key) elseif key == "health2" then statTable[player]["health2"] = player:GetPrivateNetworkedData(key) elseif key == "stamina" then player.serverUserData.stamina = player:GetPrivateNetworkedData(key) statTable[player]["stamina"] = player.serverUserData.stamina elseif key == "magic" then player.serverUserData.magic = player:GetPrivateNetworkedData(key) statTable[player]["magic"] = player.serverUserData.magic elseif key == "stance" then player.serverUserData.stance = player:GetPrivateNetworkedData(key) statTable[player]["stance"] = player.serverUserData.stance end end local changeableParams = {"maxStamina", "maxMagic", "stamina2", "magic2", "health2", "stamina", "magic", "stance"} -- Equip script happens before other scripts. function InitializeValues(player) for _, key in ipairs(changeableParams) do local val = player:GetPrivateNetworkedData(key) if val ~= nil then statTable[player][key] = val if key == "stamina" or key == "magic" or key == "stance" then player.serverUserData[key] = val end else player:SetPrivateNetworkedData(key, statTable[player][key]) end end end function PlayerDied(player, dmg) API.PlayerDied() for _, ik in ipairs(player:GetIKAnchors()) do ik:Deactivate() end if player.serverUserData.lockedOn then player.serverUserData.lockedOn = false player:SetPrivateNetworkedData("LockedOn", false) end Task.Spawn(function() Task.Wait(2) local values = API.GetSpawn(player) local spawn = values[1] local offset = values[2] player:Spawn({rotation = spawn:GetWorldRotation(), position = spawn:GetWorldPosition() + Vector3.New(0, offset, 0) }) end) end function PlayerJoined(player) player:SetPrivateNetworkedData("LockedOn", false) player:SetPrivateNetworkedData("Target", nil) player:SetPrivateNetworkedData("targetHealth", 0) player.serverUserData.lockedOn = false player.serverUserData.target = nil player.serverUserData.targetPosition = nil playerListeners[player] = {} playerListeners[player]["binding_released"] = player.bindingReleasedEvent:Connect(BindingReleased) playerListeners[player]["dataChanged"] = player.privateNetworkedDataChangedEvent:Connect(DataChanged) playerListeners[player]["died"] = player.diedEvent:Connect(PlayerDied) statTable[player] ={maxStamina = 100, stamina = 100, maxMagic = 100, magic = 100, stance = "Sword", stamina2 = 10, magic2 = 10, health2 = 5, prevHealth = 0, initialized = false} player.serverUserData.stamina = 100 player.serverUserData.magic = 100 player.serverUserData.stance = "Sword" player.serverUserData.casting = false statTable[player]["initialized"] = true InitializeValues(player) player:Spawn({position = Hideout:GetWorldPosition() + Vector3.New(0, (#Game.GetPlayers() - 1) * 200, 0), rotation = Hideout:GetWorldRotation()}) -- Resource -- DEBUG override storage local persistentTable = Storage.GetSharedPlayerData(MainStorage, player) --local customTable = { gold = 100000 } player.serverUserData.resources = {} for _, key in ipairs(resourceNames) do local value = persistentTable[key] --local value = customTable[key] if key == "gold" then player:SetPrivateNetworkedData(key, value or 0) player.serverUserData.resources[key] = value or 0 else player:SetPrivateNetworkedData(key, value or false) player.serverUserData.resources[key] = value or false end end API.PlayerJoined(player) end function PlayerLeft(player) API.PlayerLeft(player) playerListeners[player]["binding_released"]:Disconnect() playerListeners[player]["dataChanged"]:Disconnect() playerListeners[player]["died"]:Disconnect() playerListeners[player] = nil statTable[player] = nil for _, eqp in ipairs(player:GetEquipment()) do eqp:Unequip() end local persistentTable = Storage.GetSharedPlayerData(MainStorage, player) for key, value in pairs(player.serverUserData.resources) do persistentTable[key] = value end Storage.SetSharedPlayerData(MainStorage, player, persistentTable) end Task.Spawn(UpdateStats) Game.playerJoinedEvent:Connect(PlayerJoined) Game.playerLeftEvent:Connect(PlayerLeft)
require 'collision' require 'input' require 'lines' require 'texts' local ball = require 'ball' local pad_0 = require 'pad_0' local pad_1 = require 'pad_1' function set_bg_color(r, g, b) bg_color = {r, g, b} end function love.load() bg_color = {0, 0, 0.1} ball.init_ball() text_title = love.graphics.setNewFont('fonts/retroFont.ttf', 44) text_help = love.graphics.setNewFont('fonts/retroFont.ttf', 24) text_score = love.graphics.setNewFont('fonts/retroFont.ttf', 50) end function love.update(dt) if dt > 0.035 then return end -- pause when hold window random_number() if not paused then pad_0.movements(dt) pad_1.movements(dt) ball.movements(dt) ball.reset_ball() ball.ball_screen_col() col_pad0_ball() col_pad1_ball() end end function love.draw() love.graphics.setBackgroundColor(bg_color) if paused then paused_text() help() end pad_0.draw_paddle_0() pad_1.draw_paddle_1() ball.draw_ball() draw_lines() current_fps() score() end
local quests = { --retrieve alien object alien = { infinite = false, questName = 'Aliens! - Investigate Goat Farm', questParent = 'telescopejuan', collect = {name = 'alien_object', type = 'key'}, --prompt: 'You look very busy' giveQuestSucceed = { "You will not believe what's been going on lately!", "Animals have recently been disappearing in the area and I've been seeing these weird alien lights at night!", "Just last night, I saw a bright object fall out of the sky into the goat farm nearby. {{teal}}Aliens, aliens!{{white}}", }, successPrompt = "Can you go {{red_light}}investigate the goat farm and retrieve whatever alien object is there?{{white}}", promptExtra = { "Excellent! But first, you're gonna need a key to get inside the farm.", "Talk to Juan with the {{purple}}purple sombrero{{white}}, he owns the goat farm. Maybe you can persuade him to let you in.", }, completeQuestFail = "The entrance to the goat farm is right beside Juan with the {{purple}}purple sombrero{{white}}. Ask him for the key to get inside!", completeQuestSucceed = { "Ooh, this alien thing looks amazing. This is definite proof that aliens are among us!", "Here's some money for your troubles, thanks again!", }, completed = "Man, that alien thing was weird!", reward = {money = 70}, }, } return quests
return { "Anime", { value=200, typ="text", puzzle="Er ist eine gelbe Maus", answer="Was ist Pikachu?" }, { value=400, typ="text", puzzle="Er hat als erster beim Kacken blonde Haare bekommen", answer="Wer ist Son Goku?" }, { value=600, typ="text", puzzle="Er liebt seinen Strohut", answer="Was ist Monkey D. Luffy (Ruffy)?" }, { value=800, typ="text", puzzle="Garant für gute Filme", answer="Was ist Studio Ghibli?" }, { value=1000, typ="text", puzzle="Sie strahlt wie die Sonne überm Fujiyama", answer="Wer ist Mila (Superstar)?" } }
list_of_ids = { 0x40, 0xA8, 0x8F, 0x01 } song_length_table = { [0x40] = 10, [0xA8] = 10, [0x8F] = 10, [0x01] = 10 } song_name_table = { [0x40] = "some song", [0xA8] = "some song 2", [0x8F] = "some song 3", [0x01] = "some song 4" }
--- Method customization test. -- -- Permission is hereby granted, free of charge, to any person obtaining -- a copy of this software and associated documentation files (the -- "Software"), to deal in the Software without restriction, including -- without limitation the rights to use, copy, modify, merge, publish, -- distribute, sublicense, and/or sell copies of the Software, and to -- permit persons to whom the Software is furnished to do so, subject to -- the following conditions: -- -- The above copyright notice and this permission notice shall be -- included in all copies or substantial portions of the Software. -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -- MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -- IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY -- CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, -- TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -- SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -- -- [ MIT license: http://www.opensource.org/licenses/mit-license.php ] -- local co1 = require("plugin.customobjects1") local gg = co1.newScopedGroupObject() -- this is a group, but will send a "willDraw" message to all its children, in -- order, before it draws, and (in reverse) "didDraw" to all of them afterward local a1 = co1.newPrintObject(gg) -- print objects are display objects in name only: their culling and hit test logic -- is dummied out, and their "draw" logic involves printing their `drawMessage`, if one -- was provided... a1.drawMessage = "a1:draw" -- ...like so local a2 = co1.newPrintObject(gg) a2.willDrawMessage = "a2:willDraw" -- they also listen for "willDraw" and "didDraw" messages (as sent by the scoped -- group object), and will print the corresponding `*Message`, as provided here... a2.didDrawMessage = "a2:didDraw" -- ...and here -- (These print objects might have some utility in debugging, but are mostly intended as a very basic demo of the -- "custom objects" machinery, i.e. being able to invoke plugin-based behavior within the render hierarchy. More -- sophisticated use cases will be forthcoming as new features roll out.) local a3 = co1.newPrintObject(gg) a3.willDrawMessage = "a3:willDraw" a3.drawMessage = "a3:draw" local a4 = co1.newPrintObject(gg) a4.drawMessage = "a4:draw" a4.didDrawMessage = "a4:didDraw" local a5 = co1.newPrintObject(gg) a5.didDrawMessage = "a5:didDraw" local a6 = co1.newPrintObject(gg) a6.willDrawMessage = "a6:willDraw" a6.drawMessage = "a6:draw" a6.didDrawMessage = "a6:didDraw" timer.performWithDelay(20, function() a2.x = math.random(20, 40) -- alter an arbitrary "geometric" property so that the scene "draws" again end, 0)
object_ship_nova_orion_patrol_med_tier5 = object_ship_shared_nova_orion_patrol_med_tier5:new { } ObjectTemplates:addTemplate(object_ship_nova_orion_patrol_med_tier5, "object/ship/nova_orion_patrol_med_tier5.iff")
if not HpwRewrite then return end function HpwRewrite:AddSkin(name, tab) if not tab.Base then tab.ShouldSay = false tab.IsSkin = true tab.OnSelect = function() return false end tab.OnFire = tab.OnFire or function() return false end end self:AddSpell(name, tab) end function HpwRewrite:GetSkin(name) local skin = self:GetSpell(name) return (skin and skin.IsSkin) and skin or nil end function HpwRewrite:GetPlayerSkin(ply, name) local spell = self:GetPlayerSpell(ply, name) return (spell and spell.IsSkin) and spell or nil end function HpwRewrite:GetNumOfSkins() return self.NumOfSkins end -- Adding skins HpwRewrite:IncludeFolder("hpwrewrite/skins", true)
fx_version "adamant" rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.' game "rdr3" description 'littlebot' -- Server server_scripts { '@rdx_core/locale.lua', 'locales/en.lua', 'locales/fr.lua', 'config.lua', 'server/main.lua' } -- Client client_scripts { '@rdx_core/locale.lua', 'locales/en.lua', 'locales/fr.lua', 'client/main.lua' }
object_tangible_loot_creature_loot_collections_broken_lightsaber_hilt_011 = object_tangible_loot_creature_loot_collections_shared_broken_lightsaber_hilt_011:new { } ObjectTemplates:addTemplate(object_tangible_loot_creature_loot_collections_broken_lightsaber_hilt_011, "object/tangible/loot/creature/loot/collections/broken_lightsaber_hilt_011.iff")
return { name = "migration", fields = { { name = { type = "string", required = true } }, { postgres = { type = "record", required = true, fields = { { up = { type = "string", len_min = 0 } }, { teardown = { type = "function" } }, }, }, }, { cassandra = { type = "record", required = true, fields = { { up = { type = "string", len_min = 0 } }, { up_f = { type = "function" } }, { teardown = { type = "function" } }, }, } }, }, entity_checks = { { at_least_one_of = { "postgres.up", "postgres.teardown", "cassandra.up", "cassandra.up_f", "cassandra.teardown" }, }, }, }
local QBCore = exports['qb-core']:GetCoreObject() -- QBCore.Functions.CreateCallback("insidetrack:server:getbalance", function(source, cb) -- local Player = QBCore.Functions.GetPlayer(source) -- local Chips = Player.Functions.GetItemByName("whitechip") -- if Chips ~= nil then -- Chips = Chips -- else -- return TriggerClientEvent('QBCore:client:closeBets', source) -- end -- end) QBCore.Functions.CreateCallback("insidetrack:server:getbalance", function(source, cb) local source = source local Player = QBCore.Functions.GetPlayer(source) local bankBalance = Player.PlayerData.money["bank"] local MinAmount = 100 if bankBalance >= MinAmount then else return TriggerClientEvent('QBCore:client:closeBets', source) end end) RegisterServerEvent("insidetrack:server:placebet") AddEventHandler("insidetrack:server:placebet", function(bet) local Player = QBCore.Functions.GetPlayer(source) if Player ~= nil then Player.Functions.RemoveMoney("bank", tonumber(bet), "inside-track-bet") TriggerClientEvent('QBCore:Notify', source, "Du placerede et væddemål på, "..bet.." DKK") end end) RegisterServerEvent("insidetrack:server:winnings") AddEventHandler("insidetrack:server:winnings", function(amount) local Player = QBCore.Functions.GetPlayer(source) if Player ~= nil then Player.Functions.AddMoney("bank", tonumber(amount), "inside-track-won") TriggerClientEvent('QBCore:Notify', source, "Du vandt "..amount.." DKK!") end end)
lure.dom.computedStyleObj = {} -- :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: function lure.dom.createComputedStyleObj(pAttachNode) local self = {} --=================================================================== -- OBJECT METATABLE = --=================================================================== local self_mt = {} --------------------------------------------------------------------- self_mt.__tostring = function(t) return "[object]:CssRuleStyleObject" end --------------------------------------------------------------------- self_mt.__index = function(t,k) --print(tostring(t) .. "[" .. tostring(k) .. "]") if k == "styleRefStore" or k == "specificity" or k == "getProperty" or k == "setProperty" or k == "parent" then return rawget(t, k) else return rawget(self, 'getProperty')(k) --return lure.dom.computedStyleObj.getProperty(self, k) end end --------------------------------------------------------------------- self_mt.__newindex = function(t,k,v) if k == "styleRefStore" or k == "specificity" or k == "getProperty" or k == "setProperty" or k == "parent" then rawset(t, k, v) else return rawget(t, 'setProperty')(k,v) --return lure.dom.computedStyleObj.setProperty(self,k,v) end end --------------------------------------------------------------------- --=================================================================== -- PROPERTIES = --=================================================================== self.parent = pAttachNode --------------------------------------------------------------------- self.specificity = {0, 0, 0, 0} --------------------------------------------------------------------- self.styleRefStore = {} --------------------------------------------------------------------- --==================================================================== -- METHODS = --==================================================================== self.getStyleText = function() local cssText = "" for a=1, table.getn(self.styleRefStore) do cssText = cssText .. self.styleRefStore[a].key .. ":" .. self.styleRefStore[a].value .. ";" end return cssText end --------------------------------------------------------------------- self.getProperty = function( pPropertyName ) --print("GETTING PROPERTY: " .. pPropertyName) local isValidPropertyName = false local cssDef = nil local returnValue = "" for k1, v1 in pairs(lure.dom.cssDefs) do if pPropertyName == lure.dom.cssDefs[k1].cssToStyle then cssDef = lure.dom.cssDefs[k1] isValidPropertyName = true end end if isValidPropertyName then for a=1, table.getn(self.styleRefStore) do if self.styleRefStore[a].key == pPropertyName then return self.styleRefStore[a].value end end return cssDef.initial else lure.throw(1, "Cannot get unsupported CSS key '".. pPropertyName .."'") end end --------------------------------------------------------------------- self.setProperty = function( pPropertyName, pPropertyValue ) --print("SETTING PROPERTY: " .. tostring(pPropertyName) .. " with value: " .. tostring(pPropertyValue)) local isValidPropertyName = false local isValidPropertyValue = false local cssDef = nil for k1, v1 in pairs(lure.dom.cssDefs) do if pPropertyName == lure.dom.cssDefs[k1].cssToStyle then cssDef = lure.dom.cssDefs[k1] isValidPropertyName = true end end if isValidPropertyName == true then if cssDef.validateValue(pPropertyValue) == true then --if style already exists in the reference store, set it for a=1, table.getn(self.styleRefStore) do if self.styleRefStore[a].key == pPropertyName then self.styleRefStore[a].value = lure.trim(pPropertyValue) return true end end --else create a new entry in the style reference store newStyleRef = table.insert(self.styleRefStore, { key = lure.trim(pPropertyName), value = lure.trim(pPropertyValue) }) else lure.throw(1, "CSS Definition value '".. pPropertyName .. ":" .. pPropertyValue ..";' is malformed or unsupported. Declaration will be dropped") end else lure.throw(1, "Unsupported CSS key '"..pPropertyName.."' Declaration will be dropped.") end end --------------------------------------------------------------------- setmetatable(self, self_mt) return self end -- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
include( "slimenu/util.lua" ) include( "menu/mount/mount.lua" ) -- workshop include( "slimenu/bgstuff.lua" ) include( "menu/getmaps.lua" ) include( "slimenu/sv_loadingurl.lua" ) include( "slimenu/mainmenu.lua" ) include( "slimenu/errors.lua" ) include( "menu/video.lua" ) include( "menu/demo_to_video.lua" ) include( "menu/motionsensor.lua" ) --include( "slimenu/menu_save.lua" ) --include( "slimenu/menu_demo.lua" ) --include( "slimenu/menu_addon.lua" ) --include( "slimenu/menu_dupe.lua" ) --gm11 map stuff include( "slimenu/map_icon.lua" ) include( "slimenu/map_favorites.lua" ) include( "slimenu/map_options.lua" ) include( "slimenu/maplist_iconview.lua" ) include( "slimenu/maplist_listview.lua" ) include( "slimenu/startgame.lua" ) include( "slimenu/playgame.lua" ) include( "slimenu/interstate_gui.lua" ) --helpers include( "slimenu/luadata.lua" ) include( "slimenu/table_dump.lua" ) --gui.openurl include( "menu/openurl.lua" ) print "Loaded SliMenu"